Anyone else sad? 1.4 No longer possible to build robots on planets belonging to 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.

mergele

Colonel
53 Badges
Apr 18, 2016
1.093
928
  • Semper Fi
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Pillars of Eternity
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Federations
  • Imperator: Rome Sign Up
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Victoria 2
In principle I don't object to this change. Sectors are not the players thing to meddle in. But before we start removing our ability to build robots there we need sector settings about the amount of robots they should build.
 
Last edited:

Crissa

Colonel
8 Badges
Jun 10, 2016
879
481
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • BATTLETECH - Digital Deluxe Edition
  • Shadowrun Returns
In principle I don't object to this change. Sectors are not the players thing to meddle in. But before we start removing our aility to build robots there we need sector settings about the amount of robots they should build.
I dunno. I don't get why I can't make minor adjustments to Sectors. Right now the influence cost is silly - why not just attach an influence cost to meddling?

I hate to make a real-world example, but there's just only very limited examples of such a weak central government that couldn't build things in its provinces. Most of those were failed governments - and yet we're mimicking it. In the real world, strong and weak federal governments can always at least make gifts of facilities.
 
  • 2
Reactions:

--Yigito123--

Royal Guard
45 Badges
Oct 29, 2014
730
1.231
  • Arsenal of Democracy
  • Victoria 3 Sign Up
  • Darkest Hour
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Hearts of Iron III
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normand 44 Sign-up
  • BATTLETECH
  • Imperator: Rome Sign Up
  • Imperator: Rome
  • Cities: Skylines - Parklife
  • Cities: Skylines - Snowfall
  • Prison Architect
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines
  • Age of Wonders III
I dunno. I don't get why I can't make minor adjustments to Sectors. Right now the influence cost is silly - why not just attach an influence cost to meddling?

I hate to make a real-world example, but there's just only very limited examples of such a weak central government that couldn't build things in its provinces. Most of those were failed governments - and yet we're mimicking it. In the real world, strong and weak federal governments can always at least make gifts of facilities.
Real life nations don't hold fifty planets under their rule across the galaxy. Infact, current "core world" limit is already higher than what I'd expect any goverment of today would be able to handle. I know you said you don't want to make a real world example, but don't. Nothing in Stellaris is even comparable to real world.
 

Crissa

Colonel
8 Badges
Jun 10, 2016
879
481
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • BATTLETECH - Digital Deluxe Edition
  • Shadowrun Returns
Real life nations don't hold fifty planets under their rule across the galaxy. Infact, current "core world" limit is already higher than what I'd expect any goverment of today would be able to handle. I know you said you don't want to make a real world example, but don't. Nothing in Stellaris is even comparable to real world.
Gee. It's kinda like you didn't read my comment at all.

I hate to make a real-world example...

When the US was founded, no country had claimed and controlled as broad a territory (except maybe China, and they used a loose system like in the game) as closely as our federal system created. It could take days or weeks for communications between them. Each US State today is larger than many (most?) countries. So on a matter of scale... There are historical examples of newer scales still requiring some amount of gifting possible between the central and satellite governments.

Not being able to say, 'Hey, I need to buy this building' or 'here's some new objects' other than flat cash is what I see as a major flaw in the game. Because there's no examples of historically stable empires that could not do this. So yes, to me that's immersion-breaking. It's making every government model really the same. The other things seem window-dressing.
 

--Yigito123--

Royal Guard
45 Badges
Oct 29, 2014
730
1.231
  • Arsenal of Democracy
  • Victoria 3 Sign Up
  • Darkest Hour
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Hearts of Iron III
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normand 44 Sign-up
  • BATTLETECH
  • Imperator: Rome Sign Up
  • Imperator: Rome
  • Cities: Skylines - Parklife
  • Cities: Skylines - Snowfall
  • Prison Architect
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines
  • Age of Wonders III
Gee. It's kinda like you didn't read my comment at all.
...I know you said you don't want to make a real world example...
Gee. It's kinda like you didn't read my comment at all.

When the US was founded, no country had claimed and controlled as broad a territory (except maybe China, and they used a loose system like in the game) as closely as our federal system created. It could take days or weeks for communications between them. Each US State today is larger than many (most?) countries. So on a matter of scale... There are historical examples of newer scales still requiring some amount of gifting possible between the central and satellite governments.

Not being able to say, 'Hey, I need to buy this building' or 'here's some new objects' other than flat cash is what I see as a major flaw in the game. Because there's no examples of historically stable empires that could not do this. So yes, to me that's immersion-breaking. It's making every government model really the same. The other things seem window-dressing.

But it was still not really that big, compared to the distances Stellaris deals with. The thing is, what you're talking about are cities in the same continent. The distances here would be like the US in 1850 trying to govern land in the middle of Eastern Europe. Could they do it? Sure. Would it be easy, or without the need to make concessions in terms of autonomy? Not at all. Even then, that's lowballing it. Every single one of those planets you govern are on average almost 30 times larger than the US's current surface area, and have similar or even larger population to the entire world right now. This isn't including the empty space inbetween them which makes both travel and communication difficult even with FTL travel and communication technology.

An interstellar empire would be the less centralised than even the least centralised government on Earth currently.

But at this point we're getting off topic. Just wanted to come here and challenge that claim that somehow interstellar empires are even comparable to 1800's USA. And with that, I'll be off if you don't have any objections.
 
  • 1
Reactions: