stellaris do hive minds need amenities. 24 Fantastic Participants of the Community have created these 24 Hive Minds for a Battle to the. stellaris do hive minds need amenities

 
24 Fantastic Participants of the Community have created these 24 Hive Minds for a Battle to thestellaris do hive minds need amenities 0) but never really gave hive minds a proper chance because I like roleplaying with friendly empires

Stellaris > General Discussions > Topic Details. 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. Hive minds are only really strong at the very start of the game. #3. With the change how pops get purged i found a very funny strategy to exploit this. This makes it more expensive to get traditions and accession perks to get bio-ascension to finally be able to remove the unruly trait. 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. After some time i realized that 80% of the galaxy was settled by self-enlightened hive minds. Yeah, bureacrats need to be averaged with 1-unity entertainers, but priests are base 4 and don't need the amenity offset. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. Does it fight back; pre-ftl civs dont spawn defense armies any more. 22. Taking over primitives and converting them into livestock will decrease the approval rating of any planet with the livestock. Jump to latest Follow Reply. Machine Intelligences have a better selection than Hive Minds do. Do start with Rapid Breeder, to buy into the Hive Mind forté (or say "screw it!" and go Lithoids with "Budding" and go all-in on Pop Assembly; I've never tried that, but it'll probably work). But I do think both are already lined up for future updates. These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. AI Empire’s don’t hate you for purging through displacement. Also you can use the "city district" to get more maintenance drones. Leaders are one of the best parts of playing as a hive mind. Does the hive-mind just go, "Oh, those pops over there, on those planets that were just conquered? Yeah, those aren't part of me anymore," or is it more like the control nodes have been disabled and the mindless husks aren't capable of doing anything. Once you get that, massive livestock populations no longer directly influence stability. 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. If you want to assimilate enemy pops, you have to take the generic modification ascendancy. When I first designed the species I picked repugnant - partly just for role play but also because it's the only -2 available. I mean, why in hell would a hive mind allow an integration at this point when 99,9% of its drones get killed. You just need to hit zero, although low positives is better than low negatives. 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). Unfortunately the hive minds in stellaris are very much cold hard logic based where if another empire does things like closed borders, claimed systems or come off as hostile the hive mind will be quick to act and return hostilities. The list of civics for Hive Minds is rather short, and the list of good/interesting ones is even shorter. ago. Lets look at the crazy pop assembly availble to hive mind empires! Join me in my first Stellaris multiplayer in the new patch, as. Going from 40% to 50% is pretty much irrelevant as a Hive Mind. gestalts do not have factions, and thus, produce less unity. Strength of Legions is D-tier and next to useless. Do start with Rapid Breeder, to buy into the Hive Mind forté (or say "screw it!" and go Lithoids with "Budding" and go all-in on Pop Assembly; I've never tried that, but it'll probably work). . In a sense you are technically correct that hive minds might need to build more maintenance depots, but this is not going to cripple your output of anything. I don't really understand why there isn't maintenance drones job on Hive districts as there is with Machine. Many Voices. 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. So an idea I've seen floating around here is as follows: "All Hive Minds feel the same. Hive mind civics are notoriously bland, but I do like Natural Neural Network because of the extra research option. There were multiple hive minds, some consisting of just a couple of individuals others with thousand minds. With cyborgs its just 1/8. This could come in the form of a percentage bonus. Democratic Monarchy. 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. Planet capacity is capped at 500, regardless of free housing or unblocked districts. But the higher tiers of that event chain cause a penalty to sublight ship speed. An Illithid community is a bunch of individuals ruled by a ruler that happens to be a small hive-mind with only one body. Due to the number of great edicts that exist now, Executive Vigor is a solid option. They remain biological, but gain the "cybernetic" trait which gives them extra habitability and leader lifespan. New Hivemind Civic in 3. If I'm going to have a pop work a job, isn't it better to just have 2 pops work the unity job than 1 pop work the clerk job?The need for mineral increases even further if using a lithoid hive. Hive minds struggle with habitability, and this civic is a great way to shore up that weakness. The Livestock can then be subsumed into the Hive via Centers of Elevation. But it took stuffing every slot with maintenance and enforcement buildings. They turn into cyborgs. Keep your amenities positive and disable as many maintenance drones as you can. Devouring Swarm is the best tech-setup of the Hive Mind. , and gives more grow. " This. Of all my vassals, they seemed the most relaxed with their situation and never had any loyalty problems. In this Stellaris guide video featuring @KomradTruck we will break down the Progen. None. My friends all seem to think they are broken, is this…Hi, I discovered that now is possible to encounter primitive hive minds. I've colonized all the planets that are within the green habitable range, and now have nine of them, and I have them maxed out as far as energy districts, but I'm still short of energy. This is why the Charismatic trait is actually considered excellent for Hive Minds, since amenities are such a huge problem for them. Share. Well, if their offspring have the hive minded perk, it would only be a matter of time before planets, systems and even maybe sectors just hit critical mass. Now that would be 667 consumer goods for one additional pop. Just remember you do not have to complete one before opening another and in most cases it is better not to at the start. The problem is hive minds only produce amenities from maintenance drones, it's only 4 per maintenance drone, and every drone needs at least 1 amenity. I 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. Devouring Swarm Hive Mind with Energy Issues. Well, in that case, the current system makes sense. While I might be wrong, my estimation for base CG output (no tech/modifiers, decent conditions) was at 0. . Apples and oranges. This makes Talented a great trait to have. ago. Mar 29, 2020 @ 7:29pm. Hive minds are weaker than default or machine empires. The Livestock can then be subsumed into the Hive via Centers of Elevation. 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. The natural neural network civic gives you science from unemployed, but this unemployed do not need goods like utopia run empires. 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. Now, I do fine with less developed planets. 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. 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 ascension paths, Prosperity, and Supremacy are just better than the other traditions. [deleted] • 1 yr. Without me they are a bunch or disparate limbs flailing against each other. " 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. This is why hive mind should need consumer goods. they use synapse drone jobs to increase admin capacity (and also amenities and unity). " 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. Hive minds are allready brokely overpowered in fiction: Instant unblockable communication. 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. More on Ascetic later. If you need a planet with 0% stability for the revolt spyOps, then it can be countered and would. Description. This is a common complaint, and easily answered. However, the vanilla hive mind flavor is something stranger. 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. 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). 49 to 5. This is -. 8 housing). Some pre-FTL civs can convert to hive mind (fun to watch, btw), but any human operated civ has to start as hive mind. Hive minds can't use the renowned paragons, but most of them are mediocre in most circumstances. 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. They are. Hive minds should (in theory) expand exceptionally well, but can have trouble with amenities on large planets. Another one I had a lot of fun with was lithoid calamitous birth hive mind terrovoure. 0) but never really gave hive minds a proper chance because I like roleplaying with friendly empires. IIRC Hive Minds can also take the One Vision Ascension Perk. I have a delicate balance of. At least until you need the planets for actual resources. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Hive Mind Authorities. Besides, when you complete the synthetic ascension perk you still have normal, organic, ethics. Fungalloid hive minds get amenities from their unity buildings. #12. This generally means it takes longer to get up and going, but once you do get going, your population advantage puts you ahead. Anyway, it didn't take long before I realized that it's an awful trait for hive minds in 2. How ever you should dedicate one planet to entirely synaptic nodes no sentinels needed as deviancy wont raise due to the amount of amenities being produced Also add spawning pools and clone vats Of course you also need to use your outposts to gather the trade value and protect it from piracy, which again is something hive minds don't need to do at all. ago. Primary one is amenities shortages, due to low amenities per job. That helps when I'm trying to get to Evolutionary Mastery techs faster. when Stellaris is a. While not lighting the world on fire. This page was last edited on 11 February 2020, at 18:14. I believe the basic pop AI will try to balance amenities automatically. "Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. First we don't need residental districts. Per job, entertainers are far more effective than maintenance drones while also providing unity. 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. 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. Cybernetics has a really good trait for reducing the need for it to the point that. Expensive outposts and colony ships. 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. Machine empires already have +50 Energy output day 1. Hive minds have stupid strong early games due to powerful pop growth and assembly aswell as access to starbase powered economy with hydroponic bays and solar panels . Hive mind Adviser. 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. Having just finished a run using a Progenitor Hive, I have a few thoughts. ago. Hive minds can't use the renowned paragons, but most of them are mediocre in most circumstances. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. If they are hive pops of another empire, they can be used in jobs. 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. Stellaris Wiki Active Wikis. They generate more influence for faster system acquisition and do not waste alloy space on consumer goods . Big cyberpunk fan, but i dont like cyborg hive minds. 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. LigerZeroPanzer12 • 2 yr. But the hive mind has evolved to be alone and knows very little of conflict. Stellaris Real-time strategy Strategy video game Gaming. 5% overall increase in growth. There are different species perks to create extra energy credits as plantoids so you can. 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. Maybe machine intelligence is handled closer to bio empires than hive minds. All robots have been networked into a hive mind of sorts and work together for the betterment of. Another resource you won't need). Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. Gestalts have a way rougher time with amenities for sure. No factions means no free unity, and that free unity matters. Allow you to stack up amenities quickly and easily. Hive-Minds tend to play in a pretty isolationist way, only concerned about the hive surviving and thriving. Talented. So in this case, where you need 20 more research per 100 size, and each researcher produces 4 research, you need 20/4 = 5 more researchers per 100 increase in empire size. ago. Your other perks are a matter of preference. 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. This in and of itself sounds very anonymous and 'meh', but it actually gives you high flexibility to do one of several thing: 1. Transit hubs double that to a total of 10% chance each month. No additional Spawning Drone job: A 25% pop growth, while 1 Robot Factory adds 66% pop growth (2. Instinctive Synchronization in the Synchronicity tradition gives +2 amenities to Synapse Drones -- Done, but I have to build more synapse buildings everywhere. They work somewhat like housing, in that supply and demand are calculated separately for each planet, but most of your Amenities will be created by pops holding suitable jobs and not by your. Lithoid, hive mind (to cancel our growth malus), traits: Unruly, sedentary, pre-planned growth, crafter smiles, and charismatic. 49 to 5. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. For a hive mind, that 50% bonus to pop growth is standard and on every planet, with the straight boost from being. -non-fanatic Pacifists can actually use the subjugation casus belli, but the “real” Pacifist method of conquering is to propose subjugation peacefully, and then later integrate the subject empire. 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). 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. Bum-Theory. 5 more amenities and add <3 more to empire size and <3 more deviancy. Default rights for new species in the empire can also be set, which can later be modified for individual species. 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. 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. Finally Mercantile is necessary if you want to do a trade-focus approach since Merchants are the only good trade job and you need the Mercantile tradition to get them. Slaves normally only take up . 3 or something. I want to build a hive mind that can make some alliances if it chooses to do so but that has a population that grows extremely fast in numbers. e. The usual away around low-habitability. Their bio trophies are happy though). Their pops still require amenities (although not consumer goods) and that’s accounted for in-game. So give Hive Minds sectors and people who don't want them can get mods that rectify that issue, seems to be a win-win IMO. I use up a building slot for a Hive Warren to get some amenities that do not come from jobs. spudwalt Voidborne • 2 yr. Adaptability is useful as 10% more is a +5% growth +5% job production. Eat your smaller neighbours whenever you can do so without making yourself vulnerable. ScreamCon Apr 7 @ 12:35pm. This goes double for Hive minds and Machine Empires. Hive minds cannot run the massive build cost reduction or upkeep reduction, but those are niche builds arguably centered on abuse of the system and take a while to set up. There is also an event that gives -30 Stability on the colony, which is bad. I am playing a Hive Mind race so no consumer goods needed, not even for my food. 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. 17 years (assuming 12 mo / yr). Due to the number of great edicts that exist now, Executive Vigor is a solid option. Stellaris Suggestions: Hive Mind Civic Ideas. And the most important thing: maintenance drones are bad. do not produce faction unity). Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. A hive planet, a mining world, and a fortress world at least. 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. 1. "Jewbacca1991 • 3 yr. I don't recall how many hive districts it took, definitely less than 5, maybe 0, I'm sure someone could do the math on the minimum. But it is theoratic possible. Food as a multipurpose resource is a good step but empire pirates don't really make sense for hive minds. 05/month (as of now) production of consumer goods. 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. Livestock cost a little housing and some amenities, but have no other upkeep and do not take up job slots. They can not survive with others so they either evacuate or die under others or expatriate the original species. Irrassian isn't even bad for hive minds though. This misses a huge part of Stellaris Hive Minds: Deviancy. And leisure for prosperity (do hives use prosperity?)515 votes, 169 comments. 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. Sorted by: 5. Tend to be independent of resources generation rng. But hiveminds do have one big weakness, which is having the worst researchers in the game. The hive is not perfect at allocating resources to their maximum effect. I build repair facilities, but it does not help. Having a blast vassalizing folks and forcing them into my hegemony federation. Hives, as organic pops, suffer all habitability penalties. . Let's all ascend and free our sparks from bodies. AKA using caretakers to play Optimus Prime: The faction. ago. Each livestock should be producing about +3 food. But those setups let you have food production worlds as mining worlds. Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. Give hive mind a single faction for the hive mind, even with an approval rating of 50%. This seems to be the key to actually being able to play the game for Hive Minds. . 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. Fungalloid hive minds get amenities from their unity buildings. Bearing in mind that "Fanatic Purifiers" were originally an AI personality that emerged from a very particular set of government traits, I think it would be not unreasonable to assume that the "Hive Mind" government is intended to replace the "Hive Mind" AI personality- i. ago Yes 3 Pikmin_Hut_Employee • 2 yr. While they include things like entertainment or art, they're also good roads or hospitals. It's not utopian abundance. Lets look at all of the standard civics available to hive mind and machine empires in Stellar. Essentially a hive mind version of Rogue Servitors except the non-hivemind pops acted as the defenders of the hive in exchange for being kept in the lap of luxury by the hive. Consider going Biological Ascension and taking either Fertile or the new Vat-Grown (I don't think you can take both). " This certainly isn't entirely without merit. This article is for the PC version of Stellaris only. A hive planet, a mining world, and a fortress world at least. Yes ideally you keep the amenities (or its equivalent) at +0/+1, as any higher will not give your hivemind pops any happiness. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. 100 pops need 100 Amenities. you would need to constantly. Originally posted by Esoteric Reference: Yeah -30 isn't a big deal. Fluffy-Tanuki • Agrarian Idyll • 10 mo. How to get amenities as Hivemind. Stellaris lore is deliberately light on the details in order to let players fill in the blanks themselves. As a comment below me pointed out, apparently taking cybernetics allows you to assimilate hivemind pops as a Driven Assimilator. Tous droits réservés. Finally it comes time fully integrate one. Hive mind scientist are quite bad in comparison before you can subjugate people Their civics are mostly bad. Being able to pull infinite minerals out of every single planet is less useful when you also need someone to refine it, where as non-gestalts cover a lot of their mineral and energy income with megastructures. Charismatic, Aesthetic, those are very much god tier for amenities. Azi_Dahaka12th Dec 7, 2018 @. 5 Amenities needed per Robot Population. No factions means no free unity, and that free unity matters. [9] Or hive mind pops can produce 0. Drones from another machine intelligence don't even need to assimilated, they just instantly function as your drones. The others have more niche uses as a first pick. 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. RadiantFleet • 2 yr. First, hive minds have the strength of having reduced effects of sprawl: this effect is enhanced in the cybernetic path due to the effects of cyborg tradition tree. I 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. Justification: This already will result 0. Important because Stellaris is very much a front-loaded game where. hive minds need some love with amenities. Foundry for alloy (the one thing you can use). Thanks goodness, hivemind habitats are a lot better than those of regular empires. Pops start to decline when a planet is 25% overcrowded. Artistic-Side-3896 • 2 yr. Stellaris. Now the question is, on which kind of planets would I boost amenities with either 1. Second, hive minds are always limited in their workforce efficiency by the need for amenities. 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%. Amenities are directly responsible for the stability of your planets as a hive-mind, and lacking them reduces all of a planet's production. 2 per Job with the Versatility Tradition. Your drones will never be as efficient as worker or. 4 Your colonies start with negative amenities almost right off the bat (leading to reduced stability and production) and you. As a hive mind, you're naturally taking biological ascension, and nerve-stapled livestock stop impacting happiness. Yeah, even when you initially colonize as a Machine Empire or Hive Mind sometimes your stability is as low as 6% IME while you're waiting on the initial maintenance drones to do their thing (in my case; because my devouring swarm is repugnant. Hiveminds Synapse drones produce their. 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 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. 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. As a driven assimilator, you will not be able to assimilate hiveminds. It is 2257, you have 1 starport, 37 used fleetcapacity, +84 alloys/month, 12 planets. In this authority, every citizen operates as a single entity and is controlled by the hyper organism known as a hive mind. I think both Hive Minds and MEs can gain a little there, but in different places. That gives 334 and 134 months per additional pop or one pop every 27. They can not survive with others so they either evacuate or die under others or expatriate the original species. 75 housing while livestock/domestics take up 0. (Unless they've reworded it in 3. Sort of like a cross between faction unity and trade value. 5 to 7 mineral drag whereas these 4 unemployed drones end up +2 net minerals. 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. Amenities Consumption: - Distribute Luxury goods. Blue ones that increase habitability will let you hit 100% habitability on all worlds. 1; 1; Reactions: Reply. It looks pretty weird to have humanoids walking around an eldritch planet lol. 0 and after that update…Overall I think hive mind's leaders as a whole are slightly better than organics. This is a non-issue with normal empires, as they have a lot of amenities producing jobs (further boosted with Pleasure Seekers) and happiness is nearly non-issue with Egalitarians. Hive minds have 1 very good civic in devouring swarm. It does this in three parts: Balance. And gives 0. Hive minds are weaker than default or machine empires. Both those building stay up until the planet is close to full, then they get changed to a different facility that I need . Robots without Citizen Rights require 50% less housing and amenities and do not need consumer goods. Hive mind are really strong for population growth, and unruly takes that and makes your empire sprawl expand by 10% for your population. • 1 yr. There is also a building similar to the luxury residence. © Valve Corporation. TL;DR: Necrophage Hive Mind should defensive crouch the first 30-40 years to build a dominant starbase economy before taking the offense powered by catalytic converter. Once you can do this you will snow ball out of control. 2. And I agree Very Adaptable is dead weight. Here are the best hive mind civics. large number of poorly developed planets. I'll second emotion emulators being a good pick. . It's 2328, and I don't have the Galactic Wonders Civic yet. In that the 2nd is an abstract concept that doesn't necessarily have any relationship whatsoever with the first. 8CG per pop in production chain (didn't factor in base trade, IIRC) - you can go off that and compare to. 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. Amenities. 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. the projects in fact arent that expensive, as you only modify a few pops. A normal empire has to unlock the other three slots and I think the sixth slot is gated behind tech IIRC.