Today I'm continuing to talk about the sectors, as it's still the core focus of my mod. Well, I've spend nearly a week raking up with Le Guin stuff related to sectors and finally managed to assemble and test a proper mechanics, fixing at least some basic issues. So, I'm going to talk about sector size, shapes, borders and capitals.
As I’ve said above, sector creation mechanic is a bit weird, especially in limitations. For now, all sector are created like pancakes having a radius of 2 hyperjumps. The is really annoying and absolutely ineffective, as after a while you’ll just have a huge list of single-planet sectors. And you’ve lost all the control which was in previous versions! I’m going to change it and fix a bit.
Sector Types
After a week of detailed studying of sector modding mechanics, I’ve realized that there is no way to create a flexible allocation logic using only a couple of sectors. That’s why I’ve designed a lot of similar types for internal mod usage. That was done to avoid any intersectioning between them, as the sector now is more like an abstract and dynamic scope and is not always accessible from specific locations. This types are hidden and forming three primary sector groups: the basic
Core Sector,
Internal and
Frontier Sectors. In general, they are mostly the equal, but have different weight to include systems, different radius range (i.e. core sector has a range of 20 starting from the Capital planet while frontier sector has only 10, inner sector is in the middle) and some other minor tweaks. The difference between inner and frontier sector is the distance to core sector. Far sectors are more likely to become frontiers. Later there could be some additional parameters, but for now this is a basic foundation for all other features. For example, there will be some impact on sector factions, depending on the sector’s type. Some demands for core sector won’t be absolutely similar to frontier.
System Allocation
Well, the one of the primary goals was to create a predictable mechanics of sector shapes and borders.
At first, I’ve changed the maximum size of all sector types, from
2 to
20,
15 and
10 accordingly to core, inner and frontier sector with some plans to slightly extend this numbers with some new technologies, civics or traditions in future. This step has immediately improved the sector shape and now gives more reason to their existence. Now you are able to plan where you want to establish a new sector, roughly predict it’s shape and what planets are going to be included within.
At second, I’ve designed a weight-based logic related to systems’ distance to sector capitals. Now systems are gravitating to drop into the sector if they are pretty close to their capitals, and this parameter is slightly decreasing to zero at the end of the borders. So, in other words, if some sectors are touching in the system and this system is on 5 jumps to capital of sector #1 and 6 jumps to capital of sector #2, the system will drop into the first sector, as it is closer and has more weight for including it. Of course, if the capitals are accessible by hyperlanes and there is no other factors. So, understanding this concepts helps you to design the shape of your sectors and make it predictable. In combination of other features like transferring sectors, or increasing the power of entire sector you’ll be able to have almost the full control of your space assets.
Later I’ve came across to a
thread, where ts has some similar thoughts about creation mechanics, so I think I’m right with this approach.
Management
The other goal was to give back some management options for player. At first, I’m recreating an option to relocate the
Capital of sector. It’s not just a cosmetic feature, the status of sector capital is really crucial, at least for internal hardcoded logic (losing sector capital will lead to reshaping the sector for instance). But along with this I want to bring and additional, political sense to sector capitals. They have to be the central world of entire regions, collecting trade, having some own issues, giving specific bonuses etc. And according to previous section, sometimes you’ll need to redraw the shape of your sector, to shift the capital weight into some other part of it, so it’ll be really helpful.
Sector capital planet now has it’s own type with some bonuses and is shown in outliner.
I want to give back an option to transfer systems between existing sectors. Well, I can’t reproduce absolutely the same what was before Le Guin in GUI and programming aspects, but I’ve found a solution which could replace it. There will be some system-based decisions allowing you to attach systems to opposite sector. Of course, it’s going to cost you a bit of money and influence, as well as for previous feature.
I’m thinking to ban self-emerging sectors for better control. Now sectors create themselves without any player approvement. There has to be a political decision for player to establish a new sector from chosen planet.
Other features
There could be a plenty of features related to sectors. Currently I’m trying to select the very important ones and later their list could be extended. At first I want to implement an
administrative capacity bonus from existing sectors, some
leader-based impacts on sectors, capital related stuff and, of course, some linkage with sector factions.
I’ve made some pictures to explain sector mechanics, please, take a look:
That's all for today. I hope I'm going the right way