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As for bio species, I too find it more hard to manage, but it's not that hard, you can keep up if you play your cards right. I focus on finding worlds that are big, save up influence and specialize each for 1 basic resource. I generally find it harder to get the same amount of pops as with a robot empire, which is why I prefer to play machines.
For example, a bio-technocracy with fanatic materialism, and the player stacking all the research bonuses possible will quickly outpace every other empire in the game in terms of tech if played correctly.
Also gestalt leaders don't get destiny traits. Some might not care, but leader-focuses empires get a major boost with these traits.
Wow, I could not disagree more strongly if I tried. First of all, the trait is good. But honestly, even if it wasn't, what about RP? What about good ol' fun? Optimal is not always best.
Bio gestalt im playing atm are:
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progenitor hive origin (mainly for flavour. can be a gimp, but passive councillor experience is nice).
Cordyseptic drones civic (just for the fact i can just kill void worms and get them appart of my fleet. good early game fleet buff).
Elevational Contemplation Civic (not great but gives an early buff to the capital and negative % Tradition cost is nice).
Traits:
Extreme Adaptability
Incubators (mainly for an ant type vibe im going for. Later can be taken out when i get bio ascendancy. Still good for early colonisation booming.)
Jinxed (hives have an agenda to remove negative traits from the ruler and councillors. can be taken away later).
Slow learner (Not really that bad. Progenitor basically negates it with passive councillor exp. You will get over it quick when you change things genetically.)
Psychological infertility (so i could get Extreme Adaptability. Incubators will mostly negate it. But you will be taking it out later on. If someone is cranky at your borders just build your fleet up and choke point star bases.)
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Not optimal but fun. Working quite well atm.