Instead of creating a new thread, I thought I'd bump this one to talk about possible changes to the Honor social policy tree. Right now it simply cannot compete with Tradition or Liberty as a primary tree. There is a glaring lack of gold to support early military units, the bonus to constructing military buildings comes too late in the tree, not enough happiness to support conquered cities, the risk to get an unhappy empire early on and thus penalize your military's combat strength, and of course lack of population growth (falling behind in science). I also find awkward placing of the SPs to be un-synergetic. That being said, here is my suggestion for Honor; I split up the tree by military ability and infrastructure. Opener: Adopting Honor gives a +33% combat bonus VS Barbarians, and notifications will be provided when new Barbarian Encampments spawn in revealed territory. Gain Culture for the empire from each barbarian killed. Unlocks building the Statue of Zeus. Left side: Military Ability Policy 1: +20% Production when training Melee and Siege units. Free maintenance for 4 units. No combat penalty when empire is Unhappy. Policy 2: Military Units gain 50% more Experience from combat. A Great General appears outside the Capital and Great Generals are earned 50% faster. Policy 3: Gold cost of upgrading Military Units reduced by 33% and is granted for each enemy unit killed. Right side: Military Infrastructure Policy 1: Barracks, Armories, and Military Academies are constructed 50% faster and are maintenance free. Policy 2: +2 Culture and Science from every Barracks, Armory, and Military Academy. + 4 Happiness from Heroic Epic. Finisher: +1 Population and Happiness in your capital for every city annexed or puppeted. +2 Population and Happiness in your capital for every city razed. Only applies once per city. May purchase Great Generals with Faith starting in the Industrial Era. This may not address the happiness issue entirely, but removing the combat penalty from unhappiness will allow you to press on with the attack. Plus, with the free maintenance to units and military buildings, and moving the current finisher to inside the tree, money will be much less of an issue. This will allow you to bribe mercantile city states, buy happiness buildings, or buy luxuries. Keeping in mind that military buildings won't be in puppeted cities, I think the culture and science bonus to them is helpful without being overpowered. And finally, the finisher provides growth and works like the Assyrian UA in that the bonus only works once per city. I think double population increase provides incentive to razing cities instead of just gobbling up every city in sight. Let me know what you think!