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I've found those to have little effect. I think the energy_surplus ones might matter, and there's one about sector budget post sectors, but for example I changed this to have the AI expect 0 income both base and per pop from energy. What'd it do first thing in the game, with 11 energy a month and most of it surplus? That's right, it built a power plant on top of a food tile :). It seems that some of those modifiers work, and some do not.
 
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Yeah, seems that it works like this.
Btw, one more question. There are a certain set for development focus, i.e. industry, research, military, finance. And there is a such config for each of them:

Code:
# ships: ships to build
# military_station: set to yes if want to build military stations
# modifier: modifiers

...

research = {
    production_targets = {
        society_research
        engineering_research
        physics_research
    }
  
    ships = {
        constructor
    }

    ai_weight = {
        weight = 50
    }
}

Ships section seems interesting. Currently it's designed to produce construction ships, with default 0.04 factor. So, are we allowed to add another ships or stations to this list? And will it have an effect? I've seen, that there were "orbital_station" addition in one of the sector mods, but i'm not sure if it works properly.
 
Hm, seems, that I've found a proper way, smth like this:

Code:
#test_mandate_2 = {
#    valid = {
#        owner = {
#            can_create_sector = parameter:sector_capital
#        }
#    }
#   
#    parameters = {
#        sector_capital = planet
#    }
#   
#    # This = Pop
#    # From = Leader
#    vote_weight = {
#        base = 10
#        modifier = {
#            add = 100
#            from = {
#                planet = {
#                    is_same_value = parameter:sector_capital
#                }
#            }
#        }
#    }
 
Well, I've managed to make new Sector Type and it even seems workable and can be seen in management screen.

img

Code:
sample = {
 
    production_targets = {
        engineering_research
    }
 
    ships = {
        constructor
    }
 
    military_station = no
 
    ai_weight = {
        weight = 0
    }
}

So, if we can write some new types, is there any way we can get current sector type? And how? Something like:
Code:
sector = {
    has_type = industrial
}

If not, could be this added to next patch/update? Seems, that it's not so hard.
 
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Well, it's good to know that the sector AI is moddable and people are working on it. Right now I am using a mod to give me effectively infinite core worlds because I absolutely refuse to play a game in which I am forced to turn over my hard won planets to an AI with the IQ of a carrot. There are major downsides to sectors with ethics divergence, factions and even rebellions... The least we should be able to expect if we are going to suffer those consequences from using sectors, is that they will at least build properly.

Sadly, at a certain point I wind up with SO many worlds, that micromanaging their building becomes truly tedious. At that point, I pretty much quit the game.

Yes developers, the sector AI is SO BAD, that I would rather not play than use it.
 
I just posted this on another thread but this one is getting much more traffic and thought I would throw my idea out here to see if it would even be possible.

https://forum.paradoxplaza.com/forum/index.php?threads/edicts-for-sector.934965/

"I was just thinking about this myself. I think it would be best used to mold the Sector AI into doing what you want it to do. Replace the Sector Banner UI section where the AI options (Balanced, Research, Military, Minerals, Respect Tiles, Replace Buildings) with Edicts.

The Respect Tiles and Replace Buildings radio selections would become free on/off Edicts.
Balanced could be a free semi-(maybe)permanent Edict that just uses the vanilla sector AI.
Other Edicts could be added that would nudge (or force) the sector AI to tend toward a certain goal.
These Edicts would most likely be a mix of the current Government and Planet Edicts costing either monthly or lump-sum cost in Influence."
 
Currently there are no possibilities to realize sector-wide edicts in a normal way. However, they just could be coded to go through all sector planets and apply necessary effects.
Currently I'm working on mod based on the Sector Capital concept which will add some more gameplay for sectors.
 
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