[2.1] Civic Trait Elimination

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Apophenia

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Citizen Service 12
Corporate Dominion 21
Inward Perfection 28 (-2)
Mechanist 30 (+1)
Mining Guilds 42
Parliamentary System 22
Slaver Guilds 21
Syncretic Evolution 7

I feel that being Pacifist Xenophobes who can't be in federations makes it very hard to win and I also believe that ethics shifting and disabling Inward Perfection is against the spirit of the challenge. Robots however give an excellent start and don't prevent you from winning.
 

4o1XOHBV6In4

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Citizen Service 12
Corporate Dominion 22
Inward Perfection 26 (-2)
Mechanist 31 (+1)
Mining Guilds 42
Parliamentary System 22
Slaver Guilds 21
Syncretic Evolution 5

Inward perfection is good. Probably better than citizen service and syncretic. But it was sitting at 30 and the other two are going to go first anyway. And while it's great it forces you into not-great ethics. I'm unwilling to worm-farm so that makes being a pacifist pretty shitty. And xenophobe is temping the only real loss condition: Too many DoW when you're not ready.

After all, what we want is to maximize the chance of winning, literally nothing else matters. For me that translates into getting to 2300. If I get there without getting destroyed(-ish) I feel I can't lose. Maybe I could still lose to x5 crisis at an early enough date but at the settings I usually play at I'm confident in my statement. So, to maximize my chances of winning the only thing I need to avoid is pissing off the AI neighbors enough to war me before I turn into the crisis. Xenophobe comes with great benefits, but everybody hates you and that's the main reason I don't like it.

Maybe if I was one of the players that could stomp GA with all advanced neighbors, x5 crisis at 2350 or so I wouldn't give a shit. At earlier patches I was able to genuinely not care about the AI or anything they did and I might've voted differently then. But I've not played a lot since 1.8 so currently I'd rather avoid getting ganged up on. That is also the reason I'm fine with purifiers being gone: They speed up the win tremendously but chance of winning? I think there are better options. For me anyway.

And then there is mechanist. Mechanist is great. Pops are love, pops are live, pops are probably the one thing you want to scale the most in your empires because if you have a lot of pops you also have a lot of everything else that matters (except maybe influence).

Edit: Missed a post, adjusted, now it should be correct again.
 

Sheriff Godwin Law

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Citizen Service 12
Corporate Dominion 20
Inward Perfection 25
Mechanist 32 (+1)
Mining Guilds 42
Parliamentary System 22
Slaver Guilds 21
Syncretic Evolution 3 (-2)

Resisting the urge to vote down Inward Perfection on principle, since at points it has been way too high.

Still though, if I'm playing it straight, Syncretic Evolution is the weakest option still on the board. Citizen Service makes some cheesey, "fortress world" play profitable which can give you a decade to analyze an enemy fleet, tailor design ships to beat them, and then build your fleet to order. Parliamentary System generates influence, the resource that throttles expansion. Syncretic Evolution leaves you 1-2 population behind your neighbors during the earliest, and most important years in the game. Later, when those planets are capped and that population doesn't matter it's awesome having perfectly tailored populations, but by then you're already well behind.
 

Methone

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Citizen Service 12
Corporate Dominion 20
Inward Perfection 23 (-2)
Mechanist 32
Mining Guilds 43(+1)
Parliamentary System 22
Slaver Guilds 21
Syncretic Evolution 3

Lol bye Inward Perfection. You may be good, but you won't help me win.
 

fishworshipper

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Citizen Service 12
Corporate Dominion 20
Inward Perfection 23
Mechanist 32
Mining Guilds 44 (+1)
Parliamentary System 22
Slaver Guilds 21
Syncretic Evolution 1 (-2)

Syncretic Evolution is basically Mechanist, except it slows down pop growth instead of speeding it up. Pass.
 

evilcat

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Citizen Service 12
Corporate Dominion 18 (-2)
Inward Perfection 23
Mechanist 32
Mining Guilds 44
Parliamentary System 22
Slaver Guilds 23 (+1)
Syncretic Evolution -1 ELIMINATED

Corporate Dominion 18 (-2), i need energy for other stuff, early on
Slaver Guilds 23 (+1), better use trait for more minerals
Syncretic Evolution -1 (-2) ELIMINATED Nooooooo, how else i am going play evil overload.
 

Cry_Havok

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Citizen Service 12
Corporate Dominion 18
Inward Perfection 23
Mechanist 32
Mining Guilds 44
Parliamentary System 23 (+1)
Slaver Guilds 21 (-2)

Syncretic isn't bad Mechanist per se, Syncretic has no major requirements (though mutually exclusive with some things), unlike mechanist, which requires materialist. Syncretic's main advantage along with customization is universality.

For Minerals, Mining guilds is best, Slaver guilds locks you into authoritarian, which has less influence than egalitarians, meaning less influence to expand with. Parliamentary System means max influence, which means max expansion
 

Cat_Fuzz

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May 10, 2016
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Citizen Service 12
Corporate Dominion 18
Inward Perfection 23
Mechanist 32
Mining Guilds 44
Parliamentary System 23 (+1)
Slaver Guilds 18 (-2)

I've corrected this as Mastikator on the last page gave two points to Parliamentary system

Also voted down Slave Guilds for reasons already mentioned.
 
Last edited:

#Tukuro

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Note sure why mining guilds is higher than Mechanist. Sure it's easier than micro'ing robots, but Mechanist gives what's essentially a 100% growth rate bonus for your economy...
Or at least, it used to. Because ever since Mastery of Nature was changed, you now actually have to research those tile blocker techs...
Downvote for Citizen Service, because there are better unity builds out there. (including Inward Perfection)

Citizen Service 10 (-2)
Corporate Dominion 18
Inward Perfection 23
Mechanist 33 (+1)
Mining Guilds 44
Parliamentary System 23
Slaver Guilds 18
 

mergele

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Citizen Service 8 (-2)
Corporate Dominion 18
Inward Perfection 23
Mechanist 33
Mining Guilds 45 (+1)
Parliamentary System 23
Slaver Guilds 18

Citizen Service is 15% Fleet Cap, that's nice, but everything else here is better.
Mining Guilds is Mining Guilds. Straight up more minerals and can be used in every situation and combo.
 

Evaris

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Citizen Service 8
Corporate Dominion 18
Inward Perfection 23
Mechanist 33
Mining Guilds 45
Parliamentary System 24 (+1)
Slaver Guilds 16 (-2)

Slaves are broadly inferior to robots, which with the lead mechanist has, we'll have in droves. (and even without mechanist, will likely come anyway.) Efficiency leads the day here. On that, boost to parliamentary because that influence gain will be well worthwhile for expansion.
 

Dracoknight

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Citizen Service 4 (-2)
Corporate Dominion 19
Inward Perfection 23
Mechanist 33
Mining Guilds 45 (+1)
Parliamentary System 24
Slaver Guilds 16

Even if i do like Citizen Service, it doesnt hold much against the remaining civs, mining guilds however is one of those civics i have to force myself to not take in every faction i ever make as its too useful to pass up.
 

Olterin

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Citizen Service 0 (-2) - ELIMINATED
Corporate Dominion 19
Inward Perfection 23
Mechanist 35 (+1)
Mining Guilds 45
Parliamentary System 24
Slaver Guilds 16

Citizen service is nice, but it's worse than everything else listed. More useful for cheesy unity builds than straight-up winning, since straight-up winning as of 2.1 requires minerals. All the minerals.

Mechanist gets a boost because that pop growth bonus is just too good to pass up. Also it allows you to specialize your bio pops away from mineral acquisition on empire creation, thus pushing that extra little bit faster.

I refuse to boost mining guilds, even though it's the best civic, because it's going to be the last one standing anyway. Minerals are king.