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Slavecutter

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Good day, as @Stellarisgame suggested (https://twitter.com/Slavecutter/status/1073886714689740800) I'm here to offer a suggestion about governors.

I was happily colonizing the local systems when a new sector presented itself but it could not expand.
https://steamcommunity.com/sharedfiles/filedetails/?id=1594246629

The "Brigaffa Prime" sector was first but then a Gaia world in the Advatir system presented itself. It fell just out of reach of the Brigaffa sector so a new sector was created. My issue is that both neigbouring systems next to Advatir are already part of the previous sector so the sector is just 1 system.

In the pre-2.2 version you could just change the sector the system belonged to. In the latest version I don't know how i can change it or if it's even possible.

I have no idea if this could even be done but here's my suggestion:

Have Governors have an influence sphere.

Like I said, one could imagine that governors (based on their level and traits) have an influence ranging out from their governmental seat. For instance: The sector capital is 10, 1 hyperlane jump away is 9, 2 jumps is 8, 3 jumps is 7 and so on. (I realize it doesn't sound balanced (yet) but again .. a suggestion)

While this is just a basic number calculation based on how close a system is from the sector capital, neighbouring sector capitals would then be judged based on this number and be put in the sector with the higher number affiliated with them.

I'm not a programmer so I have no idea how hard it would be to implement the more advanced features I propose down below. Having these would make placing governors and assigning their capitols a game within the game.

So let's take that number as an example and say that Brigaffa is an older, more developed (in terms of more production and population) sector then Advatir which is a new colony on a Gaia planet. The Governor of Brigaffa is a lvl4 Retired Fleet Officer while the Advatir Governor is a lvl1 with an Agrarian upbringing. To me, a Gaia world is a food production powerhouse so I would want to squeeze as much as food out of it as possible. By assigning a Agrarian Govenor to it and building agrarian districts and buildings the number would go up increasing the Governor's influence thus getting control of the local systems.

This would lead to more interesting sectors where a "Grainhouse of the Empire" sector would be created, giving bonuses to farmers, farmer worker growth, producing slaves that are more proficient at farming thus leading to them being more in demand on the slave market. The same is possible with Research-focused and Production-focused sectors.

Back to the Influence number.
This number can be influenced by the level of the specific Governor (Higher level is more managment skills, right?), the level of of development of the sector capitol and new possible buildings or building traits helping the Governor get a higher number (Take the same Grainhouse of the Empire and build a couple of production factories on it, the number would go down, yes?). Having a stable empire would also contribute to a higher Influence number, while having a governor from a disgruntled faction have a lower number (Happy workers are better workers, yes?)

One could even think of having Megacorp Empires (with their Branch Offices) being able to either stabilize and help a befriended empire by building an agrarian focused Branch Office (giving economical bonuses by having food being traded by a dedicated Corporation) or subverting an enemy by building a production based Branch Office (thus lowering the stability and increasing more crime in the system)

Again, as Governors grow and learn, the chance of having them learn traits changes so an agrarian governor based in a production sector would have a greater chance of getting a negative trait (That destruction to the environment, right?) and vice versa (Useless green things taking up space where a factory could be build). Having the correct governor assigned to a respective sector/system would actually matter.

One could even think of having space outposts being able to have modules and buildings in them increasing the range of the influence from that outpost out. Like having a communication array (by bettering the intersystem communications) or an administrative support delegate (helping the local administrations, providing stability)

... Or just let me assign systems to a sector as before, ok?
 
Last edited:

Kent_Lang

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Why not let the player assign sectors according to the level of the governor? So if you have a level 5 governor you could assign like 5 star systems to him or her but if you have a level 1 governor you could only assign the planet itself and the star system the planet is part of to the governor?
 

Ariphaos

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The more I play 2.2, the more I feel sector-level governors is a mistake. They should be assigned - or better yet generated (and allow you to replace them at an influence/stability cost) - per system.

For sectors, I think a 'distance tax' could encourage reasonable sector design. You earn 100% of all resources generated a certain distance from your capital (gateways should not count, just like they should not count for trade). Past that, you start losing percentages. To recover this, you make planets into sector capitals appropriately.
 

Slavecutter

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After playing some more with a Star Empire instead of a MegaCorp, I think that the current system govenors is broken. Why?

  • The current governors don't seem to do anything besides bringing bonuses. They don't build districts, buildings or space stations. So I'm left with constantly checking the sidebar if any planets are in need of micromanagment (More housing, more jobs etc.) I get why because when building the specialist buildings you could REALLY ruin your economy by overbuilding. How to solve this? Let governors be able to build districts as set by the sector rules. And a better notification if a building CAN be build on the planet.
  • How sectors are created is still a mystery to me. In my latest playthrough my Core system seems to have a range of 2, but there is 1 system in there that is 3 jumps away. With my third sector there is a system 2 jumps away but not part of the sector. Why? I have no idea. How to solve this? Either see this topics first post or have us regulate the sectors, either as it was or having some kind of buy-in system.
Note: By buy-in I mean that a system has to be adjacent and "developed" to an certain extend we could spend influence to edit the system's sector affliliation.
 

anamiac

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The more I play 2.2, the more I feel sector-level governors is a mistake. They should be assigned - or better yet generated (and allow you to replace them at an influence/stability cost) - per system.

For sectors, I think a 'distance tax' could encourage reasonable sector design. You earn 100% of all resources generated a certain distance from your capital (gateways should not count, just like they should not count for trade). Past that, you start losing percentages. To recover this, you make planets into sector capitals appropriately.
Agreed. Sectors are bad. They've always been bad, but they're worse now than ever. They should be removed completely. Allow us to set the AI for specific planets instead.

  1. Give each planet have the capacity to save 0%, 25%, 50%, or 75% of its excess production for upgrading itself. You can choose the percentage on the planet screen.
  2. Allow you to specify production priorities, also on the planet screen.
  3. Allow colonies to generate their own governor if they have the energy on hand and no clearable tile blockers.