• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
2017_02_23_6.png


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

2017_02_23_11.png


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!
 
Last edited:
  • 1
Reactions:
Awesome! Although, not being able to make the Borg ( Assimilation through technology ) is somewhat less so... But, maybe this will be part of the Synthetic ascencion path, so I shall keep mine hopes.
 
What prevents you from acting friendly? Not invading your neighbours seems like a good start.

Well there's that tiny problem that if your neighbor invades you, but you win and take even a single planet as recompense, then everyone will now hate you.

I've got to join in on the camp that doesn't like the way Hive Minds handle non HM species. There is plenty of way that a hive mind could easily "comprehend" the concept of individuals. To start, unless there's some sort of "Unified Biosphere" civic, and unless you take it, a hive mind would have know "others" even on it's own home planet. They may animal others, and they may or may not have their own hive mind, but they would exist. For that matter, much like human individuals share a planet with insect hive-minds, and so are exposed to the idea, a hive-mind could have species native to it's own world that are individuals and so be exposed to the concept of individual existences.
Aside from that, it's also a possible stretch for a hive-mind to consider an individual human a very compact hive-mind colony. After all, on a cellular level, the human body could be considered to be a hivemind of sorts.

So it's been said that HM pops in non-HM empires will die.
I HOPE this means those empires too will get a massive diplomacy penalty for killing my pops. Otherwise...

"Oh look, my neighbor declared war on me. He wants some of my planets. War it is. But if I take any planets as compensation, then everyone will hate me for purging their pops... And since I want to be a friendly HM, I suppose I'm stuck humiliating him. Maybe liberating a planet or two. Though since I don't have any ethos other then HM, who knows what the liberated empire will be. At best they will be diametrically opposed to their origin civ."
"Well shucks, looks like he won. And now my pops on the conquered planets are being purged... but nobody cares. Or they are dying on their own because somehow my hive minds psionic link cannot cross his borders. Either way the result is the same, and nobody gives a damn."
Yup, that sounds fun...
 
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.

I agree with those guesses. Not sure what Ascetic would be, looks like a hand holding a feather or a leaf. Looking at the definition, which is practicing severe self discipline and absistence, usually for religious reasons. Not sure how that would translate to a hivemind. Maybe it's the closest a hivemind gets to spiritualist?
 
I agree with those guesses. Not sure what Ascetic would be, looks like a hand holding a feather or a leaf. Looking at the definition, which is practicing severe self discipline and absistence, usually for religious reasons. Not sure how that would translate to a hivemind. Maybe it's the closest a hivemind gets to spiritualist?
I think it's the hive mind's environmentalist analogue, the symbols look pretty similar.
 
I agree with those guesses. Not sure what Ascetic would be, looks like a hand holding a feather or a leaf. Looking at the definition, which is practicing severe self discipline and absistence, usually for religious reasons. Not sure how that would translate to a hivemind. Maybe it's the closest a hivemind gets to spiritualist?
maybe food efficiency? A Hive Mind still needs to feed its bodies after all.
 
I'm very hopeful that more info about cybernetic ascension will include the possibility of a distinct type of cyber-hive.

It absolutely makes sense for that kind of path to be VERY different than a 'natural' biologically evolved hivemind, where the drones never had individual minds in the first place and 'normal' culture never developed.

But I really hope there are some sort of analogues possible under the synthetic ascension, if not in the 'only one mind controlling all the mindless drones' type that these hives use. The existing 'subconscious consensus' at the very least.
 
*looks back at the first post*

*spots the environmentalist civic*

Oh yeah, missed that earlier, and you're right about it, though the word 'ascetic' isn't usually applied to environmentalism.
Sure, but environmentalism implies a group of people who look after the environment, whereas ascetic implies individual who lives with nature. Hence making it more fitting for hive minds.
 
I understand from the game mechanic perspective of why they limited Hive Minds to the biology ascension path, but I do hope that they add the possibility for cybernetic and psionic Hive Minds via tech research and ascension perks in the future. Who does not want the try a crack at the Borg Collective?! Yes, mods will probably open these possibilities, but I think the general Stellaris audience would welcome these possibilities without having to managing extra mods.

Edit: There are also great possibilities for stoking new end game crises from these possibilities. Not to mention body snatcher and parasitic (The Flood) hive minds. Put it on your to do list devs! Please!
 
It doesn't actually say that in the DD though.

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be about psionics and one of the three ascension paths mentioned in Dev Diary #56: the Psionic Ascension Path.

Psionics
First, before we start digging into the way psionics will work Utopia, we should clarify that we are not removing any features from the free version of the game. If you have the Banks update but do not own Utopia, psionics will continue to work the same way they currently do: As technologies that you unlock. The only difference is that psionics can now only be researched by Spiritualist empires, though it is entirely possible for an empire that does not start out as Spiritualist to acquire psionics by shifting their empire ethics to Spiritualist over the course of the game, and once you start down the Psionic path it is possible to continue along it even if you stop being Spiritualist. This Spiritualist requirement applies whether or not you own Utopia.

If you *do* own the Utopia expansion, most of the psionic features will no longer appear as technologies. Only Psionic Theory, the very first psionic tech, is still researchable. To get access to the rest of the psionic path you will need to pick the 'Mind over Matter' Ascension Perk to start your empire on the Psionic Ascension Path. Picking this Ascension Perk will unlock latent psionic abilities among your primary species. A certain percentage of your leaders will have the 'Psychic' trait that grants a variety of advantages for the different leader classes, you will get access to Psionic Armies and also the special Psi Corps building. As with all Ascension Paths, you will need to have at least two Ascension Perk slots unlocked to pick 'Mind over Matter'.
View attachment 239904
View attachment 239905

After picking Mind over Matter, you will need to continue amassing Unity and working your way through the Tradition trees. Once you have unlocked your fourth Ascension Perk slot, the 'Transcendance' Ascension Perk becomes available. This is the second stage in the Psionic Ascension Path and represents the full Psionic awakening of your species. From this point on, your entire species will get the 'Psionic' species trait and all leaders from this species will be full-fledged Psychics. In addition to the advantages granted by these traits, from now on there is also a chance that other species in your empire will psionically awaken, first as latent Psychics and then as fully awakened ones much like your own.
View attachment 239906

The Shroud (Paid Feature)
Not long after fully awakening, your species will become aware of The Shroud. The Shroud is the realm from which psychics draw their power, a strange dimension very unlike the material universe, a place of opportunity and danger alike. To begin exploring The Shroud, you will need to complete a special society research project that once completed will give you access to The Shroud in the contacts view. Each time you wish to enter The Shroud you will need to expend a considerable amount of energy (in the form of Energy Credits), though this cost can be reduced by having access to the Zro Dust Strategic Resource.
View attachment 239907
View attachment 239908

As for what can happen while exploring The Shroud... quite a few different things. We will not give them all away here, but some examples include unlocking psionic technologies, asking the spirits that dwell there for a boon, or even forming a Covenant with one of a number of particularly powerful spirits... a pact that will give great benefits, but may come at a terrible cost.
View attachment 239909
View attachment 239910

That's all for today! Next week we'll be coming back to Factions and how you can use them to change your Empire Ethics. We'll also be talking about Indoctrination. See you then!

If you *do* own the Utopia expansion, most of the psionic features will no longer appear as technologies. Only Psionic Theory, the very first psionic tech, is still researchable. To get access to the rest of the psionic path you will need to pick the 'Mind over Matter' Ascension Perk to start your empire on the Psionic Ascension Path. Picking this Ascension Perk will unlock latent psionic abilities among your primary species. A certain percentage of your leaders will have the 'Psychic' trait that grants a variety of advantages for the different leader classes, you will get access to Psionic Armies and also the special Psi Corps building. As with all Ascension Paths, you will need to have at least two Ascension Perk slots unlocked to pick 'Mind over Matter'.

I hope I can make the assumption that you need Psionic Theory researched before picking the "Mind over Matter" Ascension Perk. I'm certain other perks are tech locked as well. A Spiritualist version of mechanists would start with Psionic Theory researched and few POPs with whatever the lvl 1 psychic trait is for POPs.

I'm going to make a civic like that once I figure out how it works.
 
Last edited:
I feel like a hivemind shouldn't cancel out the psionic path, after all they already have some pretty hardcore psionic connection between individuals going on, but otherwise I just can't purge my excitement for this update.
 
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.

Two questions.
Can you change that name?
Does it also Change the Prefix for my Ships, and if yes, can I change that too?
 
Does it also Change the Prefix for my Ships, and if yes, can I change that too?
Ship prefixes are written in by the player in the same screen where you pick namelists used by your empire, so that doesn't effect it, besides the government name isn't your empire's name; it's simply a class that you can look at to see what government style the other empires are using at a glance.
 
I would think that adding a special civic for cybernetic hive minds would make things a little more interesting than just blocking that ascension perk altogether. Though, as long as those limitations are not hard-coded, a little modding can make any such problem.

Also, will the Machine Consciousness from the AI Uprising disaster also count as a hive-mind empire, or are they a separate class?