GalCiv4:Ideology: Difference between revisions
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Latest revision as of 16:29, 8 January 2024
Ideology
Ideology has changed since previous Galactic Civilization titles. Gone is the trinity of Benevolent, Pragmatic, and Malevolent. Each civilization now has 7 traits. Each trait belongs to a group of two opposing viewpoints. Through the course of the game you'll acquire Ideology Awareness points that will unlock perks to use culture points on. These perks are very powerful and can greatly affect how your civilization is run.
Ideology Awareness Points
Your civilization's actions will accumulate Ideology Awareness Points along 14 different paths. Acquiring them unlocks various perks to spend using your hard earned culture points. Your not limited to picking only points along the chosen path. For instance, if your civilization values Creativity, but you want the Pioneering perk from the Cooperation tree you just need to acquire at least 3 points in the Cooperation tree to purchase that perk. Regardless of you may have spent in the Creativity tree. It's not recommended you spread out your choices too far given the Tier 5 perks can be very powerful.
Ideology Awareness Points are acquired through the following:
- investing in Ideology Perks
- various citizen and leader traits
- colony improvements such as the Industrial Center that grants 1 Creativity Point
- in game events
The trait with the highest overall total determines that civilization's governing ideology. Then for each group, the trait with the highest total determines the viewpoint displayed on the left. Citizen's may have an approval penalty if they have an opposing ideology. Also, relations with a foreign civilization may take a hit depending how far off your from their ideological compass.
Culture Points
Culture points are a very rare resource in the game needed to unlock very powerful perks. Keep on the lookout for leaders with the Culture icon. Some events will provide a culture point. Also, after 5 years in game which is turn 60 on standard speed you will gain 1 culture point. Culture points can be spent on any perk that has been unlocked.
Ideology Perks
Perks provide very powerful abilities for a civilization. They are unlocked by acquiring a number of points in the Ideology path they belong. How many points are needed is based on what tier the perk belongs to. You can purchase a perk as long as you unlocked it, even if your civilization belongs to the opposing path.
Perks in each each tier require a certain amount of Ideology Awareness points. For each path there are 5 tiers available.
Tier | Required points |
---|---|
1 | 1 |
2 | 3 |
3 | 5 |
4 | 7 |
5 | 9 |
Think Tanks
The Ideology Awareness points increase favor with the various factions that are available. Each faction's favor is increased by 3 supporting ideologies. Increasing favor also increases the benefits provided by leaders assigned to the think tank.
For example, the Altarians have a Warforged faction which belongs to Authority, Secrecy and Creativity ideologies. Increasing the awareness with any of those ideologies by 1 also increases think tank favor by 1.
Opposing Ideologies
In the following table is all the current ingame ideologies. The two ideologies on the same row are opposed to each other. Whichever has the most Ideology Awareness points will be the civilizations ideology for that group.
Tradition | Innovation |
Compassion | Pragmatism |
Equality | Opportunity |
Secrecy | Transparency |
Harmony | Individualism |
Cooperation | Creativity |
Civilization Ideology Perks
Authority
Tier 1:
- Iron Fist: +50 control
Tier 2:
- Prestige: Double ship experience
Tier 3:
- Service: Soldiers generate approval
- Watchful: Fleets receive an escort fighter inside our borders
Tier 4:
- Dangerous: Unlocks advanced transport modules that come with escort fighters
Tier 5:
- Conscription: Grants 3 free transports
- Discipline: Rushing is not limited
Liberty
Tier 1:
- Self-Governance: Free Leader and +10% colony approval
Tier 2:
- Mobility Rights: +2 Starbase Range
Tier 3:
- Free Trade: Grants a free freighter and trader citizen
Tier 4:
- Free Markets: +10% Global income
Tier 5:
- Private Ownership: Starbases no longer pay maintenance
- Enterprise: -25% colony and asteroid decay
Tradition
Tier 1:
- Sacred History: +1000 homeworld influence, Unlocks the Heritage project
Tier 2:
- Ancestral Home: +25% homeworld tourism
- Code of Law: Add an additional policy slot
Tier 3:
- Alluring: All starbases generate 1 influence
Tier 4:
- Radiant: +10% Influence
Tier 5:
- Devotion: +2 Control per turn, All leaders have the Tradition ideology
- Dogma: Our planets and starbases are immune to culture flipping
Innovation
Tier 1:
- Eureka: Approval boost after discovering a new technology and +30 research
Tier 2:
- Deep Investigation: +3 Research after surveying an anomaly
Tier 3:
- Focus on Education: +3 Scientist citizens
- Breakthrough: +60 Research
Tier 4:
- Logic: +1 Global citizen intelligence
Tier 5:
- Revere Science: +10% Approval for Scientist citizens
- Quantum Leap: +10% Global research
Compassion
Tier 1:
- Kindness: Approval bonus equal to your Compassion Awareness, and +1 diplomacy.
Tier 2:
- Charity: -10% Crime to each planet
- Sustainability: -10% pollution to each planet
Tier 3:
- Humility: +2 Diplomacy
Tier 4:
- Favored: Anyone at war with us receives -10% approval
- Popular: Civilizations that declare war on us anger other civilizations
Tier 5:
- Consensus: All civilizations declare war on anyone who invades our homeworld
Pragmatism
Tier 1:
- Intimidating: +5 Intimidation
Tier 2:
- Callous Disregard: +10% Manufacturing, -2% approval
Tier 3:
- Military Reverence: +3 Soldier citizens
Tier 4:
- Ruthless: +20% Soldiering
Tier 5:
- Attrition: -25% HP for enemy ships within our borders
- Bloodthirsty: +1% Approval per conquered planet
Equality
Tier 1:
- Commune: Worlds with over 50% approval get +15% growth and +15% influence
Tier 2:
- Representation: All colonies generate influence
Tier 3:
- Generational Homes: +2 Population capacity
Tier 4:
- Shared Purpose: +1 Global citizen resolve
Tier 5:
- Worker's Party: Worlds with over 50% approval get +20% manufacturing
- Hope: Worlds with over 50% approval get +15% income
Opportunity
Tier 1:
- Ambition: Leaders cost less to hire
Tier 2:
- Recruiting: Reduced cooldown to use the recruit leaders executive order
Tier 3:
- Incentives: +10 Loyalty for leaders
Tier 4:
- Celebrate Talent: Approval boost after recruiting a leader
- Merit: Leaders cost even less to hire
Tier 5:
- Poaching: When you capture a core world, you keep the governor
Secrecy
Tier 1:
- Silver Tongue: +5 Deception, All leaders have the Advocate trait
Tier 2:
- Criminal Ties: Ally with the pirates
Tier 3:
- Darkness: Enemy ships in our borders get -1 to sensor range and moves
Tier 4:
- Paranoia: All of our leaders are paranoid
Tier 5:
- Crime Lords: Grants 3 new leaders and +3% global crime
- Hidden Agenda: No one will declare war on us for the next 50 turns
Transparency
Tier 1:
- Amiable: +1 Diplomacy, and improved trade vales
Tier 2:
- Negotiators: +3 Diplomatic capital per turn
Tier 3:
- Shrewd: +25% Credits in trades
Tier 4:
- Trustworthy: +1 Global citizen Social
Tier 5:
- Fair Traders: +2 Diplomacy with civilizations we have trade routes with
- Reliable: Other races will trade more favorably with us
Harmony
Tier 1:
- Unification: +50% homeworld influence and +25% homeworld manufacturing
Tier 2:
- Shared Belief: +20% Resistance
Tier 3:
- Preferred Culture: +10% Approval for our civilization species, -5% approval for other species
Tier 4:
- Unique Voice: Civilizations that declare war on us anger other civilizations
Tier 5:
- Core of the Empire: +30% Homeworld manufacturing
- Crown of the Empire: +30% Homeworld income
Individualism
Tier 1:
- Flexible: +2% global income, research, and manufacturing
Tier 2:
- Inviting: +3 Citizens of random species
Tier 3:
- Adaptable: Gain 2 additional tiles on every planet
Tier 4:
- Cultural Appreciation: +20% Tourism
Tier 5:
- Acceptance: No approval penalty for mixed species
- Enticing: All planets and starbases within our influence join our civilization
Cooperation
Tier 1:
- Patient: +5 Persuasion
Tier 2:
- Pioneering: Free Colony ship
Tier 3:
- Good Neighbor: No approval penalty from sharing borders with another civilization
Tier 4:
- Agrarian: +20% Global farming
- Prepared: +1 Ship repair rate
Tier 5:
- Cooperative: No approval penalty for overcrowding
Creativity
Tier 1:
- Efficiency: -25% rush costs
Tier 2:
- Impulsive: +1 Ship moves
Tier 3:
- Persistence: +1 Global citizen Diligence
- Constructive: +3 Free Constructors
Tier 4:
- Planning: +8 Logistics
- Resourceful: Resource mining increased by 0.1 per turn
Tier 5:
- Perfect Production: +20% Manufacturing