• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

WkoD

Sergeant
107 Badges
May 9, 2016
56
22
  • Crusader Kings III
  • Age of Wonders: Planetfall
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Lithoids
  • Stellaris: Apocalypse
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Empire of Sin
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Galaxy Edition
  • Surviving Mars
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Colonel
  • BATTLETECH
  • Prison Architect
  • Tyranny: Archon Edition
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Mount & Blade: With Fire and Sword
  • Age of Wonders III
  • Sword of the Stars II
  • Sword of the Stars
  • Knights of Pen and Paper 2
  • Sengoku
I like that gestalts have no pirates anymore, as it never really fit then in the first place. Also deviation as opposed to crime per planet is a nice touch as is unemployed drones being producing minerals automaticly. They should only add more mechanics to hives, that add to their distinct playstyle, not just copy any system with just another name.
 

RageOfAnubis

Second Lieutenant
37 Badges
Sep 22, 2017
100
57
  • Age of Wonders: Planetfall
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Shadowrun Returns
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Crusader Kings III
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Surviving Mars
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Age of Wonders II
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Magicka
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
I like that gestalts have no pirates anymore, as it never really fit then in the first place..
Actually they do, in my last attempt at a Rogue Servitor playthrough in 2.2 I had a few piracy events pop up. The flavor text from the event popup indicated they were criminals from another empire who had infiltrated my borders, although I remember one about rogue/corrupted drones popping up as well. Interestingly the pirates spawned in the same system a few times before I got around to building a few defence platforms in that system, suggesting that there is a piracy risk system operating that gestalt empires are affected by but cannot see (haven't gotten around to doing a normal or corporate empire playthrough yet, so I'm not sure if they see it)
 

EvilTom

Lt. General
57 Badges
Dec 15, 2014
1.271
512
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
Maybe Cohesion should have different effects for Hive Minds?

I mean if you stretch our your borders and have contact with more external forces you're more likely going to get external pirates coming in, your drones are more likely going to malfunction (eg: through contact with situations they don't expect, or through not receiving correct instructions due to lack of heirarchy input etc).

So should hives in essence not be rewarded overall by a "trade" system, but should just be penalised from being run inefficiently more than other non-hive minds?
 

bobucles

Captain
Jun 29, 2018
425
3
Maybe Cohesion should have different effects for Hive Minds?
That brings up an idea. Something of a hybrid between trade routes and empire cohesion. If a hive planet can not trace itself back to the homeworld, then it would effectively be cut off from the hive mind. This is a VERY BAD thing for hives because in the lore they're supposed to break when separated from the queen.

So what if hives got their amenities through trade routes? The hive maintenance job transforms into the hive "trade" job. The traders connect a route to the homeworld and this generates amenities on the colony to keep it functional. When the routes get attacked by piracy or enemy action, those amenities get damaged and the colony world starts suffering.

For hives it creates a nice trading system that is lore friendly, and it creates new space play. Hives would be unable to have isolated systems and would have supply routes that need protecting.
 

EvilTom

Lt. General
57 Badges
Dec 15, 2014
1.271
512
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
That brings up an idea. Something of a hybrid between trade routes and empire cohesion. If a hive planet can not trace itself back to the homeworld, then it would effectively be cut off from the hive mind. This is a VERY BAD thing for hives because in the lore they're supposed to break when separated from the queen.

So what if hives got their amenities through trade routes? The hive maintenance job transforms into the hive "trade" job. The traders connect a route to the homeworld and this generates amenities on the colony to keep it functional. When the routes get attacked by piracy or enemy action, those amenities get damaged and the colony world starts suffering.

For hives it creates a nice trading system that is lore friendly, and it creates new space play. Hives would be unable to have isolated systems and would have supply routes that need protecting.

The first part of this sounds cool. I can imagine sub hives being caused by being cut off... or eventually independence which needs to be reabsorbed. Either that or it will die, which would be less fun in the game.

I like the idea that something needs to be generated across trade that represents this hive "cohesion", but I'm not so keen on it being called amenities as hives are not impacted by happiness. Maybe Cohesion should just become more important or have more effects, or be on a per system/sector basis?
 

bobucles

Captain
Jun 29, 2018
425
3
I'm not so keen on it being called amenities as hives are not impacted by happiness.
That's just how it's called in game. Hives pops are held together with amenities, the same as everyone else. They get a different icon and it doesn't affect happiness, only colony stability. Low amenities would basically destroy the stability of a hive world, which is exactly the idea of being severed from the hive mind. So the mechanic is there, but it might need a few tweaks to fit the swarm model.
 

EvilTom

Lt. General
57 Badges
Dec 15, 2014
1.271
512
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
That's just how it's called in game. Hives pops are held together with amenities, the same as everyone else. They get a different icon and it doesn't affect happiness, only colony stability. Low amenities would basically destroy the stability of a hive world, which is exactly the idea of being severed from the hive mind. So the mechanic is there, but it might need a few tweaks to fit the swarm model.

I'm happy with that! Now lets get the developers and the rest of the player base on board :D
 

THIEFs

Corporal
20 Badges
Jun 8, 2011
33
0
  • Europa Universalis III
  • Europa Universalis III Complete
  • Heir to the Throne
  • Sword of the Stars II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Crusader Kings II: The Old Gods
Gestalt empires should not have trade, because they are incapable of trade. They should be more efficient at production, and for the sake of game balance, they should be more efficient to a degree that makes them roughly comparable in economic power to regular non-gestalt empires. This should almost certainly come in the form of pops requiring almost *zero* consumer goods, as well as very few amenities, and a generally reduced upkeep.
Totaly agree. There should be no trade, because machines should be more efficient and... trade revenue for organics is essentially taxes on inefficiency of organics.. meaning, farmer is not selling apples for the best possible price, but instead there is bunch of middlemen in between who transport it to the capital, and this additional work is being taxed generating revenue.

Robots shoud be much more efficient straight out of the box by generating slightly more Energy as well as more Minerals... Food production should be much lower for Mechs, as it is nto seen as a necessary resource, unless you are the pampering type...
 

EvilTom

Lt. General
57 Badges
Dec 15, 2014
1.271
512
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
Totaly agree. There should be no trade, because machines should be more efficient and... trade revenue for organics is essentially taxes on inefficiency of organics.. meaning, farmer is not selling apples for the best possible price, but instead there is bunch of middlemen in between who transport it to the capital, and this additional work is being taxed generating revenue.

Robots shoud be much more efficient straight out of the box by generating slightly more Energy as well as more Minerals... Food production should be much lower for Mechs, as it is nto seen as a necessary resource, unless you are the pampering type...
I agree the concept of trade and taxes would be foreign to gestalt / hive consciousnesses. I think there should be penalties to their efficiency and / or greater effects on their cohesiveness or stability if certain things are not done (eg: planets down the end of long snaking hyperlane routes, or enclaves in the middle of enemy territory). Their base efficiency should be higher though.
 

Dark_Lord_Alan

Sergeant
8 Badges
Jan 14, 2015
63
22
  • Crusader Kings II: The Old Gods
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Warlock: Master of the Arcane
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Stellaris: Distant Stars Pre-Order
  • BATTLETECH: Flashpoint
This experience has reminded me why I am loath to share my opinions online. I had hoped to generate an actual conversation that had points and back and forths. However what I have gotten is people informing me I am an idiot because of course Hive minds don't trade. The rare few of you who have actually attempted to engage, thank you, and I found many of your points enjoyable and wonderful alternatives to mine, I especially liked the idea of delivering amenities.

Now for the record, I never once said that hive minds should get an open and free market. Never once did I insinuate that a drone would pay taxes. What I said was that a system emulating the current trade system should be implemented to add to gestalt play. So every single person who responded with "hurr durr hives don't have merchants" thank you for adding nothing to this conversation. Now to those of you who instead wanted some special snowflake ability, do you really want some new feature in a game that is borderline unplayable after 2400 and has never been playable after 2500?

And finally a special dose of venom to each person who responded solely with "lol your wrong" and then added nothing to the conversation, may all of your L-gates be angry nanites. A conversation should involve give and take, not a dismissal. Learn the rule of "Yes and ...", your response should add to the conversation, a new point, a fair retort, an anecdotal rebuttal, something that people can build off of.

Now to address those of you who have tried, I would objectively like a new and different thing too, but there is already a lot in this code, and it would likely be easier to piggyback off of one system than making a new one. As to the improved hive jobs, yes they get 1.5 more jobs from a district, which amounts to 1 more, and they don't get housing to compensate, instead using a building slot on that. Now of course combine that with hive worlds and things get kind of nuts yes, but that's mid game at best depending on tech rolls.

Also the scavenger job is it's own problem. It is strictly better than unemployment, but since they aren't marked I'd end up with a dozen or so on a planet before the alert fired off to let me know.

Hive Minds are still strong, and they breed the fastest of any empire, but the loss of trade is a huge blow and the lack of options in civics and game play. Much of the game is locked off from you and little is added to compensate.

-cue people losing their minds how I keep saying hive minds should trade and now hate everyone
 

Bankipriel

Colonel
70 Badges
May 7, 2016
1.036
1.517
  • Rome Gold
  • Rome: Vae Victis
  • Sengoku
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Imperator: Rome
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Magicka
  • Warlock: Master of the Arcane
  • Tyranny: Archon Edition
  • Pillars of Eternity
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH - Digital Deluxe Edition
  • Age of Wonders III
  • Age of Wonders: Planetfall
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Lithoids
  • Stellaris: Synthetic Dawn
  • Stellaris: Necroids
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Federations
  • Stellaris: Nemesis
Now for the record, I never once said that hive minds should get an open and free market. Never once did I insinuate that a drone would pay taxes. What I said was that a system emulating the current trade system should be implemented to add to gestalt play. So every single person who responded with "hurr durr hives don't have merchants" thank you for adding nothing to this conversation.

I think I missed the nuance of the point you were trying to initially make because your stated idea *seems* to contradict itself (not saying it does, just that your language might be less self-evident to readers than it is to you, who already understand exactly what you're thinking about).

So, when you say: "a system emulating the current trade system should be implemented to add to gestalt play,"

That reads to me like a direct contradiction of the previous sentence, where you say that you're not advocating a market system w/ taxes.

Having read through your other posts, I can see now what you're getting at with your comments on supply lines and the idea of efficiency being modeled somehow through starbase/protection networks. I would offer you my thoughts on this idea, and some suggestions for the future (for whatever they're worth to you =).

I don't think the idea of a modeled supply/efficiency line would be a good addition to hive play, because supply/efficiency is not modeled for any other empire, and the addition of a new mechanic should be additive and rewarding. Hives are inherently more efficient than regular empires, so making them construct a network to avoid penalties doesn't make sense to me---because they're inherently more efficient. Making the network additive also doesn't make sense to me, for the same reason. Managing starbase networks is a challenge to wide-gamplay (which hives excel at), so *not* having to manage starbases with the kind of precision of regular empires is already a reward for hives, making their empires easier to manage and stronger. Requiring them to manage a network seems like it would be restrictive in order to add something that is not needed, and to me, doesn't make sense ( in so far as no other empires have modeled supply/efficiency systems---of course, realistically, efficiency would taper with the size/complexity of the distribution system). If Hive economic structure needs to be tweaked, I think there are already lots of systems that can model this. I guess if you think managing supply lines for hives would be fun, then I can see how adding some mechanic of that nature might be a plus. For me, *not* having to manage trade networks already feels freeing with hives, and feels like a nice change of pace compared to how vital trade gameplay is in regular empires.

Certainly, obtuse people are going to leave obtuse comments. No way around it, and it's frustrating.

There are, however, a lot of very smart people on these forums. When the majority of comments seem to be criticizing something you thought was self-evident in your post, there is a real chance that what you were trying to communicate wasn't stated as clearly as you supposed. Could be that everyone reading that post is dumb---could also be that your ideas are not clearly expressed in that post.

For example, looking at just one sentence, when you say "emulating the current trade system," I think that can reasonably be inferred to mean emulating a system of wealth generation via taxation of transactions between individuals---because that's what trade is. So, if what you actually meant was that you wanted a system that emulates the game-mechanics of star-base management (as used in general empire play for trade) but instead as a model of supply line efficiency amongst hive resource distribution networks .... well, that's a distinction that you talk around, but never explicitly state. So, while the comments (like my earlier one) that skewer you for advocating trade may seem "hurr durr" obvious to you, from another's perspective (mine for example) your initial post seemed oblivious to the fundamental nature of what trade is, obtusely written, and contradictory in its suggestions. It seemed to me, from your initial post, that you in fact did *not* understand why trading didn't make sense for a hive. Maybe I'm obtuse, or, maybe your language is obtuse, or maybe a bit of both.

I definitely make mistakes sometimes on forums in how I try to communicate my ideas. Sometimes I post before I've really thought things through, and sometimes I just don't understand the systems as well as I think I do. There's nothing wrong with being wrong sometimes, and sometimes other people will be wrong, and obtuse, and totally miss what you are saying.

But, sometimes, if people don't get what you're saying, it's because of the way you said it. If you say A, and everyone criticizes B, consider that maybe to the people reading your words, you are effectively saying B, even if that was not your intent.

cheers, and good luck with your hives XD