Issues with Sectors? Read This!!!!

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jmj36

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I agree with your asumption that smaller sectors are intended. The evidence is rather plentyfull for that. The similarities between Coresectorlimit and Demnesse from CK 2 are rather striking.

I disagree with them sabotaging the Sector AI and not telling us about it to archieve that goal. Wich I asume Derp had an issue with as well, even if he did not communicate that clearly.

So while I agree with there being a clear intention, I doubt the AI bugging out is the proper solution. More likely a unintended sideeffect of design decisions.

I don't think I have ever said that the Sector AI was sabotaged, so I don't really understand that. I think it was designed in a fashion that the larger a sector becomes beyond your own core planet control, the less efficient it is. We know already the AI can handle more than 4 systems as it has to with the AI empires. I think the variables are just different for sectors to encourage smaller sectors. All I did was pose a question that if you run a government that can handle more than 5 core worlds, if that bonus passes on to sector efficiency. I think I am being misunderstood here if my words are being taken as intentional sabotage by the devs.
 
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seePyou

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I think it was designed in a fashion that the larger a sector becomes beyond your own core planet control, the less efficient it is.
I wonder; has anyone officially from Paradox confirmed this? If not, then this is a little too important to be considering "reasonable" or "as designed" when there is no evidence of this. Paradox should confirm or deny this and then and only then can we say that this is reasonable or not.
 
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Schatten51

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of course the Sector AI was sabotaged. (or simply broken by incompetent programming..probably more accurate giving how incompetent work was done overall to Stellaris--and HOI4 too-- )
The Sectors have dont work at all, than after Heinlein they at last start build constructors and also everything in Space also defensive stations etc.
Than *Patch* 1.3.x hit and they immidiatly stopped build anything beside energy mining stations in Space after short while.
That is unfixed till today.
Mayby they work *better* if they 4 planets small ( where to get all the gouvernours for all the small sectors?) but even if they have 30 planets they still immidiatly build energy mining stations the second they can do it anywhere but nothing other....so how can that be *working as intended* to bukd a energy mining station but not a mineral minign station next to the first one? beside incompetent programming of code?

Anyway Stellaris AI is non existent and this is only one example that you can have from every field that involves AI so the Game is anyway not playable at all...you can start new games, have fun the first 20 years as its the only part that makes fun and as soon you go in middle game you can also stop it, no point to play more.
 
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GuildenSpur

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I wonder if people who still experience these big problems with sectors would still encounter them if they use console commands to up their resources and transfer a boat load to their sectors to see what happens.
I have use my own mod to lower the levels needed for sectors before starting to construct buildings. Furthermore, I give them a lot of starting resources and I make sure they still have a positive energy and mineral gain. Lastly, I use a mod to automatically upgrade buildings that can do the same for the AI. I thinks it helps the AI expand faster and build better but I've only played 1 game with it. I will see if the AI has the same gains in my next game.
 
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Schatten51

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my sectors i speak off have cap of 10k energy and 28k minerals and its already full. more not possible.
Still they build nothing in Space beside energy mining stations (even if its at cap too).
Its not any ressource problem but just bad coding
 

Schatten51

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i would actually prefer Paradox would asap fix it so that it works as it should.
If Sector AI dont works than it means the AI Controlled Empire AI dont works correctly too so a mod only for player helps nott much.
 

Awaras

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Having a max planet/system per sector limit makes a lot of sense to me. I always thought it was weird that you are limited to directly controlling 4-5 planets but sector governors can 'effectively' control an unlimited number. Maybe it should be made official by having sector size limited to your current core system limit?
 

Schatten51

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as no one should say i didnt test it i did
Game Year is 2546, no Leviathan DLC, Unbidden Crisis over (yet still present in overview..one of the countless bugs...)
Make a Sector of 4 Planets, give it 5k Energy and 10k Minerals, Gouverneur and it was + 80 energy and + 90 minerals per turn
Sector build asap a Constructor and start build energy mining stations in Space...but nothing more so no diffference to *big* Sectors, it still dont works

Now i activated the autobuild mod
yes the constructors start asap to build not only energy but also mineral and science stations in Space but that has nothing to do with suddenly working Sector AI but simply since the Mod takes over the Ships and forces them to do it....it makes also no more difference between player owned constructors and Sector owned and sends them overall as he likes, Sector Constructors into player controlled System and vice versa.
Basically it were enough to have 1 Constructor, no matter player or sector build one and it would do all the work everywhere.
It also drags the ressources from your pool and it does only what the Mod let him do...speak still no military station construction, colonising etc.

So no, with mod or without, small sectors or big, the non existend Stellaris AI still dont works (ok it were of course strange if something that dont exists at all would work^^).
If in Stellaris also only 1 guy was in charge for coding the AI like in HoI4 its at other side no wonder nothing works.....like in HOI4^^
 
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Jesse R K

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So... I got to the point where I need a sector but when I try to create one there is nothing to click on to make a sector no planets are green or red, just normal looking map, not sure if i'm just missing something or this is a bug.
 

The Founder

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So... I got to the point where I need a sector but when I try to create one there is nothing to click on to make a sector no planets are green or red, just normal looking map, not sure if i'm just missing something or this is a bug.
Go into the Planet Overview. Choose "New Sector".
The first system must have a colony other then your Empire Capitol. It becomes the sector capitol (currently no effect known). All further syystems must be properly connected by border, but do not need to be habitated.
 

Oscot

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In some games I've had sectors with 40 or more populated planets, occasionally I had to intervene regarding food issues, but my sector governor(s) were building special buildings and upgrading buildings etc. But in other games things did not go so well, untill I changed governors, I guess not all governors are up to the task at hand. At least that did the 'trick' for me, I think the defs may want to look and change some things regarding sectors and governors especially if you, like me, are playing a large map. And yes, everytime I split a sector things would get better, but not allways like I would like to see. I once had this governor who was just removing jungles etc. on tiles on planets and just letting population grow on food tiles without (allmost) building farms. That governor did not last long I can tell you.
Combined with OP's post, this sounds less like "Sectors only work if they're small" and more like "Sectors always work when they're NEW but they occasionally randomly get stuck, and doing something to shake them up, like adding new governors or removing systems, gives them a kick up thebum to get them functioning again".

You're basically pressing F5 refresh.
 
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GamerSteve

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Having a max planet/system per sector limit makes a lot of sense to me. I always thought it was weird that you are limited to directly controlling 4-5 planets but sector governors can 'effectively' control an unlimited number. Maybe it should be made official by having sector size limited to your current core system limit?

Only if it is combined by doubling or tripling the base core world limit. Otherwise, it will get insane. At the end of my last co-op game where my friend and I ate 2/3 of the galaxy, I had something like 80 worlds. Now by then I had a core size of 8 but that is still 9 sectors I would have needed... nine! That means hiring 9 governors, not to mention the lousy interface for controlling and dealing with sectors... Ugh.

No thanks. I try to have no more than 3-4 sectors in a game. I have never had a problem with large sectors doing the same things as small... at least not that I have noticed.
 

rcasale

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I've always thought it weird that sectors can be as big as you want them to be. There really should be a hard cap to the amount of planets, especially if the AI stops functioning at a point.
I agree, but I guess the thought was that since a sector can only be given one task (financial, industrial, research, balanced) you would naturally want to split them up.
 

seePyou

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I wonder if this all would be solved (or be an excellent first step) if the game provided FEEDBACK from the Governors. We are the Emperor or President or Dictator of the whole thing, surely we should be getting reports on what happens in our Empire! There should be a History or Report or Log that says: "Governor James started building a Power Plant on Planet Corn in Sector Oven, which has 10623 Power and 2954 minerals" (happening every time a new build is started) and even "Governor Jim did not build anything for a week because he doesn't have enough power in his sector Fudge" (which would be a weekly message)
 

The Founder

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I wonder if this all would be solved (or be an excellent first step) if the game provided FEEDBACK from the Governors. We are the Emperor or President or Dictator of the whole thing, surely we should be getting reports on what happens in our Empire! There should be a History or Report or Log that says: "Governor James started building a Power Plant on Planet Corn in Sector Oven, which has 10623 Power and 2954 minerals" (happening every time a new build is started) and even "Governor Jim did not build anything for a week because he doesn't have enough power in his sector Fudge" (which would be a weekly message)
The game is still running under x32 Memory Constraints. Such a log function could actually be an issue memory wise (more then many of the other sugestions), especially in larger games.
The line "Governor Jim did not build anything for a week because he doesn't have enough power in his sector Fudge" is 103 characters long during display. "Governor James started building a Power Plant on Planet Corn in Sector Oven, which has 10623 Power and 2954 minerals" is 107.
So we talk about 100 characters per message. And htat is before you consider the simulated GUI to display it. Just think how many reports about the game slowing down when selecting fleets there have been. That would propably apply here too.

Plus they would have to rework the AI to do it in the first place.
I would love it, but this might well be harder then just reworking the Sector AI to do it right in the first place. Unless they already started work on that in the background.
 

LughC

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The game is still running under x32 Memory Constraints. Such a log function could actually be an issue memory wise (more then many of the other sugestions), especially in larger games.
The line "Governor Jim did not build anything for a week because he doesn't have enough power in his sector Fudge" is 103 characters long during display. "Governor James started building a Power Plant on Planet Corn in Sector Oven, which has 10623 Power and 2954 minerals" is 107.
So we talk about 100 characters per message. And htat is before you consider the simulated GUI to display it. Just think how many reports about the game slowing down when selecting fleets there have been. That would propably apply here too.

Plus they would have to rework the AI to do it in the first place.
I would love it, but this might well be harder then just reworking the Sector AI to do it right in the first place. Unless they already started work on that in the background.


Could limit it to only show 1 every four months and only keep logs for a year