another necrophage hive quirk

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kazn85

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Nov 6, 2021
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Putting aside the well known annoyances with this build (eg, inefficient livestock jobs that don't benefit from tech, necrophage pops have to do all menial drone jobs with -10% productivity, etc), I was hoping these issues would be smoothed over once I bio ascended. Then, I thought, I'd be able to grow and build non-necrophage hive-minded pops and then have those pops take necrophyte jobs and standard jobs akin to how it works with a non-gestalt necrophage. But it seems only slaves can take the necrophyte job in necrophage hives, while for normal non-gestalt necrophages anything from slaves to full citizens can take the necrophyte job.

Even if for balance reasons it's too much to have the necrophage hive prepatent species start off as hive minded (ie, not as slaves), I think if the necrophage hive obtains other hive-minded pops in addition to the primary species, the necrophage hive should be able to uplift those other hive-minded pops in the same way non-gestalt necrophages can uplift even full citizens.
 
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Surimi

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So, I feel like a lot of the problems with necrophage hivemind are overblown and fixated on the competitive multiplayer meta. In single player they are incredibly strong compared to normal hives, because they can snowball in the early game in a way most hives can't. If they didn't have any weaknesses relative to normal hive minds, there would never be any reason to play the latter.

But one thing is necrophage hive minds are designed to use necrophage purge at least some of the time. There's a reason why it's the default species right. If you want to assimilate a rival hive mind's pops, purge them. If you want to keep them as is, you can do that too.
 
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kazn85

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Nov 6, 2021
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Ah, full disclosure I'm not focused on a rival hive mind's pops or competitive mp. Pretty peaceful here. Looking for a way to be able to use spawning pool+clone vats effectively and still have all pops on a steady path to end up as my necrophage species. Building pops only to purge them and repeat with a new species seems clunky. So then I guess I'm looking for these pop-building buildings either to be able to produce non-hiveminded slaves, or for the hiveminded-pops these buildings can already produce to be able to take necrophyte jobs. If neither fix would be balanced at game start and has to be unlocked later, that would be fine.