Hey all!
I didn't know there was a suggestions forum so I've only ever created threads in the general forums which sadly got buried quickly.
However I have posted a ton of Hivemind suggestions and received them in my threads so I am going to collect them here:
Overall changes to Hiveminds:
https://forum.paradoxplaza.com/foru...uggestions-for-hiveminds-and-balance.1159335/
Huge Thread about Civics, contains tons of ideas for Hiveminds + link to older threads:
https://forum.paradoxplaza.com/forum/index.php?threads/lets-talk-about-civics-and-balance.1164807/
Old Hivemind suggestion thread by Methone:
https://forum.paradoxplaza.com/forum/index.php?threads/hive-mind-ideas.1158097/#post-25232792
Here are some ideas I collected from these threads:
Being immortal is nice and all but its not comparable to something like 10% research speed or 10% empire mineral production alongside additional traits. Synths get to be immortal aswell but retain ruler traits and agendas. Even organics can become immortal if you keep researching the +5 leader lifespan tech so immortality is really nothing special. I would welcome a small overhaul of Gestalt rulers to make them better.
How about letting us choose Traits for our rulers and choose agendas based on our ruler level? You could allow us to change these for an influence cost to have a dynamic system that allows us to change our empire strength to whatever situation.
_________________________________________________________________
Hiveminds should have a better form of Bio Ascencion. They cannot make use of migration so they need something to keep up with normal empires in terms of growth.
I suggest the following: Allow the use of a Hivemind-like Xeno Compatibility once Bio Ascension has been finished. This Ascencion perk allows you to integrate traits of other species into your own species and increases the maximum amount of traits. (Similar to Horatio from Endless Space 2).
__________________________________________________________________
I got an idea for a Hivemind background civic working similar to a criminal megacorp: A Hivemind that constructs infestation on planets, influencing the pops to emigrate toward the Hivemind empire and become one with the Hivemind, cause unrest and kill pops on the infested planet.
I think the way megacorps work would play out perfectly for a Hivemind. You could simply take the criminal heritage megacorp and allow hiveminds to do something similar. Instead of building corporate buildings you build infestation buildings which increase crime or you could add a new keyword called infestation. You have multiple buildings to choose from, with different effects:
_____________________________________________________________________________
Here are some more ideas for Hivemind civics:
Pooled Knowledge:
Old version:
Natural Neural Network:
Old version:
Idea behind this: Technocracy is a really nice civic so I thought it would fit aswell for Hiveminds. They don't get science directors, so I gave them more Synapse Drones instead.
Strength of Legions:
Old version:
Another idea for an ascencion perk/lategame bonus:
Hiveminds need more growth bonuses in the lategame. They end up far behind normal empires who can make use of Ecumenopoleis, immigration and robot pop assembly. A regular Synth empire without organics growths at >12 pop growth. Adding organics is another bonus from anything between 3 and 15 or more, depending on immigration, Xeno Compatibility and so on. I already suggested for Hiveminds to get their own version of Xeno Compatibility to integrate other pop's traits and gain additional maximum traits and growth bonus. However, I got another idea that works similar to Synths:
Add 2 spawning drone job per upgrade of main planet building (50% growth bonus at 40 and 80 pops)
Adding these growth bonuses later on allows other empires to catch up and gives Hiveminds the much needed pop boost they lack in the lategame.
_______________________________________________________________________________
Reworked hivemind civics:
Strength of Legions: +100% army building speed, -50% army building costs, -50% army upkeep
Since ground combat is almost irrelevant, you need really powerful bonuses in order to make it count. Doubling your army output while lowering its costs is a significant boost that also helps to bring home hivemind's "quantity over quality" flavour.
One mind: -50% to administrative capacity Unity penalties, +50% empire cohesion
An indirect bonus to unity generation that also encourages wide gameplay and has no equivalent in any other civic
New hivemind civics:
Hive-fleets: -75% space and cost to fighter bays, starts with fighter bay technology, -15% naval capacity consumption
"This hivemind is specialized at controling small aircrafts and spaceships, which are directly connected to its central nervous system as if they were any other physical appendage"
Symbiotic parasite: You can assimilate xenos right out of the bat, albeit twice as slower than with the biological ascension perk.
Unlocks "enhance genetic material" research project in order to add a random positive bonus to your assimilated xenos.
Fixed civic. Incompatible with Devouring Swarm.
"Your hivemind is a gestalt consciousness born out of a of a microscopic yet extremely complex symbiotic organism. Other species lended their neural cappabilities to your hive and in exchange your species altered their DNA, turning them stronger, healthier and smarter, while allowing them to rettainin a smidgen of their individuality. This millenia-old successful cooperation will be one of your biggest assets in this new foray into the stars"
Hive queens: Synapse Drones get replaced by "hivemind queens".
They consume 3 energy and 3 food, and generate +4 unity, +1 administrative cap, +25% pop growth, and one unique, extremely powerful defense army
"This hivemind can offer some degree of autonomy to certain wondrous creatures known as Queens, which can aid the brood by helping our species to multiply and by personally overseeing the drones"
______________________________________________________________________________
Some more ideas for Hivemind civics:
Those are not my ideas, they are from the mod "Complex Hive Ascension Path" by Complex. Link to this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1708586892
I haven't tested it myself but the idea seems brilliant, yet simple. It allows Hiveminds to breed an additional organic species alongside their Drones, just like other empires manufacture Robots.
Life Assemblers
Requires Gene Tailoring Tech
Grants Cocoons technology which grants the cocoon building that allows hive minds to build pops of their main species
Life Masters
Requires Life Assemblers
Cocoons can now assemble pops from other species too
Essentially the Cocoons seem to be similar to Robotics Assembly. With this you can have 2 different species grow at the same time, or 2 of the same species. The requirements make sure it doesn't come online until you finished Gene Tailoring so it seems fair.
This would work perfectly with new Civics or Backgrounds for Hiveminds. You could have a Hivemind similar to Driven Assimilator, which breeds pops of an assimilated species. Or you could simply increase the Pop growth of your own species. And it makes use of already established mechanics!
________________________________________________________________________
Thanks a lot for reading so far. I hope atleast some of the suggestions will get added into the game. Playing a non Devouring Swarm feels like playing a Mediocre Empire at this point. Normal empires with robots end up growing quicker which used to be one of Hiveminds greatest strengths, and Robots are now a lot more efficient. Synth Empires combine both, easily outperforming Hiveminds at around the midgame by using up to 20-30 total growth and up to 60% specialist efficiency from Synths on Ecumenopoelis.
Hiveminds need more playstyles. It should feel scary to have your pops get integrated into an opposing Hivemind. Hiveminds should be the best at organic ascencion and the best at manipulating Genes yet they somehow lack the great features of Xeno Compatibility. You would think a pure organic species would atleast be able to use the same species-optimizing ascencion perks as a Xenophile empire.
The Corporate tab offers new opportunities for Hiveminds. Similar to a criminal megacorp, Hiveminds could make use of this tab to create "infestation buildings" using food and influence instead for very harmful outcomes.
Please tell me what you think!
I didn't know there was a suggestions forum so I've only ever created threads in the general forums which sadly got buried quickly.
However I have posted a ton of Hivemind suggestions and received them in my threads so I am going to collect them here:
Overall changes to Hiveminds:
https://forum.paradoxplaza.com/foru...uggestions-for-hiveminds-and-balance.1159335/
Huge Thread about Civics, contains tons of ideas for Hiveminds + link to older threads:
https://forum.paradoxplaza.com/forum/index.php?threads/lets-talk-about-civics-and-balance.1164807/
Old Hivemind suggestion thread by Methone:
https://forum.paradoxplaza.com/forum/index.php?threads/hive-mind-ideas.1158097/#post-25232792
Here are some ideas I collected from these threads:
Being immortal is nice and all but its not comparable to something like 10% research speed or 10% empire mineral production alongside additional traits. Synths get to be immortal aswell but retain ruler traits and agendas. Even organics can become immortal if you keep researching the +5 leader lifespan tech so immortality is really nothing special. I would welcome a small overhaul of Gestalt rulers to make them better.
How about letting us choose Traits for our rulers and choose agendas based on our ruler level? You could allow us to change these for an influence cost to have a dynamic system that allows us to change our empire strength to whatever situation.
_________________________________________________________________
Hiveminds should have a better form of Bio Ascencion. They cannot make use of migration so they need something to keep up with normal empires in terms of growth.
I suggest the following: Allow the use of a Hivemind-like Xeno Compatibility once Bio Ascension has been finished. This Ascencion perk allows you to integrate traits of other species into your own species and increases the maximum amount of traits. (Similar to Horatio from Endless Space 2).
__________________________________________________________________
I got an idea for a Hivemind background civic working similar to a criminal megacorp: A Hivemind that constructs infestation on planets, influencing the pops to emigrate toward the Hivemind empire and become one with the Hivemind, cause unrest and kill pops on the infested planet.
I think the way megacorps work would play out perfectly for a Hivemind. You could simply take the criminal heritage megacorp and allow hiveminds to do something similar. Instead of building corporate buildings you build infestation buildings which increase crime or you could add a new keyword called infestation. You have multiple buildings to choose from, with different effects:
- Cause pops to emigrate away from the planet towards the Hivemind, gaining the Hivemind trait in the process
- Cause pops to get infested and die after a short time, spawn attacking armies once killed similar to the subterranian invasion or a rebellion
- Cause pops to steal research or other ressources from the planet and add it to the Hivemind home planet instead
_____________________________________________________________________________
Here are some more ideas for Hivemind civics:
Pooled Knowledge:
Old version:
- +1 Leader Level Cap
- +1 Leader Pool Size
- +2 Leader Level cap
- Once a leader dies, the minimum level for all subsequent leaders generated from the pool is the old level -2
Natural Neural Network:
Old version:
- +1 research alternative
- Brain drones produce unity in addition to science (see Technocracy)
- Add 1 Synapse Drone job for every 20 menial drones.
Idea behind this: Technocracy is a really nice civic so I thought it would fit aswell for Hiveminds. They don't get science directors, so I gave them more Synapse Drones instead.
Strength of Legions:
Old version:
- 20% army damage bonus
- 20% less army upkeep
- 20% army damage bonus
- adds 1 Warrior Drone job every 20 Drones
Another idea for an ascencion perk/lategame bonus:
Hiveminds need more growth bonuses in the lategame. They end up far behind normal empires who can make use of Ecumenopoleis, immigration and robot pop assembly. A regular Synth empire without organics growths at >12 pop growth. Adding organics is another bonus from anything between 3 and 15 or more, depending on immigration, Xeno Compatibility and so on. I already suggested for Hiveminds to get their own version of Xeno Compatibility to integrate other pop's traits and gain additional maximum traits and growth bonus. However, I got another idea that works similar to Synths:
Add 2 spawning drone job per upgrade of main planet building (50% growth bonus at 40 and 80 pops)
Adding these growth bonuses later on allows other empires to catch up and gives Hiveminds the much needed pop boost they lack in the lategame.
_______________________________________________________________________________
Reworked hivemind civics:
Strength of Legions: +100% army building speed, -50% army building costs, -50% army upkeep
Since ground combat is almost irrelevant, you need really powerful bonuses in order to make it count. Doubling your army output while lowering its costs is a significant boost that also helps to bring home hivemind's "quantity over quality" flavour.
One mind: -50% to administrative capacity Unity penalties, +50% empire cohesion
An indirect bonus to unity generation that also encourages wide gameplay and has no equivalent in any other civic
New hivemind civics:
Hive-fleets: -75% space and cost to fighter bays, starts with fighter bay technology, -15% naval capacity consumption
"This hivemind is specialized at controling small aircrafts and spaceships, which are directly connected to its central nervous system as if they were any other physical appendage"
Symbiotic parasite: You can assimilate xenos right out of the bat, albeit twice as slower than with the biological ascension perk.
Unlocks "enhance genetic material" research project in order to add a random positive bonus to your assimilated xenos.
Fixed civic. Incompatible with Devouring Swarm.
"Your hivemind is a gestalt consciousness born out of a of a microscopic yet extremely complex symbiotic organism. Other species lended their neural cappabilities to your hive and in exchange your species altered their DNA, turning them stronger, healthier and smarter, while allowing them to rettainin a smidgen of their individuality. This millenia-old successful cooperation will be one of your biggest assets in this new foray into the stars"
Hive queens: Synapse Drones get replaced by "hivemind queens".
They consume 3 energy and 3 food, and generate +4 unity, +1 administrative cap, +25% pop growth, and one unique, extremely powerful defense army
"This hivemind can offer some degree of autonomy to certain wondrous creatures known as Queens, which can aid the brood by helping our species to multiply and by personally overseeing the drones"
______________________________________________________________________________
Some more ideas for Hivemind civics:
Those are not my ideas, they are from the mod "Complex Hive Ascension Path" by Complex. Link to this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1708586892
I haven't tested it myself but the idea seems brilliant, yet simple. It allows Hiveminds to breed an additional organic species alongside their Drones, just like other empires manufacture Robots.
Life Assemblers
Requires Gene Tailoring Tech
Grants Cocoons technology which grants the cocoon building that allows hive minds to build pops of their main species
Life Masters
Requires Life Assemblers
Cocoons can now assemble pops from other species too
Essentially the Cocoons seem to be similar to Robotics Assembly. With this you can have 2 different species grow at the same time, or 2 of the same species. The requirements make sure it doesn't come online until you finished Gene Tailoring so it seems fair.
This would work perfectly with new Civics or Backgrounds for Hiveminds. You could have a Hivemind similar to Driven Assimilator, which breeds pops of an assimilated species. Or you could simply increase the Pop growth of your own species. And it makes use of already established mechanics!
________________________________________________________________________
Thanks a lot for reading so far. I hope atleast some of the suggestions will get added into the game. Playing a non Devouring Swarm feels like playing a Mediocre Empire at this point. Normal empires with robots end up growing quicker which used to be one of Hiveminds greatest strengths, and Robots are now a lot more efficient. Synth Empires combine both, easily outperforming Hiveminds at around the midgame by using up to 20-30 total growth and up to 60% specialist efficiency from Synths on Ecumenopoelis.
Hiveminds need more playstyles. It should feel scary to have your pops get integrated into an opposing Hivemind. Hiveminds should be the best at organic ascencion and the best at manipulating Genes yet they somehow lack the great features of Xeno Compatibility. You would think a pure organic species would atleast be able to use the same species-optimizing ascencion perks as a Xenophile empire.
The Corporate tab offers new opportunities for Hiveminds. Similar to a criminal megacorp, Hiveminds could make use of this tab to create "infestation buildings" using food and influence instead for very harmful outcomes.
Please tell me what you think!
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