On account of the constant 'sectors are broken' derails that are infesting half the threads on this forum, we've decided to create a general thread for sector discussion and feedback. ... Our present view on sectors is that they more or less work okay.
My concern is that these things seem contradictory.
If half the threads on your forum are dedicated to "sectors are broken," I'm hard pressed to see this as a well functioning system. Certainly internet feedback should always be taken with a grain of salt, otherwise you risk changing for a vocal minority, but with sectors there's much to legitimately criticize.
The problem is that sectors do nothing to make Stellaris more fun. They ease game mechanics by carving out an enormous section of gameplay, but they don't replace it with anything meaningful. While AI issues are a pain, ultimately this is why so many players are so dissatisfied.
A 4x game follows a fairly standard arc: early land rush; development and economy building; push for victory. Sectors strip out that second phase and don't replace it with anything, which is why Stellaris is so often criticized for its slow middle game. The mid-game empire-building phase thus becomes less about running an empire than watching the computer run it for you.
@Darkath got it absolutely right:
From a game design perspective, you should clarify what is the place of sectors in the game :
1) They are semi-independant entities with their own "will" like CK2 vassals, and they should know how to play for/against the player effectively with their AI (and effectively take some control away from the player). This leads to emergent gameplay and story telling, as well as dynamic internal politics that complexifies over time. This would be great and i think this was the original intent behind the feature.
2) They are a tool to help the player manage his empire more effectively and reduce micro management : then they should absolutely never take control away from the player who should be able at all times to override the sector AI with his own commands (building something specific, purging, give and take ressource easily etc). This is less interesting as 1) but is closer to the feature that is in game right now. If the player is allowed to override the AI when he needs, then having a "perfect" AI is much less important.
As currently implemented sectors are the worst of both worlds. They forcibly take control from the player, and in doing so pull out the "empire building" gameplay while creating real frustration with AI limitations. At the same time, they don't add anything to justify that lost gameplay.
I completely agree that a system of fractious, personality driven territories as described above would be terrific, and is most likely what was intended. (Otherwise why require players to use a basic macromanagement tool?) But either way, the system isn't working and isn't any fun.
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