Rate the Tenets - part I: Freedom Tenets

Level 1 tenets
5 - Avant Garde: +25% Great Person generation.
1 - Creative Expression: +1 Culture from each Great Work.
4 - Civil Society: Specialists consume only half the normal amount of Food.
2 - Covert Action: Spies have double the chance to successfully rig City-State elections.
3 - Capitalism: +1 Local Happiness per Mint, Bank and Stock Exchange.
1 - Economic Union: +3 Gold from each Trade Route with other Freedom Civilizations.
3 - Universal Healthcare: +1 Local Happiness from each National Wonder.

Level 2 tenets
5* - Volunteer Army: 6 units are maintenance-free. Receive 6 Foreign Legion units immediately.
3 - Urbanization: +1 Local Happiness per Water Mill, Aqueduct and Hospital.
2 - Their Finest Hour: City Ranged Combat Strength increased by 33%.
5* - Universal Suffrage: Unhappiness from Specialists is halved. Golden Ages last 50% longer.
1 - New Deal: Great Person improvements provide +4 value of the appropriate yield.
3 - Arsenal of Democracy: +15% Production towards Military Units. Gain 15 Influence from each Military Unit gift to City-States.

Level 3 tenets
5* - Media Culture: +34% Tourism from Cities with a Broadcast Tower.
1 - Treaty Organization: Gain 4 more Influence per turn with City-States you have a trade route with.
1* - Space Procurement: May buy Spaceship Parts with Gold.

*
Volunteer army : Best war support tenet from Freedom for multiplayer. These Legions are da bomb when going domination. Get them first and see how they can counter artillery and any other industrial units for a long time. Enough to win the game sometimes.

Media Culture/Universal Suffrage : Best tenets for Cultural Victories. Usually, in cultural games, the culture rate is high so you can get the 3rd tenet in time, combined with Universal Suffrage.

Space Procurement : Order is much more better for science games.

-----------------------------

Other tenets don't need explanation. Overall, if i go for a multiplayer domination victory i will be tempted to go Freedom. Cultural victories as well for both mp and sp. Bad for all other goals.

I gotta say: I think you are seriously underrating Treaty Organization. I felt that way the first few times I played through freedom, but once I actually used it--it is awesome. I've got several city states north of 400 influence right now and I'm rolling in gold to boot.
 
Level 1 tenets
5 - Avant Garde: +25% Great Person generation.
2 - Creative Expression: +1 Culture from each Great Work.
5 - Civil Society: Specialists consume only half the normal amount of Food.
0 - Covert Action: Spies have double the chance to successfully rig City-State elections.
3 - Capitalism: +1 Local Happiness per Mint, Bank and Stock Exchange.
1 - Economic Union: +3 Gold from each Trade Route with other Freedom Civilizations.
2 - Universal Healthcare: +1 Local Happiness from each National Wonder.

Level 2 tenets
4 - Volunteer Army: 6 units are maintenance-free. Receive 6 Foreign Legion units immediately.
2 - Urbanization: +1 Local Happiness per Water Mill, Aqueduct and Hospital.
1 - Their Finest Hour: City Ranged Combat Strength increased by 33%.
5 - Universal Suffrage: Unhappiness from Specialists is halved. Golden Ages last 50% longer.
5 - New Deal: Great Person improvements provide +4 value of the appropriate yield.
3 - Arsenal of Democracy: +15% Production towards Military Units. Gain 15 Influence from each Military Unit gift to City-States.

Level 3 tenets
4 - Media Culture: +34% Tourism from Cities with a Broadcast Tower.
3 - Treaty Organization: Gain 4 more Influence per turn with City-States you have a trade route with.
4 - Space Procurement: May buy Spaceship Parts with Gold.

If I go Freedom I will go Avant Garde -> Civil Society -> Universal Suffrage about 90% of the time. The 10% being if I'm really hurting happiness wise or if I feel "Volunteer Army" can make a huge impact/begin a Domination victory. Then it's a level 1 happiness tenet and Creative Expression on the way to New Deal.

Covert Action and Their Finest Hour seem utterly useless, especially with the later being a level 2 tenet. Take your pick of the happiness tenets, all do their job fine. Not enough Civs go Freedom to make Economic Union worthwhile. Typically won't be trying Domination with Freedom but Arsenal of Democracy is quite nice if you go the militaristic route. I'll assume that Treaty Organization is awesome if used well, I haven't really tried.

Space Procurement I feel is underrated based on what I've read. You can easily save up enough to buy two parts, just did myself as Poland on Immortal, so I figure a good player could get at least three or four ;)

Media Culture seems like a killer CV tenet, easily a 5 if going that route, just the bonus for the capital and second city alone might be worth it. Now have a nice wide empire, rush CN Tower and watch the tourism explosion!
 
I'll assume that Treaty Organization is awesome if used well, I haven't really tried.

Space Procurement I feel is underrated based on what I've read. You can easily save up enough to buy two parts, just did myself as Poland on Immortal, so I figure a good player could get at least three or four ;)

Media Culture seems like a killer CV tenet, easily a 5 if going that route, just the bonus for the capital and second city alone might be worth it. Now have a nice wide empire, rush CN Tower and watch the tourism explosion!
I think Treaty Organization is one of the best policies in the game. It basically hands you eight city states at a time as allies and gives you gold at the same time. Sure, you'll have to forego internal trade routes, but as a Freedom civ, that's normally not a major issue for me.

For me, the problem with Space Procurement is that in the end, it will only save me something like 5-7 turns that it takes to build the last space ship part. While 5 turns might be the difference between a win and a loss - and I reckon frequently are, if you play diety - for me at emperor, that's just not the case. By the time I reach this point, I will have effectively won, and as such the benefit of this policy is more like a convenience than a necessity. I guess if you play competitively and do multi-scientist rushes through atomic and information eras, things might look differently, but imo. that's akin to cheating - I do think multi-scientist saving is abusive, and that scientists should have locked their power at the time they were born similar to how it works for writers and musicians.
 
Maybe it's just my bad playstyle habits and strategies that give me this problem but diplomatic victory isn't always exactly speaking easy? Especially with freedom...

I tend to play continents, continents plus games and terra games mostly (because they have good balance of land and water). On these games you may end up with these runaway AIs which just gobble up everything and become these huge sprawling empires. They tend to have tons of city state allies.

How do you get the city states on your side then? You only have the city state allies from your own side of the world, (pre-astronomy, those contintents and oceans)

What happens if these runaway AIs start to bully and kill your own city state allies? You lose votes if you don't protect your allies, and if you protect the city states then that more or less means war with the runaway AI. And this is basically transoceanic invasion war.

A war with the runaway which you ought to be able to win somehow. Are the military boosts enough in freedom for this in your opinion? Basic war strategy could be though, that first you would let the runaway AI gobble up maybe one city state. Then you invade his core cities and finally liberate the city state for diplomatic liberator points.
 
I tend to play continents, continents plus games and terra games mostly (because they have good balance of land and water). On these games you may end up with these runaway AIs which just gobble up everything and become these huge sprawling empires. They tend to have tons of city state allies.
I rarely seem to have these issues. I normally play either Pangea or Continents maps. I rarely have severe run-away AI's, but I reckon if that happens, it'll be a problem for diplomatic victory. Maybe it's a question of difficulty level, in my games diplomatic victory just seems to happen before any other victory, even if I don't actively plan for it, at least if I just moderately true to nurture relationships with city states. In my experience AI is just completely incapable of actively holding on to CS allies in larger amounts for long times.
 
Level 1 tenets
5 - Avant Garde: +25% Great Person generation. (Awesome for every situation, GP are awesome)
2 - Creative Expression: +1 Culture from each Great Work. (You likely have maybe 10 GW so 10 culture that late is so little)
5 - Civil Society: Specialists consume only half the normal amount of Food. (Specialists are great, the only limit is food and this helps immensely)
1 - Covert Action: Spies have double the chance to successfully rig City-State elections. (I usually have no trouble rigging things)
2 - Capitalism: +1 Local Happiness per Mint, Bank and Stock Exchange. (Happiness is good, but its just not always needed or prioritized)
1 - Economic Union: +3 Gold from each Trade Route with other Freedom Civilizations. (How often will this be useful?)
2 - Universal Healthcare: +1 Local Happiness from each National Wonder. (Same as Capitalism)

Level 2 tenets
3 - Volunteer Army: 6 units are maintenance-free. Receive 6 Foreign Legion units immediately. (Units are always good, but do I really need them when I already have plenty of Infantry around when I get the tenet?)
2 - Urbanization: +1 Local Happiness per Water Mill, Aqueduct and Hospital. (Same as Capitalism)
3 - Their Finest Hour: City Ranged Combat Strength increased by 33%. (Average, only take when on high difficulty)
4 - Universal Suffrage: Unhappiness from Specialists is halved. Golden Ages last 50% longer.
5 - New Deal: Great Person improvements provide +4 value of the appropriate yield.
4 - Arsenal of Democracy: +15% Production towards Military Units. Gain 15 Influence from each Military Unit gift to City-States.

Level 3 tenets
4 - Media Culture: +34% Tourism from Cities with a Broadcast Tower.
4 - Treaty Organization: Gain 4 more Influence per turn with City-States you have a trade route with.
5 - Space Procurement: May buy Spaceship Parts with Gold.
 
Maybe it's just my bad playstyle habits and strategies that give me this problem but diplomatic victory isn't always exactly speaking easy? Especially with freedom...

I tend to play continents, continents plus games and terra games mostly (because they have good balance of land and water). On these games you may end up with these runaway AIs which just gobble up everything and become these huge sprawling empires. They tend to have tons of city state allies.

How do you get the city states on your side then? You only have the city state allies from your own side of the world, (pre-astronomy, those contintents and oceans)

What happens if these runaway AIs start to bully and kill your own city state allies? You lose votes if you don't protect your allies, and if you protect the city states then that more or less means war with the runaway AI. And this is basically transoceanic invasion war.

A war with the runaway which you ought to be able to win somehow. Are the military boosts enough in freedom for this in your opinion? Basic war strategy could be though, that first you would let the runaway AI gobble up maybe one city state. Then you invade his core cities and finally liberate the city state for diplomatic liberator points.

There's no need to focus on getting city state allies pre-astronomy. Just gobble them up in the modern era.

If they've been conquered...all the better.

X-com to the rescue! Liberate the city states that have been conquered and grab some of the enemy's territory first so that your warmonger penalties are erased through liberation. Freedom boosts your specialists--which fulfills periodic quests--and leads to Treaty Organization, which is a ticket to easy allies as far as your ships can reach.
 
and it isn't just ships, nor isn't just 8 or whatever max trade routes are, either. if you didn't start a game with minimal (or none) CS's, then TO essentially makes you allies with any CS you can possibly reach land/sea at *any* time.

once you have like +200 with anyone, let that expire, work on another.

yes this is worthless if you made a game with no CS or few of them.

it's crazy nice even if you disabled DV b/c you get all those bonuses and the WC, AND denial of any AI ally bonuses. just stupid really.
 
Level 1 tenets
5 - Avant Garde: +25% Great Person generation. [Great and always useful]
4 - Creative Expression: +1 Culture from each Great Work. [Very nice if you have a few great works, otherwise situational]
5 - Civil Society: Specialists consume only half the normal amount of Food. [The iconic freedom ability. Insane power for a tier I tenet.]
2 - Covert Action: Spies have double the chance to successfully rig City-State elections. [Okay if you don't have the economy to compete with the AI]
2 - Capitalism: +1 Local Happiness per Mint, Bank and Stock Exchange. [Mints are rare and +2 local happiness usually won't make a difference.]
1 - Economic Union: +3 Gold from each Trade Route with other Freedom Civilizations. [AI will rarely go freedom if you have it, but even then 3 gold at this stage of the game is aweful]
2 - Universal Healthcare: +1 Local Happiness from each National Wonder. [Okay-ish, usually better than capitalism.]

Level 2 tenets
3 - Volunteer Army: 6 units are maintenance-free. Receive 6 Foreign Legion units immediately. [Great if you want to rush someonw, decent for defence and if you ever lose the units, you still have an economy boon.]
2 - Urbanization: +1 Local Happiness per Water Mill, Aqueduct and Hospital. [Watermills are not always available, otherwise okay-ish, but really not a good tier II tenet.]
3 - Their Finest Hour: City Ranged Combat Strength increased by 33%. [Obviously misunderstood by the thread opener. Can be a fantastic tool if you face strong enemies. Having 200+ STR cities is amazing.]
5 - Universal Suffrage: Unhappiness from Specialists is halved. Golden Ages last 50% longer. [Another iconic ability for freedom. Fantastic for wide empires, good for tall ones. Can grant vastly more happiness than any other SP.]
5 - New Deal: Great Person improvements provide +4 value of the appropriate yield. [Very powerful, especially for tall empires. Indispensable for a quick culture victory.]
2 - Arsenal of Democracy: +15% Production towards Military Units. Gain 15 Influence from each Military Unit gift to City-States. [Not terrible, but certainly not a great option.]

Level 3 tenets
5 - Media Culture: +34% Tourism from Cities with a Broadcast Tower. [Great for culture victory.]
3 - Treaty Organization: Gain 4 more Influence per turn with City-States you have a trade route with. [Nice if you have the time and trade routes to pull it off. Certainly weaker than the other tenets, though.]
5 - Space Procurement: May buy Spaceship Parts with Gold. [Fantastic for space victory, even after the price increase for the space ship parts.]
 
Updated scores, now 22 votes:

Level 1 tenets
4.6 - Civil Society: Specialists consume only half the normal amount of Food.
4.5 - Avant Garde: +25% Great Person generation.
2.7 - Capitalism: +1 Local Happiness per Mint, Bank and Stock Exchange.
2.5 - Universal Healthcare: +1 Local Happiness from each National Wonder.
2.3 - Creative Expression: +1 Culture from each Great Work.
1.1 - Covert Action: Spies have double the chance to successfully rig City-State elections.
1.0 - Economic Union: +3 Gold from each Trade Route with other Freedom Civilizations.

Level 2 tenets
4.9 - Universal Suffrage: Unhappiness from Specialists is halved. Golden Ages last 50% longer.
4.2 - New Deal: Great Person improvements provide +4 value of the appropriate yield.
3.4 - Arsenal of Democracy: +15% Production towards Military Units. Gain 15 Influence from each Military Unit gift to City-States.
3.4 - Volunteer Army: 6 units are maintenance-free. Receive 6 Foreign Legion units immediately.
2.8 - Urbanization: +1 Local Happiness per Water Mill, Aqueduct and Hospital.
1.6 - Their Finest Hour: City Ranged Combat Strength increased by 33%.

Level 3 tenets
4.0 - Media Culture: +34% Tourism from Cities with a Broadcast Tower.
3.7 - Space Procurement: May buy Spaceship Parts with Gold.
3.5 - Treaty Organization: Gain 4 more Influence per turn with City-States you have a trade route with.


A couple of remarks: Level 1 tenets are pretty much "Civil Society and Avant Garde, and then all the rest". Level 2 tenets were a bit more on the average, with a pretty big spread on the votes for "Arsenal Of Democracy" and "Volunteer Army". Pretty much universal agreement that "Universal Suffrage" is the go-to policy on level 2, and no-body like "Their Finest Hours". Level 3 tenets are very even, all score pretty solid, with "Media Culture" having the least spread and slightly higher average votes.


Next up: Autocracy!
 
From the Venetian perspective - I've been messing with that for diplo / cultural wins lately.

The Freedom tenets are:

Level 1 tenets
5 - Avant Garde: +25% Great Person generation.
2 - Creative Expression: +1 Culture from each Great Work.
5 - Civil Society: Specialists consume only half the normal amount of Food.
1 - Covert Action: Spies have double the chance to successfully rig City-State elections.
4 - Capitalism: +1 Local Happiness per Mint, Bank and Stock Exchange.
4 - Economic Union: +3 Gold from each Trade Route with other Freedom Civilizations.
3 - Universal Healthcare: +1 Local Happiness from each National Wonder.

Level 2 tenets
3 - Volunteer Army: 6 units are maintenance-free. Receive 6 Foreign Legion units immediately.
3 - Urbanization: +1 Local Happiness per Water Mill, Aqueduct and Hospital.
2 - Their Finest Hour: City Ranged Combat Strength increased by 33%.
5 - Universal Suffrage: Unhappiness from Specialists is halved. Golden Ages last 50% longer.
4 - New Deal: Great Person improvements provide +4 value of the appropriate yield.
1 - Arsenal of Democracy: +15% Production towards Military Units. Gain 15 Influence from each Military Unit gift to City-States.

Level 3 tenets
4 - Media Culture: +34% Tourism from Cities with a Broadcast Tower.
5 - Treaty Organization: Gain 4 more Influence per turn with City-States you have a trade route with.
3 - Space Procurement: May buy Spaceship Parts with Gold.

Treaty Org is hilarious when you combine it with one from the Patronage tree, bumping up trade with CS. It often makes the CS trade just as competitive, and you spend less gold floating your influence with them.
 
There's no need to focus on getting city state allies pre-astronomy. Just gobble them up in the modern era.

If they've been conquered...all the better.

X-com to the rescue! Liberate the city states that have been conquered and grab some of the enemy's territory first so that your warmonger penalties are erased through liberation. Freedom boosts your specialists--which fulfills periodic quests--and leads to Treaty Organization, which is a ticket to easy allies as far as your ships can reach.

I had a morocco game like that, as freedom.

Other continent had all the city states. My continent was only Venice and me, morocco. I had two CS allies on my continent

Couldn't liberate venice former city states sadly, game won't allow. I was a little bit afraid of mass world war vs brazil, songhai and china all at the same time.

I did get to nukes first though, and songhai paid the price for being in second place in science and score, and being too slow for nukes.

I won space through space procurements.

I had CRAZY GPT though, I could buy space parts every two turns or so. But I decided to stockpile the money and go on nuclear attack vs Songhai. (and rushbuy nukes again, after first strikes)

I accidentally nuked china's border tile a little bit, so she declared war, so she was killed soem time after that. (I was playing basically after having won space victory, one more turn lol)

I got all good social policies, and spammed xcoms, and gifted xcoms to city states for relations boost. Then I allied all city states in game and invaded brazil for the final world conquest, with missile cruisers, nuclear missiles, and modern armors and xcom.
 
I gotta say: I think you are seriously underrating Treaty Organization. I felt that way the first few times I played through freedom, but once I actually used it--it is awesome. I've got several city states north of 400 influence right now and I'm rolling in gold to boot.

I prefer winning in low 200s with Order than wait longer with Freedom. I can ally every cs by the turn 200 if i really want to...without Freedom.

It's all about speed. Not numbers.
 
Level 1 tenets
4 - Avant Garde: +25% Great Person generation. Good, you'll almost always take it, if only to get to to level 2 tenets.
2 - Creative Expression: +1 Culture from each Great Work. Meh.
5 - Civil Society: Specialists consume only half the normal amount of Food. Completely insane. Seriously. In pretty much any strategy you'll at least be working the Scientists, and this makes you want to even work Merchants.
2 - Covert Action: Spies have double the chance to successfully rig City-State elections. I think this is a little underrated. Onc eyou're ahead in science, most of your spies are doing this, so why not ? It's not good obviously, but better than the culture one in some situations.
3 - Capitalism: +1 Local Happiness per Mint, Bank and Stock Exchange. Happiness is always good, although that's not a lot of it.
2 - Economic Union: +3 Gold from each Trade Route with other Freedom Civilizations. You need a coastal Freedom neighbord for it to be good, and even then it's not insane or anything.
3 - Universal Healthcare: +1 Local Happiness from each National Wonder. +5 Happiness (National College, Ironworks, Oxford, Epic, Circus Maximus) always, sometimes more. Solid.

Level 2 tenets
4 - Volunteer Army: 6 units are maintenance-free. Receive 6 Foreign Legion units immediately. Pretty insane but you don't always need it if you're going for science or peaceful culture, so 4 instead of 5.
3 - Urbanization: +1 Local Happiness per Water Mill, Aqueduct and Hospital. Sure, happiness is always nice.
1 - Their Finest Hour: City Ranged Combat Strength increased by 33%. No, just no.
5 - Universal Suffrage: Unhappiness from Specialists is halved. Golden Ages last 50% longer. Extremely good. Not as crazy as the food one, but very good. It really doesn't need the GA bonus, which puts it over the top for me.
4 - New Deal: Great Person improvements provide +4 value of the appropriate yield. Solid. Often fighting with Volunteer Army as the second level 2 tenet of choice.
3 - Arsenal of Democracy: +15% Production towards Military Units. Gain 15 Influence from each Military Unit gift to City-States. Situational, but pretty good if you're going diplo, especially because it allows you to use those units from militaristic CSes.

Level 3 tenets
4 - Media Culture: +34% Tourism from Cities with a Broadcast Tower.
4 - Treaty Organization: Gain 4 more Influence per turn with City-States you have a trade route with.
4 - Space Procurement: May buy Spaceship Parts with Gold.

All of these are very strong with their respective win conditions of course, but not so strong that you have to go for them I think.[/QUOTE]
 
Level 1 tenets
4 - Avant Garde: +25% Great Person generation. Straight-forward and effective. Maybe I don't play as Sweden but at least I can be somewhat like them.
2 - Creative Expression: +1 Culture from each Great Work. Not bad, but you better already have plenty of Works.
5 - Civil Society: Specialists consume only half the normal amount of Food. An absolute must for me. My early growth is usually crippled due to issues with Happiness, so I try to catch up with this policy. I went for this tenet in a lot of games, then I decided to adopt Order in my recent game. God I missed Civil Society.
0 - Covert Action: Spies have double the chance to successfully rig City-State elections. No value created to me, rigging CS is not that hard anyway.
4 - Capitalism: +1 Local Happiness per Mint, Bank and Stock Exchange. Money and Happiness - yes please! Great synergy if you go all the way down to Space Procurement
1 - Economic Union: +3 Gold from each Trade Route with other Freedom Civilizations. Don't really like the random factor of this tenet. What are the chances that your most profitable trade partner will also adopt Freedom?
2 - Universal Healthcare: +1 Local Happiness from each National Wonder. It's okay. Definitely better than Covert Action.

Level 2 tenets
4 - Volunteer Army: 6 units are maintenance-free. Receive 6 Foreign Legion units immediately. Now you can wonder-whore safely. If not needed anymore, gift the legions to CS.
3 - Urbanization: +1 Local Happiness per Water Mill, Aqueduct and Hospital. Not bad, although not all cities can have Water Mill.
1 - Their Finest Hour: City Ranged Combat Strength increased by 33%. Maybe I`ll appreciate this tenet one day, when Shaka knocks on my door. Until that time, skipped.
5 - Universal Suffrage: Unhappiness from Specialists is halved. Golden Ages last 50% longer. Works wonders with Civil Society.
3 - New Deal: Great Person improvements provide +4 value of the appropriate yield. The only bad thing is that you only plant Prophets and Scientists. It could be rated "5" if planting Engineers and Merchants was also reasonable.
3 - Arsenal of Democracy: +15% Production towards Military Units. Gain 15 Influence from each Military Unit gift to City-States. Mildly effective, very good with Volunteer Army.

Level 3 tenets
3 - Media Culture: +34% Tourism from Cities with a Broadcast Tower. Good, but not a game-changer, because the Towers are available pretty late in the game.
2 - Treaty Organization: Gain 4 more Influence per turn with City-States you have a trade route with. I usually generate enough money with Freedom and just gift CS tons of cash before the decisive session. Meanwhile trade routes with other civs are still more profitable.
5 - Space Procurement: May buy Spaceship Parts with Gold. Again, money seals the deal in my games.
 
I have added the data of the last voters to the spreadsheet also so now have 25 votes, but since average scores have only change minimally (no more that 0.1 shift on a couple of tenets due to last votes) I won't update the average scores this time.
 
Level 1 tenets
5_ - Avant Garde: +25% Great Person generation.
2_ - Creative Expression: +1 Culture from each Great Work.
5_ - Civil Society: Specialists consume only half the normal amount of Food.
3_ - Covert Action: Spies have double the chance to successfully rig City-State elections.
2_ - Capitalism: +1 Local Happiness per Mint, Bank and Stock Exchange.
3_ - Economic Union: +3 Gold from each Trade Route with other Freedom Civilizations.
2_ - Universal Healthcare: +1 Local Happiness from each National Wonder.

Level 2 tenets
4_ - Volunteer Army: 6 units are maintenance-free. Receive 6 Foreign Legion units immediately.
2_ - Urbanization: +1 Local Happiness per Water Mill, Aqueduct and Hospital.
2_ - Their Finest Hour: City Ranged Combat Strength increased by 33%.
5_ - Universal Suffrage: Unhappiness from Specialists is halved. Golden Ages last 50% longer.
5_ - New Deal: Great Person improvements provide +4 value of the appropriate yield.
3_ - Arsenal of Democracy: +15% Production towards Military Units. Gain 15 Influence from each Military Unit gift to City-States.

Level 3 tenets
5_ - Media Culture: +34% Tourism from Cities with a Broadcast Tower.
3_ - Treaty Organization: Gain 4 more Influence per turn with City-States you have a trade route with.
3_ - Space Procurement: May buy Spaceship Parts with Gold.
 
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