Wikia

Civilization

Social policies (Civ5)

Talk6
4,786pages on
this wiki

BackArrowGreen Back to Civilization VCivilization VGods & KingsBrave New World
BackArrowGreen Back to Game concepts
Blue arrow right Go to the Social Strategy article

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. 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 Buildings list for more info on that.

All Policies are organised in branches, and each branch has to be unlocked first, in order for the particular policies in it to be adopted. Also, policies within a branch are organized in a tree, requiring that first-level policies are adopted first, before higher level ones can be unlocked. Unlocking a Policy branch also activates a special bonus, as does adopting all 5 policies in it.

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

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 its standings with another civilization. Finally, note also 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.

Social policies (Civ5) TraditionEdit

BackArrowGreen Back to the policy tree

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.

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

Adopting all Policies in the Tradition tree will grant +15% 20xFood5 Growth in all cities and a free Aqueduct in your first four cities. It also allows the purchase of Great Engineers with 20xfaith5 Faith starting in Industrial Era.

Policy Effect Requirement
Aristocracy (Civ5) Aristocracy +15% 20xProduction5 Production when building Wonders (any Era) and +1 20xHappiness5 Happiness for every 10 20xPopulation5 Citizens in a City. Adopting Tradition
Oligarchy (Civ5) Oligarchy Garrisoned units cost no maintenance and cities with a garrison gain +50% Ranged Combat Strength. Adopting Tradition
Legalism (Civ5) Legalism Provides a free culture building in your first 4 cities. Adopting Tradition
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% 20xFood5 Growth and +2 20xFood5 Food in the Capital5 Capital only. Legalism

Social policies (Civ5) LibertyEdit

BackArrowGreen Back to the policy tree

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

Adopting Liberty will provide 1 20xCulture5 Culture in every city. Unlocks building the Pyramids wonder.

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. Adopting Liberty
Citizenship (Civ5) Citizenship Tile improvement construction rate increased by 25% and a Worker appears near the Capital5 Capital. Adopting Liberty
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. (Venice receives a Merchant of Venice instead of Settler.) 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

BackArrowGreen Back to the policy tree

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

Adopting Honor gives a +33% combat bonus against Barbarians, and notifications will be provided when new Barbarian Encampments spawn in revealed territory. Gain 20xCulture5 Culture for the empire from each barbarian unit killed. Unlocks building the Statue of Zeus wonder.

Adopting all policies in the Honor tree will grant 20xGold5 Gold for each enemy unit killed. It also allows the purchase of Great Generals with 20xfaith5 Faith starting from the Industrial Era.

Policy Effect Requirement
Warrior code (Civ5) Warrior code +15% 20xProduction5 Production when training Melee units and a Great General appears outside the Capital5 Capital. Great Generals are earned 50% faster. Adopting Honor
Discipline (Civ5) Discipline +15% combat strength for melee units which have another military unit in an adjacent tile. Adopting Honor
Military caste (Civ5) Military caste Each City with a garrison increases local city 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 construct Barracks, Armories, and Military Academies 50% faster. Military caste

Social policies (Civ5) PietyEdit

BackArrowGreen Back to the policy tree

The Piety tree is available right from the Ancient Era. Choosing this policy first will give you the subtitle "The Pious".

Adopting Piety reduces the time to build Shrines and Temples by 50%. Unlocks building the Great Mosque of Djenne wonder.

Adopting all policies in the Piety tree will cause a Great Prophet to appear and Holy Sites provide +3 20xCulture5 Culture.

Policy Effect Requirement
Organized religion (Civ5) Organized religion +1 20xfaith5 Faith from Shrines and Temples. Adopting Piety
Mandate of heaven (Civ5) Mandate of heaven 20% discount on all purchases of religious units and buildings with 20xfaith5 Faith (does NOT work for Great People, including Great Prophets). Adopting Piety
Theocracy (Civ5) Theocracy Temples increase a city's 20xGold5 Gold output by 25%. Holy Sites provide +3 20xGold5 Gold. Organized religion
Religious tolerance (Civ5) Religious tolerance Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion. Organized religion
Reformation (Civ5) Reformation If you founded a religion, gain a bonus Reformation belief. Mandate of heaven & Religious tolerance

Social policies (Civ5) PatronageEdit

BackArrowGreen Back to the policy tree

The Patronage tree becomes available during the Classical Era. Choosing this policy first will give you the subtitle "The Enlightened".

Adopting Patronage makes your Influence (Civ5) Influence with City-States degrade 25% slower than normal. Unlocks building the Forbidden Palace wonder.

Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People.

Policy Effect Requirement
Philantropy (Civ5) Philanthropy Gifts of 20xGold5 Gold to a City-State generate 25% more Influence (Civ5) Influence. Adopting Patronage
Consulates (Civ5) Consulates Resting point for Influence (Civ5) Influence level with all City-States is increased by 20. Adopting Patronage
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
Merchant confederacy (Civ5) Merchant confederacy +2 20xGold5 Gold for trade routes with City-States. Scholasticism & Consulates

Social policies (Civ5) AestheticsEdit

BackArrowGreen Back to the policy tree

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.

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

Adopting all Policies in the Aesthetics tree doubles the theming bonus you receive from Museums and Wonders. It also allows the purchase of Great Writers, Artists, or Musicians with 20xfaith5 Faith starting in the Industrial Era.

Policy Effect Requirement
Cultural centers (Civ5) Cultural centers Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster. Adopting Aesthetics
Fine arts (Civ5) Fine arts 50% of excess 20xHappiness5 Happiness added each turn to the amount of 20xCulture5 Culture that may be spent on Social Policies. Adopting Aesthetics
Flourishing of the arts (Civ5) Flourishing of the arts 20xCulture5 Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age. Cultural centers & Fine arts
Artistic genius (Civ5) Artistic genius A Great Artist appears. Fine arts
Cultural exchange (Civ5) Cultural exchange Increases the 20xTourism5 Tourism modifier for Shared Religion, Trade Routes, and Open Borders by 15% each. Flourishing of the arts

Social policies (Civ5) CommerceEdit

BackArrowGreen Back to the policy tree

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

Adopting Commerce boosts 20xGold5 Gold output in Capital5 Capital City by 25%. Unlocks building Big Ben.

Adopting all Policies in the Commerce tree will grant +1 20xGold5 Gold from every Trading Post. It also allows the purchase of Great Merchants starting in the Industrial Era.

Policy Effect Requirement
Wagon trains (Civ5) Wagon trains +2 20xGold5 Gold from all your Land Trade Routes (with foreign nations). Maintenance paid on Roads and Railroads reduced by 50%. Adopting Commerce
Mercenary army (Civ5) Mercenary army Allows the purchasing of Landsknechts. Adopting Commerce
Entrepreneurship (Civ5) Entrepreneurship Great Merchants are earned 25% faster. Receive double 20xGold5 Gold from Great Merchant trade missions. Wagon trains
Mercantilism (Civ5) Mercantilism Purchasing items in Cities requires 25% less 20xGold5 Gold. +1 20xScience5 Science from every Mint, Market, Bank and Stock Exchange. Mercenary army
Protectionism (Civ5) Protectionism +2 20xHappiness5 Happiness from each Luxury Resource. Entrepreneurship & Mercantilism

Social policies (Civ5) ExplorationEdit

BackArrowGreen Back to the policy tree

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

Adopting Exploration gives +1 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 20xfaith5 Faith starting in the Industrial Era.

Policy Effect Requirement
Maritime infrastructure (Civ5) Maritime infrastructure +3 20xProduction5 Production in all coastal Cities. Adopting Exploration
Naval tradition (Civ5) Naval tradition +1 20xHappiness5 Happiness for each Harbor, Seaport, or Lighthouse. Adopting Exploration
Navigation school (Civ5) Navigation school A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 50% faster. Naval tradition
Merchant navy (Civ5) Merchant navy +1 20xGold5 Gold for each Harbor, Seaport, or Lighthouse, +4 20xProduction5 Production and +4 20xCulture5 Culture in the city with the East India Company. Maritime infrastructuve & Naval tradition
Treasure fleets (Civ5) Treasure fleets +4 20xGold5 Gold from all your Sea Trade Routes. Merchant navy

Social policies (Civ5) RationalismEdit

BackArrowGreen Back to the policy tree

The Rationalism tree becomes available during the Renaissance Era. Choosing this policy first will give you the subtitle "The Wise".

Adopting Rationalism will grant +10% 20xScience5 Science while the empire is Happy. Unlocks building the Porcelain Tower.

Adopting all Policies in the Rationalism tree will grant a free Technology. It also allows the purchase of Great Scientists with 20xfaith5 Faith starting in the Industrial Era.

Policy Effect Requirement
Secularism (Civ5) Secularism +2 20xScience5 Science from every Specialist. Adopting Rationalism
Humanism (Civ5) Humanism Great Scientists are earned 25% faster. Adopting Rationalism
Free thought (Civ5) Free thought +1 20xScience5 Science from every Trading Post and +17% 20xScience5 Science from Universities. Humanism
Sovereignty (Civ5) Sovereignty +1 20xGold5 Gold from Science buildings. Secularism
Scientific revolution (Civ5) Scientific revolution Boosts 20xScience5 Science gained from Research Agreements by +50%. Sovereignty

Related achievements

Steam achievement Artistic License (Civ5)
Artistic License
Fully explore the Aesthetics Policy track.
Steam achievement Death Before Shame (Civ5)
Death Before Shame
Fully Explore the Social Policies Honor Policy Track.
Steam achievement Diplomacy by Other Means (Civ5)
Diplomacy by Other Means
Fully Explore the Autocracy Policy Track.
Steam achievement Eighty-Eight Miles per Hour (Civ5)
Eighty-Eight Miles per Hour
Fully Explore the Rationalism Policy Track.
Steam achievement Freedom Isn't Free (Civ5)
Freedom Isn't Free
Fully Explore the Freedom Policy Track.
Steam achievement Lux Perpetua Luceat Eis (Civ5)
Lux Perpetua Luceat Eis
Fully Explore the Piety Policy Track.
Steam achievement Master of the House (Civ5)
Master of the House
Fully Explore the Tradition Policy Track.
Steam achievement Money Doesn't Grow on Trees (Civ5)
Money Doesn't Grow on Trees
Fully Explore the Commerce Policy Track.
Steam achievement Team Player (Civ5)
Team Player
Fully Explore the Patronage Policy Track.
Steam achievement With Liberty and Justice for All (Civ5)
With Liberty and Justice for All
Fully Explore the Liberty Policy Track.

Around Wikia's network

Random Wiki