How to make sectors more interesting and alive, or how the game needs a lot of mechanics and improvments that could work well with a better fleshed out sector system
I want sectors to have a life and being fun to have. Right now sectors are just a nuisance that builds whatever the fuck they want just to piss you off, and they add nothing to the game except the reduction of micromanagement.
Sectors should have it own liberty desire
This would open options for covert operations to sow discontent within the enemy (the game needs a espionage system). They would have their selfish desires to be fulfilled (e.g. host a empire unique building or demanding a star system to be added to their influence), otherwise they would become disloyal and start gathering support to become independent
Sector Capital
The same tech that gives you a Empire Capital-Complex should give you a sector version of the building, that give you the same bonuses except influence, forcing you to choose a good planet to be the sector capital.
Trade and Economy
Sector could have its own small fleet to protect the trade (the game needs a trade system) against pirates and raiders. The player could pay influence to use that fleet in a war if needed, at the cost of leaving the sector vulnerable to threats.
The trade would flow like this: system > sector capital system > empire capital
Sector development
I don't want to tell the sectors to produce x or y, I want to say "this tile will have a Biolab, that one a Betharian Power Plant, after maxing pops remove this Farm and build another Power Plant", the same should be aplied to spaceports.
Example: being able to define what will be built in tile with a tile blocker before even having a tech to remove tile blockers
Taxation, Stockpile and Subsides
I want to be able to setup the maximum and minimum stockpile of resources in a sector (i.e. if below a minumum the empire subsides the sector, if at the maximum cap everything produced goes to the capital. The option for subsides regardless of min/max stockpile should be there as well.
AND THE BEST PART: They will only build whatever the fuck they want (disrespect any rule that the player gives to them) if they are disloyal. The ethos could play a role in the loyalty and the extent of the orders the player can give to the sectors can be affected by policies and edicts.
TL;DR I played too much EU4 and I want the vassal and estate systems of that game mixed into sectors in Stellaris.
Posted May 29, 2016, 8:58 PM UTC · edited