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Stellaris Dev Diary #62: Government, Civics and Hive Minds

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be about the Government Rework, the last of the major feature reworks coming in 1.5 'Banks' and some related features in the 'Utopia' expansion.

Government Rework (Free Feature)
With the focus of Banks and Utopia being ethics, internal politics and empire customization, we felt it would be remiss of us not to put in some work in regards to governments. While the old government grid worked alright to give you a broad range of governments to pick from, they were a bit lackluster, not very well balanced and I rarely felt that the government I picked truly corresponded to my own idea of what my empire's society was like. To address all of these issues at once we decided to go back to the drawing board and redo the way governments are constructed completely. In Banks, instead of picking from a preconfigured government, you build your own from Authority and Civics.

The Authority determines how power is transfered in your government. The different Authorities are:
Democratic: A ruler is democratically elected every 10 years.
Oligarchic: A ruler is elected every 40 to 50 years.
Dictatorial: Rulers are elected but rule for life.
Imperial: Rulers rule for life and are succeeded by appointed heirs on death.

In all systems that involve elections, leaders will be elected from the different Factions in your country, and electing a ruler of a particular Faction will significantly strengthen the political clout of that faction and the attraction of their related ethics, so be careful about letting a Xenophile take charge of your Supremacist Empire!
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The Civics represent the political and social traditions of your government, and come in a wide variety of types, primarily limited by your authority and ethics. In addition to providing modifiers, they can also change how your empire is governed. For example, the Citizen Service Civic ties citizenship to military service, so that only species with Full Military Service are afforded the right to vote and become leaders. On empire creation, you can choose two Civics, with a third able to be unlocked later through research.
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With a few exceptions (more on that below), Civics and Authorities are not necessarily permanent. Where previously you could change your government type for 250 influence, you now have the option to effectively rebuild your government at the same cost. By using the 'Reform Government' button in the government screen, you can add and remove Civics and change Authority from among the picks available to your ethics. As your Ethics and Authority change, you may end up with Civics that are no longer valid for you country - for example a 'Beacon of Liberty' that has lost its Egalitarian ethics. When this happens, the Civic in question will remain, but will become 'inactive' and stop providing you with any sort of bonus, effectively a wasted Civic slot until you reform your government and replace it.
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From the Authority, Civics and Ethics you pick, a Government Name is finally generated. The Government Name is purely there to roughly summarize the government you have built, as well as provide flavor, and has no actual impact on gameplay.
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Advanced Civics (Paid Feature)
In addition to the normal Civics available to everyone, there are also a few special Civics that are only available to those with the Utopia expansion. These Civics are meant to simulate very specific kinds of societies and generally have more of an impact on your game than the normal Civics do. They are as follows:
  • Syncretic Evolution: Your species evolved along with another, subservient species. A second species is randomly generated on your homeworld replacing some of your primary species' Pops. They always have the Proles (rebalanced in Banks) and Strong traits, making them excellent soldiers and workers but less ideal for intellectual pursuits. This Civic provides no additional benefits and cannot be removed once picked.
  • Mechanist: Your species is obsessed with the pursuit of robotics. This Civic requires you to be Materialist and has you start with the Robotic Workers and Powered Exoskeletons technologies and a population of worker robots to do the farming and mining for you, replacing some of your primary species' Pops. This Civic provides no additional benefits and cannot be removed once picked.
  • Fanatic Purifiers: Your empire will not tolerate the existance of any other sentient life. This Civic requires you to be Fanatic Xenophobe/Militarist and gives very large boosts to the effectiveness of your military and gives you Unity from purging Xeno Pops, but disables all diplomacy with other species and forces all Xeno Pops in your empire to be purged (though you get to choose the method of extermination). All other regular empires will also have a massive relations malus with you, the one and only exception being Fanatic Purifiers from the same species.
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Hive Minds (Paid Feature)
In addition to the Advanced Civics, those with the Utopia expansion also get access to a unique Authority with a highly unique playstyle: the Hive Mind. Hive Minds are species where the individuals are all part of the same, vast, psionically linked consciousness. The Immortal Hive Mind rules absolutely over the population of non-sentient worker drones, using sentient 'Autonomous Drones' (Leaders) to extend the reach of its will. Picking the Hive Mind Authority requires the Hive Mind Ethic and each can only be picked together with the other: With only one, vast and linked consciousness, the guiding values of a Hive Mind is whatever the Hive Mind player wants it to be. They have their own set of Civics that can only be used by Hive Minds, and cannot use any non-Hive Mind Civics.
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All Pops from the founder species of a Hive Mind will have the Hive-Minded trait. Hive-Minded Pops are not affected by Happiness and will never form Factions, allowing Hive Minds to completely ignore internal politics... though this comes as a cost, as they also cannot benefit from the Influence boost and other benefits provided by happy Factions in a regular empire. As Hive Minds rely completely on their ability to communicate psionically with the drone population, they are also unable to rule over non Hive-Minded Pops, and any such Pops in your empire will automatically be killed over time and processed into food to feed the Hive. Similarly, Hive-Minded pops that end up in non Hive Mind empires will be cut off from the Hive and will perish over time. The only way to integrate Pops between Hive Minds and non-Hive Minds is to use the Biological Ascension Path to unlock advanced gene modding and modify them by adding or removing Hive-Minded (more on this in the next dev diary). However, Hive Minds can still coexist with other species: They have full access to diplomacy and can have non-Hive Mind subjects (and can be ruled over as subjects in turn), though non-Hive Mind empires tend to be somewhat distrustful of Hive Minds on first contact.
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While Hive Minds are psionic by nature, the way they function and their connection to the Shroud is radically different from that of regular psychics, making them unable to follow the Psionic Ascension Path. Furthermore, Hive Minds are deeply biological entities, and fundamentally incompatible with the Synthetic Ascension Path. They are however perfectly suited for the Biological Ascension Path, and can make use of it to assimilate other, non-Hive Mind species into the Hive as described above.

That's all for today! Next week we'll be talking about the Biological and Synthetic Ascension Paths. See you then!
 
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Also yay that i can have a heir for my militaristic society
 
I love all this, but I am concerned about balance for "Syncretic evolution" and "Mechanist" special civics.

It sounds like they provide relevant initial boosts but become useless afterwards, not being possible to remove might make empires that pick them weaker in the mid-to-end game.

I mean, I think there's an argument for the theme of the trait to outweigh balance concerns: Stellaris is strongly roleplay-oriented and it's a strong theme.

However, it seems like it would be easy enough to give a smaller boost throughout the game to ensure balance isn't enough of a concern to put people off using Mechanist; maybe give +5% to robotic build speed, or something?
 
It`s all wonderful

Aside from monstrous fire rate/army damage boost for Purifiers, which basically means that you became super fighter just because you want to kill everybody. Couse EVIL IS COOL and bieng a good guy makes you a weakling.
Oh, how much I hate this stupid trope...

Wis, if you need to boost Purifiers even more, could you PLEASE do it in other way?..
Let them take planets for less warscore or smth else...

That's how is your interpretation?

Why you don't you get this idea: They put every resource they have into military. They have the highest budget to War Ships and don't care to put the most amount of weapons and firepower in the Ships to kill Xenos. Plus they have the hardest military training, to kill xenos the best as possible.

Plus, they don't care about the tatics used. They can use biolocal warfare without caring about anything. They can bombard the shit of anything they want to weaken the enemies. They can use any weapon to kill enemy armies. They will use every weapon to destroy the Xenos because they don't care about "War Crimes".

How this is not equal to military superiority? Your entire army based on Fanatic Fighters that drink Xeno Blood trained in hell armed to the teeth?

It's not that being a bad guy make you stronger, it's that being a good guy indeed make you weaker.
 
not at all. The gaiens are absolutely not spiritualists (I, we, it). It is a HM xenophilic and peaceful species. Re-read the passage on the relations between gaia and solaria and you will see that they are looking at genetic modification.
The hive spirit here seems only destructive of the other species when they could very well assimilate them (in story by a common food, in the games by the genetic moddification)
True, In terms of the ethos choices, but in this case you can go the genemodding ascension path, and make yourself a hive mind later as well. The main thing is that galaxia, like the borg, did not start out as a hive mind, it instead developed.
 
From a playthrough/RPG system, having the population die off doesn't make sense. Since you have diplomacy, you are capable of communicating with other species, that means, that you could have designated agents as supervisors to make this population operate as an inefficient population (40-60% malus for not being in sync with the hive). Unless as an empire you don't let them reproduce or deliver food to their district, or they cannot eat the food you grow essentially means genocide and there should be an diplomatic relationship hit every time you do that.
To a hive mind, captive populations could be seen as simply captured organic components, and that it's completely fair and normal to devour them. It'd probably be baffled as to why the Human-mind doesn't eat its captured organic components in turn.
 
Base growth rate is also split on a multi-species planet. I've seen pops grow at a rate of 0.1 per month.
Fair enough. Good thing the robots and subspecies would be good for farming, and would probably produce extra food then.
 
Fair enough. Good thing the robots and subspecies would be good for farming, and would probably produce extra food then.
Yeah, machinists will make for a pretty great start. But as for syncretic evolution... well, I normally hate drawing assumptions about balance for features that haven't been seen yet, but unless it means starting with more pops, I just can't imagine how it'd be worth a permanent civic.
 
Ok so I got a couple of questions,
1. So theres no advancement to governments, since advanced govs dont exist anymore?
2. What if we started with like 3 civic points to compensate to the fact that the old govs no longer practically exist?
 
Looks like great changes!

You guys are using "hive mind" differently than I would have expected though. I would consider ants a hive mind but they don't communicate psionically. I think an ant-like hive mind is much more likely than some kind of psionically connected consciousness. Plus, having semi autonomous drones in a connected consciousness seems contradictory or forced so that you can still use the leader mechanic. I'm not saying we shouldn't have a psionically connected conciousness but I think we should at least and also have a more traditional hive mind closer to some insect structures.
 
Ok so I got a couple of questions,
1. So theres no advancement to governments, since advanced govs dont exist anymore?
2. What if we started with like 3 civic points to compensate to the fact that the old govs no longer practically exist?
You get access to 3rd civic the way you'd get access to advanced governments before.
Also most of the civics seem as strong as or stronger than old governments.
 
Haven't been on in a few weeks, so it was exciting this morning to see the new expansion announcement. I'm definitely looking forward to this one... any news on when they plan on releasing Utopia?
 
This looks great. The only nitpick I have is that I think "hereditary" would be a better choice than "imperial" for authority. Being imperial really isn't about the transfer of power and several historical empires where not hereditary.
 
Looks like great changes!

You guys are using "hive mind" differently than I would have expected though. I would consider ants a hive mind but they don't communicate psionically. I think an ant-like hive mind is much more likely than some kind of psionically connected consciousness. Plus, having semi autonomous drones in a connected consciousness seems contradictory or forced so that you can still use the leader mechanic. I'm not saying we shouldn't have a psionically connected conciousness but I think we should at least and also have a more traditional hive mind closer to some insect structures.
I think the issue is that the Hive Mind is interstellar here; a "traditional" hive mind would collapse if it was spacefaring, because it's been disconnected from the means it uses to keep in contact with the individual drones. Psionics provides a good excuse for cohesive consciousness across planets.