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Not just so you know what you want to add to the game (and the mods can add a LOT), but also so you can still play the game if something goes kablooie and all the DLC's and mods suddenly stop working.
As far as what it brings to the game, the store page lists all that...I wouldn't say it's "meant for the veterans"... I made full use of it as a new player.
Whether the above would be true for you or not, is not something I can tell you. Different people like different things.
I know you can made your ideology from the very start, but I also I read they added a option that let's you make it as you play the game. How does that work?
Expanding on what was just said above, I'd say fluid is the best way to start for a newer player.
The beginning of a fluid ideology is pretty sparse, in terms of what the ideology adds/changes, so you basically can get comfortable with what an ideology brings to your colony at your own pace rather than being thrown into the deep end right from the start.
Royalty is nice, I have to admit that... not worth the money it costs but I got it a little cheaper and its almost worth the actual cost I paid for it.
Not really. I've yet to have an ideology related social fight across around 600 hours of playtime with the DLC. Almost always driven by traits. People like to fight with "ugly" pawns, industrious pawns love to fight with literally everyone else for being lazy, etc.
What the DLC does is detailed on the Steam store page.
What does Psychology and Personality mod have to do with Ideology? I dont know why you would compare those? Dont mind John, as he talks out of his behind with no clue whatsoever.
If you want to compare Ideology to any mod you would have to look at Jec's RimCults. That's as close as you can get. Personality and Psychology do completetely different things.
There are about a thousand videos on YT about what ideology adds. Just watch one.