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Stellaris Dev Diary #21 - Administrative Sectors

Hi again folks!

Today I am going to talk about one of the great pitfalls of strategy game design; dull micromanagement. That is, features which require too much player attention. The trick, of course, is determining how much is “too much”, but it’s useful to consider how central the feature is to the core gameplay, how well it scales between small and large states, and how repetitive it gets with time.

In Stellaris, one feature which risked causing bad micromanagement was the planetary tile system; assigning Pops to tiles and deciding which buildings should go where. It is a fairly central feature and it is fun to use… but if you had to worry about 20, 50 or more planets, it would scale poorly. The obvious solution to this type of scaling issue is automation; you can let the AI handle it for you. This is indeed what we did in Stellaris, but not in a “traditional” fashion... Instead, we opted for something a little bit more akin to the vassals in Crusader Kings through something we call Administrative Sectors.

stellaris_dev_diary_21_02_20160215_edit_sectors.jpg


A Sector is an administrative region under the control of a Sector Governor. You can control a few planets directly (your “core worlds”), but once you go past the limit, you will start suffering penalties to your Influence as well as Empire-wide income. The exact limit for how many planets you can control directly depends on various factors, like your government type and technologies, but, as with the “Demesne Limit” in Crusader Kings II, it will never be a huge number. At this point, it is best to start dividing your territory into Sectors. You can decide the Sector capital and which planets should belong to it (but they must all be connected to the capital, i.e. form one cohesive sub-region.) You are also allowed to name your Sectors, for fun.

Unlike proper Vassals, Sectors remain an integrated part of your Empire, but they will handle development of planets and the construction of mining stations within their region for you. You can give them a focus (Industry, Research, etc), an infusion of Minerals or Energy Credits to help them along, and decide if you want to tax them for Minerals and Energy Credits. Sectors do not possess any military fleets of their own, nor do they perform research (they have access to the same technologies you do, and their research output is all given to you.)

stellaris_dev_diary_21_01_20160215_sectors_list.jpg


While Sectors and Sector Governors cannot demand more autonomy, or directly rise up in revolt (things I’d love to explore in an expansion), over time their population tends to diverge ideologically from that of the regime, and create their own identity. Like-minded Pops will tend to migrate there if allowed to. In the same way, aliens of the same species will also tend to coalesce in the same Sectors. Thus, when Factions form, they will often tend to have their main seat of power in a specific Sector. And Factions can demand autonomy and achieve independence. However, this is something that warrants its own dev diary...

That’s all he wrote folks. This time. Next week, I plan to talk about Alliances and Federations!
 
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So, basically NA: Sphere of Influence's provincial system?

Still, really good to see this in game. It's always nice to present challenges to large empires.
 
So all of the minerals and energy credits produced inside administrative sectors go to their respective sector, right? And we can choose whether we want to tax it or not? That's pretty cool.

In the same way, aliens of the same species will also tend to coalesce in the same Sectors.

I also see it as a good way of depopulating alien planets that I want to be populated by my own species. For example, could I create a sector made specially for a specific species of alien subordinates, and the planets populated by these same aliens but that are not inside that sector could start to see a number of aliens leaving to live under their "official" sector? If that's the case, then great, they will be opening room for their human overlords without I having to practice some morally questionable methods.
 
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What's great about this feature is that it brings playing as a monarchy or a republic to life. Plus, most empires in lore-rich sci-fi universes have multiple sectors that have "people with their own 'identity'" as you put it.
 
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Sounds good but I want the limit to be 8 or 10 planets by the end. By then your empire would have expanded and technology with it. Communications will have improved ect.

i wish for a dynasty family system, would be cool see some family fights inside a empire.ç

It would be great with Monarchy styled governments to have vassals à la CK2.
 
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I'm very excited to see that it will be similar to CK2. The vassal system there was great for keeping internal politics varied and interesting without forcing you to intervene every time you had enough gold to upgrade a castle wall.

There's still plenty of micro to be had, but if it's like CK2 then the system works in a way that phases out the boring and borderline inconsequential building placement and replaces it with the more interesting micro of keeping your governors happy and your population complacent.
 
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Looking more and more interesting each Dev Diary! Cannot wait for this to be out!
 
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My first thought is that things should be based on how many "systems" can be controlled (not planets), regardless of how many planets are in those systems. I agree that 25 to 50 or more planets (systems?) would get repetitive, but hopefully the player is still able to control quite a bit of territory (depending on the situation of course), and judging from the screenshot, they can...the Alvyrra III sector seems to be pretty large. All in all, it's impossible to tell what to think about this until we see it in context with the gameplay, but it certainly seems sensible.
 
Question. Are we limited by how many planets we can control or how many systems? I don't want to get caught in a situation like in CKII where I can't comfortably hold all of the planets/counties that are in the duchies/systems I decide are mine.

If we are limited by the planets and NOT star systems can we cherry pick the best 5 planets out of our entire empire?

If you look at the second screen shot it shows (green blob) 2/5 on the top bar which is number of planets you can directly control and the number of sectors that can be made is 2/3 (i.e. it's a different number)

So yes you probably can cherry pick the 5 best planets (one of which has to be your capital) and then sector the rest.
 
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I would still like to define sectors even though they're not delegated though. Would make better AARs, simplify selecting and managing empire policies and development and it's less lame to have Earth part of the "Imperial Sector" than just "nothing".
 
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Can you appoint a member of a different race to be the governor of a sector so it will attract more of that race to the system?

Will there be an automatic name generator for sectors for those of us who are horrible with names and would anguish endlessly without random generation aid?
 
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Are there going to be laws that classify sectors or how sector leadership is determined?

Say I've started colonizing a new region of space and the sector is created. Can we have different levels of sector and this is a "territory" that has a bit more management by the central government and then when it develops more becomes more like a "state"? Are all sector leaders appointed by the central government or can you have inheritence or elected sector leaders?
 
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Are you crazy? No offense intended :p. As opposed to 95% or 99%? There is no Utopia. I think 90% is a great number to settle with.

Speaking from my GalCiv3 experience, I think managing more than say, 8 planets, becomes a real bore. I haven't played much since they added planetary governors, but I loved playing huge maps for the exploration. But once I had 25 planets I would stop playing because it would take 30mins to play one turn.

Micromanagement is fun to a point, but the game needs to move forward and not be bogged down with the thought that "if I only managed my 50 planets directly, I could get XX% more productivity" - that HAUNTS me in gal civ). I would prefer the option go away so I don't have to worry about it. Or there be a disincentive to make whatever benefit there is to be gained, moot.

Did you read my whole post? I said it should be a option for those 10% who wants to micromanage. And to make it fair, since who micromanages can min-max, make it sector governors have some benefits. Making it both stiles of play valid and none inherit better.

________

I've never said it should be mandatory for you to micromanage. What I want is to opposite... is to increase the ways people can play the game differently.
 
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EDIT: I see a lot of people having the same opinion but being "respectfully disagreed" with. I don't mind it, but please do explain your reasons. I'm trying to be as compromising here as possible. I'd like to understand what's so wrong with having choices how to play the game, without compromising Achievements and Ironman mode?
It's a system to protect players from themselves.
A lot of 4x games have planet/city governors, but players usually dislike using them because they aren't as good at maximizing production as a human. On the other hand, players also tend to dislike the large amount of tedious work that comes with managing everything themselves.

By using the sector system Stellaris avoids the problem by making the choice for the player in such a way that it is actually integrated with the gameplay, so it becomes something you just do as part of normal play instead of a choice between two negatives.

It's probably mostly a psychology thing, most people would enjoy a game more if they used governors, but they don't because it always feels like a mistake, so by forcing the issue Paradox improves the gaming experience. For the small group that actually enjoys microing everything it's probably only a single value you have to change in the game files to be able to control everything personally.
 
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