(Updated policy requirements to be consistent with latest changes. Sorry for reverting the edits of those who did this previously.) Tag: Visual edit |
m (Fixed a wording error. (The "h" in "honorific" is silent, so it must be preceded by "an.")) Tag: Visual edit |
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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 |
+ | '''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 |
+ | All policies are organised into trees, and each tree has to be unlocked before the specific policies in it can be adopted. The policies within each tree are further organized into branches, requiring that lower-level policies be adopted before higher-level ones become available. Unlocking a policy tree also activates a special bonus, as does adopting all five policies in it. Besides, each policy tree unlocks an honorific title for the leader. |
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. |
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. |
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− | {{ToggleParam5||With the addition of the '' |
+ | {{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}}== |
=={{PolicyPath5|Tradition}}== |
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{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
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+ | {{main|Tradition (Civ5)}} |
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The Tradition tree is available right from the [[Ancient era (Civ5)|Ancient Era]]. Choosing this policy first will give you the title "Lord" for male leaders and "Lady" for female leaders. |
The Tradition tree is available right from the [[Ancient era (Civ5)|Ancient Era]]. Choosing this policy first will give you the title "Lord" for male leaders and "Lady" for female leaders. |
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+ | {{:Social policies (Civ5)/Tradition}} |
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− | 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.}} |
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− | |||
− | 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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− | |||
− | {| class="article-table" style="width:95%;" |
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− | ! style="width:28%;" |Policy |
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− | !Effect |
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− | ! style="width:15%;" |Requirement |
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− | |- |
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− | | [[File:Aristocracy (Civ5).png|28px]] {{Anchor|Aristocracy}}Aristocracy |
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− | | +15% {{Production5}} Production when building Wonders (any Era) and +1 {{Happiness5}} Happiness for every 10 {{Population5}} Citizens in a City. |
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− | | ''Adopting Tradition'' |
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− | |- |
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− | | [[File:Oligarchy (Civ5).png|28px]] {{Anchor|Oligarchy}}Oligarchy |
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− | | Garrisoned units cost no maintenance and cities with a garrison gain {{ToggleParam5|+100%|+50%|+50%}} Ranged Combat Strength. |
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− | | ''Adopting Tradition'' |
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− | |- |
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⚫ | |||
− | | Provides a free culture building in your first 4 cities. |
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− | | Oligarchy |
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− | |- |
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⚫ | |||
− | | +1 {{Gold5}} Gold and -1 {{Unhappiness5}} Unhappiness for every 2 {{Population5}} Citizens in the {{Capital5}} Capital. |
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− | | Legalism |
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− | |- |
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− | | [[File:Landed elite (Civ5).png|28px]] {{Anchor|Landed elite}}Landed elite |
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− | | +10% {{Food5}} Growth and +2 {{Food5}} Food in the {{Capital5}} Capital only. |
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− | | Legalism |
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− | |} |
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=={{PolicyPath5|Liberty}}== |
=={{PolicyPath5|Liberty}}== |
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{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
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+ | {{main|Liberty (Civ5)}} |
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− | The Liberty tree is available right from the [[Ancient era (Civ5)|Ancient Era]]. Choosing this policy first will give you the title "Consul". |
+ | The Liberty tree is available right from the [[Ancient era (Civ5)|Ancient Era]]. Choosing this policy first will give you the title "Consul". Note that in the expansions, the order of [[Republic (Civ5)|Republic]] and [[Collective Rule (Civ5)|Collective Rule]] was switched, although their bonuses remain the same. |
− | Adopting Liberty will provide 1 {{Culture5}} Culture in every city.{{ToggleParam5||| Unlocks building the [[Pyramids (Civ5)|Pyramids]] wonder.}} |
+ | Adopting Liberty will provide +1 {{Culture5}} Culture in every city.{{ToggleParam5||| Unlocks building the [[Pyramids (Civ5)|Pyramids]] wonder.}} |
Adopting all policies in the Liberty tree will grant a free [[Great people (Civ5)|Great Person]] of your choice near the {{Capital5}} Capital. |
Adopting all policies in the Liberty tree will grant a free [[Great people (Civ5)|Great Person]] of your choice near the {{Capital5}} Capital. |
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! style="width:15%;" |Requirement |
! style="width:15%;" |Requirement |
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|- |
|- |
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+ | | {{ToggleParam5<!-- |
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− | | {{ToggleParam5|[[File:Collective rule (Civ5).png|28px]] {{Anchor|Collective rule}}Collective rule|[[File:Republic (Civ5).png|28px]] {{Anchor|Republic-gk}}Republic|[[File:Republic (Civ5).png|28px]] {{Anchor|Republic-bnw}}Republic}} |
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+ | -->|[[File:Collective rule (Civ5).png|28px]] Collective rule<!-- |
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− | | {{ToggleParam5|Speeds the training of [[Settler (Civ5)|Settlers]] by 50% in the {{Capital5}} Capital and a free Settler appears near the {{Capital5}} Capital |+1 {{Production5}} Production in every City and +5% {{Production5}} Production in cities when constructing [[Buildings (Civ5)|Buildings]]|+1 {{Production5}} Production in every City and +5% {{Production5}} Production in cities when constructing [[Buildings (Civ5)|Buildings]]}}. |
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⚫ | |||
⚫ | |||
+ | -->}} |
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+ | | {{ToggleParam5<!-- |
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+ | -->|Speeds the training of [[Settler (Civ5)|Settlers]] by 50% in the {{Capital5}} Capital and a free Settler appears near the {{Capital5}} Capital<!-- |
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+ | -->|+1 {{Production5}} Production in every City and +5% {{Production5}} Production in cities when constructing [[Buildings (Civ5)|Buildings]] (including Wonders)<!-- |
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+ | -->|+1 {{Production5}} Production in every City and +5% {{Production5}} Production in cities when constructing [[Buildings (Civ5)|Buildings]] (including Wonders)<!-- |
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+ | -->}}. |
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| ''Adopting Liberty'' |
| ''Adopting Liberty'' |
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|- |
|- |
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− | | [[File:Citizenship (Civ5).png|28px]] |
+ | | [[File:Citizenship (Civ5).png|28px]] [[Citizenship_(Civ5)|Citizenship]] |
| Tile improvement construction rate increased by 25% and a [[Worker (Civ5)|Worker]] appears near the {{Capital5}} Capital. |
| Tile improvement construction rate increased by 25% and a [[Worker (Civ5)|Worker]] appears near the {{Capital5}} Capital. |
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| ''Adopting Liberty'' |
| ''Adopting Liberty'' |
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|- |
|- |
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− | | |
+ | | [[File:Republic (Civ5).png|28px]] {{ToggleParam5<!-- |
+ | -->|{{link5|Republic}}<!-- |
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⚫ | |||
− | + | -->|Collective Rule<!-- |
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+ | -->|Collective Rule<!-- |
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+ | -->}} |
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+ | | {{ToggleParam5<!-- |
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+ | -->|+1 {{Production5}} Production in every City and +5% {{Production5}} Production in cities when constructing [[Buildings (Civ5)|Buildings]] (including Wonders).<!-- |
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+ | -->|Speeds the training of [[Settler (Civ5)|Settlers]] by 50% in the {{Capital5}} Capital and a free Settler appears near the {{Capital5}} Capital.<!-- |
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⚫ | |||
+ | -->}} |
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+ | | <!--Prerequisites-->{{ToggleParam5<!-- |
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+ | -->|Collective rule<!-- |
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+ | -->|Republic<!-- |
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+ | -->|Republic<!-- |
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+ | -->}} |
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|- |
|- |
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− | | [[File:Meritocracy (Civ5).png|28px]] Meritocracy |
+ | | [[File:Meritocracy (Civ5).png|28px]] [[Meritocracy (Civ5)|Meritocracy]] |
| +1 {{Happiness5}} Happiness for each City you own [[Trade route (Civ5)|connected to]] the {{Capital5}} Capital and -5% {{Unhappiness5}} Unhappiness from {{Population5}} Citizens in non-occupied Cities. |
| +1 {{Happiness5}} Happiness for each City you own [[Trade route (Civ5)|connected to]] the {{Capital5}} Capital and -5% {{Unhappiness5}} Unhappiness from {{Population5}} Citizens in non-occupied Cities. |
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| Citizenship |
| Citizenship |
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|- |
|- |
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− | | [[File:Representation (Civ5).png|28px]] Representation |
+ | | [[File:Representation (Civ5).png|28px]] [[Representation_(Civ5)|Representation]] |
− | | Each city you found will increase the {{Culture5}} Culture cost of policies by 33% less than normal. Also starts a [[Golden Age]]. |
+ | | Each city you found will increase the {{Culture5}} Culture cost of policies by 33% less than normal. Also starts a [[Golden Age]] (if one is already in progress, it is extended). |
| Citizenship |
| Citizenship |
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|} |
|} |
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=={{PolicyPath5|Honor}}== |
=={{PolicyPath5|Honor}}== |
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{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
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+ | {{main|Honor (Civ5)}} |
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− | The Honor tree is available right from the [[Ancient era (Civ5)|Ancient Era]]. Choosing this policy first will give you the |
+ | The Honor tree is available right from the [[Ancient era (Civ5)|Ancient Era]]. Choosing this policy first will give you the title "The Great". |
− | Adopting Honor gives a {{ToggleParam5|+25%|+33%|+33%}} combat bonus against [[Barbarian (Civ5)|Barbarians]] |
+ | Adopting Honor gives a {{ToggleParam5|+25%|+33%|+33%}} combat bonus against [[Barbarian (Civ5)|Barbarians]]; from now on notifications will be provided when new Barbarian [[Encampment (Civ5)|Encampments]] spawn in revealed territory. Gain {{Culture5}} Culture for the empire from each barbarian unit killed. (The {{Culture5}} Culture earned is equal to the {{Strength5}} Combat Strength or {{RangedStrength5}} Ranged Combat Strength of the defeated unit, whichever is greater.){{ToggleParam5||| Unlocks building the [[Statue of Zeus (Civ5)|Statue of Zeus]] wonder.}} |
− | Adopting all policies in the Honor tree will grant {{Gold5}} Gold for each enemy unit killed.{{ToggleParam5||| It also allows the purchase of Great Generals with {{Faith5}} Faith starting from the Industrial Era.}} |
+ | Adopting all policies in the Honor tree will grant {{Gold5}} Gold for each enemy unit killed. (Note that this applies only to units killed directly by your actions. For example, you won't receive {{Gold5}} Gold for a unit killed by the effect of a [[Citadel (Civ5)|Citadel]].) {{ToggleParam5||| It also allows the purchase of Great Generals with {{Faith5}} Faith starting from the Industrial Era.}} |
{| class="article-table" style="width:95%;" |
{| class="article-table" style="width:95%;" |
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! style="width:15%;" |Requirement |
! style="width:15%;" |Requirement |
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|- |
|- |
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− | | [[File:Warrior code (Civ5).png|28px]] {{Anchor|Warrior code}}Warrior |
+ | | [[File:Warrior code (Civ5).png|28px]] [https://civilization.wikia.com/wiki/Warrior_Code_(Civ5) {{Anchor|Warrior code}}Warrior Code] |
| +15% {{Production5}} Production when training Melee units and a [[Great general (Civ5)|Great General]] appears outside the {{Capital5}} Capital.{{ToggleParam5||| Great Generals are earned 50% faster.}} |
| +15% {{Production5}} Production when training Melee units and a [[Great general (Civ5)|Great General]] appears outside the {{Capital5}} Capital.{{ToggleParam5||| Great Generals are earned 50% faster.}} |
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| ''Adopting Honor'' |
| ''Adopting Honor'' |
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|- |
|- |
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− | | [[File:Discipline (Civ5).png|28px]] {{Anchor|Discipline}}Discipline |
+ | | [[File:Discipline (Civ5).png|28px]] [[Discipline (Civ5)|{{Anchor|Discipline}}Discipline]] |
| +15% combat strength for melee units which have another military unit in an adjacent tile. |
| +15% combat strength for melee units which have another military unit in an adjacent tile. |
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| ''Adopting Honor'' |
| ''Adopting Honor'' |
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|- |
|- |
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− | | [[File:Military caste (Civ5).png|28px]] {{Anchor|Military caste}}Military |
+ | | [[File:Military caste (Civ5).png|28px]] {{Anchor|Military caste}}[[Military Caste (Civ5)|Military Caste]] |
− | | Each City with a garrison increases local city {{Happiness5}} Happiness by 1 and {{Culture5}} Culture by 2. |
+ | | Each City with a garrison increases local city {{Happiness5}} Happiness by 1 and {{Culture5}} Culture by 2. Note that cities in Resistance are unaffected by this! |
| Discipline |
| Discipline |
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|- |
|- |
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− | | [[File:Military tradition (Civ5).png|28px]] {{Anchor|Military tradition}}Military |
+ | | [[File:Military tradition (Civ5).png|28px]] {{Anchor|Military tradition}}[https://civilization.wikia.com/wiki/Military_Tradition_(Civ5) Military Tradition] |
| Military Units gain 50% more [[Experience]] from combat. |
| Military Units gain 50% more [[Experience]] from combat. |
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| Warrior code |
| Warrior code |
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|- |
|- |
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− | | [[File:Professional army (Civ5).png|28px]] {{Anchor|Professional army}}Professional army |
+ | | [[File:Professional army (Civ5).png|28px]] {{Anchor|Professional army}}[[Professional army|Professional Army]] |
| {{Gold5}} Gold cost of upgrading Military Units reduced by 33% and {{ToggleParam5|+1 {{Happiness5}} Happiness from every defensive building ([[Walls (Civ5)|Walls]], [[Castle (Civ5)|Castle]], [[Arsenal (Civ5)|Arsenal]], [[Military Base (Civ5)|Military Base]])|+1 Local City {{Happiness5}} Happiness from every defensive building ([[Walls (Civ5)|Walls]], [[Castle (Civ5)|Castle]], [[Arsenal (Civ5)|Arsenal]], [[Military Base (Civ5)|Military Base]])|construct [[Barracks (Civ5)|Barracks]], [[Armory (Civ5)|Armories]], and [[Military Academy (Civ5)|Military Academies]] 50% faster}}. |
| {{Gold5}} Gold cost of upgrading Military Units reduced by 33% and {{ToggleParam5|+1 {{Happiness5}} Happiness from every defensive building ([[Walls (Civ5)|Walls]], [[Castle (Civ5)|Castle]], [[Arsenal (Civ5)|Arsenal]], [[Military Base (Civ5)|Military Base]])|+1 Local City {{Happiness5}} Happiness from every defensive building ([[Walls (Civ5)|Walls]], [[Castle (Civ5)|Castle]], [[Arsenal (Civ5)|Arsenal]], [[Military Base (Civ5)|Military Base]])|construct [[Barracks (Civ5)|Barracks]], [[Armory (Civ5)|Armories]], and [[Military Academy (Civ5)|Military Academies]] 50% faster}}. |
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| Military caste |
| Military caste |
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=={{PolicyPath5|Piety}}== |
=={{PolicyPath5|Piety}}== |
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{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
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+ | {{main|Piety (Civ5)}} |
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− | The Piety tree {{ToggleParam5|becomes available during the [[Classical era (Civ5)|Classical Era]]. It cannot be active at the same time as Rationalism.|becomes available during the [[Classical era (Civ5)|Classical Era]]. It cannot be active at the same time as Rationalism.|is available right from the [[Ancient era (Civ5)|Ancient Era]]. Choosing this policy first will give you the |
+ | The Piety tree {{ToggleParam5|becomes available during the [[Classical era (Civ5)|Classical Era]]. It cannot be active at the same time as Rationalism.|becomes available during the [[Classical era (Civ5)|Classical Era]]. It cannot be active at the same time as Rationalism.|is available right from the [[Ancient era (Civ5)|Ancient Era]].}} Choosing this policy first will give you the title "The Pious". |
Adopting Piety reduces the time to build {{ToggleParam5|Culture buildings|[[Shrine (Civ5)|Shrines]] and [[Temple (Civ5)|Temples]]}} by {{ToggleParam5|15%.|50%.|50%. Unlocks building the [[Great Mosque of Djenne (Civ5)|Great Mosque of Djenne]] wonder.}} |
Adopting Piety reduces the time to build {{ToggleParam5|Culture buildings|[[Shrine (Civ5)|Shrines]] and [[Temple (Civ5)|Temples]]}} by {{ToggleParam5|15%.|50%.|50%. Unlocks building the [[Great Mosque of Djenne (Civ5)|Great Mosque of Djenne]] wonder.}} |
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=={{PolicyPath5|Patronage}}== |
=={{PolicyPath5|Patronage}}== |
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{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
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+ | {{main|Patronage (Civ5)}} |
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− | The Patronage tree becomes available during the {{ToggleParam5|[[Medieval era (Civ5)|Medieval Era]]|[[Medieval era (Civ5)|Medieval Era]]|[[Classical era (Civ5)|Classical Era]]. Choosing this policy first will give you the |
+ | The Patronage tree becomes available during the {{ToggleParam5|[[Medieval era (Civ5)|Medieval Era]]|[[Medieval era (Civ5)|Medieval Era]]|[[Classical era (Civ5)|Classical Era]]. Choosing this policy first will give you the title "The Enlightened"}}. |
Adopting Patronage makes your {{Influence5}} Influence with [[City-state (Civ5)|City-States]] degrade 25% slower than normal.{{ToggleParam5||| Unlocks building the [[Forbidden Palace (Civ5)|Forbidden Palace]] wonder.}} |
Adopting Patronage makes your {{Influence5}} Influence with [[City-state (Civ5)|City-States]] degrade 25% slower than normal.{{ToggleParam5||| Unlocks building the [[Forbidden Palace (Civ5)|Forbidden Palace]] wonder.}} |
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=={{ToggleParam5|{{PolicyPath5|Commerce}}|{{PolicyPath5|Commerce}}|{{PolicyPath5|Aesthetics}}}}== |
=={{ToggleParam5|{{PolicyPath5|Commerce}}|{{PolicyPath5|Commerce}}|{{PolicyPath5|Aesthetics}}}}== |
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{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
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+ | {{main|Aesthetics (Civ5)}} |
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The {{ToggleParam5|Commerce|Commerce|Aesthetics}} tree becomes available during the {{ToggleParam5|[[Medieval era (Civ5)|Medieval Era]]|[[Medieval era (Civ5)|Medieval Era]]|[[Classical era (Civ5)|Classical Era]]. Choosing this policy first will give you the title "Master" for male leaders and "Mistress" for female leaders.}} |
The {{ToggleParam5|Commerce|Commerce|Aesthetics}} tree becomes available during the {{ToggleParam5|[[Medieval era (Civ5)|Medieval Era]]|[[Medieval era (Civ5)|Medieval Era]]|[[Classical era (Civ5)|Classical Era]]. Choosing this policy first will give you the title "Master" for male leaders and "Mistress" for female leaders.}} |
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|- |
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| {{ToggleParam5|[[File:Trade unions (Civ5).png|28px]] {{Anchor|Trade unions}}Trade unions|[[File:Trade unions (Civ5).png|28px]] Trade unions|[[File:Fine arts (Civ5).png|45px]] {{Anchor|Fine arts}}Fine arts}} |
| {{ToggleParam5|[[File:Trade unions (Civ5).png|28px]] {{Anchor|Trade unions}}Trade unions|[[File:Trade unions (Civ5).png|28px]] Trade unions|[[File:Fine arts (Civ5).png|45px]] {{Anchor|Fine arts}}Fine arts}} |
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− | | {{ToggleParam5|Maintenance paid on [[Roads and railroads (Civ5)|Roads and Railroads]] reduced by 33%. Harbors and Seaports gain +1 {{Gold5}} Gold|Maintenance paid on [[Roads and railroads (Civ5)|Roads and Railroads]] reduced by 33%. Harbors and Seaports gain +1 {{Gold5}} Gold|50% of excess {{Happiness5}} Happiness added each turn to the amount of {{Culture5}} Culture that may be spent on Social Policies}}. |
+ | | {{ToggleParam5|Maintenance paid on [[Roads and railroads (Civ5)|Roads and Railroads]] reduced by 33%. Harbors and Seaports gain +1 {{Gold5}} Gold|Maintenance paid on [[Roads and railroads (Civ5)|Roads and Railroads]] reduced by 33%. Harbors and Seaports gain +1 {{Gold5}} Gold|50% of excess {{Happiness5}} Happiness added each turn to the amount of {{Culture5}} Culture that may be spent on Social Policies or Ideological Tenets}}. |
| ''Adopting Aesthetics'' |
| ''Adopting Aesthetics'' |
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|- |
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=={{ToggleParam5|{{PolicyPath5|Rationalism}}|{{PolicyPath5|Rationalism}}|{{PolicyPath5|Commerce}}}}== |
=={{ToggleParam5|{{PolicyPath5|Rationalism}}|{{PolicyPath5|Rationalism}}|{{PolicyPath5|Commerce}}}}== |
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{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
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+ | {{main|Commerce (Civ5)}} |
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The {{ToggleParam5|Rationalism|Rationalism|Commerce}} tree becomes available during the {{ToggleParam5|[[Renaissance era (Civ5)|Renaissance Era]]. It cannot be active at the same time as Piety|[[Renaissance era (Civ5)|Renaissance Era]]. It cannot be active at the same time as Piety|[[Medieval era (Civ5)|Medieval Era]]. Choosing this policy first will give you the title "Doge".}} |
The {{ToggleParam5|Rationalism|Rationalism|Commerce}} tree becomes available during the {{ToggleParam5|[[Renaissance era (Civ5)|Renaissance Era]]. It cannot be active at the same time as Piety|[[Renaissance era (Civ5)|Renaissance Era]]. It cannot be active at the same time as Piety|[[Medieval era (Civ5)|Medieval Era]]. Choosing this policy first will give you the title "Doge".}} |
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Adopting {{ToggleParam5|Rationalism boosts Science gained from research agreements by 50%|Rationalism grants +15% {{Science5}} Science while the empire is Happy|Commerce boosts {{Gold5}} Gold output in {{Capital5}} Capital City by 25%. Unlocks building [[Big Ben (Civ5)|Big Ben]]}}. |
Adopting {{ToggleParam5|Rationalism boosts Science gained from research agreements by 50%|Rationalism grants +15% {{Science5}} Science while the empire is Happy|Commerce boosts {{Gold5}} Gold output in {{Capital5}} Capital City by 25%. Unlocks building [[Big Ben (Civ5)|Big Ben]]}}. |
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− | Adopting all Policies in the {{ToggleParam5|Rationalism|Rationalism|Commerce}} tree will grant {{ToggleParam5|+1 {{Gold5}} Gold from Science buildings|2 free Technologies. May purchase Great Scientists with {{Faith5}} Faith|+1 {{Gold5}} Gold from every Trading Post. It also allows the purchase of Great Merchants starting in the Industrial Era}}. |
+ | Adopting all Policies in the {{ToggleParam5|Rationalism|Rationalism|Commerce}} tree will grant {{ToggleParam5|+1 {{Gold5}} Gold from Science buildings|2 free Technologies. May purchase Great Scientists with {{Faith5}} Faith|+1 {{Gold5}} Gold from every Trading Post. It also allows the purchase of Great Merchants with {{Faith5}} Faith starting in the Industrial Era}}. |
{| class="article-table" style="width:95%;" |
{| class="article-table" style="width:95%;" |
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=={{ToggleParam5|{{PolicyPath5|Freedom}}|{{PolicyPath5|Freedom}}|{{PolicyPath5|Exploration}}}}== |
=={{ToggleParam5|{{PolicyPath5|Freedom}}|{{PolicyPath5|Freedom}}|{{PolicyPath5|Exploration}}}}== |
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{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
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+ | {{main|Exploration (Civ5)}} |
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The {{ToggleParam5|Freedom|Freedom|Exploration}} tree becomes available during the {{ToggleParam5|[[Renaissance era (Civ5)|Renaissance Era]]. It cannot be active at the same time as Order or Autocracy|[[Industrial era (Civ5)|Industrial Era]]. It cannot be active at the same time as Order or Autocracy|[[Medieval era (Civ5)|Medieval Era]]. Choosing this policy first will give you the title "Captain".}} |
The {{ToggleParam5|Freedom|Freedom|Exploration}} tree becomes available during the {{ToggleParam5|[[Renaissance era (Civ5)|Renaissance Era]]. It cannot be active at the same time as Order or Autocracy|[[Industrial era (Civ5)|Industrial Era]]. It cannot be active at the same time as Order or Autocracy|[[Medieval era (Civ5)|Medieval Era]]. Choosing this policy first will give you the title "Captain".}} |
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=={{ToggleParam5|{{PolicyPath5|Autocracy}}|{{PolicyPath5|Autocracy}}|{{PolicyPath5|Rationalism}}}}== |
=={{ToggleParam5|{{PolicyPath5|Autocracy}}|{{PolicyPath5|Autocracy}}|{{PolicyPath5|Rationalism}}}}== |
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{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
{{BackArrow|Social_policies_(Civ5)#Social policy tree|Back to the policy tree}} |
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+ | {{main|Rationalism (Civ5)}} |
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− | The {{ToggleParam5|Autocracy|Autocracy|Rationalism}} tree becomes available during the {{ToggleParam5|[[Industrial era (Civ5)|Industrial Era]]. It cannot be active at the same time as Order or Freedom|[[Industrial era (Civ5)|Industrial Era]]. It cannot be active at the same time as Order or Freedom|[[Renaissance era (Civ5)|Renaissance Era]]. Choosing this policy first will give you the |
+ | The {{ToggleParam5|Autocracy|Autocracy|Rationalism}} tree becomes available during the {{ToggleParam5|[[Industrial era (Civ5)|Industrial Era]]. It cannot be active at the same time as Order or Freedom|[[Industrial era (Civ5)|Industrial Era]]. It cannot be active at the same time as Order or Freedom|[[Renaissance era (Civ5)|Renaissance Era]]. Choosing this policy first will give you the title "The Wise".}} |
Adopting {{ToggleParam5|Autocracy reduces Unit {{Gold5}} Gold Maintenance costs by 33%, allowing an empire to field a larger military|Autocracy reduces Unit {{Gold5}} Gold Maintenance costs by 33%, allowing an empire to field a larger military. Receive 10 {{Culture5}} Culture as plunder for each point of {{Culture5}} Culture produced in captured city|Rationalism will grant +10% {{Science5}} Science while the empire is Happy. Unlocks building the [[Porcelain Tower (Civ5)|Porcelain Tower]]}}. |
Adopting {{ToggleParam5|Autocracy reduces Unit {{Gold5}} Gold Maintenance costs by 33%, allowing an empire to field a larger military|Autocracy reduces Unit {{Gold5}} Gold Maintenance costs by 33%, allowing an empire to field a larger military. Receive 10 {{Culture5}} Culture as plunder for each point of {{Culture5}} Culture produced in captured city|Rationalism will grant +10% {{Science5}} Science while the empire is Happy. Unlocks building the [[Porcelain Tower (Civ5)|Porcelain Tower]]}}. |
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{{RelatedAchievements5|Artistic License;Death Before Shame;Diplomacy by Other Means;Eighty-Eight Miles per Hour;Freedom Isn't Free;Lux Perpetua Luceat Eis;Master of the House;Money Doesn't Grow on Trees;Team Player;With Liberty and Justice for All}} |
{{RelatedAchievements5|Artistic License;Death Before Shame;Diplomacy by Other Means;Eighty-Eight Miles per Hour;Freedom Isn't Free;Lux Perpetua Luceat Eis;Master of the House;Money Doesn't Grow on Trees;Team Player;With Liberty and Justice for All}} |
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[[Category:Government]] |
[[Category:Government]] |
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− | [[Category:Game concepts]] |
+ | [[Category:Game concepts (Civ5)]] |
+ | [[Category:Social policies (Civ5)| ]] |
Revision as of 06:33, 29 June 2019
Back to Civilization V
Civilization VGods & KingsBrave New World
Back to Game concepts
Go to the Social Strategy article
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 Culture 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. Many Social Policies enhance individual buildings' functions - check the list of buildings for more info on that.
All policies are organised into trees, and each tree has to be unlocked before the specific policies in it can be adopted. The policies within each tree are further organized into branches, requiring that lower-level policies be adopted before higher-level ones become available. Unlocking a policy tree also activates a special bonus, as does adopting all five policies in it. Besides, each policy tree unlocks an honorific title for the leader.
For more information on the exact process of adopting policies, as well as for different strategies concerning Social Policies, check the Social strategy article.
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. Order, Autocracy, and Freedom have been excluded as Social policies, but one of these can be adopted as an Ideology once you build three 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.
Tradition
The Tradition tree is available right from the Ancient Era. Choosing this policy first will give you the title "Lord" for male leaders and "Lady" for female leaders.
Social policies (Civ5)/Tradition
Liberty
The Liberty tree is available right from the Ancient Era. Choosing this policy first will give you the title "Consul". Note that in the expansions, the order of Republic and Collective Rule was switched, although their bonuses remain the same.
Adopting Liberty will provide +1 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.
Policy | Effect | Requirement |
---|---|---|
Republic | +1 Production Production in every City and +5% Production Production in cities when constructing Buildings (including Wonders). | Adopting Liberty |
Citizenship | Tile improvement construction rate increased by 25% and a Worker appears near the Capital Capital. | Adopting Liberty |
Collective Rule | Speeds the training of Settlers by 50% in the Capital Capital and a free Settler appears near the Capital Capital. (Venice receives a Merchant of Venice instead of Settler.) | Republic |
Meritocracy | +1 Happiness Happiness for each City you own connected to the Capital Capital and -5% Unhappiness Unhappiness from Population Citizens in non-occupied Cities. | Citizenship |
Representation | Each city you found will increase the 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
The Honor tree is available right from the Ancient Era. Choosing this policy first will give you the title "The Great".
Adopting Honor gives a +33% combat bonus against Barbarians; from now on notifications will be provided when new Barbarian Encampments spawn in revealed territory. Gain Culture Culture for the empire from each barbarian unit killed. (The Culture Culture earned is equal to the Melee strength Combat Strength or Ranged strength Ranged Combat Strength of the defeated unit, whichever is greater.) Unlocks building the Statue of Zeus wonder.
Adopting all policies in the Honor tree will grant Gold Gold for each enemy unit killed. (Note that this applies only to units killed directly by your actions. For example, you won't receive Gold Gold for a unit killed by the effect of a Citadel.) It also allows the purchase of Great Generals with Faith Faith starting from the Industrial Era.
Policy | Effect | Requirement |
---|---|---|
Warrior Code | +15% Production Production when training Melee units and a Great General appears outside the Capital Capital. Great Generals are earned 50% faster. | Adopting Honor |
Discipline | +15% combat strength for melee units which have another military unit in an adjacent tile. | Adopting Honor |
Military Caste | Each City with a garrison increases local city Happiness Happiness by 1 and Culture Culture by 2. Note that cities in Resistance are unaffected by this! | Discipline |
Military Tradition | Military Units gain 50% more Experience from combat. | Warrior code |
Professional Army | Gold Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster. | Military caste |
Piety
The Piety tree is available right from the Ancient Era. Choosing this policy first will give you the title "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.
Policy | Effect | Requirement |
---|---|---|
Organized Religion | +1 Faith Faith from Shrines and Temples. | Adopting Piety |
Mandate of Heaven | 20% discount on all purchases of religious units and buildings with Faith Faith (does NOT work for Great People, including Great Prophets). | Adopting Piety |
Theocracy | Temples increase a city's Gold Gold output by 25%. Holy Sites provide +3 Gold Gold. | Organized Religion |
Religious tolerance | Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion. | Organized Religion |
Reformation | If you founded a religion, gain a bonus Reformation belief. | Religious tolerance |
Patronage
The Patronage tree becomes available during the Classical Era. Choosing this policy first will give you the title "The Enlightened".
Adopting Patronage makes your 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 |
---|---|---|
Philanthropy | Gifts of Gold Gold to a City-State generate 25% more Influence Influence. | Adopting Patronage |
Consulates | Resting point for Influence Influence level with all City-States is increased by 20. | Adopting Patronage |
Scholasticism | All City-States which are Allies provide a Science Science bonus equal to 25% of what they produce for themselves. | Philanthropy |
Cultural diplomacy | Quantity of Resources gifted by City-States increased by 100%. Happiness Happiness from gifted Luxuries increased by 50%. | Scholasticism |
Merchant confederacy | +2 Gold Gold for trade routes with City-States. | Scholasticism & Consulates |
Aesthetics
The Aesthetics tree becomes available during the Classical Era. Choosing this policy first will give you the title "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 starting in the Industrial Era.
Policy | Effect | Requirement |
---|---|---|
Cultural centers | Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster. | Adopting Aesthetics |
Fine arts | 50% of excess Happiness Happiness added each turn to the amount of Culture Culture that may be spent on Social Policies or Ideological Tenets. | Adopting Aesthetics |
Flourishing of the arts | 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 | A Great Artist appears. | Fine arts |
Cultural exchange | Increases the Tourism Tourism modifier for Shared Religion, Trade Routes, and Open Borders by 15% each. | Flourishing of the arts |
Commerce
The Commerce tree becomes available during the Medieval Era. Choosing this policy first will give you the title "Doge".
Adopting Commerce boosts Gold Gold output in Capital Capital City by 25%. Unlocks building Big Ben.
Adopting all Policies in the Commerce tree will grant +1 Gold Gold from every Trading Post. It also allows the purchase of Great Merchants with Faith Faith starting in the Industrial Era.
Policy | Effect | Requirement |
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Wagon trains | +2 Gold Gold from all your Land Trade Routes (with foreign nations). Maintenance paid on Roads and Railroads reduced by 50%. | Adopting Commerce |
Mercenary army | Allows the purchasing of Landsknechts. | Adopting Commerce |
Entrepreneurship | Great Merchants are earned 25% faster. Receive double Gold Gold from Great Merchant trade missions. | Wagon trains |
Mercantilism | Purchasing items in Cities requires 25% less Gold Gold. +1 Science Science from every Mint, Market, Bank and Stock Exchange. | Mercenary army |
Protectionism | +2 Happiness Happiness from each Luxury Resource. | Entrepreneurship & Mercantilism |
Exploration
The Exploration tree becomes available during the Medieval Era. Choosing this policy first will give you the title "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 starting in the Industrial Era.
Policy | Effect | Requirement |
---|---|---|
Maritime infrastructure | +3 Production Production in all coastal Cities. | Adopting Exploration |
Naval tradition | +1 Happiness Happiness for each Harbor, Seaport, or Lighthouse. | Adopting Exploration |
Navigation school | A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 50% faster. | Naval tradition |
Merchant navy | +1 Gold Gold for each Harbor, Seaport, or Lighthouse, +4 Production Production and +4 Culture Culture in the city with the East India Company. | Maritime infrastructuve & Naval tradition |
Treasure fleets | +4 Gold Gold from all your Sea Trade Routes. | Merchant navy |
Rationalism
The Rationalism tree becomes available during the Renaissance Era. Choosing this policy first will give you the title "The Wise".
Adopting Rationalism will grant +10% 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 starting in the Industrial Era.
Policy | Effect | Requirement |
---|---|---|
Secularism | +2 Science Science from every Specialist. | Adopting Rationalism |
Humanism | Great Scientists are earned 25% faster. | Adopting Rationalism |
Free thought | +1 Science Science from every Trading Post and +17% Science Science from Universities. | Humanism |
Sovereignty | +1 Gold Gold from Science buildings. | Secularism |
Scientific revolution | Boosts Science Science gained from Research Agreements by +50%. | Sovereignty |
Template:RelatedAchievements5
Civilization V [edit] |
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Gods & Kings • Brave New World |
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† Only in vanilla Civ5 ‡ Only in Gods & Kings and Brave New World |