• 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.

AlexanderSirius

Second Lieutenant
64 Badges
Feb 15, 2012
173
5
  • Crusader Kings II
  • Crusader Kings II: Holy Knight (pre-order)
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Stellaris: Galaxy Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Res Publica
The auto-generated sector is so ugly and broken,
Please make an option to let user design the sector...
which can fulfill the wish of perfectionist
 
Last edited:

JangoBunBun

Second Lieutenant
87 Badges
May 9, 2016
105
159
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings III
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Federations
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Green Cities
  • Stellaris: Apocalypse
  • Imperator: Rome
  • Stellaris: Distant Stars
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Crusader Kings II: Holy Fury
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Conclave
  • BATTLETECH - Digital Deluxe Edition
  • Teleglitch: Die More Edition
  • Victoria 2
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
I don't think auto-generated sectors are bad per se. It's just that the game really likes to create tiny, single-system sectors when using a wargoal where control flips rather than just occupation. I was (trying) to play a Driven Assimilator and kept getting these small, annoying sectors when I was assimilating another empire. I think the range for auto-sectors should be adjusted (4 hyperlane range for capital, 3 for other sectors.) and new planets should extend the range by 1 around that planet.

The sector system should also prefer joining an existing sector over creating a new one. That way if you're Assimilating a neighbor the first planet you take will be the sector capital, and any planets within 3 hyperlanes will join that sector if you own the systems between the planets.
 

The Boz

Captain
64 Badges
Jun 8, 2017
384
10
  • Cities in Motion 2
  • Starvoid
  • Cities: Skylines Deluxe Edition
  • Magicka 2
  • Surviving Mars
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Nemesis
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Cities: Skylines
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Europa Universalis IV
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • BATTLETECH
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Dungeonland
  • Europa Universalis III
  • Leviathan: Warships
I don't think auto-generated sectors are bad per se. It's just that the game really likes to create tiny, single-system sectors when using a wargoal where control flips rather than just occupation. I was (trying) to play a Driven Assimilator and kept getting these small, annoying sectors when I was assimilating another empire. I think the range for auto-sectors should be adjusted (4 hyperlane range for capital, 3 for other sectors.) and new planets should extend the range by 1 around that planet.

The sector system should also prefer joining an existing sector over creating a new one. That way if you're Assimilating a neighbor the first planet you take will be the sector capital, and any planets within 3 hyperlanes will join that sector if you own the systems between the planets.
Sectors aren't generated like that. They are made at game start, fixed; it's how "constellations" are formed, and why you can have one habitable planet two jumps away from your homeworld in an entirely new sector, with an entirely new governor.
 

evilcat

General
Jul 24, 2015
2.050
1.270
Make sectors gret again! (build megastructures and make FE pay for it)
I am all for player able to draw own sectors, the code was already there before 2.2 this interface with add remove systems was good enought.
If PDX cares so much about avoiding 20 planet sector, here is an idea:

Each sector has soft planet cap of 3+ governator level
exceeding sector planet cap gives small penalty to stability, 1-2 is not bigd deal 5-10 could be a problem
Some tech, tradicions, civics could increase that cap.
 

Greenslade

Captain
31 Badges
Jul 16, 2013
316
3
  • Cities in Motion 2
  • Cities: Skylines - Mass Transit
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II
To reiterate the design idea I put elsewhere.

  • Systems are more productive the closer they are to your capital.
    • The more developed your capital, the more systems it pulls into its "core" systems, your empire capital sector.
  • If you expand widely you'll have too many systems in your "frontier" that aren't as productive. You therefore need to set up new sectors by designating one system as a new "sector capital."
    • Sector capitals start pulling the systems around them into their own set of "core" worlds, expanding out your empire's influence, improving productivity, and creating better trade routes.
    • All sectors keep growing as they develop organically, pulling systems in from the frontiers (that are claimed but not part of any sector) and improving them as they do so.
 

MaP_Prime

Captain
71 Badges
Dec 9, 2012
461
196
  • Crusader Kings II
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Ancient Relics
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Necroids
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Federations
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome Sign Up
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Apocalypse
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Beta Backer
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • BATTLETECH: Season pass
  • BATTLETECH - Backer
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Holy Fury
  • BATTLETECH: Heavy Metal
  • Victoria 2
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Lithoids
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Tyranny - Tales from the Tiers
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Victoria 2: Heart of Darkness
At this point they either need to keep the way sectors work as they are in 2.2 and let us add and remove systems as we see fit like before. Or they should just remove sectors all together as right now sectors don't matter other then allowing for the use of a governor. I can manage planets outside of my core worlds like they are part of my core worlds, essentially making sectors irrelevant other then for roleplay reasons. Personally I would prefer sectors would be kept as they are now, just letting us modify them as we choose like we could before. I honestly don't understand why they didn't let us change them when created.
 

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
To reiterate the design idea I put elsewhere.

  • Systems are more productive the closer they are to your capital.
    • The more developed your capital, the more systems it pulls into its "core" systems, your empire capital sector.
  • If you expand widely you'll have too many systems in your "frontier" that aren't as productive. You therefore need to set up new sectors by designating one system as a new "sector capital."
    • Sector capitals start pulling the systems around them into their own set of "core" worlds, expanding out your empire's influence, improving productivity, and creating better trade routes.
    • All sectors keep growing as they develop organically, pulling systems in from the frontiers (that are claimed but not part of any sector) and improving them as they do so.

And maybe add a piracy multiplier to frontier sectors too. They are lawless after all.
 

XT-489

Sergeant
20 Badges
Feb 28, 2018
64
0
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines
  • Magicka
  • Stellaris: Synthetic Dawn
Manually managing sector borders was a pain in the ass. Every time you construct an outpost you would have to adjust the borders. In a total war you had to adjust the borders all the time, as ownership goes back and forth. The new system is so much better.

It is not really a problem that the borders are weird per se, although that could be aesthetically optimized.
 

anamiac

Captain
15 Badges
Sep 15, 2017
383
2
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • BATTLETECH
  • Stellaris: Apocalypse
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
Just give us for each planet the ability to set the focus(es) -- checkboxes for minerals, energy, food, research, consumer goods, alloy, trade or strategic resources. Also give us the ability we had before to set how much minerals/energy they withhold for their own development. But make these options in the planet interface. Lastly, we make it so planets with no tile blockers, no governor and energy reserves will hire their own governor automatically. With governors now only governing just a single planet we may need to buff them to make them worth their upkeep, but that's certainly doable.

Once all this is done, Then we can remove sectors entirely. And maybe we can give technology the F4 hotkey again.
 
Last edited:

evilcat

General
Jul 24, 2015
2.050
1.270
We can go hybrid way, there is some way of auto generation systems. However if player wish to repaint them it is possible as well (using old UI)

Option to select AI for planets is good, since the planets are more unique now, for example with extra farm slots, which could not be generize over system.
 

Deep Space Explorer

First Lieutenant
27 Badges
Nov 10, 2015
286
525
  • Tyranny: Archon Edition
  • Empire of Sin
  • Crusader Kings III
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Pillars of Eternity
  • War of the Roses
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
No, that's how it was planned but they changed it to "3 jumps from the sector capital".
Isn't it 2? Or am i'm reading it wrong?
Code:
core_sector = {

    system_scores = {
        base = 100
    }

    local_capital_scores = {
        base = -1
        modifier = {
            mult = -100
            is_capital = yes
        }
    }

    resource_conversion_table = {
        energy = 1
        minerals = 1
    }

    max_jumps = 2
}
Same goes for a frontier sector.

Anyway, i don't like it. I just end up having a whole bunch of one planet sectors. Especially annoying since i'm playing as rather tall empire with 5 planets total. And 3 of them are in sectors of their own. Really wish they would return the ability to paint our own sectors and let tall empires have no sectors at all.
 

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've mentioned in other threads on this subject, I mostly wish they would clarify what sectors are for at all. It seems kind of unnecessary to have this whole mechanic just for assigning governors, but that's literally the only thing sectors do anymore.

There's lots of potential to sectors. I really, really hope we can iterate toward some sort of Firefly-esque universe where your frontier and your core are vastly different places with their own wants and needs. But atm it's pretty much entirely cosmetic. (Which is also why I'm a little curious about the whole auto-generated sectors debate. They don't do anything, so why not just shut off the sector mapmode?)
 

TheBrain0110

Recruit
37 Badges
May 27, 2018
5
0
  • Stellaris
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Necroids
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Cities: Skylines Industries
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
Mostly my only problem with the new sectors is they're too small. Unless you're playing in a galaxy with a habitable planet worth colonizing in every system, you're going to end up with a whole ton of sectors that are just 1-2 planets each.

Actually, my second problem is the interface for giving resources to sectors is broken. You can send energy or minerals, and then it shows you the combined total of both, and no info on how much of each :/
 

Greenslade

Captain
31 Badges
Jul 16, 2013
316
3
  • Cities in Motion 2
  • Cities: Skylines - Mass Transit
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II
And maybe add a piracy multiplier to frontier sectors too. They are lawless after all.
Yeah, the frontier sectors are outside your "directly controlled" space. I also had the idea of making them represent "soft borders" where other empires could still travel until you brought them under more direct control, even if you had closed borders. Basically make sectors matter more than just "somewhere to put all the planets you don't want to deal with," give them some actual strategic necessity.
 

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
Yeah, the frontier sectors are outside your "directly controlled" space. I also had the idea of making them represent "soft borders" where other empires could still travel until you brought them under more direct control, even if you had closed borders. Basically make sectors matter more than just "somewhere to put all the planets you don't want to deal with," give them some actual strategic necessity.

Your soft borders idea would be fantastic.

I've ranted on this elsewhere, but I think one of the biggest things Stellaris needs is just more mobility on the map. As-is you get so quickly fenced in by three or four neighbors, and then basically the whole game just collapses to that perspective. The rest of the galaxy might as well not be there much of the time.

I'd like to send ships across the galaxy, to intervene in foreign conflicts and build trade routes with other empires (although I know that's not a thing yet). Soft borders that you can move through would do a lot for that.
 

asaz989

Sergeant
51 Badges
Oct 18, 2008
90
13
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Hearts of Iron III
  • 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
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris
  • Majesty 2
  • Teleglitch: Die More Edition
  • 500k Club
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44
  • BATTLETECH
  • Surviving Mars
  • BATTLETECH: Flashpoint
I've mentioned in other threads on this subject, I mostly wish they would clarify what sectors are for at all. It seems kind of unnecessary to have this whole mechanic just for assigning governors, but that's literally the only thing sectors do anymore.

There's lots of potential to sectors. I really, really hope we can iterate toward some sort of Firefly-esque universe where your frontier and your core are vastly different places with their own wants and needs. But atm it's pretty much entirely cosmetic. (Which is also why I'm a little curious about the whole auto-generated sectors debate. They don't do anything, so why not just shut off the sector mapmode?)
It's a bit hidden, but sectors are used for managing automatic management of planets. If you go into the Sectors and Planets screen, you can assign priorities (raw materials, industry, research) to sectors and they'll automatically pursue those priorities.