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Stellaris Dev Diary #126 - Sectors and Factions in 2.2

Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of Sectors and Factions. As said before, we're not yet ready to reveal anything about when Le Guin is coming out, only that it's a long time away and we have many more topics to cover before then. Also as said before, screenshots will contain placeholder art and interfaces and non-final numbers.

Sector Rework
Sectors have always been a bit of a controversial feature. Even if you disregard arguments about the general level of competence of the sector AI, the fact that sectors effectively force the player to cede control over all but a few of their planets has never gone down well with certain players. In truth, the decision to force players to give planets to sectors was very much a result of the old tile system - because of the sheer amount of micromanagement that was involved in managing a large number of planets, it was decided that automation was necessary, and also to make that automation mandatory (barring mods) to effectively force players to not make themselves miserable by micromanaging the tiles of a hundred different worlds. With the planetary rework in the Le Guin update, we no longer feel that this mandatory automation is needed any longer, and so we've decided to rework the sector system entirely.

Instead of being autonomous mini-economies, sectors are now administrative units in your empire, with their layout decided by galactic geography, with each sector corresponding to a cluster of stars in the galaxy. Sectors are automatically created when you colonize a planet in a previously uncolonized cluster, and your 'core sector' is simply the cluster in which your capital is located. All interfaces that are relevant to sectors and planets (such as the outliner) are now organized by collapsible sector entries, allowing for better overview and management of a large number of planets. As before, each sector can have a governor assigned to it, but sectors now automatically send all of their production to the empire stockpile instead of having their own fully realized economy. However, since we still want players to be able to offload some of the planetary management when controlling a large number of worlds, it is still possible to allocate resources to a Governor, who will use those resources to develop the planets under their control. This of course means that there is no longer any core sector limit, and anything that previously used to give a bonus to core sector planets has either been changed into a different bonus or removed altogether.

EDIT: Since there's a lot of questions about leader capacity, please read down a bit further in the thread where I address this issue. Thank you!

(Note: Image is highly WIP and has missing elements)
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Faction Happiness Rework
Factions are also changing in Le Guin, though not to nearly the same degree as sectors. Most of the core mechanics of factions will remain the same, but Faction Happiness is being changed into something we call Faction Approval, measuring how much a Faction approves of your empire's policies. Where previously Factions would only give influence when above a 60% happiness threshold, Factions now always give some influence, with the amount scaling linearly to their Approval, so a 10% Approval faction will give only 1/10th of the influence that a 100% Approval faction gives you (the amount they give also still scales to their share of power in your empire). Faction Approval is also no longer directly applied to Pop Happiness, but rather will affect the happiness of Pops belonging to that faction at different thresholds, with small boosts to happiness at higher levels of approval and increasingly severe penalties to happiness at low levels of approval (effectively swapping the influence threshold for various happiness thresholds).

This should mean that even small boosts to faction approval now directly translates into influence gain, and that factions almost always give *some* benefit, even if that benefit may be outweighed by the unhappiness and unrest they can cause. We're also hoping to have time to review the faction issues, tying them more directly to policies to make them easier to understand. For example, instead of demanding that all species have their rights manually set to Full Citizenship, the Xenophile faction might demand a certain empire-wide policy setting that forces the equal application of species rights across all species.
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That's all for today! Next week we're continuing to talk about the Le Guin update, on the topic of Trade Value and Trade Routes.
 
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The sector rework seems amazing!

The faction one is also very interesting, but will it be possible to mod other resources it can give instead of just influence? Or just put a modifier (like pop_resource_output = 0.2 or whatever) and have it scale based on the faction's approval, instead of having to rely on event and modifiers?


Does that mean that leaders cost more when you have a big empire (since big empires should have more resources), or that they cost less (since you need more of them)?

Empire size increases leader cost.
 
Sooo.... What about your Gouvener Leader Capacity? Do you get +1 for each Sector, you own? Or is one Leader able to govern more than one Sector? Asking, because of galaxy-wide empires, like swarms and such :D
 
It's a shame we won't have any control over sector's borders. I liked to create sectors in the place of diploannexed or conquered territories, for example. But it's quite minor annoyance and I'm soooooo happy that core systems limit is finally gone.
 
I really liked the recent change to have one governer for all ten of your planets, will this force us to recruit a ton of them? Will we get more leader slots? What about just having them more powerful when they administer fewer sectors? And will there be a formula for how many habitable planets there are in a sector, and will we be colonizing a lot more planets in this system because of the rebalances you talked about before?
 
Empire size increases leader cost.
That makes sense. Do they always have an upkeep? Of course it's still subject to balance changes and non-final numbers, but wouldn't the upkeep + cost make it a big strain on an Empire resources in the early game? Losing a leader early on (election, death via event, that sort of stuff) can make times really difficult for an empire
 
I guess that's beyond the scope of this update but any thoughts on "sector politics" and having to manage them thus? Frontier or "Outer Rim" sectors having loyalty issues, wanting more autonomy, things like that.
 
Are those sectors Name and rename themself? Frontier sector Sounds nice now. Give it 100 years and it is deep inside your Empire.
 
Omgwtfbbq core systems limit is out! Rejoice, galactic citizens!

This 2.2 looks a lot like what I hoped Stellaris would be at launch, and probably do more for the game than any previous expansions.
 
Instead of being autonomous mini-economies, sectors are now administrative units in your empire, with their layout decided by galactic geography, with each sector corresponding to a cluster of stars in the galaxy. Sectors are automatically created when you colonize a planet in a previously uncolonized cluster
This is a really dumb decision. Let us make our own sectors.
 
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...We're also hoping to have time to review the faction issues,...
Well.. you got all the time you want. Don't you? There is no release date known, so far. Or are you saying, that you have specified a date internally, at which the patch should be ready to roll out? ;)
 
Good changes, altough I was hoping in deeper changes in factions, like Victoria. Like, some pops lose the job because I have created robot, they have the issues "outlaw robotic worker" and likely they will sustain the spiritualist faction, because they want to outlaw them. There is high crime level on some planet, so pops on this planet will have the issues, I don't know, "more control" and they will sustain the authoritarian faction. It's not the faction that influence the pops, but your choices and your good administration that make peoples happy and consequently a faction strong.