SUGGESTION: Systems Transferable between Sectors

  • 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.

imperial.

Lvsitania aeternum, Terror Romanorum
39 Badges
May 1, 2014
315
381
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Empire of Sin - Premium Edition
  • Empire of Sin
  • Stellaris: Necroids
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Imperator: Rome Sign Up
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Mount & Blade: Warband
  • Imperator: Rome
  • Hearts of Iron IV: Cadet
Allow us to move a Planet/System to the adjacent sector providing its Adjacent to the sector, The sector system limit is not maxed and it is not the Core Capital System.


How? Place a Transfer Sector Button next to the ''Move Capital Button''

The sector system limit number should show up in the ''Planets and Sectors Tab"
1638074361228.jpeg



Just getting back into Stellaris and I'm trying to shuffle a couple of Systems so I can include the outside sector areas. But there is very poor management in that regard.

20211128153546_1.jpg
 
Last edited:
  • 2Like
Reactions:
MY Silly work around had to involve removing the outpost and De colonizing my Planet in Pandora System, which placed all those isolated systems in my new sector. Then re occupying the Pandora System.

1638076357681.jpeg
 
Last edited:
This is just making sectors behave like they used to.
Awesome! I'd always enjoy the freedom to organize our sectors the way we like however we enjoy within reason. After all it's merely a visual representation of governance and yet missed a lot of the surrounding area which viably could be governed unlike the north part of the image. :D
 
  • 1Like
Reactions:
Awesome! I'd always enjoy the freedom to organize our sectors the way we like however we enjoy within reason. After all it's merely a visual representation of governance and yet missed a lot of the surrounding area which viably could be governed unlike the north part of the image. :D
My point was rather that it doesn't really address the issues of sectors.
 
I would like to take this opportunity to restate my belief that sectors are a poor system in Stellaris that have never worked properly and that I think the best solution would be to scrap them entirely and have governors on a per planet rather than a per sector basis. Governor upkeep should be reduced to reflect the fact there would be a lot more of them.

It is the planet, not the artificial sector, which is the basic unit of governance in Stellaris. It is the one that we interact with regularly. I would rather be able to assign to a planetary governor with a mining trait to a planet I have specialised as a world for mining, rather than applying a sector governor with such a trait that may improve two worlds within that sector but does nothing for the other three or four.
 
  • 1Like
  • 1
Reactions:
I would like to take this opportunity to restate my belief that sectors are a poor system in Stellaris that have never worked properly and that I think the best solution would be to scrap them entirely and have governors on a per planet rather than a per sector basis. Governor upkeep should be reduced to reflect the fact there would be a lot more of them.
Yes but per system.
 
  • 2
Reactions:
Yes but per system.

Possibly superior, as it would solve the issue of what to do with habitats, but would potentially mean if you had two planets in a single star system that would be best optimised in different ways you would then be incentivised to develop them both along the same lines to maximise the bonuses from the Governor.

Perhaps giving each habitat a governor, but adjusting the upkeep value down in reflection how small a habitat is compared to a world, would allow for maximum flexibility though I can see how this may lead to governors proliferating.
 
Allow us to move a Planet/System to the adjacent sector providing its Adjacent to the sector, The sector system limit is not maxed and it is not the Core Capital System.


How? Place a Transfer Sector Button next to the ''Move Capital Button''

The sector system limit number should show up in the ''Planets and Sectors Tab"
View attachment 779749


Just getting back into Stellaris and I'm trying to shuffle a couple of Systems so I can include the outside sector areas. But there is very poor management in that regard.

View attachment 779750
For a logical sector association we have distance and hyperline connectivity.

Generally can be said, as fewer connection as system has as lower is the justification to the enclose it into a specific sector with low connections.

It maybe could be possible to have an amount of additional systems, that are low in connectivity to connect into one main sector.

To realize this, the system has to recognize the complete sector or an specific amount of it, lets say 80% to shut down the connect ability with other complete sectors.

An additional connection of a fragment of the main sector to give systems to would than be allowed of the total amount of star systems in one sector, like 30% to adapt additional star systems into it. This should redistrict a function abuse but give the freedom to shut down over control fragment system with their own little sector usage management.


Associated stuff but not topic associated:

Possible trade mechanics:

This bring me to the idea of trade between sectors as an interesting game mechanics. As such the economic isn't only its overall volume as it is equally its efficiency of internal speed of transpiration, the frequency of trade.

But for that one would need a different space station derivative form the military ones or just getting some more to allow to order this way, without restricting the ability to fully use the military strategic capacity.

Space station mechanic:
I see the space station mechanic problematic, I would not count the space station in its upgrade to be counted as one space station. I would count the amount of possible upgrades. In this way one counts the amount of upgrades to be four for one average space station. This is easy to apply, just take the amount of space stations build count with *4 and count every upgrade. This allows to more fluent use beginner tech.

In the next step stations should give invested resources back for an energy price, in this way one prevents the loss in later tech for the centralization of upgrades to shorten waiting times for reinforcement of borders.

Ship or debris resources after battle,
should be implemented, as it is a strategical element to count in if an attacker goes to far into an enemies territory, like technology. This would just higher strategical considerations and reword risk elements.
The system know this mechanic already with battleships and titans for scrap to be able to recycle them.
 
Last edited:
Allow us to move a Planet/System to the adjacent sector providing its Adjacent to the sector, The sector system limit is not maxed and it is not the Core Capital System.


How? Place a Transfer Sector Button next to the ''Move Capital Button''

The sector system limit number should show up in the ''Planets and Sectors Tab"
View attachment 779749


Just getting back into Stellaris and I'm trying to shuffle a couple of Systems so I can include the outside sector areas. But there is very poor management in that regard.

View attachment 779750
This is more a problem of the hyperline density variable, correlative to the habitational planets variable and the cost for governmental leaders as the need for them is correlative to mentioned set variables.

Short means that, a sector, in definition, isn't an objective constant, and therefor can't easily predefined. As the planet specialization and the min. amount of planets implement for auto construction or organisation to have resources shortcuts and therefor force organisational attention.

Sectors, and as such, the leaders mechanics aren't actual adequate mechanics and require attention or a rework.
 
Last edited:
As I'm just getting back into the game, restructuring the mechanics of Sectors in its entirety for variable additional mechanics or reworking Sectors as to exclude the middle man, both suggestions, I don't have a lot of input at this time, although it is something I'd enjoy coming back here to talk about once getting the full swing of things.

My basic solution here to simply add a transfer button to the current mechanic, within its existing system to sector application.

Having transferred Sirius System into the second Sector becoming the Sector Capital, which would prevent the need for my silly work around.
 
The underlying problem is that on one hand they want sectors to be discrete areas that develop their own character, but on the other they want them to be flexible... and on the third hand each planet has its own features that make dumping them in a sector poorly optimized.

All in all it ends up with none of that really working and the system's never really "clicked," every alteration of sectors feels like a band-aid repositioned over the problem, and this just feels like another repositioning.
 
  • 1Like
  • 1
Reactions:
The underlying problem is that on one hand they want sectors to be discrete areas that develop their own character, but on the other they want them to be flexible... and on the third hand each planet has its own features that make dumping them in a sector poorly optimized.

All in all it ends up with none of that really working and the system's never really "clicked," every alteration of sectors feels like a band-aid repositioned over the problem, and this just feels like another repositioning.

Agreed. I am hoping they recognise this and scrap sectors when they do the internal government overhaul.

Or at least repurpose them into something that actually works.
 
Sectors.jpg


Here is an example. I can't put Sirius into Baidaan Prime sector because Nuranka system is in Earth sector. So basically if I don't want to move capital I have to make separate Sirius sector for only one system.
 
  • 2
Reactions:
View attachment 787606

Here is an example. I can't put Sirius into Baidaan Prime sector because Nuranka system is in Earth sector. So basically if I don't want to move capital I have to make separate Sirius sector for only one system.
I've resorted to fixing stuff like this with console commands. Give control of Procyon to another empire, refresh sector borders so Naranka and Sirius get added to the Baidaan Prime sector since the Earth sector is blocked off, then take control of Procyon back.