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I find this fixed cost a little worrying, as it almost forces the player to try to have only a single sector. Multiple sectors would just add unnecessary influence costs for draining resources...

It's particularly annoying since large sectors are seemingly laggy compared to multiple smaller ones. The governor requirement for authoritarians was annoying as it was and should be removed in Adams.
 
It's bull**** since it's no choice since you get the max. amount of resources out of a single (big) sector.

Not really, it is the same amount of ressources the sectors collect. With 1 sector having max ressources every 10 years, vs 4 smaller with max every 40 years give you the exact same ressources for the exact same influence cost, but you can store a bigger max with the 4 in case of emergencies.
 
wiz which background room is your favorite
 
Really looking forward to fixing the megastructures. It kind of triggered my 4X OCD.

Is the bug with new precursor anomalies popping up via event but not showing on the map been fixed?
 
Not really, it is the same amount of ressources the sectors collect. With 1 sector having max ressources every 10 years, vs 4 smaller with max every 40 years give you the exact same ressources for the exact same influence cost, but you can store a bigger max with the 4 in case of emergencies.

100 influence to drain every single one of your non-core worlds, or 100 influence to drain only a quarter of your non-core worlds... how is this the same amount of "ressources" per influence?
 
Awesome all looks good. One think I would love though would be something like the 'Sector Resource Caps' mod. As it is when a sector maxes out on a material it just goes to waste - wouldn't it make sense to give that to us?
 
100 influence to drain every single one of your non-core worlds, or 100 influence to drain only a quarter of your non-core worlds... how is this the same amount of "ressources" per influence?
Presumably a minmaxing player would wait for the sector to be at (or near) its resource stockpile cap before draining the resources. Since the cap is same regardless of the sector size, it does not matter if the player has one huge sector and drains it once every 10 years, or has five smaller sectors and drains one of them every 10 years (so each of those sectors have 50 years to reach stockpile cap before being drained).
 
The ability to take resources from sectors is nice. However, wouldn't it be better to have separate buttons for minerals and energy? For example, if you need a lot of minerals to quickly build a lot of battleships or to start working on the next megastructure segment but already have a good amount of energy and can't trade away some to Enclaves (because they are destroyed, undiscovered, or you are playing as Fanatical Purifiers), can't give it to your sectors (because they are at/near their cap), and can't/won't give it to other empires (because you are a Fanatical Purifier, there are no interesting deals, or the only remaining ones are unfriendly), it would be wasteful to drain the sector's energy as well as minerals.
 
100 influence to drain every single one of your non-core worlds, or 100 influence to drain only a quarter of your non-core worlds... how is this the same amount of "ressources" per influence?
Let's say one HUGE sector has HUGE income and caps its storage every ten years.
Let's say four medium sectors have medium income and cap their storage (wich is the same) every forty years.

It means every forty years you drain your huge sector four times, or your four sectors one time each. In both cases it's 100 influence every ten years on average.


In real game it doesnt really work this way, but his statement makes sense.
 
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Lets say you have one huge sector and you are at peace. In this case you constantly need to drain the sector's bank to not overflow. Now if you had divided that one huge sector into 4 smaller ones, they will surely fill up later, but you will be able to get more out of them UNLESS you have the influence and you keep draining your one huge mega sector to be not full. You might not always want to spend a 100 influence to keep that huge sector being full and 4 smaller sectors as I said would fill up later in time which could be a potential issue if you get declared war early on, however later, you could get more resources out of them in the case of a war declaration, not only because the defensive war multiplier bonus, but that you dont need to drain them in peace time like the huge sector, because that would fill up much faster, and would probably need constant draining.

Exactly how TheChaosShow said.

For these reasons, I would probably have more smaller sectors, so I dont have to keep draining my "huge sector(s)" and in the event of emergency (i.e. defensive war), I could potentialy drain my smaller sectors for much less
 
seize 75% of a sector's stockpiled resources at the cost of 100 influence

Why so expensive? It's your resources after all. I mean, if the sector doesn't want us winning the war, and being annihilated by the murderhappy dragonflies is more preferable to them, then that's an act of treason and I'll hang the governor by the capital's Unity building. If I'm able to pump resources into a sector without the sector paying me back, then I should be able to extricate resources from the sector just as easily. You want it balanced? Then just reduce the sector's monthly contribution accordingly until the "debt" is repayed, and if the sector is suffering from shortages, then introduce a huge happiness malus to its pops.

On a side note, can we expect the mass starvation bug to be fixed?
 
Finally, we've added the ability to feed your sectors 1000 resources at a time through CTRL-clicking.

Cheers for the DD Wiz and thank you (and whoever did the coding for it) so much for this QoL update - and my fingers thank you twice over :D.
 
Hope diplomacy announcements will be better. It's very irritating to not be able see/jump to planets affected by peace resolution. And see others peace resolutions.
 
I saw that fanatical purifier was Fanatic Xenophobe/Spiritualist, does that mean Fanatic Purifier no longer requires Militarist?
 
Let's say one HUGE sector has HUGE income and caps its storage every ten years.
Let's say four medium sectors have medium income and cap their storage (wich is the same) every forty years.

It means every forty years you drain your huge sector four times, or your four sectors one time each. In both cases it's 100 influence every ten years on average.


In real game it doesnt really work this way, but his statement makes sense.
Let me use this analogy, which is much clearer what I have wrote before.

Lets say you get declared war on the 10th year when the huge sector fills up. In this case you are right, and one huge sector will be much more cost efficient taking out the resources. It will be 25 influence. In this scenario, if you want the same amount of resources out of the 4 medium sectors, you would need to pay 4*25 influence. In this case yes the huge sector is much better.

HOWEVER

Lets say you get declared war (i.e. defensive war) on the 40th year. If you keep draining your huge sector it would cost you 3*100 + 1*25 influence to get as many resources as from the 4 medium sized sectors which are about to fill up just right now, so they would only cost 4*25 influence to get the same amount of resources out of them as that one huge sector.

So people both ways have ups and downs. Its for the player to decide which route to take. I personally like this and would love to try it out. Also who sais you cant mix the two system? Get one huge sector and then later on a lot small ones? So best of both worlds?
 
I've never really had a case where sectors had a bunch of minerals just sitting around. I'm usually feeding them minerals (1000 per click will be great.)
Usually it's just useless energy they are stockpiling.
 
Wrecked megastructures seem pretty awesome. I guess that just cements the Cybrex even further as the best precursor to roll without fail.

The others were already a little underwhelming by comparison.