EarthmovingEarthmoving covers digging and forming earth and stone into the desired shape. In the Hive, most building is just digging in reverse.
A creature's earthmoving ability is usually equal to its Str score. Some creatures may be able to use their attacks to dig more effectively than if they used their Str, but this is situational and not usually efficient. Building with attacks is much harder, though occasionally other abilities or stats might suffice in a similar manner.
Digging a hallway to the side of a hex from the center costs one point of earthmoving. This means a creature that can move two points of earth a round, such as a creature with 2 Str, can dig straight through a hex in one turn.
Digging a chamber varies based on its size. Tiny chambers, such as single prison cells or very generous coffins, requires one point. Small chambers, such as small bedrooms, requires two points. Medium chambers, such as modest workshops, requires four points. Large chambers, such as proper meeting areas, requires eight points. Massive areas, such as throne rooms, requires sixteen points.
Building a hallway or chamber varies based on its size.
Type | Dig Cost | Build Cost | Description |
Hallway | 1 | 2 | Comfortable hallway leading from one side of the hex to its center, or from its center to one side |
Tiny Chamber | 1 | 2 | Closet, single prison cell, or other tiny space big enough to stand in but little else |
Small Chamber | 2 | 4 | Small bedroom, large closet, walk-in pantry, or other space that might be considered large for some purposes and small for others |
Medium Chamber | 4 | 6 | Generous bedroom, small barracks, mess hall, or other space large enough for fairly crowded or complex operations |
Large Chamber | 8 | 8 | Impressive workshop, barracks, or other space large enough to comfortably fit fairly large and complex operations in |
Massive Chamber | 16 | 10 | Grand throne room, warehouse, sports arena, massive barracks, or other space not normally found indoors |
ReinforcingReinforcing covers prettying up and enhancing rough tunnels. This can strengthen them against attack, but is more often used for general stability, appearances, and in some cases to improve operations.
A creature's reinforcing ability is normally equal to its Skill score. Some creatures may be able to use other stats or abilities to emulate this, but it will not usually be particularly efficient. Note that literal reinforcing, that is, increasing something's strength against attack, may sometimes legitimately fall under earthmoving or other stats.
Most structures start at Rough and must be improved. Each level costs the same as the previous one, and may be performed at the same time with sufficient ability.
Reinforcement Level | Description |
Rough | Raw earth or stone; jagged natural caverns |
Normal | Smoothed but not straight material; a waterworn cavern |
Smooth | Smooth and straight; a stone structure |
Decorated | Embellished and highlighted; a fancy stone structure |
Structure Type | Reinforcement Cost Per Level |
Hallway | 1 |
Tiny Chamber | 1 |
Small Chamber | 2 |
Medium Chamber | 4 |
Large Chamber | 6 |
Massive Chamber | 8 |
For instance, to create a Decorated throne room would first require digging it out, then 24 points of embellishment applied: 8 to turn a massive chamber from Rough to Normal, 8 to turn it from Normal to Smooth, and 8 to turn it from Smooth to Decorated. A creature with one point of Skill could accomplish this in 24 turns. Three creatures with 3 Skill each could accomplish it in three turns with a bit to spare.
CraftingCrafting covers making items or objects, be they stone doors or swan-shaped glass earrings.
Crafting may be covered by any appropriate attribute. Large things will generally fall under Strength. Fine things will generally fall under Skill. Things with a specific, complex purpose will generally fall under Will. Some items may benefit from or require multiple attributes. A lock might require both Skill's talent for detail and Will's talent for shaping the world, for instance. If intended to be sturdy, it might even need Strength's brute force to hold the door closed.
The amount of crafting ability required to produce an item varies too wildly to generalize. Also note that crafting requires the appropriate tools and materials.
HarvestHarvesting covers infiltrating the settlements of other races to feast on their delicious Dream.
A creature's ability to Harvest is generally dependent on its Charisma.
More Charisma generally results in linearly increasing amounts of Dream harvested, though the specifics are poorly understood.
In addition to harvesting Dream, agents may sometimes receive opportunities while in the field. These opportunities usually represent unique relationships or opportunities to be near even more possible victims. At a minimum, such opportunities may be exploited for yet more Dream, though in some cases they may have other benefits as well.
Harvesting is also not without risks. An agent may become exposed through various means, which usually means they have also failed to acquire any Dream. It also usually results in them fleeing or being forced to fight, which can sometimes result in the loss of the Harvester.