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Hey everyone!! In this video we'll be covering a very underrated unity rush build that I came up after one of you guys suggested we did a pacifist inward perfectionist run. The build goes as following: Origin: Lost Colony - Basically the Planetary Unification younger brother. It's weaker in the early game, but it scales off better since the bonuses are permanent in your capital. We're using this in combination with the Imperial Authority which grants us +10% Resources from Jobs in our capital. So, with those 2 modifiers we already reach +25% Resources from Jobs right at the start of the game, not even accounting for the capital designation and other bonuses Government: Imperial - As stated before, it synergizes very well with Lost Colony. There's also a good effect of having one extra leader at the start of the game (the Imperial Heir) which is quite useful. Ethics: Xenophobe - Increases our Pop Growth and reduces the Starbase Influence Cost. It's a pre-requisite to having Inward Perfectionist, our main source of bonuses for this build (at least in the early game). Pacifist - Also required to having Inward Perfectionist. The bonuses are nice and it doesn't stop us from declaring war against other empires (only the Fanatic Pacifists can't). Spiritualist - This one is more so we can get better unity production right at the start of the game. Civics: Inward Perfectionist - This civic is a double-edge sword. It gives massive bonuses to our population (such as extra pop growth speed, more monthly unity, a very large edict fund to start off the game in a good shape...), however it also disables most of the diplomatic actions we can do, including forming a Federation (which is very important for late-game runs and when dealing with the end-game crisis). As you'll see with our build, most effects from this civic are paired with other modifiers to scale up our advantage in basically three fields: Pop Growth Speed, Monthly Unity Production and Resources from Jobs. Byzantine Bureaucracy - This civic is here to boost our unity production and it also helps out with the stability. Since at the start of the game we'll be building temples (mostly), the stability will stack up and it won't be hard for us to reach the pinnacle 100% stability. Traits: Intelligent - Not much to say here. One, if not the strongest pick nowadays. Adaptive - Since we're running Lost Colony origin, our homeworld won't have perfect habitability. However, with this trait, we'll achieve 100% hab. and it'll also help us in our other colonies. Traditional - More unity output. Unruly - Very free pick early on. After we ascend, we shift this for something not so harmful in the long run. Sedentary - We won't be doing much resettlement anyways. Ruler: Scientist- Spark of Genius - Increases our research speed by +3%. Pretty standard pick.