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