For whatever reason spiritualism has a bad reputation. Personally I like it and it and due to changes made recently I would argue its even good. So why play Spiritualism?
The Good
Unity generation.
Free temple with most origins on starting planet. Temples are great at producing unity and generate amenities and social research as secondary effect.
Amenities Due to starting temple.
Increased chance to roll psionics
Imperial Cult Civic (with authoritarian/imperial authority)
The Bad
-5/10% Edict Cost
And the Ugly
Doesn't play nice with Robots.
I recommend you play with plants or fungoids in every case unless you are doing something specific. This is because of the budding trait. Even if you don't use it options are good.
The things that have buffed spiritualist are new traits, traditions, buffed Imperial Cult civic. The downside is issues with robots (their faction hates them). You can build robots but later in the game you might have an AI rebellion and at the cost of less influence (which may not matter). The budding trait on plants and fungoids does give you population assembly but its slower than robots at least early on. Most of the benefits of spiritualism come without having to be fanatic spiritualist which really only matters if you want to maximize your chances of going psioncs.
Traditionally the meta has also rewarded tech rushing. Not spiritualists can do this as well depending on the build. Generally they are not as good at it relative to say materialists. They get their +5/+10% boost to tech and the Academic Privilege living condition. Technocracy has been nerfed however and there is another great living condition (decadent) however via the pleasure seekers civic. A well built spiritualist is competitive with tech rushing. They may not be the best at it but close enough is often good enough. They cant match a 5-20% boost to research via ethics they can via production however. By that I mean build more labs using your economic advantages. Early game if tech rusher 1 has 4 labs you build 5, later on you out produce them in resources using less pops and the extra pops can be diverted into labs (or alloys or whatever).
The big big advantage spiritualists have is the unity. You'll be one of the 1st to get your 1st perk and you can complete all of them before 2100 with default settings. With various unity ambitions activated before anyone else its nice. Generally you will complete 2 of them while everyone else is halfway through the second have 3 complete vs 2 or 5 complete vs 3.
Early on you will also have a reasonable amount of amenities so you can give those clerks a more productive job.
Pretty much anything works to some extent with spiritualist. Some of the betters options.
Authoritarian. Slaves are good the downside is usually happiness and stability. I heard Temples also provide amenities and the Imperial Cult Civic is nice which allows two more edicts combined with Imperial Authority. This lets you run 4 edicts very early on and authoritarian grants extra influence. A fanatic Authoritarian/Spiritualist can generate 60% extra basic resources (more with chattel slavery and slaveguilds civic). If you go psionic its not hard to have 100% stability either. One of the best spiritual combos.
Pacifism. Pacifism grants stability and the peace festival edict for another 10% happiness. This can let you start the game with 90-100% stability early on and getting around the downsides of even fanatic pacifism isn't to hard. Perhaps the ultimate builders combo. Can be combined with Authoritarian for another edict granting 5% stability.
Militarist. Not a favorite ethic of mine but unity early on is useful for rushing down the supremacy tree (or unyielding perhaps if you have a nearby genocidal). 1-3 completed trees and and its not to hard to grab adjacent empires capitals. Can be combined with the Authoritarian ethics for an early game rush build.
Xenophile. Not an obvious one but the new mercantile tree and free starting temple lets you to the merchant guild things ASAP. Functional architecture is the other civic that is great on habitats and good on a normal planet (while you tech rush habitats). Very useful for an early federation rush.
Egalitarian. Probably wouldn't recommend this one but you can mix it with shared burdens I suppose.
Xenophobe. Not one of my favorite combos unless its mixed with pacifism and inwards perfection. Great unity rush options along with population growth with inward perfection.
Suggested Origins.
Generally I like origins that let you come out of the gate fast. For the most part this means Prosperous Unification or Shoulders of Giants and Lost Colony to a lesser extent. Scion gives you a free wormhole to a fallen empire so you can easily get their technology. Dark Matter or Psionic shields are great.
Psionics.
The obvious path is psionics. The main advantage of psionics is you can rush it early in the game and complete both of them in the first 50 years of the game although it is RNG dependent. Psionic admirals and scientists are good early on the shroud benefits are RNG based which is a negative. The chosen one and god king events however are very good for removing locked civics such as inward perfection, Idyllic Bloom or changing ethics from Fanatic Pacifism. Yes you can rush Gaia Worlds as an inward perfection+idyllic bloom and then you become the god king and fanatic authoritarian/spiritualist. You also want the Composer of Strands for the 20% population growth. The budding trait is great for psionics giving you pop assembly without having to use robots.
Bio Ascension.
Since 3.0 cloning tanks give you pop assembly and these tanks stack with the budding trait which stacks with the fertile trait. This more than gets around the spiritualist traditional problem of population growth. Not bad for a slaver either.
Synthetic.
Yes you can take synthetic ascension. Probably not recommended but an interesting trick i to ascend which cause materialist ethics drift. Spiritualists can also build robots as well. This lets you get the early game benefits of spiritualist eg temples and unity and change your ethics later on avoiding the AI rebellion potential. Probably not worth doing but its an option and you will no longer be spiritualist.
The Builder (Plantoid or Fungoid)
Authority: Imperial
Civics: Master Crafter Pleasure Seeker
Ethics: Fanatic Pacifist, Spiritualist.
Traits: Charismatic, Budding, Natural Engineers, Solitary, Unruly
Origin: Prosperous Unification
Suggested Ascension Path: Psionic
This build starts with very high stability due to being so happy. This allows for a very productive start with reasonably abundent resources. Use that slingshot efect to develop your economy and later on become the God Emperor to go forth and conquer.
The Merchant
Authority: Imperial (maybe Democratic if Voidborn)
Civics: Functional Architecture, Merchant Guilds
Traits. Thrifty, Budding, Natural Engineers, Solitary, Unruly
Origin: Your Choice
Suggested Ascension Path: Bio Ascension
Fairly typical merchant rush build.
Stef explains the basics. This tweaks the build however for the ground. Spam merchants, form a trade federation via a vassal if you have to. Use all the consumer goods to tech and unity rush via more temples and labs. Or do it in space via the Void Dwellers Origin (traits non adaptive, unruly, intelligent, thrifty, rapid breeders).
The Tech Rusher.
Authority: Democratic
Civics: Meritocracy, Pleasure Seeker
Ethics: Fanatic Egalitarian, Spiritualist.
Traits: Intelligent, Budding or Rapid Breeders, Natural Engineers, Solitary, Unruly
Origin: Prosperous Unification or Shoulders of Giants (if rapid breeders)
Suggested Ascension Path: Bio or Psionic (probably bio)
Who says spiritualists can't tech rush? Obviously you're not as good at it as a materialist. This build is sort of a hybrd tech and unity rush build. This is one build where I would consider using robots as well and perhaps changing ethics later on. 82% stability early on with Prosperous Unification Shoulders of Giants or Lost Colony are also good.
The Slaver.
World Type: Dry
Authority: Imperial
Civics idyllic Bloom or Imperial Cult, Police State
Ethics Authoritarian, Spiritualist + Pacifist or Militarist
Primary Trait: Intelligent, Budding or Rapid Breeders, Natural Engineers, Solitary, Unruly
Secondary Trait. Serviles, Budding, Ingenious,
Origin: Syncretic Evolution.
Suggested Ascension: Psionic.
The basic idea here is simple. Rush generator worlds for lots of money via your slaves and turn the lot of them into gaia worlds. You chattel slaves are ingenious use that money to terraform worlds and tech rush synthetic gases. Star creating Gaia Worlds late 2220's or early 30's. You can go forth and conquer or raid pops for mor slaves. Some micro required to grow the right pops. One can skip syncretic evolution for Shoulders of Giants and sell the minor artifacts to terraform the worlds. Depending on your expansion rate you go psionic and remove Idyllic Bloom once its not longer useful.
The Unity.
Authority: Imperial
Civics: Inward Perfection, Pleasure Seeker
Ethics: Pacifist, Spiritualist, Xenophobic
Traits: Intelligent, Budding, Natural Engineers, Solitary, Unruly
Origin: Prosperous Unification
Suggested Ascension Path: Psionic
The inwards perfection build mentioned above. You can swap pleasure seekers for Idyllic Bloom (start on a dry world BTW Shoulders of Giants origin). The idea is to milk the benefits of Inward Perfection and replace it later via the god king event. As an added bonus you can try Idyllic Bloom.
The Clone
World Type: Dry
Authority: Imperial
Civics: Functional Architecture, Pleasure Seeker
Ethics: Fanatic Spiritualist, Militarist
Traits: Ingenious, Intelligent, Natural Engineers, Solitary, Unruly
Origin: Clone Army
Suggested Ascension Path: Psionic
This one is very simple. Use clones, get a lot of money rush your economy (prosperity and supremacy) and unity, go smash something in the face. You'll complete your second tradition tree around the time you get 100 clones. Fanatic Spiritualist to maximize your chance of going psionic and you go with clone ascendant.
The Good
Unity generation.
Free temple with most origins on starting planet. Temples are great at producing unity and generate amenities and social research as secondary effect.
Amenities Due to starting temple.
Increased chance to roll psionics
Imperial Cult Civic (with authoritarian/imperial authority)
The Bad
-5/10% Edict Cost
And the Ugly
Doesn't play nice with Robots.
I recommend you play with plants or fungoids in every case unless you are doing something specific. This is because of the budding trait. Even if you don't use it options are good.
The things that have buffed spiritualist are new traits, traditions, buffed Imperial Cult civic. The downside is issues with robots (their faction hates them). You can build robots but later in the game you might have an AI rebellion and at the cost of less influence (which may not matter). The budding trait on plants and fungoids does give you population assembly but its slower than robots at least early on. Most of the benefits of spiritualism come without having to be fanatic spiritualist which really only matters if you want to maximize your chances of going psioncs.
Traditionally the meta has also rewarded tech rushing. Not spiritualists can do this as well depending on the build. Generally they are not as good at it relative to say materialists. They get their +5/+10% boost to tech and the Academic Privilege living condition. Technocracy has been nerfed however and there is another great living condition (decadent) however via the pleasure seekers civic. A well built spiritualist is competitive with tech rushing. They may not be the best at it but close enough is often good enough. They cant match a 5-20% boost to research via ethics they can via production however. By that I mean build more labs using your economic advantages. Early game if tech rusher 1 has 4 labs you build 5, later on you out produce them in resources using less pops and the extra pops can be diverted into labs (or alloys or whatever).
The big big advantage spiritualists have is the unity. You'll be one of the 1st to get your 1st perk and you can complete all of them before 2100 with default settings. With various unity ambitions activated before anyone else its nice. Generally you will complete 2 of them while everyone else is halfway through the second have 3 complete vs 2 or 5 complete vs 3.
Early on you will also have a reasonable amount of amenities so you can give those clerks a more productive job.
Ethics.
Pretty much anything works to some extent with spiritualist. Some of the betters options.
Authoritarian. Slaves are good the downside is usually happiness and stability. I heard Temples also provide amenities and the Imperial Cult Civic is nice which allows two more edicts combined with Imperial Authority. This lets you run 4 edicts very early on and authoritarian grants extra influence. A fanatic Authoritarian/Spiritualist can generate 60% extra basic resources (more with chattel slavery and slaveguilds civic). If you go psionic its not hard to have 100% stability either. One of the best spiritual combos.
Pacifism. Pacifism grants stability and the peace festival edict for another 10% happiness. This can let you start the game with 90-100% stability early on and getting around the downsides of even fanatic pacifism isn't to hard. Perhaps the ultimate builders combo. Can be combined with Authoritarian for another edict granting 5% stability.
Militarist. Not a favorite ethic of mine but unity early on is useful for rushing down the supremacy tree (or unyielding perhaps if you have a nearby genocidal). 1-3 completed trees and and its not to hard to grab adjacent empires capitals. Can be combined with the Authoritarian ethics for an early game rush build.
Xenophile. Not an obvious one but the new mercantile tree and free starting temple lets you to the merchant guild things ASAP. Functional architecture is the other civic that is great on habitats and good on a normal planet (while you tech rush habitats). Very useful for an early federation rush.
Egalitarian. Probably wouldn't recommend this one but you can mix it with shared burdens I suppose.
Xenophobe. Not one of my favorite combos unless its mixed with pacifism and inwards perfection. Great unity rush options along with population growth with inward perfection.
Suggested Origins.
Generally I like origins that let you come out of the gate fast. For the most part this means Prosperous Unification or Shoulders of Giants and Lost Colony to a lesser extent. Scion gives you a free wormhole to a fallen empire so you can easily get their technology. Dark Matter or Psionic shields are great.
Ascension Paths
Note the trait Natural Sociologists is better for Spiritualists ascension than most other empires. Its useful if you want to rush psionics or bio ascension and bio ascension can remove it for something better later. If you get the Zroni event and acquire the relic I recommend you go psionic. otherwise it is your choice. Psionics.
The obvious path is psionics. The main advantage of psionics is you can rush it early in the game and complete both of them in the first 50 years of the game although it is RNG dependent. Psionic admirals and scientists are good early on the shroud benefits are RNG based which is a negative. The chosen one and god king events however are very good for removing locked civics such as inward perfection, Idyllic Bloom or changing ethics from Fanatic Pacifism. Yes you can rush Gaia Worlds as an inward perfection+idyllic bloom and then you become the god king and fanatic authoritarian/spiritualist. You also want the Composer of Strands for the 20% population growth. The budding trait is great for psionics giving you pop assembly without having to use robots.
Bio Ascension.
Since 3.0 cloning tanks give you pop assembly and these tanks stack with the budding trait which stacks with the fertile trait. This more than gets around the spiritualist traditional problem of population growth. Not bad for a slaver either.
Synthetic.
Yes you can take synthetic ascension. Probably not recommended but an interesting trick i to ascend which cause materialist ethics drift. Spiritualists can also build robots as well. This lets you get the early game benefits of spiritualist eg temples and unity and change your ethics later on avoiding the AI rebellion potential. Probably not worth doing but its an option and you will no longer be spiritualist.
The Builds.
This is a lot of rambling so I will include some suggested builds that I personally enjoy.The Builder (Plantoid or Fungoid)
Authority: Imperial
Civics: Master Crafter Pleasure Seeker
Ethics: Fanatic Pacifist, Spiritualist.
Traits: Charismatic, Budding, Natural Engineers, Solitary, Unruly
Origin: Prosperous Unification
Suggested Ascension Path: Psionic
This build starts with very high stability due to being so happy. This allows for a very productive start with reasonably abundent resources. Use that slingshot efect to develop your economy and later on become the God Emperor to go forth and conquer.
The Merchant
Authority: Imperial (maybe Democratic if Voidborn)
Civics: Functional Architecture, Merchant Guilds
Traits. Thrifty, Budding, Natural Engineers, Solitary, Unruly
Origin: Your Choice
Suggested Ascension Path: Bio Ascension
Fairly typical merchant rush build.
Stef explains the basics. This tweaks the build however for the ground. Spam merchants, form a trade federation via a vassal if you have to. Use all the consumer goods to tech and unity rush via more temples and labs. Or do it in space via the Void Dwellers Origin (traits non adaptive, unruly, intelligent, thrifty, rapid breeders).
The Tech Rusher.
Authority: Democratic
Civics: Meritocracy, Pleasure Seeker
Ethics: Fanatic Egalitarian, Spiritualist.
Traits: Intelligent, Budding or Rapid Breeders, Natural Engineers, Solitary, Unruly
Origin: Prosperous Unification or Shoulders of Giants (if rapid breeders)
Suggested Ascension Path: Bio or Psionic (probably bio)
Who says spiritualists can't tech rush? Obviously you're not as good at it as a materialist. This build is sort of a hybrd tech and unity rush build. This is one build where I would consider using robots as well and perhaps changing ethics later on. 82% stability early on with Prosperous Unification Shoulders of Giants or Lost Colony are also good.
The Slaver.
World Type: Dry
Authority: Imperial
Civics idyllic Bloom or Imperial Cult, Police State
Ethics Authoritarian, Spiritualist + Pacifist or Militarist
Primary Trait: Intelligent, Budding or Rapid Breeders, Natural Engineers, Solitary, Unruly
Secondary Trait. Serviles, Budding, Ingenious,
Origin: Syncretic Evolution.
Suggested Ascension: Psionic.
The basic idea here is simple. Rush generator worlds for lots of money via your slaves and turn the lot of them into gaia worlds. You chattel slaves are ingenious use that money to terraform worlds and tech rush synthetic gases. Star creating Gaia Worlds late 2220's or early 30's. You can go forth and conquer or raid pops for mor slaves. Some micro required to grow the right pops. One can skip syncretic evolution for Shoulders of Giants and sell the minor artifacts to terraform the worlds. Depending on your expansion rate you go psionic and remove Idyllic Bloom once its not longer useful.
The Unity.
Authority: Imperial
Civics: Inward Perfection, Pleasure Seeker
Ethics: Pacifist, Spiritualist, Xenophobic
Traits: Intelligent, Budding, Natural Engineers, Solitary, Unruly
Origin: Prosperous Unification
Suggested Ascension Path: Psionic
The inwards perfection build mentioned above. You can swap pleasure seekers for Idyllic Bloom (start on a dry world BTW Shoulders of Giants origin). The idea is to milk the benefits of Inward Perfection and replace it later via the god king event. As an added bonus you can try Idyllic Bloom.
The Clone
World Type: Dry
Authority: Imperial
Civics: Functional Architecture, Pleasure Seeker
Ethics: Fanatic Spiritualist, Militarist
Traits: Ingenious, Intelligent, Natural Engineers, Solitary, Unruly
Origin: Clone Army
Suggested Ascension Path: Psionic
This one is very simple. Use clones, get a lot of money rush your economy (prosperity and supremacy) and unity, go smash something in the face. You'll complete your second tradition tree around the time you get 100 clones. Fanatic Spiritualist to maximize your chance of going psionic and you go with clone ascendant.
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