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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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Some new, unique interactions were also added to the game to emphasise the inherent psionic nature of Hive Minds.
Could they communicate with Prethoryn, just like psionic empires?
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We know that Prethoryn is also a (Ravenous) Hive.
 
Hive Minds will get their own set of interactions with the Prethoryn, yes.
 
I know this has nothing to do with this dev diary, but I have an idea for a planetary strategic rescource: the Zundren Beans (essentially coffee beans), when you build a Zundren Farm on that tile, the productivity of rescources on that planet improves and the percentage increases with opgrades to the Zundren Farm!

Coffee! coffee for all!

Also, great dev diary.
 
we have added the option to keep them around as Livestock instead of simply being processed or displaced.
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Is it possible to keep pre-sentients as Livestock, instead of simply purging?
 
Also, Wiz, have a space hug.
 
Assimilation looks like a great addition. I'm also happy to see how versatile it is -- representing forced genetic manipulation for hives, implants or robot bodies for synth empires, and deprogramming to liberate drones all at the same time!

That's the idea. You will always be able to unlock all trees available to your empire in the base game, though of course modders can do it differently.
This is probably always going to be one of my pet-peeves, especially given how starkly it contrasts the Ethos limitation on Ascension Paths (looking at you, cool psionics!), or the inability to combine two of the first tiers of each Path instead of always having to commit to one.

Or are you planning on expanding Tradition Swaps to respect Government Ethos as well, preventing stuff like Pacifists with Warrior Mindset or Authoritarian Xenophobes with Kinship? If this idea is expanded beyond Hives (which it sounds like, as you mention Fanatic Purifiers?) I'm sure certain combinations will feel much less grating.

Also, if I may make a suggestion, to prevent a change in the empire's nature from "forcing" potentially unwanted Traditions on people, it might also be interesting to instead disable it entirely and refund 50% of the Unity it cost to unlock the latest Tradition, rolling back until all incompatible Traditions have been refunded. The player can then use the refunded Unity to select one or more new Traditions that hopefully represent their empire's culture as imagined.

What's going on with the scientists' levels?
Oooh! Nicely spotted.
 
Wait, the Diplomacy tree contains more than just happiness-related traditions, it also contains traditions aimed at actual diplomacy with other empires. I see no reason why it was necessary to completely replace it for regular hive minds, though it's necessary for devouring swarms of course.

So if I understand it correctly, we can't make a happy, friendly, federation-loving benevolent hive-mind anymore?