Building off the ideas from my previous post and the discussion surrounding it, here is an advanced Idea for sectors
The primary goal of sectors from a player's point of view is to reduce the micro-managing burden that is often required while not reducing the amount of interesting interactions the player can take. In the first iteration of stellaris they felt like they took away from the player rather than saved work. In the current iteration they are arbitrary and without impact. This concept is therefore based more on the first iteration as well as another Paradox franchise.
Sectors are a vital part of your space empire, being an important diplomatic division with semi-independent administrations to ensure your own administration can focus on the more important parts of your empire (or perhaps the filthy xenos next door).
- Sectors Siphon a percent of their income (the amount depends on laws, tech, autonomy, and size) and fleet power to developing themselves paying the rest to their respective empire.
- Sectors are ruled by a Viceroy (title is can be changed in the ruler select screen). They have a large impact on the sector's productivity through their traits, race, and politics. They exist as a POP in the sector capital.
- Sectors have loyalties which can be influenced by viceroys, decisions, or improving the sector. Low loyalty sectors may revolt for increased autonomy, more systems, secession, or even being ceded to a neighboring empire
- Sectors are divisions of systems requiring at least one planet, although the player can add and remove systems.
- Integrated vassals become a single sector making integration more of an involved and planned process. It also adds to the immersion factor of the game.
- There are a number of laws regarding sectors including war rights, the right to a fleet of their own, etc.
- Sector/Planetary planning: You can plan a planets layout or give it a general focus (forgeworld, housing world, etc) which the sector will develop using it's income. You can give an entire sector a focus which will give it modifiers toward that focus, planets will default to the planetary counterpart (forging sectors would focus forgeworlds and get bonuses related to it). You can also build in your sectors with your own money.
- The Sector screen now has 3 more things of note:
- Autonomy: A percent out of one hundred which decides how much fleet power/income they owe you (the leftover is then affected by your laws). At 100% autonomy they become vassals instead. Autonomy is affected by decisions, events, governors, etc.
- Sector Focus: How aggressively sector AI pursues the sector/planetary planning. It can be set to one of three levels "aggressive" means they will develop exclusively what you planned, "moderate" is a balance and "passively" makes the sector focus on balance before all else.
- Integrate sector: Allows the player to begin integrating the systems into their main empire peacefully. Requires diplo points, loyalty and time to integrate (all depends on size and power of target). Debuffs the system's planets during and after integration. If you integrate the last planet in a sector you inherit all remaining systems under their control to redistribute to the existing sectors
- Your administrative limit is nerfed to makeup for sectors, admin techs are more common midgame allowing you to centralize your empire. Sectors can be as large as you want but may become hard to manage if they become too powerful.
- Sectors with low loyalty may rebel together, forming a temporary federation through event (cannot invite to federation, it is dissolved at the end of the rebellion). If 3 or more sectors rebel it is considered a civil war which begins an event chain which allows both sides to seek support from foreign powers: monetary, diplomatically, ships, or even calling them into the war (federations and allies cannot join civil wars outside of the event chain).
(Thing of note, sectors in gestalt consciousness have a "divergence" modifier instead of loyalty, a measure of how uniform they are to the rest of the consciousness. Separate consciousnesses may emerge at high consciousnesses and will divide at 100% divergence. it is more or less the same as autonomy)
there could be a number civics based off of it for interesting dynamics, here are a few I thought of
- Confederation of States: Sectors break off into "State" vassals, they operate as a largely loyal vassal but may fight each other and invade neighbors. When the ruler dies or is replaced the game simulates a vote as to which vassal should control the empire based on similar metrics as a federation, the players plays as the winner. The "HRE" option.
- Planetary Administration: Balkanization to the extreme, sectors can have a maximum of one system but all systems without a planet require 0 administrative capacity for your core empire. This is an extremely expansionist option meant for growth… not stability.
- Nomadic Sectors : Administration is no longer based off the concept of "Planets". Sectors no longer require a home planet, outposts are replaced by nomadic outposts, similar to habitats but they may only build nomadic districts (which provide no jobs, only housing) and no buildings, a coinciding job is created for each harvester in a system (for example a mineral harvester creates a nomadic mineral harvester job). Unemployed pops produce unity and food. Grants the raiding bombarding stance. Home Planet is a nomadic outpost with a guaranteed amount of resources in the system as well as "capital" jobs.
Source: Original link
© Post "Sectors Concept" for game Stellaris.
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