• 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:
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.
There's definitely some funky succession stuff that can go down in eusocial hives, yeah, and the biological wiring of castes imparts certain behaviours, absolutely. The important thing to remember is that neither of those are in service to an individual- the entire reason "swarm intelligence" is so interesting as a field of research to many people is that its an emergent property of a complex system and that its very, very good at solving certain types of problem. Ants and bees have pretty much mastered the Travelling Salesman logistics problem, not through any form of overseeing intelligence that can consider or direct around it, but simply through the independent actions of many, many agents working off of their limited awareness of each other's actions.

This is all why I'm so keen on keeping the distinction between a "hive mind" as popularized by pop-culture media and the actual behaviour and reality of eusocial organisms separate- the very use of "hive mind" as a term is damaging to how people understand the behaviour of IRL hives.
 
i bet when you go on the bio ascension path and get the ability to add pops to your hive mind that you will get a new "assimilation" wargoal, just like they merged purge and cede to a cleanse wargoal
 
No, a hive mind or swarm intelligence isn't what ants and bees are. In fact, bees are quite independent and capable of independent learning: https://www.sciencedaily.com/releases/2017/02/170223142100.htm (okay, bumblebees, not 'bees'), there is no evidence of any sort of psychic link that connects all of them where they share the same 'mind'.
Idon't think you understood the point of my post and you managed to directly contradict the person you were trying to support.
 
I'm really not, and that's the problem. Pop-culture is the ruling definition of what a "hive mind" is, and its a definition entirely inaccurate to actual eusocial animals. Using it in relation to them limits how people think about them and how they understand them, whereas the reality can be far more interesting.
I disagree that the definition as conceptualized by you is the definition as conceptualized by most people.
 
@BlackUmbrellas is right about how ants work. The queen does not order anyone around, there is no shared "mind". It is swarm intelligent, from relatively simple behaviour at the individual level, complex behaviour emerge at the swarm level.

On a somewhat related topic this what can be done with swarm intelligence and robots: https://wyss.harvard.edu/technology/swarm-robotics-kilobots/

Something we are more likely to see outcome in our everyday life during our life time, than strong AI.
 
"Eusocial" would be a nice trait, but I'm not sure what it would do. Maybe Pops would specialize for their tile, with a short term penalty for switching?
Maybe Syncretic Evolution could reflect a worker/warrior caste if the species portrait of the "servant" race is close enough to the dominant species.

There's definitely some funky succession stuff that can go down in eusocial hives, yeah, and the biological wiring of castes imparts certain behaviours, absolutely. The important thing to remember is that neither of those are in service to an individual- the entire reason "swarm intelligence" is so interesting as a field of research to many people is that its an emergent property of a complex system and that its very, very good at solving certain types of problem. Ants and bees have pretty much mastered the Travelling Salesman logistics problem, not through any form of overseeing intelligence that can consider or direct around it, but simply through the independent actions of many, many agents working off of their limited awareness of each other's actions.

This is all why I'm so keen on keeping the distinction between a "hive mind" as popularized by pop-culture media and the actual behaviour and reality of eusocial organisms separate- the very use of "hive mind" as a term is damaging to how people understand the behaviour of IRL hives.
The Hivers of Sword of the Stars have a single Queen and hundreds of "Princesses" who can spawn every other caste but female breeders, only the Queen can produce new Princesses. And when a Queen dies her daughters have a civil war, the winner eats her ovaries and becomes the new Queen. They're not hive-minded though, each Hiver is an individual who just really loves his mother.
 
The Hivers of Sword of the Stars have a single Queen and hundreds of "Princesses" who can spawn every other caste but female breeders, only the Queen can produce new Princesses. And when a Queen dies her daughters have a civil war, the winner eats her ovaries and becomes the new Queen. They're not hive-minded though, each Hiver is an individual who just really loves his mother.
That's certainly some fun fiction, I'm just not sure how its relevant besides a psuedorelated factoid.
 
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.

Nice! But should Hive Mind homeworlds have sprawling slums as tile blockers, then? :confused:
 
I disagree that the definition as conceptualized by you is the definition as conceptualized by most people.
It's seems to common enough. And the conflation between hive mind and eusocial seems to be common as well.
 
I disagree that the definition as conceptualized by you is the definition as conceptualized by most people.

BlackUmbrellas provided NUMEROUS quotes from this very thread alone of people assuming rl insect hives worked more or less like the fantasy Stellaris hiveminds (minus the psychic part, but still believing that drones were controlled by an individual). Just on the last page, someone chimed in with the mistaken belief that rl insect hives were under the 'control' of 'individual' queens! They very graciously accepted correction.

At this point, you've just got your head in the sand, blatantly lying because you are so unwilling to admit you were wrong. Many, many people DO think rl insect hives are literally feudal or something. There have been plenty of examples. And you keep flatly denying this happens - ironically, because you falsely believe everyone else shares YOUR definition.