Ideology System Concept

sTAPler27

Prince
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Mar 18, 2018
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I am taking some heavy inspiration from Humankind's system which is the last of their redeemable mechanics that hasn't been implemented into Civ 7. Basically the Civics you choose and your decisions during Narrative Events influence your nation's Ideology.
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There are 4 ideological Axes, Collectivism vs Individualism, Homeland vs World, Liberty vs Authority, and Tradition vs Progress. Each of these increases your empire yields in a way corresponding to how ideologically radical it is but maintaining neutrality grants stability.

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You had to choose whether the adoption of a Civic or your Choice in a Narrative Event was worth altering your ideology over. This became even more important with the Sphere of Influence mechanic.
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Your Cultural Output could force players to adopt policies more akin to yours to shift their ideological proximity over time, if they rejected it they'd take a stability hit. These mechanics could transfer quite easily to Civ 7's happiness mechanic and would flesh out the very bare bones Narrative Event and Policy Card System.

Alongside that I propose a change to Civ 7's current ideology system. Instead of choosing between 3 pre made Ideologies you would build soft power to Found an Ideology.
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Remaining within the ideologies principals would grant you increased bonuses of that Axes type while straying from it would have a similar effect to going over your Settlement Cap. Any Civ without their own ideology risks the potential to being forced into the sphere of influence of other Civs, which depending on how ideologically different they are from that Civ could lead to revolt from their citizens unless they embrace the change. Creating a Dominant Ideology would be a major facet of a Diplomacy Victory and you'd spread it by growing your Soft Power, Primarily through Endeavours but things like Culture and Trade would also contribute.

Outside of the Diplomatic Victory you could use your Ideological Presence to destabilize your opponents and make them pick counter intuitive policies for their chosen Victory.
 
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As for how i'd translate the Axes to Civ

World: More Influence Towards Endeavours, Chance to Earn Immigrant Units VS Homeland: More Influence Towards Sanctions, Increased Production Towards Defensive Infrastructure

Progress: Culture on Policies, Increased Culture towards Civic Masteries and Future Civic VS Tradition: Culture on Traditions, Increased Culture towards Religious and Personal Civics

Individualism: Increased Resource Slots in Cities, Moderate Gold from Specialists VS Collectivism: Increased Resource Slots in Towns, Minor Happiness from Rural Tiles

Authority: Less chance for Negative Effects from Unhappy Population, Increased Production Towards Military Units VS Liberty: More Happiness Towards Celebrations, Increased Production Towards Civilian Units
 
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As for how i'd translate the Axes to Civ

World: More Influence Towards Endeavours, Chance to Earn Immigrant Units VS Homeland: More Influence Towards Sanctions, Increased Production Towards Defensive Infrastructure

Progress: Culture on Policies, Increased Culture towards Civic Masteries VS Tradition: Culture on Traditions, Increased Culture towards Religious and Personal Civics

Individualism: Increased Resource Slots in Cities, Moderate Gold from Specialists VS Collectivism: Increased Resource Slots in Towns, Minor Happiness from Rural Tiles

Authority: Less chance for Negative Effects from Unhappy Population, Increased Production Towards Military Units VS Liberty: More Happiness Towards Celebrations, Increased Production Towards Civilian Units
Ideologies should be more political, more ideologized, depending on the segments of the population: what do the peasants want? And the landowners? And the nobles and merchants? Will they accept a monarchic or republican system? How religious are they? What religion?
 
Ideologies should be more political, more ideologized, depending on the segments of the population: what do the peasants want? And the landowners? And the nobles and merchants? Will they accept a monarchic or republican system? How religious are they? What religion?
Issue is Civ is a very zoomed out game, I tried representing this with the Sphere of Influence system to represent that your citizens are fighting for a new ideology. Ultimately though you as the player are the leader, nation and will of the people.
 
Issue is Civ is a very zoomed out game, I tried representing this with the Sphere of Influence system to represent that your citizens are fighting for a new ideology. Ultimately though you as the player are the leader, nation and will of the people.
are monarchy or republic being fought? but then the rules must be set, what kind of direct or indirect elections? what powers? how many years, will the monarchy win, absolute or parliamentary? how much do the nobles count? and. the army
 
are monarchy or republic being fought? but then the rules must be set, what kind of direct or indirect elections? what powers? how many years, will the monarchy win, absolute or parliamentary? how much do the nobles count? and. the army
This is civ, things gotta be a little bit gamey somewhere in between Chess and Stellaris
 
Policy Card Ideas:

Pure Ideology:
Increased Bonuses From Staying Close to Your Ideology, Increased Debuffs from Straying From it.

Inverse would be Ideological Flexibility, you could pick one or the other.
 
Ideologies influence people and events, , economy, relations between nations can't be too conceptual! So far no news about politics or economic systems, useless leaders So many how is a crisis created? Is it global, or local? How does the revolution evolve? How is the system of government? How much does the player command in the game? How much can he influence the crises?
 
Ideologies influence people and events, , economy, relations between nations can't be too conceptual! So far no news about politics or economic systems, useless leaders So many how is a crisis created? Is it global, or local? How does the revolution evolve? How is the system of government? How much does the player command in the game? How much can he influence the crises?
The current system is just a linear civics tree, the goal was to create a more complex system that still fits within Civ's game design which is somewhere between a board game and a Paradox game.
 
And it's wrong that communism and fascism are concrete economic, political and philosophical systems, not vague ones. Instead of putting irrelevant characters like Luis Riel without explaining the mixed race in South America and the Philippines and South East Asia, or putting Ada Lovelace when on Father Lord Byron was culturally more important, for England I would have put William Pitt, or Disdraeli, or Wellington, or Rhodes, but historical notion among the public and developers.They are missing
 
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