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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
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.
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.
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.
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.
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.
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.
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.
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.
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.