Stellaris do hive minds need amenities. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. Stellaris do hive minds need amenities

 
 A big nerf on Drone edict: 25% pop growth -> 10% pop growthStellaris do hive minds need amenities  With the release of Overlord, this feature was scrapped in favor of allowing Progenitor

Lowered the spawn chance for the legendary paragon Keides by 75%. It doesn't make any sense for them to have ethic attraction because. 0 unless otherwise noted. No trade value means to free currency. 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. Yes, Deviancy is a distinct problem for hive minds. 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. 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. The new Holdings system is too great an opportunity to pass here. I have met several machine consciousness-es and hive minds that just wanted to get along decently. That is weak for a Hive Mind already, a default empire would top those numbers. ago. They are not the all-or-nothing type from before, but they still leave a surplus of those. Hive minds, just like machine empires, are basically more simplified but stronger versions of normal empires. But it is theoratic possible. This. ago Yes 3 Pikmin_Hut_Employee • 2 yr. 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. For all the hype YouTubers and Redditors put into amenities for hive minds, it's really not that big of a problem. This makes it more expensive to get traditions and accession perks to get bio-ascension to finally be able to remove the unruly trait. A hive planet, a mining world, and a fortress world at least. Blue ones that increase habitability will let you hit 100% habitability on all worlds. 8 free (compared to 20. Hive minds should (in theory) expand exceptionally well, but can have trouble with amenities on large planets. 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). 10. It's so you have a type of empire that doesn't need to deal with the hassle of factions and consumer goods, and while they are incredibly underdeveloped (and boring if unmodded) as they were a part of the first DLC ever made, they do have one feature that even Machine Empires don't have and that is not needing to employ maintenance pops for amenities by going down the Harmony tradition. That bonus resources from pops isnt useful at start, pick it up when you reach dna resesrch/ascensión perk, try to stay at war and devour enemies planets, it helps with your lack of pop growth, the desicion devour planet isnt a toggleable, so reneame the conquered planets and keep an eye on em to make the desicion again, and remember to remove all. Also it's easy to miss but those nodes don't count towards the leader cap. 2 per Job with the Versatility Tradition. Talented. It looks pretty weird to have humanoids walking around an eldritch planet lol. Seems weird for a design supposed to be not afflicted by happiness but in need of amenities nevertheless due to maintaining (somehow) stability. Stellaris. 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. This suggestion would actually be. 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. LigerZeroPanzer12 • 2 yr. 3/100 or . My favorite empire in stellaris was always hive mind. If I understand the term correctly that means it's not one overmind directing everything, but countless smaller minds acting as one. 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). Also the Ascetic Civic we will take reduces pop amenity usage. Slaves normally only take up . Once you can do this you will snow ball out of control. Amenities, in general, are infrastructure and items needed for life to proceed smoothly. Thanks goodness, hivemind habitats are a lot better than those of regular empires. 79 which is only a 5. Amenities. Then you will need to improve multiple colonies to get rid of unemployment. Hive minds struggle with habitability, and this civic is a great way to shore up that weakness. You will not be able to squeeze out an economy/research operation as strong as a regular empire can. 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. Synapse. Hive minds dont get access to entertainers or domestic servants for those bulk amenities and can't just lay down decisions/modifiers like regular empires to cover shortages. 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. 79 which is only a 5. There is also a building similar to the luxury residence. Synths are fully conscious in theory and act as individuals. Devouring Swarm is good, but thats it. Once you get that, massive livestock populations no longer directly influence stability. DO NOT build them up. Hive minds need more flavor as they are currently lacking compared to machines and other empires. Hive-minds have a bonus to pop growth. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. I provide them a goal, a vision, a direction. It would actually be. ago. I bring Order to the Chaos. Again, the entire point of hive minds is that they excel at producing basic resources. Also the Ascetic Civic we will take reduces pop amenity usage. I have a delicate balance of. 20. Otherwise, have fun, it's pretty much easy mode. Ascetic is a must pick because Amenities are a pain to deal with for HM and there are literally no other good civics. 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. The need to have tons of pops just. e. Hive/Machine Worlds This is technically 2 Ascension Perks, but they’re fundamentally the Gestalt Consciousness version of Arcology Project, one for Hive Minds and one for Machine Intelligences. hive minds don't have bureacrats or admin buildings. Really bad unity and amenities. Tous droits réservés. Well, as a hive mind I managed to get 300-some pops on to Fen Habbanis, with no deviancy left and sufficient amenities. However, they'd function in Stellaris terms like a normal empire. It's 2328, and I don't have the Galactic Wonders Civic yet. But slavery changes this a lot. I always pick up the Synchronicity tradition tree with the one that gives Synaptic Drones Amenities. I specifically did not take intelligence. If all amenities-providing jobs are filled, its likely the AI thinks that the planet doesn't have a good enough base. Important because Stellaris is very much a front-loaded game where. large number of poorly developed planets. Nexus Districts are the Machine Empire equivalent of City Districts. 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. With the release of Overlord, this feature was scrapped in favor of allowing Progenitor. Raneknug • 1 yr. Maintenance drone gives +4 amenities -- This feels really inefficient. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. The Stellaris Hive Mind was rushed and is pretty uninteresting and obviously in need of an update. Fluffy-Tanuki • Agrarian Idyll • 10 mo. 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. Let's all ascend and free our sparks from bodies. These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. The list of civics for Hive Minds is rather short, and the list of good/interesting ones is even shorter. But the most powerful is using a governor. Demographics in a multispecies empire. but do require 3 more housing and 2. Aquatic is bad for Hive Minds on live version. The others have more niche uses as a first pick. More on Ascetic later. Hiveminds are really inefficient in producing amenities. However, the vanilla hive mind flavor is something stranger. A hive planet, a mining world, and a fortress world at least. 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. 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. 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. 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. What rights can be selected depends on whether the species is the main. Machine empires are a different story, but the biological Hive Minds are kinda bad. Stellaris Real-time strategy Strategy video game Gaming. It makes it a lot easier to colonize worlds with low habitability. They cannot migrate, don't have trade, don't have ethics for reliable diplomacy. If you put the same investment into unity, as hive mind, that you do into. I hadn't played a Hive Mind yet nor followed much discussion about them, so I jumped in with one of those and the Tree of Life origin. Give hive mind a single faction for the hive mind, even with an approval rating of 50%. Apples and oranges. Potato Soup. • 5 yr. Hivemind is something you have to start with. Ultimately hive minds are just underbudget though. Now the question is, on which kind of planets would I boost amenities with. The necrophage pops I start with give me a nice resource bonus depending on if they are lithoid or organic. Hive minds severely lack amenities jobs, lead to low happiness and stability. 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. Imperial Prerogative, Technological Ascendancy, Mastery of Nature, Voidborne, and Defender of the Galaxy all stand out as options. ) More posts you may like r/Stellaris Join Finally, you don't need high Amenities. But those setups let you have food production worlds as mining worlds. With the change how pops get purged i found a very funny strategy to exploit this. Jump to latest Follow Reply. Unless you really need that +1 to RA and have some tech rush plans then I'd swap it. Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. I don't know about normal empires, but I did math for Hive Minds back in 3. I think both Hive Minds and MEs can gain a little there, but in different places. 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. Charismatic is a strong trait if you still have problem with amenities (which I usually do). Maybe machine intelligence is handled closer to bio empires than hive minds. Habitability is an important pop growth modifier. One world for a ship building facility. hive minds need some love with amenities. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. The +20% Bio Research can help you get trough the research faster. Neural Network is a worse technocracy, ascetic is always a must-have due to amenities problem. A normal empire has to unlock the other three slots and I think the sixth slot is gated behind tech IIRC. , the government and its mechanics will encourage play similar to that. With cyborgs its just 1/8. 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. 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. 2 per Job with the Versatility Tradition. Democratic Monarchy. 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. Strength of Legions is D-tier and next to useless. Instead of having unity, ethic attraction and amenities, the perk was different for hive minds. Ultimately hive minds are just underbudget though. Having a blast vassalizing folks and forcing them into my hegemony federation. ago. #14. Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. ~100ish minerals total, pretty good. And leisure for prosperity (do hives use prosperity?)515 votes, 169 comments. And last but not least: Hiveminds have terrible civics. So I came up with the Behavior System, where you can choose behaviors that will help shape your hive mind, making it more unique, giving it more RP depth, and more unique gameplay. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for. Ascetic is universally good for hive minds, NNN not so much. While not lighting the world on fire. Now if they intentionally banned this form of data sharing among machines to preserve individuality. This generally means it takes longer to get up and going, but once you do get going, your population advantage puts you ahead. So it might be that e. As the fans need to slow down, lest they damage their ships' priceless collectible. Keep your amenities positive and disable as many maintenance drones as you can. 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. #8. Does it fight back; pre-ftl civs dont spawn defense armies any more. Capured from the Orion beta stream : r/Stellaris. Besides, eventually you’ll get terraforming techs to turn those 0% into useable worlds, might as well settle early and get a few more pops. 7 for the upgraded one. It creates Deviant Drone jobs that suck drones out of productive jobs, and cost a bit of Energy too. Unsure of the optimal acension perk choices, but Hive Worlds are definitely worth getting for their production boost. Allow me to detail what my problem lies with. We want to have only enough of stay over 50% stability. In this authority, every citizen operates as a single entity and is controlled by the hyper organism known as a hive mind. Pops can go over 500 and will not stop growing (or decline) until the required housing exceeds available housing by 15% (or 25%). 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. Transit hubs double that to a total of 10% chance each month. Catalytic Processing Hive Mind. Main question is if I am able to vassalise people as a hive mind. I do like the psionic ascencion very much, but having that option as a hive mind wont lead to me playing more hive mind. I will always take Prosperity, Supremacy, Aptitude, and Harmony eventually. Reply. The behaviors won’t create factions or anything, I intend to keep hive minds as free and flexible as possible as this. ago. It is just that stellaris is still a game and need to have a pretence of balance. You need the genetics tree to “un-hivemind” them. 1. Report. Sep 30, 2021. Below are some basic analysis of the changed dynamics, and a few key tricks to consider. . Because Evolutionary Mastery is the only ascension for organic hive minds, I'll tack on Natural Sociologists to help me research those techs faster. " 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. These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. Your drones will never be as efficient as worker or. When I first designed the species I picked repugnant - partly just for role play but also because it's the only -2 available. is this intentional or is my save bugged? playing with achiev-friendly UI color changing mods only. 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. Or a ring-world later on. 100 pops need 100 Amenities. ago. RadiantFleet • 2 yr. Ringworlds get really stupid for hive minds as a maximized segment costs a total of 6. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Hive Mind Authorities. I recommend checking out his suggestion. Crypto1. Machine pros. Large growth tax. Brain Drones now cost 3 energy and 3 food (or minerals, lithoid) instead of 6 minerals, akin to synapse drones. They are not the all-or-nothing type from before, but they still leave a surplus of those. Oct 29, 2021 @ 8:28pm. Astasia. 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. Ascetic is fine, but keeping up with amenities is usually not a problem. Livestock cost a little housing and some amenities, but have no other upkeep and do not take up job slots. We have evolved for some level of conflict. The balance against hiveminds is four fold: habitability, amenities, conquest utilization, and unity. It does this in three parts: Balance. We want to have only enough of stay over 50% stability. Devouring Swarm Hive Mind with Energy Issues. 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. I'd argue that gestalts do get a pretty good deal with all four nodes unlocked from day one. But the hive mind has evolved to be alone and knows very little of conflict. None. I think both Hive Minds and MEs can gain. ago. 4 Your colonies start with negative amenities almost right off the bat (leading to reduced stability and production) and you. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. Randh0m • 2 yr. 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. 1; 1; Reactions: Reply. 5% overall increase in growth. A single organism, where every part that *looks* independent is really no more independent than our fingers. 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. Hive mind civics are notoriously bland, but I do like Natural Neural Network because of the extra research option. 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. the Machine Intelligence. But automation is still rather terrible at this. Hey guys ive read some stuff on hiveminds from people on this subreddit saying they arent op. They remain biological, but gain the "cybernetic" trait which gives them extra habitability and leader lifespan. 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. Ascetic is a must pick because Amenities are a pain to deal with for HM and there are literally no other good civics. While amenities are a large COST, they are not a large ISSUE. Both those building stay up until the planet is close to full, then they get changed to a different facility that I need . #? May 3, 2021. Leaders are one of the best parts of playing as a hive mind. If you want to assimilate enemy pops, you have to take the generic modification ascendancy. DO NOT build them up. Having just finished a run using a Progenitor Hive, I have a few thoughts. Your other perks are a matter of preference. Due to the number of great edicts that exist now, Executive Vigor is a solid option. 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. All zerg are psionic, they're just not all powerful psionics. They are. Mat culture workers produce a lot of amenities. The balance against hiveminds is four fold: habitability, amenities, conquest utilization, and unity. Which gets smaller the more techs/traditions you research. On top of that, Hive Minds, with their housing buildings, get 50% more housing per building slot than Machine Worlds (12 with an Expanded Warren compared to 8 with an. They also live longer than the average organic. 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. However, if the amenities deficit is small you're often better off just eating the penalty. Robots, too. Is there a good way to boost. Food as a multipurpose resource is a good step but empire pirates don't really make sense for hive minds. In later stages your global growth will be faster than one planet. Hive minds have 1 very good civic in devouring swarm. #3. I am not gonna sit through 4 hours of rather boring gameplay so I am just grabbing a few data points from the end. Hive minds for me a pure biomass. 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. 8 per Job, or from 6 to 7. Industrial (consumer goods. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. ; About Stellaris Wiki; Mobile viewI always pick up the Synchronicity tradition tree with the one that gives Synaptic Drones Amenities. 8 per Job, or from 6 to 7. 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. Nets me +10 lifespan, +30% growth (but -25% assembly), a whopping +35% amenities, -10% housing, and +50% habitability. And I agree Very Adaptable is dead weight. Allow you to stack up amenities quickly and easily. 5 to 7 mineral drag whereas these 4 unemployed drones end up +2 net minerals. CaelReader • Synthetic Evolution • 2 yr. 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. Adding more pops via resettlement should help too. While not lighting the world on fire. 3 or something. As a driven assimilator, you will not be able to assimilate hiveminds. And the most important thing: maintenance drones are bad. I mean, why in hell would a hive mind allow an integration at this point when 99,9% of its drones get killed. Mar 29, 2020 @ 7:29pm. In the context of machines, amenities do not. Yes ideally you keep the amenities (or its equivalent) at +0/+1, as any higher will not give your hivemind pops any happiness. Fluffy-Tanuki • Agrarian Idyll • 10 mo. 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. 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. 5% overall increase in growth. This will keep your planet happy for the most part after words build up to 3 to 5 coty districts for more amenities. 6? I just got Federations and wanted to do a straightforward game with an origin to give the patch and DLC a test drive. An Illithid community is a bunch of individuals ruled by a ruler that happens to be a small hive-mind with only one body. Hive mind scientist are quite bad in comparison before you can subjugate people Their civics are mostly bad. 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. Hive minds are weaker than default or machine empires. I've been playing as a Hive Mind since 1. I appreciate not wanting to remake a bunch of text or trying to redesign features just around one rather niche ethic. 75/100. At least until you need the planets for actual resources. Amenities, in general, are infrastructure and items needed for life to proceed smoothly. Hive minds are weaker than default or machine empires. A singular mind, a or entity, spread out over many bodies. your machine pops need amenities because for them the amenities are spare parts. They generate more influence for faster system acquisition and do not waste alloy space on consumer goods . I think AI personalities aren't cut and dry, but work on a % chance where there are different options. 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. So 18ish miner jobs at about 6 each. Enabling happiness and consumer goods for Gestalt Consciousness seems quite completely opposite to the design IMO. Due to not being affected by Happiness, Hive Minds have no methods of increasing Approval Rating for pops. machines), just like a tradition shift. The necrophage pops I start with give me a nice resource bonus depending on if they are lithoid or organic. 0 base robot build speed, which becomes 3. My most recent play through involved a Catalytic Hive Mind, and I like how it turned out. Best. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for Void Dwellers, and Xeno-Compatibility for Xenophiles. 5% production increase for colonies early game. 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. You get a spawning pool which is similar to the gene clinic, but takes only one pop. from trait, -10% from bio ascension, -10% from Adaptability traditions (genocidal xenophobes, isolationist xenophobes, hive minds, marauders) and another -5% from event. Maintenance drone jobs are not a precious resource. Organic hivemineds are too bad. Finally it comes time fully integrate one. 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. Consider going Biological Ascension and taking either Fertile or the new Vat-Grown (I don't think you can take both). Jump to latest Follow Reply. One vision is really good to start with for similar reasons, so good choice there. 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. Besides, when you complete the synthetic ascension perk you still have normal, organic, ethics. 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. Counterintuitive, but true. But I do think both are already lined up for future updates. 2. Starting tradition is often Prosperity, but Discover, Expansion, Mercantile, and Supremacy are all completely valid openers. thank god you were a hive, -50% happiness is crippling for anyone else. Anyway, it didn't take long before I realized that it's an awful trait for hive minds in 2. The Hive Mind is probably the weakest empire type right now. Adaptability is useful as 10% more is a +5% growth +5% job production. 3 years for a clinic to break even and 111. I don't really understand why there isn't maintenance drones job on Hive districts as there is with Machine.