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Making sectors
I don't know if this is just me just being stupid but I can't seemed to find the option to make new sectors. can anyone tell me how to make new ones or tell me if this is a bug?
Originally posted by Nightmyre:
Click on any planet that is not within your capitol radius of four jumps around the capitol. When you're on the planet view, click the create new sector button.

if you're more of a visual person: https://www.gamewatcher.com/news/stellaris-how-to-create-sectors
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Showing 1-15 of 17 comments
MaGicBush Jan 6, 2020 @ 4:29pm 
You can't. It's automated. One thing I hate about the recent patches is you can't make your own sectors.
Last edited by MaGicBush; Jan 6, 2020 @ 4:29pm
The author of this thread has indicated that this post answers the original topic.
Nightmyre Jan 6, 2020 @ 6:22pm 
Click on any planet that is not within your capitol radius of four jumps around the capitol. When you're on the planet view, click the create new sector button.

if you're more of a visual person: https://www.gamewatcher.com/news/stellaris-how-to-create-sectors
AmazingApples2 Jan 7, 2020 @ 4:32am 
Originally posted by Nightmyre:
Click on any planet that is not within your capitol radius of four jumps around the capitol. When you're on the planet view, click the create new sector button.

if you're more of a visual person: https://www.gamewatcher.com/news/stellaris-how-to-create-sectors

ahhh ok thanks. I prefer the old way of making sectors lmao
Zorlond Jan 7, 2020 @ 4:36am 
So does everyone else, from what I've seen. : /
Meewec Jan 7, 2020 @ 5:01am 
Originally posted by Zorlond:
So does everyone else, from what I've seen. : /
i like that the current method is more logical than the original mega-sector method.

i kinda want a combination of the current one and the original. we pick a capital but then assign systems to it and those planets take penalties to something based on distance from the sector capital.

at least they quickly scrapped the star cluster based auto-sector system they had for a time.

also, you can use habitats as a sector capital so you can have a little bit of control in what is in the sector by picking where your sector is centered.
Nightmyre Jan 7, 2020 @ 6:15am 
Originally posted by Zorlond:
So does everyone else, from what I've seen. : /

Disagree.

The old system was essentially "make one giant sector". Now at least there is a reason to make more than one.

The only real tweak the current system needs is the ability to add or remove systems that fall within an overlap radius between two sectors.
Ryika Jan 7, 2020 @ 6:28am 
In an ideal world I would want to be able to create sectors myself, but have them either limited in size by a hard limit, or apply growing penalties if you go over a certain softlimit (with the option of using the current system to create sectors for people who don't want to bother).

The current system is fine in most situations, but it can sometimes be annoying, and just being able to swap systems in overlap radius wouldn't really help... because sometimes I really want a sector that's very long, but thin and there's no way to create such a sector, because the planets are too far apart.

If I could design my sectors manually, with the same amount of systems on average, then I could create a sector specifically for that situation.

However, I don't think it's that much of an issue, and I certainly prefer the current system over the old "one big blob sector"-system that we had in the past.
Zorlond Jan 7, 2020 @ 7:24am 
Originally posted by Nightmyre:
Originally posted by Zorlond:
So does everyone else, from what I've seen. : /

Disagree.

The old system was essentially "make one giant sector". Now at least there is a reason to make more than one.
The only tweak that would need to prevent "one giant sector" is simply have a max limit on the number of star systems and/or planets in the sector.
MaGicBush Jan 7, 2020 @ 8:24am 
Originally posted by Zorlond:
Originally posted by Nightmyre:

Disagree.

The old system was essentially "make one giant sector". Now at least there is a reason to make more than one.
The only tweak that would need to prevent "one giant sector" is simply have a max limit on the number of star systems and/or planets in the sector.

This. Plus I don't get why one big sector is even a bad thing. Why does "one big blob" matter? I use sectors to automate.
Last edited by MaGicBush; Jan 7, 2020 @ 8:25am
Nightmyre Jan 7, 2020 @ 9:07am 
Originally posted by Zorlond:
Originally posted by Nightmyre:

Disagree.

The old system was essentially "make one giant sector". Now at least there is a reason to make more than one.
The only tweak that would need to prevent "one giant sector" is simply have a max limit on the number of star systems and/or planets in the sector.

And what do you know? That's pretty much exactly how the system currently works. Rather than a max number of star systems and/or planets, its a max radius around the capitol.

Originally posted by MaGicBush:
Originally posted by Zorlond:
The only tweak that would need to prevent "one giant sector" is simply have a max limit on the number of star systems and/or planets in the sector.

This. Plus I don't get why one big sector is even a bad thing. Why does "one big blob" matter? I use sectors to automate.

I personally don't care that much one way or another. The decision was made by Paradox to try and make sectors more meaningful, and I have only one objection with the current implementation (the one I detailed earlier), and it's a minor one.
Last edited by Nightmyre; Jan 7, 2020 @ 9:07am
Meewec Jan 7, 2020 @ 9:17am 
Originally posted by MaGicBush:
This. Plus I don't get why one big sector is even a bad thing. Why does "one big blob" matter? I use sectors to automate.
it didn't make sense from an original viewpoint of the game. we had to use sectors in older versions because we could only control a limited number of colonies, eventually this was changed to inhabited systems but we still could only control a limited amount personally without taking pretty hefty economic hits. but the sector governor could hold the entire galaxy no problem if you so desired.
galadon3 Jan 7, 2020 @ 9:23am 
Originally posted by Nightmyre:
The old system was essentially "make one giant sector". Now at least there is a reason to make more than one.

No there isnt a reason, its just set that you can't do it any other way wich doesn't make it a reason.
If there were systems in place like lowered efficiency of worlds far removed from their sector-capital or the like it would actually constitute a reason to make more then one sector.


Originally posted by Nightmyre:
The only tweak that would need to prevent "one giant sector" is simply have a max limit on the number of star systems and/or planets in the sector.

And what do you know? That's pretty much exactly how the system currently works. Rather than a max number of star systems and/or planets, its a max radius around the capitol.

Apparently you don't know that its pretty much NOT how the system currently works, Since you can't add or remove systems from sectors as you like up to a maximum of colonies a sector can hold, wich would give the players actual control over how they want their sectors sliced and would make complicated workarounds like "build a habitat where you need a sector-capital so your sector fits your needs.

But when it came to sectors in Stellaris pdx always had this weird tendency to implement systems that take control out of players hands even if a system that gives the player more control and makes weird workarounds unnecessary while achieving exactly the same wanted result are not even complicated to implement.


If they had just gone with "sector can have up to X colonies" and given players the freedom to add and remove systems to a sector like they want up to that limit, it would:
- Achieve the goal of preventing one mega-sector
- Make workarounds like habitat-sector-capitals unnecessary
- It would even solve your own pet-peeve of overlapping sectors

Thats what makes it kinda baffeling to me why they fidget around with those needlessly complicated sector-systems (worst by far was what he had before this one, with the fixed sectors on the map...) wich dimish player freedom while winning nothing, and equally baffling why people like you are trying to argue against it, but I guess by now thats reflex.
Last edited by galadon3; Jan 7, 2020 @ 9:24am
Ryika Jan 7, 2020 @ 9:37am 
Originally posted by galadon3:
Originally posted by Nightmyre:
The old system was essentially "make one giant sector". Now at least there is a reason to make more than one.

No there isnt a reason, its just set that you can't do it any other way wich doesn't make it a reason.
If there were systems in place like lowered efficiency of worlds far removed from their sector-capital or the like it would actually constitute a reason to make more then one sector.
Indirectly, the fact that you can't afford to add governers to all systems, does act as a mechanic that reduces efficiency of sectors.

But I do hope that what we have now to be the basis of something that will be expanded upon later. Internal sector politics and stuff like that could make empire management a lot more interesting.
Meewec Jan 7, 2020 @ 9:55am 
Originally posted by Ryika:
Indirectly, the fact that you can't afford to add governers to all systems, does act as a mechanic that reduces efficiency of sectors.
you can have as many governors as your economy can support, they're not even that expensive
galadon3 Jan 7, 2020 @ 9:59am 
Originally posted by Ryika:
But I do hope that what we have now to be the basis of something that will be expanded upon later. Internal sector politics and stuff like that could make empire management a lot more interesting.

agreed, although I have been waiting for sectors to be good for anything since the game was released. So far they always felt like they had put them in there with some revolt-mechanic idea in the very first versions and since they scrapped that have been struggling to find anything meaningfull to do with them.
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Date Posted: Jan 6, 2020 @ 2:52pm
Posts: 17