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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 tiers of similar theme.
Introduction: Unlocking Ideological Traits[edit | edit source]
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. Each event will present a set of choices, each thematically corresponding to and offering points for one of the alignments.
Ideologies increase in power from left to right along each tier. Initially, only the first (leftmost) ideology in each tier is unlocked. To unlock the next ideology in a tier, it is necessary to purchase the preceding ideology. The first ideology adopted costs 10 points, and each subsequently adopted ideology costs 10 points more than the last (across all tiers). Thus, it usually makes sense to focus on a small number of tiers (potentially across alignments) before costs become prohibitive.
Ideology Tables[edit | edit source]
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[edit | edit source]
|Outreach||Pioneering - Free Colony ship||Explorers - Class 10 Planet||Prolific - Colonies start with +2 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[edit | edit source]
|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 - -50% Shipyards Decay||Inventive - +2 ZOC||Resourceful - +0.1 Mining||Efficient - Starbases have no maintenance cost|
|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[edit | edit source]
|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[edit | edit source]
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.
Strategy[edit | edit source]
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.