Stellaris do hive minds need amenities. Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. Stellaris do hive minds need amenities

 
 Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind CivicsStellaris do hive minds need amenities  I am the brain that controls them

After some time i realized that 80% of the galaxy was settled by self-enlightened hive minds. A hive planet, a mining world, and a fortress world at least. Build enough to keep food positive, and should you need more, because of growth, then you build more, and not before. We want to have only enough of stay over 50% stability. I've been doing well with hive minds, but there is one aspect to running a hive mind that baffles me: amenities and stability. In this Stellaris guide video featuring @KomradTruck we will break down the Progen. 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. 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. No Maintenance Drone jobs on Hive districts for no reason. Let's all ascend and free our sparks from bodies. One medical worker consumes 1 CG, I will neglate the upkeep costs for the building. Due to not being affected by Happiness, Hive Minds have no methods of increasing Approval Rating for pops. I have met several machine consciousness-es and hive minds that just wanted to get along decently. I go from one turn at +9 amenities to -34 the next. (Unless they've reworded it in 3. Once you have that, you will be able to assimilate those pops into your hiveWhat should I know about Hive Minds/2. Maintenance drone gives +4 amenities -- This feels really inefficient. . Subsumed Will is great if you're on PTR and if you're on live version you can go for Subspace Ephrase instead. Natural Neural Network is a honourable mention for the research options to roll the techs you want as a hive to start snowballing, but I only pick it for. 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. It's always work like this. Planet capacity is capped at 500, regardless of free housing or unblocked districts. 5 to 7 mineral drag whereas these 4 unemployed drones end up +2 net minerals. 5 came out and war has become increasingly burdensome as the game goes on. The only way I would do unruly, is if I keep empire sprawl (primarily pops. 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. 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. There are multiple options available in Stellaris for purging but most are blatantly genocidal and therefore result in most of the galaxy despising you for your genocidal tendencies. For Hive Minds, when you need amenities you can either employee Maintenance Drones which are just clerks but even worse, or you can use a building slot to make the Unity building which also grants amenities. 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). Hive Minds in Stellaris are supposed to be "natural", or at. 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. 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. Making sure on math: Gene clinics give a bonus based on base pop growth (3), giving you . Adaptability is useful as 10% more is a +5% growth +5% job production. It will allow so many drones to work real jobs instead of the uphill battle against amenities. Fan xenophobe culture workers gives 5 happiness each. Subspace Ephasis is awesome. Hive mind civics are notoriously bland, but I do like Natural Neural Network because of the extra research option. I would really like my empath hive mind, the Izat Intelligence, to spawn with a more benevolent personality. Lets make a tier list. The big problem with Deviancy is that every drone pop just gives a flat +1 Deviancy, whereas free-willed pops. Specifically, you need the 'Genetic Resequencing' tech that the 'Evolutionary Mastery' Ascension Perk unlocks, so depending on your amount of Society Research, even after getting the AP, you still might be a few years away from removing (or adding, if you are the Hive) the 'Hive Minded' trait, so keep that in mind when you try to save them. But 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. This just sucks for "real" empires, because the hive minds are useless critters with no place in a galactic civilization. Expensive outposts and colony ships. There is a difference between "cut off from hive mind" and "over admin cap". Yes ideally you keep the amenities (or its equivalent) at +0/+1, as any higher will not give your hivemind pops any happiness. The Stellaris hive mind is a gestalt consciousness though. Real-time strategy Strategy video game 3 comments Best RadiantFleet • 2 yr. 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. ago. I think AI personalities aren't cut and dry, but work on a % chance where there are different options. 1. A Progenitor Hive Mind empire has massive economic potential in Stellaris. You have to care about much less (easier to keep them happy, no need to produce consumer goods), can focus more on the basic stuff, everything feels easier and both are quite frankly easy to become completely op with when choosing the right build,. I recommend checking out his suggestion. 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. the projects in fact arent that expensive, as you only modify a few pops. 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. 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. r/Stellaris. Rapid expansion and overwhelming force is the name of the gameHive minded lithoids don't get increased average lifespans - and you'd actually be more likely to have a leader die early on you as lithoid. ; About Stellaris Wiki; Mobile view Yes, amenities are a very annoying issue to deal with as hive minds, but on the flip side you are freed from the plague of consumer good production (which I find to be the by far most frustrating thing about playing non-gestalt empires) and thus have one full planet (or several building slots on every other planet) completely free to do. You also need to own the Utopia DLC. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. Otherwise that basically completely kills my ability to be a non-evil/creepy hive mind considering I'll then have to eat or assimilate people to expand. I feel like Hive Worlds got a big nerf with the changes to pop growth. The usual away around low-habitability. Hive mind Adviser. The others have more niche uses as a first pick. 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). 79 which is only a 5. But I do think both are already lined up for future updates. A single organism, where every part that *looks* independent is really no more independent than our fingers. Mat culture workers produce a lot of amenities. 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. ) 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. 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. 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. Machine empires already have +50 Energy output day 1. Hive mind scientist are quite bad in comparison before you can subjugate people Their civics are mostly bad. You just need to hit zero, although low positives is better than low negatives. Due to the number of great edicts that exist now, Executive Vigor is a solid option. Hive minds are only really strong at the very start of the game. Look at Traditions. Keep your amenities positive and disable as many maintenance drones as you can. Machine empires already have +50 Energy output day 1. ScreamCon Apr 7 @ 12:35pm. 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. 5 came out and war has become increasingly burdensome as the game goes on. I really do not like the trade system in stellaris: in terms of no energy strat every trade worker produces 50% for nothing and you have to take care of your trade route - hive can take even isolated systems in the space and do not have to. gestalts do not have factions, and thus, produce less unity. Then I consume every world I see. The only way I would do unruly, is if I keep empire sprawl (primarily pops. Strength of Legions is D-tier and next to useless. Hive Mind Housing Districts don't even give jobs for Amenities (only 9 Housing). Another way to think of a hive mind might be that you have a species of. I'd like to ask for some advices on how to effectively manage a hivemind with rather large territories. This makes it more expensive to get traditions and accession perks to get bio-ascension to finally be able to remove the unruly trait. None. Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. The Parasitic ones use pops from other empires to grow more native pops. Main question is if I am able to vassalise people as a hive mind. 4 on the Machine World, a total of 1. True but there shouldn't be difference for the sake of difference, as we've discussed having sectors can absolutely make sense for Stellaris hive minds. Somewhere along the way I picked up a small 3. 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. I always pick up the Synchronicity tradition tree with the one that gives Synaptic Drones Amenities. Otherwise, a popular format of rapid breeders/budding and intelligent+fleeting and deviants will do the job. 0. Even the 0% habitability planets can provide pop growth and assembly. 5% from jobs and natural growth for every point of habitability below 100, but also +1% requirement cost for food and amenity upkeep. Democratic Monarchy. Reply Snorkle25. Allow me to correct that and provide a build specifically for a Machine Empire in Stellaris. I don't know about normal empires, but I did math for Hive Minds back in 3. What rights can be selected depends on whether the species is the main. This will make amenities production more efficient in early game - Build Autochton monuments. Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. Stellaris. I'd argue that gestalts do get a pretty good deal with all four nodes unlocked from day one. And last but not least: Hiveminds have terrible civics. 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. Synths are fully conscious in theory and act as individuals. Fungalloid hive minds get amenities from their unity buildings. 3 or something. They act like Xenomorphs. Loosely based on the Baol precursors and the relationship between certain species of ants and acacia trees. This seems to be the key to actually being able to play the game for Hive Minds. They also don't use the happiness mechanic (except Rogue Servitors. Not really, no. is this intentional or is my save bugged? playing with achiev-friendly UI color changing mods only. It'd help add some nuance to the broad spectrum of what qualifies as a "hive mind" society in fiction. DO NOT build them up. The destructive Tyranids from the Warhammer 40,000 setting are a hive mind. When I look at what is the most viable in the game, I primarily look at how efficient every available tool to. Primacy includes a couple very small tweaks. Hive minds are not bad. Default rights for new species in the empire can also be set, which can later be modified for individual species. #? May 3, 2021. 75/100. Yes ideally you keep the amenities (or its equivalent) at +0/+1, as any higher will not give your hivemind pops any happiness. 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. 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. [9] Or hive mind pops can produce 0. • 1 yr. They also live longer than the average organic. Oct 29, 2021 @ 8:28pm. Food as a multipurpose resource is a good step but empire pirates don't really make sense for hive minds. 84. Hive-minds have a bonus to pop growth. Yeah, you can't "become" a hive mind empire mid-game. r/Stellaris • We need more uniquely bizzare pre-FLT planets and/or parallel Earth types to meaningfully inreact with. I am not gonna sit through 4 hours of rather boring gameplay so I am just grabbing a few data points from the end. Pikmin_Hut_Employee • 2 yr. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. But if building your Hivemind for next time, Empath works well if you want to play nice with others. Machines are stronger the less habitable planets you play on. The hive structures they need to function could easily be simulated or stubbed, giving them dependence on a sub-system I control, or quasi-independence. Lets look at all of the standard civics available to hive mind and machine empires in Stellar. Mar 28, 2022. While the best hive minds can get without tech is 1 influence/month due to ethics. And last but not least: Hiveminds have terrible civics. Many Voices. You get a spawning pool which is similar to the gene clinic, but takes only one pop. Late game you can get to having +18 pop assembly per planet so dipping 10 or so jobs into. All zerg are psionic, they're just not all powerful psionics. 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. My friends all seem to think they are broken, is this…Hi, I discovered that now is possible to encounter primitive hive minds. Real-time strategy Strategy video game 3 comments Best RadiantFleet • 2 yr. Nuts and bolts for repairs. While Aquatic Hydrocentric pops on an Ocean planet will get +15% to basic worker jobs, Hive planets give +10% to all jobs and lift district limitations which more than makes up for a paltry 5% difference in productivity. Yes. They are not the all-or-nothing type from before, but they still leave a surplus of those. The latter makes more sense, but there isn't in-game evidence for it. Habitability is an important pop growth modifier. 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. 75 housing while livestock/domestics take up 0. Business, Economics, and Finance. New Hivemind Civic in 3. Livestock cost a little housing and some amenities, but have no other upkeep and do not take up job slots. It would actually be. you would need to constantly. 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. Robots, too. Pops start to decline when a planet is 25% overcrowded. This is why the Charismatic trait is actually considered excellent for Hive Minds, since amenities are such a huge problem for them. Also the Ascetic Civic we will take reduces pop amenity usage. An Illithid community is a bunch of individuals ruled by a ruler that happens to be a small hive-mind with only one body. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. AKA using caretakers to play Optimus Prime: The faction. While they include things like entertainment or art, they're also good roads or hospitals. Big cyberpunk fan, but i dont like cyborg hive minds. No factions means no free unity, and that free unity matters. Especially with good traits. By the midgame its usually the amenities that cost the most compared to other upkeep costs. However, if the amenities deficit is small you're often better off just eating the penalty. 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. You will basically never run out of maintenance drone job positions. Jump to latest Follow Reply. 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. And why mindless machines, working as a single hive mind directed by a central processing unit, need AMENITIES - is just absurd. However, they'd function in Stellaris terms like a normal empire. Normally you'd need a residential district or 2 and 6 mining bays with buildings as needed. Stellaris Gestalt Civics explained and ranked into a tier list. thank god you were a hive, -50% happiness is crippling for anyone else. Empires with the Evolutionary Mastery ascension perk can change the citizenship of hive mind pops to Assimilation,. You generally build hive districts if you need more housing, and sometimes if you are low on amenities. 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. There is one exception to this and that is displacement. I believe the basic pop AI will try to balance amenities automatically. Hives, as organic pops, suffer all habitability penalties. Nexus Districts are the Machine Empire equivalent of City Districts. You get a spawning pool which is similar to the gene clinic, but takes only one pop. 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. Ratio speaking. The Livestock can then be subsumed into the Hive via Centers of Elevation. Also you can use the "city district" to get more maintenance drones. 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. Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. Lithoid hive minds get +50 years on the back end, but their starting age changes from 10-20 to 50-80, an average of 50 years. When I first designed the species I picked repugnant - partly just for role play but also because it's the only -2 available. #3. Or a ring-world later on. Consider going Biological Ascension and taking either Fertile or the new Vat-Grown (I don't think you can take both). I've been playing as a Hive Mind since 1. 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. But now I noticed I also have consumption of Consumer Goods as well,. 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). Otherwise, have fun, it's pretty much easy mode. Drone Storage gives only housing and amenities the maintenance depots give 5 jobs and 2 housing . 2 per Job with the Versatility Tradition. 24 Fantastic Participants of the Community have created these 24 Hive Minds for a Battle to the. CaelReader • Synthetic Evolution • 2 yr. The whole command structure is. There is also a building similar to the luxury residence. 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. It’s in moments like this that the game you think you know pretty well slaps you in the face and whispers And as per a few pages ago the interaction with amenities and happiness and approval and stability is considerably more complex. 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. 8 housing). ago. Hiveminds Synapse drones produce their. do not produce faction unity). Give hive mind a single faction for the hive mind, even with an approval rating of 50%. Without me they are a bunch or disparate limbs flailing against each other. 141. , and gives more grow. If they are hive pops of another empire, they can be used in jobs. It's 2328, and I don't have the Galactic Wonders Civic yet. The need for mineral increases even further if using a lithoid hive. 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. 0 and after that update…Overall I think hive mind's leaders as a whole are slightly better than organics. 2- Synths are machine hiveminds that live in your empire that only become a civilization. Originally posted by Esoteric Reference: Yeah -30 isn't a big deal. hive minds don't have bureacrats or admin buildings. 5 Amenities needed per Robot Population. Another one I had a lot of fun with was lithoid calamitous birth hive mind terrovoure. This page was last edited on 13 April 2017, at 11:37. This article is for the PC version of Stellaris only. 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. Enabling happiness and consumer goods for Gestalt Consciousness seems quite completely opposite to the design IMO. 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. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for Void Dwellers, and Xeno-Compatibility for Xenophiles. Yeah, bureacrats need to be averaged with 1-unity entertainers, but priests are base 4 and don't need the amenity offset. Thanks goodness, hivemind habitats are a lot better than those of regular empires. bjamminloe Mar 27 @ 9:37am. Whats the best build for this?. Try disabling a few of the maintenance jobs, and the unemployed should move up a strata. It could also have other flavor differences, like some buildings having different names and some aspects simply. The leader of these empires is the hive mind itself, and as such, is immortal, as it lives on through a. 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. 1 and it turned out to be stupid good,. Sorted by: 5. But the hive mind has evolved to be alone and knows very little of conflict. The existing Hive Mind and Machine Empire traits would need to be modified so that some ethic combinations do not cause a balance issue. 79 which is only a 5. But automation is still rather terrible at this. ago Yes 3 Pikmin_Hut_Employee • 2 yr. I don't think a Hive World suits a non-arthropoid hive mind either. ago Yes 3 Pikmin_Hut_Employee • 2 yr. Or a ring-world later on. 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. The behaviors won’t create factions or anything, I intend to keep hive minds as free and flexible as possible as this. Jump to latest Follow Reply. It will create some Maintenance Drone jobs & they will produce amenities. More on Ascetic later. Which gets smaller the more techs/traditions you research. Hive Minds are. 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 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. 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. Yeah, Hive minds need to be fleshed out more. Best. Delay/dedicate less buildings towards amenity production. 100 pops need 100 Amenities. 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. Once you can do this you will snow ball out of control. Another way to think of a hive mind might be that you have a species of. I specifically tried to give hive minds a niche, which doesn't mean everything is easier. Sort of like a cross between faction unity and trade value. Eternal vigilance. Allow me to detail what my problem lies with. While they make free-willed creatures happier, Amenities are used in order to keep Hive-Mind Processes stable. Their bio trophies are happy though). Randh0m • 2 yr. Sure it would be ackward has all hell to live along someone who has multiple bodies. If you want to compare it that way - do bother to factor everything into account (amenities, housing, food and whatnot). Synapse. Otherwise that basically completely kills my ability to be a non-evil/creepy hive mind considering I'll then have to eat or assimilate people to expand. I'll second emotion emulators being a good pick. Hiveminds are really inefficient in producing amenities. Neural Network is a worse technocracy, ascetic is always a must-have due to amenities problem. Jewbacca1991 • 3 yr. As a hive, you’d want to settle everywhere. Hive minds who wanted to allow interbreeding to expand the Hive mind would be even worse. Machine pros. However, I have some questions. If you need amenities, just build a Nexus District. 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. If you want to assimilate enemy pops, you have to take the generic modification ascendancy. If you need amenities, just build a Nexus District. The primary reason for this request is that with Overlord having added in so much in regards to vassal relations Gestalt Empires face some roadblocks when it comes to dealing with primitive empires. Hive minds don't have to worry about happiness or consumer goods upkeep. This page was last edited on 11 February 2020, at 18:14. We have evolved for some level of conflict. True but there shouldn't be difference for the sake of difference, as we've discussed having sectors can absolutely make sense for Stellaris hive minds. Then I consume every world I see. undercoveryankee. Also the +5% pop growth is modest, but helpful none the less. 12 Amenities will come from the Capital, leaving 88 to be generated from jobs. While I might be wrong, my estimation for base CG output (no tech/modifiers, decent conditions) was at 0. Report. 2- Synths are machine hiveminds that live in your empire that only become a civilization. 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. Important because Stellaris is very much a front-loaded game where. 3. Eat your smaller neighbours whenever you can do so without making yourself vulnerable. Species rights determined how species are treated in an empire. Hive Minds (Paid Feature) In addition to the Advanced Civics, those with the Utopia expansion also get access to a unique Authority with a highly unique playstyle: the Hive Mind. Stellaris Real-time strategy Strategy video game Gaming. . Stellaris hive minds are a Gestalt Consciousness. Robots can do the work instead of your species in Stellaris, so you should learn how to take advantage of them. The Hive Mind is probably the weakest empire type right now. So it might be that e. And at 300 size, you need 240 research per month to research that tech in 10 months. TheMoe. Petty much as the title says, sentinel post is really weak, and your robot governor doesn’t have the trait - righteous which even hive mind is better at keep unrest low than robotic head, so even you manage to get the ecumenopolis from event or fallen empire and fills it with sentinel post and maintenance depots isn’t enough, you just can’t fill. Hive minds work for me, but machine pre-ftl is kind of gash. 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. 6 Orion is out. But those setups let you have food production worlds as mining worlds. Getting food for alloys was never a problem, and it allowed me to dump minerals into research, which has been a significant economic bottleneck in previous. All Discussions. 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. I am not gonna sit through 4 hours of rather boring gameplay so I am just grabbing a few data points from the end. Share. The are a single mind gestalt consciousness. With cyborgs its just 1/8. ~100ish minerals total, pretty good. Hive minds have a bunch of inefficiencies baked in that standard empires do not, and the. Ascetic is a must pick because Amenities are a pain to deal with for HM and there are literally no other good civics. I provide them a goal, a vision, a direction.