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
- What changes, at a glance
- Glossary
- Your first hour on Char
- Essence
- The Evolution tree
- Evolution Pits
- The fleet
- Creep
- Broods
- Kerrigan and the council
- Traditions and ascension perks
- Infestation
- Spoilers: Stukov, Dehaka and the primal path
- 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:
- 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.
- 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.
- 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.
- Expand. Claim a neighbouring system as soon as your Overlord has surveyed it. Creep only spreads into systems you own.
- 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
- Only systems where your starbase is the space owner receive creep. Claim your neighbours first.
- The check runs on the monthly tick. The first time creep crosses into a new system you get a short notice; after that it is silent.
- A creeped system shows a Creep modifier in its tooltip and in the system view: pop growth +5% and army build speed +15% for every planet there.
- Lose a system and the creep burns off within the month.
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:
- Heart of the Swarm: army damage +15%, fleet fire rate +5%; Kerrigan reaches tier III and her final tier becomes possible.
- Primal Evolution: adds the primal option to every Evolution Pit and unlocks Primal Reversion. See the spoiler section for how it is earned.
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.