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Civ 5 Social Policies. Tradition Aristocracy +20% Production when building Wonders Legalism Free Monuments in your first 4 cities Oligarchy Free maintenance.

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Presentation on theme: "Civ 5 Social Policies. Tradition Aristocracy +20% Production when building Wonders Legalism Free Monuments in your first 4 cities Oligarchy Free maintenance."— Presentation transcript:

1 Civ 5 Social Policies

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

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

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

5 Piety (Classical) Theocracy -25% Unhappiness produced by Population in non-occupied Cities Mandate of Heaven 50% of excess Happiness added to the amount of Culture per turn Organized Religion Amount of Happiness required to start a Golden Age reduced by 25% Free Religion Gain 2 free Policies Reformation Immediately enter a 10-turn Golden Age +2 Happiness Cannot have Rationalism active Reduces Culture cost of Future Policies 10%

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

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

8 Rational (Renaissance) Sovereignty +15% Science while the empire is Happy SecularismHumanism +2 Science from every Specialist +1 Happiness from every University Free Thought +1 Science from every Trading Post Scientific Revolution +1 Happiness from each Luxury Resource Immediately enter a 4-turn Golden Age Cannot have Piety active +1 Gold from science buildings

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

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

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


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