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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!
2017_02_23_3.png


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.
2017_02_23_3_5.png


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.
2017_02_23_4.png


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.
2017_02_23_8.png


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.
2017_02_23_9.png

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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.
2017_02_23_12.png


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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More like each planet has a queen, and the pops on that planet are drones to the queen.

How would that play differently, though? No resettling pops between planets? How would leaders work, would you have autonomous drones like the Utopia Hive Mind? What are the benefits of the one-planet hives?
 
How would that play differently, though? No resettling pops between planets? How would leaders work, would you have autonomous drones like the Utopia Hive Mind? What are the benefits of the one-planet hives?
I was thinking something that allowed you to have 3 ethics points as well as a hivemind, and each planet would then count as a "pop" for ethics and faction stuff. It was honestly more for roleplaying/interesting concept purposes. :p
 
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.

I like this, but wish that I could at least pick the name and portrait of this secondary species then get it at random(also can we get a option to make them a subspecies of the primary one? perhaps as a similar civic like "biological caste system"?)

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.

can we now encounter pre-FTL species who have robots POPs who will acquire this civic once achieving FTL? or can we give them this civic when indoctrinating and/or technologically enlightening them if we have Robots?

It's trading a permanent bonus for a starting bonus. Considering how much advantage a good early start confers, I don't think it's unbalanced at all.

if a Mechanist empire is forced to outlaw AI in a war can they loose it then? or does having this Civic make force AI outlawing impossible/prohibitory expensive against them.

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.
This is meant to be one of the key differences and primary drawbacks of being a Hive Mind, so it's going to stay, sorry. You can of course mod it away.

while I understand this is a balancing thing, maybe non-HM POPs can be on HM planets if that species is part of a subject/master empire and vice-versa?

Also if I "integrate" a HM pre-FTL species what happens? will it automatically become a vassal instead, or will I need to manually release it before the HM POPs die off from "not being in contact with the Hive Mind" that I control completely?

What will the Hive mind AI personality do? Obviously the player's values can completely replace the need for ethics and as you can't have non-hiveminded pops they won't have opinions about policies, etc, but how will AI hiveminds act diplomatically? What do they approve/disapprove of? Do they care about genocide? I assume they don't care about migration/voting rights but what about bombardment?

I am really interested in this as well, I'd have thought that a HM Ethos would cost 2 points to take so you'd have the one single non-fanatic Ethos to define it's personality, which would then be able to shift as it interacts with other empires(possibly at will as a Human Player?), but I suppose that sense the HM has it's own list of special civics that those will define it's behavior(and in turn can also be changed when ever needed if they have enough "Influence" points to spend on "government" reforms).
 
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!
View attachment 242647

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.
View attachment 242648

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.
View attachment 242649

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.
View attachment 242650

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.
View attachment 242651

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.
View attachment 242652
View attachment 242653

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.
View attachment 242654

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!

Shoot, looks like there isn't an "advanced civic" for a psionics head start like Mechanist does for synths. That's fine, mods will fix that. May even do it myself. Great dev diary regardless.
 
Shoot, looks like there isn't an "advanced civic" for a psionics head start like Mechanist does for synths. That's fine, mods will fix that. May even do it myself. Great dev diary regardless.

Psionics are unlocked with ascension perks in Utopia. How does one get a head start at that? Besides, synths aren't the opposite of psyonics; cybernetics are.
 
I see no reason why radio instead psionics could not be the information channel. And making simple and obedient robots is actually easier than smart ones. So there is no conceptual reason to limit hive minds from synth ascension path.
And the reason for preventing psionic ascension is obviously arbitrary.

Therefore the reason must be practicality - these ascension paths probably have a bunch of events and content that assume "normal" civics/government.

@Wiz So, my question: will we be able to mod away the restriction from hive minds and ascension paths ?

I understand that it is too late for Utopia. But if you make any hive minded content in the future, please consider Mars.
 
The Current war system (per my tastes anyway) is somehow both too fussily bound by a concept of diplomacy that seems more at home in early-game Europa Universalis than in a cutthroat galaxy, and more annoyingly restrictive than its inspiration at the same time.

Going by Stellaris rules, The Covenant from the Halo series would have had to back off for the duration of a truce because once they took Reach, their warscore was already at 100.

So from a narrative point of view, I would expect for instance Fanatic Purifiers to be constantly at war with everyone; declarations, truces and war goals be damned. It's not like you have to declare war on Space Amoebae before blowing them up, and for the Fanatical Purifier it makes no difference - it's all xenos anyway. Iirc this was how Endless Space handled their FP or "Playable Prethoryn Swarm" faction. "You don't converse with your food."

So a rework in the future sounds good.
 
Except that I find sad to not be able to make a "friendly" hive spirit. Very good development ...

1) remains able to influence the factions of the neighboring empires and to defend themselves from external influence.

2) to review the military side:
- Conduct of Spatials battles. Have the option of selecting only military, civilian, or both targets. or have the possibilities to select witch targets the fleet will engage
- the creation of fleets by making it easier to select a large number of ships of the same type within a stack of ships.
 
The Hype Is Strong With This One! :D
 
I see no reason why radio instead psionics could not be the information channel. And making simple and obedient robots is actually easier than smart ones. So there is no conceptual reason to limit hive minds from synth ascension path.

It makes sense to me. Given that in Stellaris, you always start out as a meatbag species, any hive mind species will obviously be an organic hive mind. So suppose you're a hive mind empire, where every inhabitant is essentially a limb of your body. Why would you go to all the trouble of turning your biological limbs into mechanical limbs? Whatever information processing that takes place to make you you is organic.

Building a robot body with a computer designed to house a consciousness transferred from an individual person is a daunting enough challenge. Doing this to most/all organic inhabitants of an interstellar empire is even more daunting. But all of that pales in comparison to the prospect of completely overhauling a single conscious organism of interstellar expanse. For starters, you can't find a brave individual to test it initially, because there's only one of you. And the upgrade would need to be systemic, replacing the entire method of transmitting instructions and sensory input across the organism, so it couldn't easily be done in a large number of smaller safer steps. If I were a hive mind, I'd much rather leave well enough alone, and focus on much safer incremental genetic modification.

As for why you can't do psionics as a hive mind, yeah, it doesn't make a lot of sense to me either (except to say that yet again, if I were a hive mind faced with an either/or choice of psionics or gene modding, I'd take modding every time), but it doesn't bother me much.
 
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.

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.

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.

So does means if we start with Mechanist we can replace/remove it down the line when we decide to use the Reform Government option? Does this possibly apply for Syncretic Evolution, or Fanatic Purifiers options as well?

Questions of curiosity due to how I'm interpreting what I'm reading.
 
The advanced civics and ascention perks will be both from the expansion, so it is possible/likely that Mechanist could be related to the Flesh is Weak ascention perk, giving a good boost to those who have Mechanist civic and Flesh is Weak perk, since is very likely that will be new robotic technologies.
But I think that the Mechanist could also diminish the manaintance cost from robots, but I will avoid take many conclusions without seen the expansion as a whole.

And also, I'm too excited with this expansion, I need a release date to sleep in peace again.
 
So does means if we start with Mechanist we can replace/remove it down the line when we decide to use the Reform Government option? Does this possibly apply for Syncretic Evolution, or Fanatic Purifiers options as well?

Questions of curiosity due to how I'm interpreting what I'm reading.
Mechanist can't be swapped out later.
 
Sounds good, everyone was jsut playing with the same goverment before...
So I'm guessing the +5 core system goverment won't exist anymore now?
 
In the 'reform government' screenshot, I notice that the player still has a civ point left after picking two... is this indication that the advance governments will be represented by having an extra civic?
 
Hm. I don't really like how hive minds turned out. I had hoped for something a little less... narrow. Oh well, guess I'll stick to my regulars then.