• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
2017_02_23_3.png


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.
2017_02_23_3_5.png


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.
2017_02_23_4.png


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.
2017_02_23_6.png


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.
2017_02_23_8.png


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.
2017_02_23_9.png

2017_02_23_11.png


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.
2017_02_23_12.png


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!
 
Last edited:
  • 1
Reactions:
Yay! Now all we need are nomads that can strip planets of all their resources and I can finally do Tyranids :D
The shadow of the warp is coming! Consuming mind, body, and soul!
 
I think the issue is that the Hive Mind is interstellar here; a "traditional" hive mind would collapse if it was spacefaring, because it's been disconnected from the means it uses to keep in contact with the individual segments of its consciousness. Psionics provides a good excuse for cohesive consciousness across planets.

There are other way to deal with interstellar distance to a Hive Mind. They don't have to be exclusive to Psi only.

You could deal with distance between Hive Mind clusters by having both running in parallel, as far to deciding what to do with local issues, and collectively come together to make decide to go to war and other high level issues.

A good analogy would be to have distributed computing power, also known as cloud computing, where a single program is being run across multiple devices and all come together to present a coherent result.
 
Dictatorial: Rulers are elected but rule for life.
Imperial: Rulers rule for life and are succeeded by appointed heirs on death.

Just a little Issue ...
I would use different Colours: Red for the dictatorial and Purple for the imperial One, because Red fits into the Green-Yellow-Red-Axis and Purple is the associated Colour for Royalty.
 
Last edited:
I was drawing up a plan to try out fanatic militarist xenophiles for my first go-round when I got around to catching stellaris on a sale, playing as "the federation's unequaled sword and shield" and stuff. Civics and everything sound very cool, generally (albeit I might miss the tiny bits of unique identity that can be gleaned from particular government forms, as in having "being an advanced military republic" as the reason I have the most valorous army in the galaxy, as planned). I do hope I'll be able to find a way to turn the tables on those "purifier" zealots, though.
(Admittedly, something that immediately comes to mind is "the ability to make friends." :p)
 
Last edited:
While I do like the concept of civics, I'm really disappointed by two things:

1) Syncretic evolution - While the Syncretic evolution trait might be pretty neat, as the boni from strong and proles (+extra traits?) is pretty neat, the fact they are completely random is severely disappointing. It basically just means I would have to do more restarts to get a situation I like.
2) Meanwhile Mechanist just seems completely useless, it means taking a massive hit to early production while you build up an energy surplus (which could be disastrous if you dont have a lot of potential energy mines nearby), just so you can get some pops that give a very minor bonus to food and minerals? The robot tech is already easily accessible very early on, so It honestly seems like it might be more of a burden than a bonus. I can tell you now, that even though I love playing with synthetics, I would never once play with this civic.
3) Hive Minds - Essentially, playing a Hive Mind is just like playing Stellaris on release. While I think its good that internal politics should be gone in a Hive Mind, the fact that you would have almost no control over anything is a bit disappointing, and it seems like you are pigeon-holed into a very specific and narrow type of hive mind. Please, please, please allow multiple types of purging if only for the sake of sanity.

Overall, while I have been very excited about Utopia, this developer diary was the first one that was actually flat out disappointing.
 
Two things...

Can I make a fanatic purifier hive mind? Or will I have to mod?

Does being attacked by a fanatic purifier give other civics special options? I'm thinking something along the lines of
a special "The universe isn't big enough for the both of us" CB that basically allows total war.
 
Nice!

I'm especially like the the concept of the "Syncretic Evolution" civic. Any chance we could see this expanded into one or both of the following:

1. Give us the ability to custom design the minority species.

2. Rework it or add a similar civic that allows us to create and chose a limited number of minority species, allowing you to start the game as a multi-species civilization.
 
I do hope the synt ascension also allows you to form a hive mind (as option). The Borg are simply too much of a Sci Fi trope to not represent them in Stellaris.
 
Mechanists seems like a very weak pick, since it will only provide technologies you could have researched anyway and a few robots (which you could build later), while permanently taking up a slot which could otherwise be used for benefits which never expire. Even as a roleplaying matter I can't imagine ever taking it.
 

1.In my opinion rule over another hive-mind species from an hive-mind one shouldn need at least some processing, maybe a special research.

2. Also, what happen if in my empire I have hive-mind species as non hive-mind?

So long as they have the same portrait and name, they would see each other as the same species.

What happen if the species is gene modified (sometimes they change name)? I think that should exist also laws about the these kind of things.

I do hope the synt ascension also allows you to form a hive mind (as option). The Borg are simply too much of a Sci Fi trope to not represent them in Stellaris.

Agree, a non individualistic robot civilization, skynet style is a must. Maybe should exist some kind of special civic to do a robotic hive mind from start.
 
Mechanists seems like a very weak pick, since it will only provide technologies you could have researched anyway and a few robots (which you could build later), while permanently taking up a slot which could otherwise be used for benefits which never expire. Even as a roleplaying matter I can't imagine ever taking it.
It's still 2 free techs plus free robots, who have a good resource output bonus. I'd take that immediately with some of my civs.
 
Really nice! But in future expansions i do hope that we may have an option to became an "endcrisis" after a big final project in the endgame.

I would love to take the hive mind to a new level and be able to create a swarm and literally eat all the other empires. Or become so obsessed with synthetics to consider eliminate every "flawed meat species". Or even more, advance in psyonics and think that my specie are god-like creators and demand new slaves or demand more energy to maintain some psy ostentation.
 
Hive minds and ethics.

The Buggers in Orson Scott Card's Ender series are actually aghast, horrified, to find out that they haven't been killing almost entirely drones during the war, but that everyone they killed was a person, like one of their queens.
 
It's still 2 free techs plus free robots, who have a good resource output bonus. I'd take that immediately with some of my civs.

Take it and get hella trait points for taking Nonadaptive. Keep your wimpy meat-pops on the Homeworld or in orbital habitats, and use efficient robot citizens to strip-mine those non-ideal planets.
 
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.
In the current game I'd say "Subconscious Consensus", maybe there's a civic resembling that.

To a hive mind, captive populations could be seen as simply captured organic components, and that it's completely fair and normal to devour them. It'd probably be baffled as to why the Human-mind doesn't eat its captured organic components in turn.
And killing a few thousand drones out of billions would be like taking a minor wound instead of killing.

Yeah, machinists will make for a pretty great start. But as for syncretic evolution... well, I normally hate drawing assumptions about balance for features that haven't been seen yet, but unless it means starting with more pops, I just can't imagine how it'd be worth a permanent civic.
Syncretic evolution sounds like it would encourage min-maxing your primary species traits towards "weak but smart", you could have a species with the Intelligent, Thrifty, Decadent, and Weak traits and your Empire would have bonuses to everything but food from the start.
There are other way to deal with interstellar distance to a Hive Mind. They don't have to be exclusive to Psi only.

You could deal with distance between Hive Mind clusters by having both running in parallel, as far to deciding what to do with local issues, and collectively come together to make decide to go to war and other high level issues.

A good analogy would be to have distributed computing power, also known as cloud computing, where a single program is being run across multiple devices and all come together to present a coherent result.
Maybe that could be what Governor "autonomous drones" represent, subservient hive nodes.
 
I was hoping that I could get an empire made up of groups of smaller hive minds. Like multiple anthills or beehives working together.
 
Maybe that could be what Governor "autonomous drones" represent, subservient hive nodes.

That is certainly one way to interpret it.
 
Hive minds and ethics.

The Buggers in Orson Scott Card's Ender series are actually aghast, horrified, to find out that they haven't been killing almost entirely drones during the war, but that everyone they killed was a person, like one of their queens.

This why Hive Minds as implemented don't make too much sense. Just any diplomatic contact should inform a Hive Mind that its not dealing with another Hive Mind, but that what it thought were drones are individuals. Now its possible that a Hive Mind may not be set up to be able to deal with Pops that aren't part of the hivemind, so it seems that the best option would be to let them to migrate off.