This is a bit of a tough pill to swallow. Five was a restricting number of Core Systems to begin with, but now three?* Core Sector Systems base value reduced from 5 to 3. Added new early/mid game technologies and traditions to raise it
Assuming this is accurate (for the sake of argument, if nothing else), the new maximum would be 18 versus the old 15 + any from repeatable tech. On the other hand, the most you can start with now is 9 versus the old 10.5 from an ascension perk
2 from the civic
2/4 from pacifist
2 from the finished tradition
and i think 2 from research?
*To everyone complaining about the lowered core world base*
Remember when like a large amount of the player base was complaining about how useless picking a pacifist empire was both for single and multiplayer? This along with th tech increasing it made it so it's finally on a level playing field with the other playstyles as well as adding more balance to the dominating "Wide" playstyle.
This is a good thing, you'll see
here are a few screenshots:This is a bit of a tough pill to swallow. Five was a restricting number of Core Systems to begin with, but now three?
I guess the reason for the reduction are the many ways to increase the limit. Going by a fellow user's calculations...
Assuming this is accurate (for the sake of argument, if nothing else), the new maximum would be 18 versus the old 15 + any from repeatable tech. On the other hand, the most you can start with now is 9 versus the old 10.
Looking at those numbers, the situation hasn't changed much for someone who wishes to maximize the number of Core Systems. Without any of the bonuses, however, your start will really be hampered compared to 1.4. You'll be forced to use sectors even earlier, which I guess was also part of the reasoning for the change.
I'd like to say more, but I fear I've already said enough to get this post transferred to the quarantine thread, so I'll leave it at that.
well, atleast now we can check what the AI is building nextThe problem is, if you don't trust the sector AI to build your planets properly, you need to have all your growing colonies be core worlds (basically any with reassembled ship shelters, until you can upgrade to the minimum level needed to que the buildings you want on the tiles you want them).
# Sectors
* Completely overhauled Sector AI budgeting so that it should now never unnecessarily accumulate resources when it has projects it could spend those resources on
* Added a new Agricultural Sector focus for Food production
* Added a tooltip in the sector view that tells you what a sector is planning to construct and how they are allocating resources to those projects
* Sectors will now put more focus on building robots, especially on planets with no biological Pops
@Wiz Just do the below to appease these Sector naysayers.
Could give sectors worthwhile bonuses. These bonuses might take time to reach its maximum value.
Research Sector +10% Science, +5% Science in adjacent systems
Industrial Sector -10% Ship production time, +5% ship building time in adjacent systems
Trade Sector +10% Energy production, +5% Energy in adjacent systems
Frontier Sector -10% Pop Growth Time bonus and +20% migration attraction
Core Sector - +5% Energy, Mineral and Research production, -5% ethics divergence in adjacent systems
Tourist Sector + 5% Happiness, +1% happiness for every planet with a special attribute to the whole nation
Border Sector minus 20% cost and maintenance of defense installations, +20% sensor range, +20% border excursion. Your border can never shrink.
Iron Fist Sector (Militarist Only) - 10% Faction support, -5% faction support in adjacent sectors
Re-education Sector - 10% Ethics divergence, -5 ethics divergence in adjacent systems
Luxury Sector - Doubles strategic resources minus 20% energy and mineral production (so you can share with your Fwends)
Bastion Sector - Starbases, Defensive installations and armies have +20% hit points
Communications Sector - ethics divergence distance modifier is halved, ethics divergence distant modifier is quartered in adjacent systems
Flashpoint Sector - you consider a certain distance beyond your border to be your space. Any nation that has closed borders to you in this space is considered hostile and you can attack ships and installations at will. You can fly into closed border space up to a certain distance. Generates threat with adjacent neighbors. Allowing you to possibly antagonize another nation into declaring war.
Holy Sector - Spiritualist pops are attracted to this sector and are happier in this sector. Materialists are not and generate disgruntled factions in this sector.
Interesting change that might just make governeurs more viable.
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-54-ethics-rework.987286/
This details the ethics and factions rework if that helps clarify.
In short, ethics determine what factions a pop will join and factions function as interest groups with political agendas. Happy factions provide bonus influence and make their member pops much happier too. The degree to which pops will shift ethics - and which ethics they shift to - is determined by many factors and not just the lame ethics divergence modifier. Optimizing pop placement by ethics would be annoying as loyalties shift due to changes in the empire's political situation.
Disagreed. But first of all i don´t hate sectors, i like the idea and would also really like them if they would be a lot more efficient. What i hate are unreasonable limits (core planets, number of leaders). A build order for sector planets and more pop control settings (e. g. reserve all mines for slaves and all labs for synths, so slaves don´t grow on lab tiles) at least for certain ethics would make sectors more attractive.*To everyone complaining about the lowered core world base*
Remember when like a large amount of the player base was complaining about how useless picking a pacifist empire was both for single and multiplayer? This along with th tech increasing it made it so it's finally on a level playing field with the other playstyles as well as adding more balance to the dominating "Wide" playstyle.
This is a good thing, you'll see
So if you can now raise the core planet cap, is it possible to optimize the opposite direction and get some kind of sector benefit? Or is it always beneficial to increase core planet size, because I kinda liked sectors since I could focus on warfare and empire-wide affairs instead of micro-managing some backwater xeno planet.![]()