Hive
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Added by HawkiThe hive is the primary structure of the zerg[1] and is the key that unlocks the final stages of their evolution. Protected by a dense exoskeleton and granted full access to the Overmind's pool of knowledge, it 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]
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Game Structure
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StarCraft
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| Hive | |
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| Structure | |
| Race | |
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Advanced foundation building |
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| Minerals | |
| Gas | |
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| Protection | |
| Hit points |
2500 |
| Armor |
0 |
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Researched Abilities
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Many zerg ground units may burrow, rendering themselves invisible but incapable of moving or attacking. | |||||||||||||||||
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Allows overlords to transport units. | |||||||||||||||
Researched Upgrades
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A | ||||||
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P | ||||||
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Development Gallery
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StarCraft II
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| Hive | |
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| Structure | |
| Race | |
| Role |
Advanced foundation building |
| Properties | |
| Broodlings produced |
9 |
| Production | |
| Minerals | |
| Gas | |
| Control | |
| Build time | |
| Evolves from | |
| Requires | |
| Hotkey |
H |
| Protection | |
| Hit points |
2500 |
| Armor |
1 |
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See below |
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.[5]
Researched Abilities
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Many zerg ground units may burrow, become invisible and may be revealed primarily by detectors, and may not move or attack. Exceptions are the roach, who may move while burrowed, the infestor, who may move and cast Infested Terran,[6] and the 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. | |||||||||||||||
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Researched Upgrades
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P | ||||||
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Increase speed of the overlord by 1.29 to 1.88 and the overseer by 0.875 to 2.75. | |||||||
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Queen Abilities
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Queens can target a hatchery/lair/hive with Queen Ichor,[7] causing it to swell and grow green sacs which burst, producing 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 does not exceed nineteen, no matter how many times spawn larva is cast. The ability is not smartcast. | |||||||||
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Development
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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.[8]
References
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| Zerg Units and Structures of StarCraft/Brood War |
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| Zerg Units and Structures of StarCraft II |
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| Zerg Breeds |
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