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DukeLeto42

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Do they have pops to utilize these buildings? Sectors will not build until a pop is present to work - perhaps not ideal when they are generating significant surplus, but it keeps them from wasting thousands of minerals queuing up projects on newly colonized worlds.

They also have their own priorities when it comes to construction, and may only start certain costs of construction projects when their surplus hits a certain level. I have found several sectors will not build when they have around 1000 minerals, but once I feed them a few thousand, they suddenly start building.
 

MechaThumper

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Depending on size they will also store a lot of minerals before building (if you are trying to allocate enough minerals to build up 10 planetary capitals you are looking at 1000s in minerals). Unless by rolling in minerals they are at 5000+ then they are probably experiencing a shortage.

A 1000 mineral surplus might work for a smaller sector as nothing needs 1000 minerals to be built but larger sectors get stranger as they grow.
 
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Pyramid_Head

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I never saw sectors build a shypyard. Ever. When having 1 food and 2 minerals or other double resources they also don't seem to understand that buildings could be placed there. Never saw anything being built there also.
 

MechaThumper

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Sectors will build and upgrade shipyards, they do so all the time in my games. I think part of the problem is it's not visible what a sector is trying to reserve minerals for.
 
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misterderp

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Situations like this would be so much better, if there would be just some sort of feedback to the player. Like sector is gathering resources to build X on planet Y. It would come a long way both for devs and players to spot unintended/undesired behaviour and better understand what is happening. This could lead to better tweaked behaviour of sector AI.

edit: Typo
 
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Necro_Man_Ser

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Agreed. If you got more Detail on what a sector is trying to do, you could try to help it or plan ahead before giving a planet over.
And more ways to influence what sectors are doing would be more than welcome, since they often make decisions like a 4 year old who gets handed a Monopoly game.
 
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RossMorris

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Depending on size they will also store a lot of minerals before building (if you are trying to allocate enough minerals to build up 10 planetary capitals you are looking at 1000s in minerals). Unless by rolling in minerals they are at 5000+ then they are probably experiencing a shortage.

A 1000 mineral surplus might work for a smaller sector as nothing needs 1000 minerals to be built but larger sectors get stranger as they grow.
So for every planet in a Sector, you need 100 minerals in the Sector supplies?
 

jalapen0

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I agree that some feedback would be nice. What is it saving for? What would it like to spend? Maybe for large projects, it might even ask you for some monies. (as long as it doesn't spam)
 

jmj36

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I am having the same issue with sector ai building in a game I started at 1.4.1. I have sectors with maxed out energy and minerals, and planets with 10+ pops and only 3 or 4 buildings. Have also seen maxed out planets with multiple unemployed pops because the ai built no buildings for them. I also have yet to see a sector ever build a happiness building, which for my strategy is pretty critical. I play individualist and don't care about ethics divergence since I get ways to mitigate the happiness loss, but thanks to sector ai my sectors are slowly starting to get factions going since the sector ai seems to still not care about happiness.

I have also noticed by watching some of the sector systems, that the ai likes to clear ALL tile blockers first before starting a building.

The only way I can think of to combat this, is to manually build all new colonies, filling sectors only with fully built up systems, and set redevelopment to off. This defeats the purpose of sectors to begin with I think though.
 
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stumason

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The only way I can think of to combat this, is to manually build all new colonies, filling sectors only with fully built up systems, and set redevelopment to off. This defeats the purpose of sectors to begin with I think though.

That's what I have done since day 1 - but thats because I enjoy building up planets. Once they are full and working, In hand them over and concentrate on the new colonies (except for the 4-5 Core systems I always keep).

That said, once I hit the mid game, I will colonise new worlds inside sectors and just let them get on with it, but that usually makes for generic planets whereas my own are more unique (I use mods which add loads of extra buildings etc).

I find the sectors do build, just slowly. They also only do one tile at a time and don't ever queue anything, so to a human who may queue 5-6 buildings in one go, this does look "slow"
 

Necro_Man_Ser

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I am having the same issue with sector ai building in a game I started at 1.4.1. I have sectors with maxed out energy and minerals, and planets with 10+ pops and only 3 or 4 buildings. Have also seen maxed out planets with multiple unemployed pops because the ai built no buildings for them. I also have yet to see a sector ever build a happiness building, which for my strategy is pretty critical. I play individualist and don't care about ethics divergence since I get ways to mitigate the happiness loss, but thanks to sector ai my sectors are slowly starting to get factions going since the sector ai seems to still not care about happiness.

I have also noticed by watching some of the sector systems, that the ai likes to clear ALL tile blockers first before starting a building.

The only way I can think of to combat this, is to manually build all new colonies, filling sectors only with fully built up systems, and set redevelopment to off. This defeats the purpose of sectors to begin with I think though.

Or at least inhabit the colony until you run out of space then give it over to AI and let it clear tiles while Pops Keep growing.
Personally I give easy to handle planets to AI (loyal Pops and/or planets with no Special tiles) or planets I have developed fully or to a degree where I am satisfied.
Still it hurts to see AI place grown Pop on empty tiles while there are Buildings waiting for workers.
shake
my
head
 

jmj36

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A little update to my issue with happiness buildings. In my current game, recently integrated a vassal that had six systems, and one world in particular had tanked happiness and faction creation due to some fanatic xenophobes. I run as individualist/xenophile/materialist.

I took control of the system, built a Hyper Entertainment Forum and Visitor Center, and along with Propaganda Broadcasts the happiness issues were fixed. I then give the system back to the sector I created for this integrated vassal.

I check back later, and the sector ai has moved both pops off of those two buildings, and happiness is tanked again. I move them back manually, and watch. At the beginning of every month, the ai moves the pops back off those buildings, on to undeveloped tiles that are only giving one energy or one food.

I am guessing the ai does this because it wants pops to be productive, and those tiles generate no resources. But seriously, it kills certain playstyles if the ai won't utilize special ethics buildings properly(or at all), and game breaking for me at this point. This is my one major gripe with the sectors thing, and I hope it is fixed or addressed. It seems there is nothing implemented in the sector ai at all to take unique ethics buildings into account.

*Edit: The only sector settings I have set for this sector are Respect Tile Resources and Build Robots. It is also currently set to balanced.