[2.1] Civic Trait Elimination

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evilcat

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Jul 24, 2015
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Agrarian Idyll 10
Aristocratic Elite 10
Beacon of Liberty 11
Citizen Service 17
Corporate Dominion 19+1
Cutthroat Politics 15
Distinguished Admiralty 7
Environmentalist 7
Functional Architecture 12
Inward Perfection 24
Meritocracy 13
Mining Guilds 31
Parliamentary System 15
Slaver Guilds 18
Technocracy 9 -2
Fanatic Purifiers 16
Mechanist 26
Syncretic Evolution 16

Corporate Dominion 19+1, grow empire using both credits and minerals... that could be good
Technocracy 9 -2, there are other ways to get extra cards, and second choice is often also good
 

Sopbucket

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Agrarian Idyll 10
Aristocratic Elite 10
Beacon of Liberty 11
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 15
Distinguished Admiralty 7
Environmentalist 5 (-2)
Functional Architecture 12
Inward Perfection 24
Meritocracy 14 (+1)
Mining Guilds 31
Parliamentary System 15
Slaver Guilds 18
Technocracy 9
Fanatic Purifiers 16
Mechanist 26
Syncretic Evolution 16

Tough picks at this point. I like meritocracy because it's often a good way to get to level 10 leaders, if other means aren't available. I wouldn't pick it up at the start but I tend to make it my third civic choice, once that is unlocked. Environmentalist - as far as mineral civics go this one is probably the least useful, because it doesn't have the same snowball effect. By the time you start to notice its impact you don't really need it anymore.
 
Last edited:

Cry_Havok

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Agrarian Idyll 10
Aristocratic Elite 10
Beacon of Liberty 11
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 15
Distinguished Admiralty 7
Environmentalist 5
Functional Architecture 12
Inward Perfection 24
Meritocracy 14
Mining Guilds 31
Parliamentary System 15
Slaver Guilds 18
Technocracy 9
Fanatic Purifiers 14 -2
Mechanist 26
Syncretic Evolution 17 (+1)

Going to up Syncretic again today, because it is very universal. It lets you get specialist pops that are great at minerals, without being locked to authoritarianism. Strong Serviles have great mineral output, and are accessible to egalitarians, so you could say, get Beacon of Liberty (another great pick).

Downing FP. Yeah, it's great at what it does, but at this point I'd have to say compared to the others Genocide is not the optimal play through.
 

Gen. Skobelev

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Agrarian Idyll 10
Aristocratic Elite 10
Beacon of Liberty 11
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13 (-2)
Distinguished Admiralty 7
Environmentalist 5
Functional Architecture 12
Inward Perfection 24
Meritocracy 14
Mining Guilds 32 (+1)
Parliamentary System 15
Slaver Guilds 18
Technocracy 9
Fanatic Purifiers 14
Mechanist 26
Syncretic Evolution 17

Cutthroat politics isn't bad per se. However, it's not the most powerful edict civic so it needs to go down since use of edicts is limited anyway.

And mining guilds is just universally useful in every single situation from the very beginning of the game.
 

fishworshipper

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Agrarian Idyll 10
Aristocratic Elite 10
Beacon of Liberty 11
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 5
Functional Architecture 12
Inward Perfection 24
Meritocracy 14
Mining Guilds 33 (+1)
Parliamentary System 15
Slaver Guilds 18
Technocracy 9
Fanatic Purifiers 12 (-2)
Mechanist 26
Syncretic Evolution 17

Mining Guilds because more money = more better, Fanatic Purifiers because how good it is depends entirely on whether or not I can curb stomp my neighbors before they curb stomp me.
 

D Inqu

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Agrarian Idyll 10
Aristocratic Elite 8 (-2)
Beacon of Liberty 11
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 5
Functional Architecture 12
Inward Perfection 24
Meritocracy 14
Mining Guilds 33
Parliamentary System 15
Slaver Guilds 18
Technocracy 9
Fanatic Purifiers 13 (+1)
Mechanist 26
Syncretic Evolution 17

FP, because if you want to win the game, having total war and massive military bonuses is by far th fastest way. Aristocratic elite, because it's lackluter compared to the remaining picks.
 

KaiserWilhelmI

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Agrarian Idyll 10
Aristocratic Elite 8
Beacon of Liberty 11
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 5
Functional Architecture 12
Inward Perfection 24
Meritocracy 14
Mining Guilds 34 (+1)
Parliamentary System 15
Slaver Guilds 18
Technocracy 7 (-2)
Fanatic Purifiers 13
Mechanist 26
Syncretic Evolution 17

Minerals are pretty much the king of the game, +1 research alternatives is just sad.
 

Sute]{h

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Agrarian Idyll 11 (+1)
Aristocratic Elite 8
Beacon of Liberty 11
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 5
Functional Architecture 12
Inward Perfection 24
Meritocracy 14
Mining Guilds 34
Parliamentary System 15
Slaver Guilds 18
Technocracy 5 (-2)
Fanatic Purifiers 13
Mechanist 26
Syncretic Evolution 17
 

Badesumofu

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Agrarian Idyll 11
Aristocratic Elite 8
Beacon of Liberty 11
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 5
Functional Architecture 12
Inward Perfection 24
Meritocracy 14
Mining Guilds 34
Parliamentary System 15
Slaver Guilds 18
Technocracy 3 (-2)
Fanatic Purifiers 13
Mechanist 27 (+1)
Syncretic Evolution 17

I love Mechanist. Helps me to get more minerals, helps to get far greater early pop growth, free techs, saves a little energy upkeep as well. It gives you a huge early boost and early boosts are the best boosts.

Technocracy - well I look forward to trying the new version in 2.2. There are many reasons why it's weak in its current form, and I'm saying that as someone who has used it quite often when playing with more focus on RP rather than optimising. I sometimes go Mechanicst/Technocracy instead of Mechanist/Mining Guilds and just treat it like turning the difficulty up a level.
 

MojoOverflow

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Agrarian Idyll 11
Aristocratic Elite 6 (-2)
Beacon of Liberty 11
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 5
Functional Architecture 12
Inward Perfection 24
Meritocracy 14
Mining Guilds 34
Parliamentary System 15
Slaver Guilds 18
Technocracy 3
Fanatic Purifiers 13
Mechanist 27
Syncretic Evolution 18 (+1)
 

Iron Spirit

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Agrarian Idyll 11
Aristocratic Elite 6
Beacon of Liberty 11
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 5
Functional Architecture 12
Inward Perfection 24
Meritocracy 12 (-2)
Mining Guilds 34
Parliamentary System 15
Slaver Guilds 18
Technocracy 3
Fanatic Purifiers 14 (+1)
Mechanist 27
Syncretic Evolution 18

+1 for FP because I want to avoid seeing it eliminated before we get to the top 10 civics at least.
-2 for Meritocracy because I consider this a situational 3rd pick civic.
 

Mastikator

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Agrarian Idyll 11
Aristocratic Elite 6
Beacon of Liberty 12 (+1)
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 5
Functional Architecture 12
Inward Perfection 24
Meritocracy 12 (-2)
Mining Guilds 34
Parliamentary System 15
Slaver Guilds 18
Technocracy 3
Fanatic Purifiers 14
Mechanist 27
Syncretic Evolution 16 (-2)

Having two starting races is super micro intensive, it's only good for roleplay or if you have the patience to play at very slow speed to do all the resettlements and micro. The difference between slavers with a second servile race get to minerals is not worth the extra micro, and if you were to try to pull that nonsense in MP then everyone would hate you for pausing the game every 10 years, or you're not getting those bonuses.
A flat, big bonus to unity means faster, earlier ascensions. Meaning more snowballing. And more unity ambitions in the end game.
 

Lord William

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Agrarian Idyll 11
Aristocratic Elite 4 (-2)
Beacon of Liberty 12
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 5
Functional Architecture 12
Inward Perfection 24
Meritocracy 12
Mining Guilds 34
Parliamentary System 15
Slaver Guilds 18
Technocracy 4 (+1)
Fanatic Purifiers 14
Mechanist 27
Syncretic Evolution 16

Technocracy is a good civic that puts in the work. It helps with beelining for techs, which, especially in the early game, is powerful. Aristocratic Elite can go for all I care, as Meritocracy seems to be just better.
 

Methone

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Agrarian Idyll 11
Aristocratic Elite 4
Beacon of Liberty 12
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 3(-2)
Functional Architecture 12
Inward Perfection 24
Meritocracy 12
Mining Guilds 35(+1)
Parliamentary System 15
Slaver Guilds 18
Technocracy 4
Fanatic Purifiers 14
Mechanist 27
Syncretic Evolution 16

"Who are you?" Environmentalist asked.

"I'm you, but stronger," Mining Guilds replied.

No but really, Mining Guilds is just stupid good.
 

bunkerman

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Agrarian Idyll 12 (+1)
Aristocratic Elite 4
Beacon of Liberty 12
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 3(-2)
Functional Architecture 12
Inward Perfection 24
Meritocracy 12
Mining Guilds 35(+1)
Parliamentary System 15
Slaver Guilds 18
Technocracy 2 (-2)
Fanatic Purifiers 14
Mechanist 27
Syncretic Evolution 16
 

Methone

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Agrarian Idyll 12 (+1)
Aristocratic Elite 4
Beacon of Liberty 12
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 3(-2)
Functional Architecture 12
Inward Perfection 24
Meritocracy 12
Mining Guilds 35(+1)
Parliamentary System 15
Slaver Guilds 18
Technocracy 2 (-2)
Fanatic Purifiers 14
Mechanist 27
Syncretic Evolution 16
I think I ninja'd you, check the points on Mining Guilds and Environmentalist.
 

Jabby

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Looks like mining guilds are gonna win. Which makes sense since they’re probably the most OP civic in the game. In the next version they will be nerfed but still good.
 

Silens

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Agrarian Idyll 13 (+1)
Aristocratic Elite 4
Beacon of Liberty 12
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 3
Functional Architecture 12
Inward Perfection 24
Meritocracy 12
Mining Guilds 35
Parliamentary System 15
Slaver Guilds 18
Technocracy 0 (-2) ELIMINATED!
Fanatic Purifiers 14
Mechanist 27
Syncretic Evolution 16
 

Wookie1

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Sep 13, 2009
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Agrarian Idyll 13
Aristocratic Elite 4
Beacon of Liberty 12
Citizen Service 17
Corporate Dominion 19
Cutthroat Politics 13
Distinguished Admiralty 7
Environmentalist 1
Functional Architecture 13 (+1)
Inward Perfection 24
Meritocracy 12
Mining Guilds 36
Parliamentary System 15
Slaver Guilds 18
Fanatic Purifiers 14
Mechanist 27
Syncretic Evolution 14 (-2)

Over the buildout of countless planets the savings from FA really add up, SE just leaves you with a second naffer species that constantly get in the way under current pop system. Have fixed MG and Environmentalist points discrepancies