Hold the Line, Bring back Sectors.

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Alekou

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There is an option to not see the sectors at all and make a list of your planets.And there is an option to not see them on map also.Aside from the fact that you need a different governor per sector why do you even care.Just disable them and you wont see them again, no mod needed. As for the governors it does make sense and it helps to have suitable governors for certain specialized planets.
 

methegrate

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I don't understand the big deal. Sectors don't do anything anymore, and they never really did.

Under 2.2 sectors have literally no relevance to your game except for assigning leaders. And this might be my own bias, but who cares about leaders? They're expensive, with trivial bonuses and most of your slots go to scientists and admirals anyway.

So the only reason to notice how the sectors are drawn is based on where you want to assign a governor, and that's about the least important thing you can do. If you just turn off the sector view like @Alekou suggests, you'll stop noticing them altogether.

I'm sure there's a vision for sectors down the road. Since this is almost entirely a cosmetic issue as far as I can tell, I'm inclined to just sort of shrug until we see the intended use. (Honestly, I might have removed them altogether pending that future update.)
 

Evaris

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I don't understand the big deal. Sectors don't do anything anymore, and they never really did.

Under 2.2 sectors have literally no relevance to your game except for assigning leaders. And this might be my own bias, but who cares about leaders? They're expensive, with trivial bonuses and most of your slots go to scientists and admirals anyway.

So the only reason to notice how the sectors are drawn is based on where you want to assign a governor, and that's about the least important thing you can do. If you just turn off the sector view like @Alekou suggests, you'll stop noticing them altogether.

I'm sure there's a vision for sectors down the road. Since this is almost entirely a cosmetic issue as far as I can tell, I'm inclined to just sort of shrug until we see the intended use. (Honestly, I might have removed them altogether pending that future update.)

Because A: When you have two planets right next to each other, away from most of your other planets, and they're each in their own separate sectors, it would be nice to be able to edit that sector instead of cluttering the UI and having to use two different governors for just those two planets.
 

Kain2K

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I don't really think sectors are in some horribly broken state. There's just some tweaks that need to be made.
Never said they were. I just think that they need to change the approach. Like I said, sectors should be precreated entities, and there needs to be a real automisation for sectors, that doesn't need constant babysitting to work. An automate and forget approach must still be possible. But at the moment it just isn't. I certainly don't want them gone. I want them in a state where their existens is justified, which at the moment is just not the case. At the moment they are nothing more than another entity you have to babysit. In the best case your sectors have enough coloniseable planets in them to take off work. In most of my tries, there were many sectors with only one or two planets. So there was nearly no advantage in having them in a sector at all, especially when you think of the constant babysitting the automation process needs.
This means that sectors, at the moment, are nearly useless, at best. You can't really automate anything, their layout mostly looks ugly and they just clog the outliner. In my opinion, the current state is a step back rather than forward. I also do see a certain amount of necessary improvements in the planet management (at the moment it does seem to be a rather bad copy of the city management of the last couple of Civ-Games). But since sectors seem to work even less, than they did before, I can't say for sure. What I CAN say is, that I feel like all I do since 2.2 is to babysit every darn colony, because I can't automise nothing.
 

Malecord

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I am no fan of the upkeep for governors that have next to zero impact to my game and economy except in negative way. Case Sisulandia, empire with 40 planets and population of 348 divided in 11 sectors can't afford having more than 6 governors as it would plunge the empire in negative energy credit gain. Leaders make up 1/7th of whole empires energy consumption and kicking out a governors actually increases output.

If we are ever going to get automated governors like in old sectors (and sure I want it, because managing more than 10 planets now is a nightmare. Sure there is much less clicking compared to before. But hei! Each decision requires much more analysis before being taken which actually means that the attention I need to give planets is higher than before) governors necessarily need to get the funds from somewhere, there is no way around it.
 

AlphaAsh

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There are two simple tweaks to one file that 'fixes' the problem of one planet sectors. A mod is already available on the Workshop that does this for you.

Sector planet inclusion is based on hyperlane distance between planets. The fix is to triple that range for core sectors, and double it for other sectors.

I've already done it and one planet sectors are now uncommon.
 

Sarno

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All padawans start with tantrums when handling problems, its only later when they learn to find solutions instead of staring the problem.

You have to understand that by rolling back, you are permanently missing several critical bugfixes for major bugs, like fleets refusing to fire on the enemy or some weird issues with planet generation etc etc...
This stuff can potentialy completely break your game, forcing a restart, thus causing a loss of several (tens of) hours put into that.

Not to mention that you run the risk of your mods being updated and modders refusing to keep older versions. And it is impossible to revert a mod once you let the update to go through.

At that point it's better to drop the game completely and focus on another with mods and bugfixes, than to stay on an old, bug-ridden, unsupported version.
 

erneiz_hyde

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I do like the old sector system because I can just put in one governor and I can have his bonus on most of my planets. Never cared for the automation and I very much like the all manual planet management we have now. But now, indeed if you are going wide, you are gimping yourself by using governors. The solution is to not use them, or not more than one for your capital sector. Leader focused economy is a tall plaything now, you are trading the benefits of leaders to have much wider empires and I think I can accept that.
 

Snoipah

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Anyways, to address your issue, at least what I think it might be, you can still leave sectors in the hands of the AI to run it. Go to the sector tab and there is an option there to change it to allow the governor to build stuff there.

The REAL issue that is present in the game is that the sector governor AI has the same problems of the AI empires in that they can't manage planets properly. It's not really a sector issue, it's a AI being dumb issue.

Bringing back sectors won't change anything since "They do nothing in regards to building and resource administration" is an AI issue caused by the new planetary management system.
 
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grandad1982

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Sectors should be pregenerated at start and be larger than they currently are, at least a whole cluster. These should then become a kind of de jure system to be used in a politics and diplomacy rework. Management of the stuff in a sector should still remain an option for the player.
 

Orphalesion

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But there is already optional automation in the new system if you allow them to auto-build, as far as I can tell. You can even tell your governors whether they should focus on resource/research/third option based economy within their sector.
Granted I haven't tested out that option because I'm not letting the AI touch "muh planetz" But it seems to exist, at least.

And it definitely has to stay completely optional, because again, I enjoy building up my planets, even if it gets a bit of a hassle later on. It offers me a lot of potential for role playing. Like in my current game, early one I set up one of my core planets as a Agri-Wrld and for long it was the Breadbasket of my Empire. But then, down the line I ended up conquering an non-colonized, 24-tile world with a lot of farming districts, which of course generated it's own sector.
So of course I colonized that planet and shifted the agricultural work to there, while the old Agri-World became a Tech world full of laboratories instead.
And I love balancing all the resources and demands of the various planets. And I especially enjoy specializing planets.

I mean I can understand that empowered governors could offer just as much RP potential, especially in something like a Feudal or heavily decentralized Space Empire, but that's why I think that Sector A.I. really should remain optional.

And yeah they really need to do something about how the sectors are generated. One new colony will generate a reasonably sized sector with multiple other systems in it, while the next might only generate a one-system sector, without there being any apparent logic behind it.
 

Arizal

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Others have said it, including me, but the quickest and most elegant "fix" would be to give us an adapted version of the internal market "monthly trades" in order for it to become a monthly allowance to auto-created, AI-controlled, sectors. People who want to control everything would be free to do so, and people who want to control nothing would be able to put even the core sector in the AI-controlled category. Everyone would be happy...

Until people want more options, like tailoring the allocation of each sector at their heart desire, or until people find flaws in the AI-controlled economy. But that would be business as usual, and not potentially game-breaking oversight.
 

Malecord

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But there is already optional automation in the new system if you allow them to auto-build, as far as I can tell. You can even tell your governors whether they should focus on resource/research/third option based economy within their sector.
Granted I haven't tested out that option because I'm not letting the AI touch "muh planetz" But it seems to exist, at least.

The issue is that AI doesn't get the funds from sector taxes. You have to assign the funds in batches. But to assign a budget you need 1) to have an idea of what needs to be built by looking at the sector and 2) already have the funds. To satisfy 1) you need to look at the planets and study them which defeats the purpose of delegating governors and to satisfy 2) if the condition is not true at this time you need to check again later which again defeats the purpose of the delegating to the AI if I have to periodically iterate the decision.

However I can see why sectors don't get their funds from taxes as it was in 2.0. Now a sector can run an unbalanced economy. Like a sector with a forge world will never have a surplus of minerals, instead it will consume them. And ofc it has no use for alloys since all buildings cost minerals and optionally some strategic resources. An approach like pre 2.2 could never work. In a realistic approach sectors would sell taxed goods on the market and buy the goods they need. But going that far just to automatize planet management is over engineering. Perhaps there could just be a tab where governors periodically post fund requests and the player is allowed to allocate the funds by clicking on them. Maybe with the icon of the buildings that are going to be built just for transparency. I wold still have to iterate on that screen periodically but at least the decision presented would be immediate: accept, not accept (for the time being), or auto accept as soon there are enough minerals stockpiled.
 
Last edited:

Kahldris

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I think that making sectors larger might help fix the problem. That way you have less of a chance of having alot of small sectors with just one or two planets in em.
 

Archael90

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I admit i didnt read whole topic
But
Sectors are still a fact
And
You can manage all the planets manually
Or
They can be controlled automatically
And
They gives 100%, not 25%, or 75% of income, but 100%
And
They are created automatically, so you dont have to choose which planets you have to put in sector, and which dont.
 

Arizal

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They gives 100%, not 25%, or 75% of income, but 100%

That's the only problem right here. Otherwise, I agree with you.

The sectors should be able to keep enough to develop themselves. The toggable 25%, 50% and 75% should have stayed.

I understand that I need alloys to make my fleet, but my sector needs minerals to build itself and I don't want to babysit it by giving it a lump sum once in a while.
 

Archael90

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That's the only problem right here. Otherwise, I agree with you.

The sectors should be able to keep enough to develop themselves. The toggable 25%, 50% and 75% should have stayed.

I understand that I need alloys to make my fleet, but my sector needs minerals to build itself and I don't want to babysit it by giving it a lump sum once in a while.
Sectors should be able to dispose empires resources, like no more than 5%, 10%, 20%, 50%, or 100% of all empire resources monthly for developing.
perhaps.
 

TKuremento

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For me, I used sectors when I reached how many planets I could have prior to 2.2. I didn't then secretly just build on them as well, however, I actually let the AI do its thing. Now with 2.2, planets are more involved to maintain, so even going over 4 planets I start to feel overwhelmed. I would like to automate some of these other planets but oh, it is too close to a planet I want to maintain personally and manually.

I dislike how sectors currently work in this new update. I would suggest allowing us to paint sectors again, a building or starbase module or something that modifies how far sectors reach, or something else entirely that allows me to work the planets I'd like to work and automate the ones I do not. Incidentally, this is also the first update to Stellaris where I've had problems with the changes made.
 

AlanC9

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For someone who no longer cares you're sure spending a lot of time here.

How come you gave up on the game instead of just playing a version you like, anyway?