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TheDungen

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% planets under your direct control I to little, I think 10 would be mcuh more appropriate, after all theres nothing that stops you from zoning them of before that if you want to. Some more extrovert ethoses like militarist might come with a reduced one since they are more likely to interact with other empires, but if I want to play isolationist then I need to be able to spend my time doing something and that something is microing my worlds.
 
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Hanekem

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Actually there should be an option to micro or those of us who actually like to micro instead of relying onthe sector system. Yes, there is a mod that "fixes" this, but does turn direct democracy into a redundant system.

I mean, yeah most players? not too fond of micro, but the AI needs some TLC, I've noticed doing a lot of boneheaded maneuvers in the sectors.
Still there is one thing that is ridiculous, if you have say 7 planets under direct controll, shouldn't the sectors be caped likewise?
 

barny

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% planets under your direct control I to little, I think 10 would be mcuh more appropriate, after all theres nothing that stops you from zoning them of before that if you want to. Some more extrovert ethoses like militarist might come with a reduced one since they are more likely to interact with other empires, but if I want to play isolationist then I need to be able to spend my time doing something and that something is microing my worlds.

a) play direct democracy (+2, later +4 = 9 plantest under direkt control)

b) mod the file
 
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omnicide

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Yea the Sector system is really funky. The AI often does weird things on the planets so you end up having to micro / babysit the AI. In my opinion that's even worse than just having to micro yourself. Because having to figure out what the AI does right and what they did wrong takes more effort than just managing your planets directly.

Also I'd like to say that I do understand the need for macro and that you can't properly micro 100 planets or more. However 5 planets max is ridiculous. How about 10 or 20? 5 is just unnecessarily low.
 
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Hanekem

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Yea the Sector system is really funky. The AI often does weird things on the planets so you end up having to micro / babysit the AI. In my opinion that's even worse than just having to micro yourself. Because having to figure out what the AI does right and what they did wrong takes more effort than just managing your planets directly.

Also I'd like to say that I do understand the need for macro and that you can't properly micro 100 planets or more. However 5 planets max is ridiculous. How about 10 or 20? 5 is just unnecessarily low.

I feel that this should need to be configured when setting up the galaxy, so if you want more micro, you can go for it.

But I feel that what the game really needs is a build command tab for military ships. as it stands you have to go to every spaceport, click on them, click on the ship you want built and repeat. that is ok when you have a small empire and no sectors. But as you grow? you need a better ui tool to order your ships and have the AI do the assignment to each spaceport.

It wouldn't be that much of a headache if your spaceports were able to build in parallel, but multiple ship slips seems to be a lost tech here...
 

TheDungen

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I don't mid the sector system in itself 5 just seems to low. I would like to get the planets going proper before turning them over to the AI, but 5 is makign that very hard to do, especially since it costs influence to remove and add systems to sectors.
 

JesterHell

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I agree that the default of 5 is too low and I feel that 10 or 20 is a much better number.
 

Omanes

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Sectors are a little ehhhh, must say... the five planet thing feels too low, that's certainly true - recently I've been sending out fourish colony ships per year and I'm always handing over super underdeveloped locations for the AI to manage. Also been filling in gaps too recently since I uplifted a continental world preference species and those newly established colonies just end up going straight to the AI as they're in connecting areas or alongside another less recently colonised planets in the same system.

I think at least planets without the planetary administration building should not count to the cap, if nothing else. That way it gives some time for them to be developed before one is forced to hand them over. Sectors also shouldn't have control over space ports in my opinion - they never seem to do anything with them, from what I've seen, and things that you build there end up going automatically to them (even though you can control them weirdly) leading to them not appearing in the overview. A particular hassle with colony ships.

I'd much prefer to see a system modelled sort of like the old "distant overseas" system from EU. As in you have a certain range from your capital planet (which should be moveable mind, with restrictions) anything outside of that range is classed as being overseas and is penalised as a consequence. Sort of like the autonomy modifier. This range should be increasable by tech, probably alongside the new warp/wormhole/hyperdrive techs (better travel = better communication, better governance). Sectors should be a way of getting around this by giving territories in your outer zones to them, having their own range from their own capitals. How much they control their planets, however, is something I think should still be down to the player - as in boxes you can check, a little like the prevent redevelopment, "player builds" etc. Obviously would need some reworking of how they give you resources, but if they build I imagine it could be on a sort of "loan" like basis where they pay you less until they've paid for the building they've chosen to construct. They also still shouldn't have control over their spaceports. Their effect should be to provide more efficient administration of certain zones and allow the player to avoid micromanaging if they so wish, but not force it.

Consequences could be attached to these zones though, but that's a DLC thing I guess. Demands for autonomy, manifesting through say ability to set own policies that end up conflicting with central policy (and upsetting outsiders), keep more resources (reducing what they pay you), have own ethos/government and personality that may be different to yours (a bit like say if you had a sector that took the personality of "fanatical purifiers" they might get annoyed at how few wars you're having and/or failure to purge pops) etc. There's lots of room for things that can be done with the sector stuff, must say, but in its current form it feels a little frustrating.

Just my random thoughts :p
 

Hanekem

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Sectors are a little ehhhh, must say... the five planet thing feels too low, that's certainly true - recently I've been sending out fourish colony ships per year and I'm always handing over super underdeveloped locations for the AI to manage. Also been filling in gaps too recently since I uplifted a continental world preference species and those newly established colonies just end up going straight to the AI as they're in connecting areas or alongside another less recently colonised planets in the same system.

I think at least planets without the planetary administration building should not count to the cap, if nothing else. That way it gives some time for them to be developed before one is forced to hand them over. Sectors also shouldn't have control over space ports in my opinion - they never seem to do anything with them, from what I've seen, and things that you build there end up going automatically to them (even though you can control them weirdly) leading to them not appearing in the overview. A particular hassle with colony ships.

I'd much prefer to see a system modelled sort of like the old "distant overseas" system from EU. As in you have a certain range from your capital planet (which should be moveable mind, with restrictions) anything outside of that range is classed as being overseas and is penalised as a consequence. Sort of like the autonomy modifier. This range should be increasable by tech, probably alongside the new warp/wormhole/hyperdrive techs (better travel = better communication, better governance). Sectors should be a way of getting around this by giving territories in your outer zones to them, having their own range from their own capitals. How much they control their planets, however, is something I think should still be down to the player - as in boxes you can check, a little like the prevent redevelopment, "player builds" etc. Obviously would need some reworking of how they give you resources, but if they build I imagine it could be on a sort of "loan" like basis where they pay you less until they've paid for the building they've chosen to construct. They also still shouldn't have control over their spaceports. Their effect should be to provide more efficient administration of certain zones and allow the player to avoid micromanaging if they so wish, but not force it.

Consequences could be attached to these zones though, but that's a DLC thing I guess. Demands for autonomy, manifesting through say ability to set own policies that end up conflicting with central policy (and upsetting outsiders), keep more resources (reducing what they pay you), have own ethos/government and personality that may be different to yours (a bit like say if you had a sector that took the personality of "fanatical purifiers" they might get annoyed at how few wars you're having and/or failure to purge pops) etc. There's lots of room for things that can be done with the sector stuff, must say, but in its current form it feels a little frustrating.

Just my random thoughts :p

You know, not a bad idea, but a small correction you have control over the spaceports in the sectors, of course having to manage that IS a micro problem that seems to defeat the purpose of the sector, at least in part, (colony ships built in sectors do not appear on the civilian ship list, probably the same for other civie ships)
Additionally what bugs me is that you are limited in how many planets you can directly control. But the sector is not. this is minor, but it is a consistency issue.
 

Omanes

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Hmm, I guess. Maybe if they did something with their spaceports it could be useful. I just find them to be something that needs less micromanagement than planetary surfaces - you build modules and then go to them when you need things as opposed to having to check and move around like you do on planets (or at least the under capacity ones). The sectors system is actually super unintuitive for that actually - sector space ports aren't accessible without finding them and directly clicking - a bit of a pain when your five planet space ports are full of queues for things.

Do agree on the lack of sector limitation though - makes it feel a little off - if I can't handle more than five planets how can the sector. Thus far, in psychological terms, I've justified it by pretending they have sub-sectors.