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oberstbrooksy

Lt. General
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Jul 20, 2008
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Why?

Just why?

What is the point?

I really hate these things


For namely one reason.

I like to micro, I like to ultimately set up the production cycle of every single planet I have, when I am done, I will hand it off to a sector.

But what is the point when the AI just decides to tear down my build patterns to build mines when I am drowning in . Instead of exploiting bio or physics tech plots, they build engineering labs enmass and sapping my tech points.

What tabs do I select to prevent sectors from doing this and just basically sit over a sector as a watchman, not an actor in its affairs?
 
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why everybody answer to the sector problems with mods?
instead of trying to understand our problems.

i dont want to mod, i just want to use the core game features on all worlds, not just 5.
 
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Just use mods. You're only missing out on some meaningless achievements and you play the game you want. I experimented with 12 Cores, 20 Cores and more and found that the micro gets to be a bit of a drag late game. I fully expect the most glaring issues with Sectors to be resolved pretty soon so I wouldn't get too worked up by this. The game isn't even a month old yet.
 
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why everybody answer to the sector problems with mods?
instead of trying to understand our problems.

i dont want to mod, i just want to use the core game features on all worlds, not just 5.

Because it is a very simple mod fix that changes a single variable to make the game work exactly the way you are describing, without requiring a restructuring and re-balancing of the existing game for everyone else, since it is currently designed to be balanced with sectors.

If you want achievements, you have to play by Paradox's rules which includes sectors. Otherwise, just tweak that one value and play to your heart's content.
 
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why everybody answer to the sector problems with mods?
instead of trying to understand our problems.

i dont want to mod, i just want to use the core game features on all worlds, not just 5.

Because Sectors are a fundamental design decision and a loud minority demanding that the basic game design be changed to satisfy them isn't going to happen.

Sector AI is already listed by the Devs as going to be fixed.

Your problems are already understood. One of them is going to be fixed by patches (a big one coming next week) and the other takes 5 seconds to fix by going on the workshop and subscribing to a mod that removes sectors.

http://steamcommunity.com/sharedfiles/filedetails/?id=685666414

There, I even saved you having to search for it.

Now can we please stop having this same post over and over?
 
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What tabs do I select to prevent sectors from doing this and just basically sit over a sector as a watchman, not an actor in its affairs?

You wait a few weeks for Paradox to fix the bug that causes the sector AI to completely ignore the explicit instruction not to replace your buildings and to generally make the sector AI not be awful....

Sectors are in the game for a very good reason. Namely, they make avoiding really tedious micromanagement a gameplay feature rather than a self-imposed limitation that reduced your efficiency. If you don't like it then, as others have said, there are mods to change it.
 
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Why?

Just why?

What is the point?

I really hate these things


For namely one reason.

I like to micro, I like to ultimately set up the production cycle of every single planet I have, when I am done, I will hand it off to a sector.

But what is the point when the AI just decides to tear down my build patterns to build mines when I am drowning in . Instead of exploiting bio or physics tech plots, they build engineering labs enmass and sapping my tech points.

What tabs do I select to prevent sectors from doing this and just basically sit over a sector as a watchman, not an actor in its affairs?

Just go to the planets tab where you choose to get either minerals, energy, military or research from your sectors and unselect the 'redevelopment tiles' option. This prevents them from tearing it down like they did to me and ended up with more science facilities then I could imagine.

There is a problem though if you leave a science lab not upgraded (or set to upgrade) into one of the 3 research options, the sectors will automatically choose engineering despite the tile it is on. So until this is fixed just make sure you choose the upgrade on the science facility before handing it over.
 
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Just go to the planets tab where you choose to get either minerals, energy, military or research from your sectors and unselect the 'redevelopment tiles' option. This prevents them from tearing it down like they did to me and ended up with more science facilities then I could imagine.

Pretty sure it doesn't work. The AI simply ignores that instruction right now.
 
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Because Sectors are a fundamental design decision and a loud minority demanding that the basic game design be changed to satisfy them isn't going to happen.

Sector AI is already listed by the Devs as going to be fixed.

Your problems are already understood. One of them is going to be fixed by patches (a big one coming next week) and the other takes 5 seconds to fix by going on the workshop and subscribing to a mod that removes sectors.

http://steamcommunity.com/sharedfiles/filedetails/?id=685666414

There, I even saved you having to search for it.

Now can we please stop having this same post over and over?

yea i know that, but i only play ironman.
because when i know i can load after any bad decision then the game is not so much fun to me :(


but als ppl said, when the "not redevelop" stuff is working, then i can fairly live with "build up planet, and then put into sector" variant.

i dont want the sectors being removed at all, i also like it to split my empire in sectors or when i takeover a vasall or something then to make theyr old empire act as sector and such.

also i think they may have bigger plans with them in future and such, since there are no nation setups like in EU4 that could try to rebel.

but currently its just annoying when you have a very nice big wolrd or something with some nice 25% mineral bonus and you want to specialise that world i.e to a pure 100% mineral world run by robots, that then the sector AI starts to make energy and food produkction on it.
(just an example)
 
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why everybody answer to the sector problems with mods?
instead of trying to understand our problems.

i dont want to mod, i just want to use the core game features on all worlds, not just 5.

Then we can't help you. Sectors are a core design philosophy of the game, and I'm expecting them to tie many more mechanics to it during the games life cycle.

You have 3 options (and I'm sorry if this sounds rude):
1. Mod the game (it takes a few seconds)
2. Live with it
3. Look for a different game.

edit: Afaik modded games can still Ironman, you just dont get achievements.
 
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why everybody answer to the sector problems with mods?
instead of trying to understand our problems.

i dont want to mod, i just want to use the core game features on all worlds, not just 5.
It's quite funny, because the same people cry about "it's too different from CK II/there's no espionage" etc. It's basically just an easy way for them to dismiss something they don't care about or disagree with.
 
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It's quite funny, because the same people cry about "it's too different from CK II/there's no espionage" etc. It's basically just an easy way for them to dismiss something they don't care about or disagree with.

"The same people" is your confirmation Bias. The game could do well with an espionage system, and it's somewhat expected of a 4x title. However, personally, I'm alright without it. Paradox doesn't have a great history of making espionage engaging or fun, so it's whatever.
 
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"The same people" is your confirmation Bias. The game could do well with an espionage system, and it's somewhat expected of a 4x title. However, personally, I'm alright without it. Paradox doesn't have a great history of making espionage engaging or fun, so it's whatever.

its danger to use the term "4x", alot of trolls will come and start a discussion about if stellaris is a 4x game xD
but besides of that, managing the stuff that happens on a planet is way more expected than spionage on the genre of 4x.

people say sectore are that we can focus on "finer" parts of game, in my 400 years 1000 stars galaxy game im all time on max ressources, conquering the other half of the galaxy to then take 3 (3!) planets.

thats so fine, doing the same stuff all over and over again, in a war versus 30 factions (cuz of treat) where i can only get 3 planets per war, but to win it i need to conquer half of the other galaxy (the half that is not under my control/vasals).

ah i would like to terraform... oh cant in sector since sector AI is instant making mining stations on most planets.

ah i could manage the conquered population, move in my own people and purge the heretics.... (cant, quess why? sectors!)

so i keep making epic half galaxy conquest wars for 3 planets each war that i than can pass from one AI to another AI.
 
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You said that sectors are always tearing everything down in favor of minerals - for the record, are you setting their focus to something other than minerals, first?

It might also be that your sectors don't have the minerals they need to make whatever it is you are telling them to build. What I've been doing is setting them all to the maximum tax level, and just feeding whatever minerals I don't need back into the sectors. This way I get (almost) all of the output and they have minerals to build what they want. Aside from a planet or two with like 20 surplus food, it's been doing alright.
 
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