The planet is divided into sectors, each containing one or more identifying features. Sectors are themed around geography, or a particular landmark of the fallen Star Union. Sectors are very important for the economy of any colony, as they can be annexed and subsequently exploited to generate resources.
The features of a sector affect how it can be exploited:
- A single clime feature determines the overall climate of a sector.
- A single dominant terrain feature.
- Locations, such as landmarks, dwellings and resource nodes that provide flat income, as well as other structures like visit sites, hazards and spawners that have strategic effects.
Sectors can be owned by players, as well as NPC factions and marauders.
When a sector is annexed to a colony, it becomes a province sector and adds its income to that colony.
Sectors can also be claimed by both players and non-player factions. An uncontrolled sector is claimed automatically if it is adjacent to any province sector or forward base a player controls. Taking control of a claimed sector incurs a 5 point casus belli with each player that had a claim on it. If your relationship with a player is a non-aggression pact or better, you may negotiate for permission to settle on claimed sectors without penalty. If a claim by an NPC faction is ignored, they will send demands to the invading player as compensation. Players in an integration relation state with the NPC faction can safely settle in their claimed sectors.
The sector banner is found in the middle of a sector, and clicking on it will open the sector information panel. In this panel, all the information about the sector can be found, as well as any interactions that can be undertaken.
Sectors each contain a clime associated with two of the four main resources. Each clime has economic potential that can be unlocked via research. The exceptions to this rule are the volcanic and ocean clmes, which are not linked to any specific resource. Players can also unlock global bonuses through research, which improve unit regeneration and colony happiness with sectors of each clime.
The arcadian clime is a fertile, temperate biome, the goal for many Star Union terraforming efforts on planets across the galaxy.
Researching Arcadian Exploitation also grants a happiness bonus to a colony for each arcadian sector within its domain.
The arctic clime is a frozen, harsh biome defined by heavy snow, ice cover and a layer of permafrost over the land.
Researching Arctic Exploitation also grants a happiness bonus to a colony for each arctic sector within its domain.
The arid clime is a dry, sweltering biome, and while it generally lacks water, a few oases can be found where life can bloom.
Researching Arid Exploitation also grants a happiness bonus to a colony for each arid sector within its domain.
The fungal clime is a wild, overgrown biome full of strange flora and fauna, the result of introducing non-native fungal species for their aesthetics. They have now taken over whole swathes of planets on which they were spread.
Researching Fungal Exploitation also grants a happiness bonus to a colony for each fungal sector within its domain.
Coast sectors are water sectors that are adjacent to at least one land sector.
An exploited coast sector provides Food, Energy and Knowledge. The level of a coast sector may be increased twice, by constructing Water Sectors Upgrade I and Water Sectors Upgrade II, unlocked by the Aquatic Development and Hydro-Expertise technologies respectively.
A volcanic clime is a hostile, dangerous biome typically located around recent volcanic eruptions and lava flows. Its inherently harmful properties can be negated using technology. It is a sector clime with no specific economic potential.
Ocean is one of the two water climes a sector can have. Ocean sectors are uninhabitable.
A sector can contain a terrain feature which is associated with two of the main resources and provides it with economic potential that can be unlocked via research. A sector can only have one main terrain feature. Different features cost different numbers of move points to move through. Through research, faster movement through terrain can be achieved.
The Amazon race has special technologies that allow them to make extensive use of forest sectors.
Some mountain sectors are completely mountainous, have no clime and are uninhabitable.
The Dvar race has special technologies that allow them to terraform mountain sectors.
A sector can contain various unique sector features which provide economic benefits when the sector is annexed. Rivers and lava streams give a unique bonus to the sector, while other features expedite movement through terrain.
At the start of the game, there may be pre-existing roads connecting several sectors. Roads have a Move Point cost of 4, regardless of the base terrain of the hex. Roads are automatically constructed between adjacent sectors owned by the same player provided there is an unobstructed path across their border.
Barren, Shrublands and WetlandsEdit
A proportion of the hexes in a sector may be occupied not by the sector's terrain feature, but by barren, shrubland or wetland hexes. These hexes have a Move Point cost of 6, which may be reduced to 4 by researching the exploitation technology corresponding to the sector's terrain.
Barren, shrubland and wetland hexes have no effect on a sector's economic output.
A sector may contain a location that gives an economic benefit to the colony if the sector they are in is annexed. If an army is stood upon a location within a player's domain, the location is considered occupied and will not yeild any economic benefit.
See Locations for details on each location and their effects.