Stellaris

Stellaris

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Skoga Oct 14, 2019 @ 11:14am
Best civics for 2.4.1?
What are the best starter civics for 2.4.1 in your opinion? And what would be the strategies for them for a successful playthrough?
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Showing 1-12 of 12 comments
Ragnarok Oct 14, 2019 @ 12:11pm 
Depends on your strategy.

If you hate diplomacy, Inward Perfection coupled with Agrarian Idyll.

Syncretic Evolution is quite good with the right pop builds IMO.

If you want to research and tech up fast, Mechanist and Technocracy are a really good way to go.

Post-Apocalyptic gives you a lot of benefits to colonization via the Tomb World habitability.

Byzantine Bureaucracy helps you manage admin cap pretty well, but with the upcoming DLC will probably be nerfed into oblivion by the proposed admin cap changes. EDIT: Was wrong about its effects, not sure what I mistook it for.

Last edited by Ragnarok; Oct 15, 2019 @ 5:52am
koldean Oct 14, 2019 @ 12:18pm 
How about good civics for making money, and for diplomacy?

Appreciate the suggestions. :)
BanDHMO Oct 14, 2019 @ 4:19pm 
Originally posted by jlaflairsto:
How about good civics for making money, and for diplomacy?

Appreciate the suggestions. :)

Syncretic Evolution if you want both. Slave Guilds is also economically powerful, but you won't be winning many friends for treating half of your population like a monster.
Prometheus Oct 14, 2019 @ 4:38pm 
For the absolute best starting economy Xenophobe with Syncretic is the strongest. It requires a lot of little management tricks in the later game though. The only one that is unintuitive is you might want to make a planet that your servant species does not exist on, so that only your main species can grow on that planet. This is because later in the game you start needed more specialist jobs which the servant species can't do.
FD_Stalker Oct 14, 2019 @ 5:49pm 
Technocracy
RodHull (Banned) Oct 14, 2019 @ 8:19pm 
Originally posted by Ragnarok:
but with the upcoming DLC will probably be nerfed into oblivion by the proposed admin cap changes.

Sorry what now? Where did you hear about admin cap changes and new dlc??
HugsAndSnuggles Oct 15, 2019 @ 12:08am 
Nothing really changed since 2.2. Lack of singular opinion included.
Originally posted by Ragnarok:
Byzantine Bureaucracy helps you manage admin cap pretty well
It helps to minimize housing needs and synergizes with adaptability and bio-ascention. Does nothing for admin cap, though.
Last edited by HugsAndSnuggles; Oct 15, 2019 @ 12:10am
diegosoran Oct 15, 2019 @ 1:55am 
Originally posted by jlaflairsto:
How about good civics for making money, and for diplomacy?

Appreciate the suggestions. :)
Mmmm if you want to make tons of resources i recommend you to switch Xenophile and materialist (or pacifist...depends how you play) and go for commercial complex. At the midgame you´ll have a lot of energy credits and a big population growth (because of inmigration)
RodHull (Banned) Oct 15, 2019 @ 4:19am 
Originally posted by Cryten:
Ragna probably means this: https://steamcommunity.com/games/281990/announcements/detail/1612773506880327481

I mean sure in a future major update its going to change but in the here and now its not really relevant to the OPs question imo

Also the entire system is being reworked not just altered a little so its really impossible to predict how that will play out. On the face of it, it looks like the groundwork for future more detailed stuff in this area (like the planet rework) but in the short term its clearly a response to MEs being insanely OP in the current game cause they can colonise anywhere and population is power as of 2.3. I personally think the changes sound excellent
sortulf Oct 15, 2019 @ 7:35am 
Best starting civics? Slavers guild.
You don't want to keep that, but it is great for the extra production early game.
Lady Crimson (RIP) Oct 15, 2019 @ 10:53am 
Slavers Guild and Technocracy are great early game ones because one offers a boost of +20%+ to energy, minerals, and food. This gets less impressive later on and is generally better removed the second you jump to a 3rd civic (if you tech fast enough anyways).

Technocracy can give a ton of research from rulers, and also lets you go down researchers instead of any unity (since you get unity from them). This gives you a strong early lead, and will also become your new main source of unity later game.

Though admittedly unity isn't as useful later so use only later if you really need it, though it's probably still good enough to keep.

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Date Posted: Oct 14, 2019 @ 11:14am
Posts: 12