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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 appreciate your help, but I will point out that "swarm intelligence" is indeed something seen in real life- it specifically refers to the highly efficent emergent problem-solving that comes out of eusocial hives. As a swarm, an ant hive is far more intelligent than any single ant, but that's a property of their individual actions building off of each other in very complex and intricate patterns.

http://phenomena.nationalgeographic...ds-single-ants-beat-colonies-at-easy-choices/

Ants, just like humans, can achieve something greater by working together, but they can also fail due to mob mentality. So why does no one call a group of humans working together a "swarm intelligence"? Probably a mix of confirmation bias, the human ego, and memes (Bees have a hive and are a part of a swarm.... Humans are not a part of such labels.... Theres a concept called hive mind and swarm intelligence.... BEES HAVE A HIVE MIND AND SWARM INTELLIGENCE OMG).
 
http://phenomena.nationalgeographic...ds-single-ants-beat-colonies-at-easy-choices/

Ants, just like humans, can achieve something greater by working together, but they can also fail due to mob mentality. So why does no one call a group of humans working together a "swarm intelligence"? Probably a mix of confirmation bias, the human ego, and memes (Bees have a hive and are a part of a swarm.... Humans are not a part of such labels.... Theres a concept called hive mind and swarm intelligence.... BEES HAVE A HIVE MIND AND SWARM INTELLIGENCE OMG).
That's a valid observation, and one I've actually brought up- as I said earlier, ants are surprisingly less alien-seeming the closer a look at their "society" and organization you get. I almost made a more elaborate post towards that point, even ("Isn't it fascinating that, despite each primate only having a limited capacity for intelligence, they're able to enact massive coordinated movements through simple short-range verbal communication? Why, they've even organized in so many consecutive layers that they've manufactured complex devices that permit their communication to cross vast distances, using this to mobilize entire industrial and trade networks! Impressive for such tiny, primitive intellects!"). Still doesn't change that the particular pattern of cooperative, interlocking behaviour that creates that behaviour in eusocial organisms is known as "swarm intelligence", though.

The fact that ants have, in some cases, developed complex agriculture despite not being sapient is relatively unique and bears study of the mechanics that allow such. Sure, we filter that research through a somewhat humanocentric lens, but "swarm intelligence" is still a viable way of describing the phenomenon.
 
As long as there's a civic to build an oversized ship.
 
This is meant to be one of the key differences and primary drawbacks of being a Hive Mind, so it's going to stay, sorry. You can of course mod it away.
Well you can just displace them right?
 
You dont even make sense. All i said is that BlackUmbrellas debates semantics, while ignoring the meaning others put into the word. You can't define words because you want to. Words shift their meaning depending on the way they are used by the vast majority, it's basic linguistics.

Actually most scientific and professional spheres have some authorities or expert groups to define terms. Because when the precise meaning of a term matters to their work, relying on "most will read it the right way" is just not feasible.

Besides, what is your aim with conflating hive minds and ants/bees ? To have hive minds in Stellaris that are not capable of abstract thinking and act purely by instinct ?
They would be 1) not playable and 2) pretty boring to play against.



As to developer understanding of the term "hive mind", much can be deduced by how they implemented it:
- a collective personality that emerges from biological beings with a specific kind of psionics (developer description). I believe this was driven by practical needs, to not have to redo writing for various synth and shroud events
- the collective personality is capable of abstract thinking and communication (diplomacy, science). It can also delegate parts of such thinking to individuals (autonomous drones)
- the collective defines preferences/policies for all society (no happiness)*
- collective beings are completely incompatible with non-collective beings within one society (auto purging/dieoff) - though this was admitted to be driven by balance more than concept

* note that this does not preclude drones having their own personalities or likes/dislikes. It means that drones only have choice in those matters that do not rise to the attention of the collective. For militaristic hive minds, and in most sci-fi settings, this is things like battle tactics and personal combat. But for a peaceful hive mind it could just as well be family life or aesthetic details.
 
This is definitively the greatest new thing to be coming with the Banks and Utopia update/add-on; Or I could be wrong and I'm still high on more custom options for race creation. So many great things about Banks and Utopia, Hope it gets available before Mass Effect: Andromeda.

Anyone else notice that Planet Capitals/Admin Buildings now produce Energy and Unity points? It's seeable in the last screenshot.

The one 'bad' thing I can think of for this, basically overhaul, is that Mods that have custom races are going to have be rewritten; that's going to practically take them out of commision for a likely a significant amount of time. But on the far brighter side of this, Modded Races will need less "tricksy" custom doohickies for getting a recreated Sci-Fi race's government just right.

One thing I still haven't been able to learn about with the Banks update though is will there be a new "Mineral Silos for Energy" building, the eponymous Bank.
 
This is meant to be one of the key differences and primary drawbacks of being a Hive Mind, so it's going to stay, sorry. You can of course mod it away.

What if we're RPing as a pacifistic/xenophilic hive mind? Isn't it different and a drawback enough that we can't make use of non-hive mind pops? Functionally, expulsion is the same as eating them, except worse for the hive mind (because you don't get any food, and potentially strengthen rival empires with refugee pops).
 
What if we're RPing as a pacifistic/xenophilic hive mind? Isn't it different and a drawback enough that we can't make use of non-hive mind pops? Functionally, expulsion is the same as eating them, except worse for the hive mind (because you don't get any food, and potentially strengthen rival empires with refugee pops).
Isn't that a contradiction in terms? You're not a particularly pacifist hive if you're annexing planets. I dare say if you don't want to encounter issues with alien pops, don't conqueror their planets. A better option would be to maintain satellite vassals and feed any conquered planets to them.
 
Personally I don't understand the enthusiasm everyone seems to have here about discussing "irl hiveminds", as they more or less don't exist or at least are not found yet. Ants are practically preprogrammed appendages to the queen whose capacity of initiative is that of a RoboLab bot. Bees are have a somewhat free will and rudimentary language, but a lot of their potential is still being supressed by the queen's pheromones. But the thing is, that none of those are "Hive Minds" as they are not one entity, but rather many entities with strict, biologically-reinforced hierarchy. Fanatic collectivist+conformist, basically. Hivemind? No. (And yes, I'm aware that it fits the stats of current Hive Mind.)
 
Ants are practically preprogrammed appendages to the queen whose capacity of initiative is that of a RoboLab bot. Bees are have a somewhat free will and rudimentary language, but a lot of their potential is still being supressed by the queen's pheromones.
Again- that's blatantly false.

But you are right in saying they're not hive minds.
 
This is definitively the greatest new thing to be coming with the Banks and Utopia update/add-on; Or I could be wrong and I'm still high on more custom options for race creation. So many great things about Banks and Utopia, Hope it gets available before Mass Effect: Andromeda.

Anyone else notice that Planet Capitals/Admin Buildings now produce Energy and Unity points? It's seeable in the last screenshot.

The one 'bad' thing I can think of for this, basically overhaul, is that Mods that have custom races are going to have be rewritten; that's going to practically take them out of commision for a likely a significant amount of time. But on the far brighter side of this, Modded Races will need less "tricksy" custom doohickies for getting a recreated Sci-Fi race's government just right.

One thing I still haven't been able to learn about with the Banks update though is will there be a new "Mineral Silos for Energy" building, the eponymous Bank.

For the last couple streams also farms produce more food. I will have to check the frontier clinic but all numbers are not final as Wiz stressed.
 
ohmygodohmygodohmygodohmygod!

I love psionics and machines. But I also love hive minds. So I am very, very conflicted.


GIF NAO! @_@

There are SO MANY things in these screenshots I want to hover over to see the tooltips! This is unbearable AAAAAH!

Princess Stabbity, I LOVE your asari mod, I hope that little vid above this quote gives you a new Idea. ;)

#Edit: When will we finally be worthy of a release date for this wonderful, wonderful Utopia? :(
 
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Helpfully proving my point that "insects are hive minds" is an infective and inaccurate pop-culture meme that shapes how people think about IRL topics...

Actually you sound more like Trump than either myself or others do.

Science is science, you just want to ignore it because it doesn't support 'your' point of view.
A worker ant has NO choice in whether it is a worker or not, it is a decision forced upon it by a single entity with the community within which it lives.
Sure it has plenty of choice in which direction to forage in, but that really is the sum total of it's individuality.
But it does not have the individual freedom to say "I don't want to be a worker anymore, I'm going to be a soldier to change it up a bit"

How does a shared consciousness work ?
Science can only speculate and hypothesise
Because we have NO real world examples of a shared consciousness outside of science & fantasy fiction.

A hive mind is NOT a shared consciousness
it is a collection of individuals working co-operatively towards a common goal
In all real world examples of these social organisms that co-operation is controlled and directed by a single individual
typically through pheromones

but you believe whatever it is you want to believe, why let science stand in the way
 
ohmygodohmygodohmygodohmygod!

I love psionics and machines. But I also love hive minds. So I am very, very conflicted.




Princess Stabbity, I LOVE your asari mod, I hope that little vid above this quote gives you a new Idea. ;)

#Edit: When will we finally be worthy of a release date for this wonderful, wonderful Utopia? :(

Awww! Thank you! <3 And oh yes, we have enough ideas to keep us busy forever. Foreeeever! ,_,

But I'm sure VJ will be back from her break soon to update the Mass Effect Theme Pack in the meantime. Utopia will defo bump the Rachni up the priority list n_n
 
And why is that "blantantly false"?
Because it falls into the, well, blatantly false mentality that a queen has control over her hive. Especially with ants, that's just not true. A queen is just one more specialized role within the hive- in many ant species, queens can be imprisoned or killed by her daughters if she misbehaves, and in a pinch the daughters can actually produce eggs on their own.

The idea that workers are "preprogrammed extensions of their queen" just isn't reflected in nature, and the idea that workers in a nest are "being held back from their potential by the queens pheromones" is laughable.

Really, you should do some reading on this stuff- it doesn't have as much public visibility because the sort of research into eusocial insect structure is more recent and drowned out by the pop-culture idea of how an insect hive works, but its fascinating stuff.

Actually you sound more like Trump than either myself or others do.

Science is science, you just want to ignore it because it doesn't support 'your' point of view.
Says the person arguing words can just mean whatever because lots of people think they do, sure.
 
Because it falls into the, well, blatantly false mentality that a queen has control over her hive. Especially with ants, that's just not true. A queen is just one more specialized role within the hive- in many ant species, queens can be imprisoned or killed by her daughters if she misbehaves, and in a pinch the daughters can actually produce eggs on their own.

The idea that workers are "preprogrammed extensions of their queen" just isn't reflected in nature, and the idea that workers in a nest are "being held back from their potential by the queens pheromones" is laughable.

Really, you should do some reading on this stuff- it doesn't have as much public visibility because the sort of research into eusocial insect structure is more recent and drowned out by the pop-culture idea of how an insect hive works, but its fascinating stuff.
I see. Well, they are still biologically speciliased to a specific role and don't willingly cooperate, but rather futhfill their preprogrammed role. We can remember the exploding ants, for instance. Whilist I agree that it's been a while since I read anything about ants, it is true that they have the same genome and thus same potential before they get specialised. Reminds me of body cells, really. Besides, it is common for heirs to kill the current hive "leader", we can take bumble bees for instance. But I see what you mean, thank you.