Look at Traditions. Then hive minds also don't have to deal with happiness and as a result are far less concerned about low habitability. This article is for the PC version of Stellaris only. Normally you'd need a residential district or 2 and 6 mining bays with buildings as needed. 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. . "I would definitely like a more individualistic hivemind as it would be great for role play. 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. I bring Order to the Chaos. 8 base growth plus 2 assembly growth. #? May 3, 2021. I've been playing as a Hive Mind since 1. My friends all seem to think they are broken, is this…Hi, I discovered that now is possible to encounter primitive hive minds. 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. As a comment below me pointed out, apparently taking cybernetics allows you to assimilate hivemind pops as a Driven Assimilator. Azi_Dahaka12th Dec 7, 2018 @. I'd argue that gestalts do get a pretty good deal with all four nodes unlocked from day one. Hive-minds have a bonus to pop growth. machines), just like a tradition shift. This is -. What rights can be selected depends on whether the species is the main. Then I consume every world I see. Important because Stellaris is very much a front-loaded game where. LigerZeroPanzer12 • 2 yr. spudwalt Voidborne • 2 yr. An idea I've had for hive minds, is that they become obsessed with sapient culture, they love individuals for the art they create that a hive could not conceive of. I go from one turn at +9 amenities to -34 the next. Jump to latest Follow Reply. " This certainly isn't entirely without merit. I recommend checking out his suggestion. If you put the same investment into unity, as hive mind, that you do into. Allowing you spec more heavily into other buildings and districts. On top of that, Hive Minds, with their housing buildings, get 50% more housing per building slot than Machine Worlds (12 with an Expanded Warren compared to 8 with an. ago. Hiveminds Synapse drones produce their. Giving housing, and some amenities. Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. ) More posts you may like r/Stellaris Join Finally, you don't need high Amenities. Hive minds have 1 very good civic in devouring swarm. 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. ago Yes 3 Pikmin_Hut_Employee • 2 yr. undercoveryankee. 12 Amenities will come from the Capital, leaving 88 to be generated from jobs. Yes ideally you keep the amenities (or its equivalent) at +0/+1, as any higher will not give your hivemind pops any happiness. 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. Content is available under Attribution-ShareAlike 3. Thanks goodness, hivemind habitats are a lot better than those of regular empires. #3. . Ascetic is universally good for hive minds, NNN not so much. large number of poorly developed planets. Man, the Hive Minds can use a big overhaul. This makes it more expensive to get traditions and accession perks to get bio-ascension to finally be able to remove the unruly trait. Unfortunately the hive minds in stellaris are very much cold hard logic based where if another empire does things like closed borders, claimed systems or come off as hostile the hive mind will be quick to act and return hostilities. 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. You generally build hive districts if you need more housing, and sometimes if you are low on amenities. 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. Once you get that, massive livestock populations no longer directly influence stability. This just sucks for "real" empires, because the hive minds are useless critters with no place in a galactic civilization. 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. ; 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. YeetingtonThe3rd • 2 yr. Stellaris Suggestions: Hive Mind Civic Ideas. . ; About Stellaris Wiki; Mobile viewYes, 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. They are. Without me they are a bunch or disparate limbs flailing against each other. This is why hive mind should need consumer goods. r/Stellaris. Two Calculators need 8 Energy, meaning 1 Tech-Drone, and 1 Maintenance Drone: 4 pops. . I love how the game started out in 1. Now if they intentionally banned this form of data. How about reflavoring pirates as being cancerous growths instead? Defective pops that won't stop "growing". Having just finished a run using a Progenitor Hive, I have a few thoughts. 79 which is only a 5. They didn't have the ethic attraction boost and instead had more unity. Your drones will never be as efficient as worker or. Lowered the spawn chance for the legendary paragon Keides by 75%. from trait, -10% from bio ascension, -10% from Adaptability traditions (genocidal xenophobes, isolationist xenophobes, hive minds, marauders) and another -5% from event. They are not the all-or-nothing type from before, but they still leave a surplus of those. 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. Build enough to keep food positive, and should you need more, because of growth, then you build more, and not before. All Discussions. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. 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. Bum-Theory. More on Ascetic later. 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. Doing my first run as Rogue Servitors. CaelReader • Synthetic Evolution • 2 yr. Stellaris Wiki Active Wikis. The usual away around low-habitability. Nuts and bolts for repairs. 0 unless otherwise noted. Before, I could use Holotheaters to get +10 amenities per entertainer. If I understand the term correctly that means it's not one overmind directing everything, but countless smaller minds acting as one. If they are hive pops of another empire, they can be used in jobs. Prosperity for Tradition. It will allow so many drones to work real jobs instead of the uphill battle against amenities. 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. Then you will need to. I don't think a Hive World suits a non-arthropoid hive mind either. None. Otherwise, have fun, it's pretty much easy mode. This is a common complaint, and easily answered. Elitewrecker PT Mar 27 @ 11:26am. Infestation hub buildings have local bonuses to food and amenities/stability - the hive mind want their victims happy and content - while slightly decreasing local pop growth on the planet and giving pop growth to the hive mind's planets. Discomfort does not bother hive minds that run this civic, and thus they are able to endure many hardships. Many people may think hive-minds being many drones forming a single. Species rights determined how species are treated in an empire. I feel like Hive Worlds got a big nerf with the changes to pop growth. If all amenities-providing jobs are filled, its likely the AI thinks that the planet doesn't have a good enough base. you cannot do that, non gestalt pops will always be enslaved or purged/displaced (unless rogue servitor/driven assimilator) Oh, you mean once you conquered them. Progenitor hives overall are the strongest hive, even slightly stronger than overtuned hive which is already overwhelmingly stronger than the other hive options. g. This makes it more expensive to get traditions and accession perks to get bio-ascension to finally be able to remove the unruly trait. Yeah, even when you initially colonize as a Machine Empire or Hive Mind sometimes your stability is as low as 6% IME while you're waiting on the initial maintenance drones to do their thing (in my case; because my devouring swarm is repugnant. City arcologies for pops and some clerk jobs (hives don't have clerks or a use for the trade value they produce). 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. How to get amenities as Hivemind. The necrophage pops I start with give me a nice resource bonus depending on if they are lithoid or organic. 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. 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. The only way I would do unruly, is if I keep empire sprawl (primarily pops. Devouring Swarm is good, but thats it. The BEST way to play Hive Mind IMHO is via Complex's Forgotten Queens unofficial expansion mod, which adds a ton of great stuff to help you get the chitter in your chicken dinner. 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. While amenities are a large COST, they are not a large ISSUE. Better researchers, technicians, and alloy jobs. ~100ish minerals total, pretty good. 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. Hive Minds don't have ethics, so nothing to pick here. They turn into cyborgs. Mar 29, 2020 @ 7:29pm. Drone Storage gives only housing and amenities the maintenance depots give 5 jobs and 2 housing . Slaves normally only take up . 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. Randh0m • 2 yr. This. Cybernetics has a really good trait for reducing the need for it to the point that. Devouring Swarm is good, but thats it. #12. Adaptability is useful as 10% more is a +5% growth +5% job production. That is weak for a Hive Mind already, a default empire would top those numbers. Toutes les marques commerciales sont la propriété de leurs titulaires aux États-Unis et dans d'autres pays. 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. Think of amenities in machine empires as unit maintenance. Personally I'd rate the Precursors as follows:and cuts out trade value means that power players can outperform any hivemind player if they have a well polished strategy. The hive is not perfect at allocating resources to their maximum effect. Hive minds struggle with habitability, and this civic is a great way to shore up that weakness. 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. The +20% Bio Research can help you get trough the research faster. Mar 28, 2022. Subspace Ephasis is awesome. Due to not being affected by Happiness, Hive Minds have no methods of increasing Approval Rating for pops. I am the brain that controls them. Apart from that, even i with limited hive mind playtime can already see that this origin sounds. Once you have that, you will be able to assimilate those pops into your hiveWhat should I know about Hive Minds/2. Livestock cost a little housing and some amenities, but have no other upkeep and do not take up job slots. ago And the same is true for Machine Intelligences as well. However, I have some questions. This is -. ) most parts work autonomously of eachother, with the overmind providing large scale guidance for whats. 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. Stellaris Real-time strategy Strategy video game Gaming. Making sure on math: Gene clinics give a bonus based on base pop growth (3), giving you . 25 unity/pop, which will help a lot for hives. they use synapse drone jobs to increase admin capacity (and also amenities and unity). Hive worlds (from the hive world ascension perk) allow you to build unlimited districts of any type. Of all my vassals, they seemed the most relaxed with their situation and never had any loyalty problems. Hive mind farm planet exploit infinite late game food and soc research. Then you will need to improve multiple colonies to get rid of unemployment. Subsumed Will is great if you're on PTR and if you're on live version you can go for Subspace Ephrase instead. The whole command structure is. However, the vanilla hive mind flavor is something stranger. 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. Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. While I might be wrong, my estimation for base CG output (no tech/modifiers, decent conditions) was at 0. Reply. I just ignored it because I thought it might be some leftover from a conquest. I appreciate not wanting to remake a bunch of text or trying to redesign features just around one rather niche ethic. Hive Minds (Which this topic is about) are locked into bio ascension. Then hive minds also don't have to deal with happiness and as a result are far less concerned about low habitability. Really bad unity and amenities. PSA: Apparently Hive Mind Pops Can't Be Made Biotrophies, So This Is Awkward Now. 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. [9] Or hive mind pops can produce 0. [9] See Also [6] amenities, for hive mind, and I choose a perk where I don't really kind of needed that, or my species won't need that but as I read the other reply I need to build some sort of hive maintenance building, but yeah most of my own species are cool with it though only those conquered races are so upset about everything doing rebellion and all that. There is a difference between "cut off from hive mind" and "over admin cap". Giving housing, and some amenities. . Other sources of amenities, such as buildings, are quite limited or inferior to their non-gestalt counter-parts as well. 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. The game hive minds use an advanced form of. 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. The Hive Mind is probably the weakest empire type right now. They also don't use the happiness mechanic (except Rogue Servitors. Here's a trick: When you take over a new planet with a new species the hive mind assimilation begins but when 1 pop is converted you can go to the species page and apply the hive mind template to all the others, greatly speeding up the assimilation time at the cost of your society research. Loosely based on the Baol precursors and the relationship between certain species of ants and acacia trees. The need to have tons of pops just. Discomfort does not bother hive minds that run this civic, and thus they are able to endure many hardships. Anyways, it's better to take a machine empire if you want to go tech-gestalt because they have Introspective and that's an OP civic. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for. Hive minds are weaker than default or machine empires. 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. 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. Their pops still require amenities (although not consumer goods) and that’s accounted for in-game. Per job, entertainers are far more effective than maintenance drones while also providing unity. . Does the hive-mind just go, "Oh, those pops over there, on those planets that were just conquered? Yeah, those aren't part of me anymore," or is it more like the control nodes have been disabled and the mindless husks aren't capable of doing anything. One world for a ship building facility. Hive minds struggle with habitability, and this civic is a great way to shore up that weakness. 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. Hive minds are allready brokely overpowered in fiction: Instant unblockable communication. You will not be able to squeeze out an economy/research operation as strong as a regular empire can. They can not survive with others so they either evacuate or die under others or expatriate the original species. And I agree Very Adaptable is dead weight. Especially with good traits. Hive minds can't use the renowned paragons, but most of them are mediocre in most circumstances. 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. Another resource you won't need). Instinctive Synchronization in the Synchronicity tradition gives +2 amenities to Synapse Drones -- Done, but I have to build more synapse buildings everywhere. ago. 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. Tend to be independent of resources generation rng. So in this case, where you need 20 more research per 100 size, and each researcher produces 4 research, you need 20/4 = 5 more researchers per 100 increase in empire size. 75 housing while livestock/domestics take up 0. It doesn't make any sense for them to have ethic attraction because. ago Maintenance Drones produce amenities, so yes. Given that Stellaris is a snowballing game. etc. Another one I had a lot of fun with was lithoid calamitous birth hive mind terrovoure. We have evolved for some level of conflict. 8 housing). 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. 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. TL;DR: Subterranean is an origin that works best for organic Hive Minds, NOT normal empires or even Lithoids. Mar 6, 2019. There were multiple hive minds, some consisting of just a couple of individuals others with thousand minds. Whats the best build for this?. One medical worker consumes 1 CG, I will neglate the upkeep costs for the building. Here's a trick: When you take over a new planet with a new species the hive mind assimilation begins but when 1 pop is converted you can go to the species page and apply the hive mind template to all the others, greatly speeding up the assimilation time at the cost of your society research. , the government and its mechanics will encourage play similar to that. Same for the upcoming cyborg hive minds. And you need energy and minerals to fuel your alloy and science production, and Hive Worlds are unquestioningly the single best planet type for basic resource production for any hive mind. 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. Hive Mind Housing Districts don't even give jobs for Amenities (only 9 Housing). I build repair facilities, but it does not help. New Hivemind Civic in 3. Not really, no. 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. when Stellaris is a. My capital keeps going into unrest because my robots lack amenities. Adaptability is useful as 10% more is a +5% growth +5% job production. 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. 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. 1; 1; Reactions: Reply. Nexus Districts are the Machine Empire equivalent of City Districts. A Progenitor Hive Mind empire has massive economic potential in Stellaris. Not really needed. Hive Core capital buildings now provide +1 spawning drone at 80 pops, in lieu of the fact. Since Engineered Evolution, Evolutionary Mastery and Hive Worlds require Bio Research tech to be discovered first. This is why the Charismatic trait is actually considered excellent for Hive Minds, since amenities are such a huge problem for them. For a hive mind, that 50% bonus to pop growth is standard and on every planet, with the straight boost from being. Purple workers rights ones at the end give reduced empire sprawl from pops, reduced housing needs, and stability—not to mention the edict. 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. 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. Allow me to detail what my problem lies with. Hive minds severely lack amenities jobs, lead to low happiness and stability. This could come in the form of a percentage bonus. 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. ago. 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. Mat culture workers produce a lot of amenities. " 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. 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. (Unless they've reworded it in 3. 2- Synths are machine hiveminds that live in your empire that only become a civilization. . 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). Leaders are one of the best parts of playing as a hive mind. This suggestion would actually be. 2. A lack of amenities negatively affects your stability. The others have more niche uses as a first pick. 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. Amenities, in general, are infrastructure and items needed for life to proceed smoothly. 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. Eat your smaller neighbours whenever you can do so without making yourself vulnerable. 100% habitability. R5: Got one of the new terraforming events as a hivemind that added this modifier, which happened to be on a size 25 planet, praise be to rng. Best. Stellaris > General Discussions > Topic Details. GeneraIFlores • 3 mo. Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. Bum-Theory. Hive mind scientist are quite bad in comparison before you can subjugate people Their civics are mostly bad. Lets make a tier list. Many Voices. 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. This will keep your planet happy for the most part after words build up to 3 to 5 coty districts for more amenities. Artistic-Side-3896 • 2 yr. I think both Hive Minds and MEs can gain a little there, but in different places. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. While not lighting the world on fire. Primary one is amenities shortages, due to low amenities per job. They also live longer than the average organic. I would really like my empath hive mind, the Izat Intelligence, to spawn with a more benevolent personality. Industrial (consumer goods. Ascetic mitigates your needs by reducing amenity usage. Maintenance Drones produce amenities, so yes. I will always take Prosperity, Supremacy, Aptitude, and Harmony eventually. So an idea I've seen floating around here is as follows: "All Hive Minds feel the same. 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. Hive minds dont get access to entertainers or domestic servants for those bulk amenities and can't just lay down decisions/modifiers like regular empires to cover shortages. Due to the number of great edicts that exist now, Executive Vigor is a solid option. Synapse. , and gives more grow. given that you can easily get to 80+ pops by 2230 as a regular empire with overtuned, i. ago. Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. Finally it comes time fully integrate one. The Politicians will provide a total of 12 Amenities, leaving 76. So as my title implies, I want to know how Hiveminds are doing right now, I used to play MEs pre 2. Late game you can get to having +18 pop assembly per planet so dipping 10 or so jobs into. Stellaris lore is deliberately light on the details in order to let players fill in the blanks themselves. Sep 30, 2020. AI Empire’s don’t hate you for purging through displacement. you would need to constantly. Allow you to stack up amenities quickly and easily. Thread starter nrader; Start date Jun 5, 2018; Jump to latest Follow Reply Menu. They cannot migrate, don't have trade, don't have ethics for reliable diplomacy. the mindless drones would have. 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. This in and of itself sounds very anonymous and 'meh', but it actually gives you high flexibility to do one of several thing: 1. Greetings. The Livestock can then be subsumed into the Hive via Centers of Elevation. Now the question is, on which kind of planets would I boost amenities with. 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. Fluffy-Tanuki • Agrarian Idyll • 10 mo. Ascetic is fine, but keeping up with amenities is usually not a problem. 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. The natural neural network civic gives you science from unemployed, but this unemployed do not need goods like utopia run empires. 3 or something. Yes, Deviancy is a distinct problem for hive minds. It's always work like this. bansheeonfife. This page was last edited on 11 February 2020, at 18:14. Hive minds need more flavor as they are currently lacking compared to machines and other empires. 3. Really really bad. But now I noticed I also have consumption of Consumer Goods as well,. 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. The rights can be determined individually for each species and can be changed every 10 years. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. An Illithid community is a bunch of individuals ruled by a ruler that happens to be a small hive-mind with only one body. Some pre-FTL civs can convert to hive mind (fun to watch, btw), but any human operated civ has to start as hive mind. Yes, Hive Worlds are superior to Ocean worlds even for Hydrocentric Aquatic pops. the Machine Intelligence. Which is great since it makes Stellaris' hive-minds the loneliest beings on the universe. Also the Ascetic Civic we will take reduces pop amenity usage. If you want that AP as a hive mind you go for the unity and amenities bonuses. But those setups let you have food production worlds as mining worlds. Charismatic, Aesthetic, those are very much god tier for amenities. Machine pros. Another one I had a lot of fun with was lithoid calamitous birth hive mind terrovoure. "Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. The are a single mind gestalt consciousness. Do note that your home planet has a modifier that reduces deviancy. Hiveminds are really inefficient in producing amenities. Hive Mind has no inherent tech civics and so it's suboptimal to focus on science as one. We want to have only enough of stay over 50% stability. . 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. Having a blast vassalizing folks and forcing them into my hegemony federation. 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. I mean, why in hell would a hive mind allow an integration at this point when 99,9% of its drones get killed. Let's assume a factions drones are super welcomed by other empires because they down have happiness. 141. 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. 2 per Job with the Versatility Tradition. And the most important thing: maintenance drones are bad. Nihilistic Acquisition fundamentally changes the way you can wage war and is incredibly valuable. There are different species perks to create extra energy credits as plantoids so you can. the projects in fact arent that expensive, as you only modify a few pops. One vision is really good to start with for similar reasons, so good choice there. They act like Xenomorphs. 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. hive minds need some love with amenities. 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. There are plenty of Hive Mind fantasies going around where the link between the individual members of the hive is psionic rather than natural. Share.