Gauntlet03 Gauntlet03

GRM Ideology 1.2 Now Available

GRM Ideology 1.2 Now Available

I've taken it upon myself to rebuild the Ideology system... it'll redo all the traits and eventually galactic events as well.

Goals:

1) Remove the "good VS evil" dichotomy. The three branches will all have moral ambiguity and represent more nuanced ideas. 

2) Each chain, if pursued, will have great benefits (duh) but will also include minor penalties.

3) Relatively balanced chains.

4) Removing the color coding (which creates a bias) and hiding the exact results of ideology events. Obviously events repeat and you will be able to figure it all out, but I hope to make the decisions harder. If I can I may even randomize or have split bonuses (decisions that contribute to two ideologies instead of just one). 

5) Most likely making basic Ideology Buildings universally available from the beginning, allowing player's to produce their ideology points without relying on events and colonization. Allbeit more slowly.

 

 

The three Ideological edges that I'm considering right now?

Egalitarianism, Materialism, and Survivalism

AKA: Collectivist, Capitalist, and ... Militarists?

 

A conservative minded empire like ancient China? Mostly going to focus on the Egalitarianism with a dose of Survivalism.

The Roman Republic? Materialist Survivalists

The European Union? Egalitarianism and Materialism (sounds weird but it just means they are balanced).

 

Not saying its perfect and I welcome suggestions, but its a good springboard for something better than "Good, Evil, and Reasonable People".

 

Currently I've started on the Egalitarianism Chains and have two:

1) Cultural Diffusion: Trade Bonuses, freighters, influence, and a little diplomacy. Minor Gross Income Penalties.

2) Intellectual Pursuit: Scientists, Spies, Research at the cost of Morale (networking your people to process data while they sleep? Sure!!)

 

Thoughts?

 

PS: Removing the color-coding on all these icons is a bit of a chore lol... 

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Reply #76 Top

some of them do work tho, just not all. of course i finished the game i had ran across it and when starting new ones i tend not to pick perks that don't work since the early perks are big for giving a boost.

Reply #77 Top

If I understand your theory correctly, I would say it is incorrect since some of the awards are triggered properly. Spies, three leaders, etc, works fine. A few don't. 

Reply #78 Top

I have found a few citizen-types not appearing as promised, though many do.

Reply #79 Top

Quoting Franco, reply 73

Quoting Charch,


 private industry did not give me an entrepreneur.

confirm this

End of Franco's quote

 

Fixed for next version!

Reply #80 Top

If you can identify specific events or traits, I can certainly fix! I'm looking into all of them, but that takes a lot of time.

Reply #81 Top

several of the left over robot ones either a) say production boost but do social construction, b ) at least one says gain a worker but gives a general. hostile aliens also says boosts production or productivity but does social construction, ghosts/ haunted colony is a third.

genetic mutations event says it will give a celebrity but doesn't, talks about a reality tv show being made.

watchful citizenry doesn't reward the citizens from ideology tree. missionary center choice doesn't unlock missionaries, does unlock missionary center

 most of them seem to work pretty good, tho the descriptions / buffs and or flavor text do get clipped to. not sure if this is also because my ui is on smallest setting.

just been playing a few games and it seems if the ai gets a string of - credit choices they will go into negative credits, which will then let them be exploited by buying every ship they have for free. not sure if anything can really be done about this tho.

Reply #82 Top

Superb feedback! Thank you! I'll get to work.

Reply #83 Top

hopefully i didn't come across negatively, because i love this mod. showcases crusades potential and I am actually using all the citizen types. before i usually kept it to admins, scientists and whatever i happened to need (generals, leaders, commanders ect). 

how much work is alternate events based on race type? the rock people and synthetic both get nothing from food. i have never gotten why they didn't get core events issued. 

Reply #84 Top

Stopped using this mod for a bit, sorry I didn't get back with more feedback.  Glad that Charch did :)  

Reply #85 Top

1) How this mod relates to custom races/any races character? I mean, lets say I create Drengin equivalent, so in this particular example it makes complete sense it could be malevolant and malevolant only. Of course, with GRM ideology it will be different. But what will it be?

2) If one of races trait is spiritual (meaning: following ideological choices) then how a race will follow the ideology, if it does not know which choices give points to what ideology?

Reply #86 Top

Mod breaks under 2.5 opt in. Screens are missing fonts and game CTD after initiating a game. Tried without the mod and all is well. A couple files must have changed. Not sure if you will update for the opt in or just wait for the full release, really enjoying the change, breathes new life into the game.

 

 

Reply #87 Top

Hrm... I wasn't getting a CTD but I was getting missing screen fonts. Weird. I'm working on it!

Reply #89 Top

awesome news. especially now that 2.5 is live and we would have to opt out. 

Reply #90 Top

Indeed!  I actually did this whilst my copy was still a opt in version, but I doubt anything changed. 

The only file that needed modification was the UI text. Everything else was working.

 

Please report any problems ASAP

Reply #91 Top

This mod adds another dimension to Crusade. The original Ideology seemed too formulaic, especially after multiple restarts. This mods makes Ideology unpredictable.

I like how you set it up to pay early in the tree, like -5% morale, only to get it back later on. Now you actually have to read the description text to form a decision, instead of just blindly clicking the bonus.

Is the AI affected by the non-linear ideology bonuses? I assume it just makes faction-dependent choices, benevolent, pragmatic and malevolent.

The only slight glitch I saw was, sometimes when the choice window opens, 2 choices are pre-selected. Clicking any one choice removes it, so it's only cosmetic.

This is a brilliant mod that really improves a very good game. Thanks!

Reply #92 Top

I suppose this will need an update for 2.6 ?

 

Reply #93 Top

Why? I haven't had a chance to try 2.6... is it doing something to Ideology?

Reply #94 Top

Quoting Gauntlet03, reply 93

Why? I haven't had a chance to try 2.6... is it doing something to Ideology?


End of Gauntlet03's quote

I think it nerfed some  of the vanilla bonuses,  or maybe that was 2.5.

 

 Can't see how that would effect this mod.

Reply #95 Top

No issue under 2.6 so far

Reply #96 Top

Thanks guys!

Reply #97 Top

Probably because i don't have the Mercenary DLC:

When i choose the third level of Individualism: Mercenary contracts (To get 2 mercenary ships)

the game crash to desktop...

I will try this change with CultureTraitDefs.xml:

    <Triggers>
      <OnEvent>OnCultureTraitUnlock</OnEvent>
      <PerformAction>
        <Action>AwardShipOfClass</Action>
        <StringParam>AwardGunboatBlueprint</StringParam>
      </PerformAction>
    </Triggers>
    <Triggers>
      <OnEvent>OnCultureTraitUnlock</OnEvent>
      <PerformAction>
        <Action>AwardShipOfClass</Action>
        <StringParam>AwardFrigateBlueprint</StringParam>
      </PerformAction>
    </Triggers>

 

Reply #98 Top

Correct. You need the Merceanries expansion. I'll need to check the readme etc. to make sure it mentions this going forward, sorry for the inconvenience.

 

Perhaps... if you just choose a different option you won't get a crash

Reply #99 Top

I am wondering about how this will affect diplomacy. I have looked through the thread and I might have missed something, but here it goes. In vanilla, it was pretty simple. If an alien species asked you the following:

"These are my pink bunnybears who populate my fifth moon.  Aren't they cute?"

"I am here to discuss the matter of interstellar trade. Can we form a mutual agreement?"

"Hey, I got some tasty babies I barbecued. Want a bite?"

You can kind of see who you would like to stick to depending on ideology. However, with a system like this, it becomes far more complex, and judging a species ideology a complicated matter, as you now expect others to have a completely different worldview, and the ability to quickly judge them is also quickly muddled. For example, an egalitarian species might love an invidiualist, and hate a certain other egalitarian as their worldviews are too different. In the end, ideological tree will matter little at all in foreign politics and what really should drive them is behavior. However, the exception is if a civilization is more ideologically minded (aka AI behavior) so they would pay more attention to it. Your average however Joe is less likely to care if some space slugs are communist, unless they want Joe to be a communist, too.

TL;DR: Ideology should affect diplomacy far less, as without clear good and evil it becomes a minor concern unless the civ is fanatical.

Reply #100 Top

I have a big mod in the work, that rebalance a lot of things, around the lowered Population count from the Crusade DLC.

It include over hundreds of tweaks !

I would like to include part of this mod in my mod.

Do you give me permission to do so.


Thanks.