The reason why i post this, is because some traits gives so much of the good stuff while some are barren choices is this fair ?.
I feel a great need to change the power value of these ideological choices and how they benefit a specific role in the game.
(to give an exsample lets say Pragmatic Negotiator vs prominence benevolent)
There are two differences here between these two idelogical choices. both focuses on a (specific strategy) while the other one (benevolent) gives to much power for its strategy goal, the other gives a small boost (the pragmatic one) but dosent really help the role to be fulfilled.
Current Conclusion for now:
The power for each passive ability is vastly huge, and are to powerfull in the game some even gamebreaking, therefore i suggest to remove them and remake them then value them in a proper balanced manner, including the way the tree itself works.(what i am refering to is how you gain points by building buildings since the only way is to pick a line get the building and then build it.
The problem with this is the amount of planets one have, 1 point per tenth turn X amount of planets the building was built on.
if you think this way, woulde not the guy with most planets just become stronger than the rest of them ? (is this the balance game stardock is looking for, if so the other players cant compete or gain their chance to compete with them anymore in terms of points.
Also the way points should work (if to be balanced in cases of muliplayer and the al. ) is by first pick ideological path you want, then get the building that gives points or a passive that gives points for that path after a conditon has been met( so the point picking is not spread out (just because the building that gives points was on an another role line)and just makes it harder to get what you want of the roles.
to change this, i recommend that the roles gives unique texts and abilitys to be as close to the intention of that role (exsample as an negotiator), so that empire passives such as direct influnce boost or production along with the other passivs traits that are common including likeable, are put out of order since they are common and can be either to weak or to strong in certain scenarios where you know the ending.
(in other words make the idelogy tree somthing special that stands out (yet balanced and worthwhile for the role we desire to play while in the game) and cannot be found or gained elsewhere in a galciv3 game 
I also humbly, ask/wish for the support of this post, and open for discussion between stardock and the community, since we are all a bit in the dark, of what direction stardock is putting galciv3 into.
i hope many feels the same ways as i do and wish to support stardock with their crazy ideas and reviews
(ps dont lead stardock into a jungle be reasonable, comment of today)