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Social policies are a new concept in Civilization V, representing the non-scientific or religious advancements of your society. They act as a system of gameplay bonuses, activated little by little as your empire develops its Culture Culture. Some of these bonuses are empire-wide (meaning they act on all cities and empire components at the same time), while others are related to particular buildings, units, or even Great People. Many Social Policies enhance individual buildings' functions - check the list of buildings for more info on that.

All policies are organised into trees, and each tree has to be unlocked before the specific policies in it can be adopted. The policies within each tree are further organized into branches, requiring that lower-level policies be adopted before higher-level ones become available. Unlocking a policy tree also activates a special bonus, as does adopting all five policies in it. Besides, each policy tree unlocks an honorific title for the leader.

For more information on the exact process of adopting policies, as well as for different strategies concerning Social Policies, check the Social strategy article.

With the addition of the Gods & Kings expansion, the new Religion system also plays part in social politics. The Piety tree has been redesigned to benefit Religion as well as Culture, and as a reward for completing many branches, the player can spend Faith Faith to purchase certain Great People starting in the Industrial Era. Also, once the Industrial Era comes around, a player's choice of social policies can now drastically impact its standings with another civilization. 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 the Aesthetics and Exploration policy trees. Also, Piety can now be adopted right from the Ancient Era, while the next trees all unlock an Era earlier, giving the player a wider choice for development in the early game. No Policy trees are mutually exclusive anymore, and the Anarchy concept has been reserved for when you switch Ideology. Order, Autocracy, and Freedom have been excluded as Social policies, but one of these can be adopted as an Ideology once you build three Factories or reach the Modern Era. Even more than in Gods & Kings, a player's choice of Ideology can drastically impact his or her standings with another civilization. Finally, note that some World Wonders are now linked to Social Policy trees (for example, the Pyramids are linked to the Liberty tree) - now they can only be built if the relevant tree has been unlocked, AND you have researched the necessary technology.

Cost[]

The Culture Culture cost of each new policy is calculated in a number of steps. It is proportional to

[1][2]

where does not count free social policies nor free tenets.[1] This is further modified based on the number of cities the civilization has:

[1]

where the varies from 10% to 5%, decreasing as map size increases past Standard,[1][3] is a 33% discount for civilizations which have adopted Representation,[4] and is the number of cities in the civilization (excluding puppet cities and cities being razed).[5] This is added to the , and the result is multiplied by the civilization's policy cost multiplier and multipliers for game speed and Difficulty level, then rounded down to the nearest 5 Culture.[1][2]

Tradition[]

The Tradition tree is available right from the Ancient Era. Choosing this policy first will give you the title "Lord" for male leaders and "Lady" for female leaders.

Tradition is best for small empires.

Adopting Tradition greatly increases the rate of border expansion (25%) in cities (by diminishing the accumulated Culture Culture needed for successive new tiles) and also grants +3 Culture Culture in the Capital Capital. Unlocks building the Hanging Gardens wonder (BNW-only only).

Adopting all Policies in the Tradition tree will grant +15% Food Growth in all cities and:

Policy Effect Requirement
Aristocracy Aristocracy +15% Production Production when building Wonders (any Era) and +1 20xHappiness5 Happiness for every 10 20xPopulation5 Citizens in a City. Adopting Tradition
Oligarchy Oligarchy Garrisoned units cost no maintenance and cities with a garrison gain +100% (+50% in GodsKings5 clear and BNW-only) Ranged strength Ranged Combat Strength. Adopting Tradition
Legalism Legalism Provides a free culture building in your first 4 cities. Adopting Tradition in Vanilla and GodsKings5 clear
Oligarchy in BNW-only
Monarchy Monarchy +1 Gold Gold and -1 Unhappiness (Civ5) Unhappiness for every 2 20xPopulation5 Citizens in the Capital Capital. Legalism
Landed Elite Landed Elite +10% Food Growth and +2 Food Food in the Capital Capital. Legalism

Liberty[]

The Liberty tree is available right from the Ancient Era. Choosing this policy first will give you the title "Consul". Note that in the expansions, the order of Republic and Collective Rule was switched, although their bonuses remain the same.

Liberty is best for civilizations which desire rapid expansion.

Adopting Liberty will provide 1 Culture Culture in every city. Unlocks building the Pyramids (BNW-only only).

Adopting all policies in the Liberty tree will grant a free Great Person of your choice near the Capital Capital.

Policy Effect Requirement
Collective Rule Collective Rule Speeds the training of Settlers by 50% in the Capital Capital and a free Settler appears near the Capital Capital. Adopting Liberty (Vanilla)
Republic (GodsKings5 clear and BNW-only)
Republic Republic +1 Production Production in every City and +5% Production Production in cities when constructing Buildings. Collective Rule (Vanilla)
Adopting Liberty (GodsKings5 clear and BNW-only)
Citizenship Citizenship Tile improvement construction rate increased by 25% and a Worker appears near the Capital Capital. Adopting Liberty
Meritocracy Meritocracy +1 20xHappiness5 Happiness for each City you own 20xCityConnection5 connected to the Capital Capital and -5% Unhappiness (Civ5) Unhappiness from 20xPopulation5 Citizens in non-occupied Cities. Citizenship
Representation Representation Each city you found will increase the Culture Culture cost of policies by 33% less than normal. Also starts a Golden Age Golden Age (if one is already in progress, it is extended). Citizenship


Honor[]

The Honor tree is available right from the Ancient Era. Choosing this policy first will give you the title "The Great".

Honor improves the effectiveness of one's army in a variety of ways.

Adopting Honor gives a +25% (+33% in GodsKings5 clear and BNW-only) combat bonus against Barbarians; from now on notifications will be provided when new Barbarian Encampments spawn in revealed territory. Gain Culture Culture for the empire from each barbarian unit killed. (The Culture Culture earned is equal to the Melee strength Combat Strength or Ranged strength Ranged Combat Strength of the defeated unit, whichever is greater.) Unlocks building the Statue of Zeus wonder (BNW-only only).

Adopting all policies in the Honor tree will grant Gold Gold for each enemy unit killed. (Note that this applies only to units killed directly by your actions. For example, you won't receive Gold Gold for a unit killed by the effect of a Citadel.) It also allows the purchase of Great Generals with Faith Faith starting from the Industrial Era (BNW-only only).

Policy Effect Requirement
Warrior Code Warrior Code +15% Production Production when training Melee units and a Great General appears outside the Capital Capital.
Great Generals are earned 50% faster (BNW-only only).
Adopting Honor
Discipline Discipline +10% (+15% in GodsKings5 clear and BNW-only) Melee strength combat strength for melee units which have another military unit in an adjacent tile. Adopting Honor
Military Caste Military Caste Each City with a garrison increases empire 20xHappiness5 Happiness by 1 (local city 20xHappiness5 Happiness in GodsKings5 clear and BNW-only) and Culture Culture by 2. (Note that cities in Resistance are unaffected by this.) Discipline
Military Tradition Military Tradition Military Units gain 50% more Experience from combat. Warrior Code
Professional Army Professional Army Gold Gold cost of upgrading Military Units reduced by 33% and: Military Caste

Piety[]

The Piety tree becomes available during the Classical Era. It cannot be active at the same time as Rationalism. In Brave New World it is available right from the Ancient Era and can be active at the same time as Rationalism. Choosing this policy first will give you the title "The Pious".

Piety increases the Culture Culture (Vanilla and GodsKings5 clear) and Faith Faith (GodsKings5 clear and BNW-only) of empires.

Adopting Piety reduces the time to build:

Unlocks building the Great Mosque of Djenne (BNW-only only).

Adopting all Policies in the Piety tree:

  • will reduce the Culture Culture cost of future Policies by 10% (Vanilla)
  • will provide a 20% discount on all purchases of religious units and buildings with Faith Faith and Holy Sites provide +3 Gold Gold and +3 Culture Culture (GodsKings5 clear)
  • causes a Great Prophet to appear and Holy Sites provide +3 Culture Culture (BNW-only).
Policy Effect Requirement
Organized Religion Organized Religion +1 20xHappiness5 Happiness from Monuments, Temples, and Monasteries (Vanilla).
+1 Faith Faith from Shrines and Temples (GodsKings5 clear and BNW-only).
Adopting Piety
Mandate of Heaven Mandate of Heaven 50% of excess 20xHappiness5 Happiness added each turn to the amount of Culture Culture that may be spent on Social Policies (Vanilla and GodsKings5 clear).

20% discount on all purchases of religious units and buildings with Faith Faith (BNW-only; does NOT work for Great People, including Great Prophets).

Adopting Piety
Reformation Reformation Culture Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age Golden Age (Vanilla and GodsKings5 clear)
If you founded a religion, gain a bonus Reformation belief (BNW-only).
Organized Religion (Vanilla and GodsKings5 clear)
Religious Tolerance (BNW-only)
Theocracy Theocracy Temples increase a cities Gold Gold output by 10% (25% in BNW-only).
Holy Sites provide +3 Gold Gold (BNW-only only).
Organized Religion
Free Religion Free Religion
(Vanilla only)
Gives 1 free Social Policy and +1 Culture Culture from Monuments, Temples, and Monasteries. Reformation & Mandate of Heaven
Religious Tolerance Religious Tolerance
(GodsKings5 clear and BNW-only only)
Reduces the Culture Culture cost of future Policies by 10% (GodsKings5 clear).
Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion (BNW-only).
Reformation & Mandate of Heaven (GodsKings5 clear)
Organized Religion (BNW-only)

Patronage[]

The Patronage tree becomes available during the Medieval Era (Classical Era in Brave New World). Choosing this policy first will give you the title "The Enlightened".

Patronage enhances the benefits of City-State friendship.

Adopting Patronage will cause Influence (Civ5) Influence with City-States to degrade 25% slower than normal. Unlocks building the Forbidden Palace (BNW-only only).

Adopting all policies in the Patronage tree will:

  • make other players' Influence (Civ5) Influence with City-States decrease 33% more per turn than usual (vanilla and GodsKings5 clear).
  • cause allied City-States to occasionally gift you Great People (BNW-only).
Policy Effect Requirement
Philanthropy Philanthropy Gifts of Gold Gold to a City-State generate 25% more Influence (Civ5) Influence. Adopting Patronage
Aesthetics Aesthetics (Vanilla and GodsKings5 clear)
Consulates Consulates (BNW-only)
Resting point for Influence (Civ5) Influence level with all City-States is increased by 20. Adopting Patronage
Scholasticism Scholasticism All City-States which are Allies provide a Science Science bonus equal to 25% of what they produce for themselves. Philanthropy
Cultural Diplomacy Cultural Diplomacy Quantity of Resources gifted by City-States increased by 100%. 20xHappiness5 Happiness from gifted Luxuries increased by 50%. Scholasticism
Educated Elite Educated Elite (Vanilla and GodsKings5 clear).
Merchant Confederacy Merchant Confederacy (BNW-only)
Allied City-States will occasionally gift you GreatPeople5 Great People (Vanilla and GodsKings5 clear)
+2 Gold Gold for trade routes with City-States (BNW-only).
Scholasticism & Aesthetics (Vanilla and GodsKings5 clear)
Scholasticism & Consulates (BNW-only)

Commerce[]

The Commerce tree becomes available during the Medieval Era. Choosing this policy first will give you the title "Doge".

Commerce provides bonuses to naval empires (vanilla and GodsKings5 clear only), and those focused on Gold Gold.

Adopting Commerce boosts Gold Gold output in Capital Capital City by 25%. Unlocks building Big Ben (BNW-only only).

Adopting all Policies in the Commerce tree will grant +1 Gold Gold from every:

Policy Effect Requirement
Naval Tradition Naval Tradition
(Vanilla and GodsKings5 clear only)
+1 Movement Movement for Naval units and +1 sight range for naval combat units.
A Great Admiral appears and +2 Movement Movement for all Great Admirals (GodsKings5 clear only).
Adopting Commerce
Trade Unions Trade Unions
(Vanilla and GodsKings5 clear only)
Maintenance paid on Roads and Railroads reduced by 33%. Harbors and Seaports gain +1 Gold Gold. Adopting Commerce
Mercantilism Mercantilism Purchasing items in Cities requires 25% less Gold Gold.
+1 Science Science from every Mint, Market, Bank and Stock Exchange (GodsKings5 clear and BNW-only only).
Trade Unions (Vanilla and GodsKings5 clear)
Mercenary Army (BNW-only)
Merchant Navy Merchant Navy
(Vanilla and GodsKings5 clear only)
+3 Production Production in all coastal Cities. Naval Tradition
Protectionism Protectionism +1 (+2 in GodsKings5 clear and BNW-only) 20xHappiness5 Happiness from each Luxury Resource. Mercantilism (Vanilla and GodsKings5 clear)
Entrepreneurship & Mercantilism (BNW-only)
Wagon Trains Wagon Trains
(BNW-only only)
+2 Gold Gold from all your Land Trade Routes (with foreign nations). Maintenance paid on Roads and Railroads reduced by 50%. Adopting Commerce
Mercenary Army Mercenary Army
(BNW-only only)
Allows the purchasing of Landsknechts. Adopting Commerce
Entrepreneurship Entrepreneurship
(BNW-only only)
Great Merchants are earned 25% faster. Receive double Gold Gold from Great Merchant trade missions. Wagon Trains


Aesthetics (BNW only)[]

The Aesthetics tree becomes available during the Classical Era. Choosing this policy first will give you the title "Master" for male leaders and "Mistress" for female leaders.

Aesthetics improves the civilization's ability to generate Culture Culture.

Adopting Aesthetics allows you to earn Great Writers, Artists, and Musicians 25% faster. Unlocks building the Uffizi.

Adopting all policies doubles the theming bonus you receive from Museums and Wonders. It also allows the purchase of Great Writers, Artists, or Musicians with Faith Faith starting in the Industrial Era.

Policy Effect Requirement
Cultural Centers Cultural Centers Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster. Adopting Aesthetics
Fine Arts Fine Arts 50% of excess 20xHappiness5 Happiness added each turn to the amount of Culture Culture that may be spent on Social Policies or Ideological Tenets. Adopting Aesthetics
Flourishing of the Arts Flourishing of the Arts Culture Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age Golden Age. Cultural Centers & Fine Arts
Artistic Genius Artistic Genius A Great Artist appears. Fine Arts
Cultural Exchange Cultural Exchange Increases the Tourism Tourism modifier for Shared Religion, Trade Routes, and Open Borders by 15% each. Flourishing of the Arts

Rationalism[]

The Rationalism tree becomes available during the Renaissance Era. It cannot be active at the same time as Piety (Vanilla and GodsKings5 clear only). Choosing this policy first will give you the title "The Wise".

Rationalism improves the ability to use and generate Science Science.

Adopting Rationalism:

  • boosts Science Science gained from research agreements by 50% (Vanilla)
  • grants +15% Science Science while the empire is 20xHappiness5 Happy (GodsKings5 clear)
  • +10% Science Science while the empire is 20xHappiness5 Happy. Unlocks building the Porcelain Tower (BNW-only)

Adopting all Policies in the Rationalism tree will grant:

  • +1 Gold Gold from Science Science buildings (Vanilla)
  • 2 free Technologies. May purchase Great Scientists with Faith Faith (GodsKings5 clear)
  • a free Technology. It also allows the purchase of Great Scientists with Faith Faith starting in the Industrial Era (BNW-only).
Policy Effect Requirement
Secularism Secularism +2 Science Science from every Specialist. Adopting Rationalism
Humanism Humanism +1 20xHappiness5 Happiness (local city 20xHappiness5 Happiness in GodsKings5 clear) from every University, Observatory and Public School (Vanilla and GodsKings5 clear).
Great Scientists are earned 25% faster (BNW-only).
Adopting Rationalism
Free Thought Free Thought +1 Science Science from every Trading Post and +17% Science Science from Universities. Secularism (Vanilla and GodsKings5 clear)
Humanism (BNW-only)
Sovereignty Sovereignty +15% Science Science while your empire is 20xHappiness5 Happy (Vanilla).
+1 Gold Gold from Science Science buildings (GodsKings5 clear and BNW-only).
Humanism (Vanilla and GodsKings5 clear
Secularism (BNW-only)
Scientific Revolution Scientific Revolution Gives 2 free Technologies (Vanilla).
Boosts Science Science gained from Research Agreements by 50% (GodsKings5 clear and BNW-only).
Free Thought (Vanilla and GodsKings5 clear)
Sovereignty (BNW-only)

Exploration (BNW only)[]

The Exploration tree becomes available during the Medieval Era. Choosing this policy first will give you the title "Captain".

Exploration enhances your abilities to spread your empire over the seas.

Adopting Exploration gives +1 Movement Movement for Naval units and +1 Sight for Naval Combat units. Unlocks building the Louvre.

Adopting all Policies in the Exploration tree allows you to see Hidden Antiquity Sites. It also allows the purchase of Great Admirals with Faith Faith starting in the Industrial Era.

The +1 Movement Movement bonus from this policy tree also applies to embarked units.

Policy Effect Requirement
Maritime Infrastructure Maritime Infrastructure +3 Production Production in all coastal Cities. Adopting Exploration
Naval Tradition Naval Tradition +1 20xHappiness5 Happiness for each Harbor, Seaport, or Lighthouse. Adopting Exploration
Navigation School Navigation School A Great Admiral appears. +2 Movement Movement for all Great Admirals. Great Admirals are earned 50% faster. Naval Tradition
Merchant Navy Merchant Navy +1 Gold Gold for each Harbor, Seaport, or Lighthouse, +4 Production Production and +4 Culture Culture in the city with the East India Company. Maritime Infrastructuve & Naval Tradition
Treasure Fleets Treasure Fleets +4 Gold Gold from all your Sea Trade Routes. Merchant Navy

Freedom (Vanilla and G&K only)[]

The Freedom tree becomes available during the Renaissance Era (Industrial era in Gods & Kings). It cannot be active at the same time as Autocracy or Order.

Freedom is best for small, focused empires. In particular, it provides bonuses for GreatPeople5 Great People and Specialists.

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 Age Golden Ages increased by 50%. May purchase Great Artists with Faith Faith (GodsKings5 clear only).

Policy Effect Requirement
Constitution Constitution +2 Culture Culture from each World Wonder. Adopting Freedom
Civil Society Civil Society Specialists consume only half the normal amount of Food Food. Adopting Freedom
Universal Suffrage Universal Suffrage Melee strength Combat Strength of Cities increased by 33%. Adopting Freedom
Democracy Democracy Specialist Population in Cities produce half the normal amount of Unhappiness (Civ5) Unhappiness. Civil Society
Free Speech Free Speech 8 units are maintenance free. Constitution

Autocracy (Vanilla and G&K only)[]

The Autocracy tree becomes available during the Industrial Era. It cannot be active at the same time as Order or Freedom.

Autocracy is for militaristic civilizations, dreaming of world conquest.

Adopting Autocracy reduces Unit Gold Gold Maintenance costs by 33%, allowing an empire to field a larger military. Receive 10 Culture Culture as plunder for each point of Culture Culture produced in captured city (GodsKings5 clear only).

Adopting all Policies in the Autocracy tree will grant:

  • a 20% attack bonus to all Military Units for 30 turns (Vanilla)
  • a 25% attack bonus to all Military Units for 50 turns. May purchase Great Generals and Great Admirals with Faith Faith (GodsKings5 clear)
Policy Effect Requirement
Populism Populism Wounded military units deal +25% damage than normal. Adopting Autocracy
Militarism Militarism Gold Gold cost of purchasing units reduced by 33%. Adopting Autocracy
Police State Police State +3 20xHappiness5 Happiness (local city 20xHappiness5 Happiness in GodsKings5 clear) from every Courthouse. Build Courthouses in half the usual time.
The effectiveness of enemy spies is reduced by 25% and your counterspies have a 25% increased chance of catching enemy spies (GodsKings5 clear only).
Militarism
Fascism Fascism Quantity of Strategic Resources produced by the empire increased by 100%.
All Great Generals receive +2 Movement Movement (GodsKings5 clear only).
Populism & Militarism
Total War Total War +15% (+25% in GodsKings5 clear) Production Production when building Military Units and new Military Units start with +15 Experience. Police State & Fascism

Order (Vanilla and G&K only)[]

The Order tree becomes available during the Industrial Era. It cannot be active at the same time as Autocracy or Freedom.

Order is best for large, sprawling empires, increasing the strength of the empire based on the number of Cities it contains.

Adopting Order increases 20xHappiness5 Happiness by +1 per city.

Adopting all Policies in the Order tree will grant +1 (+2 in GodsKings5 clear) Food Food, Production Production, Science Science, Gold Gold and Culture Culture per city. May purchase Great Engineers with Faith Faith (GodsKings5 clear only).

Policy Effect Requirement
United Front United Front Militaristic city states grant units twice as often when you are at war with a common foe. Adopting Order
Planned Economy Planned Economy Factories increase a city's Science Science output by 25%.
Build Factories in half the usual time (GodsKings5 clear only).
Adopting Order
Nationalism Nationalism 15% attack bonus when fighting in friendly territory. Adopting Order
Socialism Socialism Gold Gold maintenance costs of Buildings reduced by 15%. Planned Economy
Communism Communism +2 Production Production per City and: Socialism

Related achievements[]

Artistic License
Artistic License
Fully explore the Aesthetics Policy track.
Death Before Shame
Death Before Shame
Fully Explore the Honor Policy Track.
A common warrior's code is to strive to uphold one's honor at any cost, and if you fail, to rather die than submit to a humiliating defeat. Exemplified in the Bushido code of the Japanese samurai and their obligation to commit ritual suicide, seppuku, if they failed in any serious way to uphold its obligations and tenets.
Diplomacy by Other Means
Diplomacy by Other Means
Fully Explore the Autocracy Policy Track.
The German general and tactician Carl von Clausewitz in his most famous work On War, asserted that "war is merely the continuation of policy by other means". Although not intended to be taken literally, it has nevertheless become a famous quotation across the world today. This achievement is not working with Brave New World.
Eighty-Eight Miles per Hour
Eighty-Eight Miles per Hour
Fully Explore the Rationalism Policy Track.
88 mph was the speed the DeLorean time machine from the Back to the Future film series needed to achieve in order to travel through time.
Freedom Isn't Free
Freedom Isn't Free
Fully Explore the Freedom Policy Track.
A common jingoistic American saying, referring to the necessity of the military to uphold social and political freedoms.
This achievement is not working with Brave New World.
Legends of the Hidden Temple
Legends of the Hidden Temple
Fully explore the Exploration Policy track.
A reference of Legends of the Hidden Temple, a popular children's game show.
Lux Perpetua Luceat Eis
Lux Perpetua Luceat Eis
Fully Explore the Piety Policy Track.
Lux Aeterna is a piece for 16 solo singers, written by György Ligeti in 1966. It is most famous for its use in Stanley Kubrick's 1968 film 2001: A Space Odyssey. The text (in Latin) is from the Roman Catholic Requiem Mass: Lux aeterna luceat eis, Domine, cum sanctis tuis in aeternum, quia pius es. Requiem aeternum dona eis, Domine; et lux perpetua luceat eis, which means "May everlasting light shine upon them, O Lord, with thy saints in eternity, for thou art merciful. Grant them eternal rest, O Lord, and may everlasting light shine upon them."
Master of the House
Master of the House
Fully Explore the Tradition Policy Track.
From the first stanza of the song "Tradition", from the musical Fiddler on the Roof. Also the title of a song from Les Misérables about a crooked innkeeper. Can also refer to a patriarch and his traditional role in governing a household.
Money Doesn't Grow on Trees
Money Doesn't Grow on Trees
Fully Explore the Commerce Policy Track.
Team Player
Team Player
Fully Explore the Patronage Policy Track.
With an Iron Fist
With an Iron Fist
Fully Explore the Order Policy Track.
This is not working with Brave New World expansion pack due to changes with this policy track is now an ideology.
With Liberty and Justice for All
With Liberty and Justice for All
Fully Explore the Liberty Policy Track.
The final line of the Pledge of Allegiance, an American oath to the flag commonly recited in public schools.

References[]

  1. 1.0 1.1 1.2 1.3 1.4 CvPolicyClasses.cppCvPlayerPolicies::GetNextPolicyCost()
  2. 2.0 2.1 GlobalDefines.xml
  3. CIV5Worlds.xml
  4. CIV5Policies.xml
  5. CvPlayer.cppCvPlayer::GetMaxEffectiveCities()
Civilization V [edit]
Gods & KingsBrave New World
Lists
Eras
Concepts
Miscellaneous
† Only in vanilla Civ5
‡ Only in Gods & Kings and Brave New World
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