Getting the most out of sectors

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LordMagus

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(A thread that's not criticising sectors.) How do I get the most resources out of my sectors?
Is allowing redevelopment a must? Do you tend to make one gigantic sector and set it to balanced, or multiple sectors set to industry, energy, research?
Starting to feel I should be earning more income than I currently am, at 37 planets and 505 pops in 2321.
The damn free migration means that established worlds with their buildings are losing pops to backwater planets that don't have the buildings to make use of POPs as well.
 

Angelic_Daemon

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There was another thread where the author found his sectors would get stuck if they were larger than five planets and set to colonize. Personally I have multiple sectors the large is normally my science and if I need Minerals and energy I'll only switch two to focus on that, but until then the smaller are set to balance. I don't allow mine to colonize, cause I terraform all my planets. But I don't min-max my setup.
 

Derp

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I just make a whole bunch of sectors (size in the 4-10 planets range), mostly set to balanced; only changing it up if I really need more of a specific resource. Redev on, respect resources on, space construction on, everything else off. Seems to work fine.

The reason I don't use one big sector is that it is rumored to cause AI dysfunction and/or lag; I don't know if either of these is true but I don't feel like risking it either.
 

LordMagus

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Any particular advantages to turning respect resources on? I've just turned redev on, and the sectors don't seem to be replacing excess food despite having full planet.
 

Derp

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Any particular advantages to turning respect resources on? I've just turned redev on, and the sectors don't seem to be replacing excess food despite having full planet.

Limitations in the sector mechanics mean that, unlike your core worlds, every sector is going to need some minerals and energy just to develop and function properly (unless you want to constantly babysit them, and I don't). Since the AI doesn't seem to hyper-focus worlds like a player can, I'd rather just make sure it at least gets use out of the tile bonuses.
 

LordMagus

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That's the only thing it would be nice if the sector AI could do :( super specialise planets to really milk the +20% boost buildings. Cheers for the tip, will hopefully catapult my resources more. Energy income is only 107 and minerals are 813, with 500 in each research, with fleet size at 56k. Will need way more to keep ahead in research and build up fleet to take on FE :)
 

Pchang

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I always set my largest sector to Financial production. Being able to field larger fleets is the most important thing (including the ability to go over the fleet cap limit). My second largest sector (I start with only 1 sector and then move to 2 by the time I have 10 - 12 planets in the 1st sector) is set to Minerals. Numbers are way more important than technology when it comes to winning fleet battles, even when taking on a Fallen Empire (awoken or not).
 

praftd

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In regards to "specialized" planets, do celestial body bonuses affect buildings? Like, does high quality minerals (+15% minerals), boost total mineral production in the planet or just default tile values?

For the entire time I've had this game, I've never specialized these planets cause I only figured it was for the tile resources.
 

Pchang

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It affects the whole planet and is additive to whatever is also active (species bonus, tile bonus, etc.). The display only shows whole numbers so it can be hard to detect. If you mouse over the number, it pops up with a more detailed number out to 2 decimal places and you can see the fractional differences.
 

nfmarque

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I like to give hat lab planets to sectors since they get taxed at 100%.
hat minerals/energy planets stay on core since i get 100% of production and a sector at full tax will only give 75%
 

Almond_Brown

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I have been keeping my Sector #'s down to 3 as when I tested the "many" route, I had to spend vast amounts of Influence trying to keep the dissidents under control. Each Sector can have a dissident group so 7 Sectors can net you 7 different groups. Land based armies seemed rather ineffective at control... ;)