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* Core Sector Systems base value reduced from 5 to 3. Added new early/mid game technologies and traditions to raise it
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...

5 from an ascension perk
2 from the civic
2/4 from pacifist
2 from the finished tradition
and i think 2 from research?
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.
 
*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

No, what would be a good thing were if the pacifist got something like +3/+6 and the core worlds base were the same or at the very least only reduced to 4. Recall that in 1.4, pacifist can get 10 core sector planets from gamestart with another +5 at advanced government types. This is decidedly neutral, with a significant delta due to uncertainty; it could go either way.

Look; there are a load of features which only make sense based on the assumption that core worlds will be the inner core of your empire. The 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). This basically means that while you have core planet cap 3, you have all your developed, inner worlds in sectors, while your core worlds cap goes to your capital system and the two colonies you're currently building up until they're finished enough that the AI can't ruin them. It's pretty clear that being stuck at 3 systems for the whole game would probably ruin it for me, probably for a lot of others too.

As is, then, you basically need to either: take pacifist, take efficient bureaucracy, get the traditions which increases it or the techs which increase it before you colonise your 4th system, or else make a mockery of the core worlds system by giving all your core worlds to sectors or concede to the AI the right to run your empire for you, leaving you nothing but a figurehead, at which point you may as well not be playing (sorry if this seems melodramatic, but I do NOT trust the sector AI to build my colonies from scratch properly). That sounds like a lot of options but if you look at the breakdown it basically leaves you with one of four options: either it strongly restricts your empire build, or it restricts your early game choices, or it forces you to play the game in a manner opposite to stated intent, or it forces you not to play the game at all.

Now as has been said several times, we really need to see how well the system works in-game; it may well be that the early game choice 'restriction' is really no big hassle outside of limiting early game rushes, which would be ideal. On the other hand it may be poorly implemented or too beholden to the RNG which chooses which techs you get, which could lead to arbitrary advantages to those who RNG into them early, or railroad people in their starting tradition choices, which would be pretty much the opposite of ideal.

Honestly I think people saying "it's definitely fine" or "it's certainly a good change" are being as silly as people complaining that "it's definitely terrible" or similar. I disagree that it is in any way clear what the effect is going to be.
 
DAYYYUMMMMMMM.......... NOICE!! =D

My HD is running low on space after downloading those patch notes! lol
 
I just registered onto the forum today to say thanks for patch notes reveal. I'm very excited to see Utopia launch literally a week after my birthday.

I had a question I've been dying to ask since the reveal of the synthetic ascension, also kicking myself for not having asked this during your AMA on Reddit: Are the synthetics your pops turn into ascension-exclusive? Do the synths you build before and after ascension count as being your ascended race? I'm interested in knowing whether they gain the reduced maintenance costs and cheaper consumer goods bonus that you mentioned in the AMA. I'd also like to know how this might affect your synths (ascended pops or built) for the AI Rebellion crisis.
 
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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.
here are a few screenshots:
http://imgur.com/D2Odllv
You can pick 2 while creating your race and later on 1 more through research, so you can start with 5 Systems just by choosing this civic
https://pbs.twimg.com/media/C3uw8qvWQAArBOZ.jpg:large
Adopting Effect: Colony Ship Build Cost -50%
Finished Effect: +2 Core Systems

Other effects of the Traditions are:
Pop Growth Time reduced by -15%
increased Tradition Cost caused by number of colonies is reduced by -33%
Colony Ship Build Speed increased by +100% (and get one free)
New Colonies start with 1 additional pop
Frontier Outpost maintenance cost reduced by -50%
The Pacifist Bonus is in the Patchnotes
And last but not least Administrative Efficiency is not mentioned as removed in the patchnotes (repeatable T3 tech which grants +1 Core System)

The 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).
well, atleast now we can check what the AI is building next
# 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
 
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There will always be hate for sectors, but I like them. I like them even more as they get more refined. I'd have stopped playing Stellaris permanently the first time I hit 15 planets to manage without sectors.

I've enjoyed EU, HoI, and CK2, but let's face it....micromanaging 15-20 planets would be more work than managing entire continents in those games.

The reduction from 5 systems to 3 is no big deal considering we know you can raise it even higher than before and you can build habitats in your core systems to also micro-manage. Sure, you have to pick up the traditions for it, but a high-core play style is available to you because of it.

Not trying to pick on people who want more/infinite core systems. Everyone wants Stellaris just so. Just keep in mind that sectors keep the game manageable for folks like me.
 
@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.

this... already happen with the sector leaders ? chose a sector leader with the right trait and its done . well, not that much of absurd random buff :D .
 
I like the fact that you can set frontier stations as wargoals - but, why should I do that rather than just Pearl-Harbouring the thing at the start of the war?
 
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.

The two mechanics are not mutually exclusive. You can have this system of factions and the modifiers for populations simultaneously.
 
*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
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.

A good thing is to buff something that is considered to be weak. Nerfing everything else because of one weak thing is a bad politic.
The Galactic Force Projection Ascension Perk is an example for good balancing.

From a reasonable point wide simple must beat tall in an one on one. Building a Federation is the option for tall to secure independence.
You can only beat down wide with giving it a huge amount of penalties, and i mean a ridiculous amount.

One point that would favor tall would be if the tech levels grant way larger boni. E. g. laser II does double damage to laser I, laser III double damage to laser II... same for production, tech buildings.
That way the tech advantage a tall empire can have will really matter.
 
Why have you chosen to resolve issues with the unbidden and swarm AI but not fixed the totally broken AI rebellion AI. I understand you want to do more with the AI rebellion but it remains the only part of the game I would say is totally broken rather than simply in need of improvement, an interim fix would have been welcome.
 
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.:(
 
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.:(

Research sectors with just enough energy and minerals to support their pops and starports can get a 10% bonus from an intellectual governor?

Sectors seem to be worst at starting from scratch, so for me 'extra core planets' usually translates into 'faster colonization'.
 
Does anyone know if the expansion planner will automatically update with newly acquired species? Every time I conquer a new empire or annex a vassal, I have to reload the game. AND if I have more than 5 species, they won't show up as options in the planner.