Best and Worst Traits, Civics, Ethics in 2.2 (and subsequent patches)?

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GAGA Extrem

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A quick comment on some things mentioned here:
(1) Efficient Bureaucracy is actually pretty good. Fun fact: It used to be +30, and was OP as hell. It has become less important as the penalties for exceeding the admin cap were reduced to 0.5 unity and 0.3 tech (down from 1.0 unity and 0.5 tech respectively), but it still provides a solid cost reduction of 10% for traditions and 6.6% for techs. It's a pretty neat choice as a 3rd pick for the mid game and can later be swapped out for something else.

(2) Meritocracy is probably a bit weak. Leader pool size really is just a marginal bigger chance to not having to gamble for more leaders, after all.

(3) Same goes for Warrior Culture. I'll lobby to replace the upkeep reduction with some sort of effect to Strongholds & Forts (maybe an extra job and housing?).

(4) Technocracy comes at a cost: Science Directors produce no unity and provide significantly less amenities than administrators. It's not hugely important past the early game, but still something to keep in mind. A bit of a balancing factor for all that nice and cheap extra science.

(5)
Agrarian Idyll is one of those civics that was pretty worthless. [...]
Good Sir, that is madness. Agrarian Idyll was one of the most overpowered and insane civics in the game and only remotely acceptable because of its Fanatic Pacifist prerequisite. That being said - yes, I'd actually agree that it is one of the best civics in 2.2 as well.

(6) Merchant Guilds is actually pretty darn good. I'd say, it is probably one of the best administrator replacers and also a solid 3rd civic pick for several reasons: (I) Thanks to the +2 unity modifier, you only lose a marginal amount of unity in the early game. (II) It replaces 0/1/2/3 (instead of 0/1/1/2) admin jobs on the buildings (just like Exalted Priesthood). (III) You can get the Galactic Stock Exchange to get another 2 Merchants per planet (and that building itself is incredibly powerful). Although a thing to keep in mind is that you still need to collect the TV, so it is probably better suited for a tall approach.

(7) Believe it or not, but Mining guilds is probably EVEN STRONGER than it used to be. You get a base +1 income from miners (including special resource miners, btw!), so a +25% base yield increase. However, that +1 is then subject to all the other regular modifiers. Madness.

- - - - -

In terms of ethics, Xenophile has gotten A LOT stronger with 2.2. Getting extra trade value is very powerful and since all agreements now cost diplomatic influence, the cost reduction starts to truly shine. The new migration mechanic also makes migration pacts more powerful for the player (since they tend to have better planetary conditions than the AI) and the addition of Xeno-Compatibility allows for some impressive growth benefits with extra spicy gene benefits (+1 trait point, +1 max traits). Lastely, Federations are probably even more powerful than before, even with the new federation tax (free pacts with members, no federation fleet upgrade, every member can contribute to the fleet).

I actually think Xenophobe got better as well - at bit less good for conquest, but inherent pop growth is really, really powerful.

Egalitarian and Authoritarian are both great to bolster the economy - specialist output is a premium effect and the stratified economy saves a ton of consumer goods on top of the extra resource modifier.

Spiritualist is... actually something I haven't touched in forever. I'd argue the edict cost is a bit "meh", but the extra unity + temples are nothing to sneeze at.

Pacifist is probably a bit weaker in terms of its economy effects, but the extra admin cap is incredibly powerful throughout the game (-5%/-10% trad cost, -3.3%-6.6% tech cost). The related civics are still among the most powerful options in the game.

I'd say the weakest / least interesting ethic right now is actually Materialist. The robot upkeep cost reduction is pretty good for synth ascension, but the research speed bonus is a bit bland and less useful early on, since scientists take longer to get. However, it does have some pretty good civic choices to make up for that.
 
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GAGA Extrem

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I think your fanatic pacifist mindset overvalues admin cap a whole lot. It's good for a very specific play style but makes such a tiny difference if you're playing something where you're going over the cap a lot already anyway. Lowering the tech cost penalty by 6.6% from 400% to 393.4% is pretty terrible. I think Admin Cap would be a lot more interesting if the penalties were based on the percentage you exceeded your cap by rather than exact values. I also think you should have kept the higher penalty values.
I am not sure if I am overestimating the impact of cap. I do agree that it is hard to determine the actual impact on the game, but I definitely had games where I cared less about it and the result was significantly slower unity and tech progression. And there are A LOT of powerful economy techs in the game that will greatly help with early and mid game snowballing. Although I'd argue the impact on traditions might be even more important.

The only problem I have with that (as someone who loves playing Fanatic Xenophile right now and regard Xeno-Compatibility as one of the strongest ascension perks in the game through it's growth speed boost alone) is that it largely invalidates the ascension paths. Genemodding is pretty bad if your planets have enough species to have the demographics diagram run out of colors and you have no ability to control population growth, while Synthetic Ascension completely invalidates biologial pop growth. Which leaves Psionic Ascension, but only fools deal with the Ruinous Powers.

Considering that megastructures, who were kind of a soft ascension path of their own, have also been heavily nerfed; with habitats now being borderline useless, ring worlds being glorified farms, the science nexus being kind of bad now considering the sheer amount of science a dedicated tech world can generate and the Galactic Assembly being a thing before Diplomacy has been reworked; I'm nowadays in the situation that I just don't know what to fill my slots with. Technological Ascendancy, Mastery of Nature, Executive Vigor, Xeno-Compatability and Ecumenopolis are a given, but that leaves 3 slots up for debate. [...]
I am pretty sure you can gene mod xenos (or at least half breeds?) back into a single template of your liking. If anything, Gene Ascension should work really well with crossbreeding once you get unwanted bad traits out of the gene pool. Actually, maybe I should try that in a Fanatic Xenophile game later today. Hm.

Also, Megastructures have not gotten worse - I'd actually say the perk is SIGNIFICANTLY more powerful, even though some options have become more niche. Yes, you don't want to spam Habitats anymore, but the extra building slots are still great. Ringworlds cannot mine anymore, but they provide an incredible amount of sustainable living space with the option for impressive E production and TV as a way to side-step the lack of M generation. The Science Nexus does grant +15% Research Speed nowadays, which is pretty absurd (in retrospect, maybe I should have suggested +3% per tier instead...) - and you do not have to pay CGs or admin cap for its own base science production. The Strategic Coordination center provides insane benefits and the Matter Decompressor is the most overpowered thing in the game by a long mile.
 

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[...] The problem is: Ecumenopoleis do it better. They'll provide even more living space than a ring world segments (28 Residential Arcologies @ 15 housing vs 50 city districts @ 7 housing), their districts are essentially super-charged buildings, they get a massive growth bonus AND they are way, way cheaper. BY taking over Trade, Alloys, CG and Unity generation, they'll allow your other planets to be respecced into something else. Though considering the amount of resources a Ecumenopolis devours on a monthly bases, most will of course by rural worlds. And if you want energy, why not built a Dyson Sphere instead?
The thing here is - it is rather hard for me to estimate a "vanilla" Ringworld. I play with Agrarian Idyll, so my Ringworlds always end up with something among the lines of 41 Generators + 10 Farms, which leads to a total population of ~220 with my usual housing reducting traditions & traits - and that is actually more than enough to fill all jobs and buildings. So these Ringworlds have lower population density, but that ultimately just means that I need to invest less refined resources to maintain them. I suppose it's their sustainability that makes them very appealing to me.

...and in the end that lower pop count doesn't really matter, since I can always build more Ringworlds. Even the higher admin cap isn't really important. Given that the social tech tree doesn't have any super relevant late game techs, I can just go all the way to Administrative Efficiency XX+ by year 200.

I suppose if I have the time during my christmas vacation, I'll do some theorycrafting and do the math to see if it is really the Ringworlds that carry my empires, or if it is just the amazing Agrarian Idyll & its synergy.

And finally, for the price of a ringworld (55k Alloys), you can field like 50 battleships or so. Go beat up the Ancient Caretakers with those (you really really don't want them to go berserks nowadays when crisis fleets are 35k and their fleets are 80k) and get a couple of cheap ringworlds with op buildings on them.
Let's be fair in that regard: There is no need to finish all 4 segments immediately. Once you get your first one, you'll have 20-30 years to fill it up, in the meantime you can build 12 other Mega Structures - like the Decompressor, the Dyson Sphere or the Science Nexus.

...but let's stay on topic, I'd rather not derail this thread any further with even more Ringworld discussion.
 

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Great traits:
Nonadaptive: It's basically free points. Habitability is basically ignorable now. Before your pops might waste 10% of their productivity on upkeep, with this they'll waste max 11%. Ohnoes, +2 pointoes.[...]
While that doesn't seem too terrible at first glance, the increased upkeep is something you will definitely feel, particularly when it comes to consumer goods in non-stratified societies, given that there is quite an overhead for upkeep and the basic infrastructure of a colony. And the impact becomes even bigger once you employ specialists and not just labourers.

Is it worth 2 points to pick another trait? Yes. But it's not really free points.
 
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You are forgetting at least two possible combination that might make non-adaptive somewhat tolerable and both are pretty niche strategies. I think it would be better off showing the combination in screenshots as opposite to say it out loud. I put picture in spoiler tag to keep this post short and tidy.[...]
Even in those cases it does still matter - for Life Seeded it reduces the habitability on your homeworld and for the rest it makes the first 10% habitability you gain useless. For the Tomb world its less impactful, although I'd assume that the whole habitability stacking thing is a wee bit unintentional and might change in the future.

If anything, the one scenario where it matters the least is the mass-use of robots with something like Mechanist and particularly as a Driven Assimiliator machine empire.

With how slow POP growth is, the effect of non-adaptive start to really kick-in much later [...]
I mean, you could also argue here that given that you are so limited in terms of pops, it is really bad that you increase the upkeep overhead of your existing population. Having to produce +2F because of lower Habitability for 20 pops is still (a bit less than) half a farmer's job, but that pop could do other important stuff.
 

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If you want to colonize other worlds with 10% lower habitability during the early-game phase I won't stop you.

How long does it take you to unlock bio-ascension? Terraform? habitats/ringworld? Depending on the situation but I am having a hard time imaging a player not being able to fix the non-adaptive issue before taking a second world once the early-game-one-world-phase is over.
I will gladly colonize everything in my borders. As a fanatic pacifist I can buffer the empire size gained by it and the extra growth & pops of those colonies do certainly pay off in the medium to long run.

I usually unlock Bio Ascension rather late (around year 100-140).
Terraforming is rather random - I actually cannot clearly remember the year for my last few games. I'd guess it's around year 60-80?
Habitats are usually unlocked around year 50-60, Ringworlds around 80-90.

I tend to gene-mod Non-Adaptive into my final pop template (Erudite, Fertile, Industrious, Thrifty, Non-Adaptive), but at that point it has literally no drawback outside of rare planets that got stacked with massive negative habitability modifiers. In the early game, I prefer to go with something like Solitary + Slow Learners instead.
 

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Oh, well, I thought we were back to a more generic statement about "when to colonize with low habitability". I don't really think that Life Seeded or Post Apocalyptic really matter in that regard. You'll still colonize everything right away.
 

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Nonadaptive doesn't reduce habitability on your homeworld. It's a great choice for Life-seeded.
Heh, then homeworld habitability might have been temporarily bugged when I tried it. :D
 

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Because it relies on people allowing you on their planets. [...]
Eh, that's not really an issue. Unless it was changed again, every empire can only close 1 branch office per 10 years. On top of that, striking a deal with the crime lords is actually a massive boon for any planet with a decent population (20+ pops, I'd say), so there isn't really any incentive for human players to clear out crime in the first place.

The real issue is more about the fact that a significant number of AIs in single player are either mega corps themselves or gestalts.