Stellaris do hive minds need amenities. ago. Stellaris do hive minds need amenities

 
 agoStellaris do hive minds need amenities  Ultimately hive minds are just underbudget though

The other advantages are the 3 basic workers per basic resource district, and access to gestalt jobs which, aren't bad, as they don't require consumer goods, which. Jump to latest Follow Reply. This just sucks for "real" empires, because the hive minds are useless critters with no place in a galactic civilization. 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. Ecumemopolis provides districts aimed towards non hive minds. Another way to think of a hive mind might be that you have a species of. The Stellaris hive mind is a gestalt consciousness though. 1- Synths are completely different to machine civs acting completely autonomously and being sapient. " This certainly isn't entirely without merit. 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. Eat your smaller neighbours whenever you can do so without making yourself vulnerable. 3. With the release of Overlord, this feature was scrapped in favor of allowing Progenitor. Food as a multipurpose resource is a good step but empire pirates don't really make sense for hive minds. Normally you'd need a residential district or 2 and 6 mining bays with buildings as needed. That is weak for a Hive Mind already, a default empire would top those numbers. Now, I do fine with less developed planets. 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. That's not to say Hive Worlds are bad, it's still a top-tier perk and well-suited to the needs of a Hive Mind empire, but it is pretty expensive and takes. It'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. Charismatic, Aesthetic, those are very much god tier for amenities. Then you will need to. 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. Mind you we do get +10 amenities for an upkeep of 2 energy (if both jobs are filled) with the basic "hospital". Their bio trophies are happy though). Man, the Hive Minds can use a big overhaul. Hive mind scientist are quite bad in comparison before you can subjugate people Their civics are mostly bad. 17 years (assuming 12 mo / yr). Here's a trick: When you take over a new planet with a new species the hive mind assimilation begins but when 1 pop is converted you can go to the species page and apply the hive mind template to all the others, greatly speeding up the assimilation time at the cost of your society research. It is in the Ethics circle - the icon in the exact middle. Prosperity, Expansion and Discovery are all viable imo, just depends on your play style and setup. Nexus Districts are the Machine Empire equivalent of City Districts. 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. Also you can use the "city district" to get more maintenance drones. " 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. 12 Amenities will come from the Capital, leaving 88 to be generated from jobs. 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. . The idea behind the origin seemed to be that it would grow stronger and provide itself more utility as it gained more and more powerful subordinates, and the fact that it can create its own vassals, as a hive mind, makes it seem like this aspect of its overall goal set is. They also don't use the happiness mechanic (except Rogue Servitors. And, of course, an ascension path. Neural Network is a worse technocracy, ascetic is always a must-have due to amenities problem. At least until you need the planets for actual resources. I apologize for the incorrect information in my previous response. So as my title implies, I want to know how Hiveminds are doing right now, I used to play MEs pre 2. And leisure for prosperity (do hives use prosperity?)515 votes, 169 comments. While amenities are a large COST, they are not a large ISSUE. The list of civics for Hive Minds is rather short, and the list of good/interesting ones is even shorter. 3/100 or . I just ignored it because I thought it might be some leftover from a conquest. #3. from trait, -10% from bio ascension, -10% from Adaptability traditions (genocidal xenophobes, isolationist xenophobes, hive minds, marauders) and another -5% from event. Bum-Theory. This goes double for Hive minds and Machine Empires. , and gives more grow. Really bad unity and amenities. Using Hive Warrens in combo with Ascetic reduces the need for jobs that produce amenities. Consider going Biological Ascension and taking either Fertile or the new Vat-Grown (I don't think you can take both). Nets me +10 lifespan, +30% growth (but -25% assembly), a whopping +35% amenities, -10% housing, and +50% habitability. Methone. TheMoe. No factions means no free unity, and that free unity matters. 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. A lack of amenities negatively affects your stability. It's always work like this. You will not be able to squeeze out an economy/research operation as strong as a regular empire can. At least until you need the planets for actual resources. I don't think a Hive World suits a non-arthropoid hive mind either. #3. It is in the Ethics circle - the icon in the exact middle. Besides, when you complete the synthetic ascension perk you still have normal, organic, ethics. Second, hive minds are always limited in their workforce efficiency by the need for amenities. Hive minds need more flavor as they are currently lacking compared to machines and other empires. In the meantime, the Hive Queens mod offers a variety of playstyles that can be pretty cool (basically Xenomorphs, cloning, newly added necrophage, biological ships/buildings, etc), as a hive lover I definitely enjoy that mod, and the mod maker is a SUPER cool dude which seems rare, so much of the Stellaris modding community seems to be. Sep 30, 2021. The Parasitic ones use pops from other empires to grow more native pops. Hive minds are weaker than default or machine empires. Methone made a suggestion thread about adding more civics to the Hive Minds. Now if they intentionally banned this form of data sharing among machines to preserve individuality. I don't really understand why there isn't maintenance drones job on Hive districts as there is with Machine. 0) but never really gave hive minds a proper chance because I like roleplaying with friendly empires. But automation is still rather terrible at this. the Machine Intelligence. 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. r/Stellaris. 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. They cannot migrate, don't have trade, don't have ethics for reliable diplomacy. 25 unity/pop, which will help a lot for hives. I do have quite some experience in Stellaris, but this is the first time I approach this kind of setup. One medical worker consumes 1 CG, I will neglate the upkeep costs for the building. Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. ago. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. Once you get that, massive livestock populations no longer directly influence stability. Ultimately hive minds are just underbudget though. It's 2328, and I don't have the Galactic Wonders Civic yet. 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. But with a Synapse Node built on the Hive World, which you should do anyway, the Hive World would have 18. Yes, Deviancy is a distinct problem for hive minds. There is no tall game-play in Stellaris, in the sense of having a very few or small number of super planets vs. ago. 05/month (as of now) production of consumer goods. "We believe that our constructors were in fact gods" Wormhole FTL. Of all my vassals, they seemed the most relaxed with their situation and never had any loyalty problems. 0. The Livestock can then be subsumed into the Hive via Centers of Elevation. Hive minds have a lot of population growth, but don't get as much of a resource advantage as machines, or access to a lot of bonuses a non-gestalt empire gets from their ethics. • 1 yr. 0 unless otherwise noted. #2. 0 unless otherwise noted. It'd help add some nuance to the broad spectrum of what qualifies as a "hive mind" society in fiction. 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. Hive Mind Ideas. AKA using caretakers to play Optimus Prime: The faction. All robots have been networked into a hive mind of sorts and work together for the betterment of. Pikmin_Hut_Employee • 2 yr. I will always take Prosperity, Supremacy, Aptitude, and Harmony eventually. Discomfort does not bother hive minds that run this civic, and thus they are able to endure many hardships. Machine empires already have +50 Energy output day 1. If I understand the term correctly that means it's not one overmind directing everything, but countless smaller minds acting as one. Organic hivemineds are too bad. Another one I had a lot of fun with was lithoid calamitous birth hive mind terrovoure. Primary one is amenities shortages, due to low amenities per job. Share. A big nerf on Maintenance jobs right at the start of 2. spudwalt Voidborne • 2 yr. 25 unity/pop, which will help a lot for hives. In this authority, every citizen operates as a single entity and is controlled by the hyper organism known as a hive mind. But automation is still rather terrible at this. But at…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. I feel like Hive Worlds got a big nerf with the changes to pop growth. Amenities. I am the brain that controls them. But if building your Hivemind for next time, Empath works well if you want to play nice with others. ago. While they include things like entertainment or art, they're also good roads or hospitals. 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. As a hive mind, you're naturally taking biological ascension, and nerve-stapled livestock stop impacting happiness. ago. Mar 28, 2022. And at 300 size, you need 240 research per month to research that tech in 10 months. Subsumed Will is great if you're on PTR and if you're on live version you can go for Subspace Ephrase instead. 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. Important because Stellaris is very much a front-loaded game where. Hiveminds are so bad at producing amenities that you NEED to offload everything you can to habitats, because your planets of decent size are mostly filled with amenity and deviancy buildings. Important because Stellaris is very much a front-loaded game where. Below are some basic analysis of the changed dynamics, and a few key tricks to consider. Ascetic mitigates your needs by reducing amenity usage. 4 Your colonies start with negative amenities almost right off the bat (leading to reduced stability and production) and you. It is an early-game economy advantage for hives, where the Origin and Hivemind mechanics cover each other’s weaknesses and support a strong early-to-mid-game economy to achieve a position of dominance. Think of the trope of creepy people “join us. 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. Is there a good way to boost. 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. AI Empire’s don’t hate you for purging through displacement. Sorted by: 5. We want to have only enough of stay over 50% stability. 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. Whats the best build for this?. 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. Many Voices. 6? I just got Federations and wanted to do a straightforward game with an origin to give the patch and DLC a test drive. Hive minds can't use the renowned paragons, but most of them are mediocre in most circumstances. This page was last edited on 11 February 2020, at 18:14. They generate more influence for faster system acquisition and do not waste alloy space on consumer goods . Stellaris > General Discussions > Topic Details. 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. The destructive Tyranids from the Warhammer 40,000 setting are a hive mind. ; About Stellaris Wiki; Mobile viewI always pick up the Synchronicity tradition tree with the one that gives Synaptic Drones Amenities. 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. None. 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). 25. ; 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. 6 Orion is out. Machine Intelligences have a better selection than Hive Minds do. you would need to constantly. These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. Hive mind farm planet exploit infinite late game food and soc research. You get a spawning pool which is similar to the gene clinic, but takes only one pop. The new Holdings system is too great an opportunity to pass here. They are not the all-or-nothing type from before, but they still leave a surplus of those. How to get amenities as Hivemind. Planet capacity is capped at 500, regardless of free housing or unblocked districts. The most you can do, if you go genetic. Galactic force projection galactic wonders, master builders and hive worlds. 0 unless otherwise noted. ) Tips for DA: Colonize with your organics so you get double pop growth (organic + assembly)Necro-minds can build necrophyte buildings immediately on their guaranteed worlds (a nominal buff from non-hive necro), and doing so does provide more than enough amenities to counter the livestock unhappiness to maintain good stability, but doing so destroys your livestock food economy. Then I consume every world I see. There is one exception to this and that is displacement. Without me they are a bunch or disparate limbs flailing against each other. In theory a hive mind could totaly intergrate into sociaty. I specifically did not take intelligence. 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. As a hive mind, you're naturally taking biological ascension, and nerve-stapled livestock stop impacting happiness. 2. 3 years for a clinic to break even and 111. etc. Strength of Legions is D-tier and next to useless. but do require 3 more housing and 2. Business, Economics, and Finance. I keep only a few drones on amenities (just enough to keep me at 0) and let. 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. You'll need to prioritize energy production as much as possible to support your empire's growth and. (planet deviancy)% + (surplus amenities)% each (although as others have pointed out hives minds might not actually need that). The natural neural network civic gives you science from unemployed, but this unemployed do not need goods like utopia run empires. Hive minds bonus is straights forward, you get to use minerals instead of consumer goods (regular empire) or energy (machine empire), for research. These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. 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. spudwalt Voidborne • 2 yr. 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. 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. If you need a planet with 0% stability for the revolt spyOps, then it can be countered and would. Due to the number of great edicts that exist now, Executive Vigor is a solid option. Seems weird for a design supposed to be not afflicted by happiness but in need of amenities nevertheless due to maintaining (somehow) stability. ago. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. 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. ~100ish minerals total, pretty good. Dunno if Unruly still a good hive trait. The empire sprawl/admin cap changes are bigger, especially for gestalts, who also got some adjustments to how they produce amenities. Hive mind scientist are quite bad in comparison before you can subjugate people Their civics are mostly bad. Stellaris Real-time strategy Strategy video game Gaming. Primacy includes a couple very small tweaks. As any machine empire, taking over other machine pops should directly integrate them into. As they stand at the moment, Hive Minds are pretty dry in terms of content. 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. 1. How about reflavoring pirates as being cancerous growths instead? Defective pops that won't stop "growing". GeneraIFlores • 3 mo. [deleted] • 1 yr. This could come in the form of a percentage bonus. Also the +5% pop growth is modest, but helpful none the less. We have evolved for some level of conflict. 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. undercoveryankee. I always pick up the Synchronicity tradition tree with the one that gives Synaptic Drones Amenities. Now the question is, on which kind of planets would I boost amenities with. This generally means it takes longer to get up and going, but once you do get going, your population advantage puts you ahead. I provide them a goal, a vision, a direction. Build enough to keep food positive, and should you need more, because of growth, then you build more, and not before. 5% overall increase in growth. But it took stuffing every slot with maintenance and enforcement buildings. 5% production increase for colonies early game. 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. Artistic-Side-3896 • 2 yr. It is 2257, you have 1 starport, 37 used fleetcapacity, +84 alloys/month, 12 planets. And last but not least: Hiveminds have terrible civics. Maybe we need both a regular Hive Mind that gets access to an additional ethic, and a Fanatical Hive Mind that's absolutely unified and has no ethics other than its own whims. Synths are fully conscious in theory and act as individuals. The others have more niche uses as a first pick. Lets dive in!Chapters:0:00 Intro0:10 F tier2:48 C tier5:14 B ti. TL;DR: Subterranean is an origin that works best for organic Hive Minds, NOT normal empires or even Lithoids. Lets break down the civics available to Hive Mind empires in Stellaris. The need for mineral increases even further if using a lithoid hive. "One Hive. In this Stellaris guide video featuring @KomradTruck we will break down the Progen. Before, I could use Holotheaters to get +10 amenities per entertainer job. And regardless, they will produce unity that you will need to keep up your traditions. 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. More on Ascetic later. However, they'd function in Stellaris terms like a normal empire. Subspace Ephasis is awesome. I've been doing well with hive minds, but there is one aspect to running a hive mind that baffles me: amenities and stability. Ratio speaking. Devouring Swarm Hive Mind with Energy Issues. DO NOT build them up. The hive is not perfect at allocating resources to their maximum effect. It’s a lot easier now to actually do so, since the insane need for maintenance depots hive minds used to experience has been removed, thanks to hive districts granting maintenance drone jobs. Now that would be 667 consumer goods for one additional pop. Stellaris Suggestions: Hive Mind Civic Ideas. Hive minds work for me, but machine pre-ftl is kind of gash. Consumer Goods would be art, jewelry, video games, etc. 49 to 5. A normal empire has to unlock the other three slots and I think the sixth slot is gated behind tech IIRC. A Progenitor Hive Mind empire has massive economic potential in Stellaris. There is a difference between "cut off from hive mind" and "over admin cap". 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. Real-time strategy Strategy video game 3 comments Best RadiantFleet • 2 yr. A single organism, where every part that *looks* independent is really no more independent than our fingers. Content is available under Attribution-ShareAlike 3. I mean, why in hell would a hive mind allow an integration at this point when 99,9% of its drones get killed. If you can't obtain sufficient planets, get the tech and build habs once you no longer have systems to expand to. 0 with +/- stat modifier government types, the most "wild" of them just being having an extra big flagship, and now we have civics as crazy as this. Hive minds are weaker than default or machine empires. Hive mind civics are notoriously bland, but I do like Natural Neural Network because of the extra research option. To assimilate biological pops into machines, you need to start as a biological empire, and take the Synthetics tradition tree, which you unlock by taking the Synthetic Evolution ascension perk. Lets make a tier list. 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. Better researchers, technicians, and alloy jobs. This seems to be the key to actually being able to play the game for Hive Minds. One world for a ship building facility. is this intentional or is my save bugged? playing with achiev-friendly UI color changing mods only. Machine pros. A hive planet, a mining world, and a fortress world at least. Azi_Dahaka12th Dec 7, 2018 @. 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. 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. Greetings. 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. 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. 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. 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. There were multiple hive minds, some consisting of just a couple of individuals others with thousand minds. But the most powerful is using a governor. Without me they are a bunch or disparate limbs flailing against each other. AKA using caretakers to play Optimus Prime: The faction. ago Maintenance Drones produce amenities, so yes. Let's all ascend and free our sparks from bodies. Hive worlds (from the hive world ascension perk) allow you to build unlimited districts of any type. Just use. Yeah, bureacrats need to be averaged with 1-unity entertainers, but priests are base 4 and don't need the amenity offset. "One Hive. Hive minds have 1 very good civic in devouring swarm. Not only that, it reduces your drones’ need for amenities. Delay/dedicate less buildings towards amenity production. Expensive outposts and colony ships. My friends all seem to think they are broken, is this…Hi, I discovered that now is possible to encounter primitive hive minds. . Both those building stay up until the planet is close to full, then they get changed to a different facility that I need . First we don't need residental districts. One vision is really good to start with for similar reasons, so good choice there. You will not be able to squeeze out an economy/research operation as strong as a regular empire can. Synapse. Hive Minds in Stellaris are supposed to be "natural", or at. The balance against hiveminds is four fold: habitability, amenities, conquest utilization, and unity. If you need amenities, just build a Nexus District. Main question is if I am able to vassalise people as a hive mind. I love how the game started out in 1. 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. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. Do yourself a favour and simply compare Machine empire and Hivemind start. This misses a huge part of Stellaris Hive Minds: Deviancy. 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. Stellaris lore is deliberately light on the details in order to let players fill in the blanks themselves. 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. I also think that an overtuned hivemind can be very strong, however, i dont have much experience with hive minds and didnt test this myself. ago. And the most important thing: maintenance drones are bad. . As a comment below me pointed out, apparently taking cybernetics allows you to assimilate hivemind pops as a Driven Assimilator. Giving housing, and some amenities. Other sources of amenities, such as buildings, are quite limited or inferior to their non-gestalt counter-parts as well. 75 housing while livestock/domestics take up 0. Stellaris Real-time strategy Strategy video game Gaming. Stellaris. 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. Then hive minds also don't have to deal with happiness and as a result are far less concerned about low habitability. So, I started a game with a devourer swarm, got a nice chunk of the galaxy as I like to play calm with swarms, but know I have several problems: -How…Best. Ringworlds get really stupid for hive minds as a maximized segment costs a total of 6.