In the Community Balance Patch, social policies have been changed dramatically with the reforming of every policy tree. Also, the 9 social branches are divided into 3 specific eras: Tradition, Progress (Liberty), and Authority (Honor) unlock in the Ancient Era; Piety, Statecraft (Patronage), and Aesthetics unlock in the Medieval Era; and Industry (Commerce), Imperialism (Exploration), and Rationalism unlock in the Industrial Era. Order, Autocracy, and Freedom can now only be adopted as an Ideology once you complete three social policy branches or reach the Atomic 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.
The next 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 (Ancient Era) Edit
Tradition focuses on generating Great People and the construction of an impressive Capital.
Adopting Tradition grants:
Each Tradition Policy grants an additional:
Adopting all Policies in Tradition grants:
- Unlocks building the University of Sankore (Science per GP spent and Free Mosque).
- +1 Food 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, Golden Ages last 25% longer).
- Allows for the purchase of Great Engineers with Faith starting in the Industrial Era.
|Justice||Cities with a garrison gain +50% Ranged Combat Strength. Royal Guardhouse built in Capital (1 Engineer Slot, +3 Defense, +25 Hit Points, +3 Production).||-|
|Sovereignty||Culture cost of acquiring new tiles reduced by 25% (exponentially) in all Cities. Court Chapel built in Capital (1 Artist Slot, 1 Great Work of Art slot, +2 Faith).||-|
|Ceremony||Palace and National Wonders with Building requirements gain +2 Happiness. Court Astrologer built in Capital (1 Scientist Specialist, +2 Science) +1 Science from Councils and Herbalists in every City.||Justice, Sovereignty|
|Splendor||Expending a Great Person grants 50 Golden Age Points and Culture, scaling with era. Palace Garden built in Capital (1 Writer Specialist, 1 Great Work of Writing slot, +3 Food). +2 Culture from Monuments, Gardens and Baths in every City.||Ceremony|
|Majesty||Specialists in Capital consume half the normal amount of Food. State Treasury built in Capital (1 Merchant Specialist, +3 Gold, +15% Great Person Rate in all Cities.).||Ceremony|
Progress (Ancient Era) Edit
Progress is best for civilizations which desire robust infrastructure and scientific advancement.
Adopting Progress grants:
- Receive 30 Science when a Citizen is born in your Capital, and 20 for every already in your Capital, scaling with Era.
- Receive 15 Culture when a Technology is researched.
Each Progress Policy unlocked grants an additional:
- 10 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 20 Gold when a Citizen is born, scaling with Era.
- Allows for the purchase of Great Writers with Faith starting in the Industrial Era.
|Liberty||A Worker appears near the Capital. Tile improvement rate increased by 25%. Workers and Trade Units are trained 25% more quickly, and +1 for Civilian Units.||-|
|Organization||Cities earn +10 Food and Culture when they construct Buildings, scaling with Era. Trade Routes to Civilization with more Techs and/or Policies generate +3 Science and/or Culture.||-|
|Expertise||+20% Production towards buildings. Culture costs of future Policies reduced by 5%.||Organization|
|Equality||+2 Gold and +2 Production in every city; +1 Happiness for every 16 Citizens in your Empire.||Liberty|
|Fraternity||+3 Food in every City, and +3 Science for City Connections.||Liberty|
Authority (Ancient Era) Edit
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 Drill 1 Promotion, and 10% Culture to City).
- 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.
|Dominance||Killing a military unit generates Science based on the Strength of the defeated unit. All melee units heal for 15 points after killing a military unit. Unit Supply generated by Population increased by 10%.||-|
|Tribute||Cities gain 20 Gold and Food when their borders expand. Gain 30 Culture in your Capital when you demand Tribute from City-States. Bonuses scale with Era.||-|
|Imperium||A free Settler appears near the Capital. Receive 30 Science and Culture when you found or conquer cities, scaling with era. Conquest bonus also scales based on City population.||Tribute|
|Discipline||Each City with a garrison generates +1 Happiness and +2 Culture. Gold maintenance for units reduced by 15%, and for Routes by 50%.||Dominance|
|Honor||Units gain +10% Combat Strength. A Military unit spawns near all Cities that reach a multiple of 8 Citizens(or have already exceeded 8 Citizens). War Weariness reduced by 25%.||Discipline|
Fealty (Medieval Era) Edit
Adopting Fealty grants:
Each Fealty unlocked grants:
Adopting all Policies in Fealty grants:
- Unlocks building the Taj Mahal (Free Golden Age, Golden Age Points per Pop, and Reduces Relgious Unrest).
- The Tourism modifier for Shared Religion is increased by 25%.
- Cities that follow your Majority Religion generate +3 of every Yield.
- Allows for the purchase of Great Artists with Faith starting in the Industrial Era.
|Organized Religion||+50% Pressure in all nearby Cities without your majority Religion, and +1 Faith from Specialists. Can purchase Monasteries with Faith (+1 Faith, +3 Food, +3 Science, 1 Scientist slot).||-|
|Divine Right||+1 Happiness and +10% Food from Castles, +100% construction rate of Castles and Armories.||Organized Religion|
|Serfdom||Pastures generate +1 Gold and Production. +1 Culture for every 4 non-Specialist Citizens.||Organized Religion|
|Nobility||All positive Happiness is added to your Empire-wide Culture rate. -25% Unhappiness from Boredom.||Organized Religion|
|Burghers||+15% production and city Border Growth doubled during 'We Love the King Day.'||Serfdom|
Statecraft (Medieval Era) Edit
Adopting Statecraft grants:
- City-States Quests Rewards increased by +50%.
Each Statecraft Policy unlocked grants:
Adopting all Policies in Statecraft grants:
- Unlocks building the Palace of Westminster (More Delegates for the World Congress 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 CS Allies you maintain.
- Allows for the purchase of Great Diplomats with Faith starting in the Industrial Era.
|Foreign Service||+2 Paper for each City-State Alliance you maintain. Earn Great Diplomats 50% faster, and the Tourism modifier for Trade Routes is increased by 15%.||-|
|Trade Confederacy||+25% Yields from Trade Routes originating in your Capital or a Holy City. Gain +1 Influence (per turn) with City-States that you have a Trade Route with.||-|
|Shadow Network||Receive one or more additional Spies (based on number of City-States in game). +3% Culture in the Capital for every active Spy or Diplomat (up to 30%).||Foreign Service|
|Consulates||+1 Delegate in the World Congress for every 8 City-States originally in the World. When you complete a Trade Route to a City-State, receive a Tourism boost with all known Civs.||Shadow Network|
|Exchange Markets||Resources from City-States count toward Global Monopolies. +1 Trade Route, and +1 Happiness for every active Trade Route.||Trade Confederacy, Shadow Networks|
Artistry (Medieval Era) Edit
Adopting Artistry grants:
Each Artistry Policy unlocked grants:
Adopting all Policies in Artistry grants:
- Unlocks building the Louvre (Free Great Artist and 4 Art/Artifact Slots for Culture Theming).
- Completing an Archaeological Dig or Entering a Golden Age generates Tourism with all known Civilizations.
- Allows you to see Hidden Antiquity Sites.
- Allows for the purchase of Great Musicians with Faith starting in the Industrial Era.
|Humanism||All Great Works produce +1 Golden Age Point and +2 Science. +4% Science in a City for every Great Work present (up to 20%).||-|
|Refinement||+1 Happiness for every 3 Policies unlocked. +10% in all Cities during Golden Ages.||-|
|Heritage||All World Wonders produce +2 Culture, and Natural Wonders produce +5 Science. +50 Golden Age Points when you Construct World or National Wonders, scaling with Era.||Humanism and Refinement|
|National Treasure||A Great Person of your choice appears near your Capital. +50 Gold when you expend a Great Person, scaling with Era.||Refinement|
|Cultural Exchange||The Tourism modifier for Open Borders with other Civilizations is Increased by 20%. +2 Culture and +1 Production from all Guilds.||Heritage|
Industry (Industrial Era) Edit
Industry provides bonuses to empires focused on Gold and Production.
Adopting Industry grants:
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).
- +1 Happiness for every owned luxury.
- Specialists gain +2 Production.
- Allows for the purchase of Great Merchants with Faith starting in the Industrial Era.
|Free Trade||+5 Gold from International Trade Routes. Poverty Threshold reduced by 20% in all Cities.||-|
|Division of Labor||+2 Production and +1 Gold from Windmills, Workshops, and Factories. Gold investments in Buildings reduce their Production cost by an additional 10%.||-|
|Entrepreneurship||Great Merchants are earned 25% faster. +1 Gold and +1 Production from every Mine, Quarry, and Lumbermill.||Free Trade|
|Mercantilism||+2 Science and +2 Culture from every Customs House, Bank, and Stock Exchange.||Division of Labor|
|Protectionism||Receive two additional Trade Routes. Yields from internal Trade Route increased by 33%.||Entrepreneurship, Mercantilism|
Imperialism (Industrial Era) Edit
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 combat units.
- +5% Production towards Military Units.
Each Imperialism Policy unlocked grants:
- +5% Production towards Military Units.
Adopting all Policies in Imperialism grants:
- Unlocks building the Pentagon (Cheaper Upgrade Costs and Spies are better at Disrupting Production) .
- Air units start with the Range promotion.
- All Ocean, Coast, and Lake tiles gain +1 Science and +1 Production.
- Allows for the purchase of Great Admirals with Faith starting in the Industrial Era.
|Martial Law||Naval units start with the Ironsides Promotion. Puppeted cities receive a +25% Production modifier, and Constabularies provide +1 Happiness.||-|
|Colonialism||Gold required for Military Unit upgrades reduced by 25%. All bonuses (Yields, Happiness, Golden Age Length) from Global Monopolies are doubled.||-|
|Exploitation||Farms and Plantations gain +1 Production and +1 Food. Your military forces are 25% more effective at intimidating City-States, and Military Units can be upgraded in territory owned by friendly City-States.||Martial Law, Colonialism|
|Regimental Tradition||Earn Great Generals and Great Admirals 33% more quickly. Barracks, Armories, Military Academies, Forts, and Citadels provide +3 Science and +1 Culture.||Colonialism|
|Civilizing Mission||Receive a free Factory, and a large sum of Gold, when you conquer a city. No Gold maintenance for Garrisons.||Exploitation|
Rationalism (Industrial Era) Edit
Rationalism focuses on maximizing Growth and Science output.
Adopting Rationalism grants:
Each Rationalism Policy unlocked grants:
- +2% Science when your empire is Happy.
Adopting all Policies in Rationalism grants:
- Unlocks building the Bletchley Park (Free Research Lab, 2 more Spies, reduces effect of Enemy Spies, 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.
|Scientific Revolution||Allows for the construction of Observatories in all Cities. +25% Yields when you expend Great Scientists or Great Engineers for an instant yield boost.||-|
|Enlightenment||A Golden Age begins. +10% Science and +10% Growth in all Cities during Golden Ages.||-|
|Empiricism||Foreign Spies are 25% less effective in all owned cities. Base Science penalty per number of owned non-Puppet Cities reduced by 3% (minimum 1%).||Scientific Revolution|
|Free Thought||+3 Science and +2 Culture from Villages, and -100% Religious Unrest in all cities.||Enlightenment|
|Academics||+1 Science and +1 Gold from every Specialist||Empiricism|