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Revision as of 02:11, 12 July 2019
The hive is the primary structure of the zerg[1] and unlocks the final stages of their evolution.
Overview
Protected by a dense exoskeleton and granted full access to the Overmind's pool of knowledge, the hive continues to provide the same functionality that it has since it was a hatchery (birthing larvae, maintaining creep, and digesting minerals/gas). Once the hive is present, the being commanding it has the potential to unleash the full fury of the zerg.[2] The genetic model for a hive is extremely complex, and would be indecipherable by any terran scientist.[3] When under attack, hives can harden their hull with bony protrusions, allowing it to shrug off weaker strikes.[4]
During the Great War or Brood War, a "Char hive" was deployed by the Swarm. This hive generated its own heat, and while not so hot that attackers would be damaged, the drones and larvae within it were able to take advantage of the warmth it provided on the colder planets of the Koprulu sector.[5]
Game Structure
StarCraft
Researched Abilities
Many zerg ground units may burrow, rendering themselves invisible but incapable of moving or attacking.
Allows most zerg land units--all but the massive ultralisk and primitive broodling--to burrow into the ground, rendering them immobile and unable to attack, but also safe from enemy fire unless the enemy has a detector nearby. Applies to: Drone, zergling, hydralisk, defiler, infested terran
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Allows overlords to transport units.
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Researched Upgrades
- Increases overlord sight range to 11.
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Development
In some builds of the StarCraft beta, the hive was a name given to the structure that would become the queen's nest.[6]
StarCraft II
The hive reappears in StarCraft II. The hive can set two rally points, one ("Y") for most units and one ("G") for drones. The queen does not get a rally point.
Each individual egg can be separately rallied; this overrides rally points set for the hive.[8]
Researched Abilities
Many zerg ground units may burrow, becoming invisible and revealed primarily by detectors, and may not move or attack while burrowed.
Exceptions include:
- Roach, which may move while burrowed
- Lurker, which may attack while burrowed
- Infestor, which may move while burrowed
- Baneling, which can detonate while burrowed.
Some units can unburrow via autocast, causing them to emerge and attack when an enemy moves into range.
The ability is not smartcast.
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The overlord can transport units.
This upgrade is removed in Legacy of the Void. Overlords must now be upgraded individually.
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Researched Upgrades
Increase speed of the overlord from 0.902 to 2.63, overlords with Ventral Sacs from 1.099 to 2.83, and the overseer 2.62 to 4.73.
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Queen Abilities
Queens can target a hatchery/lair/hive, causing it to eventually spawn four larvae. These join any already-present larvae. The larva-producing structure will not naturally produce any more larvae until the total falls below three. The larva count for any given hatchery/lair/hive cannot exceed nineteen, no matter how many times spawn larva is cast.
In Wings of Liberty and Heart of the Swarm, four larvae are spawned. In Legacy of the Void, three larvae are spawned,[9] and multiple casts can be queued on a single base.[10]
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Development
The hive for StarCraft II was based off the lair in StarCraft, in order to make it look more 'evil'. There were also plans to change the middle maw portion more gradually as it evolved from a hatchery, but there wasn't enough time to do so.[11]
Variants
- Mecha hive (terran replicant)
- Primal hive
Images
References
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