I really, really like what I see in the new feedback PDF. I've enjoyed having the opportunity to see some of the inner-workings of game development.
Regarding the ideology tree, first I'd like to say I like the way the tree looks, and I really like the idea of using the tree to influence available planetary improvements (and number of tiles), trade, diplomacy, cultural expansion, etc.
It sees a bit strange that ideology only comes from events but never in game activities. I can declare war and invade at will costing billions of lives without any impact but some event on a planet does.
I agree with this--activities and choices in game should, in certain circumstances, affect ideology.
Here are some of my thoughts regarding what we've been shown about ideology (and I realize it is probably still being hammered out)
In the thread "Good vs Evil is too simplistic"--
Yes. As in there isn't "good" and "evil" like that anymore. It's a different system that's more specific.
Maybe I'm not understanding "more specific", but it looks like the idea is to get away from "good," "neutral," and "evil" in a substantial way, which will not be achieved with changes to diction alone. I'm not trying to be critical, but right now, in my opinion "benevolent," "pragmatic," and "malevolent" read very much the same as GalCiv II's ethics system (though the implementation of a points-based tree is certainly different and an improvement).
But the terms "benevolent" and "malevolent" aren't much of a departure from "good" and "evil." They merely express the same basic idea using a different word. I realize that their definitions are technically different, but "manifesting a desire to do good" and "wishing evil toward others" versus being "good" or "evil" is a tenuous difference at best.
I liked the suggestion of "altruistic," as that more generally expresses a "regard for the welfare of others." "Ruthless" and "merciless," however, aren't too different from "malevolent." Neither of these words really describe an ideology. A pragmatic society can certainly be ruthless and merciless if it is most practical (and often, that is the case). And even an altruistic society can, for the safety and welfare of others, make decisions that would be considered ruthless and merciless.
The opposite of altruism would be more along the lines of egocentrism--basically, self-centeredness.
Right now, IMO, the only real ideology listed is pragmatism. Ideologies really deal with the underlying motivation for certain behavior (why is a civ merciless, and can it be merciless in some situations but not others?). Here are some ideologies off the top of my head: altruism, pacifism, isolationism, hedonism, materialism, opportunism, expansionism.
I'm not saying GalCiv III would benefit from having all these ideologies (though making decisions based on a hedonistic ideology could be interesting), but I do think that sticking to three ideologies will effectively result in the same basic dynamic as was present in GalCiv II (a basically "good" ethic, a basically "neutral" one, and a basically "evil" one).
It may help to have more than three ideologies with some overlap, perhaps something like altruism (help others at all cost), pacifism (no violence at all cost), pragmatism (path of least resistance/whatever works best), and expansionism (financial and territorial growth at all cost).
I realize this would be more complicated to develop, but if the desire is to move away from the GalCiv II ethics system into something more specific, I think a little more gradation would be helpful.
Maybe I'm way off, but I think having more nuance in the ideological choices would make gameplay much more interesting. And all that being said, from what we've been shown so far, GalCiv III is definitely moving in that direction.