Purifiers are hard mode, cutting out most the game for military bonuses. You against the universe is hardly ideal, sure it can win the game, but is it the most efficient? If you want to warmonger, there are much safer ways to do it that don't involve player vs map. FP is for RP space Nazis, not for winning.
Why is Purifiers being killed it's one of the BEST civics to get you the 40% Planets victory what are you people thinking?!
@Siri too bad it goes out the window in less than 48 hours![]()
Fanatic Purifiers -1 (-2)
And FP gives economic advantages, mainly in the form of "Your ships cost less than dirt now." I don't know how you're playing Purifiers that you're actually weaker than you'd be without it. You pounce on a single empire and you can run away with the game effortlessly.The game is won through a strong economy that leads to advantages in other fields.
If that were the case, it'd be ONLY a -1000 opinion penalty. But it's very clearly not. You get more, cheaper, stronger ships, and the best CB in the game. If that's not "Hey, you're going to win by snowballing" then I don't know what is.FP is for RP space Nazis, not for winning.
I don't think there are any.Hmm... if safe and easy is the goal, then shouldn't we be looking for civics that help with a diplo/Federation win?
And FP gives economic advantages, mainly in the form of "Your ships cost less than dirt now." I don't know how you're playing Purifiers that you're actually weaker than you'd be without it. You pounce on a single empire and you can run away with the game effortlessly.
I entirely disagree. I'd even debate Mining Guilds being better for winning.It is better than nothing, but worse than the advantages the remaining civics offer.
It's better than you think, I say. It affects constructors and colony ships too, and stacks additively with the Prosperity opener.) which is nice but not that big of a deal.
You're certainly free to both disagree and try to argue for it beating all other civics in the game, but I believe it more likely that the source of the disagreement is either that you're not fully utilising all the things that FP takes away from you, or that you're playing on game settings that has the AIs starting out weak enough that conquering them requires little investment even early in the game. Trading with AI empires is something that almost no one does enough, and I feel most people even claim it is close to useless when it is actually incredibly powerful and can be the source of huge lump sums of income of both energy and minerals.I entirely disagree. I'd even debate Mining Guilds being better for winning.
I am aware of how it works, and it does qualify as a tangible economic benefit, just not a very big one. If it applied to buildings as well, as the Prosperity opener does, it would be significantly stronger than it is, or if it applied to mining stations and starbases costs, or if it also applied to ship upkeep, but when it is just ship build cost it's just not that impactful.It's better than you think, I say. It affects constructors and colony ships too, and stacks additively with the Prosperity opener.
Even if one changes the purge type to Neutering instead of the default, which lets you keep the population for quite a long time, it is still a very significant drawback. Not only does it mean it takes longer to get a planet to full efficiency, it may also mean having to fill the planet with pops that have to deal with big habitability penalties. While that is still worthwhile, it further reduces the efficiency of conquered planets.I argue that this is moot when compared to how much you'll be flat-out conquering.
I like to think I quite fully use things FP takes away in my non-FP games. The argument is that what FP does give you is better for winning than what it takes away.but I believe it more likely that the source of the disagreement is either that you're not fully utilising all the things that FP takes away from you
Not to sound rude but, duh. "If this thing that made things cheaper made more things cheaper, it'd be better" isn't very profound.If it applied to buildings as well, as the Prosperity opener does, it would be significantly stronger than it is
You're really just forcing me to repeat myself; that's a moot point when compared to how much you'll be conquering.While that is still worthwhile, it further reduces the efficiency of conquered planets.
The influence is nice, I wish it were multiplicative with Egalitarianism's buff instead of additive.Agrarian Idyll 1
Parliamentary System really is under represented and again gets my vote. If you're running an egalitarian civ with a big, loyal populace and with a few rivalries, you can get something like +10 influence by mid-game, which if combined with Xenophile makes for easy claims and allies to boot, with still more influence to enact useful edicts. It's the best way to acquire the rarest resource.
the forums are dominated by what we used to call sim city players back in the old RTS daysLOL purifiers being eliminated before agrarian idyll and inward perfection is a travesty. FP gets you to victory faster than every other civic on the list. Seriously, someone can post any default settings run using any combination of the civics (non FP) and I will beat it by 30 years using purifiers. Total war CBs from turn 1 is the single strongest snowballer in the game.
Amen.LOL purifiers being eliminated before agrarian idyll and inward perfection is a travesty. FP gets you to victory faster than every other civic on the list. Seriously, someone can post any default settings run using any combination of the civics (non FP) and I will beat it by 30 years using purifiers. Total war CBs from turn 1 is the single strongest snowballer in the game.
Agrarian Idyll and Inward Perfection lock you into pacifism which makes it laughably difficult to win without switching off of them. How the hell inward perfection is at +32 given the goals is beyond me.