First Playthrough on 1.4.1 and Sectors still not working correctly.

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CurseUppl

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Wait, there is a "upgrade all" button now ?

Click the yellow icon on the building you want to upgrade, and you skip several menus. There isn't an upgrade all button that I know of.

As for sectors, they work better now, and actually do what you tell them to do, though they still need improving. The colonise feature should be removed, as they don't use that (well, rarely). Easier to click yourself. Slavery doesn't work for xenophobes, but does work for collectivists.

During peace time I'll have them set to research/balanced, but when war rolls out I set them all to energy to pay for fleets, and they immediately begin spending their stockpiles. Sectors aggressively build buildings when they have a stockpile. In fact, sectors are perfect for re-balancing the economy quite quickly in the mid to late game.
 

Madzai

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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.

Isn't it like that anyway? The most common answer to "how to manage your sectors" on this forum is something like "build basic buildings, clear all tiles and give a planet to sectors" that actually like 75% of all interactions with most of the planets. Sure, you can toss the useless ones to Sector right away, but i have hard time imagine someone giving 20+ tiles planet to Sector without any preparation. Well if it's not like 30+ planet. But at this point single planet doesn't matter.
 
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-Marauder-

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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.
But that's exactly the thing, there isn't any micromanagement beyond upgrading buildings. It's simply not there. You colonize a planet. Wait till it grows to 5 pops. Then set it up ONCE. After that, it's solely and exclusively upgrading buildings. Which should have an automatized feature that does it for you. Outside of that, there's no real micro management. And that isn't even talking about "developed" planets one takes from the AI.

That's why it feels odd to me when people talk about micromanagement. As if you had to babysit planets and make constant changes. There's really not much of anything to do or change.

Isn't it like that anyway? The most common answer to "how to manage your sectors" on this forum is something like "build basic buildings, clear all tiles and give a planet to sectors" that actually like 75% of all interactions with most of the planets. Sure, you can toss the useless ones to Sector right away, but i have hard time imagine someone giving 20+ tiles planet to Sector without any preparation. Well if it's not like 30+ planet. But at this point single planet doesn't matter.
Which is pretty much it. There is no micromanagement. There is no babysitting. Once the planet is set up ONCE all interactions but upgrading ceases. Which means you are heavily taxed, for a bloated auto upgrade feature.

And you do not take 200 planets at once, you take one here, one there strung out over the game. You decide where to land the colony ship either way so that falls right out of the equation. Set up the clinic, order all tiles removed. That takes about under a minute. After that, you return ONCE and set up the buildings in about another minute and toss it at the sector.

All the sector does afterward, is upgrading things for you. That's it.
 
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sr999

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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.

Indeed. I agree with having sectors and I'm entirely comfortable with inefficient sector management, it's entirely plausible as a de-centralization trade-off - focus your admin efforts on your richest planets and delegate the rest to unimaginative middle management. After all, for critical stuff like spaceports and ship construction you can still intervene. Anyway my habit is to build everything I can on the average colony before giving it away to the sector, so with redevelopment etc disabled (and no slavery) there's not much the AI can do to screw up anyway.

But, as you say, it's ultra-annoying that my sectors are all radical and anti-billeting, "refusing supply" to their empire's own navy, whether in garrison or simply passing through! There seems to be an inconvenient variant of the Fourth Amendment built into Stellaris...
 
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Schatten51

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there is also a mod that deletes sectors completly and you can control as much planets as you want.

If you want play with Sectors (what is basically a great Idea for a Space Empire with a Central World and Sectors around..if it would work and have like 1000 time more lore and interactions) you have to accept atm that, no matter how big or small they are and how many ressources they have, they start build everything in Space according to the settings you give them and after some years they simply stop and build only energy mining stations and nothing more, no matter what you do.
 

Simoom

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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.
I literally colonize & lay out the buildings on every planet manually before handing them off to a sector. The AI does such a poor job with that (including the tendency to build the planet capital on an edge time so only 2 or 3 adjacent tiles get the production bonus).

Sectors are, for me, only there to bypass the core world limits once my empire gets too big. Which is to say... yeah, they serve absolutely no function at all.

If the devs can't fix them, they should just do away with it altogether.
 
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Brickfix

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I found the sector AI working for me. I colonized a 25 tile planet quite early with droids, immideatly creating a sector and adding the planet. I started slowly building robots and building things. Later, I added more synth only worlds to the sector, without any other pops. I set it to do research and left it on its own. Now, every tile on every planet is populated by Synths, every tile has a building, it is not running any defficit, and really it is working as intended.
Some notes though:
- the sector only consisted out of 4 planets
- no taxes
- it did take some time (50 years ingame) to fully develope all the worlds

Most of the time I have small sectors with still developing worlds and later add finished worlds to one big blop sector, and since the 1.4 update sectors worked great for me!
 
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