Ideology

From Galactic Civilizations - Official Wiki
Revision as of 17:05, 27 May 2016 by Jsan (talk | contribs)
Jump to navigation Jump to search


Ideology is one of the defining traits of an empire, defining whether they are Benevolent, Pragmatic, or Malevolent. Each of the three ideologies has twenty unlocks divided into four groups of similar focus.

Introduction: Unlocking Ideological Traits

Ideological traits are unlocked using points amassed through colonization events, building colony improvements, and other decisions made throughout the game. Each ideology's points can only be used to unlock that ideology's traits - in order to turn a new leaf as a malignant galactic scourge, you'll need to practice what you preach. When you make a choice for a particular event you will earn points only for that particular trait, as would be expected.

Traits can be mixed and matched to create an unique ideological mix. In fact, focusing on a single type of ideology (absolute pragmatism, for instance) will rapidly increase the point cost of every unlock. See the General Considerations section below the tables for details.

Ideology Tables

The three ideology tables are presented below in somewhat abbreviated form for quick reference. These tables can also be accessed in-game using the ideology tab in the main screen.

Abbreviations: DoW Declaration of War; ZOC Zone of Control

Benevolent

Outreach Pioneering - Free colony ship Explorers - Class 10 planet Prolific - Colonies start with 5 pop Adept - Extra Tile for each Colony Beacon - Class 16 planet
Affinity Elevated - Elevation Foundation unlocked Dignified - Home World Morale +50% Appreciative - First Five Colonies Receive +5 Morale Noble - All colonies +50% Morale Curious - All Starbases +10% Morale
Prominence Eminence - Missionary Center unlocked Admirable - Influence Growth +50% Enticing - All planets or Starbases in our ZOC join us Alluring - All Starbasess give +50% Influence Radiant - All Planets +50% Influence Growth
Enlightenment Educated - +150 Research Skilled - All Starbases +10% Research Enriched - Temple of Enlightenment unlocked Breakthrough - +300 Research Quantum Leap - +600 Research, All Colonies +5 Research/turn

Pragmatic

Vigilant Prepared - Preparedness Center unlocked Favored - Anyone at War with Us Receives -25% Approval Reserved - Enemy Ships/Sensors in our ZOC receive -25% Range Cautious - All Planets +3 Ships Watchful - Free Escort Fighters
Builder Constructive - 3 Free Constructors Coordinated - Shipyard Decay over distance -50% Inventive - Extra Module to Start Starbases Resourceful - All Mining +2 Efficient - All Construction Modules +1
Traders Exporters - Trade Licences +1 Merchants - Trade Income +25% Luxury - Luxury Trade Routes enabled Indispensable - Trade Route Diplomacy +0.5 Shrewd - Diplomatic Trades for Credits +25%
Negotiator Neutral - DoW Against You Impossible for 50 turns Amiable - Diplomacy +1 Arbiters - Arbitration Center unlocked Popular - DoW on us Angers All Others Venerable - Invasion of our Home World causes DoW On the Invader by Others Not Allied with the Invader

Malevolent

Aggression Militaristic - Free Frigate Ship Eager - Bonus Approval for Conquering Planets Threatening - 5 Free Transports Dangerous - Advanced Transports Aggression - Free Overlord Ship, All Planets
Motivation Intimidating - Intimidation Center unlocked Relentless - Home World Production +10 Ruthless - Military Manfacturing +100% Implacable - Death Furnaces Unforgiving - All Colonies +25 % Production
Greed Uncharitable - Gross Income + 10% Utilitarian - Class of first five worlds +1 Tightfisted - Citadel of Revenue unlocked Slave masters - Trade brings Slaves Relentless - All Colonies increase the amount of Land Available
Awe Scary - No penalty for Shared Borders Feared - Minors Trade Value +50% Unnerving - Enemy Ships in our ZOC -25% Hit Points Exalted - Class 16 Planet Defects to You Undaunted - Immune to Culture Flip

Building Details

Some of the bonuses in the table unlock buildings, which require additional explanation.

Elevation Foundation: Increases a Single (1 per faction) Colony's Morale by 100% and grants 1 Benevolent Ideology Point Each 5 turns

Missionary Center: Increases Influence and Grants 1 Benevolent Ideology Point per Center constructed every 10 turns.

Temple of Enlightenment: Grants a 200% bonus to research for a Single (1 per faction) colony and generates a Benevolent Ideology point each turn.

Preparedness Center: Increases the defense of a colony and grants 1 Pragmatic Ideology point every 10 turns per Center constructed.

Arbitration Center: Increases the Pragmatic reputation of the faction building it, and encourages other factions to have your faction arbitrate their disputes.

Intimidation Center: Increases the morale of a colony by 50% (+10% per level, +2 adjacency to Approval) and grants 1 Malevolent Ideology point every 10 turns per Center constructed.

Citadel of Revenue: Increases income and grants a Malevolent Ideology point every 5 turns.

Death Furnaces: Increases the raw production of a colony by 50% (+10% per level, +3 adjacency to Production and Research) and grants 1 Malevolent Ideology point every turn. Extremely powerful since there are very few improvements that improve the raw production values before it gets allocated to manufacturing, research and wealth.

General Considerations

1. Planning how to use the ideology table.

Galaxy Size and Density of Occupation: The primary means to gain ideology points is the colonization process and the building of ideology producing buildings (which need be unlocked in the ideology table before they can be used). If playing a small galaxy you may have few choices and they should be made with the understanding that you will be very unlikely to be able to unlock ideologies further into a particular section. On the other hand, in a not too densely populated immense galaxy you may be able to unlock an entire table. Plan accordingly. In any event a critical issue is whether you can unlock the buildings that give ideology points over time. If so you will get a steady, if slow stream of points; but if you cannot reach them to unlock you obtain nothing.

Time Dependent Value of Some Ideology Items: Some ideology features vary a great in value depending on when they are unlocked. For example, Benevolent - Enticing forces all colonies and starbases in your ZOC to convert to your faction. It is important to realize that this is a one-shot, one-time opportunity. Only enemy starbases and colonies in your ZOC at the time this bonus is unlocked will be affected: anything afterward will not be affected. Thus, if there are few or no enemy starbases or colonies in your ZOC unlocking this trait is not helpful. On the other hand, unlocked at an appropriate time it can be a massive game-changer. If you have a few colonies that you are just beginning to influence and if there are major or minor mining or other starbases in your ZOC the balance of power in the galaxy can change instantly. Thus full awareness of the ideology table and its consequences at a particular point in the game is potentially vital.

2. Choosing Traits to Acquire.

Ideology traits have a cost in points which increases as one unlocks various traits. The first trait unlocked in the game will cost 10 points. After the first trait, the each subsequent trait from the same ideology branch will cost an 10 additional points; so that if one first unlocks a benevolent trait, it will cost 10 points; the next benevolent trait will cost 20 points (assuming it is the next trait unlocked). However, traits in other ideology branches will also have costs increased by 5 points whenever a trait is unlocked in a different branch. Thus, if one unlocks a benevolent trait first for 10 points, to unlock the a pragmatic or malevolent trait next will cost 15 points. As a further example, suppose one unlocks a benevolent trait, then a pragmatic trait, and thirdly another benevolent trait. The costs will 10, 15 (plus 5 for one trait unlocked in a different branch), and 25 (20 points for the second trait unlocked in a branch and 5 for one trait unlocked in a different branch) respectively.

As another example to illustrate the difference in concentrating on a particular area as against choosing traits from different areas, if you choose to work only in the first row of the Benevolent Table, the cost of the first two traits would be 10 + 20 = 30 points. To unlock one Benevolent trait and one Pragmatic trait the cost would be 10 + 15 or 25 points. Thus you spend less points to unlock traits in two separate areas. However, the strongest traits generally come later in the tables and, as for the Benevolent - Enticing trait discussed above, can have dramatic impacts. It is reasonable that if you expect to earn a great many points that concentrating on individual rows of a particular area may serve your purposes better despite the extra expense. There are several entries in the ideology tables that involve buildings which yield a one time or a continuous addition of ideology points, besides having valuable characteristics as buildings themselves. Unlocking these traits therefore suggest themselves. As another example, consider the Temple of Enlightenment, which when built increases a colony's research output by 200% and yields 1 ideology point every 5 turns. Combined in a colony with the a Technology Capital and other research buildings it can produce and enormous amount of research. Thus, depending on your intended style of play, it pays to examine the ideology table and make plans as to the best use to make of it. There is no "right" answer and many strategies are possible; but it is far better to set goals to aim for that agree generally with your other plans than to aimlessly pick a trait to unlock when each opportunity presents itself. When you are offered a choice from a colony or galaxy event, for example, it is appropriate to have a idea of what you want to reach in the ideology table, rather than pay too much attention to the immediate benefits available at the time.