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... 

136,508 views 113 replies +1 Loading…
Reply #51 Top

I know during beta, the ideology tree was a tree that could branch & converge early on.  I don't know if the code still exists or if anyone still has a copy of the xml file used for the ideology tree then, but I know that I made a minor fix for it at one point & might have it around somewhere if the zip wasn't deleted along the way.

Reply #52 Top

Quoting Gauntlet03, reply 50

One-off penalties really won't be happening though
End of Gauntlet03's quote

I didn't put that well. The 10% penalty is fine, just not the continuing money penalties at frequent intervals.

Reply #53 Top

Quoting Tetrasodium, reply 51

I know during beta, the ideology tree was a tree that could branch & converge early on.  I don't know if the code still exists or if anyone still has a copy of the xml file used for the ideology tree then, but I know that I made a minor fix for it at one point & might have it around somewhere if the zip wasn't deleted along the way.
End of Tetrasodium's quote

 

This zip has the xml from 0.61 & 0.70 complete with the tree style format used in the culture/ideology xml files  I didn't test if you can still use that style of ideology tree or not, but it might open some new & more interesting options than A>B>C>D

Reply #54 Top

while the new choices intrigue me, and it may take some time to fully digest the new trees, I also see the "built in negatives" as a big drawback.  This is a game about getting stronger, and choosing which dimension in which that strength takes form.  I do not like ideological choices giving negatives at all, those should be in the actual decision as to which path to take.

 

Reply #55 Top

Quoting GrimmAG, reply 54

 I do not like ideological choices giving negatives at all, those should be in the actual decision as to which path to take.
End of GrimmAG's quote

I agree

Reply #56 Top

Ok, well I'll consider it for the next release.  I haven't been able to get as much done for this next release as I wanted, but I'm going to update it this weekend regardless. I keep forgetting it isn't like GRM where the install is complicated, so a faster but smaller releases isn't really a big deal.

It'll clean up some of the text issues, balance a couple things, and you will notice some new events/versions/etc.

 

I appreciate the feedback. Let me know if you think any given chain is really broken or not.

Reply #57 Top

When you look at real life choices you see both positive and negative consequences.

If you want to represent RL then stay  the way you are. If you want to make things predictable and easy to work with then use the existing ideology tree.

Reply #58 Top

I wouldn't mind some all-negative choices that proceed more op bonuses later in the tree.

If the tree can branch, then placing better perks at dead ends and worse ones at whyes would be a cute way to add a little more angst to the decision making.

Reply #59 Top

I agree, negative choices, or even nothing choices could work. (A pragmatist might decide nothing ventured, nothing gained is a good choice. ) But there would have to be something very enticing after those choices, like a building that gave 0.1 to movement or some other significant advantage.

Reply #60 Top

No explanations of why but tried to start a 2323 game with only your GRMI Beta Mod and got a CTD twice.

Will try again after a cleanup, verify and reboot.

Reply #61 Top

That did it.

No ideology probs. It just seems like lots of resources like the new game settings were changed some how.

I like the word like. Like there is nothing like it.

Reply #62 Top

Just a FYI

After turning on MODS I was able to load a no MOD game and your version of ideology took its place.

A good neighbor is now unfriendly.

Curious to see what else happens.

Reply #63 Top

Interesting.

I played the no mod game that I opened up with your mod and then saved it.

After changing the options and restarting the game it opened up in the no mod environment and wording was right.

It looks like GRMI has no problem at all.

I am going to try a 2314 game that has 30+ hrs on it and see what happens.

Reply #64 Top

It did no problem.

Reply #65 Top

Quoting GrimmAG, reply 54

while the new choices intrigue me, and it may take some time to fully digest the new trees, I also see the "built in negatives" as a big drawback.  This is a game about getting stronger, and choosing which dimension in which that strength takes form.  I do not like ideological choices giving negatives at all, those should be in the actual decision as to which path to take.

 
End of GrimmAG's quote

 

I have changed my opinion.  Now that I have played further, I do see how the negative and positive modifiers make it more interesting.  I recently chose a specific ideology because it raised my approval, after taking a few that lowered it.

I am very much looking forward to what else you have in store.

Reply #66 Top

The ideological choices in the game currently have negatives, and positives. Why acting so weird on negatives.

Reply #67 Top

Quoting admiralWillyWilber, reply 66

The ideological choices in the game currently have negatives, and positives. Why acting so weird on negatives.
End of admiralWillyWilber's quote

 

Have you tried this mod?  It has negatives in the actual ideological picks themselves.  I'd suggest looking at the mod.

Reply #68 Top

Public Education

The first and third were both checked by default when the event popped up.

Reply #69 Top

Quoting ForesterSOF, reply 68

Public Education

The first and third were both checked by default when the event popped up.
End of ForesterSOF's quote

 

this has happened with me as well, on several events (don't recall which ones)

Reply #70 Top

 Like the mod so far, just couple of things. Could you do something about the black on dark gray text for "# available" on the tabs in the ideology screen. It's hard to read.

Would you consider nerfing Nobility II (+10 all construction, homeworld), it's probably to powerful for early game in crusade. With the upcoming population changes it may not be, but it's huge currently.

 

Also the text for the building toolips is in C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\DLC\EXP2_Crusade\English\Text\StatText.xml

Reply #71 Top

Hey guys! Just an FYI Version 1.0 is up.

Adds more variety to each event, cleans up some text issues I've found, and in general is a bit more complete. I'm still absorbing some of your more recent feedback, so that hasn't really been applied too much.

(though I did nerf Nobility II a little, its now production 5 instead of 10 to HW and adds a resistance bonus.)

Reply #72 Top

really enjoying this but have ran into a few minor things

 private industry did not give me an entrepreneur.  "watchful citizenry", which also doesn't give the citizens it said, and i ran across a colonization event that was supposed to give a celebrity (the updated genetic mutations event, forget what it is called) that didn't give me the celeb either.

sorry formatting is weird i had posted on steam, and i may have also did one on nexus, so sorry if this is close to me spaming you.

Reply #73 Top

Quoting Charch, reply 72

 private industry did not give me an entrepreneur.
End of Charch's quote

confirm this

Reply #75 Top

Quoting Rathazel, reply 74

 Also not getting any of the citizern's from the Idelogy tree.
End of Rathazel's quote

Theory:  Ideology being part of the base game code it can't actuate the trigger for a game element exclusive to the Crusade expansion.

Am I on to something?

(Theory disproven)