Sid Meier's Civilization V/Social Policies

Social policies replace the civics or government systems found in previous installments. They cost culture to adopt, and each contribute to getting a Cultural Victory, as completing five social policy branches are required to build the Utopia Project, the condition to get a Cultural Victory. However, the cost of each social policy increases by 30% with every city you build or annex. Each social policy consists of an opener, five sub-policies and a finisher. The opener and the sub-policies must be obtained seperately, while the effects of the finisher is automatically granted once all of the sub-policies of a certain social policy are adopted.

Certain social policies cannot be active at the same time, for example Piety and Rasionalism. Changing between these policies will make you enter a turn of anarchy, where you gain no gold, science or production. You can switch back any time for no culture cost, but it will cost more turns of anarchy.

Tradition
Tradition is the adherence to the rules and decisions laid by earlier generations. Tradition is a great policy for civilizations of any size, but it is especially good for small empires aiming for a few, well-built cities. The opener cuts the culture cost of acquiring tiles significantly, helping you exapnd and obtain more land.
 * Available from: Ancient Era
 * Opener: +3 culture in capital city and increased border expansion.
 * Finisher: +15% food growth and +2 food in each city (+2 food is replaced with an Aqueduct in the first four cities in G&K).

The growth bonus from the finisher stacks with other growth bonuses, including Landed Elite, helping your population grow and letting your citizens focus on other aspects like production as well as letting you support more specialists. The free Aqueducts will boost your growth further, as well as saving some production or gold to be used for other buildings.

Aristocracy
Aristocracy is a government system where the elite members of the society rule the country. The wonder production boost is dependant on whether you will be building a bunch of wonders, but it is quite significant and stacks with other production-boosting buildings. The happiness boost helps you maintain a high population city and reduce the unhappiness that usually results from it.
 * +15% production when building wonders and +1 happiness for every 10 citizens in your city.

Legalism
Legalism refers to a strict adherence to the law among the rulers and the citizens. The free culture buildings it provides you helps save some turns for producing them normally. You don't have to worry if you do not have any culture buildings available to build in your cities or if you have less than 4 cities, since the free buildings will be provided after you research a certain technology that enables new culture buildings or when you found a new city. While you will usually get it to get 4 free Monuments, delaying the adoption of Legalism can sometimes let you get better buildings, such as Siam's Wats that replaces the university.
 * Provides a free culture building in your first 4 cities.

Oligarchy
Oligarchy is a government operated by certain members of a society, such as a tribe or a family. It enhances the city's damage during bombardment, but doesn't actually increase the defensive boost from the combined combat strength when garrisoned. Without having to maintain garrisoned units, you can afford to field a larger army.
 * No maintainance cost for garrisoned units, cities with a garrison gain +100% (+50% in G&K) ranged combat strength.

Landed Elite
Landed Elite is a policy where the area of land owned determies how powerful a person is. It gives a fair boost of food in your capital and stacks with other growth enhancers like the Tradition finisher. With it, you can shift your citizens to focus on other tiles or assign more as specialists.
 * Prerequsites: Legalism
 * +10% growth and +2 food in the capital city.

Monarchy
Monarchy is a system where all power is held by one person, who usually inherits the throne from a previous ruler. The bonuses this policy provides helps you build up a large capital and get rewarded for doing so. The reduced unhappiness also stacks with other unhappiness modifiers multiplicatively. The gold bonus is considered as part of the city's output and is modified by buildings accordingly.
 * Prerequisites: Legalism
 * +1 gold and -1 unhappiness for every 2 citizens in the capital.

Liberty
Liberty is a belief that the citizens in a country deserve to be free from physical restraint or control. It is most suitable for civilizations that want to expand rapidly, since its bonuses help in setting up and managing lots of cities. The opener provides a small increase in culture to slightly offset the exponentially increasing cost of social policies when founding new cities, while also letting new cities start producing culture and expand before any culture buildings are built.
 * Available from: Ancient Era
 * Opener: +1 culture in each city.
 * Finisher: Free Great Person of your choice appears near city.

The finisher can be used in a variety of ways. You can choose to get a Great Engineer to finish a useful wonder, choose a Great Scientist to advance your technology or choose a Great Prophet to found or enhance a religion if you have trouble accumulating faith. The type of Great Person you want depends on your current situation, but any Great Persons is a valuable asset to your empire.

Collective Rule
Collective Rule is a governing system where every member (at least, most members) of society get to participate in the governing process. The free settler is very useful, as founding an early second city will be incredibly beneficial throughout the game. The increased production of settlers also let you create more settlers in a shorter amount of time and found more cities.
 * Prerequisites: Republic (G&K)
 * Settlers produced 50% faster, free settler appears near capital.

Citizenship
Citizenship acknowledges a certain group of people as citizens of a country, giving them privileges foreigners and non-citizens lack. A free early worker can bring dramatic benefits, letting you boost certain tile yields. The improvement boost lets you create them slightly faster, which can stack with the bonus granted by the Pyramids.
 * Construction of improvements increased by 25%, worker appears near capital.

Republic

 * Prerequisites: Collective Rule
 * +1 production in each city and +5% production in cities when constructing buildings.

Representation

 * Prerequisites: Citizenship
 * The increase in culture cost of social policies from newly founded cities reduced by 33%, starts a Golden Age when adopted.

Meritocracy

 * Prerequisites: Citizenship
 * +1 happiness for each city connected to the capital through trade routes, -5% unhappiness from citizens in non-occupied cities.

Honor

 * Available from: Ancient Era
 * Opener: +25% (+33% in G&K) combat strength against barbarians, get notified about new barbarian encampments discovered within the Fog of War. Defeating barbarians grant culture to the empire.
 * Finisher: Grants gold for each enemy unit killed.

Warrior Code

 * +15% production when training melee units, Great General appears near capital.

Discipline

 * +10% combat strength for military units when another friendly military unit in an adjacent tile.

Military Tradition

 * Prerequisites: Warrior Code
 * Military units gain 50% more experience.

Military Caste

 * Prerequisites: Discipline
 * Each city with a garrison increases empire happiness by 1 and culture by 2.

Professional Army

 * Prerequisites: Military Caste
 * Gold cost for unit upgrades reduced by 33%, +1 happiness from every defensive building (Walls, Castle, Arsenal, Military Base).

Piety

 * Available from: Classical Era
 * Opener: Reduces time to build culture-granting buildings (In G&K, reduces time to build Shrines and Temples).
 * Finisher: Reduces cost of future social policies by 10% (In G&K, reduces faith cost of religious units by 20% while faith buildings and Holy Sites provide 3 gold and 3 culture).
 * Conflicts with: Rasionalism

Organized Religion

 * +1 happiness for every Monument, Temple and Monastery (In G&K, +1 faith from Shrines and Temples).

Mandate of Heaven

 * 50% of excess happiness from each turn added into culture total for getting social policies.

Theocracy

 * Prerequisites: Organized Religion
 * Temples increase a city's gold output by 10%

Reformation

 * Prerequisites: Organized Religion
 * 33% increase in culture for cities with a World Wonder, also starts a Golden Age.

Religious Tolerance

 * Prerequisites: Reformation, Mandate of Heaven
 * +1 culture for every Monument, Temple and Monastery, also grants one free social policy (In G&K, Reduces cost of future policies by 10%).

Patronage

 * Available from: Medieval Era
 * Opener: City-State influence degrades 25% slower.
 * Finisher: Causes City-State influences of other civilizations to degrade 33% faster.

Philanthropy

 * Gold gifts to City-States provide 25% more influence.

Aesthetics

 * Minimum influence for to all City-States increased to 20.

Scholasticism

 * Prerequisites: Philanthropy
 * Allied City-States provide a science bonus equal to 25% of what they generate for themselves.

Cultural Diplomacy

 * Prerequisites: Scholasticism
 * Quantity of resources gifted from City-States increased by 100%. Happiness from gifted luxury resources increased by 50%.

Educated Elite

 * Prerequisites: Scholasticism, Aesthetics
 * City-States will occasionally gift you Great Persons.

Commerce

 * Available from: Medieval Era
 * Opener: Boosts gold output in capital by 25%
 * Finisher: +1 gold from every specialist (In G&K, +1 gold from every Trading Post and doubled gold from Great Merchant trading missions. May also purchase Great Merchants with faith).

Naval Tradition

 * +1 movement for all naval units and +1 sight for naval combat units (In G&K, also grants +2 movement for Great Admirals and creates a Great Admiral near the capital).

Trade Unions

 * Road and railroad maintainance cost reduced by 33%, Harbors and Seaports grant +1 gold.

Merchant Navy

 * Prerequisites: Naval Tradition
 * +3 production in coastal cities

Mercantilism

 * Prerequisites: Trade Unions
 * Cost for purchasing items in cities reduced by 33%. (In G&K, also grants 1 science for every Mint, Market, Bank and Stock Exchange).

Protectionism

 * Prerequisites: Mercantilism
 * +1 happiness from each luxury resourse.

Rationalism

 * Available from: Renaissance Era
 * Opener: +50% science granted by Research Agreements. (In G&K, +15% science output when empire has positive happiness).
 * Finisher: +1 gold from science buildings. (In G&K, grants 2 free technologies)
 * Conflicts with: Piety

Secularism

 * +2 science from every specialist.

Humanism

 * +1 happiness from every University, Observatory and Public School.

Free Thought

 * Prerequisites: Secularism
 * +1 science from Trading Posts, +17% science from Universities.

Sovereignty

 * Prerequisites: Humanism
 * +15% science when empire has positive happiness. (In G&K, +1 gold from science buildings).

Scientific Revolution

 * Prerequisites: Free Thought
 * 2 free technologies. (In G&K, +50% science granted by Research Agreements).

Freedom

 * Available from: Industrial Era
 * Opener: Great People spawn rate increased by 25%.
 * Finisher: Increases the yiled from Great Tile Improvements by 100% and increses the length of Golden Ages by 50%.
 * Conflicts with: Autocracy and Order

Constitution

 * +2 culture from each World Wonder.

Universal Suffrage

 * Combat strength of cities increased by 33%.

Civil Society

 * Specialists consume half the normal amount of food.

Free Speech

 * Prerequisites: Constitution
 * 8 units are maintainance free.

Democracy

 * Prerequisites: Civil Society
 * Specialists produce half the normal amount of unhappiness.

Autocracy

 * Available from: Industrial Era
 * Opener: Reduces gold maintainance for military units by 33%. (In G&K, also receive 10 culture for every point of culture a city produces when capturing that city).
 * Finisher: Grants a 20% attack bonus to all military units for 30 turns (25% attack bonus for 50 turns in G&K).
 * Conflicts with: Freedom and Order

Populism

 * Wounded military units do 25% more damage.

Militarism

 * Gold cost of purchasing units reduced by 33%.

Facism

 * Prerequisites: Populism and Militarism
 * Quantity of strategic resources in empire increased by 100%. (In G&K, also grants +2 movement for all Great Generals).

Police State

 * Prerequisites: Militarism
 * +3 happiness from every Courthouse, build Courthouses in half the normal time. (In G&K, effectiveness of enemy spies reduced by 25% and 25% increased chance of catching enemy spies for your counter-spies).

Total War

 * Prerequisites: Facism and Police State
 * +15% production (25% in G&K) when building military units, new military units start with 15 experience.

Order

 * Available from: Industrial Era
 * Opener: +1 happiness for each city
 * Finisher: +1 food, production, science, gold and culture for each city (+2 in G&K).
 * Conflicts with: Freedom and Autocracy

United Front

 * Militaristic City-States grant units twice as often when at war with a common foe.

Planned Economy

 * Factories increase science output by 25%. (In G&K, also halves the building time for Factories).

Nationalism

 * 25% bonus (+15% in G&K) when fighting in friendly territory.

Socialism

 * Prerequisites: Planned Economy
 * Maintainance cost of buildings reduced by 15%

Communism

 * Prerequisites: Socialism
 * +2 production per city and +10% production when constructing buildings. (In G&K, the +10% production bonus is replaced with +1 Production for every Mine and Quarry).