Stellaris do hive minds need amenities. 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). Stellaris do hive minds need amenities

 
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)Stellaris do hive minds need amenities  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

Think of the trope of creepy people “join us. Look at Traditions. Now if they intentionally banned this form of data. Its all about the pops in stellaris. With cyborgs its just 1/8. 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. 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. Description. 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. A hive planet, a mining world, and a fortress world at least. 05/month (as of now) production of consumer goods. CaelReader • Synthetic Evolution • 2 yr. Once you get that, massive livestock populations no longer directly influence stability. 75 empire size. I feel like Hive Worlds got a big nerf with the changes to pop growth. Randh0m • 2 yr. 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. Mar 6, 2019. 05 with Flesh is weak). This is -. 1. We want to have only enough of stay over 50% stability. Pops can go over 500 and will not stop growing (or decline) until the required housing exceeds available housing by 15% (or 25%). With a hive mind, there's no equivalent. ago. Hive minds have always felt boxed into a minor villain role, while simultaneously removing several mechanics that make empires interesting without replacing them with an equivolent. The are a single mind gestalt consciousness. Ruler traits are not especially reliable for most conventional empires, and Hive Minds do have an authority bonus-- +25% pop growth speed and -25% empire sprawl-- it's quite a bit better than the normal authority bonuses. 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. However, they'd function in Stellaris terms like a normal empire. The hive structures they need to function could easily be simulated or stubbed, giving them dependence on a sub-system I control, or quasi-independence. And, of course, an ascension path. Which gets smaller the more techs/traditions you research. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. Standard empires don't even need the district allocation bonus since they require fewer basic resources than hive minds do and can get by just fine with the natural planetary allocations. Progenitor Hive Minds are more akin to ants or bees - a family that tends to operate in a unison seemingly unachievable by normal organics, with some form of central control. Another way to think of a hive mind might be that you have a species of. " 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. Now the question is, on which kind of planets would I boost amenities with. 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. Mar 29, 2020 @ 7:29pm. 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. Sorted by: 5. 5 to 7 mineral drag whereas these 4 unemployed drones end up +2 net minerals. For a hive mind, that 50% bonus to pop growth is standard and on every planet, with the straight boost from being. Does it fight back; pre-ftl civs dont spawn defense armies any more. Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. #8. Give hive mind a single faction for the hive mind, even with an approval rating of 50%. Fluffy-Tanuki • Agrarian Idyll • 10 mo. The balance against hiveminds is four fold: habitability, amenities, conquest utilization, and unity. After some time i realized that 80% of the galaxy was settled by self-enlightened hive minds. Otherwise, you will need to go through the Genetic Ascension perk and tradition tree, and one of the traditions unlocks assimilation into or out of hive mind. But the higher tiers of that event chain cause a penalty to sublight ship speed. "We believe that our constructors were in fact gods" Wormhole FTL. However, I have some questions. Originally posted by Esoteric Reference: Yeah -30 isn't a big deal. Fungalloid hive minds get amenities from their unity buildings. bansheeonfife. Jewbacca1991 • 3 yr. However, if the amenities deficit is small you're often better off just eating the penalty. Hive Mind Housing Districts don't even give jobs for Amenities (only 9 Housing). Hive minds struggle with habitability, and this civic is a great way to shore up that weakness. 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. Strength of Legions is D-tier and next to useless. 79 which is only a 5. Obviously, an efficient source of amenities is incredibly powerful and means the hive mind can be very efficient with a lower number of pops. They can not survive with others so they either evacuate or die under others or expatriate the original species. Sep 30, 2020. City arcologies for pops and some clerk jobs (hives don't have clerks or a use for the trade value they produce). Foundry for alloy (the one thing you can use). Primacy includes a couple very small tweaks. Machine empires already have +50 Energy output day 1. More on Ascetic later. But the hive mind has evolved to be alone and knows very little of conflict. They are. They are. . Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. ago Yes 3 Pikmin_Hut_Employee • 2 yr. But the most powerful is using a governor. DO NOT build them up. The natural neural network civic gives you science from unemployed, but this unemployed do not need goods like utopia run empires. Maintenance drone gives +4 amenities -- This feels really inefficient. 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. Metroplex038 • 1 yr. As a hive mind, these factions would appear at the beginning of the game, and develop new agendas as the hive mind expands (either by pop growth, empire sprawl, or fleet power). 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. This suggestion would actually be. 8 free (compared to 20. Hive minds, just like machine empires, are basically more simplified but stronger versions of normal empires. Now the question is, on which kind of planets would I boost amenities with either 1. This will keep your planet happy for the most part after words build up to 3 to 5 coty districts for more amenities. Objulen. Using Hive Warrens in combo with Ascetic reduces the need for jobs that produce amenities. Another way to think of a hive mind might be that you have a species of. Build enough to keep food positive, and should you need more, because of growth, then you build more, and not before. Same with hive mind pops in hive minds. Now that would be 667 consumer goods for one additional pop. Nihilistic Acquisition fundamentally changes the way you can wage war and is incredibly valuable. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. No factions means no free unity, and that free unity matters. AKA using caretakers to play Optimus Prime: The faction. , and gives more grow. They also live longer than the average organic. One mind with many bodies, one mind that decides everything by itself without the need of consensus or deliberation between parts. I'm sure it's much better for an organic hive mind. 7 for the upgraded one. The clone vat has an upkeep of 2 energy per month. ) most parts work autonomously of eachother, with the overmind providing large scale guidance for whats. Is there a good way to boost. Many people may think hive-minds being many drones forming a single. Just use. 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. 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. And the same is true for Machine Intelligences as well. 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. So hive minds usually fall behind in tech to. I build repair facilities, but it does not help. There is also a building similar to the luxury residence. machines), just like a tradition shift. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. And when the advisor says "Enemies occupied our Nest" and "Crushing an Hostile Hive" it's pretty easy to see that a full Organic shipset and city set with new mechanics is pretty much needed. The only thing that truly trivializes amenities is the free slavery/robot servitude jobs that produce amenities without using a job slot and with (almost) free real estate. Really really bad. "Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. You don't want them forming defensive pacts if you can help it, and more space taken means more planets for more things. Adaptability is useful as 10% more is a +5% growth +5% job production. Machine empires are a different story, but the biological Hive Minds are kinda bad. Finally it comes time fully integrate one. Hive Minds in Stellaris are supposed to be "natural", or at. I love how the game started out in 1. 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. 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. 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. I am the brain that controls them. Two Calculators need 8 Energy, meaning 1 Tech-Drone, and 1 Maintenance Drone: 4 pops. 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. Adaptability is useful as 10% more is a +5% growth +5% job production. Jump to latest Follow Reply. Look at Traditions. Charismatic, Aesthetic, those are very much god tier for amenities. Mar 28, 2022. ago. For simplicity sake. With cyborgs its just 1/8. Big boosts to growth and resource production make these worlds a straight upgrade from the default worldsnormal empire got OP perks compered to hive lol. Share. 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. Strength of Legions is D-tier and next to useless. Lets break down the civics available to Hive Mind empires in Stellaris. And regardless, they will produce unity that you will need to keep up your traditions. 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. But automation is still rather terrible at this. Hive minds don't have to worry about happiness or consumer goods upkeep. Stellaris > General Discussions > Topic Details. 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. If you want to assimilate enemy pops, you have to take the generic modification ascendancy. Maintenance drone jobs are not a precious resource. #12. I mean, why in hell would a hive mind allow an integration at this point when 99,9% of its drones get killed. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Sure it would be ackward has all hell to live along someone who has multiple bodies. So it might be that e. Also you can use the "city district" to get more maintenance drones. Allow me to correct that and provide a build specifically for a Machine Empire in Stellaris. Other sources of amenities, such as buildings, are quite limited or inferior to their non-gestalt counter-parts as well. . 100% habitability. Well, in one sci-fi novel (The Golden Oecumene Trilogy) one of the earliest methods of immortality that was developed was people having their minds assimilated into a sort of hive mind. Aug 3, 2021. True but there shouldn't be difference for the sake of difference, as we've discussed having sectors can absolutely make sense for Stellaris hive minds. ~100ish minerals total, pretty good. Keep your amenities positive and disable as many maintenance drones as you can. This page was last edited on 13 April 2017, at 11:37. While amenities are a large COST, they are not a large ISSUE. The behaviors won’t create factions or anything, I intend to keep hive minds as free and flexible as possible as this. 8 base growth plus 2 assembly growth. 75/100. The Zerg are a hive mind, though, and their deal is that they would have both genetic and psionic ascension paths at once, which wouldn't be possible in Stellaris. For standard empires the Entertainer is your go-to choice, which produces 10 amenities each as well as a decent 2 unity. Which is great since it makes Stellaris' hive-minds the loneliest beings on the universe. Your pops are not effected by happiness, you get large growth bonus and sprawl reduction as stated on authority type. This page was last edited on 11 February 2020, at 18:14. Demographics in a multispecies empire. We have evolved for some level of conflict. Artistic-Side-3896 • 2 yr. Habitability is an important pop growth modifier. 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. Any help is appreciated. . There are different species perks to create extra energy credits as plantoids so you can. Also the Ascetic Civic we will take reduces pop amenity usage. A normal empire has to unlock the other three slots and I think the sixth slot is gated behind tech IIRC. The leader of these empires is the hive mind itself, and as such, is immortal, as it lives on through a. 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. Devouring Swarm Hive Mind with Energy Issues. The only way I would do unruly, is if I keep empire sprawl (primarily pops. No factions means no free unity, and that free unity matters. However, I have some questions. hive minds don't have bureacrats or admin buildings. I provide them a goal, a vision, a direction. They turn into cyborgs. 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. Stellaris Suggestions: Hive Mind Civic Ideas. Counterintuitive, but true. This is why the Charismatic trait is actually considered excellent for Hive Minds, since amenities are such a huge problem for them. Ecumemopolis provides districts aimed towards non hive minds. And I agree Very Adaptable is dead weight. Hive minds have 1 very good civic in devouring swarm. They also don't use the happiness mechanic (except Rogue Servitors. . 4 Your colonies start with negative amenities almost right off the bat (leading to reduced stability and production) and you. I've been playing as a Hive Mind since 1. One point more Amenities can push your stability easily as Gestalt for like +30 amenities is +10 stability, but just try to get that number. 5% production increase for colonies early game. Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. The balance against hiveminds is four fold: habitability, amenities, conquest utilization, and unity. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. ) More posts you may like r/Stellaris Join Finally, you don't need high Amenities. In terms of civics, I have two ideas: The first corresponds pretty directly to rogue servitors: it would allow hive minds to keep pops as something like "wildlife" in "nature preserves", producing unity. Content is available under Attribution-ShareAlike 3. The others have more niche uses as a first pick. 25 unity, depending on which way is easier. Could be an ascention perk or some research project. Starting tradition is often Prosperity, but Discover, Expansion, Mercantile, and Supremacy are all completely valid openers. hive minds need some love with amenities. One vision is really good to start with for similar reasons, so good choice there. Hive mind civics are notoriously bland, but I do like Natural Neural Network because of the extra research option. 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. 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%. That means 1/4th of your drones are set aside for amenities instead of production, so you want to push that number down instead of up so your empire can produce the most resources. It takes several times the number of jobs to produce the same number of amenities. None. Whats the best build for this?. 2- Synths are machine hiveminds that live in your empire that only become a civilization. Whats the best build for this?. I have a delicate balance of. Think of amenities in machine empires as unit maintenance. given that you can easily get to 80+ pops by 2230 as a regular empire with overtuned, i. 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. Bum-Theory. Cybernetics has a really good trait for reducing the need for it to the point that. 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. 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. However, the vanilla hive mind flavor is something stranger. Combining the last two, generally playing a Hive Mind that isn't a Devouring Swarm or a pacifistic isolationist is kind of pointless, because as soon as you conquer a planet, you start purging anyway, with all the diplomatic maluses that entails. Important because Stellaris is very much a front-loaded game where. While they make free-willed creatures happier, Amenities are used in order to keep Hive-Mind Processes stable. 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. 49 to 5. Another resource you won't need). Which gets smaller the more techs/traditions you research. Empires with the Evolutionary Mastery ascension perk can change the citizenship of hive mind pops to Assimilation,. These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. Without me they are a bunch or disparate limbs flailing against each other. ago. Content is available under Attribution-ShareAlike 3. Starting traits: Positive: Rapid-Breeders (+2), Very Strong (+3) Negative: Non-adaptive (-2), Fleeting (-1) Civics: Devouring Swarm, Divided Attention. Slaves normally only take up . 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. Machine empires are a different story, but the biological Hive Minds are kinda bad. Better researchers, technicians, and alloy jobs. All robots have been networked into a hive mind of sorts and work together for the betterment of. 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). Hive Districts have the unique feature that they provide 12 housing and 6 maintenance drone jobs if built on a Hive World, meaning Hive Worlds need fewer Hive Districts. And the most important thing: maintenance drones are bad. Maintenance Drones produce amenities, so yes. All zerg are psionic, they're just not all powerful psionics. The latter makes more sense, but there isn't in-game evidence for it. They generate more influence for faster system acquisition and do not waste alloy space on consumer goods . 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. #14. )Stellaris 3. etc. A Progenitor Hive Mind empire has massive economic potential in Stellaris. If you put the same investment into unity, as hive mind, that you do into. 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. [deleted] • 1 yr. The whole command structure is. ago. 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. Hive worlds (from the hive world ascension perk) allow you to build unlimited districts of any type. With the change how pops get purged i found a very funny strategy to exploit this. Hive Mind Ideas. The Stellaris Hive Mind was rushed and is pretty uninteresting and obviously in need of an update. 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. Nexus Districts are the Machine Empire equivalent of City Districts. 79 which is only a 5. They act like Xenomorphs. You can start with three progenitor ships, I usually set my starter fleet following a science ship right away, one construction ship claiming systems, a second one set to auto-build. 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. It doesn't make any sense for them to have ethic attraction because. Stellaris is probably the most balanced, but random events and a few powerful playstyles still dominate the meta and leave it in the 'losing is fun!' category. When I look at what is the most viable in the game, I primarily look at how efficient every available tool to. The necrophage pops I start with give me a nice resource bonus depending on if they are lithoid or organic. For standard empires the Entertainer is your go-to choice, which produces 10 amenities each as well as a decent 2 unity. Irrassian isn't even bad for hive minds though. 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. However, Maintenance Drones are insanely inefficient for generating Amenities in a Machine Empire, while Hive Minds can mitigate that to a large degree with Spawning Drones, Ascetic, and one of the Synchronicity traditions. Yes, lowered the spawn chance for the system, but if you have the system and you get to it first, it's a 100% chance to get him. Hive minds have a bunch of inefficiencies baked in that standard empires do not, and the. 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. . Progenitor hives overall are the strongest hive, even slightly stronger than overtuned hive which is already overwhelmingly stronger than the other hive options. Hive mind civics are notoriously bland, but I do like Natural Neural Network because of the extra research option. 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. I am playing a Hive Mind race so no consumer goods needed, not even for my food. Dunno if Unruly still a good hive trait. Hive Mind has no inherent tech civics and so it's suboptimal to focus on science as one. In actuality no new minds beyond the initial founders ever join the gestalt consciousness of the elder brain, according to the 2e Illithiad. 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. 5 Amenities needed per Robot Population. 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. But it is theoratic possible. Stellaris Wiki Active Wikis. the projects in fact arent that expensive, as you only modify a few pops. But if building your Hivemind for next time, Empath works well if you want to play nice with others. The mind doesnt need to know how long worker drone A worked, it just needs to know if the minerals are still coming in or not. ago. Anyway, it didn't take long before I realized that it's an awful trait for hive minds in 2. They cannot migrate, don't have trade, don't have ethics for reliable diplomacy. 5 came out and war has become increasingly burdensome as the game goes on. In later stages your global growth will be faster than one planet. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. Hive minds are allready brokely overpowered in fiction: Instant unblockable communication. Synths are fully conscious in theory and act as individuals. Hive minds for me a pure biomass. They. Devouring Swarm is good, but thats it. Fluffy-Tanuki • Agrarian Idyll • 10 mo. Main question is if I am able to vassalise people as a hive mind. This generally means it takes longer to get up and going, but once you do get going, your population advantage puts you ahead. 1. Well, in that case, the current system makes sense. 25. Then hive minds also don't have to deal with happiness and as a result are far less concerned about low habitability. Hive minds need more flavor as they are currently lacking compared to machines and other empires. Methone made a suggestion thread about adding more civics to the Hive Minds. I apologize for the incorrect information in my previous response. With the release of Overlord, this feature was scrapped in favor of allowing Progenitor. 33 pop_growth_speed. AI Empire’s don’t hate you for purging through displacement. 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. Stellaris. ago Yes 3 Pikmin_Hut_Employee • 2 yr. Real-time strategy Strategy video game 3 comments Best RadiantFleet • 2 yr. These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. 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. The need for mineral increases even further if using a lithoid hive. It gives you 20% more amenities production. Otherwise, have fun, it's pretty much easy mode. Jump to latest Follow Reply. One medical worker consumes 1 CG, I will neglate the upkeep costs for the building. You need the genetics tree to “un-hivemind” them. Hive Mind Ideas. Expensive outposts and colony ships. I bring Order to the Chaos. 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. 0 base robot build speed, which becomes 3. Somewhere along the way I picked up a small 3. gestalts do not have factions, and thus, produce less unity. Fan xenophobe culture workers gives 5 happiness each. 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. 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. I have not tried necrophage hive minds myself yet, but since hive minds can not share planets with other species, I would guess this combination requires a very aggressive playstyle to keep your pops growing. Stellaris hive minds are a Gestalt Consciousness. I just ignored it because I thought it might be some leftover from a conquest. Methone. I use up a building slot for a Hive Warren to get some amenities that do not come from jobs. However! I have been thinking i need to try hive mind soon. [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. 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. 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. Ringworlds get really stupid for hive minds as a maximized segment costs a total of 6. spudwalt Voidborne • 2 yr. One world for a ship building facility. A hive planet, a mining world, and a fortress world at least. 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 is weak for a Hive Mind already, a default empire would top those numbers. 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). Hives, as organic pops, suffer all habitability penalties. 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. Unless you really need that +1 to RA and have some tech rush plans then I'd swap it. Bum-Theory. for the Win in a Galaxy not so far away (it will be HUGE). But the most powerful is using a governor. Due to not being affected by Happiness, Hive Minds have no methods of increasing Approval Rating for pops. Their bio trophies are happy though). Drone Storage gives only housing and amenities the maintenance depots give 5 jobs and 2 housing . Next! 3.