Crusades - Optimal ideological paths?

Hi,

Crusades has hugely reduced the opportunities to create either raw production or raw research (no Durantium Refineries or Thulium Data Archives ) and I feel that this has produced a more or less forced early ideological path, whatever your civilisation's real predilections.

I play on quite sparse maps since I like to be able to expand - 9 random opponents on a huge map at the moment and at genius. it seems to me that you have to use your first three planets to get to Motivation II and the extra 10 points of raw production in your capital to get any sort of decent ship production. This also gives you Intimidation Centres later to keep the citizens of your lovely democratic empire in order and generate malevolence. 

Afterwards, it's more debatable but I like to try to get all the way along the bottom line of Benevolent to Enlightenment V - 5 extra points of raw research per planet. You typically won't be able to achieve all of this but once you get to Enlightenment III you can build the wonderful Temple of Enlightenment - 1 point of benevolence per turn - to help you on  your way.

I was wondering what other people do though I guess it may be completely different on a much more crowded map?

Cheers,

Jon

 

 

 

 

 

 

 

 

17,523 views 5 replies
Reply #1 Top

It is dif every time for me.

I go by Race, Situation and my mood.

I have gone with one ideology and a mixture of them depending on what gives me the best bonus for my plan of galactic domination.

Reply #2 Top

I agree with Forester. Much depends on my game and map size. However probably my favorite is Motovation

Reply #3 Top

I currently like Benevolent Educated early.  It gets you 2 or three early techs.  

Also Pragmatic Inventive.  It is on the same branch as Constructive and it gives +2 starbase radius.  Combine with the Vigilant trait +1, that is an 8 tile radius which is wonderful for scooping up resources.  Later game, the techs for +4 total get you boosted up to a 12 tile radius.  Fun!

Reply #4 Top

I use to go with the 3 free constructors before turning to the malevolent tree. Depending on how many asteroid mines you get from them, the benefit is larger (and earlier), than the +10 of the malevolent trait. But you are correct, +10 all production and especially the following +100% ship manufacturing is big.

They changed the ideology point values. Death furnace and temple of enlightenment only give you .3 per turn as opposed to the advertised 1 per turn. The temple itself is only as good as a citizen besides the +3 adjacency. For a player unique they are not that big a deal anymore.

I allways liked the benevolent colonizers. Though this depends on how crowded your galaxy is.

the +5 science on all planets was ok-ish before crusade, not it is amazing.

What I am growing to appreciate is the pragmatic starbase tree. With starbase range and mining bonusses it is quite ok. The increased shipyard distance can be helpful early on.

Reply #5 Top

double post, sry