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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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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.
It would be nice if we could chose the portraits used for this subservient species, since they are basically another flavor of starting pops.
 
And then all you need to do is force spawn a hive mind ai into a map, then use console to switch player and play as them without having DLC. I think devs will have also figured this out hence why it likely wont happen :D

You can disable the ability to switch with the console as well. This is exactly what they did for the older CK2 DLCs.
 
You could easily add an exception to the formula. I think that it's ridiculous that Fanatic Purifiers are so pigeon-holed as to require Militarism and Fanatic Xenophobia, but you could easily add an "or Hive Mind".

I would absolutely love to be a Hive Mind fungus out to eat the galaxy.
You can make a Hive Mind fungus that wants to eat everyone. It's just not a Fanatic Purifier.

Like, I'm not sure what's so confusing about this- Fanatic Purifiers and Hive Minds are just both expansions of things that were already in the game as specific AI personality types; Fanatic Purifiers are the Krikket or the Daleks, Hive Minds are the Arachnids or the Zerg.

Fanatic Purifiers are an utterly insane civilization that dedicates their entire culture to the extermination of the "other"- Hive Minds are a single entity that must expand and grow to secure its prosperity. Fanatic Purifiers cannot be reasoned with under any circumstances- Hive Minds have very "selfish" values but can understand and cooperate with other civilizations.

They're different things. Nothing stops you from making a Hive Mind that's more aggressive, but "Hive Mind" and "Fanatic Purifier" are distinct, separate things within the game-world and it's entirely reasonable for them to operate on different mechanics that don't cross over.
 
There will be those that want to play a pacifist hivemind that only desires to co-exist with other species.

You could easily add an exception to the formula. I think that it's ridiculous that Fanatic Purifiers are so pigeon-holed as to require Militarism and Fanatic Xenophobia, but you could easily add an "or Hive Mind".

I would absolutely love to be a Hive Mind fungus out to eat the galaxy.

Sounds pretty impossible to actually be anything BUT a Fanatic Purifier by another name if playing Hive Mind..
Wow this is actually starting to sound pretty shity. I really hope they decide to rethink where this seems to be going...

Take into consideration these points.
1. Non-HM pops are automatically purged.
2. HM civs cannot liberate.

So... any hive mind empire is pretty much forced to be a Fanatic Purger by definition. Sure, you could TRY to be pacifist and friendly. But that's only going to work up until ANYONE declares war on you for ANY reason. What will you do when the next door xenophobe declares war on you? Your options on defensive war goals are rather limited. Minor stuff like humiliation and such. That's pretty much it.
1. Taking a planet will cause purging => everyone hates you
2. Evicting pops from a panet to colonize yourself => everyone will hate you. Just less than 1.
3. Liberating planets to create a buffer zone between you and the aggressor is according to the stream, banned for HM.

As a hive mind, it looks like your ONLY choice is to either eat the galaxy and be public enemy #1, or be friendly and everyone's favorite chew toy, since you don't really have any real way to punish someone for declaring on you. That's not a unique game style, that's just Fanatic Purifier with an illusion of other options.

You want to bet there will also be a hefty diplomacy penalty for even just BEING a hive mind, therefore forcing you even more into the eat the galaxy category?

I know Wiz is going on about each ethos having unique and asymmetrical play styles and what not, but this seems like such a waste of potential for much more INTERESTING play styles than the generic Zerg/Tyranid/Borg consume everything. It's great that Stellaris is inspired by popular sci-fi, but maybe Wiz and his team should look into some of the LESS popular scifi for new and interesting ideas that aren't just mimicking each other.

EDIT: Oh I suppose they could fix this by having Hive Minds not suffer the diplomacy penalty for purging/evicting/etc... but that would make no sense in universe and be a really stupid way to patch over a core failure in their design.
 
> "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."
> "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."

So there will be a way to choose specifically who is given Full Military Service? Pardon me if I'm misinterpreting this or have missed something.

EDIT: I should clarify my question.

If the companion species on our home planet is naturally better at being soldiers, will we have options to specifically recruit them for our armies?

Our current choices for most policies revolve around our Primary Species and allowing Xenos. As far as I can tell, these choice don't give us much freedom over who gets enlisted, as they still allow our primary species even though they might not be suited for the military.
 
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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!
YES YES YES YES YES YES YES YES YES YES!!!! JUST WHAT I'VE BEEN WAITING FOR!


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.

With regards to this, I'd like to see some kind of entrenchment feature, where the longer a particular government has been in play, the harder/greater cost it is to change it. This leaves you (& your new ruler) with options on how to push for change in government.

1. slow and expensive, but peaceful
2. Fast and violent - by use of military enforcement. This would give positive points to militarist pops that prefer your faction, but give negative points to all other pops. But hey at least you have your new government! This would also tie in to the new garrison system to help keep the peace.
3. If a faction takes over your government by force/militaristically as oposed to the other forms mentioned in the Dev Diary, then item 2 takes precedent, as it would be the same as a military takeover.
 
Wis said: 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.
Thinking about processing, it seems impractical. Say a pop being processed makes 5 food for 5 years, you still have to build a farm and use a pop to produce food. I think a food storage system would solve this.
(sorry, my quoting wasn't working)
 
So there will be a way to choose specifically who is given Full Military Service? Pardon me if I'm misinterpreting this or have missed something.

...

Our current choices for most policies revolve around our Primary Species and allowing Xenos. As far as I can tell, these choice don't give us much freedom over who gets enlisted, as they still allow our primary species even though they might not be suited for the military.
You've missed something. An earlier dev diary shows that a free feature is the ability to set the rights of each species in your empire.
 
Wis said: 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.
Thinking about processing, it seems impractical. Say a pop being processed makes 5 food for 5 years, you still have to build a farm and use a pop to produce food. I think a food storage system would solve this.
(sorry, my quoting wasn't working)
Food is stockpiled now. Agri-worlds are possible.
 
Will Civics have an impact on Diplomatic Opinions? Will Egalitarians like 'Beacons of Freedom' more and will Authoritarians like them less, etc?

Semi-related: will it be possible to see other civs' policies? I would like to be able to judge my human and AI rivals as they judge me!
 
You could easily add an exception to the formula. I think that it's ridiculous that Fanatic Purifiers are so pigeon-holed as to require Militarism and Fanatic Xenophobia, but you could easily add an "or Hive Mind".

I would absolutely love to be a Hive Mind fungus out to eat the galaxy.

Exactly. Take the Xenomorphs from the Alien series, or the "Bugs" from Starship Troopers, for example. They're all pretty clearly "Hive Minds," with a "Fanatic Purifier" type ethos.

Thank God for mods, I guess. *shrug*
 
Exactly. Take the Xenomorphs from the Alien series, or the "Bugs" from Starship Troopers, for example. They're all pretty clearly "Hive Minds," with a "Fanatic Purifier" type ethos.

Thank God for mods, I guess. *shrug*

Aren't the humans the purifiers in both versions of that story?

At any rate a Hive Mind civ will process all non Hive pops into Food... that's pretty "pure".
 
Umm, what the heck is this conversation.

I mean, by default hive mind player that goes around conquering other empire IS being zerg since other races are being automatically eaten. Why would you specifically want fanatical purifier on top of it considering by default that is what they do, that would be redundant. Difference of fanatical purifier would be that as purifier your diplomacy options wouldn't exist at all, is that what you guys are requesting?

And if you want to play as peaceful hive mind... Don't go around conquering other people in wars seriously there isn't such thing as peaceful war :p
 
Fix them how? They tried to fix them by renaming them.

I think the Ethics and Government Rebuild mod had the right idea here. They split the two ethics into six. Instead of a simple "Egalitarian vs Authoritarian" divide, it's "Libertarian vs Authoritarian," "Individualist vs Collectivist," and "Egalitarian vs Elitist."

Frankly, I'd argue for the inclusion of one more metric even beyond that; "Libertine vs Ascetic."

As I've mentioned before, that last distinction can actually make a lot of difference. The Nazis and Sparta, for example, were both Militarist, Elitist, Collectivist, Authoritarian, Xenophobes. However, the Nazis were fairly decadent, and fond of the "finer" and more "aristocratic" things in life, where Sparta was... Well, "spartan." Likewise, 1984 and Brave New World would appear to have fairly similar ethos as well. However, the society in 1984 hates and fears basic human indulgences, where Brave New World has actually harnessed them as another means of authoritarian thought control.

Even in our own society, I'd argue that there's a pretty major difference between, say, the Western World of the pre-"Cultural Revolution" era and today. A lot of that does ultimately boil down to our society's more "libertine" tolerance for things like greater self-indulgence, emotional expression, and morally "loose" behavior in comparison to previous eras. That has had a huge social impact - fewer marriages, lower birth rates, "extended adolescence," arguably less hard working attitudes, and etca, etca.
 
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Aren't the humans the purifiers in both versions of that story?

At any rate a Hive Mind civ will process all non Hive pops into Food... that's pretty "pure".

Umm, what the heck is this conversation.

I mean, by default hive mind player that goes around conquering other empire IS being zerg since other races are being automatically eaten. Why would you specifically want fanatical purifier on top of it considering by default that is what they do, that would be redundant. Difference of fanatical purifier would be that as purifier your diplomacy options wouldn't exist at all, is that what you guys are requesting?

And if you want to play as peaceful hive mind... Don't go around conquering other people in wars seriously there isn't such thing as peaceful war :p

Fanatic Purifers get nasty bonuses to all of their military stats. That's the difference.

Also, default hives can both use regular diplomacy, and basically "assimilate" other species into their empires using genetic engineering. Fanatic Purifiers wouldn't be able to do either of those things.

I want an unstoppable, inscrutible, world devouring alien horror to wage wars against. Lol
 
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