Admittedly my first game I was meh.
But on my second game I'm happy with sectors. I just changed the way I organized my empire: core worlds for energy and mineral and sectors for research.
Previously I was using my core worlds as research centers and delegate to sectors resource creation. This though is necessarily inefficient for multiple reasons.
First: if you taxate resources from sectors early they don't grow. And Early game resources are more important than research.
Second: energy or mineral negative balances are critical situations that you want to resolve quickly. Research instead decifit is something less critical that is perfectly fine to resolve in the long term. Sectors don't react fast to these situations, they actually don't react at all since they have their own balance. So I prefer to have resource production (especially energy) under my direct control. I know when I want to build a new fleet so I know when it's time to invest in energy. The AI doesn't.
Third and most important point: mineral and energy production in sectors is inherently inefficient. Think to this scenario: you have a perfectly developed sector in late game. Now: it's late game. You have multiple XX K fleets to maintain. So you consume a lot of mineral and an outrageous amount of energy empire wide. Your sector instead is fully developed so it doesn't consume any minerals and it consumes a little energy, it just have huge surplus for you to taxate. But you can taxate max at 75%. Everything the sector produce in addition to that goes wasted once the sector coffers are full. Very frustrating: simplifying an energy point produced in the sector is a 0.75 point in the empire. Research instead is never wasted: a point produced in a sector is a point produced in the empire. It's much better to make them focus on research instead.
So what I did in my second game is just the opposite: all the sectors I create I don't taxate them. I make them focus on research and I use one of my core worlds for minerals and the others for energy. Add some adjustments like manually build solar panels on all sector spaceports I found out this scales really well. I only start to taxate sectors when they are very big and very developed, basically when I see that they have big surplus of resources.
Eventually there will be a point when sector coffins are full and resources go wasted anyway. But this will happen later and the amount of resources wasted is smaller.
Not saying sectors are fine. I'm just sharing a different approach then the one I usually see recommended on these forums.
But on my second game I'm happy with sectors. I just changed the way I organized my empire: core worlds for energy and mineral and sectors for research.
Previously I was using my core worlds as research centers and delegate to sectors resource creation. This though is necessarily inefficient for multiple reasons.
First: if you taxate resources from sectors early they don't grow. And Early game resources are more important than research.
Second: energy or mineral negative balances are critical situations that you want to resolve quickly. Research instead decifit is something less critical that is perfectly fine to resolve in the long term. Sectors don't react fast to these situations, they actually don't react at all since they have their own balance. So I prefer to have resource production (especially energy) under my direct control. I know when I want to build a new fleet so I know when it's time to invest in energy. The AI doesn't.
Third and most important point: mineral and energy production in sectors is inherently inefficient. Think to this scenario: you have a perfectly developed sector in late game. Now: it's late game. You have multiple XX K fleets to maintain. So you consume a lot of mineral and an outrageous amount of energy empire wide. Your sector instead is fully developed so it doesn't consume any minerals and it consumes a little energy, it just have huge surplus for you to taxate. But you can taxate max at 75%. Everything the sector produce in addition to that goes wasted once the sector coffers are full. Very frustrating: simplifying an energy point produced in the sector is a 0.75 point in the empire. Research instead is never wasted: a point produced in a sector is a point produced in the empire. It's much better to make them focus on research instead.
So what I did in my second game is just the opposite: all the sectors I create I don't taxate them. I make them focus on research and I use one of my core worlds for minerals and the others for energy. Add some adjustments like manually build solar panels on all sector spaceports I found out this scales really well. I only start to taxate sectors when they are very big and very developed, basically when I see that they have big surplus of resources.
Eventually there will be a point when sector coffins are full and resources go wasted anyway. But this will happen later and the amount of resources wasted is smaller.
Not saying sectors are fine. I'm just sharing a different approach then the one I usually see recommended on these forums.
- 12
- 6
- 4