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.
Social policy treeEdit
Click on a policy to be taken to its description.
The Tradition branch is available right from the Ancient era.
Adopting all Policies in the Tradition tree will grant +15% Growth and a free Aqueduct in your first four cities.
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 all policies in the Liberty tree will grant a free Great Person of your choice near the Capital.
|Republic||+1 Production in every City and +5% Production in cities when constructing Buildings.||None|
|Citizenship||Tile improvement construction rate increased by 25% and a Worker appears near the Capital.||None|
|Collective rule||Speeds the training of Settlers by 50% in the Capital and a free Settler appears near the Capital.||Republic|
|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.||Citizenship|
The Honor branch is available right from the Ancient era.
Adopting Honor gives a +33% 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.
|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 Happiness from every defensive building (Walls, Castle, Arsenal, Military Base).||Military caste|
The Piety branch becomes available in the Classical era. It cannot be active at the same time as Rationalism.
|Organized religion||+1 Faith from Shrines and Temples.||None|
|Mandate of heaven||50% of excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.||None|
|Reformation||Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.||Organized religion|
|Theocracy||Temples increase a cities Gold output by 10%.||Organized religion|
|Religious tolerance||Reduces the Culture cost of future Policies by 10%.||Mandate of heaven & Reformation|
The Patronage branch becomes available during the Medieval era.
Adopting Patronage makes your Influence with City-States degrade 25% slower than normal.
Adopting all policies in the Patronage tree will make other players' Influence with City-States decrease 33% more per turn than usual.
|Aesthetics||Resting point for Influence level with all City-States is increased by 20.||None|
|Philantropy||Gifts of Gold to a City-State generate 25% more Influence.||None|
|Scholasticism||All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.||Philanthropy|
|Cultural diplomacy||Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.||Scholasticism|
|Educated elite||Allied City-States will occasionally gift you Great People.||Aesthetics & Scholasticism|
The Commerce branch becomes available during the Medieval era.
May purchase Great Merchants with Faith.
|+1 Movement and +1 sight range for naval combat units. A Great Admiral appears. +2 Movement for all Great Admirals.||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.||Trade unions|
|+3 Production in all coastal Cities.||Naval tradition|
|Protectionism||+2 Happiness from each Luxury Resource.||Mercantilism|
The Rationalism branch becomes available during the Renaissance era. It cannot be active at the same time as Piety.
Adopting all Policies in the Rationalism tree will grant 2 free Technologies.
May purchase Great Scientists with Faith.
|Secularism||+2 Science from every Specialist.||None|
|Humanism||+1 Local City Happiness from every University, Observatory and Public School.||None|
|Free thought||+1 Science from every Trading Post and +17% Science from Universities.||Secularism|
|Sovereignty||+1 Gold from Science buildings.||Humanism|
|Scientific revolution||Boosts Science gained from Research Agreements by +50%.||Free thought|
The Freedom branch becomes available during the Industrial era. 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%.
May purchase Great Artists with Faith.
|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.||Civil society|
|Free speech||8 units are maintenance free.||Constitution|
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 all Policies in the Autocracy tree will grant a 25% attack bonus to all Military Units for 50 turns.
May purchase Great Generals and Great Admirals with Faith.
|Militarism||Gold cost for purchasing units reduced by 33%.||None|
|Police state||+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.||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.||Populism & Militarism|
|Total war||+25% Production when building Military Units and new Military Units start with 15 Experience.||Police state & Fascism|
The Order branch becomes available during the Industrial era. It cannot be active at the same time as Autocracy or Freedom.
May purchase Great Engineers with Faith.
|United front||Militaristic city states grant units twice as often when you are at war with a common foe.||None|
|Nationalism||25% attack bonus when fighting in friendly territory.||None|
|Planned economy||Factories increase a cities Science output by 25%. Build Factories in half the usual time.||None|
|Socialism||Gold maintenance costs of Buildings reduced by 15%.||Planned economy|
|Communism||+2 Production per City and +1 Production for every Mine or Quarry.||Socialism|