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Module:Data/Civ5/Base/Policies

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--[Field]                              [Type]
--Type                                 String
--Description                          String
--Civilopedia                          String
--Strategy                             String
--Help                                 String
--PolicyBranchType                     String
--NumExtraBranches                      Int64
--CultureCost                           Int64
--GridX                                 Int64
--GridY                                 Int64
--PolicyCostModifier                    Int64
--CulturePerCity                        Int64
--CulturePerWonder                      Int64
--CultureWonderMultiplier               Int64
--CulturePerTechResearched              Int64
--CultureImprovementChange              Int64
--CultureFromKills                      Int64
--CultureFromBarbarianKills             Int64
--GoldFromKills                         Int64
--EmbarkedExtraMoves                    Int64
--AttackBonusTurns                      Int64
--GoldenAgeTurns                        Int64
--GoldenAgeMeterMod                     Int64
--GoldenAgeDurationMod                  Int64
--NumFreeTechs                          Int64
--NumFreePolicies                       Int64
--NumFreeGreatPeople                    Int64
--MedianTechPercentChange               Int64
--StrategicResourceMod                  Int64
--ReligionProductionModifier            Int64
--WonderProductionModifier              Int64
--BuildingProductionModifier            Int64
--GreatPeopleRateModifier               Int64
--GreatGeneralRateModifier              Int64
--DomesticGreatGeneralRateModifier      Int64
--ExtraHappiness                        Int64
--ExtraHappinessPerCity                 Int64
--UnhappinessMod                        Int64
--CityCountUnhappinessMod               Int64
--OccupiedPopulationUnhappinessMod      Int64
--CapitalUnhappinessMod                 Int64
--FreeExperience                        Int64
--WorkerSpeedModifier                   Int64
--AllFeatureProduction                  Int64
--ImprovementCostModifier               Int64
--ImprovementUpgradeRateModifier        Int64
--SpecialistProductionModifier          Int64
--SpecialistUpgradeModifier             Int64
--MilitaryProductionModifier            Int64
--BaseFreeUnits                         Int64
--BaseFreeMilitaryUnits                 Int64
--FreeUnitsPopulationPercent            Int64
--FreeMilitaryUnitsPopulationPercent    Int64
--HappinessPerGarrisonedUnit            Int64
--CulturePerGarrisonedUnit              Int64
--HappinessPerTradeRoute                Int64
--HappinessPerXPopulation               Int64
--ExtraHappinessPerLuxury               Int64
--UnhappinessFromUnitsMod               Int64
--NumExtraBuilders                      Int64
--PlotGoldCostMod                       Int64
--PlotCultureCostModifier               Int64
--PlotCultureExponentModifier           Int64
--NumCitiesPolicyCostDiscount           Int64
--GarrisonedCityRangeStrikeModifier     Int64
--UnitPurchaseCostModifier              Int64
--TradeRouteGoldModifier                Int64
--GoldPerUnit                           Int64
--GoldPerMilitaryUnit                   Int64
--RouteGoldMaintenanceMod               Int64
--BuildingGoldMaintenanceMod            Int64
--UnitGoldMaintenanceMod                Int64
--UnitSupplyMod                         Int64
--UnitUpgradeCostMod                    Int64
--CityStrengthMod                       Int64
--CityGrowthMod                         Int64
--CapitalGrowthMod                      Int64
--SettlerProductionModifier             Int64
--CapitalSettlerProductionModifier      Int64
--NewCityExtraPopulation                Int64
--FreeFoodBox                           Int64
--HappyPerMilitaryUnit                  Int64
--MilitaryFoodProduction              Boolean
--HappinessToCulture                    Int64
--HappinessToScience                    Int64
--NumCitiesFreeCultureBuilding          Int64
--HalfSpecialistUnhappiness           Boolean
--HalfSpecialistFood                  Boolean
--MaxConscript                          Int64
--UnitSightRangeChange                  Int64
--WoundedUnitDamageMod                  Int64
--BarbarianCombatBonus                  Int64
--AlwaysSeeBarbCamps                  Boolean
--RevealAllCapitals                   Boolean
--FreeSpecialist                        Int64
--ExpModifier                           Int64
--ExpInBorderModifier                   Int64
--MinorQuestFriendshipMod               Int64
--MinorGoldFriendshipMod                Int64
--MinorFriendshipMinimum                Int64
--MinorFriendshipDecayMod               Int64
--OtherPlayersMinorFriendshipDecayMod   Int64
--CityStateUnitFrequencyModifier        Int64
--MinorGreatPeopleAllies              Boolean
--MinorScienceAllies                  Boolean
--MinorResourceBonus                  Boolean
--GarrisonFreeMaintenance             Boolean
--OneShot                             Boolean
--IncludesOneShotFreeUnits            Boolean
--WeLoveTheKing                        String
--TechPrereq                           String
--PortraitIndex                         Int64
--IconAtlas                            String
--IconAtlasAchieved                    String
 
local data ={
 
POLICY_LIBERTY={
Description=[=[Liberty]=];
Civilopedia=[=[As a policy, liberty can be defined as the basic assumption that a nation's citizens deserve to be free. Free from physical restraint, and free from despotic control. Serfs, slaves, and hereditary servants do not enjoy liberty, nor do citizens who are forced to live within a certain village or gulag or ghetto.]=];
Help=[=[{TXT_KEY_POLICY_BRANCH_[[LIBERTY (Civ5)|LIBERTY]]_HELP}]=];
CulturePerCity=1;
PortraitIndex=24;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_COLLECTIVE_RULE={
Description=[=[Collective Rule]=];
Civilopedia=[=[Collective rule is the policy in which every member (or every adult member, or every adult male member) of the society takes part in the governing process, voting directly upon decisions rather than through a representative (as in a republic). While perhaps an effective form of government for tribes or small villages, collective rule becomes increasingly more difficult and unwieldy as the polity increases in size. If half of the citizens of a tribe of 100 each wanted to speak for one minute at a meeting, they could do so in under an hour. If half of the citizens of New York City each wanted to speak for one minute, they would need some 66,000 hours (plus a really huge meeting hall).]=];
Help=[=[Collective Rule
Speeds the training of [[Settlers (Civ5)|Settlers]] by 50% in the {{capital5}} [[Capital (Civ5)|Capital]] and a free Settler appears near the {{capital5}} Capital.]=];
PolicyBranchType="POLICY_BRANCH_LIBERTY";
CultureCost=10;
GridX=1;
GridY=1;
CapitalSettlerProductionModifier=50;
IncludesOneShotFreeUnits=true;
PortraitIndex=25;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_CITIZENSHIP={
Description=[=[Citizenship]=];
Civilopedia=[=[Citizenship is the policy of a nation that acknowledges that a certain group of people, usually based upon their race or tribe or where they were born, are members of that nation, and as such, deserve a certain amount of protection as well as some rights and privileges, above and beyond those accorded to foreigners. For example, a citizen can often move around the country freely, while a non-citizen may be subject to deportation or imprisonment if discovered by the authorities.]=];
Help=[=[[[Citizenship (Civ5)|Citizenship]]
Tile [[improvement (Civ5)|improvement]] [[construction (Civ5)|construction]] rate increased by 25% and a [[Worker (Civ5)|Worker]] appears near the {{capital5}} [[Capital (Civ5)|Capital]].]=];
PolicyBranchType="POLICY_BRANCH_LIBERTY";
CultureCost=10;
GridX=4;
GridY=1;
WorkerSpeedModifier=25;
IncludesOneShotFreeUnits=true;
PortraitIndex=26;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_REPUBLIC={
Description=[=[Republic]=];
Civilopedia=[=[A republic is a form of government in which people or the representatives of the people have ultimate power rather than the power being vested in a monarch or despot. The people or their representatives may elect a leader, but that leader's power derives from the consent of the people. Some classical cultures have had some form of republicanism, notably several Greek city-states and Rome (for part of its history), but for most of world history the monarchy was the most common form of government.
 
The republic reappeared on the world stage in the 18th century, when the United States divorced itself from the British monarchy and set itself up as a republic. As they gained independence from the Old World most of the new nations in Central and South America were formed as republics (Mexico toyed with a monarchy for a while but this didn't survive for long).
 
In the 20th century most of the European governments became republics after one or the other of the World Wars, as did many Asian nations. Many parts of Africa have since followed suit as they have shed their colonial masters. Today, most nations of the world follow (or at least profess to follow) some form of republicanism.]=];
Help=[=[Republic
+1 {{production5}} [[Production (Civ5)|Production]] in every [[City (Civ5)|City]] and +5% {{production5}} Production in [[cities (Civ5)|cities]] when constructing [[Buildings (Civ5)|Buildings]].]=];
PolicyBranchType="POLICY_BRANCH_LIBERTY";
CultureCost=10;
GridX=1;
GridY=2;
BuildingProductionModifier=5;
PortraitIndex=27;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_REPRESENTATION={
Description=[=[Representation]=];
Civilopedia=[=[Representation is a policy where the citizens of a nation appoint "representatives" to run the government. This might be considered a step up from collective rule, once the population becomes too large to support that government type. In a representative form of government, the country is divided into smaller, more manageable districts (or parishes, or states, or whatever), and each chooses one or more local citizens to represent their interests in the government for a set period of time. The representatives form a parliament or some other kind of deliberative body, and they rule the country. While most representative forms of governments are republics, it is not strictly necessary. Some representative governments elect temporary or permanent kings and other nobility to rule over them.]=];
Help=[=[Representation
Each [[city (Civ5)|city]] you found will increase the {{culture5}} [[Culture (Civ5)|Culture]] cost of policies by 33% less than normal.  Also starts a {{goldenAge5}} [[Golden Age (Civ5)|Golden Age]].]=];
PolicyBranchType="POLICY_BRANCH_LIBERTY";
CultureCost=10;
GridX=3;
GridY=2;
GoldenAgeTurns=10;
NumCitiesPolicyCostDiscount=-33;
PortraitIndex=28;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MERITOCRACY={
Description=[=[Meritocracy]=];
Civilopedia=[=[A meritocracy is a system in which the most talented and worthy are assigned jobs and gain advancement in the government bureaucracy, rather than, say, those who are close personal friends of the current ruler (or congressman), or those from a certain tribe or caste or religion. Many long-lived governments swing back and forth between some form of meritocracy and some less sensible method of choosing those who run things. At first the officials are chosen for their ability, then over the years patronage or privilege creeps into the system and the government becomes increasingly inefficient and corrupt. Eventually things become so bad that the bureaucracy is jettisoned or reformed, and more meritorious officials are once again appointed. This pattern repeats itself until the sun explodes and all life is wiped off of the face of the planet.]=];
Help=[=[Meritocracy
+1 {{happiness5}} [[Happiness (Civ5)|Happiness]] for each [[City (Civ5)|City]] you own {{CityConnection5}} connected to the {{capital5}} [[Capital (Civ5)|Capital]] and -5% {{unhappiness5}} [[Unhappiness (Civ5)|Unhappiness]] from {{citizen5}} [[Citizens (Civ5)|Citizens]] in non-[[occupied (Civ5)|occupied]] [[Cities (Civ5)|Cities]].]=];
PolicyBranchType="POLICY_BRANCH_LIBERTY";
CultureCost=10;
GridX=5;
GridY=2;
UnhappinessMod=-5;
HappinessPerTradeRoute=100;
PortraitIndex=29;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_TRADITION={
Description=[=[Tradition]=];
Civilopedia=[=[Tradition is the policy of honoring the decisions made by one's ancestors and all earlier rulers of the state. New policies are viewed with deep suspicion and distrust. Even in allegedly forward-thinking countries like the United States, tradition can be quite powerful indeed, as may be seen in the tension between those who favor strict adherence to the original literal meaning of the US Constitution, and those who believe that the Constitution must be more broadly interpreted in light of the changing nature of the United States and the world. The former group would be considered to be more traditionalist than the latter.]=];
Help=[=[{TXT_KEY_POLICY_BRANCH_[[TRADITION (Civ5)|TRADITION]]_HELP}]=];
PlotCultureExponentModifier=-25;
PortraitIndex=54;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_ARISTOCRACY={
Description=[=[Aristocracy]=];
Civilopedia=[=[Aristocracy is a form of government in which a group of the most prominent citizens rule. Membership to this group may be hereditary, or it may be through merit or wealth or all three. The term is derived from the Greek word aristokratia, meaning "the rule of the best." There is a very thin line between an aristocracy and an oligarchy, and which form a government actually is might very well depend upon one's point of view: the rulers might consider themselves aristocrats, while everybody else sees them as oligarchs.]=];
Help=[=[Aristocracy
+15% {{production5}} [[Production (Civ5)|Production]] when [[building (Civ5)|building]] [[Wonders (Civ5)|Wonders]] and +1 {{happiness5}} [[Happiness (Civ5)|Happiness]] for every 10 {{citizen5}} [[Citizens (Civ5)|Citizens]] in a [[City (Civ5)|City]].]=];
PolicyBranchType="POLICY_BRANCH_TRADITION";
CultureCost=10;
GridX=1;
GridY=1;
WonderProductionModifier=15;
HappinessPerXPopulation=10;
PortraitIndex=55;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_OLIGARCHY={
Description=[=[Oligarchy]=];
Civilopedia=[=[Oligarchy is a form of government in which a small segment of society has all of the power. Power might be held by a specific family or tribe, or people of a certain religion or from a special caste. Some city-states in ancient Greece were oligarchies, where all power was in the hands of a few elite families. Apartheid South Africa would be a modern oligarchy, the white minority holding all of the power. Pre-9-11 Iraq too was an oligarchy, with power concentrated in the hands of members of Saddam Hussein's family and tribe.]=];
Help=[=[Oligarchy
Garrisoned [[units (Civ5)|units]] cost no [[maintenance (Civ5)|maintenance]] and [[cities (Civ5)|cities]] with a garrison gain +100% {{rangedStrength5}} [[Ranged (Civ5)|Ranged]] [[Combat Strength (Civ5)|Combat Strength]].]=];
PolicyBranchType="POLICY_BRANCH_TRADITION";
CultureCost=10;
GridX=5;
GridY=1;
GarrisonedCityRangeStrikeModifier=100;
GarrisonFreeMaintenance=true;
PortraitIndex=56;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_LEGALISM={
Description=[=[Legalism]=];
Civilopedia=[=[Legalism is a policy in which the relationship between the ruler and his or her subjects are laid out in a series of laws, which both sides must adhere to strictly. If the law is fair and is properly enforced, the people will be content and the ruler's position will be secure. While this may seem to cover most governments that follow the rule of law, legalism almost achieved the status of a state religion in China during the Warring State Period.]=];
Help=[=[Legalism
Provides a free [[culture (Civ5)|culture]] [[building (Civ5)|building]] in your first 4 [[cities (Civ5)|cities]].]=];
PolicyBranchType="POLICY_BRANCH_TRADITION";
CultureCost=10;
GridX=3;
GridY=1;
NumCitiesFreeCultureBuilding=4;
OneShot=true;
PortraitIndex=57;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_LANDED_ELITE={
Description=[=[Landed Elite]=];
Civilopedia=[=[Under this policy, the power and prestige in a nation is held by those who own the land. The more land one owns, the more powerful one is. In some cases land ownership may be limited to members of a certain class, tribe, religion, or even gender. Great care must be taken by the landed elite to see to it that the great unwashed mass of peasants don't become angry with them, as such situations often end with a radical redistribution of land, which may or may not be accompanied by the executions of the former landowners.]=];
Help=[=[Landed Elite
+10% {{food5}} Growth and +2 {{food5}} [[Food (Civ5)|Food]] in the {{capital5}} [[Capital (Civ5)|Capital]].]=];
PolicyBranchType="POLICY_BRANCH_TRADITION";
CultureCost=10;
GridX=2;
GridY=2;
CapitalGrowthMod=10;
PortraitIndex=58;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MONARCHY={
Description=[=[Monarchy]=];
Civilopedia=[=[Monarchy is a form of government where power is vested in an individual. Often, but not always, power passes to the monarch's heir upon the current ruler's death. (There are some elected monarchies, but not many.) Monarchy is similar to despotism, but with one important difference: the monarch rules within the state's laws, while a despot is above all law. It is of course quite possible for a monarch to be a despot - but it is also possible for a monarch to be part of a political process which allows the people a good deal of freedom. Great Britain would be an example of the latter.]=];
Help=[=[Monarchy
+1 {{gold5}} [[Gold (Civ5)|Gold]] and -1 {{unhappiness5}} [[Unhappiness (Civ5)|Unhappiness]] for every 2 {{citizen5}} [[Citizens (Civ5)|Citizens]] in the {{capital5}} [[Capital (Civ5)|Capital]].]=];
PolicyBranchType="POLICY_BRANCH_TRADITION";
CultureCost=10;
GridX=4;
GridY=2;
CapitalUnhappinessMod=-50;
PortraitIndex=59;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_HONOR={
Description=[=[Honor]=];
Civilopedia=[=[In an "honorable" society, the citizens' status is based upon the society's judgment of their personal qualities. Qualities that are usually considered honorable include fealty, honesty, integrity, and courage. In many such societies men are expected to "defend their honor" to the death, as any loss of honor is considered far worse than loss of life.]=];
Help=[=[{TXT_KEY_POLICY_BRANCH_[[HONOR (Civ5)|HONOR]]_HELP}]=];
CultureFromBarbarianKills=100;
BarbarianCombatBonus=25;
AlwaysSeeBarbCamps=true;
PortraitIndex=18;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_WARRIOR_CODE={
Description=[=[Warrior Code]=];
Civilopedia=[=[The warrior code represents those military organizations in which the soldiers feel a stronger allegiance to the army and their fellow soldiers than to anything else. The soldier is willing - if not eager - to fight and die for the army. He'll follow orders without question, putting the good of the military ahead of his own personal welfare, or indeed the welfare of his nation as a whole. Such organizations can be very dangerous unless the nation's leaders keep an extremely tight grip on it. According to some historians, in pre-World War II Japan, the Imperial Army and Navy were almost entirely out of civilian control, and their militaristic actions dragged that country into the ultimately-disastrous confrontation with the United States.]=];
Help=[=[[[Warrior (Civ5)|Warrior]] Code
+15% {{production5}} [[Production (Civ5)|Production]] when training Melee [[units (Civ5)|units]] and a [[Great General (Civ5)|Great General]] appears outside the {{capital5}} [[Capital (Civ5)|Capital]].]=];
PolicyBranchType="POLICY_BRANCH_HONOR";
CultureCost=10;
GridX=2;
GridY=1;
IncludesOneShotFreeUnits=true;
PortraitIndex=19;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_DISCIPLINE={
Description=[=[Discipline]=];
Civilopedia=[=[In a military structure, discipline refers to a soldier's willingness to follow legitimate orders, to respect superior officers, and to put their life in jeopardy or even die when required. Disciplined soldiers are expected to uphold the dignity of their uniform when off-duty and to protect the weak and helpless. Lapses in discipline may lead to military punishment or even courts-martial and discharge.]=];
Help=[=[Discipline
+10% {{strength5}} [[combat strength (Civ5)|combat strength]] for military [[Units (Civ5)|Units]] which have another military Unit in an adjacent tile.]=];
PolicyBranchType="POLICY_BRANCH_HONOR";
CultureCost=10;
GridX=4;
GridY=1;
PortraitIndex=20;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MILITARY_TRADITION={
Description=[=[Military Tradition]=];
Civilopedia=[=[Military tradition is the policy of honoring and romanticizing service in the nation's military. Soldiers and veterans are venerated, while those who do not serve in the military are inferior, possibly even dishonorable. Modern Israel has a significant military tradition, as did Victorian England and the pre-Civil War southern United States.]=];
Help=[=[Military [[Tradition (Civ5)|Tradition]]
Military [[Units (Civ5)|Units]] gain 50% more [[Experience (Civ5)|Experience]] from [[combat (Civ5)|combat]].]=];
PolicyBranchType="POLICY_BRANCH_HONOR";
CultureCost=10;
GridX=2;
GridY=2;
ExpModifier=50;
PortraitIndex=21;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MILITARY_CASTE={
Description=[=[Military Caste]=];
Civilopedia=[=[In a society with a military caste, all members of the military are from a specific tribe, nationality, religion, or other socio-economic subgroup. Citizens who are not part of the caste are forbidden from joining the military and often from carrying any weapons at all, often because the military caste fears that the citizens might use the weapons against them. Much of feudal Japan was under a military caste system, as was ancient Sparta.]=];
Help=[=[Military Caste
Each [[City (Civ5)|City]] with a garrison increases empire {{happiness5}} [[Happiness (Civ5)|Happiness]] by 1 and {{culture5}} [[Culture (Civ5)|Culture]] by 2.]=];
PolicyBranchType="POLICY_BRANCH_HONOR";
CultureCost=10;
GridX=4;
GridY=2;
HappinessPerGarrisonedUnit=1;
CulturePerGarrisonedUnit=2;
PortraitIndex=22;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROFESSIONAL_ARMY={
Description=[=[Professional Army]=];
Civilopedia=[=[A professional army is a full-time military organization that remains in being even when the country is at peace. Its soldiers are paid for their services by the state and spend their time training or performing public works when not at war. The earliest armies were not professional. When war was imminent, the country's leaders would issue a call and all able-bodied men would shoulder their weapons and march off to battle. These amateur soldiers usually didn't have much training and were often expected to supply their own weapons and armor, so their quality was not very high. They tended to desert when they had to tend to their crops, so battles were scheduled for the summer. If victory wasn't achieved by harvest, the war would often be called off for a year.
 
Professional armies form when a society has grown wealthy enough to support a large number of men who do not work the fields or perform other productive work. The soldiers are usually housed in barracks and segregated from the civilian population to minimize friction, and the state provides their food, weapons, armor, and training. They are almost always more effective than the amateurs.
 
Modern warfare has grown monumentally complex, and soldiers kill each other with extremely complicated weapons which require substantial training for effective use. Amateur soldiers are simply not up to the task, and most states field some kind of professional force.]=];
Help=[=[Professional Army
{{gold5}} [[Gold (Civ5)|Gold]] cost of upgrading Military [[Units (Civ5)|Units]] reduced by 33% and +1 {{happiness5}} [[Happiness (Civ5)|Happiness]] from every defensive [[building (Civ5)|building]] ([[Walls (Civ5)|Walls]], [[Castle (Civ5)|Castle]], [[Arsenal (Civ5)|Arsenal]], [[Military Base (Civ5)|Military Base]]).]=];
PolicyBranchType="POLICY_BRANCH_HONOR";
CultureCost=10;
GridX=4;
GridY=3;
UnitUpgradeCostMod=-33;
PortraitIndex=23;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PIETY={
Description=[=[Piety]=];
Civilopedia=[=[Piety means the devotion to a specific religion or spiritual belief system. A "pious" person is generally considered to be (literally) "holier than thou," closely following his or her religion's practices and accepting most or all of its tenets without question.]=];
Help=[=[{TXT_KEY_POLICY_BRANCH_[[PIETY (Civ5)|PIETY]]_HELP}]=];
PortraitIndex=42;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_ORGANIZED_RELIGION={
Description=[=[Organized Religion]=];
Civilopedia=[=[Organized religion is one in which a number of people follow the same religious practices and have the same beliefs. The religion may have priests who intercede with higher powers on behalf of the believers or who set/interpret the religion's rules. There may be a complicated hierarchy of priests and other religious leaders. The religion may have temples or other sanctums in which the people pray and worship. Generally the believers contribute money to support the religion, its priests and buildings.
Generally, organized religion is a force of stability within a culture. People who share a religion have something important in common, and although strangers are less likely to murder each other. It can also be quite divisive as well - historically many organized religions have seen other religions as threats or abominations, and more than one war has been fought over whose god is God.]=];
Help=[=[Organized [[Religion (Civ5)|Religion]]
+1 {{happiness5}} [[Happiness (Civ5)|Happiness]] from every [[Monument (Civ5)|Monument]], [[Temple (Civ5)|Temple]] and [[Monastery (Civ5)|Monastery]].]=];
PolicyBranchType="POLICY_BRANCH_PIETY";
CultureCost=10;
GridX=2;
GridY=1;
PortraitIndex=43;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MANDATE_OF_HEAVEN={
Description=[=[Mandate of Heaven]=];
Civilopedia=[=[The mandate of heaven policy says that the current rulers of a country are in power because "Heaven" (or the gods) put them there and support them. Dissent against the rulers is not only treasonous, it's also sinful. Such systems greatly promote support for the rulers, but they are not without risk. If the country suffers a natural disaster - famine, flood, earthquake, hurricane, rain of frogs, or whatever - that may be seen as a sign that Heaven is displeased with the leaders and has removed its "mandate" from them. This gives the citizens the right to overthrow the sinful rulers and replace them with ones more to Heaven's liking.]=];
Help=[=[Mandate of Heaven
50% of excess {{happiness5}} [[Happiness (Civ5)|Happiness]] added each turn to the amount of {{culture5}} [[Culture (Civ5)|Culture]] that may be spent on Social Policies.]=];
PolicyBranchType="POLICY_BRANCH_PIETY";
CultureCost=10;
GridX=5;
GridY=1;
HappinessToCulture=50;
PortraitIndex=44;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_THEOCRACY={
Description=[=[Theocracy]=];
Civilopedia=[=[In a theocratic state, the religious leaders hold ultimate power in the country. Actually, the religion's god is in power, and he or she rules through divine guidance of the religious leaders. Theocracies are often militaristic, as the religious leaders see the country's army as a tool to spread the religion to other heathen states. Modern theocracies seem to often fear and hate progress, seeing modern luxuries and advancements as threats to the nation's piety (and perhaps to their power).]=];
Help=[=[Theocracy
[[Temples (Civ5)|Temples]] increase a [[city (Civ5)|city]]'s {{gold5}} [[Gold (Civ5)|Gold]] output by 10%.]=];
PolicyBranchType="POLICY_BRANCH_PIETY";
CultureCost=10;
GridX=1;
GridY=2;
PortraitIndex=45;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_REFORMATION={
Description=[=[Reformation]=];
Civilopedia=[=[Reformation refers to a great movement to reform a religious organization or belief system that is seen to have become corrupt or to have strayed from its guiding principles. The "Protestant Reformation" was a movement to reform the Roman Catholic Church. Begun in 1517 when Martin Luther published "The Ninety-Five Theses" listing the Church's transgressions as he saw them; the movement sparked some 130 years of horrible, bloody religious warfare across Europe and in the New World. As a result Christianity was permanently fractured into various different organizations and civil authority gained ultimate primacy over religious life.]=];
Help=[=[Reformation
{{culture5}} [[Culture (Civ5)|Culture]] increased by 33% in all [[cities (Civ5)|cities]] which have built a [[World Wonder (Civ5)|World Wonder]] and the empire immediately enters a {{goldenAge5}} [[Golden Age (Civ5)|Golden Age]].]=];
PolicyBranchType="POLICY_BRANCH_PIETY";
CultureCost=10;
GridX=3;
GridY=2;
CultureWonderMultiplier=33;
GoldenAgeTurns=10;
OneShot=true;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_FREE_RELIGION={
Description=[=[Free Religion]=];
Civilopedia=[=[Free religion is the policy of a state which does not mandate which religions its members must adhere to. All religions are welcome, and let the spiritual marketplace decide among them. Though perhaps implemented for more noble reasons, free religion often has the effect of limiting the power of any individual religion. In states with one religion, the people in charge of that religion may wield a great deal of power (witness modern Iran). States with free religion generally attempt to treat them all equally, ensuring that none can become ultimately dominant.]=];
Help=[=[Free [[Religion (Civ5)|Religion]]
+1 {{culture5}} [[Culture (Civ5)|Culture]] for each [[Monument (Civ5)|Monument]], [[Temple (Civ5)|Temple]] and [[Monastery (Civ5)|Monastery]].  Also gives 1 free Policy.]=];
PolicyBranchType="POLICY_BRANCH_PIETY";
CultureCost=10;
GridX=4;
GridY=3;
NumFreePolicies=1;
OneShot=true;
PortraitIndex=47;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PATRONAGE={
Description=[=[Patronage]=];
Civilopedia=[=[Patronage is the policy where the wealthy and powerful - often the nobility - support the talented artisans in a society. In many ancient societies, a society's wealth was concentrated in a few individuals: the Royal Family, say, or the merchant princes. Painters, sculptors, musicians, and other gifted artists worked for the elite, as they were the only ones who could afford to pay them. While perhaps unfair to commoners, this system has produced brilliant works by the likes of Leonardo da Vinci, Ben Johnson, and Mozart. The system is enjoying something of a revival today, with the role of patron being taken by mega-corporations rather than individuals.]=];
Help=[=[{TXT_KEY_POLICY_BRANCH_[[PATRONAGE (Civ5)|PATRONAGE]]_HELP}]=];
MinorFriendshipDecayMod=-25;
PortraitIndex=36;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PHILANTHROPY={
Description=[=[Philanthropy]=];
Civilopedia=[=[Philanthropy is the policy where a nation's wealthiest citizens give some portion of their wealth back to the people, often in the form of libraries, museums, hospitals or scholarships. Unlike patronage, where the citizen is paying for the creation of art for himself and others of his class, philanthropy tends to benefit the poorer members of society. Scottish-American Andrew Carnegie was one of the great philanthropists in history. For much of his life Carnegie was an utterly ruthless businessman, creating the US Steel company and making the second largest fortune in history, largely on the backs of the men who slaved in his mines and foundries. Upon selling his business in 1901, Carnegie devoted the last 19 years of his life to building libraries in poor cities, providing funding to some 3,000 in the US, Canada, the United Kingdom, Ireland, Australia, New Zealand, and other countries around the world.]=];
Help=[=[Philanthropy
{{gold5}} [[Gold (Civ5)|Gold]] gifts to [[City-States (Civ5)|City-States]] produce 25% more {{influence5}} [[Influence (Civ5)|Influence]].]=];
PolicyBranchType="POLICY_BRANCH_PATRONAGE";
CultureCost=10;
GridX=2;
GridY=1;
MinorGoldFriendshipMod=25;
PortraitIndex=37;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_AESTHETICS={
Description=[=[Aesthetics]=];
Civilopedia=[=[Aesthetics is the policy which is concerned with the creation and appreciation of beauty. The search for beauty (and its sister, truth) is the highest of all human endeavors, the heart and soul of life itself. Many cultures throughout history have created and appreciated beautiful things. The statues and architecture of ancient Greece, the plays and poetry of England, the French Impressionists: all of these and more have brought joy and astonishment to countless millions of viewers.]=];
Help=[=[Aesthetics
Minimum {{influence5}} [[Influence (Civ5)|Influence]] level with all [[City-States (Civ5)|City-States]] is 20.]=];
PolicyBranchType="POLICY_BRANCH_PATRONAGE";
CultureCost=10;
GridX=4;
GridY=1;
MinorFriendshipMinimum=20;
PortraitIndex=38;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_SCHOLASTICISM={
Description=[=[Scholasticism]=];
Civilopedia=[=[Scholasticism is a style of teaching employed in medieval European universities from around 1000-1500 AD. The method emphasized critical reasoning and debate. The teacher would choose a book for study, and then he and the students would debate the meaning of the book, examine other books on the same topic, examine any criticism of the work, and so forth, by so doing gaining a fuller understanding of the topic than might be gained by rote memorization. The movement was largely fueled by the rediscovery of the works of Greek philosophers and subsequent attempts to integrate them with Christianity.]=];
Help=[=[Scholasticism
All [[City-States (Civ5)|City-States]] which are Allies provide a {{Science5}} [[Science (Civ5)|Science]] bonus equal to 25% of what they produce for themselves.]=];
PolicyBranchType="POLICY_BRANCH_PATRONAGE";
CultureCost=10;
GridX=2;
GridY=2;
MinorScienceAllies=true;
PortraitIndex=39;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_CULTURAL_DIPLOMACY={
Description=[=[Cultural Diplomacy]=];
Civilopedia=[=[Cultural Diplomacy is the policy of lending out a civilization's most beautiful and treasured items to other civilizations in order to promote peace and understanding between all people. One of the most enduring forms of cultural diplomacy is the World's Fair, also known as the Universal Exposition, which is held in a different city every two to five years. The World's Fair features samples of many nations' arts, crafts, agriculture, and industry. The first World's Fair was held in 1851 in the Crystal Palace in Hyde Park, London. It was the brainchild of Prince Albert, husband to Queen Victoria. There were some 13,000 exhibits in total, seen by some six million people. The next World's Fair is scheduled to run in Shanghai, China in 2010. Some 70 million visitors are expected.]=];
Help=[=[[[Cultural (Civ5)|Cultural]] Diplomacy
Quantity of [[Resources (Civ5)|Resources]] gifted by [[City-States (Civ5)|City-States]] increased by 100%. {{happiness5}} [[Happiness (Civ5)|Happiness]] from gifted Luxuries increased by 50%.]=];
PolicyBranchType="POLICY_BRANCH_PATRONAGE";
CultureCost=10;
GridX=2;
GridY=3;
MinorResourceBonus=true;
PortraitIndex=40;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_EDUCATED_ELITE={
Description=[=[Educated Elite]=];
Civilopedia=[=[This policy states that the elite members of the society - the members of the ruling class, tribe, religion or race - must receive the best education that the society has to offer. Others in the society are not necessarily barred from receiving an excellent education, but the children of the leaders must do so. For much of the 19th and early 20th centuries in Great Britain the children of the best and the brightest went to a few highly-selective schools (Cambridge, Oxford, Eton, and so forth), graduation from which almost guaranteed the student a place in the government, or the military, or one of the elite London businesses. To a lesser degree schools like Harvard and Yale have served the same purpose in the United States.]=];
Help=[=[Educated Elite
Allied [[City-States (Civ5)|City-States]] will occasionally gift you {{greatPeople5}} Great People.]=];
PolicyBranchType="POLICY_BRANCH_PATRONAGE";
CultureCost=10;
GridX=4;
GridY=3;
MinorGreatPeopleAllies=true;
PortraitIndex=41;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_COMMERCE={
Description=[=[Commerce]=];
Civilopedia=[=[Commerce deals with the exchange of goods and services, either through barter (in exchange for other goods and services) or by the exchange of some form of currency. Commerce is as old as human language and perhaps even older. In some cultures merchants occupy a lower class than those who rule or who get to carry the weapons. In other cultures, merchants are seen as the elite, and the acquisition of wealth is seen as the greatest good. For most of its recent history the United States has been the second kind of country.]=];
Help=[=[{TXT_KEY_POLICY_BRANCH_[[COMMERCE (Civ5)|COMMERCE]]_HELP}]=];
PortraitIndex=6;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_TRADE_UNIONS={
Description=[=[Trade Unions]=];
Civilopedia=[=[Trade unions are organizations of workers who have banded together to gain better working conditions, increased salaries, healthcare, and so forth for their members. The trade union negotiates contracts with the employer, hopefully achieving more success than any individual employee could on his or her own. If the negotiations are unsuccessful then the trade union might organize a work stoppage (or "strike"), limiting or curtailing the employer's income. Many companies have bitterly resisted the "unionization" of their workforce, and more than a little blood has been shed over the matter. In the US, unions were opposed by company goons, local law enforcement, and, in some cases, soldiers. By the mid-20th century some 35% of all American workers belonged to a union. Since that period union membership has dropped and now only about 12% are unionized.]=];
Help=[=[Trade Unions
{{gold5}} [[Maintenance (Civ5)|Maintenance]] paid on [[Roads (Civ5)|Roads]] and [[Railroads (Civ5)|Railroads]] reduced by 33%. [[Harbors (Civ5)|Harbors]] and [[Seaports (Civ5)|Seaports]] gain +1 {{gold5}} [[Gold (Civ5)|Gold]].]=];
PolicyBranchType="POLICY_BRANCH_COMMERCE";
CultureCost=10;
GridX=4;
GridY=1;
RouteGoldMaintenanceMod=-33;
PortraitIndex=7;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_NAVAL_TRADITION={
Description=[=[Naval Tradition]=];
Civilopedia=[=[Nations with strong naval traditions value their country's navy above all other branches of the military. (For obvious reasons: they're often island nations.) Service in the navy is expected of the ruling class, and naval officers are seen as superior to officers of the army or air force. Great Britain has the longest and strongest naval tradition in Europe. The British ships were known to be superior to other nations' vessels, and the British officers and crew were the best on the water. This gave the British Navy a serious edge in morale in naval warfare.]=];
Help=[=[Naval [[Tradition (Civ5)|Tradition]]
+1 {{moves5}} [[Movement (Civ5)|Movement]] for [[Naval units (Civ5)|Naval units]] and +1 [[Sight (Civ5)|Sight]] for Naval [[combat (Civ5)|combat]] [[units (Civ5)|units]].]=];
PolicyBranchType="POLICY_BRANCH_COMMERCE";
CultureCost=10;
GridX=2;
GridY=1;
EmbarkedExtraMoves=1;
PortraitIndex=10;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MERCANTILISM={
Description=[=[Mercantilism]=];
Civilopedia=[=[Mercantilism is a form of economic nationalism that encourages a nation to engage in policies of "protectionism" to promote its own exports and to limit imports from other nations. As a nation's "balance of trade" increases, the nation gains in wealth and prosperity, and if it dips below zero (the nation imports more stuff than it exports), the nation and its people grow poorer and more vulnerable to external threats. The theory was popular in Western Europe from the 16th to the 18th centuries. Today most western nations seek to open their borders to trade, albeit often with some level of taxation or quotas to protect their most important national industries.]=];
Help=[=[Mercantilism
Purchasing items in [[Cities (Civ5)|Cities]] requires 25% less {{gold5}} [[Gold (Civ5)|Gold]].]=];
PolicyBranchType="POLICY_BRANCH_COMMERCE";
CultureCost=10;
GridX=4;
GridY=2;
PortraitIndex=9;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MERCHANT_NAVY={
Description=[=[Merchant Navy]=];
Civilopedia=[=[A merchant navy is a group of merchant ships which, in times of war, can be pressed into service and carry a nation's military goods and supplies, often with protection from the nation's navy. For many years the British maintained the largest and best fleet of merchant marine vessels in world history. Implemented in 1835, the British Merchant Navy suffered huge losses in World Wars I and II. Nearly 15,000 merchant seamen lost their lives in World War I, and a staggering 30,000 died in the Second World War.]=];
Help=[=[[[Merchant (Civ5)|Merchant]] Navy
+3 {{production5}} [[Production (Civ5)|Production]] in all [[coastal (Civ5)|coastal]] [[Cities (Civ5)|Cities]].]=];
PolicyBranchType="POLICY_BRANCH_COMMERCE";
CultureCost=10;
GridX=2;
GridY=2;
PortraitIndex=8;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROTECTIONISM={
Description=[=[Protectionism]=];
Civilopedia=[=[Protectionism is the policy of restraining trade between nations through quotas, taxes and other methods. It is employed by countries who seek to slow or stop foreign goods and services from entering national markets and thereby "protecting" the local industries. Protectionism is also used by rulers who wish to limit their citizens' contact with foreign people and goods, either because they think that foreign things are evil, or because they don't want their citizens to know how badly off they are compared with people elsewhere in the world. North Korea is an example of a grotesquely protectionist state, its leaders limiting contact with the outside world to keep the North Koreans unaware of their own backwardness.]=];
Help=[=[Protectionism
+1 {{happiness5}} [[Happiness (Civ5)|Happiness]] from each [[Luxury resource (Civ5)|Luxury resource]].]=];
PolicyBranchType="POLICY_BRANCH_COMMERCE";
CultureCost=10;
GridX=4;
GridY=3;
ExtraHappinessPerLuxury=1;
PortraitIndex=11;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_RATIONALISM={
Description=[=[Rationalism]=];
Civilopedia=[=[Rationalism is a worldview that looks to reason (rather than, say, faith) to explain the world. Rationalism believes that reason trumps all other ways of interpreting the world, including any data gathered by one's five senses. This philosophy can be traced back to the great Socrates of ancient Greece, and it enjoyed something of a resurgence during the 16th and 17th century in Europe, when it was explored by men like Descartes, Spinoza, and Kant.]=];
Help=[=[{TXT_KEY_POLICY_BRANCH_[[RATIONALISM (Civ5)|RATIONALISM]]_HELP}]=];
MedianTechPercentChange=25;
PortraitIndex=48;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_SECULARISM={
Description=[=[Secularism]=];
Civilopedia=[=[Secularism is the belief that government should be separate from religion and religious faiths. Religions should not be taught in schools, nor should one's religion determine whether he or she can work in the government or serve in the military. Secularists don't necessarily disbelieve in a Supreme Being; they just think that mixing religion and government is ultimately bad for both institutions. The United States is largely a secular country, although traces of its early inhabitants' dominant religion can still be found on the country's money, its leaders' oaths of office, in its judicial system, and so forth, often to the dismay of the citizens who do not belong to that religion.]=];
Help=[=[Secularism
+2 {{Science5}} [[Science (Civ5)|Science]] from every [[Specialist (Civ5)|Specialist]].]=];
PolicyBranchType="POLICY_BRANCH_RATIONALISM";
CultureCost=10;
GridX=2;
GridY=1;
PortraitIndex=49;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_HUMANISM={
Description=[=[Humanism]=];
Civilopedia=[=[Humanism is the philosophy that says that the human being is the most important thing in the world. There are no "higher beings" or supernatural powers that humans owe allegiance to or who give us guidance or wisdom. There's just us. Humanism has been around in one form or another since ancient Greece, and it also appears in Asian and Indian writings some two to three thousand years ago. It made a strong reappearance in the Renaissance, and remains a powerful philosophical force today.]=];
Help=[=[Humanism
+1 {{happiness5}} [[Happiness (Civ5)|Happiness]] from every [[University (Civ5)|University]], [[Observatory (Civ5)|Observatory]] and [[Public School (Civ5)|Public School]].]=];
PolicyBranchType="POLICY_BRANCH_RATIONALISM";
CultureCost=10;
GridX=4;
GridY=1;
PortraitIndex=52;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_FREE_THOUGHT={
Description=[=[Free Thought]=];
Civilopedia=[=[Free thought is the belief that knowledge should be gained through the application of science and reason, rather than from tradition or religious dogma. Theories should be tested scientifically and logically. If something can't be proven, it's foolish to believe in it. Blind faith is the arch enemy of free thinkers everywhere. Free thinking is an important part of Buddhist tradition. In the "Kalama Sutta," the Buddha states, "Do not accept anything by mere tradition... Do not accept anything because it accords with your scriptures... But when you know for yourselves - then do you live accordingly."]=];
Help=[=[Free Thought
+1 {{Science5}} [[Science (Civ5)|Science]] from every [[Trading Post (Civ5)|Trading Post]] and +17% {{Science5}} Science from [[Universities (Civ5)|Universities]].]=];
PolicyBranchType="POLICY_BRANCH_RATIONALISM";
CultureCost=10;
GridX=2;
GridY=2;
PortraitIndex=51;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_SOVEREIGNTY={
Description=[=[Sovereignty]=];
Civilopedia=[=[Sovereignty, short for "popular sovereignty," is the belief that the state belongs to the people, and that the rulers are "servants" to the people. Power derives from the people, and those who rule do so with the people's consent. Popular sovereignty can be most easily contrasted with a theocracy, in which the ruler derives his power from God, not from the people. Nations with popular sovereignty usually have some form of periodic elections in which the people can express their will, hopefully voting for the best candidate, rather than say the tallest or the best liar.]=];
Help=[=[Sovereignty
+15% {{Science5}} [[Science (Civ5)|Science]] while the empire is {{happiness5}} Happy.]=];
PolicyBranchType="POLICY_BRANCH_RATIONALISM";
CultureCost=10;
GridX=4;
GridY=2;
HappinessToScience=15;
PortraitIndex=50;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_SCIENTIFIC_REVOLUTION={
Description=[=[Scientific Revolution]=];
Civilopedia=[=[A scientific revolution is a period when rapid advances in human knowledge or technology overturns the current worldview, as a result triggering yet more advancements in thought and knowledge. Much of Europe underwent a scientific revolution in the 16th century, following the publication of Nicolaus Copernicus' work, "On the Revolutions of the Heavenly Spheres" and Andreas Vesalius' "On the Fabric of the Human Body In Seven Books." Both used modern (for the period) scientific practices to examine parts of the world around them and overturned incorrect scientific theories, some dating back to the ancient Greeks. Following the success of these books, the floodgates were opened, and scientists began carefully examining everything around them, and human knowledge increased exponentially over the succeeding centuries.]=];
Help=[=[Scientific Revolution
2 free [[Technologies (Civ5)|Technologies]].]=];
PolicyBranchType="POLICY_BRANCH_RATIONALISM";
CultureCost=10;
GridX=2;
GridY=3;
NumFreeTechs=2;
OneShot=true;
PortraitIndex=53;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_FREEDOM={
Description=[=[Freedom]=];
Civilopedia=[=[As a policy, freedom generally means that no class of society is subservient to another, and that all are equally subject to the laws. I can't own you, and you can't take my wife from me simply because you're the king's son-in-law. Free societies are generally more successful than non-free states, as the free people often feel that they have more of a stake in their country's success or failure.]=];
Help=[=[{TXT_KEY_POLICY_BRANCH_[[FREEDOM (Civ5)|FREEDOM]]_HELP}]=];
GreatPeopleRateModifier=25;
PortraitIndex=12;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_CONSTITUTION={
Description=[=[Constitution]=];
Civilopedia=[=[A constitution is a set of rules which outlines how the government will operate. It lists the powers and obligations of the rulers and it describes how elections are to be held (if the state has elections). Many countries have written constitutions but others do not. The United Kingdom famously has an "unwritten" constitution which is derived from the statutes, court judgments and royal prerogatives which determine how the country is governed.]=];
Help=[=[Constitution
+2 {{culture5}} [[Culture (Civ5)|Culture]] from each [[World Wonder (Civ5)|World Wonder]].]=];
PolicyBranchType="POLICY_BRANCH_FREEDOM";
CultureCost=10;
GridX=1;
GridY=1;
CulturePerWonder=2;
PortraitIndex=13;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_UNIVERSAL_SUFFRAGE={
Description=[=[Universal Suffrage]=];
Civilopedia=[=[Universal suffrage means that everybody in the country can vote - rather than, say, only men or white people, nobility, or property owners. Often universal suffrage isn't totally "universal": children, convicted criminals and non-citizens are still usually barred from voting.]=];
Help=[=[Universal Suffrage
{{strength5}} [[Combat Strength (Civ5)|Combat Strength]] of [[Cities (Civ5)|Cities]] increased by 33%.]=];
PolicyBranchType="POLICY_BRANCH_FREEDOM";
CultureCost=10;
GridX=3;
GridY=1;
CityStrengthMod=33;
PortraitIndex=14;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_CIVIL_SOCIETY={
Description=[=[Civil Society]=];
Civilopedia=[=[In a civil society, the people freely and of their own volition work to better the world around them. They join civic organizations. They pick up the trash in front of their homes and places of business. They adopt stray pets. They attend school board meetings and vote in elections. Countries with active civil societies are generally cleaner, more efficient, and happier than those without.]=];
Help=[=[Civil Society
[[Specialists (Civ5)|Specialists]] consume only half the normal amount of {{food5}} [[Food (Civ5)|Food]].]=];
PolicyBranchType="POLICY_BRANCH_FREEDOM";
CultureCost=10;
GridX=5;
GridY=1;
HalfSpecialistFood=true;
PortraitIndex=15;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_FREE_SPEECH={
Description=[=[Free Speech]=];
Civilopedia=[=[Free speech is the policy in which people are able to say whatever they want without fear of governmental reprisal. Political candidates must be free to state their positions, news media must be free to point out the government's shortcomings, and comedians must be free to make fun of the ruler's accent. In even the freest societies there is usually some kind of limitation on free speech - in the United States one cannot yell "fire!" in a crowded movie theatre, for example, nor can you advocate the violent overthrow of the US government or threaten to shoot a political figure. (It's also dangerous to tell anyone outside of New York City that you're a New York Yankees baseball fan, but it's not actually illegal.)]=];
Help=[=[Free Speech
8 [[units (Civ5)|units]] are [[maintenance (Civ5)|maintenance]] free.]=];
PolicyBranchType="POLICY_BRANCH_FREEDOM";
CultureCost=10;
GridX=1;
GridY=2;
BaseFreeUnits=8;
PortraitIndex=16;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_DEMOCRACY={
Description=[=[Democracy]=];
Civilopedia=[=[In a democracy the government is controlled by the people, either directly or through elected representatives. Some city-states in ancient Greece were democracies for at least part of their existence, as Rome was before the Caesars came to power. Following the fall of the Roman Republic democracy went out of favor for several thousand years, although it did enjoy a small revival in certain Northern European states in the Middle Ages. Democracy blossomed in the eighteenth century, following the American and French Revolutions, and today it is the dominant political system in the world.]=];
Help=[=[Democracy
[[Specialist (Civ5)|Specialist]] Population in [[Cities (Civ5)|Cities]] produce half the normal amount of {{unhappiness5}} [[Unhappiness (Civ5)|Unhappiness]].]=];
PolicyBranchType="POLICY_BRANCH_FREEDOM";
CultureCost=10;
GridX=5;
GridY=2;
HalfSpecialistUnhappiness=true;
PortraitIndex=17;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_ORDER={
Description=[=[Order]=];
Civilopedia=[=[The policy of order values stability above all else. Order is what people most crave - that tomorrow will be the same as today - and that society won't come crashing down on their heads, leaving them prey to the barbarians waiting in the wilderness. Chaos is the most terrible affliction that mankind can suffer, and all so-called "freedoms" are subservient to the necessity to protect against it.]=];
Help=[=[{TXT_KEY_POLICY_BRANCH_[[ORDER (Civ5)|ORDER]]_HELP}]=];
ExtraHappinessPerCity=1;
PortraitIndex=30;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_UNITED_FRONT={
Description=[=[United Front]=];
Civilopedia=[=[A united front is a system in which revolutionaries jettison state boundaries and pursue their objectives with other like-minded individuals in countries everywhere. The system was developed by communists seeking to spread the Bolshevik Revolution to countries across Europe and around the world. The battle cry was, "Workers of the world unite!," and the proponents hoped that the under-classes of the world's nations would realize that they had more in common with each other than they did with their own countries' rulers. The workers would rise up, overthrow their capitalist oppressors, and usher in a world-wide worker's paradise. This didn't actually happen and the movement was ultimately unsuccessful. However, the united front concept is seeing something of a resurgence in the ongoing cultural struggle between the Muslim and non-Muslim worlds.]=];
Help=[=[[[United (Civ5)|United]] Front
Militaristic [[city states (Civ5)|city states]] grant units twice as often when you are at war with a common foe.]=];
PolicyBranchType="POLICY_BRANCH_ORDER";
CultureCost=10;
GridX=1;
GridY=1;
CityStateUnitFrequencyModifier=100;
PortraitIndex=31;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_SOCIALISM={
Description=[=[Socialism]=];
Civilopedia=[=[Socialism is an economic and political system in which the state has some control over the "free market." In a socialist state there might be private factories, but the central government sets the workers' wages and oversees their working conditions. Socialism might be seen as a halfway-point between free market capitalism and communism. Most successful modern states are socialist to some degree or another. The government of the United States of America routinely interferes in the workings of the country's privately-owned businesses, extracting taxes to pay for social security, setting pollution standards, mandating safety features, and so forth. The political argument in the United States isn't really over whether socialism is good or bad - it's over how much socialism is too much.]=];
Help=[=[Socialism
{{gold5}} [[Gold (Civ5)|Gold]] [[maintenance (Civ5)|maintenance]] costs of [[Buildings (Civ5)|Buildings]] reduced by 15%.]=];
PolicyBranchType="POLICY_BRANCH_ORDER";
CultureCost=10;
GridX=3;
GridY=2;
BuildingGoldMaintenanceMod=-15;
PortraitIndex=32;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_NATIONALISM={
Description=[=[Nationalism]=];
Civilopedia=[=[Nationalism is the policy that emphasizes the importance and uniqueness of the state. The state is the mother and father of the people, and the people love the state. Everybody has the national flag flying from their home, and everybody attends the founding day parade of military personnel and cool hardware. Nationalist states are often quite powerful, as the people work tirelessly for the state's advancement. However, internal criticism of the state may be stifled, which can limit the state's ability to correct itself if it goes off course.]=];
Help=[=[Nationalism
15% attack bonus when fighting in friendly [[territory (Civ5)|territory]].]=];
PolicyBranchType="POLICY_BRANCH_ORDER";
CultureCost=10;
GridX=5;
GridY=1;
PortraitIndex=33;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PLANNED_ECONOMY={
Description=[=[Planned Economy]=];
Civilopedia=[=[In a planned economy, the central government decides what the country needs to produce, who will produce it, and how much it will cost. Theoretically, planned economies should be incredibly effective, ensuring that the people of the state have exactly what they need and that no one lacks for anything. In practice, however, they are often laughably inefficient. The central government remains woefully ignorant of local circumstances - say, ordering local farmers to plant crops that are unsuitable to the amount of rainfall that county receives. Or it forgets some crucial fact - the country's factories produce 500,000 trucks, but only 20,000 people actually know how to drive and there are only three gas stations outside of the capital.]=];
Help=[=[Planned Economy
Factories increase a [[city (Civ5)|city]]'s {{Science5}} [[Science (Civ5)|Science]] output by 25%.]=];
PolicyBranchType="POLICY_BRANCH_ORDER";
CultureCost=10;
GridX=3;
GridY=1;
PortraitIndex=34;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_COMMUNISM={
Description=[=[Communism]=];
Civilopedia=[=[Communism is a system in which private property is abolished and everything is commonly owned. The workers in the factories work for their own common good, not to line the pockets of some rich factory owner. No one is superior to another, and no one is oppressed by another. Communist states rarely reach this utopian vision, and invariably some in the society are more powerful and better off than others - possibly much more so. Further, communist states are fairly inefficient, as the profit motive is mostly removed, which tends to stifle creative innovation. On the other hand communist states generally have adequate social support networks, ensuring that at worst none of the citizens starve to death or die lacking basic healthcare.]=];
Help=[=[Communism
+2 {{production5}} [[Production (Civ5)|Production]] per [[City (Civ5)|City]] and +10% {{production5}} Production when constructing [[Buildings (Civ5)|Buildings]].]=];
PolicyBranchType="POLICY_BRANCH_ORDER";
CultureCost=10;
GridX=3;
GridY=3;
BuildingProductionModifier=10;
PortraitIndex=35;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_AUTOCRACY={
Description=[=[Autocracy]=];
Civilopedia=[=[In an autocracy, one person holds ultimate power. This person is not answerable to anyone - parliament, the nobility, or the people at large. An autocrat may be a dictator who seized power at the head of the military, or he may be a monarch who was born into the position. Or, indeed, the people may have voted him into power. But however he got there, the autocrat is now in charge and cannot be countermanded.]=];
Help=[=[{TXT_KEY_POLICY_BRANCH_[[AUTOCRACY (Civ5)|AUTOCRACY]]_HELP}]=];
UnitGoldMaintenanceMod=-33;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_POPULISM={
Description=[=[Populism]=];
Civilopedia=[=[Populism is a policy in which politicians attempt to gain power by playing on the resentment that the common people have for the country's elites, be they the wealthy or the hereditary nobility, or the ruling tribe. The tactic has a somewhat unsavory reputation, and it is often labeled as "incitement to class warfare," but this is not always the case. Certainly some appeals to populism may be excessive - "The rich should be killed and eaten and you should get all of their stuff!" But they may also be justified - "All children, rich or poor, should have equal access to good schools!" As with most political rhetoric, it all depends upon the honesty and honor of the person doing the speaking.]=];
Help=[=[Populism
Wounded Military [[Units (Civ5)|Units]] inflict 25% more damage than normal.]=];
PolicyBranchType="POLICY_BRANCH_AUTOCRACY";
CultureCost=10;
GridX=2;
GridY=1;
WoundedUnitDamageMod=-25;
PortraitIndex=1;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MILITARISM={
Description=[=[Militarism]=];
Civilopedia=[=[Militarism is the policy that the state requires a strong military, and that the needs of the military are paramount, trumping all other considerations. The state's army, navy and air force are glorified, and its military officers hold a great deal of political power -perhaps all of it. Military states may be expansionist, but that is not a requirement. The city-state of Sparta was perhaps the most militaristic state the world has ever seen, but the primary purpose of the military was to ensure that the state's slaves did not revolt. Military adventures outside of Sparta were undertaken reluctantly at best, for fear that the Helot slaves would take advantage of the army's absence and attempt to overthrow their masters.]=];
Help=[=[Militarism
{{gold5}} [[Gold (Civ5)|Gold]] cost of purchasing [[units (Civ5)|units]] reduced by 33%.]=];
PolicyBranchType="POLICY_BRANCH_AUTOCRACY";
CultureCost=10;
GridX=4;
GridY=1;
UnitPurchaseCostModifier=-33;
PortraitIndex=2;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_FASCISM={
Description=[=[Fascism]=];
Civilopedia=[=[Fascism is a political and social movement that believes that the state must be all-powerful. The needs of the state are paramount, and the state requires strong leadership and absolute obedience on the part of the people. The state is a collective organism: concepts like individualism or freedom are aberrations and ultimately weaken the state. Fascist states are often quite imperialist, seeking to expand their territory and influence over weaker neighboring states. They see war as a creative force, regenerating the national spirit and winnowing out the weak and unfit. This form of government was quite popular in certain states in Central Europe during the last century but other states didn't much like it, and it was ultimately abandoned after some unpleasantness.]=];
Help=[=[Fascism
Quantity of [[Strategic Resources (Civ5)|Strategic Resources]] produced by the empire increased by 100%.]=];
PolicyBranchType="POLICY_BRANCH_AUTOCRACY";
CultureCost=10;
GridX=2;
GridY=2;
StrategicResourceMod=200;
PortraitIndex=3;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_POLICE_STATE={
Description=[=[Police State]=];
Civilopedia=[=[A police state is one in which the government exercises great control over the population, usually through its internal security organization. Such states are often totalitarian if not fascistic, and individuals are oppressed in a variety of unpleasant ways. They often have no freedom of expression or movement, and they may be subject to arrest and imprisonment at a moment's notice, with no legal remedy. Police states often forcibly recruit citizens to spy on each other, further increasing the isolation and misery of the members of the society.]=];
Help=[=[Police State
+3 {{happiness5}} [[Happiness (Civ5)|Happiness]] from every [[Courthouse (Civ5)|Courthouse]]. Build Courthouses in half the usual time.]=];
PolicyBranchType="POLICY_BRANCH_AUTOCRACY";
CultureCost=10;
GridX=4;
GridY=2;
PortraitIndex=4;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_TOTAL_WAR={
Description=[=[Total War]=];
Civilopedia=[=[Total war is a military strategy in which a state uses every resource at its command to wage war. The entire population is mobilized for the struggle, and all non-essential activities are suspended for the duration of the conflict. If the enemy state is also engaged in the same practice than all aspects of that state are legitimate military targets, and virtually anything which weakens the enemy's ability to continue the conflict is acceptable. Cities may be bombed, unarmed vessels sunk, wells poisoned and crops burned. Total war is generally the most terrible of all forms of warfare, as it usually results in a great deal of damage to one or both of the combatants' civilian populations.]=];
Help=[=[Total War
+15% {{production5}} [[Production (Civ5)|Production]] when [[building (Civ5)|building]] Military [[Units (Civ5)|Units]] and new Military Units start with +15 [[Experience (Civ5)|Experience]].]=];
PolicyBranchType="POLICY_BRANCH_AUTOCRACY";
CultureCost=10;
GridX=3;
GridY=3;
FreeExperience=15;
MilitaryProductionModifier=15;
PortraitIndex=5;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_TRADITION_FINISHER={
Description=[=[Unused]=];
CityGrowthMod=15;};
 
POLICY_LIBERTY_FINISHER={
Description=[=[Unused]=];
NumFreeGreatPeople=1;
IncludesOneShotFreeUnits=true;};
 
POLICY_HONOR_FINISHER={
Description=[=[Unused]=];
GoldFromKills=100;};
 
POLICY_PIETY_FINISHER={
Description=[=[Unused]=];
PolicyCostModifier=-10;};
 
POLICY_PATRONAGE_FINISHER={
Description=[=[Unused]=];
OtherPlayersMinorFriendshipDecayMod=33;};
 
POLICY_COMMERCE_FINISHER={
Description=[=[Unused]=];};
 
POLICY_RATIONALISM_FINISHER={
Description=[=[Unused]=];};
 
POLICY_FREEDOM_FINISHER={
Description=[=[Unused]=];
GoldenAgeDurationMod=50;};
 
POLICY_ORDER_FINISHER={
Description=[=[Unused]=];
CulturePerCity=1;};
 
POLICY_AUTOCRACY_FINISHER={
Description=[=[Unused]=];
AttackBonusTurns=30;
OneShot=true;
IncludesOneShotFreeUnits=true;};
 
}
return data

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