You see, you keep describing all these new and interesting mechanics related to CKII vassals, things which change the dynamics of managing your own holdings, often in pretty fundamental ways, adding new challenges to achieving the dream of ruling an empire vs. being content as a Duke or King beyond simply the scale of managment.
But none of those things are implemented with sectors in Stellaris. You sector can't disobey you (complaints about the AI aside) the idea of one rebelling is laughable considering how barebones the faction system currently is. And since you directly control all the ships in your navy, even if they do rebel it's at most a frustrating annoyance (though considering how planetary rebellions work, I wouldn't be surprised to find out that such an event is often thwarted by the defensive troops they recruited to protect their worlds.)
...That being said, I'll concede a point, it's not the lack of a positive benifit that makes sectors despised.
It's the lack of new compelling mechanics (whether that's buffs or internal politics) once you've reached the point that sectors are necessary that makes them despised.
I was never saying that sectors and CK2 vassals are exactly alike, so saying that none of that is implemented in Stellaris sectors is irrelevant. Every time I brought up features of CK2 vassals, the reason was always to back up my initial argument in our discussion: mechanics that make the player's life harder are not inherently bad. Obstacles the game forces you to manage can be fun and engaging, if implemented well, and it's not necessary to give players an objective mechanical benefit in order for them not to think the mechanic is reasonable.
I just see people arguing otherwise all the time in various situations, whether here or in other games (especially other Paradox games). I feel that the mindset of "the game should only ever use a carrot and never a stick to incentivize the player" is a toxic one to good game design and is really just people whining that the game actually makes them work a bit. I'm glad you're not one of them.
You're absolutely right, though, that Stellaris sectors have a long way to go. Clearly, planet management AI needs a lot of work (if vassals in CK2 actually had problems developing their holdings, you'd see justified complaints about that as well. It's just that CK2 has much simpler development, so it's not anywhere near as bad an AI issue). Better planet management AI benefits the whole game, not just sectors. A specific thing that could benefit sector management AI, though, is a sector toggle to allow sectors to be subsidized by the empire as a whole - this would allow sector AI to truly specialize if they don't have to worry about running an energy deficit, and gives the player at least some control over unexpected expenses from sectors. It also incentivizes smaller sectors, as fine-grained control is a lot safer than a massive sector running a deficit.
But most importantly, there needs to be something more than just management to make sectors engaging to use. They need to have some internal political mechanics involved with them.
But I don't want Stellaris to be CK2 in space. Empires in Stellaris should be a lot more stable than empires in CK2. Ambitious governors shouldn't be the drivers of internal revolts, pops and unhappy factions should be, and unhappy governors should be more of a symptom of unhappy factions than the prime reason a sector would revolt. I'm still trying to think of suggestions that could tie that in with what we know of the new faction system so far, but there's a lot to think about there.
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