![]() ![]() Not only that but said food was dedicated for future colonies.Ħ) what do you mean you don't unemploy 1 colonist and coordinators? Those jobs sucks, not only that but you didn't see i activated them later. By 2280 I didn't know anymore how to get rid of all these resources I got coming in.ġ) this thing was known for quite a while.Ģ)it's extraction focus, and the reason why i go for the 60% world is because i know my 80% is safe and behind me, it will be colonized later, the worlds to the north could have been stolen by an aiĥ)my construction ship is used 99% of the time early on, it barely has time for it and is currently focused on getting world. Then I did my first run as a normal empire. When 2.2 came out I played Hive Minds exclusively for halve a year because I am a filthy Hive fan. Without comparison to other empire types this gameplay as data point is meaningless as the power of a build needs to be assessed relative to other builds, on it's own it's meaningless. Which kind of reveals an inherent flaw in the methodology. That is weak for a Hive Mind already, a default empire would top those numbers sleepwalking. It is 2257, you have 1 starport, 37 used fleetcapacity, +84 alloys/month, 12 planets. I am not gonna sit through 4 hours of rather boring gameplay so I am just grabbing a few data points from the end. Hive minds are weaker than default or machine empires. I am always a bit torn in these situations because although the argumentation is flawed, the result is correct. Now I know that some of the things that usually get religiously repeated in the "why Hive Minds are bad"-threads is actually missing the mark. Mind clueing us in as to when the magic is supposed to happen? So far I'm not seeing anything phenomenal, in fact I'm only seeing more confirmation of what's been said before. Mushy bodies, mushy minds." Now I want to know what you'd get if you were a Molluscoid.Ĩ) 27:14 - 2210, and as far as I'll watch tonight. Machines don't have to turn off their colony's jobs, and neither do normal empires - in fact, they'd be insane to do so!ħ) 21:48 - "Ah, Mollusks. Instantly, you turn off the Hunter-Killer and Maintenance Drone jobs, and a bit later the Synapse Drones (Squeezing some unity out of them first, I guess?), something which has been brought up numerous times as to why hive minds are bad - that you have to jump through all these ridiculous hoops just to avoid self-destructing. Immediately turn Nutritional Plentitude on. ![]() Why? There's also several points where you have more than enough minerals to exploit them, and nothing else to build, and you do nothing.Ħ) 18:50 - First colony up, right after you get the +1 Colony Pop tradition. Paradox I gotta say that's a pretty lazy way to handle Lithoid Hiveminds.ĥ) Can't help but notice you're leaving a substantial number of space deposits unused, even though you're sitting on a surplus of food that could be Market-ed into the minerals needed to exploit them. 1) Why in the good hell are you removing the hyperdrives from your corvettes?!?!?!?! (Wait, you GAINED 145 alloys from doing that? That's gotta be a bug, there is literally no way it's supposed to work like that)Ģ) Hmm, so agri-district first after swapping on Complex-focus policy? And then colonizing the 60% habitable world before the 80%? Why? Do you value the Hallucinogen trait THAT highly?ģ) You also de-prioritize some Amenity drones so that your newly built agri-district can prosper right away.Ĥ) 11:09 - "Synapse Drones turn Energy Credits and Food (or Minerals) into Unity and Society Research". ![]()
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