[2.1] Civic Trait Elimination

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D Inqu

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Environmentalist gives a small reduction to a small penalty.
Eh, what? It gives a medium decrease (stackable with traits) to the largest mineral sink in the game besides fleet. Every single pop needs minerals, patricularly if you take acadmic privilege. While Slaving in general is OP, enviromentalist is a soling general purpose pick for increasing your mineral income.
 

InvisibleBison

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Eh, what? It gives a medium decrease (stackable with traits) to the largest mineral sink in the game besides fleet. Every single pop needs minerals, patricularly if you take acadmic privilege. While Slaving in general is OP, enviromentalist is a soling general purpose pick for increasing your mineral income.
Consumer goods are just not that expensive. In order for Environentalist to be better than Mining Guilds, you'd have to be spending two-thirds of your total mineral production on consumer goods, which is basically impossible.
 
Last edited:

Sirbab

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Agrarian Idyll 14
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Environmentalist 12
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Idealistic Foundation 6
Imperial Cult 6
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Meritocracy 14
Mining Guilds 28
Nationalistic Zeal 0 (-2) Eliminated
Parliamentary System 14
Slaver Guilds 16
Technocracy 15
Fanatic Purifiers 15
Mechanist 23
Syncretic Evolution 15
Post-Apocalyptic 8 (+1)

Frankly i think that nationalistic zeal does too little for a civic slot, the WE gain reduction is so marginal that it is unlikely to matter in any war that is not the War in heaven or similar. And claim cost is only so-so. My pick for Post apocalyptic is largely due to the fact that if you go for Fanatic Purifier, then you can just Armageddon bomb enemy planets into tomb worlds, which are your ideal planet type. The increased leader life span and ability to colonize tomb worlds are okay for a normal empire, but probably not the best.

I apologize for not using color codes, how does one use those, the BB code editor?
 

InvisibleBison

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My pick for Post apocalyptic is largely due to the fact that if you go for Fanatic Purifier, then you can just Armageddon bomb enemy planets into tomb worlds, which are your ideal planet type. The increased leader life span and ability to colonize tomb worlds are okay for a normal empire, but probably not the best.
This seems like a mostly theoretical synergy to me, given how incredibly long it takes to tomb-bomb a planet. It would be faster to just conquer the planet and terraform it into an ideal planet type, with the added benefit of keeping all the buildings and getting rid of any tile-blockers.
 

Sigma 582

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This seems like a mostly theoretical synergy to me, given how incredibly long it takes to tomb-bomb a planet. It would be faster to just conquer the planet and terraform it into an ideal planet type, with the added benefit of keeping all the buildings and getting rid of any tile-blockers.
and also eating those pops for the sake of growth boost, or working them off while you grow your own pops, rather than nuking them from orbit
 

GloatingSwine

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Eh, what? It gives a medium decrease (stackable with traits) to the largest mineral sink in the game besides fleet. Every single pop needs minerals, patricularly if you take acadmic privilege. While Slaving in general is OP, enviromentalist is a soling general purpose pick for increasing your mineral income.

Yeah, but the amount of minerals they need is pretty trivial. .75 mineral at 1 CGC. So Academic Privilege costs 1.125 minerals. If you took environmentalist that only goes down to .956 meaning you only save 0.16 minerals per scientist pop and .115 minerals per non-scientist pop.

Over a population of 1000 pops all at Utopian Abundance living standards, Environmentalist saves you the equivalent upkeep of about eight battleships.

Just after it was introduced, Consumer Goods Cost was relevant because they got more expensive the more planets you had, but since then it's been basically nothing.

(This basically means that Wasteful is free)
 

evilcat

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Distinguished Admiralty 13 (+1), when it comes to end game just having more leaders to fight multiple fronts is good
Environmentalist 10 (-2) consumer goods is small fraction of total mineral spending
National Zeal got removed
 

D Inqu

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Over a population of 1000 pops all at Utopian Abundance living standards, Environmentalist saves you the equivalent upkeep of about eight battleships.

Just after it was introduced, Consumer Goods Cost was relevant because they got more expensive the more planets you had, but since then it's been basically nothing.
Wait do consumer goods not get more expensive the larger your empire? When was that changed?
 

AlanC9

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I think he meant that it once wasn't a straight linear function. Now that it is, it doesn't matter.
 

ffsffs1

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Agrarian Idyll 14
Aristocratic Elite 12
Beacon of Liberty 12
Citizen Service 16
Corporate Dominion 17
Cutthroat Politics 15
Distinguished Admiralty 13
Environmentalist 10
Functional Architecture 11
Idealistic Foundation 6
Imperial Cult 6
Inward Perfection 22
Meritocracy 14
Mining Guilds 28
Parliamentary System 14
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Cry_Havok

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Idealistic Foundation is mediocre at best, because happiness is not that hard to keep up, certainly not useful enough for a civic slot

Syncretic Evo is my upvote for today, because it is both fun, and useful. Getting two species at creation to do stuff with is useful, letting you specialize both for unique purposes. I can be further expanded on with Authoritarianism, or without authoritatianism to just have two species.
 

Badesumofu

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Downvoting Technocracy this time both because it's over-rated and because it annoys me that it's not better because I like to use it sometimes so I can be called a Science Directorate.
 

MojoOverflow

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Silens

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Iron Spirit

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I don't see how 5% happiness is worth spending a civic slot on. As for Sync Evo; it's like a flexible version of Slaver Guilds so to speak.
 

WhiteKyubey

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Civic for happiness is not a bad idea at all, the problem is being just 5%.
And I prefer to have sync evolution every time I go psionic path. Works best if those sync species are slaves ofc, but even happy residence sync species are better then quite anything psionic empire can get.
 

Cat_Fuzz

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Aristocratic Elite 12
Beacon of Liberty 12
Citizen Service 16
Corporate Dominion 17
Cutthroat Politics 15
Distinguished Admiralty 13
Environmentalist 6
Functional Architecture 11
Imperial Cult 6
Inward Perfection 22
Meritocracy 14
Mining Guilds 29
Parliamentary System 15 (+1)
Slaver Guilds 16
Technocracy 13
Fanatic Purifiers 16
Mechanist 24
Syncretic Evolution 18 (+1)
Post-Apocalyptic 4 (-2)

I really like parliamentary system as it can give some pretty good bonuses to influence if you combine it with conformist and expamd at a slower pace.

Post apocalypse is hard to vote down as I like the idea of it, but it's not so good compared to what's left (plus I just got ninja' Idealistic Foundation)