[2.1] Civic Trait Elimination

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evilcat

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Mining Guilds 16 (+1)
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Warrior Culture 8
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Life-Seeded 4(-2)
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Barbaric Despoilers 11
 

GloatingSwine

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Parliamentary System 12
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Shadow Council 12
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Warrior Culture 8
Technocracy 13
Fanatic Purifiers 14
Mechanist 13
Syncretic Evolution 12
Life-Seeded 4
Post-Apocalyptic 10 (-2)
Barbaric Despoilers 11


Would you like your empire to be 10% cooler no matter what else you're doing with it? Take Mining Guilds.

Post Apocalyptic is a challenge civic that gives you an intentionally slightly bad homeworld for the sake of maybe getting early expansion if there are cool off-habitability worlds nearby your start.
 

Vynlanesh

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Shadow Council 12
Slaver Guilds 13
Warrior Culture 8
Technocracy 13
Fanatic Purifiers 14
Mechanist 13
Syncretic Evolution 12
Life-Seeded 5 (+1)
Post-Apocalyptic 10
Barbaric Despoilers 9 (-2)

Life Seeded is actually my favorite civic. I got so excited when it came out. So I will do my best to give it a chance.
 
Last edited:

GloatingSwine

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Is Life-Seeded really going to be the first eliminated? Aw, come on, where's the sense of fun?

By the criteria set out in this thread, it does actually make it harder.

A lot of other civics are bad because they do nothing useful, but if you're trying to see a win screen Life Seeded unquestionably makes it harder.
 

Derp

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 13
Corvée System 10
Cutthroat Politics 13
Distinguished Admiralty 12
Efficient Bureaucracy 11
Environmentalist 13
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Feudal Society 11
Free Haven 8
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Inward Perfection 13
Meritocracy 12
Mining Guilds 18 (+1)
Nationalistic Zeal 10
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 13
Warrior Culture 8
Technocracy 13
Fanatic Purifiers 14
Mechanist 13
Syncretic Evolution 12
Life-Seeded 3 (-2)
Post-Apocalyptic 10
Barbaric Despoilers 9

minerals are king

life-seeded is a self-nerf you have to pay for
 

Jmes Snowscoran

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Agrarian Idyll 12
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Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 13
Corvée System 10
Cutthroat Politics 13
Distinguished Admiralty 12
Efficient Bureaucracy 11
Environmentalist 13
Exalted Priesthood 10
Feudal Society 11
Free Haven 8
Functional Architecture 12
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Imperial Cult 12
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Meritocracy 12
Mining Guilds 18
Nationalistic Zeal 10
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 13
Warrior Culture 8
Technocracy 13
Fanatic Purifiers 14
Mechanist 14 (+1)
Syncretic Evolution 12
Life-Seeded 1 (-2)
Post-Apocalyptic 10
Barbaric Despoilers 9

In a list sporting many 'meh' choices, Life-Seeded stands alone as an actively detrimental pick.

Mechanist is an incredibly good pick. Fantastic pop growth, free techs, and the robot maintenance bonus is just gravy.
 

bunkerman

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Warrior Culture 6(-2)
Technocracy 13
Fanatic Purifiers 14
Mechanist 14
Syncretic Evolution 12
Life-Seeded 1
Post-Apocalyptic 10
Barbaric Despoilers 9

IP is a good way to make sure you are competitive without warmongering (war and diplomacy in geenral is currently the weakest part of stellaris enjoymentwise so getting rid of both and still being competitive is nice)

warrior culture is pretty mcuh irrelevant there are more things here taht are pretty mcuh irrelevant just choosing to go with this one first
 

Retry

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Post Apocalyptic is a challenge civic that gives you an intentionally slightly bad homeworld for the sake of maybe getting early expansion if there are cool off-habitability worlds nearby your start.
Huh? Since when was the Homeworld worse than the other starts? As far as I can tell, the world doesn't spawn with any size penalty, maybe a slightly higher number tile blockers which are trivial to get rid of after a few years, and there's no intrinsic penalty for tomb worlds being tomb worlds other than lack of habitability for pops... which the Survivor trait nullifies.

There's also the additional side effect that the religious faction of Post-Apoc empires don't mind you colonizing tomb worlds as normal, so Spiritualist ethos gets a slight boost too. Other than the species' tragic backstory or whatever, the Post-Apoc start is basically a normal start but with slightly longer-living leaders and the ability to colonize other tomb worlds. It's not the most powerful civic ever, but it's hardly a "challenge" civic, and it's perfect for your god-fearing space termites.
 

Archon87

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Huh? Since when was the Homeworld worse than the other starts? As far as I can tell, the world doesn't spawn with any size penalty, maybe a slightly higher number tile blockers which are trivial to get rid of after a few years, and there's no intrinsic penalty for tomb worlds being tomb worlds other than lack of habitability for pops... which the Survivor trait nullifies.

There's also the additional side effect that the religious faction of Post-Apoc empires don't mind you colonizing tomb worlds as normal, so Spiritualist ethos gets a slight boost too. Other than the species' tragic backstory or whatever, the Post-Apoc start is basically a normal start but with slightly longer-living leaders and the ability to colonize other tomb worlds. It's not the most powerful civic ever, but it's hardly a "challenge" civic, and it's perfect for your god-fearing space termites.
Well IIRC, tomb worlds have far fewer resources, having mostly science instead of the more "hard" resources. That said, I've never tried Post-Apocalyptic myself, so I don't know if the balance for the homeworld is different than a standard tomb world.
 

Bayes

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Agrarian Idyll 12
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Citizen Service 13
Corporate Dominion 13
Corvée System 10
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Distinguished Admiralty 12
Efficient Bureaucracy 11
Environmentalist 13
Exalted Priesthood 10
Feudal Society 11
Free Haven 8
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 14
Meritocracy 12
Mining Guilds 18
Nationalistic Zeal 10
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 13
Warrior Culture 4(-2)
Technocracy 13
Fanatic Purifiers 14
Mechanist 14
Syncretic Evolution 12
Life-Seeded 2(+1)
Post-Apocalyptic 10
Barbaric Despoilers 9

Yes life seeded isnt great, but it is flavorfull and god damn it I wont let it die with warrior culture still standing.
 

Cry_Havok

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 14 (+1)
Corvée System 10
Cutthroat Politics 13
Distinguished Admiralty 12
Efficient Bureaucracy 11
Environmentalist 13
Exalted Priesthood 10
Feudal Society 11
Free Haven 8
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 14
Meritocracy 12
Mining Guilds 18
Nationalistic Zeal 10
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 13
Warrior Culture 4
Technocracy 13
Fanatic Purifiers 14
Mechanist 14
Syncretic Evolution 12
Life-Seeded 0 (-2) - Eliminated
Post-Apocalyptic 10
Barbaric Despoilers 9

Life Seeded is eliminated, it's just a bad pick and makes the game worse. If It didn't nerf habitability, sure, could be worth it, but Gaia preference is crippling. Tomb worlds may be crap (have fun building a farm to not starve), but at least tomb world events can be fantastic if you get lucky and find one nearby, and Survivor is actually a useful trait.

Corporate Dominion is /amazing/ Being able to get awesome trading posts early, and colonizing off energy instead of minerals is fantastic.
 

Wolfhook

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 14
Corvée System 10
Cutthroat Politics 13
Distinguished Admiralty 12
Efficient Bureaucracy 9 (-2)
Environmentalist 13
Exalted Priesthood 10
Feudal Society 11
Free Haven 8
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 14
Meritocracy 12
Mining Guilds 19 (+1)
Nationalistic Zeal 10
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 13
Warrior Culture 4
Technocracy 13
Fanatic Purifiers 14
Mechanist 14
Syncretic Evolution 12
Life-Seeded 0 - Eliminated
Post-Apocalyptic 10
Barbaric Despoilers 9

Noooooo life-seeded say it ain't so
 
Last edited:

Siri

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Imperial Cult 12
Inward Perfection 14
Meritocracy 12
Mining Guilds 20 (+1)
Nationalistic Zeal 10
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 13
Warrior Culture 2 (-2)
Technocracy 13
Fanatic Purifiers 14
Mechanist 14
Syncretic Evolution 12
Life-Seeded 0 - Eliminated
Post-Apocalyptic 10
Barbaric Despoilers 9

Picking one to up was easy. Mining guilds is by far the best civic not just because of its power, but also because it is that good for absolutely everyone on account of having no requirements either in terms of government type, ethos, or playstyle. I feel like it should already have 30 points by now. There are other strong choices like Slaver Guilds, but it's no good if you don't play with slaves. Or Corporate Dominion, but it has fairly restrictive requirements. Cutthroat politics is really good, because edict cost reductions are rare, but it's not very useful early because you need the influence for expansion. There are certainly arguments to be made for what is number two, but the number one spot is indisputable.

Now, what is actually the very worst civics is a lot more interesting because it makes me consider things I haven't considered as closely before. There are a bunch of them that I have sorted into a pile labelled "never, ever pick unless for rp". But to what degree are they absolute garbage from a power level perspective? That life-seeded went first feels right because it's really the only one that actively makes you much worse. There are many others that I consider having no benefit at all, or at least negligible enough to not consider. Shadow Council is one of these, because I don't think it's worthwhile to spend influence on votes. Philosopher King because leaders gain experience so slowly that they'll probably die before it matters, and if you elect someone who is already at level 10 the retain the level despite the lower level cap. Corvée system because the cost of resettlement isn't very significant, but at the same time I've seen it used to make resettlement free which can be useful to get your colonies up and running faster at a time where the cost is not as insignificant. All of these, and others, do something though, so how do I pick which one is the absolute worst. I considered Barbaric Despoilers, because raiding is fairly useless and the diplomatic penalty is significant, but the tradition swap that is not in the description of the Civic is actually really good, so while I still think it's a bad pick I don't think it's the worst. I decided to crown Warrior Culture as the worst of the remaining choices because ground combat matters so little in the game. Just recruit a couple of extra armies for what is close to the same effect.
 

Enska

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Agrarian Idyll 12
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Corporate Dominion 14
Corvée System 10
Cutthroat Politics 13
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 10
Feudal Society 11
Free Haven 6 (-2)
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 14
Meritocracy 12
Mining Guilds 20
Nationalistic Zeal 10
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 14 (+1)
Warrior Culture 2
Technocracy 13
Fanatic Purifiers 14
Mechanist 14
Syncretic Evolution 12
Post-Apocalyptic 10
Barbaric Despoilers 9

Slavers are basicly too obvious pick for authoritarian empire.

Free haven is just destined to be dropped early. Migration is so broken in live version.

This second pick was actually bit hard to choose: There are several civics that are objectively useless regardless of situation.
 
Last edited:

Silens

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Corvée System 10
Cutthroat Politics 13
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 10
Feudal Society 11
Free Haven 4 (-2)
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Imperial Cult 12
Inward Perfection 14
Meritocracy 12
Mining Guilds 21 (+1)
Nationalistic Zeal 10
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 14
Warrior Culture 2
Technocracy 13
Fanatic Purifiers 14
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Post-Apocalyptic 10
Barbaric Despoilers 9


Minerals are king.
 

y1kdcb5au9rqw

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15 (+1)
Corvée System 10
Cutthroat Politics 13
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 10
Feudal Society 11
Free Haven 4 (-2)
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 14
Meritocracy 12
Mining Guilds 21
Nationalistic Zeal 10
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 14
Warrior Culture 0 (-2, Gone)
Technocracy 13
Fanatic Purifiers 14
Mechanist 14
Syncretic Evolution 12
Post-Apocalyptic 10
Barbaric Despoilers 9

So many crappy civics - so few points to vote with...
 

Lacost

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Agrarian Idyll 12
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Corvée System 10
Cutthroat Politics 13
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
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Feudal Society 11
Free Haven 2 (-2)
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 14
Meritocracy 12
Mining Guilds 22 (+1)
Nationalistic Zeal 10
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 14
Technocracy 13
Fanatic Purifiers 14
Mechanist 14
Syncretic Evolution 12
Post-Apocalyptic 10
Barbaric Despoilers 9

Mining Guilds --> More Minerals! Do I have to say more?

Free Haven: Mostly worthless with the current tile system. Migration "might" be useful in the upcoming patch but that is not the point in this thread.