Some smallish suggestions for sectors

  • 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.

Baqar79

Second Lieutenant
12 Badges
Dec 16, 2013
161
40
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
First off I started playing Stellaris from 2.1.4 onwards, I have no knowledge of the prior versions, but I loved the sector system. For the first 2 games it helped me learn how to play when I was unsure about how to go about developing my planets. By the 3rd (and for the forth) game I decided to take the plunge and learn to build every planet from scratch, which was also very enjoyable; but I still liked the convenience of giving sectors to the AI in certain circumstances, eg if I am at war, it's difficult for me to focus on dealing with a newly conquered planet, so assigning it to a sector makes it a lot easier for me.

Back to the actual content:
New sectors appear to be generated from the first planet in a new sector and up to 2 hyperlane jumps away from it. This can make it rather difficult to control what is actually in the sector, and you can easily end up with situations like the following:

4wm4BwF.png


The problem is that "Tram Bodan Prime" needs it's own sector since it is more than 2 jumps away from the capital of Mishri, which is also the "core" of the sector.

Just some simple ideas to make them a bit easier to work with:
1. Have the ability to change the sector capital to any other planet if desired, therefore changing the sector.

2. Introduce the ability to customize the sector up to it's maximum reach, ie, give us the option of customizing the sector as in the older version, with the limitation that we can't extend the sector beyond those 2 jumps from the sector capital.

Some other possibilities:
3. As an idea, have the star-base in the sector capital extend the maximum reach of a sector by the number of trade hubs, ie for a new game your starting station gets a single Trading hub, so your initial sector would an area up to 3 jumps away (2 base +1 Trade Hub).

4. Grant some automatic method of replenishing a sectors resource stockpile. One possible way of doing this would be to allocate a "share" threshold for your own resources, so that any resources above this threshold can be drawn automatically by any sectors set to this new "share" option, eg if you have 40,000 Alloy capacity total, of which there are 18,000 alloys, you can set the threshold to 15,000 Alloys so that those resources over this limit (3000 Alloys) are available to those sectors to use at will.
 

TheAzureLiger

Major
65 Badges
Dec 1, 2014
587
208
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Conclave
  • Stellaris: Nemesis
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Pillars of Eternity
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Necroids
  • Crusader Kings III
  • Age of Wonders: Planetfall
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Europa Universalis 4: Emperor
  • Stellaris: Ancient Relics
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Stellaris: Apocalypse
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Hearts of Iron III
  • Stellaris: Megacorp
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
Another consideration is the way sectors work when you conquer worlds and integrate vassals.


What does the system consider as sector capital when you annex a dozen worlds? Is the sector capital the first world you invade? If so that can be hard to keep track of in war.

I annexed another empire and got a very inefficient hodgepodge of sectors.
 

EvilTom

Lt. General
57 Badges
Dec 15, 2014
1.271
512
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars
  • Europa Universalis IV: Res Publica
  • 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
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
If they want sectors to be distance based how about making them completely customisable, but have a malus or penalty to sector size based upon technology, the sector capital administration building (eg: colony hub, planetary administration, system administration, sector administration etc etc), governor size.

There's so much they could do with it, but at the moment it's just non functional and actually causes more issues, where it should just have no effect on anything (except when releasing vassals) and be fully customisable until it is fixed.
 

Etrutian

Arch Priest of Profit
89 Badges
Mar 12, 2012
635
54
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • BATTLETECH
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • 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 III: Chronicles
  • Europa Universalis III Complete
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Age of Wonders III
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • PDXCON 2017 Standard Ticket holder
  • Stellaris: Necroids
  • Surviving Mars
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • 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
  • War of the Vikings
  • Teleglitch: Die More Edition
  • Europa Universalis III Complete
  • Europa Universalis III Complete
The current issue, to my understanding, is that sectors are painted on galaxy generation. Much the same way that states in EUIV exist as a collection of seemingly random provinces (each geographically relevant).

If the devs want to maintain this kind of 'geo-space' setup, perhaps incentivizing sectors by giving owners of a full sector some sort of local bonus could be useful.