![]() It can also offer a challenge for someone who would be bored of banal conquests, and try to build a galacy-spanning federation through wars of ideology. It's also a nice ethics to have if you're playing a corporation and you just want to develop your trade. And if you want to invest yourself a bit more you can (with ideology wars for instance). It also let you play a semi-observer mode once the initial phase of exploration and colonization is done. If you want to focus on an ascension path or megastructures, it's a good pick. Pro: pacifist lets you play without having to bother too much about wars. Since the details of the bonus have already been covered, here's my opinion for a more "gameplay" point of view: Also, you always need to keep 5000 Energy in reserve at all times or be at effectively -10. * The pacifist faction is the most difficult to please faction in the game, and will be at effectively -15 every time you engage in a war (even as a defender) and additionally at -30 if you are the attacker. ![]() Note that if you *want* to have liberation wars, you can also use them as non-pacifist, and freely switch back to unrestricted wars when that suits you better. This is the biggest drawback of any ethic in the game right now. This bonus is pretty much irrelevant except in the very early game, and even then it's weak. Better than the +5% worker production from authoritarian, but worse than the +5% specialist production from egalitarian. * +5 Stability, which translates to +3% from all pop jobs most of the time. So pacifist enables *one* good civic together with another ethic. Agrarian Idyll is massively overrated in my opinion. Inward Perfection is actually pretty good, but also requires xenophobe. However: Other ethics that give stronger bonuses and less drawbacks (like every other ethic in the game now) are better. My personal opinion: If a drawback from an ethic can be overcome with enough work, that's good. In short, it is the most neglected ethic with many very huge cons and its only pros are a couple of situationally powerful civics choices. No military bonus despite it making complete sense that they should get some defensive bonus maybe on starbases or just good old regular own territory firing rate. The fact that you're pacifist doesn't matter to neighboring empires that see you as much of a threat as any other empire despite the fact that you're prevented from attacking them, so there's no diplomatic bonus in yet another way that makes no sense from either a roleplaying or mechanical sense. ![]() Only other Pacifist empires will ever agree to join or invite you to their federations, because not having free war declaration counts as a whopping -50 opinion to joining up, despite the fact that you can vote for war just like everyone else if someone else in the federation proposes it. The Administrative Capacity and Stability bonuses are very small and not in line with what the pre-2.2 pacifist bonus was, in relation to other sources of these. For some reason the Pacifist faction cannot be promoted (it's a bug that hasn't been fixed in two years), and the time at peace required for the ethic to gain any traction was increased to 50 years some time ago, which is so ridiculously high that no POP will ever get it, since it counts both you declaring war and being declared on even the Baol pops created with the relic are Fanatic Pacifist, which do not join the Pacifist faction for another incomprehensible reason so there's no way to gain Pacifist pops other than beginning as Pacifist and having governing ethics attraction and if you want to take a civic that requires it you need to start with it at empire creation. ![]()
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