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Patch Notes

This is the current state of the Policies section of the G&K Enhanced Mod (GEM).


  • Culture Victories:
    • All players get +20% more policies, and cultural victory requires +20% more policies.
    • Tall and Wide empries are equally capable of cultural victory.
    • Peaceful empires are more effective at culture victory than militaristic empires.
  • Balanced policies in each tree so they have approximately equal power.
  • Each tree has a few policies useful for anyone, and a few policies for specific strategies.
  • The “no policy saving” advanced setup option defaults to disabled.
  • The only policy tree exclusion exists between Freedom <> Nationalism. (Autocracy).
  • Reduced the number of prerequisite links within policy trees to increase options. Discussion
  • Moved the boosts to Merchants, Artists, and Engineers earlier in the game, and tied them with an immediate bonus. This increases the value of specialists for wide and conquest empires. Scientists are useful for anyone, so they remain later in the trees.
  • Policy trees progress from left (early) to right (late) instead of clockwise.


Good for quickly claiming early territory.

  • Opener
    + 1 1CultureCulture in every city.
    1 Palace in the 3 oldest cities.
  • Collective Rule
    +1 Settler.
    +20% 1ProductionProduction for settlers.
  • Meritocracy
    Gives a lump sum of 1GoldGold.
    Reduces policy costs in large empires:
    Cities producing approximately 15 1CultureCulture are revenue-neutral for policy rate.
  • Citizenship
    +2 Workers at the Capital.
    +25% improvement construction rate.
  • Representation
    +1 HappyNational Happiness in Connected cities.
    -5% AngryUnhappiness from Population in non-occupied cities.
  • Republic
    Free Defense building in all current and future cities.
    +2 1ProductionProduction from Defense buildings.
  • Finisher
    Free 1GreatPersonGreat Person of choice.
    +3 1ProductionProduction from a specialist being in city.


Good for developing a few big cities.

  • Opener
    +1 1CultureCulture for each surplus National Happiness.
  • Oral History
    +2 1CultureCulture for the Palace and Villages.
  • Monarchy
    +5 1ScienceScience per turn.
    +5% 1ScienceScience on science buildings.
  • Landed Elite
    +20% Surplus 1FoodFood in each city.
    +1 1FoodFood from Defense buildings.
  • Aristocracy
    +2 1CultureCulture for each National or World Wonder.
    +20% 1ProductionProduction for building Wonders.
  • Oligarchy
    0 maintenance and +0.2 xp/turn for garrisoned units.
    +50% Ranged Strength for garrisoned Cities.
  • Finisher
    +1 HappyCity Happiness for each National or World Wonder.
    Doubles cultural border expansion rate to tiles far from cities.
    +50% 1GreatPersonGreat Person Rate.


Good for fighting barbarians and conquering enemies.

  • Opener
    Reveals barbarian camps.
    +10% StrengthStrength against barbarians.
    Killing barbarians gives +5 1CultureCulture per 1 StrengthStrength. 
  • Spoils of War
    You salvage 1GoldGold from the equipment of defeated enemies.
    Capturing City-States plunders treasure equal to 50 turns of alliance.
  • Military Tradition
    +2 Defense units at the Capital.
    +20% 1ProductionProduction for military units and buildings
  • Military Caste
    +1 HappyCity Happiness and +2 1CultureCulture for each city with a Garrison.
  • Discipline
    +15% StrengthStrength for units adjacent to friendly military unit.
    +1 1GreatPersonGreat General at the Capital.
    +1 Movement for 1GreatPersonGreat Generals
  • War Epics
    +1 HappyCity Happiness from 1CultureCulture buildings.
  • Professional Army
    -50% Upgrade cost for units.
    -25% Maintenance cost for units.
  • Finisher
    +1 HappyCity Happiness and +4 1CultureCulture for cities with a Garrison or Barracks.


Good for Happiness and Religion.

  • Opener
    +5 HappyNational Happiness.
    +50 FaithFaith.
  • Charity
    +5% 1GoldGold from religious buildings.
  • Inspiration
    +1 Free Policy
    +2 1CultureCulture from religious buildings.
  • Tolerance
    +1 HappyCity Happiness from Shrines and Temples.
  • Unity
    10 turn 1GoldenAgeGolden Age.
    -25% HappyNational Happiness required for 1GoldenAgeGolden Ages.
  • Devotion
    +3 FaithFaith per turn.
    +1 FaithFaith per city.
  • Finisher
    -25% FaithFaith purchase costs.


Good for building things faster in cities.

  • Opener
    +15% 1GoldGross National income.
    Can purchase 1GreatPersonGreat Merchants with FaithFaith once you enter the Industrial Era.
  • Mercantilism
    +2 Movement for non-combat units.
    +25% 1GoldIncome from Domestic Trade.
    -25% cost for Roads and Railroads.
  • Guilds
    +1 1GreatPersonGreat Merchant at the Capital.
    +100% 1GoldGold from 1GreatPersonGreat Merchant trade missions.
  • Protectionism
    -20% Purchase cost for units and buildings.
  • Patent Law
    +1 1GoldGold from Villages.
    +2 1GoldGold from Harbors.
  • Merchant Navy
    +1 Movement and +1 Sight for Military ships.
    +2 1ScienceScience for Coastal Cities.
    +2 1ScienceScience for Naval Buildings.
  • Finisher
    +1 HappyNational Happiness from each Luxury resource, including surplus copies.


Good for interacting with City-States.

  • Opener
    20 resting InfluenceInfluence with City-States.
  • Philanthropy
    +33% InfluenceInfluence from Gold gifts to City-States.
  • Cultural Diplomacy
    InfluenceInfluence with City-States degrades 33% slower than normal.
  • Aesthetics
    Other players' InfluenceInfluence with City-States decreases 25% faster.
    +20 instant InfluenceInfluence with City-States.
  • Trade Pact
    City-state friends and allies increase 1ProductionProduction in your cities.
  • Scholasticism
    City-state allies provide 1ScienceScience.
  • Finisher
    +2 HappyNational Happiness for each City-State friend, and +3 HappyNational Happiness for each ally.


Good for expanding and developing modern cities.

  • Opener
    +1 1GreatPersonGreat Engineer at the Capital.
    +10% 1ProductionProduction in all cities.
    Can purchase 1GreatPersonGreat Engineers with FaithFaith
  • Planned Economy
    +100% 1ProductionProduction for building Production buildings.
  • Communism
    +1 HappyCity Happiness and +10% 1ScienceScience from Smithies and Factories.
  • Socialism
    -25% Maintenance for Buildings.
  • Labor Unions
    +1 1ProductionProduction from Mines, Quarries, Lumber Mills, and Fishing Boats.
  • United Front
    +25% chance to catch spies.
    -25% enemy spy tech steal rate.
    +5 1ProductionProduction from Espionage buildings.
  • Finisher
    Instantly gain 10 turns of 1ProductionProduction in all cities.
    +10% 1ProductionProduction from Factories and power plants.

Knowledge (was Rationalism)[]

Good for researching new things to build.

  • Opener
    +1 1GreatPersonGreat Scientist at the Capital. 
    +1 1ScienceScience on 1ScienceScience buildings.
    Can purchase 1GreatPersonGreat Scientists with FaithFaith once you enter the Industrial Era.
  • Scientific Revolution
    Constructs a 1ScienceScience building in your oldest 4 cities.
    +15% 1ScienceScience on Public Schools.
  • Sovereignty
    +20% 1ScienceScience when the nation is happy.
  • Humanism
    +1 HappyCity Happiness on Universities, Public Schools, and Research Labs.
  • Free Thought
    +1 1ScienceScience from Villages.
    +2 1ScienceScience from Harbors.
  • Secularism
    +2 1ScienceScience from Specialists.
  • Finisher
    +2 free technologies.

Nationalism (was Autocracy)[]

Good for happiness and conquest. Nationalism cannot be active with Freedom.

  • Opener
    +1 HappyCity Happiness for Monuments.
    Can purchase 1GreatPersonGreat Generals and 1GreatPersonGreat Admirals with FaithFaith.
  • Police State
    +2 HappyCity Happiness from Espionage buildings.
    +100% 1ProductionProduction for building Espionage buildings.
  • Militarism
    -25% Purchase and Maintenance costs for units.
  • Nationalism
    +0.5 HappyCity Happiness per specialist.
    +3 HappyCity Happiness from Courthouses.
  • Fascism
    Your empire plunders Cultural treasures from captured cities.
  • Conscription
    +10 unit heal rate.
  • Finisher
    +30 Experience for units.


Good for peaceful empires with high population. Freedom cannot be active with Nationalism.

  • Opener
    +25% StrengthCombat Strength for cities and units in friendly territory.
  • Free Trade
    +100% 1GoldGold from Mutual Open Borders.
    +50% 1ScienceScience from Research Agreements.
  • Universal Suffrage
    +1 1FoodFood from Farms.
  • Free Speech
    +2 1CultureCulture on Villages and Moai Statues.
  • Democracy
    -1 1FoodFood consumed per Specialist.
    100% 1GreatPersonGreat Person creation rate
  • Immigration
    Citystate friends and allies gift 1GreatPersonGreat People.
  • Finisher
    Doubles effects from National Wonders.
    +1 1CitizenPopulation in cities.