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MAK15

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Jan 9, 2019
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In 2.1, sectors were hated or loved, but they were simple and user friendly. With sectors:

  1. the AI could be told to build or not to build, but they would handle mining and research stations in owned systems as well as creating new colonies. This was helpful on large playthroughs and for players who were okay with the AI planned economy so they could focus on conquest or other matters.

  2. They could build structures based on some prioritization you can set. You could also allow the AI to demolish and replace structures to suit its requirements, meaning you could also override the AI easily if you didn't like what they were doing.

  3. They had their own resource pool to handle all these things, meaning they were out of sight and out of mind.
(To address point 3: All stations and buildings that require upkeep within a sector were managed by that sector's stockpile of resources. Even though they took a minimum of 25% of the resources they generated, they used that to maintain your very expensive space stations and buildings. You could remove systems from their sectors to zero out their surplus, thus spending all they kept from the empire's stockpiles on things you need to spend on for upkeep anyway. The way it was before, if you had several sectors each contributing 75% of their economy to your stockpiles, that was 75% of your empire's output that you could spend on anything you wanted, since they already deducted upkeep from that value.)

Right now, sectors are useless. I could have two sectors each with half my planets under the old system, but instead I have 6 sectors, 1 with 4 planets and the rest with 1 planet, and none of the surrounding systems are in those sectors, leaving me to micromanage construction. Governors are useless since a sector with one planet doesn't need a governor and they are expensive. Nevermind the fact that the AI is worthless when it comes to micromanaging the economy with all these new resources.

The only thing that needed to change with the old sector management system was that it needed to be optional. If you wanted to micromanage planets, let the player micromanage those planets. If you want to pay for all the upkeep under the empire's stockpiles, let the player pay for the upkeep of all their buildings and starbases. Add a 100% tax to the sectors for those who didn't like the maximum 75%, or simply remove the influence cost to withdraw from the stockpiles. The change from 2.1 to 2.2 was a step in the wrong direction.

TL;DR: Bring back the old sectors, add more tax levels or remove the influence costs. Make it optional because optional is better than the current system. Whether you liked or disliked them before, you have to admit it was better than the current system.