Is there a list of all the new civics?

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GC13

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I'm not sure what else they could do with hive mind civics to make them more unique to regular civics? I've always assumed that they would kind of be flavour text for the regular, non-ethos aligned civics
Well, Warrior Culture is only available to militarists. The thing to look at for whether a civic can make the transition isn't ethic restriction, it's effect. Nothing that has to do with happiness can transfer, nor migration, etc... and I'm not sure about unity (I guess hive minds use unity, so there are actually more civics that can transfer over).

As for unique hive mind stuff, they could add things like bonus to hive mind or non-hive mind opinion of you (a'la xenophile/phobe diplomacy), extra food when harvesting non-hive mind Pops, and any number of "normal" civics that for whatever reason weren't made available for normal empires. A bonus to Unity production for power plants? Mines also produce a small amount of food? Boost to growth rate?
 

PalmettoExplorer14

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I don't think we've seen any spiritualist civics yet, I'd love to see those.

Well, they have shown Imperial Cult and then I showed that one with that spiritualist civic that looked like a Catholic priest's mitre, but what they do, I'm not sure. Still I do hope we find out what they do soon!

I need to know what they do so I can create my own Kilrathi/Aslan warrior race!

Oh! And here are two more pics showing Hivemind civics!

C8BZTyyW4AAithm.jpg


C8BYqnbWkAI8Fvw.jpg
 

Tavior

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So far I am disappointed with most of those being "generic civic".
 

PalmettoExplorer14

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So far I am disappointed with most of those being "generic civic".

Oh? Why is that?

I'm curious about the Ascetic, Divided Attention, Subspace Ephapse, and Pooled Knowledge civics.

But for the non-Hivemind civics, I think we have seen only the tip of the mountain here. There could be dozens of various types of civics you can pick from, especially if you take into account that some are available based on your ethics and authority choices. Which, brings up the question: does that mean there are more non-Hivemind civics compared to Hivemind civics?
 

Tavior

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Oh? Why is that?

I'm curious about the Ascetic, Divided Attention, Subspace Ephapse, and Pooled Knowledge civics.

But for the non-Hivemind civics, I think we have seen only the tip of the mountain here. There could be dozens of various types of civics you can pick from, especially if you take into account that some are available based on your ethics and authority choices. Which, brings up the question: does that mean there are more non-Hivemind civics compared to Hivemind civics?

Mostly because they are nearly identical to non-Hive Mind civics and I was hoping for more powerful compelling choices that would make me think twice about pick one or another.

It also hurt diversify that those civic are essentially the only thing making Hive Mind Govt different at game start. Beside species pick, starting weapon type, and FTL type decision available to all other govt types that is.
 

Cat_Fuzz

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Mostly because they are nearly identical to non-Hive Mind civics and I was hoping for more powerful compelling choices that would make me think twice about pick one or another.

It also hurt diversify that those civic are essentially the only thing making Hive Mind Govt different at game start. Beside species pick, starting weapon type, and FTL type decision available to all other govt types that is.

Well, other than you won't need to worry about factions
 

Tavior

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Well, other than you won't need to worry about factions

Without faction there is less choices, do I shift my focus toward spiritualist for PSI tech or stay fanatic materialist kind of choices, and less diversification for replay values. So having boring civic like those actually give less replay value to Hive Mind govt type.

But we will see how it play out once game comes out.
 

Emraldis

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Without faction there is less choices, do I shift my focus toward spiritualist for PSI tech or stay fanatic materialist kind of choices, and less diversification for replay values. So having boring civic like those actually give less replay value to Hive Mind govt type.

But we will see how it play out once game comes out.
I mean, that was kinda the whole point...
 

Tavior

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I mean, that was kinda the whole point...

Having less choices? Perhaps. Perhaps not.

It doesn't change the fact that you have less stuff to make various Hive Mind unique among themselves.
 

Ikael

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Most of the civics revealed so far are disappointingly vainilla. The overlap between hivemind and non-hivemind civics, plus the additional overlap between some civics and actual genetic traits makes for an even more grey-gooish state of affairs. I really hope that modders get to it once Stellaris comes out.
 

RedPearlA

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Most of the civics revealed so far are disappointingly vainilla. The overlap between hivemind and non-hivemind civics, plus the additional overlap between some civics and actual genetic traits makes for an even more grey-gooish state of affairs. I really hope that modders get to it once Stellaris comes out.

Do you also think that governments from 1.0 to 1.4 are disappointingly vanilla?
 

Emraldis

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Having less choices? Perhaps. Perhaps not.

It doesn't change the fact that you have less stuff to make various Hive Mind unique among themselves.
No, the stated point (From @Wiz) was for hiveminds to not have to deal with all the new faction mechanics and such.
 

Augustus93

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Well if these are just rehashed civics then it is indeed a disappointment. Also while hiveminds won't have to deal with factions, they also get less influence as a result from that and the only ethics that they get is the hivemind one since it costs 3 points to pick that.
 

Zavaleta

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The game play role for Hive Minds seems to be for people who don't like dealing with factions. I don't see what else they have to offer players in game mechanics. I am still happy they put them in the game.
 

Sheriff Godwin Law

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As for unique hive mind stuff, they could add things like bonus to hive mind or non-hive mind opinion of you (a'la xenophile/phobe diplomacy), extra food when harvesting non-hive mind Pops, and any number of "normal" civics that for whatever reason weren't made available for normal empires. A bonus to Unity production for power plants? Mines also produce a small amount of food? Boost to growth rate?

An influence bonus would probably be nice. Assuming Hiveminds don't already have some sort of mechanic, building, or similar specific feature to allow them to cover the ground lost by their inability to appease local factions.
 

GC13

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An influence bonus would probably be nice. Assuming Hiveminds don't already have some sort of mechanic, building, or similar specific feature to allow them to cover the ground lost by their inability to appease local factions.
Well, they have the +1 Influence Civic, a'la Cutthroat Politics, but we haven't seen one with more upside potential like the parliamentary system Civic.