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Stellaris Dev Diary #21 - Administrative Sectors

Hi again folks!

Today I am going to talk about one of the great pitfalls of strategy game design; dull micromanagement. That is, features which require too much player attention. The trick, of course, is determining how much is “too much”, but it’s useful to consider how central the feature is to the core gameplay, how well it scales between small and large states, and how repetitive it gets with time.

In Stellaris, one feature which risked causing bad micromanagement was the planetary tile system; assigning Pops to tiles and deciding which buildings should go where. It is a fairly central feature and it is fun to use… but if you had to worry about 20, 50 or more planets, it would scale poorly. The obvious solution to this type of scaling issue is automation; you can let the AI handle it for you. This is indeed what we did in Stellaris, but not in a “traditional” fashion... Instead, we opted for something a little bit more akin to the vassals in Crusader Kings through something we call Administrative Sectors.

stellaris_dev_diary_21_02_20160215_edit_sectors.jpg


A Sector is an administrative region under the control of a Sector Governor. You can control a few planets directly (your “core worlds”), but once you go past the limit, you will start suffering penalties to your Influence as well as Empire-wide income. The exact limit for how many planets you can control directly depends on various factors, like your government type and technologies, but, as with the “Demesne Limit” in Crusader Kings II, it will never be a huge number. At this point, it is best to start dividing your territory into Sectors. You can decide the Sector capital and which planets should belong to it (but they must all be connected to the capital, i.e. form one cohesive sub-region.) You are also allowed to name your Sectors, for fun.

Unlike proper Vassals, Sectors remain an integrated part of your Empire, but they will handle development of planets and the construction of mining stations within their region for you. You can give them a focus (Industry, Research, etc), an infusion of Minerals or Energy Credits to help them along, and decide if you want to tax them for Minerals and Energy Credits. Sectors do not possess any military fleets of their own, nor do they perform research (they have access to the same technologies you do, and their research output is all given to you.)

stellaris_dev_diary_21_01_20160215_sectors_list.jpg


While Sectors and Sector Governors cannot demand more autonomy, or directly rise up in revolt (things I’d love to explore in an expansion), over time their population tends to diverge ideologically from that of the regime, and create their own identity. Like-minded Pops will tend to migrate there if allowed to. In the same way, aliens of the same species will also tend to coalesce in the same Sectors. Thus, when Factions form, they will often tend to have their main seat of power in a specific Sector. And Factions can demand autonomy and achieve independence. However, this is something that warrants its own dev diary...

That’s all he wrote folks. This time. Next week, I plan to talk about Alliances and Federations!
 
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"Player is better than AI, so we must give him handicap" is pretty terrible argument. That's what difficulty settings are for, to give player a handicap if he finds game too easy.

It's not about giving the player a handicap because to make up for poor AI, it's about placing a limitation on the amount of optimisation a player can do to advance their strategies, but giving them the opportunity to do more if judge the cost is worth it. Paradox games have always been about simulating politics where Civilisation and co have been about the more mechanistic optimisation of production.

Please stop trying to make every single game into Civilisation or Master of Orion.

And this all the skeptics of sector system are asking for - to give player a in-game setting whether he'll be compelled to assign planets to sectors or not.

Which would seriously undermine what they're trying to do with sectors. They're not there to force the player to automate most of their planets, they're a gameplay mechanic.
 
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Cheers for the DD Doomdark :). Down the track, the potential to tax sectors at varying degrees or apply sector-specific policies of some kind could also help with empire management, and help create levers for faction or sector unhappiness (if they're not in there already). Game sounds awesome :D.
 
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I have literally no negative opinion of the sector system, just some personal desires. The idea of administrative sectors of a galactic empire makes legitimate sense. "Sectors" are a system we even use today in modern day countries, mainly because direct administration from the state to the lowest of issues makes no literal sense.

From my understanding of the concepts thus far put in front of me is that the sectors will follow your laws and principles and merely operate on a matter of uprooting resources. Think of it as automating the AI into building castles, towns, or churches in CK2 based on three settings: Defense, Culture, Faith. And I have nothing against that, mainly because of the scale that Stellaris is aiming to be. It makes no sense for a galactic emperor to personal administer all inches of his empire, no.

And from a gameplay perspective, I've never been that much of a fan with micro-managing and min-maxing. Those sliders in HoI3 were never that inviting for me. Granted, I'm gonna try my best to get into HoI4 because I think it'll be amazing, since they made it a lot more approachable for people like me.

Either way, like I was saying, since Stellaris is aiming to be so much more than merely managing your tiles, I don't see a reason to having to bother myself with pausing the game for half an hour every 3 minutes because I want everything this exact way when the AI would be able to do things quite well on it's on (obviously not the best possible). All I want is to be able to have the ability to nit-pick things here and there in case I feel like doing something in between holding political conversations with foreign dignitaries and ambassadors, and managing my core-worlds. Because an Emperor would want to fiddle with HIS Empire if he so wished.

The excellent example has already been made, for instance, I want the choice to raze a "hot spring" so that I can build a "Twenty two kilometer tall monument to our most glorious and prestigeous God-Emperor of Mankind", no matter if it makes them hate me a bit more.
 
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Where in the seen can you see a spaceport? Not saying your saying your wrong of course just trying to understand the UI!

Each planet can have one space port, and we know space ports have modules. Doesn't seem too far fetched.
 

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I'm also an avid fan of the idea that different political systems operate differently.

For instance, we know that there will exist monarchies in this game, it's been displayed many-a-times before. So, what if they had autonomous sectorss? I feel like that'd be pretty cool for the sectors of a monarchy to behave like dukes, counts, and barrons. And that they have their own military forces which then the king can utilize much like CK2.

So on, so forth.

But this is something I could easily live with being a mod.
 

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So sectors are similar to colonial nations in EU4 and vassals in CK2, but they will not rebel aganist you.
But my question is:
Can a sector have science ships and can the gouveneur colonize uncolonized planets in his sector?
Can "conquer sector X" be a reason to declare war?
 
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So sectors are similar to colonial nations in EU4 and vassals in CK2, but they will not rebel aganist you.
But my question is:
Can a sector have science ships and can the gouveneur colonize uncolonized planets in his sector?
Can "conquer sector X" be a reason to declare war?

They said that military is something the sectors won't be doing, and my direct assumption to that is that the only things these sectors will be dealing with ship wise would be logistics (if that's a thing).
 

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The only thing I am dissapointed in is the lack of a sector police force (Small local fleets) other than that awesome.

Security fleets would be awsome. Maybe you could set up a limit for each sector. E.g. your innser systems are protected by your main fleet, but some sectors neighboring other empires are allowed to have small own fleets (some kind of marches).
 
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Security fleets would be awsome. Maybe you could set up a limit for each sector. E.g. your innser systems are protected by your main fleet, but some sectors neighboring other empires are allowed to have small own fleets (some kind of marches).

Or have a small fleet detached to a sector as with expeditionary forces in HoI. It can then operate as the AI needs (fly-the-flag operations, anti-piracy missions, etc).
 
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I like the idea of plopping a fleet in a sector, and then telling the admiral to "do this", and he'll do it autonomously, like patrolling.
 
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They said that military is something the sectors won't be doing, and my direct assumption to that is that the only things these sectors will be dealing with ship wise would be logistics (if that's a thing).

I dont think that science ships are military, i think the devs said somewhere that they are civil.
And a sector should have some kind of a civil-fleet, you already mentioned a logistic fleet, so science-ships should be possibly for sectors
 

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When we talk about logistics and science fleets in my head it's a matter of roaming fleets and start-to-finish fleets.

Logistics don't necessarily have to be controlled in detail unless it's a feature they want to have in the game. From my understanding science fleets will act like military fleets and therefor roam, hence why I was rather unsure in my answer. :)

Keep in mind, me and everyone here are, for the most part, just making informed assumptions.
 

Mackus

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Please stop trying to make every single game into Civilisation or Master of Orion.
Too late, I just did. I just literally converted the game to old Microprose classic with a power of sternly written post.

Why do you believe that making one mechanic purely voluntary will somehow will ruin the game for you. If I got it my way, which I do not actually expect, or care that much for (since I don't care for achievements and have no problems with just modding the game), it would not affect you in any way.
And keep in mind, that if punishment for not assigning planets to sectors will be anything like going over ten holdings over demesne limit in CK2, or like having 120% overextension in Eu4, it will NOT be a trade-off system where you can plausibly chose either strategy, it will be literally "do or die".
Now, if penalty will capped at equivalent of something like -20% tax, then yes, it'll be sensible trade-off, but a +10 global revoltrisk... would not.
 
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SnowHawkKiller

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I like! Especially the last part of having them break away in expansions. How about laws for just how free your administratvive sectors really are? Can they war on their own (better balanced than in ck2 though, because vassals warring in that is the greatest source of imbalance in the game right now), can they colonise on their own and so on. To be explored in an expansion of course.
How would they war when they don't even have military units of their own?
 

Yenzen

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So sectors are similar to colonial nations in EU4 and vassals in CK2, but they will not rebel aganist you.
But my question is:
Can a sector have science ships and can the gouveneur colonize uncolonized planets in his sector?
Can "conquer sector X" be a reason to declare war?

This does not seem like a good comparison. From what I understand these sectors do not have their own military(unless they rebel? Then the loyalists join them?). It's more like... If handing out provinces in EU4 to estates gave the estates part of the income in the region in exchange for having them determine how the province should be improved with development and buildings.

Like IRL, most administrative regions do not have their own military forces, but if the region was angry enough for a large scale rebellion, there would be loyalists in the military that would turn to their side. This could leave to some interesting play if, for example in a democracy, there are events where the general political leanings of one region is in great conflict with the central government (think for example of Catalonia).

Edit: Read the post again to make sure. The sectors *do not* have military fleets. This means that you are not nearly as dependent on appeasing regions as in CK2 in order to have a large military fleet. They are areas where you don't have complete control of planetary politics. I imagine that, for example, space stations, especially military installations such as wormhole stations, are also considered a fleet asset and outside the local sector's control.
 
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