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{{BackArrow|Game concepts (Civ5)|Back to Game concepts}}<br />
 
{{BackArrow|Game concepts (Civ5)|Back to Game concepts}}<br />
 
{{GoTo|Social strategy (Civ5)|Go to the Social Strategy article}}<br />
 
{{GoTo|Social strategy (Civ5)|Go to the Social Strategy article}}<br />
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'''Social policies''' are a new concept in ''[[Civilization V]]'', representing the non-scientific or religious advancements of your society. They act as a system of gameplay bonuses, activated little by little as your empire develops its {{Culture5}} Culture. Some of these bonuses are empire-wide (meaning they act on all cities and empire components at the same time), while others are related to particular buildings, units, or even [[Great people (Civ5)|Great People]]. Many Social Policies enhance individual buildings' functions - check the [[Buildings (Civ5)|list of buildings]] for more info on that.
 
 
All policies are organised into branches, and each branch has to be unlocked first, in order for the particular policies in it to be adopted. Also, policies within a branch are organized in a tree, requiring that first-level policies are adopted first, before higher level ones can be unlocked. Unlocking a policy branch also activates a special bonus, as does adopting all five policies in it.
 
 
For more information on the exact process of adopting policies, as well as for different strategies concerning Social Policies, check the [[Social strategy (Civ5)|Social strategy]] article.
 
 
{{ToggleParam5||With the addition of the ''[[Gods & Kings]]'' expansion, the new Religion system also plays part in social politics. The Piety tree has been redesigned to benefit Religion as well as Culture, and as a reward for completing many branches, the player can spend {{Faith5}} Faith to purchase certain Great People starting in the Industrial Era. Also, once the Industrial Era comes around, a player's choice of social policies can now drastically impact its standings with another civilization. Civilizations that choose the same Industrial Era policy track (Order, Autocracy, or Freedom) will become friendlier, while civilizations with different policy tracks will become more hostile.|In the ''[[Brave New World]]'' expansion, the social policies have been updated, with the inclusion of the Aesthetics and Exploration policy trees. Also, Piety can now be adopted right from the Ancient Era, while the next trees all unlock an Era earlier, giving the player a wider choice for development in the early game. No Policy trees are mutually exclusive anymore, and the Anarchy concept has been reserved for when you switch [[Ideology (Civ5)|Ideology]]. Order, Autocracy, and Freedom have been excluded as Social policies, but one of these can be adopted as an [[Ideology (Civ5)|Ideology]] once you build three [[Factory (Civ5)|Factories]] or reach the Modern Era. Even more than in ''[[Gods & Kings]]'', a player's choice of Ideology can drastically impact his or her standings with another civilization. Finally, note that some World Wonders are now linked to Social Policy trees (for example, the Pyramids are linked to the Liberty tree) - now they can only be built if the relevant tree has been unlocked, AND you have researched the necessary technology.}}
 
 
=={{PolicyPath5|Tradition}}==
 
{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}}
 
 
The Tradition tree is available right from the [[Ancient era (Civ5)|Ancient Era]]. Choosing this policy first will give you the honorific "Lord" for male leaders and "Lady" for female leaders.
 
 
Adopting Tradition greatly increases the rate of border expansion in cities and also grants 3 {{Culture5}} Culture in the {{Capital5}} Capital.{{ToggleParam5||| Unlocks building the [[Hanging Gardens (Civ5)|Hanging Gardens]] wonder.}}
 
 
Adopting all Policies in the Tradition tree will grant +15% {{Food5}} Growth in all cities and {{ToggleParam5|+2 {{Food5}} Food in each city|a free [[Aqueduct (Civ5)|Aqueduct]] in your first four cities|a free [[Aqueduct (Civ5)|Aqueduct]] in your first four cities. It also allows the purchase of Great Engineers with {{Faith5}} Faith starting in Industrial Era}}.
 
   
 
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Revision as of 01:32, 26 June 2015

BackArrowGreen Back to Civilization V
Civilization VGods & KingsBrave New World
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Blue arrow right Go to the Social Strategy article

Policy Effect Requirement
Aristocracy (Civ5) Aristocracy +15% Production Production Production when building Wonders (any Era) and +1 20xHappiness5 Happiness Happiness for every 10 20xPopulation5 Population Citizens in a City. Adopting Tradition
Oligarchy (Civ5) Oligarchy Garrisoned units cost no maintenance and cities with a garrison gain +50% Ranged Combat Strength. Adopting Tradition
Legalism (Civ5) Legalism Provides a free culture building in your first 4 cities. Oligarchy
Monarchy (Civ5) Monarchy +1 Gold Gold Gold and -1 Unhappiness (Civ5) Unhappiness Unhappiness for every 2 20xPopulation5 Population Citizens in the Capital Capital Capital. Legalism
Landed elite (Civ5) Landed elite +10% Food Food Growth and +2 Food Food Food in the Capital Capital Capital only. Legalism

Liberty Liberty

BackArrowGreen Back to the policy tree

The Liberty tree is available right from the Ancient Era. Choosing this policy first will give you the honorific "Consul".

Adopting Liberty will provide 1 Culture Culture Culture in every city. Unlocks building the Pyramids wonder.

Adopting all policies in the Liberty tree will grant a free Great Person of your choice near the Capital Capital Capital.

Policy Effect Requirement
Republic (Civ5) Republic +1 Production Production Production in every City and +5% Production Production Production in cities when constructing Buildings. Adopting Liberty
Citizenship (Civ5) Citizenship Tile improvement construction rate increased by 25% and a Worker appears near the Capital Capital Capital. Adopting Liberty
Collective rule (Civ5) Collective rule Speeds the training of Settlers by 50% in the Capital Capital Capital and a free Settler appears near the Capital Capital Capital. (Venice receives a Merchant of Venice instead of Settler.) Republic
Meritocracy (Civ5) Meritocracy +1 20xHappiness5 Happiness Happiness for each City you own connected to the Capital Capital Capital and -5% Unhappiness (Civ5) Unhappiness Unhappiness from 20xPopulation5 Population Citizens in non-occupied Cities. Citizenship
Representation (Civ5) Representation Each city you found will increase the Culture Culture Culture cost of policies by 33% less than normal. Also starts a Golden Age (if one is already in progress, it is extended). Citizenship

Honor Honor

BackArrowGreen Back to the policy tree

The Honor tree is available right from the Ancient Era. Choosing this policy first will give you the honorific "The Great".

Adopting Honor gives a +33% combat bonus against Barbarians, and notifications will be provided when new Barbarian Encampments spawn in revealed territory. Gain Culture Culture Culture for the empire from each barbarian unit killed. Unlocks building the Statue of Zeus wonder.

Adopting all policies in the Honor tree will grant Gold Gold Gold for each enemy unit killed. It also allows the purchase of Great Generals with Faith Faith Faith starting from the Industrial Era.

Policy Effect Requirement
Warrior code (Civ5) Warrior code +15% Production Production Production when training Melee units and a Great General appears outside the Capital Capital Capital. Great Generals are earned 50% faster. Adopting Honor
Discipline (Civ5) Discipline +15% combat strength for melee units which have another military unit in an adjacent tile. Adopting Honor
Military caste (Civ5) Military caste Each City with a garrison increases local city 20xHappiness5 Happiness Happiness by 1 and Culture Culture Culture by 2. Discipline
Military tradition (Civ5) Military tradition Military Units gain 50% more Experience from combat. Warrior code
Professional army (Civ5) Professional army Gold Gold Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster. Military caste

Piety Piety

BackArrowGreen Back to the policy tree

The Piety tree is available right from the Ancient Era. Choosing this policy first will give you the honorific "The Pious".

Adopting Piety reduces the time to build Shrines and Temples by 50%. Unlocks building the Great Mosque of Djenne wonder.

Adopting all policies in the Piety tree will cause a Great Prophet to appear and Holy Sites provide +3 Culture Culture Culture.

Policy Effect Requirement
Organized religion (Civ5) Organized Religion +1 Faith Faith Faith from Shrines and Temples. Adopting Piety
Mandate of heaven (Civ5) Mandate of Heaven 20% discount on all purchases of religious units and buildings with Faith Faith Faith (does NOT work for Great People, including Great Prophets). Adopting Piety
Theocracy (Civ5) Theocracy Temples increase a city's Gold Gold Gold output by 25%. Holy Sites provide +3 Gold Gold Gold. Organized Religion
Religious tolerance (Civ5) Religious tolerance Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion. Organized Religion
Reformation (Civ5) Reformation If you founded a religion, gain a bonus Reformation belief. Religious tolerance

Patronage Patronage

BackArrowGreen Back to the policy tree

The Patronage tree becomes available during the Classical Era. Choosing this policy first will give you the honorific "The Enlightened".

Adopting Patronage makes your Influence (Civ5) Influence Influence with City-States degrade 25% slower than normal. Unlocks building the Forbidden Palace wonder.

Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People.

Policy Effect Requirement
Philantropy (Civ5) Philanthropy Gifts of Gold Gold Gold to a City-State generate 25% more Influence (Civ5) Influence Influence. Adopting Patronage
Consulates (Civ5) Consulates Resting point for Influence (Civ5) Influence Influence level with all City-States is increased by 20. Adopting Patronage
Scholasticism (Civ5) Scholasticism All City-States which are Allies provide a Science Science Science bonus equal to 25% of what they produce for themselves. Philanthropy
Cultural diplomacy (Civ5) Cultural diplomacy Quantity of Resources gifted by City-States increased by 100%. 20xHappiness5 Happiness Happiness from gifted Luxuries increased by 50%. Scholasticism
Merchant confederacy (Civ5) Merchant confederacy +2 Gold Gold Gold for trade routes with City-States. Scholasticism & Consulates

Aesthetics Aesthetics

BackArrowGreen Back to the policy tree

The Aesthetics tree becomes available during the Classical Era. Choosing this policy first will give you the honorific "Master" for male leaders and "Mistress" for female leaders.

Adopting Aesthetics allows you to earn Great Writers, Artists, and Musicians 25% faster. Unlocks building the Uffizi.

Adopting all Policies in the Aesthetics tree doubles the theming bonus you receive from Museums and Wonders. It also allows the purchase of Great Writers, Artists, or Musicians with Faith Faith Faith starting in the Industrial Era.

Policy Effect Requirement
Cultural centers (Civ5) Cultural centers Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster. Adopting Aesthetics
Fine arts (Civ5) Fine arts 50% of excess 20xHappiness5 Happiness Happiness added each turn to the amount of Culture Culture Culture that may be spent on Social Policies. Adopting Aesthetics
Flourishing of the arts (Civ5) Flourishing of the arts Culture Culture Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age. Cultural centers & Fine arts
Artistic genius (Civ5) Artistic genius A Great Artist appears. Fine arts
Cultural exchange (Civ5) Cultural exchange Increases the Tourism Tourism Tourism modifier for Shared Religion, Trade Routes, and Open Borders by 15% each. Flourishing of the arts

Commerce Commerce

BackArrowGreen Back to the policy tree

The Commerce tree becomes available during the Medieval Era. Choosing this policy first will give you the honorific "Doge".

Adopting Commerce boosts Gold Gold Gold output in Capital Capital Capital City by 25%. Unlocks building Big Ben.

Adopting all Policies in the Commerce tree will grant +1 Gold Gold Gold from every Trading Post. It also allows the purchase of Great Merchants starting in the Industrial Era.

Policy Effect Requirement
Wagon trains (Civ5) Wagon trains +2 Gold Gold Gold from all your Land Trade Routes (with foreign nations). Maintenance paid on Roads and Railroads reduced by 50%. Adopting Commerce
Mercenary army (Civ5) Mercenary army Allows the purchasing of Landsknechts. Adopting Commerce
Entrepreneurship (Civ5) Entrepreneurship Great Merchants are earned 25% faster. Receive double Gold Gold Gold from Great Merchant trade missions. Wagon trains
Mercantilism (Civ5) Mercantilism Purchasing items in Cities requires 25% less Gold Gold Gold. +1 Science Science Science from every Mint, Market, Bank and Stock Exchange. Mercenary army
Protectionism (Civ5) Protectionism +2 20xHappiness5 Happiness Happiness from each Luxury Resource. Entrepreneurship & Mercantilism

Exploration Exploration

BackArrowGreen Back to the policy tree

The Exploration tree becomes available during the Medieval Era. Choosing this policy first will give you the honorific "Captain".

Adopting Exploration gives +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks building the Louvre.

Adopting all Policies in the Exploration tree allows you to see Hidden Antiquity Sites. It also allows the purchase of Great Admirals with Faith Faith Faith starting in the Industrial Era.

Policy Effect Requirement
Maritime infrastructure (Civ5) Maritime infrastructure +3 Production Production Production in all coastal Cities. Adopting Exploration
Naval tradition (Civ5) Naval tradition +1 20xHappiness5 Happiness Happiness for each Harbor, Seaport, or Lighthouse. Adopting Exploration
Navigation school (Civ5) Navigation school A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 50% faster. Naval tradition
Merchant navy (Civ5) Merchant navy +1 Gold Gold Gold for each Harbor, Seaport, or Lighthouse, +4 Production Production Production and +4 Culture Culture Culture in the city with the East India Company. Maritime infrastructuve & Naval tradition
Treasure fleets (Civ5) Treasure fleets +4 Gold Gold Gold from all your Sea Trade Routes. Merchant navy

Rationalism Rationalism

BackArrowGreen Back to the policy tree

The Rationalism tree becomes available during the Renaissance Era. Choosing this policy first will give you the honorific "The Wise".

Adopting Rationalism will grant +10% Science Science Science while the empire is Happy. Unlocks building the Porcelain Tower.

Adopting all Policies in the Rationalism tree will grant a free Technology. It also allows the purchase of Great Scientists with Faith Faith Faith starting in the Industrial Era.

Policy Effect Requirement
Secularism (Civ5) Secularism +2 Science Science Science from every Specialist. Adopting Rationalism
Humanism (Civ5) Humanism Great Scientists are earned 25% faster. Adopting Rationalism
Free thought (Civ5) Free thought +1 Science Science Science from every Trading Post and +17% Science Science Science from Universities. Humanism
Sovereignty (Civ5) Sovereignty +1 Gold Gold Gold from Science buildings. Secularism
Scientific revolution (Civ5) Scientific revolution Boosts Science Science Science gained from Research Agreements by +50%. Sovereignty

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