Spore Warriors Hivemind civic
Summary:
This civic unlocks a special "Scourge" Bombardment Stance.
"Breathe Deep, Embrace the Hive, you are no longer alone."
Rain down infectious spores upon the wildlife and feeble defenders of a world, infecting it's population and turning it's citizens into walking gestation chambers, from which incubator troops will emerge and unleash carnage weeks later.
Scourge bombardment effects:
Incubator armies:
"These rapidly incubated drones are gross caricatures of their hosts. After inhalation as spores, they rapidly germinate within their victims before consuming them from within to form a chrysalis, from which the Incubator drone emerges, fully formed. They are driven by genetic instinct, bloodlust and the guiding hand of a hive intelligence"
Spawn rate:
The number of armies spawning has a base spawn rate (e.g. to represent infecting wildlife and pops living in remote areas) this is increased with high devastation and scales with the planet's (biological) pop count. I've included a rough (i.e. unbalanced) example equation for how the monthly army spawn could be calculated:
N = 1+ [(X + (Planet's Biological Pop count / Planet Size)) * Devastation]
Extra notes:
Summary:
This civic unlocks a special "Scourge" Bombardment Stance.
"Breathe Deep, Embrace the Hive, you are no longer alone."
Rain down infectious spores upon the wildlife and feeble defenders of a world, infecting it's population and turning it's citizens into walking gestation chambers, from which incubator troops will emerge and unleash carnage weeks later.
Scourge bombardment effects:
- Negligible damage to armies on the ground,
- But It can, each month, spawn waves of special "incubator" assault armies on an enemy planet, and for up to 6 months after bombardment has ceased. (So you could bomb, leave and armies would continue to spawn - not sure of limitations here, may require a special planetary modifier to maintain the spawn rate, called "[Hivemind name] Spores present" or something like that).
Incubator armies:
"These rapidly incubated drones are gross caricatures of their hosts. After inhalation as spores, they rapidly germinate within their victims before consuming them from within to form a chrysalis, from which the Incubator drone emerges, fully formed. They are driven by genetic instinct, bloodlust and the guiding hand of a hive intelligence"
- Incubator troops deal increased devastation and morale damage but significantly reduced HP damage and they have reduced HP too (Vs a regular army) - this is compensated for by them spawning in large numbers. Enemy armies will be worn down via attrition from killing waves of weak armies, until they are finally overwhelmed.
- Incubator troops have a small chance of randomly killing a (biological) pop on-spawn.
- If incubator troops have been out of combat for 3 months they rapidly whither up and die (for performance reasons, cull unneeded armies).
Spawn rate:
The number of armies spawning has a base spawn rate (e.g. to represent infecting wildlife and pops living in remote areas) this is increased with high devastation and scales with the planet's (biological) pop count. I've included a rough (i.e. unbalanced) example equation for how the monthly army spawn could be calculated:
N = 1+ [(X + (Planet's Biological Pop count / Planet Size)) * Devastation]
- X = a composite variable for balance, perhaps scaling up with techs like gene editing - or even scaling down with an anti-Scourge tech (see notes below). E.g. X= [(x*Enemy Scourge reduction tech)*Own Scourge enhancement techs]
- Devastation would mathematically scale between 0 and 1, based on the %. The idea is, a world without devastation has places it's pops can hide from the spores, a bombed one has far fewer safe zones.
- The leading 1 would be a 0 for Machine worlds / habitats (which lack a biosphere to passively infect).
Extra notes:
- A highly populated / fortified world (e.g. ecumenopolis) would be a prime target for this, more situational, bombardment stance - which would be less useful in the early-mid game (where most planets have low pop counts).
- Softening up a planet with indescriminate bombardment before raining down spores would also be effective.
- Robotic/Synth defences & pops (but not Cyborgs) are immune to this effect. Other Hivemind pops are not immune.
- There would be a 0 spawn chance on a machine world, or habitats assuming no cyborgs/bio-pops are present (as it is devoid of any real biosphere).
- If you also want to see some counterplay to this civic/mechanic: after having one of your worlds exposed to a scourge bombardment, you will be able to draw a rare "Spore Containment Protocols" society tech, which will reduce the spawn rate by, say, 25%. (So X =(x*0.75)+ any Hivemind Gene techs that increase spawn rate). Edit: this could be a flat passive "empire modifier" or, more interestingly it could add a planetary decision (e.g. costing consumer goods and/or volatile gasses, to represent distributing gasmasks, hazmat suits and setting up spore-free zones) that will reduce incubator army spawn rates for a period of somewhere between 6m~12m by some amount.
- In my above examples spawn rates are separated from fleet power, as it was just an example. It could also be tied to fleet power via a weighted constant, if desired.
- Bombardment from different fleets shouldn't have a stacking effect (so you don't get weird exploits with 100 1-corvette fleets all doing scourge bombing).
- Edit: High Morale defence is important for fighting the incubator army hordes for longer periods of time, so your armies don't break too fast. I believe this would make psi armies particularly useful, and a counterpart to just using robotic armies.
Last edited:
- 4
- 2