Hive-Mind Changes
As hive-minds are currently very weak and do not have as much flavour as other empires I decided to suggest a few changes to improve them.
Growth
Hive-Mind’s pop growth could be changed to an empire wide affect as hive minds should be able to decide where to prioritise growth. Unlike migration this will be controlled by the hive mind. This would work by the addition of “Growth” to the empire tab. This would allow the player to assign pop growth points to decide how much of the growth they get. The categories would be 0-10 (Colonies), 10-20 (Communities), 20-40 (Collectives), 40-65 (Hubs), 65+ (Drone Worlds). This pop growth would then be affected by modifiers. See the image below for how it would work:
The Spawning Pool would also be buffed to give 2 spawning drone jobs instead of 1 to match robot growth.
Ruling
As hives are all connected with one individual representing all the ruler should reflect this. As such I suggest the creation of “Moods”. Moods are very similar to agendas and last for 10 years as the hive is such an ancient being it’s moods change far more slowly than other creatures. The moods normal hive moods are:
AI hive-minds actions will be affected their current mood for example a calm empire will not declare war while angry empire’s are likely to. All Hive-Minds will start at Neutral and be able to change their mood after 5 years. Hive-mind’s moods can be seen by any empire in place of the normal empire’s personalities. As terravores and devouring swarms are more radical they have a different set of moods which they can change between every 10 years. The radical moods are:
Amenities
The current maintenance system disadvantages hive-minds as they have more pops. To fix this I suggest each Maintenance depot would also provide a “Helper Drone” job which reduces amenity usage by 10%.
As hive-minds are currently very weak and do not have as much flavour as other empires I decided to suggest a few changes to improve them.
Growth
Hive-Mind’s pop growth could be changed to an empire wide affect as hive minds should be able to decide where to prioritise growth. Unlike migration this will be controlled by the hive mind. This would work by the addition of “Growth” to the empire tab. This would allow the player to assign pop growth points to decide how much of the growth they get. The categories would be 0-10 (Colonies), 10-20 (Communities), 20-40 (Collectives), 40-65 (Hubs), 65+ (Drone Worlds). This pop growth would then be affected by modifiers. See the image below for how it would work:
The Spawning Pool would also be buffed to give 2 spawning drone jobs instead of 1 to match robot growth.
Ruling
As hives are all connected with one individual representing all the ruler should reflect this. As such I suggest the creation of “Moods”. Moods are very similar to agendas and last for 10 years as the hive is such an ancient being it’s moods change far more slowly than other creatures. The moods normal hive moods are:
- Calm: +5% pop resource production and -5 deviancy
- Reflective: +10% unity
- Lonely: +15 other empire opinion
- Defensive: +20% armour
- Friendly: -30% diplomatic cost
- Fearful: +20% ship weapons damage in empire’s systems
- Idyllic: +20% pop upkeep and +15% pop growth
- Mysterious: -10 other empire opinion and other empires can not see into your systems
- Kind: +30% colony development speed
- Angry: -20% claim cost
- Raging: +10% ship weapons and army damage
- Mad: Gain unity equivalent to a ship’s strength when destroying it
- Neutral: Will change in 5 years instead of 10
AI hive-minds actions will be affected their current mood for example a calm empire will not declare war while angry empire’s are likely to. All Hive-Minds will start at Neutral and be able to change their mood after 5 years. Hive-mind’s moods can be seen by any empire in place of the normal empire’s personalities. As terravores and devouring swarms are more radical they have a different set of moods which they can change between every 10 years. The radical moods are:
- Purification: +20% resources and speed from eating
- Violence: -15% war exhaustion
- Unusually Tranquil: +20% ship build speed
- Swarming: +10% pop growth speed
- Crazy: Ship weapons damage has a -50% to +50% buff each combat
- Scavenging: Claim cost -10% and gain food/minerals from destroying enemy ships
Amenities
The current maintenance system disadvantages hive-minds as they have more pops. To fix this I suggest each Maintenance depot would also provide a “Helper Drone” job which reduces amenity usage by 10%.
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