Unlocking Ideologies Edit
To unlock access to Ideologies, you must complete three Policy branches (and at least have reached the Industrial Era) or reach the Modern Era, whichever comes first.
The rate at which Great People are born in increased by 33%.
6 units are maintenance free. Receive 6 Foreign Legion infantry units immediately.
Chance of rigging election in City-States doubled. Receive one or more Spies, based on number of City-States in game. (Same as statecraft policy, I feel like the ratio should be included here, but it might be 1 per 10.)
+1 Culture from Great Works. +2Golden Age Points from Museums, Broadcast Towers, Opera Houses, and Ampitheaters.
Receive an additional trade route. +3 Gold from trade routes with civilizations following Freedom.
Receive a free Hospital in every city. Receive 50 Culture when a Citizen is born in any City, scaling with Era.
Farms, Plantations, Camps, and all Unique Improvements produce +2 Food.
Arsenal of Democracy
+15% Production towards military units. +10 Influence with all known City-States when you expend Great People.
5 Specialists in each of your cities no longer cause Unhappiness.
(Specialists give 0.34 Unhappy each).
Landmarks and Great Person improvements produce +4 of the appropriate yield (or +2 if they have multiple, i.e. Town get Food and Gold).
Their Finest Hour
Combat Strength of cities increased by 33%. Can build B17 Bombers.
Each turn, there is a chance that a Corporate Franchise will appear in a foreign city. Global franchise maximum increased by 20%.
Golden Ages last 50% longer. Cities produce +1 happiness.
Specialists consume only half the normal amount of Food. [Specialists cost more food per Era.]
+34% Tourism and +1 Happiness generated by cities with a Broadcast Tower.
Stadiums +20% Culture.
May buy Spaceship parts with gold. Allows you to build Spaceship Factories in half the usual time.
Research Labs +20% Science.
Gain 4 more Influence per turn (at Standard speed) with City-States you have a trade route with.
5 free Votes (scales w/ # of CSs)
Gold cost of purchasing buildings reduced by 33%. +20% production when building Wonders.
Receive an additional spy. Spies twice as likely to capture enemy spies in owned cities.
Great Leap Forward
Receive two free technologies.
+15% attack bonus and +50% Experience for military units in friendly territory. Can build Guerrilla Fighters.
Hero of the People
Great Person rate increases by 25%. A Great Person of your choice appears near your Capital.
Peace, Land, Bread
Poverty reduced by 20% and growth increased by 20% in all cities.
Military Academies generate +1 Happiness and +3 Culture, get a free one in every city
Academy of Sciences
Reduces Illiteracy by 10% in all cities. Receive a free Research Lab in every city.
+34% tourism to the other Order civilizations. Spies steal technologies at double the normal rate.
Five Year Plan
+2 production per city, and +1 production on every mine, quarry, lumber mill, and Unique Improvement.
Corporate Offices (up to your Global Franchise limit) function as Franchises. Foreign Franchises no longer benefit your Corporation.
+5 food, production, science, gold, and culture per city.
New Cities have +3 population. All cities gain +2 citizens immediately. No partisans from enemy cities being razed.
Factories increase city science output by 10%. Build Factories in half the usual time.
Dictatorship of the Proletariat
+75% tourism to civilizations with less happiness. +1 happiness from Factories.
Free Courthouse upon city capture. +200% food or production from internal trade routes. City connections generate +5 gold & +5 Production.
May finish Spaceship parts with Great Engineers. A Great Engineer and Great Scientist appear outside the Capital.
100 Science from Great Person expenditure.
Internal trade routes grant +10 gold, and city connections provide +3 production.
Newly created military units receive +15 Experience. Military units gain 50% more Experience from combat.
Amount of Empire-wide culture used for tourism bonus from Palace increased by 20%.
Receive culture and Golden Age points when your borders expand. Citadel tile-acquisition radius doubled.
-33% gold cost of purchasing or upgrading units. +3 science from defense buildings, citadels, and unique improvements.
New World Order
Reduces Crime in all cities by 20%. Police Stations and Constabularies provide +3 culture and +5 production.
Militaristic City-States grant units 200% more quickly while at war with a common foe. +30 influence from military unit gifts to City-States.
+3 movement for Great Generals. Armor and Gun units gain +15% attack, +1 movement, and ignore enemy Zone of Control.
+25% attack bonus for 50 turns. War Weariness rate reduced by 25%, and razing speed doubled.
Reduces unit gold maintenance costs by 33%.
+3 local happiness from every Courthouse, and +1 happiness from Police Stations. Build Courthouses in half the usual time.
Corporate Franchises count double in the cities of civilizations you are at least Popular with. Does not count against Global Franchise maximum.
Quantity of Strategic Resources produced is increased by 100%. +10% to all yields in the Capital.
+25% production when building military units, and workers construct improvements 25% more quickly.
Receive a free Airport in every city. +25% production when building air units. Can build Zeros.
Cult of Personality
+50% tourism to civilizations fighting a common enemy. A Great Person of your choice appears near your capital.
Warscores with Civilizations count as Tourism Modifiers against them.
Gain 6 more Influence (at Standard speed) per turn with City-States you could demand tribute from. Your military forces are 50% more effective at intimidating City-States.