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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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Sectors will only build if you allow them to.

Do you mean that they build themselves if you tick a certain box or will they only build what you directly order them to build?
 
Hey, does a sector governor affect production of space mining stuff in either the current version or 2.2? I forgot.
 
I definitely think we could do a lot more with sectors now that they have borders the players can't redraw at whim, but no concrete plans at the moment.

I'd love for the Feudal Empire civic to be revisited to take advantage of sectors effectively having de jure borders now. Say sector autonomy laws that range from tributary-esque - vassalage - semi-autonomous sectors - fully direct control?
 
Is it possible to let sectors colonozize planets?TTo let them expand on their own with new space stations?

Will it be open to modding how sectors are drawn?

PS. I really hope for an upcoming storyevents pack centering on sectors, factions etc.
Working Title: A space house divided ;-)
 
So, if i will playing on my favorite x0.25 "habitable worlds" setting, should i expect having a lot of one-planet sectors because it is determined by star clusters geography?
Or maybe there will be some mechanic to unite sectors if they small?
 
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@Wiz Is there any chance of you to add the ability to use species class or species archetype in the possible and potential tags when creating a custom civic? As far as I know that is currently not possible in the game and would allow modders to create more interesting civics.
 
Will there be a change to when you get your factions? It has always seemed odd to me that a civilization who has developed to space travel would start with zero factions and only have one faction for quite a while.
 
RANDOM SECTOR IDEA: The crime level on a sector capital should affect the crime level on all the worlds in the same sector. You can move a sector capital, but it costs influence plus you get a period of instability in that sector. Having a crime ridden capital world affects the entire empire in the same way, but to a lesser degree.
 
Generally reduced leader upkeep.

Hi Wiz,

Looks like great changes! I'm curious, do you know what sort of resources leaders will cost - it seems like energy/or even luxary goods might be a bit cheap for leaders (even if you have around 30 total), and it's odd that one leader costs as much to maintain as a corvette?? (then again, I guess that could include the leader and all their staff)

That said, what about costing influence, that would be an interesting balance to maintain.
 
I assume leader maintenance is paid in energy, if as you said it scales up with empire size. So for example, an empire with 10 sectors would need 10 governors, but will pay more for each governor than an empire of 1 sector than only needs 1 governor?

Have you considered paying them with influence instead, and have the cost go down with empire size, so a big empire will pay roughly equal influence in maintenance though having more (and needing more) leaders than a small empire?
 
One thing I am very happy with in terms of immersion is that you are going to have to pay your leaders' wages instead of ''buying'' them for their entire lives.
 
Looks amazing. Thanks for your awesome work!
Will sectors without enough resources, or disconnected, experience reduced ethic attraction/potential for uprising? Rebellions are one of the coolest thing of the game on paper, but they need so much more love :(
 
I want, no, I NEED to play 2.2! Now i can't play my current version because it's too primitive.
 
I definitely think we could do a lot more with sectors now that they have borders the players can't redraw at whim, but no concrete plans at the moment.

May I hold some hope that this includes a rework of leaders? It is terribly banal at the moment. For example, the selection of candidates offered on the recruiting screen is moot, since you can easily cycle them until you get the perfect traits in exchange for credits. They have no personality, and there's no interaction with faction leaders.

I'm still hoping for an internal politics overhaul to one where you have actual characters to manage around, but I guess that is 9 months to a year away at the least.
 
A sector stipend policy to automatically transfer funds would be great. E.g: None, 10%, 25%, 50% income distributed to sectors.

I love the idea of sectors being geography based. I could see it fitting with the claims system too, like claims being cheaper on systems with a sector you have colonies in.
 
Looks amazing. Thanks for your awesome work!
Will sectors without enough resources, or disconnected, experience reduced ethic attraction/potential for uprising? Rebellions are one of the coolest thing of the game on paper, but they need so much more love :(
I also hope that sector rebelions will be a thing.