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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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Has the electoral system been changed at all?

Sort of. It looks like every candidate is going to represent an ethos themed faction now, instead of just having an agenda and some bonuses. A supremecist candidate to represent xenophobes was presented as an option. The way to shift the ethos of your empire is to strengthen these ethos themed factions and one of the best ways of doing that is to appoint a leader from that faction.
 
The way to shift the ethos of your empire is to strengthen these ethos themed factions and one of the best ways of doing that is to appoint a leader from that faction.
Actually, from what I've gathere so far, you can essentially shift government ethics howeveryou want, with the click of a button every x0 years and a nominal influence cost.

Strengthening factions (ie. by electing leaders of that faction) only changes how happy your populace is with the change you instantly implemented.
 
Actually, from what I've gathere so far, you can essentially shift government ethics howeveryou want, with the click of a button every x0 years and a nominal influence cost.

Strengthening factions (ie. by electing leaders of that faction) only changes how happy your populace is with the change you instantly implemented.

Yeah, that is also a way to do it, so a poor article choice on my part. And in review it appears to only require 20% support from your population for the option to embrace that faction and shift your ethos to open as an option, so it's probably not difficult to accomplish just by making choices that encourage the game's organic ethos shifts.

However, electing a leader of a given ethos faction is said to significantly increase the political clout and attractiveness of a given ethic in the "Government, Civics and Hivemind" article. And since an election has to happen, and populations are going to become singular representatives of ethics, it's still well worth mentioning as a change in the election mechanics.
 
And in review it appears to only require 20% support from your population for the option to embrace that faction and shift your ethos to open as an option

This is an information I personally didn't have. This already invalidates what I said, since 20% ethos support is a non-trivial amount.
I was previously under the assumption you could just 'switch to' (in multiple steps, since each only modifies +-1 ethos point) any existing faction (from which you would supposedly have +-all in a late-game pluralistic empire). If you prior have to give them a certain degree of influence, that's all the limitation the system needs to avoid absurd 'We're now Xenophobe!' 'What now?' situations.
 
I can't play Stellaris anymore... it all seems to bareboned with all these things coming in Utopia...
 
This is an information I personally didn't have. This already invalidates what I said, since 20% ethos support is a non-trivial amount.
I was previously under the assumption you could just 'switch to' (in multiple steps, since each only modifies +-1 ethos point) any existing faction (from which you would supposedly have +-all in a late-game pluralistic empire). If you prior have to give them a certain degree of influence, that's all the limitation the system needs to avoid absurd 'We're now Xenophobe!' 'What now?' situations.

See, I looked at 20% and had the opposite impression. 8 ethos would seem to break down to 12.5% attraction, assuming nothing that modifies them leaves them equally spread out. What we've been told modifies that attraction has been very vague, having enslaved xenos on world increases the attractiveness of xenophope, having peaceful aliens on world increases the attractiveness of xenophile, your populace being purged on another world increases xenophobe, being enslaved increases the attractiveness of egalitarian in the enslaved populations, and of course influence can be spent to promote one ethos via party and electing a president increases the attractiveness of an ethos 'significantly.'

I saw that and said "just 7.5% and then time... that seems pretty easy, barely a barrier at all." But maybe I'm wrong and you're right. I hope so since an ethics shift feels like it should be hard. It feels like it should be a barrier to a completely different style of play, that at most you do it once a game to shift from an early game strategy to an end game strategy.
 
See, I looked at 20% and had the opposite impression. 8 ethos would seem to break down to 12.5% attraction, assuming nothing that modifies them leaves them equally spread out. What we've been told modifies that attraction has been very vague, having enslaved xenos on world increases the attractiveness of xenophope, having peaceful aliens on world increases the attractiveness of xenophile, your populace being purged on another world increases xenophobe, being enslaved increases the attractiveness of egalitarian in the enslaved populations, and of course influence can be spent to promote one ethos via party and electing a president increases the attractiveness of an ethos 'significantly.'

I saw that and said "just 7.5% and then time... that seems pretty easy, barely a barrier at all." But maybe I'm wrong and you're right. I hope so since an ethics shift feels like it should be hard. It feels like it should be a barrier to a completely different style of play, that at most you do it once a game to shift from an early game strategy to an end game strategy.
Not every Ethos is guaranteed equal representation, though.

To start with, your core Ethos will have much higher latent attraction, especially if one is Fanatic- and the attraction modifiers for things aren't going to be even either, they're cumulative.
 
First of all I want to say that I am realy looking forward to the update and utopia dlc and will buy it at asap.
It holds great content which was desperatly needed and with each new dev diary I was more convinced that this update/dlc is the best thing that can happen to the game and with the next big dlc which we can assume will overhaul the combat and wars in general I am full of hope that stellaris realy can become the best single player space experience off our time.

So I am alreardy hyped for the dlc and update and I am definitly not a "nay" sayer and I dont want to make this awesome update/dlc bad for you. Its great!

But I have to come up with some points witch I found a bit sad to read as I do not fully understand the decision making behind it.


---First of all that the hive minds are 100% biological. They are following more or less the "Bugs" shematic from "Starship troopers" (We even got the symbol of the federation for the citizens service civic which is awesome btw).

I mean someone posted that stellaris couldnt coverup all possible variations of species in all of sci-fi.
But cybernetic hive minds didnt realy are a rare thing in sci-fi to be honest. (Borg,Geth etc etc)

They are not just very famous but also very liked by many players so I did not fully undestand the decision making here.


Are there any plans for a synthetic equivalent through that ascension path? A networked machine consciousness would be rad.

So? What?

By the virtue of having non-Hive Mind pop dying in Hive Mind civlization and vice verse. You are forcing a one-dimension solution to a problem that has different way of solving the same problem. IE forcing you to go biological gene modifying route as opposite to using cybernetic or Psi or whatever else to make possible non-Hive Mind pop integrating into Hive Mind Civilization.

See the problem? Only one solution when there are at least 2 other feasible alternative already in-game!

My last hope is that we can get a cybernetic acension perk which allows us to transform our non hive mind empire into a hive mind. But as in all off the explantions about hive minds there was not a single mentioning off "other ways to become a hive mind" the chanes for such thing in the cybernetic ascension path (which will be released next week) go against 0% percent.



---The next thing is that non hive minds in hive mind empires cant be displaced instead of being killed.

I completely understand that this is the very point which makes the difference between Non HM and HM empires. But killing them off? And process them into soylent green?

Being a hive mind doesnt make you automatically a genocidal bloodthirsty Overmind.
Maybe you just want more living space, or you want to integrate your non hive mind vassal into your empire.
(Would be a bit odd if vassals would integrated into your empire just to being eaten up as we can assume that the complementation of the genetic ascension path is nothing what is to be achieved in the early/mid game.)

I highly suggest that hive minds should be allowed to use the displacement option to get rid of non hive mind pops.
Also it makes more sense from a diplomatical standpoint.
And it would allow us to RP more with HM-empires.





---Last thing is more like a hope then a critic ; D

Is there a Roman Empire type of Government? With an Emperor and a Senate and/or constitutional monarchys? You know, best of both worlds etc.

I just hope that the good old "Monarchy" isent lost in the process completely as it is not a chooseable authority for itself ; (.
A kingdom in the end still holds a bit of different feeling as an empire.
And I also hope for many "best of both worlds" possibilitys.




In the end there are mods at least and I hope such things arent to hard to mod.
Even if I would find it sad that I cant play with Borgs or Geths for achievments.
 
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I saw that and said "just 7.5% and then time... that seems pretty easy, barely a barrier at all." But maybe I'm wrong and you're right. I hope so since an ethics shift feels like it should be hard. It feels like it should be a barrier to a completely different style of play, that at most you do it once a game to shift from an early game strategy to an end game strategy.

I think that most of the problem from ethics shifts will come from the aftermath of pressing the button, not from prerequisites. It does piss off every other faction, and if you go from having a large part of your pops in happy factions to only a small part it'll mess with unrest and production across the board. Of course if you spend significant amounts of time laying the groundwork, building xenophobe faction popularity and reducing xenophile faction popularity the transition will be painless, just updating the government's morals to match the citizen's.
 
---Third thing is that fanatical purifiers are limited to militarists. I find they already get enough militaristic buffs through fanatical purifiers civic itself. Also I found that spiritualists also would be great fanatical purifiers even the word "fanatical" holds a religous connotation.

I religion where only the creature made by god after his image deserve to exist in the galaxy!
or
"Blood for the blood god!" anyone?
If they're religious, then they're Evangelizing Zealots.

Fanatic Purifiers are a very specific thing in Stellaris.
 
If they're religious, then they're Evangelizing Zealots.

Fanatic Purifiers are a very specific thing in Stellaris.

I dont want this filthy alien to worship the one true god. The savior of OUR species.
And the one true god doenst want to be worshipped by this filthy piece of xeno scum aswell.
The psionic waves of their prayers are as dirty as their genetic code.

Though I get your point.
 
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can the hive mind ruler have a different portrait than the drones?
 
Cant wait for the expansion. Looks really good.

Suggestion for another area to focus on after Utopia. I feel like adding some espionage to the game would make the empire to empire interactions more exciting. Maybe add a spy ship that is used to do sabotage missions or stealing research or infiltrate other empire's governments to monitor their ship movement when they wont give you access via trade deals. That would be a good place to start espionage, in my opinion.

That said, keep up the good work on an awesome game Paradox!
 
As an extra bit of flavor to fanatical purifiers, it would be funny if all communiques from other empires were replaced with stuff like *hiss hiss* *growl* and the like to indicate that they don't have translators for alien languages :p

looking forward to the update!
 
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*

The Xenomorphs are a step above animals in terms of intelligence, and I don't think it was ever established that they have a "hive mind."