only problem is hive mind have to get 4 ap to be able to assimilate
hope for it change to require only first bio accession perk
hope for it change to require only first bio accession perk
DS has 6+ growth rate within the 1st 10 years, with no need for tech!
This is from my current purifier campaign:
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I find your <1000 pops very unimpressive. (energy is only low because I just loaded it without letting it tick and trade income isn't included, and alloys is low, because I found Fen Habbabis and am currently in the process of relocating alloy production there, but it still needs to grow more pops)
(edit: Score is 21k)
Currently Post-Apocalyptic civic gives your pops tomb world habitability. i.e. 60% habitability everywhere.
(instead of normal habitability + surviver trait for +70% hab on tomb world, which just let's you live on tom world additionally to your normal climate type)
I combined it with adaptive for 70% habitability everywhere from the start + 10% from adaptability taditions (my 2nd pick after supremacy). Later I also took 'flesh is weak' AP for another 20% for 100% habitability everywhere even without habitability techs.
Now that is OP.![]()
You can get very easy with "Regular Empires" very high pop growrate. Here is an expample from my last game as "Corporate", a Growrate over 8 in month.
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My last game was a normal Hivemind. It was not weaker or stronger, i think notting is OP or Broken. Every style give you enough tools to play, ofcourse its not perfect balanced, Paradox must work for fine turning, but its not etremly unblanced.
If you don't count inmigration, which can be practically anything and is substracting growth somewhere else, your natural growth is 5.7 by the end game. With Hive Mind I get 4.5 right of the start. From the beginning I activate nutritional plenitude policy (+33%) and drone campaign (+20%). When I research cloning, i get +10% and unlock the cloning building that gives +33%, and my natural growth is already 7.1
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he is right guys. Hive mind are the king of 2.2, even unemployed pop turn food into minerals.I started a game with a Devouring Swarm in 2.2, it is 2336, I am biologically ascended and researching repetable technologies. I have 865 pops in 20 planets (100 systems, empire size 400), with a monthly pop growth of 8.88 in each planet. My score: 14231. In a parallel game, I have a standard empire in the same year, and my score is less than half. I didn't even go to war against anybody, so the only bonus I have effectively used from being a Devouring Swarm is the 50% influence discount in starbases. This is completely broken.
I can think of several reasons why this happened:
So in short, hive minds have way more pops than standard empires (i would say 100% more, rather than 50%), which are cheaper to maintain and actually more productive, therefore much more cost-effective. The lack of trade does not make up for all these benefits at all, just having +50% energy workers makes up for that alone.
- The pop growth for hive minds is naturally high. While a normal empire starts with +3, a hive mind starts with +4.5. However it can go up waaay higher, as the available bonuses to pop growth are bigger and cheaper than for normal empires (drone campaign 500 food empirewide, promote planetary growth 1000 food per planet).
- Pops are cheaper to maintain, as they require 0 consumer goods. Standard empires have to dedicate a considerable chunk of their economy to consumer goods. Instead, I just dedicate all the extra pops to science.
- Menial drones are as productive as workers from a standard empire. While they don't benefit from hapiness bonus, this bonus becomes so small in comparison to all other bonuses (like tech) that there is practically no difference.
- Complex drones are actually more productive than specialists from a standard empire. Researchers give +3 research for -2 consumer goods, brain drones give +4 research for -6 minerals (equivalent to 3 cg). You have 50% more minerals as hive mind, so you can easily afford those minerals and get +33% research from the same job, and you will actually have more brain drones than others have researchers. Synapse drones give a bit more society research for the same input costs than culture workers.
- Complex drones demote to Menial drones instantly. This makes balancing the economy completely trivial.
All this made me snowball like crazy. I can actually play a better tall-style game than non-gestalts, while the penalties to tech and unity in a wide style do not keep up with my increased production at all. I recommend big nerfs to the productivity of complex drones and much bigger penalties to wide playstyles.
even with all of those bonus. you get 1 pop per year.If you don't count inmigration, which can be practically anything and is substracting growth somewhere else, your natural growth is 5.7 by the end game. With Hive Mind I get 4.5 right of the start. From the beginning I activate nutritional plenitude policy (+33%) and drone campaign (+20%). When I research cloning, i get +10% and unlock the cloning building that gives +33%, and my natural growth is already 7.1
View attachment 429617
If you don't count inmigration, which can be practically anything and is substracting growth somewhere else
I should of shut up. Hive minds are getting some tested nerfs on beta. Less pop growth and taking away their scavenger jobs![]()
While the lowered pop growth is a loss, the change to scavenger jobs to become unemployed is, in my opinion, an improvement. This way, you will actually know at a glance if pops are actually working (scavenger can hardly be called a job. 1 mineral for 1 food... meh)
is it a bug though? Tomb World Habitability always gave 60% everywhere since stellaris 1.0 (either from empires who've chosen the TW as their starting planet or fro Cockroaches from tombed earth)no habitability exploit (because really, it's a bug)