Heart of the Swarm

Heart of the Swarm: Player Guide

StarCraft Zerg Overhaul for Stellaris 4.5 · Author: val · Discord: @valsey

The Swarm does not research. It evolves. This guide explains what the mod changes, the new terms you will meet, how Essence works, how to use Abathur’s Evolution Pits, how to spread creep, and how the story characters arrive. Spoilers are folded away in the last section.


Contents

  1. What changes, at a glance
  2. Glossary
  3. Your first hour on Char
  4. Essence
  5. The Evolution tree
  6. Evolution Pits
  7. The fleet
  8. Creep
  9. Broods
  10. Kerrigan and the council
  11. Traditions and ascension perks
  12. Infestation
  13. Spoilers: Stukov, Dehaka and the primal path
  14. Tips, troubleshooting and console commands

What changes, at a glance

You play The Swarm, a prescripted hive-mind empire. Pick it from the empire list; everything below is built into it.

Vanilla The Swarm
Ships are researched through the bio-ship hull techs Hulls come from strains in the Evolution research category; the vanilla hull techs are hidden
One-off tech bonuses Evolution Pits on Char: permanent, mutually exclusive mutations per strain
Alloys and minerals buy everything A third currency, Essence (Zerg), harvested from what the Swarm consumes
Random starting leaders Kerrigan rules, immortal, with Abathur, Zagara and Izsha as her council; no random advisers
Standard homeworld Char, an Ash World with its own planet class and surface
Shields, hull and armour Living hulls: shields -75%, hull +15%, hull and armour regenerate
Generic commanders Commanders become broodmothers and take one of four broods
Purge or assimilate Infestation converts conquered pops into the Infested
Starbase auras Creep Colonies spread creep across your systems, month by month

Requires the Utopia and BioGenesis DLCs. English only. Achievements are disabled, as with any mod that changes game files.


Glossary

Term Meaning
The Swarm Your empire. Gestalt hive mind, Devouring Swarm plus the Heart of the Swarm civic.
Essence (Zerg) The Swarm’s third resource. Earned by consuming pops and destroying ships, spent on mutations, creep and infestation. Cannot be mined, built or traded.
Strain A technology in the Evolution category. Twenty strains in three branches. Researching a strain is how the Swarm gains hulls, armies and bonuses.
Ground / Sky / Deep The three branches. Ground breeds armies, Sky breeds the fleet, Deep breeds everything else.
Evolution Pit A decision on Char, unlocked by a strain. Abathur offers two permanent mutations; you keep one.
Mutation The permanent empire modifier a pit gives. Named after StarCraft II strains: Raptor, Swarmling, Vile, Corpser and so on.
Primal Dehaka’s way. Once you have the Primal Evolution perk, every pit gains a third option and you can wipe all pits clean with Primal Reversion.
Creep A living ground cover. A Creep Tumor strengthens a planet; a Creep Colony on a starbase spreads a system modifier to your neighbouring systems.
Brood A commander’s lineage. On levelling up, a Swarm commander can take one of four brood traits.
Broodmother A commander who leads a brood. Losing one costs the Swarm Essence to regrow the brood.
The Infested A second Zerg species created at game start. Conquered pops become Infested through the Infest Population decision.
Hive The Swarm’s starbase and habitat model. Also the name of your capital building.
Growth stage Bio-ship hulls grow from Juvenile to Mature to Elder. Maturation strains unlock the later stages.

Your first hour on Char

You start on Char with Sarah Kerrigan on the throne, Abathur (scientist), Zagara (commander) and Izsha (official) on the council, 200 Essence, and a small brood of Mutalisks in orbit. There are no other leaders. Two strains are known from day one: Mutalisk (the corvette hull) and Overlord (+20 naval capacity).

A sensible opening:

  1. Research. The Evolution category appears in the Society tab. Zergling and Guardian are offered in the first draw. Take Zergling first if you want armies early, Guardian if you want your Mutalisks to mature.
  2. Spend your first Essence on the Mutalisk pit. The Mutalisk strain is known from the start, so “Evolution Pit: Mutalisk” is already on Char’s Decisions tab for 150 Essence. Sundering Glaive gives +10% weapon damage; Vicious gives +5% hull and armour regeneration. Choose and live with it.
  3. Keep the Hydroponics Bay. The starbase starts with one in its only building slot. Keep it until you can afford a Starhold; the Swarm eats a lot.
  4. Expand. Claim a neighbouring system as soon as your Overlord has surveyed it. Creep only spreads into systems you own.
  5. Fight something. Space fauna and pirates near home are your first Essence income. Every kill pays.

Tip. Hover the strategic-resources group at the right of the top bar to see Essence, or open the Budget screen. It is listed under Exceptional Materials.


Essence

Essence (Zerg) is the resource the Swarm cannot mine, trade or build. It comes from consuming and it pays for growth.

Earning it

Source Essence
Start of the game 200
Each pop group purged 15 (23 with the Assimilation tradition)
Destroying a titan, bio titan or juggernaut 80
Destroying a battleship or Stinger 30
Destroying a cruiser or Harbinger 15
Destroying a destroyer or Weaver 8
Destroying anything smaller 4
Infest Population decision (refund on completion) 30
Adopting the Swarm tradition tree +2 per month
Rapid Evolution tradition +1 per month

Only kills made by your own ships count. As a Devouring Swarm you purge every foreign pop you conquer automatically, so conquest is the steady income; war is the fast one.

Spending it

Purpose Essence
Evolution Pit: Mutalisk, Viper, Corruptor, Brood Lord 150 each
Evolution Pit: Zergling 150
Evolution Pit: Roach, Baneling 250 each
Evolution Pit: Hydralisk, Swarm Host 400 each
Evolution Pit: Ultralisk 600
Creep Tumor (planet building) 25 (plus 200 minerals)
Creep Colony (starbase building) 25 (plus 75 alloys)
Infest Population (planet decision) 50
Primal Reversion 100
Regrowing a brood after a broodmother dies 25

A Swarm that stops eating stops evolving.


The Evolution tree

Open the Research screen. Strains appear in the Society area under the Evolution category, which only the Swarm can see. Research them like any technology. The vanilla bio-ship hull techs never appear for the Swarm; each Sky strain hands you the matching hull the moment it completes.

Ground: the armies

Strain Tier Unlocks
Zergling 1 Zergling Swarm armies; army build speed +10%
Roach 1 Roach Warren armies; army health +10%
Baneling 1 Baneling Wave armies; collateral damage +15%
Hydralisk 2 Hydralisk armies; army damage +10%
Swarm Host 2 Swarm Host armies; defensive army health +15%
Ultralisk 3 Ultralisk armies; army damage +10%, army health +10%

Sky: the fleet

Strain Tier Unlocks
Mutalisk 1 (known at start) The corvette-class hull
Guardian 1 Mature and Elder corvettes; the Elder takes the Guardian form
Scourge 1 Hangar bays and the Scourge strike craft
Viper 1 The destroyer-class hull
Viper Maturation 2 Mature and Elder destroyers
Corruptor 2 The cruiser-class hull
Corruptor Maturation 3 Mature and Elder cruisers
Brood Lord 3 The battleship-class hull
Brood Lord Maturation 4 Mature and Elder battleships

Deep: everything else

Strain Tier Unlocks
Overlord 1 (known at start) Naval capacity +20
Overseer 1 Survey speed +25%, anomaly research speed +25%
Nydus Network 2 Jump wind-up -25%, sublight speed +10%
Leviathan 4 The titan-class hull and Titan Assembly Yards
Behemoth Leviathan 5 The juggernaut, a mobile hive; also Kerrigan’s final tier

Order matters. Viper needs Mutalisk; Corruptor needs Viper; Brood Lord needs Corruptor; Leviathan needs both Nydus Network and Corruptor; Behemoth needs Leviathan and Brood Lord. Ground runs Zergling, then Roach or Baneling, then Hydralisk or Swarm Host, then Ultralisk.

Tip. Strains are drawn like normal technologies, so you will not always see the one you want. The Rapid Evolution tradition speeds biology research by 15%.


Evolution Pits

Ten strains open a pit: all six Ground strains plus Mutalisk, Viper, Corruptor and Brood Lord.

How to use one. Once the strain is researched, open Char, go to the Decisions tab and take “Evolution Pit: <strain>”. The decision costs Essence and takes a year to enact. When it completes, Abathur’s event opens with two sequences. Pick one. The mutation becomes a permanent empire modifier, the pit disappears from Char, and the other sequence is gone for good. Only a Primal Reversion brings it back.

You can see your mutations on the Government screen (the thin column of icons at the far left) and in any ship or army tooltip under Modifiers.

Ground pits

Pit Option A Option B
Zergling Raptor: army damage +15% Swarmling: army build speed +25%, army cost -15%
Roach Vile: army morale damage +25% Corpser: army health +15%, army upkeep -10%
Baneling Splitter: army damage +10%, morale damage +10% Hunter: collateral damage +50%, army build speed +10%
Hydralisk Impaler: army damage +10%, collateral damage +25% Lurker: defensive army damage +25%, defensive army health +25%
Swarm Host Carrion: army damage +10%, disengage chance +25% Creeper: army build speed +20%, army upkeep -20%
Ultralisk Noxious: morale damage +30%, army damage +5% Torrasque: army health +30%, defensive army health +10%

Sky pits

Pit Option A Option B
Mutalisk Sundering Glaive: ship weapon damage +10% Vicious: hull and armour regeneration +5%
Viper Blinding Cloud: tracking +10, evasion +5% Abduct: sublight speed +10%, disengage chance +25%
Corruptor Caustic Spray: ship fire rate +10% Corruption: ship armour +15%
Brood Lord Siege: weapon range +15% Carapace: ship hull points +15%

Choosing. Ground pits split between attack (A) and economy or defence (B). Sky pits split between damage and durability. A Swarm that plans to bombard and invade wants Raptor, Vile and Impaler; one that holds a chokepoint wants Lurker, Torrasque and Corruption. There is no wrong answer, only a permanent one, unless you go primal.


The fleet

Every hull is a Zerg creature from StarCraft II, animated. Bio-ship rules apply: hulls are grown, cost food upkeep, and pass through Juvenile, Mature and Elder growth stages.

Role Creature
Corvette (Mauler) Mutalisk, growing into a Guardian at the Elder stage
Destroyer (Weaver) Viper
Cruiser (Harbinger) Corruptor
Battleship (Stinger) Brood Lord
Titan and Colossus Leviathan
Juggernaut Primal Hive
Starbases and habitats Hive
Deep Space Citadel Primal Hive
Defence platform Lurker
Ion cannon Swarm Host
Science ship Overseer
Construction and colony ship Overlord
Transport Overlord Transport
Strike craft Scourge
Mining, research and observation stations Drone, Infestor, Changeling

Living hulls. The Heart of the Swarm civic sets shields to -75%, hull to +15%, and adds 5% hull and armour regeneration. Build for armour and hull, not shields, and let damaged broods sit a month to knit back together. Kerrigan’s own trait adds fire rate and regeneration on any fleet she commands.

Designs. Auto-generated designs work. If you design by hand, remember the empty shield slots are a feature: fill utility slots with armour and regenerative components.


Creep

Creep is the Swarm’s territory made visible, in two buildings.

Creep Tumor is a planet building (Infrastructure tab, government category, 200 minerals and 25 Essence, one per planet). On that planet: pop growth +10%, building speed +10%, defending armies +25% health and +10% damage, and orbital bombardment damage -25%.

Creep Colony is a starbase building (75 alloys and 25 Essence, needs a free building slot, so a Starport must give up its Hydroponics Bay or be upgraded to a Starhold). On its own system: pop growth +5%, army build speed +25%, and the station regenerates 10% hull and armour. Then, every month, it pushes creep into every neighbouring system the Swarm owns.

How the spread works

A Creep Colony at each frontier starbase covers a whole border in a few months. The Creep Spread tradition adds pop growth and building speed on top.


Broods

Every Swarm commander is a broodmother in waiting. When a commander levels up, one of four brood traits can be picked. One per commander, and they exclude each other.

Brood Armies Fleets
Naktul’s Brood army damage +10%, morale damage +15% weapon damage +5%
Kilysa’s Brood army health +15% armour +5%, hull regeneration +5%
Nafash’s Brood none speed +10%, evasion +5%
Niadra’s Brood collateral damage -25% disengage chance +25%, MIA time -25%

Losing a broodmother. When a commander dies, “A Broodmother Falls” fires and regrowing the brood costs 25 Essence. Keep your commanders out of losing fights, or keep Essence in reserve.


Kerrigan and the council

Sarah Kerrigan is your ruler and does not die of age. She is a commander with a Queen of Blades destiny trait that grows through four tiers, and her portrait changes as she ascends.

Tier How it happens What it gives
I, Queen of Blades From the start Fleet fire rate and hull regeneration; council army damage
II Finish the Swarm tradition tree Stronger fleet bonuses; second portrait
III Take the Heart of the Swarm ascension perk Stronger again; third portrait, the psionic Queen
IV, Primal Queen Evolve the Behemoth Leviathan strain with the Heart of the Swarm perk taken Fire rate +20%, regeneration +10%, weapon damage +10%; council army damage +30%

The council. Abathur (scientist, Evolution Master) drives research and the pits. Zagara (commander, First Broodmother) leads armies and fleets. Izsha (official, Memory of the Swarm) runs the empire. All three are immortal to old age; combat and events can still kill them. Recruited leaders are ordinary broods with Overseer, Zergling or Hydralisk portraits.


Traditions and ascension perks

The Swarm tradition tree is the Swarm’s own.

Tradition Effect
Adopt Essence +2 monthly, leader experience +10%
Broodmothers Commander experience +25%, army damage +10%
Creep Spread Pop growth +10%, planet building speed +15%
Assimilation Essence from consumed pops +50%, army health +15%
Rapid Evolution Biology research +15%, all research +5%, Essence +1 monthly
Endless Swarm Shipyard speed +20%, bio hull cost -10%, naval capacity +20
Finish +1 ascension perk, hull regeneration +5%; Kerrigan reaches tier II

Two ascension perks are the Swarm’s alone:


Infestation

Conquer a planet with foreign pops, open it, and take the Infest Population decision (50 Essence, six months). Every non-Zerg pop on the world becomes Infested: a hive-minded Zerg species that is part of the Swarm at last, instead of being purged. The decision refunds 30 Essence when it completes.

Infesting keeps the workforce a purge would eat. The trade-off is Essence: a purge pays 15 per pop group, infestation pays 30 once. Use it on big, valuable worlds and let the Devouring Swarm handle the rest.


Spoilers: Stukov, Dehaka and the primal path

Alexei Stukov (click to reveal) Infest a world that has **human** pops. Thirty days after the Infest Population decision completes, Stukov walks out of the crowd and offers his service. Accept and he joins as a commander with the Infested General trait: army damage +15%, army morale damage +25%, fleet fire rate +5%. He arrives once per game.
Dehaka of Zerus (click to reveal) Dehaka finds you once the Swarm has evolved the **Guardian** strain and at least **ten years** have passed. From then on he arrives at random, on average within about seven and a half years. "Hunt with us, Dehaka" makes him a commander with the Primal Pack trait: army health +25%, army damage +10%, fleet hull and armour regeneration +10%. He also brings the primal species into the Swarm and opens the way to the Primal Evolution perk. "The Swarm hunts alone" sends him away for good.
The primal path (click to reveal) With Dehaka in the Swarm, take the **Primal Evolution** ascension perk. Two things change: - Every Evolution Pit shows a third option, the **Primal** strain: a little of everything from both sequences, smaller numbers, no regrets. Primal Zergling is army damage +10% and army build speed +15%; Primal Mutalisk is weapon damage +6% and hull regeneration +4%, and so on down the list. - **Primal Reversion** appears on Char's Decisions for 100 Essence. It removes every pit mutation you own and reopens all ten pits, so you can re-choose with the primal option available. The primal option is the safe pick; the pure strains are the strong pick. Reversion is how you change your mind.
Kerrigan's final form (click to reveal) Take the Heart of the Swarm perk, then evolve the Behemoth Leviathan strain (tier 5, needs Leviathan and Brood Lord). The day after, Kerrigan becomes the Primal Queen with her strongest bonuses. The Behemoth also unlocks the juggernaut, a mobile Primal Hive.

Tips, troubleshooting and console commands

Where is Essence? Hover the strategic-resources group at the right of the top bar (Exceptional Materials), or open the Budget screen. It never appears in planet output because planets do not produce it.

A pit is not showing. Pits only appear on Char (the capital) and only once the strain is researched. A pit you have used stays hidden until a Primal Reversion.

Creep is not spreading. The Creep Colony must be finished (240 days), and the neighbouring system must be owned by you, not merely surveyed. Wait for the monthly tick.

⚠️ Saves from before version 0.1.2 started Char without its rural districts and deposits. Run event zerg.3 once in the console to repair the planet, then run this once to bring it up to the current starting set:

effect capital_scope = { add_district = { district_type = district_generator ignore_cap = yes } add_district = { district_type = district_farming ignore_cap = yes } }

Console cheat sheet

Open the console with the key above Tab. These are useful for trying things out.

What Command
Add Essence resource zerg_essence 1000
Research a strain research_technology zerg_tech_viper (any strain key: zerg_tech_zergling, zerg_tech_guardian, zerg_tech_corruptor, zerg_tech_brood_lord, zerg_tech_leviathan, zerg_tech_behemoth and so on)
Take a Swarm perk activate_ascension_perk zerg_ap_heart_of_the_swarm or zerg_ap_primal_evolution
Trigger Stukov’s arrival event zerg.50
Trigger Dehaka’s arrival event zerg.51
Kerrigan tier II, III, IV event zerg.30, event zerg.31, event zerg.32 (each needs the previous tier)
Skip a month fast_forward 30
Repair Char on an old save event zerg.3

Achievements are disabled by the mod, so the console costs you nothing.


StarCraft, the Zerg, Kerrigan and all related characters are the property of Blizzard Entertainment. This is a non-commercial fan work.