First of all, yes, I did read this idea suggestion:


grouping-for-less-tedious-endgame-production


it's really a great idea, but IMO, not exactly on point.


The way I see it, to group systems, the player should be able to define a capital system, and to assign to it secondary systems in order to define a sector. Then, once the sector defined, it should have its own queue, an additional one, so that each system can keep its own.


Then, for everything that is put in the sector queue, it should be applied to the whole sector:

- if it is a building, it shall be built in every system of the sector; the production amount should be simply the number of times the building is going to be added;

- if it is a unique building, it shall be built at the sector capital;

- if it is a ship, it shall appear at the sector capital once built.

In this queue, there should be a contribution of production from every available system of the sector.


But, every system should have its own queue if the player wants to build something locally, or wishes to micromanage in any way. A system should then be considered available only if its queue is empty.


About the infinite stuff (dust or science production for example), it should be very simple: the output of the system could be local or added to the sector output, it only depends on the implementation of the mechanic. In any case, a system doing this task cannot be considered available.


I would also suggest something like: to possibly belong to a sector, a system should probably be at least at Modernization lvl 2 or 3. This would limit the overpowered colonization. Let's suppose it is not the case:

-a player has a sector with a good capital,I

-he chooses to colonize a new system,

-as soon as the outpost becomes a colony, the player adds it to the sector,

-the colony will receive way too much production from the sector if the buildings are put in the sector queue...

And, as modernization lvl2 takes only 1 turn (granted the luxury resources are there), it would be probably better to make it modernization lvl3 minimum.


Finally, I would suggest this along another suggestion I did there: 

make great systems great again!


The way I see it, if we were to see many more systems in a galaxy, this sector mechanic is going to be quite mandatory, or players are going to spend 35mn for each turn. However, if both are added together, it could have a great synergy and change the perceived scale of the game, I think it would be easy to appear as something extremely wide, yet easy to manage: no sectors in the beginning, but only capitals to manage in end game.