Best Political Party Bonus

Hello again!

I don't believe this was discussed yet but what do you guys think is the best political party bonus. After some thought....it has to be, in general The Federalists. With 20% Economics, you just can't go wrong as money pretty much jacks up everything. While certain other bonuses may meet your specific needs that help your specific strategies, MOney just makes the GalCiv world go around.

~SDC~
764 views 12 replies
Reply #1 Top
Yep, I totally agree - though if I'm planning on a cultural victory or tech victory, I may go with the mercantile party.
Reply #2 Top
Don't underestimate the Populists! I just won my second all bright game with a heavy dose of diplomacy thanks in part to that bonus. My people love me, the aliens left me the heck alone...for far, far too long for their own good... I'm not disputing the money bonus the Federalists get- yes, it's great- but consider that high diplomacy, particularly if supplemented by racial picks, allows you to get money and techs in a more roundabout fashion, as well as numerous other advantages. I'm not saying that Populists are better than the Feds as such, merely that they're *very* viable

Mark
Reply #3 Top
Jimmy,

I have found each of the Parties has its own advantages which kick in at certain times, usually dependent on the starting conditions. For example, the Federalists are my overall favorite, with (as you stated) their +20% Econ bonus being at all times useful. But the Populists are also strong, especially with PQ+15 - their morale bonus combined with this trait makes class 14 planets equally good to standard class 15's, and even class 12 planets are rendered colonizable. You can make a huge Empire on a Medium (or above) sized map and basically out-produce the AI.

That said, my current favorite is the War Party. The +50% HP's make even BattleCruisers fearsome offensive weapons, permitting intimidating power and early conquests over one's neighbors.

I am also slowly coming to appreciate the inherent strength of the Mercantilists - a bonus to all trade routes really helps on the larger maps/longer routes and, should the UP vote to protect freighters, you can economically dominate everyone else while (simultaneously) promoting positive diplomatic feelings via trading with them. Furthermore, instead of fighting them overtly, you can covertly destabilize them via the espionage bonus and pick up defecting planets on the serious cheap by invading them when they join the I-League, all without incurring any ill-will or other sanctions with your neighbors.

I am concluding no one Party is superior to the other, but each provides powerful advantages which, if employed correctly, can lead to strong superiorities mid-game over your competitiors.

~SDC~
Reply #4 Top
I'd have to agree that the Federalists are the most powerful, but that nearly every party is viable. It's hard to beat that 20% Econ boost, although I have done lots of fun things with the Populists and the Diplomacy ability pick + Diplomatic Translators. Econ is an ability that's just always useful, though. I'm sure that the trade bonus from the Mercantilists could be useful, but I've yet to play a game with a massive trade empire set up. Taxes/Tribute have always been my main sources of funds.

Reply #5 Top
<-- war mongering player
i like the war party, my ships can run arround safely killing larger ships :)

plus i take attack + defense bonuses
Reply #6 Top
Pacifists definitely. EVERY single other bonus a political party gives you can be achieved by the Pacifists via their Social Production bonus.

Build Econ boosters faster than the Econ Party, get more econ benefits than the Econ Party.
Build Research boosters faster than the Tech Party, get more tech benefits than the tech party.
Build Shipyards and Foundries faster than the War Party, get better ships than the war party.

Reply #7 Top
I look at the choice of political parties from a slightly different view. Under the premise that all the political parties are obsolete in the long term since you can obtained their bonuses through other means, it only makes sense to pick a party that can help you reach that long term sooner. For that reason, I am a loyal fan of the versatile Federalist party :CONGRAT:

There are also several downsides to the other party choices. To list a few of them...

Mercantile: Trade and espionage are rather undeveloped areas of gameplay right now and I see little incentive to focus there.

Pacifist: The social production bonus would be nice if I didn't run out of projects to build so often. Influence bonuses can be easily harvested from resources and don't become important until late game.

Populist: Morale bonuses are always nice, but they're only useful if you didn't start out at 100%. By the time I need help with morale, I would already have controlled a few morale resources and have access to efficient morale boosters such as Stock Markets, Stadiums, and Teleporters. Diplomatic bonuses aren't as noticeable once you construct Diplomatic Translators either.

Technologist: Made obsolete by Eye of the Universe and resource harvesting.

War Party: Would be more useful if military strength factored in the hit points of each ship, but that's not the case right now. The AI is weak in tactical combat too, so there is little marginal benefit in pursuing this route.
Reply #8 Top
Well, v1.03 just came out, so all is moot LOL

Will have to experience with the new game rules to see what is best now.
Reply #11 Top
Without the PQ ability and hit point bonus from military resources, I think the War Party will come into fashion again. This choice is the equivalent of 5 ability picks vs. the normal 4 for other parties. Only the Pacifists choice has the same 5 pick bonus, but that social production bonus remains in a questionable status. To round off the party choices for maximum versatility, I would recommend a hefty economic bonus, two points in repair, and one point of morale. The last pick can go into diplomacy or something else of your fancy.
Reply #12 Top
I don't know what effect luck actually has, but regardless if the bonus granted by the Universalist party were changed into points, then it would be way overboard. I mean +1% luck costs 1 point, and the Universalists party grants standard bonuses and +25% luck... In terms of points that'd probably translate into a good 30 or so points I'd imagine.

That said I still prefer the Federalists.

~SDC~