• 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.

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
In its current state it completely fails at its job and it all boils down to not being able to create sectors yourself.
That you can not create sectors yourself is a investment into future possible features relating to sectors.
I still remeber the times where Sectos were used as dump for high unrest planets.
Or the single mega sector, to save on Governor cost (even when back then, the only cost was used up leader capacity).
Player defined sectors just give us way to much freedom to work around any future addition to the sector mechanic.

It definitely needs improovement of course. Indeed 2.2.4 just made a minor one, by increasing their range from 2 jumps to 3 jumps from teh sector capitol.
They need to add the ability to move the sector capitol (as long as that does not make the sector invalid) as well as more agressive integration of conquests. Maybe even a way to manually overwrite it to a limited degree (as long as the rules are not broken).

And I agree that the Automation part right now is FUBAR. Give us a way to apply a 25% tax up to a limit, at least.
 

The Exile

Second Lieutenant
11 Badges
Nov 17, 2018
177
75
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Synthetic Dawn
I don't understand why they don't just switch to a planet AI option.

Sectors worked in theory (if not in practice) before because a mineral/energy/research/general specialization pretty accurately described the economy. I could portion off four planets, say "pump out minerals," and if the system had worked as intended that would probably have done pretty well.

The new system, though, is focused on per-planet specialization. Personally I think it's an enormous improvement over the previous economy. There's still a lot of room to grow, but I think it's immensely more interesting. However you can't tell four planets to all do the same thing, no less assign a "mineral" sector.

Personally, I'd have a planet AI button that lets the player choose from among the various planet specializations. Turn it on, click "Refinery World," or "Forge World" or "Agri World" or whichever you want, and let the computer take it from there (except for direct player intervention of course). For things with multiple options, have the AI try to address needs. I.e. on a Rural World or Refinery World, the AI will prioritize whichever resource you're lowest on.

Maybe keep sectors in for governors? I guess? Although I've never found them all that interesting or useful.

I've been thinking this for a while. I've been especially puzzled by people clamoring for bigger sectors, when the economy overhaul requires your decisions to be at the planetary level -- the more planets in the sector, the less likely I can generalize about what I want them to do. Heck, two planets in the same system could require wildly different builds depending on their available districts, features, etc.

Further, they've already created planetary categories with their own definitions of districts/buildings, just like you said. Why not make those into planetary templates that we can select, as well? I'm sure it's more complicated than it sounds to implement, but it feels like the components are already in place.

There might be an application for sectors still, somehow, with this new economy, though I'm not really sure what it would be. Dispensing with sectors completely, having planetary governors, and reducing micro by selecting a planetary template seems the obvious way to go. (And for those complaining that would be too many governors... just make them cost half as much as other leaders, and/or make the techs that increase admin cap also reduce governor upkeep, etc. That is not really an obstacle to playing super-wide.)
 

defekt

Smashing
73 Badges
Aug 8, 2009
325
881
  • Age of Wonders
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Way of Life
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Age of Wonders II
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Prison Architect
  • Crusader Kings III: Royal Edition
  • Victoria 3 Sign Up
  • Crusader Kings III
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV: El Dorado
  • Imperator: Rome Deluxe Edition
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Field Marshal
  • Sword of the Stars
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
Personally, I'd be super-fine with a planet level automation option. The sector governor would do what they do now but, crucially, the automation specialisation option would be per-planet, rather than per-sector, giving the option viability (which it currently doesn't have). No need for a planet governor, but auto-generates sectors would need to be _much_ larger to put an end to the ridiculous Sim Governor (not so) mini-game.

As of right now, sectors are so bad that I just can't bring myself to load the game up anymore. *sniffle*
 

KampfSaU

Recruit
19 Badges
Aug 12, 2018
5
0
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Stellaris: Megacorp
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Europa Universalis IV
  • Magicka
Perhaps it is the better way to disentangle the concepts of "your empire is made up of individual sectors" and "automatic planet development". Having a per-planet decision to automate the construction of buildings and districts should open up much more freedom for the design question of what sectors actually do gameplay-wise.
 

methegrate

General
27 Badges
Jun 20, 2016
2.410
3.564
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Sword of the Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
Perhaps it is the better way to disentangle the concepts of "your empire is made up of individual sectors" and "automatic planet development". Having a per-planet decision to automate the construction of buildings and districts should open up much more freedom for the design question of what sectors actually do gameplay-wise.

This is probably the smartest thing anyone has said about the sector problem.
 

Sifer2

Major
48 Badges
Jul 18, 2007
502
77
  • Stellaris: Megacorp
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Stellaris: Synthetic Dawn
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Mount & Blade: Warband
  • Gettysburg
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • Sword of the Stars II
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Magicka: Wizard Wars Founder Wizard
  • A Game of Dwarves
  • Magicka 2
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
This has been discussed a lot since the update. Though it's interesting more an more people are coming to this conclusion as they play the updated version more. On week 1 people were being really defensive of the new system but now more seem to admit the lack of sectors makes late game a real chore to play if you have more than 15 worlds. I would just add that it's not the size of the sectors alone that is the issue. But also that you have to manually send them resources to build with. The sectors need to be both larger, and have small stockpiles of their own so they can build somewhat independently. Once their stockpiles are full they could send you their excess they don't need for building.
 

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
The sectors need to be both larger, and have small stockpiles of their own so they can build somewhat independently. Once their stockpiles are full they could send you their excess they don't need for building.
We had that. It was called Sector Tax. People did not like it back then.
 

Blurb

Major
36 Badges
Feb 22, 2018
700
70
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Impire
  • Leviathan: Warships
  • Stellaris - Path to Destruction bundle
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II
We had that. It was called Sector Tax. People did not like it back then.
With good reason.
Firstly, there was no option of 100% tax, and secondly, you didn't get the excess once sector stockpiles were full.
For lack of better words, it was bullshit. Another symptom of Paradox having no idea what they want sectors to be.
 

methegrate

General
27 Badges
Jun 20, 2016
2.410
3.564
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Sword of the Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
Another symptom of Paradox having no idea what they want sectors to be.

Stellaris' development has surprised and confused me from this perspective. It's shockingly clear that they never settled on a clear vision of what they want this game to be.

It launched with game mechanics unfinished (like sectors, which were clearly originally supposed to be a system for internal politicking). Then they handed over the reins to a new project lead who wanted to make an entirely different game. It's a single player game that is tediously built and balanced for multiplayer. It's a game about grand strategy and diplomacy in which the only thing to actually do is fight wars. It's a self-professed game about exploration in which the exploration ends about an hour into play. It's a game about telling stories that's nothing but references to other popular fiction. It has leaders but they don't matter. It has governments but in almost all cases they, too, don't matter. It has different races but they're purely cosmetic.

Over and over again the mechanics feel vestigal, incomplete or (occasionally) even contradictory. Mostly, though, they all just feel isolated. Everything happens in a vacuum. Like someone said "wouldn't it be cool if" and stuck a game mechanic in without ever thinking about how it should interact with the rest of the game.

I feel like this game keeps moving in such fits and starts because it has no coherent vision behind it. Paradox has no clear idea what they want Stellaris to be, and going on 3 years in still hasn't figured it out.
 

Raguie

Sergeant
23 Badges
Feb 4, 2018
57
49
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Cities: Skylines
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Stellaris: Synthetic Dawn
  • Stellaris
I like the IDEA of the new sector system, but dont work.
How to fix it?
  • Change all sector storage to a UNIQUE Energy/Mineral storage;
    • A unique storage will set down the number of clicks to the ground.
    • Maybe create a little system to automatically send a X% of the empire income to the sector storage.

  • Fix the AI;
    • If the AI that manage our sectors is the same AI of all empires... ""JUST"" FIX THE AI.
For me, a simple person, this is simple ideas that is easy to put into the game. Maybe that is too simple and i'm missing something?
 

Less2

Field Marshal
Jan 20, 2016
3.737
5.039
I've been thinking this for a while. I've been especially puzzled by people clamoring for bigger sectors, when the economy overhaul requires your decisions to be at the planetary level -- the more planets in the sector, the less likely I can generalize about what I want them to do. Heck, two planets in the same system could require wildly different builds depending on their available districts, features, etc.

Because in the end the goal of sectors is to reduce micromanagement.Needing to click 50 times to manage 10 sectors is far more interrupting to gameplay compared to needing to click 5 times to manage 1 sector. This is more important than specializing for 10% more resource gain (and everyone has different ideas how to specialize anyway, whatever Paradox codes will never fully satisfy more than a small fraction).
 

Dorian Ertymexx

Second Lieutenant
29 Badges
May 26, 2016
133
42
  • King Arthur II
  • Sword of the Stars
  • Ancient Space
  • Cities: Skylines Deluxe Edition
  • Stellaris
  • Cities: Skylines - Green Cities
  • Stellaris: Nemesis
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
I don't understand why they don't just switch to a planet AI option.

Sectors worked in theory (if not in practice) before because a mineral/energy/research/general specialization pretty accurately described the economy. I could portion off four planets, say "pump out minerals," and if the system had worked as intended that would probably have done pretty well.

The new system, though, is focused on per-planet specialization. Personally I think it's an enormous improvement over the previous economy. There's still a lot of room to grow, but I think it's immensely more interesting. However you can't tell four planets to all do the same thing, no less assign a "mineral" sector.

Personally, I'd have a planet AI button that lets the player choose from among the various planet specializations. Turn it on, click "Refinery World," or "Forge World" or "Agri World" or whichever you want, and let the computer take it from there (except for direct player intervention of course). For things with multiple options, have the AI try to address needs. I.e. on a Rural World or Refinery World, the AI will prioritize whichever resource you're lowest on.

Maybe keep sectors in for governors? I guess? Although I've never found them all that interesting or useful.

You know, this reminds me of how MoO3 did it. They let you assign planets after a number of criteria, (core, new, mining whatnot) and set a build-order after that. It was perhaps overly detailed for Stellaris, but a similar approach could work, and let you assign planets from various sectors to the same AI behaviour.
 

sillyrobot

General
Jul 18, 2015
1.859
3.584
You know, this reminds me of how MoO3 did it. They let you assign planets after a number of criteria, (core, new, mining whatnot) and set a build-order after that. It was perhaps overly detailed for Stellaris, but a similar approach could work, and let you assign planets from various sectors to the same AI behaviour.

I effectively do that now except manually. I have a small catalog of expected colony designs: power world, food world, research world, secondary production world (alloys + CG), refinery world, resort, and ecumenopolis. I add a prefix to the colony name to signal its type and then build districts/buildings to fit that definition whenever there are free pops. Automating that would be a wonderful addition.
 

Urza1234

First Lieutenant
24 Badges
Jun 28, 2016
296
24
  • Magicka
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka 2
  • Magicka: Wizard Wars Founder Wizard
I add a prefix to the colony name to signal its type and then build districts/buildings to fit that definition whenever there are free pops.
Yep, join me in the ~tism my friend. I even name them based on a prioritization progression, for instance I might need to make use of a planet's energy districts in the early game, but then intend to later turn it into a research world, so I prefix it 'R>E'

My only problem with this is that if there is more than 1 world in the system the namelist resets, so I end up with R>E Jamor Prime, and Jamor Prime. Very irritating.
 

Chthon

Captain
23 Badges
Oct 31, 2011
361
0
  • Sword of the Stars II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • 500k Club
  • Warlock: Master of the Arcane
  • Supreme Ruler 2020
  • Cities in Motion
  • Stellaris: Synthetic Dawn
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Dungeonland
  • Crusader Kings II
Yep, join me in the ~tism my friend. I even name them based on a prioritization progression, for instance I might need to make use of a planet's energy districts in the early game, but then intend to later turn it into a research world, so I prefix it 'R>E'

My only problem with this is that if there is more than 1 world in the system the namelist resets, so I end up with R>E Jamor Prime, and Jamor Prime. Very irritating.
Am I the only one who names their colonies numerically?
DAAR-1
DAAR-2
etc.
 

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
You know, this reminds me of how MoO3 did it. They let you assign planets after a number of criteria, (core, new, mining whatnot) and set a build-order after that. It was perhaps overly detailed for Stellaris, but a similar approach could work, and let you assign planets from various sectors to the same AI behaviour.
This behavior can also be seen in Star Drive 1+2, Civilisations since SMAC, the Endless Series and just about anything else with a Auto Governor.
The level of entity being automated varies a bit (in ES 2 whole Systems kind of work like Civilisation Cities), but the baseline was always there.

The only mistake appears to be that Stellaris tries to automate whole Sectors, rather then specific planets.

I effectively do that now except manually. I have a small catalog of expected colony designs: power world, food world, research world, secondary production world (alloys + CG), refinery world, resort, and ecumenopolis. I add a prefix to the colony name to signal its type and then build districts/buildings to fit that definition whenever there are free pops. Automating that would be a wonderful addition.
No argument about that.
 

methegrate

General
27 Badges
Jun 20, 2016
2.410
3.564
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Sword of the Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
I would also like to know what gameplay purpose sectors are intended to serve going forward. I feel like that will answer a lot of questions re: what should be done with them as a governing tool.

There has to be some reason why the devs kept them in the game. They've gone to a lot of trouble to reform and rework sectors over and over again when it seems like it would have been far easier to just delete the whole thing, call it a failed experiment and switch to per-planet management. (As someone who's still pretty salty about the FTL change, that's clearly not something they're shy about doing.)

I kind of wish they would clarify what that is. It would make it a lot easier to make sense of this whole thing.