Is there a list of all the new civics?

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Gaen

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All in all, I don't think Civics cover nearly enough things be very satisfying. Their pool of bonuses and unlocks really needs to be expanded, and the total number of them could stand to be quadrupled over time (the last thing we need is lame ones being introduced because Civics were added before good ideas for them could be had).
Before we hade 15 government types to pick from and now we have 29 civics to pick from too make our own, how is that not a satisfying improvement?
 

PalmettoExplorer14

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I do find the Hivemind civics a bit lackluster in terms of modifiers but i also look at their descriptions too for the RP factor. I agree they could have more civics for more non Hivemind and Hiveminds, but I understand the devs had to also be concerned about prior bugs. I have some programming experience and believe me bugs are a pain in neck and butt! When you think you have fixed a bug another one pops up! It gets worse when you realize that fixing that earlier bug actually cause the new bug to appear! And don't get me started on what happens when fixing it causes twenty bugs to appear! Ugh!

Anyhow, I do find that the unity generating civics are locked with pacifist or egalitarian which to me is a bit hurtful to the other ethics unless you're a spiritualist (or fanatic purifier) since spiritualists get temples (and more improved versions later on) that generate unity!

So you could have a spiritualist pacifist Xenophile empire with Agrarian Idyll which will let you play both tall and wide! A useful combination if you ask me.

The bad thing is that materialists don't really have much in the way of generating a lot unity unless they're also pacifist and or democratic and or egalitarian. Luckily I believe that some new buildings will generate unity. That's helpful but the thing is certain empires may be lacking in unity. It seems that unity may favor tall empire play than wide empire play.

I tend to try to do a mixture of tall and wide play. I find such a combination is quite successful.
 
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REgentle

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Fanatic Purifiers vs. Fanatic Militarists in warfare:

+10% army damage/fire rate (ethos), +33% army damage/fire rate (civic), (civic slot remaining), inability to make friends

vs.

+20% army damage/fire rate (ethos), (2 civic slots remaining), ability to make friends

(E: Known civics with direct military effects, going from Gaen's tentative list and not including leader-based bonuses, include:
> +20% army damage, -20% army upkeep
> +8% fire rate
> +15% naval capacity (!not xenophobe, democratic/oligarchic)

Hmm. Interested in how this will play out.
 
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Sheriff Godwin Law

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Anyhow, I do find that the unity generating civics are locked with pacifist or egalitarian which to me is a bit hurtful to the other ethics unless you're a spiritualist (or fanatic purifier) since spiritualists get temples (and more improved versions later on) that generate unity!

i think tech obtained buildings are supposed to be the core of how you acquire unity. Here's a list from the patch notes.

Symbol of Unity building now produces 2 unity and provides +5% happiness
* NEW: Autochthon Monument is a new building that provides Unity
* NEW: Heritage Site is a new building that provides Unity
* NEW: Hypercomms Forum is a new building that provides Unity
* NEW: Auto-Curating Vault is a new building that provides Unity
* NEW: Temple is a new building that provides Unity
* NEW: Holotemple is a new building that provides Unity
* NEW: Citadel of Faith is a new building that provides Unity

Symbol of Unity is for everybody now. And for everybody else, there looks like at least one or two should qualify based on ethos, depending on which of those is restricted.
Capitals also produce unity, I'm not sure if that applies to administrative centers as well.

I think the ethos specific civics are actually there to try to make certain, harder to play, ethos combinations more viable. Consider the most powerful civic I've seen so far,

Inwards Perfection
Monthly Unity +30%, Citizen Pop Happiness +5% Is some degree of Pacifist, Is some degree of Xenophobe

I'd rate this better than the +2 core systems, slaver guilds or mining guilds. In fact, this one is powerful enough that I think it makes xenophobe/pacifist competitive and will easily define how people expect to play that combination in the future.

Which is good because without it, picking a pacifistic xenophobe was easily handicapping yourself with probably the worst ethos combination.
 
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PalmettoExplorer14

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You're right, I'm sorry, this conversation is one that should have stopped earlier than it did, before feelings were hurt.



i think tech obtained buildings are supposed to be the core of how you acquire unity. Here's a list from the patch notes.



Symbol of Unity is for everybody now. And for everybody else, there looks like at least one or two should qualify based on ethos, depending on which of those is restricted.
Capitals also produce unity, I'm not sure if that applies to administrative centers as well.

I think the ethos specific civics are actually there to try to make certain, harder to play, ethos combinations more viable. Consider the most powerful civic I've seen so far,

Inwards Perfection
Monthly Unity +30%, Citizen Pop Happiness +5% Is some degree of Pacifist, Is some degree of Xenophobe

I'd rate this better than the +2 core systems, slaver guilds or mining guilds. In fact, this one is powerful enough that I think it makes xenophobe/pacifist competitive and will easily define how people expect to play that combination in the future.

Which is good because without it, picking a pacifistic xenophobe was easily handicapping yourself with probably the worst ethos combination.

Indeed.
Autochthon Monument is a new building that provides Unity
Heritage Site is a new building that provides Unity
Hypercomms Forum is a new building that provides Unity
Auto-Curating Vault is a new building that provides Unity
Temple is a new building that provides Unity
Holotemple is a new building that provides Unity
Citadel of Faith is a new building that provides Unity

These buildings would provide us a lot of unity if used correctly.
 
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PalmettoExplorer14

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Until we run out of thing to spend unity on that is.

That's true. not sure what happens if you have too much unity.

I'm assuming there's a level of ethos restriction involved. But hopefully not too much, or we end up back at the situation where fanatic ethos builds are under powered.

Hm...good point. That's one of the reasons why I want to find some way to keep the grand mausoleum and turn into an event preferably one that pops up for spiritualists. It would give out a good bit of unity. Or we could just mod it so it pops up for Empires that have Spiritualist civics.


Anyhow, I'm still shocked that they had only one Hivemind namelist but I'm getting a bit off topic.

The problem I see is that the civics are too locked into place. At one time I was almost certain Beacon of liberty wasn't democratic or egalitarian. Now it is. Seems a lot of the civics favor egalitarian or democratic choices more than the others. My hope is that we'll receive additional civics In the future whether via mods or official updates and patches.
 

DavetheGreat

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Welp, after reading about the revealed civics, my urge to mod just increased tenfold. And since I cannot access the suggestion forum for now, I will give an advance of what I have in mind here in this thread:

I read through the hive mind ideas and some of them sound like really cool ideas, problem is almost all of them are completely unbalanced with a couple (like psi vampires) totally changing a core element of the game. We all want more to be sure, but a few well balanced choices are better than a million completely overpowered ones.

That said: let's hope Queens and hive carriers happen somehow. Too cool not to make work.
 

Tavior

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I read through the hive mind ideas and some of them sound like really cool ideas, problem is almost all of them are completely unbalanced with a couple (like psi vampires) totally changing a core element of the game. We all want more to be sure, but a few well balanced choices are better than a million completely overpowered ones.

That said: let's hope Queens and hive carriers happen somehow. Too cool not to make work.

I think right now biological ascension Hive Mind may be somewhat bit powerful all thing considered.

How? Well I strongly suspect that you can modify your own species' planet preference so you can end up with 3 subspecies with enough spread out in planet preference choices in a such way that you end up look at all habitat with a floor of 60% habitability.

Even if you can't do that. You can still add alien pop with different planet preference into your empire, add Hive Mind trait so they don't die out, and spread from there.
 

Rubidium

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Before we hade 15 government types to pick from and now we have 29 civics to pick from too make our own, how is that not a satisfying improvement?
This. Remember that the civics (except for a few special ones like Fanatic Purifiers) are basically designed as a replacement for the government system. Each combination of civics and an authority is effectively a pre-Banks "government." That should be the baseline for comparison.

I'm not going to do the math, but it's actually a pretty significant increase in the number of possible governments (29*28*4 gives 3248 combinations without hive minds, but that's a vast overestimate since many of them are mutually exclusive).

The only loss is the flavor specific bonuses (things like Grand Mausoleums). Which is certainly a loss to consider, don't get me wrong, but not necessarily earth-shattering.

That said, I agree it would be nice to see more civics over time.
 

PalmettoExplorer14

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This. Remember that the civics (except for a few special ones like Fanatic Purifiers) are basically designed as a replacement for the government system. Each combination of civics and an authority is effectively a pre-Banks "government." That should be the baseline for comparison.

I'm not going to do the math, but it's actually a pretty significant increase in the number of possible governments (29*28*4 gives 3248 combinations without hive minds, but that's a vast overestimate since many of them are mutually exclusive).

The only loss is the flavor specific bonuses (things like Grand Mausoleums). Which is certainly a loss to consider, don't get me wrong, but not necessarily earth-shattering.

That said, I agree it would be nice to see more civics over time.

I wonder if there's a way to mod the Grand Mausoleums back into the game.
 

Olliganak

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I wonder if there's a way to mod the Grand Mausoleums back into the game.

The graphic for it will probably still be in the game. If so, then it would be a pretty easy thing to mod in.
 

PalmettoExplorer14

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The graphic for it will probably still be in the game. If so, then it would be a pretty easy thing to mod in.

Cool!

I actually enjoyed the Grand Mausoleums, as I role played that my rulers would set up a grand mausoleum on a new colony during their rule. For example, my starting ruler would place her tomb on the first colony of her empire. After she died, her son would place his tomb on a newly colonized planet during his reign.

It was sort of a race against time to continue the practice. So I hope someone can mod it back into the game.
 

Rip Off Productions

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The only loss is the flavor specific bonuses (things like Grand Mausoleums). Which is certainly a loss to consider, don't get me wrong, but not necessarily earth-shattering.
I wouldn't be surprised if curtain Civic/Authority/Ethos combos wouldn't unlock some of the old government forms flavor buildings.

Another thing I'd like to see would be some negative effects with powerful Civics, something like "Orwellian Surveillance" giving an extra penalty to diplomacy with all Empires who don't match your Ethics ands decreased Migration Attraction in exchange for easier to "please" Factions.

Though I think a really cool thing they could add would be another Civic-like detail; Pre-FTL background/historys: this would be a more fitting place for things like the Mechanist and Syncretic Evolution "Civics", other things like this I have Ideas for include "Pre-FTL colonization attempts" can spawn empires with the "Lost Colony" history(and vice versa, to replicate the UNE and CoM), "Precursor inheritors" who start the game with one artifact in one of the precursor event chains(and some special flavor text/events?), "Hostile Homeworld" who have normal title blockers on their homeworld but get buffs to their solders(and maybe some starship stuff too?), "Post-Apocalyptic Recovery" Homeworld covered in craters/ruins and has strong pacifists drift, "Old Hegemony" less Ethos Drift away from Government's, "Signal Intercepters" gives -50% cost on Fist Contact research but requires you to start as Fanatical Xenophobes or Fanatical Xenophiles(Blorg backstory), and so on.