Available policies shown in green
Adopted policies shown in blue
Restricted policy trees shown in red
Tradition Policy Tree
Tradition : +3 culture/Turn in the capital
Aristocracy : 15% Bonus to Wonder production
Legalism : Free culture Building in First 4 Cities
Oligarchy : Garrisoned Units Cost No Maintenance, +100% Ranged combat strength for Cities with Garrison
Landed Elite : +1 happiness for every 10 Citizens in a City
Monarchy : +1 gold and -1 unhappiness per 2 Citizens in capital
Tradition Finisher : +15% Growth and +2 food in All Cities
Liberty Policy Tree
Liberty : +1 culture/Turn in Every City
Collective Rule : 50% Faster Settlers in capital, Free Settler Near capital
Citizenship : 25% Faster Tile Improvements, Free Worker Near capital
Republic : +1 production in Every City, 5% production Bonus to Buildings
Representation : Extra culture Cost per City Reduced 33%, Starts golden age
Meritocracy : +1 happiness per City Connected to capital, -5% unhappiness from Citizens in Non-Occupied Cities
Liberty Finisher : Free Great Person Near capital
Honor Policy Tree
Honor : 25% combat Bonus vs. Barbarians, Notification of Encampment Respawn, Killing Barbarians Produces culture
Warrior Code : 15% production Bonus to Melee Units, Free Great General
Discipline : 10% combat strength for Melee Units with Adjacent Ally
Military Tradition : 50% More Experience Gained from combat
Military Caste : Garrisoned Units Produce +1 happiness and 2 culture/Turn
Professional Army : Upgrade Cost Reduced by 33%, +1 happiness from Defensive Buildings
Honor Finisher : gold Produced for Each Enemy Unit Killed
Piety Policy Tree
Piety : production Cost of culture Buildings Reduced 15%
Organized Religion : +1 happiness per Monument/Temple/Monastery
Mandate of Heaven : 50% of Positive happiness Added to culture/Turn
Theocracy : Cities With Temple Produce 10% Extra gold
Reformation : Cities With Wonder Produce 33% Extra culture, Free golden age
Free Religion : +1 culture/Turn from Monument/Temple/ Monastery, Free Social Policy
Piety Finisher : culture Cost of Future Policies Reduced by 10%
Patronage Policy Tree
Patronage : city states influence Decays 25% More Slowly
Philanthropy : gold Gifts to city statess Produce 25% Extra influence
Aesthetics : Minimum influence Level of 20 With All City-States
Scholasticism : Allied City-States Provide a Bonus to Research of 25% of Their Research/Turn
Cultural Diplomacy : Quantity of Resources from Allied City-States Doubled, happiness from Gifted Luxury Resources Increased by 50%
Educated Elite : Allied City-States Occasionally Gift Great People
Patronage Finisher : Other Players'influence With City-States Decreases 33% Faster
Commerce Policy Tree
Commerce : gold Output Increased by 25% in capital
Naval Tradition : +1 Sight and Movement for Naval Units
Trade Unions : Maintenance on Roads and Railroads Reduced by 20%
Merchant Navy : +3 production in All Coastal Cities
Mercantilism : gold Purchasing Costs Reduced by 25%
Protectionism : +1 happiness from Each Luxury Resource
Commerce Finisher : +1 gold per Specialist
Rationalism Policy Tree
Rationalism : science Gained From Research Agreements Increased by 50%
Secularism : +2 science from Each Specialist
Humanism : +1 happiness from University/Observatory/Public School
Free Thought : +1 science on Trading Post, +17% science from University
Sovereignty : 15% Bonus to Research/Turn While Empire Is Happy
Scientific Revolution : 2 Free Technologies
Rationalism Finisher : +1 gold per science Building
Freedom Policy Tree
Freedom : Rate of Great People Generation Increased by 25%
Constitution : +2 culture From Wonders
Universal Suffrage : combat strength of Cities Increased by 33%
Civil Society : Specialists Require Consume Half Normal food
Free Speech : 8 Units Are Maintenance Free
Democracy : Specialists Produce Half Normal unhappiness
Freedom Finisher : Base Yield of Great Tile Improvements Doubled, golden ages Last 50% Longer
Autocracy Policy Tree
Autocracy : Unit Maintenance Costs Reduced by 33%
Populism : Wounded Units Inflict 25% Extra Damage
Militarism : Unit Purchasing Costs Reduced by 33%
Fascism : Double Quantity of Strategic Resources Produced
Police State : +3 happiness From Courthouse, Courthouse production Cost Reduced by 25%
Total War : 15% Increased production for Military Units, Military Units Start with 15 Experience Points
Autocracy Finisher : 20% Attack Bonus to All Military Units for 30 Turns
Order Policy Tree
Order : +1 happiness per City
United Front : Militaristic city statess Gift Units Twice as Often When at War With a Common Foe
Planned Economy : Factories Increase science by 25%
Nationalism : 25% Attack Bonus in Friendly Territory
Socialism : Maintenance Costs of Buildings Reduced by 15%
Communism : +2 production in Each City and 10% Bonus to production for Buildings
Order Finisher : +1 food, production, gold, science, and culture per City