1. Collectivism vs Individualism
Collectivism makes pop prefer direct control of them, so they are ok with manual relocation, slavery (fanatic collectivists have 100% tolerance to slavery) and other authoritarian methods of governing. Considering the fact, that collectivists consume less food and its easy to use slaves, that have bonus to food and minerals, collectivists enjoy great population growth and better mineral output than other nations. Normal collectivists have no downsides, but they have slight problems with slavery (only 50% tolerance) and fanatical collectivists' only disadvantage is inability to get anything besides authoriatian governments, hence they lack agenda bonuses and instead get pathetic prestige things.
Individualists have only one innate bonus: more energy. Considering that energy is rarely used and mostly needed for maintenance its way weaker than food and mineral bonuses collectivists get. Individualism also is hampered by increased ethic divergence (more factions, less happiness) and inability to use slaves or (if u got decadent) to tolerate slaves, which will make your pops unhappy if you do use them that way.
Verdict: Collectivism is vastly overpowered. 10 to 1
2. Materialism vs Spiritualism
Materialism provides you with bonus to research, two best government in the game (Scientific Directorate and Despotic Hegemony) which let you outtech all you opponents easily, also Materialists are the only people who will accept robot rights, which will make you empire able to colonise every planet easily with minimum hassle.
Spiritualists are decent with happiness bonus, psy techs, strong Divine Mandate, but compared to Materialist still a bit luckluster without a good deal breaking buff.
Verdict: Materialism wins slightly. 6 to 4
3. Militarism vs Pacifism
Militarists get strong armies, people being happy when in war. Considering that you will have to fight wars almost every game at least a few times, militarists are in a greatly advantageous position: they can sustain long wars because of people being happy from war and tolerant to WE, while your armies will be competent and strong to capture planets with minimal support compared to non-militarists.
Pacifist pops get a great deal of negative modifiers to war happiness and tolerance and bonus to food. Pacifism is very weak as it is, considering, that unless you play in a depopulated galaxy you will hit maximum pops per you planets with extra food, but you wont be able to get new once, because your armies will be very weak and your people will start rebelling if you dont win fast enough.
Verdict: Militarism trumps pacifism. 10 to 1.
4. Xenophile vs Xenophoby
Xenophile is a strong ethos if you dont plan on using slaves, because it makes your people ok to integrate aliens and makes them happy to have alien friends nearby. Considering that having aliens is beneficial to your empire (you can colonize every planet with right set of aliens) and that you will probably have some nearly every game its one of the strongest ethoses.
Xenophoby gives you bonus to slave tolerance but your people will have trouble living alongside aliens, so enslaving them will still lower your pops happiness. On the other hand you can purge aliens, but those aliense will hate you for that, so no allies, pop revolutions and other negative stuff. So unless xenophoby gets lots of strong unique techs, it's a useless ethos compared to collectivism, that hampers you more than helps.
Verdict: Xenophiles win. 10 to 1.
TOTAL CONCLUSION:
Buff individualism, spiritualism, xenophoby, and pacifism, unless you want every competetive game devolve into 90% materialist/collectivist/militarist/xenophile scientific directorates/despotic hegemony.
Collectivism makes pop prefer direct control of them, so they are ok with manual relocation, slavery (fanatic collectivists have 100% tolerance to slavery) and other authoritarian methods of governing. Considering the fact, that collectivists consume less food and its easy to use slaves, that have bonus to food and minerals, collectivists enjoy great population growth and better mineral output than other nations. Normal collectivists have no downsides, but they have slight problems with slavery (only 50% tolerance) and fanatical collectivists' only disadvantage is inability to get anything besides authoriatian governments, hence they lack agenda bonuses and instead get pathetic prestige things.
Individualists have only one innate bonus: more energy. Considering that energy is rarely used and mostly needed for maintenance its way weaker than food and mineral bonuses collectivists get. Individualism also is hampered by increased ethic divergence (more factions, less happiness) and inability to use slaves or (if u got decadent) to tolerate slaves, which will make your pops unhappy if you do use them that way.
Verdict: Collectivism is vastly overpowered. 10 to 1
2. Materialism vs Spiritualism
Materialism provides you with bonus to research, two best government in the game (Scientific Directorate and Despotic Hegemony) which let you outtech all you opponents easily, also Materialists are the only people who will accept robot rights, which will make you empire able to colonise every planet easily with minimum hassle.
Spiritualists are decent with happiness bonus, psy techs, strong Divine Mandate, but compared to Materialist still a bit luckluster without a good deal breaking buff.
Verdict: Materialism wins slightly. 6 to 4
3. Militarism vs Pacifism
Militarists get strong armies, people being happy when in war. Considering that you will have to fight wars almost every game at least a few times, militarists are in a greatly advantageous position: they can sustain long wars because of people being happy from war and tolerant to WE, while your armies will be competent and strong to capture planets with minimal support compared to non-militarists.
Pacifist pops get a great deal of negative modifiers to war happiness and tolerance and bonus to food. Pacifism is very weak as it is, considering, that unless you play in a depopulated galaxy you will hit maximum pops per you planets with extra food, but you wont be able to get new once, because your armies will be very weak and your people will start rebelling if you dont win fast enough.
Verdict: Militarism trumps pacifism. 10 to 1.
4. Xenophile vs Xenophoby
Xenophile is a strong ethos if you dont plan on using slaves, because it makes your people ok to integrate aliens and makes them happy to have alien friends nearby. Considering that having aliens is beneficial to your empire (you can colonize every planet with right set of aliens) and that you will probably have some nearly every game its one of the strongest ethoses.
Xenophoby gives you bonus to slave tolerance but your people will have trouble living alongside aliens, so enslaving them will still lower your pops happiness. On the other hand you can purge aliens, but those aliense will hate you for that, so no allies, pop revolutions and other negative stuff. So unless xenophoby gets lots of strong unique techs, it's a useless ethos compared to collectivism, that hampers you more than helps.
Verdict: Xenophiles win. 10 to 1.
TOTAL CONCLUSION:
Buff individualism, spiritualism, xenophoby, and pacifism, unless you want every competetive game devolve into 90% materialist/collectivist/militarist/xenophile scientific directorates/despotic hegemony.
- 72
- 4
- 1