Unsure of the optimal acension perk choices, but Hive Worlds are definitely worth getting for their production boost. 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. Capured from the Orion beta stream : r/Stellaris. AKA using caretakers to play Optimus Prime: The faction. Ascetic is the best (excluding the two that make you genocidal) civic for hives, needing to employ less Maintenance Drones is great and the extra habitability is nice. 75/100. 49 to 5. #8. Each unemployed pop has a base 5% chance each month to automatically move to a different planet that has available jobs and housing for the pop to take. Hive minds need more flavor as they are currently lacking compared to machines and other empires. Business, Economics, and Finance. Crypto1. 10. All you need to do is play defense for a few decades, get a few economy booster techs, get some robot assemblies to supplement your pop growth, and you'll quickly start closing that gap. Artistic-Side-3896 • 2 yr. They're able to explode into the galaxy very quickly and establish a. The ascension paths, Prosperity, and Supremacy are just better than the other traditions. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for. 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. 25. They also live longer than the average organic. , the government and its mechanics will encourage play similar to that. 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. Ratio speaking. Description. But I do think both are already lined up for future updates. No factions means no free unity, and that free unity matters. #1. Transit hubs double that to a total of 10% chance each month. 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. Could be an ascention perk or some research project. Metroplex038 • 1 yr. The are a single mind gestalt consciousness. hive minds don't have bureacrats or admin buildings. Even if you are a peacefull hivemind the deviancy becomes a problem when your planets starts getting to around 80 pops, you need two sentinel buildings around 100 (At least my empire did, how the empire is built might off course effect it). ~100ish minerals total, pretty good. 20. Both those building stay up until the planet is close to full, then they get changed to a different facility that I need . 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. CaelReader • Synthetic Evolution • 2 yr. Also it's easy to miss but those nodes don't count towards the leader cap. 1 Amenity needed per Robot Population. If you can't obtain sufficient planets, get the tech and build habs once you no longer have systems to expand to. Randh0m • 2 yr. ) More posts you may like r/Stellaris Join Finally, you don't need high Amenities. I've been playing as a Hive Mind since 1. Justification: This already will result 0. I have met several machine consciousness-es and hive minds that just wanted to get along decently. Of all my vassals, they seemed the most relaxed with their situation and never had any loyalty problems. They also don't use the happiness mechanic (except Rogue Servitors. However! I have been thinking i need to try hive mind soon. They also don't use the happiness mechanic (except Rogue Servitors. Hive Minds for some reason seem always have strong fleets. The only flavourful additions available are Devouring Swarm/Terravore and Tree of Life, the latter of which is considered by many players to be an obligatory pick for. One world for a ship building facility. Ultimately hive minds are just underbudget though. 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. 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. 2. Devouring Swarm Hive Mind with Energy Issues. This in and of itself sounds very anonymous and 'meh', but it actually gives you high flexibility to do one of several thing: 1. when Stellaris is a. Yes, Hive Worlds are superior to Ocean worlds even for Hydrocentric Aquatic pops. The hive is not perfect at allocating resources to their maximum effect. Foundry for alloy (the one thing you can use). TL;DR: Subterranean is an origin that works best for organic Hive Minds, NOT normal empires or even Lithoids. Also the Ascetic Civic we will take reduces pop amenity usage. Starting traits: Positive: Rapid-Breeders (+2), Very Strong (+3) Negative: Non-adaptive (-2), Fleeting (-1) Civics: Devouring Swarm, Divided Attention. The key attraction of hive minds at that stage of the game is simply having more pops in. As they stand at the moment, Hive Minds are pretty dry in terms of content. You also need to own the Utopia DLC. The only way I would do unruly, is if I keep empire sprawl (primarily pops. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. 8 base growth plus 2 assembly growth. Before, I could use Holotheaters to get +10 amenities per entertainer job. If you need a planet with 0% stability for the revolt spyOps, then it can be countered and would. 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. 4 on the Machine World, a total of 1. They turn into cyborgs. Robots can do the work instead of your species in Stellaris, so you should learn how to take advantage of them. So, I started a game with a devourer swarm, got a nice chunk of the galaxy as I like to play calm with swarms, but know I have several problems: -How…Best. 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. While they make free-willed creatures happier, Amenities are used in order to keep Hive-Mind Processes stable. 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). However, I have some questions. It'd help add some nuance to the broad spectrum of what qualifies as a "hive mind" society in fiction. g. Unlike normal factions, there moods are not linked directly to pops - so Gestalts still enjoy the benefits of not worrying about pop happiness or political power. Consider going Biological Ascension and taking either Fertile or the new Vat-Grown (I don't think you can take both). Allow you to stack up amenities quickly and easily. DO NOT build them up. 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. But slavery changes this a lot. 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. Then hive minds also don't have to deal with happiness and as a result are far less concerned about low habitability. As a gestalt I am not able to have high population planets without wasting building slots for Amenities and Crime. Hive minds are only really strong at the very start of the game. So an idea I've seen floating around here is as follows: "All Hive Minds feel the same. Man, the Hive Minds can use a big overhaul. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. 33 pop_growth_speed. I think you're approaching hive minds from the wrong angle - their whole deal is quantity over quality. This means it takes 278. While not lighting the world on fire. Hives, as organic pops, suffer all habitability penalties. 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). 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. You need the genetics tree to “un-hivemind” them. It does this in three parts: Balance. 3 or something. (planet deviancy)% + (surplus amenities)% each (although as others have pointed out hives minds might not actually need that). The leader of these empires is the hive mind itself, and as such, is immortal, as it lives on through a. 1- Synths are completely different to machine civs acting completely autonomously and being sapient. Also, there is a mod that adds Hive Queens, and Parasitic Embryos Hive Mind Civics. TheMoe. Eternal vigilance. It is 2257, you have 1 starport, 37 used fleetcapacity, +84 alloys/month, 12 planets. " 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 in Stellaris are supposed to be "natural", or at. 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). At least until you need the planets for actual resources. 1) The hive-mind is, as stated in the dev diary, incompatible with the psionic path because, on one hand, it is already connected to the psi dimension (forgot what it was called) and exists in it, but is incapable of true ascension because that seems to be individual ascension of the members of the species, i. Progenitor hives overall are the strongest hive, even slightly stronger than overtuned hive which is already overwhelmingly stronger than the other hive options. The latter makes more sense, but there isn't in-game evidence for it. Dunno if Unruly still a good hive trait. Related Topics. After i get genetic mastery and conquered a bigger civ with 160 pop gene modified them to nerve stampled, agrarian, delicius and nomadic. 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. hive minds need some love with amenities. That helps when I'm trying to get to Evolutionary Mastery techs faster. 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. Fungalloid hive minds get amenities from their unity buildings. Astasia. Hive minds don't have to worry about happiness or consumer goods upkeep. Well, in that case, the current system makes sense. PROS. My most recent play through involved a Catalytic Hive Mind, and I like how it turned out. This seems to be the key to actually being able to play the game for Hive Minds. Strength of Legions is D-tier and next to useless. While amenities are a large COST, they are not a large ISSUE. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. Ascetic mitigates your needs by reducing amenity usage. Otherwise, a popular format of rapid breeders/budding and intelligent+fleeting and deviants will do the job. Species rights determined how species are treated in an empire. The most you can do, if you go genetic. 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. AI Empire’s don’t hate you for purging through displacement. 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. I'd like to ask for some advices on how to effectively manage a hivemind with rather large territories. I build repair facilities, but it does not help. There is also an event that gives -30 Stability on the colony, which is bad. Once you can do this you will snow ball out of control. The behaviors won’t create factions or anything, I intend to keep hive minds as free and flexible as possible as this. 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. ago. However, they'd function in Stellaris terms like a normal empire. )Stellaris 3. 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. Any help is appreciated. 17 years (assuming 12 mo / yr). Another way to think of a hive mind might be that you have a species of. The Livestock can then be subsumed into the Hive via Centers of Elevation. 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. Hive Minds don't have ethics, so nothing to pick here. given that you can easily get to 80+ pops by 2230 as a regular empire with overtuned, i. 84. Here are the best hive mind civics. It doesn't make any sense for them to have ethic attraction because. 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. Same with hive mind pops in hive minds. . Neural Network is a worse technocracy, ascetic is always a must-have due to amenities problem. Jump to latest Follow Reply. Ultimately hive minds are just underbudget though. . Tend to be independent of resources generation rng. . 8 base growth plus 2 assembly growth. 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. As any machine empire, taking over other machine pops should directly integrate them into. On a per-pop basis, standard empires are significantly more productive than gestalt consciousness empires in the mid-late game once they hit their post-scarcity economy. No Maintenance Drone jobs on Hive districts for no reason. With the change how pops get purged i found a very funny strategy to exploit this. 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. the projects in fact arent that expensive, as you only modify a few pops. They're able to explode into the galaxy very quickly and establish a. • 5 yr. spudwalt Voidborne • 2 yr. Lets dive in!Chapters:0:00 Intro0:10 F tier2:48 C tier5:14 B ti. 10. Delay/dedicate less buildings towards amenity production. Hive minds can't use the renowned paragons, but most of them are mediocre in most circumstances. It is in the Ethics circle - the icon in the exact middle. Originally posted by Esoteric Reference: Yeah -30 isn't a big deal. 2. The Zerg are a hive mind, though, and their deal is that they would have both genetic and psionic ascension paths at once, which wouldn't be possible in Stellaris. Then I consume every world I see. For standard empires the Entertainer is your go-to choice, which produces 10 amenities each as well as a decent 2 unity. You only need 1 amenities build 1 habitat district and 1 mineral synergy building to complete the hab. I don't really understand why there isn't maintenance drones job on Hive districts as there is with Machine. 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. 5% overall increase in growth. . 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. Empires with the Evolutionary Mastery ascension perk can change the citizenship of hive mind pops to Assimilation,. However, the vanilla hive mind flavor is something stranger. If you put the same investment into unity, as hive mind, that you do into. There are plenty of Hive Mind fantasies going around where the link between the individual members of the hive is psionic rather than natural. That is weak for a Hive Mind already, a default empire would top those numbers. Since Engineered Evolution, Evolutionary Mastery and Hive Worlds require Bio Research tech to be discovered first. A hive planet, a mining world, and a fortress world at least. Real-time strategy Strategy video game 3 comments Best RadiantFleet • 2 yr. Machine empires already have +50 Energy output day 1. Also the +5% pop growth is modest, but helpful none the less. Being one of the few ethical ways a hive mind could use non-hive pops, it was fun to use as part of the roleplay for a more benevolent Hive Mind. Infestation hub buildings have local bonuses to food and amenities/stability - the hive mind want their victims happy and content - while slightly decreasing local pop growth on the planet and giving pop growth to the hive mind's planets. You get a spawning pool which is similar to the gene clinic, but takes only one pop. Habitability is an important pop growth modifier. Enabling happiness and consumer goods for Gestalt Consciousness seems quite completely opposite to the design IMO. Best. Yes. You will not be able to squeeze out an economy/research operation as strong as a regular empire can. ScreamCon Apr 7 @ 12:35pm. Hive Mind Housing Districts don't even give jobs for Amenities (only 9 Housing). Try disabling a few of the maintenance jobs, and the unemployed should move up a strata. 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. Adding more pops via resettlement should help too. 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. Mar 6, 2019. you would need to constantly. This makes Talented a great trait to have. The Politicians will provide a total of 12 Amenities, leaving 76. AKA using caretakers to play Optimus Prime: The faction. Jump to latest Follow Reply. Hive minds have 1 very good civic in devouring swarm. In this authority, every citizen operates as a single entity and is controlled by the hyper organism known as a hive mind. bjamminloe Mar 27 @ 9:37am. The natural neural network civic gives you science from unemployed, but this unemployed do not need goods like utopia run empires. Blue ones that increase habitability will let you hit 100% habitability on all worlds. Subspace Ephasis is awesome. 5% overall increase in growth. 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 . Charismatic, Aesthetic, those are very much god tier for amenities. Just use. These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. You could do something neat like all simple organic drones produce 2 amenities, so organic hive minds need to either keep a balance of simple and complex drones or invest in expensive attendant drones. Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. , and gives more grow. But with a Synapse Node built on the Hive World, which you should do anyway, the Hive World would have 18. Your other perks are a matter of preference. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Yes, Deviancy is a distinct problem for hive minds. They don't need commodity ( The orange resources ) This benefit is completely offset by the higher upkeep on their researcher, which costs a whopping 6 minerals per month. Stellaris Wiki Active Wikis. "We believe that our constructors were in fact gods" Wormhole FTL. I don't know about normal empires, but I did math for Hive Minds back in 3. I've been playing Stellaris since 2016 (version 1. I mean, why in hell would a hive mind allow an integration at this point when 99,9% of its drones get killed. The whole command structure is. Lowered the spawn chance for the legendary paragon Keides by 75%. Hive minds have always felt boxed into a minor villain role, while simultaneously removing several mechanics that make empires interesting without replacing them with an equivolent. The +20% Bio Research can help you get trough the research faster. Part 1: The Dynamics, They Are a Changin'. Jump to latest Follow Reply. A single organism, where every part that *looks* independent is really no more independent than our fingers. Hiveminds are really inefficient in producing amenities. Hive mind are really strong for population growth, and unruly takes that and makes your empire sprawl expand by 10% for your population. If they are hive pops of another empire, they can be used in jobs. Lets look at all of the standard civics available to hive mind and machine empires in Stellar. ) most parts work autonomously of eachother, with the overmind providing large scale guidance for whats. 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. Keep your amenities positive and disable as many maintenance drones as you can. Main question is if I am able to vassalise people as a hive mind. It's not utopian abundance. 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. You generally build hive districts if you need more housing, and sometimes if you are low on amenities. 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. 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. 8 free (compared to 20. 49 to 5. That gives 334 and 134 months per additional pop or one pop every 27. First 50 years Sensorium Sites will provide you with all the amenities you need as well as balls to the walls awesome amounts of unity. Expensive outposts and colony ships. Pops can go over 500 and will not stop growing (or decline) until the required housing exceeds available housing by 15% (or 25%). This just sucks for "real" empires, because the hive minds are useless critters with no place in a galactic civilization. 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. © Valve Corporation. Comparatively, for a normal empire it's very easy to find yourself short of amenities on a world, and need to go build a city for the building slot than a holotheater for the amenities in order to solve the issue. Discomfort does not bother hive minds that run this civic, and thus they are able to endure many hardships. Do yourself a favour and simply compare Machine empire and Hivemind start. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. Stellaris lore is deliberately light on the details in order to let players fill in the blanks themselves. A lack of amenities negatively affects your stability. Without me they are a bunch or disparate limbs flailing against each other. 16 votes, 20 comments. I specifically did not take intelligence. I always pick up the Synchronicity tradition tree with the one that gives Synaptic Drones Amenities. 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. Which gets smaller the more techs/traditions you research. Lets break down the civics available to Hive Mind empires in Stellaris. 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. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. 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. Content is available under Attribution-ShareAlike 3. These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. Counterintuitive, but true. Leaders are one of the best parts of playing as a hive mind. We want to have only enough of stay over 50% stability. This will make amenities production more efficient in early game - Build Autochton monuments. Yes. But automation is still rather terrible at this. r/Stellaris • We need more uniquely bizzare pre-FLT planets and/or parallel Earth types to meaningfully inreact with. Then I consume every world I see. 75 empire size. I just ignored it because I thought it might be some leftover from a conquest. It looks pretty weird to have humanoids walking around an eldritch planet lol. MozarteanChaos Apr 14, 2020 @. Yeah, bureacrats need to be averaged with 1-unity entertainers, but priests are base 4 and don't need the amenity offset. 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. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. Just completed a play through as a hive mind, it felt pretty bad having to give up multiple building slots to keep your amenities above 0. 0 unless otherwise noted. No additional Spawning Drone job: A 25% pop growth, while 1 Robot Factory adds 66% pop growth (2. Hive minds are allready brokely overpowered in fiction: Instant unblockable communication. While the best hive minds can get without tech is 1 influence/month due to ethics. The clone vat has an upkeep of 2 energy per month. I think both Hive Minds and MEs can gain a little there, but in different places. your machine pops need amenities because for them the amenities are spare parts. 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. 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. I provide them a goal, a vision, a direction. Some pre-FTL civs can convert to hive mind (fun to watch, btw), but any human operated civ has to start as hive mind. Toutes les marques commerciales sont la propriété de leurs titulaires aux États-Unis et dans d'autres pays. Allowing you spec more heavily into other buildings and districts. Sorted by: 5. do not produce faction unity). 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. Due to this I find it rather restrictive that we can't make a proper psionic hive species, but rather we're forced down the biological ascension path. Terraforming hive worlds is much more expensive than Gaia is for normal empires though, around 10k vs 5. machines), just like a tradition shift. This is because lithoid starting age over rides the normal hive mind starting age. 25 unity/pop, which will help a lot for hives. It will allow so many drones to work real jobs instead of the uphill battle against amenities. Or a ring-world later on. 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. Amenities. ago. 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. However, the only way I have found, for now, is with situation Organic Singularity. 141. Pops start to decline when a planet is 25% overcrowded. 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. Not only that, it reduces your drones’ need for amenities. My friends all seem to think they are broken, is this…Hi, I discovered that now is possible to encounter primitive hive minds. I would really like my empath hive mind, the Izat Intelligence, to spawn with a more benevolent personality. Think of amenities in machine empires as unit maintenance. . The balance against hiveminds is four fold: habitability, amenities, conquest utilization, and unity. The usual away around low-habitability. But it took stuffing every slot with maintenance and enforcement buildings. It is in the Ethics circle - the icon in the exact middle. The empire sprawl/admin cap changes are bigger, especially for gestalts, who also got some adjustments to how they produce amenities. Hive minds can't use the renowned paragons, but most of them are mediocre in most circumstances. Nets me +10 lifespan, +30% growth (but -25% assembly), a whopping +35% amenities, -10% housing, and +50% habitability. Share. . The Fan Hivemind. Starting tradition is often Prosperity, but Discover, Expansion, Mercantile, and Supremacy are all completely valid openers. 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. However, the only way I have found, for now, is with situation Organic Singularity. ; 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. It takes several times the number of jobs to produce the same number of amenities. The are a single mind gestalt consciousness. Devouring Swarm is good, but thats it. 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. More on Ascetic later. 1 Answer. . Using Hive Warrens in combo with Ascetic reduces the need for jobs that produce amenities. Personally I'd rate the Precursors as follows:and cuts out trade value means that power players can outperform any hivemind player if they have a well polished strategy. To be any good, however, these pops would have to produce some other resources or bonuses. Better researchers, technicians, and alloy jobs. 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. 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.