GalCiv4:Ideology: Difference between revisions

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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.
<h2>Ideology Awareness Points</h2>
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.
<h2>Culture Points</h2>
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.
<h2>Ideology Perks</h2>
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.
{|class="wikitable"
!<b>Tier</b>
!<b>Require points</b>
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| 1
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<h2>Civilization Ideology Perks</h2>
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Authority </h1>
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Authority </h1>



Revision as of 19:51, 6 September 2022

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 Require points
1 1
2 3
3 5
4 7
5 9


Civilization Ideology Perks

Authority

Tier 1:

  • Iron Fist: +50 control

Tier 2:

  • Prestige: Double ship experience

Tier 3:

  • Service: Soldiers generate approval
  • Discipline: Rushing is not limited

Tier 4:

  • Watchful: Fleets receive an escort fighter inside our borders

Tier 5:

  • Conscription: Grants 3 free transports
  • Dangerous: Unlocks advanced transport modules that come with escort fighters

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