A highly structured society where people put the greater good ahead of themselves. A caste based society, or a communist ideal.
Nothing in Collectivism says it is hive mind exclusive.
What do you mean by hivemind exactly?
A highly structured society where people put the greater good ahead of themselves. A caste based society, or a communist ideal.
Nothing in Collectivism says it is hive mind exclusive.
No-one is forcing you to do anything, if you don't want to play space hitler then don't.Damnit Paradox, don't force me to play as Space Hitler here! Lol
Yeah, there will ALWAYS be a "best" government type that can let you win easiest. It doesn't matter how well they balance it. And people will figure it out. But then, if that was the point then everyone would play the ottomans or France (or something) in EUIV.I'm sure that there will be a "best build" for an empire and that the gaming community will find it rather quickly.....and IF something turns out to be game breakingly unbalanced, then it will certainly be patched.
You are correct! My bad, little typoYou are mixing up two opposite traits here, mate. Xenophobe is the direct opposite of xenophile.
Well, speaking for myself, I see a hivemind like an ant colony. One Queen-like being rules over countless, more or less mindless minions.What do you mean by hivemind exactly?
But isn't that how Fanatical Collectivism already works?
You can turn your pops to "slaves" without them being in any way upset about their new lot in life. They will therefore not form slave factions trying to get themselves freed from the hivemind. Any non-slave pops you leave around your empire (say for science purposes, since slaves get a penalty to science-generation) would the represent more "free-willed" members of the hive, allowed some sort of autonomy in order to benefit from the advantages this brings to the hive. Those would then be the pops that might try to "split the hive" - not a bad parallel to new princess-bugs being born and trying to form hives of their own.
This would allow you run a completely centralized "zerg-hive" where everything is run by the hive mind directly and every pop is a slave. That would allow you to produce alot of minerals/energy with little risk of insurrection, while crippling your science (turns out mindless drones aren't all that creative). You could also run a more "tyranid-like" hive where a decentralized synapse-structure allows a leadership-class drone to exist, leading to more autonomy at the risk of more challengers to the hive hierarchy. In both cases you also have to deal with ethos divergence where certain members of the hive evolve wills of their own and suddenly aren't so willing to live like mindless drones.
Purge them. Even in a hivemind fleet, you may well get outliers popping up that do have some autonomy, "evolving" if you will or simply serving a new queen (the new queen being the one with a different philosophy - think of it as a minor rebellion). You could tolerate them if they get in line, or you could purge them.Yeah, well... you`re not wrong, but.... it is hard to explain cause English is not even close to one of my first languages, so have mercy
I don´t know if you will catch my drift but I will try:
It is about the response from the game that I will get for playing a fanatic collectivist.
All that you´ve said is right, from an absolute medio to hard core RP point of view.
What I would like, is that there are other game mechanics, other "responses" for me as the player, when I play my little swarm. No ethos divergence when I keep them controlled (or do you know of a tyranid fleet, where the ethos changed to pacifist?)
I would like some other form of science, more like a "adoption" to specific things. Swarm is hungry -> queen orders drones to try out other things to gather more food. Either she finds a way, or the swarm won´t grow further.
My swarm ships get attacked by other aliens, so my queen adopts thickerchitin or Bio-shields or whatever stuff creative people may imagine
Instead of science, a form of "adaption rate" based on the seriousness of the problem I am facing could be a way to describe what I try to say.
Don´t get me wrong, I am more than satisfied and happy with how the game appears right now and I can’t wait to get it in my mandibles, errrr I mean "hands".
But this all started by some sort of "wish-listing", someone dropped hivemind and I got triggered. I see that it all works fine when I am more open minded for RP.
I am not able to defend or even prof with arguments why I think it will not ..."feel"(?) like playing a hivemind from my pinot of view, so I will end it here.
Perhaps somewhere out there, a Modder has a stunning Idea for "ants in space".
Then I will be the first to download his Mod![]()
Well, speaking for myself, I see a hivemind like an ant colony. One Queen-like being rules over countless, more or less mindless minions.
Look at it like the Zerg, or the Tyranids if you are more familiar with them.
As long as you have an overlord or a synapse creature near your minions to spread the will of the hive, things will work as the... well lets call it Queen, wants them to run.
To control you colonies, one could start with the sensor range, as a form of range for the hivemind. Outside of it, your critters relight on instinctive behaviour. (f.e.: pops kill it each other, do nothing or might even evolve to an independent swarm…)
I see those minions as emotionless little creeps with no own will. So there work for the hive fits quite well with “slavery”. But they should not be affected by things like "happiness".
Now the people here will cry "balance" in a high pitch voice.
And yeah, I now, that seem unfair, but perhaps it can be solved with some kind of science penalty or a "synapse ship" needed to control your ships. Destroy the "mothership" and the fleet will die(?) or flee. (*cough* independence day *cough*)
Another point is “science”. I think you all see that my opinion of a hivemind really comes down to “ants in space”. So science does not fit my perspective, I would like to go with some kind of forced or controlled evolution. Ships will not be build, they are hatched, and so on and so forth…
I know this might change way too much, so it will fit far better for a dlc or mod.
*sry for the long text, I’m am really enthusiastic about that sort of hivemind
Well, speaking for myself, I see a hivemind like an ant colony. One Queen-like being rules over countless, more or less mindless minions.
Xenophobia is incredibly problematic for a diverse empire, as the happiness penalty can reduce productivity and even lead to political bickering
I keep seeing people repeat this for some reason, but it's misinformation. Looking at any tile resource production tooltip in any of the gameplay videos disproves the claim that a pop's resource production is multiplied by its happiness value. Instead, there's a flat +10% production modifier above a certain happiness threshold (IIRC, most likely 70% - somebody helpfully provided a screenshot the last time we hashed this out) and most likely a -10% penalty below another one (probably 30%).Unhappy Pops suffer a penalty to production of resources*, so those production bonuses you're getting from those 'OP' choices are being offset by a percentage reduction in production because they aren't as happy.
*A 50% happy Pop on a 3 mineral tile produces 1.5 minerals.
So a Pop with no happiness bonus but +10% mineral production should produce 3.3 * 0.5 or 1.65 minerals, while a Pop with a 10% happiness bonus but no bonus to mineral production produces 3 *0.6 or 1.8 minerals.
And of course, you have to get mineral production, energy production and research production separately (or in smaller bonuses to multiple categories), while happiness bumps everything simultaneously.