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

 * 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.

Legalism

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

Oligarchy

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

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.

Citizenship

 * 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% 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.

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.

Rasionalism

 * 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).