Hold the Line, Bring back Sectors.

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ladybug

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The only thing I want back in sectors is the ability to set to automate and forget about them totally, that means they need to have an income but with all those 1 or 2 planet sectors it would be useless if based off local income as that could easily hit 0.
 

Kinkness

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The only thing I want back in sectors is the ability to set to automate and forget about them totally, that means they need to have an income but with all those 1 or 2 planet sectors it would be useless if based off local income as that could easily hit 0.

You can set them to automate, and give them the stockpile you want. In this sense it IS better than the old sector system where they will generate their own income, but then you got like 999999 minerals sitting in a sector you can't do anything about while the entire economy of the capital is going down the shitter..

However the sector AI, and just.. AI in general is so inept and stupid they don't do anything..
 

ladybug

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You can set them to automate, and give them the stockpile you want. In this sense it IS better than the old sector system where they will generate their own income, but then you got like 999999 minerals sitting in a sector you can't do anything about while the entire economy of the capital is going down the shitter..

However the sector AI, and just.. AI in general is so inept and stupid they don't do anything..
I know you can set to automate but as long as you have to watch their resources and feed them, that isn't automate and forget. Also it is the new system where you lose resources as in the old you could spend influence to get them into your storage while now there is no way to get them back at all.

But yea the AI is bad from the little I saw, it seemed ok before but didn't study it.
 

Warchild421

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I know you can set to automate but as long as you have to watch their resources and feed them, that isn't automate and forget. Also it is the new system where you lose resources as in the old you could spend influence to get them into your storage while now there is no way to get them back at all.

But yea the AI is bad from the little I saw, it seemed ok before but didn't study it.


Its why I suggested the Sector keep 20% of their production up to a hard cap, then you would get 100% of production after that. Then when they use some of their stock pile, they take 20% again until full. This would allow the player to have less micro, focus on the larger picture, and not constantly refilling 1000 sectors.
 

McGrey

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I just wish that not every Planet would get it's own Sector... (I'm playing with 0.75 Habitable Worlds and no guranteed neighboring worlds at start, so planets are quite far strewn...)
 

The Village Idi

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I understand the concern about abusing super sectors with max level governors but I never really thought about that I just wanted less micro.

In 2.1 I would create super sectors covering vast stretches of territory, normally in a North/East/South/West configuration, and leave them be. Maybe poke around when I noticed food production going nuts and replace some farms with energy plants or something. I was happy.

In 2.2 I get almost as many sectors as I have planets so pretty much none of them get governors, they clog up my view of the important core worlds and require constant babysitting. It now feels like work. I love that the people who complained about sectors before can pretty much ignore them now and get to micro to their hearts content but that just isn't for me.

Someone a few days ago suggested letting us make our own sectors again but giving them administrative capacity similar to our whole empire so that size would be limited. That's great and I would go as far as saying let us go over that cap and make super sectors again but the penalty would basically remove all governor bonuses for oversized sectors. That way we can all customize the level of micro we want to deal with while still removing the exploity stuff that was eliminated.

And yes, the manual resource thing is also annoying as hell.
 

Arizal

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Ok, past the initial awe about Le Guin rework of the economy, I'm now arounf 80 years in one of my game and I realized there is no way to hide planets from the outliner and sectors can be automated, but if they are starved of ressources, they won't do anything. I have never been one to want to micromanage everything. I like the new system, but I would like to manage it in a small part of my empire at a time. Over 10 planets, it starts to drag me down. And I intend to grow to more than 10 planets!

I have no big problem with the autogenerated sectors we seem to have at the moment, other than too often it seems to result in one planets sectors. However, they need to obtain some part of the ressources. It could be an allocation, as before, but we would always have the ability to take back their ressources, as @Warchild421 proposed above. It could be fun to manage a budget instead of each planets individually.

Anyway, I'll continue my game, see what happens.
 

Arizal

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Here is a simple idea (in addition to allocating ressources automatically to sectors) : use the "planets" tab in the outliner so that it shows only planets which aren't in an "automated" sector. That way, you could have a manageable list of planets in the outliner, just like before.

I actually thought it was like that. I tried, but it failed, so I'm bringing the idea.
 

ThatFuzzyTiger

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My world for a high influence cost and something you can only enact every say, 50 years or so, ability to re-organise the sectors in your empire. Having all these fragments is driving my OCD utterly crazy. There needs to be a way to "Defragment" or declutter the empire outliner or to reshape sectors so they make more sense.
 

King of Zoot

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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.
I prefer the old sectors, but this is a moronic way to argue. We all play the game, we all know what it's about. Appealing to the steam store blurb as your point of authority is pathetic.
 

Barnacle Bill

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I never liked sectors, old version or new version.
In both cases you can effectively mod them out by making it possible to conquer the map and have every system in your core sector
Both planet models, tiles or the new districts, are excessive micro as compared to e.g. MOO 1.
However it takes so bloody long for a fleet to get anywhere that I guess you need something to do while waiting for your fleet to take a year to get from its base to its target.
I would be up for ditching sectors, making planets simple (e.g. MOO 1 again) and vastly speeding up fleets so there is more action and less fiddling with planets.
 

evran

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I've really wanted to like Stellaris... I understand a company cannot tailor a product for an individual, but I feel like with every major DLC and update more and more options and choices are being removed ( FTL types, now sectors), to make it easier or more palatable for the majority.

I loathe the new sector system, I too made big sectors for ease of use. I do not micromanage. So now this DLC breaks the game for me. I will not buy another DLC without 'DEMOing' first.
 

Roland Traveler

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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.

This is just not true. The exploration aspect of the game is incredibly strong, the extermination part is part is rather fun if talking about the war aspect while the varied ways to actually exterminate pops are varied. Exploitation just got a massive overhaul on top of the ability to enslave, work to death, or eat pops. The only area is really lags in is the expand, and only if you just count peaceful expansion for that. Yes, Stellaris may not be as deep as other 4X, but to call it a joke is plain wrong.
 

Wolfgang I

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The old sector system reduced micro by a lot because it upgraded buildings and the auto build function was decent enough for a 5x crisis game with normal date settings. Just set it to respect tile resources after placing unity & special buildings and you were good. The only real problem was the farm spamming for me(unless I played a civic with adaptability) . Once they gave us the option to micro sectors I just replaced most farms with other buildings from time to time which did not take that long even with dozens of planets in a sector.

The sector stockpile was a good thing for me because I could use it to spam a fleet if necessary. In some early 2.0 games I created additional one planet sectors and placed excess energy and minerals there because keeping my fleet small until the endgame date saved a lot of upkeep.
 
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NicoH

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Since 2.2 I mostly play with vassals instead of conquering, because I feel tired by having so many planets in my ledger. I too would like to have the old sector system back.
 

Arizal

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Since 2.2 I mostly play with vassals instead of conquering, because I feel tired by having so many planets in my ledger. I too would like to have the old sector system back.

A good system, at least story wise, could be one in which :

- Sectors are created automatically as administrative units. You can initially tax them as you wish, hampering or helping their development
- You could tinker with those administrative units using unity (or influence, but I think unity is more suited for that)
- Overtime, sectors could develop some personality, appointing their own governors (saving you the trouble to do so), asking for more autonomy...
- You could allow them gradually to have a greater share of their ressources, build their own civilian, then military ships
- At some point (probably when they have their own fleet and want to do their own commercial deals), they could ask to become vassals.
- So ultimately they could challenge you to become independant, if you let them go all the way to this and are weak enough for them to revolt.

However, I must stress that playing a gigantic united empire should still be possible. Forcing the release of sectors as autonomous units could be linked to some kind of liberation CBs. It shouldn't be a natural process that every empire goes to.
 

Malecord

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The only thing I want back in sectors is the ability to set to automate and forget about them totally, that means they need to have an income but with all those 1 or 2 planet sectors it would be useless if based off local income as that could easily hit 0.

Which wouldn't be to bad per se if vassals didn't lose the AI cheat.

I was trying to make exterminator work yesterday (despite all the robot issues). since I'm about to east my neighbors I'm considering to spawn lesser exterminators and to federate with them instead of having them as vassals. I will see how it works.
 
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