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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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I would argue that you have a very rigid definition of a term "hive mind".

https://en.wikipedia.org/wiki/Group_mind_(science_fiction)
If you want to talk about swarm intelligence, something we actually see in nature, we can talk about that. But that is a distinct thing from a hive mind- hive minds are a fictional concept. Xenomorphs don't really display a hive mind. They're also irrelevant for trying to model an empire in Stellaris off of- because they're animals with no spacefaring capacity.
 
If animals that live in a hive don't have a hive mind to you, I think you have a pretty useless definition of hive mind. Obviously in real life they're not psionic, but their instincts drve them to serve the queen at the expense of everything else, and most if not all bees follow this instinctive drive. There's no reason to necessarily imagine the hive minds in stellaris are psionic, that's just fluff.
Swarm intelligence is real- it is also distinct from a "hive mind". "Hive mind" is a pop-culture term referring to something that doesn't actually exist in nature. Bees or ants aren't so much "serving the queen" as the queen just occupied a reproductive caste role. Ants will kill their queens or imprison them if they misbehave. Bees have individual personalities. There's no such thing as a "hive that slavishly obeys its queen as an extension of her" in nature.
 
Swarm intelligence is real- it is also distinct from a "hive mind". "Hive mind" is a pop-culture term referring to something that doesn't actually exist in nature.
I disagree. I think you're making a sharper distinction than actually exists. Yes, it may be something that only exists fully in fiction, but I don't think there's a clear boundry between swarm intelligence and hive mind.
 
@Wiz I've been wondering, is it possible to be fanatical purifiers and also be able to access The Shroud? I have a role play idea where a species wants to destroy ALL life (including their own species) by making a covenant with The End of the Cycle from The Shroud.
 
I disagree. I think you're making a sharper distinction than actually exists. Yes, it may be something that only exists fully in fiction, but I don't think there's a clear boundry between swarm intelligence and hive mind.
Pop culture pretty consistently depicts hive minds as mindless drones serving a centralized intelligence, be it an incorporeal entity or a queen- that's just not reflected by anything in reality. The term is misleading to use in reference to nature and "swarm intelligence" is a much more relevant and accurate concept to call on in such discussions.

If you want to talk about hive minds, we can- but the term is meaningless when referring to actual eusocial organisms.
 
@Wiz I've been wondering, is it possible to be fanatical purifiers and also be able to access The Shroud? I have a role play idea where a species wants to destroy ALL life (including their own species) by making a covenant with The End of the Cycle from The Shroud.
You can't (without mods) start on the psionic ascension path unless you're a Spiritualist. FP's ethos doesn't include it.

But you can in theory start as F.Xenophobes-Spiritualists, pick up Psionic Theory (required to start the psionic ascension), then try to switch your Spiritualist to Militarist and eventually reform your government to add the Fanatic Purifiers civic. While the Shroud is accessible from the Contacts tab, it's not really diplomacy so I don't see why you couldn't interact with it. I mean being an Awakened Empire's subject also disables most diplomacy but you can still communicate with Enclaves and such.
 
Going back a bit here's what the game currently considers "Fanatic Purifiers cannot engage in diplomacy" to mean, taken from the wiki:
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    Threat concern
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    Trade
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    Defensive pact acceptance
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    Federation acceptance
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    Migration acceptance
  • 24px-No.png
    NAP acceptance
 
If animals that live in a hive don't have a hive mind to you, I think you have a pretty useless definition of hive mind. Obviously in real life they're not psionic, but their instincts drve them to serve the queen at the expense of everything else, and most if not all bees follow this instinctive drive. There's no reason to necessarily imagine the hive minds in stellaris are psionic, that's just fluff.

Animals who live in a hive don't have a hive mind because they simply don't have a mind. They can show swarm intelligence in their behaviour, but intelligent behaviour is not the same as what we usually refer as a mind. By contrast, sci-fi hive minds are consistently described as having, well, a real mind, with self-awareness, agency, personality, etc. Sometimes they are described as mindless drones controlled by an fully intelligent "queen" (Ender's Game for example), sometimes the mind is presented as an emergent property of the individuals, the first sort being more common, although IMO less interesting. (Hive minds first appeared in american sci-fi in the 70s as a metaphor of communism and the USSR, which may explain this.)

Worker bees don't "serve the queen at the expense of everything else". The queen is just another component of the hive whose purpose is reproduction. It is an important component and the queen is basically a single point of failure, so it makes sense that caring for her and protecting her is very important in the bees' behaviour. But nobody "serves" the queen and the queen has no authority or direct influence on workers - every bee, queen or not, is just behaving according to its genetic program and local environment.
 
But that is a distinct thing from a hive mind- hive minds are a fictional concept.
Nope, that term isnt exclusive to science fiction but also used in many popular science articles.

https://www.scientificamerican.com/article/you-have-a-hive-mind/

Hive mind is a broad and generic term that can be a synonym for a swarm intelligence or a universal mind depending on circumstances of it's use. Please, read some Wittgenstein first, then argue about semantics of such broad terms.
 
Um, what? Xeno is used (which just means other in some old language, I forget which) with various suffixes, but I've never seen Xenomorph used.

greek : ) something not to forget.

Xenomorph in alien.
Cant remember if it was ever mentioned in the films but I do recall that the term xenomorph was frequently used in the various books of the franchise. In the end "xenomorphing" is what the "aliens" do. They infest and breed "alien forms" (xenomorphs) of their victims.

Xenomorph in stellaris.
One of the upgrades for armys is called xenomorphs.
Something easly to be overseen.
 
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Is there a Roman Empire type of Government? With an Emperor and a Senate and/or constitutional monarchys? You know, best of both worlds etc.
you do know that the Roman Empire wasn't really all that much senate when it became, ya know, the Empire. The senate had way less power and was basicly a set of old people discussing useless topics due to the Emperor having all the power.
 
I would also like to see that the fanatical purifiers don't require you to have the militarist ethic, just so you can get some spiritualist Emperium of Man action in there aswell.
I was thinking the same thing. I'm fairly sure that the current fanatic purifiers require either militarist or spiritualist in addition to fanatic xenophobe.
 
They actually require Fan. Xenophobe and militarist as of right now, however for their personality in the current game you just need Fan. Xenophobe and indeed either spiritualist or militarist.
 
I was thinking the same thing. I'm fairly sure that the current fanatic purifiers require either militarist or spiritualist in addition to fanatic xenophobe.

According to the wiki it is collectivist rather than spiritualist (which is supported by the fact that when I do see spiritualist fanatical xenophobes in the game they are usually evangelizing zealots). But I nevertheless agree and think that assuming that you are not egeletarianist or pacifist being a fanatical xenophobe should be the only requirement.
 
Nope, that term isnt exclusive to science fiction but also used in many popular science articles.

https://www.scientificamerican.com/article/you-have-a-hive-mind/

Hive mind is a broad and generic term that can be a synonym for a swarm intelligence or a universal mind depending on circumstances of it's use. Please, read some Wittgenstein first, then argue about semantics of such broad terms.
Conflating the two terms is needlessly misleading and unhelpful- IRL, we have swarm intelligences. In faction, we have hive-minds. "Hive mind" calls to the imagination a very particular arrangement, and using the term to refer to things in nature (or in fiction which the arrangement does not fit) misinforms people of what those things act like.
 
Nope. In-game, right now, it's Militarist or Collectivist. Spiritualist does not produce Fanatic Purifier behaviour.

I would like to see more then just one ethic set up to be able to choose the fanatical purifier civic.
Authoritarian/ fanatical xenopbobes sounds logical.

Maybe they didnt wanted to brandmark authoritarians automatically "evil" as it was the case with collectivists (best ethic for slavery and purging).
 
Conflating the two terms is needlessly misleading and unhelpful- IRL, we have swarm intelligences. In faction, we have hive-minds. "Hive mind" calls to the imagination a very particular arrangement, and using the term to refer to things in nature (or in fiction which the arrangement does not fit) misinforms people of what those things act like.
Maybe be for you "Hive mind" calls to the imagination a very particular arrangement, but only for you and similiar minded individuals. It may not mean the same to other people and you have no right to decide what such a term means. Lots of resources including wikipedia consider Xenomorphs to have a hive mind and you can't force your personal opinion on people just because they disagree with semantics.