The problem with ideologies is that there are not enough interesting choices AND picking perks is too inconsequential for ideology's sake. Further, it is possible to eventually get all the perks.
Even if costs are increased, some choices do not make sense (example: having all benevolent and malevolent perks)
Problem 1: Restrictions
An idea I had a few days ago was to lock a category based on the first ideology you picked.
So if you pick :
* Pioneering (Benevolent), you lock Aggression (Malevolent) AND Vigilant (Pragmatic) perk costs increases by 50%
* Aggression (Malevolent), you lock Pioneering (Benevolent) AND Vigilant (Pragmatic) perk costs increases by 50%
* Vigilant (Pragmatic), both Pioneering (benevolent) AND Agression (Malevolent) perk costs increase by 100%. Non-Pragmatic perks restricted up to tier 3 perks.
That in addition to the regular cost increase
That will make getting all the perks imposible, but it is still possible to be "pure" benevolent/malevolent/pragmatic or "chaotic good" (Mixing benevolent and pragmatic perks) / "chaotic evil" (mixing pragmatic and malevolent perks) or plain pragmatic (mixing benevolent, pragmatic and malevolent perks).
An added bonus: you can use the benevolent/malevolent/pragmatic/chaotic good/chaotic evil characterization to drive relations with other races.
Problem 2: Choices
Ideologies are "nice", but the only "choice" you have is "pick the order of perks you want". So if you want a particular benevolent/pragmatic/malevolent perk, you just choose the relevant "choice" at the event screen and that's it. Eventually you'll get enough points to "buy" one perk.
I'd rather have more choices per tier/category, that way you can further customize your ideologies so even if two races share ideologies, they do not get the same perk bonuses.
For instance:
Pioneering-> Grants a new colony ship PLUS 25% cost reduction for colony ships or +2 movement points for colony ships.
Explorers-> A previously unnoticed class 10 planet is revealed near one of your colonies PLUS +2 Sensors for Scout Ships OR +2 Sensors for Survey Ships
Prolific-> All new colonies start with 3 extra population OR each colony starts with a pre-built Factory.
Adept-> Each existing colony receives 1 additional tile OR the capital tile provides an extra level for production, research and military
Beacon-> Reveals all planets up to 16 hexes away (scaled depending on map size) of all your colonies OR gain a colonized level 12 planet.
Idea:
In order to get more interesting choices I'd like to borrow a concept from CIV Beyond Earth: Synergy bonuses.
Since we have less perks, we need to adapt the idea to GalCIV. A simple enough way to do that is to get SYNERGY bonuses starting at tear 3 for each category.
For instance:
Pioneering-> Grants a new colony ship PLUS 25% cost reduction for colony ships or +2 movement points for colony ships.
Explorers-> A previously unnoticed class 10 planet is revealed near one of your colonies PLUS +2 Sensors for Scout Ships OR +2 Sensors for Survey Ships
Prolific-> All new colonies start with 3 extra population OR each colony starts with a pre-built Factory. SYNERGY: 1% extra production on each colony
Adept-> Each existing colony receives 1 additional tile OR each colonized planet gains a bonus tile bonus. SYNERGY: 3% extra production on each colony
Beacon-> Reveals all planets up to 16 hexes away of all your colonies OR gain a colonized level 12 planet. SYNERGY: 5% extra production on each colony