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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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Well...there goes my Xenophilic Cybernetic Hive.

But man...the new government construction system looks simply great! :D a great addition

I've wanted to create Mars from 'A Miracle of Science'. Its a hive mind, but all of its members are individuals. Not sure how I could model it here.

TvTropes said:
Mars, however, works differently from most in that all members are their own individuals. They relay information to each other, and there is a distinct unified "Mars" meta-personality that can take possession when appropriate, but all information is not immediately shared; the hive mind is divided in two, like the hemispheres of the brain
 
@Wiz Will the Immortal Hive Mind Consciousness have random leader traits like other starting leaders, or something special?

I really hope it's something special. The 'leadership' of a hive mind is the collective consciousness of the whole species, not some distinctive entity who tells everyone else what to do. I hate it when sci-fi undermines the 'hive mind' aspect by introducing a Borg Queen or whatever with an individual personality. Hive minds don't need a chain of command. There are similar issues with governors, scientists and so on in a hive mind - really, no one individual member of the species is going to be that significant. An individual scientist would be like one neuron in the whole brain.

Similarly, when we make diplomatic contact with a hive mind as a non-hive mind, the face on the other end should be a random drone that changes from time to time, not some fixed character. Diplomacy between hive minds may be different, as they might be able to perceive each other directly.

I've wanted to create Mars from 'A Miracle of Science'. Its a hive mind, but all of its members are individuals. Not sure how I could model it here.

Oh yeah, this is one of my favourite fictional collectives. It's a soft hive mind though, which is a more difficult concept to get across in Stellaris. It might make more sense for something like this to emerge through Ascension (essentially what has happened in A Miracle of Science - the Martians are still humans, just with a ton of cybernetic upgrades that have turned them collectively into something more).

A 'hard' hive mind, where the members have evolved to be fully integrated into the hive and can't survive independently (like ants), makes more sense as a basic starting setup.
 
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Is it just me or is the "Syncretic Evolution" civic absolutly terrible? It's a one-off civic that, at most, provides a tiny boost to minerals and food production early on in the game through their subservient, strong species working them. It's not even that much of a bonus since it replaces your main-species pops, instead of adding additional pops to your start. Maybe gives a better way to deal with the decadent species start. But those advantages will be pretty much null and void by the time you have conquered some other species anyway. So it will be pretty much useless in late-game and it's questionable how more beneficial it is in early game, compared to other civics.
 
Is it just me or is the "Syncretic Evolution" civic absolutly terrible? It's a one-off civic that, at most, provides a tiny boost to minerals and food production early on in the game through their subservient, strong species working them. It's not even that much of a bonus since it replaces your main-species pops, instead of adding additional pops to your start. Maybe gives a better way to deal with the decadent species start. But those advantages will be pretty much null and void by the time you have conquered some other species anyway. So it will be pretty much useless in late-game and it's questionable how more beneficial it is in early game, compared to other civics.
Yes I was pretty underwhelmed with the robot version aswell, especially considering how cheap it is the reform your whole goverment. How can as you said slight bonuses to minerals and food compete with having a easily swapable trait that affects your whole empire? Its really SAD because its so cool for roleplaying. Please WIZ!

PS: this is all based on first impressions and might be very inaccurate.
 
The Hive has no concept of good or evil, just following the nature of the Hive and its Master.
Firstly I'd say a Hive Mind can be more than one way, as it is supposedly sentient. While processing might be the natural solution it should be able to choose to do differently through the active effort of mercy (so displacement).

Even if The Mind does not feel compassion or acknowledge any morals in the act, there'll still be the diplomatic value in restraint. The option would be nice.
 
In the current game the Advanced version of Direct Democracy (materialist democracy) is Subconscious Consensus:
This government is an advanced form of materialistic democracy, where citizens are required by law to carry an implant which enables them to instantly cast their vote during referendums.

It sounds like it's close to a hive mind but people retain a degree of individuality, I would guess that is close to what the Synthetic ascension path would allow.
 
Oh ye of little faith. We already have the next two big expansions planned out in broad strokes.

Titans, dreadnoughts, planet destruction / super weapons, armies and war/fleet rework, is my bet on the next dlc.
I base that on ''The journet ahead'' devdiary and the most common stellaris community desires.

Huehuehue.
 
Is it just me or is the "Syncretic Evolution" civic absolutly terrible? It's a one-off civic that, at most, provides a tiny boost to minerals and food production early on in the game through their subservient, strong species working them. It's not even that much of a bonus since it replaces your main-species pops, instead of adding additional pops to your start. Maybe gives a better way to deal with the decadent species start. But those advantages will be pretty much null and void by the time you have conquered some other species anyway. So it will be pretty much useless in late-game and it's questionable how more beneficial it is in early game, compared to other civics.
It does indeed feel like a very brief bonus with long term negatives. If it has some sort of loyalty unmatchable through just uplifting another species, then it might have some justification. Still feels like hamstringing yourself.

Maybe it'd be better if Mechanists or Syncretic Evolutionists were given the opportunity to research a mid/late-game tech unlocking another civic to replace their loss?

Oh, and the Mechanists sound far worse from the description. Real pops replaced by early robots? Robots can be research pretty early anyhow. Maybe they'd be immune to AI revolution perhaps? Definitely seems weak without something, but I suppose it's still fine for a RP choice.

Then again, perhaps the Civic itself has good bonuses. Then you are only sacrificing the ability to pick 2 other ones.
 
Release it finally!

I usually wait for polish and first content update to buy stuff. Considering that I want to buy Stellaris since Christmas I was quite patient in the past, i guess. :D

PS: Why does quotes and smilies didn't work in that forum anymore? I didn't change anything on my computer and even disabled Adblock for this forum.
 
It does indeed feel like a very brief bonus with long term negatives. If it has some sort of loyalty unmatchable through just uplifting another species, then it might have some justification. Still feels like hamstringing yourself.

Maybe it'd be better if Mechanists or Syncretic Evolutionists were given the opportunity to research a mid/late-game tech unlocking another civic to replace their loss?

Oh, and the Mechanists sound far worse from the description. Real pops replaced by early robots? Robots can be research pretty early anyhow. Maybe they'd be immune to AI revolution perhaps? Definitely seems weak without something, but I suppose it's still fine for a RP choice.

Then again, perhaps the Civic itself has good bonuses. Then you are only sacrificing the ability to pick 2 other ones.
Do consider though, that both pops will grow independently of each other, so your growth rate will basically be doubled.
 
So, since non-hivemind pops can't survive in a hive mind empire and vice versa, does this count as purging?
Especially, does it count as purging when the hivemind pops die in my non-hivemind empire?

If not, would it be possible for me to gene-mod an offending population to be hiveminded, just to get rid of them without diplomatic maluses?

Or do I just get evil points for that idea?
 
I noticed that all the civics shown have a listen cost of 1; will there be any differently-costed civics? Either a very beneficial 2-cost civic, or maybe a terrible -1 cost civic like 'Bureaucratic Distopia', that gives penalties but allows you to pick an additional beneficial civic?
 
You still have the base growth rate though, and twice as many pops growing simultaneously.
I guess. Still pretty miniscule difference, which is matched by obtaining any new planet or pop by migration.
I noticed that all the civics shown have a listen cost of 1; will there be any differently-costed civics? Either a very beneficial 2-cost civic, or maybe a terrible -1 cost civic like 'Bureaucratic Distopia', that gives penalties but allows you to pick an additional beneficial civic?
I doubt it, but seeing as they are doing it like this then that should be possible in a mod at least.