Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As it is now sectors serve two purposes: make sure you need more then one governor and to automate them
Even IF automation might one day reach a level where it is at least workable (ppl expecting it to perform as well as human player are tbh kinda delusional thats not gonna happen but working not optimal but ok-ish might be a thing it could one day do..eventually... maybe even before Stellaris 2 comes out), there is ultimately no point to sectors because automation can as well work on a planet-base.
Basically they are a remnant from back at the release when you couldnt control more then a handfull of systems yourself (as in the game didnt allow it) and the rest went into sectors to be run by the AI (not good but well back then the tile-system was a lot less complex then the post 2.2 economy so at some point, after a lot of patches and adding at least a bit more player-control, you could work with it, without the permanent urge to throttle whoever programmed it).
in the current version of the game the ship cost is less due to costing alloys, so you can stockpile all the alloys that you would need for a massive fleet without any sectors when you hit lategame, especially with the mega engineering tech which gives you extra resource storage.
as the game evolved, devs went back and forth with this sector system multiple times changing the rules for if/how you were allowed to interact with the sectors.
the system we have in the current iteration is basically just a leftover of a former game mechanic that doesn't really have much of a purpose. basically they just make you jump through some hoops (re-hire dead governors for sectors etc.) for no real reason
They used to be a very convenient way to segment the management of your empire and partition areas that you would want to make vassals or even free states to add to a federation - Now days they are just a silly risk that would automatically add your newly built penrose sphere to the territory of a sector that you'd previously thought of giving freedom to or vassalize.
They are a useless joke.
As for the automated management of sectors, and the political and administrative role of a sector in an empire, the others have answered: it's poor, at max.
The main purpose was that you could automate the building of everything, not just planetary buildings but also build mining stations. Almost like a vassal.
In the current state, there are two functions:
1) automated planetary building, except that you cannot directly choose the layout of sectors
2) some representation of administrative limits, so one governor can only manage a relatively small area
Since the way how planets and pops work has been massively changed, the AI is generally unable to build anything in an even remotely efficient way. Their planets always have like 10-20 unemployed pops, one building of every type, population controls enabled on planets with half capacity and such.
So if it wasn't for the passive governor bonuses, people probably would ignore sectors altogether.
It's fairly beneficial so long as you manual everything as you should in this game.
Don't add any funds to the sector, do not enable any automatic building both sector and planetary, and you're golden.
Just saying, without individual sector automation, there would be zero reason to assign more than 1 sector, if you still could manage the sector layout manually.
Then you would just have 1 governor manage your whole empire.
But the sector size limit is forced, and the governor effects on colonies are so vital, that you have no choice but having like 20+ sectors after a while.
One positive side effect is that all leaders (who are not in charge of a science division) obtain 1 random trait sooner or later, so with more governors, there is a higher chance to get an extremely good one. Like research + ship building in one person.