• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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)
2018_09_20_2.png

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.
2018_09_20_1.png


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.
 
Last edited:
Yep! Leader cost also scales with empire size, so in general it's a lot more useful now.
Thank you for your answer.:)
Finaly will a leader you start with that has the eager perk some use rather than being less usefull compared to any other starting leader.
 
Will governors of different factions attract more Pops towards that faction? Also, will the governor's species attract more Pops of the same species to migrate under his/her rules?

Will Sector rebellion also be a thing?
 
It wouldn't be 'from nowhere', more like local taxes. Your empire stockpile does not represent all economic activity in your empire, as next dev diary should make clear.

For example, one idea I have for the Feudal Realm civic (but I'm not promising there will be time for) is to have governors be way more autonomous, but have a fairly large income of their own.
Will sectors contribute at all to unrest in this rework? Really hoping for some kind of separatism mechanic at some point!
 
I often wonder why Wiz is so hostile to receiving constructive criticism on these forums...

I can think of a couple of interface issues off hand which have been slow to be improved. E.g. lack of fleet manager for almost 2 years after release, still lack of shift-clicking to add ships to construction queues or to fleet templates, no ability to save templates or save designs, etc.
 
Yet another change that shows a complete disregard for those of us that roleplay, making minmaxing every little detail the only way to play. I can't even make it past the early game anymore without pure luck as of the latest patch, since my style of play has been made nearly impossible. This isn't the game we were promised anymore.

Some may find it better than was promised, but I find it worse and worse with each new patch.

I liked the sectors before, though they were rough and could have used some fixing instead of total replacement. I like being a ruler who delegates, not some min-maxing control freak that has to have complete control. I hate this new stated goal of removing automation. I wish I could go back and ask for a refund for the Galaxy-level preorder I paid for. I don't even want to see it in my Steam library anymore.

Every new Dev Diary I read brings the game one step further from something I want to play, and I even uninstalled it for the first time since release after trying out the first hyperlane-only patch for a few games. Just so I could say I gave it a fair shot. I reinstalled it once since, and I only played long enough to create a new empire before finding I didn't have the desire to even start a new campaign with it.
 
Will governors of different factions attract more Pops towards that faction? Also, will the governor's species attract more Pops of the same species to migrate under his/her rules?

Will Sector rebellion also be a thing?

I think the main thing we need are primarily Sector Factions first - each sector should have its own issues and desires that may align or run against the empire as a whole.
 
I think governors could be buffed now that we are going to need more to cover the same amount of planets.
Also I usually dont feel like traits make them really distinct, maybe a "sciency" governor could buff science say, a 20% but debuff minerals in 10% so we can use them to specialize sectors later on.
 
I often wonder why Wiz is so hostile to receiving constructive criticism on these forums...

I can think of a couple of interface issues off hand which have been slow to be improved. E.g. lack of fleet manager for almost 2 years after release, still lack of shift-clicking to add ships to construction queues or to fleet templates, no ability to save templates or save designs, etc.

I imagine it's extremely frustrating to constantly be writing "UI is WIP" disclaimers and "No release date yet" disclaimers and still have people voicing concerns about how it looks and asking to know when it's out. Dude isn't some customer service rep either. No obligation for him to be patient with people who don't read.
 
I imagine it's extremely frustrating to constantly be writing "UI is WIP" disclaimers and "No release date yet" disclaimers and still have people voicing concerns about how it looks and asking to know when it's out. Dude isn't some customer service rep either. No obligation for him to be patient with people who don't read.

That and the fact the after reading all the previous Dev Diaries that it seems the devs are just trying to get the core mechanics improved. Most people want all this additional content to be a thing for Sectors, Management and how the new update will work (and if not, will complain about it); I see it as the devs just want to nail the core gameplay with everything down before adding in additional scenario events to the mechanics.
 
Yet another change that shows a complete disregard for those of us that roleplay, making minmaxing every little detail the only way to play. I can't even make it past the early game anymore without pure luck as of the latest patch, since my style of play has been made nearly impossible. This isn't the game we were promised anymore.

Some may find it better than was promised, but I find it worse and worse with each new patch.

I liked the sectors before, though they were rough and could have used some fixing instead of total replacement. I like being a ruler who delegates, not some min-maxing control freak that has to have complete control. I hate this new stated goal of removing automation. I wish I could go back and ask for a refund for the Galaxy-level preorder I paid for. I don't even want to see it in my Steam library anymore.

Every new Dev Diary I read brings the game one step further from something I want to play, and I even uninstalled it for the first time since release after trying out the first hyperlane-only patch for a few games. Just so I could say I gave it a fair shot. I reinstalled it once since, and I only played long enough to create a new empire before finding I didn't have the desire to even start a new campaign with it.
If you really dislike the current direction of the game that much you can pretty easily roll back to your favourite version of the game on steam, but i don't see how these changes would negatively impact roleplay at all.
 
I often wonder why Wiz is so hostile to receiving constructive criticism on these forums...

I can think of a couple of interface issues off hand which have been slow to be improved. E.g. lack of fleet manager for almost 2 years after release, still lack of shift-clicking to add ships to construction queues or to fleet templates, no ability to save templates or save designs, etc.

When I explicitly put a disclaimer saying that an interface is WIP, pointing out that some parts of it look weird is akin to saying that there are sketch lines on an early sketch of an unfinished painting - WIP interfaces will *always* have weird-looking things and criticism at that stage is completely useless. You're more than welcome to give feedback on actual finished interfaces, but the WIP disclaimer is there for a reason, and I'd like to keep being able to show WIP screenshots without detail discussion on placeholder art and numbers taking over the conversation.

Or to put it another way, 'this steak is undercooked' isn't very constructive criticism when you haven't even started the grill yet. :p
 
Last edited:
Leader cap is gone, leaders cost maintenance instead, with costs scaling to empire size.

Could you see and change the situation wherein a democracy, at the first election when your starter leader is not reelected, and some other leader is elected (e.g. a scientist), you lose that leader, and the starter doesn't go back to the leader pool, but vanishes from the game?

Also, now with sectors defined from star clusters, could their name be generated independently of the capital of the sector or the name of the first colony in the sector?
 
With this many developer diaries and updates, more coming. Might just as well call "Le Guin" the 3.0 update instead of 2.2!

I wonder, since it was mentioned the cost scaled with empire size, but it didn't see any specifics on how the costs scaled. Would it be too early to spill more details on how it works?
 
You send a lump sum of energy or minerals which is converted into 'sector budget', from which the governor can build, with special scripted costs. We haven't figured out yet how we're going to solve special costs like rare resources. It's also possible that governors might get a small budget each month based on economic strength of sector even if you don't send them resources.

It would be nice if there was still be possibility to have sector "self fuel" its own expansion.

Like option to put certain percent of sector surplus production back into sector budget, with a cap. So it would be possible to say set up sector to have 50% of its production "reinvested" into sector budget until the budget is 25% full, and if it is over 25% then all profit goes back to the global pool