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Cultural Advancement
The number of policies you have is always equal to or greater than your current Cultural Level. There is no "city number punishment" for policy advancement. The only thing you need consider is total culture generated per citizen and time.
Cultural Level = 10 x CC / (CPY + 800), where CC is cumulative cultural points generated from all sources (summed each turn) and CPY is cumulative population-turns (your population points summed each turn). Over time, this number approaches 10 x culture generated / total population. You will gain a policy each time this number reaches the next integer value. Note that your Cultural Level can go down (e.g., if you expand your population without new culture generation), but this will never cause you to loose a policy.
The Policy Branches
There are only five policy branches for phase 1, with no cross-branch exclusions (another 5 are planned, but relate to religion, magic, or other mechanisms not yet implemented). Some policies and one policy branch have tech requirements, indicated in parentheses. Note that "going wide" in policies is not necessarily discouraged. Some AIs will do this, though most will focus on one or two branches. There will never be any "Utopia Victory", so the only reward for finishing whole branches are the finisher policies.
Agriculturalism
Code:
Aristocracy -> Feudalism
Guilds -> Trade Unions -\
Civil Service -> Taxation (Currency) -\-> Industrialism (Machinery)
- Opener: +1 food from farms & pastures
- Aristocracy: +1g per population in capital
- Feudalism: -33% unhappiness from population
- Guilds: +1p from specialists; half unhappiness from specialists
- Trade Unions: +1g from specialists; half food support for specialists
- Civil Service: +0.5p per population point in capital; can draft militia unit from pop
- Taxation: +1g per worked improvement
- Industrialization: +1p per worked improvement
- Finisher: ⅓ of all culture converted to food, divided among all cities
Slavery
Code:
Debt Slaves (Currency) -\ /-> Servi Aeternam
Slave Trade (Currency) -> Slave Castes -> Slave Breeding (Animal Breeding)
Slave Raiders -> Slave Armies
- Opener: free slave; workers replaced by slaves; can capture slaves from settlers, workers or slaves (other civs can't capture)
- Debt Slaves: can convert city population to slaves
- Slave Trade: can buy or sell slaves with other civs or city states that have Slavery
- Slave Castes: +1p per city; can build settlers regardless of unhappiness
- Servi Aeternam: no revolt; 1 production per unhappy, divided among all cities
- Slave Breeding: growth penalty while unhappy reduced by half
- Slave Raiders: capture slaves from killed military units
- Slave Armies: slaves can upgrade to warriors (with -20% str/rng from slave promo)
- Finisher: ⅓ of all culture converted to production, divided among all cities
Militarism
Code:
Discipline -> Military Tradition -> Professional Army (Currency)
\-> Warrior Code
War Spirit -> Berserker Rage
- Opener: free Warrior; each Warrior counts as ⅔ of a person for the purpose of GP appearance
- Discipline: +20% Combat Strength bonus for units in a tile next to other friendly military units
- Military Tradition: No gold support for garrisoned units
- Professional Army: Upgrading units requires 50% less Gold
- War Spirit: Military Units gain double experience from combat
- Berserker Rage: Partial healing from kills
- Warrior Code: garrisoned units reduces empire Unhappiness by 1
- Finisher: ⅓ of all culture converted to unit experience, divided among all military units
Tradition
Code:
Folklore -\
Folk Art -> Crafting -/-> The Arts (Æsthetics)
Scholastisicm (Philosophy) -> Academic Tradition -> Rationalism (Logic)
- Opener: free Artist or Sage (player choice); each Artist and Sage counts as ⅔ of a person for the purpose of GP appearance
- Folklore: allows several Epics (Völuspá, Hávamál, others)
- Folk Art: +1c per Festival; +1c per Fair, Ivory Carver
- Crafting: +1c per Winery, Quarry, Brewery, Stoneworks, Textile Mill
- The Arts: +2c per Theater, Opera House; +20%c from Wonders
- Scholastisicm: -5% Knowledge Maintenance; allows Universities
- Academic Tradition: Sages can build Academies
- Rationalism: -10% Knowledge Maintenance
- Finisher: ⅓ of all culture converted to research, divided among all cities
Commerce (Currency)
Code:
Mercantilism -> Free Markets -> Free Trade
Mercenaries \-> Merchant Navy (Sailing)
Cultural Diplomacy -> Patronage
- Opener: free Merchant; each Merchant counts as ⅔ of a person for the purpose of GP appearance
- Mercantilism: -25% cost to buy buildings; allows banks
- Free Markets: +20%g from domestic trade routes; Merchants can establish Trade Houses
- Free Trade: +20%g from foreign trade routes; Merchants can establish Trade Missions
- Mercenaries: can hire foreign units as mercenaries, or hire out your own
- Merchant Navy: +1m at sea; +1g from all coast-only buildings (harbor, port, shipyard, etc.)
- Cultural Diplomacy: influence with city states costs less
- Patronage: increases decay of other civ's relations with city states
- Finisher: ⅓ of all culture converted to gold, divided among all cities
Policy dependent buildings
Slave Stockade (Slave Trade; 150p) +2p; can put slaves on the "exchange" to sell (see slaves below)
Barracks (Discipline with Bronze Working) +10%p and +5xp all melee
Bank (Mercantilism with Coinage; 300p) +30%g; 1 trader slot
University (Scholastisicm with Logic; 300p) +6s; +20%s; 1 scribe slot
Factory (Industrialization with Machinery; 500p) +25%p; 1 smith slot
Slave Factory (Slave Castes with Machinery; 300p) can sacrifice slaves for 25p
Policy dependent "great works" (made by Great People in 25 turns; *mod = 10 for now)
Academy (Academic Tradition; Sage in city) -mod/3 Research Maintenance
Trade House (Free Markets; Merchant in own city) +mod%g all foreign trade routes with this city
Trade Mission (Free Trade; Merchant in foreign capital) +mod%g all trade routes with this civilization
Völuspá (Folklore; Artist) +mod/10 Cultural Level (i.e., gain one policy)
Hávamál (Folklore; Artist) +mod happiness
Vafthrúthnismál (Folklore; Artist) +mod research per turn
Grímnismál (Folklore; Artist) permanent +mod%/10 boost to all leader effects for this civ
Hymiskvitha (Folklore; Artist) +2 x mod% culture from alcohol (all wineries, breweries, distilleries)
New concepts
Slaves have no support cost and replace Workers for civs that have opened the Slavery policy branch. They can be acquired in a variety of ways that depend on slavery policies. In addition to acting as workers, they can be sold for a base price of 25 g (with Slave Trade), "upgraded" to warriors (with Slave Armies), or sacrificed for 25 production (with Slave Factory building). The 25 value is based on population growth, which always requires a flat 25 food regardless of current city size (Debt Slaves allows population conversion). Slaves available for sale or purchase appear in the trade screen. A slave can be made available for sale by "loading" it into a city with a slave stockade (up to 10 can stack in a city).
Mercenaries can be hired out or hired by civilizations with the Mercenaries policy (in the Commerce branch). Any military unit can be made available for hire at any time by the "hire out" action. The unit will remain under the civ's control until/unless a foreign civ or city state hires the unit. The unit will remain in that civ's control for 30 turns, with total gold cost paid 50% upfront and 50% spread over the 30-turn duration. The player always receives the option to renew before the contract expires, unless the civ is currently at war with the mercenaries' civ of origin. Nearness to a foreign empire, or a focal point of a civ's military efforts, increases both the price and the likelihood that an AI civ will hire a unit. Price is also a function of the unit's production cost and experience. There is no tech requirement to hire any unit of any type. Mercenaries have normal unit cost and resource requirements for the controlling civ (unit penalty for lacking required resources has been reduced to only -20% strength, so it may be practical to hire these units anyway). Note that many city states are able and willing to hire a limited number of mercenaries for their own defence, except for "Mercenary" city states which are reliable providers of mercenaries.