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Hello everyone and welcome to another Stellaris development diary. Today's dev diary will be about some more changes coming in the 1.8 'Čapek' update, with a particular focus on Hive Minds and Traditions.

Hive Minds
Hive Minds was a feature in Utopia that we were not unhappy with, but felt we could have done more on. While it works fine from a gameplay perspective, offering a different mode of play for those who do not wish to concern themselves with internal politicking and just want to get on with building their glorious empire among the stars (and eating those that stand in their way), Hive Minds ended up somewhat lacking in the flavor department, and suffered narratively from gameplay text that does not fit a Hive-Minded society, such as early exploration events.

For 1.8, we've decided to make a major push to improve Hive Minds, both narratively and gameplay-wise. Many events have been changed, disabled or rewritten to fit Hive Minds and their unique societies. We've also tried to address a number of non-event related narrative breaks, such as replacing the 'Sprawling Slums' starting planet tile blocker with a unique tile blocker only found on Hive Mind homeworlds. A new system for relocalising technologies based on government authority types was also created, and a number of technologies will now have different, more suitable names for Hive Minds (such as renaming Administrative AI to Synaptic Enhancers). Some new, unique interactions were also added to the game to emphasise the inherent psionic nature of Hive Minds.

We've also changed the way Hive Minds interact with non-Hive Mind pops. While we still do not want non-Hive Minded Pops to be regular citizens of Hive Minds (for numerous reasons, the main one being keeping Hive Minds distinct from regular empires in how they are played), we have added the option to keep them around as Livestock instead of simply being processed or displaced. AI-controlled Hive Mind empires now also vary in how they treat Pops of other species, with some preferring displacement and others making use of livestock or processing. Livestock/Processing have been buffed from 3/6 food per Pop to 6/8 respectively, and a number of fixes have been made to ensure that Pops that are kept as livestock do not incur building maintenance or similar issues.
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Devouring Swarms
In addition to the changes to regular Hive Minds, we've also devoted some more attention to the Devouring Swarm civic that was added in 1.6. Devouring Swarms have had their bonuses increased to be more on par with their Fanatical Purifier non-Hive Mind variant, and a new government type and AI personality was created for Devouring Swarms that you encounter while exploring the galaxy. They also have a few new flavor texts and unique interactions.
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Assimilation
Finally, we've improved the process of assimilating non-Hive Minded Pops into the Hive. Instead of having to genetically modify the project (and complete said project before the Pops are eaten or forced out), Hive Minds now have access to a new type of citizenship species right, that is unlocked once they unlock the Evolutionary Mastery ascension perk. This citizenship type, called 'Assimilation', will convert non-Hive-Minded Pops into a Hive-Minded variant of that species, allowing them to be integrated seamlessly into your Hive Mind empire. The process is gradual, with a certain number of Pops converted at regular intervals rather than all being modified at the same time. Non-Hive Minded Pops will of course be quite upset by this, selfishly holding on to their individuality rather than simply surrendering to the glory of the collective. This new method of assimilation was also made available to Synthetic empires, and can be used to convert Pops to cyborgs (if partway through Synthetic Ascension) or upload them into robot bodies (if fully Synthetically Ascended). It can also be used to by non-Hive Mind empires that have unlocked Evolutionary Mastery to de-assimilate Hive-Minded Pops.
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Tradition Swapping
Another issue both gameplay and narrative-wise that affects Hive Minds, but is not unique to them, is that certain traditions simply do not fit certain kinds of empires. When creating the tradition trees, we tried to keep them as broad as possible, but ultimately you're never going to be able to design seven full trees that fit perfectly into every possible society and playstyle. It's for this reason that we have created a new system that we call 'Tradition Swapping'. Tradition Swapping allows any Tradition Category (such as Diplomacy) or individual Tradition (such as Trans-Stellar Corporations) to be set up with a number of potential 'swaps'. These swaps have conditions and weights for each individual empire, and can be anything from a simple name and description swap to a full replacement of name, description, icon and effects. A number of such tradition swaps have been created for empires with specific playstyle, such as Hive Minds and Fanatical Purifiers. For example, Hive Minds have replaced 'Trans-Stellar Corporations' (Private Colony Ships make very little sense in a Hive Mind...) with Warrior Forms, a tradition that reduces army upkeep. They also have the entire Diplomacy tree replaced with Adaptability, a new tree focused on growth, habitability and genetics.

Though Tradition swaps may appear to be completely different from what they are replacing, they still occupy the same 'slot'. This means that the system is able to easily handle any change in the empire that would affect the tradition trees - if a Fanatic Purifier has the Purity tree (replacing the Domination tree) filled out and stop being Fanatical Purifiers, they will not lose their unlocked traditions and ascension perks, instead they are simply swapped for whatever variant of the same slots are valid for the empire - in this case reverting the Purity tree back to being Domination. While this may seem slightly strange, we felt it is nonetheless the preferrable way of handing such switches, as all sorts of issues would arise from simply yanking a number of unlocked traditions from empires that could no longer fulfill the conditions for them. By keeping the system as robust and dynamic as possible, it allows us to make far more adjustments to individual traditions for different playstyles than would be otherwise possible. The Tradition Swapping system is, of course, fully accessible to modders.
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That's all for today! Next week we'll be talking about voices. Or hearing voices? At any rate, voices will be involved for sure, so stay tuned!
 
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This is awesome and I look forward to it, though some of this again comes across to me as stuff that, well, should have been done earlier. I do hope things are able to go well enough quickly though as I want many of these improvements (and future ones) as soon as realistically possible.
 
I don't really understand this half-backed "tradition-swapping"-thing ...

Traditions aren't traditions in the case, that you can get all of them ...
It's still a better idea, that you have to choose mutually-exclusive traditions, which are really strategical decisions ...

Like in CK-II-Conclave - Is this some sort of a "fear", that the customer couldn't like any form of "restrictions" ? ...
If so, it's bull****.

I do think some at minimum should at least cost more, or that it becomes harder to change your playstyle or some such. Maybe give all the parts a specific cost and that the cost can change based on government, ethics, civics and even empire size.

Though a part of me would also love if we could pick at least one starting Tradition branch to have. Xenophile civ's starting with Discovery would be cool, while Megacorporations having Prosperity to start makes a certain amount of sense.
 
Will the wormhole indicator bug also be fixed?

I know, there is a dedicated bug report thread, and I've already put one up. However, it seems this bug has been present since 1.2.1 and either hasn't gotten any attention, or been fixed and then the bug re-appeared. When you place two or more wormhole generators in the same system, the range indicator showing how far it reaches largely (almost completely even) disappears.

I haven't used wormhole alot, but I do love the way it works. That's why it's such a shame that this bug almost ruins it's use since you have to check every system to see if you can or cannot reach it.
 
If anything, I'd rather want EU3 like NI slots instead.
I'd be perfectly happy with that too. What I want from traditions is variation, for them to make empires feel different. I'd also like for more situational choices, so my opening isn't always going immediately for the anomaly booster in Discovery, then jumping into Prosperity for the private colony ship and Unity on some power buildings.
 
We've also changed the way Hive Minds interact with non-Hive Mind pops. While we still do not want non-Hive Minded Pops to be regular citizens of Hive Minds (for numerous reasons, the main one being keeping Hive Minds distinct from regular empires in how they are played), we have added the option to keep them around as Livestock instead of simply being processed or displaced.

So in a small way I can make the Borg race I have in mind. Seeing as they are a Hive race, I can live out a dream :) .
 
This new method of assimilation was also made available to Synthetic empires, and can be used to convert Pops to cyborgs (if partway through Synthetic Ascension)

Borg are coming!

With the Devouring Swarm buff and getting to keep pops as livestock I can finally play as the Bugs from Starfire. Excellent.

Good Zerg is dead Zerg!
 
Great DD, and I love the work on traditions being swapped out for one's that make thematic sense for your government/civics.

That said, Im NOT a huge idea of unlocked traditions being swapped right back if your government/civics change. A tradition seems like it should be just that, a tradition linking back to you species growth. Rather then the warmonger going pacifist and suddenly losing his special warmonger tradition, and gaining all the diplomacy traditions instead, becoming just like everyone who had been pacifist from the getgo, he should keep his warmonger tradition. Maybe with the OPTION to invest more unity into converting. That way you can get
A: Some variance in not everyone being the same by game end, and
B: A "they might be peaceful now, but they had a long history of war. Don't go poking them." You know, one of those races that pops up in so many sci-fi stories? Often the humans?
 
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Any idea if you have to be not xenophile to assimilate organics as synth empire?

Also I hope the handling of species rights for synths gets a rework

My guess is that you only have to make sure not to be a xenophobe
 
My intention is to submit a point of view, which is no less valid than any other.
Let's keep an open mind ! why say ... it's like that and that's all !!
I have my point of view, but I recognize your point of view valid.

- The game is what one makes of it. because it is scalable as much by modders as by the publisher, right? Nothing prevents a more xenophilic policy for the gameplay.

- From the point of view of the game it seems that paradox has chosen to allow a more pacifist diplomacy for the hive mind spacies ? That is why I have submitted my suggestion !

- From the point of view of literature, my point of view is in reality not mine. But that of a writer who inspired paradox for the name of one of his first updates. (read 2nd fundation by asimov)

- On the subject of the evolution of species, simply, look at the physiology of certain birds, for example.
At least one species has large feathers behind the nape of the neck. Large feathers that do not contribute anything to the bird's flight, neither to hunting, nor to the conservation or dissipation of heat ... etc.
Without going into great one page demonstrations. Evolution, it's some environmental pressure and some chance.
Certain characteristics which do not have much interest at physiological plan, but which please the female, or the male, can persists and develops.
 
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While I absolutely agree that the Purge should eat individual pops over time at a gradual rate rather than set off an impending mass die-off, it's not as large a problem mechanic-wise as even on full planets that never get a random pop dying event firing, you should just swap a delicious alien with a hungry hive mind drone in the resettlement menu, in order to ensure a sudden die-off doesn't decolonize the planet..


But this is exactly the problem and exactly what I want to NOT do. It costs up to 100 influence just to put a Drone there to not lose a planet and if you are not even a hive mind you will waste precious influence.

Plus, it's such a pain in the ass holy shit.... conquering 10 planets and switching Drones and waiting for influence.... It reached a point that I simple don't care, it's better to simple lose a planet and use the Colonize button because it's faster and hurt my fingers less. (plus, less influence wasted)
 
A hive mind has no initial need to have empathy for anything. Why would it have developed a sense of empathy at all, when there is no other entity it needs to deal with or care for?
...
But it would have no evolutionary reason to have ever developed a capacity to understand, empathize, communicate with anything, at all, and definitely no experience doing so.

I agree with your overall point that a hive mind is unlikely to be good at diplomacy, but I think you're overstating it here. Presumably any hive mind that reaches the space age must at some point have decided that other life had value, or else it would have destroyed its native ecosystem too early. Now whether this realisation is that other life had intrinsic value or just that it had value to the hive mind matters less than the fact that it in any event doesn't seem inconceivable that the hive mind would invest energy into caring for and understanding other high life forms on their planet.

That said, I think the point still stands that other species probably would not appreciate diplomacy that is based on the hive mind's experiments with understanding their equivalents of chimps and dolphins and crows.

One thing though, that I don't know of an example of, is a new trait becoming adopted and widespread, that was useless from the start. I mean sure, there are genetic diseases, that persist because they're recessive, or allow reproduction before they kill you. But can you give an example of a trait, in humans or another species, that became widespread despite never being useful ever? Not being sarcastic or rhetorical, I'm genuinely curious.

How do you define not being useful? Does it have to be detrimental, or just a neutral variety of a trait? (And what about traits that are sexual selected for despite not offering any benefits in terms of health/survival/acquiring food?)

Blond hair/blue eyes potentially fits the bill. It is still not sure how or if those traits are useful. (Although it is speculated that it was sexually selected for or is closely related to skin colour mutations.) I would personally add straight hair/wavy hair hair to that list - cannot see how either trait is more useful than the other.

Menstruation may be another one. Very few species does it, and it is apparently more taxing than reabsorption.

More generally, I imagine that the founder's effect probably does make traits common in certain populations despite never being useful. Its pretty hard to prove that any given trait/variety is useless in all circumstances though.
 

But this is exactly the problem and exactly what I want to NOT do. It costs up to 100 influence just to put a Drone there to not lose a planet and if you are not even a hive mind you will waste precious influence.

Plus, it's such a pain in the ass holy shit.... conquering 10 planets and switching Drones and waiting for influence.... It reached a point that I simple don't care, it's better to simple lose a planet and use the Colonize button because it's faster and hurt my fingers less. (plus, less influence wasted)

Maybe they should immigrate like normal pops? shrug