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A small spoiler related to sector shapes:

Screenshot_from_2019-10-21_00.44.13.png
 
2.6 Verne
Hello everyone! As I promised, I've updated my mod after Federations release. For now, it almost with the same functionality, but the effect provider mechanics (required to provide sector & system-wide effects) was switched to planetary deposit/feature (Colonial Center) as a more simple and elegant solution. Some UI graphics and logics were polished as well. And I've made a first steps to sector topography/star management which I'm planning to release soon (you can see some spoilers on the screens).

The mod available on steam and pdx mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=771132431
https://mods.paradoxplaza.com/mods/1403/An

irm_screen_system.png


irm_screens_leaders.png


irm_screens_center.png


irm_screens_configuration.png
 
How well would this work with Governor Level Extended?
 
How well would this work with Governor Level Extended?
For now IRM could take into account only their levels, as I can see there are plenty of specific traits. Perhaps, I'll try to provide a compatibility for them a bit later.
 
That would be amazing. Thanks for the fast reply, and the mod
 
Sector Topograpy
Hi all.
I'm glad to say, that I've finished an important milestone in my mod dedicated to sector topography (shaping).
Now you’re able to add or remove any system to/from any sector. In the new system interface, you could set up a system attachment stance and define whether it has to be included in the nearby sector or not. You could quickly do this right from the screen or you can open detailed settings for each system (may be useful for cases where a system is surrounded by a couple of sectors). See the demo video in the mod showcase.

The second feature, which was updated a bit is a difference in sector types. I guess the core sector has to be different from the frontier, so it's natural that they must be opposing in their characteristics. I think, this could encourage players to create sectors and abandon the idea to keep everything in frontier. For now, each sector type has its unique effects:

Core Sector
Stability: +5%
Government Ethic Attraction: +10%

Regular Sector
Pop Happiness: +5%
Pop Growth Speed: +10%

Frontier
Pops Upkeep: -15%
Crime: +10
Government Ethic Attraction: -20%

I hope you will like this extension. Feel free to share your thoughts and give any feedback, I'll be very grateful.
Latest version is already available on steam.

 
I think I've made a successful attempt to fix sector shaping in my mod and lay down a good foundation for further development. But for today I'd like to ask you, what do you think the sector needs to be an interesting and meaningful entity in the gameplay.

I've roughly sketched some ideas which I'm going to include in my mod. There could be:

Sector Overview
some sector-wide stats in a single window, dedicated to economics, development, demographics, military within the sector, etc;

Sector-specific edicts
an ability to enact a special edict in a sector scale;

Sector military fleets
and the possibility to add some automatization, i.e. to patrol trade routes within the sector space, fight emerging pirates without your participation, etc;

Topographical interaction
something like constellation bonuses in Endless Space 2, i.e. setting the ownership of all constellation systems within a sector gives a certain bonus (+ to minerals/food/research whatever);

Intersector Cooperation?

Sector-based political factions
a faction could be formed only within sector territory regardless pops ethics with own interests and demands;

etc...

What else I've missed? Feel free to make any suggestions.
 
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Depending on how sectors are built up (lots of starbases/fortresses, or labs/unity buildings, or food/civilian industries), your economy could influence ethics attraction, leading to some sectors having a good amount of its population materialist, or militarist, with different policy desires. Also, what are your thoughts for sector events that could occur throughout the game, with impacts and effects on your culture and politics? Maybe a planet wishes to be apart of a different sector, or a sector which is right up against another Empire starts shifting to their ethics, and wishes to trade (if they're neutral or better)?

Sector edicts could be cool, and could cost unity, as a sink for it. So you can trade progress on Traditions for a decent edict in your sectors. Maybe you're in a war, and you have a sector which holds several shipyards, so you enact an edict which buffs build speed and decreases ship cost. This makes the militarist pops happy. Could there be sector policies as well? Basically, what we have now in many policies, on a sector instead of Empire level?

Handing off patrol fleets would be nice to decrease micro, and if you're a trade heavy Empire, it could get to the point that the sector becomes powerful, and wants to secede to become a vassal or ally instead.

I like the idea of sectors cooperating. Maybe this could be apart of the "Interstellar Incorporated" mod which uses freight ships to transport resources.
 
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So am I right in saying that I have to manually add each individual system to a sector? This seems extremely tedious. I feel like it would make more sense if if sectors were attached to their max limit by default and you you had to manually disconnect systems from sectors to form new sectors.

If I'm wrong, then I'm lost. I watched the video, and in the video each sector system is manually added.
 
You are right.
However, after the devs had released a lot of sweat features around sector modding, I guess I'll simplify the sector management process. You will be able to control the entire sector radius easily including/excluding a lot of systems at once. In parallel, I'll keep an option to control single system manually.