I've posted my experiences thus far hoping to help the community to improve this potentially great game.
I have one idea I wanted to single out of my play-thread.
Variable story lines.
The basic premise is that these story lines unravel as a player makes domestic choices during random events, and that these choices lead to future options and future events. The story-tree would be hidden from the player and they can only make the decisions based on how they want to rule their empire. They get Ideology points or there could even be a separate Ideology tech tree so to speak that aguments the primary one by enhancing or muting the effects of each Ideology advancement.
The pragmatic, brutal and benevolent seem to me to be an outward reflection of a societies Ideology. A domestic one could also be interesting to explore. (assuming the idea I propose is to have any effect outside the Primary Ideology tree)
What I propose is:
1) Random events that occur domestically on already settled planets and already created star-bases occur. We are not told what choice leads to what future choices or their impact (unless impacting the primary ideology tree in pragmatic etc.) These events are along the lines of pardoning a convicted criminal, admitting publicly to mistakes, scandals of ministers, etc. Choosing what to repair first on a space-station needing "maintenance" (no real investment just a story), how to deal with an AWOL solider, or a solider that leaks sensitive intel (edward snowden), a solider that disobeys orders for moral reasons (based on the Ideology of your civilization). Which special interest group to side with. Small farmers, larger scale farmers etc.
The stories can be crafted to lead to a series of major domestic events that occur on your planet(s). There could be dozens of potential outcomes to explore, and how you choose your own adventure dictates where you end up. This side story demonstrating a domestic side of your empire could add either actual game play depth or the perception of depth in a sort of Role play capacity at the very least. A player can always turn this feature off if they wish or are playing multi-player and these choices involve time that doesn't impact game-play sufficiently to utilize.
I'm sure this idea isn't as polished as I could make it, but my friends just called me up to go to sushi and I only got one partial edit off. I just feel that the whole Ideology concept could be expanded to include both a variable story line, and complexity to add to the immersion one can experience in playing the game, especially if you created your own custom race.