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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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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.
Only relevant if you're playing MLG pro multiplayer, though. If you're just playing for fun, it's going to cut you off from having more policies for the whole game.
 
What I cannot understand is why not just lock some of the interactions and mechanics behind Hive Mind unique technologies instead of restriction place at engine level?

For example, something akin to "Understanding of the Parts" technology (which I just made up) will protect xeno Pop's from consumption and expulsion (by removing "non-Hive Minded Pop's can not survive in Hive Mind empires" proprietary) allowing Hivemind empire access to non-HM citizens - with potential following technology unlocking Factions mechanics.

Well, I guess we will need to be patient?
 
Maybe it's just the hype talking, but I get the feeling that there is the distinct possibility that this may turn out to be the best patch+DLC that Paradox has ever made.

One question I have, are there unique civics that can be unlocked by the Ascension Paths?
 
This is unbelievably cool, and I'm having one of these "told ya all" moments (we get the post-release support we were promised - how often does this happen in videogame industry?). Paradox = love.

However, I'm a bit disappointed that I'm forced to eat other pops as a hivemind. Mechanically it makes total sense, but from a roleplaying perspective? What about benevolent peaceful hiveminds, some kind of wise scientist ant colonies? What about herbivores? Pacifists? Maybe at least displace the conquered pops or something, for the same kind of diplomatic malus. Having to always play zerg as a hivemind seems needlessly limiting. Especially seeing how all the other governments get more room for fine-tuning, not less. I do realise hiveminds should be different, but why should they be primitive and animalistic by default? It's a bit like, say, limiting militarists to a fanatic purufier playstyle.
 
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How many Dev dairies do we have before the update?
Somewhere between 1 and ∞.

Can I make a fanatic purifier hive mind? Or will I have to mod?
Hmm, you automatically purge species you conquer. Just refrain from engaging in diplomacy and you're there.

Except that I find sad to not be able to make a "friendly" hive spirit..
What prevents you from acting friendly? Not invading your neighbours seems like a good start.
 
This looks really good, I can't wait to see a complete list of the civics and figure out what works best with my custom empires, both gameplay and lorewise.

The only question I have right now is, can you still get bonuses to the core world limit through government now? Am I right in assuming it's been significantly reduced?
 
This looks really good, I can't wait to see a complete list of the civics and figure out what works best with my custom empires, both gameplay and lorewise.

The only question I have right now is, can you still get bonuses to the core world limit through government now? Am I right in assuming it's been significantly reduced?
One of the shown civics gives a +2 core sector systems bonus. But the default core sector systems is now 3, instead of 5.
 
While I'm happy overall, I hope we can set the "purge" policy to be expulsion rather than having to outright kill them. That way, if you want to conquer places but don't want to deal with the massive diplomatic malus from mass murder, you can just kick them out. It might still have a malus, but it shouldn't be as bad and it makes sense: non-hiveminded people would be rather out-of-place in a hivemind empire.
 
@Wiz I have a bunch of questions:

Are you guys going to have flavor text for the gamestart window for every civic including the hivemind ones?

Also, how many personalities will there be and will there be personalities based on the civics?

On hiveminds, how are you going to determine the personalities? I'm just wondering because while the civics determine the 'flavor' of the hivemind, the personalities are currently based on ethics.

Again on hiveminds, will we be locked into the civics we chose from the start or can we change civics at a later time under hivemind?
 
@Wiz I have a bunch of questions:

Are you guys going to have flavor text for the gamestart window for every civic including the hivemind ones?

Also, how many personalities will there be and will there be personalities based on the civics?

On hiveminds, how are you going to determine the personalities? I'm just wondering because while the civics determine the 'flavor' of the hivemind, the personalities are currently based on ethics.

Again on hiveminds, will we be locked into the civics we chose from the start or can we change civics at a later time under hivemind?
I believe they mentioned that personalities are now based on authority and civics, rather than ethos.
 
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.

Read the dev diary. You need to unlock the psionic theory tech to start the ascension perks. Similar to how you need to unlock robotics to start the synth perks. It's one of the requirements. Also if you buy Utopia Psionics theory will be the only researchable psionic tech.
 
I think we can make a good guess as to what the hive mind civics do, based on the symbols themselves. For instance, one mind has the influence symbol. I bet it gives extra influence. Natural Neural Networks has the Unity Symbol, I bet it gives more unity. Divided attention probably gives more core sector systems, Subspace Ephapse probably increases border range, etc. etc.
 
While I'm happy overall, I hope we can set the "purge" policy to be expulsion rather than having to outright kill them. That way, if you want to conquer places but don't want to deal with the massive diplomatic malus from mass murder, you can just kick them out. It might still have a malus, but it shouldn't be as bad and it makes sense: non-hiveminded people would be rather out-of-place in a hivemind empire.
you can also release the new conquests as a vassal or give them to an existing non-HM vassal if you want to keep that world but don't have the environmental compatibility needed to settle their yourself.

or just vassalize them directly through war or diplomacy...
 
Read the dev diary. You need to unlock the psionic theory tech to start the ascension perks. Similar to how you need to unlock robotics to start the synth perks. It's one of the requirements. Also if you buy Utopia Psionics theory will be the only researchable psionic tech.
It doesn't actually say that in the DD though.