Sid Meier's Civilization V: Brave New World/Ideologies

The late 3 Social Policy branches have been heavily revamped in Brave New World, now expanded into ideologies. Ideologies are composed of tenets that function very similarly to Social Policies in that Culture is used to adopt either of them. However, there are a lot more tenets in an Ideology than there are in a Social Policy branch, and you get a bit more freedom with the order you adopt them in.

A civilization can and must adopt an Ideology once they have built three Factories or entered the Modern Era, whichever comes first. The first civilization to adopt a particular Ideology gets 2 free tenets, while the second civilization to adopt a previously taken Ideology will only get 1 free tenet. Later adopters get nothing at all. Like the Social Policies they were based off of from the core game, Ideologies are mutually exclusive and strongly affects diplomatic relations. Since AI civilizations will often prioritize Ideologies that still have free tenets, it's practically guaranteed for Ideologies to clash, radically changing the world stage.

Ideological pressure
Civilizations with differing Ideologies exert ideological pressure on each other, which affects your Public Opinion. Public Opinion depends on the Culture and Tourism output of both competing civilizations. Tourism is your way to "attack" other civilizations with your influence, reducing their Public Opinion. Culture generation negates Tourism from enemies, protecting your empire from enemy Ideologies.

Once Public Opinion drops from "Content" to "Dissidents" and below, it will start creating Unhappiness in your empire. Once you reach "Civil Resistance" and then "Revolutionary Wave", your cities will start spawning Rebels which attack your cities and infrastructure. After your Unhappiness exceeds 20, entire cities will revolt and join the empires of influential civs instead.

If raising Culture to defend against enemy Tourism or raising Happiness to counter dissent isn't enough, a last resort is to switch Ideologies to the one your citizens prefer. Doing so will likely raise your Public Opinion back up, but it comes with some serious drawbacks. Switching your Ideology causes you to lose the effects of any tenet you've adopted from your previous ideology. An empire switching Ideologies also undergoes a turn of anarchy, during which nothing will be produced.

Autocracy
Autocracy grants absolute power to the state and demands total loyalty from its citizens. With a loyal and disciplined population, autocratic civilizations are well-equipped for war, with the majority of its tenets promoting the creation and maintenance of a large and elite army. The obvious tactic with Autocracy is to unite the world through glorious conquest, but you can also use your military might to inspire other civilizations and intimidate lesser nations into strong allegiances. While technological superiority gives a vital edge in warfare, autocratic civilizations aren't that concerned with exploring the cosmos, so this Ideology is not recommended if you're pursuing a Scientific Victory.

Wonder: Prora
The Prora is a luxurious beach resort to reward the citizens of your regime for their hard work. Despite being restricted to coastal cities, the Prora is a really nice wonder due to its sizable Happiness boost. The Happiness from Social Policies includes the opener of earlier Social Policy branches, as well as Autocracy tenets. More Happiness is always useful for a warmonger, as your empire's Unhappiness can quickly rise from conquering cities. It also provides added defense from opposing Ideologies. The free Social Policy is also nice as well, letting you grab another tenet or make progress in a previous Social Policy tree.
 * Production: 1060
 * +2 Happiness
 * +1 Happiness for every 2 Social Policies, Free Social Policy
 * Available with Flight
 * City must be founded on the coast

Elite Forces
With specialized training, your military units will remain ruthlessly effective even when wounded. This tenet makes up for the drop in damage of wounded units compared to full health units, but it doesn't reduce the damage your soldiers take, so you can't be too gutsy with your wounded units. Use them to take out stragglers from enemy formations, or to discourage the enemy from trying to finish your units off.
 * Wounded units deal 25% more damage than normal

Mobilization
Sophisticated logistics lets you assemble a large army quicker. Its a nice tenet as late-game units can be really costly, as long as you can maintain a strong economy in your empire.
 * Gold cost of purchasing units reduced by 33%

United Front
Sympathizers from even minor nations will come to your help against a common enemy. This tenet is pretty low priority as Mobilization and Total War are better for generating more military units. There's not a lot of game-changing Unique Units available past the Industrial Era, so you can't even make much use of the biggest appeal of Militaristic City-States with this tenet.
 * Militaristic City-States grant units at double rate when at war with a common foe

Futurism
The artistic talents of your empire all contribute to a bold new movement that emphasizes the exciting prospects of the future. The Tourism boost isn't very high, but every bit counts when you're pursuing a Cultural Victory or just trying to out-influence civilizations with opposing Ideologies.
 * +250 Tourism every time a Great Writer, Artist, or Musician is born

Industrial Espionage
Your spies become more skilled at uncovering the closely-guarded secrets of rival empires. It is a consistently useful tenet, as a heavy focus on military technologies will often cause you to neglect the upper half of the tech tree, causing you to miss out on some cultural or diplomatically focused technologies, so the increased tech stealing rate will greatly help you catch up.
 * Spies steal technologies at double rate.

Fortified Borders
Advanced defensive structures not only serve to deter invaders, but also to create a feeling of protection and safety among your citizens. While having Happiness buildings that don't cost maintenance is pretty handy, defensive buildings aren't a high priority when developing your cities. This is especially true for aggressive playstyles since you can defend cities just fine with a strong army. It is more useful if you have a lot of puppets, as they like to build defensive buildings, raising your Happiness involuntarily.
 * +1 Local Happiness from every Castle, Arsenal, or Military Base

Universal Healthcare
Giving all of your citizens equal access to health services is undoubtedly a good thing, but only if your empire has the uniformly developed infrastructure to support it. The usefulness of this tenet depends on how you manage your aggressive expansion. If your empire centers around a few core cities and a lot of puppets, it is more feasible to build numerous National Wonders. Conversely, if you often annex conquered cities, the cost of National Wonders will rise significantly, making this tenet less attractive.
 * +1 Local Happiness from every National Wonder

Militarism
A mindset that encourages the formation of military forces will make your people more satisfied with a well-trained army. Compared to Fortified Borders, you'll be able to enjoy the benefits of this tenet much sooner after adopting it, since you should be producing experience-granting buildings in your high Production cities in the first place. It makes your military training buildings is as strong as dedicated Happiness buildings with less maintenance, not to mention starting your units off with promotions, making this an especially attractive tenet.
 * +2 Local Happiness from every Barracks, Armory, or Military Academy

Lightning Warfare
Your strategists develop the art of the blitzkrieg, a tactic to overwhelm the foe with a concentrated attack composed of high speed units. This is a very powerful tenet that turns your tanks into mobile massacring machines, letting you freely move around enemies and disrupt defensive formations with their sheer mobility. The increased movement of your Great Generals also lets them keep up with your speedy armored units, providing support to your vehicular fleet wherever they go.
 * Great Generals gain +3 Movement. Armor units gain +15% attack, +1 Movement and ignores enemy Zone of Control

Police State
Dissent is harmful to your totalitarian regime, so heavy monitoring of your citizens and brutal enforcement of the law is needed to keep your leadership safe and strong. If you're often annexing captured cities, you'll benefit a lot from the cheaper and stronger Courthouse, but the high maintenance fees of these buildings can add up drastically.
 * +3 Local Happiness from every Courthouse. Build Courthouse in half the usual time

Nationalism
Your citizens become more patriotic to the state, readily sacrificing personal needs for the sake of the empire. A militaristic playstyle necessitates fielding a large army, which will put a strain on your treasury as your army grows and time progresses. Thus, lowering maintenance costs will free up some Gold for other uses, such as buying more units or allying with City-States.
 * Unit maintenance reduced by 33%

Third Alternative
Your empire rejects both capitalism and communism, instead combining parts of them together to form your political direction. The bonus yields in your Capital is pretty insignificant by the time you can adopt this tenet, so its main selling point is the doubled strategic resources. You could always conquer enemy territory if you're in need of more resources, but if a certain strategic resource is particularly scarce, it ensures you'll have enough for your units. Note that it doesn't affect the amount of strategic resources from trades or City-States.
 * Strategic Resources produced by the empire increases by 100%. +5 Food and +5 Science in your Capital.

Total War
Your civilians fully commit their resources and effort toward the empire's warring campaigns. This tenet is a very popular pick as it is versatile and generally useful no matter the situation. If you have all 3 military training buildings in your cities, you'll be able to produce a constant stream of units that all start off with three promotions, putting them close to powerful late promotions like Blitz and March.
 * +25% Production when building military units and new units start with +15 Experience

Cult of Personality
Tales of your glorious leadership spread among allies when warring, where your empire's full might is displayed. This is the Cultural Victory tenet of Autocracy, and while it provides a higher Tourism boost than the other two Ideologies, it is much harder to take advantage of. You'll need to engage in some diplomacy to convince other civilizations to fight on your side so that you'll get the Tourism boost. The best "common foe" in this situation is the current cultural leader, as you can cripple their Tourism output by taking their cities and Great Works, while increasing your own cultural influence. You could also ally with civilizations that have strong Culture generation instead, using the Tourism boost to overcome the Culture they've built up.
 * +50% Tourism with civilizations fighting a common foe

Gunboat Diplomacy
Displays of your military might are quite effective at "persuading" weaker nations to support you. This is Autocracy's Diplomatic Victory tenet, and it is actually surprisingly effective to win votes by force. Many of Autocracy's tenets ease the production of military units, so you have more spare units that you can leave beside City-States for gradual Influence. Other than the specific effect of Gunboat Diplomacy, Autocracy also helps you gain votes by gifting spare units to City-States to raise Influence, or liberate extinct civilizations and City-States with your powerful military to guarantee their allegiance.
 * +6 Influence per turn with City-States you can demand tribute from. Your military units are 50% more effective at intimidating City-States

Clausewitz's Legacy
A tactician creates a groundbreaking work on military theory. This tenet is most suited for a Domination Victory, giving you a huge albeit temporary power-up to your entire military. This attack bonus should be enough to overcome any resistance from remaining enemy civilizations, so its adoption would be the impetus for you to conquer the last capitals you need to win the game. It becomes completely useless after 50 turns, but that is more than enough time for you to clinch victory.
 * +25% attack bonus to all units for 50 turns

Freedom
Freedom casts the spotlight on the individual. It encourages citizens to specialize in technological and artistic pursuits, and celebrates peace and pop culture. Thus, Freedom is the preferred Ideology for any tall empires, which can support a lot of specialists with high population cities. Freedom excels in winning by peaceful means, harnessing the power of mass media to spread culture, befriending City-States through various means or sending astronauts into the final frontier with a strong space program. While it is not very geared toward a Domination Victory, some Freedom tenets still grant perks to warfare, making it fairly versatile regardless.

Wonder: Statue of Liberty
The Statue of Liberty is an iconic monument that embodies the ideals of Freedom. It fits in with Freedom's theme around specialists and Great People, as it encourages you to set more specialists to gain the Production bonus. Overall, it's not a bad wonder, but not an appealing one either. The free Social Policy or tenet is always a big help though.
 * Production: 1060
 * +1 Culture
 * +1 Production per Specialist in all Cities, Free Social Policy
 * Available with Replaceable Parts

Avant Garde
Your empire's liberal policy on art allows more free-thinkers to spread their radical and innovative ideas. Great People are key to any victory, and tall empires are especially adept at creating them due to having a large specialist population. The effects of Avant Garde stacks with similar bonuses such as from Gardens, which can result in a lot of Great People crucial to your victory. Whether its rushing a late wonder, cutting down on research time or creating Great Works, this tenet will benefit you as you pursue your victory condition of choice.
 * The rate at which Great People are born is increased by 25%

Creative Expression
Being able to create art without fear of censorship, your empire's artisans are able to create Great Works that resonate with your citizens. Since you don't get any Tourism out of it, this tenet is purely for defending yourself from influential cultural civilizations.
 * Each Great Work provides +1 Culture, but no extra Tourism

Civil Society
Your civilized citizens voluntarily attempt to improve their surroundings and promote the development of your empire, with one effect being the limitation of food wastage. This is another excellent tenet for cities that support lots of specialists, as it will make your cities grow even bigger, consequently giving you more citizens to set as specialists.
 * Specialists only consume half the normal amount of Food

Covert Action
Your spies become more adept at subtly influencing global politics without negatively affecting your diplomatic standing. This tenet helps you steal and maintain City-State alliances without having to spend Gold. A spy in a city-state is a spy that could have been a diplomat in another civilization, so you still need to gather votes through other means.
 * Chance of rigging elections in City-States doubled

Capitalism
Your empire enacts an economic policy driven by private competition, letting your empire's entrepreneurs aspire toward making money. Gold buildings aren't a very high priority for city production, so the advantage of this tenet is pretty marginal. It could be pretty useful if you have several puppet cities, as they will most certainly prioritize these buildings.
 * +1 Local Happiness from every Mint, Bank, or Stock Exchange

Economic Union
Your civilization forms an economic union with all other Freedom empires to facilitate mutual financial development. Since the AI tends to choose Ideologies based on the number of free tenets left, they are likely to pick a different Ideology than you, so the effects of this tenet is usually limited, if not outright worthless.
 * +3 Gold from Trade Routes with civilizations following the Freedom Ideology

Universal Healthcare
Giving all of your citizens equal access to health services is undoubtedly a good thing, but your empire needs the uniformly developed infrastructure to support it. While this tenet is available to all three Ideologies, it is Freedom that gets the most mileage out of it. This is because Freedom benefits civilizations with a small number of well-developed cities, which have an easier time building numerous National Wonders. If you have already constructed several National Wonders, this is a decent choice.
 * +1 local Happiness from every National Wonder

Volunteer Army
Your empire allows volunteers to join the army rather than conscript citizens. This is oddly a purely aggressive tenet that contradicts Freedom's mostly peaceful focus. The Foreign Legion is slightly weaker than a Great War Infantry and has a 20% combat bonus in foreign territory, which encourages you to invade the territories of other civilizations. They can be upgraded into Infantry and keep their foreign lands bonus on upgrade, making them worthwhile to keep around. The lower maintenance cost frees up more Gold from managing a defensive military.
 * 6 military units are maintenance free and 6 Foreign Legion units appear near the Capital

Urbanization
People living in the countryside gradually move into your cities, with better health services as one of their reasons for the migration. This is another lackluster Happiness tenet, since Hospitals and Medical Labs are rarely built due to how late into the game they are. Water Mills are more commonly built, but only in cities along rivers, so you might not be getting a lot of Happiness out of this tenet at all.
 * +1 Local Happiness from every Water Mill, Hospital, or Medical Lab

Their Finest Hour
Your citizens are roused to defend the ideals of liberty and freedom, valiantly fighting on despite overwhelming odds even in the worst of sieges. As a Freedom civilization, you will be more focused on peaceful pursuits and have a smaller military, which makes you a target for expansionist states. This tenet will help you keep your cities protected against invaders.
 * Combat Strength of cities increased by 33%

Universal Suffrage
Every citizen in your empire gets the right to vote regardless of sex, race or class. This is the best tenet in the Freedom Ideology for raising your Happiness, as it doesn't force you to go out of your way to build certain buildings. It does a great job of negating the Unhappiness from city growth. The longer Golden Age is just icing on the cake, and the increase in Happiness will contribute toward getting these enhanced Golden Ages faster.
 * Specialists produce half the normal amount of Unhappiness. Golden Ages last 50% longer.

New Deal
Your empire undergoes economic reform to prevent major financial catastrophies. How useful this tenet is depends on how many tiles you have that benefit from it, since Great People are usually used for their other abilities instead of creating improvements, while Landmarks depends on how many Antiquity Sites revealed in your territory. The most likely improvements you will have up to this point are Academies and Holy Sites, and 14 Science from Academies is quite powerful if you've established a bunch of them previously.
 * Landmarks and Great Person Improvements produce +4 of the appropriate yield

Arsenal of Democracy
Your empire's private industry partially devotes their resources to assisting the fight against oppression in smaller nations. This gives you a way to convert Production into Influence, by spamming cheap military units and gifting them to City-States for a guaranteed 15 Influence gain. This gives you another helpful method to befriend City-States and gain votes.
 * +15 Production when building military units and +15 Influence from gifting units to City-States

Media Culture
Pop culture and advertising spreads through your empire and out, facilitated by a network of mass media. This is the tenet for Cultural Victories for Freedom adopters, and it is considered the easiest tenet for Cultural Victories, since unlike Autocracy and Order, its effects do not depend on the state of your opponents; you can get the Tourism boost simply by building Broadcast Towers. Freedom's other tenets that promote specialists and Great People also help with a Cultural Victory by letting you create more Great Works or perform Concert Tours.
 * +34% Tourism in cities with a Broadcast Tower

Treaty Organization
Your empire enacts a military and security pact with friendly nations. This is Freedom's Diplomatic Victory tenet and it is very easy to utilize as you just need to direct a trade route to a City-State to reap its benefits. Freedom civilizations pursue a Diplomatic Victory using City-States, as you have three tenets on each tier that help you befriend and ally City-States, using their votes to control the World Congress and make themselves the world leader.
 * +4 Influence per turn with City-States you have a trade route with

Space Procurements
The government gains the ability to procure spaceship components from private companies rather than produce it. This is Freedom's tenet for Scientific Victories. This tenet lets you save a few turns producing Spaceship parts, which can give you an edge in the space race if you have a lot of Gold amassed. Even if your economy is not strong enough to afford Spaceship parts, Freedom's bonuses to specialists and population growth does wonders to your Science output, letting you tear through the tech tree, making it a strong choice for Scientific Victories overall.
 * May buy Spaceship parts with Gold

Order
Order empowers the working class, encouraging workers to band together to form a strong utopia led by the common man. Many of Order's tenets provide boosts to buildings, either increasing their yields or decreasing their construction time. This Ideology suits expansionist empires best, with its bonuses to developing weaker cities and patching up Happiness, while being more flexible than the mostly militaristic expansion focused Autocracy. Order civilizations are very eager at inspiring the workers of the world to join their cause, whether through cultural propaganda, annexation or demonstrations of scientific superiority. They are less interested in engaging with the leaders of other states, preferring to inspire action within the population of rival empires instead, so Order is not suited for Diplomatic Victories.

Wonder: Kremlin
A fortified complex is a good choice for an administrative building, but also serves as an iconic backdrop for military parades, demonstrating the top war machines of your empire. Out of all the Ideology-specific wonders, Kremlin is often considered the weakest due to its rather narrow scope. While Armor units like Tanks and Mobile Armor are excellent offensive units due to their good strength and mobility, Autocracy's Lightning Warfare tenet provides a wider advantage to any Armor focused playstyle, and doesn't force you to compete for a World Wonder. Another drawback of Kremlin is that its Production bonus applies only to the city it is built in, while the effects of Prora and Statue of Liberty are empire-wide. It's a pretty low priority wonder, though the free Social Policy can help no matter which victory path you're going after.
 * Production: 1060
 * +1 Culture
 * +50% Production when building Armor units in this city, Free Social Policy
 * Available with Railroad

Hero of the People
An award for recognizing talented people in your empire gives your citizens more motivation to excel. This tenet is identical to Freedom's Avant Garde, but Order is usually picked by wide empires, which tend to have weaker Great People generation due to a spread out population and poor World Wonder competitveness. Still, Great People are a great help to whatever strategy you're pursuing, whether it's for Great Works, faster Science or the eventual Spaceship part rushing if you're aiming for Spaceflight Pioneers.
 * The rate at which Great People is born is increased by 25%

Socialist Realism
Your people construct mighty statues as a powerful display of socialist might. This is one of the best tenets of Order, since it has a huge effect that comes into play immediately. Monuments are one of the first things you will build whenever settling or annexing new cities, and you'll likely have them in all of your current cities for ages by the time you get an Ideology, so you're guaranteed to get a sizable Happiness increase upon adopting this tenet. The faster Monument build time is handy for conquest, since capturing cities will result in the destruction of all cultural buildings within.
 * +2 Local Happiness from Monuments. Build Monuments in half the usual time

Skyscrapers
With the increased organization Order brings, your people will erect buildings more efficiently, promoting the power of communist rule. This is an immensely helpful tenet for developing low population cities as they tend to have low Production, letting you instantly grab helpful buildings in that city.
 * Gold cost of purchasing buildings reduced by 33%

Patriotic War
In times of war, the patriotic working class of your civilization will rise up to defend their motherland. This is a mainly defensive tenet, and it can be quite handy for wide empires since your units tend to be spread out if your territory is very large. It can also be used offensively, by letting your foe move into your lands, pick their military units off with your home field advantage, then move out to capture their cities once their numbers have been thinned out.
 * +15% attack bonus when fighting in friendly territory

Double Agents
Your agents plant themselves in the espionage operations of other nations, giving an edge in stopping enemy spying activity. Compared to the spy-related tenets in the other two Ideologies, Double Agents is purely defensive, improving the spies you place in your own cities. Consequently, it is also the least useful, since it only benefits you if you're leading scientifically. Also unlike the other espionage tenets, you can simply construct buildings in your city to reduce the effectiveness of enemy spies, whereas the other tenets provide exclusive advantages.
 * Spies are twice as likely to capture enemy spies attempting to steal a technology

Young Pioneers
Your empire enacts a program to indoctrinate children with your Ideology while teaching useful practical skills. While it's no Socialist Realism, this is still a very useful Happiness tenet, since Production buildings are a fairly high priority in any city. It synergizes quite well with Worker's Faculties, letting your Factories provide a great range of benefits.
 * +1 Local Happiness from every Workshop, Factory or Solar/Nuclear/Hydro Plant

Universal Healthcare
Giving all of your citizens equal access to health services is undoubtedly a good thing, but your empire needs the uniformly developed infrastructure to support it. As Order civilizations tend to be wide empires, they are usually the worst at building National Wonders, since there are a lot of cities that need to fulfill the building requirement, compounded by the high Production cost of National Wonders as a result of the number of cities. Thus, this tenet won't give you as much Happiness as the numerous other Happiness tenets in Order, making it a fairly low priority choice.
 * +1 Local Happiness from every National Wonder

Academy of Sciences
An academy focused on the development of science and technology is established to encourage the embrace of scientific progress among your people. This is another nice Happiness tenet due to the fact that science buildings are especially high priority for city development, with Research Labs being one of the few late-game buildings consistently built by most players.
 * +1 Local Happiness from every Observatory, Public School or Research Lab

Party Leadership
Even a completely equal working class requires a party of bureaucrats to organize and lead them. This tenet provides a really wide range of bonuses that increase with every city you have, but each bonus is pretty minor. It's a pretty uncommonly picked tenet, since the other more specialized tenets will provide a greater tangible effect to whatever gameplan you have.
 * +1 Food, Production, Science, Gold, and Culture per City

Resettlement
Forcefully transferring your population around can help organize the distribution of labor where it's needed and quarantine dissidents of your Ideology. By the time you can adopt this tenet, you're unlikely to be settling new cities outside of some uncommon situations. Other tenets are generally preferred for their more relevant bonuses.
 * New Cities start with an extra 3 Population

Cultural Revolution
An organized purge of unwanted practices and mindsets will result in a stronger Ideology, improving your influence on like-minded civilizations. This Tourism boost from this tenet is as strong as Order and Freedom's level 3 cultural tenet, but it only applies to other Order civs. Since the AI tends to pick Ideologies that still have free tenets left, they are less likely to choose Order if you have got it before them, though Order tends to be a popular Ideology with most AIs regardless. It sustains the Ideology itself, since you're lowering the influence of other Ideologies on all Order civilizations, reducing the chances of a forced conversion. As other Order empires have access to the same Happiness tenets as you do, it's difficult to gain the Dictatorship of Proletariat bonus on them, so Cultural Revolution acts as a backup Tourism boost. Of course, your opponents could always get Cultural Revolution themselves...
 * +34% Tourism to other Order civilizations

Worker's Faculties
The working class gets to enjoy equal access to all amenities. Worker's Faculties is another top tenet of Order, granting bonuses useful for any win condition: Science and Production. You should always build Factories in your cities if you have the resources to do so, and this tenet will help you get them up and running for the Production increase. The Science bonus only makes Factories more appealing, giving almost the effect of a second University for every city you build them in.
 * Factories increase a City's Science output by 25%. Build Factories in half the usual time

Five-Year Plan
Enacting five-year plans gives your empire a clear direction for development. This is a very strong Production tenet that can give each city in your empire a noticeable Production boost. Mines can be built anywhere there are hills, and both Mines and Quarries are needed for a large range of resources, so you're bound to have plenty of these improvements to benefit from.
 * +2 Production per City and +1 Production for every Mine or Quarry

Dictatorship of the Proletariat
Your empire sends a plea to the disenfranchised working class of the world to oust the bourgeoisie and become the rulers of their nations. This tenet is built for Cultural Victories, and works effectively in tandem with the other tenets of Order. The strategy for a Cultural Victory wit Order is straightforward, take the many Happiness tenets available in Order to maintain a strong public opinion, then use the Happiness advantage to suppress other civilizations with your Tourism. It still requires your total Happiness to be higher than your targets, so don't waste the extra Happiness gained from tenets by expanding and growing carelessly. If you have Cultural Revolution and manage to force another civ to convert to Order through Unhappiness, you'll get two Tourism boosts at the same time, crushing the foe's resistance to your influence.
 * +34% Tourism to civilizations that have less Happiness

Iron Curtain
A firm divide must be kept between your orderly empire and the greedy or maniacal states around you. This tenet is most suited for a Domination Victory, though it doesn't directly augment your military power. Instead, like other tenets in Order, it helps lessen the penalties that come with aggressive expansion, letting you maintain your empire as you take down your enemies' capitals. Free Courthouses are very helpful since they usually carry a hefty maintenance cost, but they are only granted if you annex a city immediately upon capture, not after a few peaceful turns with a puppet city. Since repeated warring will likely make the AI players mad, keeping trade routes domestic will prevent them from being plundered if an enemy declares war. Stronger internal trade routes also generally useful for growing weaker cities within your empire, especially cities you've recently annexed.
 * Free Courthouse upon city capture. Internal trade routes provide 50% more Food or Production

Spaceflight Pioneers
There is no better way to prove the might of the Order ideology than by winning the space race! This tenet is for players focused on getting a scientific victory. The free Great People are certainly helpful for contributing to your victory, with the Great Scientist helping you research technologies for spaceship parts, while the Great Engineer can be used to finish a Spaceship part or the Hubble Space Telescope to get more Great Scientists. This late in the game, you will likely not be able to get more Great Scientists or Engineers barring Faith purchases, so use these two free ones wisely. Outside of part rushing, the various bonuses to Factories and Production that Order provides will also help you finish Spaceship parts quickly.
 * May finish Spaceship parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital