In the Community Balance Patch, social policies have been changed dramatically with the reforming of every policy tree. The 9 social branches are divided into 3 specific eras: Tradition, Progress (Liberty), and Authority (Honor) unlock in the Ancient Era; Fealty (Piety), Statecraft (Patronage), and Artistry (Aesthetics) unlock in the Medieval Era; and Industry (Commerce), Imperialism (Exploration), and Rationalism unlock in the Industrial 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.
Each 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 20% (exponentially) in all Cities. Court Chapel built in Capital (1 Artist Slot, 1 Great Work of Art slot, +3 Faith).||-|
|Ceremony||Palace and National Wonders with Building requirements gain +1 Happiness. Court Astrologer built in Capital (1 Scientist Specialist, +3 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, +5 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, +4 Gold, +25% Great Person Rate in the Capital.).||Ceremony|
Progress (Ancient Era) Edit
Progress is best for civilizations which desire robust infrastructure and scientific advancement.
Adopting Progress grants:
- Receive 20 Science when a Citizen is born in your Capital, and 15 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 15 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%. +2 Gold in every City.||-|
|Organization||Workers and Trade Units are trained 25% more quickly, and +1 Movement for Civilian Units.||-|
|Expertise||+10% Production towards buildings. Cities earn +10 Food and Culture when they construct Buildings, scaling with Era.||Organization|
|Equality||+1 Happiness for every 15 Citizens in your Empire. Unhappiness from Poverty, Illiteracy, Boredom, and Crime reduced by 5% in all 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 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 15 Gold and Food when their borders expand. Gain 25 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 Supply-Free Military unit spawns near all Cities that reach a multiple of 10 Citizens(or have already exceeded 10 Citizens). War Weariness reduced by 25%.||Discipline|
Fealty (Medieval Era) Edit
Adopting Fealty grants:
- Can purchase Monasteries with Faith. (+1 Faith, +3 Food, +3 Science).
- -25% Faith costs for purchasing Buildings, Missionaries, and Inquisitors.
Each Fealty unlocked grants:
Adopting all Policies in Fealty grants:
- Unlocks building the Red Fort (Free Great Engineer and Arsenal. Grants City great Defensive power).
- The Tourism modifier for Shared Religion is increased by 25%.
- Allows for the purchase of Great Artists with Faith starting in the Industrial Era.
|Nobility||+1 Happiness and +2 Food from Castles, +2 from Armories, and +100% construction rate of Castles and Armories.||-|
|Organized Religion||+50% Pressure in all nearby Cities without your majority Religion, and +1 Faith from Specialists.||Nobility|
|Serfdom||Pastures generate +1 Gold and Production. +1 Culture for every 4 non-Specialist Citizens. +50% Yields from Internal Trade Routes.||Nobility|
|Divine Right||Positive Happiness is added to your Empire-wide Culture rate. -10% Unhappiness from Boredom.||Nobility|
|Burghers||+15% production and city Border Growth doubled during 'We Love the King Day.' * Trade Routes to Civilizations with more Techs and/or Policies than you generate +4 Science and/or Culture.||Serfdom|
Statecraft (Medieval Era) Edit
Adopting Statecraft grants:
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|| +1 of every Strategic Rescource for every 3 City-State Alliance you maintain.
Earn Great Diplomats 50% faster.
City-States Quests Rewards increased by +50%.
|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).||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, 2 Archaeologists, a Museum, 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.
- Landmarks +3 Science and Golden Age Points.
- Allows for the purchase of Great Musicians with Faith starting in the Industrial Era.
|Humanism||Great Works of Art gain +2 Culture, Artifacts +2 Science, Music +4 Gold, and Literature +3 Golden Age Points.||-|
|Refinement||+1 Happiness for every 3 Great Works in a City. +10% in all Cities during Golden Ages. All Guilds gain +1 Happiness.||-|
|Heritage||+100 Golden Age Points when you Construct World or National Wonders, scaling with Era. +4 Tourism and Golden Age Points from Universities.||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 +2 Production from Ampitheatres and Opera Houses.||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 +1 Production and Gold.
- Allows for the purchase of Great Merchants with Faith starting in the Industrial Era.
|Free Trade|| Great Merchants are earned 50% faster.
+5 Gold from International Trade Routes. Poverty Threshold reduced by 15% in all Cities.
|Division of Labor||+2% Production and +2% Gold from Forges, Windmills, Workshops, Factories, Train Stations, and Seaports. Gold investments in Buildings reduce their Production cost by an additional 10%.||-|
|Entrepreneurship||+1 Gold and +2 Production from every Mine, Quarry, and Lumbermill.||Free Trade|
|Mercantilism||+1% Science and +3% Culture from every Caravansary, Market, 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;
- +1 Sight for Naval and Land melee units.
- -10% Gold required for Military Unit upgrades.
- +10% Production towards Military Units.
Each Imperialism Policy unlocked grants:
- +5% Production towards Military Units.
- -5% Gold required for Military Unit upgrades.
Adopting all Policies in Imperialism grants:
- Unlocks building the Pentagon (Cheaper Upgrade Costs, Spies are better at Disrupting Production, and Gives Supply per City).
- Each Air unit stationed in a city increases the City's Defense by 3, and reduces Unhappiness from needs by 3%.
- Naval units gain the Ironsides Promotion (Units become stronger as they take damage).
- Allows for the purchase of Great Admirals with Faith starting in the Industrial Era.
|Martial Law|| Constabularies provide +1 Happiness.
Puppet City yield penalties reduced by to 50% (from 80%).
Garrisons no longer require Gold maintenance.
|Colonialism||+10% to Yield and Golden Age duration modifiers from Global Monopolies;||-|
|Exploitation|| Farms, Camps and Plantations gain +1 Production and +2 Food.
Military Units can be upgraded in territory owned by Vassals and friendly City-States.'
|Martial Law, Colonialism|
|Regimental Tradition||Earn Great Generals and Great Admirals 33% more quickly. Great General and Great Admiral Combat Bonuses are increased by 10%, and their Aura size by 1.||Colonialism|
|Civilizing Mission|| Receive a large sum of Gold, (was 100 scaling,
now 150 scaling). when you conquer a city.
Rationalism (Industrial Era) Edit
Rationalism focuses on maximizing Growth and Science output.
Adopting Rationalism grants:
- +3 Science and +2 Production from all Strategic Resources
- +5% Science and -5% Unhappiness Threshold for all Needs.
Each Rationalism Policy unlocked grants:
- +1% Science and -1% Unhappiness Threshold for all Needs.
Adopting all Policies in Rationalism grants:
- Unlocks building the Bletchley Park (Free Research Lab,+1 from Scientists, 2 more Spies and levels up existing Spies, reduces effect of Enemy Spies by 15%, 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 (+6 and 2 Scientist Slots).||-|
|Enlightenment||Receive 1 Free Technology.||-|
|Empiricism||Foreign Spies are 34% less effective in all owned cities. Specialists consume 1 less Food (min 1).||Scientific Revolution|
|Free Thought|| Halves Religious Unrest in all cities.
+25% Yields when you expend Great Scientists for an instant yield boost.
|Rights of Man||+1 Food for every non-Specialist Citizen in a City.||Empiricism|