Stellaris

Stellaris

Imperial Routine
 This topic has been pinned, so it's probably important
1yur  [developer] 18 Apr, 2020 @ 3:32pm
Features Description
SYSTEMS

This section is dedicated to a solar system, which is also an important part of your empires, however its features are not fully exposed and utilized. I always had some intentions to make it a more reasonable and meaningful subject like a truly administrative unit. So I’ve made several steps to extend system’s features.

SYSTEM MANAGEMENT
At first, I’ve made a system screen, so now you are able to get all necessary and key information about your system in a single window, without any manual estimations: trade flow, military forces, demographic situation or some generic system stats etc. Not sure this is the last version of the stats, so any feedback would be great to improve this list. System screen could be launched from a special decision available from the star.

I’m planning to add some specific features, like system-wide projects or so in a future releases.

SYSTEM LEADERS
Not only me was missed about planet governors. I still think that was a good feature. Perhaps with a little disrupted balance though. I’ve decided to recreate a similar thing, but in a bit larger scale, using the system scope for this.

Game mechanics allows us to assign any leader to any ship (which is actually could be an outpost or starbase), so it's a great feature to exploit. Mod allows you to assign any leader to manage any owned system. And even more — this means that you can assign not only governors, but scientists, admirals, generals as well. As it’s quite hard to create a truly GUI selection, the mod uses an easier way and takes the first unassigned leader from specific category, so ensure that you have one. They will be located at system outpost or starbase and will be able to distribute their effects among system colonies. In the leader screen you could see that they are busy commanding a station with the same name as the system. Losing the system or starbase with assigned leader has some chances for him to be killed or to escape.

As now you can assign all leader types, let's describe their effects a bit (but first, let's think that a smaller scope of their leadership and direct management helps them to open and use talents in other spheres instead of governing). System governors will have absolutely the same effect on system as their sector (or earlier, planet) alternatives, boosting productivity and reducing crime. Scientists will increase planet research output from pop jobs. Admirals and generals are less useful, as firsts improve starbase parameters and second ones could be assigned to planetary armies directly. However, I've decided to make them a bit more reasonable and added a small bonus — admirals are able to increase sensor range for planets and generals will boost armies build speed and orbital shields according to their level. The mod is also able to understand leader skills and vanilla traits to apply their effect on planets.

MECHANICS
While the core game mechanics is allowing us to assign leaders to starbases, it has no way to apply all their effects to system planets. I've made several iterations and stopped at planetary features as more stable and productive effect provider (formerly it was a jobs system). I've came across the idea of using specific deposit — colonial center, as its able to utilize triggered_modifiers which could be a good workaround to provide leader effects on system planets. And even more, it looks pretty realistic — the assigned leader is not capable to carry out his politics without any lower administrative units, so local authorities (i.e. colonial centers) could be like a providers of his will. And we’re getting a natural administrative hierarchy:

empire > sector > system > local (planet) authorities

To bring more balance, each system leader requires 0.25 influence per month simulating additional expenses of bureaucratic machine forced to go deeper into micromanagement (sector vs system).
Last edited by 1yur; 18 Apr, 2020 @ 3:43pm
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1yur  [developer] 18 Apr, 2020 @ 3:55pm 
SECTORS

Well, they seem like one of the key topics according to hypetrain around it. I can understand the displeasure about sector creation behavior but can’t agree with that, as most of the people haven’t studied the modding aspects and possibilities so they don’t see the other side. From my (modding) point of view — this side could be pretty flexible and potentially allow us to significantly improve sector behavior, shape and gameplay.

SECTOR TYPES
I guess the core sector has to be different from the frontier, so it's natural that they must be opposing in their characteristics. For now, each sector type has its unique effects.

Core Sector
Stability: +5%
Government Ethic Attraction: +10%

Regular Sector
Pop Happiness: +5%
Pop Growth Speed: +10%

Frontier
Pops Upkeep: -15%
Crime: +10
Government Ethic Attraction: -20%

STELLAR TOPOGRAPHY
Now you’re able to add or remove any system to/from any sector. In the new system interface, you could set up a system attachment stance and define whether it has to be included in the nearby sector or not.

You could quickly do this right from the screen or you can open detailed settings for each system (may be useful for cases where a system is surrounded by a couple of sectors).

See the demo video in the mod showcase.
Last edited by 1yur; 18 Apr, 2020 @ 4:08pm
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