[2.1] Civic Trait Elimination

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SolKrinfu

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Mechanist 35 (+1)
Mining Guilds 34 (-2)
I always found Mechanist to be far more useful, it gives you the robots tech for free, it lets you specialize your main species more as you have robots to do things like mining, and robots as you upgrade them become better at almost all resource production.
 

Slynx

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Mechanist 33 (-2)
Mining Guilds 35 (+1)

robots are heresy and should be disassembled
 

Retry

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Mechanist 32 (+1)
Mining Guilds 34 (-2)

2.1's very early game is also the most important: Stellar performance here sets you up to dominate for the entire game while poor performance leads you to become but a footnote even if the rest of your gameplay is flawless, so you really want to get that snowball rolling early. If I had to choose one of either Mechanist or Mining Guilds, I have to go with Mechanist:The ability to effectively double pop growth at the very beginning of the game lets you fill your initial planets with mines quickly, and the path to Droids is also shorter meaning you can colonize every single barely-inhabitable rock with droids and chock them full of mines for a mineral economy higher than anyone else's, including Mining Guild empires. Robots/Droids on a mining building on a mining tile pay for themselves very quickly and the rest of your mineral income can then go to expanding the fleet or further expanding the economy.

Mineral Guilds works for more playstyles, and its passive bonus was better in the late-game than Mechanist's, but Mechanist just gets you to a better position for the late-game.
 

Gen. Skobelev

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Mechanist 30 (-2)
Mining Guilds 35 (+1)
 

Ariphaos

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Mechanist 31 (+1)
Mining Guilds 33 (-2)

Mining Guilds was certainly the most powerful 'regular' civic in 2.1 and prior, but it still couldn't catch up to the fact that Mechanists grew pops and start earning from tiles faster than rapid breeders could.
 

Olterin

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Mechanist 33 (+1)
Mining Guilds 29 (-2)

There's clearly two schools of thought here. Let me try one last time to convince people - mechanist gets you more pops faster, and thus more tiles worked faster. Mining guilds only has a starting advantage of 5% minerals over mechanist, which at the start amounts to a paltry ... 0.5 minerals per month. A single robot pop that is produced in excess of the Mining Guilds empire will already cover that, once it's done paying for itself ... which it will very rapidly. On top of that, do not underestimate having free starting technologies - the path to droids is shorter, thus enabling colonizing every single last uninhabitable hellhole in your territory that much earlier, for even more minerals. And last but most certainly not least, there's the 5% robot upkeep reduction you get from Mechanist that you can't get anywhere else, which lets you squeeze out that little bit extra energy efficiency that you just can't get any other way.

Yes, Mining Guilds allow for a wider variety of civics and are less restrictive, and are thus better for a general playthrough. But if you're specifically aiming to beat the crisis in the most optimal way (which, may I remind people, is the premise of this competition), the sooner you get the snowball rolling the better off you are. Mechanist lets you do that more so than Mining Guilds due to the extra pop growth and the tech reductions. With that said, clearly, Mining Guilds is the mandatory other civic of choice.
 
Last edited:

Evaris

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Mechanist 30 (+1)
Mining Guilds 29 (-2)

I think it's less what works for everyone, and more "what's the best when it comes down to things." Which is why I preferred parliamentary system to both. And mechanist, being two free techs and a couple of extra initial pops to work with, faster pop growth rate, plus having the ability to specialize your host pop separately from the get-go, and not being far behind mining guilds on mineral production thanks to robot's inherent boost to mining gain, just as a whole is more useful for snowballing, as previously mentioned.
 

dav77-b

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Mechanist 33 (+1)
Mining Guilds 29 (-2)

There's clearly two schools of thought here. Let me try one last time to convince people - mechanist gets you more pops faster, and thus more tiles worked faster. Mining guilds only has a starting advantage of 5% minerals over mechanist, which at the start amounts to a paltry ... 0.5 minerals per month. A single robot pop that is produced in excess of the Mining Guilds empire will already cover that, once it's done paying for itself ... which it will very rapidly. On top of that, do not underestimate having free starting technologies - the path to droids is shorter, thus enabling colonizing every single last uninhabitable hellhole in your territory that much earlier, for even more minerals. And last but most certainly not least, there's the 5% robot upkeep reduction you get from Mechanist that you can't get anywhere else, which lets you squeeze out that little bit extra energy efficiency that you just can't get any other way.

Yes, Mining Guilds allow for a wider variety of civics and are less restrictive, and are thus better for a general playthrough. But if you're specifically aiming to beat the crisis in the most optimal way (which, may I remind people, is the premise of this competition), the sooner you get the snowball rolling the better off you are. Mechanist lets you do that more so than Mining Guilds due to the extra pop growth and the tech reductions. With that said, clearly, Mining Guilds is the mandatory other civic of choice.

Except for tomb worlds you can colonize all planets with your starting species.
 

Gen. Skobelev

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Mechanist 27 (-2)
Mining Guilds 29 (+1)