Hold the Line, Bring back Sectors.

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Jorrhast

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praftd

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Then you're missing the point a large number of people have when playing this game. Role-playing a nation.. As a player role playing my nation, I want to be able to put management where management makes sense, and automate where it should be automated.


Even just as a human playing a game, I don't want to always have to waste 15 minutes every 10 minutes re adjusting my planets in a convoluted new system because I have 50 planets all demanding my attention at any given time.. Sometimes I want to just focus on the war effort, or focus on a specific sector, or area that's struggling.

The use sectors.
I myself try to Roleplay as whatever leader is currently the leader of my n ation. If they are farm oriented, war oriented, trade oriented, I try to play how I'd imagine they'd play and give commands in ways I'd see them giving commands.. A trade oriented leader most likely won't want to get into direct conflicts, but would rather play the system and allies to fight for him, where as a research oriented leader will focus on building science buildings (even knocking down other types of buildings to make way for more science). etc.



it's quite fun to play this way, and roleplaying the faction I should not be having 9 sector admins doing F all nothing and forcing me to micro manage my galactic empire..
--------------

Likewise taking away sectors I feel is a massive miss oppertunity to add more depth and immersion to the game.. As sectors themselves get their own unique "cultures" and "thoughts" (much like how on this single planet alone, there are so many different cultures and thoughts within nations, and within states within nations.. stupid to think on a galactic empire this wouldn'ts till be the case, even by sectors). Having a sector that's close to the borders of an enemy state could start seeing that sector and or planets start to become lenient and understanding of your former enemy... (Similar to the Communist situation in America during the Cold War, or New Mexico/Arizona having so many mexicans who are more lenient to immigrants, etc.)

Such a massive missed opportunity as a whole. This whole system could easily tie heavily into the government types as well which are still horribly lack luster...

A game should be designed to make a game fun. The person i responded to made the implication that a game's functions should be limited just because they see themselves as a ruler or like to roleplay.

You are a gamer. This is a game. The gane should be designed to be fun an engaging. Not hide features just because you think you are a ruler who is above managing their planets.
 

Kinkness

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The use sectors.


A game should be designed to make a game fun. The person i responded to made the implication that a game's functions should be limited just because they see themselves as a ruler or like to roleplay.

You are a gamer. This is a game. The gane should be designed to be fun an engaging. Not hide features just because you think you are a ruler who is above managing their planets.

You're right. This is a game, and I'm a gamer, it should be fun and engaging. Automation shouldn't be removed as an option simply because some gamers like to micro manage 24/7.

See how that works?
 

Bundeswag

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Better yet, ditch the old sector system entirely and have a toggle for planets to be auto-managed. Like any other 4x game. None of this silly sector nonsense.
This, so much this. In my opinion the best way would be the ability to designate a planet as a mining world, agri world, forge world or anything else. Not only is the current automation broken, the options are pretty bad. If you want to tell the ai to get you minerals, the only option is raw materials, which also includes food and energy. Imo this kind of specialization would be a lot better.
 

Malecord

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Sectors are unfinished business. I kind of agree that now that their only purpose is to force you to hire a governor. But I also see how they are the foundation for new internal politics mechanics for the next patches. O at least, I personally expect them to build more stuff around them.

One thing though I think it was missed in this patch regarding sectors. PDX made trade being purely a starbase affair while instead it could had been built around sectors: each governor collects trade, potentially retain some of it to fund its own agenda (why not: including anti piracy using its own fleet of lightship) and then send it toward the capital. Trade routes would still be a thing like now, from fringe sectors to the core one. I think the mechanism would be almost identical, there would be no need to have individual system coverage and instead there would be a concept of sector local start port to upgrade. Like 99% identical.
 

Jorrhast

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Apr 24, 2017
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This, so much this. In my opinion the best way would be the ability to designate a planet as a mining world, agri world, forge world or anything else. Not only is the current automation broken, the options are pretty bad. If you want to tell the ai to get you minerals, the only option is raw materials, which also includes food and energy. Imo this kind of specialization would be a lot better.
inb4 "but muh governors!!!1" :D
 
Dec 10, 2018
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Aside from the "big or small part" , which is more or less irrelevant, you have pretty much described sectors as they always have been.
Ah no. Before they gathered their own resources and you could design them the way you wanted them, (how big or small they are and what systems go into them) . Now you have to give them the resources yourself, you can't decide what systems go into what sector and even when you give them resources they do nothing with them. So no that is not how sectors have always been.

Your statement makes me think you have never played Stellaris
 
N

neil.

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Wow, this is pretty devious of the devs. Don't have time\money to fix the old crappy sector system, so they just make it 10x worse and oh look, now there are threads begging for that old crappy sector system. Suspicious.

P.S.
I don't actually believe this was deliberate, but I do find it amusing they made a sector system so bad, people are asking if they can eat that old bowl shit instead.
 

Kinkness

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Wow, this is pretty devious of the devs. Don't have time\money to fix the old crappy sector system, so they just make it 10x worse and oh look, now there are threads begging for that old crappy sector system. Suspicious.

P.S.
I don't actually believe this was deliberate, but I do find it amusing they made a sector system so bad, people are asking if they can eat that old bowl shit instead.

Incredibly sad isn't it?
 

SpectralShade

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Would you rather sit around doing nothing? Planetary management is the majority of the game. Always has been. And the current (albeit buggy) system is far more interesting and engaging than before.

And no, you are not a ruler of anything, you are a human playing a game.

please tell me where in the steam stores description of the game that it says that the majority of the game is about managing planet economies...

"
Explore a vast galaxy full of wonder! Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution of the grand strategy genre with space exploration at its core.

Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.

Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
MAIN FEATURES

  • Deep and Varied Exploration.
  • Enormous procedural galaxies, containing thousands of planets.
  • Explore Anomalies with your heroic Scientist leaders.
  • Infinitely varied races through customization and procedural generation.
  • Advanced Diplomacy system worthy of a Grand Strategy Game.
  • Ship Designer based on a vast array of technologies.
  • Stunning space visuals.
"

As for your claim that it has always been like this, I can only say I respectfully disagree.
I know one of my friends that got started playing Stellaris pre 2.2 because of me so we could play together simply will not enjoy the kind of spreadsheet management the game have turned into. If it had been like this previously, I wouldn't even have suggested it to him and it would never have been bought by him.
 

Kinkness

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  • Advanced Diplomacy system worthy of a Grand Strategy Game.
  • Ship Designer based on a vast array of technologies.
  • Stunning space visuals.

They need to seriously remove that btw (The bolded and underlined one)... its about the most bare bones, and shallow diplomacy in a 4x game.. Not counting Civilization, and gal civ which are honestly still pretty damn bare bones, but still has more to it than Stellaris..

CK2, Europa, and other games that are actually 4x (throwing in the 2 non 4x games cuz their diplomacy could still actually work in Stellaris easily and make it 10x more grand), which actually have grand and engaging diplomacy... Stellaris does not.. Its easy to cheese, easy to know exactly how things are going to act and react, and is so linear it borders on the insane.
 

Warchild421

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There are a myriad of things that could make sectors a lot better,

Having them procedurally generated at the same time as galaxy generation would be the start. This would make some sectors have not much in them but that would be alright, as over all the sectors geography would make more sense. Have the sector capital be the trade hub that sends trade to the Empire Capital. Any other planet in the sector would send trade to the sector capital. When turning on AI control of a sector have it have you set each planets focus. Not a sector wide focus.

With sectors based off galaxy generation and the size of a star cluster then you could add CB's and politics connected directly into the sector system, only control part of a sector, get a limited CB on who ever owns the other part.

Also allow the sector to keep a percentage up to a max stock pile for construction. After they reach the max they send 100 of stuff to the Empire stock pile.
 

Warchild421

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Maybe I missed some button in the 2.2... isn't already like that?

They are procedurally generated but based off of the planet, how they work is 2 jumps from the sector capital is the sector. Which leads to some really off sectors.

For example say you have 3 habitable planets 3 jumps from each other so:

H - j - j - H - j - j - H Where 'H' is habitable and 'j' is a empty system

If you colonize the first and last planet you would end up with sectors like this

(H - j - j) - H - (j - j - H)

You would have a one system sector in the middle of your other two sectors.
 

Jorrhast

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They need to seriously remove that btw (The bolded and underlined one)...
Just that? Let's see...
Deep and Varied Exploration. - kinda true, considering all anomalies/leviathans usually don't spawn in single playthrough.
Enormous procedural galaxies, containing thousands of planets.
- straight out lie, max galaxy size is 1000 systems, and unless you go for 5x planets you will not see thousands of planets (and even then maybe not).
Explore Anomalies with your heroic Scientist leaders. - what's so heroic about them? Well, except those poor sods who get chosen to explore Terminal Egress in case of Grey Tempest activating, hehe. Those are definitely heroes. An heroes.
Infinitely varied races through customization and procedural generation.
- straight out lie, amount of possible [trait/portrait/ethics/starting system] combinations is finite.
Advanced Diplomacy system worthy of a Grand Strategy Game. - I'd say lol if there was anything to laugh about.
Ship Designer based on a vast array of technologies. - "vast"? well, maybe if you count all obsolete options you could call it that, idk...
Stunning space visuals. -at least something true. Maybe not stunning but some of those are good indeed.
 

Bezborg

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I feel bad for OP, investing such effort in a heartfelt expression of disappointment in the direction the game has taken... wrong forum mate, people have a compulsion to defend every design choice the devs make no matter what. Of course they liked having control of sectors before... but the holy scripture has changed, and so must the zealots.

The player base of Stellaris will diminish with this update, not sure if the devs wanted this to happen but it’s what’s going to happen anyway. Poor design choices - not for everyone, but for a lot of long-standing fans, the game has changed dramatically, and the game flow and total experience is completely different compared to, say, 6 months ago, or a year. To each his own, as always. But on this forum, design choices are sacrosanct. You can expect a united front only for bugs.
 

Kinkness

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Just that? Let's see...
Deep and Varied Exploration. - kinda true, considering all anomalies/leviathans usually don't spawn in single playthrough.
Enormous procedural galaxies, containing thousands of planets.
- straight out lie, max galaxy size is 1000 systems, and unless you go for 5x planets you will not see thousands of planets (and even then maybe not).
Explore Anomalies with your heroic Scientist leaders. - what's so heroic about them? Well, except those poor sods who get chosen to explore Terminal Egress in case of Grey Tempest activating, hehe. Those are definitely heroes. An heroes.
Infinitely varied races through customization and procedural generation.
- straight out lie, amount of possible [trait/portrait/ethics/starting system] combinations is finite.
Advanced Diplomacy system worthy of a Grand Strategy Game. - I'd say lol if there was anything to laugh about.
Ship Designer based on a vast array of technologies. - "vast"? well, maybe if you count all obsolete options you could call it that, idk...
Stunning space visuals. -at least something true. Maybe not stunning but some of those are good indeed.

Yes I was being overly kind.. If I'm going to be 100% brutally honest.. Stellaris is a shell and a joke. Albeit a very fun shell and joke, a joke in terms of 4x.
 

Malecord

Graf
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May 13, 2016
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They are procedurally generated but based off of the planet, how they work is 2 jumps from the sector capital is the sector. Which leads to some really off sectors.

For example say you have 3 habitable planets 3 jumps from each other so:

H - j - j - H - j - j - H Where 'H' is habitable and 'j' is a empty system

If you colonize the first and last planet you would end up with sectors like this

(H - j - j) - H - (j - j - H)

You would have a one system sector in the middle of your other two sectors.

WTF

I didn't know that. I mean... when I launched the game I expected they were based on clusters. Then I realized it was not the case there were odd partitions. But this is nuts.