Stellaris do hive minds need amenities. All you need to do is play defense for a few decades, get a few economy booster techs, get some robot assemblies to supplement your pop growth, and you'll quickly start closing that gap. Stellaris do hive minds need amenities

 
 All you need to do is play defense for a few decades, get a few economy booster techs, get some robot assemblies to supplement your pop growth, and you'll quickly start closing that gapStellaris do hive minds need amenities  With a hive mind, there's no equivalent

Primary one is amenities shortages, due to low amenities per job. If you need amenities, just build a Nexus District. You generally build hive districts if you need more housing, and sometimes if you are low on amenities. Yes. Hive mind scientist are quite bad in comparison before you can subjugate people Their civics are mostly bad. This does, in fact, make them plural, rather than singular. 2. 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. Real-time strategy Strategy video game 3 comments Best RadiantFleet • 2 yr. Ascetic. 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. The Fan Hivemind. 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. My friends all seem to think they are broken, is this…Hi, I discovered that now is possible to encounter primitive hive minds. #14. -non-fanatic Pacifists can actually use the subjugation casus belli, but the “real” Pacifist method of conquering is to propose subjugation peacefully, and then later integrate the subject empire. 2: 5 amenities -> 4 amenities. 8 base growth plus 2 assembly growth. 5 Amenities needed per Robot Population. 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. Nexus Districts are the Machine Empire equivalent of City Districts. When I first designed the species I picked repugnant - partly just for role play but also because it's the only -2 available. Also you can use the "city district" to get more maintenance drones. Ecumemopolis provides districts aimed towards non hive minds. 1 Answer. Starting traits: Positive: Rapid-Breeders (+2), Very Strong (+3) Negative: Non-adaptive (-2), Fleeting (-1) Civics: Devouring Swarm, Divided Attention. 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. Oct 29, 2021 @ 8:28pm. This is -. While you do want a small surplus for Colony ships, the only real use for a Surplus is the planetary decision to distribute Luxury Goods, which gives you a temporary, and very micro intensive amenities boost for your planet. Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. Somewhere along the way I picked up a small 3. One medical worker consumes 1 CG, I will neglate the upkeep costs for the building. Hey guys ive read some stuff on hiveminds from people on this subreddit saying they arent op. You only need 1 amenities build 1 habitat district and 1 mineral synergy building to complete the hab. 20. Essentially a hive mind version of Rogue Servitors except the non-hivemind pops acted as the defenders of the hive in exchange for being kept in the lap of luxury by the hive. The key attraction of hive minds at that stage of the game is simply having more pops in. 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. It's always work like this. All you need to do is play defense for a few decades, get a few economy booster techs, get some robot assemblies to supplement your pop growth, and you'll quickly start closing that gap. 100 pops need 100 Amenities. The behaviors won’t create factions or anything, I intend to keep hive minds as free and flexible as possible as this. 1- Synths are completely different to machine civs acting completely autonomously and being sapient. Reply Snorkle25. Hive minds don't have to worry about happiness or consumer goods upkeep. Keep your amenities positive and disable as many maintenance drones as you can. The second problem is the lack of good civics , the only two good civics are devouring swarm and ascetic (You really want to reduce amenities usage as a hive. Do note that your home planet has a modifier that reduces deviancy. All robots have been networked into a hive mind of sorts and work together for the betterment of. 8CG per pop in production chain (didn't factor in base trade, IIRC) - you can go off that and compare to. The Livestock can then be subsumed into the Hive via Centers of Elevation. 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. Many Voices. This just sucks for "real" empires, because the hive minds are useless critters with no place in a galactic civilization. And last but not least: Hiveminds have terrible civics. 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. As a hive mind, you're naturally taking biological ascension, and nerve-stapled livestock stop impacting happiness. And, of course, an ascension path. 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. 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. AI Empire’s don’t hate you for purging through displacement. " 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. Leaders are one of the best parts of playing as a hive mind. I love how the game started out in 1. If you want to compare it that way - do bother to factor everything into account (amenities, housing, food and whatnot). Then I consume every world I see. In actuality no new minds beyond the initial founders ever join the gestalt consciousness of the elder brain, according to the 2e Illithiad. Their pops still require amenities (although not consumer goods) and that’s accounted for in-game. Bum-Theory. The other advantages are the 3 basic workers per basic resource district, and access to gestalt jobs which, aren't bad, as they don't require consumer goods, which. The rights can be determined individually for each species and can be changed every 10 years. And regardless, they will produce unity that you will need to keep up your traditions. Which gets smaller the more techs/traditions you research. I am the brain that controls them. 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. Same with hive mind pops in hive minds. Machine Empires do not have to worry about producing food or consumer goods, they do not have to keep their pops happy, they get +1 pop when colonizing from the get go, they do not have to deal with factions, they have an easy time with ameneties, their leaders are immortal due to being machines, they can colonize all worlds right away due to the +200% habitability they get and they get. And I agree Very Adaptable is dead weight. 3/100 or . How to get amenities as Hivemind. 75 empire size. Per job, entertainers are far more effective than maintenance drones while also providing unity. LigerZeroPanzer12 • 2 yr. Hive mind farm planet exploit infinite late game food and soc research. 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. As any machine empire, taking over other machine pops should directly integrate them into. 75/100. I think both Hive Minds and MEs can gain. Ascetic is the best civic for hive minds hands down. Ringworlds get really stupid for hive minds as a maximized segment costs a total of 6. Another way to think of a hive mind might be that you have a species of. #3. This will keep your planet happy for the most part after words build up to 3 to 5 coty districts for more amenities. Otherwise, have fun, it's pretty much easy mode. Not really, no. Also you can use the "city district" to get more maintenance drones. No trade value means to free currency. Amenities are directly responsible for the stability of your planets as a hive-mind, and lacking them reduces all of a planet's production. 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. The Stellaris hive mind is a gestalt consciousness though. Yes, Deviancy is a distinct problem for hive minds. You will basically never run out of maintenance drone job positions. ; 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. 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. It is in the Ethics circle - the icon in the exact middle. You'll need to prioritize energy production as much as possible to support your empire's growth and. Real-time strategy Strategy video game 3 comments Best RadiantFleet • 2 yr. 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 the most important thing: maintenance drones are bad. Stellaris Gestalt Civics explained and ranked into a tier list. Finally Mercantile is necessary if you want to do a trade-focus approach since Merchants are the only good trade job and you need the Mercantile tradition to get them. There is also an event that gives -30 Stability on the colony, which is bad. The Parasitic ones use pops from other empires to grow more native pops. DO NOT build them up. 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. 5 to 7 mineral drag whereas these 4 unemployed drones end up +2 net minerals. 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. Once you have that, you will be able to assimilate those pops into your hiveWhat should I know about Hive Minds/2. 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. Machine empires are a different story, but the biological Hive Minds are kinda bad. Not only that, it reduces your drones’ need for amenities. . If you can't obtain sufficient planets, get the tech and build habs once you no longer have systems to expand to. Specifically, you need the 'Genetic Resequencing' tech that the 'Evolutionary Mastery' Ascension Perk unlocks, so depending on your amount of Society Research, even after getting the AP, you still might be a few years away from removing (or adding, if you are the Hive) the 'Hive Minded' trait, so keep that in mind when you try to save them. Eat your smaller neighbours whenever you can do so without making yourself vulnerable. 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'. The need to have tons of pops just. Here are the best hive mind civics. Ascetics is also a very good Empire civic you want to use next time if not going random as that reduces the amenities needed by 15%. I recommend checking out his suggestion. In actuality no new minds beyond the initial founders ever join the gestalt consciousness of the elder brain, according to the 2e Illithiad. Honestly I would suggest people simply just make 9 different sub-species and not even use adaptable at all but there was a earlier poster who didn't want to do that and why I suggested just go with the 3 different biomes atleast. Gestalts have a way rougher time with amenities for sure. Discomfort does not bother hive minds that run this civic, and thus they are able to endure many hardships. Blue ones that increase habitability will let you hit 100% habitability on all worlds. Then I consume every world I see. Irrassian isn't even bad for hive minds though. ) most parts work autonomously of eachother, with the overmind providing large scale guidance for whats. Robots without Citizen Rights require 50% less housing and amenities and do not need consumer goods. Hive minds have 1 very good civic in devouring swarm. Yeah, bureacrats need to be averaged with 1-unity entertainers, but priests are base 4 and don't need the amenity offset. Have Hive Minds choose either a cooperative way (offering their hyper-efficient Drones to other Empires for Resource extraction and taking a cut of their yield. 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. This seems to be the key to actually being able to play the game for Hive Minds. Since Engineered Evolution, Evolutionary Mastery and Hive Worlds require Bio Research tech to be discovered first. 2- Synths are machine hiveminds that live in your empire that only become a civilization. Important because Stellaris is very much a front-loaded game where. Machine empires already have +50 Energy output day 1. Description. )Stellaris 3. 1. 25 unity/pop, which will help a lot for hives. Hive minds have a bunch of inefficiencies baked in that standard empires do not, and the. And at 300 size, you need 240 research per month to research that tech in 10 months. Share. It creates Deviant Drone jobs that suck drones out of productive jobs, and cost a bit of Energy too. This is why the Charismatic trait is actually considered excellent for Hive Minds, since amenities are such a huge problem for them. One world for a ship building facility. Nuts and bolts for repairs. Content is available under Attribution-ShareAlike 3. 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). There are different species perks to create extra energy credits as plantoids so you can. 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. (Unless they've reworded it in 3. You don't have to make any consumer goods because hive minds don't need them. 3) Hive Consciousness (Happiness): This is a continuation of the concepts above, and is a way to incorporate bonuses to happiness to actually provide some kind of benefit to Hive Minds. 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. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. Charismatic, Aesthetic, those are very much god tier for amenities. Stellaris hive minds are a Gestalt Consciousness. However, the vanilla hive mind flavor is something stranger. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. The are a single mind gestalt consciousness. Having a blast vassalizing folks and forcing them into my hegemony federation. Lets look at the crazy pop assembly availble to hive mind empires! Join me in my first Stellaris multiplayer in the new patch, as. It makes it a lot easier to colonize worlds with low habitability. A lack of amenities negatively affects your stability. Foundry for alloy (the one thing you can use). And why mindless machines, working as a single hive mind directed by a central processing unit, need AMENITIES - is just absurd. Really really 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. Hiveminds are really inefficient in producing amenities. 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. Strength of Legions is D-tier and next to useless. They're able to explode into the galaxy very quickly and establish a. 5 more amenities and add <3 more to empire size and <3 more deviancy. Empires with the Evolutionary Mastery ascension perk can change the citizenship of hive mind pops to Assimilation,. Business, Economics, and Finance. ago. 2. Some pre-FTL civs can convert to hive mind (fun to watch, btw), but any human operated civ has to start as hive mind. Stellaris. "I would definitely like a more individualistic hivemind as it would be great for role play. Just beware that they do have some late-game issues, as they need to pay for their population growth which gets really expensive in the late-game compared to organics that just get their growth for free. #8. 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. Sep 30, 2021. Lets dive in!Chapters:0:00 Intro0:10 F tier2:48 C tier5:14 B ti. [9] Or hive mind pops can produce 0. Share. ) 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. Otherwise, a popular format of rapid breeders/budding and intelligent+fleeting and deviants will do the job. 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. 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. given that you can easily get to 80+ pops by 2230 as a regular empire with overtuned, i. 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. Same for the upcoming cyborg hive minds. 1 Answer. 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). undercoveryankee. I've been playing as a Hive Mind since 1. Part 1: The Dynamics, They Are a Changin'. Nuts and bolts for repairs. This in and of itself sounds very anonymous and 'meh', but it actually gives you high flexibility to do one of several thing: 1. So 18ish miner jobs at about 6 each. This misses a huge part of Stellaris Hive Minds: Deviancy. Allow me to correct that and provide a build specifically for a Machine Empire in Stellaris. Nexus Districts are the Machine Empire equivalent of City Districts. 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. When I look at what is the most viable in the game, I primarily look at how efficient every available tool to. My most recent play through involved a Catalytic Hive Mind, and I like how it turned out. But you are right that this would be a way around it. Hive minds can't use the renowned paragons, but most of them are mediocre in most circumstances. If you need amenities, just build a Nexus District. 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. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. With a hive mind, there's no equivalent. It does this in three parts: Balance. 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). 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 the same is true for Machine Intelligences as well. 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. In the context of machines, amenities do not. While I might be wrong, my estimation for base CG output (no tech/modifiers, decent conditions) was at 0. I don't know about normal empires, but I did math for Hive Minds back in 3. Hive-minds have a bonus to pop growth. is this intentional or is my save bugged? playing with achiev-friendly UI color changing mods only. ago. I am the brain that controls them. 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. Ascetic is just a great pick up overall +15% amenities takes care of a big weakness, and the 5% habitability is a good 2. Not really, no. Your pops are not effected by happiness, you get large growth bonus and sprawl reduction as stated on authority type. More on Ascetic later. Other sources of amenities, such as buildings, are quite limited or inferior to their non-gestalt counter-parts as well. Think of amenities in machine empires as unit maintenance. The necrophage pops I start with give me a nice resource bonus depending on if they are lithoid or organic. 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. Using Hive Warrens in combo with Ascetic reduces the need for jobs that produce amenities. Fluffy-Tanuki • Agrarian Idyll • 10 mo. Going from 40% to 50% is pretty much irrelevant as a Hive Mind. 8 base growth plus 2 assembly growth. the mindless drones would have. Now the question is, on which kind of planets would I boost amenities with. Reply. A single organism, where every part that *looks* independent is really no more independent than our fingers. Hive minds are weaker than default or machine empires. 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). Hive minds are only really strong at the very start of the game. 8 per Job, or from 6 to 7. Yes ideally you keep the amenities (or its equivalent) at +0/+1, as any higher will not give your hivemind pops any happiness. Hive minds can't use the renowned paragons, but most of them are mediocre in most circumstances. Hive Minds (Which this topic is about) are locked into bio ascension. Yes. New Hivemind Civic in 3. The usual away around low-habitability. Pops start to decline when a planet is 25% overcrowded. Second, hive minds are always limited in their workforce efficiency by the need for amenities. That means 1/4th of your drones are set aside for amenities instead of production, so you want to push that number down instead of up so your empire can produce the most resources. 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. Hive minds are not bad. 5 came out and war has become increasingly burdensome as the game goes on. " This certainly isn't entirely without merit. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for. For all the hype YouTubers and Redditors put into amenities for hive minds, it's really not that big of a problem. 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. Before, I could use Holotheaters to get +10 amenities per entertainer job. My friends all seem to think they are broken, is this…Hi, I discovered that now is possible to encounter primitive hive minds. 0 with +/- stat modifier government types, the most "wild" of them just being having an extra big flagship, and now we have civics as crazy as this. Which gets smaller the more techs/traditions you research. Strength of Legions is D-tier and next to useless. This page was last edited on 13 April 2017, at 11:37. Consider going Biological Ascension and taking either Fertile or the new Vat-Grown (I don't think you can take both). 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. However, if the amenities deficit is small you're often better off just eating the penalty. 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. But those setups let you have food production worlds as mining worlds. 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. Hivemind is something you have to start with. 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. Hive mind scientist are quite bad in comparison before you can subjugate people Their civics are mostly bad. 25 unity/pop, which will help a lot for hives. No trade value means to free currency. Mar 28, 2022. This generally means it takes longer to get up and going, but once you do get going, your population advantage puts you ahead. Machine empires are a different story, but the biological Hive Minds are kinda bad. But the most powerful is using a governor. Hive Mind Ideas. Now if they intentionally banned this form of data sharing among machines to preserve individuality. This just sucks for "real" empires, because the hive minds are useless critters with no place in a galactic civilization. Without me they are a bunch or disparate limbs flailing against each other. 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. Apples and oranges. Many Voices. Hiveminds Synapse drones produce their. 2 per Job with the Versatility Tradition. 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. RadiantFleet • 2 yr. Seems weird for a design supposed to be not afflicted by happiness but in need of amenities nevertheless due to maintaining (somehow) stability. Subspace Ephasis is awesome. Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. 100% habitability. 1 Amenity needed per Robot Population. The only thing that truly trivializes amenities is the free slavery/robot servitude jobs that produce amenities without using a job slot and with (almost) free real estate. Giving housing, and some amenities. 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. But I do think both are already lined up for future updates. Hive minds work for me, but machine pre-ftl is kind of gash. 25 unity, depending on which way is easier. . Galactic force projection galactic wonders, master builders and hive worlds. I do like the psionic ascencion very much, but having that option as a hive mind wont lead to me playing more hive mind. . However, if the amenities deficit is small you're often better off just eating the penalty. Ascetic is a must pick because Amenities are a pain to deal with for HM and there are literally no other good civics. But the higher tiers of that event chain cause a penalty to sublight ship speed. 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. But the hive mind has evolved to be alone and knows very little of conflict. 8 free (compared to 20. While not lighting the world on fire. I'm in a situation where I had conquered a 28-pop primitive world within the first 10 years in the game. Aquatic is bad for Hive Minds on live version. Then hive minds also don't have to deal with happiness and as a result are far less concerned about low habitability. 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. There is one exception to this and that is displacement. This page was last edited on 11 February 2020, at 18:14. Maintenance drone jobs are not a precious resource. If you want to assimilate enemy pops, you have to take the generic modification ascendancy. My capital keeps going into unrest because my robots lack amenities. PSA: Apparently Hive Mind Pops Can't Be Made Biotrophies, So This Is Awkward Now. After i get genetic mastery and conquered a bigger civ with 160 pop gene modified them to nerve stampled, agrarian, delicius and nomadic. Hive mind are really strong for population growth, and unruly takes that and makes your empire sprawl expand by 10% for your population. They generate more influence for faster system acquisition and do not waste alloy space on consumer goods . I have a delicate balance of. With cyborgs its just 1/8. 407K subscribers in the Stellaris community. There were multiple hive minds, some consisting of just a couple of individuals others with thousand minds. Your drones will never be as efficient as worker or. ago. The Hive Mind is probably the weakest empire type right now. Ultimately hive minds are just underbudget though. 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. Neural Network is a worse technocracy, ascetic is always a must-have due to amenities problem. First 50 years Sensorium Sites will provide you with all the amenities you need as well as balls to the walls awesome amounts of unity. I recommend checking out his suggestion. ago. Your other perks are a matter of preference. We have evolved for some level of conflict. 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. 4 on the Machine World, a total of 1. for the Win in a Galaxy not so far away (it will be HUGE). I'd argue that gestalts do get a pretty good deal with all four nodes unlocked from day one. Tend to be independent of resources generation rng. Any help is appreciated. But slavery changes this a lot. The most you can do, if you go genetic. 0 and after that update…Overall I think hive mind's leaders as a whole are slightly better than organics. Hive Minds for some reason seem always have strong fleets. It is in the Ethics circle - the icon in the exact middle. A big nerf on Maintenance jobs. r/Stellaris. The new Holdings system is too great an opportunity to pass here. Slaves normally only take up .