G asked for the Ideology discussion to occur based on Tiers, so I am reorganizing the threads with that note.
This thread looks at the Tier 2 Ideologies.
Freedom
Arsenal of Democracy: +15% production of military units. +10 CS influence with all known CS when you expend GP.
(A)
This is what a good tier 2 policy should do. The military bonus is nice, but the CS influence gives you a new way to use your GP boost from your specialist play to boost diplomatic gains.
Capitalism: 5 specialists in each city no longer cause unhappiness.
EDIT: Changed my vote from an F to an A do to recent unhappiness changes.
(A)
Recently, specialist unhappiness was changed and I find it much higher in the late game now. So this went from a mild unhappiness reduction to a fairly major one, and I think its solid now.
New Deal: Landmarks and Great Person Improvements produce +4 of their appropriate yield.
(C)
This one is ok to me. Ultimately even for a tradition player GP improvements are not that common, but it does also net you more tourism as well. So its a decent one at Tier 2.
Their Finest Hour: +33% CS to cities. Can build B17 bombers.
(A)
At this point in the game, the main threat to a freedom player is from a military attack by an autocracy player. This gives you a great boost to resistance that attack, and the B17 is a great upgrade to an already great unit.
This is a tenant I won't always take, but sometimes its the tenant you really need.
Transnationalism: Each turn, a chance a corporate franchise will appear in a city, +20% to maximum franchises.
(N/A)
I don't know about this one. I don't have a big problem with spreading franchises normally so I don't see the appeal there. The 20% maximum could be good I guess in some cases. Don't have a lot of experience on this one.
Universal Suffrage: +1 happiness to each city, +50% golden ages.
(C)
Its not that the bonuses are not nice, I just don't find freedom players lacking in happiness or GAs at this point in the game.
Volunteer Army
(F)
This is a panic button tenant, so it should be Tier 1. The maintenance free is not that much of a benefit.
Order
Academy of Sciences: Free public school in every city, -10% illiteracy.
(F)
At Tier 2, most of my public school building is behind me, and the illiteracy is worthless.
Cultural Revolution:: +34% tourism to other Order civilizations. Spies steal technologies at double rate.
(Varies)
This one hugely varies in its power depending on who is the other order civilizations. Culture victories often come down to 1 or 2 key civs....if those are Order you are golden with this policy. If they are not, this is worthless.
The double spy stealing, stealing is really hard at this point in the game, I don't know if the double rate is enough to make them competitive again, curious to hear other thoughts.
Five Year Plan: +2 hammer/city, +1 hammer to mines, lumber mills, quarries, and unique improvements.
(C)
A decent one, though it takes a improvements to really make it worth it as a Tier 2 policy.
Nationalization: Corporate Offices function as franchise. Foreign Franchises no longer benefit your corporation.
(N/A)
There is a big question here that I don't know, and it completely affects how strong the policy is. If I make an internal TR between a corporate office and this "franchise" , do I get the corporation benefit I normally get by making a TR to a franchise?
Is so, this tenant is amazing, if not its weak.
Party Leadership: +2 food, production, science, culture, and gold in each city.
(C)
I think it would have fit in decently well in the Tier 1 pool, as a tier 2 its just okay.
Resettlement: Existing cities get +2 people, new cities gain +3.
(A)
For that late game expansion surge, this policy helps significantly in getting those new cities off the ground, more so than Party Leadership imo.
Further, you get growth in your old cities as well, and at this point in the game this is likely stronger growth than the peace land bread or party leadership growth and food bonuses.
Worker's Faculties: Factories gain +3 science and are built in half the time.
(F)
The science is pretty meh at this point, the half hammers is okay but tapers out. To me, if you want to make this one work, remove the coal requirement from the factory. Then at least you can build a factory in all of your great big Ordered empire.
Autocracy
Tier 2
Lightning Warfare: +3 movement to GGs. +15% attack, +1 movement, and ignore ZOC to Gun/Armor units.
(A)
This is a definitive war tech to me. Makes your core units stronger, faster, and the ability to ignore ZOC gives you a big military advantage.
Martial Spirit: +25% attack bonus for 50 turns. War Weariness rate reduced by 50%, razing speed is doubled.
(A)
50 turns at this point in the game is often close to the game. This can help your one key weakness in the loss of happiness from WW. I think this is better a bit later in the game than Lightning Warfare when gun/armor units tend to fall away a bit more but both have good uses.
Nationalism: Reduce Gold Maintenance by 33%
(C)
Compared to the other Tier 2's of Autocracy this is pretty weaksauce.
Police State: +3 happiness from courthouses, +1 happy from police stations. Court Houses build in half time.
(A)
This tenant is a powerhouse way to combat unhappiness from excessive warring. That is its only purpose, but if you need it, it will do the job powerfully.
Syndicalism: Corporate Franchises count double in civilizations you are at least popular with. Does not count against global franchise maximum.
(A...?)
The way I read this, is you can in theory have twice as many franchise as you normally could have. If so, that is super awesome! IF not....well then I have no idea what this does.
Third Alternative: Quantity of Strategic Resources produced is increased by 100%. +10 to all yields in the capital.
(F)
I don't find autocracy players have trouble securing strategic resources. Even if they did, there are so many great Tier 2's for autocracy to compete with here, ones that make nonstrategic units strong enough to take on strategic ones.
Total War: +25% production when building military units, workers construct improvements 25% more quickly.
(C)
Its pretty good, but just doesn't match many of the other Tier 2's. This one seems like more of a buildup tenant, which I think is more Tier 1 suitable.
This thread looks at the Tier 2 Ideologies.
Freedom
Arsenal of Democracy: +15% production of military units. +10 CS influence with all known CS when you expend GP.
(A)
This is what a good tier 2 policy should do. The military bonus is nice, but the CS influence gives you a new way to use your GP boost from your specialist play to boost diplomatic gains.
Capitalism: 5 specialists in each city no longer cause unhappiness.
EDIT: Changed my vote from an F to an A do to recent unhappiness changes.
(A)
Recently, specialist unhappiness was changed and I find it much higher in the late game now. So this went from a mild unhappiness reduction to a fairly major one, and I think its solid now.
New Deal: Landmarks and Great Person Improvements produce +4 of their appropriate yield.
(C)
This one is ok to me. Ultimately even for a tradition player GP improvements are not that common, but it does also net you more tourism as well. So its a decent one at Tier 2.
Their Finest Hour: +33% CS to cities. Can build B17 bombers.
(A)
At this point in the game, the main threat to a freedom player is from a military attack by an autocracy player. This gives you a great boost to resistance that attack, and the B17 is a great upgrade to an already great unit.
This is a tenant I won't always take, but sometimes its the tenant you really need.
Transnationalism: Each turn, a chance a corporate franchise will appear in a city, +20% to maximum franchises.
(N/A)
I don't know about this one. I don't have a big problem with spreading franchises normally so I don't see the appeal there. The 20% maximum could be good I guess in some cases. Don't have a lot of experience on this one.
Universal Suffrage: +1 happiness to each city, +50% golden ages.
(C)
Its not that the bonuses are not nice, I just don't find freedom players lacking in happiness or GAs at this point in the game.
Volunteer Army
(F)
This is a panic button tenant, so it should be Tier 1. The maintenance free is not that much of a benefit.
Order
Academy of Sciences: Free public school in every city, -10% illiteracy.
(F)
At Tier 2, most of my public school building is behind me, and the illiteracy is worthless.
Cultural Revolution:: +34% tourism to other Order civilizations. Spies steal technologies at double rate.
(Varies)
This one hugely varies in its power depending on who is the other order civilizations. Culture victories often come down to 1 or 2 key civs....if those are Order you are golden with this policy. If they are not, this is worthless.
The double spy stealing, stealing is really hard at this point in the game, I don't know if the double rate is enough to make them competitive again, curious to hear other thoughts.
Five Year Plan: +2 hammer/city, +1 hammer to mines, lumber mills, quarries, and unique improvements.
(C)
A decent one, though it takes a improvements to really make it worth it as a Tier 2 policy.
Nationalization: Corporate Offices function as franchise. Foreign Franchises no longer benefit your corporation.
(N/A)
There is a big question here that I don't know, and it completely affects how strong the policy is. If I make an internal TR between a corporate office and this "franchise" , do I get the corporation benefit I normally get by making a TR to a franchise?
Is so, this tenant is amazing, if not its weak.
Party Leadership: +2 food, production, science, culture, and gold in each city.
(C)
I think it would have fit in decently well in the Tier 1 pool, as a tier 2 its just okay.
Resettlement: Existing cities get +2 people, new cities gain +3.
(A)
For that late game expansion surge, this policy helps significantly in getting those new cities off the ground, more so than Party Leadership imo.
Further, you get growth in your old cities as well, and at this point in the game this is likely stronger growth than the peace land bread or party leadership growth and food bonuses.
Worker's Faculties: Factories gain +3 science and are built in half the time.
(F)
The science is pretty meh at this point, the half hammers is okay but tapers out. To me, if you want to make this one work, remove the coal requirement from the factory. Then at least you can build a factory in all of your great big Ordered empire.
Autocracy
Tier 2
Lightning Warfare: +3 movement to GGs. +15% attack, +1 movement, and ignore ZOC to Gun/Armor units.
(A)
This is a definitive war tech to me. Makes your core units stronger, faster, and the ability to ignore ZOC gives you a big military advantage.
Martial Spirit: +25% attack bonus for 50 turns. War Weariness rate reduced by 50%, razing speed is doubled.
(A)
50 turns at this point in the game is often close to the game. This can help your one key weakness in the loss of happiness from WW. I think this is better a bit later in the game than Lightning Warfare when gun/armor units tend to fall away a bit more but both have good uses.
Nationalism: Reduce Gold Maintenance by 33%
(C)
Compared to the other Tier 2's of Autocracy this is pretty weaksauce.
Police State: +3 happiness from courthouses, +1 happy from police stations. Court Houses build in half time.
(A)
This tenant is a powerhouse way to combat unhappiness from excessive warring. That is its only purpose, but if you need it, it will do the job powerfully.
Syndicalism: Corporate Franchises count double in civilizations you are at least popular with. Does not count against global franchise maximum.
(A...?)
The way I read this, is you can in theory have twice as many franchise as you normally could have. If so, that is super awesome! IF not....well then I have no idea what this does.
Third Alternative: Quantity of Strategic Resources produced is increased by 100%. +10 to all yields in the capital.
(F)
I don't find autocracy players have trouble securing strategic resources. Even if they did, there are so many great Tier 2's for autocracy to compete with here, ones that make nonstrategic units strong enough to take on strategic ones.
Total War: +25% production when building military units, workers construct improvements 25% more quickly.
(C)
Its pretty good, but just doesn't match many of the other Tier 2's. This one seems like more of a buildup tenant, which I think is more Tier 1 suitable.