[2.1] Civic Trait Elimination

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Olterin

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Mechanist 42 (+1)
Mining Guilds 48
Parliamentary System 17 (-2)

Since civics are not strictly mutually exclusive, I'd still slot in both Mechanist and Mining Guilds, but I do hold the belief that more pop growth from the start is slightly stronger than +10% minerals. Especially considering that picking Mechanist also gives an upkeep reduction to robot pops, as well as two free techs (one of which boosts mineral output iirc, exoskeletons).

Oh, and Parliamentary System can die in third place :p Good old 2.1, minerals are king, and more pops generally means more minerals sooner, not to mention that robots don't have habitability issues.
 

r3xm0rt1s

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Mechanist 40 (-2)
Mining Guilds 49 (+1)
Parliamentary System 17

If I had to pick between egalitarian and robots, egalitarian would have made me less likely to rage quit due to having more than one type of pop in my empire.
 

Gen. Skobelev

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Mechanist 40 (-2)
Mining Guilds 49 (+1)
Parliamentary System 13
 

4o1XOHBV6In4

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Mechanist 45 (+1)
Mining Guilds 46 (-2)
Parliamentary System 5

I'll tell it how it is: I don't know if Mechanist really is better than Mining Guilds. I think the problem is too intractable to for any of us to solve it with math in our free time. And I think it's too intractable for us to try and simulate it as well, Stellaris games just take a long time and depend on so many things.
What I know for sure is that both are really, really good. First two civics I thought off when I first opened the threat.

So given that I'm really guessing which one is better and that the difference is probably small anyway I might as well going with the one I prefer to play with. Mechanist here we go! Maybe there'll even be an upset...
 

r3xm0rt1s

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Mechanist 44 (-2)
Mining Guilds 47 (+1)
Parliamentary System 3

Low hassle minerals is less micro than robots. Less micro is less chances of rage quit. Not quitting is required to win.
 

Gen. Skobelev

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Mechanist 42 (-2)
Mining Guilds 48 (+1)
Parliamentary System 3

More minerals in every game no matter playstyle is better than situational benefit from Mechanist.
 

#Tukuro

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I'll tell it how it is: I don't know if Mechanist really is better than Mining Guilds. I think the problem is too intractable to for any of us to solve it with math in our free time. And I think it's too intractable for us to try and simulate it as well, Stellaris games just take a long time and depend on so many things.
What I know for sure is that both are really, really good. First two civics I thought off when I first opened the threat.

So given that I'm really guessing which one is better and that the difference is probably small anyway I might as well going with the one I prefer to play with. Mechanist here we go! Maybe there'll even be an upset...
The problem with 2.1 Mechanist was that you would end up with your population growing faster than you could clear the tile blockers... Now, before Mastery of Nature was nerfed, you could rush it to unlock all tile blocker techs. So this was less of a problem.
But after the nerf, you couldn't just neglect research, so fast-growth builds suffered, until 2.2; where growth is king again...

My metric as to how 'useful' a civic/ethos/trait is, is to ask how much it let's me snowball in the first few decades, up till around ~2300; Because that's usually the max length of competitive (MP) matches on Tiny. In fact, it's usually over by mid century. So any build has to be viable during that time...
Assuming you could keep up with the tile blockers, I think Mechanist has a slight edge. Also note that robots used to come with 10% mineral production, and you started with the Exoskeleton tech (+5%) minerals. Which is basically half the Mechanist bonus from start...

Mechanist 41 (+1)
Mining Guilds 49
Parliamentary System 1 (-2)