So with 2.2.0 and all the attention on Corporations, I thought I'd post my first impressions of Civics; winners, losers, and new contenders. Let me know what you think!
(I won't cover the Corporate Authority Civics, I figure those should be their own topic since they are effectively cordoned off from regular Authority Civics.)
Agrarian Idyll: City Districts provide 1 less housing while Generator, Mining and Agri Districts produce 1 more. Farmers produce 2 amenities. Considering you can burn excess food for extra Pop Growth, the Agrarian Idyll Pacifist seems like the kind of empire that can rapidly fill up planets and keep on moving.
Aristocratic Elite: Not been able to play with the Noble jobs; these any good?
Citizen Service: 15% Naval Capacity is always useful in the late game. The extra Unity from soldiers might be nice, but how many strongolds do you actually build in 2.2?
Byzantine Bureaucracy: Seems interesting. -10% Amenities and Housing means having to build less City Districts and Amenity-producing buildings, and extra Administrator jobs sounds like a nice Unity boost. Anyone played with this extensively yet?
Corvée System: like Nomadic, now that Migration pull causes pop growth, this may be a lot stronger.
Efficient Bureaucracy: Now simply+20 Admin Cap. Takes the edge off those expansion brakes... but I'm curious as to how this plays out in practice. Going to have to run into the late game on a non-Ironman save, then use 250 influence to flip this Civic in and out, to see what difference it makes.
Environmentalist: Given how much of a pain it is to juggle Consumer Goods production with Alloys, maybe -10% Consumer Goods is much better than it was back in 2.1. One to keep your eye on.
Exalted Priesthood: For doubling down on producing Unity from Priests. Probably highly valuable to any Unity rushing strategies.
Free Haven: more pop growth! Seems stronger than before.
Functional Architecture: now reduces building cost and upkeep by 10%. Before it just reduced building costs by 15%, right? This seems a fair balance because you'll probably be less worried about the upfront cost in minerals now than with the upkeep costs.
Life-Seeded, Post-Apocalyptic: I understand this is bugged as of 2.2.0? Let's wait for a hotfix then....
Mechanist: From what I can tell, the early game is a bit slower than in 2.1, so getting Robots early may be even stronger...
Merchant Guilds: Get extra merchant jobs that produce Unity. Not played with this one, any thoughts?
Mining Guilds: Talk about one hell of a nerf! +1 minerals per Miner seems like a waste of a Civic now given that my bottleneck is usually around converting those Minerals into Alloys or Consumer Goods...
Parliamentary System: The change to faction Influence gains means this Civic's utility is a bit flatter. Still, I love playing Fanatic Egalitarians with Parliamentary System; so much Influence!
Shared Burden: Shared Burden is basically a discount Utopian Abundance -- every pop consumes only 0.4 Consumer Goods, gets +5% Happiness, and Unemployed Pops are happy and produce Unity. (Utopian Abundance: every pop consumes 1 CG, gets +20% Happiness, and Unemployed Pops are happy and produce Unity and Research.) I've not run the numbers, but having played a few games and noticed that Consumer Goods production can be annoying to balance with Alloys, this seems like a strong Civic, at least in the early to mid-game when you can't afford Utopian Abundance.
Technocracy: some Administrators become Science Directors and Researchers also produce 1 Unity... this seems strong as hell now for the Materialist playthrough.
Overall, I think the 2.2.0 landscape for Civics is a lot more interesting than previously, with more varied and consequential choices. Let me know what powerful combinations you've found!
(I won't cover the Corporate Authority Civics, I figure those should be their own topic since they are effectively cordoned off from regular Authority Civics.)
Agrarian Idyll: City Districts provide 1 less housing while Generator, Mining and Agri Districts produce 1 more. Farmers produce 2 amenities. Considering you can burn excess food for extra Pop Growth, the Agrarian Idyll Pacifist seems like the kind of empire that can rapidly fill up planets and keep on moving.
Aristocratic Elite: Not been able to play with the Noble jobs; these any good?
Citizen Service: 15% Naval Capacity is always useful in the late game. The extra Unity from soldiers might be nice, but how many strongolds do you actually build in 2.2?
Byzantine Bureaucracy: Seems interesting. -10% Amenities and Housing means having to build less City Districts and Amenity-producing buildings, and extra Administrator jobs sounds like a nice Unity boost. Anyone played with this extensively yet?
Corvée System: like Nomadic, now that Migration pull causes pop growth, this may be a lot stronger.
Efficient Bureaucracy: Now simply+20 Admin Cap. Takes the edge off those expansion brakes... but I'm curious as to how this plays out in practice. Going to have to run into the late game on a non-Ironman save, then use 250 influence to flip this Civic in and out, to see what difference it makes.
Environmentalist: Given how much of a pain it is to juggle Consumer Goods production with Alloys, maybe -10% Consumer Goods is much better than it was back in 2.1. One to keep your eye on.
Exalted Priesthood: For doubling down on producing Unity from Priests. Probably highly valuable to any Unity rushing strategies.
Free Haven: more pop growth! Seems stronger than before.
Functional Architecture: now reduces building cost and upkeep by 10%. Before it just reduced building costs by 15%, right? This seems a fair balance because you'll probably be less worried about the upfront cost in minerals now than with the upkeep costs.
Life-Seeded, Post-Apocalyptic: I understand this is bugged as of 2.2.0? Let's wait for a hotfix then....
Mechanist: From what I can tell, the early game is a bit slower than in 2.1, so getting Robots early may be even stronger...
Merchant Guilds: Get extra merchant jobs that produce Unity. Not played with this one, any thoughts?
Mining Guilds: Talk about one hell of a nerf! +1 minerals per Miner seems like a waste of a Civic now given that my bottleneck is usually around converting those Minerals into Alloys or Consumer Goods...
Parliamentary System: The change to faction Influence gains means this Civic's utility is a bit flatter. Still, I love playing Fanatic Egalitarians with Parliamentary System; so much Influence!
Shared Burden: Shared Burden is basically a discount Utopian Abundance -- every pop consumes only 0.4 Consumer Goods, gets +5% Happiness, and Unemployed Pops are happy and produce Unity. (Utopian Abundance: every pop consumes 1 CG, gets +20% Happiness, and Unemployed Pops are happy and produce Unity and Research.) I've not run the numbers, but having played a few games and noticed that Consumer Goods production can be annoying to balance with Alloys, this seems like a strong Civic, at least in the early to mid-game when you can't afford Utopian Abundance.
Technocracy: some Administrators become Science Directors and Researchers also produce 1 Unity... this seems strong as hell now for the Materialist playthrough.
Overall, I think the 2.2.0 landscape for Civics is a lot more interesting than previously, with more varied and consequential choices. Let me know what powerful combinations you've found!