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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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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?

Focus on diplomacy, federations and so on really does not fit too well with the playstyle and general theme of Hive Minds. Diplomacy is still possible unless you're a Devouring Swarm, but they're not too good at it - their mindset is simply too alien to individualistic societies. You're going to have to try harder than most to make friends.

I'm considering adding a special civic for 'peaceful' Hive Minds that try to understand and co-exist with non-Hive Mind civilizations though.
 
Is there anything planed for late game usage for excessive Unity? While it may not be a huge problem for wide Empire, a unity focus Empire might unlock everything before the actual end game stage.
 
Is there anything planed for late game usage for excessive Unity? While it may not be a huge problem for wide Empire, a unity focus Empire might unlock everything before the actual end game stage.

We have something in plans, but I can't say yet when it's coming.
 
What about adding an advanced civic (like the devouring Swarm one) that allows hive minds to use other species as "normal" slaves.
(Slaves are unaffected be enough stuff so that they don't affect the uniquness of the Hive mind goverment type. Also it would be an optional type of hive mind goverment)
 
What about adding an advanced civic (like the devouring Swarm one) that allows hive minds to use other species as "normal" slaves.
(Slaves are unaffected be enough stuff so that they don't affect the uniquness of the Hive mind goverment type. Also it would be an optional type of hive mind goverment)
Why have slaves when you can have drones that won't rise up against you or get angry?
 
@Wiz, can you explain what you mean by hive minds ''keeping'' non-hive minded Xenos as cattle? What would be the benefits of this? Will you be able to build a sort if ''xeno preserve'' building for these pops?

Also, how will different hive-mind civs interact? And if you conquer another hive-mind, could you immediately assimiliate its pops?
 
Why have slaves when you can have drones that won't rise up against you or get angry?
Depends on the type of Hive Mind you want to play! (As I said, it should be an advanced civic, like devouring swarm).

Some Hive Mind that have gained pocession of a lotf of planets with sentinets on might figure it could force them to do manual labour, to bolster the work that can be done by the drones on the planet. Maybe the drones are weak, or otherwise unsuited for some kind of labour, better have a few drones holding laser weapons ensuring that the "slaves" does the work.

Certainly nothing I want to see every Hive MInd having, but I think it would be a nice option.
 
Focus on diplomacy, federations and so on really does not fit too well with the playstyle and general theme of Hive Minds. Diplomacy is still possible unless you're a Devouring Swarm, but they're not too good at it - their mindset is simply too alien to individualistic societies. You're going to have to try harder than most to make friends.

I'm considering adding a special civic for 'peaceful' Hive Minds that try to understand and co-exist with non-Hive Mind civilizations though.

Please do! I enjoy sometimes playing peaceful Hive Minds (or at least, pretending to peaceful until my vast warrior swarms are ready to sweep the galaxy of individuality.)
 
Depends on the type of Hive Mind you want to play! (As I said, it should be an advanced civic, like devouring swarm).

Some Hive Mind that have gained pocession of a lotf of planets with sentinets on might figure it could force them to do manual labour, to bolster the work that can be done by the drones on the planet. Maybe the drones are weak, or otherwise unsuited for some kind of labour, better have a few drones holding laser weapons ensuring that the "slaves" does the work.

Certainly nothing I want to see every Hive MInd having, but I think it would be a nice option.

I would imagine hive minds will have a problem with some research types, for example, society research, and that exploitings xenos could actually go in this direction- either as test subjects, or as a new kind if research slaves.
 
@Wiz, can you explain what you mean by hive minds ''keeping'' non-hive minded Xenos as cattle? What would be the benefits of this? Will you be able to build a sort if ''xeno preserve'' building for these pops?

Also, how will different hive-mind civs interact? And if you conquer another hive-mind, could you immediately assimiliate its pops?

The benefit is that they produce food.
 
The process is gradual, with a certain number of Pops converted at regular intervals rather than all being modified at the same time
Any chance this will also be applied to purging? It's kinda odd that entire population of dozen of planets planet drop dead at exactly the same time.
 
The tradition swapping uses a regular trigger and dynamically re-checks which tradition to use for a slot, so it can depend on basically anything.
That's pretty exciting, actually. It's a bit of a shame that wasn't available before Horizon Signal, a tradition swap might have been the most elegant way to handle some of the things that happen during that plotline.
 
With all this detailing on existing hiveminds you're going to make cybernetic hiveminds impossible even in the future :(

Unless.. some kind of Parallel Processing (trait? civic?) that triggers off synth/cyborg/upload techs. Cybernetic nerve stapling analogue that does not kill energy/science, but could have other drawbacks.
 
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.
I kind of feel that what people wanted, and certainly what I wanted, was for livestock slaves to allow collection of food tile yields. It just feels very awkward that there's no benefit to placing them on a food tile, or on a farm, or next to a planetary administration.
 
The benefit is that they produce food.
By the way, have you considered adding some sort of "cattle farm" building for livestock?
I kind of feel that what people wanted, and certainly what I wanted, was for livestock slaves to allow collection of food tile yields. It just feels very awkward that there's no benefit to placing them on a food tile, or on a farm, or next to a planetary administration.
Well, cattle does not really work the fields. You'd need two pops for that - a cattle one and a farmer one, hovever some cattle-specific building might be interesting.