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Stellaris Dev Diary #147 - An update on Sectors & Designations

Hello everyone!

First of all I want us to celebrate that today is the 3-year anniversary of Stellaris. Stellaris is such a great game that has changed a lot since its release. Since 1.0 we’ve added Civics, Traditions, Ascension Perks, Fallen Empires, Hive Minds, Machine Empires, planet killers, starbases and much much more.

When we started developing Stellaris, I don’t think we could ever foresee what Stellaris would become this many years later. It’s really become its own thing and it’s really fun to see how many new players – many of who may never have played any of our other games, or any other strategy game for that matter – have found their way to Stellaris. Stellaris is such a great game for telling your own stories and in general just enjoying the awesomeness of space.

A big thanks to our awesome community for making this game even better!

Alright, let’s move on to talking about sectors & designations. This will be a followup to Dev Diary #142 and I will try to outline what we’ve done so far.

Designations
Previously planets would automatically assume a role depending on what was built on it. It’s now possible to set this manually, if you wish to. Having played with this myself, I must say it feels pretty great to be able to make that choice directly yourself.

upload_2019-5-9_14-2-20.png

Automation
A new neat feature is that it’s now possible to decide which planets, regardless if they are in a sector or not, should be automated. Automated planets will build things according to a certain build order, which is set up per designation. For example:
  • Build all district types of its designation
  • Build the buildings following the build order of its designation
  • Remove Blockers
  • Repair Buildings
  • Upgrade all buildings
This will happen every time it has less than 3 open job slots.

If crime is high this will trigger a crisis that will build a Precinct House, ignoring the normal build order.

If a building in the build order can not be build, e.g. because you lack the technology, it will be skipped.

Automation will try to use its own Sector Stockpile if possible, otherwise it will use the Shared Stockpile. You can read more about the sector stockpiles further down in the dev diary.

upload_2019-5-9_14-5-17.png

Because we deemed the risk to be too high right now, AI empires will not manually set designations or use the build orders. Our goal is for that to be improved in later updates, however, and when it’s had more time in the cooker we will be deploying those changes.

Sectors
In the new system, sectors will be created by making a planet a Sector Capital. This will immediately form the sector and include all systems within 4 jumps of the Sector Capital. We originally had thought to make the range 6 jumps, but we feel like 4 jumps feels better.

upload_2019-5-9_14-3-17.png

It becomes very easy to create a new sector. Simply click the flag on the galaxy to open the planet view.

upload_2019-5-9_14-3-49.png

In the planet view we have a create sector button. Once clicked, it will immediately create the sector.

upload_2019-5-9_14-4-15.png

Boom! Sector created. It’s just as easy to delete the sector as it is to create a new one. The sector capital is also visible on the map with its own icon.
Sectors now also have a Shared Stockpile, in addition to their Local Stockpiles. It is possible to set monthly subsidies for your Shared Stockpile. This should make it a lot easier to manage larger empires.

upload_2019-5-9_14-4-51.png


What remains to do
We didn’t want to try to do too many things at once, so we will be going with the safer option of deploying these changes in increments. These changes will not be coming in the upcoming update, but rather in the future.

Left to do:
  • Have AI empires set manual designations
  • Have AI empires use build orders for designations
  • Allow players to have control over the build orders for the different designations
  • Add nudging of systems between sectors
  • Allow you to create new sectors from within a sector
  • Display non-sector systems as a “Frontier Space” sector
  • Rework Governor traits to be more widely applicable
  • Look into automation for construction ships
When we’ve looked into more of these things we may want to start exploring ideas like adding more mechanics to “Frontier Space” or if we can tie faction to sectors somehow. Those are only some thoughts we’ve had though, and it's too early to say if that will come to fruition or not.

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That is all we had to share for this week’s dev diary. I’m really looking forward to next week’s dev diary, when I’ll be sharing something awesome.

Thanks again to all of our community, and let’s look forward to the next 3 years!
 
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Wouldn't the inherent cost be the fact that your now going to have to rip up all the old buildings yourself to start things rolling for the new designation?

Not really, with no cost you could use it to boost construction speeds for multiple resource district types on one planet, one after the other. Most resource planets will have some generators, some mines, some farms, etc because of not enough slots to fully specialize. Also with no cost, since it gives a boost to one resource type, you could use it to red-line your economy with even more micro to get best possible economy growth. As in, boost minerals for a while so you can build new planets while you lose food every month until food stockpile drops too low, then switch all your planets to food briefly, etc.

Edit: Basically at least a nominal influence cost would keep you from switching it constantly.
 
This also isn't how sectors work since 2.2. If you give a sector 200 energy and 100 minerals it just has "300 resources", which it uses to build things.

So you can trick the game by giving energy to your sector when the price of minerals is greater than 1 energy, and then the sector will automatically convert this energy in minerals without buying it on the market, to build your infrastructure?
 
then the sector will automatically convert this energy in minerals without buying it on the marke
Maybe that's exactly what it's supposed to represent, the sector itself using the market at a magical 1:1 ratio.
 
Sounds awesome! As for feedback, as a modder, I'm hoping that there will be a "is-sector-locked" flag to prevent players from simply deleting or tampering with sectors that are in the middle of an event chain?
 
I so would like the desire for supplies to raise the drag or raise in economy market related to this.

Eg, a planet that requires food would generate a raise in cost for such supplies there, while a farming planet would generate a negative cost. Such negative and positive costs would generate shipping routes between the two locations. The shipping routes in stations would be maximized by the amount of location based markets in between them (it's more expensive to sell Minerals to an Alloy based planet if there are lots of planets in between if there aren't a bunch of un stationed planets, and the maximum amount of market ships that can be serviced between two production planets if maximized by the smallest station in between them.

This would also make supply deplots MUCH more useful for making sure your super ship construction location isn't slowed down by not having enough supplies, or your city planet to not have problems because food can't get there fast enough, or your border planets have political problems and also change factions quicker because there are no markets with plus or minus draw through border planets, and frontier planets would have a bonus to creating pirates, but a lower cost in base supplies.

Distance between preferred market supply chain resource users would affect efficiency of that resource getting between users. Depots would reduce or remove the cost in getting required resources in between. Resource depots would also affect maximum resource stockpiles...you can't hold it in the bank if there's not bank to put it in.

I mention this because sector designation is such an economy related thing and this would be SO much fun. Seeing different color shipping routes, with maximum cost versus risk being more in use.
 
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Look, can you just let us form our own sectors? I agree with there being a 4-jump limit from the capital (with the possibility of that limit increasing via technology) but I really want to be able to have control of my own sectors, there is no reason I shouldn't. I don't understand why you want to take control of this out of our hands so bad...
 
Please have supply depots additionally reduce population upkeep of the planet they are built on by 5% (representing reduced logistics cost of supplying the planet), a bonus that maxes out at 20%.
 
How about larger (or smaller) sector sizes affecting efficiency of the sector and Governor skills and capability affecting that. larger sector capital governing buildings would also increase sector ranges but also make governors more likely to join/create a faction that represents them more for a higher position internally.

E.G. A larger sector range from the sector capitol is possible, but increases cost in that sector running and increases draw to negative value factions in that sector. Then negative value sections increase the draw for crime and so on. To reduce cost in such a section the player builds a Larger Section Governing building on the sector capital, but the governor starts to get cocky and want more play in the overall national government. (He's a Count now not a Baron after all). He previously wanted some mines built on a couple planets in order to be happy, but now he wants alloy constructions to be built there and if he's not happy may join a negative faction. Having economies affected by range and affecting internal politics would be delicious.
 
Now I just hope you will someday put the planet tile graphic beneath buildings again rather than that sad and lonely green grid. See how nice it could look:
While I don't deny that this looks nice, I don't think it's a good suggestion, because it conflates two unrelated things. Neither deposits nor blockers have anything to do with building slots.
 
This is great! I am looking forward to this.
 
While I don't deny that this looks nice, I don't think it's a good suggestion, because it conflates two unrelated things. Neither deposits nor blockers have anything to do with building slots.
I think it'd be fine. It just looks nice, that's all there is to it.
 
While I don't deny that this looks nice, I don't think it's a good suggestion, because it conflates two unrelated things. Neither deposits nor blockers have anything to do with building slots.

Other artwork can be made/used. The point is, putting terrain styled art on the building slots makes the interface much nicer to look at.
 
Now this is a new feature I can feel excited about.

I hope sometime in the future those new sector/planet/governor features eventually evolve into some sort of planet/sector/governor independent acting. Aside from factions giving a few bonuses and some planetary events, we have close to zero internal issues to mind. How I would love to see rebellious sectors with their own fleets posing a threat. The way the game is now, once you start steamrolling the galaxy, all that remains to do is rinse and repeat until you paint the map. If we had more significant internal strife to worry about, the game would be enjoyable and challenging throughout.

With improved sector and governor dynamics, we get close to having the tools to implement a more meaningful internal politics system, which IMHO is what the game is more desperately lacking (save fixes, like the AI and diplo fixes, long overdue if you ask me).

EDIT: someone said above that filling the governor job should be more in tune with the empire's civics - say, in a democratic empire you don't appoint governors, they get elected and get overall traits in tune with the sector's population inclinations. That would be EXCELLENT.
 
When we’ve looked into more of these things we may want to start exploring ideas like adding more mechanics to “Frontier Space” or if we can tie faction to sectors somehow. Those are only some thoughts we’ve had though, and it's too early to say if that will come to fruition or not.

That's what I mean, the new sector dynamic opens way for more interesting internal politics.
 
Look, can you just let us form our own sectors? I agree with there being a 4-jump limit from the capital (with the possibility of that limit increasing via technology) but I really want to be able to have control of my own sectors, there is no reason I shouldn't. I don't understand why you want to take control of this out of our hands so bad...

After going through 8 pages, I've finally found someone that has the same concern as me.

It's all well to be able to set sector capitals and have the 4-jump limit, but there will be times when you want to adjust the sector shape between adjacent sectors so that planets/systems that are within jumping range of both sectors can be moved to one or the other based on player preference.

I think this may be what is meant by:
  • Add nudging of systems between sectors
Just would like some clarification on what is meant by that.
 
While I don't deny that this looks nice, I don't think it's a good suggestion, because it conflates two unrelated things. Neither deposits nor blockers have anything to do with building slots.

Yeah, the heart of the suggestion there is simply putting the basic terrain below buildings. I made that image a while back in a broader suggestion thread about trying to uncover some of the art assets that are buried in menus: https://forum.paradoxplaza.com/foru...uncover-the-nice-art-buried-in-menus.1165026/ So it was a bit more wide ranging. Any UI solution that puts that art on the front page of the planet view, rather than hidden somewhere I see once or twice per game is good in my book.

That said some deposits are related to buildings (gas/crystal/mote deposits), and it seems fine if blockers in fact did block buildings too... It would rarely be an issue anyway since you usually clear blockers far before you reach the building limit. But again, thats a minor point compared to the main goal, uncovering the nice art that is buried in menus.
 
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  • Look into automation for construction ships
Instead of jumping full on into automation, would you be willing to look into improving the build queue system for construction ships, as I suggested here? I really think that making construction ships' build queues work similarly to how fleet upgrades work* would remove a substantial amount of the tedious micro from construction ships, without needing to fully automate them.


*By this, I am referring to what happens when you press the fleet upgrade button but don't have all the required resources to upgrade the entire fleet.