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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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Question: What is the likelihood of a Hive Mind Fallen Empire?

Nil AFAIK because all four of them are based on a single fanatic ethic. Unless they add a fifth FE that is a hivemind. And I'm not sure how a hive FE would work, obviously one that failed to complete biological ascension. How the hivemind FE would interact with the War In Heaven stuff, no clue either.
 
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It's seems to common enough. And the conflation between hive mind and eusocial seems to be common as well.
You seem to be agreeing with me. Or at least saying that his definition and the one I am talking about are relatively similarly supported.

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.
Please quote this for me

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.
Are you being purposefully dense? I didn't say nobody thinks ants are feudal or something of the sort, but if you think that the MAJORITY of people do, then you have even less faith in human intelligence than I do. I think it's patently absurd to say that the majority of human beings believe that hive animals take direct orders, telepathically or otherwise, from the queen. And that's not even that relevant to the conversation we're having as belief in the functioning of real life hives has little to do with one's conception of a "hive mind", "swarm intelligence", "eusocial" and other words of this sort. I would bet that most people would not be able to tell you the difference between these three words.
 
I'll be honest: I find the whole 'eating pops' thing to be too edgy, and it'll likely be a dealbreaker for me. Especially if all hive minds are forced to do it. This went from 'day one buy' to 'dunno if I'll keep playing this'.

There's plenty of hive minds in fiction who coexist just fine with other species. So forcing them all to be Zergs is just plain boring, especially from the RP-perspective.
 
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I'll be honest: I find the whole 'eating pops' thing to be too edgy, and it'll likely be a dealbreaker for me. Especially if all hive minds are forced to do it. This went from 'day one buy' to 'dunno if I'll keep playing this'.

There's plenty of hive minds in fiction who coexist just fine with other species. So forcing them all to be Zergs is just plain boring, especially from the RP-perspective.

If you don't like eating your pops, don't eat your pops. For hiveminds, well, it does make sense that other species cannot be integrated right away. They could not communicate or anything with members of the hivemind. Same that a pop dies in another empire - Cuz they would feel cut off, alone. Just play it like this: You are the great hive mind, and you have been striving for peace with the rest of the galaxy. However, you appear to not be able to exert enough control about every one of your drones to not eat non-hive members! So, you are secretly striving for biological ascension, in hopes that it may allow you a way to integrate other species into your hive.

Happy?
 
Or maybe it's just an excuse to not make an alternate The Shroud flavor text specifically for them.

How much flavor text does even an entirely Ascension Path require? You'd think it'd be less work to do a route rewrite than to invent an excuse.

And besides, many if not most event chains are going to require rewrites anyway.
 
How much flavor text does even an entirely Ascension Path require? You'd think it'd be less work to do a route rewrite than to invent an excuse.

And besides, many if not most event chains are going to require rewrites anyway.
A lot of flavour text.

(There are also considerations of the types of buffs different paths provide and how they'd interact with the Hive Mind mechanics.)
 
No reason a hive mind can't have gotten to the Space Age with a vast amount of unproductive industry and obsolete drone support infrastructure still lying around.

Certainly. But they should all be Industrial Wastelands. A slum implies that the hive has or can have serious coordination problems, and while that is certainly possible (do hives still need to establish sectors? are those separate hives?) it's also a subject that should really be detailed in its own dedicated expansion (I suggest "Bug War" :).
 
I'll be honest: I find the whole 'eating pops' thing to be too edgy, and it'll likely be a dealbreaker for me. Especially if all hive minds are forced to do it. This went from 'day one buy' to 'dunno if I'll keep playing this'.

There's plenty of hive minds in fiction who coexist just fine with other species. So forcing them all to be Zergs is just plain boring, especially from the RP-perspective.
Uh, you aren't forced to be zergs and you can coexist with other species. Just don't invade them and you're good.
 
Certainly. But they should all be Industrial Wastelands. A slum implies that the hive has or can have serious coordination problems, and while that is certainly possible (do hives still need to establish sectors? are those separate hives?) it's also a subject that should really be detailed in its own dedicated expansion (I suggest "Bug War" :).
I don't see the point in splitting hairs over it. "Industrial Wastelands", "Slums", what does it really matter? They're serving the same purpose, and it doesn't take a whole lot of imagination to justify a Hive Mind having "Slums" that it needs to clear away and revitalize into Space-Age industry.
 
I'll be honest: I find the whole 'eating pops' thing to be too edgy, and it'll likely be a dealbreaker for me. Especially if all hive minds are forced to do it. This went from 'day one buy' to 'dunno if I'll keep playing this'.

There's plenty of hive minds in fiction who coexist just fine with other species. So forcing them all to be Zergs is just plain boring, especially from the RP-perspective.

I kind of agree sometimes paradox goes a bit too far on the evil and cruel side of things but as with mass genocide and slavery you don't have to play zenphoboes and slavers. Ironically I don't find eating pops that bad as food is about survival and I also see it as lighthearted play (playing the Venus flytrap people for instance). But slavery, genocide and the fact you can have forced preproduction and not allow reproduction I find somewhat distasteful.

Anyway I don't like the whole hive mind idea as I like to RP.
 
I kind of agree sometimes paradox goes a bit too far on the evil and cruel side of things but as with mass genocide and slavery you don't have to play zenphoboes and slavers. Ironically I don't find eating pops that bad as food is about survival and I also see it as lighthearted play (playing the Venus flytrap people for instance). But slavery, genocide and the fact you can have forced preproduction and not allow reproduction I find somewhat distasteful.

Anyway I don't like the whole hive mind idea as I like to RP.

genocide and having the ability to prevent it is good for the game, you cant have a game that encompasses an entire galaxy and expect there to be no genocide and purging
the main point of this type of game is the freedom to choose your path, and the numerous the options they give us the better it is, especially for the players

from my viewpoint, there are no distasteful things in pursuit of good, full and deep gameplay
 
genocide and having the ability to prevent it is good for the game, you cant have a game that encompasses an entire galaxy and expect there to be no genocide and purging
the main point of this type of game is the freedom to choose your path, and the numerous the options they give us the better it is, especially for the players

from my viewpoint, there are no distasteful things in pursuit of good, full and deep gameplay

I see what you mean and it is just a game and with very deep game play but I just like to play the good guy unless I'm in a bad mood and want to eat everything lol.
 
Certainly. But they should all be Industrial Wastelands. A slum implies that the hive has or can have serious coordination problems, and while that is certainly possible (do hives still need to establish sectors? are those separate hives?) it's also a subject that should really be detailed in its own dedicated expansion (I suggest "Bug War" :).
Or it just implies a very pragmatic and collectivist hive, where certain people don't need comfy housing and fancy things because they can serve their purposes without them.
 
One little detail that I noticed and I like about the hive mind pops, is that they all appear to be the same, even the autonomous drones!
They are not individually coloured as there is no individuality in the hive.

At least I hope that we can choose their colours from scratch.
 
Question: What is the likelihood of a Hive Mind Fallen Empire?

A Hive Mind Fallen Empire would be very dangerous depending in what they think about their neighbors.
 
Is it possible to customize title of ruler.Like "Emperor\Empress" instead of "King\Queen","Consul" instead of "President",etc?

Presumably, considering how have been able to do so before.