Charismatic, Aesthetic, those are very much god tier for amenities. "I would definitely like a more individualistic hivemind as it would be great for role play. [9] See Also [6] amenities, for hive mind, and I choose a perk where I don't really kind of needed that, or my species won't need that but as I read the other reply I need to build some sort of hive maintenance building, but yeah most of my own species are cool with it though only those conquered races are so upset about everything doing rebellion and all that. " 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. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for. Discomfort does not bother hive minds that run this civic, and thus they are able to endure many hardships. Let's assume a factions drones are super welcomed by other empires because they down have happiness. For all the hype YouTubers and Redditors put into amenities for hive minds, it's really not that big of a problem. However, I have some questions. The Hive Mind is probably the weakest empire type right now. Below are some basic analysis of the changed dynamics, and a few key tricks to consider. Machine empires are a different story, but the biological Hive Minds are kinda bad. Foundry for alloy (the one thing you can use). Of all my vassals, they seemed the most relaxed with their situation and never had any loyalty problems. In Stellaris 3. The clone vat has an upkeep of 2 energy per month. 1. As a hive-mind I highly recommend going down the Synchronicity tradition tree and grabbing "Instinctive Synchronization" and then use synapse drones to produce amenities instead when you can, as this will boost both unity production and reduce the amount of. Hive Minds are. If you put the same investment into unity, as hive mind, that you do into. Hive minds bonus is straights forward, you get to use minerals instead of consumer goods (regular empire) or energy (machine empire), for research. Just remember you do not have to complete one before opening another and in most cases it is better not to at the start. Not really, no. Doing my first run as Rogue Servitors. But the hive mind has evolved to be alone and knows very little of conflict. 4 Your colonies start with negative amenities almost right off the bat (leading to reduced stability and production) and you. Thanks goodness, hivemind habitats are a lot better than those of regular empires. Cybernetics has a really good trait for reducing the need for it to the point that. Bum-Theory. . It is 2257, you have 1 starport, 37 used fleetcapacity, +84 alloys/month, 12 planets. 1 Answer. Once you get that, massive livestock populations no longer directly influence stability. 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. 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. As examples, the Sensorium Site does very similar things as the Synaptic Nodes, the Hive Mind obviously doesn't need metallic environments to do complex research or bureaucracy, and, as a more Hive Mind-focused example, the Offspring Nest is literally just a building. 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. Using Hive Warrens in combo with Ascetic reduces the need for jobs that produce amenities. It'd help add some nuance to the broad spectrum of what qualifies as a "hive mind" society in fiction. The existing Hive Mind and Machine Empire traits would need to be modified so that some ethic combinations do not cause a balance issue. 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. Yes ideally you keep the amenities (or its equivalent) at +0/+1, as any higher will not give your hivemind pops any happiness. Content is available under Attribution-ShareAlike 3. It gives you 20% more amenities production. 5% production increase for colonies early game. Allowing you spec more heavily into other buildings and districts. Look at Traditions. 0 unless otherwise noted. 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. Machines are stronger the less habitable planets you play on. Also the Ascetic Civic we will take reduces pop amenity usage. . 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. 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. ago. ago Maintenance Drones produce amenities, so yes. A big nerf on Maintenance jobs right at the start of 2. Reply. Hive minds are allready brokely overpowered in fiction: Instant unblockable communication. Species rights determined how species are treated in an empire. 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. the mindless drones would have. Or a ring-world later on. , and gives more grow. 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. Part 1: The Dynamics, They Are a Changin'. Since Engineered Evolution, Evolutionary Mastery and Hive Worlds require Bio Research tech to be discovered first. 75 empire size. ~100ish minerals total, pretty good. 1 Amenity needed per Robot Population. spudwalt Voidborne • 2 yr. Mat culture workers produce a lot of amenities. The leader of these empires is the hive mind itself, and as such, is immortal, as it lives on through a. Lets look at the crazy pop assembly availble to hive mind empires! Join me in my first Stellaris multiplayer in the new patch, as. Now if they intentionally banned this form of data sharing among machines to preserve individuality. 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. This is why hive mind should need consumer goods. 83 and 11. Apples and oranges. "Jewbacca1991 • 3 yr. While they include things like entertainment or art, they're also good roads or hospitals. Nexus Districts are the Machine Empire equivalent of City Districts. 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. 5% overall increase in growth. And the same is true for Machine Intelligences as well. There is also a building similar to the luxury residence. It will create some Maintenance Drone jobs & they will produce amenities. Main question is if I am able to vassalise people as a hive mind. Also you can use the "city district" to get more maintenance drones. , the government and its mechanics will encourage play similar to that. 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. Hive minds seem to use largely organic tech, you can't research robot techs and thus can't synthetically ascend I suspect psionic development takes a level of introspection, seeking answers beyond the senses, and (for lack of a better word) 'faith' that hive minds (being so grounded in the physical and biological) just are not able to achieve. Given that Stellaris is a snowballing game. Ascetic mitigates your needs by reducing amenity usage. 10. For simplicity sake. An idea I've had for hive minds, is that they become obsessed with sapient culture, they love individuals for the art they create that a hive could not conceive of. Machine Empires do not have to worry about producing food or consumer goods, they do not have to keep their pops happy, they get +1 pop when colonizing from the get go, they do not have to deal with factions, they have an easy time with ameneties, their leaders are immortal due to being machines, they can colonize all worlds right away due to the +200% habitability they get and they get. 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. Yeah, bureacrats need to be averaged with 1-unity entertainers, but priests are base 4 and don't need the amenity offset. In later stages your global growth will be faster than one planet. This in and of itself sounds very anonymous and 'meh', but it actually gives you high flexibility to do one of several thing: 1. . Allow you to stack up amenities quickly and easily. We have evolved for some level of conflict. Hiveminds are really inefficient in producing amenities. 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. 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. Low amenities -> Lower stability -> Negative modifier to "Resources from jobs" You need amenity-producing jobs to off-set this. 8 per Job, or from 6 to 7. 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. 2. Ecumemopolis provides districts aimed towards non hive minds. 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. Devouring Swarm Hive Mind with Energy Issues. 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. undercoveryankee. 1; 1; Reactions: Reply. This seems to be the key to actually being able to play the game for Hive Minds. . Does it fight back; pre-ftl civs dont spawn defense armies any more. Consider going Biological Ascension and taking either Fertile or the new Vat-Grown (I don't think you can take both). Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. Hive minds are only really strong at the very start of the game. 79 which is only a 5. If you can't obtain sufficient planets, get the tech and build habs once you no longer have systems to expand to. In this authority, every citizen operates as a single entity and is controlled by the hyper organism known as a hive mind. TheMoe. Man, the Hive Minds can use a big overhaul. 75 housing while livestock/domestics take up 0. Hive Mind players, how do you deal with Amenities? I always pick up the Synchronicity tradition tree with the one that gives Synaptic Drones Amenities. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 16 votes, 20 comments. 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. 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. Hive minds struggle with habitability, and this civic is a great way to shore up that weakness. 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. Hive Minds in Stellaris are supposed to be "natural", or at. Content is available under Attribution-ShareAlike 3. Adaptability is useful as 10% more is a +5% growth +5% job production. Description. So an idea I've seen floating around here is as follows: "All Hive Minds feel the same. Hey guys ive read some stuff on hiveminds from people on this subreddit saying they arent op. Now if they intentionally banned this form of data. I don't know about normal empires, but I did math for Hive Minds back in 3. The destructive Tyranids from the Warhammer 40,000 setting are a hive mind. 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. This misses a huge part of Stellaris Hive Minds: Deviancy. So an idea I've seen floating around here is as follows: "All Hive Minds feel the same. spudwalt Voidborne • 2 yr. If you need amenities, just build a Nexus District. This is a common complaint, and easily answered. All robots have been networked into a hive mind of sorts and work together for the betterment of. The Livestock can then be subsumed into the Hive via Centers of Elevation. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. They also live longer than the average organic. Due to not being affected by Happiness, Hive Minds have no methods of increasing Approval Rating for pops. After i get genetic mastery and conquered a bigger civ with 160 pop gene modified them to nerve stampled, agrarian, delicius and nomadic. 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 don't have bureacrats or admin buildings. One medical worker consumes 1 CG, I will neglate the upkeep costs for the building. That helps when I'm trying to get to Evolutionary Mastery techs faster. It is 2257, you have 1 starport, 37 used fleetcapacity, +84 alloys/month, 12 planets. 100 pops need 100 Amenities. r/Stellaris • We need more uniquely bizzare pre-FLT planets and/or parallel Earth types to meaningfully inreact with. Charismatic, Aesthetic, those are very much god tier for amenities. An Illithid community is a bunch of individuals ruled by a ruler that happens to be a small hive-mind with only one body. With almost no buildings I struggle to keep hive minds amenities up and crime down and that was already tough when pops got up before. While I might be wrong, my estimation for base CG output (no tech/modifiers, decent conditions) was at 0. . The hive mind remains intact. Methone. 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. Machine empires are a different story, but the biological Hive Minds are kinda bad. But I do think both are already lined up for future updates. I don't think a Hive World suits a non-arthropoid hive mind either. But the most powerful is using a governor. 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. bansheeonfife. 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. Otherwise, a popular format of rapid breeders/budding and intelligent+fleeting and deviants will do the job. One world for a ship building facility. But it took stuffing every slot with maintenance and enforcement buildings. Before, I could use Holotheaters to get +10 amenities per entertainer. 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. Machine empires already have +50 Energy output day 1. ; 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. If all amenities-providing jobs are filled, its likely the AI thinks that the planet doesn't have a good enough base. Lets look at all of the standard civics available to hive mind and machine empires in Stellar. 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). You can pretty much push every resolution to max because most bonuses (such as. Adaptability is useful as 10% more is a +5% growth +5% job production. In the context of machines, amenities do not. Using Hive Warrens in combo with Ascetic reduces the need for jobs that produce amenities. . Long story short: Its a combination of poor stats at virtually every corner for Hiveminds. The list of civics for Hive Minds is rather short, and the list of good/interesting ones is even shorter. Same with hive mind pops in hive minds. 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. The others have more niche uses as a first pick. I do have quite some experience in Stellaris, but this is the first time I approach this kind of setup. 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. Terraforming hive worlds is much more expensive than Gaia is for normal empires though, around 10k vs 5. Before, I could use Holotheaters to get +10 amenities per entertainer job. There are different species perks to create extra energy credits as plantoids so you can. To be any good, however, these pops would have to produce some other resources or bonuses. I will always take Prosperity, Supremacy, Aptitude, and Harmony eventually. I've been playing Stellaris since 2016 (version 1. Stellaris is probably the most balanced, but random events and a few powerful playstyles still dominate the meta and leave it in the 'losing is fun!' category. The latter makes more sense, but there isn't in-game evidence for it. ago. especially before you got traditions to reduce pop usage. . 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. DO NOT build them up. Pops can go over 500 and will not stop growing (or decline) until the required housing exceeds available housing by 15% (or 25%). All zerg are psionic, they're just not all powerful psionics. Second, hive minds are always limited in their workforce efficiency by the need for amenities. Give hive mind a single faction for the hive mind, even with an approval rating of 50%. The key attraction of hive minds at that stage of the game is simply having more pops in. This does, in fact, make them plural, rather than singular. Add the -15% from aesthetic to it and you wont need any maintenance drone jobs on most worlds (as long as you have a fully upgraded Sensorium. Yeah, Hive minds need to be fleshed out more. When I first designed the species I picked repugnant - partly just for role play but also because it's the only -2 available. Honestly I would suggest people simply just make 9 different sub-species and not even use adaptable at all but there was a earlier poster who didn't want to do that and why I suggested just go with the 3 different biomes atleast. By the midgame its usually the amenities that cost the most compared to other upkeep costs. Each Researcher generates 4 research in each category per month by default. So hive minds usually fall behind in tech to. 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. 84. 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. No additional Spawning Drone job: A 25% pop growth, while 1 Robot Factory adds 66% pop growth (2. It is available only if have the Utopia DLC for the biological empire or "Synthetic Dawn" if you want a machine one: Then on the right, under "Authority" you can select are you a machine or biological hive mind. You basically only need farmers, and they produce you Amenities, Energy and Consumer Goods and you wont need Minerals either as you get enough from Mining Stations alone. 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. Lets break down the civics available to Hive Mind empires in Stellaris. " This certainly isn't entirely without merit. Expensive outposts and colony ships. 407K subscribers in the Stellaris community. The reduced amenities is a nice bonus. Important because Stellaris is very much a front-loaded game where. 49 to 5. With cyborgs its just 1/8. Hive mind civics are notoriously bland, but I do like Natural Neural Network because of the extra research option. Whats the best build for this?. All Discussions. . Hiveminds Synapse drones produce their. Con. Otherwise, have fun, it's pretty much easy mode. 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. Hive minds should (in theory) expand exceptionally well, but can have trouble with amenities on large planets. No trade value means to free currency. 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. As a gestalt I am not able to have high population planets without wasting building slots for Amenities and Crime. While amenities are a large COST, they are not a large ISSUE. It could also have other flavor differences, like some buildings having different names and some aspects simply. I am the brain that controls them. Real-time strategy Strategy video game 3 comments Best RadiantFleet • 2 yr. 2. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. We have evolved for some level of conflict. 6 ! Capured from the Orion beta stream. Gestalts have a way rougher time with amenities for sure. Hive-minds have a bonus to pop growth. So it might be that e. 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. Once you can do this you will snow ball out of control. The reason I specifically mention it for Hive Minds is that the normal strategy is to fill up your capital with Researchers first to benefit from the +10% job output Capital designation. The +20% Bio Research can help you get trough the research faster. This will make amenities production more efficient in early game - Build Autochton monuments. 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. Your drones will never be as efficient as worker or. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for Void Dwellers, and Xeno-Compatibility for Xenophiles. If you want to assimilate enemy pops, you have to take the generic modification ascendancy. Toutes les marques commerciales sont la propriété de leurs titulaires aux États-Unis et dans d'autres pays. There is one exception to this and that is displacement. They can not survive with others so they either evacuate or die under others or expatriate the original species. This is why the Charismatic trait is actually considered excellent for Hive Minds, since amenities are such a huge problem for them. Really really bad. Prosperity, Expansion and Discovery are all viable imo, just depends on your play style and setup. Stellaris hive minds are a Gestalt Consciousness. Allow me to correct that and provide a build specifically for a Machine Empire in Stellaris. The balance against hiveminds is four fold: habitability, amenities, conquest utilization, and unity. But you are right that this would be a way around it. #3. So 18ish miner jobs at about 6 each. Both those building stay up until the planet is close to full, then they get changed to a different facility that I need . 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. How about reflavoring pirates as being cancerous growths instead? Defective pops that won't stop "growing". They can not survive with others so they either evacuate or die under others or expatriate the original species. That helps when I'm trying to get to Evolutionary Mastery techs faster. The need for mineral increases even further if using a lithoid hive. 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. 5 more amenities and add <3 more to empire size and <3 more deviancy. Giving housing, and some amenities. Fan xenophobe culture workers gives 5 happiness each. AI Empire’s don’t hate you for purging through displacement. Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. The hive is not perfect at allocating resources to their maximum effect. but do require 3 more housing and 2. Subsumed Will is great if you're on PTR and if you're on live version you can go for Subspace Ephrase instead. Even the 0% habitability planets can provide pop growth and assembly. When I look at what is the most viable in the game, I primarily look at how efficient every available tool to. The second problem is the lack of good civics , the only two good civics are devouring swarm and ascetic (You really want to reduce amenities usage as a hive. I believe the basic pop AI will try to balance amenities automatically. Pops start to decline when a planet is 25% overcrowded. They're able to explode into the galaxy very quickly and establish a. There is also a building similar to the luxury residence. ago. your machine pops need amenities because for them the amenities are spare parts. Instinctive Synchronization in the Synchronicity tradition gives +2 amenities to Synapse Drones -- Done, but I have to build more synapse buildings everywhere. as the title says, I need some in-depth tips on how to play a necrophage – hive mind faction (non-lithoid, with catalytic processing). My most recent play through involved a Catalytic Hive Mind, and I like how it turned out. 1- Synths are completely different to machine civs acting completely autonomously and being sapient. r/Stellaris • Hive minds should have ethics. 2 per Job with the Versatility Tradition. 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. Or siefi style you could allow a hive mind to exist in your empire and serve it for what ever. You will not be able to squeeze out an economy/research operation as strong as a regular empire can. Maintenance drone gives +4 amenities -- This feels really inefficient. 10. you would need to constantly. Randh0m • 2 yr. Transit hubs double that to a total of 10% chance each month. Stellaris Hive Minds can still experience crime, embezzlement, and laziness. The ascension paths, Prosperity, and Supremacy are just better than the other traditions. Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. There are plenty of Hive Mind fantasies going around where the link between the individual members of the hive is psionic rather than natural. There were multiple hive minds, some consisting of just a couple of individuals others with thousand minds. The behaviors won’t create factions or anything, I intend to keep hive minds as free and flexible as possible as this. 25. Which gets smaller the more techs/traditions you research. It is just that stellaris is still a game and need to have a pretence of balance. I would assume this means they lowered the spawn chance for his system. Once you can do this you will snow ball out of control. 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. Other sources of amenities, such as buildings, are quite limited or inferior to their non-gestalt counter-parts as well. It is available only if have the Utopia DLC for the biological empire or "Synthetic Dawn" if you want a machine one: Then on the right, under "Authority" you can select are you a machine or biological hive mind. Due to the number of great edicts that exist now, Executive Vigor is a solid option. 3 years for a clinic to break even and 111. Prioritize Energy Production: As a Machine Empire, your main resource is energy. The most you can do, if you go genetic. 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. for the Win in a Galaxy not so far away (it will be HUGE). Hive mind are really strong for population growth, and unruly takes that and makes your empire sprawl expand by 10% for your population. One world for a ship building facility. I would really like my empath hive mind, the Izat Intelligence, to spawn with a more benevolent personality. 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. Synapse. Lets dive in!Chapters:0:00 Intro0:10 F tier2:48 C tier5:14 B ti. But now I noticed I also have consumption of Consumer Goods as well,. (Unless they've reworded it in 3. 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. Consider going Biological Ascension and taking either Fertile or the new Vat-Grown (I don't think you can take both). amenities, for hive mind, and I choose a perk where I don't really kind of needed that, or my species won't need that but as I read the other reply I need to build some sort of hive maintenance building, but yeah most of my own species are cool with it though only those conquered races are so upset about everything doing rebellion and all. Hive mind Adviser. But the higher tiers of that event chain cause a penalty to sublight ship speed. ; About Stellaris Wiki; Mobile viewYes, 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. At least until you need the planets for actual resources. Next! 3. They are not the all-or-nothing type from before, but they still leave a surplus of those. Stellaris lore is deliberately light on the details in order to let players fill in the blanks themselves. r/Stellaris. Synths are fully conscious in theory and act as individuals.