[ { 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 each specialist" } ] }, { 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:"Gain 2 free technologies", 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:"Facism", description:"Quantity of strategic resources produced by the empire increased by 100%", requires:["Populism","Militarism"], row:2, column:3 }, { name:"Police State", description:"Captured cities retain their previous borders", 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","Facism"], row:3, column:4 }, { name:"Autocracy Complete", description:"+1 happiness from each Walls, Castle and Arsenal" } ] } ]