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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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Mechanist can't be swapped out later.

Now that I'm looking at it on my PC and not my phone... I have now noticed that it does in fact say "This Civic provides no additional benefits and cannot be removed once picked." for both Syncretic Evolution and Mechanist. Darn phone making it hard to see that. Thanks for letting me know earlier, would have been at least 10 hours before I knew for sure.

Still think both are going to be great and fun civic options! Especially considering the early game advantage both can give someone.
 
All of this sounds amazing and makes great strides (at least on paper, there's still the implementation) at adding that sense of character/flavour vanilla lacked.
 
I want to know how the AI rebellion with react to the Hive minds. Seeing how they are psionic in nature the rebellious robots would not be able to infiltrate the Hive's worlds no matter how much flesh they place on their mechanical bodies.
 
There is Mandates and Agendas, as before.

Are you considering re-working these mechanics in future? Currently they feel quite lacking and superfluous, never relevant to your current political circumstances (compared to say, the missions in EU4).

I had been hoping that changes to them would be detailed in this DD, but I guess Banks can't encompass everything!
 
For all the people wanting hive minds to be a bit different. keep in mind that hive minds have their own set of civics, so customization will be possible.Personally I'm curious what the "shadow council" civic will do.
 
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.

Well crap, gonna have to revisit my Dixie Pigs Space Confederacy. Now that I won't have to roll the dice on finding or modifying a habitability compatible slave species and hope for some proles to ascend... it would be interesting to know of any changes made to the Decadent trait as taking this civic would limit its penalty down to either a small window if you colonize with your core species or not at all if you can colonize with your proles and just expect core species migration to fill in your thinkers and traders.

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.

Huh, gonna be interesting to see if the initial technology boost, resource savings and removal of RNG going this route is superior to the trait sacrificed to afford it in the long term. I suspect pairing it with a synergizing traits and ethics can make it a solid net gain. Might actually discover that starting as a materialistic dictatorship to get up into tier-2 and tier-3 techs and then deciding if transitioning into a materialistic oligarchy is worthwhile based on how many techs are still needed to get synths is a worthwhile strategy.

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.

Can't see alot of ways to play this viably. You're either going to spread wide asap and keep your expansion going to strategically prevent a federation that can oppose you, using the Unity bonuses to soften expansion penalties. Or you're going to start tall to get a tech lead to magnify these 'very large boosts' and then start a blitz campaign of extermination and colonization around midgame, fueled by forced labor camp style extermination in developed worlds.

Okay, so all three of these seem to focus your empire into very specific play styles, probably not ideal for optimal play but if you know that you want to play one of these specific styles going in they seem like a solid way to reduce RNG and frustration. I approve.
 
To a hive mind, captive populations could be seen as simply captured organic components, and that it's completely fair and normal to devour them. It'd probably be baffled as to why the Human-mind doesn't eat its captured organic components in turn.
This has been covered in popular Sci-Fi. have you read Ender's game? We had an example of a Hive species. Fighting humanity, taking humans apart, because she though individuals were just human components and was trying to communicate. However if you have diplomacy, that means, that you are capable of discussing idea/abstract items with the other nations. That means, that you understand, even though you cannot identify/comprehend, that each unit is a unique being, mini-hive and that consuming one is essentially killing off a hive-mind.
Parallel - eating horses - some people view it is normal, some as delicacy, to some it is an atrocity. But if the crown-prince of XYZ brings you a prized stallion, winner of 50 races as a gift, you would really have to be clueless (and not a spacefaring race) to cook it for dinner.
 
There are other way to deal with interstellar distance to a Hive Mind. They don't have to be exclusive to Psi only.

You could deal with distance between Hive Mind clusters by having both running in parallel, as far to deciding what to do with local issues, and collectively come together to make decide to go to war and other high level issues.

A good analogy would be to have distributed computing power, also known as cloud computing, where a single program is being run across multiple devices and all come together to present a coherent result.
As soon as you have instant communication, this could also be mechanical. Or Ender's game solution.
 
While I too would love different types of hive mind, let's consider how utterly difficult would be for a hive mind type being to recognize even the concept of things like individual rights. After all, all that it has experienced are disposable drones. To it, wiping off the inhabitants of a planet would be no really different than disposing of the previous empire's buildings. For a comparison, imagine how much would be alien to us a being composed of sapient cells, to which cutting hair amounts to murder.
Once the cells start communicating with us, sharing advanced nuclear fusion technology with us, when I think as a species we would educate and understand, that shaving fur of that pink fox like creature is considered bad manners, exterminatus SOL and we would not do it.
 
I'm not arguing for the sake of arguing. You're the one who brought up balance as an excuse for adding a civic that grants the psionic theory tech at game start. The point I'm making is that the advantage of machinist isn't that you start with exoskeletons and robotics researched; you can actually get those techs very quickly. It's that you start the game with some robot pops already built, meaning a significantly higher mineral and food production. I can't imagine what sort of psionic-ish starting civic could grant a similar early game advantage. So why is it needed?
Given the random nature of individual start systems, their resource distribution, I consider this a minor point. A perfect balance, unless you are playing a MP for the win, rather than fun, was never needed. Look at HOI, and EUIC, how the nations starting points are balanced (ever played as Salzburg?).
 
Furthermore, Hive Minds are deeply biological entities, and fundamentally incompatible with the Synthetic Ascension Path

B.but what about the Borg (Star Trek), the Cybermen (Doctor Who) or the Replicators (Star Gate)?
They are all part of a hive mind and are either fully or part synthetic.
 
B.but what about the Borg (Star Trek), the Cybermen (Doctor Who) or the Replicators (Star Gate)?
They are all part of a hive mind and are either fully or part synthetic.

Also (not completly) the Cylon (Battlestar Galactica) ^^
 
B.but what about the Borg (Star Trek), the Cybermen (Doctor Who) or the Replicators (Star Gate)?
They are all part of a hive mind and are either fully or part synthetic.
That doesn't make them canon according to Stellaris' lore though. The game is its own setting, even if it is randomised/procedurally generated.

You keep using that word. I do not believe it means what you think it does
https://en.m.wikipedia.org/wiki/Bonus-malus

Why doesn't the Hive get the other two ascension perks?

The lore fluff behind this seems to be that hive minds are controlled by an unusual passive psionic effect that doesn't/can't manifest as regular powers. They're psionically latent, but not active.

WMG ahead: My personal headcanon is that access to psionic powers is dependent on receptive sentients tapping into the shroud, and that is effectively gated by the capricious wills of shroud denizens. They invite you in or consciously keep you out (hence materialists can't into shroud. :p)

Shroud entities block access to hive minds because a singular entity of such magnitude and sheer psionic potential would end up ascending to godhood and giving birth to Tzeench or something.

As for cybernetic ascension, there seems to be a biological component to the hive mind connection. There isn't an individual drone consciousness to transplant and doing so would break the hive connection anyway. It's not in the hive's interest to go synthetic.
 
does habitability matter at all.
You can't colonize planets without appropriate habitability (40%?) and it massively slowly growth rate if not met.

But ye, technically the 'no happyness' skips habitibility a fair bit. Unless they get the same 'happiness penality' from habitibility applied anyways or in a new naming cover.