

Seems like the devs aren't sure what they want to do, because there's a lot of backtracking going on. Now you have three one size sector and 3 two solar system sector in what is 'supposed' to be natural one-sector area. Third time's the charm, it also was removed. Local stockpiles are resources that are available ONLY for that sector. (it's the fourth option in the navigation bar) The sections for managing stockpiles will all be on the right-hand side of this panel. One of the most important game mechanics. To manage your sector stockpiles, you need to open the Planets and Sectors pane. More information on them can be found below. This is not only an add-on to the main economic line, but a factor necessary to complete the game. Sectors could automate station construction. Sectors are one of the most important mechanics found in Stellaris. Look into automation for construction ships -Was DEFINITELY in the game before. Rework Governor traits to be more widely applicable -Not sure what is meant, but sounds promising. Hope it helps Let me know what you think in the comments below.Get Stellaris For Yo.
#SECTORS STELLARIS HOW TO#
AFAIK, the goal is a compromise between hands-on tuning and reduction in micromanagement.Īdd nudging of systems between sectors -Was in the game, then removed.Īllow you to create new sectors from within a sector -Pretty sure was in the game before, but again, was removed.ĭisplay non-sector systems as a “Frontier Space” sector -Currently in, and I will admit it's kinda nice. Hey guys i'm showing you some basics of how to use sectors in Stellaris. Our game director has outlined his plans for future sector updates and some control over fine tuning them is on that roadmap. Originally posted by Harlot:I can only tell you to read the dev diary I linked before.
