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Equalsun

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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.
 
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Dalinski

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Kinda of has me interested.....especially when you mention the taking out the local capital causes disruption :)

However, sounds like the focus would be 'controlling' developed worlds. What if you wanted to control new worlds? I'm not sure I understand how that works.....perhaps an example of 10 planets and you colonise an 11th and want to manage it...might help.
 

Equalsun

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Well, whenever you colonize a new world it's automatically a Core World: The option is to turn a Core World into a Colony World using influence, as stated in the second paragraph. So, if you control 10 planets and colonize an 11th, you directly control the new world until you select otherwise.
 

Dalinski

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What I find with Stellaris is that I have to "manage" sectors. And I always feel at odds because

a) sometimes I want autonomous control of developed worlds to ensure that they are specialized (Ultra Rich, Society Research bonus)
b) build my ground forces (pops keep moving off the military academy)
c) try to lock in strategic resources to build the best ships I can
d) have to manage how the strategic resources are assigned to sectors/core

Pretty much what would make the game easier and more enjoyable is to have no cap at all and you make sectors when you don't care much for a particular set of planets and don't wan't them in your outline, at your own leisure.

Your system would appear to help with that.

Sounds like factions are going to become a big part of secotrs, so without a mod looks like core planet limits are here to stay.

To encourage sectors they should think of ways to encourage you to create them. Maybe you set them as a "research" sector and they get a research bonus. This would make people feel less against sectors.
 
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Zhon Daeli

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This seems unnecessarily complicated to me. Although, admittedly, I'm still new to the game.

  1. Implement a checkbox to enable/disable auto-management on an individual world, or on a collection of worlds grouped into a Sector.
  2. You can turn auto-management on/off for any world at any time.
    1. Eg: If you need direct control of a system to handle a situation, click on the system and untick the "Auto-manage" checkbox; the remainder of the Sector remains under auto-management.
  3. Auto-management focus is the same as it is now.

Wouldn't this ultimately be the same thing? And, from a developers perspective, much easier to implement as the code already exists to flag a system for auto-management.
 

ztaesek

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That'd work for me Zhon. It'd give you the option to micromanage or not. In addition, there should be an option to grant special resources for a sector's use.

And if nothing else, I'd really like to see the core worlds become a sector of their own within the current game structure, meaning that it'd only take one governor to manage your existing core worlds.