Sectors: We're all certainly in a love-hate relationship with them. Or, well, maybe just a hate relationship, if you really like micromanaging every single planet. Well, regardless how you view them, my personal opinion is that the Sector system is simply a shortcut to make the game more manageable for players, allowing automatic constructions and development of your Empire without constant maintenance. However, I believe there could be a better way: granted, this is basically a complete overhaul, as the name suggests. However, it'll revolutionize the way that military, diplomacy, and management works in Stellaris.
So, do away with the whole "Core Planets" idea. Okay, I can already hear you complaining, let me finish explaining. Geez. Instead of there being limited Core Planets make every planet a Core Planet, and instead have the option to switch any planet (using influence) to a "Colony World". In this mode the Core Planet you assign the Colony World to will direct a portion of its minerals to boosting the planet's development speed, while the colony world builds buildings, non-FTL-capable ships to defend itself (called Colony Defense Vessels, a class of ship that you could edit in the Ship Designer), and military bases that it maintains. This way you can have your inner worlds controlled by you personally, while your more numerous outer planets develop themselves and the space around them automatically.
Here's a scenario to demonstrate: You colonize three planets, and designate two of them as Colony Worlds underneath the third planet, which you control directly. You develop the main world with your own minerals, while a portion of the energy and minerals generated on the planet goes to the outer worlds. Here's where the real benefit comes in: once you think the colonies are large enough, you check an option that reverses the process. Now you personally are gaining a portion of the Colony resources, while the colonies continue to develop themselves.
Thus, in the early game where there's a huge need for micromanagement a player is capable of administering things effectively, while in the late game where you're colonizing huge swaths of space there's a simple way to develop large areas of territory.
To balance this, when a Core Planet is captured in wartime all Colony Worlds linked to it are not under your direct control. Yes, it sucks, but if the capital of a region fell the rest of the region would be in chaos. You're unable to receive resources from the planet, though you are capable of making ships from their shipyards. The minerals would just have to come from the individual planet.
It's still a rough idea, and the Stellaris people will probably never take it into consideration due to the completely different nature of it, but hey, might as well post it! Suggestions are more than welcome, as it's a rough idea at this point.
So, do away with the whole "Core Planets" idea. Okay, I can already hear you complaining, let me finish explaining. Geez. Instead of there being limited Core Planets make every planet a Core Planet, and instead have the option to switch any planet (using influence) to a "Colony World". In this mode the Core Planet you assign the Colony World to will direct a portion of its minerals to boosting the planet's development speed, while the colony world builds buildings, non-FTL-capable ships to defend itself (called Colony Defense Vessels, a class of ship that you could edit in the Ship Designer), and military bases that it maintains. This way you can have your inner worlds controlled by you personally, while your more numerous outer planets develop themselves and the space around them automatically.
Here's a scenario to demonstrate: You colonize three planets, and designate two of them as Colony Worlds underneath the third planet, which you control directly. You develop the main world with your own minerals, while a portion of the energy and minerals generated on the planet goes to the outer worlds. Here's where the real benefit comes in: once you think the colonies are large enough, you check an option that reverses the process. Now you personally are gaining a portion of the Colony resources, while the colonies continue to develop themselves.
Thus, in the early game where there's a huge need for micromanagement a player is capable of administering things effectively, while in the late game where you're colonizing huge swaths of space there's a simple way to develop large areas of territory.
To balance this, when a Core Planet is captured in wartime all Colony Worlds linked to it are not under your direct control. Yes, it sucks, but if the capital of a region fell the rest of the region would be in chaos. You're unable to receive resources from the planet, though you are capable of making ships from their shipyards. The minerals would just have to come from the individual planet.
It's still a rough idea, and the Stellaris people will probably never take it into consideration due to the completely different nature of it, but hey, might as well post it! Suggestions are more than welcome, as it's a rough idea at this point.
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