Slim Evo used an individuality gene that recorded 10 bot ids in one gene. Every time a bot came upon a veggie, you could use a location store, but always have the hive coordinates stored. So say your bots could remember 20 waypoints, that means they could communicate with the army and queen about where food is, where enemies are along the way, where to send help, having positions remembered gives the bot a consiousness of its suroundings. I suggest 15 waypoints for course use, meaning every 100 cycles, a waypoint is stored only when nothing is seen; that gives your workers a route to follow and return to at any point along the route, a highway system if you will. Allocate 10 waypoints for enemy coordinates, each time a new bot id is seen near or around a waypoint besides enemy waypoints. Allocate another 20 waypoints for food and you've got a bot that knows where 20 points to harvest are, 10 enemies and how to get to and from the hive. This also sets your bots up for specialization; a bot on one side heading away from the hive will always work in the same general direction, never going to the other side of the hive and interfering unless called for. You could also add 5 waypoints for other hives, and you might want to consider some variable to control the amount of agression the hive takes based upon the number of same bot species reported. If you want I can pm you my universal conspec genes, but I have to tell you they aren't that efficient, they lay out the general purpose of them. I could see this bot becoming very intelligent with only a few more genes for memory manipulation. Fortunately, they make a memloc, so you can write to locations faster and easier than the system I used in Slim Evo, which was merely a string of conditions. Also, this may lead you to want to do some tie communications between scouts to share information about enemies and routes, it may be possible to store 100 waypoints in a single bot, using 200 memlocs, but the rigging would no longer be for one gene.