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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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If they're religious, then they're Evangelizing Zealots.

Fanatic Purifiers are a very specific thing in Stellaris.

Actually I've played an Evangelizing Zealot race and they weren't fanatical purifiers. They were actually spiritual militaristic xenophiles.

Although they should have been called crusading missionaries. And they sought to purify the universe of all forms of evil and corruption while uniting everyone in peace and love and equality...and accept their religion at the same time.
 
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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.

The only difference between a kingdom and an empire is the number of cultures and ethnicities within it, i.e. the United Kingdom of Britain and Ireland was the capital of the British Empire.

Heck, if you go by Crusader Kings rules the UK is an Empire on its own.
 
The only difference between a kingdom and an empire is the number of cultures and ethnicities within it, i.e. the United Kingdom of Britain and Ireland was the capital of the British Empire.

Heck, if you go by Crusader Kings rules the UK is an Empire on its own.

point given.

Though I would have liked to see a heir system besides appointing someone. Instead leaders could have children wich share some of their leader traits.

Well it might have been too much work for a minor function. My power of imagination that the appointed next leader is the son or daughter of my current leader will have to do it for now.
 
I've already put 500 hours into this game and this update is looking like it's going to completely rejuvenate it for me . Has there been any word on how much utopia is going to cost? I'm very interested.
 
Ummm... Seriously? They have a "queen" and live in "colonies" like eusocial insects. They're the most basic example of a "hive mind" in scifi cinema.
Bees live in hives. They don't have a hive mind. Hive minds are an invention of fiction. Xenomorphs don't really have a "hive mind" so much as they're just euoscial parasitoid animals.
 
Looks great!

I was wondering how the new Authority settings will interact with the "old" ethics system, especially the egalitarian/authoritarian axis. Will ethics limit the available authority settings too ? (a bit like it is right now, with individualists being forbidden the autocracies and collectivists the democracies)
 
Sounds amazing, cannot wait for it to come out. Hoping that the release date will be announced soon!

But yeah, also chiming in to give my support for the option for a synthetic hive mind a la Conjoiners from Revelation Space. They might not even need a special civic, just the option to pursue synthetic ascension with a hive mind flavor should be enough.
 
I kinda wish that you could adopt a policy as a hive mind on how to deal with non-hive minds, like you can choose to purge them, to deport them, or to keep them as slaves (of varying types). Maybe even some form of limited citizenship that allows them to form factions but otherwise play no part in the government. That way there's at least some choice involved.

Similarly, a normal empire can also adopt policies for hive mind species about whether they let them form a citizen or slave sub hive (they're members of the empire as a single hive mind faction), deport them, or purge them. Again, this gives the empire flexibility as purging isn't the only option.
 
Also, "Xenomorph" is used in Stellaris as a generic term for alien monsters, not specifically meaning the aliens from Alien. Much like how the term is used in Aliens, in fact.
 
Also, "Xenomorph" is used in Stellaris as a generic term for alien monsters, not specifically meaning the aliens from Alien. Much like how the term is used in Aliens, in fact.

Um, what? Xeno is used (which just means other in some old language, I forget which) with various suffixes, but I've never seen Xenomorph used.
 
Bees live in hives. They don't have a hive mind. Hive minds are an invention of fiction. Xenomorphs don't really have a "hive mind" so much as they're just euoscial parasitoid animals.
If animals that live in a hive don't have a hive mind to you, I think you have a pretty useless definition of hive mind. Obviously in real life they're not psionic, but their instincts drve them to serve the queen at the expense of everything else, and most if not all bees follow this instinctive drive. There's no reason to necessarily imagine the hive minds in stellaris are psionic, that's just fluff.