Especially if you add in Traditions and Ethics, some Civics become realy powerfull very quickly. Consider the effects certain choices have on ethics attraction, however: http://www.stellariswiki.com/Ethics_attractionSo, I've heard that Agrarian Idyll is pretty damn strong as a civic. Though I tend not to play as pacifists (maybe they're super strong now?). Just interested in other people's opinions on what some strong civic choices are.
I'll just toss in Mining Guilds for +10% Minerals Production as a decent choice to get the ball rolling![]()
They will drastically change how you view some options.
(Fanatic) Egalitarian + Enviromentalist or Parlamentary Systems means you get super-happy pops from super-happy Factions that bring you tons of influence and resources at low cost. Even just the Ethic might actually be enough on it's own, without Civics.
Pacfist, Argarian Idyl, Inwards perfection is a super-Unity build. If you go Fanatic Pacifist and stack up other bonuses, you might even get Ascension Perk slots faster then the tech you need to use it.
Do not forget that you CAN change both Ethis and Civics in 1.5, however. You are no longer locked into a path, including pacifism...
Aristocratic Elite can work really well with "Colonial Viceroys" Tradition
Imperial Cult means you can cast the "Holy World" edict for 200 Influence. And it lasts for 100 years base. Not to mention allthe other Edicts you can spam. Like production or happiness ones.
Meritrocracy means you can live with Fleeting and still have the right leaders.
Keep in mind that you can overstack anything and it might not be too good to do so.
Machinist and Synchretic allow you to design your primary species to exactly complement your workers.
The only Civics I would consider "propably weak" are:
Police State. It is only "two armies" worth.
Philosopher King. But here it might be the Imperial Authority is only intended as Ethics Atraction Factor, rather then a real source of power like the other governments.
Idealistic Foundation. +5% when you can get +10% for no real upchage with Environmentalist?
Warrior Culture. Because it is army related.
Shadow Council. Becaue you should be swimming in influence from the Factions anyway.
Nationalistic Zeal: Extra Rivalries is a anti-bonus/diplomatic trap. The extra border can be nice.
For hiveminds weak are:
Ascetic (you do not have high living standarts for your drones anyway)
Strenght of Legions (again, army stuff)