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Communitas offers 7 revamped policy trees.

Policies

A view at the revamped social polcies screen.

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.

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