True fact about improving current Gestalt Civics

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V-Metamorph

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Feb 7, 2019
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Here we have True facts about improving current Gestalt Civics
Strength of Legions AND Warbots
  • +20% Army Damage
  • −20% Army Upkeep
  • Stability Bonus OR Ressources Malus buffed from the "Deploy Hunter-Killers Drones" decision (Numbers ajustable for balance purpose)
Natural Neural Network AND Static Research Analysis
  • +1 Research Alternatives
  • Allow the "repression" (maybe even a school) of a particular technology, making it stop showing up
Subspace Ephapse
  • +15% Naval Capacity
  • Reduce the Upkeep of Starbases, Obs, mining and research station. (sounds fair?)
Subsumed Wil AND OTA Updates
  • l −20% Edict Cost
  • Stability bonus Empire-Wide (One would think more behaviored drones would serve more efficiently the greater good...)
Constructobot
  • −10% Building and District cost
  • 24px-Maintenance.png
    −10% Building and District upkeep
  • Allow the Machine Empire to pick the Archeology project Ascension perk, doing so will lock the civic (incompatible with all other "lockable" civic, except maybe Rogue servitor depending on future choices by the dev)
Pooled Knowledge
  • +1 Leader Level Cap
  • +1 Leader Pool Size
  • a Fraction of the experience gained by leader is shared to all others leader of the same type
Factory Overclocking
  • +1 Leader Level Cap
  • +25% Leader Experience Gain
  • Leaders can be set in "Limiter Removal" mod, increasing their bonus brought, their Leaders experience but eventually (maybe with a chance? maybe not) dies several years later of malfunction.
Here get some, make the commentary flood.
it seems quite important for me that Every Civic get a minimum of identity, most current one are flat bonuses that pale in both Gameplay and identity to others such as the Genocidal ones, or the "current meta". Giving them an identity may garanty them a Niche in most scenarios.
 
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And while we're at it
Cutthroat Politics
  • −20% Edict Cost
  • Arrested developpement on governors is less likely to happen, Scientific and Governor may appear in the leader pool with one additionnal trait at the cost of one bad trait (Arrested developpement excluded)
Philosopher King
  • +2 Ruler skill level
  • Ruler is not affected by Leader cap (10, removing this civic while having a ruler of >10 level demote him back to 10, in addition to potentially giving him a bad trait)
  • +25% Ruler level speed
 
Divided Attention
  • +20 Administrative Cap
  • Allows the gestalt to release subjects as Subminds, which pay a tribute of food and minerals (had this idea for a separate civic I thought up, Mitotic Mind, but figured it could work just as well for this one). Subminds can also be reintegrated without purging.
I think Strength of Legions and Warbots should get +1 Unity from soldier jobs, a la Citizen Service.
That wouldn't work, because the whole idea of Citizen Service is that the soldiers "inspire" the populace, giving unity. Individual drones are not exactly prone to feeling inspired.
 
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Divided Attention
  • +20 Administrative Cap
  • Allows the gestalt to release subjects as Subminds, which pay a tribute of food and minerals (had this idea for a separate civic I thought up, Mitotic Mind, but figured it could work just as well for this one). Subminds can also be reintegrated without purging.

That wouldn't work, because the whole idea of Citizen Service is that the soldiers "inspire" the populace, giving unity. Individual drones are not exactly prone to feeling inspired.

Divided Attention is already quite good for gestalt, i believe it would require a different civic, as you first thought, for such an idea to take place. Either that or make the civic locked upon picking, because what would happen if you make vassal and then discard this civic?
 
They deserve some civics for stability and complex drone output. Normal Empires get +10% specialist output and stability bonus which results in specialist output. Gestalts can choose Complex Drone focus to increase their output by 20% but take a 20% menial Drone malus. Normal (Synth) empires get up to 60% specialist output on ecumenopoleis while saving tons of building slots and minerals due to not having to synthesize volatile motes and chrystals


Here are some ideas to bring Hiveminds on par with other empires:

Improve civics and add new interesting ones to open up more playstyles than Devouring Swarm and non DS.
Methone has made a great post containing ideas so take a look at them: https://forum.paradoxplaza.com/forum/index.php?threads/hive-mind-ideas.1158097/#post-25232792

Traits and Bonuses for Hivemind rulers!


I don't understand why Hivemind rulers never get any agendas traits beside "Immortal" (and even this doesn't seem to be the case). Every normal empires has one agenda associated with their ruler such as a bonus to 10% mineral output on empire or 10% research speed. All Hivemind rulers get is the usual unity bonus and edict duration bonus.

Allow Hivemind rulers to choose their agenda and change them for an influence cost. Allow them to select additional traits once they hit a certain level. This would make a build around leader bonuses more interesting.

For example: Max level for Hiveminds is 10: At level 3, 6 and 9 you have the option to choose 1 additional trait for your ruler from a pool of choices.

Improve planetary prospecting!

For those who don't know, once you finish the adaptability tree (diplomacy tree for normal empires) you get acces to "planetary prospecting". For 500 energy and 25 influence, you can issue a planetary decision on each planet to find more planet features. This means, you usually end up with something like +2 possible mineral districts, but this does not increase the maximum amount of districts. You can sometimes get lucky and find strategic ressource deposits which allows you to build the extraction buildings like mote harvesting traps, allowing you to save some minerals.

As a Hivemind eventually you want to terraform all planets into Hive worlds. This means planetary prospecting will become useless as you can build as many districts of each type that you want.


I have several ideas for planetary prospecting:

Make it similar to mastery of nature: A decision that increases maximum amount of districts.

Change it so that it will guarantee to find a strategic ressource deposit. These ressource deposits can then be gathered from space by building a mining station.

This will allow you to save on precious building slots by lessening the need to build ressource manufactoring buildings and close the gap between empires with access to Ecumenopolis and no access to them.
 
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Improve planetary prospecting!

For those who don't know, once you finish the adaptability tree (diplomacy tree for normal empires) you get acces to "planetary prospecting". For 500 energy and 25 influence, you can issue a planetary decision on each planet to find more planet features. This means, you usually end up with something like +2 possible mineral districts, but this does not increase the maximum amount of districts. You can sometimes get lucky and find strategic ressource deposits which allows you to build the extraction buildings like mote harvesting traps, allowing you to save some minerals.

As a Hivemind eventually you want to terraform all planets into Hive worlds. This means planetary prospecting will become useless as you can build as many districts of each type that you want.


I have several ideas for planetary prospecting:

Make it similar to mastery of nature: A decision that increases maximum amount of districts.

Change it so that it will guarantee to find a strategic ressource deposit. These ressource deposits can then be gathered from space by building a mining station.

This will allow you to save on precious building slots by lessening the need to build ressource manufactoring buildings and close the gap between empires with access to Ecumenopolis and no access to them.

If you went with strategic resource deposit, don't make it harvestable from space. An extractor produces 2 of a rare resource, and benefits from planetary bonuses, so it will more than likely be 3+. Every rare resource is effectively equivalent to a building slot (actually more so when you look at science/alloys/cgs, and building maintenance bonuses). So as much as you think you are "saving on precious building slots", you are actually losing potential building levels.
 
If you went with strategic resource deposit, don't make it harvestable from space. An extractor produces 2 of a rare resource, and benefits from planetary bonuses, so it will more than likely be 3+. Every rare resource is effectively equivalent to a building slot (actually more so when you look at science/alloys/cgs, and building maintenance bonuses). So as much as you think you are "saving on precious building slots", you are actually losing potential building levels.

You are correct we are getting less efficient resource output if its a simple 2 ressource deposit. This is why I would like to have a random deposit, maybe something between 2 and 5 or 3 and 5. If you choose to planetary prospect on every planet you can get a good income of those ressources without spending building slots and minerals. It doesn't have to be better than ressource production buildings, its just an idea to to turn a useless bonus into an actual bonus and allow Hiveminds some more efficiency to get closer to Ecumenopoleis.