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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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It's brought up because he said the Aliens in Aliens are a hivemind and others said they weren't. He then described how they were, and it fits well within a legitimate definition.

Rather than refute it properly by saying this hivemind is the collective intelligence, they attacked him for using a valid definition they disagreed with.

He is wrong about what kind of hivemind is in this game, but right about ants and bees.

Do you see what I mean?

Which bring me back to my point that I state earlier. Don't bring in context that could be confused such as ant/bee hive mind vs in-game hive mind.

I don't disagree with the valid definition of ant/bee variantion Hive Mind. Just better off not mixing different context in the first place.
 
I've never really quite understood exactly what a viceroy is. Is it just someone who is appointed to rule an area for life by someone higher?
Like I know how the CK II mechanics show it but have still never really grasped it. Is there a good sci-fi example? Would Dune be one?
A Viceroy would be a sort of governor appointed by the ruler. Historical examples would be Spain's viceroys in the Americas and Britain's Governor-Generals.

Dune would be feudalism, most planetary fiefs are hereditary but apparently the Padishah Emperor can transfer Arrakis at will since it's a special case.

Grand Moff Tarkin of Star Wars might be an example.
 
Hm...I think Police State lowers unrest, while Free Haven allows you to have increased migration but forces you to have open borders (so you have to allow all species into your empire).

Not sure what Idealistic Foundation does though...maybe decreases unrest as well?
 
Hm...I think Police State lowers unrest, while Free Haven allows you to have increased migration but forces you to have open borders (so you have to allow all species into your empire).

Not sure what Idealistic Foundation does though...maybe decreases unrest as well?
free haven gives more unity (15%)
numbers are not finale
 
Wow, awesome!

One question, though: Will there be any consequences for changing your Authority (say, from Democratic to Imperial, etc.)?

Maybe, like if you have pops with egalitarian and go from a democracy to dictator/monarchy. If there are I imagine it would be based off of ethos (like how xenophiles don't like it when alien pops can't migrate)
 
Which bring me back to my point that I state earlier. Don't bring in context that could be confused such as ant/bee hive mind vs in-game hive mind.

I don't disagree with the valid definition of ant/bee variantion Hive Mind. Just better off not mixing different context in the first place.
Which I agree with :p

A Viceroy would be a sort of governor appointed by the ruler. Historical examples would be Spain's viceroys in the Americas and Britain's Governor-Generals.

Dune would be feudalism, most planetary fiefs are hereditary but apparently the Padishah Emperor can transfer Arrakis at will since it's a special case.

Grand Moff Tarkin of Star Wars might be an example.

Thanks!
 
Hm...I think Police State lowers unrest, while Free Haven allows you to have increased migration but forces you to have open borders (so you have to allow all species into your empire).

Not sure what Idealistic Foundation does though...maybe decreases unrest as well?

free haven gives more unity (15%)
numbers are not finale
You guys have it wrong, Idealistic Foundation is the one that give you more unity (right now at 15%, but obviously could change)
Never heard what free heaven does, so I'll take Palmetto's word on it for now.
 
I don't own Stellaris (yet) and maybe I'm missing something that was covered in the streams but is food now an empire wide resource instead of a planet-by-planet one? Because in those screen shots I saw a food icon by the energy, mineral, influence, and unity ones. I feel like that's a decently large change.
 
I don't own Stellaris (yet) and maybe I'm missing something that was covered in the streams but is food now an empire wide resource instead of a planet-by-planet one? Because in those screen shots I saw a food icon by the energy, mineral, influence, and unity ones. I feel like that's a decently large change.
it is empire-wide now, (or will be in banks) yes.
 
Well seems that Environmentalist civic reduces consumer good cost by ten percent according to here: https://www.google.com/amp/s/amp.reddit.com/r/Stellaris/comments/5vr73v/livestream_notes/

I can understand the logic but still, I was thinking it would both reduce consumption of consumer goods and increase food production.

They really need to add things like pollution. Those who have played any of the Master of Orion games will know what I'm talking about; for those who don't, pollution hurts your food growth until you reduce your production levels (higher production means you construct ships and buildings faster but also causes pollution to increase faster) which creates a unique strategy in terms of running an empire. Luckily in Master of Orion you can research and construct buildings that help reduce pollution.

How many civics did they say we would have?

Imperial Cult probably reduces ethic divergence or increases happiness (I really wish they would release Banks first and then the DLC as I would like to see the new Government system!).
 
Well seems that Environmentalist civic reduces consumer good cost by ten percent according to here: https://www.google.com/amp/s/amp.reddit.com/r/Stellaris/comments/5vr73v/livestream_notes/

I can understand the logic but still, I was thinking it would both reduce consumption of consumer goods and increase food production.

They really need to add things like pollution. Those who have played any of the Master of Orion games will know what I'm talking about; for those who don't, pollution hurts your food growth until you reduce your production levels (higher production means you construct ships and buildings faster but also causes pollution to increase faster) which creates a unique strategy in terms of running an empire. Luckily in Master of Orion you can research and construct buildings that help reduce pollution.

How many civics did they say we would have?
Environmentalists tend to have policies and ideals that reduce food production though (less GMO, less Pesticides, etc).
 
Environmentalists tend to have policies and ideals that reduce food production though (less GMO, less Pesticides, etc).
As an environmentalist, I'd just like to clarify that the anti-GMO isn't an environmentalism thing. GMO's have no harmful effect (in and of themselves) towards the environment. They are in fact a safer alternative to the environmentally damaging pesticides. Not to say there aren't any problems with GMO, but harm to the environment isn't one of them.
 
As an environmentalist, I'd just like to clarify that the anti-GMO isn't an environmentalism thing. GMO's have no harmful effect (in and of themselves) towards the environment. They are in fact a safer alternative to the environmentally damaging pesticides. Not to say there aren't any problems with GMO, but harm to the environment isn't one of them.
I guess it depends on the person in question, and the type. I guess it's also possible they have a second civic and also happen to be environmentalists :p

But I stand by my point with the pesticides and stuff like that. Every environmentalist I know wants policies that will reduce the food output by some amount.

Note this isn't a bash on them. Nor do I think it should reduce food output in the game.
 
I guess it depends on the person in question, and the type. I guess it's also possible they have a second civic and also happen to be environmentalists :p

But I stand by my point with the pesticides and stuff like that. Every environmentalist I know wants policies that will reduce the food output by some amount.

Note this isn't a bash on them. Nor do I think it should reduce food output in the game.
Oh I'm not saying that these aren't generally things environmentalists want, I'm just saying that the reason they want them has little to do with environmentalism. (specifically in the above case).
 
As an environmentalist, I'd just like to clarify that the anti-GMO isn't an environmentalism thing. GMO's have no harmful effect (in and of themselves) towards the environment. They are in fact a safer alternative to the environmentally damaging pesticides. Not to say there aren't any problems with GMO, but harm to the environment isn't one of them.
Agreed. The danger of GMOs is all in the corporations that make use of dangerous practices and policies. A genetically modified tomato is perfectly safe, a genetically modified tomato that makes use of terminator seeds to increase profit isn't.