[ { "name": "Tradition", "era": "Ancient", "description": "+3 culture in capital and increased rate of border expansion", "policies": [ { "name": "Aristocracy", "description": "+15% production when constructing wonders, +1 happiness for every 10 citizens in a city", "row": 1, "column": 1 }, { "name": "Legalism", "description": "Immediately creates a cheapest available cultural building in each of your first 4 cities for free", "row": 1, "column": 3 }, { "name": "Oligarchy", "description": "Units in cities cost no Maintenance, garrisoned city +50% attacking strength", "row": 1, "column": 5 }, { "name": "Landed Elite", "description": "+10% food growth and +2 food in capital", "requires": ["Legalism"], "row": 2, "column": 2 }, { "name": "Monarchy", "description": "+1 gold and -1 unhappiness for every 2 citizens in capital", "requires": ["Legalism"], "row": 2, "column": 4 }, { "name": "Tradition Complete", "description": "+15% growth and +2 food in all cities" } ] }, { "name": "Liberty", "era": "Ancient", "description": "+1 culture in every city", "policies": [ { "name": "Collective Rule", "description": "Training of settlers increased +50% in capital, receive a new settler near the capital", "row": 1, "column": 1 }, { "name": "Citizenship", "description": "Tile improvement speed +25%, receive a free worker near the capital", "row": 1, "column": 4 }, { "name": "Republic", "description": "+1 construction in every city, +5% construction when constructing buildings", "requires": ["Collective Rule"], "row": 2, "column": 1 }, { "name": "Representation", "description": "Each city founded increases culture cost of policies 33% less than normal. Starts a golden age.", "requires": ["Citizenship"], "row": 2, "column": 3 }, { "name": "Meritocracy", "description": "+1 happiness for every city connected to capital, -5% unhappiness from citizens", "requires": ["Citizenship"], "row": 2, "column": 5 }, { "name": "Liberty Complete", "description": "Free Great Person of choice near capital" } ] }, { "name": "Honor", "era": "Ancient", "description": "+25% bonus vs Barbarians; gain Culture when you kill a barbarian unit", "policies": [ { "name": "Warrior Code", "description": "+20% production when training melee units", "row": 1, "column": 2 }, { "name": "Discipline", "description": "+15% combat strength for melee units which have another military unit in an adjacent tile", "row": 1, "column": 4 }, { "name": "Military Tradition", "description": "Military units gain 50% more Experience from combat", "requires": ["Warrior Code"], "row": 2, "column": 2 }, { "name": "Military Caste", "description": "Each city with a garrison increases happiness by 1 and culture by 2", "requires": ["Discipline"], "row": 2, "column": 4 }, { "name": "Professional Army", "description": "Gold cost of upgrading military units reduced by 33%", "requires": ["Military Caste"], "row": 3, "column": 4 }, { "name": "Honor Complete", "description": "Gain gold for each unit killed" } ] },{ "name": "Piety", "era": "Classical", "description": "Building time of culture buildings reduced by 15%", "policies": [ { "name": "Organized Religion", "description": "+1 happiness for each monument, temple and monastery", "row": 1, "column": 2 }, { "name": "Mandate Of Heaven", "description": "50% of excess happiness added to culture towards policies", "row": 1, "column": 5 }, { "name": "Theocracy", "description": "Temples give +10% gold", "requires": ["Organized Religion"], "row": 2, "column": 1 }, { "name": "Reformation", "description": "+33% culture in all cities with a world wonder, immediately enter a golden age", "requires": ["Organized Religion"], "row": 2, "column": 3 }, { "name": "Free Religion", "description": "+1 culture for each monument, temple and monastery. Gain a free policy.", "requires": ["Mandate Of Heaven","Reformation"], "row": 3, "column": 4 }, { "name": "Piety Complete", "description": "Reduce culture cost of future policies by 10%" } ] },/*{ "name": "Patronage", "era": "Classical", "description": "Influence with City-States degrades 25% slower than normal", "policies": [ { "name": "Philantropy", "description": "Gifting Gold to a City-State generates 25% more Influence", "row": 1, "column": 2 }, { "name": "Aesthetics", "description": "Resting point for Influence level with all City-States is increased by 20", "row": 1, "column": 4 }, { "name": "Scholasticism", "description": "All Allied City-States provide a Science bonus equal to 25% of what they produce for themselves", "requires": ["Philantropy"], "row": 2, "column": 2 }, { "name": "Cultural Diplomacy", "description": "Happiness from gifted Luxuries increased by 50%", "requires": ["Scholasticism"], "row": 3, "column": 2 }, { "name": "Educated Elite", "description": "Allied City-States will occasionally gift you Great People", "requires": ["Scholasticism","Aesthetics"], "row": 3, "column": 4 }, { "name": "Patronage Complete", "description": "Influence with City-States degrades 25% slower than normal" } ] },*/ { "name": "Commerce", "description": "+25% gold in capital", "era": "Medieval", "policies": [ { "name": "Trade Unions", "description": "Maintenance on roads & railroads reduced by 33%, +2 gold from all trade routes", "row": 1, "column": 2 }, { "name": "Mercantilism", "description": "-25% to purchasing items in cities", "row": 1, "column": 5 }, { "name": "Entrepreneurship", "description": "Great Merchants are earned 25% faster, +1 Science from every Mint, Market, Bank and Stock Exchange.", "requires": ["Trade Unions"], "row": 2, "column": 2 }, { "name": "Patronage", "description": "Cost of purchasing culture buildings reduced by 50%", "requires": ["Mercantilism"], "row": 2, "column": 5 }, { "name": "Protectionism", "description": "+1 happiness from each luxury resource", "requires": ["Entrepreneurship","Patronage"], "row": 3, "column": 3 }, { "name": "Commerce Complete", "description": "+1 gold from every trading post, double gold from Great Merchant trade missions" } ] }, { "name": "Rationalism", "era": "Renaissance", "description": "Production to science conversion in cities increased by 33%", "policies": [ { "name": "Secularism", "description": "+2 science from every specialist", "row": 1, "column": 2 }, { "name": "Humanism", "description": "+1 happiness from every university, observatory and public school", "row": 1, "column": 5 }, { "name": "Free Thought", "description": "+1 science from every trading post, +17% science from universities", "requires": ["Secularism"], "row": 2, "column": 1 }, { "name": "Sovereignty", "description": "+15% science while empire is happy", "requires": ["Humanism"], "row": 2, "column": 5 }, { "name": "Scientific Revolution", "description": "Science gained from research agreements +50%", "requires": ["Free Thought"], "row": 3, "column": 1 }, { "name": "Rationalism Complete", "description": "+1 gold from all science buildings" } ] }, /*{ "name": "Order", "era": "Industrial", "description": "+1 Happiness per City", "policies": [ { "name": "Nationalism", "description": "25% Attack bonus when fighting in friendly territory", "row": 1, "column": 1 }, { "name": "United Front", "description": "Militaristic City-States grant units twice as often when you are at war with a common foe", "row": 1, "column": 3 }, { "name": "Planned Economy", "description": "Factories increase a cities Science output by 25%", "row": 2, "column": 5 }, { "name": "Socialism", "description": "Gold maintenance costs of Buildings reduced by 15%", "requires": ["Planned Economy"], "row": 2, "column": 3 }, { "name": "Communism", "description": "+2 Production per City and +10% Production when constructing buildings", "requires": ["Socialism"], "row": 3, "column": 3 }, { "name": "Order Complete", "description": "+1 Food, Production, Science, Gold and Culture per city" } ] },*/ { "name": "Freedom", "era": "Renaissance", "description": "+25% great people rate", "policies": [ { "name": "Constitution", "description": "+2 culture from each wonder", "row": 1, "column": 1 }, { "name": "Universal Suffrage", "description": "+1 production per 5 population", "row": 1, "column": 3 }, { "name": "Civil Society", "description": "-50% food consumption by specialists", "row": 1, "column": 5 }, { "name": "Free Speech", "description": "+1 culture for every 2 citizens", "requires": ["Constitution"], "row": 2, "column": 1 }, { "name": "Democracy", "description": "Specialists produce half normal unhappiness", "requires": ["Civil Society"], "row": 2, "column": 5 }, { "name": "Freedom Complete", "description": "Tile yield from great improvement +100%, golden ages increase by 50%" } ] }, { "name": "Autocracy", "era": "Industrial", "description": "-33% unit upkeep costs", "policies": [ { "name": "Populism", "description": "Wounded military units deal +25% damage", "row": 1, "column": 1 }, { "name": "Militarism", "description": "Gold cost of purchasing units -33%", "row": 1, "column": 5 }, { "name": "Fascism", "description": "Quantity of strategic resources produced by the empire increased by 100%", "requires": ["Populism","Militarism"], "row": 2, "column": 3 }, { "name": "Police State", "description": "+3 Happiness from every Courthouse. Build Courthouses in half the usual time.", "requires": ["Militarism"], "row": 2, "column": 5 }, { "name": "Total War", "description": "+15% production when building military units and new military units start with 15 Experience", "requires": ["Police State","Fascism"], "row": 3, "column": 4 }, { "name": "Autocracy Complete", "description": "+20% attack bonus to all Military Units for 30 turns" } ] } ]