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One of the new concepts introduced in Civilization 5 is social policies. This is one of the best additions to the game, in my opinion, as it offers a very wide variety of choices that definitely influence how you play the game~ The civics system of Civilization 4 worked well, much better than the monolithic governments of previous installments, but the social policy system is quite interesting and diverse, and the tie-in to culture is nice as it gives culture another in-game function~ It encourages you to actively seek culture for purposes other than a cultural victory and quick border pops~
So, basically, how it works is this: every time you reach a certain cultural threshold, you can select a new social policy. The amount of culture needed for the next policy grows exponentially as you gain more social policies, and in addition, every city you found also increases the cost of additional social policies by a % based on the map size~ This is another way CiV offers trade-offs to expansion, with increasing happiness risks also comes increased social policy costs, to make up for the fact that you'll have more cities generating more culture.
Three social policy trees are available from the start, with additional policy trees becoming available unlocking as you progress in technological eras. Furthermore, certain social policy trees are mutually exclusive--for example, the three Industrial era social policy trees are all mutually exclusive in that only one of the trees can be active at a time~ Though you can actually adopt social policies in multiple restricted trees, only one of the two trees will be active at a time, and a period of anarchy will be required to switch between them. I would not generally recommend taking policies in opposing trees~ Finally, all social policies have an "opener" policy that is required to begin taking any policies in the tree--that is, you must expend one policy to "adopt" a policy tree. So while there are only five icons in each tree, you must actually expend six policies to max them out. However, not only does adopting a policy tree provide a benefit, but you gain an additional (usually very potent) "free" benefit for adopting every policy in the tree!
Let us examine the social policies in depth now.
Tradition
The tradition social policy tree emphasizes growth, and its benefits are tailored towards smaller empires. Some of the benefits only affect your capital city, others give your entire empire bonuses based on the size of your capital, and some policies provide benefits for your first four cities. Generally, tradition is favored by "tall" empires--which are defined by empires that run a fewer amount of cities and do not expand much, but grow their cities to large populations and fully flesh out their infrastructure.
Tradition Policy Tree
Adopting Tradition increases culture in your capital city by 3, and greatly enhances the rate of acquisition of new tiles culturally throughout your empire. This bonus helps you continue to adopt new policies at a reasonable rate, while keeping you getting new tiles to work, which works well with the extra food the rest of the tree will give you~ Since the cultural bonus only applies to your capital city, it does not scale well with a massive empire.
Once all policies in the tradition tree are adopted, you are provided with a free Aqueduct building (saves 40% of the food box when the city increases in size) and +15% growth in your first four cities. This is a very strong benefit closely tied to growing big cities, but again you will notice it only affects a limited number of cities~ Now for the policies themselves~
Aristocracy: +15% production of wonders and +1 Happiness for every 10 citizens in a city. The second part of this policy's benefit for large cities is obvious, but the first part is not so obvious~ I would suppose that the idea is that a smaller empire is more likely to build wonders, since it can do so faster and it runs out of new things to build more quickly~ Choose your wonders carefully, and if the enemy adopts this policy, note that you may find wonder competition with them fierce~
Legalism: Free cultural building in your first four cities. Early on, this gives you a free monument in your first four cities~ While you can save it and actually get more potent cultural buildings if you adopt this policy later, once you already have monuments and/or amphitheaters and such, I wonder of that benefit, since getting the monuments early and devoting your production to other things may result in more culture in the long run~ Plus, legalism is required for the bottom two policies in the Tradition tree~ Note again this benefit does not scale past four cities.
Oligarchy: Garrisoned cities cost no maintenance and each garrisoned city has +50% ranged combat strength. This is just useful all-around, but saving on unit maintenance is always nice, and this makes your cities with garrisons even harder to take~ As you have fewer cities, it's nice to make sure you won't lose them~
Landed Elite: Requires Legalism. +2 food and +10% growth in the capital city. Simple, easy, this buffs growth in your capital city. Combines nicely with...
Monarchy: Requires Legalism. +1 Gold and -1 Unhappiness for every 2 Citizens in the Capital City. So your capital grows at an increased rate, but its growth provides less unhappiness than any other city, and you get free gold on top of that~ Very nice with the other policies in this tree, working together to form a cohesive whole~
Liberty
This policy tree favors rapid expansion. You could consider it the opposite of Tradition, and while it's not terrible to take both, generally they are tailored towards different strategies. The result of rapid expansion is more cities, and Liberty also provides a few benefits to each city in your empire--in other words, they become more powerful as you settle more cities. Which is the opposite of Tradition~
Liberty Policy Tree
Adopting Liberty grants you +1 culture per city. Simple and effective, this gives you an increasing amount of culture for every city you settle, ensuring you will always be expanding borders and adding culture as you continue expanding. Though keep in mind that +1 culture per city does not count much in the face of the expanding cultural costs of policies via expansion!
Adopting every policy in the Liberty tree gives you a free Great Person of your choice in your capital city. There is no way this is possibly bad~ Engineer to rush a wonder or manufactury, prophet to found a religion, scientist for an academy... do whatever you want, it's a solid benefit~
Republic: +1 Production per city and +5% Production when producing buildings. This is a generally useful benefit that, again, scales with the number of cities you have. Every new city benefits equally from this, so the best way to use it is to found lots of cities~ Oh, and you build a little faster~
Citizenship: Tile Improvement rate increased by 25% and a free Worker appears outside the capital. Okay, free worker is never, ever bad. Plus, you make improvements faster! This is clearly aimed at keeping you on top of your expansion, as you constantly claim new land, you need to make sure your land is worth owning~
Collective Rule: Requires Republic. Production of settlers increased by 50% and a free Settler appears outside the capital city. Expand, build more settlers to found more cities, and keep expanding. That's what liberty promotes and this helps you in that regard very simply. And hey, you get a free Settler out of the deal too~
Representation: Requires Citizenship. Each new city you found increases the cost of future social policies by 33% less than normal, and begins a Golden Age in your civilization. So you wanna make a lot of cities? This policy is wonderful for you, as you can handle the increased social policy costs easier. Oh, and you get a free golden age! Who doesn't love Golden Ages~?
Meritocracy: Requires Citizenship. +1 Happiness in each city with a trade connection to the capital and -5% Unhappiness from Population in non-occupied cities. Another cost of more cities is extra unhappiness, which scales both with population and the number of cities in your empire. This directly counteracts unhappiness by the number of cities (so long as you connect each one to your trade network, which you should do anyway), and gives a small reduction in population-based unhappiness. Again, this works best with lots of cities~
Honor
The honor tree is for warmongers, no doubt there. It has a definite military focus, both offensively and defensively, but do not disregard the economic benefits either! It has some of those as well, as I will explain~
Honor Policy Tree
Adopting the Honor tree gives you culture for every barbarian unit you kill, gives your units a combat bonus against barbarian units, and notifies you of the location of new barbarian camps appearing in any previously explored territory. This is potent early on, but since the culture scales with the strength of the barbarian unit, you can get quite a bit of culture for killing barbarians even later in the game! Further, you will always know where the camps are, and your units are more capable in fighting barbarians.
Adopting every policy in the Honor tree grants you bonus gold for every ENEMY unit killed. If you are fighting any reasonable amount of war, this adds up stupidly fast. Very, very potent. Watch out for warmongers with maxed honor.
Warrior Code: +15% Production when producing Melee Military Units, and a free Great General appears outside your capital city. Free great general is nice, and you make front-line units faster. Simply and effective, and naturally, the more melee units you build, the more you get out of this policy.
Discipline: +15% Combat Strength for melee units that have a friendly melee unit in an adjacent tile. Your units are stronger in groups, and it's a good idea to group your units anyway for flanking bonuses--this just makes them EVER STRONGER.
Military Tradition: Requires Warrior Code. +50% Experience granted by combat. Look, if you're going to war, I consider this the most important policy you can adopt. There are very powerful promotions that unlock when your units reach high levels of experience, and this helps you get to them faster. A lot faster. You want Logistics on your Battleships, Machine Guns, and Bombers sooner, not later.
Military Caste: Requires Discipline. Each city with a garrison gains +1 Happiness and +2 Culture. Not a huge bonus, but nice for keeping your cities happy, and extra culture is always nice for more policies.
Professional Army: Requires Military Caste. Cost of upgrading military units reduced by 33% and +1 Local City Happiness from every Walls, Castle, Arsenal, and Military Base. Not only do you upgrade units at a cheaper cost, but you also gain free happiness from defensive buildings (which are much better as of Gods and Kings). Granted, for an offensive war, encouraging the production of defensive buildings may be questionable, but something to keep in mind is that they ARE now maintenance-free, so they may be worth building for the happiness alone~
Piety
Piety used to be only used pretty much for cultural victories, and that's probably mostly what it will still be used for. Before it emphasized happiness and culture, but now it plays well into the faith system for religion. The two times to pick Piety is if you are planning to make a wide empire that utilizes religion for great effect and need to generate lots of faith, or a tall empire that is heading for a cultural victory. Unfortunately I feel this tree is hard to use well and should probably be avoided unless you have a very specific strategy for utilizing it or are going for a cultural victory.
Piety Policy Tree (Unlocks in the Classical Era) Exclusive With Rationalism
The opening benefit for adopting Piety allows you to build Shrines and Temples in half the time. This benefits wide empires more than tall, because by the time you have reached the Classical era, chances are you've already built Shrines in your first few cities if you have any intention of going for a religion (unless you decided to skip shrines and go straight for Stonehenge, which isn't terrible).
Once you adopt every policy in the Piety tree, you receive a 20% discount on the purchase of religious units and buildings with Faith (note that this does NOT discount Great People or Holy Warriors), and adds +3 Gold and +3 Culture to the yields of all Holy Sites (the great tile improvement created by Great Prophets). This is best for empires that want to produce and generate lots of faith, as Holy Sites aren't of much use if you don't use Faith much, and it combines nicely with Freedom's finisher, which doubles the Faith yield of the Holy Site (but not the Culture or Gold).
Organized Religion: +1 Faith from Shrines and Temples. More faith from your faith-producing buildings is good if you want to use faith.
Mandate of Heaven: 50% of the the excess happiness in your empire is added to your total culture every turn. First off, this is a global yield so it not affected by local city modifiers. Second, this is honestly of questionable value unless you can manage very high happiness yields constantly throughout the game, which can be difficult. If you can, however, this is a nice benefit for extra culture.
Theocracy: Requires Organized Religion. Temples add +10% gold in the city in which they are built. Nice, but nothing special really. If you're going to build lots of temples anyway you can get some use out of this.
Reformation: Requires Organized Religion. +33% Culture in cities with a World Wonder. Now this is what I'm talking about. Make sure most of your cities have at least one world wonder, and you can get a lot of extra culture with this. Great for cultural victories.
Religious Tolerance: Requires Reformation and Mandate of Heaven. Reduces the Culture cost of future policies by 10%. The other major policy for cultural victories, grab this as early as you can, because you need 30 policies to unlock the Utopia Project.
Patronage
Ahhh, good ole Patronage. Back when Maritime city-states were insanely powerful, this was also insanely powerful. As is, it's still great if you want to ally with a bunch of city-states, and especially useful for the Diplomatic Victory. The tree emphasizes making it easier to build and maintain good relations with city-states, and also adds new benefits to your empire from city-state allies.
Patronage Policy Tree (Unlocks in the Medieval Era)
Adopting the patronage tree will slow the rate of decay of your influence with city-states by 25%. Simple, sweet, effective. Not that this only refers to the natural decay of influence over time, and not influence lost in city-state coups or invasion of their territory.
Adopting every policy in the patronage tree will cause each other civilization in the game to lose influence with city-states 33% faster than usual. And don't think the AI won't take this, because they will! This is again pretty self-explanatory, and makes competition for the favor of city-states favor empires that have invested in patronage.
Philanthropy: Increase the influence granted by gifts of Gold to city-state by 25%. The easiest way to get influence with city-states is to give them some gold, and this means you get more influence with less gold. I don't need to explain this any more, do I?
Aesthetics: Resting point of Influence with city-states is raised by 20. The "resting point" of a city-state is basically your "default" reputation if you have no influence with them. If you've done things to anger the city-state, your influence will slowly increase over time until it reaches this point, and your influence with a city-state will steadily decay over time until it reaches this point at any time it is more than this point. Note that combining Aesthetics with pledging to protect a city-state sets your resting point at 30, which is "Friendly," and gives you some minor bonuses.
Scholasticism: Requires Philanthropy. City-states allies provide you with 25% of the science they create for themselves. Because city-states typically only possess one city and don't micromanage it to full effectiveness, this is not a whole lot of science. But it's nice. More science is never bad.
Cultural Diplomacy: Requires Scholasticism. Quantity of gifted resources from city-states increased by 100%, and happiness from gifted luxuries from city-states increased by 50%. A city-state that is your ally gifts you all of its luxuries and strategic resources. This doubles the amount of strategic resources you receive, and any luxury your city-state provides gives you 6 happiness for your empire instead of the usual 4. Both of these are good things.
Educated Elite: Requires Scholasticism and Aesthetics. City-states will occasionally gift you a great person. Remember when I said free great people were nice? While you can't control what kind of great person you get, they are all generally useful in one way or another, and you get them periodically. This is a very strong policy.
Commerce
Commerce has two focuses, divided into the left branch and the right branch. One focus is in gold generation, and the other is on naval superiority. The policy tree is stronger on water maps, but any civilization can make use of extra gold.
Commerce Policy Tree (Unlocks in the Medieval Era)
Once you adopt the commerce tree, the gold generation of your capital city increases by 25%. This is basically a free bank in your capital city, though of course it will stack with an existing bank. Make sure you put your National Treasury in your capital, as that 8 gold will become 10.
Adopting all policies in the commerce tree increases the gold output of every trading post by 1, and doubles the gold yielded from Trade Missions using Great Merchants. The trading post bonus alone is very good if you use trading posts, as this increases the yield of the improvement to 3 gold with economics! It also makes Great Merchants quite a lucrative investment, so keep that in mind and make sure to use them for trade missions after maxing out this tree.
Naval Tradition: +1 movement for naval units and +1 sight range for military naval units. A free great admiral appears outside the capital city, and the movement of all great admirals is increased by +2. Great admirals are basically the naval equivalent of a great general, and can also be expended to instantly heal all of your nearby naval units. Given that naval units cannot heal outside your territory without a certain promotion, having multiples can be very handy! Oh, and your ships move faster and see farther, which is essential for naval warfare.
Merchant Navy: Requires Naval Tradition. Each coastal city gains +3 production. A very potent boost in water-based maps, as most if not all of your cities may be coastal there, and +3 production is a potent boon. Works best with wide empires, and stacks with Liberty's Republic and Order's Communism for super-productive cities.
Trade Unions: Harbors and Seaports grant +1 gold, and reduces the maintenance cost of roads and railroads by 33%. This grants you extra gold one way or the other, whether your rely on a road network, harbor connections, or both for trade routes.
Mercantilism: Requires Trade Unions. Rush-buying items in cities costs 25% less gold, and your Markets, Minks, Banks, and Stock Exchanges produce +1 Science. This saves you gold when you buy stuff directly, and gives you free science on all your gold-producing buildings to boot. Nice little policy.
Protectionism: Requires Mercantilism. +2 happiness for each luxury resource. This is potentially a lot of extra happiness. Very nice way to finish off the tree. Remember, extra happiness fuels golden ages, and those are very nice indeed.
Rationalism
Rationalism has a very clear focus on science and science-producing buildings. It aims to enhance your output of science and offer other miscellaneous bonuses to your science-producing buildings. Especially great if you're going for a space race, but everyone can use extra science.
Note that this policy tree is exclusive with Piety, in that you cannot receive benefits from both and it is generally unwise to invest in both at the same time. Pick one and stick with it would be my advice.
Rationalism Policy Tree (Unlocks in the Renaissance Era) Exclusive with Piety
Adopting rationalism grants your empire +15% science when happy. Just make sure to keep your happiness up so you benefit from this. Rather silly to run up against the happiness cap when you are dependent on your citizens being happy with this bonus.
Filling out the rationalism tree grants you two free technologies instantly. I should not have to tell you how powerful that is.
Secularism: +2 Science per specalist (I know this is misspelled but I don't want to hit the blacklist feature). Extra science if you run more specalists. Just make sure to run some and you'll benefit from this.
Free Thought: Requires Secularism. +1 Science from Trading Posts and +17% science from Universities. This increases the boost from Universities from 33% to 50%, and adds extra science to every Trading Post. Naturally, this works best with lots of Trading Posts and Universities. It combos especially nicely with jungle cities, as Universities add +2 science to every jungle tile, and you can build a trading post in a jungle without removing the jungle.
Scientific Revolution: Requires Free Thought. +50% Science from Research Agreements. You need to sign research agreements to get use from this, but this makes them quite strong. Combine with the Porcelain Tower wonder for maximum effect.
Humanism: +1 Happiness from Universities, Public Schools, and Observatories. Meh, kind of nice. Combos well with the opener. Keep in mind that Observatories can only be built in cities adjacent to a mountain, so this might not end up being very much happiness unless you are a wide empire with science buildings everywhere.
Sovereignty: Requires Humanism. +1 Gold from all science buildings. This can add a lot of gold, but mostly it just offsets the maintenance cost of the buildings. Quite nice for China and their Paper Makers. Should work for scientific wonders like the all-important National College too.
Note on the Industrial Era Policy Trees
These three trees: Order, Autocracy, and Freedom, are mutually exclusive. You can only have one of these three trees in effect at a time, much like the Piety/Rationalism split. The focus split is similar to the three ancient era trees. Choose wisely.
Order
Order provides benefits generally on a "per city" basis, making it well suited for wide empires with lots of cities. If you opened with Liberty, I see Order as a natural extension. Liberty empowers you to settle lots of cities, and Order lets you get the most out of those cities.
Order Policy Tree (Unlocks in the Industrial Era) Exclusive with Autocracy and Freedom
Adopting order adds +1 happiness per city. Great, as settling lots of cities can cause happiness problems, and this helps to alleviate somewhat.
When you obtain all policies in the order tree... well. In my opinion, this is the most powerful benefit in the game: all of your cities gain +2 food, +2 production, +2 gold, +2 science, and +2 culture. Yeah... that's a massive increase in yields if you have a wide empire. Congratulations, all of your cities are now mega-cities.
United Front: Militaristic city-states grant you units twice as often when you are at war with a common foe. This is a nice benefit, but nothing too amazing. Since your city-state allies automatically declare war on anyone you declare war on, this is generally easy to make use of.
Nationalism: +15% combat bonus when fighting in friendly territory. Provides a powerful combat bonus for defensive wars, or going to war to defend your allies. Nice, but combat is not the primary focus of this tree.
Planned Economy: Build factories in half the time, +25% local science yield for cities with factories. This can combine with a factory push in your cities for big yields! Factories are expensive but greatly enhance the productive capacity of a city, and you get a free science boost on top of that. Note a city needs a workshop before it can produce a factory.
Socialism: Requires Planned Economy. Gold maintenance of buildings reduced by 15%. This is not a big discount, but it's nice when you have lots of cities with a few buildings, none of which are making huge amounts of gold. But what you really want is...
Communism: Requires Socialism. +2 Production for every city and +1 Production to every Mine and Quarry. Again, this boost scales with the number of cities, and adds a lot of production to your empire--both the city bonus and the boost to mines and quarries are useful. Very useful.
Autocracy
This is a warmonger's trait and is even more powerful than honor. Combined with honor, and your army will be exceptionally dangerous and you will have massive gains with conquest. The ultimate tree for warmongers.
Autocracy Policy Tree (Unlocks in the Industrial Era) Exclusive with Order and Freedom
Adopting autocracy reduces unit maintenance by 33%, and you gain 10 points of culture as plunder for every point of culture a captured city produces per turn when you capture it. Do NOT underestimate how much culture the latter benefit provides, I was getting hundreds of culture points per city captured. And you pay less to maintain your massive army to boot. Very potent.
What's more, maxing out the autocracy tree provides a +25% combat strength bonus for all of your military units for X turns (based on game speed, 50 turns at epic speed, so a very long time). Um, yeah. By the time you max this tree out with honor, your military units can be so much more powerful than an enemy's that conquest is a cakewalk even if they have better units.
Populism: Wounded units deal 25% more damage than usual. Units that are missing health are generally weaker in combat than the same unit at full strength, this policy evens the gap. Very powerful in the hands of Japan, as Oda Nobunaga's Bushido trait makes wounded units fight at full strength, so your wounded units are actually even more deadly than when they are at full health.
Militarism: Reduces the cost of buying units with gold by 33%. Buy more units for less gold. Simple, effective, stacks with the Commerce policy.
Police State: Requires Militarism. +3 Local City Happiness from Courthouses. Build courthouses in half the normal time. Enemy spies are 25% less effective, and your spies are 25% more effective in killing enemy spies in counter-intelligence operations. This policy makes your conquests potentially provide even more happiness than your own cities, due to how courthouses work. It also makes you almost impossible to steal technologies from. Both of these things are good.
Fascism: Requires Militarism and Populism. Quantity of strategic resources produced by your empire increased by 100%, and great generals get +2 movement. Ehhh... extra movement for great generals is nice, but seems underpowered this late in the game. The quantity thing can be useful if you have limited amounts of aluminum and oil (even coal perhaps), and the way this is worded, SHOULD provide extra aluminum from recycling centers. If you're short on such resources to fuel your war machine, this could come in handy.
Total War: Requires Fascism and Police State. +25% production when producing military units and all military units being with +15 experience points. The last policy available in this tree is a huge increase in the speed at which you produce units, and makes your new units even more potent. If you take this policy, you better go conquer the world afterwards.
Freedom
Freedom is a bit of an oddball tree, but its primary focus is on great people. Obstinately, it works best for "tall" empires or empires seeking a cultural victory. Make sure you run lots of specalists if you go Freedom.
Freedom Policy Tree (Unlocks in the Industrial Era) Exclusive with Order and Autocracy
Adopting freedom increases the great person generation of your cities by 25%. Nice, simple, effective, but you really need to run specalists to get the full use of this. So do that.
When you adopt all policies in freedom, the length of your golden ages is extended by 50%, and the base tile yields of all Great Tile Improvements (that is, the improvements uniquely created by Great People) are doubled. Note that additional bonuses from technologies or other policies do not double. Make sure you set up a lot of great tile improvements before you pop this--Landmarks, Academies, Manufacturies, Custom Houses, and Holy Sites.
Constitution: +2 Culture per World Wonder. A bit weird... but a nice followup for someone who has gone Tradition -> Piety -> Constitution. Tradition for +15% production of Wonders, Piety for +33% Culture in each city with a World Wonder, then pick this up for a bit more culture. But really, the bonus is rather small.
Universal Suffrage: Combat strength of cities increased by 33%. Your cities will be even harder to crack now, especially with Walls or other defensive structures. Nice, but one wonders how often you really need this.
Civil Society: Specalists consume half the normal amount of good. Now we're talking. One of the biggest drawbacks to specalists is that they cannot produce food like citizens working the land, but still consume food--now they consume a lot less.
Free Speech: Requires Constitution. 8 units are maintenance-free. This policy is weirdly named in my opinion, as I don't have any idea what this has to do with "free speech," but it can save you a fair amount of gold in a small empire with a smaller fighting force. Eh. Could do worse, I suppose...
Democracy: Requires Civil Society. Specalists provide only half the amount of unhappiness as normal population. Okay, this is a very nice bonus to the specalist-driven, great-person producing empire. This will give you a lot of happiness if you are using Freedom correctly. And that happiness means more golden ages and therefore more benefits. Yes, you want this.
One Last Note on Faith and Great People
As of Gods and Kings, you can use faith points to purchase great people after adopting certain policy trees. The cost of the great person increases with every great person purchased, but it does not slow down your normal rate of great person generation. This is a very potent use for faith in the late game. Note that you can always purchase great prophets with faith, you just have to do so manually after the advent of the Industrial Era.
Note you only need to adopt the tree itself to purchase the great people, you do not need to fill it out. Furthermore, the great person cost increases only for the same kind of great person--purchasing a great scientist with faith does not increase the cost of purchasing great engineers.
Order: Allows the purchase of Great Engineers with Faith.
Autocracy: Allows the purchase of Great Generals and Great Admirals with Faith.
Freedom: Allows the purchase of Great Artists with Faith.
Rationalism: Allows the purchase of Great Scientists with Faith.
Commerce: Allows the purchase of Great Merchants with Faith.
The top five policy trees do not unlock the purchase of any great people with faith.
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