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Communitas offers 7 revamped policy trees.
Design goals[]
Policy trees should have a coherent design that provides both short and long term benefits throughout the tree.
Policy trees should follow the 80/20 design goal that they sometimes offer substantial but narrow benefits in particular policies (such as city state benefits or conquest effects) and also offer policies that we may usually find desirable for any goal (such as happiness bonuses).
The trees are designed that they no longer "need" to be finished entirely because of changes to the cultural victory but also cannot be easily cherry picked, with very good, broad and flexible picks available further in the tree rather than on an opener.
Later game trees should feel relatively more powerful than earlier game trees to encourage considering taking their effects and having them in competition with one another instead of taking additional polciies from early game trees
Policies should be generally available more often as they are a fun game feature and players should receive roughly 6 additional policies per game, depending on game performance and intentions.
Detailed comparison[]
Tradition[]
Policy Name | Civ 5 BNW effect | Civ 5 Communitas effect |
---|---|---|
Opener |
+3 Culture in Capital Greatly increases rate of border expansion Unlocks: Hanging Gardens |
3 Culture and +2 Food in Capital Unlocks: Banaue Rice Terraces |
Aristocracy |
Production: +15% for wonders Happiness: +1 for every 10 Citizens |
Production: +15% for wonders Happiness: +1 for every 10 Citizens |
Oligarchy |
City Attack: +50% from garrisons No maintenance for garrisoned units |
City Attack: +50% from garrisons No maintenance for garrisoned units +2 Culture from garrisons |
Legalism | 1 free culture building in your oldest 4 cities |
Renamed "Mentors" +5 science in capital 5% science on all science buildings |
Monarchy | Citizens in the Capital create +0,5 Gold and -0,5 Unhappiness | Citizens in the Capital create +1 Gold and +0,5 Happiness |
Landed Elite |
Surplus Food: +10% in the Capital Food: +2 in the Capital |
Surplus Food: +15% per city Food: +2 per city Capital city receives 1 food for every 5 citizens. |
Finisher |
Surplus Food: +15% per City 1 free Aqueduct in your oldest 4 cities Can purchase Great Engineers with Faith starting in the Industrial era |
Great Person rate: +25% Doubles cultural border expansion to tiles far from cities Can purchase Great Engineers with Faith starting in the Industrial era |
Liberty[]
Policy name | Civ 5 BNW effect | Civ 5 Communitas effect |
---|---|---|
Opener |
Culture: +1 in all cities Unlocks: Pyramids |
Culture: +1 in all cities Production: +1 in all cities Unlocks: Terracotta Army |
Republic |
Production: +1 in all cities Production: +5% when constructing Buildings |
Free City Defense building in all new cities (current, new, and conquered). With the appropiate tech researched +4 Happiness +10% Production for constructing buildings |
Citizenship |
Worker: +1 Worker Improvement Rate: +25% |
Worker: +1 Worker Improvement Rate: +25% |
Collective Rule |
Settler: +1 Production: +50% for Settlers in capital |
Settler: +1 Production: +25% for Settlers |
Meritocracy |
+1 National Happiness per connected city -5% Unhappiness from Population in cities that are not Occupied |
Gold: +200 x Era (instant) New cities increase Policy costs by 33% less |
Representation |
New cities increase Policy costs by 33% less than normal Starts a golden age |
+1 National Happiness per connected city -5% Unhappiness from Population in cities that are not Occupied |
Finisher | Great Person: +1 of choice | Great Person: +1 of choice |
Honor[]
Policy name | Civ 5 BNW effect | Civ 5 Communitas effect |
---|---|---|
Opener |
Reveal barabarian camps +33% Strength bonus against barbarians Killing barbarians gives Culture |
Reveals barbarian camps +10% Strength against barbarians Killing barbarians gives 2 Culture per strength of defeated enemies Unlocks: Temple of Artemis |
Warrior Code |
Production: +15% when training Melee units Great General: +1 Great Generals are earned 50% faster |
Renamed to: Gladiators City Happiness: Provides a Free Arena in all cities +2 Defense units at the Capital |
Discipline | +15% Strength for all units adjacent to other friendly military units |
Great General: +1 Movement: +1 for Great Generals +15% Strength for all units adjacent to other friendly military units +2 Science and Production on Citadels |
Military Caste |
Empire Happiness: +1 per Garrison Culture: +2 per Garrison |
Provides increasing production on XP line of buildings (barracks) XP Buildings produced 50% faster. 25% faster promotions |
Military Tradition | Military units gain +50% Experience from combat |
Renamed to: Spoils of War Killing enemies gives Gold (3x strength) +25% rewards from capturing City-States |
Professional Army |
Upgrade cost: -33% for units Production: +50% when constructing Barracks, Armories, Military Academies |
Upgrade cost: -50% for units Production: +15% for All units |
Finisher |
Killing enemies gives Gold Can purchase great Generals with Faith starting in the Industrial era |
Melee units +15% stronger
Great Generals earned 25% faster |
Piety[]
Policy name | Civ 5 BNW effect | Civ 5 Communitas effect |
---|---|---|
Opener |
Double Production for Shrines and Temples Unlocks: Great Mosque of Djenne |
Double Production for Shrines and Temples Culture: +1 Faith: +2 Unlocks: Stonehenge |
Organized Religion | Faith: +1 from Shrines and Temples |
Renamed to: Unity Golden Age turns: 10 Golden Ages require 50% less National Happiness |
Mandate of Heaven | Faith Costs: -20% |
Renamed to: Meditation Faith: +1 from Shrines and Temples Faith Costs: -25% |
Theocracy |
Gold: +25% from Temples Gold: +3 from Holy Sites |
Renamed to: Charity Gold: +25% from Temples Gold: +2 from Temples Gold: +3 from Holy Sites |
Religious Tolerance | Cities with multiple religions also get the Panteon bonus of the city's second most popular religion |
Renamed to: Tolerance City Happiness: +1 per Religious building (excludes Shrines but includes faith purchased options) Cities with multiple religions also get the Pantheon bonus of the city's second most popular religion |
Reformation | If you founded a religion, gain a bonus Reformation belief |
Renamed to: Inspiration Free Great Prophet: +1 |
Finisher |
Culture: +3 from Holy Sites Free Great Prophet: +1 |
Choose one new Pious belief |
Patronage[]
Policy name | Civ 5 BNW effect | Civ 5 Communitas effect |
---|---|---|
Opener |
Influence from City-States degrades 25% slower than normal Unlocks: Forbidden Palace |
+2 Gold per City-State Trade Route Unlocks: Angkor Wat |
Philanthropy | +25% Influcence from Gold gifts to City-States |
+20 instant Influence with City-States +33% Influence from Gold gifts to City-States |
Consulates | +20 resting Influence with City-States | +20 resting Influence with City-States |
Scholasticism | Science: +25% of what City-States produce for themselves | +2 Science per era for each City-State friend, and +3 Science for each ally |
Cultural diplomacy |
+100% strategic resource quantity gifted by City-State allies +50% National Happiness from luxury resources gifted by City-State allies |
City-State allies gift Great People Great People rate: +10% |
Merchant Confederacy | Gold: +2 per City-State Trade Route |
Renamed to: Special Relationship Influence with City-States degrades 33% slower than normal |
Finisher | City-States allies gift Great People |
+100% strategic resource quantity gifted by City-State allies +50% National Happiness from luxury resources gifted by City-State allies |
Aesthetics[]
Policy name | Civ 5 BNW effect | Civ 5 Communitas effect |
---|---|---|
Opener |
Cultural Great Person rate: +25% Unlocks: Uffizi |
Production: +50% for Cultural buildings Unlocks: Uffizi |
Cultural centers | Production: +50% for Cultural buildings |
Culture: +2 per National Wonder Culture: +33% in cities with a World Wonder |
Fine arts | Culture: +1 per 2 surplus happiness | Culture: +1 per 1 surplus happiness |
Flourishing of arts |
Culture: +33% in cities with a World Wonder Start a Golden Age |
Culture: +1 per village
Production: +100% for Archaeologists |
Artistic Genius | Great Artists: +1 |
Great Artists: +1 Cultural Great Person Rate: +25% |
Cultural Exchange | Tourism: +15% from shared religion, open borders and trade routes |
Tourism: Doubles building-theme tourism Tourism: +25% from shared religion, open borders, and trade routes |
Finisher |
Tourism: Doubles building-theme tourism Allows the purchase of Cultural Great People with Faith upon entering the Industrial era |
Reveals Hidden Antiquity sites Allows the purchase of Cultural Great People with Faith upon entering the Industrial era |
Wealth[]
Policy name | Civ 5 BNW effect | Civ 5 Communitas effect |
---|---|---|
Opener |
Gold: +25% in Capital Unlocks: Big Ben |
Gold: +10% in all cities Unlocks: Panama Canal |
Wagon Trains |
Gold: +2 per Land Trade route Gold: -50% Maintenance at roads and railroads |
Renamed to: Caravans Gold: +3 per Trade route Gold: -50% Maintenance at roads and railroads |
Mercenary Army | Allows the purchase of Landsknechts |
Renamed "Guilds" Gold: +1 on villages Gold: +1 on plantations |
Entrepeneurship |
Great Merchant rate: +25% Double Gold from Great Merchant trade missions |
Free Great Merchant: +1 Great Merchant rate: +25% Double Gold from Great Merchant trade missions Gold: +3 on Customs House |
Mercantilism |
Purchase Cost: -25% All items Science: +1 from Mint, Market, Bank and Stock Exchange |
Gold: +20% City Connection Income Gold: +2 per Market, Bank and Stock Exchange |
Protectionism | Happiness: +2 from each Luxury resource |
Purchase Cost: -20% All items |
Finisher |
Gold: +1 from Trading Post Can purchase Great Merchants with Faith upon entering the Industrial era |
Happiness: +1 from each Luxury Resource (all copies). Can purchase Great Merchants with Faith upon entering the Industrial era |
Exploration[]
Policy name | Civ 5 BNW effect | Civ 5 Communitas effect |
---|---|---|
Opener |
Naval units: +1 Movement Military ships: +1 Sight Unlocks: Louvre |
Embarked units: +2 Movement Great Admiral: +2 Movement Military ships: +1 Sight and Movement Unlocks: Red Fort |
Maritime Infrastructure | Production: +3 at coastal cities |
Production: +4 on Coastal Cities Gold: +2 on Lighthouse, Harbor, and Seaport. |
Naval Tradition | Happiness: +1 per Lighthouse, Harbor and Seaport | City Happiness: +1 per Lighthouse, Harbor and Seaport |
Navigation School |
Great Admiral: +1 Great Admiral: +2 Movement Great Admiral rate: +50% |
Renamed to: Colonization Cities start with 3 population Settlers: +2 at Capital Workers: +2 at Capital Defense units: +2 at Capital |
Merchant Navy | Gold: +1 per Lighthouse, Harbor and Seaport |
Renamed to: Pioneer Spirit Civilians: +1 Movement Production: +100% for constructing Harbors Food: +1 on Lighthouse and Harbor |
Treasure Fleets | Gold: +4 per Sea Trade route |
Renamed to: Homestead Act Production: +100% for constructing Granary, Smith, Caravansary, and Stable Production: +1 on Stable and Smith Gold: +1 on Caravansary Food: +1 on Granary |
Finisher |
Reveals Hidden Antiquity sites Allows the purchase of Great Admirals with Faith upon entering the Industrial era |
Production: +15% for naval units Naval units are 15% stronger Allows the purchase of Great Admirals with Faith upon entering the Industrial era |
Rationalism[]
Policy name | Civ 5 BNW effect | Civ 5 Communitas effect |
---|---|---|
Opener |
Science: +10% when the nation is happy Unlocks: Porcelain Tower |
Great Scientists: +1 Science: +4 on National Wonders Unlocks: Bell Labs |
Secularism | Science: +2 per Specialist | Science: +2 per Specialist |
Humanism | Great Scientist rate: +25% | Science: +10% when the nation is happy |
Free Thought |
Science: +1 per Trading posts Science: +17% per Universities |
Science: +1 per Village Science: +15% per University |
Sovereignty | Gold: +1 from Science buildings |
Happiness: +1 from all National Wonders |
Scientific Revolution | Science: +50% from Research Agreements | Science: +50% from Research Agreements
Science: +3 on Academies Great Scientist Rate: +25% Free Great Engineer |
Finisher |
Technologies: +1 Allows the purchase of Great Scientists with Faith upon entering the Industrial era |
Technologies: +1 Allows the purchase of Great Scientists with Faith upon entering the Industrial era |
Freedom[]
Policy Name | Civ 5 BNW effect | Civ 5 Communitas effect | ||||||
---|---|---|---|---|---|---|---|---|
Arsenal of Democracy |
Production +15% for military units +15 CS Influence for gifting units. Unlocks: Statue of Liberty (Freedom Ideology does) |
Production +15% for military units +15 CS Influence for gifting units. Unlocks: Statue of Liberty (Freedom Ideology does) | ||||||
Avant Garde |
Great People Rate: +25% |
Great People Rate: +75% | ||||||
Capitalism |
City Happiness: +1 from Banks, Mints, Stock Exchanges |
City Happiness: +1 from Banks, Mints, Stock Exchanges | ||||||
Civil Society | Specialists consume half the normal amount of food. |
Specialists consume half the normal amount of food. | ||||||
Covert Action | 2x rigging CS elections. | 2x rigging CS elections. | ||||||
Creative Expression |
Culture: +1 on Great Works |
Culture: +1 on Great Works Gold: +4 per Guild Building and on Broadcast Towers. | ||||||
Economic Union |
+3 Gold for Trade Routes with civilizations following Freedom Ideology |
Food: +1 on farms and pastures 10% Gold on Airports, Hotels, and Stock Exchanges. | ||||||
Media Culture |
+34% Tourism in cities with a Broadcast Tower |
+34% Tourism in cities with a Broadcast Tower | ||||||
New Deal |
+4 on Landmarks and GP Improvements. |
+6 on Customs House, Landmark, and Academy. | ||||||
Spaceship Procurement | Can buy Spaceship parts with Gold | Can buy Spaceship parts with Gold | ||||||
Their Finest Hour | Cities: +33% Combat Strength | Cities: +33% Combat Strength | ||||||
Treaty Organization |
+4 Influence/turn with CS with a Trade Route. |
+4 Influence/turn with CS with a Trade Route. +5 Gold per Trade Route with a civilization following the Freedom Ideology | ||||||
Universal Health Care |
+1 Happiness on National Wonders. |
Renamed "Endowment of Sciences" East India (extra gold and gold %) National College (extra science and science %) Heidelberg University (extra science and science %) Hermitage (extra culture) Doubles theme bonuses on Heidelberg and Hermitage. | ||||||
Universal Suffrage |
Specialists produce 1/2 unhappiness Golden Ages are 50% longer. |
Specialists produce 1/2 unhappiness Golden Ages are 50% longer. |
Urbanization | Local Happiness +1 from Water Mills, Hospitals, and Medical Labs. | Local Happiness +1 from Aqueducts, Hospitals, and Medical Labs. | Volunteer Army |
6 units are maintenance free. Receive 6 free Foreign Legion units. |
6 units are maintenance free. Receive 6 free Foreign Legion units. |
End note: This page was created at Communitas release 3.16(v2), comparing civilization.wikia.com's Social Policies page to in-game tooltips of Communitas. If changes are made since then, look at the release notes at GitHub, then you can work from there.