stellaris do hive minds need amenities. Before, I could use Holotheaters to get +10 amenities per entertainer job. stellaris do hive minds need amenities

 
Before, I could use Holotheaters to get +10 amenities per entertainer jobstellaris do hive minds need amenities  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 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. Jump to latest Follow Reply. And gives 0. After some time i realized that 80% of the galaxy was settled by self-enlightened hive minds. I am a little confused when it comes to robots and amenities. 6 Orion is out. This is -. Seems weird for a design supposed to be not afflicted by happiness but in need of amenities nevertheless due to maintaining (somehow) stability. Your other perks are a matter of preference. . . How about reflavoring pirates as being cancerous growths instead? Defective pops that won't stop "growing". Maintenance Drones produce amenities, so yes. Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. But now I noticed I also have consumption of Consumer Goods as well,. Being able to pull infinite minerals out of every single planet is less useful when you also need someone to refine it, where as non-gestalts cover a lot of their mineral and energy income with megastructures. I've been playing as a Hive Mind since 1. There is also an event that gives -30 Stability on the colony, which is bad. 5 came out and war has become increasingly burdensome as the game goes on. That helps when I'm trying to get to Evolutionary Mastery techs faster. In later stages your global growth will be faster than one planet. 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. Consider going Biological Ascension and taking either Fertile or the new Vat-Grown (I don't think you can take both). Why hive-minds produce so much less unity than regular empires? Even if we forgot about ecumenopolises (but we don't), regular empires still produces more unity, and when empire gets bigger, the unity production also gets bigger, and all due to factions. Since Engineered Evolution, Evolutionary Mastery and Hive Worlds require Bio Research tech to be discovered first. ScreamCon Apr 7 @ 12:35pm. 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. They also don't use the happiness mechanic (except Rogue Servitors. ago And the same is true for Machine Intelligences as well. Jump to latest Follow Reply. Having a blast vassalizing folks and forcing them into my hegemony federation. Prioritize Energy Production: As a Machine Empire, your main resource is energy. To compensate, they don't get the +25% growth of a normal hive mind, and have to split their pop growth between cultists and drones (pop assembly always produces drones). The problem is hive minds only produce amenities from maintenance drones, it's only 4 per maintenance drone, and every drone needs at least 1 amenity. I use up a building slot for a Hive Warren to get some amenities that do not come from jobs. This is because lithoid starting age over rides the normal hive mind starting age. In later stages your global growth will be faster than one planet. This mod aims to improve hive minds' gameplay. But the hive mind has evolved to be alone and knows very little of conflict. Machine empires already have +50 Energy output day 1. " This certainly isn't entirely without merit. That is weak for a Hive Mind already, a default empire would top those numbers. Their pops still require amenities (although not consumer goods) and that’s accounted for in-game. ago. Prosperity for Tradition. You have to care about much less (easier to keep them happy, no need to produce consumer goods), can focus more on the basic stuff, everything feels easier and both are quite frankly easy to become completely op with when choosing the right build,. MozarteanChaos Apr 14, 2020 @. Immortal ruler means you get crazy +unity bonuses forever, and hive mind leaders have the same max age but can be recruited approximately 15-20 years younger, so basically, they start with enduring trait automatically by having young leaders. 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. 7 for the upgraded one. 3 or something. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. Nets me +10 lifespan, +30% growth (but -25% assembly), a whopping +35% amenities, -10% housing, and +50% habitability. Another way to think of a hive mind might be that you have a species of. But the higher tiers of that event chain cause a penalty to sublight ship speed. Ascetic mitigates your needs by reducing amenity usage. Hive minds work for me, but machine pre-ftl is kind of gash. Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. "I would definitely like a more individualistic hivemind as it would be great for role play. 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. Discomfort does not bother hive minds that run this civic, and thus they are able to endure many hardships. 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. Hives, as organic pops, suffer all habitability penalties. 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. 1. This page was last edited on 13 April 2017, at 11:37. It will allow so many drones to work real jobs instead of the uphill battle against amenities. Add the -15% from aesthetic to it and you wont need any maintenance drone jobs on most worlds (as long as you have a fully upgraded Sensorium. Stellaris Hive Minds can still experience crime, embezzlement, and laziness. Of all my vassals, they seemed the most relaxed with their situation and never had any loyalty problems. After i get genetic mastery and conquered a bigger civ with 160 pop gene modified them to nerve stampled, agrarian, delicius and nomadic. Tous droits réservés. 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. 40% of empath hive minds have a more benevolent personality, while 60% have the standard one. 5 to 7 mineral drag whereas these 4 unemployed drones end up +2 net minerals. Comparatively, for a normal empire it's very easy to find yourself short of amenities on a world, and need to go build a city for the building slot than a holotheater for the amenities in order to solve the issue. Not really, no. 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. 1. Ultimately hive minds are just underbudget though. Which, like all other genocidal civics, is top tier. 0 unless otherwise noted. 1 and it turned out to be stupid good,. But the most powerful is using a governor. I think you're approaching hive minds from the wrong angle - their whole deal is quantity over quality. This article is for the PC version of Stellaris only. . 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. 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. Ascetic is the best civic for hive minds hands down. I bring Order to the Chaos. #3. Planet capacity is capped at 500, regardless of free housing or unblocked districts. thank god you were a hive, -50% happiness is crippling for anyone else. 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. But it is theoratic possible. Prosperity, Expansion and Discovery are all viable imo, just depends on your play style and setup. Besides, when you complete the synthetic ascension perk you still have normal, organic, ethics. 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. Methone made a suggestion thread about adding more civics to the Hive Minds. 1 Answer. Even the 0% habitability planets can provide pop growth and assembly. 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. There is a difference between "cut off from hive mind" and "over admin cap". PROS. 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). Again, the entire point of hive minds is that they excel at producing basic resources. A normal empire has to unlock the other three slots and I think the sixth slot is gated behind tech IIRC. Or a ring-world later on. 20. It makes it a lot easier to colonize worlds with low habitability. ago. 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 are not the all-or-nothing type from before, but they still leave a surplus of those. Then I consume every world I see. 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. Yeah, bureacrats need to be averaged with 1-unity entertainers, but priests are base 4 and don't need the amenity offset. They are not the all-or-nothing type from before, but they still leave a surplus of those. With cyborgs its just 1/8. 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. This seems to be the key to actually being able to play the game for Hive Minds. ago. Drones from another machine intelligence don't even need to assimilated, they just instantly function as your drones. 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). 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. 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 think both Hive Minds and MEs can gain. The Hive Mind is probably the weakest empire type right now. The latter makes more sense, but there isn't in-game evidence for it. 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. Does it fight back; pre-ftl civs dont spawn defense armies any more. 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. Crypto1. Many people may think hive-minds being many drones forming a single. 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. 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. [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. But with a Synapse Node built on the Hive World, which you should do anyway, the Hive World would have 18. Justification: This already will result 0. As a hive mind, you're naturally taking biological ascension, and nerve-stapled livestock stop impacting happiness. This makes it more expensive to get traditions and accession perks to get bio-ascension to finally be able to remove the unruly trait. I've been playing as a Hive Mind since 1. e. ; 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. 49 to 5. you would need to constantly. Hiveminds Synapse drones produce their. Look at Traditions. Allow you to stack up amenities quickly and easily. So 18ish miner jobs at about 6 each. I'd like to ask for some advices on how to effectively manage a hivemind with rather large territories. 8 per Job, or from 6 to 7. This generally means it takes longer to get up and going, but once you do get going, your population advantage puts you ahead. . Aug 3, 2021. This will keep your planet happy for the most part after words build up to 3 to 5 coty districts for more amenities. 84. The reduced amenities is a nice bonus. Personally I'm not a huge fan of Machines and Hive Minds, as I find their Maintenance Drone mechanic to be a bit too fiddly. Otherwise, have fun, it's pretty much easy mode. Fluffy-Tanuki • Agrarian Idyll • 10 mo. 0. 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. Starting tradition is often Prosperity, but Discover, Expansion, Mercantile, and Supremacy are all completely valid openers. One world for a ship building facility. Just because the whole Hive shares a mind, doesn't mean they don't feel some kind of happiness, they just feel it together. Machine empires already have +50 Energy output day 1. 5% from jobs and natural growth for every point of habitability below 100, but also +1% requirement cost for food and amenity upkeep. If you need amenities, just build a Nexus District. Well, if their offspring have the hive minded perk, it would only be a matter of time before planets, systems and even maybe sectors just hit critical mass. Once you can do this you will snow ball out of control. The natural neural network civic gives you science from unemployed, but this unemployed do not need goods like utopia run empires. 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 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. Nihilistic Acquisition fundamentally changes the way you can wage war and is incredibly valuable. Unsure of the optimal acension perk choices, but Hive Worlds are definitely worth getting for their production boost. While amenities are a large COST, they are not a large ISSUE. . No trade value means to free currency. It takes several times the number of jobs to produce the same number of amenities. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Stellaris Wiki Active Wikis. Below are some basic analysis of the changed dynamics, and a few key tricks to consider. 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. They are. 5% overall increase in growth. Amenities, in general, are infrastructure and items needed for life to proceed smoothly. 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. No Maintenance Drone jobs on Hive districts for no reason. [deleted] • 1 yr. Second, hive minds are always limited in their workforce efficiency by the need for amenities. 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. Robots without Citizen Rights require 50% less housing and amenities and do not need consumer goods. Also it's easy to miss but those nodes don't count towards the leader cap. All robots have been networked into a hive mind of sorts and work together for the betterment of. Hive mind are really strong for population growth, and unruly takes that and makes your empire sprawl expand by 10% for your population. Adding more pops via resettlement should help too. And regardless, they will produce unity that you will need to keep up your traditions. Bearing in mind that "Fanatic Purifiers" were originally an AI personality that emerged from a very particular set of government traits, I think it would be not unreasonable to assume that the "Hive Mind" government is intended to replace the "Hive Mind" AI personality- i. Hive mind civics are notoriously bland, but I do like Natural Neural Network because of the extra research option. Dunno if Unruly still a good hive trait. However, the only way I have found, for now, is with situation Organic Singularity. No factions means no free unity, and that free unity matters. Talented. 8 per Job, or from 6 to 7. Really really bad. 25. It could also have other flavor differences, like some buildings having different names and some aspects simply. Reply. Hive minds have stupid strong early games due to powerful pop growth and assembly aswell as access to starbase powered economy with hydroponic bays and solar panels . Once you get that, massive livestock populations no longer directly influence stability. It is 2257, you have 1 starport, 37 used fleetcapacity, +84 alloys/month, 12 planets. As a hive mind, you're naturally taking biological ascension, and nerve-stapled livestock stop impacting happiness. Allowing you spec more heavily into other buildings and districts. Just remember you do not have to complete one before opening another and in most cases it is better not to at the start. Using Hive Warrens in combo with Ascetic reduces the need for jobs that produce amenities. Thanks goodness, hivemind habitats are a lot better than those of regular 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). Build enough to keep food positive, and should you need more, because of growth, then you build more, and not before. You could do something neat like all simple organic drones produce 2 amenities, so organic hive minds need to either keep a balance of simple and complex drones or invest in expensive attendant drones. ago. 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. ) most parts work autonomously of eachother, with the overmind providing large scale guidance for whats. How ever you should dedicate one planet to entirely synaptic nodes no sentinels needed as deviancy wont raise due to the amount of amenities being produced Also add spawning pools and clone vatsOf course you also need to use your outposts to gather the trade value and protect it from piracy, which again is something hive minds don't need to do at all. Maintenance drone gives +4 amenities -- This feels really inefficient. Same for the upcoming cyborg hive minds. Machine empires are a different story, but the biological Hive Minds are kinda bad. It will create some Maintenance Drone jobs & they will produce amenities. Ascetic is just a great pick up overall +15% amenities takes care of a big weakness, and the 5% habitability is a good 2. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. They turn into cyborgs. 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. #12. Hive Mind has no inherent tech civics and so it's suboptimal to focus on science as one. I think both Hive Minds and MEs can gain a little there, but in different places. Without me they are a bunch or disparate limbs flailing against each other. A big nerf on Maintenance jobs. 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. The are a single mind gestalt consciousness. So as my title implies, I want to know how Hiveminds are doing right now, I used to play MEs pre 2. 25 unity/pop, which will help a lot for hives. First we don't need residental districts. At least until you need the planets for actual resources. 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. Ascetic mitigates your needs by reducing amenity usage. Amenities as far as stellaris is concerned are non food and water necessities like being able to shower or have a table to eat at. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Hive Mind Authorities. Ascetic is a must pick because Amenities are a pain to deal with for HM and there are literally no other good civics. We want to have only enough of stay over 50% stability. In actuality no new minds beyond the initial founders ever join the gestalt consciousness of the elder brain, according to the 2e Illithiad. I always pick up the Synchronicity tradition tree with the one that gives Synaptic Drones Amenities. 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'. 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. #14. Leaders are one of the best parts of playing as a hive mind. Maintenance drone gives +4 amenities -- This feels really inefficient. Sorted by: 5. This is why the Charismatic trait is actually considered excellent for Hive Minds, since amenities are such a huge problem for them. ; 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. Let's assume a factions drones are super welcomed by other empires because they down have happiness. PSA: Apparently Hive Mind Pops Can't Be Made Biotrophies, So This Is Awkward Now. It'd help add some nuance to the broad spectrum of what qualifies as a "hive mind" society in fiction. By the midgame its usually the amenities that cost the most compared to other upkeep costs. As a driven assimilator, you will not be able to assimilate hiveminds. Start with technological accention, bio is the next two. The destructive Tyranids from the Warhammer 40,000 setting are a hive mind. A single organism, where every part that *looks* independent is really no more independent than our fingers. Methone. Do yourself a favour and simply compare Machine empire and Hivemind start. Then I consume every world I see. Hive Minds (Paid Feature) In addition to the Advanced Civics, those with the Utopia expansion also get access to a unique Authority with a highly unique playstyle: the Hive Mind. 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. Its all about the pops in stellaris. Expensive outposts and colony ships. (planet deviancy)% + (surplus amenities)% each (although as others have pointed out hives minds might not actually need 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. 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. Synths are fully conscious in theory and act as individuals. -You cannot use the subjugation casus belli to conquer only part of a hive mind and create a new hive empire. Machine empires are a different story, but the biological Hive Minds are kinda bad. Sure it would be ackward has all hell to live along someone who has multiple bodies. Both those building stay up until the planet is close to full, then they get changed to a different facility that I need . Well, in that case, the current system makes sense. • 5 yr. Sep 30, 2021. 10. The others have more niche uses as a first pick. . Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. 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. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. All zerg are psionic, they're just not all powerful psionics. On a per-pop basis, standard empires are significantly more productive than gestalt consciousness empires in the mid-late game once they hit their post-scarcity economy. It looks pretty weird to have humanoids walking around an eldritch planet lol. 3, Hive Minds could release vassals if they had non-hive pops in their empire. 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. Neural Network is a worse technocracy, ascetic is always a must-have due to amenities problem. 6? I just got Federations and wanted to do a straightforward game with an origin to give the patch and DLC a test drive. Pops start to decline when a planet is 25% overcrowded. Hive minds for me a pure biomass. It is in the Ethics circle - the icon in the exact middle. 5 more amenities and add <3 more to empire size and <3 more deviancy. r/Stellaris • We need more uniquely bizzare pre-FLT planets and/or parallel Earth types to meaningfully inreact with. They are. Stellaris lore is deliberately light on the details in order to let players fill in the blanks themselves. If charismatic trait and maintenance drones are the only answeres, then, yes, it seems that Gestalt Hive do need more pop dedicated to amenities than other designs. Transit hubs double that to a total of 10% chance each month. Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. Big cyberpunk fan, but i dont like cyborg hive minds. 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. Pops can go over 500 and will not stop growing (or decline) until the required housing exceeds available housing by 15% (or 25%). the projects in fact arent that expensive, as you only modify a few pops. . Anyway, it didn't take long before I realized that it's an awful trait for hive minds in 2. Elitewrecker PT Mar 27 @ 11:26am. Uh, you can definitely have vassals as a Hive Mind, as well as be in Federations and such. large number of poorly developed planets. 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. • 1 yr. Also the +5% pop growth is modest, but helpful none the less. I believe the basic pop AI will try to balance amenities automatically. 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. do not produce faction unity). 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. 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. The balance against hiveminds is four fold: habitability, amenities, conquest utilization, and unity. 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. You need the genetics tree to “un-hivemind” them. 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. 25 unity,. My friends all seem to think they are broken, is this…Hi, I discovered that now is possible to encounter primitive hive minds. Hive Minds for some reason seem always have strong fleets. They also live longer than the average organic. I don't think a Hive World suits a non-arthropoid hive mind either. Having just finished a run using a Progenitor Hive, I have a few thoughts. 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. You will not be able to squeeze out an economy/research operation as strong as a regular empire can. 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. Before, I could use Holotheaters to get +10 amenities per entertainer job. Ringworlds get really stupid for hive minds as a maximized segment costs a total of 6. Instead of having unity, ethic attraction and amenities, the perk was different for hive minds. LigerZeroPanzer12 • 2 yr. If you want that AP as a hive mind you go for the unity and amenities bonuses. 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. 49 to 5. At least until you need the planets for actual resources. I've been doing well with hive minds, but there is one aspect to running a hive mind that baffles me: amenities and stability. Here are the best hive mind civics. One medical worker consumes 1 CG, I will neglate the upkeep costs for the building. This means it takes 278. But slavery changes this a lot. Part 1: The Dynamics, They Are a Changin'. New Hivemind Civic in 3. Stellaris' hive-mind are of the second variety. 2. Best. Whats the best build for this?. Late game you can get to having +18 pop assembly per planet so dipping 10 or so jobs into. Amenities are directly responsible for the stability of your planets as a hive-mind, and lacking them reduces all of a planet's production. 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. 8 base growth plus 2 assembly growth. Ratio speaking. The goal would be spread to as many planets asap, then after growing pops for a while, swap out. Justification: This already will result 0. Whats the best build for this?. So it might be that e. Species rights determined how species are treated in an empire. Hive minds struggle with habitability, and this civic is a great way to shore up that weakness. 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. Look at Traditions. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. 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. 75/100. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. Do yourself a favour and simply compare Machine empire and Hivemind start. Reply Snorkle25. Then hive minds also don't have to deal with happiness and as a result are far less concerned about low habitability. When I first designed the species I picked repugnant - partly just for role play but also because it's the only -2 available. Which, like all other genocidal civics, is top tier. Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. While Aquatic Hydrocentric pops on an Ocean planet will get +15% to basic worker jobs, Hive planets give +10% to all jobs and lift district limitations which more than makes up for a paltry 5% difference in productivity. 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. I am the brain that controls them. For Hive Minds it's more efficient to actually use the Tech World designation instead of your capital though, because the job upkeep of Brain Drones is exorbitant. It does this in three parts: Balance.