Policies

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In the *Community Balance Patch*, social policies have been changed dramatically with the reforming of every policy tree. The 9 social branches are divided into 3 specific eras: Tradition, Progress (Liberty), and Authority (Honor) unlock in the Ancient Era; Fealty (Piety), Statecraft (Patronage), and Artistry (Aesthetics) unlock in the Medieval Era; and Industry (Commerce), Imperialism (Exploration), and Rationalism unlock in the Industrial Era. You also earn cumulative benefits for adopting multiple policies from the same tree. Finally, some World Wonders are now linked to different trees and some have been unlinked (For example, the Pyramids were linked to the Liberty tree, but now the Forbidden Palace has taken its place). Wonders linked to policy trees can only be built if the relevant tree has been *completed* and you have researched the necessary technology.

Each tier of policies can be unlocked by getting 6 other Policies or advancing 2 Eras. To unlock access to Ideologies, you must unlock 18 Social Policies (and at least have reached the Industrial Era) or reach the Atomic Era, whichever comes first.

The previous system was needing 3 Finishers for Ideologies.

For information regarding Ideologies and their Tenets, visit the Ideologies page

## Tradition

Available at the start.

Tradition focuses on generating Great People and the construction of an impressive Capital.

Adopting Tradition grants:

* +2  Food,  Population, and  Happiness in the  Capital.
* +1  Culture in the  Capital for every 2  Citizens.
* +5%  Growth in all cities.

Each Tradition Policy unlocked grants:

* +3%  Growth in all cities, and +1  Science in your  Capital.

Adopting all Policies in Tradition grants:

* Unlocks building the University of Sankore ( Science per GP spent and Free Mosque).
* +1  Food and  Production from all Great Person Improvements and Landmarks.
* Throne Room built in  Capital (+10% to all Yields, 1  Musician Specialist, 1 Great Work of Music slot, +1 City Working Range).
* Allows for the purchase of Great Engineers with  Faith starting in the Industrial Era.

Cities gain +1  Production.
 Splendor
 Majesty

## Progress

Available at the start.

Progress is best for civilizations which desire robust infrastructure and scientific advancement.

Adopting Progress grants:

* Receive 20  Science when a  Citizen is born in your  Capital, and 15  for every  already in your Capital, scaling with Era.
* Receive 15  Culture when a Technology is researched, scaling with Era, and 15  Culture per Technology already unlocked (not scaling with Era).

Each Progress Policy unlocked grants:

* Gain an additional 15  Culture when a Technology is researched, scaling with Era.

Adopting all Policies in Progress grants:

* Unlocks building the Forbidden Palace (Cheaper  Gold Purchases and Poverty Reduction).
* Receive 25  Gold when a  Citizen is born in any city, scaling with Era.
* Allows for the purchase of Great Writers with  Faith starting in the Industrial Era.

 Equality
 Fraternity

## Authority

Available at the start.

Authority will greatly benefit warlike and expansionist civilizations.

Adopting Authority grants:

* +25% combat bonus VS barbarians, and receive an announcement when a Barbarian Camp spawns in revealed territory.
* Gain  Culture when you kill Units and clear Barbarian Camps.
* +1  Production in every City.

Each Authority Policy unlocked grants:

* +1  Production in every City.

Adopting all Policies in Authority grants:

* Unlocks building the Alhambra (Free Castle, Adds Jinete Promotion to Units from this City (new and current), and 10%  Culture to City). Jinete: +15% CS when attacking, 50% chance to withdraw from Melee combat, lost on upgrade.
* Yields from **Tribute** Policy doubled.
* Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries as their prerequisite technologies are researched.
* Allows for the purchase of Great Generals with  Faith starting in the Industrial Era.

 Discipline
 Honor

## Fealty

Unlocks after adopting 6 social policies.

Fealty is best for empires focused on Religion, City  Infrastructure, and  Growth.

Adopting Fealty grants:

* Can purchase Monasteries with  Faith. (+2  Faith, +3  Food, +3  Science).
* -25%  Faith costs for purchasing Buildings, Missionaries, and Inquisitors.

Each Fealty unlocked grants:

* +1  Food and +1  Defense in every City.

Adopting all Policies in Fealty grants:

* Unlocks building the Red Fort (Free Great Engineer and Arsenal. Grants City great Defensive power).
* The  Tourism modifier for Shared Religion is increased by 25%.

* Cities that follow your Majority Religion generate +3  Science,  Faith,  Production,  Culture.

* Allows for the purchase of Great Artists with  Faith starting in the Industrial Era.

 Organized Religion
 Serfdom
 Divine Right
 Fiefs

## Statecraft

Unlocks after adopting 6 social policies.

Statecraft Improves your ability to benefit from  Trade Routes, City-States, Spies, and the World Congress.

Adopting Statecraft grants:

* +1 of Every Yield in your  Capital for every 20  Citizens in your Empire.
* +1  Gold in every City.

Each Statecraft Policy unlocked grants:

* +1  Gold in every City and +10%  Influence from Trade Missions.

Adopting all Policies in Statecraft grants:

* Unlocks building the Palace of Westminster (More Delegates for the World Congress (2 per 8 City States), 1 free Great Merchant, and Reduces Poverty).
* Every World Congress Session, gain  Culture,  Science, and  Gold based on the number of Delegates you control, scaling with Era.
* World Wonders require 1 less Policy for every 3 City-State alliances you maintain.
* Allows for the purchase of Great Diplomats with  Faith starting in the Industrial Era.

Gain additional  Spies (based on number of City-States in game).
Gain +1  Influence (per turn) with City-States that you have a  with per CS , up to+5.
+3%  Culture in the  Capital for every active Spy or Diplomat (up to 30%).
+1  Science from Specialists
+3  Science from Constabularies and Police Stations.
 Consulates
 Exchange Markets
+1  Trade Route, and +1  Happiness for every active  Trade Route. The  Tourism modifier for Trade Routes is increased by 15%.

## Artistry

Unlocks after adopting 6 social policies.

Artistry allows you to maximize the potential of Great Works and  Golden Ages.

Adopting Artistry grants:

* +25%  Great Writer, Great Artist, and Great Musician rates in all cities.
* +10%  Culture in all Cities during  Golden Ages.
* +100%  construction rate of all Guilds.

Each Artistry Policy unlocked grants:

* +2  Golden Age Points and +1  Science in every City.

Adopting all Policies in Artistry grants:

* Unlocks building the Louvre (Free Great Artist, 2 Archaeologists, a Museum, and 4 Art/Artifact Slots for Culture Theming).
* Completing an Archaeological Dig or starting a  Golden Age generates  Tourism with all known Civilizations.
* Allows you to see Hidden Antiquity Sites, and Landmarks +3  Science and  Golden Age Points.
* Allows for the purchase of Great Musicians with  Faith starting in the Industrial Era.

The amount of  Golden Age Points needed to trigger a  Golden Age reduced by 25%. +1  from all Guilds.
+1  Culture from Specialists. 1 Specialist in all cities do not produce  Unhappiness from Urbanization.
+4  Tourism and  Golden Age Points from Universities. 25% of the  Culture from World Wonders and Tiles is added to the  Tourism output of the city.
 National Treasure
A  Great Person of your choice appears near your  Capital.
+250  Gold when you construct World Wonders and National Wonders, scaling with Era.
 Cultural Exchange
+2  Culture and +2  Production from Ampitheatres and Opera Houses.

## Industry

Unlocks after adopting 12 social policies.

Industry provides bonuses to empires focused on  Gold and  Production.

Adopting Industry grants:

* Receive two additional  Trade Routes
* -5%  Gold needed for purchases.

Each Industry Policy unlocked grants:

* -5%  Gold needed for purchases.

Adopting all Policies in Industry grants:

* Unlocks building Broadway (Free Musician, 3 Music Slots for Gold Theming, and Culture per new Building built).
* Doubles the Empire-Wide  Happiness value for owned Luxuries.
* Specialists gain +2  Production and  Gold.
* Allows for the purchase of Great Merchants with  Faith starting in the Industrial Era.

 Unhappiness Needs Modifier for  Poverty reduced by 15% in all Cities.
Forges, Windmills, Workshops, Factories, Train Stations, and Seaports generate +3%  Production and  Gold each.
+1  Gold and +2  Production from every Mine, Quarry, Lumbermill, and Logging Camp.
+1  Happiness from Workshops .
 Mercantilism
 Protectionism
Yields from Internal  Trade Route increased by 33%.
+10%  Food and  Science in Cities from WLTKD.

## Imperialism

Unlocks after adopting 12 social policies.

Imperialism enhances your ability to spread your empire through military power, particularly naval (and later air) supremacy.

Adopting Imperialism grants:

* +1 Movement for Naval units, Embarked units, and Great Generals, as well as +1 Sight for Naval melee and Land melee units.
* +10%  Production for Military Units, -10%  Gold required for upgrades.

Each Imperialism Policy unlocked grants:

* +5%  Production for Military Units, -5%  Gold required for upgrades.

Adopting all Policies in Imperialism grants:

* Unlocks building the Pentagon (2 free Jet Fighters, Air Units receive +20 XP, +50%  towards Air Units in this City, Spies are better at Disrupting  Production, Gives 1 Supply per City, and allows 2 more Air Units per City.).
* Each Air unit stationed in a city increases the City's Defense by 3, and reduces Unhappiness from needs by 3%.
* Naval units gain the Ironsides Promotion (Units become stronger as they take damage).
* Allows for the purchase of Great Admirals with  Faith starting in the Industrial Era.

Constabularies provide +1  Happiness, and garrisons no longer require  Gold maintenance.
Barracks, Armories, Military Academies, Forts, and Citadels provide +2 Science and +1  Culture.
 Regimental Tradition
 Civilizing Mission
Puppeted cities and cities with a Courthouse gain +10% Production towards buildings, with an additional +10%  Production per Era difference between your current Era and the building's Era.

## Rationalism

Unlocks after adopting 12 social policies.

Rationalism focuses on maximizing  Growth and  Science output.

Adopting Rationalism grants:

* +3  Science and +2  Production from all Strategic Resources
* +5%  Science and -5%  Unhappiness Modifier for all Needs.

Each Rationalism Policy unlocked grants:

* +2%  Science and -2%  Unhappiness Modifier for all Needs.

Adopting all Policies in Rationalism grants:

* Unlocks building the Bletchley Park (Free Research Lab,+1  from Scientists, 2 more Spies and levels up existing Spies, reduces effect of Enemy Spies by 15%, protects own Spies from failure of Advanced Action, and more likely to Disrupt  Production of World Wonders and stealing  Science).
* +33% Great Scientist rate in all cities.
* +25%  Growth in all cities.
* Allows for the purchase of Great Scientists with  Faith starting in the Industrial Era.

+2  Science from Jungle and Snow Tiles.
+3%  Science in a City for every Great Work present (up to 20%).
+10%  Science in Cities during a Golden Age.
+1  Happiness from Universities.
 Free Thought
 Rights of Man
+2  Production and  +2 Gold from Villages.