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 Parthenon 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. Ideologies would need 18 Policies and Industrial or Atomic Era.
The previous system was needing 3 Finishers for Ideologies.
Tradition (Ancient Era) Edit
Tradition focuses on generating Great People and the construction of an impressive Capital.
Adopting Tradition grants:
- +2 Culture and +2 Food in the capital.
- +5% Growth in all cities.
Each Tradition Policy grants an additional:
- +5% growth in all cities.
- +1 food in the Capital.
Adopting all Policies in Tradition grants:
- Unlocks building the Hanging Gardens
- +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 specialist slot, +3 defense, +25 hitpoints, +3 production).||Adopting Tradition|
|Sovereignty||Culture cost of acquiring new tiles reduced by 25% in all cities. Court Chapel built in capital (1 artist specialist slot, 1 Great Work of Art slot, +2 faith).||Adopting Tradition|
|Ceremony||Palace and National Wonders with building requirements gain +2 Happiness. Court Astrologer built in capital (1 scientist specialist slot, +2 Science)+1 Science from Councils and Herbalists in every City.||Justice and Sovereignty|
|Splendor||Expending a Great Person grants 50 Golden Age Points and Culture, scaling with era. Palace Garden built in Capital (1 writer specialist 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, scaling with Era.
- Receive 10 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 Parthenon
- 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 construction rate increased by 25%.
Workers trained 25% faster.
|Organization||Cities earn +10 Food and Culture when they construct buildings. Bonus scales with Era.||Adopting Progress|
|Expertise||+20% Production towards buildings. +1 Movement for all Civilian units.||Organization|
|Equality||+2 Gold and +2 Production in every city; +1 Happiness for every 18 Citizens in cities.||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 Terracotta Army
- 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 combat strength of the defeated unit. All melee units heal for 15 points after killing a military unit.
Unit Supply generated by Pop increased by 15%.
|Tribute||Cities gain +30 Gold and Food when their borders expand. Receive 50 Culture when you demand Tribute from City-States. Bonuses scale with Era.||Adopting Authority|
|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.||Discipline|
Medieval Era Policies Edit
These can be unlocked by unlocking 6 other Policies [Ancient Era].
Piety (Medieval Era) Edit
Piety capitalizes on your investment in religion and trade.
Adopting Piety grants:
- +100% pressure in nearby cities without your majority religion
- All religions (or just your founded religion, if you have one) spread to owned cities without a majority religion from 50% further away.
Each Piety Policy unlocked grants:
- +3% gold in cities with a Temple
Adopting all Policies in Piety grants:
- Unlocks building the University of Sankore.
- +33% Food or Production from Internal Trade Routes originating in your Capital or a Holy City.
- 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||-25% faith purchase costs. +1 faith and +1 culture from Temples.||Adopting Piety|
|Divine Right||Border growth is doubled in cities during Golden Ages and We Love the King Day. Temples generate +1 happiness.||Organized Religion|
|Iconography||All specialists produce +1 faith. A Great Artist appears near your capital.||Organized Religion|
|Syncretism||+3 science and +2 production from markets, caravansaries, and harbors in cities that follow your majority religion. Your religion spreads 50% more quickly over trade routes.||Organized Religion|
|Monasticism||Can purchase Monasteries with faith (+2 faith. +2 food, +2 science, and a Scientist slot).||Iconography|
Statecraft (Medieval Era) Edit
Statecraft enhances the benefits of City State friendships and global diplomacy.
Adopting Statecraft grants:
- Resting point for Influence with all City-States is increased by 20.
- City-States Quests Rewards increased by +30%.
Each Statecraft Policy unlocked grants:
- Your City-State Influence degrades 5% slower.
Adopting all Policies in Statecraft grants:
- Unlocks building the Forbidden Palace.
- Allied City-States will occasionally gift you Great People.
- World Wonders require 1 less Policy for every 4 CS Allies you maintain.
- Allows for the purchase of Great Diplomats with Faith starting in the Industrial Era.
|Informants||Receive one or more additional Spies based on number of City-States in game. +2 Paper for every Alliance you maintain.||Adopting Statecraft|
|Merchant Confederacy||+3 gold from trade routes with City-States. Gain +1 Influence per turn with City-States you have a trade route with.|| Adopting
|Scholasticism||Earn Great Diplomats 25% faster. All City-States which are allied provide a Science bonus equal to 33% of what they produce for themselves.||Informants|
|Cultural Diplomacy|| Quantity of Resources gifted by City-States increased by 100%. +1 happiness from Chanceries.
When you complete a trade route to a City-State, receive a tourism boost with all known civs based on your recent culture output.
|Consulates||Gain an additional Delegate in the World Congress for every 8 City-States in the game, and the chance of rigging elections in City-States is increased by 50%.||Merchant Confederacy and Scholasticism|
Aesthetics (Medieval Era) Edit
Aesthetics improves your ability to generate Culture and Tourism.
Adopting Aesthetics grants:
- +5% Great Writer, Great Artist, and Great Musician rates in all cities.
- Receive a large amount of Culture every time you expend a Great Person.
Each Aesthetics Policy unlocked grants:
- +5% Great Writer, Great Artist, and Great Musician rates in all cities.
Adopting all Policies in Aesthetics grants:
- Unlocks building the Uffizi.
- Doubles Tourism theming bonuses from Buildings and Wonders.
- Allows you to see Hidden Antiquity Sites. [Even before Archaeology, still need Archaeologists.]
- Allows for the purchase of Great Musicians with Faith starting in the Industrial Era.
|Humanism||Amphitheaters, Opera Houses, Museums, and Broadcast Towers produce +2 Science. All Great Works produce +1 Gold and +1 Culture.||Adopting Aesthetics|
|Refinement||All positive Happiness is added to your empire-wide Culture rate. +1 Happiness and +3 Culture from all Guilds.|| Adopting
|Heritage||All World Wonders produce +2 tourism. Entering a Golden Age or completing an Archaeological Dig generates Tourism with all known Civilizations.||Humanism and Refinement|
|National Treasure||A Great Person of your choice appears near your capital. +2 Culture from Great Person improvements.||Refinement|
|Cultural Exchange||Increases the tourism modifier for shared religion, trade routes, and open borders by 20% each. The empire immediately enters a Golden Age.||Heritage|
Industrial Era Policies Edit
These would then need 12 other Policies or advancing to the Industrial Era.
Industry (Industrial Era) Edit
Industry provides bonuses to empires focused on Gold and Production.
Adopting Industry grants:
- 15 Gold each time you construct a Building, scaling with Era.
- -5% Gold needed for purchases.
Each Industry Policy unlocked grants:
- -5% Gold needed for purchases.
Adopting all Policies in Industry grants:
- Unlocks building Big Ben.
- +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.||Adopting Industry|
|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%||Adopting Industry|
|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 and 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 and +1 sight for naval combat units.
- +5% production towards military units.
- Embarked units receive +1 Movement, and Great Generals receive +1 movement.
Each Imperialism Policy unlocked grants:
- +5% production towards military units
Adopting all Policies in Imperialism grants:
- Unlocks building the Brandenburg Gate.
- 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.||Adopting Imperialism|
|Colonialism||Gold required for Military Unit upgrades reduced by 25%. All bonuses (Yields, Happiness, Golden Age Length) from Global Monopolies are doubled.||Adopting Imperialism|
|Exploitation||Farms and Plantations gain +1 Production and +1 Food. Your military forces are 25% more effective at intimidating City States. Military units can be upgraded in territory owned by friendly City-States.||Martial Law and Exploration|
|Regimental Tradition||Earn Great Generals and Great Admirals 33% more quickly. Barracks, Armories, Military Academies, Forts, and Citadels provide +3 Science and +1 Culture.||Exploration|
|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:
- +5 Science and +2 Production from all strategic resources
- +5% Science when your empire is Happy.
Each Rationalism Policy unlocked grants:
- +2% science when your empire is Happy.
Adopting all Policies in Rationalism grants:
- Unlocks building the Porcelain Tower.
- +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.
Observatories have 1 Scientist slot.
|Enlightenment||+10% Science and +10% Growth in all cities during Golden Ages. A Golden Age begins (Base 10 Turns).|| Adopting
|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|