![]() ![]() More amenity jobs from capital building.Ħ. better at using resource districts (sorta tied for energy) and way better housing buildings.ĥ. Hive minds have easy, high pop growth and no minimum population on planet needed to get the growthģ. Yeah that was my main gripe, that there aren't really any "friendly" hive mind types, and i'm someone who enjoys playing peaceful factions. Originally posted by Malaficus Shaikan:There are 3 things hive mind has that makes the different from machine empires.Īnd yes i am salty about it. You play tyranids(devouring swarm) or zerg(normal hive mind) Rogue servitors, driven assimilators, driven extreminations and normal. Too call it a bad robot empire would be an understatement.Īll of the downside's and none of the advantage's. I person think they cant imagine a hive mind as anything else then tyranids/zerg. I mean they still havent fix the ♥♥♥♥♥♥♥♥ hover over traditon bug where you get normal empire text instead of hivemind text. I get so much POP growth from everything else, maybe rapid breeders is obsolete if you focus on edicts, food policy, and cloning.There are 3 things hive mind has that makes the different from machine empires.ġ0% increase resources gathering and still having access to mines(something machine worlds and arcology loses and makes those worlds worthless) aswhile as render it uninhabbility for anyone not part of your hive.Ģ: Able to talk to the scourge without psionic's.ģ: still has access to the genetic modification accesion. Or maybe I should run habitability, amenities, and housing traits, and let rapid breeders go. But in the current mechanics, I'm thinking that maybe amenities and housing gene perks are better overall. Related question: In the old days, I ran my hive mind (non-devouring swarm) as extremely adaptable and rapid breeders. Should I even be pursuing high stability at all? Does that even make sense in most cases for a hive mind? Would it be better to run just enough amenities on each planet to stay at zero to remain efficient? And I can't spam clerks to grab a combination of trade, consumer goods, and amenities. And hive minds don't have holo-theaters and hyper-entertainment forums to boost amenities at the cost of consumer goods. Every maintenance depot on a planet is one less lab or alloy factory. On the other hand, it's opportunity cost. Getting another 5% increase in alloy output is gold. On the one hand, higher stability is basically free stuff. I'm struggling with how to skew my construction. You can put more effort into maintenance depots if that's what you want. That's a free ecumenopolis for hive minds who can't even normally make one.)įor resource worlds, it's not a big deal. (The exception is the First League home world, if you get it. This means running high stability is difficult if you actually want a planet to be a forge world, tech world, or a refinery world. But the more maintenance depots you run, the fewer of other buildings (alloys, research) you can use. So, if you want to really shoot for high stability, you end up having to run a number of maintenance depots. You can't use a resort world to boost amenities, you can't distribute luxury goods, and you can't really enslave POPs or raise their living standards to boost happiness. Since hive minds don't have happiness or clerks, you pretty much have to track stability to amenities alone. ![]() I've been enjoying my current hive mind game, although performance drops are going to kill it in a few game years.īut one thing I don't have a handle on is what targets to shoot for when it comes to optimizing housing, amenities, and stability. ![]()
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