Star Ruler 2

Star Ruler 2

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Content: Races
Type: Mod
File Size
Posted
Updated
186.545 KB
27 Mar, 2015 @ 9:43am
18 Apr, 2015 @ 7:46pm
4 Change Notes ( view )

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Hive

In 1 collection by Darloth
Mechanical Bits and Pieces
9 items
Description
This lifestyle choice represents a race with a physiological caste system similar to that of terran eusocial insects - a very small subset of fertile individuals supported by vast numbers of infertile workers and warriors. Perhaps it is truly a hive-mind, one being that thinks and breaths with each of its billions of bodies, or perhaps each one is an individual, bound by ties of family and tradition to work together with the rest of the hive.

No matter the details, these races have a very low population growth rate on any world without a hive (this represents incidental immigration, and is increased near other worlds that do have hives), but a vastly increased growth rate on worlds with an active hive. They gain numerous small industrial benefits compared to a terrestrial race to represent their willingness to live with a much higher population density and a somewhat lower concern for personal entitlement over the good of the hive.

In terms of ship design, all fleets are led by a designated fleet-prince, related to either the queen or one of the princesses of subsidiary hives. They command from a specialized command centre which is tougher and more effective than a normal bridge, but restricted in size, shape and number - there is only one fleet-prince per flagship, and if slain the fleet's highly organized chain of command will inevitably collapse, so you must protect them well. In exchange, Hive races are naturally better at commanding support ships and can do so from any flagship.

Credits: Adam Skillings provided the inspired idea to have hives boost the population growth of nearby (same system) worlds, easing the requirement of putting them on literally every planet you want to grow.
24 Comments
Darktrooper119 8 Jul, 2016 @ 11:50am 
(previous continued)

3. A possibly answer to the support/scout issue i thought of when i saw the DLC ABEM mod was bringing back sensors, an "independent Prince" (or some other special title) system, that would provide a sensor buff at the cost of no support and maybe being more fragile, cause of the fragile sensor gear. I dont have the DLC (yet), but it was just a thought.

I'm sure you've probably thought of these before, and these are just the first ideas i came across that could fit with your race. Mine's a bit different, being a hybrid Matriarchy/Meritocracy/Caste System does that (mouthful ain't it?). So Ideas that work for mine might not make sense for yours. Still, sharing because you let me copy off of you and i have no idea how to script or do the more complex mod building things (for now...). Just thought you might find one of my ideas useful for you. If you do find use for my ideas, just a mention like for Adam Skillings above would do.
Darktrooper119 8 Jul, 2016 @ 11:49am 
a couple ideas ive had thus far:
1. (rather obvious) the lifestyle trait and a separate trait both triggering the same dummy status which is used to determine if the queen/princess provides bonuses or penalties. Created for team play with other lifestyles. Allows player to colonize a planet construct princess hive (palace in my case), and gift it to a teammate whos falling behind. (what i did during play tests at least). could also allow teammates to reclaim worlds you lose without being penalized.

2. "nodes" or "productivity hives". buildings that provide pressure in research, production, etc. Adds a bit of uniqueness to the race and shows how (in the hives case) they are usually small individuals coordinated by one point or leader.

(continued...)
Darloth  [author] 6 Jul, 2016 @ 3:42pm 
Alternatively, you could mess with abilities that turn on or off the fleet support dynamically, or adjust costs or something, but that's all more work. Another possibility might be giving them a race-specific construction (like building a moon base or whatever) that when completed spawns a basic scout - not one you can design, just a set design using the base command system so it has the autoscout ability.

Finally, if you do come up with any really interesting components, buildings etc, and you wouldn't mind sharing them with me (even if it's not publicly) I'd love to see them. At some point this race type will probably be integrated into ABEM (the new one coming out eventually/soonish) and any additional inspiration or ideas that you feel like sharing would be much appreciated, and credited if you're interested, but likewise if you'd rather just keep them to yourself then I understand.
Darloth  [author] 6 Jul, 2016 @ 3:42pm 
First, did you know you can upload to the workshop but specify friends-only or entirely private?

Secondly, thanks, and go ahead - feel free to mirror my work. I'd appreciate (but don't strictly require) a comment somewhere that it was based on mine, but that's up to you.

Some people have indeed mentioned that the support cap is sometimes something they don't want. I had a couple of ideas of how to achieve that sort of thing for scoutships etc - my most basic idea was a copy of the subsystem that cost exactly the same, had exactly the same stats, but had no fleet command (and also had a tag telling the AI not to use it - then, designing a starter scout ship for them and making them use that). I think it'd work fine for players, unsure if the AI could be persuaded to use a set scout design but it might work.
Darktrooper119 6 Jul, 2016 @ 3:34pm 
This mod has suited my uses quite well. In fact, i find only one issue: the fact that flagships have to have the fleet prince system, which provides support, which is automatically filled and replinished. normally good. except when your trying to make a scout ship. because fleets cant auto-scout.:Nepgear:

I've been working on a mod of my own that adds a lifestyle very similar to Hive (so similar that im using this mod as a reference for balancing and how to set up hooks), along with some more buildings, components, and traits for team play. Thought it was appropriate to mention, I'm building with yours as a base, even though i have no intention of uploading to the workshop (multiplayer happens by manually giving mod file to other players. I still live in the LAN party age :P). I hope that doesnt bother you. If you'd rather me not mirror your work I'll take an alternate route.
Itharus 3 May, 2016 @ 4:49pm 
Haha! Is this compatible with Wake of the Heralds? If I ever made it into modding, a Hiver-like bug race was at the top of my list (I enjoy entomology!), so I'm curious to see how this works out!
Darloth  [author] 3 May, 2016 @ 1:31am 
Yes, but I've only got four copies of SotS 1. I'm not as dedicated as some :)
Itharus 2 May, 2016 @ 7:08pm 
Darloth, ever played Sword of the Stars? The Hiver race would interest you very much, I think :D This is on top of my list to try out when I start looking for mods to try out eventually!
Darloth  [author] 2 May, 2016 @ 5:03pm 
It doesn't? Bah... Thought I'd done all of the starter ships. Oh well. Something else to add to the to-do list. Thanks for mentioning it!
kei 1 May, 2016 @ 4:45pm 
I've also noticed that the race doesn't seem to have a dreadnaught ship, so when you start the game and your race has dreadnaught as their starting fleet, you don't have a fleet.

Thank you for swift reply, really enjoying this race!