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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 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.

That's cool! But there is still no possibility to go through sythetic evolution as a hive mind, isn't there? Why?
 
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.

Yes!

we have added the option to keep them around as Livestock instead of simply being processed or displaced.

Keeping non-hiveminds as livestock? More for the swarm!

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

I'm liking this more and more!

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.
We are the B(l)org, resistance is futile!
 
By the way, have you considered adding some sort of "cattle farm" building for livestock?

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.

That's the whole benefit of having an intelligent species as cattle. They can farm themselves, with a little encouragement. I'd second the thought of having some sort of special building. Failing that the cattle should be forced to earn their keep. Before they are eaten. Maby a salt mine? You gain salt, and the food is self seasoning.
 
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That's the whole benefit of having an intelligent species as cattle. They can farm themselves, with a little encouragement. I'd second the thought of having some sort of special building. Failing that the cattle should be forced to earn their keep. Before they are eaten. Maby a salt mine? You gain salt, and the food is self seasoning.
 
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.
Wiz, if you could add that peaceful hivemind civic you are considering, you will get all of the space hugs I can give! (if I can remember to give them, I am not really that great at remembering to give space hugs)
 
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One idea I had way back when hive minds were first suggested was that they should spend two ethos points on hive mind and have one left over that they can put any one other ethos except for authoritarian/egalitarian. That would go a long way towards each of them having more flavor. Xenophobes would be the devouring swarm, militarists are expansionist conquerors, pacifists are just looking to colonize and grow as much as possible, spiritualist and materialists are seeking to learn about the universe in their own ways, and xenophiles are benevolent and want to learn more about other races. Though extreme civics can accomplish the same thing they don't allow for the same distribution of traits and personalities.

Regardless of what happens, I do hope that the hives get lots of options when it comes to dealing with non-hive species. I agree that they shouldn't be able to ever make non-hives citizens of their society (no leaders or normal factions), but there's no reason they shouldn't get options like slavery, sponsorship, or residence for those species. They'll probably be heavily pushing for the option of their own government and causing a fair bit of unrest, but that's the price you pay for letting them be. It gives you the option to preserve them while you prepare to setup a vassal or wait to get the ascension perks you need to assimilate them.

On the other hand, non-hive empires should have the option of allowing limited hive minds to exist amongst hive-mind pops separated from their empires, so they don't just die on the spot. The value of these pops is obviously weaker unless you allow them to form larger minds, but the more power you give them the more likely they are to cause trouble and try to form a new empire. They still wouldn't produce leaders or participate in normal factions. Again, this gives you a chance to prepare for a vassal hive or to get the ability to de-assimilate them.
 
Right, so now what I REALLY need to have is a modded extra human phenotype, which is basically John Simm's face put on all of the bodies.

Because I desparately want to make a hive mind for the Master Race.



(And no, I do not mean for the meme that spanned out of that one jibe Yahtzee made in his original Witcher review that some missing-the-point people take took seriously.)
 
@Wiz

Can you please change other purge type to work like this too? Apart from immersion (100 billion xenos disappear instantly), gameplay-wise this is a nightmare because in a full planet everyone is purged at the same time not giving a chance for one of your Pop to migrate (or build a robot), so you lose control of the planet. (maybe change that you don't lose control of the planet if there is no Pops?)

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.

That's cool! But there is still no possibility to go through sythetic evolution as a hive mind, isn't there? Why?

The point of using Assimilation as a normal Cyborg or Synth empire is that if new pops migrate in to your materialist utopia, they will be automatically upgraded into cybermen- errr, cyborgs or synths. :)

And you should watch the Stellaris stream, there was an extra icon showing up on the empire creation there in the previous one that looks distinctly like a machine-based hive mind equivalent, so you may be able to RP as the Borg or something similar when 1.8 is out. :)
 
I want battle cows now. Think of it as a slave army/portable food source. Found a new colony? Defend it with food animals! They could double as a buff to colony growth as they are consumed.
 
Can hive minds have cycles? Like a birthing cycle, a breeding cycle, a hunger cycle, a hibernating cycle and a meditating cycle? It'd be neat to have for AI hive minds so they have unpredictable natures.
 
The point of using Assimilation as a normal Cyborg or Synth empire is that if new pops migrate in to your materialist utopia, they will be automatically upgraded into cybermen- errr, cyborgs or synths. :)

And you should watch the Stellaris stream, there was an extra icon showing up on the empire creation there in the previous one that looks distinctly like a machine-based hive mind equivalent, so you may be able to RP as the Borg or something similar when 1.8 is out. :)

Yes, yes, but what I had thought of was actually that it would be cool if empires who went for the synth evolution could willingly change their ethos and become hive minds (as an optional ultimate stage of ascension path), but that would require the possibility of becoming a synth empire starting as a hive mind. Actually this could be done also for the other two ascension paths.

(Cybermen!)
 
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 make that civic please! I really want that civic for my hive mind empire that I have in my head. :)
 
Cheers for the DD Wiz :D. More very interesting improvements - Hive minds sound like they'll be both more interesting to play and to play against, great work :). Am a big fan of the tradition-swapping system you've worked out as well - sounds like you and modders will be able to do all sorts of cool things with it :cool:.
 
With the Devouring Swarm buff and getting to keep pops as livestock I can finally play as the Bugs from Starfire. Excellent.

Well, we've got the bugs, now. (Except for gunships)...

But we still need some changes to diplomacy and warfare (and to please the Orions, fighters need to get MUCH better) to really please Fang Kthaara'zarthan.