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If you have a faction representing the opposite of a faction that you want to see, you can try to antagonize that faction as much as possible or if you know what their organized factions tend to want you can set your policies to appease them so any pops who do adopt the ethic will be happier and remain with it long enough for the society to get a critical mass of them going.
In my current game, using slightly older dynamics, my materialist/militarist/xenophile democracy elected a spiritualist first minister. First thing she did was fire all the materialist pops with elite jobs and when possible replace them with spiritualists. She suppressed the materialist faction too, while promoting spiritualism. Buying the Numistic Trade Visualization and implementing it created enough spiritualist pops for an actual faction to coalesce. She also suppressed the Manifesti movement, but mostly just because I figure she's an illiberal outsider who wouldn't trust their subversive anarchism.
After winning reelection, she embraced her faction and is now pulling up farmland to build temples while purging materialists from specialist jobs. If she saves up enough unity for it, I'm thinking she'll convert the government to a dictatorship with exalted priesthood (instead of technocracy). Probably add a police state too.
Refugees are more likely to have civics you don't have than migrants are, though they don't hold them for long. If you sign a migration pact with an authoritian empire as an egalitarian they'll basically "export" some of their dissidents to you. But if you grant citizenship rights to an alien population who are ruled by an authoritarian state and losing a war, then set refugee policy to citizens only, you might get a bunch of the ones you want.
A faster way to create a faction, if it's possible for you, is to conquer a world from someone else with a high proportion of people holding that ethic and grant them citizenship and self-rule (don't displace their political leadership). Usually you'll get a faction representing them pretty quickly.
The longer the game goes on the stronger your governing ethic attraction tends to get. So when you want to really change the way your people think, destabilizing their society is pretty essential.
Avoid monuments and other buildings that reinforce governing ethics, laying off culture workers/priests.
I may add another point or two if I can think of them, but those are some of the staple methods I know of.
Putting a few representatives of the ethic into elite positions then setting a living standard that boosts their political power (stratified living standards boost elite poltiical power by 900%) should also turbocharge things a bit if the government/ethics you're starting from allows it.
What attracts pops to a specific ethic depends on what the modder decided to code into the ethic, so you'll either have to ask them, or dig into the file where the mod defines the ethics yourself. In general, if you "do things" that align with the Ethic, you will generate attraction for that Ethic.
https://stellaris.paradoxwikis.com/Ethics#Pop_ethics