Social policies are a new concept in Civilization V. They act as a kind of civic system for government systems. New social policies are acquired with Culture, each policy costing a bit more than the previous. The amount of cities, except for puppets, also increases the cost of social policies. If a player manages to completely explore five tracks of social policies, they can start building the Utopia Project and achieve the cultural Victory. However, as social policies become 30% more expensive with each founded or annexed City, this victory is very hard for a large empire to attain.
With the addition of the Gods and Kings expansion, a player's choice of social policies can drastically impact its standings with another civilization once the Industrial Era comes around. Civilizations that choose the same Industrial Era policy track (Order, Autocracy, or Freedom) will become friendlier, while civilizations with different policy tracks will become more hostile.In the Brave New World expansion, the social policies have been updated, with the inclusion of Exploration and Aesthetics policy trees. Order, Autocracy, and Freedom have been excluded, but one of these can be adopted once you either build 3 Factory or reach the Modern Era. Likewise in Gods and Kings, a player's choice of Ideology can drastically impact its standings with another civilization.
The Liberty branch is available right from the Ancient era. It originally could not be active at the same time as Autocracy, but it has now been allowed.
Adopting Liberty provides 1 Culture in every city.
Adopting all policies in the Liberty tree will grant a free Great Person of your choice near the Capital.
Policy
Effect
Requirement
Collective ruleRepublic{{{3}}}
Speeds the training of Settlers by 50% in the Capital and a free Settler appears near the Capital.+1 Production in every City and +5% Production in cities when constructing Buildings.{{{3}}}
None
Citizenship
Tile improvement construction rate increased by 25% and a Worker appears near the Capital.
None
RepublicCollective rule{{{3}}}
+1 Production in every City and +5% Production in cities when constructing Buildings.Speeds the training of Settlers by 50% in the Capital and a free Settler appears near the Capital.{{{3}}}
Collective ruleRepublic{{{3}}}
Meritocracy
+1 Happiness for each City you own connected to the Capital and -5% Unhappiness from Citizens in non-occupied Cities.
Citizenship
Representation
Each city you found will increase the Culture cost of policies by 33% less than normal. Also starts a Golden Age.
The Honor branch is available right from the Ancient era.
Adopting Honor gives a +25%+33%{{{3}}} combat bonus against Barbarians, and notifications will be provided when new Barbarian Encampments spawn in revealed territory. In addition, it gives additional Culture for the empire from each barbarian unit killed.
Adopting all policies in the Honor tree will grant Gold for each enemy unit killed.
Policy
Effect
Requirement
Warrior code
+15% Production when training Melee units and a Great General appears outside the Capital.
None
Discipline
+15% combat strength for military Units which have another military Unit in an adjacent tile.
None
Military caste
Each City with a garrison increases empire Happiness by 1 and Culture by 2.
Discipline
Military tradition
Military Units gain 50% more Experience from combat.
Warrior code
Professional army
Gold cost of upgrading Military Units reduced by 33% and +1 Local City {{{3}}} Happiness from every defensive building (Walls, Castle, Arsenal, Military Base).
The Piety branch becomes available in the Classical era. It cannot be active at the same time as Rationalism.
Adopting Piety reduces the time to build Culture buildingsShrines and Temples{{{3}}} by 15%.50%.{{{3}}}
Adopting all policies in the Piety tree will reduce the Culture cost of future Policies by 10%.provide a 20% discount on purchases of all religious units and buildings with Faith and Holy Sites provide +3 Gold and +3 Culture.{{{3}}}
The Commerce branch becomes available during the Medieval era.
Adopting Commerce boosts Gold output in Capital City by 25%.
Adopting all Policies in the Commerce tree will grant+1 Gold from every Specialist.Trading Post and double Gold from Great Merchant trade missions.{{{3}}}
May purchase Great Merchants with Faith.{{{3}}}
Policy
Effect
Requirement
Naval tradition
+1 Movement and +1 sight range for naval combat units. A Great Admiral appears. +2 Movement for all Great Admirals.{{{3}}}
None
Trade unions
Maintenance paid on Roads and Railroads reduced by 33%. Harbors and Seaports gain +1 Gold.
None
Mercantilism
Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.{{{3}}}
The Freedom branch becomes available during the Renaissance eraIndustrial era{{{3}}}. It cannot be active at the same time as Order or Autocracy.
Adopting Freedom increases the rate at which Great People are born by 25%.
Adopting all Policies in the Freedom tree will increase the base yield from Great Tile Improvements by 100% and length of Golden Ages increased by 50%.
May purchase Great Artists with Faith.{{{3}}}
Policy
Effect
Requirement
Civil society
Specialists consume only half the normal amount of Food.
None
Constitution
+2 Culture from each World Wonder.
None
Universal sufferage
Combat Strength of Cities increased by 33%.
None
Democracy
Specialist Population in Cities produce half the normal amount of Unhappiness.
The Autocracy branch becomes available during the Industrial era. It originally could not be active at the same time as Liberty, but it has now been allowed. Instead, it now cannot be active at the same time as Order or Freedom.
Adopting Autocracy reduces Unit Gold Maintenance costs by 33%, allowing an empire to field a larger military. Receive 10 Culture as plunder for each point of Culture produced in captured city.{{{3}}}
Adopting all Policies in the Autocracy tree will grant a 20%25%{{{3}}} attack bonus to all Military Units for 3050{{{3}}} turns.
May purchase Great Generals and Great Admirals with Faith.{{{3}}}
Policy
Effect
Requirement
Militarism
Gold cost for purchasing units reduced by 33%.
None
Police state
-50% Unhappiness in Annexed Cities.+3 Local City Happiness from every Courthouse. Build Courthouses in half the usual time. The effectiveness of enemy spies is reduced by 25%. Your counterspies have a 25% increased chance of catching enemy spies.{{{3}}}
Militarism
Populism
Wounded military units deal +25% damage than normal.
None
Fascism
Quantity of Strategic Resources produced by the empire increased by 100%. All Great Generals receive +2 Movement.{{{3}}}
Populism & Militarism
Total war
+15%+25%{{{3}}} Production when building Military Units and new Military Units start with 15 Experience.