This video has me extremely worried about Hiveminds. Why? I see huge nerfs coming for Hiveminds that are not justified:
Maintenance Drones now produce 3 amenities instead of 4. This is another HUGE nerf compared to 2.2, when they initially started with 5 amenities. See in video at 24:38.
Hunter Seeker Drones still only reduce deviancy by 20, as opposed to Enforcers, which reduce crime by 25 (and happy pops produce less crime anyway). Deviancy is a huge issue for Hiveminds, it looks like this has not been adressed. See video 24:55.
Spawning Drone job produces 4 amenities down from 5. Its still a 25% pop growth speed bonus. Will there be finally more upgrade levels for spawning pools? Only this could justify such a nerf. After all Hiveminds end up with the worst lategame growth because they can't use Robots for pop growth.
Hive Warren was nerfed from 6 housing to 3 housing granted. This building was the pillar of Hivemind economy, since you could get good results on Hive worlds with maxed ressource districts and Hive warrens. A huge nerf to the only strength Hivemind had. Why?
I paid close attention to administrative capacity. And it seemed like for most of this video, the player was staying below the admin cap. So the new -20% penalty for going over admin cap never had any effect. If its this easy, then I don't expect any actual nerfs to Machine empires (which have the best jobs at producing admin cap), and this is extremely worrying aswell.
Ok, in order.
First: the Hive Warren topic. The Hive Warren looks like a bug. Going from 6 housing +1 Maint job to +3 Housing +5 Amenities is kind of a weird rework since Paradox normally doesn't change something this drastic to something so generic unless it's implementing some new mechanic or due to community outrage. You know what it's stats are identical to now? Luxury Residence. This seems a
weird direction to suddenly go with Hive Minds, so I suspect what probably happened was they reformatted the code for housing buildings and did some copy+pasting in their code for all four archetypes (Normal, Communal, Hive, Machine) and forgot to re-code their specific differences.
You know what convinces me of this? Day 1 after starting the game, his home planet has NEGATIVE housing. Paradox doesn't like doing this: they patched a specific case situation previously where you started the game with negative income, so I can't imagine suddenly starting with negative housing because you picked Hive Mind is intentional.
Second: Maintenance drone. I....must admit I couldn't find anywhere in the video where it gives an exact output of their job, so I'll take your word that at some point it shows one job producing 3 amenities.
That IS concerning.....but I'm slightly more concerned by something else:
Maintenance Depots are GONE from the construction list!
EDIT: As stated below by Eladrin, this is a concious decision on the devs part. Hive minds are now going to be focused on large quantities of small planets, so maint. Drones are few and far between. Machines will have a LOT of different sources of maintnence drones instead. Depots are gone for everyone.
I'm legitimately amazed that he managed to keep a positive amenities by the last time we saw one of his planet. How?!? Where is he getting the amenities from?!? Why are depots gone? Have they been replaced? Does the capital or some tradition give maintenance jobs per pop on a planet now? Forget the decreased amenities, how are we expected to get amenities at ALL as a Hive MInd?!? Do you need a tech to build them now? I'm fine with removing it as a mechanic for Hives and introducing something else but it's still there in the video so I assume they expect us to get it some other ways.
Third: Deviancy. You say "huge issue". Currently, there are precisely two things that high deviancy can do to a Hive Mind. The first is you lose 4 pops to "deviant" job. This is negligible since Hives are built around using more pops to accomplish the same thing as other empires. The second is -30 Stab for 10 years, which IS really bad, but it can only occur to one of your planets once a year, it has a 50% chance to instead give -30 deviancy instead, and can't target a planet that already has one of the two modifiers. So if every planet you owned had 100 deviancy, on average 5 would have -30 stab, no matter if you owned 10 or 10,000 planets (under 10 roughly half your planets would have -30 stab if all had 100 deviancy). My conclusion is that there's basically little reason to even bother with fighting deviancy beyond the early game.
At least there's a reason to fight it as Hives and Machines. Normal empires just slap the good old "Deal with Crime Lords" and
never bother fighting it.
This doesn't mean that the Hunter-Seeker isn't an issue, it's just that deviancy is a negligible mechanic, so it being bad doesn't really mean much. I don't really care if my neighbor has an AC and I have only have my fridge to cool off if we both live in Antarctica.
Fourth: The Spawning Drone. Again I couldn't see it in the vid so I'll take your word. That does concern me rather greatly, total agreement here.
Fifth: Admin Cap. He never went over it. That's because this brilliant player took the Docile trait, which gives -10% Admin Cap usage from pops. On an empire that gets -25% penalties for going over the limit. I would think that having reduced penalties would, you know,
encourage taking the negative version of that trait instead. This is like taking syncretic evolution and then give your main species "Industrious". I don't consider this playthrough a very good observation on if the -25% penalties for hyper-expansion are a real boon or a negligible one.
Oh, and the -10% may not sound like a huge buff, but consider this: Every colony gives +2 Empire Sprawl, every system and district +1, and every pop +1. Well I don't know about you, but a standard galaxy is 600 stars I think, which is 600 Empire Sprawl. In my last hive game I owned half the galaxy, which is about 300 systems. I had 30 planets and 40 habitats, which are 2 each for 140 sprawl. Take a relatively high estimate of about 20 districts per real planet (+600) and the 8 per habitat (+320), and the empire sprawl from all that is 1,360.
I had 25,000 pops!!! That's 25,000 Empire Sprawl!!
EDIT:Not quite. Pops are now half a sprawl, and governor skill reduces it further. Still, pops are going to be your biggest source of sprawl unless you get like -80% or -90% sprawl from pops.
And the planets weren't full. Not even CLOSE to full. And that was a hive, not an authoritarian empire that stacks planets full of slaves that use 0.15 housing.
The vast majority of Empire Sprawl is going to be pops, not even close to a contest. There'll be a period in the mid game where you have lots of systems and planet's you've just colonized, but once the pops start growing, it'll be all pops from there. Sprawl reduction from pops is going to have an enormous effect in the long run at staying under admin cap.
And the Hive seems to get their Admin Cap from a job that also gives unity while the machine empire has these roles split (?), so I'm thinking machine empire have to put in a specific effort to increase admin cap that Hive Minds don't have to worry about due to getting it as a natural part of keeping up with unity, and also from expansion. Although I am worried that we won't be able to build multiple synapse buildings, since normal empires seem able to build multiple bureaucratic buildings on one planet, but even if we can't build more than one we get 7 synapse jobs from one building (because for some reason Hive Minds don't get level 4 unity building), while everyone else puts up with just 2 per building AND their unity building for the SAME result.
Overall, I'm concerned, but hopeful that Hive Minds will still be enjoyable.
EDIT: Thanks to Eladrin below for this "hidden dev diary" clarifying what we can expect for gestaltsin Federation!