Some suggestions:
It would probably be clearer to players if instead of calling it an ideology system you call it something like 'Species Traits'; and the various ideologies are just some of the many traits that the player gets to choose from. For example:
Liberty vs Authority Decentralization vs Centralization
Liberty Decentralization:
· Self-Governance- +10% Approval on colonies
· Mobility Rights- +2 Starbase Range
· Free Trade- Grants a free freighter and Trader citizen
· Free Markets- +10% Income
· Private Ownership- Starbases no longer pay maintenance
· Enterprise- -25% Colony and Asteroid decay
Authority Centralization:
· Iron Fist - +10 Control
· Prestige War games - Double Ship Experience
· Service Favors/bribes/political kickbacks - Soldiers generate approval
· Discipline- Can rush multiple times a turn
· Watchful- Fleets inside our borders receive an escort fighter
· Threatening- 3 free transports
· Dangerous- Transports get escort fighters
Opportunity vs Equality Equal Opportunity vs Equality of Outcome
Opportunity Equal opportunity:
· Ambition- Leaders cost less to hire
· Recruiting- Reduced cooldown to recruit leaders
· Incentives- +10 Loyalty for Leaders
· Celebrate Talent- +5% Approval for X turns after recruiting a Leader
· Ruling Class Merit - Leaders cost even less to hire
· Poaching Liberty - When you capture a Core World you also get their governor
Equality Equality of Outcome:
· Commune- +15% Growth
· Representation Diversity hires - +10% Approval for Colonists
· Generational Homes- +2 Population capacity
· Shared Purpose Directed purpose - +1 citizens Resolve
· Happy Workers Workers Party - Planets with over 50% Approval get +10% Manufacturing
· Hope Expectation - Planets with over 50% Approval get +10% Income
Tradition vs Innovation Cultural Exceptionalism vs Innovation
Tradition Cultural Exceptionalism:
· Sacred History Devotion - +50% Homeworld Influence
· Devotion Dogma - +10% Approval for Cleric citizens
· Code of Law Bureaucratic State - Adds an additional Policy slot
· Alluring Propaganda - All Starbases generate influence
· Radiant Narrative Control - +10% Influence
· Lorekeepers- Gain 3 free Cleric citizens
· Dogma Indoctrination - Immune to Culture Flipping
Innovation- Research:
· Eureka- +5% Approval for X turns after discovering a new Tech
· Deep Research- +3 research when surveying an anomaly
· Focus on Education- Gain 3 free Scientist citizens
· Breakthrough- +150 Research
· Logic- +1 citizen Intelligence
· Revere Respect Science- +10% Approval for Scientist citizens
· Quantum Leap- +10% Research
Compassion vs Cruelty Pragmatism
Compassion:
· Kindness- Approval bonus based on the players Compassion awareness
· Charity- -10% Crime
· Caregiver Sustainability - -10% Pollution
· Humility - +2 Diplomacy
· Favored - Anyone at war with us suffers a 10% Approval Penalty
· Popular - Factions that declare war on us anger other civs
· Consensus - All civilizations declare war on anyone who invades our homeworld
Cruelty Pragmatism:
· Intimidating - +5 Intimidation
· Callous Disregard Pragmatic - +10% Manufacturing, -2% Approval
· Military Reverence Hawks - +3 Soldiers, Warforged Favor
· Ruthless Military focus - +20% Soldiering
· Attrition- -25% hit points for enemy ships in our borders
· Bloodthirsty War machine - +1% Approval per conquered planet
Transparency vs Secrecy
Transparency:
· Amiable- +1 Diplomacy
· Negotiators- +1 Diplomatic Capital per turn
· Shrewd- +25% Credits in Trade
· Trustworthy- +1 citizen Social
· Fair Traders- +2 Diplomacy with civilizations we have trade routes with
· Reliable- Other races will trade more favourably with us
Secrecy:
· Silver Tongue - +5 Deception
· Criminal Ties- Ally with the Pirates
· Darkness - Enemy ships in our borders are -1 to Sensor Range and Moves
· Paranoia - All of our Leaders are Paranoid (lol, so in practice what does this actually mean? What are the in-game consequences of this?)
· Crime Lords- 3 free Diplomat leaders and +3% global crime
· Hidden Agenda- No one will declare war on us for the next 50 turns
Diversity vs Harmony Cultural integration vs Indigenous Culture
Diversity Cultural integration:
· Flexible- +2% to Income, Research and Manufacturing
· Inviting- 3 free random species citizens on your homeworld
· Adaptable- Gain 2 tiles on every planet
· Cultural Appreciation- +20% Tourism
· Acceptance- No Approval penalty for mixed species
· Enticing - All planets and starbases within our influence join us (this is going to be a very difficult choice to resist taking lol)
Harmony Indigenous Culture:
· Unification- +15% Approval to your homeworld
· Shared Belief Values - +20% Resistance
· Preferred Culture - +10% Approval for our civ species, -5% approval for other species
· Unique Voice - Civilizations that declare war on us anger other civilizations
· Core of the Empire Heart of the civilization - +30% Manufacturing on our homeworld
· Crown of the Empire Jewel of the Civilization - +30% Income on our homeworld
Focus vs Calm
Focus:
· Efficiency- Reduced Rush costs
· Impulsive- +1 Ship Moves
· Persistence- +1 citizen Diligence
· Constructive- +3 Constructors
· Planning- Increased Logistics
· Resourceful- Mined resources increase 0.1 per turn
· Perfect Production- +20% Manufacturing
Calm- Persuasion, Approval:
· Patient- +5 Persuasion
· Pioneering- Free colony ship
· Good Neighbor- No penalty from Sharing Borders
· Agrarian- +20% Farming
· Prepared- Ships heal faster
· Cooperative- No approval penalty for overcrowding
I think we're going to have to iterate on which traits go where. For example currently you can't take both influence and research traits. Are you sure you want to make these traits mutually exclusive?