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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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Very nice changes and hail the welcomed Hive Mind!

Now i hope with this new feature we can become prethoryn/zerg/tyranids...maybe with biological ascension path?! I really hope this!

I'm quite curious about cybernetical hive minds like geth (conscensus) how can we do that if materialist ascension is locked?
 
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@Wiz Will the Immortal Hive Mind Consciousness have random leader traits like other starting leaders, or something special?

There are going to be so many Borg LPs on YouTube :D

They're not going to be very faithful then, I don't see how you could accurately recreat the Borg given Paradox's implementation of hive minds as completely biological appendages of a single psychic consciousness. Its kind of the opposite of the Borg really. It's much more like the Bugs from Starship Troopers.
 
When you bio-engineer pops will they be new species or a sub-species of old ones?

Ooh, can you this time rename species when you genetically engineer them?

I mean, it gets bit hard to read species tab when there are multiple species with same name... Sometimes its bit hard to tell which is the original one at glance
 
@Wiz

I am kind of disappointed that you can not integrate non-Hive Mind pop into a Hive Mind Civilization.

To cite my favorite example of a sci-fi Hive Mind, MorningLightMountain from Peter Hamilton's Commonwealth. They are communicating to their pop by touching together tentacle and passing on instructions by electrical pulses. So they are not even remotely Psi capable.

To deal with long-distance communication issues. They come up with power line and radio and among other means to pass along mind state to allow them to get to the industrial/nuclear/space development stage.

This would allow a non-Hive Mind to "implant" themselves to become part of the Hive Mind with their own Ethics and all drawbacks.

The best part is this will allow Hive Mind to "deal" with internal policies if they want to integrate non-Hive Mind Pop into their empire outside of "subject" relationship.
But you can assimilate people (or even remove them from the hive mind) using gene therapy.
 
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.

Perhaps giving a small reduction in cost for building new robots might be appropriate?

Not that it's important at the moment, keep up the good work. It all looks very promising.
 
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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.

An inability to even partially integrate other species makes perfect sense. But I think there's an argument to be made for letting more benevolent-ish hive minds at least have the option to use expulsion rather than outright genocide, if only to keep relationships with neighbors a bit more civil. Even if it's only available as part of a trait that also lessens hive mind diplomatic maluses in general.
 
Question: Can we determine the portrait of the Syncretic Evolution secondary race when we are making our Civ, or will it always be random? I would hate for it to be random every time. I was hoping to be able to make a custom Civ based on the Temeraire series of books, but for that to work I would need to be certain that the secondary race would always use the Dragon portraits.
 
@Wiz

I am kind of disappointed that you can not integrate non-Hive Mind pop into a Hive Mind Civilization.

To cite my favorite example of a sci-fi Hive Mind, MorningLightMountain from Peter Hamilton's Commonwealth. They are communicating to their pop by touching together tentacle and passing on instructions by electrical pulses. So they are not even remotely Psi capable.

To deal with long-distance communication issues. They come up with power line and radio and among other means to pass along mind state to allow them to get to the industrial/nuclear/space development stage.

This would allow a non-Hive Mind to "implant" themselves to become part of the Hive Mind with their own Ethics and all drawbacks.

The best part is this will allow Hive Mind to "deal" with internal policies if they want to integrate non-Hive Mind Pop into their empire outside of "subject" relationship.
But you can assimilate people (or even remove them from the hive mind) using gene therapy.
 
But you can assimilate people (or even remove them from the hive mind) using gene therapy.

The problem is what if you want to "play" a cybernetic orientated Hive Mind (MorningLightMountain, a splinter off of the original, actually manage to integrate a primitive non-space faring civilization into their own pop using cybernetic implants to sharing thoughts) or more like "Borg" resistence is futile.

You are kind of screwed over by the non-Hive Mind vs Hive Mind interaction.
 
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.

Kill the heretic ! Burn the mutant ! Purge the unclean !
 
The problem is what if you want to "play" a cybernetic orientated Hive Mind (MorningLightMountain, a splinter off of the original, actually manage to integrate a primitive non-space faring civilization into their own pop using cybernetic implants to sharing thoughts) or more like "Borg" resistence is futile.

You are kind of screwed over by the non-Hive Mind vs Hive Mind interaction.

Well only the flesh is weak is cybernetic, second one is going full snyth by uploading minds into robots.