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. 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 has. If you want to assimilate enemy pops, you have to take the generic modification ascendancy. spudwalt Voidborne • 2 yr. Same for the upcoming cyborg hive minds. So hive minds usually fall behind in tech to. Real-time strategy Strategy video game 3 comments Best RadiantFleet • 2 yr. Also the +5% pop growth is modest, but helpful none the less. As long as pop growth is king, I think that robots are a pretty key part of an "optimal" playthrough with a non-hive/spiritualist empire (hives having massive pop-growth and spiritualists experience real costs with influence). Ascetic is fine, but keeping up with amenities is usually not a problem. I would really like my empath hive mind, the Izat Intelligence, to spawn with a more benevolent personality. 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. I apologize for the incorrect information in my previous response. I've been playing as a Hive Mind since 1. 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. Not really, no. And I agree Very Adaptable is dead weight. This means it takes 278. Azi_Dahaka12th Dec 7, 2018 @. 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). They cannot migrate, don't have trade, don't have ethics for reliable diplomacy. One vision is really good to start with for similar reasons, so good choice there. Late game you can get to having +18 pop assembly per planet so dipping 10 or so jobs into. 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. Keep your amenities positive and disable as many maintenance drones as you can. Hive minds for me a pure biomass. Unless you really need that +1 to RA and have some tech rush plans then I'd swap it. 5 came out and war has become increasingly burdensome as the game goes on. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. Each Researcher generates 4 research in each category per month by default. Amenities, in general, are infrastructure and items needed for life to proceed smoothly. Also the Ascetic Civic we will take reduces pop amenity usage. 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. Before, I could use Holotheaters to get +10 amenities per entertainer job. Discomfort does not bother hive minds that run this civic, and thus they are able to endure many hardships. 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. Ratio speaking. 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. They can not survive with others so they either evacuate or die under others or expatriate the original species. Same with hive mind pops in hive minds. Ecumemopolis provides districts aimed towards non hive minds. Using Hive Warrens in combo with Ascetic reduces the need for jobs that produce amenities. 6 Orion is out. Hiveminds Synapse drones produce their. 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. 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. Nuts and bolts for repairs. Besides, when you complete the synthetic ascension perk you still have normal, organic, ethics. Ascetic mitigates your needs by reducing amenity usage. Once you get that, massive livestock populations no longer directly influence stability. A singular mind, a or entity, spread out over many bodies. I provide them a goal, a vision, a direction. In later stages your global growth will be faster than one planet. . Hive minds work for me, but machine pre-ftl is kind of gash. "Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. Before, I could use Holotheaters to get +10 amenities per entertainer job. Sure it would be ackward has all hell to live along someone who has multiple bodies. 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 fine, but keeping up with amenities is usually not a problem. especially before you got traditions to reduce pop usage. 05/month (as of now) production of consumer goods. You basically only need farmers, and they produce you Amenities, Energy and Consumer Goods and you wont need Minerals either as you get enough from Mining Stations alone. 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. Using Hive Warrens in combo with Ascetic reduces the need for jobs that produce amenities. As a gestalt I am not able to have high population planets without wasting building slots for Amenities and Crime. Habitability is an important pop growth modifier. Part 1: The Dynamics, They Are a Changin'. 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. I just ignored it because I thought it might be some leftover from a conquest. Another one I had a lot of fun with was lithoid calamitous birth hive mind terrovoure. Which gets smaller the more techs/traditions you research. ScreamCon Apr 7 @ 12:35pm. Methone made a suggestion thread about adding more civics to the Hive Minds. 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. 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. A lack of amenities negatively affects your stability. 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). 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. Charismatic, Aesthetic, those are very much god tier for amenities. None. Yes, Deviancy is a distinct problem for hive minds. 3 or something. Machines are stronger the less habitable planets you play on. So as my title implies, I want to know how Hiveminds are doing right now, I used to play MEs pre 2. 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). Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. If you can't obtain sufficient planets, get the tech and build habs once you no longer have systems to expand to. 5% overall increase in growth. A hive planet, a mining world, and a fortress world at least. 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. do not produce faction unity). If you want to compare it that way - do bother to factor everything into account (amenities, housing, food and whatnot). Starting tradition is often Prosperity, but Discover, Expansion, Mercantile, and Supremacy are all completely valid openers. r/Stellaris • Hive minds should have ethics. But those setups let you have food production worlds as mining worlds. For standard empires the Entertainer is your go-to choice, which produces 10 amenities each as well as a decent 2 unity. 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. They work somewhat like housing, in that supply and demand are calculated separately for each planet, but most of your Amenities will be created by pops holding suitable jobs and not by your. Build enough to keep food positive, and should you need more, because of growth, then you build more, and not before. It is just that stellaris is still a game and need to have a pretence of balance. 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. As a hive, you’d want to settle everywhere. 8 housing). ; 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. 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. Each livestock should be producing about +3 food. 8 base growth plus 2 assembly growth. 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. Hive minds have a bunch of inefficiencies baked in that standard empires do not, and the. The hive mind remains intact. the mindless drones would have. Related Topics. Allowing you spec more heavily into other buildings and districts. Machine pros. As examples, the Sensorium Site does very similar things as the Synaptic Nodes, the Hive Mind obviously doesn't need metallic environments to do complex research or bureaucracy, and, as a more Hive Mind-focused example, the Offspring Nest is literally just a building. I 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. Especially with good traits. ago. I am a little confused when it comes to robots and amenities. 1 Answer. One world for a ship building facility. With cyborgs its just 1/8. Hive Mind Ideas. It's always work like this. Important because Stellaris is very much a front-loaded game where. They. Besides, when you complete the synthetic ascension perk you still have normal, organic, ethics. Lets look at all of the standard civics available to hive mind and machine empires in Stellar. 1. Start with technological accention, bio is the next two. I have met several machine consciousness-es and hive minds that just wanted to get along decently. A single organism, where every part that *looks* independent is really no more independent than our fingers. Even if you are a peacefull hivemind the deviancy becomes a problem when your planets starts getting to around 80 pops, you need two sentinel buildings around 100 (At least my empire did, how the empire is built might off course effect it). Capured from the Orion beta stream : r/Stellaris. You get a spawning pool which is similar to the gene clinic, but takes only one pop. The destructive Tyranids from the Warhammer 40,000 setting are a hive mind. There are multiple options available in Stellaris for purging but most are blatantly genocidal and therefore result in most of the galaxy despising you for your genocidal tendencies. Lets dive in!Chapters:0:00 Intro0:10 F tier2:48 C tier5:14 B ti. 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. I specifically tried to give hive minds a niche, which doesn't mean everything is easier. Other sources of amenities, such as buildings, are quite limited or inferior to their non-gestalt counter-parts as well. . Jump to latest Follow Reply. We want to have only enough of stay over 50% stability. Ratio speaking. Allow me to correct that and provide a build specifically for a Machine Empire in Stellaris. Yeah, Hive minds need to be fleshed out more. Many Voices. If they are hive pops of another empire, they can be used in jobs. There are plenty of Hive Mind fantasies going around where the link between the individual members of the hive is psionic rather than natural. I don't know about normal empires, but I did math for Hive Minds back in 3. I'm sure it's much better for an organic hive mind. You will not be able to squeeze out an economy/research operation as strong as a regular empire can. 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. But if building your Hivemind for next time, Empath works well if you want to play nice with others. You get a spawning pool which is similar to the gene clinic, but takes only one pop. Thanks goodness, hivemind habitats are a lot better than those of regular empires. Pops can go over 500 and will not stop growing (or decline) until the required housing exceeds available housing by 15% (or 25%). No trade value means to free currency. Content is available under Attribution-ShareAlike 3. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. Hive Mind Ideas. 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. 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. 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. After some time i realized that 80% of the galaxy was settled by self-enlightened hive minds. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. 5% from jobs and natural growth for every point of habitability below 100, but also +1% requirement cost for food and amenity upkeep. e. . as the title says, I need some in-depth tips on how to play a necrophage – hive mind faction (non-lithoid, with catalytic processing). 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. Also you can use the "city district" to get more maintenance drones. They're able to explode into the galaxy very quickly and establish a. 8 base growth plus 2 assembly growth. Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. It's 2328, and I don't have the Galactic Wonders Civic yet. Hive minds have 1 very good civic in devouring swarm. . • 1 yr. Foundry for alloy (the one thing you can use). 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. Real-time strategy Strategy video game 3 comments Best RadiantFleet • 2 yr. You need the genetics tree to “un-hivemind” them. 2. For standard empires the Entertainer is your go-to choice, which produces 10 amenities each as well as a decent 2 unity. Fluffy-Tanuki • Agrarian Idyll • 10 mo. The hivemind isn't bad, and I'm sure you are stronger than it seems, but you have to think, the other empires scores are also based on things you can't obtain such as alliances, vassals, etc. Neural Network is a worse technocracy, ascetic is always a must-have due to amenities problem. Also it's easy to miss but those nodes don't count towards the leader cap. © Valve Corporation. Hive minds are allready brokely overpowered in fiction: Instant unblockable communication. Artistic-Side-3896 • 2 yr. They are not the all-or-nothing type from before, but they still leave a surplus of those. Charismatic is a strong trait if you still have problem with amenities (which I usually do). you would need to constantly. 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. I bring Order to the Chaos. gestalts do not have factions, and thus, produce less unity. Allow you to stack up amenities quickly and easily. Yes, Hive Worlds are superior to Ocean worlds even for Hydrocentric Aquatic pops. As the fans need to slow down, lest they damage their ships' priceless collectible. Pops start to decline when a planet is 25% overcrowded. They also don't use the happiness mechanic (except Rogue Servitors. 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. Stellaris Gestalt Civics explained and ranked into a tier list. 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. Unsure of the optimal acension perk choices, but Hive Worlds are definitely worth getting for their production boost. "Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. 100% habitability. 25. 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. Finally it comes time fully integrate one. 10. Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. I want to build a hive mind that can make some alliances if it chooses to do so but that has a population that grows extremely fast in numbers. 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. It looks pretty weird to have humanoids walking around an eldritch planet lol. Hive Minds (Which this topic is about) are locked into bio ascension. Does it fight back; pre-ftl civs dont spawn defense armies any more. It is 2257, you have 1 starport, 37 used fleetcapacity, +84 alloys/month, 12 planets. 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. 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. However, the vanilla hive mind flavor is something stranger. Thanks! Absolutely! Pop growth advantage is one of the key niches of hive minds. Robots, too. While they include things like entertainment or art, they're also good roads or hospitals. Eternal vigilance. 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. Being one of the few ethical ways a hive mind could use non-hive pops, it was fun to use as part of the roleplay for a more benevolent Hive Mind. Lets break down the civics available to Hive Mind empires in Stellaris. We have evolved for some level of conflict. Maintenance drone gives +4 amenities -- This feels really inefficient. Since Engineered Evolution, Evolutionary Mastery and Hive Worlds require Bio Research tech to be discovered first. Hive minds cannot run the massive build cost reduction or upkeep reduction, but those are niche builds arguably centered on abuse of the system and take a while to set up. r/Stellaris • We need more uniquely bizzare pre-FLT planets and/or parallel Earth types to meaningfully inreact with. Hiveminds are really inefficient in producing amenities. The rights can be determined individually for each species and can be changed every 10 years. Species rights determined how species are treated in an empire. Oct 29, 2021 @ 8:28pm. Sort of like a cross between faction unity and trade value. Hive minds severely lack amenities jobs, lead to low happiness and stability. • 1 yr. I really do not like the trade system in stellaris: in terms of no energy strat every trade worker produces 50% for nothing and you have to take care of your trade route - hive can take even isolated systems in the space and do not have to. Hive minds who wanted to allow interbreeding to expand the Hive mind would be even worse. 20. The Stellaris hive mind is a gestalt consciousness though. Of all my vassals, they seemed the most relaxed with their situation and never had any loyalty problems. 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. 1- Synths are completely different to machine civs acting completely autonomously and being sapient. 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. And the most important thing: maintenance drones are bad. 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've been doing well with hive minds, but there is one aspect to running a hive mind that baffles me: amenities and stability. 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. I don't think a Hive World suits a non-arthropoid hive mind either. Hive Minds are. Important because Stellaris is very much a front-loaded game where. . Progenitor hives overall are the strongest hive, even slightly stronger than overtuned hive which is already overwhelmingly stronger than the other hive options. If you need a planet with 0% stability for the revolt spyOps, then it can be countered and would. ago And the same is true for Machine Intelligences as well. [deleted] • 1 yr. Natural Neural Network is a honourable mention for the research options to roll the techs you want as a hive to start snowballing, but I only pick it for. Stellaris Suggestions: Hive Mind Civic Ideas. 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. Subspace Ephasis is awesome. Just remember you do not have to complete one before opening another and in most cases it is better not to at the start. Lets look at all of the standard civics available to hive mind and machine empires in Stellar. Methone. Empires with the Evolutionary Mastery ascension perk can change the citizenship of hive mind pops to Assimilation,. They are. More on Ascetic later. 0) but never really gave hive minds a proper chance because I like roleplaying with friendly empires. Raneknug • 1 yr. 5% overall increase in growth. but do require 3 more housing and 2. Galactic force projection galactic wonders, master builders and hive worlds. So an idea I've seen floating around here is as follows: "All Hive Minds feel the same. It could also have other flavor differences, like some buildings having different names and some aspects simply. Build enough to keep food positive, and should you need more, because of growth, then you build more, and not before. A single organism, where every part that *looks* independent is really no more independent than our fingers. 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. " This certainly isn't entirely without merit. 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. Hive mind civics are notoriously bland, but I do like Natural Neural Network because of the extra research option. ago. Just because the whole Hive shares a mind, doesn't mean they don't feel some kind of happiness, they just feel it together. It’s a lot easier now to actually do so, since the insane need for maintenance depots hive minds used to experience has been removed, thanks to hive districts granting maintenance drone jobs. One world for a ship building facility. Leaders are one of the best parts of playing as a hive mind. I'd argue that gestalts do get a pretty good deal with all four nodes unlocked from day one. No additional Spawning Drone job: A 25% pop growth, while 1 Robot Factory adds 66% pop growth (2. With the release of Overlord, this feature was scrapped in favor of allowing Progenitor. Hey guys ive read some stuff on hiveminds from people on this subreddit saying they arent op. 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. As a comment below me pointed out, apparently taking cybernetics allows you to assimilate hivemind pops as a Driven Assimilator. 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%. Nexus Districts are the Machine Empire equivalent of City Districts. However, the vanilla hive mind flavor is something stranger. Apart from that, even i with limited hive mind playtime can already see that this origin sounds. #3. Machine empires already have +50 Energy output day 1. You'll need to prioritize energy production as much as possible to support your empire's growth and. . And gives 0. I love how the game started out in 1. Hive-Minds tend to play in a pretty isolationist way, only concerned about the hive surviving and thriving. Yes. 16 votes, 20 comments. RadiantFleet • 2 yr. Hive Minds don't have ethics, so nothing to pick here. The Parasitic ones use pops from other empires to grow more native pops. (Unless they've reworded it in 3. Hive minds need more flavor as they are currently lacking compared to machines and other empires. Going from 40% to 50% is pretty much irrelevant as a Hive Mind. Yeah, bureacrats need to be averaged with 1-unity entertainers, but priests are base 4 and don't need the amenity offset. 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. Metroplex038 • 1 yr. Hive minds are not bad. 4 on the Machine World, a total of 1. Primary one is amenities shortages, due to low amenities per job. I've been playing as a Hive Mind since 1. Well, as a hive mind I managed to get 300-some pops on to Fen Habbanis, with no deviancy left and sufficient amenities. One medical worker consumes 1 CG, I will neglate the upkeep costs for the building. As a hive mind, you're naturally taking biological ascension, and nerve-stapled livestock stop impacting happiness. 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. I've colonized all the planets that are within the green habitable range, and now have nine of them, and I have them maxed out as far as energy districts, but I'm still short of energy. Allow me to detail what my problem lies with. The natural neural network civic gives you science from unemployed, but this unemployed do not need goods like utopia run empires. for the Win in a Galaxy not so far away (it will be HUGE). Not only that, it reduces your drones’ need for amenities. Hive Core capital buildings now provide +1 spawning drone at 80 pops, in lieu of the fact. The latter makes more sense, but there isn't in-game evidence for it. Lets look at the crazy pop assembly availble to hive mind empires! Join me in my first Stellaris multiplayer in the new patch, as. 8 free (compared to 20. As long as pop growth is king, I think that robots are a pretty key part of an "optimal" playthrough with a non-hive/spiritualist empire (hives having massive pop-growth and spiritualists experience real costs with influence). I go from one turn at +9 amenities to -34 the next. Otherwise, have fun, it's pretty much easy mode. Making sure on math: Gene clinics give a bonus based on base pop growth (3), giving you . 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. Due to the number of great edicts that exist now, Executive Vigor is a solid option. 5% from jobs and natural growth for every point of habitability below 100, but also +1% requirement cost for food and amenity upkeep. For all the hype YouTubers and Redditors put into amenities for hive minds, it's really not that big of a problem. The reduced amenities is a nice bonus. Hive mind Adviser. Now if they intentionally banned this form of data. It's not utopian abundance. City arcologies for pops and some clerk jobs (hives don't have clerks or a use for the trade value they produce). You generally build hive districts if you need more housing, and sometimes if you are low on amenities. The are a single mind gestalt consciousness. The big problem with Deviancy is that every drone pop just gives a flat +1 Deviancy, whereas free-willed pops. Doing my first run as Rogue Servitors. The others have more niche uses as a first pick. This makes Talented a great trait to have. With the change how pops get purged i found a very funny strategy to exploit this. But automation is still rather terrible at this. Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. 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. I feel like Hive Worlds got a big nerf with the changes to pop growth. A big nerf on Maintenance jobs. 10. This is a common complaint, and easily answered. 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. 83 and 11. Think of amenities in machine empires as unit maintenance. "One Hive. Two Calculators need 8 Energy, meaning 1 Tech-Drone, and 1 Maintenance Drone: 4 pops. CaelReader • Synthetic Evolution • 2 yr. 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. 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 and Machine Empires struggle with Amenities due to a deliberate design decision. Food as a multipurpose resource is a good step but empire pirates don't really make sense for hive minds. 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. 1) The hive-mind is, as stated in the dev diary, incompatible with the psionic path because, on one hand, it is already connected to the psi dimension (forgot what it was called) and exists in it, but is incapable of true ascension because that seems to be individual ascension of the members of the species, i. Another one I had a lot of fun with was lithoid calamitous birth hive mind terrovoure. Talented. The idea this DD presents is that drones, while they do need to be part of the hive mind to survive and function, do not need very much direct control. Lithoid hive minds get +50 years on the back end, but their starting age changes from 10-20 to 50-80, an average of 50 years. I believe the basic pop AI will try to balance amenities automatically. Hive mind civics are notoriously bland, but I do like Natural Neural Network because of the extra research option. 0 base robot build speed, which becomes 3. Its all about the pops in stellaris.