I tend to play with the vampires and they have a huge benefit from growing large cities to feed on. So that's probably it.Once you do understand it you realize why there is no debate that slavery is the single most powerful mechanic in the game. (a thesis can and really has been written on this for years, but I won't do that here) Granted, it's pretty much irrelevant in FFH where I think the civic is only available if you are Evil and have Ashen Veil religion. FFH tends to start really slow but some civs/religions can get some very powerful cities, like Elves and Fellowship of Leaves or the Dwarves.
I'd say the only civics that are truly useless are the starting ones, despotism/barbarism/tribalism/decentralization/paganism. Their only theoretical use, aside from them being cheaper to run when the only alternatives available are civics that aren't worth the entry cost (Organized Religion when you've got no state religion, for example)
Environmentalism is usually a garbage Civic
No no no. Probably the strongest civic in the game (either it or the companion civic Caste System) after Slavery, as long as you have a religion and one or more high population spots +caste system. The boost to GPP is a huge factor in high difficulty where bulbing is very very powerful even without tech trading, or you can just use for GMs to fund research, etc. You don't even need large GP farms or Caste either to use it effectively, it will boost GS generation from 2 Library scientists everywhere you have the religion spread as well, acting almost like PHI trait.Pacifism is another; it punishes you for building a military, and not having a strong military is a dangerous game on Monarch+. Perhaps it has some utility on isolated starts or when surrounded by hippy peaceniks?
They are cheap! And staying in Paganism is both cheap and religiously neutral, which is a great siliver lining. Free Religion is definitely better but not as easily accessible from the startThe 5 default civics are pretty useless, of course.

. Suppose you also have Monotheism for Organized Religion, and you used its building bonus for awhile to build up your basic infrastructure, and also to pump out Missionaries without Monasteries to spread the religion around. Also suppose that you don't have access to any other religious Civics yet. Then, the time comes that you need to go into total-war-mode and start pumping out units, with buildings being built nowhere or almost nowhere. In that case, you're just wasting
by staying in Organized Religion, and it's advantageous to switch back into Paganism (especially if you're not an Organized leader). If you're Spiritual, then you should make that switch right away, but if not, then you have to weigh whether the anarchy turn will be worth it. However, I've had the situation arise that it's basically a free switch back to Paganism, by using the anarchy turn to also switch into Bureaucracy or Hereditary Rule for the first time.
, but then the Foreign
become more lucrative, then it makes sense to switch back into Decentralization if you don't have Free market yet. This can happen if you're ending a Golden Age (where you used Mercantilism+Caste System+Pacifism to maximize
), or if you've just discovered Astronomy on a Continents map, or if some foreign Civs formerly running Mercantilism have switched out and are open to trading with you.OR is so expensive to run that unless you have a specific purpose for it (spreading state religion or building infrastructure) I think it's a self-defeating option in most games, or at least, not worth staying in for any extended period. And either one of those things you want done as quickly as possible, so you can leave OR expenses behind. And there's the whole diplomatic angle to consider as well as you must remain in a state religion to use it (Paganism is cheap whether you adopt state religion or not). Generally, I personally just don't like using anything other than Paganism/Free Religion or Pacifism (sometimes Theo, in hard war mode and can swing the swap during a Golden Age) for most of the game unless you're SPI and can afford to play around more anyway. Doesn't mesh well to be swapping any more than is really necessary. In the scenario you alluded to I'd just not swap into OR at all or only during the big war build up for mid/late game attack (early game attacks need very little infra)..if it was a "free" swap. It's just a harsh civic. Mind you I do play expand heavy in most games so things like OR and Bureau bite hard in terms of expenses.Paganism: Let's say that it's the earlier stages of the game, and you end up with a State Religion in order to use the diplomatic bonus, and also for the +1. Suppose you also have Monotheism for Organized Religion, and you used its building bonus for awhile to build up your basic infrastructure, and also to pump out Missionaries without Monasteries to spread the religion around. Also suppose that you don't have access to any other religious Civics yet. Then, the time comes that you need to go into total-war-mode and start pumping out units, with buildings being built nowhere or almost nowhere. In that case, you're just wasting
by staying in Organized Religion, and it's advantageous to switch back into Paganism (especially if you're not an Organized leader). If you're Spiritual, then you should make that switch right away, but if not, then you have to weigh whether the anarchy turn will be worth it. However, I've had the situation arise that it's basically a free switch back to Paganism, by using the anarchy turn to also switch into Bureaucracy or Hereditary Rule for the first time.
Again, without SPI I find it hard to justify the timing of a Mercantilism swap in the first place as Banking itself just isn't that high priority unless you're gonna go to Economics and Free Market right after, or you can ignore the deliberation entirely and hard swap into State Property when you get there, which is almost always worth it given how powerful the civic is. My GAs would be long spent into either farming GPs or pushing war to entertain a Merc swap...at least without the potential free GM to help get to another GA, which comes along with Free Market access anyway. Maybe if you plan to just run to Rifles and ignore a higher economic civic until later?Decentralization: In the cases that the free Specialist from Mercantilism is worth more than the Foreign, but then the Foreign
become more lucrative, then it makes sense to switch back into Decentralization if you don't have Free market yet. This can happen if you're ending a Golden Age (where you used Mercantilism+Caste System+Pacifism to maximize
), or if you've just discovered Astronomy on a Continents map, or if some foreign Civs formerly running Mercantilism have switched out and are open to trading with you.
bonus is pretty decent, I'd love to see the benefit split up, where the
bonus still comes with Feudalism, but the base civic (now: worker bonus & -
penalty on Towns) comes with Monarchy. Perhaps some other tweaks would need to be made (Monarchy more expensive, etc.), but at least then the civic would be available right around the similar time as Caste at least. And also it's Low Upkeep versus Medium.
dynamic that builds over time as more civs adopt it. The relativity of it is a unique dynamic. What makes its annoyingness so pernicious, is again that it offers little positive benefit.
from Rep. Especially since Low Upkeep Free Market is around the corner. I'm not sure how Mercantilism could be improved? Defensive bonus against Espionage? K-mod flipped their Upkeeps, and while that balances them a bit, I find it to be less realistic, while often negating Free Market's
bonus by its new upkeep cost. So then we wait til Corporations to really cash in? I don't like that. In that case, why not just stay in Decentralization? Which I just find a low-key frustrating dynamic. Another bonus to FM could be added, but to me the most logical step is to keep it Low Upkeep, as a minimalist type civic.I very rarely run OR, as it requires an extra tech, extra anarchy (unless SPI). One city can pretty easily whip/chop monastery+missionaries to spread for the best cities for the upcoming pacifism. Pacifism I run close to always, at least for a short period of time.One of the main hurdle cited (having to spread religion) in a way makes OR more important as a predecessor potentially. Maybe still not worth the high cost.
Honestly I think you people are underestimating serfdom. It's an extremely useful civic for when you quickly have to make a lot of improvements such as when founding lots of new cities in quick succession or at the various tech milestones when you need to build or switch over a lot of improvements. Combine it with stuff like Pacifism that lets you use the now not murdered into the ground pop of your big cities for something other than turning into hammers and you have a powerful combination.