• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

craftomega

Sergeant
50 Badges
Sep 5, 2012
87
80
  • Europa Universalis III
  • War of the Vikings
  • Magicka
  • Heir to the Throne
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings II: Reapers Due
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Leviathans Story Pack
  • The Showdown Effect
  • War of the Roses
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Sword of Islam
  • Stellaris: Megacorp
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
I have already made my feelings of the current sector system clear on another thread, but to say the least the current sector system is severely lacking in many area's.

Ok I have been digging into the sector AI trying to figure out what is going on, here are my findings.

Code:
financial = {
   production_targets = {
     energy
   }

   ships = {

   }

   ai_weight = {
     weight = 25
   }
}

# production_targets: strategic resources ##
  • What the sector try's to focus on by building buildings only.
# ships: ships to build
  • What ships the sector try's to build.
  • After about 6 hours of test I believe that this does nothing other then to build orbital stations which is not enabled by default.
# military_station: set to yes if want to build military stations
  • I have seen a few claim that this works, but since I cannot get the sectors to build there own constructors I don't see how.

Solutions:

Vassalization
The simplest solution would be to change the vassalization rules so they give you a percentage of there income and then change the sectors to vassals the only other change would be to make vassals show up as sectors currently are and not as there own country.


Sedo-Vassalization
The more complex solution but the more likely solution would be to have each sector governor AI act as if it where a vassal and try and upgrade it own planets, builds its own ships, but really this feels like doing the vassalization mechanic twice.

Summery:

From what I can tell the whole sector AI is just incomplete, many people are saying that it is working as intended. While I don't disagree that this maybe what they intended it is still woefully incomplete. It makes it so each sector needs to be baby-sat non stop, makes the influence mechanic an annoyance since you have to constantly remove planets from sectors.


I cannot really think of any other good solutions here. The whole sector mechanic in its current form is simply inadequate.

This fix touches many different systems I will try and address all of them.

Goal
Merge both sectors and vassal's into the same thing, as stated above one of the better solutions I can think of to fix sectors would be to make them similar to vassal's with 2 large changes. You need to be able to tax vassal and second xeno species that have not been integrated would have slightly different rules.

The new system would have the ability to modify each sector like you can now, but have each sector have the same AI as the current vassal system.

Tax's
Taxation would have to effect happiness and more control over what gets taxed would be needed, 0 - 100% of energy, minerals, and rare resources. Each would have its own effect that could be offset if you are a xeno and or have been integrated.

Integration
Since new vassal's have not been integrated a solution is needed to fix many of the issues. Vassal's that have not been integrated cannot have there sectors modified. They have no vote, cannot be leaders, and would have increased unhappiness if you apply taxes to them EX:
Code:
Tax's = 25% 
if (xeno species integration == true)
{
    happiness modifier = -10%
}
else
{
    happiness modifier = -15%, 
}

Visuals
Create a Sector Drop down layer on the outliner. The top layer would show each of the sectors including the core worlds as the top sector. Then inside the lower layers have the outliner exactly as is for each sector.


I would be happy to get suggestions to my suggestion I will add/modify/remove based on the replies.
 
  • 2
Reactions:
Upvote 0