Stellaris do hive minds need amenities. Rapid expansion and overwhelming force is the name of the gameHive minded lithoids don't get increased average lifespans - and you'd actually be more likely to have a leader die early on you as lithoid. Stellaris do hive minds need amenities

 
 Rapid expansion and overwhelming force is the name of the gameHive minded lithoids don't get increased average lifespans - and you'd actually be more likely to have a leader die early on you as lithoidStellaris do hive minds need amenities  But at…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

75 housing while livestock/domestics take up 0. I appreciate not wanting to remake a bunch of text or trying to redesign features just around one rather niche ethic. Another one I had a lot of fun with was lithoid calamitous birth hive mind terrovoure. Jump to latest Follow Reply. Not only that, it reduces your drones’ need for amenities. Stellaris Wiki Active Wikis. 2. Hive Minds don't have ethics, so nothing to pick here. No factions means no free unity, and that free unity matters. Apart from that, even i with limited hive mind playtime can already see that this origin sounds. It still takes time for the automatic resettling to happen. Start a hive mind game with tree of life (likely best origin for hive) and not only do you start with 33 population, you also get up to 8. That gives 334 and 134 months per additional pop or one pop every 27. 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. "One Hive. Tend to be independent of resources generation rng. Keep your amenities positive and disable as many maintenance drones as you can. All Discussions. I think AI personalities aren't cut and dry, but work on a % chance where there are different options. Or a ring-world later on. Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. So as my title implies, I want to know how Hiveminds are doing right now, I used to play MEs pre 2. Empires with the Evolutionary Mastery ascension perk can change the citizenship of hive mind pops to Assimilation,. 4 on the Machine World, a total of 1. Oct 29, 2021 @ 8:28pm. Mar 6, 2019. The necrophage pops I start with give me a nice resource bonus depending on if they are lithoid or organic. They don't need commodity ( The orange resources ) This benefit is completely offset by the higher upkeep on their researcher, which costs a whopping 6 minerals per month. As a hive-mind I highly recommend going down the Synchronicity tradition tree and grabbing "Instinctive Synchronization" and then use synapse drones to produce amenities instead when you can, as this will boost both unity production and reduce the amount of. They also live longer than the average organic. Apples and oranges. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for. One world for a ship building facility. For a hive mind, that 50% bonus to pop growth is standard and on every planet, with the straight boost from being. Yeah, Hive minds need to be fleshed out more. Hive minds don't have to worry about happiness or consumer goods upkeep. Due to this I find it rather restrictive that we can't make a proper psionic hive species, but rather we're forced down the biological ascension path. Anyway, it didn't take long before I realized that it's an awful trait for hive minds in 2. 5% from jobs and natural growth for every point of habitability below 100, but also +1% requirement cost for food and amenity upkeep. They didn't have the ethic attraction boost and instead had more unity. 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. Man, the Hive Minds can use a big overhaul. One medical worker consumes 1 CG, I will neglate the upkeep costs for the building. RadiantFleet • 2 yr. It's always work like this. Maintenance Drones produce amenities, so yes. Real-time strategy Strategy video game 3 comments Best RadiantFleet • 2 yr. Without me they are a bunch or disparate limbs flailing against each other. It will allow so many drones to work real jobs instead of the uphill battle against amenities. That is weak for a Hive Mind already, a default empire would top those numbers. But it took stuffing every slot with maintenance and enforcement buildings. 1. Unlike normal factions, there moods are not linked directly to pops - so Gestalts still enjoy the benefits of not worrying about pop happiness or political power. their planet capital buildings has some slots for that job type and also one of the other special hivemind buildings adds such jobs (synaptic node or so?) #1. ago. It's not utopian abundance. Important because Stellaris is very much a front-loaded game where. Then I consume every world I see. [deleted] • 1 yr. Just completed a play through as a hive mind, it felt pretty bad having to give up multiple building slots to keep your amenities above 0. Look at Traditions. As a gestalt I am not able to have high population planets without wasting building slots for Amenities and Crime. 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. 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. 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. This generally means it takes longer to get up and going, but once you do get going, your population advantage puts you ahead. Each livestock should be producing about +3 food. I am not gonna sit through 4 hours of rather boring gameplay so I am just grabbing a few data points from the end. Hive-minds have a bonus to pop growth. Stellaris Hive Minds can still experience crime, embezzlement, and laziness. To compensate, they don't get the +25% growth of a normal hive mind, and have to split their pop growth between cultists and drones (pop assembly always produces drones). 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. Devouring Swarm is good, but thats it. Not only that, it reduces your drones’ need for amenities. [9] Or hive mind pops can produce 0. You don't have to make any consumer goods because hive minds don't need them. from trait, -10% from bio ascension, -10% from Adaptability traditions (genocidal xenophobes, isolationist xenophobes, hive minds, marauders) and another -5% from event. As the fans need to slow down, lest they damage their ships' priceless collectible. So 18ish miner jobs at about 6 each. "Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. My most recent play through involved a Catalytic Hive Mind, and I like how it turned out. Also it's easy to miss but those nodes don't count towards the leader cap. 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. This is why the Charismatic trait is actually considered excellent for Hive Minds, since amenities are such a huge problem for them. Obviously, an efficient source of amenities is incredibly powerful and means the hive mind can be very efficient with a lower number of pops. Due to the number of great edicts that exist now, Executive Vigor is a solid option. 1- Synths are completely different to machine civs acting completely autonomously and being sapient. Progenitor hives overall are the strongest hive, even slightly stronger than overtuned hive which is already overwhelmingly stronger than the other hive options. You get a spawning pool which is similar to the gene clinic, but takes only one pop. 2. Lithoid, hive mind (to cancel our growth malus), traits: Unruly, sedentary, pre-planned growth, crafter smiles, and charismatic. 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. 2- Synths are machine hiveminds that live in your empire that only become a civilization. Hiveminds are really inefficient in producing amenities. ago. They are. Any help is appreciated. 7 for the upgraded one. The usual away around low-habitability. Yes. 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. Even at the start when more % matters Hive minds can start with +83% compared to +93% with fast breeders you bring your growth from 5. Below are some basic analysis of the changed dynamics, and a few key tricks to consider. 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. Hive minds struggle with habitability, and this civic is a great way to shore up that weakness. 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'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. Because Evolutionary Mastery is the only ascension for organic hive minds, I'll tack on Natural Sociologists to help me research those techs faster. Could be an ascention perk or some research project. 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. Ascetic is a must pick because Amenities are a pain to deal with for HM and there are literally no other good civics. Lets look at all of the standard civics available to hive mind and machine empires in Stellar. 10. Yes ideally you keep the amenities (or its equivalent) at +0/+1, as any higher will not give your hivemind pops any happiness. Lets make a tier list. hive minds don't have bureacrats or admin buildings. The necrophage pops I start with give me a nice resource bonus depending on if they are lithoid or organic. However! I have been thinking i need to try hive mind soon. Having just finished a run using a Progenitor Hive, I have a few thoughts. It creates Deviant Drone jobs that suck drones out of productive jobs, and cost a bit of Energy too. This does, in fact, make them plural, rather than singular. ago. 1 Answer. . Fungalloid hive minds get amenities from their unity buildings. 25. ; About Stellaris Wiki; Mobile viewA couple of ideas that come to mind are an infectious agent being spread to the major nodes of the hive to rewrite it to the paragons design or a psychic individual joining themselves to the hive under false pretenses with the intention of forcing the hive to their design once the link is established. Jump to latest Follow Reply. Related Topics. Bum-Theory. Transit hubs double that to a total of 10% chance each month. Ascetic is fine, but keeping up with amenities is usually not a problem. I specifically did not take intelligence. I've been playing Stellaris since 2016 (version 1. Well, in one sci-fi novel (The Golden Oecumene Trilogy) one of the earliest methods of immortality that was developed was people having their minds assimilated into a sort of hive mind. Foundry for alloy (the one thing you can use). 49 to 5. 5% overall increase in growth. 5 came out and war has become increasingly burdensome as the game goes on. 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. 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. ago. Purple workers rights ones at the end give reduced empire sprawl from pops, reduced housing needs, and stability—not to mention the edict. For standard empires the Entertainer is your go-to choice, which produces 10 amenities each as well as a decent 2 unity. Allow you to stack up amenities quickly and easily. Luckily I started on the edge of the map and quickly found two or three main chokepoints that I fortified, buying myself security from any AI invaders. Adaptability is useful as 10% more is a +5% growth +5% job production. But automation is still rather terrible at this. Hive Mind has no inherent tech civics and so it's suboptimal to focus on science as one. An Illithid community is a bunch of individuals ruled by a ruler that happens to be a small hive-mind with only one body. Hive Mind players, how do you deal with Amenities? I always pick up the Synchronicity tradition tree with the one that gives Synaptic Drones Amenities. 1. 05/month (as of now) production of consumer goods. Fungalloid hive minds get amenities from their unity buildings. Tous droits réservés. 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. 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. Now if they intentionally banned this form of data sharing among machines to preserve individuality. The only way I would do unruly, is if I keep empire sprawl (primarily pops. In a sense you are technically correct that hive minds might need to build more maintenance depots, but this is not going to cripple your output of anything. PSA: Apparently Hive Mind Pops Can't Be Made Biotrophies, So This Is Awkward Now. The empire sprawl/admin cap changes are bigger, especially for gestalts, who also got some adjustments to how they produce amenities. Hive Minds for some reason seem always have strong fleets. Once you can do this you will snow ball out of control. Content is available under Attribution-ShareAlike 3. It takes several times the number of jobs to produce the same number of amenities. One point more Amenities can push your stability easily as Gestalt for like +30 amenities is +10 stability, but just try to get that number. ago. While the best hive minds can get without tech is 1 influence/month due to ethics. 20. © Valve Corporation. This means it takes 278. And the most important thing: maintenance drones are bad. MozarteanChaos Apr 14, 2020 @. It is in the Ethics circle - the icon in the exact middle. 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. 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). Start with technological accention, bio is the next two. For all the hype YouTubers and Redditors put into amenities for hive minds, it's really not that big of a problem. Amenities, in general, are infrastructure and items needed for life to proceed smoothly. Drones from another machine intelligence don't even need to assimilated, they just instantly function as your drones. gestalts do not have factions, and thus, produce less unity. Hive Mind Housing Districts don't even give jobs for Amenities (only 9 Housing). 2 per Job with the Versatility Tradition. Well, in that case, the current system makes sense. 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). So an idea I've seen floating around here is as follows: "All Hive Minds feel the same. Mind you we do get +10 amenities for an upkeep of 2 energy (if both jobs are filled) with the basic "hospital". Default rights for new species in the empire can also be set, which can later be modified for individual species. 6 Orion is out. So it might be that e. . You'll need to prioritize energy production as much as possible to support your empire's growth and. (Unless they've reworded it in 3. Which, like all other genocidal civics, is top tier. It could also have other flavor differences, like some buildings having different names and some aspects simply. 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. However, the only way I have found, for now, is with situation Organic Singularity. It’s in moments like this that the game you think you know pretty well slaps you in the face and whispers And as per a few pages ago the interaction with amenities and happiness and approval and stability is considerably more complex. And at 300 size, you need 240 research per month to research that tech in 10 months. Yeah, you can't "become" a hive mind empire mid-game. Jump to latest Follow Reply. Large growth tax. It does this in three parts: Balance. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. A big nerf on Maintenance jobs. 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. Business, Economics, and Finance. 25 unity/pop, which will help a lot for hives. Stellaris Suggestions: Hive Mind Civic Ideas. Machines are stronger the less habitable planets you play on. I bring Order to the Chaos. Before, I could use Holotheaters to get +10 amenities per entertainer job. It's 2328, and I don't have the Galactic Wonders Civic yet. Devouring Swarm is the best tech-setup of the 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. 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). I feel like Hive Worlds got a big nerf with the changes to pop growth. I provide them a goal, a vision, a direction. Randh0m • 2 yr. 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. Organic hivemineds are too bad. Let's assume a factions drones are super welcomed by other empires because they down have happiness. Hiveminds Synapse drones produce their. 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. This will keep your planet happy for the most part after words build up to 3 to 5 coty districts for more amenities. Same for the upcoming cyborg hive minds. Generally, if you can have a large number of planets, there is little reason not to do so, since they will all develop more or less at the same pace. Now the question is, on which kind of planets would I boost amenities with. No additional Spawning Drone job: A 25% pop growth, while 1 Robot Factory adds 66% pop growth (2. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. 1 Answer. Thanks! Absolutely! Pop growth advantage is one of the key niches of hive minds. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. 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'. All robots have been networked into a hive mind of sorts and work together for the betterment of. Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. In this Stellaris guide video featuring @KomradTruck we will break down the Progen. This is why hive mind should need consumer goods. Whats the best build for this?. Now, I do fine with less developed planets. There is also an event that gives -30 Stability on the colony, which is bad. This is -. The game hive minds use an advanced form of. (Unless they've reworded it in 3. ago. 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. If you can't obtain sufficient planets, get the tech and build habs once you no longer have systems to expand to. This is a non-issue with normal empires, as they have a lot of amenities producing jobs (further boosted with Pleasure Seekers) and happiness is nearly non-issue with Egalitarians. That is weak for a Hive Mind already, a default empire would top those numbers. With the release of Overlord, this feature was scrapped in favor of allowing Progenitor. Which, like all other genocidal civics, is top tier. Adding more pops via resettlement should help too. 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. However, I have some questions. Then I consume every world I see. 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. In Stellaris 3. Drone Storage gives only housing and amenities the maintenance depots give 5 jobs and 2 housing . 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. Their pops still require amenities (although not consumer goods) and that’s accounted for in-game. Artistic-Side-3896 • 2 yr. e. 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. I apologize for the incorrect information in my previous response. What's the most efficient way to generate amenities as a hive mind? I'm playing my first hive mind run. 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. If you want to assimilate enemy pops, you have to take the generic modification ascendancy. Nuts and bolts for repairs. Otherwise, have fun, it's pretty much easy mode. Stellaris hive minds are a Gestalt Consciousness. But the hive mind has evolved to be alone and knows very little of conflict. 1; 1; Reactions: Reply. One world for a ship building facility. ago. Ascetic is the best (excluding the two that make you genocidal) civic for hives, needing to employ less Maintenance Drones is great and the extra habitability is nice. 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. I'd like to ask for some advices on how to effectively manage a hivemind with rather large territories. 49 to 5. As a hive mind, these factions would appear at the beginning of the game, and develop new agendas as the hive mind expands (either by pop growth, empire sprawl, or fleet power). #12. 16 votes, 20 comments. Sorted by: 5. . 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. Share. They generate more influence for faster system acquisition and do not waste alloy space on consumer goods . Synapse. In actuality no new minds beyond the initial founders ever join the gestalt consciousness of the elder brain, according to the 2e Illithiad. Hive minds are weaker than default or machine empires. The big problem with Deviancy is that every drone pop just gives a flat +1 Deviancy, whereas free-willed pops. If you want that AP as a hive mind you go for the unity and amenities bonuses. Maintenance drone gives +4 amenities -- This feels really inefficient. 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. 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. Give hive mind a single faction for the hive mind, even with an approval rating of 50%. Hive minds have 1 very good civic in devouring swarm. large number of poorly developed planets. Hive minds have a bunch of inefficiencies baked in that standard empires do not, and the. The others have more niche uses as a first pick. the mindless drones would have. But the higher tiers of that event chain cause a penalty to sublight ship speed. Also the Ascetic Civic we will take reduces pop amenity usage. 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. No trade value means to free currency. 83 and 11. 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. Nihilistic Acquisition fundamentally changes the way you can wage war and is incredibly valuable. Related Topics. #3. 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. Sure it would be ackward has all hell to live along someone who has multiple bodies. Talented. However, the vanilla hive mind flavor is something stranger. Maintenance drone jobs are not a precious resource. Expensive outposts and colony ships. You need the genetics tree to “un-hivemind” them. This article is for the PC version of Stellaris only. 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. With a hive mind, there's no equivalent. The are a single mind gestalt consciousness. That helps when I'm trying to get to Evolutionary Mastery techs faster. Stellaris' hive-mind are of the second variety. Loosely based on the Baol precursors and the relationship between certain species of ants and acacia trees. This makes Talented a great trait to have. It'd help add some nuance to the broad spectrum of what qualifies as a "hive mind" society in fiction. I would really like my empath hive mind, the Izat Intelligence, to spawn with a more benevolent personality. They also live longer than the average organic. Because of this even machines empires that enjoy autonomy in individuals would still be close enough to a hive mind to be for all intents and purposes a gestalt consciousness. And leisure for prosperity (do hives use prosperity?)515 votes, 169 comments. machines), just like a tradition shift. Neural Network is a worse technocracy, ascetic is always a must-have due to amenities problem. Taking over primitives and converting them into livestock will decrease the approval rating of any planet with the livestock. And last but not least: Hiveminds have terrible civics. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. Even at the start when more % matters Hive minds can start with +83% compared to +93% with fast breeders you bring your growth from 5. Stellaris. Mar 6, 2019. ) More posts you may like r/Stellaris Join Finally, you don't need high Amenities. They are. My friends all seem to think they are broken, is this…Hi, I discovered that now is possible to encounter primitive hive minds. Justification: This already will result 0. I'll second emotion emulators being a good pick. Not going to spoil it, save that one of the things it adds is a Hive-specific colossus that melts all life on a planet and turns the mush into food for your empire. Raneknug • 1 yr. While amenities are a large COST, they are not a large 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). 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. For simplicity sake. Another way to think of a hive mind might be that you have a species of. More on Ascetic later. 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. 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. I think both Hive Minds and MEs can gain a little there, but in different places. Reply. 12 Amenities will come from the Capital, leaving 88 to be generated from jobs. 6 ! Capured from the Orion beta stream. Planet capacity is capped at 500, regardless of free housing or unblocked districts. This mod aims to improve hive minds' gameplay. The goal would be spread to as many planets asap, then after growing pops for a while, swap out. Does it fight back; pre-ftl civs dont spawn defense armies any more. Your pops are not effected by happiness, you get large growth bonus and sprawl reduction as stated on authority type. r/Stellaris • We need more uniquely bizzare pre-FLT planets and/or parallel Earth types to meaningfully inreact with. Hey guys ive read some stuff on hiveminds from people on this subreddit saying they arent op. The most you can do, if you go genetic. Having a blast vassalizing folks and forcing them into my hegemony federation. The balance against hiveminds is four fold: habitability, amenities, conquest utilization, and unity. I do have a cousin who enjoys hive mind (i guess he doesnt mind how inferior those bios are to machines) and he seems to do fine with em. While they make free-willed creatures happier, Amenities are used in order to keep Hive-Mind Processes stable. 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. " This. ago. Amenities are directly responsible for the stability of your planets as a hive-mind, and lacking them reduces all of a planet's production. With the change how pops get purged i found a very funny strategy to exploit this. A Progenitor Hive Mind empire has massive economic potential in Stellaris. A hive planet, a mining world, and a fortress world at least. " 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. This in and of itself sounds very anonymous and 'meh', but it actually gives you high flexibility to do one of several thing: 1. Not really, no. "Jewbacca1991 • 3 yr. 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. 17 years (assuming 12 mo / yr). Share. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. All zerg are psionic, they're just not all powerful psionics. Hive minds severely lack amenities jobs, lead to low happiness and stability. 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. Really really bad. 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. Machine pros. I am a little confused when it comes to robots and amenities. 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. ago. ~100ish minerals total, pretty good. 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. What rights can be selected depends on whether the species is the main. #2. This could come in the form of a percentage bonus. Machine empires are a different story, but the biological Hive Minds are kinda bad.