First Playthrough on 1.4.1 and Sectors still not working correctly.

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Dethavin

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So I decided to do a playthrough on 1.4.1 since my last attempt was back on the 1.3 line of patches. Much to my dismay things do not seem to have gotten better for Sector AI. I was curious if this is a known issue, if there is a work around or a mod that will fix this? Currently I am only using UI Mods and auto auto explore, so nothing that would be messing with the AI in anyway. My only sector I have is not colonizing planets at all and I cannot for the life of me figure out why. At this current time I have 8 planets in the sector with a additional 13 planets within that sector not colonized at 85% hab. My sector resources are maxed out each with +100 income. I am just honestly dumbfounded as to why it is not colonizing. I am also confused as to why my sector's construction ship just stopped building anything when there is still 50+ mineral and research nodes not built. Any help would be greatly appreciated.

Edit: My sector is also not building Defense Stations as well.
 
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Jorlem

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Just to be sure, you've ticked the UI option to have your sector do those things, right? Maybe your UI mods broke/hid those controls?
 
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Slarkon

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sounds like +6 months later people might now reconsider that argument from months ago that we where sold an early access game as a finished product. Lots and lots of fun i have 1000 hours logged but this game has changed so much since launch fixing issues that we all knew about after the first week (correction first game) (I guess the staff somehow missed them ALL and are also somehow unable to fix sectors - yet) *cough* early access *cough* work in progress *cough*

i tried to dig up a link to that topic from the summer and if remember right 100+ had selected respectively disagree.
 
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Erei

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On a side note, they are still terrible with slaves. I had to manually release all the slaves from my sectors due to how bad it was, for basically no benefit (and an added 2 slaves factions as a bonus). Basically, the sectors enslaved EVERYONE, and put them to work on science/energy tiles like it was fine. When I told them to stop enslaving, they didn't release them, forcing me to do it manually (I cheated the influence, that's impossible without, since the cost was well over 1K influence to delete all my sectors).
 
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Demonocolips

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never let them enslave and they are just really really slow to do things. in my most successful game which lasted 400+ years my sectors were probably only half colonized by the end of it. they do colonize them but after a sector gets too many planets it slows down the game. probably slow because of this makes you notice the number of planets a sector has so you can subdivide it.
 

-Marauder-

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I love the game but we were effectively sold an early access and sectors are a really half thought trough concept that never took off. They are obviously unwilling to let go of it and given the recent changes mostly to things such as mineral storages it feels as if they are developing a game for the AI rather than players at times. :|
 
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Seryss

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It's kind of ironic, the best way for sectors to manage your empire, is to keep them doing little as possible.
- turn off space construction or they're going to mine every single +2 mineral in the galaxy
- turn off redevelopment or they're going to turn half of your mines into basic science labs while the pop is still enslaved
- turn off slavery or they'll randomly enslave pops on labs/power plants (i don't know why they do this when their ethics haven't changed)
- purge on/off doesn't matter. I've never ever seen a sector purge anything.
- i can't imagine short of just not caring about the game you're playing anymore, why you'd ever leave colonization to the ai's discretion.
- respect tile resources... on a 50% mineral world everything is a mine, but this is why we turn off redevelopment anyway.
- build robots, i never use robots, but at a cost of 1 energy each, and the sectors tendency to ignore what effects a pop has on a tile i'd leave that box blank too.
- defense stations usually help your enemy more than you.

All this for a 25% mineral, and energy credit tax, on top of 25 influence per tweak. God i hate sectors.
 
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Agamemnic

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All this for a 25% mineral, and energy credit tax, on top of 25 influence per tweak. God i hate sectors.

This. I've accepted the faults you've mentioned (so I only use sectors for planets I've already developed).

But the 25% tax just grinds my gears. By late game, a large fleet requires +500 in energy maintenance and you can have +150 locked in sectors with stockpiles that are no longer even being used.
 
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Meneliki

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I love the game but we were effectively sold an early access and sectors are a really half thought trough concept that never took off. They are obviously unwilling to let go of it and given the recent changes mostly to things such as mineral storages it feels as if they are developing a game for the AI rather than players at times. :|

Sectors are definitely 100% necessary - Stellaris would be unplayable without them. However, it's fairly clear that they aren't working as intended. Now, I love Stellaris.. it's been my favorite game since It launched.. but I agree with the sentiment that it's bascially an early access product that was released 1.5-2 years early.
 
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-Marauder-

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Sectors are definitely 100% necessary - Stellaris would be unplayable without them.
How so? Honest question. I've seen this stated quite often but never in deptht. Only answer I got was "upgrading buildings", which should have a way to automate it itself. Every other similar game to Stellaris has it nowadays. Aside from upgrading buildings, there is surprisingly little any given planet needs in the way of oversight.

Planets are basically a 1-2 minutes to set up and then forget about. The only reason they are tedious to take care of, is because one has to manually upgrade every single last building. In the past you even had to invest several clicks to do so rather than being able to do it with only two as nowadays. But, that's oretty much it. There isn't much else to planet management.

Edicts? Removing unnecessary farms? Optimizing placements? Sectors don't really do any of it. :<
 
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Meneliki

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Ok. Well, without sectors, we'd be micromanaging every single one of our planets.. and as the empire grows.. that will eventually stretch into the HUNDREDS of planets.. so unless you plan on manually micromanaging HUNDREDS of planets, Sectors are kinda key.
 
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fofferfoffer

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I am happy with sectors by now. There is minor stuff like not getting rid of excess food when full. But in 1.4.1 they perform adequately for a non-slaving empire.

However, sectors never relocate the planetary capital (sometimes the best tile is blocked and needs clearing while you put down the ship shelter somewhere else). And I also like to start them of with something to build - a frontier clinic at least. So I am not letting them colonize and I do not allow slavery which may be why I have not encountered problems.
 
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Schatten51

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So I decided to do a playthrough on 1.4.1 since my last attempt was back on the 1.3 line of patches. Much to my dismay things do not seem to have gotten better for Sector AI. I was curious if this is a known issue, if there is a work around or a mod that will fix this? Currently I am only using UI Mods and auto auto explore, so nothing that would be messing with the AI in anyway. My only sector I have is not colonizing planets at all and I cannot for the life of me figure out why. At this current time I have 8 planets in the sector with a additional 13 planets within that sector not colonized at 85% hab. My sector resources are maxed out each with +100 income. I am just honestly dumbfounded as to why it is not colonizing. I am also confused as to why my sector's construction ship just stopped building anything when there is still 50+ mineral and research nodes not built. Any help would be greatly appreciated.

Edit: My sector is also not building Defense Stations as well.

No thats known issues.
Those Bugs you mentiones (not Colonizig, not build, after a short initial phase, any mineral or research stations, only energy), no defensive stations were implemented with the 1.3.xx *patches* and since that time here.
You Sectors will start normal and after short time stop any activity in Space beside building energy mining stations where tey can no matter what you set or what for mods or no mods at all you use.
Just one thing more that dont works...
 

Waab

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On a side note, they are still terrible with slaves. I had to manually release all the slaves from my sectors due to how bad it was, for basically no benefit (and an added 2 slaves factions as a bonus). Basically, the sectors enslaved EVERYONE, and put them to work on science/energy tiles like it was fine. When I told them to stop enslaving, they didn't release them, forcing me to do it manually (I cheated the influence, that's impossible without, since the cost was well over 1K influence to delete all my sectors).

I cannot find the thread were @Wiz stated it. But I am pretty sure that he stated that if you are a Xenophobe the AI assumes that you want to enslave everyone that is not of your race. Independet of tile used. So if you are a Xenophobe that is WAD.
 

Yenzen

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How's your reserve of influence? Your influence income?

I've had the same problem with some extraplanetary research and minerals/energy just remaining left alone for 50 in-game years despite very rich sectors.
 

Paulus Leto

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The problem I've noticed with sectors is that they're inconsistent. All have the same settings in my game, a good surplus of minerals & energy that I off-load on them from their creation, and yet only *some* (usually the older ones, and ones nearest to my capital) build fortresses and station defenses.
 

TempusxX

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Apr 3, 2016
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I absolutely hate sectors they are not working the way they are suppose to, and since I hate sectors I refuse to use them - I have 10 planets under my control with a mod and I would rather have ultimate control over all the planets than let the sector that doesn't work control any of my planets
 
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