stellaris do hive minds need amenities. spudwalt Voidborne • 2 yr. stellaris do hive minds need amenities

 
 spudwalt Voidborne • 2 yrstellaris do hive minds need amenities  The are a single mind gestalt consciousness

This page was last edited on 11 February 2020, at 18:14. Ultimately hive minds are just underbudget though. Besides, eventually you’ll get terraforming techs to turn those 0% into useable worlds, might as well settle early and get a few more pops. Any trait, tech, tradition or civic that improves amenities is the best thing you can get because it frees up so many workers! Bonus points, your capital buildings produce synapse drones, enough to satisfy the need for amenities for some time. Giving housing, and some amenities. Hive minds have 1 very good civic in devouring swarm. The +20% Bio Research can help you get trough the research faster. 100 pops need 100 Amenities. This just sucks for "real" empires, because the hive minds are useless critters with no place in a galactic civilization. Subspace Ephasis is awesome. How to get amenities as Hivemind. 84. What do you think about hive minds? I have a great disgust for the hive mind civilisations because they are not compatible with others and they have such a great cohesion, no personality, they are like zombies in some kind. Aug 3, 2021. Report. Hive minds are weaker than default or machine empires. Instinctive Synchronization in the Synchronicity tradition gives +2 amenities to Synapse Drones -- Done, but I have to build more synapse buildings everywhere. © Valve Corporation. 8 base growth plus 2 assembly growth. All Discussions. The Hive Mind is probably the weakest empire type right now. 141. And while habitability is a restriction early on, hive minds can go down the genetic engineering ascension path, which (with a little micro) basically obviates habitability as a concern. After i get genetic mastery and conquered a bigger civ with 160 pop gene modified them to nerve stampled, agrarian, delicius and nomadic. I hadn't played a Hive Mind yet nor followed much discussion about them, so I jumped in with one of those and the Tree of Life origin. Related Topics. 0 unless otherwise noted. hive minds need some love with amenities. . 10. One world for a ship building facility. Yes ideally you keep the amenities (or its equivalent) at +0/+1, as any higher will not give your hivemind pops any happiness. Yeah, bureacrats need to be averaged with 1-unity entertainers, but priests are base 4 and don't need the amenity offset. Each unemployed pop has a base 5% chance each month to automatically move to a different planet that has available jobs and housing for the pop to take. This page was last edited on 13 April 2017, at 11:37. It takes several times the number of jobs to produce the same number of amenities. Combining the last two, generally playing a Hive Mind that isn't a Devouring Swarm or a pacifistic isolationist is kind of pointless, because as soon as you conquer a planet, you start purging anyway, with all the diplomatic maluses that entails. 0 and after that update…Overall I think hive mind's leaders as a whole are slightly better than organics. For Hive Minds it's more efficient to actually use the Tech World designation instead of your capital though, because the job upkeep of Brain Drones is exorbitant. the mindless drones would have. 1. If you're finding it hard at first, take species picks that reduce amenities usage; hive minds need 1/4 drones assigned to maintenance, so knocking that down. 0 base robot build speed, which becomes 3. #2. ago And the same is true for Machine Intelligences as well. Otherwise, have fun, it's pretty much easy mode. This means it takes 278. This is -. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. Yes, lowered the spawn chance for the system, but if you have the system and you get to it first, it's a 100% chance to get him. Demographics in a multispecies empire. Expensive outposts and colony ships. Consider going Biological Ascension and taking either Fertile or the new Vat-Grown (I don't think you can take both). Which, like all other genocidal civics, is top tier. Amenities, in general, are infrastructure and items needed for life to proceed smoothly. The existing Hive Mind and Machine Empire traits would need to be modified so that some ethic combinations do not cause a balance issue. The holo-theater is nice if you lack amenities, but keep in mind that it produces a fuckton of amenities and having excess amenities only gives a very weak bonus to resources produced (via pop happiness -> stability, or just straight up for hive minds). Ascetic is fine, but keeping up with amenities is usually not a problem. Hive minds don't have to worry about happiness or consumer goods upkeep. In that the 2nd is an abstract concept that doesn't necessarily have any relationship whatsoever with the first. ago. Loosely based on the Baol precursors and the relationship between certain species of ants and acacia trees. I'd say I am reasonably competent in playing and managing most organic empires on Grand Admiral, but I've rarely played with a "wide" empire, usually. Stellaris Wiki Active Wikis. Yes ideally you keep the amenities (or its equivalent) at +0/+1, as any higher will not give your hivemind pops any happiness. Main question is if I am able to vassalise people as a hive mind. You can start with three progenitor ships, I usually set my starter fleet following a science ship right away, one construction ship claiming systems, a second one set to auto-build. I don't recall how many hive districts it took, definitely less than 5, maybe 0, I'm sure someone could do the math on the minimum. Description. Hive Minds in Stellaris are supposed to be "natural", or at. Machine empires are a different story, but the biological Hive Minds are kinda bad. With almost no buildings I struggle to keep hive minds amenities up and crime down and that was already tough when pops got up before. So an idea I've seen floating around here is as follows: "All Hive Minds feel the same. So give Hive Minds sectors and people who don't want them can get mods that rectify that issue, seems to be a win-win IMO. If I'm going to have a pop work a job, isn't it better to just have 2 pops work the unity job than 1 pop work the clerk job?The need for mineral increases even further if using a lithoid hive. Reply. . #? May 3, 2021. That helps when I'm trying to get to Evolutionary Mastery techs faster. Machine Intelligences have a better selection than Hive Minds do. Another way to think of a hive mind might be that you have a species of. The Stellaris hive mind is a gestalt consciousness though. After some time i realized that 80% of the galaxy was settled by self-enlightened hive minds. #3. Subsumed Will is great if you're on PTR and if you're on live version you can go for Subspace Ephrase instead. Another one I had a lot of fun with was lithoid calamitous birth hive mind terrovoure. Parallel growth is almost always worth it unless your species is over-saturated already. " I don't think it's innappropriate for a single unifying force to occur in a hive mind made up from billions and billions of dronesBut this ignores that hive minds experience deviancy, hive mind planets have stability, and hive minds can even have planetary revolts which form new hive minds. Sep 30, 2020. Consumer goods have a similar issue; generally you only need as many consumer goods as you need, and excess does very little. Content is available under Attribution-ShareAlike 3. Sep 30, 2021. I haven't played hivemind since they added them, and now the building that gave the amenities job is gone and only city districts are giving them. Then you will need to improve multiple colonies to get rid of unemployment. hive minds don't have bureacrats or admin buildings. Part 1: The Dynamics, They Are a Changin'. I'd argue that gestalts do get a pretty good deal with all four nodes unlocked from day one. But automation is still rather terrible at this. Really really bad. Hive minds dont get access to entertainers or domestic servants for those bulk amenities and can't just lay down decisions/modifiers like regular empires to cover shortages. While not lighting the world on fire. Hive minds severely lack amenities jobs, lead to low happiness and stability. 2 per Job with the Versatility Tradition. Hive-Minds tend to play in a pretty isolationist way, only concerned about the hive surviving and thriving. More on Ascetic later. Organic hivemineds are too bad. So, I started a game with a devourer swarm, got a nice chunk of the galaxy as I like to play calm with swarms, but know I have several problems: -How…Best. Making sure on math: Gene clinics give a bonus based on base pop growth (3), giving you . thank god you were a hive, -50% happiness is crippling for anyone else. ago. One world for a ship building facility. e. Minor nerf in the early game to amenities, but gives you an event chain where you spend increasingly higher amounts of consumer goods to get bonuses to amenties. Due to the number of great edicts that exist now, Executive Vigor is a solid option. The only way I would do unruly, is if I keep empire sprawl (primarily pops. Anyways, it's better to take a machine empire if you want to go tech-gestalt because they have Introspective and that's an OP civic. 5% from jobs and natural growth for every point of habitability below 100, but also +1% requirement cost for food and amenity upkeep. Hive/Machine Worlds This is technically 2 Ascension Perks, but they’re fundamentally the Gestalt Consciousness version of Arcology Project, one for Hive Minds and one for Machine Intelligences. Hive Minds for some reason seem always have strong fleets. Amenities are directly responsible for the stability of your planets as a hive-mind, and lacking them reduces all of a planet's production. Galactic force projection galactic wonders, master builders and hive worlds. Discomfort does not bother hive minds that run this civic, and thus they are able to endure many hardships. The game hive minds use an advanced form of. ) Tips for DA: Colonize with your organics so you get double pop growth (organic + assembly)Necro-minds can build necrophyte buildings immediately on their guaranteed worlds (a nominal buff from non-hive necro), and doing so does provide more than enough amenities to counter the livestock unhappiness to maintain good stability, but doing so destroys your livestock food economy. Same with hive mind pops in hive minds. For Hive Minds, when you need amenities you can either employee Maintenance Drones which are just clerks but even worse, or you can use a building slot to make the Unity building which also grants amenities. They. Allow me to detail what my problem lies with. "I would definitely like a more individualistic hivemind as it would be great for role play. But hiveminds do have one big weakness, which is having the worst researchers in the game. I am the brain that controls them. Machine Intelligences on the other hand tend to get thrust into galactic politics, not because they have any desire to, just because they're seen as an ideological battleground for the pro-robot materialists and anti-robot spiritualists. Amenities, in general, are infrastructure and items needed for life to proceed smoothly. bjamminloe Mar 27 @ 9:37am. By the midgame its usually the amenities that cost the most compared to other upkeep costs. An Illithid community is a bunch of individuals ruled by a ruler that happens to be a small hive-mind with only one body. If I understand the term correctly that means it's not one overmind directing everything, but countless smaller minds acting as one. Drone Storage gives only housing and amenities the maintenance depots give 5 jobs and 2 housing . I've colonized all the planets that are within the green habitable range, and now have nine of them, and I have them maxed out as far as energy districts, but I'm still short of energy. r/Stellaris. Con. . Also you can use the "city district" to get more maintenance drones. While they include things like entertainment or art, they're also good roads or hospitals. You will basically never run out of maintenance drone job positions. It's not that good for Gestalts either, again because 2 unity is worse than 4 unity base gestalt unity jobs, and without ruler jobs the gestalts really want high unity output per job. Now, I do fine with less developed planets. Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. but do require 3 more housing and 2. I would assume this means they lowered the spawn chance for his system. Purple workers rights ones at the end give reduced empire sprawl from pops, reduced housing needs, and stability—not to mention the edict. Subspace Ephasis is awesome. Start with technological accention, bio is the next two. #14. One vision is really good to start with for similar reasons, so good choice there. Standard empires don't even need the district allocation bonus since they require fewer basic resources than hive minds do and can get by just fine with the natural planetary allocations. you would need to constantly. Or a ring-world later on. Look at Traditions. Livestock cost a little housing and some amenities, but have no other upkeep and do not take up job slots. 3 or something. 6 ! Capured from the Orion beta stream. ago. 33 pop_growth_speed. Hive Districts have the unique feature that they provide 12 housing and 6 maintenance drone jobs if built on a Hive World, meaning Hive Worlds need fewer Hive Districts. Robots without Citizen Rights require 50% less housing and amenities and do not need consumer goods. Tous droits réservés. The usual away around low-habitability. 8CG per pop in production chain (didn't factor in base trade, IIRC) - you can go off that and compare to. Having just finished a run using a Progenitor Hive, I have a few thoughts. The reduced amenities is a nice bonus. This will keep your planet happy for the most part after words build up to 3 to 5 coty districts for more amenities. And when the advisor says "Enemies occupied our Nest" and "Crushing an Hostile Hive" it's pretty easy to see that a full Organic shipset and city set with new mechanics is pretty much needed. I use up a building slot for a Hive Warren to get some amenities that do not come from jobs. gestalts do not have factions, and thus, produce less unity. I provide them a goal, a vision, a direction. Jump to latest Follow Reply. True but there shouldn't be difference for the sake of difference, as we've discussed having sectors can absolutely make sense for Stellaris hive minds. If you want to assimilate enemy pops, you have to take the generic modification ascendancy. Unsure of the optimal acension perk choices, but Hive Worlds are definitely worth getting for their production boost. As a driven assimilator, you will not be able to assimilate hiveminds. This goes double for Hive minds and Machine Empires. Also you can use the "city district" to get more maintenance drones. 6? I just got Federations and wanted to do a straightforward game with an origin to give the patch and DLC a test drive. given that you can easily get to 80+ pops by 2230 as a regular empire with overtuned, i. To be any good, however, these pops would have to produce some other resources or bonuses. 5 came out and war has become increasingly burdensome as the game goes on. Eternal vigilance. The Livestock can then be subsumed into the Hive via Centers of Elevation. 10. As a hive, you’d want to settle everywhere. Related Topics. 8 per Job, or from 6 to 7. Ruler traits are not especially reliable for most conventional empires, and Hive Minds do have an authority bonus-- +25% pop growth speed and -25% empire sprawl-- it's quite a bit better than the normal authority bonuses. My friends all seem to think they are broken, is this…Hi, I discovered that now is possible to encounter primitive hive minds. I specifically did not take intelligence. Hive minds have 1 very good civic in devouring swarm. All robots have been networked into a hive mind of sorts and work together for the betterment of. ; About Stellaris Wiki; Mobile view Yes, amenities are a very annoying issue to deal with as hive minds, but on the flip side you are freed from the plague of consumer good production (which I find to be the by far most frustrating thing about playing non-gestalt empires) and thus have one full planet (or several building slots on every other planet) completely free to do. The hive is not perfect at allocating resources to their maximum effect. The most you can do, if you go genetic. As a gestalt I am not able to have high population planets without wasting building slots for Amenities and Crime. Neural Network is a worse technocracy, ascetic is always a must-have due to amenities problem. for the Win in a Galaxy not so far away (it will be HUGE). I recommend checking out his suggestion. I feel like Hive Worlds got a big nerf with the changes to pop growth. TL;DR: Necrophage Hive Mind should defensive crouch the first 30-40 years to build a dominant starbase economy before taking the offense powered by catalytic converter. Hive minds have always felt boxed into a minor villain role, while simultaneously removing several mechanics that make empires interesting without replacing them with an equivolent. Now if they intentionally banned this form of data sharing among machines to preserve individuality. Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. Lets look at all of the standard civics available to hive mind and machine empires in Stellar. I've been playing as a Hive Mind since 1. You're still a Hive Mind -your pops don't use consumer goods and don't feel happiness- but you can have non-hive-minded pops and appear as a non-hive-mind for other empires (at least for a while). What's the most efficient way to generate amenities as a hive mind? I'm playing my first hive mind run. The Parasitic ones use pops from other empires to grow more native pops. So what I'm proposing is to have an origin specific for hive minds that changes them from a "natural" hive mind into a psionic hive mind with access to the psionic ascension path instead of the biological one. You will not be able to squeeze out an economy/research operation as strong as a regular empire can. Thread starter nrader; Start date Jun 5, 2018; Jump to latest Follow Reply Menu. Yes. Hive Minds don't have ethics, so nothing to pick here. This suggestion would actually be. This will make amenities production more efficient in early game - Build Autochton monuments. Devouring Swarm Hive Mind with Energy Issues. It is just that stellaris is still a game and need to have a pretence of balance. Stellaris is probably the most balanced, but random events and a few powerful playstyles still dominate the meta and leave it in the 'losing is fun!' category. In terms of civics, I have two ideas: The first corresponds pretty directly to rogue servitors: it would allow hive minds to keep pops as something like "wildlife" in "nature preserves", producing unity. However, the only way I have found, for now, is with situation Organic Singularity. In Stellaris a hive mind empire doesn't work like a bee hive or ant colony, which use chemical signals, sent trails,or even certain sounds. Sorted by: 5. This article is for the PC version of Stellaris only. The empire sprawl/admin cap changes are bigger, especially for gestalts, who also got some adjustments to how they produce amenities. You have to care about much less (easier to keep them happy, no need to produce consumer goods), can focus more on the basic stuff, everything feels easier and both are quite frankly easy to become completely op with when choosing the right build,. . These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. machines), just like a tradition shift. Maybe machine intelligence is handled closer to bio empires than hive minds. Democratic Monarchy. Machines are stronger the less habitable planets you play on. as the title says, I need some in-depth tips on how to play a necrophage – hive mind faction (non-lithoid, with catalytic processing). Lithoid hive minds get +50 years on the back end, but their starting age changes from 10-20 to 50-80, an average of 50 years. A single organism, where every part that *looks* independent is really no more independent than our fingers. You don't have to make any consumer goods because hive minds don't need them. How ever you should dedicate one planet to entirely synaptic nodes no sentinels needed as deviancy wont raise due to the amount of amenities being produced Also add spawning pools and clone vatsOf course you also need to use your outposts to gather the trade value and protect it from piracy, which again is something hive minds don't need to do at all. 75/100. Species rights determined how species are treated in an empire. It's 2328, and I don't have the Galactic Wonders Civic yet. Figure out a planet loadout you like and has minimal maintenance drones for each planet type and start spamming them as you need them and your pops can support. If you put the same investment into unity, as hive mind, that you do into. Getting food for alloys was never a problem, and it allowed me to dump minerals into research, which has been a significant economic bottleneck in previous. You get a spawning pool which is similar to the gene clinic, but takes only one pop. A hive planet, a mining world, and a fortress world at least. Each livestock should be producing about +3 food. Add the -15% from aesthetic to it and you wont need any maintenance drone jobs on most worlds (as long as you have a fully upgraded Sensorium. It still takes time for the automatic resettling to happen. The problem is hive minds only produce amenities from maintenance drones, it's only 4 per maintenance drone, and every drone needs at least 1 amenity. Neural Network is a worse technocracy, ascetic is always a must-have due to amenities problem. If you need amenities, just build a Nexus District. Ascetic mitigates your needs by reducing amenity usage. They also don't use the happiness mechanic (except Rogue Servitors. The natural neural network civic gives you science from unemployed, but this unemployed do not need goods like utopia run empires. Here are the best hive mind civics. We want to have only enough of stay over 50% stability. , the government and its mechanics will encourage play similar to that. They remain biological, but gain the "cybernetic" trait which gives them extra habitability and leader lifespan. Do start with Rapid Breeder, to buy into the Hive Mind forté (or say "screw it!" and go Lithoids with "Budding" and go all-in on Pop Assembly; I've never tried that, but it'll probably work). Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. This is because lithoid starting age over rides the normal hive mind starting age. Stellaris. Which, like all other genocidal civics, is top tier. A singular mind, a or entity, spread out over many bodies. The need to have tons of pops just. Habitability is an important pop growth modifier. Two Calculators need 8 Energy, meaning 1 Tech-Drone, and 1 Maintenance Drone: 4 pops. Well, if their offspring have the hive minded perk, it would only be a matter of time before planets, systems and even maybe sectors just hit critical mass. First, hive minds have the strength of having reduced effects of sprawl: this effect is enhanced in the cybernetic path due to the effects of cyborg tradition tree. Mat culture workers produce a lot of amenities. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. An Illithid community is a bunch of individuals ruled by a ruler that happens to be a small hive-mind with only one body. When I first designed the species I picked repugnant - partly just for role play but also because it's the only -2 available. If charismatic trait and maintenance drones are the only answeres, then, yes, it seems that Gestalt Hive do need more pop dedicated to amenities than other designs. Starting tradition is often Prosperity, but Discover, Expansion, Mercantile, and Supremacy are all completely valid openers. This is why hive mind should need consumer goods. Allow me to correct that and provide a build specifically for a Machine Empire in Stellaris. Apart from that, even i with limited hive mind playtime can already see that this origin sounds. [deleted] • 1 yr. "Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. Advice for Hive Mind? I’m playing a Hive Mind for the first time, and I find myself micromanaging the economy way more than I normally do. Stellaris Real-time strategy Strategy video game Gaming. Jump to latest Follow Reply. True but there shouldn't be difference for the sake of difference, as we've discussed having sectors can absolutely make sense for Stellaris hive minds. Taking over primitives and converting them into livestock will decrease the approval rating of any planet with the livestock. 22. If you can't obtain sufficient planets, get the tech and build habs once you no longer have systems to expand to. Methone made a suggestion thread about adding more civics to the Hive Minds. I also think that an overtuned hivemind can be very strong, however, i dont have much experience with hive minds and didnt test this myself. Enabling happiness and consumer goods for Gestalt Consciousness seems quite completely opposite to the design IMO. Hive Minds are. The mind doesnt need to know how long worker drone A worked, it just needs to know if the minerals are still coming in or not. Main question is if I am able to vassalise people as a hive mind. Adaptability is useful as 10% more is a +5% growth +5% job production. "Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. This is why the Charismatic trait is actually considered excellent for Hive Minds, since amenities are such a huge problem for them. Allowing you spec more heavily into other buildings and districts. Which is great since it makes Stellaris' hive-minds the loneliest beings on the universe. This is a common complaint, and easily answered. Amenities Consumption: - Distribute Luxury goods. Machine empires are a different story, but the biological Hive Minds are kinda bad. Ascetic. It is in the Ethics circle - the icon in the exact middle. Not only that, it reduces your drones’ need for amenities. Long story short: Its a combination of poor stats at virtually every corner for Hiveminds. Comparatively, for a normal empire it's very easy to find yourself short of amenities on a world, and need to go build a city for the building slot than a holotheater for the amenities in order to solve the issue. Same for the upcoming cyborg hive minds. [9] See Also [6] amenities, for hive mind, and I choose a perk where I don't really kind of needed that, or my species won't need that but as I read the other reply I need to build some sort of hive maintenance building, but yeah most of my own species are cool with it though only those conquered races are so upset about everything doing rebellion and all that. Big cyberpunk fan, but i dont like cyborg hive minds. First we don't need residental districts. The new Holdings system is too great an opportunity to pass here. Hey guys ive read some stuff on hiveminds from people on this subreddit saying they arent op. I don't know about normal empires, but I did math for Hive Minds back in 3. It is 2257, you have 1 starport, 37 used fleetcapacity, +84 alloys/month, 12 planets. With normal slave empires, slaves are a pretty valuable resource, but with hive minds they are basically a burden and trap You might have mentioned this elsewhere, but you can do things like nerve-staple (requires a tech) livestock pops so they are docile. And I agree Very Adaptable is dead weight. This in and of itself sounds very anonymous and 'meh', but it actually gives you high flexibility to do one of several thing: 1. The holo-theater is nice if you lack amenities, but keep in mind that it produces a fuckton of amenities and having excess amenities only gives a very weak bonus to resources produced (via pop happiness -> stability, or just straight up for hive minds). I am playing a Hive Mind race so no consumer goods needed, not even for my food. Talented. ago. Sort of like a cross between faction unity and trade value. Natural Neural Network is a honourable mention for the research options to roll the techs you want as a hive to start snowballing, but I only pick it for. Hive minds have stupid strong early games due to powerful pop growth and assembly aswell as access to starbase powered economy with hydroponic bays and solar panels . Synths are fully conscious in theory and act as individuals. I appreciate not wanting to remake a bunch of text or trying to redesign features just around one rather niche ethic. Artistic-Side-3896 • 2 yr. So 18ish miner jobs at about 6 each. TL;DR: Subterranean is an origin that works best for organic Hive Minds, NOT normal empires or even Lithoids. Nexus Districts are the Machine Empire equivalent of City Districts. Hive minds cannot run the massive build cost reduction or upkeep reduction, but those are niche builds arguably centered on abuse of the system and take a while to set up. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for. Nets me +10 lifespan, +30% growth (but -25% assembly), a whopping +35% amenities, -10% housing, and +50% habitability. The primary reason for this request is that with Overlord having added in so much in regards to vassal relations Gestalt Empires face some roadblocks when it comes to dealing with primitive empires. I will always take Prosperity, Supremacy, Aptitude, and Harmony eventually. The Zerg are a hive mind, though, and their deal is that they would have both genetic and psionic ascension paths at once, which wouldn't be possible in Stellaris. ago. Per job, entertainers are far more effective than maintenance drones while also providing unity. So hive minds usually fall behind in tech to. Yes, Hive Worlds are superior to Ocean worlds even for Hydrocentric Aquatic pops. There are plenty of Hive Mind fantasies going around where the link between the individual members of the hive is psionic rather than natural. Now if they intentionally banned this form of data. ago. I'll second emotion emulators being a good pick. Best. Unite the hive! - Bio ascension, gene modding and gene tab - Auto-jump feature, please - Armament change - Merging federations - Assimilation and living standards - We need Archives! Flesh is weak thus mind is over matter. Hive minds bonus is straights forward, you get to use minerals instead of consumer goods (regular empire) or energy (machine empire), for research. Elitewrecker PT Mar 27 @ 11:26am. 25 unity/pop, which will help a lot for hives. They generate more influence for faster system acquisition and do not waste alloy space on consumer goods . I have a delicate balance of. There is also an event that gives -30 Stability on the colony, which is bad. 1 Answer. Reply Snorkle25. Any help is appreciated. 8 free (compared to 20. How ever you should dedicate one planet to entirely synaptic nodes no sentinels needed as deviancy wont raise due to the amount of amenities being produced Also add spawning pools and clone vats Of course you also need to use your outposts to gather the trade value and protect it from piracy, which again is something hive minds don't need to do at all. The Hive Mind is probably the weakest empire type right now. And last but not least: Hiveminds have terrible civics. ago And the same is true for Machine Intelligences as well. R5: Got one of the new terraforming events as a hivemind that added this modifier, which happened to be on a size 25 planet, praise be to rng. Planet capacity is capped at 500, regardless of free housing or unblocked districts. They cannot migrate, don't have trade, don't have ethics for reliable diplomacy. I am not gonna sit through 4 hours of rather boring gameplay so I am just grabbing a few data points from the end. ago. And why mindless machines, working as a single hive mind directed by a central processing unit, need AMENITIES - is just absurd. This makes it more expensive to get traditions and accession perks to get bio-ascension to finally be able to remove the unruly trait. Just use. " This. Charismatic, Aesthetic, those are very much god tier for amenities. So as my title implies, I want to know how Hiveminds are doing right now, I used to play MEs pre 2. Mar 6, 2019. . I go from one turn at +9 amenities to -34 the next. Raneknug • 1 yr. I specifically tried to give hive minds a niche, which doesn't mean everything is easier. Hive Minds get a +10% already, and with the 10% from adaptability you already get 40% on everything except tomb world, meaning you can expand almost everywhere right away. Stellaris Gestalt Civics explained and ranked into a tier list. I bring Order to the Chaos. No factions means no free unity, and that free unity matters. Content is available under Attribution-ShareAlike 3. Jewbacca1991 • 3 yr. The list of civics for Hive Minds is rather short, and the list of good/interesting ones is even shorter. Ringworlds get really stupid for hive minds as a maximized segment costs a total of 6. However, Maintenance Drones are insanely inefficient for generating Amenities in a Machine Empire, while Hive Minds can mitigate that to a large degree with Spawning Drones, Ascetic, and one of the Synchronicity traditions. When I look at what is the most viable in the game, I primarily look at how efficient every available tool to. Hiveminds Synapse drones produce their. ago Yes 3 Pikmin_Hut_Employee • 2 yr. I love how the game started out in 1. 0) but never really gave hive minds a proper chance because I like roleplaying with friendly empires. spudwalt Voidborne • 2 yr. Eat your smaller neighbours whenever you can do so without making yourself vulnerable.