Rate the Social Policies Part II: Piety/Patronage/Aesthetics

sonicandfffan

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THE RESULTS

Votes so far: 35 votes (wow)

5.47 - Piety (Ancient Era)

5.00 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
6.40 - Organized Religion: +1 Faith from Shrines and Temples.
5.71 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
4.57 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
3.14 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
7.83 - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
5.63 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

6.00 - Patronage (Classical Era):

7.26 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
6.40 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
7.46 - Consulates: Resting point for Influence with all City-States is increased by 20.
6.34 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
6.74 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
1.80 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
6.00 - Patronage Finisher: Allied City-States will occasionally gift you Great People


5.91 - Aesthetics (Classical Era)

6.37 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
5.57 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
4.11 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
5.26 - Artistic Genius (Requires Fine Arts): A Great Artist appears.
7.57 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
4.60 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
7.91 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.

New topic: Rate the Social Policies Part III: Commerce/Exploration/Rationalism

Thanks to everyone who voted for Tradition/Liberty/Honor. Now we move on to Piety/Patronage/Aesthetics.

Credit to kaspergm for the format from his rate the beliefs topics. We've done beliefs and wonders, now we move on to social policies. Adding a numerical value to things helps new players (and experienced players) decide how to prioritise their game and I think doing this for several aspects of the gameplay will provide useful resources for this forum.

I'd ask you to put your vote before the name of each belief, like this:
5 - Tradition Opener: Increases rate of border expansion, +3 culture in capital, unlocks Hanging Gardens.

As with the wonders, the voting range is from 0 to 10 where 5 is average. Give votes between 0 and 10, where 0 is worst and 10 is best, like this:

10 = Pretty much required for any game
9 = Excellent
8 = Extremely good
7 = Very good
6 = Above par
5 = Average
4 = Below par
3 = Poor
2 = Very Poor
1 = Worse than useless
0 = Never take ever.

When voting, take into account both the strength of the policy, its prerequisites, the policies it unlocks and how situational it is in its applicability. To give an example of this, a policy like citizenship might not be the best by itself, but the fact it unlocks two useful policies should factor into your score. Also of course, how well it suites your playing style or personal likes or dislikes also should influence your vote. Also keep in mind that something useful for a domination victory might not be as useful for a cultural victory. How you weight the different things is subjective obviously. I'll try to make some statistics when people have put in some votes to see how things distribute. Here are the list of social policies:

Piety (Ancient Era)

_ - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
_ - Organized Religion: +1 Faith from Shrines and Temples.
_ - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
_ - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
_ - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
_ - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
_ - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

Patronage (Classical Era):

_ - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
_ - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
_ - Consulates: Resting point for Influence with all City-States is increased by 20.
_ - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
_ - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
_ - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
_ - Patronage Finisher: Allied City-States will occasionally gift you Great People


Aesthetics (Classical Era)

_ - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
_ - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
_ - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
_ - Artistic Genius (Requires Fine Arts): A Great Artist appears.
_ - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
_ - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
_ - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.
 
Piety (Ancient Era)

5 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
7 - Organized Religion: +1 Faith from Shrines and Temples.
4 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
7 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
3 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
8 - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
6 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

Patronage (Classical Era):

7 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
5 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
10 - Consulates: Resting point for Influence with all City-States is increased by 20.
6 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
8 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
1 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
4 - Patronage Finisher: Allied City-States will occasionally gift you Great People


Aesthetics (Classical Era)

7 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
6 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
4 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
8 - Artistic Genius (Requires Fine Arts): A Great Artist appears.
9 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
2 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
9 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.
 
5 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
Not really bad, but has a huge opportunity cost because Tradition and Liberty are so strong.

6 - Organized Religion: +1 Faith from Shrines and Temples.
Makes it actually viable to get a religion with only Shrines and Temples.

8 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
Saves faith for Great People later on, or for simply buying more Pagodas and Mosques, very good.

5 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
Extra gold is never bad, although the usefulness of this depends on the player's strategy a lot.

3 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
Can be something completely useless, and even if it's useful, it needs crafty working to take full advantage of it.

7 - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
There are a few strong Reformation beliefs, but if those get taken, you might be left with something very poor.

8 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.
Combined with Theocracy, this makes Holy sites rather swell. Further, with Freedom and the right WC resolution, they become downright awesome.

Patronage (Classical Era):

9 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
If only for the Forbidden Palace (SP wonders should be a separate item here IMO). Game the congress early, game the congress a lot!

7 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
Decent early on, but later on there are better ways to earn influence.

7 - Consulates: Resting point for Influence with all City-States is increased by 20.
This + pledge of protection means automatic CS friends, which is a valuable ability.

4 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
If you have lots of CS allies, this can be almost 10% of your science production at the time this policy typically becomes available. Usually not quite, though. Worse than Rationalism opener.

6 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
A very good source of happiness for tall empires, but they usually have less pressing happiness concerns anyway.

1 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
A warmonger or someone using Treaty Organization would want to trade with City-States a lot, but even so this is a very minor bonus.

4 - Patronage Finisher: Allied City-States will occasionally gift you Great People
The gifts come seldom and are not guaranteed to be anything useful.


Aesthetics (Classical Era)

7 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
GWAM earning speed is always good, as is having extra art slots in the Uffizi.

5 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
Culture buildings are all fairly expensive, so not bad.

4 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
Depends on a ton of stuff and can be decent with a soaring happiness, but for most of the game I believe this will produce fairly little.

4 - Artistic Genius (Requires Fine Arts): A Great Artist appears.
You need a slot for that work of art, which may be trickier to get.

7 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
Extra culture is very useful, golden age is very useful.

2 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
Takes ages to pay back for itself, only taken for the finisher.

10 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.
Double theming bonuses are good, faith buying musicians is awesome.
 
Piety (Ancient Era)

6 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
10 - Organized Religion: +1 Faith from Shrines and Temples.
4 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
5 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
4 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
10 - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
7 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

Patronage (Classical Era):

7 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
7 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
8 - Consulates: Resting point for Influence with all City-States is increased by 20.
4 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
8 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
1 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
9 - Patronage Finisher: Allied City-States will occasionally gift you Great People


Aesthetics (Classical Era)

9 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
4 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
4 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
8 - Artistic Genius (Requires Fine Arts): A Great Artist appears.
8 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
3 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
10 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.
 
Piety (Ancient Era)

5 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
7 - Organized Religion: +1 Faith from Shrines and Temples.
3 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
6 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
2 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
10 - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
6 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

Patronage (Classical Era):

9 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
7 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
4 - Consulates: Resting point for Influence with all City-States is increased by 20.
6 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
8 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
3 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
4 - Patronage Finisher: Allied City-States will occasionally gift you Great People


Aesthetics (Classical Era)

8 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
4 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
8 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
5 - Artistic Genius (Requires Fine Arts): A Great Artist appears.
9 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
6 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
10 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.
 
Piety (Ancient Era)

3 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
7 - Organized Religion: +1 Faith from Shrines and Temples.
5 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
6 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
2 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
9 - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
6 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

Patronage (Classical Era):

7 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
4 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
6 - Consulates: Resting point for Influence with all City-States is increased by 20.
10 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves. (I've had allies giving me over 150 science, BOSS)
8 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
3 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
10 - Patronage Finisher: Allied City-States will occasionally gift you Great People


Aesthetics (Classical Era)

7 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
6 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
4 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
4 - Artistic Genius (Requires Fine Arts): A Great Artist appears.
9 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
5 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
6 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.
 
Piety (Ancient Era)

6 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
7 - Organized Religion: +1 Faith from Shrines and Temples.
8 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
9 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
8 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
10 - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
8 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

Patronage (Classical Era):

8 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
10 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
5 - Consulates: Resting point for Influence with all City-States is increased by 20.
8 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.*
8 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
3 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
4 - Patronage Finisher: Allied City-States will occasionally gift you Great People


Aesthetics (Classical Era)

8 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
9 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
7 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
6 - Artistic Genius (Requires Fine Arts): A Great Artist appears.
8 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
7 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
10 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.

*Can be a 9 or 10, depending on the number of allies you have.
 
Piety (Ancient Era)

4 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
5 - Organized Religion: +1 Faith from Shrines and Temples.
5 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
8 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
5 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
9 Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
8 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

Patronage (Classical Era):

5 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
5 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
4 - Consulates: Resting point for Influence with all City-States is increased by 20.
7 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
8 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
4 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
8 - Patronage Finisher: Allied City-States will occasionally gift you Great People


Aesthetics (Classical Era)

4 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
4 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
5 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
5 - Artistic Genius (Requires Fine Arts): A Great Artist appears.
7 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
5 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
5 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.
 
Piety (Ancient Era)

Note: Piety has a outside malus from being enemy dependant. Any plan you have for religion can burn if AI pics your beliefs. And getting good starting location can be better for fast religion than piety.
Also faith generacion have synergy with city spam, and piety dosnt help with city spam.

4 - Piety Opener:Limited as hell. :-( Republic is a bit slower, but how much more versalite? Mosque is decent, however very specific if we want to spread our religion (which is not always the case). Also it is classic era policy, yet it do not grant culture, which is drawback.
5 - Organized Religion: Helps to get religion or pump our faith.
4 - Mandate of Heaven: Is ok if our religion use this alot.
5 - Theocracy (requires Organized Religion, part leads to Reformation): Gold always good. However it is oddly timed. Good thing you can skip it.
2 - Religious Tolerance (requires Organized Religion, part leads to Reformation):Situacional. Needs all stars alligned to be anything good.
5-9 - Reformation (requires Mandate of Heaven and Religious Tolerance): Well here is funny part, since it depends which Reformacion belief. Conversion is meh. The glory of the god is godlike. Others everything in betwean. It seems it is avaiable for enemy to, so sometimes could be double edge sword. Nothing like spreading Jesuite education to your enemy.
6 - Piety Finisher: So now we get some culture when it no longer matters (in that amount). And there is also GP, alittle bit late. It is probably saver to go with Liberty and you will have Prophet sooner, and your empire will be healthier.

Overall: I will not happen at this moment, but it would be nice to see some tweaks in this. Some early culture. Better timing. Some alternative to city spam.


Patronage (Classical Era):

7 - Patronage Opener: Decent, even if number is not that big. Forbidden Palace if very interesting since have 2 perks. And Forbidden Palace + Exploracion have potencial.
8 - Philanthropy (leads to Scholasticism): Boring, but as soons as you have spare cash allows to do anything with CS. Not exacly sure if thats ok. DV=cash victory. :-(
10 - Consulates: Befriend everyone?
7 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): Nice, however it may be hard to have so many elies.
7 - Cultural Diplomacy (requires Scholasticism): Decent cash generator.
1 - Merchant Confederacy (requires Scholasticism and Consulates): who cares?
4 - Patronage Finisher: In totall random way, when you probably have finished tree which gives you the right one. Still ocasionally golden age. Big hit that you need Merchant confedacy to get it.


Aesthetics (Classical Era)

7 - Aesthetics Opener: Is ok, although timing is odd, not sure if some beneficial in as opener (probably if swap with cultural centers would be better but tsss) Uffizzi is great if we go after culture.
4 - Cultural Centers (part leads to Flourishing of the Arts): Somehow i always end with having half of this built already, and the other half could buy anyway. Also competing with other cool stuff.
x - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): Cant rate since havent see much presence of this. If i have spare hapiness?
3 - Artistic Genius (Requires Fine Arts): At least it aprears early on. It is not like you could be allowed to pick any type of cultural GP. Feels like filler, "we have no idea what to put here".
9 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : - double perk, and both good.
7 - Ethics (Requires Flourishing of the Arts): It is ok, but boring, is not so unique for culture.
10 - Aesthetics Finisher: Musican bombardment seems essencial for CV. And if you have spare faith some atomic era writer, or missing GA for trade is good. And on top of that double theaming.
 
Based on playing Warlord.

Piety (Ancient Era)

8 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
8 - Organized Religion: +1 Faith from Shrines and Temples.
5 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
2 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
1 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
8 - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
2 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

Patronage (Classical Era):

5 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
8 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
8 - Consulates: Resting point for Influence with all City-States is increased by 20.
6 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
2 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
1 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
4 - Patronage Finisher: Allied City-States will occasionally gift you Great People


Aesthetics (Classical Era)

6 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
3 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
6 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
6 - Artistic Genius (Requires Fine Arts): A Great Artist appears.
7 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
9 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
7 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.
 
I mainly play on Immortal.

Piety (Ancient Era)

7 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.

If you're in Piety at all, you want to be spamming shrines. This will save you a lot of hammers. Great Mosque is useful in heavy active spread strategies (Interfaith Dialogue, say), and the free mosque is okay, but it's pretty skippable.

8 - Organized Religion: +1 Faith from Shrines and Temples.

Gets you to your religion, and faith income is good for everyone.

5 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.

Pagodas are pretty great, but it's entirely possible that you won't want a faith building or to spend a lot of time on missionaries and the like. Good if you need it. Complete waste if you don't.

3 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.

Meh. 10% gold is nice and all, but you probably only have one trade hub where it's going to make a serious difference. Holy Sites providing gold is basically meaningless, since you'll generally want to work all your academies and good food/hammer tiles first.

2 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.

Once in a while, this can be a very nice bonus. Most of the time, it's extremely difficult to control, and locks up trade routes that could be more useful going elsewhere. Because pantheons are so terrain-specific, even if you can game the spread you're not always getting anything out of it.

? - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.

Depends entirely on the Reformation belief and how it fits into your strategy. Some are As, some are Fs.

4 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

The free GP can be nice if you're willing to hold off on enhancement and take whatever's left as far as beliefs go, but this is a pretty lackluster finisher. We're now up to +3 culture, +3 gold on holy sites, and they're probably still not worth working until your city gets down to the absolute dregs in terms of available tiles.

Overall: Much improved, but still not very good. Byzantium likes it. Some of the reformation beliefs are very good (notably Jesuit Education and For the Glory of God), but JE is quite difficult to get unless you've got access to a culture pantheon. There are reasons to go into Piety, but like Honour, it's a far more situational pick than Trad/Lib. If you're going to have high faith output and just want a Reformation to take advantage of it, you can always save two points on temple gold and the finisher. Both are very skippable.


Patronage (Classical Era):

7 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.

Good perk, and a decent wonder that you're not going to build.

6 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.

Helps your gold go further, which is nice, but straight-up buying influence with city-states is the worst way to get it. Of course, the quests aren't always available, and the higher the difficulty, the more you need your spies to steal tech. Not bad, not great.

10 - Consulates: Resting point for Influence with all City-States is increased by 20.

Best perk in the tree, and a solid reason for anyone to drop two points into Patronage. Consulates + Pledge to Protect = free permanent friendship with all city-states that don't have somebody else's spy sitting inside.

8 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.

If you're going this deep into Patronage, it's because you want to have a lot of CS allies. If you have a lot of CS allies, this adds up to a lot of science. Quite good.

7 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.

Again, if you're this deep in Patronage, it's because you want to have a lot of CS allies. Getting 60 oil instead of 30 is nice and all, but probably not strictly necessary. Happiness boost is nice, though, particularly since happiness is more important now.

1 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.

lol.

5 - Patronage Finisher: Allied City-States will occasionally gift you Great People

If you get this late enough, it's basically free GPs of all kinds. If you get this early, you're going to do a number on your scientist generation. This can be a bit of a double-edged sword, but it is nice to be able to play around with the occasional merchant or whatever.

Overall: On the one hand, this is a pretty good tree. On the other hand, stopping at Consulates often feels like more than enough if policies are tight. Still, this actually rewards you for dropping a few points extra.

Aesthetics (Classical Era)

6 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.

Solid perk, solid wonder, though unlike Piety and Patronage (which can help in a number of situations and are splashable), there's not much reason to go into Aesthetics unless you want to commit to a tourism win.

8 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.

This is actually really good. Culture games need to build an absolutely extreme amount of infrastructure, so anything that saves hammers is valuable.

2 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.

This is a policy perk that will do less for you than throwing 250g at a cultural city state. If you have that much happiness, you should have founded or taken more cities.

4 - Artistic Genius (Requires Fine Arts): A Great Artist appears.

Uh. Alright. I mean, I'll take it, but ...

8 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.

This will end up creating quite a lot of tourism once you've got hotels/airports, and it's nice to power you through policies. Free GA is icing on the cake.


4 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.

Value depends on timing. Aesthetics isn't a tree you need to finish early, and you'll probably want to put it on hold while getting important Rationalism or Ideology perks. By the time you can afford to pick this up, it's not useful any longer. However, if you're slow enough on science and high enough on culture that you're close to finishing a second tree before ideologies are available, this will save you a bit. Still, Ethics would be way better if it were lower in the tree.

10 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.[/QUOTE]

Tourism win = on-demand Great Musicians.

Overall: pretty much required if you intend to win by tourism, completely useless otherwise. Probably the most binary tree in the game. Still, it's good at what it does.

ed: Added overall thoughts.
 
Piety (Ancient Era)

5 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
6 - Organized Religion: +1 Faith from Shrines and Temples.
7 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
4 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
4 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
5 - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
7 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

Patronage (Classical Era):

5 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
7 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
2 - Consulates: Resting point for Influence with all City-States is increased by 20.
7 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
7 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
1 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
7 - Patronage Finisher: Allied City-States will occasionally gift you Great People


Aesthetics (Classical Era)

7 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
5 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
6 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
7 - Artistic Genius (Requires Fine Arts): A Great Artist appears.
7 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
4 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
7 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.
 
Piety (Ancient Era)

6 - Piety Opener: Completely outshines Asthentics and Honor's 50% production bonus but still no great.
7 - Organized Religion: Very strong with wide empires
8 - Mandate of Heaven: 20% more faith effectively which is great.
7 - Theocracy (requires Organized Religion, part leads to Reformation): Gold is always good.
3 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Should be pick a second pantheon as it is its too hard to control and pantheons are too geographic based.
8 - Reformation (requires Mandate of Heaven and Religious Tolerance): The reason the piety tree is great. (although theres only three amazing ones)
4 - Piety Finisher: By the time you get this great prophets won't be as valuable (unless you beeline piety) and thus you effectively you get one monster tile with +6 faith +3 culture +3 gold

Patronage (Classical Era):

6 - Patronage Opener: Forbidden palace is one of the better wonders the effect is only ok
7 - Philanthropy (leads to Scholasticism): 25% more allies/friends
8 - Consulates: Downright silly with with pledge to protect or international games
8 - Scholasticism (requires Philanthropy): Very significant science boost surpisingly
6 - Cultural Diplomacy (requires Scholasticism): Happiness and extra coal/iron/oil is never a bad thing
2- Merchant Confederacy (requires Scholasticism and Consulates): Only decent if your Venice with Freedom
6 - Patronage Finisher: Would rate higher but it's too unpredictable and the never seem to be the right GP.


Aesthetics (Classical Era)

4 - Aesthetics Opener: It's like a garden that only works with GWAM
3 - Cultural Centers (part leads to Flourishing of the Arts): Comes too late for half of the bonus and you don't really need more than a few of these buildings anyway.
2 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): End game it might 20-30 culture but doesn't even really kick off till the modern/ 3 factory era
5 - Artistic Genius (Requires Fine Arts): Golden age or +2 tourism
7 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : It's the best policy in the tree if you can get the wonders but if your lagging behind it won't help you catch up.
1 - Ethics (Requires Flourishing of the Arts): Won't pay itself off ever in 99% of the time(I think the average is something like 14 non-free polices to pay itself off depending on # of cities) .
7 - Aesthetics Finisher: Solid but dependent on the right wonders (or being France) to really shine

Biggest problem I have with asthentics is provides no flexibility in victory condition no science, no happiness and no gold (well a little from a golden age)
 
Piety (Ancient Era)

5 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
8 - Organized Religion: +1 Faith from Shrines and Temples.
5 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
9 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
5 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
7 - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
6 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

Patronage (Classical Era):

6 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
5 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
8 - Consulates: Resting point for Influence with all City-States is increased by 20.
7 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
9 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
2 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
6 - Patronage Finisher: Allied City-States will occasionally gift you Great People


Aesthetics (Classical Era)

9 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
8 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
4 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
8 - Artistic Genius (Requires Fine Arts): A Great Artist appears.
10 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
5 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
9 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.
 
Piety (Ancient Era); this really belonged in the previous poll because it directly competes with Tradition & Liberty.

6 - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
6 - Organized Religion: +1 Faith from Shrines and Temples.
5 - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
3 - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
4 - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
8 - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
7 - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.

Patronage (Classical Era):

4 - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
3 - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
10 - Consulates: Resting point for Influence with all City-States is increased by 20.
(Combine with pledge to protect abuse for free friendship with every city state on the map)
2 - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
4 - Cultural Diplomacy (requires Scholasticism): Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
4 - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
7 - Patronage Finisher: Allied City-States will occasionally gift you Great People


Aesthetics (Classical Era)

6 - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
7 - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
4 - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
7 - Artistic Genius (Requires Fine Arts): A Great Artist appears.
9 - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
8 - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
(I'm only rating it this high because if you are picking this tree to begin with, chances are that you want more policies later, like opening Exploration for the Louvre and maybe starting Rationalism)
8 - Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.
 
Took your ratings by the letter
10 = Pretty much required for any game
9 = Excellent
8 = Extremely good
7 = Very good
6 = Above par
5 = Average
4 = Below par
3 = Poor
2 = Very Poor
1 = Worse than useless
0 = Never take ever.



Piety (Ancient Era)

3 _ - Piety Opener: Halves time to build shrines and temples, unlocks building the Great Mosque of Djenne.
6_ - Organized Religion: +1 Faith from Shrines and Temples.
7_ - Mandate of Heaven: 20% discount on all purchases of religious units and buildings with Faith.
4_ - Theocracy (requires Organized Religion, part leads to Reformation): Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
2_ - Religious Tolerance (requires Organized Religion, part leads to Reformation): Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
9_ - Reformation (requires Mandate of Heaven and Religious Tolerance): If you founded a religion, gain a bonus Reformation belief.
7_ - Piety Finisher: Causes a Great Prophet to appear and Holy Sites provide +3 culture.


Patronage (Classical Era):

9_ - Patronage Opener: Cause Influence with City-States to degrade 25% slower than normal. Unlocks the Forbidden Palace.
5_ - Philanthropy (leads to Scholasticism): Gifts of Gold to a City-State generate 25% more Influence.
5_ - Consulates: Resting point for Influence with all City-States is increased by 20.
8_ - Scholasticism (requires Philanthropy, leads to Cultural Diplomacy, part leads to Merchant Confederacy): All City-States which are Allies provide a Science bonus equal to 25% of what they produce for themselves.
6_ - Cultural Diplomacy (requires Scholasticism):[/b] Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 50%.
1_ - Merchant Confederacy (requires Scholasticism and Consulates): +1 Gold for trade routes with City-States.
5_ - Patronage Finisher: Allied City-States will occasionally gift you Great People



Aesthetics (Classical Era)

6_ - Aesthetics Opener: Earn Great Writers, Artists and Musicians 25% faster. Unlocks the Uffizi.
8_ - Cultural Centers (part leads to Flourishing of the Arts): Construct Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers 50% faster.
3_ - Fine Arts (leads to Artistic Genius, part leads to Flourishing of the Arts): 50% excess Happiness added each turn to the amount of Culture that may be spent on Social Policies.
4_ - Artistic Genius (Requires Fine Arts): A Great Artist appears.
6_ - Flourishing of the Arts (requires Cultural Centers and Fine Arts) : Culture increased by 33% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
7 _ - Ethics (Requires Flourishing of the Arts): Reduces the Culture cost of future Policies by 10%.
10_- Aesthetics Finisher: Doubles the theming bonus you receive from your Museums and Wonders. Can purchase Great Writers, Artists, or Musicians with Faith from the Industrial Era.



Kind of hard to give my opinion on Aesthetics, since it's the policy tree most clearly affected by the difficulty level. Tried to base my judgements on the Emperor/Immortal difficulty, since IMO they're the ones that give you a normal game (a bit challenging, while still not taking away game strategies - like wonder building)
 
I really don't see why people are rating ethics above a 2.

Using this chart (http://civilization.wikia.com/wiki/Mathematics_of_Civilization_V) and a 4 city tall opening. Assuming ethic is your 12th policy (I can't imagine it being an earlier) after 17 additional polices ethics saved you a 12485 culture. However the 18th policy costs 13010 culture. So it doesn't net you anything it effectively is a penalty you pay to finish aesthetics.

Am I wrong ? Is the table out of date? Can someone explain why they rate ethics as a good policy?
 
I really don't see why people are rating ethics above a 2.

Using this chart (http://civilization.wikia.com/wiki/Mathematics_of_Civilization_V) and a 4 city tall opening. Assuming ethic is your 12th policy (I can't imagine it being an earlier) after 17 additional polices ethics saved you a 12485 culture. However the 18th policy costs 13010 culture. So it doesn't net you anything it effectively is a penalty you pay to finish aesthetics.

Am I wrong ? Is the table out of date? Can someone explain why they rate ethics as a good policy?

Every single tree has a "filler". Piety has Religious Tolerance, Patronage has Trade Confederacy, and then there's Ethics. It's the price you have to pay to finish the tree. I don't like this a bit, but that's the way the game works unless you use mod.
 
I really don't see why people are rating ethics above a 2.

Using this chart (http://civilization.wikia.com/wiki/Mathematics_of_Civilization_V) and a 4 city tall opening. Assuming ethic is your 12th policy (I can't imagine it being an earlier) after 17 additional polices ethics saved you a 12485 culture. However the 18th policy costs 13010 culture. So it doesn't net you anything it effectively is a penalty you pay to finish aesthetics.

Am I wrong ? Is the table out of date? Can someone explain why they rate ethics as a good policy?

no, you're right
 
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