[2.1] Civic Trait Elimination

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zukodark

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Corvée System 10
Cutthroat Politics 13
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 10
Feudal Society 11
Free Haven 0 (-2)
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 15 (+1)
Meritocracy 12
Mining Guilds 22
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

Must admit to doing Inwards Perfection out of personal preference, but Inwards Perfection planet-then-habitat rush is actually a valid way to win the game through planet victory without war.

Also I can only hope Free Haven is decent in 1.2
 

qer

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Corvée System 8 (-2)
Cutthroat Politics 14(+1)
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 10
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 15
Meritocracy 12
Mining Guilds 22
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

Corvee system is just bad, a reduction on an already cheap thing is just a waste Civic
Giving the point for cutthroat Politics as it is an actual useful discount, that becomes really useful after the early phase of the game
 

Vynlanesh

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New
Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Corvée System 8
Cutthroat Politics 15 (+1)
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 10
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 15
Meritocracy 12
Mining Guilds 22
Nationalistic Zeal 8 (-2)
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
 

Badesumofu

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Okay, the last thread was very educational and I expect this one will be too.

Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Corvée System 8
Cutthroat Politics 15 (+1)
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 10
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 15
Meritocracy 12
Mining Guilds 22
Nationalistic Zeal 6 (-2)
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 14
Technocracy 13
Fanatic Purifiers 14
Mechanist 15 (+1)
Syncretic Evolution 12
Post-Apocalyptic 10
Barbaric Despoilers 9

I'm going to interpret the criteria a little loosely, well not really but I'm going to take into account my enjoyment of the civic in question because that makes it much more likely that I will play a given run to completion.

I enjoy Mechanist a lot, and while mining/slaving is more optimal I dislike that style of play. Mechanist/Mining Guilds is a really strong combo and I'll give my first vote to Mechanist because it makes games more enjoyable for me.

I'm downvoting Zeal partly because it requires you to be militarist and their faction is bad which costs you influence and that is the very resource that the civic is supposed to save you. With this many to choose from I'm not too worried if it's not the absolute worst civic left. Life Seeded is gone already which is appropriate since it's possibly the only civic that is actually harmful on the list. At the very least Life Seeded should not cost a civic slot.
 

Mastikator

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Corvée System 8
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 8 (-2)
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 15
Meritocracy 13 (+1)
Mining Guilds 22
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 14
Technocracy 13
Fanatic Purifiers 14
Mechanist 15
Syncretic Evolution 12
Post-Apocalyptic 10
Barbaric Despoilers 9
 

UberWaffe

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Corvée System 6 (-2)
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 8
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 15
Meritocracy 13
Mining Guilds 23 (+1)
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 14
Technocracy 13
Fanatic Purifiers 14
Mechanist 15
Syncretic Evolution 12
Post-Apocalyptic 10
Barbaric Despoilers 9

Corvée System I have never had the desire to pick. I don't see how it is of any real benefit if you plan on going for difficult versus roleplay. (And given we have to pick on how to best beat the game...)

Mining Guilds in terms of pure scaling over time, more early minerals just means so much.
 

zorkon08

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So sad you all do Life seed like that becuse you dont know how to play it right. Its not the best but cerntly not the worst.
Anyway

New
Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Corvée System 4
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 8
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 12
Inward Perfection 15
Meritocracy 13
Mining Guilds 24
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10(-2)
Police State 10
Shadow Council 12
Slaver Guilds 14
Technocracy 13
Fanatic Purifiers 14
Mechanist 15
Syncretic Evolution 12(+1)
Post-Apocalyptic 10
Barbaric Despoilers 9

Philosopher King really dont do much if anything and most rulers will be dead or out of office by time they could get that level.

Syncretic Evolution free slaves and more pop growth from start of game.
 

moyang

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Corvée System 4
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 8
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 10(-2)
Inward Perfection 15
Meritocracy 13
Mining Guilds 25(+1)
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 14
Technocracy 13
Fanatic Purifiers 14
Mechanist 15
Syncretic Evolution 12
Post-Apocalyptic 10
Barbaric Despoilers 9

Mining Guilds: Bonus to the most important resource in Stellaris.
Imperial Cult: Requires Spiritualist and Imperial? Oh please...
 

Methone

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Corvée System 2(-2)
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 8
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 10
Inward Perfection 15
Meritocracy 13
Mining Guilds 25
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 14
Technocracy 13
Fanatic Purifiers 14
Mechanist 16(+1)
Syncretic Evolution 12
Post-Apocalyptic 10
Barbaric Despoilers 9

Mechanist allows your pop growth to EXPLODE, which is just so valuable. As others have mentioned before, Corvee System reduces a cheap, mostly useless feature.
 

Iron Spirit

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Corvée System 0 (-2) Eliminated!
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 8
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 10
Inward Perfection 15
Meritocracy 13
Mining Guilds 25
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 14
Technocracy 13
Fanatic Purifiers 15 (+1)
Mechanist 16
Syncretic Evolution 12
Post-Apocalyptic 10
Barbaric Despoilers 9

Let's deal the deathblow to another worthless civic

Painting the map in your color ASAP is the fastest and most efficient way to 'win' thus FP gets a +1 from me and the fact I don't have to spend influence on claims means I can put it to use in edicts like Capacity Overload and/or Production Targets and try to perma run them.
 

Vonuggbin

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 8
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 10
Inward Perfection 15
Meritocracy 13
Mining Guilds 25
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 14
Technocracy 13
Fanatic Purifiers 15
Mechanist 17 (+1)
Syncretic Evolution 12
Post-Apocalyptic 10
Barbaric Despoilers 7 (-2)

Day 2. In it's current state Barbaric Despoilers is pretty useless. Might change with the new popsystem in Megacorp though.

If you're playing materialist then the early growth potential of mechanist makes it easy to snowball
 

GloatingSwine

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Imperial Cult: Requires Spiritualist and Imperial? Oh please...

Fanatic Authoritarian/Spiritualist is a great ethic combo. So satisfying the requirements for Imperial Cult is easy mode. It's a case of whether you want or need the edict duration (if you do, there's not a lot competing for your third civic slot once you already have Mining Guilds/Slaver Guilds, so you might just take it anyway for the giggles.)


Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 8
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 10
Inward Perfection 15
Meritocracy 13
Mining Guilds 25
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 15 (+1)
Technocracy 13
Fanatic Purifiers 15
Mechanist 17
Syncretic Evolution 12
Post-Apocalyptic 8 (-2)
Barbaric Despoilers 7

Slaves best at pink rocks. Slaver guilds make slaves more best.

Post-Apocalyptic still a challenge run and therefore still a negative for this thread.


(I have a feeling people are downvoting Barbaric Despoilers without considering they have the Adaptability tradition swap, which is full of powerful bonuses good for map painting instead of Diplomacy which is full of trash for talking to stupid AI)
 

MojoOverflow

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 8
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 10
Inward Perfection 15
Meritocracy 13
Mining Guilds 25
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 10
Shadow Council 12
Slaver Guilds 15
Technocracy 13
Fanatic Purifiers 15
Mechanist 17
Syncretic Evolution 13 (+1)
Post-Apocalyptic 8
Barbaric Despoilers 5 (-2)

Syncretic Evolution works really well for slavering empires
Barbaric Despoilers civic switch may be a thing, but the disappointment if you notice how useless the core mechanic is outweighs it
 
Last edited:

Ancillary

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Fanatic Authoritarian/Spiritualist is a great ethic combo. So satisfying the requirements for Imperial Cult is easy mode. It's a case of whether you want or need the edict duration (if you do, there's not a lot competing for your third civic slot once you already have Mining Guilds/Slaver Guilds, so you might just take it anyway for the giggles.)
If that's what you're looking to buff with your third civic, then Cutthroat Politics is just plain better at doing the same thing and doesn't have any prerequisites.

Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 9
Environmentalist 13
Exalted Priesthood 8
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 10
Inward Perfection 15
Meritocracy 13
Mining Guilds 26 (+1)
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 8 (-2)
Shadow Council 12
Slaver Guilds 15
Technocracy 13
Fanatic Purifiers 15
Mechanist 17
Syncretic Evolution 13
Post-Apocalyptic 8
Barbaric Despoilers 5

I'll go with the obvious good pick this time. Mining Guilds is universally applicable, and I expect it to run away with this competition.

The benefits of Police State have never been useful to me. Maybe if it eliminated pirate risk entirely...
 

steve.bd

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 15
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 7 (-2)
Environmentalist 13
Exalted Priesthood 8
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 10
Inward Perfection 16 (+1)
Meritocracy 13
Mining Guilds 26
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 8
Shadow Council 12
Slaver Guilds 15
Technocracy 13
Fanatic Purifiers 15
Mechanist 17
Syncretic Evolution 13
Post-Apocalyptic 8
Barbaric Despoilers 5
 

Doctor Bones

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(I will continue with the darker red and green I began using in the AP elimination)

Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 16 (+1)
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 7
Environmentalist 13
Exalted Priesthood 6 (-2)
Feudal Society 11
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 10
Inward Perfection 16
Meritocracy 13
Mining Guilds 26
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 8
Shadow Council 12
Slaver Guilds 15
Technocracy 13
Fanatic Purifiers 15
Mechanist 17
Syncretic Evolution 13
Post-Apocalyptic 8
Barbaric Despoilers 5

As others have said, Exalted Priesthood just isn't needed when you already are spiritualist.

Corporate Dominion is great at the early game, since you can use energy for early colony ships while producing more energy and then just stop using it after 20-30 years when minerals are less of a bottleneck.
 

Sigma 582

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 16
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 7
Environmentalist 13
Exalted Priesthood 6
Feudal Society 9 (-2)
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 10
Inward Perfection 17 (+1)
Meritocracy 13
Mining Guilds 26
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 8
Shadow Council 12
Slaver Guilds 15
Technocracy 13
Fanatic Purifiers 15
Mechanist 17
Syncretic Evolution 13
Post-Apocalyptic 8
Barbaric Despoilers 5

Inward perfection is awesome all around: useful traditions swap, extra unity, extra pop growth which all snowballs to the strongest economy of all. After that you have quite a few ways to victory screen, from endless habitat spam to worm event.

Feudal society is just useless as your vassals never rebel anyway (hence no need for opinion boost) and are too weak without difficulty bonuses (hence no point in letting them to expand).

On a side note, barbaric despoilers are not as bad as everyone thinks. Adaptability tree is good at all stages of the game, and the rest is just fluff. Opinion malus is not that detrimental; with adequate development you should be strong enough for most neighbours not to attack you because of that malus.
 

hessuu

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 16
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 5 (-2)
Environmentalist 13
Exalted Priesthood 6
Feudal Society 9
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 10
Inward Perfection 17
Meritocracy 13
Mining Guilds 26
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 8
Shadow Council 12
Slaver Guilds 15
Technocracy 13
Fanatic Purifiers 15
Mechanist 18 (+1)
Syncretic Evolution 13
Post-Apocalyptic 8
Barbaric Despoilers 5

I don't see much value in being able to micromanage two extra systems.

Rise my mechanist brethren! Mechanist gives you amazing growth early on, which seems to be its main advantage. It also makes all the robot and AI techs more likely to appear, which is great for beelining towards synth ascension or synths in general. The economic and combat bonuses from those will help you fight the end game stuff.
 

Siri

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So sad you all do Life seed like that becuse you dont know how to play it right. Its not the best but cerntly not the worst.

No, it's just bad because it stymies your early growth and the bonuses of a better capital planet comes nowhere near making up for it. A lot of people like it, myself included, we just know it's objectively terrible despite our subjective opinion on it. It's not a matter of not knowing how to play it, it's a matter of a blank slot making you a more powerful empire than taking it does.

Fanatic Authoritarian/Spiritualist is a great ethic combo. So satisfying the requirements for Imperial Cult is easy mode. It's a case of whether you want or need the edict duration (if you do, there's not a lot competing for your third civic slot once you already have Mining Guilds/Slaver Guilds, so you might just take it anyway for the giggles.)

Even then it is objectively worse than cutthroat politics. It is on equal footing in terms of influence per duration if you have 0 in both, but that doesn't take into account that there's a lot more +duration modifiers available than -cost, nor the fact that the additive nature of the values favours -cost. Some edicts also don't have durations and are unaffected. That's the real problem with imperial cult, it's worse than something that does pretty much the same thing and is easier to get. It's still better than many others that you'll never end up taking but it's also not good enough to warrant taking outside RP unless you're planning to try out some super hardcore edict setup where you already have cutthroat politics.

(I have a feeling people are downvoting Barbaric Despoilers without considering they have the Adaptability tradition swap, which is full of powerful bonuses good for map painting instead of Diplomacy which is full of trash for talking to stupid AI)

I think so too. I mentioned this earlier as the reason for not downvoting Barbaric Despoilers myself but because it's not in the tooltip of it I think people just don't take it into account. Either that, or they're just blinded by how bad the bombardment stance is. The tradition swap is strong enough that it shouldn't really go out just yet but eh.
 

Archon87

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Agrarian Idyll 12
Aristocratic Elite 12
Beacon of Liberty 11
Citizen Service 13
Corporate Dominion 16
Cutthroat Politics 15
Distinguished Admiralty 12
Efficient Bureaucracy 5
Environmentalist 13
Exalted Priesthood 6
Feudal Society 9
Functional Architecture 12
Idealistic Foundation 12
Imperial Cult 10
Inward Perfection 17
Meritocracy 13
Mining Guilds 26
Nationalistic Zeal 6
Parliamentary System 12
Philosopher King 10
Police State 6 (-2)
Shadow Council 12
Slaver Guilds 15
Technocracy 14 (+1)
Fanatic Purifiers 15
Mechanist 18
Syncretic Evolution 13
Post-Apocalyptic 8
Barbaric Despoilers 5

So it looks like Mining Guilds is gonna win by a landslide, which is absolutely no surprise. I'd be fine with just automatically saying it won, so that we can sort out the others and people have to upvote something else.

Police State is largely worthless in the current version. Even warmongers constantly using martial law have better picks, because unrest is pretty easy to manage, and pirates are really just a nuisance, not worth using a civic slot on.

Technocracy is a nice flavorful civic that also gives a nice boost. Research picks can be acquired in other ways, sure, but they also stack. Stacking this with Science Division from the Discovery tree and the Self-Evolving Logic tech means you'll get three additional tech to pick from. Very handy for when you're trying to get specific techs for ascension perks.