Yeah, you can't "become" a hive mind empire mid-game. ago. Hive worlds (from the hive world ascension perk) allow you to build unlimited districts of any type. Now the question is, on which kind of planets would I boost amenities with. Machines are stronger the less habitable planets you play on. The natural neural network civic gives you science from unemployed, but this unemployed do not need goods like utopia run empires. your machine pops need amenities because for them the amenities are spare parts. (Unless they've reworded it in 3. Description. Machine empires are a different story, but the biological Hive Minds are kinda bad. Originally posted by Esoteric Reference: Yeah -30 isn't a big deal. Then hive minds also don't have to deal with happiness and as a result are far less concerned about low habitability. What's the most efficient way to generate amenities as a hive mind? I'm playing my first hive mind run. Hive minds have a lot of population growth, but don't get as much of a resource advantage as machines, or access to a lot of bonuses a non-gestalt empire gets from their ethics. Taking over primitives and converting them into livestock will decrease the approval rating of any planet with the livestock. Fungalloid hive minds get amenities from their unity buildings. How about reflavoring pirates as being cancerous growths instead? Defective pops that won't stop "growing". The only flavourful additions available are Devouring Swarm/Terravore and Tree of Life, the latter of which is considered by many players to be an obligatory pick for. As long as pop growth is king, I think that robots are a pretty key part of an "optimal" playthrough with a non-hive/spiritualist empire (hives having massive pop-growth and spiritualists experience real costs with influence). The natural neural network civic gives you science from unemployed, but this unemployed do not need goods like utopia run empires. Once you can do this you will snow ball out of control. If you want to assimilate enemy pops, you have to take the generic modification ascendancy. (Unless they've reworded it in 3. Starting tradition is often Prosperity, but Discover, Expansion, Mercantile, and Supremacy are all completely valid openers. Hive minds struggle with habitability, and this civic is a great way to shore up that weakness. You'll need to prioritize energy production as much as possible to support your empire's growth and. I apologize for the incorrect information in my previous response. ago. Methone made a suggestion thread about adding more civics to the Hive Minds. Neural Network is a worse technocracy, ascetic is always a must-have due to amenities problem. A hive planet, a mining world, and a fortress world at least. Does it fight back; pre-ftl civs dont spawn defense armies any more. How would a hive mind pre-ftl species co-exist with an empire? It's an interesting ethical point of 'do you let the ascend and become a vassal' or 'do you invade them and expunge them'. Lets look at the crazy pop assembly availble to hive mind empires! Join me in my first Stellaris multiplayer in the new patch, as. Not really, no. Sorted by: 5. I specifically tried to give hive minds a niche, which doesn't mean everything is easier. Another way to think of a hive mind might be that you have a species of. Some pre-FTL civs can convert to hive mind (fun to watch, btw), but any human operated civ has to start as hive mind. That's not to say Hive Worlds are bad, it's still a top-tier perk and well-suited to the needs of a Hive Mind empire, but it is pretty expensive and takes. 40% of empath hive minds have a more benevolent personality, while 60% have the standard one. My friends all seem to think they are broken, is this…Hi, I discovered that now is possible to encounter primitive hive minds. Do yourself a favour and simply compare Machine empire and Hivemind start. 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. It’s a lot easier now to actually do so, since the insane need for maintenance depots hive minds used to experience has been removed, thanks to hive districts granting maintenance drone jobs. 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. Best. Apart from that, even i with limited hive mind playtime can already see that this origin sounds. Fungalloid hive minds get amenities from their unity buildings. I think both Hive Minds and MEs can gain a little there, but in different places. Apples and oranges. But hiveminds do have one big weakness, which is having the worst researchers in the game. I'm sure it's much better for an organic hive mind. Large growth tax. Hey guys ive read some stuff on hiveminds from people on this subreddit saying they arent op. This means it takes 278. Machine pros. Stellaris Real-time strategy Strategy video game Gaming. especially before you got traditions to reduce pop usage. 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. We have evolved for some level of conflict. Hiveminds are so bad at producing amenities that you NEED to offload everything you can to habitats, because your planets of decent size are mostly filled with. If you want to compare it that way - do bother to factor everything into account (amenities, housing, food and whatnot). It's so you have a type of empire that doesn't need to deal with the hassle of factions and consumer goods, and while they are incredibly underdeveloped (and boring if unmodded) as they were a part of the first DLC ever made, they do have one feature that even Machine Empires don't have and that is not needing to employ maintenance pops for amenities by going down the Harmony tradition. 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. Pops start to decline when a planet is 25% overcrowded. . Big boosts to growth and resource production make these worlds a straight upgrade from the default worldsnormal empire got OP perks compered to hive lol. No factions means no free unity, and that free unity matters. LigerZeroPanzer12 • 2 yr. 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. In the meantime, the Hive Queens mod offers a variety of playstyles that can be pretty cool (basically Xenomorphs, cloning, newly added necrophage, biological ships/buildings, etc), as a hive lover I definitely enjoy that mod, and the mod maker is a SUPER cool dude which seems rare, so much of the Stellaris modding community seems to be. While they include things like entertainment or art, they're also good roads or hospitals. The idea behind the origin seemed to be that it would grow stronger and provide itself more utility as it gained more and more powerful subordinates, and the fact that it can create its own vassals, as a hive mind, makes it seem like this aspect of its overall goal set is. However, the vanilla hive mind flavor is something stranger. It is an early-game economy advantage for hives, where the Origin and Hivemind mechanics cover each other’s weaknesses and support a strong early-to-mid-game economy to achieve a position of dominance. The behaviors won’t create factions or anything, I intend to keep hive minds as free and flexible as possible as this. 0 unless otherwise noted. spudwalt Voidborne • 2 yr. Any help is appreciated. Ascetic is a must pick because Amenities are a pain to deal with for HM and there are literally no other good civics. Maintenance drone gives +4 amenities -- This feels really inefficient. 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. Just use. Fluffy-Tanuki • Agrarian Idyll • 10 mo. g. With cyborgs its just 1/8. 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). The Stellaris Hive Mind was rushed and is pretty uninteresting and obviously in need of an update. 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. 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. Leaders are one of the best parts of playing as a hive mind. But you are right that this would be a way around it. Having just finished a run using a Progenitor Hive, I have a few thoughts. Hive minds struggle with habitability, and this civic is a great way to shore up that weakness. Fan xenophobe culture workers gives 5 happiness each. I'd like to ask for some advices on how to effectively manage a hivemind with rather large territories. Discomfort does not bother hive minds that run this civic, and thus they are able to endure many hardships. Prioritize Energy Production: As a Machine Empire, your main resource is energy. Jump to latest Follow Reply. On a per-pop basis, standard empires are significantly more productive than gestalt consciousness empires in the mid-late game once they hit their post-scarcity economy. So an idea I've seen floating around here is as follows: "All Hive Minds feel the same. While not lighting the world on fire. But slavery changes this a lot. Just because the whole Hive shares a mind, doesn't mean they don't feel some kind of happiness, they just feel it together. A single organism, where every part that *looks* independent is really no more independent than our fingers. The ascension paths, Prosperity, and Supremacy are just better than the other traditions. 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. Methone. I think you're approaching hive minds from the wrong angle - their whole deal is quantity over quality. None. " 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. Lets make a tier list. The game hive minds use an advanced form of. The existing Hive Mind and Machine Empire traits would need to be modified so that some ethic combinations do not cause a balance issue. Their bio trophies are happy though). Discomfort does not bother hive minds that run this civic, and thus they are able to endure many hardships. The necrophage pops I start with give me a nice resource bonus depending on if they are lithoid or organic. For all the hype YouTubers and Redditors put into amenities for hive minds, it's really not that big of a problem. I love how the game started out in 1. This. The key attraction of hive minds at that stage of the game is simply having more pops in. I'm in a situation where I had conquered a 28-pop primitive world within the first 10 years in the game. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. Their brain drones cost 6 minerals (1 miner makes 4 minerals), compared to a machine empire's 4 energy (their technicians produce 6 energy), and a standard empire's 2 consumer goods. Important because Stellaris is very much a front-loaded game where. Eternal vigilance. 8 free (compared to 20. As a comment below me pointed out, apparently taking cybernetics allows you to assimilate hivemind pops as a Driven Assimilator. New Hivemind Civic in 3. They remain biological, but gain the "cybernetic" trait which gives them extra habitability and leader lifespan. 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. Lowered the spawn chance for the legendary paragon Keides by 75%. I just ignored it because I thought it might be some leftover from a conquest. There is also an event that gives -30 Stability on the colony, which is bad. It is available only if have the Utopia DLC for the biological empire or "Synthetic Dawn" if you want a machine one: Then on the right, under "Authority" you can select are you a machine or biological hive mind. Blue ones that increase habitability will let you hit 100% habitability on all worlds. Progenitor hives overall are the strongest hive, even slightly stronger than overtuned hive which is already overwhelmingly stronger than the other hive options. There is one exception to this and that is displacement. Due to not being affected by Happiness, Hive Minds have no methods of increasing Approval Rating for pops. 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. With cyborgs its just 1/8. Their pops still require amenities (although not consumer goods) and that’s accounted for in-game. My favorite empire in stellaris was always hive mind. 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. And regardless, they will produce unity that you will need to keep up your traditions. 2 per Job with the Versatility Tradition. The necrophage pops I start with give me a nice resource bonus depending on if they are lithoid or organic. This page was last edited on 11 February 2020, at 18:14. And leisure for prosperity (do hives use prosperity?)515 votes, 169 comments. One mind with many bodies, one mind that decides everything by itself without the need of consensus or deliberation between parts. Because Evolutionary Mastery is the only ascension for organic hive minds, I'll tack on Natural Sociologists to help me research those techs faster. 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. 2: 5 amenities -> 4 amenities. 3/100 or . as the title says, I need some in-depth tips on how to play a necrophage – hive mind faction (non-lithoid, with catalytic processing). " This certainly isn't entirely without merit. 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. One world for a ship building facility. Food as a multipurpose resource is a good step but empire pirates don't really make sense for hive minds. Amenities. for the Win in a Galaxy not so far away (it will be HUGE). I understand why the entire galaxy hates a hive mind, and I think it's a good way to balance out some of the more awesome aspects of the. 5 Amenities needed per Robot Population. 24 Fantastic Participants of the Community have created these 24 Hive Minds for a Battle to the. Now if they intentionally banned this form of data. ago. Otherwise, you will need to go through the Genetic Ascension perk and tradition tree, and one of the traditions unlocks assimilation into or out of hive mind. Devouring Swarm is good, but thats it. 0 unless otherwise noted. Leaders are one of the best parts of playing as a hive mind. ScreamCon Apr 7 @ 12:35pm. Doing my first run as Rogue Servitors. , and gives more grow. That's not to say Hive Worlds are bad, it's still a top-tier perk and well-suited to the needs of a Hive Mind empire, but it is pretty expensive and takes. bansheeonfife. 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. Habitability is an important pop growth modifier. This does, in fact, make them plural, rather than singular. With a hive mind, there's no equivalent. AI Empire’s don’t hate you for purging through displacement. Consumer goods have a similar issue; generally you only need as many consumer goods as you need, and excess does very little. The need to have tons of pops just. Seeking Advice - Playing as a "Wide" Hivemind, centred around Cordyceptic Drones. Reply. The usual away around low-habitability. from trait, -10% from bio ascension, -10% from Adaptability traditions (genocidal xenophobes, isolationist xenophobes, hive minds, marauders) and another -5% from event. That bonus resources from pops isnt useful at start, pick it up when you reach dna resesrch/ascensión perk, try to stay at war and devour enemies planets, it helps with your lack of pop growth, the desicion devour planet isnt a toggleable, so reneame the conquered planets and keep an eye on em to make the desicion again, and remember to remove all. Amenities, in general, are infrastructure and items needed for life to proceed smoothly. The others have more niche uses as a first pick. Hive minds, just like machine empires, are basically more simplified but stronger versions of normal empires. You could do something neat like all simple organic drones produce 2 amenities, so organic hive minds need to either keep a balance of simple and complex drones or invest in expensive attendant drones. I want to build a hive mind that can make some alliances if it chooses to do so but that has a population that grows extremely fast in numbers. Allowing you spec more heavily into other buildings and districts. I use up a building slot for a Hive Warren to get some amenities that do not come from jobs. 05 with Flesh is weak). And why mindless machines, working as a single hive mind directed by a central processing unit, need AMENITIES - is just absurd. Ringworlds get really stupid for hive minds as a maximized segment costs a total of 6. Adaptability is useful as 10% more is a +5% growth +5% job production. Hive minds need more flavor as they are currently lacking compared to machines and other empires. I am playing a Hive Mind race so no consumer goods needed, not even for my food. Now that would be 667 consumer goods for one additional pop. It will allow so many drones to work real jobs instead of the uphill battle against amenities. 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. Really really bad. They're able to explode into the galaxy very quickly and establish a. No trade value means to free currency. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for. Pikmin_Hut_Employee • 2 yr. I recommend checking out his suggestion. But the hive mind has evolved to be alone and knows very little of conflict. "I would definitely like a more individualistic hivemind as it would be great for role play. However, the only way I have found, for now, is with situation Organic Singularity. There is a difference between "cut off from hive mind" and "over admin cap". Progenitor Hive Minds are more akin to ants or bees - a family that tends to operate in a unison seemingly unachievable by normal organics, with some form of central control. 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. Hive minds have 1 very good civic in devouring swarm. r/Stellaris. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. A big nerf on Maintenance jobs right at the start of 2. The goal would be spread to as many planets asap, then after growing pops for a while, swap out. Raneknug • 1 yr. You generally build hive districts if you need more housing, and sometimes if you are low on amenities. There were multiple hive minds, some consisting of just a couple of individuals others with thousand minds. Hive Mind Ideas. It's always work like this. Using Hive Warrens in combo with Ascetic reduces the need for jobs that produce amenities. Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. 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. -You cannot use the subjugation casus belli to conquer only part of a hive mind and create a new hive empire. Talented. Hive minds bonus is straights forward, you get to use minerals instead of consumer goods (regular empire) or energy (machine empire), for research. And at 300 size, you need 240 research per month to research that tech in 10 months. Hive minds seem to use largely organic tech, you can't research robot techs and thus can't synthetically ascend I suspect psionic development takes a level of introspection, seeking answers beyond the senses, and (for lack of a better word) 'faith' that hive minds (being so grounded in the physical and biological) just are not able to achieve. AKA using caretakers to play Optimus Prime: The faction. Hive minds should (in theory) expand exceptionally well, but can have trouble with amenities on large planets. Making sure on math: Gene clinics give a bonus based on base pop growth (3), giving you . Mar 29, 2020 @ 7:29pm. One vision is really good to start with for similar reasons, so good choice there. Consumer Goods would be art, jewelry, video games, etc. However, the vanilla hive mind flavor is something stranger. As examples, the Sensorium Site does very similar things as the Synaptic Nodes, the Hive Mind obviously doesn't need metallic environments to do complex research or bureaucracy, and, as a more Hive Mind-focused example, the Offspring Nest is literally just a building. I think AI personalities aren't cut and dry, but work on a % chance where there are different options. They generate more influence for faster system acquisition and do not waste alloy space on consumer goods . They are not the all-or-nothing type from before, but they still leave a surplus of those. Organic hivemineds are too bad. Hiveminds are so bad at producing amenities that you NEED to offload everything you can to habitats, because your planets of decent size are mostly filled with amenity and deviancy buildings. • 1 yr. And I agree Very Adaptable is dead weight. 1. Hive-minds have a bonus to pop growth. These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. That might sound like a huge effect, but while I don't remember all the details of when I tried playing a Hive Mind last November, I'm playing Rogue Servitors right now, and even fairly developped planets. An Illithid community is a bunch of individuals ruled by a ruler that happens to be a small hive-mind with only one body. 5 to 7 mineral drag whereas these 4 unemployed drones end up +2 net minerals. Aug 3, 2021. Sure it would be ackward has all hell to live along someone who has multiple bodies. The Hive mind is a single vast gestalt consciousness this entity itself has no physical presence as we would understand it as the drones are its physical presence. Not really, no. . Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. This is why the Charismatic trait is actually considered excellent for Hive Minds, since amenities are such a huge problem for them. This article is for the PC version of Stellaris only. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for Void Dwellers, and Xeno-Compatibility for Xenophiles. The list of civics for Hive Minds is rather short, and the list of good/interesting ones is even shorter. Going from 40% to 50% is pretty much irrelevant as a Hive Mind. 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. Many people may think hive-minds being many drones forming a single. If you need amenities, just build a Nexus District. 1 Answer. Giving housing, and some amenities. The situation has a good story and is fun to have the chance to decide if the primitive empire will become a hive mind or not. Also the Ascetic Civic we will take reduces pop amenity usage. If you can't obtain sufficient planets, get the tech and build habs once you no longer have systems to expand to. 75 empire size. Late game you can get to having +18 pop assembly per planet so dipping 10 or so jobs into. Then hive minds also don't have to deal with happiness and as a result are far less concerned about low habitability. Maybe machine intelligence is handled closer to bio empires than hive minds. This generally means it takes longer to get up and going, but once you do get going, your population advantage puts you ahead. Next! 3. That is weak for a Hive Mind already, a default empire would top those numbers. The Parasitic ones use pops from other empires to grow more native pops. Also gestalts dont need amenities at all, they are gestalt consciousness, and even semi-individual gestalt society dont need so many entertainers (maintenance drones) to funcion, one drone know how to cure others, and everyone knows that. Dunno if Unruly still a good hive trait. Machine empires are a different story, but the biological Hive Minds are kinda bad. One medical worker consumes 1 CG, I will neglate the upkeep costs for the building. Yeah, you need to prioritize creating resource districts and filling worker jobs first until you get a nice income going, then you can add in specialist buildings after you have a buffer. Hive minds are allready brokely overpowered in fiction: Instant unblockable communication. This will keep your planet happy for the most part after words build up to 3 to 5 coty districts for more amenities. This seems to be the key to actually being able to play the game for Hive Minds. 75/100. Adaptability is useful as 10% more is a +5% growth +5% job production. The only way I would do unruly, is if I keep empire sprawl (primarily pops. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. Sort of like a cross between faction unity and trade value. Lets dive in!Chapters:0:00 Intro0:10 F tier2:48 C tier5:14 B ti. Stellaris. Which gets smaller the more techs/traditions you research. PROS. 05/month (as of now) production of consumer goods. 3 or something. " 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. 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. Then you will need to improve multiple colonies to get rid of unemployment. Randh0m • 2 yr. Terraforming hive worlds is much more expensive than Gaia is for normal empires though, around 10k vs 5. Consider going Biological Ascension and taking either Fertile or the new Vat-Grown (I don't think you can take both). 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. But it is theoratic possible. Yes ideally you keep the amenities (or its equivalent) at +0/+1, as any higher will not give your hivemind pops any happiness. Giving housing, and some amenities. So I came up with the Behavior System, where you can choose behaviors that will help shape your hive mind, making it more unique, giving it more RP depth, and more unique gameplay. Even if you are a peacefull hivemind the deviancy becomes a problem when your planets starts getting to around 80 pops, you need two sentinel buildings around 100 (At least my empire did, how the empire is built might off course effect it). Subsumed Will is great if you're on PTR and if you're on live version you can go for Subspace Ephrase instead. The need for mineral increases even further if using a lithoid hive. thank god you were a hive, -50% happiness is crippling for anyone else. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. Oct 29, 2021 @ 8:28pm. No trade value means to free currency. Bearing in mind that "Fanatic Purifiers" were originally an AI personality that emerged from a very particular set of government traits, I think it would be not unreasonable to assume that the "Hive Mind" government is intended to replace the "Hive Mind" AI personality- i. Delay/dedicate less buildings towards amenity production. I have not tried necrophage hive minds myself yet, but since hive minds can not share planets with other species, I would guess this combination requires a very aggressive playstyle to keep your pops growing. The reason I specifically mention it for Hive Minds is that the normal strategy is to fill up your capital with Researchers first to benefit from the +10% job output Capital designation. Stellaris hive minds are a Gestalt Consciousness. They cannot migrate, don't have trade, don't have ethics for reliable diplomacy. However, they'd function in Stellaris terms like a normal empire. Stellaris Real-time strategy Strategy video game Gaming. This suggestion would actually be. Now, I do fine with less developed planets. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Hive Mind Authorities. 8 per Job, or from 6 to 7. Hive mind civics are notoriously bland, but I do like Natural Neural Network because of the extra research option. This will make amenities production more efficient in early game - Build Autochton monuments. ago Yes 3 Pikmin_Hut_Employee • 2 yr. Amenities are directly responsible for the stability of your planets as a hive-mind, and lacking them reduces all of a planet's production. 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. You will not be able to squeeze out an economy/research operation as strong as a regular empire can. Jump to latest Follow Reply. Hive minds work for me, but machine pre-ftl is kind of gash. 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. 33 pop_growth_speed. Hivemind is something you have to start with. Ascetic is just a great pick up overall +15% amenities takes care of a big weakness, and the 5% habitability is a good 2. More on Ascetic later. Due to the number of great edicts that exist now, Executive Vigor is a solid option. Look at Traditions. #? May 3, 2021. This is why the Charismatic trait is actually considered excellent for Hive Minds, since amenities are such a huge problem for them. Ascetic is a must pick because Amenities are a pain to deal with for HM and there are literally no other good civics. 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. Tend to be independent of resources generation rng. ~100ish minerals total, pretty good. Instinctive Synchronization in the Synchronicity tradition gives +2 amenities to Synapse Drones -- Done, but I have to build more synapse buildings everywhere. The leader of these empires is the hive mind itself, and as such, is immortal, as it lives on through a. This generally means it takes longer to get up and going, but once you do get going, your population advantage puts you ahead. 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. Crypto1. 1- Synths are completely different to machine civs acting completely autonomously and being sapient. They also live longer than the average organic. you would need to constantly. At least until you need the planets for actual resources. Most of 'bad' human sentiment, like predatory sentiment, jealousy, anger, desire, has to do with the fact that the human mind exists in a world of conflict over resources with other life-forms. [9] Or hive mind pops can produce 0. 141. In theory a hive mind could totaly intergrate into sociaty. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. Stellaris Gestalt Civics explained and ranked into a tier list. Otherwise that basically completely kills my ability to be a non-evil/creepy hive mind considering I'll then have to eat or assimilate people to expand. CaelReader • Synthetic Evolution • 2 yr. While not lighting the world on fire. hive minds don't have bureacrats or admin buildings. 1 Answer. Not really needed. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. YeetingtonThe3rd • 2 yr. Yeah, you need to prioritize creating resource districts and filling worker jobs first until you get a nice income going, then you can add in specialist buildings after you have a buffer. So hive minds usually fall behind in tech to. So it might be that e. Each Researcher generates 4 research in each category per month by default. Otherwise that basically completely kills my ability to be a non-evil/creepy hive mind considering I'll then have to eat or assimilate people to expand. Having a blast vassalizing folks and forcing them into my hegemony federation. Both those building stay up until the planet is close to full, then they get changed to a different facility that I need . ago Maintenance Drones produce amenities, so yes. Instead of having unity, ethic attraction and amenities, the perk was different for hive minds. Jump to latest Follow Reply. It looks pretty weird to have humanoids walking around an eldritch planet lol. The idea this DD presents is that drones, while they do need to be part of the hive mind to survive and function, do not need very much direct control. I don't know about normal empires, but I did math for Hive Minds back in 3. That helps when I'm trying to get to Evolutionary Mastery techs faster. It takes 4 unemployed drones to produce the ~same research as 1 brain drone (actually more on social), but that brain drone also creates a net -6. Think of amenities in machine empires as unit maintenance. It takes several times the number of jobs to produce the same number of amenities. However, if the amenities deficit is small you're often better off just eating the penalty. Before, I could use Holotheaters to get +10 amenities per entertainer.