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Civ 5 Social Policies

Civ 5 Social Policies. Tradition. +3 Culture in Capital and greatly increased rate of border expansion . Aristocracy. Legalism. Oligarchy. +20% Production when building Wonders . Free Monuments in your first 4 cities .

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Civ 5 Social Policies

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  1. Civ 5 Social Policies

  2. Tradition +3 Culture in Capital and greatly increased rate of border expansion Aristocracy Legalism Oligarchy +20% Production when building Wonders Free Monuments in your first 4 cities Free maintenance for garrisons and cities with garrisons have double the Ranged Combat strength Monarchy Landed Elite +1 Gold and -1 Unhappiness for every 2 Citizens in Capital +15% Growth and +2 Food in all cities +15% Food and +2 Food in each city

  3. Liberty +1 Culture in Every City Citizenship Collective Rule +25% construction rate of Workers. Receive a free Worker Speeds the training of Settlers by 50% in the Capital. Receive a free Settler Republic Representation Meritocracy +1 Production in every City Limits policy cost increases as you found cities. Starts a Golden Age. +1 Happiness for every 2 cities connected to the capital. Receive a free Great Person. Free Great Person near your Captial

  4. Honor +25% combat bonus versus Barbarians, and a notification sent when new Barbarian Camps are spawned within revealed territory Discipline Warrior Code +10% combat strength for units in a tile next to other military units A Great General appears outside the Capital City Military Tradition Military Caste Military Units gain 50% more Experience from combat -1 Unhappiness for each City with a Garrison Professional Army Gold cost of Upgrading Military Units reduced by 50% Receive Gold for each enemy unit killed

  5. Piety (Classical) +2 HappinessCannot have Rationalism active Mandate of Heaven Organized Religion 50% of excess Happiness added to the amount of Culture per turn Amount of Happiness required to start a Golden Age reduced by 25% Theocracy Free Religion -25% Unhappiness produced by Population in non-occupied Cities Gain 2 free Policies Reformation Immediately enter a 10-turn Golden Age Reduces Culture cost of Future Policies 10%

  6. Patronage (Medieval) Influence with City-States degrades 25% slower than normal Aesthetics Educated Elite Philanthropy Minimum Influence level with all City-States is 20 Allied City-States will occasionally gift you Great People +25% more Influence gained from Gold gifts to City- States Scholasticism Allied City-States provide a Science bonus equal to 33% of what they provide for themselves Cultural Diplomacy Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%. Other players’ influence with City-Stats decrease 33% more per turn

  7. Commerce (Medieval) +25% Gold output in the Capital City Trade Unions Naval Tradition Maintenance paid on Roads and Railroads reduced by 20% +1 Movement and +1 Sight for Naval combat units Merchant Navy Mercantilism +3 Production in all coastal Cities Purchasing items in cities requires 25% less Gold Protectionism +1 Happiness from each Luxury Resource +1 Gold from every Specialist

  8. Rational (Renaissance) Immediately enter a 4-turn Golden AgeCannot have Piety active Secularism Humanism +2 Science from every Specialist +1 Happiness from every University Sovereignty Free Thought +15% Science while the empire is Happy +1 Science from every Trading Post Scientific Revolution +1 Happiness from each Luxury Resource +1 Gold from science buildings

  9. Freedom (Renaissance) -50% Unhappiness produced from Specialist Population Cannot have Order or Autocracy active Civil Society Constitution Universal Suffrage -50% Food consumption by Specialists Culture doubled in all Cities with a World Wonder +33% City Combat Strength Free Speech Democracy -25% of Policy Culture costs +50% Great People production rate +100% Increase in the base yield from Great tile improvements and 50% increase of Golden Ages

  10. Autocracy (Industrial) -33% Gold Maintenance cost for Units Cannot have Order or Freedom Active Militarism Populism Gold cost of purchasing units reduced by 33% Wounded military units inflict +25% more damage Fascism Police State Quantity of Strategic Resources produced increases by 100% -50% Unhappiness in Occupied Cities Reformation Immediately enter a 10-turn Golden Age 20% Attack bonus to all units for 30 Turns

  11. Order (Industrial) +15% construction rate of Buildings Cannot have Freedom or Autocracy active Socialism Planned Economy Nationalism +25% attack bonus when fighting in friendly territory -10% Gold maintenance cost of Buildings -50% Unhappiness from number of Cities Communism United Front +5 Production per City Other players’ City-State Influence Points decrease 33% faster +1 Food, +1 Production, +1 Science, +1 Gold, +1 Culture in each city

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