Ideologies

Ideologies in Civilization 5 are late-game, expanded  Social Policy trees with additional rules and effects.

Triggering Ideology
There are 2 ways to trigger the adoption of an Ideology:

* Enter the  Modern Era
* Build the Center for Progress National Wonder. This requires a Factory in every city.

Adopter Bonus
The first and second adopters of an Ideology 1 free  tenet. Later adopters do not get bonus tenets.

Switching Ideology'
When switching Ideologies you lose 1  tenet. The remaining tenets are reassigned to the new Ideology.

## Ideologies

* Autocracy
* Freedom
* Order

## NQ Mod Changes | Cumulative

*Note:* The entire changelist is being placed here as a placeholder until a versioning system is in place.

### Ideologies

v10
* Triggering Ideology - Now requires a Factory in every city (instead of exactly 3) and you must build the Center For Progress national wonder (new - does nothing except enable an Ideology).
	+ NOTE: You can still also get an Ideology by simply entering the Modern Era. Yes, this means OCC only needs 1 Factory. Yes, this means 9 cities needs 9 Factories.

v11
* [Bug Fix] Center of Progress: Cost no longer increases with number of cities.
* First adopter of an Ideology only gets 1 free tenet (down from 2 free tenets). This means both the first and the second adopters of an ideology get exactly 1 free Tenet, and all other adopters get nothing.

v12
* [Bug Fix]: When you switch Ideologies, you only lose 1 Tenet (instead of 2).

### Autocracy

v7
* Lightning Warfare: [Bug Fix] Khans now correctly receive the movement bonus from Lightning Warfare.

v8
* Mobilization: Gold purchasing discount reduced to -25% (from -33%).

v9
* [T1] Elite Forces: Now grants a flat +10% combat strength to all units (regardless of being wounded) and all units get +10 HP when healing.
* [T3] Cult of Personality: Now provides up to +100% Tourism empire wide depending on your military strength (Soldiers stat in the demographics screen) relative to other players. Details: In a 6 player game, you'll get +0%/+20%/+40%/+60%/+80%/+100% based on if you are 6th/5th/4th/3rd/2nd/1st in demo military strength.

v11
* [T1] Fortified Borders: Removed.
* [T1] Fascism (new): +12 Happiness in the Empire.

v12
AUTOCRACY (Tier 1)
* Elite Forces: All Military Units have +10% increased Combat Strength and gain an extra 10 HP when healing.
* Gunboat Diplomacy: Gain 50 Influence when you tribute Gold from a City State (instead of losing Influence).
* Futurism: Gain 250 Tourism (on Quick Speed) with all known Civilizations whenever a Great Writer, Great Artist, or Great Musician is born.
* Universal Healthcare: +1 Happiness from each National Wonder and Guild.
* Industrial Espionage: +2 Spies and Spies steal technology twice as fast.
* Client States: Puppeted Cities do not increase Science costs and allow purchasing as if they were annexed.
* Jingoism: +15% Attack Strength in foreign territory during Golden Ages, and they last 25% longer.
* Third Alternative: Starts or extends a Golden Age for 8 turns (on Quick Speed).

AUTOCRACY (Tier 2)
* Mobilization: Gold cost to purchase, upgrade, and maintain Military Units reduced by 25%.
* United Front: +25% Combat Strength for Land and Naval Units near City States that are friendly, allied or can be liberated.
* War Hero: Gain a free Great Artist with every Great General, and a free Great General appears.
* Fascism: +15 Global Happiness in the Empire.
* Total War: +25% Production when building Military Units and new Military Units start with +15 Experience.

AUTOCRACY (Tier 3)
* Lightning Warfare: Land Military Units gain +1 Movement and ignore Zone of Control.
* Partisans: +50% chance to succeed at City State coups. (Example: If coup chance is 24%, this tenet increases it to 74%)
* Cult of Personality: Gain up to +100% Tourism depending on your military strength (Soldiers) relative to other Civilizations.
* Police State: Barracks, Armories, Military Academies, and Courthouses each provide +2 Happiness.

AUTOCRACY (Ideology Wonder)
* Volkshalle: 1 free Social Policy. +1 Culture, +6 Happiness. Golden Ages last 25% longer.

v12.2
Autocracy T1
* Gunboat Diplomacy: Tributing City States no longer terminates quests.
* Futurism: Updated tooltip to shorten it to prevent overflow of screen without toolbar. Also creates the "global Tourism" keyphrase which means with all civilizations.

### Freedom

v9
* [T1] Creative Expression: Bonus increased to +2 Culture and +2 Tourism per Great Work (up from +1 Culture per Great Work).
* [T1] Economic Union: Now gives +5% Gold in all cities for each Trade Route with a City State in the empire (like a Hanse in every city but for Gold output). Note that this modifier does not apply to Trade Route income as that is received AFTER base gold + modifiers.
* [T1] Covert Action: Now also provides +1 Spy and doubles influence changes from successful election rigging (approximately +40 for you, -10 for others, will vary based on factors).
* [T2] Urbanization: Now also provides +1 Happiness from Granaries.

v12
FREEDOM (Tier 1)
* Economic Union: Gold Gifts and Trade Missions with City States provide 30% more Influence.
* Liberalism: Gain 300 Science (on Quick Speed) whenever a Great Person is born.
* Consumerism: Trade Missions (Great Merchants) provide 50% of Gold gained as Tourism with all known Civilizations.
* Universal Healthcare: +1 Happiness from each National Wonder and Guild.
* Covert Action: +2 Spies and doubles both chance of rigging election in City-States and Influence change from doing so.
* Volunteer Army: Military Land Units in friendly territory gain +15 additional HP when healing and +15% Combat Strength.
* Free Trade: +10% Gold in all Cities for each City State trading partner in the Empire.
* Civil Society: Specialists provide +1 Gold and consume half the normal amount of Food.

FREEDOM (Tier 2)
* Voice of Democracy: Gain 12 Influence with every known City State whenever a Great Person is born.
* Free Market: 12% of the Empire's Gold income each turn is converted to bonus Science.
* Avante Garde: +2 Culture and +2 Tourism from each Great Work and World Wonder.
* Capitalism: Specialists provide +1 Production and produce half the normal amount of Unhappiness.
* Universal Suffrage: +33% Great People points in all Cities.

FREEDOM (Tier 3)
* Treaty Organization: City State Friends will no longer declare war on you in support of their Ally.
* Space Procurements: Allows the purchase of Spaceship Parts with Gold.
* Media Culture: Amphitheaters, Opera Houses, Museums, and Broadcast Towers each increase City Tourism output by 25%.
* New Deal: Great Person tile improvements each provide +2 Production, +2 Culture, +2 Gold, +2 Science, and +2 Happiness.

FREEDOM (Ideology Wonder)
* Statue of Liberty: 1 free Social Policy. +1 Culture, +5 Population and +10 Happiness.

v12.2
Freedom T1
* Consumerism: Tooltip updated to "global Tourism" (similar to Futurism).
* Liberalism: Science gain reduced to 250 per Great Person born (down from 300).
* Civil Society: No longer gives +1 Gold from Specialists.
* Free Trade: Gold per CS trading partner reduced to 8% (down from 10%).

Freedom T2
* Universal Suffrage: GP bonus reduced to +25% (down from +33%).
* New Deal: Moved to T2, all bonuses reduced to +1 (down from +2).

Freedom T3
* Media Culture: Tourism bonus per building reduced to 15% (down from 25%).
* Capitalism: Moved to T3. Effect unchanged: Specialists each provide +1 Production and produce half the normal Unhappiness.

Freedom Ideology Wonder
* Statue of Liberty: Happiness reduced to +5 (down from +10).

### Order

v9
* [T2] Party Leadership: Food/Culture/Production/Gold/Science yield per city increased to +3 (up from +1).
* [T2] Cultural Revolution: Now gives +50% Tourism bonus vs civs with less happiness (instead of +34% bonus vs other Order civs) and also starts a Golden Age.
* [T3] Dictatorship of the Proletariat: Removed from the game.
* [T3] Communism: (new T3 tenet) Science and Culture costs for number of cities reduced by half.
* [T3] Iron Curtain: No longer provides a free Courthouse on conquest. Internal caravan routes now receive triple food/production yields (15-19.5 depending on era), and internal cargo ships now receive double yields (20-26 depending on era).

v10
* [T2] Party Leadership - +2 Food/Production/Science/Gold per City (Culture bonus removed, other bonuses dropped from +3 to +2).
* [T3] Communism - No longer reduces culture costs from number of cities (only Science costs).
	+ [Bug Fix] Science reduction from Communism actually works instead of just being cosmetic in the UI.

v12
ORDER (Tier 1)
* Academy of Sciences: Each City increases Science costs of Technologies by 3.75% (instead of 5%).
* Commissariats: Free Constabulary when you conquer a City, and +1 Production from Constabularies.
* Utopianism: +6 Tourism in each City.
* Universal Healthcare: +1 Happiness from each National Wonder and Guild.
* Double Agents: +2 Spies and Spies are twice as likely to kill enemy Spies when stationed in your Cities.
* Collectivization: +3 Food and +1 Happiness in each City.
* Iron Curtain: +5 Production from Internal Trade Routes.
* Five Year Plan: +25% Production towards Buildings in all Cities and +1 Production from each Mine, Quarry, and Manufactory.

ORDER (Tier 2)
* Workers' Faculties: +3 Science from Workshops, Windmills, Factories, Hydro Plants, Solar Plants, Nuclear Plants, and Spaceship Factories.
* Satellite States: Conquered Cities have no resistance time and gain a free Police Station.
* Socialist Realism: +50% Tourism to Civilizations with less Happiness.
* Communism: Reduces Unhappiness from Ideology pressure by 75%.
* Ministry of Railways: +10% increased Production boost from Railroads and +1 Happiness for each City connected to the Capital by Railroads.

ORDER (Tier 3)
* Spaceflight Pioneers: Free Research Lab (at Plastics) and Spaceship Factory (at Robotics) in every non-Occupied City.
* Red Army: +15% Combat Strength when fighting Units belonging to a Civilization with fewer Cities.
* Cultural Revolution: The Empire gains bonus % for Great Musician points equal to its Production output.
* Party Leadership: +3 Happiness per City.

ORDER (Ideology Wonder)
* Kremlin: 1 free Social Policy. +1 Culture, +1 Happiness from Workshops, Factories, Hydro Plants, Solar Plants, and Nuclear Plants.

v12.2
Order T1
* Commissariats: Removed from the game.
* Red Army: Moved from T3 to T1. Effect unchanged: +15% Combat Strength vs Civilizations with fewer Cities.
* Collectivization: (Remake) +1 Food from Farms and Terrace Farms. +1 Happiness from Granaries and Hospitals.

Order T2
* Patriotic War: Added back to the game and remade as T2. Now has the following effect: Training military Land Units in your Cities produces 2 units instead of 1.
* Party Leadership: Moved from T3 to T2. Effect unchanged: +3 Happiness in each City.

Order T3
* Spaceflight Pioneers: Reverted to vanilla effect: May finish Spaceship parts with Great Engineers. A Great Engineer and a Great Scientist appear outside the Capital.
* Satellite States: Moved from T2 to T3 and remade. Now has the following effect: +5% Food, Production, and Science in all Cities for each Courthouse in the Empire.
* Ministry of Railways: Moved from T2 to T3. Now provides +25% Production (up from +10%) and +3 Happiness (up from +1) from Railroad connections.