I'm confused by negative ethical divergence.
I know that right now there is a bug that causes POPs to lose an ethos but not gain a different one. But what I find confusing is that negative ethical divergence causes POPs to "assimilate" to your ethos over a very long period of time. Am I misreading the amount of time in
@Peter Ebbesen 's tests? It might take 300-400 years to get substantial conversion to your ruling ethos. And even then, it's nowhere complete assimilation. If so, the game might be effectively won before you reap the full benefits of convincing people to adopt your ethos.
If you want them to convert faster, stack more modifiers... or convert people amenable to see your point of view.
For my test I was trying to convert
Fanatic Xenophobic/Individualists to Fanatic Spiritualists/Militarists - there are worse combinations, but not many; That pretty much required them to be slaves for it to have a chance, since they'd otherwise be at 0 happiness for a fat +30% ethics divergence (and 5% from individualism), which is hard to overcome. (That -40% happiness for being an alien overlord on top of penalties for policies hits hard when you aren't playing Individualist/Pacifist with their huge happiness buildings).
If you can somehow keep those you want to convert happy and they aren't slaves, that's another -10% ethics divergence, and if joyful, -20%.
Or is the point that since the check takes place yearly, you will win the lottery enough times to get some meaningful conversion to your ethos, deflating POP factions that might otherwise be strong enough to force demands. You still have some angry factions, but they lose just enough support over the course of the game due to negative ethical divergence that the sting is taken out.
I guess what I'm really asking is whether I should be looking at negative ethical divergence as a method of assimilating conquered POPs or whether I should be using it as a tool to mollify POPs while I continue my campaign of imperialism.
There are lots of ethics divergence modifiers around, but for the purpose of the test I used what I had available because I wanted to know whether it worked (in general, as I'd read about ethics divergence bugs) or whether I should abandon that game, and I didn't have the wonder ethics divergence refinery (whatever it is called, the one that gives -10% on the planet and a further -10% galaxywide, doubledipping the planet for -20%), and I wasn't running Collectivist for their nice conversion building, and I didn't have orbital mind control lasers.... And as for giving them the Conformism character trait for another -20% (the genetic approach), why... these Fanatic Xenophobes were an AI wonder: Natural Physicists and Venerable; i.e. they had already used
five trait points, so no adding 2 points worth on Conformism on them.
I did learn my lesson, though. Concerting Fanatic Xenophobes takes a LOT of work.
It became rather easier later in the game with better tech (and more of the above options), but it never became easy; Further in the game I abandoned slavery completely and left the remaining Fanatic Xenophobes to grumpily sit on their planet while I used their converted brethren to settle favourable planets with. After that, at best I got something like 2-3% chance per year per POP to change something for the diehard Fanatic Xenophobes but they had served their purpose and could be ignored.
It was much easier with non-Xenophobic aliens.
Given that you conquer POPs wide widely differing ideologies, think of it as a way of weakening some and converting others fully, while maintaining most of your own people's ethics despite their shelter period, at least until you start to stack significant amounts. You are never going to magically flip entire populations in a short period of time - given the probabilities involved, there'll always be holdouts no matter how favourable circumstances if we are not talking very small populations.
I guess that for the ultimate non-slave conversion setup one should run Theocratic Oligarchy Spiritualist/Collectivist/whatever.
