Honor
A closer look at the social policy branch
A closer look at the social policy branch
Introduction
The Honor social policy tree offers both military and economic advantages, all based on military units and defensive buildings. The left branch of the tree rewards going into either defensive or offensive early wars, while the right branch of the tree offers a mix of military and economic advantages.
The Policies
- Honor
- Warrior Code
- Discipline
- Military Tradition
- Military Caste
- Professional Army
- Finisher
- General use
- Synergy with other social policies
The Policies

Honor
Adopting Honor gives a +25% combat bonus versus barbarians, and notifications will be provided when new Barbarian Encampments spawn in revealed territory. Gain
With this policy, units attacking or defending against land and sea barbarian units will receive a 25%

In addition to the abovementioned benefits, adopting Honor rewards the player with culture for each barbarian unit killed. To gain this bonus, barbarian units can be killed by either units or cities. The amount of culture gained is based on the base



Warrior Code
+15%

Great generals provide a 20% bonus to combat strength to all friendly melee and ranged units within 2 hexes (naval vessels and air units gain no benefit). This bonus can be very important, sometimes critical in wars, especially if the player is outnumbered or when fighting technologically superior units.
The best way of using Warrior Code to maximum effect is to get it very early providing a Great General before the first war. This is especially useful for civilizations that have high base

Adopting Warrior Code also increases the production rate of all melee units. Its effect stack with Forges (that grant a 15% boost for land units). Note that the selection of units from the "Melee domain" is limited to scouts, warriors, spearmen, pikemen, swordsmen, longswordsmen and their Unique Unit counterparts. Thus, the effectiveness of this policy diminishes with the invention of Gunpowder.

Discipline
+10%
Discipline rewards players that form tight unit formations. Each friendly unit adjacent to another friendly unit will receive a 10% bonus to its


Military Tradition
Military Units gain 50% more experience from combat.Requires: Warrior Code
Units fighting under Military Tradition will gain 50% more experience points per attack rounded down, thus a standard +5 xp attack will instead provide +7 xp. Note that this extra experience is not counted toward great general progress. Gaining promotions faster is advantageous, as high level units (level 4 and beyond, requiring 100+ experience) completely change warfare. Ranged units can gain logistics, effectively doubling their strength, and melee units can gain march to allow for healing every turn, significantly increasing survivability and lessening downtime. All units including naval vessels and aircraft benefit from this social policy.

Military Caste
Each City with a garrison increases empire

Requires: Discipline
Any city with a garrisoned unit will increase the global happiness in the empire by 1 and provide 2

This social policy works perfectly in combination with Oligarchy (Tradition), under which garrisoned units cost no

The culture gain is not negligible, especially in the early stages of the game. It stacks extremely well with Monuments (+2




Professional Army


Requires: Military Caste
Empires utilizing a professional army will be granted two very important bonuses. The first one makes unit upgrades 33% cheaper, enabling empires with modest income to upgrade their armies more easily. Thus, it provides a direct financial benefit in form of expense cuts.
The second benefit is that every single defensive building in the empire also provides +1

The upgrade discount from this social policy stacks with Pentagon World Wonder, increasing the total discount to 66%, while the defensive structure bonuses work exceptionally well with The Kremlin World wonder which provides a 25% boost to their


Finisher
Adopting all policies in the Honor tree will grant
Once all the social policies in the Honor tree are taken, every enemy unit killed (barbarian or otherwise) will grant the player a lump sum of gold equal to the base combat strength of the defeated unit. The worth of this increases with the number of enemies killed; it will provide more income on higher difficulties and faster speeds.
General Use
a. Honor - Warrior Code - DisciplineA three-policy strategy for early aggression with higher-than-usual base strength units (very early Swordsmen, Phalanx, Immortals etc.) that gain a 30% boost from the Great General and Discipline. The aim of this strategy is conquering your nearest neighbour and following that up with something else (might be further aggression, but usually a time of peaceful build-up).
b. Honor - Warrior Code - Military Tradition
A three-policy strategy designed to provide high-level troops (usually siege units) for world domination. If no civilizations are available for "target practice", players can engage barbarians or declare a "permanent" war against a city state in which the aim is not to take the city but to shoot at it and gain experience for later use. This three-policy strategy can be also used for early aggression that is continued by further aggression. Highly experienced troops (levels 4, 5 or 6) may become virtually indestructible on all but the highest difficulty levels.
c. Honor - Discipline - Military Caste (- Professional Army)
A balanced (three or four) policy strategy aimed at creating an early empire based on military might. Honor provides the necessary culture by killing barbarians, Discipline provides basic combat benefits, while Military Caste provides basic economic advantages in form of +1 happiness and +2 culture per city. This strategy can be expanded to incorporate Professional Army for even more happiness gains.
Synergy with other social policies
The effectiveness of the Honor policy tree greatly depends on terrain, maps size, game pace, difficulty level and the expected level of aggression. In a typical game, however, it is an excellent addition to all three (tall, wide, conquer) styles of play. There are no social policy trees "that work well" with Honor. Instead, there are social policy strategies that incorporate social policies from Honor.Here's, for example, a fairly typical Ancient start policy strategy that includes these 9 initial social policies:
1. Honor - will grant culture for killing barbarians that will roam the countryside anyway.
2. Discipline - helps deter early aggression from AIs, as well as providing a "basic edge" for offensive maneuvers.
3. Military caste - the settler escort will immediately provide +1 happiness and +2 culture in newly founded cities.
4. Liberty - will grant 1 additional culture per city speeding up policy gains and land grab.
5. Citizenship - will grant a free worker that will connect newly acquired resources.
6. Tradition - will grant additional culture in capital as well as further boosting land grab in all cities.
7. Oligarchy - will prevent the empire from plummeting into negative gold per turn, which is quite common at this stage of the game, as well as help defending from AI aggression and barbarians.
8. Meritocracy - providing further happiness.
9. Representation - providing a golden age for the developing cities, as well as setting the stage for further easier social policy gains.
Players are encouraged to devise "social policy strategies" on their own and - depending on the game settings - these plans can incorporate none, a few or all Honor policies.
Patch version of this article: 1.0.1.383