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.

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

 * Available from: Ancient Era
 * Opener: +3 culture in capital city and increased border expansion.
 * Finisher: +15% food growth and +2 food in each city

Aristocracy

 * +15% production when building wonders and +1 happiness for every 10 citizens in your city.

Oligarchy

 * No maintainance cost for garrisoned units, cities with a garrison gain +50% combat strength.

Legalism

 * Provides a free culture building in your first 4 cities.

Landed Elite

 * Prerequsites: Legalism
 * +10% food growth and +2 food in the capital city.

Monarchy

 * Prerequisites: Legalism
 * +1 gold and -1 unhappiness for every 2 citizens in the capital.

Liberty

 * Available from: Ancient Era
 * Opener: +1 culture in each city.
 * Finisher: Free Great Person of your choice appears near city.

Collective Rule

 * Prerequisites: Republic (G&K)
 * Settlers produced 50% faster, free settler appears near capital.

Republic

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

Citizenship

 * Construction of improvements increased by 25%, worker appears near capital.

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% happiness 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.

Military Tradition

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

Discipline

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

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).