Sector System Is Wet Blanket

  • 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.

CurseUppl

Banned
3 Badges
Jun 3, 2012
127
238
  • Crusader Kings II
  • Hearts of Iron III
  • 500k Club
Sectors should stay and I like the idea, but as OP said, they need improving.

It's ridiculous to expect a player to manually manage several dozens of planets, especially in a game designed with multiplayer in mind, as some have suggested.
 
  • 7
  • 2
Reactions:

AKicebear

Captain
64 Badges
Jan 7, 2015
373
808
  • Darkest Hour
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Cities: Skylines - Natural Disasters
  • Stellaris: Nemesis
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Stellaris: Distant Stars
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
To my eye, there seem to be two problems with sectors; the first is that players don’t really want to form them, and the second is that the sector AIs aren’t really good at running them, building poorly and badly mismanaging pops.

Obviously the first problem is caused to some extent by the second, but I think there’s still a lot of scope for mechanics that would make players want to put up with suboptimal or poor sector management AI anyway (though I’ll return to poor sector management AI later), and not feel as penalized for not doing so as they do under the current system where you have a core planet limit and progressively increasing penalties for breaching it. Moreover, there’s definite scope for encouraging the formation of multiple sectors rather than one giant sector, as currently the two are mostly equivalent.

The key, I think, is to make it so that players are rewarded for forming sectors and for breaking up larger sectors (through more interesting gameplay and gameplay bonuses) rather than not being penalized for forming sectors or having giant sectors. Obviously those two are mechanically equivalent (you end up getting more for doing something than for not doing something), but psychologically getting a reward for doing something feels a lot better than not being punished for not doing it. Here are some suggestions, listed to form a kind of menu or palette for Paradox to choose from rather than creating an integrated full overhaul:

Happiness: One major reason for forming “sectors” (that is, decentralizing) in the real world is because people are generally happier when most of their day-to-day interactions with government are with local government organs that they can influence relatively easily rather than with distant central governments. For example, one major cause for the American Revolution was that the British were attempting to centralize some power in London that Americans had traditionally experienced as stemming from their local governments. There’s already a mechanic for “distance to capital” in the game, but it’s used to calculate ethics divergence. I propose that an additional “distance to sector capital” mechanic be added, and that both be used to calculate a bonus to planet happiness (generally small) from creating a sector. The farther away a planet is from the imperial capital and the closer it is to the sector capital, the happier it will be to have a local government (up to a fairly small cap, 5-10%). This would both encourage the formation of sectors (since happier pops are more productive and are less likely to form factions) and encourage breaking up large sectors (since the bonus falls off the farther away from a sector capital the planet is, so a large sector will usually not boost happiness very much).

Furthermore, this might be a way to handle aliens or synthetics in your empire. If you form a sector which is mostly populated by them, then they receive a small happiness bonus (“autonomy”). If you then appoint a governor from their species, they receive a larger one (“self-government”). This could be particularly useful if you’ve recently conquered an area or assimilated a vassal, due to the happiness penalty of doing so. Operating similarly with synthetics, by granting them autonomy and self-government could reduce the severity and probability of the AI rebellion and increase the probability of positive rebellion-related events.

Production efficiency: Another reason for forming “sectors” in the real world is that it becomes increasingly cumbersome to manage far-flung provinces from an imperial capital rather than allowing local governments and organizations to direct To some extent this is in the game, but it’s implemented as an increasing penalty rather than a benefit, and one that’s flat across your empire. I propose again leveraging the capital distance mechanic and creating a fairly small production boost for planets from creating a sector, with the size of the boost again related to the distance from the sector capital. Like the previous bonus, this would mean that creating sectors and splitting them up would be advantageous, since your overall empire would have more resources to use than before.

Alternatively, this could be considered as tied up with a happiness benefit, if that is implemented (since happiness gives a production boost), and eliminated.

Influence and Leaders: One major benefit of decentralized governments in the real world is that the local governments of each area or region serve as breeding grounds for politicians and other leaders. For instance, see how Barack Obama got his start in politics in the Illinois State Senate, then won a Senate seat from Illinois, then became the President of the United States. Or how Ronald Reagan became governor of California and, like Obama, then became President. Some American states also fund scientific research, for instance the Cancer Prevention Research Institute of Texas, which is actually the second largest funder of cancer research in the United States (behind the National Cancer Institute and the other National Institutes of Health).

In game, this could be represented as a bonus to influence gain, making it a bit easier for you to buy new leaders from time to time, as a boost to the number of leaders you can have (probably less than one per sector, so that the sector governors aren’t “free”), or in random events that can cause new governors or scientists to appear from time to time, the way new admirals sometimes appear after fleet battles.

Politics: Another feature (or “feature”) of decentralized government is that it often involves a lot of bickering and competition between regions. Local governors and leaders will compete with other governors and leaders to benefit their region and, sometimes, become the imperial ruler instead of the current ruler (or, to put it different, become the Caliph instead of the Caliph). This can be fairly tame, as with states in the United States competing with tax breaks and policies to attract businesses, or it can be very cutthroat, as in…well, Paradox already has a game that’s all about that sort of thing, after all.

Something quite as complicated as CK2 would be unrealistic, obviously, but the amount of politics within sectors—and not just separatist rebellions!—could certainly be ramped up. I propose that each leader be given a home planet and a personal ethos which may or may not differ from your own (it would be based on a pop from that home planet). The ethos would affect their management of the sector (I imagine that their ethos would partially overwrite the government ethos, for example a Militarist governor in a Pacifist empire would eliminate the +10% food bonus), and might serve as a target for ethos divergence/convergence if it’s different from your own; this would create a tradeoff between appointing competent governors with the wrong ethos and incompetent ones with the right ethos.

Furthermore, each governor has a “personal power base” score that represents how much influence they have over the sector—compare some newbie just sent out from the capital who has no idea how things work day-to-day out on the frontier to someone who grew up out here and who rose up through local politics. The personal power base score would increase over time and would start off higher for governors of the same species as the majority population of the sector and for governors from a planet within the sector. Having a higher personal power base would increase the bonuses of the governor somewhat (they have the influence and knowledge to get things done), but would also increase the likelihood of them rebelling or attempting coups d’etat (particularly if they have a different ethos from you). So acting like many historical governments and appointing governors to far-flung provinces and moving them frequently would be beneficial, but at the same time leaving the same person in place for a long time would also be beneficial.

Another feature to go along with this would be sector-specific policies and edicts, occupying a middle ground between planetary edicts and imperial edicts, and policies aimed at your relationship with your sectors, analogous to the crown laws of CK2. For example, you could have sector governors be appointed (as now), be hereditary (a feudal system), or be electoral, like your overall government. Each of these would have benefits and penalties; an electoral system will tend to pacify the sector population, for example, but you would have less control over who runs the sector. There could be associated factions to modify these laws as well, and you could decentralize power to appease sector separatists. Connected with this, it would be good if your leaders could also create factions and try to bring other governors on board, centered on these types of laws.

All of these new political factors to sector management would make the game more complex and interesting, particularly in the mid-game where currently things start to slow down a bit due to the end of colonization and war and the exhaustion of early game event chains. They’re way too much for a simple patch, but they could make a nice major DLC, and would be pretty fun if they could be made to work properly.

As a quick note, I don’t really like the hard limit on the number of sectors (as you might have guessed). I think the fact that sectors require governors and governors cost influence is enough reason to limit the number of sectors, even without a hard cap, so that offering bonuses for splitting up sectors is enough to create a tradeoff—do I get the bigger bonus from more sectors, or do I save the influence I banked from handling fewer leaders to pay for other things, like edicts or frontier outposts or vassal annexations or the like?

Anyway, those are some ideas for making players want to create sectors. Now, on to making sectors work better. The biggest problem, it seems to me, is that the sector AI is not really very good at developing and managing planets. It might be possible to handle this by making the AI better at doing so, which I think could be done by having a fairly static method of developing planets. Even if it’s very hard to make the AI perform optimally, performing decently, and probably better than a lot of players who don’t have a solid grasp of the mechanics, certainly seems possible. The task list might look like this:
  • Develop enough farms to feed one pop for every planet tile first, starting with food tiles adjacent to the capital and moving through other food tiles, food/other resource tiles, and blank tiles. Clear any tile blockers over food tiles before building on food/other resource tiles, similarly for tile blockers over food/other resource tiles, finally tile blockers on empty tiles.
  • Develop enough power plants to power one building per tile on the planet second, starting with energy tiles adjacent to the capital and moving through other energy tiles, energy/other resource tiles, and blank tiles. Again, clear tile blockers if possible before moving on to another tile type.
  • Develop any remaining mineral tiles. Clear blockers if necessary.
  • Develop any science tiles. Clear blockers if necessary.
  • If there are blank tiles remaining, check the sector specialization. If minerals, build mines and/or a mineral processing plant (if available fully-upgraded version would create a larger net mineral increase than another mine). If energy, build power plants and/or a power hub (same caveat). If science, build labs, evenly distributed among all three types. If military, split between all three.
This would not produce an ideal planet by any means, nor a (very) specialized one, but it will produce a decent, well-rounded planet that will balance out in energy costs, be able to feed itself at full population, and not do terribly at extracting value from its specialized tile types, in other words about 80 or 90% of what the player would get from an optimized planet, and for much less work (from the player). To complement this, allow players to override the AI for an influence cost and create a build queue themselves; this is functionally in the game already, if you remove the planet from a sector, fiddle with the build queue, and then put it back in the sector afterwards, so it’s not precisely a major (gameplay) change. If you wanted to get fancy, it could dynamically choose between farms and power plants based on the number of robots/droids/synthetics on the planet.

The other major thing that needs to be done is to improve pop management. I don’t have any detailed ideas here; the AI should just try to make sure that every pop on a planet is assigned to the tile which is most optimal for it, i.e. for which it provides the biggest benefit. I’m not sure how complicated that is to code, but it is very important—I assume that the other empires are also using this AI, so doing so would make them more competitive without making them cheat or otherwise bend the rules. Again, the player should be able to fiddle with this at an influence cost.

There are some useful quality of life improvements that could be done, too. A management page that lists spaceports and allows me to interact with them without having to warp to each planet individually, for instance, removing Observation Posts from sector control, and putting colony ships, which the sectors don’t seem to be able to use, in my control and in my outliner rather than leaving them floating around and having to manually keep track of them.

I know this post is a bit long, but I really tried to think of everything I could that sectors could do to be more interesting without making the player feel as if he or she is being punished, and to make them work better. I hope it's useful!
Quoting the above in the hopes it draws the devs attention - this would represent a great improvement to a system that I like in principal but is currently half baked.
 
  • 2
  • 1
Reactions:

Slayen

Lt. General
87 Badges
Dec 16, 2014
1.664
2.011
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Tyranny - Bastards Wound
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Mount & Blade: With Fire and Sword
  • Victoria 3 Sign Up
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Tyranny - Tales from the Tiers
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis IV
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Europa Universalis IV: Cradle of Civilization
  • Surviving Mars: First Colony Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Teleglitch: Die More Edition
  • Victoria 2
  • Age of Wonders III
  • Imperator: Rome - Magna Graecia
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
Something I'd like to see is some way to take advantage of when you have a sector with a MASSIVE stockpile of energy/credits and is clearly just sitting on them.

For example, I had two sectors at one point that had 13 to 15 THOUSAND minerals being left unused. Minerals that they are never going to get around to really using since they sectors don't make the most mineral heavy thing in the game, Fleets. Minerals that would have been a great help to me building up in preparation to the Prethoryn's showing up to eat my face.

And before one says "tax them more", I already had them set to the highest level.

So someway to actually gain access to those stockpiles would be much appreciated.
 
  • 10
Reactions:

gedsaro

First Lieutenant
63 Badges
Oct 28, 2011
241
82
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Warlock: Master of the Arcane
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Sengoku
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Majesty 2 Collection
  • Magicka
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings Complete
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Crusader Kings III
  • 500k Club
  • Victoria 2
This.

My sectors are doing just fine at building up their areas including fully upgrading spaceports to my current maximum level. Just make sure they have enough energy to pay to keep stuff working. The only really complaints I've had thus far:

1) influence costs stop sectors cold-I agree with the person who suggested having the governors ask permission to access the materials they need on a case by case basis. So when Utopia wants to upgrade from the 5 pop to 10 pop capital they gather the rest of the required materials then ask if they can have the 100 influence to do so. Allow a 3 stage response-yes (give them the influence, must have available), no (nope, don't ask again), later (will wait 5 or 10 years then ask again).

2) special resources-could probably do something similar with these although you may end up with power plant message spam, alternatively allow construction of special resource and empire-unique buildings (only) on planets in sectors (and keep the ai from wrecking them even if you allow re-development).

3) sectors interfere with minor race interactions

From looking at some of the files it seems that lack of influence Should NOT stop sectors from building/upgrading buildings that require it.
That said, it could well be broken, or have some other hidden requirement for a sector to bother doing it which we don't know about.

Relevant file is: 00_strategic_resources.txt

Influence bit is at the bottem
### System Resources

time = {
}

### Basic Resources

energy = {
accumulative = yes
accumulated_by_sectors = yes
tradable = yes
AI_category = energy
max = 2500
}

minerals = {
accumulative = yes
accumulated_by_sectors = yes
tradable = yes
AI_category = minerals
max = 5000
}

food = {
is_planet_local = yes
accumulative = yes
AI_category = food
}

physics_research = {
accumulative = yes
AI_category = physics
}

society_research = {
accumulative = yes
AI_category = society
}

engineering_research = {
accumulative = yes
AI_category = engineering
}

influence = {
accumulative = yes
AI_category = influence
max = 1000
sector_ignore_cost = yes
}
 
  • 1
Reactions:

HamHamJ

First Lieutenant
86 Badges
Dec 30, 2013
298
222
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Sengoku
  • Europa Universalis IV: Res Publica
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion 2
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Age of Wonders III
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
So I have now actually had a small sector for several decades and I have to say:

I have seen none of the things people are going on about in this thread.
They upgraded to a Planetary Administration on their own.
They built a construction ship which filled in the missing resource stations in the sector.
Skimming through their building choices compared to the underlying tile, they seemed to do it right that I could see.

So I don't know. Maybe it's just some people that have bugs. Or maybe a lot of people are setting their sectors up with undeveloped colonial worlds and then putting them on the highest tax setting and not giving them any start up capital. In which case I could easily see the sector governor just being unable to build anything or get any kind of economy going.
 
  • 5
  • 2
Reactions:

Zorromorph

First Lieutenant
38 Badges
Jan 10, 2013
260
329
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Cities: Skylines - Parklife Pre-Order
  • Crusader Kings Complete
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Parklife
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • 500k Club
  • Victoria 2
  • Cities: Skylines
gedsaro said:
From looking at some of the files it seems that lack of influence Should NOT stop sectors from building/upgrading buildings that require it.

This. QFT. I noticed this literally half an hour after you posted it. Came here to do so -- and you won. Congratulations. Still, it's important to fight the rising tide of (understandable) misinformation and confusion that's out there. We must separate fact from fiction and drill down to what the real issues are.
 
  • 4
Reactions:

Xizzie

Sergeant
58 Badges
Apr 12, 2013
80
129
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Stellaris: Leviathans Story Pack
  • Stellaris: Megacorp
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • BATTLETECH: Heavy Metal
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Crusader Kings III
  • BATTLETECH: Season pass
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Prison Architect
  • Tyranny: Archon Edition
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
Something I'd like to see is some way to take advantage of when you have a sector with a MASSIVE stockpile of energy/credits and is clearly just sitting on them.

For example, I had two sectors at one point that had 13 to 15 THOUSAND minerals being left unused. Minerals that they are never going to get around to really using since they sectors don't make the most mineral heavy thing in the game, Fleets. Minerals that would have been a great help to me building up in preparation to the Prethoryn's showing up to eat my face.

And before one says "tax them more", I already had them set to the highest level.

So someway to actually gain access to those stockpiles would be much appreciated.

Totally agree with you... it's so weird that your sectors will just stockpile these goods and do nothing, you could at least pass these to another sector.
 
  • 3
Reactions:

Leonick

Second Lieutenant
44 Badges
Apr 6, 2016
184
285
  • Crusader Kings II
  • Impire
  • Magicka
  • Cities in Motion 2
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Federations
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • War of the Roses
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • BATTLETECH
  • Surviving Mars
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Sign Up
The AI will never be able to min-max and will never be good enough to manage the planets alone without making the player crazy.
But a AI can totally work as a helper if we have the tools to tell the AI exactly what we want.
You only need a few simple rules to have the AI do a decent job with the buildings.

If a tile has a bonus then AI should build too take advantage of the highest one.
If there is a lack of food use on of the empty tiles (no bonus).
Build power plants on empty tiles if needed to offset maintenance (you can have it do the math sector wide or planet only).
If a lack of food or a maintenance imbalance can be fixed with an upgrade do that instead of building something new.
Finally, if there's enough food and maintenance is covered, use empty tiles to build based on the sector focus.

Pops shouldn't be hard either, don't put slave or robots on work they're bad at!
 
  • 5
Reactions:

-Marauder-

Field Marshal
24 Badges
May 1, 2016
2.761
7.444
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Warlock: Master of the Arcane
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Magicka
Leonick, you'd still end up with something a new player would build. Rather than the AI building as closely as possible to the food limit, then filling up the entire planet with power generators to produce the maximum ammount of energy, or entirely filling it with research.
 

Zorromorph

First Lieutenant
38 Badges
Jan 10, 2013
260
329
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Cities: Skylines - Parklife Pre-Order
  • Crusader Kings Complete
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Parklife
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • 500k Club
  • Victoria 2
  • Cities: Skylines
On the planetary capital buildings, here's a little something from defines.lua:

MAX_CAPITAL_UPGRADE_BEFORE_PLANET_FULL = 1, -- AI will not upgrade capital above this level before the planet is full (in pops)

Needs testing, but ... why would they wait to upgrade the capital buildings until the planet is full? I respectfully submit this is not a good idea, and will be testing what happens if we up this. Maybe it's why they don't like building above Planetary Administration ...
 
  • 1
  • 1
Reactions:

Bokor

Private
May 5, 2016
12
13
You only need a few simple rules to have the AI do a decent job with the buildings.

If a tile has a bonus then AI should build too take advantage of the highest one.
If there is a lack of food use on of the empty tiles (no bonus).
Build power plants on empty tiles if needed to offset maintenance (you can have it do the math sector wide or planet only).
If a lack of food or a maintenance imbalance can be fixed with an upgrade do that instead of building something new.
Finally, if there's enough food and maintenance is covered, use empty tiles to build based on the sector focus.

Pops shouldn't be hard either, don't put slave or robots on work they're bad at!

This is exactly by biggest problem with the sectors - the weird way the AI manages the tiles. Here is an example from my current game:
tile_management.jpg


As you can see, it built a farm on top of a tile with 4 society research, even though there are two empty tiles which would give just as much food. I have the 'respect tile resources' option selected. It's not even unusual, in fact from looking at the newly colonised worlds it does things like this on a regular basis. The decision making process seems to go like this: it picks the tile with the highest yield that isn't blocked, which is a reasonable strategy, but then it decides that it really needs a farm, and it proceeds to build it on top of the tile it just chose, whatever type of resource is there.
There's some good news though, I can confirm that in my game the sector AI built a Planetary Capital on some sector planets. It looks like it cost no Influence for AI. I think it needs a minimum 10 pops on a planet and I donated massive amounts of minerals to the sector AI.
 
  • 3
Reactions:

Cruxador

Colonel
93 Badges
Jul 27, 2008
1.153
1.970
Ignoring for a moment all the inefficiencies and bugs of the sector building AI, I have a solution for the problem of sectors increasing micromanagement: Let the player build on sector planets, but make each build order cost some amount of influence. Little enough that you aren't paying for the privilege of doing it that way (as opposed to removing it from the sector to queue up orders) but still enough that you won't feel you're making poor decisions if you let the planets take care of the bulk of their own management.
 
  • 7
Reactions:

Omnigma

Recruit
74 Badges
May 12, 2016
3
22
  • Knights of Pen and Paper +1 Edition
  • Magicka 2
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • The Showdown Effect
  • Supreme Ruler 2020
  • Sword of the Stars II
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III
  • Dungeonland
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II
  • BATTLETECH
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings Complete
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Reapers Due
  • Stellaris: Leviathans Story Pack
  • Stellaris: Necroids
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Call to arms event
  • Majesty 2 Collection
  • Sword of the Stars
  • Teleglitch: Die More Edition
  • Warlock: Master of the Arcane
  • War of the Roses
  • Cities: Skylines
I like the idea of sectors, but I am definitely looking forward to a few fixes and changes.

Stuff I'd like to see changed/added:

1) The ability to poke my head into a planet and micromanage the occasional thing when I want to. Especially the big expensive planet-unique projects that the sector AI currently seems to prioritize very low, if they build them at all. (Looking at you, paradise domes!) Maybe make it cost a small (5ish?) influence cost per interference, if overuse is a concern, though most of the projects I'd want to build already cost influence.

2) A way to avoid wasting minerals and energy in sectors that don't need them. This could be a higher tax option, or the ability to withdraw stuff from sector storage, or maybe just a lower total storage capacity, with the overflow going into the empire's coffers. It's mildly frustrating to be running at an empire energy deficit, while 3 sectors are each holding on to more energy than they'll ever use. I'm finding that it leads me to carve up sectors in very weird ways to keep as many energy mining stations as possible in empire control.

3) Allow players to give existing constructor ships to sectors, and take them back to empire control when they want (or just revert back when everything in sector is improved?). In my current game I have 30 planets spread through 5 sectors, and despite throwing tons of resources at them, and building spaceports for them, I've not yet seen one build a constructor. Leads to a lot of busywork that I'd be happy to delegate to the AI.

4) More benefits for being in a sector. I'd suggest adding some of the traits that leaders (empire leaders) have, to the pool that governors can obtain, and increase their chance of gaining traits on level up. Another nice thing would be the ability to issue planetary edicts to an entire sector (for considerably less than it would cost to issue the edict on each one individually).

5) Sector wide policy settings for dealing with slavery (everyone, tolerant species only, aliens only, prohibited), robots/synthetics, wormhole generator proliferation, and habitable worlds that are already in the sector.

6) The ability to override the sector's build focus on a planet by planet basis. I might want a size 25 world with positive research modifiers to be research focused, even if it's in an industry sector.

7) A "balanced" sector/planet focus. I know it would be inefficient in the long run, but I'd still like the option for that first sector.

8) A sector build queue for ships, with the ability to set a rally/automerge point. I'd like to be able to tell the sector that I want 20 ships of various sizes, and have it filter the demands down to the spaceports that have appropriate bonuses for building each ship when they're available. Maybe with settings for efficiency (using appropriate spaceport bonuses) vs speed.
 
  • 7
  • 2
Reactions:

Thrawn_Saitoh

Private
72 Badges
Oct 26, 2008
13
1
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Mare Nostrum
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • 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
  • Crusader Kings II
  • Crusader Kings II: Reapers Due
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis 4: Emperor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Arsenal of Democracy
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Victoria 2
To summarize the opinions given (+ some of my own):

I fully support the incoherence of the current sector system, though I like the idea
Here are a few ideas which - in my opinion - would solve 90% of the problems:

1) let the player build in sectors if he wants to (let me say it that way, you're a region/state/Land governor in real life, it is in your prerogatives to choose where to spend your money, including buildings. Yet, the nation you're part comes in and says "in the better interest of the population, I will pay for this project on my own", do you sincerely believe the governor will refuse the gift and the economy thus made on his budget?...)

2) ensure that not ticking the tick box "allow redevelopment" forbids the AI to change the building, even if the populations are starving

3) have an alert for starving populations / impossible to grow while free tiles left (including in sectors)

4) in the planet list, have a tick box to see the planets inside a sector

5) in the planet list, have a colour on the planet number (+ added tool-tip) of each sector showing whether the limit of planet is exceeded, with the number and effects in the tool-tip

6) have a list of queued buildings so that we can change the order of constructions without needing to cancel all buildings then re-queue them
 
  • 1
Reactions:

LucidFugue

Second Lieutenant
37 Badges
Sep 2, 2013
121
67
  • Crusader Kings II: Charlemagne
  • Victoria 2
  • The Showdown Effect
  • Crusader Kings II
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • 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
  • Dungeonland
  • BATTLETECH
  • Age of Wonders III
  • Age of Wonders
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Prison Architect
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • War of the Roses
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
Kingmaker9's suggestion a few pages back bears repeating:

Instead of having an option to dish resources to a sector and then also tax them x% of their surplus, give us min/max thresholds for resources, and a panic button to stop them sucking me dry if I've expanded too quickly and I can't afford to be developing everything at once. This means:
  • The governor isn't going to sit there doing nothing because they have a paltry mineral income and you forgot to keep donating funds
  • Negative energy balances in a sector won't wreak havoc on its output if you can cover the deficit
  • Sectors don't wind up having massive surpluses you cannot touch due to the cap on tax rates.
Other than that, better sector AI management for tile/pop placement, and for claiming resources in their space. I want the AI to be better, not just for the sake of sectors, but because I'm on my first game, no knowledge of the tech tree, not unifying my race/traits with any particular strategy, and I'm outpacing all my neighbours. I've got the slow breeder trait and have double the pop of anyone I've discovered so far.
I don't want difficulty in the game to come down to giving the AI players head starts and resource bonuses, or selecting a whole host of poor traits for my race.

I'm on board with the sector concept - I don't want to hand-hold every planet's development. It's fun now while I'm figuring out all the mechanics and encountering different planet types and sizes and tile blockers, but 3 games in? 5 games in? I get that this is limited. I want it to be set and forget, so I can focus on the broader strategy, and chasing down event chains.
 

Annik0r

Lithoid World Eater
72 Badges
Jul 24, 2014
92
134
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Knights of Honor
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Holy Fury
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders: Planetfall
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders: Planetfall Season pass
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Imperator: Rome Sign Up
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Imperator: Rome
  • Age of Wonders: Planetfall Deluxe edition
  • Surviving Mars: First Colony Edition
  • Stellaris: Federations
  • Age of Wonders: Planetfall Premium edition
  • PDXCon 2019 "Baron"
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Crusader Kings II: Sons of Abraham
  • Stellaris: Necroids
  • Europa Universalis IV
  • Prison Architect
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Cadet
  • War of the Roses
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
i just thought about making some pure mineral planets with just robots,and then migrate all others away, but then i remembered: there are sectors.
i could make me only a few of such special planets :(

i really dislike the fact that i cant fine tune my empire in peace time.
and the idea of making every action cost influence is not that cool, i just want the AI to not change the planets i optimized.
I remember 1996 where i could make such specialized planets in master of orion 2, there i had pure robot worlds, pure farming / breeding worlds (from where i transfered my poeple then), pure money worlds.
why cant i have this now, 20 years later? :(
the stuff is implemented and the features are there, but the sectors just removing those features, as i mentoined before.
 

Katarian

Major
40 Badges
Feb 19, 2009
654
272
  • Crusader Kings II
  • Hearts of Iron IV: Field Marshal
  • Stellaris - Path to Destruction bundle
  • Pillars of Eternity
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron II: Armageddon
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Divine Wind
  • Stellaris: Ancient Relics
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Mount & Blade: Warband
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Synthetic Dawn
Okay last night I finally got around to colonising new planets in a sector rather then what I normally do of building up the planet myself before handing it off to a sector. Actually I was forced to as the system I conquered had two colonised planets already so I couldn't remove it from a sector without going over my planet limit.

It was a fairly small planet, but I worked out if I placed the colony on a +2 engineering research resource then an adjacent food tile with a farm plus a Frontier Clinic would feed the whole planet. What does the AI do? Build a Frontier Clinic on top of the adjacent food tile wasting the adjacency bonus and meaning it now needs either two farms (which will give a massively excess of food and use a tile I would have built a power plant on) or a spaceport module (which I still haven't managed to research) to feed the whole planet.

Also as I am spending a lot of time trying to fix a severe energy crisis in my core planets and one energy poor sector why can't I take the 10k+ of stored energy from the two sectors that are stockpiling masses of energy even at 75% tax?
 
  • 1
Reactions:

Pro

Colonel
52 Badges
Dec 20, 2006
1.108
1.327
  • Europa Universalis IV: Cossacks
  • Sengoku
  • Sword of the Stars
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Semper Fi
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • BATTLETECH
  • Surviving Mars
  • Age of Wonders III
  • Cities: Skylines - Parklife
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Europa Universalis IV: Art of War
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Cities in Motion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis IV: Res Publica
Don't frontier clinics get adjacency bonuses? I'm pretty sure they do.

Edit: loaded up a save where I had a clinic next to an administration building and it said it was getting the adjacency bonus when I hovered over the amount of food produced.
 

Erc

Purple Cow
45 Badges
Sep 9, 2002
36
19
Visit site
  • Crusader Kings II: Conclave
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Semper Fi
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Crusader Kings Complete
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Cities in Motion
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
I had an interesting experience with an all-synthetics game (purging my own biologics entirely after a certain point). Before the purges, I was deliberately staying under the core sector limit, but expanding afterwards was a bit tricky. Sectors don't seem to build synthetics, and I had no pops capable of reproduction, so any planet handed over to Sector AI would not expand. There were generally two ways forward: hand over max-pop planets to sectors, or queue up Synthetics in all tiles on a planet then hand it over. Obviously, the latter requires considerable energy expenditure, and (since queued synthetics cost as much per month as actual synthetics) saddles sectors with crushing expenditures.

Of course, this was relieved to some extent by the gradually increasing core sector limit in the late game (due to that one repeatable green tech) and by the fact that my core sector alone could beat up pretty much anybody.

Purging my entire original population also caused some interesting issues with leader elections, as they always have to be from your original species. I never did fire all my old-species leaders to see what would happen then, though. My admirals were all still my original species, and they kept propagating through battle. Very odd sort of BSG scenario that got cooked up...
 

Katarian

Major
40 Badges
Feb 19, 2009
654
272
  • Crusader Kings II
  • Hearts of Iron IV: Field Marshal
  • Stellaris - Path to Destruction bundle
  • Pillars of Eternity
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron II: Armageddon
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Divine Wind
  • Stellaris: Ancient Relics
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Mount & Blade: Warband
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Synthetic Dawn
Don't frontier clinics get adjacency bonuses? I'm pretty sure they do.

I'd have to load the save up later on to look but I didn't think it was showing as having the bonus. I know what the AI is going to do anyway, it's going to use a blank adjacent tile to build a farm when I wanted that to be a power plant.