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Social policies (Civ5)

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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.

AristocracyLegalismOligarchyLanded eliteMonarchyRepublicCitizenshipCollective ruleRepresentationMeritocracyWarrior codeMilitary traditionDisciplineMilitary casteProfessional armyOrganized religionTheocracyReformationMandate of heavenReligious tolerancePhilantrophyScholaticismCultural diplomacyAestheticsEducated eliteUnited frontPlanned economyNationalismSocialismCommunismPopulismFascismMilitarismPolice stateTotal warConstitutionFree speechUniversal sufferageCivil societyDemocracySecularismFree thoughtScientific revolutionHumanismSovereigntyNaval traditionMerchant navyTrade unionsMercantilismProtectionismTraditionLibertyHonorPietyPatronageOrderAutocracyFreedomRationalismCommerceCivilization V: Gods&Kings policy tree

Social policies (Civ5) TraditionEdit

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The Tradition branch is available right from the Ancient era.

Adopting Tradition greatly increases the rate of border expansion in cities and also grants 3 20xCulture5 Culture in the Capital5 Capital.

Adopting all Policies in the Tradition tree will grant +15% 20xPopulation5 Growth and a free Aqueduct in your first four cities.

Policy Effect Requirement
Aristocracy (Civ5) Aristocracy +15% 20xProduction5 Production when building Wonders and +1 20xHappiness5 Happiness for every 10 20xPopulation5 Citizens in a City. None
Oligarchy (Civ5) Oligarchy Garrisoned units cost no maintenance and cities with a garrison gain +50% Ranged Combat Strength. None
Legalism (Civ5) Legalism Provides a free culture building in your first 4 cities. None
Monarchy (Civ5) Monarchy +1 20xGold5 Gold and -1 Unhappiness (Civ5) Unhappiness for every 2 20xPopulation5 Citizens in the Capital5 Capital. Legalism
Landed elite (Civ5) Landed elite +10% 20xPopulation5 Growth and +2 20xFood5 Food in the Capital5 Capital. Legalism

Social policies (Civ5) LibertyEdit

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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 20xCulture5 Culture in every city.

Adopting all policies in the Liberty tree will grant a free Great Person of your choice near the Capital5 Capital.

Policy Effect Requirement
Republic (Civ5) Republic +1 20xProduction5 Production in every City and +5% 20xProduction5 Production in cities when constructing Buildings. None
Citizenship (Civ5) Citizenship Tile improvement construction rate increased by 25% and a Worker appears near the Capital5 Capital. None
Collective rule (Civ5) Collective rule Speeds the training of Settlers by 50% in the Capital5 Capital and a free Settler appears near the Capital5 Capital. Republic
Meritocracy (Civ5) Meritocracy +1 20xHappiness5 Happiness for each City you own connected to the Capital5 Capital and -5% Unhappiness (Civ5) Unhappiness from 20xPopulation5 Citizens in non-occupied Cities. Citizenship
Representation (Civ5) Representation Each city you found will increase the 20xCulture5 Culture cost of policies by 33% less than normal. Also starts a Golden Age. Citizenship

Social policies (Civ5) HonorEdit

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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 20xCulture5 Culture for the empire from each barbarian unit killed.

Adopting all policies in the Honor tree will grant 20xGold5 Gold for each enemy unit killed.

Policy Effect Requirement
Warrior code (Civ5) Warrior code +15% 20xProduction5 Production when training Melee units and a Great General appears outside the Capital5 Capital. None
Discipline (Civ5) Discipline +15% combat strength for military Units which have another military Unit in an adjacent tile. None
Military caste (Civ5) Military caste Each City with a garrison increases empire 20xHappiness5 Happiness by 1 and 20xCulture5 Culture by 2. Discipline
Military tradition (Civ5) Military tradition Military Units gain 50% more Experience from combat. Warrior code
Professional army (Civ5) Professional army 20xGold5 Gold cost of upgrading Military Units reduced by 33% and +1 Local City 20xHappiness5 Happiness from every defensive building (Walls, Castle, Arsenal, Military Base). Military caste

Social policies (Civ5) PietyEdit

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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 Shrines and Temples by 50%.

Adopting all policies in the Piety tree will provide a 20% discount on purchases of all religious units and buildings with 20xfaith5 Faith and Holy Sites provide +3 20xGold5 Gold and +3 20xCulture5 Culture.

Policy Effect Requirement
Organized religion (Civ5) Organized religion +1 20xfaith5 Faith from Shrines and Temples. None
Mandate of heaven (Civ5) Mandate of heaven 50% of excess 20xHappiness5 Happiness added each turn to the amount of 20xCulture5 Culture that may be spent on Social Policies. None
Reformation (Civ5) Reformation 20xCulture5 Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age. Organized religion
Theocracy (Civ5) Theocracy Temples increase a cities 20xGold5 Gold output by 10%. Organized religion
Religious tolerance (Civ5) Religious tolerance Reduces the 20xCulture5 Culture cost of future Policies by 10%. Mandate of heaven & Reformation

Social policies (Civ5) PatronageEdit

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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.

Policy Effect Requirement
Aesthetics (Civ5) Aesthetics Resting point for Influence level with all City-States is increased by 20. None
Philantropy (Civ5) Philantropy Gifts of 20xGold5 Gold to a City-State generate 25% more Influence. None
Scholasticism (Civ5) Scholasticism All City-States which are Allies provide a 20xScience5 Science bonus equal to 25% of what they produce for themselves. Philanthropy
Cultural diplomacy (Civ5) Cultural diplomacy Quantity of Resources gifted by City-States increased by 100%. 20xHappiness5 Happiness from gifted Luxuries increased by 50%. Scholasticism
Educated elite (Civ5) Educated elite Allied City-States will occasionally gift you Great People. Aesthetics & Scholasticism

Social policies (Civ5) CommerceEdit

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The Commerce branch becomes available during the Medieval era.

Adopting Commerce boosts 20xGold5 Gold output in Capital5 Capital City by 25%.

Adopting all Policies in the Commerce tree will grant+1 20xGold5 Gold from every Trading Post and double 20xGold5 Gold from Great Merchant trade missions.

May purchase Great Merchants with Faith.

Policy Effect Requirement
Naval tradition (Civ5) Naval tradition +1 Movement and +1 sight range for naval combat units. A Great Admiral appears. +2 Movement for all Great Admirals. None
Trade unions (Civ5) Trade unions Maintenance paid on Roads and Railroads reduced by 33%. Harbors and Seaports gain +1 20xGold5 Gold. None
Mercantilism (Civ5) Mercantilism Purchasing items in Cities requires 25% less 20xGold5 Gold. +1 20xScience5 Science from every Mint, Market, Bank and Stock Exchange. Trade unions
Merchant navy (Civ5) Merchant navy +3 20xProduction5 Production in all coastal Cities. Naval tradition
Protectionism (Civ5) Protectionism +2 20xHappiness5 Happiness from each Luxury Resource. Mercantilism

Social policies (Civ5) RationalismEdit

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The Rationalism branch becomes available during the Renaissance era. It cannot be active at the same time as Piety.

Adopting Rationalism grants +15% 20xScience5 Science while the empire is Happy.

Adopting all Policies in the Rationalism tree will grant 2 free Technologies.

May purchase Great Scientists with Faith.

Policy Effect Requirement
Secularism (Civ5) Secularism +2 20xScience5 Science from every Specialist. None
Humanism (Civ5) Humanism +1 Local City 20xHappiness5 Happiness from every University, Observatory and Public School. None
Free thought (Civ5) Free thought +1 20xScience5 Science from every Trading Post and +17% 20xScience5 Science from Universities. Secularism
Sovereignty (Civ5) Sovereignty +1 20xGold5 Gold from 20xScience5 Science buildings. Humanism
Scientific revolution (Civ5) Scientific revolution Boosts 20xScience5 Science gained from Research Agreements by +50%. Free thought

Social policies (Civ5) FreedomEdit

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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%.

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.

Policy Effect Requirement
Civil society (Civ5) Civil society Specialists consume only half the normal amount of 20xFood5 Food. None
Constitution (Civ5) Constitution +2 20xCulture5 Culture from each World Wonder. None
Universal sufferage (Civ5) Universal sufferage Combat Strength of Cities increased by 33%. None
Democracy (Civ5) Democracy Specialist Population in Cities produce half the normal amount of Unhappiness (Civ5) Unhappiness. Civil society
Free speech (Civ5) Free speech 8 units are maintenance free. Constitution

Social policies (Civ5) AutocracyEdit

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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 20xGold5 Gold Maintenance costs by 33%, allowing an empire to field a larger military. Receive 10 20xCulture5 Culture as plunder for each point of 20xCulture5 Culture produced in captured city.

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.

Policy Effect Requirement
Militarism (Civ5) Militarism 20xGold5 Gold cost for purchasing units reduced by 33%. None
Police state (Civ5) Police state +3 Local City 20xHappiness5 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 (Civ5) Populism Wounded military units deal +25% damage than normal. None
Fascism (Civ5) Fascism Quantity of Strategic Resources produced by the empire increased by 100%. All Great Generals receive +2 Movement. Populism & Militarism
Total war (Civ5) Total war +25% 20xProduction5 Production when building Military Units and new Military Units start with 15 Experience. Police state & Fascism

Social policies (Civ5) OrderEdit

BackArrowGreen Back to the policy tree

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

Adopting Order increases 1 20xHappiness5 Happiness for each City.

Adopting all Policies in the Order tree will grant +1 20xFood5 Food, 20xProduction5 Production, 20xScience5 Science, 20xGold5 Gold, and 20xCulture5 Culture per city.

May purchase Great Engineers with Faith.

Policy Effect Requirement
United front (Civ5) United front Militaristic city states grant units twice as often when you are at war with a common foe. None
Nationalism (Civ5) Nationalism 25% attack bonus when fighting in friendly territory. None
Planned economy (Civ5) Planned economy Factories increase a cities 20xScience5 Science output by 25%. Build Factories in half the usual time. None
Socialism (Civ5) Socialism 20xGold5 Gold maintenance costs of Buildings reduced by 15%. Planned economy
Communism (Civ5) Communism +2 20xProduction5 Production per City and +1 20xProduction5 Production for every Mine or Quarry. Socialism
Civilization V

Lists

Buildings Civs Improvements Promotions Resources

Social policies Technologies Terrains Units Wonders

Eras

Ancient Classical Medieval Renaissance

Industrial Modern Atomic Future

Concepts

City-states Culture Happiness Faith

Food Production Gold Great people

Guides etc.

Achievements Mathematics

Modding Major patches

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