[2.1] Civic Trait Elimination

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r3xm0rt1s

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Corporate Dominion 19
Inward Perfection 24 (+1)
Mechanist 35
Mining Guilds 45
Parliamentary System 22 (-2)
Slaver Guilds 16

Of the remaining civics, IP has helped me win more than any other, given I have never used any of the rest.
 

Enska

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Corporate Dominion 20
Inward Perfection 23
Mechanist 33 (-2)
Mining Guilds 45
Parliamentary System 24
Slaver Guilds 15 (+1)

Going maverick here and downing mechanists just because I don't have Utopia. Not completely fair, because I imagine that it's basicly driven assimilator without total war.

Slaver guilds, on the other hand, is almost a must have if you have slaves from start.
 

GloatingSwine

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Corporate Dominion 20
Inward Perfection 21
Mechanist 34
Mining Guilds 45
Parliamentary System 18 (-2)
Slaver Guilds 17 (+1)

It takes a little while for the benefits of Parliamentary System to kick in because you need to wait for your first faction to spawn and then it be one that has lots of happiness boosts available quickly.

Slaver Guilds is a day one good boi.
 

Sheriff Godwin Law

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So, has anyone thought about how confusing this thread is likely to become in the next 6-12 hours?

Corporate Dominion 20
Inward Perfection 19 (-2)
Mechanist 35 (+1)

Mining Guilds 45
Parliamentary System 18
Slaver Guilds 17

Now we're into the tough choices. By the time techs have reduced your claim costs and you're ready to conquer, Parliamentary System is there giving you the influence to do it. Corporate Dominion gives you energy and a way to turn that energy towards one of the early game mineral sinks. Slaver Guilds buffs minerals and food from day 1, which is the most important day, and it's only drawback is that it forces you into a playstyle that is very powerful. Inward Perfection provides a host of buffs too numerous and varied to list, most notably being the mineral farms that were so undervalued for Barbaric Despoilers, with the added bonus of giving you the unity to get them quickly.

But the goal is to win, conquest is the surest way to do that, building a powerful federation is potentially faster but less certain. Inward Perfection stops you from doing either.
 
Last edited:

GloatingSwine

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I think we're down to the point where we've got the two power starts I identified close to the beginning of the thread, and two good options that take a bit of work to get going.

Inward Perfection and Parliamentary System are good but take work to get the most out of, especially IP in the context of this thread, where the bonuses it offers can be replicated and exceeded by gobbling up other economies whole.

So really the question is do you go for the Mechanist/Corp Dominion start with the understanding that you'll flip Corporate Dominion later when you don't need it any more or take Mining Guilds/Slaver Guilds which basically solve the same problem by boosting your minerals super hard and are there for you all game long.
 

Cawtacles

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Corporate Dominion 20
Inward Perfection 17 (-2)
Mechanist 36
Mining Guilds 45
Parliamentary System 19 (+1)
Slaver Guilds 15
 

Sigma 582

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Corporate Dominion 20
Inward Perfection 18 (+1)
Mechanist 36
Mining Guilds 45
Parliamentary System 19
Slaver Guilds 13 (-2)

tired of arguing over the same points for a whole effing week
 

Methone

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Corporate Dominion 20
Inward Perfection 16 (-2)
Mechanist 37 (+1)
Mining Guilds 45
Parliamentary System 19
Slaver Guilds 13

My Mechanist Science Birds always do better than my Mining Guilds Birds when I force-spawn and observe them. Also die IP die die die die die die die.
 

Derp

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Corporate Dominion 20
Inward Perfection 14 (-2)
Mechanist 37
Mining Guilds 46 (+1)
Parliamentary System 19
Slaver Guilds 13
 

Mastikator

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Suggestion to put a big "pre 2.2" in the title of this thread. I don't think it makes much sense to mix those two.
Good call. Can't edit the title but I added a big disclaimer at the top.
 

Qymaen

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Corporate Dominion 20
Inward Perfection 13 (-2)
Mechanist 38
Mining Guilds 47
Parliamentary System 18 (+1)
Slaver Guilds 9