Ideology defines whether an empire is Benevolent, Pragmatic, or Malevolent. Each of the three ideologies has twenty abilities or bonuses divided into four tiers of similar theme. Ideological traits are unlocked primarily by using points amassed through making event choices or building colony improvements.
Minor point sources[]
With , certain governments yield ideology points. The mercenary LL-88 yields Malevolent points on every victory.
Ideologies[]
Benevolent[]
This ideology will generally improve , Research, Morale, and Influencecolonization.
Outreach | Pioneering Grants Colony ship |
Explorers Grants class 10 planet |
Prolific Colonies start with +2 Population |
Adept Extra tile for each colony |
Beacon Grants class 16 planet |
Affinity | Elevated Unlocks Elevation Foundation |
Dignified +50% on homeworld Morale |
Appreciative +5 on first five colonies Morale |
Noble +0.1 Resistance |
Curious +50% on all colonies Morale |
Prominence | Eminence Unlocks Missionary Center |
Admirable +50% Influence Growth |
Enticing Culture flip all planets or starbases in our ZOC |
Alluring +1 for starbases Influence Growth |
Radiant +25% for all colonies Influence Growth |
Enlightenment | Educated Grants 150 Research |
Skilled +10% Research |
Enriched Unlocks Temple of Enlightenment |
Breakthrough Grants 300 Research |
Quantum Leap +5 , grants Research600 Research |
Pragmatic[]
This ideology will generally improve defense, Starbases, Trade, and Diplomacy.
Vigilant | Prepared Unlocks Preparedness Center |
Favored Grants favored |
Reserved Enemy ships in our ZOC receive -25% , Ship Range-25% Sensor Power |
Cautious Grants a Cutter, Defender, and Gunboat to all colonies |
Watchful +1 in ZOC Interceptor Fighters Cap |
Builder | Constructive Grants 3 Constructor |
Coordinated -50% Shipyard Decay |
Inventive +2 Starbase Range |
Resourceful +0.1 Mining |
Efficient Starbases have no maintenance cost |
Traders | Exporters +1 , grants a Trade Licenses MaxFreighter |
Merchants +25% Trade Route Value |
Luxury Unlocks luxury trade routes |
Indispensable +1 Trade Route Diplomacy |
Shrewd +0.25 Diplomatic Trade Value |
Negotiator | Neutral Immune to War for 50 turns |
Amiable +1 Diplomacy Bonus |
Arbiters Arbitration Center |
Popular Angers Others When in War |
Venerable Neutral factions declare war on invader of our homeworld |
Malevolent[]
This ideology will generally improve offense, , Social Construction, and power projection. Ship Construction
Aggression | Militaristic Grants a Frigate |
Eager +10% upon first conquering a planet Morale |
Threatening Grants 3 Transport |
Dangerous Unlocks Advanced Transport Module |
Aggression Grants an Overlord to every colony |
Motivation | Intimidating Unlocks Intimidation Center |
Relentless +10 on homeworld All Construction |
Ruthless +10% on homeworld Ship Construction |
Implacable Unlocks Death Furnace |
Unforgiving +20% Raw Production |
Greed | Uncharitable +10% Gross Income |
Utilitarian Extra tile on first five worlds |
Tightfisted Unlocks Citadel of Revenue |
Slave masters Unlocks slave trade routes |
Relentless Extra tile on every colony |
Awe | Scary No Shared Borders Penalty |
Feared +0.2 Minors Diplomatic Trade Value |
Unnerving -25% to enemy ships in ZOC Hit Points |
Exalted Grants class 15 planet |
Undaunted Grants Immune to Culture Flip |
Strategy[]
Unlocking[]
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.
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, 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. 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.