stellaris do hive minds need amenities. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. stellaris do hive minds need amenities

 
 Amenities represent the services other than housing that need to be available on a planet for pops to be happystellaris do hive minds need amenities  Then hive minds also don't have to deal with happiness and as a result are far less concerned about low habitability

Lowered the spawn chance for the legendary paragon Keides by 75%. Stellaris Gestalt Civics explained and ranked into a tier list. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. Now, I do fine with less developed planets. As a hive, you’d want to settle everywhere. 20. Catalytic Processing Hive Mind. 8CG per pop in production chain (didn't factor in base trade, IIRC) - you can go off that and compare to. 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. 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. . Pikmin_Hut_Employee • 2 yr. 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. It is in the Ethics circle - the icon in the exact middle. This in and of itself sounds very anonymous and 'meh', but it actually gives you high flexibility to do one of several thing: 1. This suggestion would actually be. Thanks goodness, hivemind habitats are a lot better than those of regular empires. What's the most efficient way to generate amenities as a hive mind? I'm playing my first hive mind run. Dunno if Unruly still a good hive trait. The other advantages are the 3 basic workers per basic resource district, and access to gestalt jobs which, aren't bad, as they don't require consumer goods, which. 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. ago. 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. 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. However, if the amenities deficit is small you're often better off just eating the penalty. This is why the Charismatic trait is actually considered excellent for Hive Minds, since amenities are such a huge problem for them. 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. Nuts and bolts for repairs. ago. Man, the Hive Minds can use a big overhaul. g. Drones from another machine intelligence don't even need to assimilated, they just instantly function as your drones. Other sources of amenities, such as buildings, are quite limited or inferior to their non-gestalt counter-parts as well. 5 to 7 mineral drag whereas these 4 unemployed drones end up +2 net minerals. ago And the same is true for Machine Intelligences as well. Stellaris > General Discussions > Topic Details. Methone made a suggestion thread about adding more civics to the Hive Minds. After i get genetic mastery and conquered a bigger civ with 160 pop gene modified them to nerve stampled, agrarian, delicius and nomadic. Could be an ascention perk or some research project. 5% from jobs and natural growth for every point of habitability below 100, but also +1% requirement cost for food and amenity upkeep. However, I have some questions. So what I'm proposing is to have an origin specific for hive minds that changes them from a "natural" hive mind into a psionic hive mind with access to the psionic ascension path instead of the biological one. Another one I had a lot of fun with was lithoid calamitous birth hive mind terrovoure. TL;DR: Necrophage Hive Mind should defensive crouch the first 30-40 years to build a dominant starbase economy before taking the offense powered by catalytic converter. Or a ring-world later on. Just because the whole Hive shares a mind, doesn't mean they don't feel some kind of happiness, they just feel it together. CaelReader • Synthetic Evolution • 2 yr. for the Win in a Galaxy not so far away (it will be HUGE). Their bio trophies are happy though). Yeah, Hive minds need to be fleshed out more. when Stellaris is a. 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. I'd like to ask for some advices on how to effectively manage a hivemind with rather large territories. Then you will need to improve multiple colonies to get rid of unemployment. Cybernetics has a really good trait for reducing the need for it to the point that. Nihilistic Acquisition fundamentally changes the way you can wage war and is incredibly valuable. The are a single mind gestalt consciousness. I am not gonna sit through 4 hours of rather boring gameplay so I am just grabbing a few data points from the end. But automation is still rather terrible at this. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. Finally it comes time fully integrate one. 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. Planet capacity is capped at 500, regardless of free housing or unblocked districts. Which is great since it makes Stellaris' hive-minds the loneliest beings on the universe. 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. That helps when I'm trying to get to Evolutionary Mastery techs faster. This makes it more expensive to get traditions and accession perks to get bio-ascension to finally be able to remove the unruly trait. 16 votes, 20 comments. Hey guys ive read some stuff on hiveminds from people on this subreddit saying they arent op. 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. Hiveminds Synapse drones produce their. 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. Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. This is -. More on Ascetic later. 05 with Flesh is weak). hive minds don't have bureacrats or admin buildings. e. 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). As a hive mind, you're naturally taking biological ascension, and nerve-stapled livestock stop impacting happiness. No trade value means to free currency. Capured from the Orion beta stream : r/Stellaris. Another resource you won't need). But hiveminds do have one big weakness, which is having the worst researchers in the game. 5% production increase for colonies early game. Mind you we do get +10 amenities for an upkeep of 2 energy (if both jobs are filled) with the basic "hospital". Each Researcher generates 4 research in each category per month by default. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. They act like Xenomorphs. Stellaris Real-time strategy Strategy video game Gaming. GeneraIFlores • 3 mo. 05/month (as of now) production of consumer goods. Hive Mind has no inherent tech civics and so it's suboptimal to focus on science as one. I recommend checking out his suggestion. Yeah, even when you initially colonize as a Machine Empire or Hive Mind sometimes your stability is as low as 6% IME while you're waiting on the initial maintenance drones to do their thing (in my case; because my devouring swarm is repugnant. They also live longer than the average organic. • 1 yr. Irrassian isn't even bad for hive minds though. Randh0m • 2 yr. 1; 1; Reactions: Reply. 79 which is only a 5. This article is for the PC version of Stellaris only. There is one exception to this and that is displacement. It creates Deviant Drone jobs that suck drones out of productive jobs, and cost a bit of Energy too. 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. 25 unity/pop, which will help a lot for hives. It makes it a lot easier to colonize worlds with low habitability. I haven't played hivemind since they added them, and now the building that gave the amenities job is gone and only city districts are giving them. The game hive minds use an advanced form of. Slaves normally only take up . Just beware that they do have some late-game issues, as they need to pay for their population growth which gets really expensive in the late-game compared to organics that just get their growth for free. You don't have to make any consumer goods because hive minds don't need them. Machine Intelligences on the other hand tend to get thrust into galactic politics, not because they have any desire to, just because they're seen as an ideological battleground for the pro-robot materialists and anti-robot spiritualists. That is weak for a Hive Mind already, a default empire would top those numbers. Per job, entertainers are far more effective than maintenance drones while also providing unity. The latter makes more sense, but there isn't in-game evidence for it. After some time i realized that 80% of the galaxy was settled by self-enlightened hive minds. How about reflavoring pirates as being cancerous growths instead? Defective pops that won't stop "growing". What rights can be selected depends on whether the species is the main. 49 to 5. This will keep your planet happy for the most part after words build up to 3 to 5 coty districts for more amenities. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. 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. RadiantFleet • 2 yr. 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. I understand why the entire galaxy hates a hive mind, and I think it's a good way to balance out some of the more awesome aspects of the. Well, in that case, the current system makes sense. gestalts do not have factions, and thus, produce less unity. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. Thanks! Absolutely! Pop growth advantage is one of the key niches of hive minds. This goes double for Hive minds and Machine Empires. Hive minds should (in theory) expand exceptionally well, but can have trouble with amenities on large planets. The need for mineral increases even further if using a lithoid hive. Mar 29, 2020 @ 7:29pm. Yeah, bureacrats need to be averaged with 1-unity entertainers, but priests are base 4 and don't need the amenity offset. 25 unity/pop, which will help a lot for hives. " 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. Astasia. Think of amenities in machine empires as unit maintenance. bjamminloe Mar 27 @ 9:37am. Subsumed Will is great if you're on PTR and if you're on live version you can go for Subspace Ephrase instead. Ascetic is the best civic for hive minds hands down. If all amenities-providing jobs are filled, its likely the AI thinks that the planet doesn't have a good enough base. They also live longer than the average organic. 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. DO NOT build them up. Also the Ascetic Civic we will take reduces pop amenity usage. The goal would be spread to as many planets asap, then after growing pops for a while, swap out. Using Hive Warrens in combo with Ascetic reduces the need for jobs that produce amenities. Lets dive in!Chapters:0:00 Intro0:10 F tier2:48 C tier5:14 B ti. Brain Drones now cost 3 energy and 3 food (or minerals, lithoid) instead of 6 minerals, akin to synapse drones. Lets look at all of the standard civics available to hive mind and machine empires in Stellar. In the context of machines, amenities do not. I don't really understand why there isn't maintenance drones job on Hive districts as there is with Machine. 8 per Job, or from 6 to 7. Their pops still require amenities (although not consumer goods) and that’s accounted for in-game. 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. As they stand at the moment, Hive Minds are pretty dry in terms of content. Hive mind civics are notoriously bland, but I do like Natural Neural Network because of the extra research option. I think you're approaching hive minds from the wrong angle - their whole deal is quantity over quality. 17 years (assuming 12 mo / yr). Which, like all other genocidal civics, is top tier. Keep your amenities positive and disable as many maintenance drones as you can. . And at 300 size, you need 240 research per month to research that tech in 10 months. ago. Or siefi style you could allow a hive mind to exist in your empire and serve it for what ever. Elitewrecker PT Mar 27 @ 11:26am. A hive planet, a mining world, and a fortress world at least. Without me they are a bunch or disparate limbs flailing against each other. Lets look at all of the standard civics available to hive mind and machine empires in Stellar. 3 or something. 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. Especially with good traits. One Vision is great for Hive Minds, Universal Transactions for Megacorps, Voidborne for. Look at Traditions. However, the vanilla hive mind flavor is something stranger. As any machine empire, taking over other machine pops should directly integrate them into. How to get amenities as Hivemind. This is a common complaint, and easily answered. large number of poorly developed planets. Another way to think of a hive mind might be that you have a species of. Do yourself a favour and simply compare Machine empire and Hivemind start. Uh, you can definitely have vassals as a Hive Mind, as well as be in Federations and such. You'll need to prioritize energy production as much as possible to support your empire's growth and. 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. Blue ones that increase habitability will let you hit 100% habitability on all worlds. Yes, Deviancy is a distinct problem for hive minds. And the most important thing: maintenance drones are bad. 0 unless otherwise noted. They are. As the fans need to slow down, lest they damage their ships' priceless collectible. This could come in the form of a percentage bonus. This is because lithoid starting age over rides the normal hive mind starting age. They are not the all-or-nothing type from before, but they still leave a surplus of those. is this intentional or is my save bugged? playing with achiev-friendly UI color changing mods only. In actuality no new minds beyond the initial founders ever join the gestalt consciousness of the elder brain, according to the 2e Illithiad. This is why hive mind should need consumer goods. Due to not being affected by Happiness, Hive Minds have no methods of increasing Approval Rating for pops. The need to have tons of pops just. Many people may think hive-minds being many drones forming a single. I keep only a few drones on amenities (just enough to keep me at 0) and let. But you are right that this would be a way around it. This page was last edited on 13 April 2017, at 11:37. The Hive mind is a single vast gestalt consciousness this entity itself has no physical presence as we would understand it as the drones are its physical presence. 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. Jewbacca1991 • 3 yr. They remain biological, but gain the "cybernetic" trait which gives them extra habitability and leader lifespan. Given that Stellaris is a snowballing game. I've been doing well with hive minds, but there is one aspect to running a hive mind that baffles me: amenities and stability. 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. Not only that, it reduces your drones’ need for amenities. 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,. Crypto1. The usual away around low-habitability. Hive minds bonus is straights forward, you get to use minerals instead of consumer goods (regular empire) or energy (machine empire), for research. I understand why the entire galaxy hates a hive mind, and I think it's a good way to balance out some of the more awesome aspects of the. Prosperity, Expansion and Discovery are all viable imo, just depends on your play style and setup. Maintenance drone gives +4 amenities -- This feels really inefficient. 33 pop_growth_speed. Really really bad. Due to the number of great edicts that exist now, Executive Vigor is a solid option. 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. Large growth tax. 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. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. Ascetic is just a great pick up overall +15% amenities takes care of a big weakness, and the 5% habitability is a good 2. Hive mind are really strong for population growth, and unruly takes that and makes your empire sprawl expand by 10% for your population. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. The clone vat has an upkeep of 2 energy per month. -non-fanatic Pacifists can actually use the subjugation casus belli, but the “real” Pacifist method of conquering is to propose subjugation peacefully, and then later integrate the subject empire. Having a blast vassalizing folks and forcing them into my hegemony federation. #1. Having just finished a run using a Progenitor Hive, I have a few thoughts. And leisure for prosperity (do hives use prosperity?)515 votes, 169 comments. The mind doesnt need to know how long worker drone A worked, it just needs to know if the minerals are still coming in or not. Machine empires already have +50 Energy output day 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. There is also a building similar to the luxury residence. I've colonized all the planets that are within the green habitable range, and now have nine of them, and I have them maxed out as far as energy districts, but I'm still short of energy. Machine empires are a different story, but the biological Hive Minds are kinda bad. These executive appendages of your Gestalt consciousness don’t need to age and acquire experience, so they start out younger. Hive Minds Have a Terrible Time When Trying to Conquer the Galaxy Late Game. 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. hive minds need some love with amenities. 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. I think both Hive Minds and MEs can gain a little there, but in different places. You generally build hive districts if you need more housing, and sometimes if you are low on amenities. It's always work like this. Really really bad. ago. , the government and its mechanics will encourage play similar to that. Transit hubs double that to a total of 10% chance each month. ago. ago. Does the hive-mind just go, "Oh, those pops over there, on those planets that were just conquered? Yeah, those aren't part of me anymore," or is it more like the control nodes have been disabled and the mindless husks aren't capable of doing anything. 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. Being able to pull infinite minerals out of every single planet is less useful when you also need someone to refine it, where as non-gestalts cover a lot of their mineral and energy income with megastructures. Methone. Even the 0% habitability planets can provide pop growth and assembly. Using Hive Warrens in combo with Ascetic reduces the need for jobs that produce amenities. given that you can easily get to 80+ pops by 2230 as a regular empire with overtuned, i. The rights can be determined individually for each species and can be changed every 10 years. Why hive-minds produce so much less unity than regular empires? Even if we forgot about ecumenopolises (but we don't), regular empires still produces more unity, and when empire gets bigger, the unity production also gets bigger, and all due to factions. Somewhere along the way I picked up a small 3. 10. 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. Originally posted by Esoteric Reference: Yeah -30 isn't a big deal. Late game you can get to having +18 pop assembly per planet so dipping 10 or so jobs into. However, if the amenities deficit is small you're often better off just eating the penalty. 3. While I might be wrong, my estimation for base CG output (no tech/modifiers, decent conditions) was at 0. With a hive mind, there's no equivalent. DO NOT build them up. 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. Reply. Mar 6, 2019. Your other perks are a matter of preference. Hive mind farm planet exploit infinite late game food and soc research. 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. This will make amenities production more efficient in early game - Build Autochton monuments. The new Holdings system is too great an opportunity to pass here. No factions means no free unity, and that free unity matters. You only need 1 amenities build 1 habitat district and 1 mineral synergy building to complete the hab. ago. One point more Amenities can push your stability easily as Gestalt for like +30 amenities is +10 stability, but just try to get that number. ago. 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. Also it's easy to miss but those nodes don't count towards the leader cap. Justification: This already will result 0. 0 unless otherwise noted. I'd argue that gestalts do get a pretty good deal with all four nodes unlocked from day one. Expensive outposts and colony ships. 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. This does, in fact, make them plural, rather than singular. If you need a planet with 0% stability for the revolt spyOps, then it can be countered and would. Mechanically they boost stability, so it’s like you are running diagnostics and providing upkeep to units to ensure they function properly. How would a hive mind pre-ftl species co-exist with an empire? It's an interesting ethical point of 'do you let the ascend and become a vassal' or 'do you invade them and expunge them'. But if building your Hivemind for next time, Empath works well if you want to play nice with others. Sorted by: 5. 5 more amenities and add <3 more to empire size and <3 more deviancy. 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. But with a Synapse Node built on the Hive World, which you should do anyway, the Hive World would have 18. If they are hive pops of another empire, they can be used in jobs. Now if they intentionally banned this form of data sharing among machines to preserve individuality. If you need amenities, just build a Nexus District. And last but not least: Hiveminds have terrible civics. Fungalloid hive minds get amenities from their unity buildings. 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. 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. While they make free-willed creatures happier, Amenities are used in order to keep Hive-Mind Processes stable. . One vision is really good to start with for similar reasons, so good choice there. Hive mind scientist are quite bad in comparison before you can subjugate people Their civics are mostly bad. The behaviors won’t create factions or anything, I intend to keep hive minds as free and flexible as possible as this. Not really needed. This means it takes 278. The Stellaris hive mind is a gestalt consciousness though. Allow you to stack up amenities quickly and easily. 5 Amenities needed per Robot Population. 8 free (compared to 20. 2 per Job with the Versatility Tradition. 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). The key attraction of hive minds at that stage of the game is simply having more pops in. Also gestalts dont need amenities at all, they are gestalt consciousness, and even semi-individual gestalt society dont need so many entertainers (maintenance drones) to funcion, one drone know how to cure others, and everyone knows that. Synapse. Ecumemopolis provides districts aimed towards non hive minds. Which gets smaller the more techs/traditions you research. Important because Stellaris is very much a front-loaded game where. No trade value means to free currency. Pops can go over 500 and will not stop growing (or decline) until the required housing exceeds available housing by 15% (or 25%). It still takes time for the automatic resettling to happen. Hive minds are only really strong at the very start of the game. e. 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. Devouring Swarm is good, but thats it. 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. I am playing a Hive Mind race so no consumer goods needed, not even for my food. Related Topics. Default rights for new species in the empire can also be set, which can later be modified for individual species. They are not the all-or-nothing type from before, but they still leave a surplus of those. In this Stellaris guide video featuring @KomradTruck we will break down the Progen. The big problem with Deviancy is that every drone pop just gives a flat +1 Deviancy, whereas free-willed pops. 0) but never really gave hive minds a proper chance because I like roleplaying with friendly empires. ; 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. 0 unless otherwise noted. None. As a comment below me pointed out, apparently taking cybernetics allows you to assimilate hivemind pops as a Driven Assimilator. they use synapse drone jobs to increase admin capacity (and also amenities and unity). But the most powerful is using a governor. Does it fight back; pre-ftl civs dont spawn defense armies any more. "One Hive. Instead of having unity, ethic attraction and amenities, the perk was different for hive minds. The leader of these empires is the hive mind itself, and as such, is immortal, as it lives on through a. So it might be that e. Livestock cost a little housing and some amenities, but have no other upkeep and do not take up job slots. Organic hivemineds are too bad. 4 on the Machine World, a total of 1. An Illithid community is a bunch of individuals ruled by a ruler that happens to be a small hive-mind with only one body. Stellaris hive minds are a Gestalt Consciousness.