tu_79
Deity
Following current discussion in the beta thread, I think we should look at ideology distribution as a whole. It works in three phases.
1. CHOOSING AN IDEOLOGY
First one to pick an ideology just takes whatever suit him better. But, because we want ideologies to be spread out, the followers are given incentives for picking something different. Recent problem was that the incentive (2 free tenets) was not enough to overcome the difficulties of having a different ideology in terms of happiness, caused by phase 2. Even in current state (50 turns without ideological pressure), if the game is going to last, it's still a good idea to stay with the most followed ideology, because being forced to switch is quite punishing.
In my opinion, the first three adopters don't need any reward. They are going to build an unique wonder the first. They are already ruling the world. Other than the ideological pressure, the penalties for not sharing ideologies are: opinion, decreased tourism. If I'm second to choose I'm not afraid of being influenced by the leader, but I might want to avoid the opinion malus. In the long run, the whole world is going to follow the leader, and I'll have no friends by then, so better avoid the problem now.
2. FIGHTING FOR YOUR IDEOLOGY
Right now, the only way to force others to switch to your ideology is by influencing them, so it's a matter of increasing tourism, giving open borders, sending musicians, all that stuff. In the current beta, there is a period of 50 turns without ideological pressure, iirc.
3. ONE IDEOLOGY TRIUMPHS
When the follower civs can't stand unhappiness anymore, they switch to the cultural leader ideology. If there are still blocks, they may fight, but usually it's a matter of who can stand unhappiness better.
Phase 1 is very influenced by phase 2. The problems that arise for not following the civ that is influencing you the most cannot be overcome with the sugar of a free tenet or two. I think this problem needs phase 2 to be different.
So here is my quick rough suggestion:
Phase 1. First adopter gets nothing. Picking the least followed ideology gives 1 free tenet. Small comeback mechanic for the three major contenders. Now, you won't be holding your writers for just one free tenet, won't ya?
Phase 2. Ideological pressure is moved to phase 3. Switch ideology is done through the trade window. It can be bought (giving them back their cities, for example), but mostly forced through war, the same we force vassallage. Many tenets have good bonuses for sharing ideologies, so forcing an ideology on another civ is a goal in itself. After switching ideologies, opinion is restored (new government), and then it suffers 3 turns of anarchy and loses 2 tenets (prevents abusing).
Phase 3. Ideological pressure starts when enacting a World Ideology at the UN. Those not following this ideology will suffer unrest, and if they are completely influenced by a civ with the world ideology, they will revolt. If the world stays peaceful, those without unrest will improve their economies better and cause unhappiness by indirect means to those not following.
This opens an interesting way of wining diplomatically, since World Ideology can be enacted sooner when enforced. Encourages diversity at the beginning and homogeneity at the end, involves fighting, diplomacy and some tourism. Civs interested in diplomatic and cultural victories will be the most involved in ideology wars.
1. CHOOSING AN IDEOLOGY
First one to pick an ideology just takes whatever suit him better. But, because we want ideologies to be spread out, the followers are given incentives for picking something different. Recent problem was that the incentive (2 free tenets) was not enough to overcome the difficulties of having a different ideology in terms of happiness, caused by phase 2. Even in current state (50 turns without ideological pressure), if the game is going to last, it's still a good idea to stay with the most followed ideology, because being forced to switch is quite punishing.
In my opinion, the first three adopters don't need any reward. They are going to build an unique wonder the first. They are already ruling the world. Other than the ideological pressure, the penalties for not sharing ideologies are: opinion, decreased tourism. If I'm second to choose I'm not afraid of being influenced by the leader, but I might want to avoid the opinion malus. In the long run, the whole world is going to follow the leader, and I'll have no friends by then, so better avoid the problem now.
2. FIGHTING FOR YOUR IDEOLOGY
Right now, the only way to force others to switch to your ideology is by influencing them, so it's a matter of increasing tourism, giving open borders, sending musicians, all that stuff. In the current beta, there is a period of 50 turns without ideological pressure, iirc.
3. ONE IDEOLOGY TRIUMPHS
When the follower civs can't stand unhappiness anymore, they switch to the cultural leader ideology. If there are still blocks, they may fight, but usually it's a matter of who can stand unhappiness better.
Phase 1 is very influenced by phase 2. The problems that arise for not following the civ that is influencing you the most cannot be overcome with the sugar of a free tenet or two. I think this problem needs phase 2 to be different.
So here is my quick rough suggestion:
Phase 1. First adopter gets nothing. Picking the least followed ideology gives 1 free tenet. Small comeback mechanic for the three major contenders. Now, you won't be holding your writers for just one free tenet, won't ya?
Phase 2. Ideological pressure is moved to phase 3. Switch ideology is done through the trade window. It can be bought (giving them back their cities, for example), but mostly forced through war, the same we force vassallage. Many tenets have good bonuses for sharing ideologies, so forcing an ideology on another civ is a goal in itself. After switching ideologies, opinion is restored (new government), and then it suffers 3 turns of anarchy and loses 2 tenets (prevents abusing).
Phase 3. Ideological pressure starts when enacting a World Ideology at the UN. Those not following this ideology will suffer unrest, and if they are completely influenced by a civ with the world ideology, they will revolt. If the world stays peaceful, those without unrest will improve their economies better and cause unhappiness by indirect means to those not following.
This opens an interesting way of wining diplomatically, since World Ideology can be enacted sooner when enforced. Encourages diversity at the beginning and homogeneity at the end, involves fighting, diplomacy and some tourism. Civs interested in diplomatic and cultural victories will be the most involved in ideology wars.