Rate the Tenets - part III: Order Tenets

kaspergm

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Continuing to the final part (find the thread for Freedom tenets and Autocracy tenets here), this week's vote is Order tenets. Generally considered the king of the ideologies, will Order tenets get the best scores?

I'd ask you to put your vote before the name of each tenet, like this:
3 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%.


Give votes between 0 and 5, where 1 is worst and 5 is best, like this:
5 = Excellent
4 = Very good
3 = Good
2 = Decent
1 = Poor
0 = Bad or Very Bad

When voting, you can take into account both the strength of the tenet and how universal it is in its aplicability. How you weigh these different aspects are up to you to decide. Also feel free to discuss your oppinions or tips on different tenets.


The Order tenets are:

Level 1
_ - Hero of the People: +25% Great Person generation.
_ - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time.
_ - Skyscrapers: Gold cost of purchasing buildings reduced by 33%.
_ - Patriotic War: +15% attack bonus when fighting in friendly territory.
_ - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology.
_ - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant.
_ - Universal Healthcare: +1 Local Happiness from each National Wonder.

Level 2
_ - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab.
_ - Party Leadership: +1 Culture, Food, Gold, Production and Science per City.
_ - Resettlement: New Cities start with an extra 3 Population.
_ - Cultural Revolution: +34% Tourism to other Order Civilizations.
_ - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time.
_ - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry.

Level 3
_ - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness.
_ - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes.
_ - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital.


I will do statistics when voting has been going for a while.
 
here you go, my votes:

Level 1
5 - Hero of the People: +25% Great Person generation.
4 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time.
4 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%.
1 - Patriotic War: +15% attack bonus when fighting in friendly territory.
2 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology.
4 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant.
1 - Universal Healthcare: +1 Local Happiness from each National Wonder.

Level 2
4 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab.
1 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City.
1 - Resettlement: New Cities start with an extra 3 Population.
3 - Cultural Revolution: +34% Tourism to other Order Civilizations.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time.
5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry.

Level 3
3 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness.
2 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes.
3 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital.

5 = always awesome
4 = usually awesome
3 = situationally useful
2 = rarely if ever use
1 = never use
 
Level 1
4 - Hero of the People: +25% Great Person generation. - great but kind of late.
5 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. - awesome, just awesome.
3 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%. - good if you really need to buy a lot of stuff. For Venice it'd be an easy 5.
1 - Patriotic War: +15% attack bonus when fighting in friendly territory. - meh
1 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. - bleh.
4 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. - not bad, not bad at all.
1 - Universal Healthcare: +1 Local Happiness from each National Wonder. - just so unimportant! And you have so many better Happiness policies, why bother with that?

Level 2
4 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. - very good. You always want to build those and it makes that an even better deal.
2 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City. - not important enough, only noticeable if you really have a big amount of cities.
0 - Resettlement: New Cities start with an extra 3 Population. - it's just so weak. In the industrial era you're going to settle what, 1-2 new cities?
2 - Cultural Revolution: +34% Tourism to other Order Civilizations. - it's not bad, it's just that most Order people don't go heavy culture.


5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time. - THE BEST SOCIAL POLICY IN THE GAME BY FAR. +25% science? Nothing else gives that much! If that wasn't enough, the Factory - one of the best buildings in the game - is just too easy to build with this one. It carries the T2 tenets of Order and is why going Order is the best possible thing if you want a Science Victory... Or achieve any other victory faster. Seriously.

Hell, this tenet deserves more than 5. I think only someone completely insane would give it anything less than 5/5.


5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. - on the right city this tenet is just insane and it's always important. A Petra city full of desert hills now becomes even more overpowered.

Level 3
2 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness. - not exactly bad and Order does get insane happiness bonuses, but AI can have both them and their difficulty-based ones. You may have problems getting this one to work.
4 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. - used to be a very bad tenet, but now it's pretty nice. That Food is going to make your capital even fatter.
5 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital. - two awesome Great People? Count me in.

Order is the best Ideology.
 
Order... Before voting, lets see what I think of this one. It's a default that works in most empires. There's rarely a time where you won't want to take a few order tenants. Freedom is better for tall, and autocracy is better at come from behind, but order is relatively safe and good, and can really shine in wide/peace or even wide/ahead empires.

4 - Hero of the People: +25% Great Person generation. Good policy. The freedom counterpart is better because of when you'll adopt each ideology, but this is always a nice bonus. Probably really good with going for culture victories too.
4 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. Large empire? +2 happiness per city! Lots of happiness!
4 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%. When combined with mercantilism and big ben, this policy can become a monster. Too bad you have to take a bad policy in commerce to get to that point.
2 - Patriotic War: +15% attack bonus when fighting in friendly territory. Rush defense policy. Just one of those things.
2 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. Meh. Slightly more spy level ups. Might keep tech out of your rivals. Not that great, comparatively.
3 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. Good solid policy. Works well with the rest of order.
2 - Universal Healthcare: +1 Local Happiness from each National Wonder. Solid policy in general. Unfortunately, freedom empires will want to construct all the national wonders, and autocracy needs the happiness immediately sometimes. Order has better ways of getting happiness, so this is less valuable in order.

Level 2
3 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. More happiness. Good!
2 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City. Meh... Just... Meh. Maybe if you have a million cities. I almost never get that big though.
1 - Resettlement: New Cities start with an extra 3 Population. I always want to use this. It just comes too late to really be useful. There are better options.
4 - Cultural Revolution: +34% Tourism to other Order Civilizations. Not a 5 because you will only take this if you're going for a culture victory. Still a 4 because you will always take this if pursuing a culture victory.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time. THE POWER OF SCIENCE! Also the factory production is a nice little bonus if you are getting these a bit late. Usually the first lvl 2 policy I take.
4 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. Fantastic policy. I was skeptical at first, but it really has proven me wrong. Works very well, although I'm giving it a 4 because not every empire will be able to use it effectively.

Level 3
5 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness. Works fantastically with order and all the happiness bonuses that order has. Giving it a 5 because the last civ you're trying to influence rarely has your ideology, making it better than the lvl 2 tenant.
4 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. Arguably better than anything autocracy has for domination. The only problem is that I think this doesn't work when you puppet cities. The internal trade route buff is powerful though, definitely don't underestimate that. Unfortunately conflicts with the Skyscraper/commerce strategy a little, making choosing both of these policies a little disappointing.
4 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital. Great for science victories. At the point in the game where I choose this, I would probably take a policy that gives a free great scientist and nothing else. The great engineer is just a bonus, and you don't even need to use it for a spaceship part.
 
Level 1
_ - Hero of the People: +25% Great Person generation. 4
_ - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. 3
_ - Skyscrapers: Gold cost of purchasing buildings reduced by 33%. 4
_ - Patriotic War: +15% attack bonus when fighting in friendly territory. 2
_ - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. 1
_ - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. 3
_ - Universal Healthcare: +1 Local Happiness from each National Wonder. 3 (less than Freedom due to the natures of the empires... Order is supposed to have fewer national buildings)

Level 2
_ - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. 4 (+3 happiness per city from buildings you were going to build regardless... nice!)
_ - Party Leadership: +1 Culture, Food, Gold, Production and Science per City. 0 (the GnK days are over)
_ - Resettlement: New Cities start with an extra 3 Population. 0 (by the time you get to tenets why settle?)
_ - Cultural Revolution: +34% Tourism to other Order Civilizations. 3 (loses to Freedom's broadcast towers because of where it acts... it stacks additionally, not multiplicatively with OB, routes and whatnot) also does not work on GMs.
_ - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time. 5 (the best tenet in order)
_ - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. 5 (very nice for increasing general productivity)

Level 3
_ - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness. 2 (on deity other civs are plenty happy)
_ - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. 5 (really nice food ships you can make there)
_ - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital 4 (the finishing part not so much, but two free GP is nice)
 
Level 1
4 - Hero of the People: +25% Great Person generation.
I'd rate the ability a 5 except that I assume going Order you'd have fewer specialists (otherwise you'd be going Freedom)

3 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time.
okay, and definitely one taken when going for cultural victory, but there are much larger happiness bonuses available even at level 1.

4 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%.
This will be a nice savings, especially if you decide you want to build National Vistors Center and have a lot of cities you need to buy a Hotel in.

2 - Patriotic War: +15% attack bonus when fighting in friendly territory.
Decent, but not that needed.

4 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology.

If this ability were in freedom (where you have fewer cities and so your capital has a higher rating) it would be a 5; but even with this ton of cities I'd rate it a 4 just to stop AI from stealing your tech, particularly in light of possible difficulty getting enough Police Stations for National Intelligence Agency that comes from playing wide.

4 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant.
The first two are buildings every city should have (especially the Factory after you get the level 2 tenets); but there will also be a few cities on rivers. If you start in desert and so can build solar plants in core cities, this could be a 5.

1 - Universal Healthcare: +1 Local Happiness from each National Wonder.
Very low happiness available compared to the other ones when playing wide. In addition, chances are you've built very few natural wonders any way from having founded wide.

Level 2
5 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab.
These are all buildings every city should have; so effectively 4 per city.

4 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City.
This is also another very good policy, but I've already rated four level 2 tenets as 5 and then is the one I'd skip, making this a 4 instead.

0 - Resettlement: New Cities start with an extra 3 Population.
If this ability were part of the Liberty tree it would be a 5; but Industrial era is very late to be founding any more cities even if you founded wide. You'll be conquering instead if you want more cities. (And with me having rating all other policies a 5, it has to be let go)

5 - Cultural Revolution: +34% Tourism to other Order Civilizations.
Order is by far the most popular choice to the AI; and there is an excellent shot you are seeking Cultural victory going order so I'd give it the overall rating of 5 even though it would be no more than 4 going space race.

5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time.
Science is king; making this a 5 even if you've already built a factory in all cities and so never use the second half.

5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry.
With the large empire, chance are some of the cities production is a bit low; this will make them better; especally those with hills.

Level 3

5 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness.

I figure this is probably the most common victory to go after as Order; and this is a great policy, especially after you add all the other happiness tenets that increase your happiness. Obviously if seeking space race you should skip this one to avoid an accidental cultural victory.

4 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes.
I'd personally find the first half almost useless since it doesn't apply to cities you've already captured, however that second half seems very impressive. In information era you normally get 12 food or hammers from a cargo ship; this tenet appears to give 50% more (6) for a total of 18 food / hammers per cargo ship. (More so the hammers, as Freedom has a policy that basically gives you the same thing in food via reduced specialist consumption) Which would make it a great second level 3 tenent to get for any victory.

3 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital.

For space race victory, I find Freedom's cash and it's internal synergy of less food needed for specialists with Rationalism's science bonus for all specialists superior so that's why it's a 3 in my book. Obviously if going space race, you'd pick this one first.

Overall: I see the Order tree as for having a lot of cities that you have direct control over (either self built or annexed but not for a tall 4 city empire with a wide puppet empire attached). My internal ratings reflect this and so this should not be compared against Freedom in which my assumptions are the opposite. In practice, my play style is much more suitable for Freedom.
 
Level 1
5 - Hero of the People: +25% Great Person generation. Like freedom's avant garde I always get this tenet first.
3 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. Useful if you have a wide empire and I always choose Order if I have a wide empire. Useless if you have a tall empire.
3 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%. Not crucial, but decent.
2 - Patriotic War: +15% attack bonus when fighting in friendly territory. A high 2. It's reasonable if you need to give yourself a combat boost against aggressive enemies. Also works in clearing out remaining enemies when you expand.
4 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. This tenet cements your tech lead, if you have one.
3 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. Like socialist realism, great if you have a wide empire. Not so great if you have a tall empire.
1 - Universal Healthcare: +1 Local Happiness from each National Wonder. Not worth getting if you have the other happiness bonuses to use.

Level 2
3 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. Like socialist realism and young pioneers, if you have a wide empire and you need this for happiness, get this tenet. Otherwise not so crucial.
1 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City. Only useful if you have a superwide empire. Otherwise, it's a waste of a t2 tenet.
0 - Resettlement: New Cities start with an extra 3 Population. Why would you expand this late in the game anyway?
3 - Cultural Revolution: +34% Tourism to other Order Civilizations. Varies, but if the AI follows you in getting Order, this is a very useful tenet to win a culture victory. If you're the only one with Order, this tenet is going to be useless.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time. Just about the best T2 Order tenet. Must have.
5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. Also a must have to rival Freedom's statue of liberty wonder.

Level 3
4 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness. Great for culture victory if you have huge happiness. Negates ideological differences especially.
3 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. It's namely the internal food production that gets my attention to this tenet.
3 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital. Gives a nice tech and spacebuilding boost.


Overall, I reckon Order is great for semiwide or superwide empires. It's somewhat ordinary if you're tall unless you are spawning GE's all over the place. The happiness bonuses however do help manage your growing empire if you try to win a domination victory, especially as Iron Curtain gives you a free courthouse. The main buff that Order needs is the Kremlin. Some suggestions to improve it:
- Apply tank production bonus to all cities.
- (replaced) grants a 25% production bonus for all units whilst at war and a 25% growth and 25% production bonus for buildings whilst at peace.

Also, enable the return of the communism policy in Order (pre-BNW): a tenet that grants a maintance discount from buildings. Stack it on party leadership I reckon.
 
+50% Food or Production from domestic trade routes. It's namely the internal food production that gets my attention to this tenet.

I think the hammer production one is actually the better one for the time in the game (level 3 tenet; probably the second level 3 tenet if going either Cultural or Space ship)
In addition, if interested in the food one; Freedom has a level 1 tenent that effectively does the same thing if you've stacked all your guilds in the same city.
 
I think the hammer production one is actually the better one for the time in the game (level 3 tenet; probably the second level 3 tenet if going either Cultural or Space ship)
In addition, if interested in the food one; Freedom has a level 1 tenent that effectively does the same thing if you've stacked all your guilds in the same city.

True, but as you're going semi-wide with Order, you also want to churn out 2nd and 3rd best cities with huge pop. The food production would help. Production bonus would help with projects, wonders and spaceship. The semiwide empire I wish to illustrate is 6-8 cities with 20-25 pop in each.

Tradition is also ideal for Order too if your faith per turn is epic.
 
Level 1
2 - Hero of the People: +25% Great Person generation. Nice benefit, but it's better while taken early. However, you have some really strong competition for taking other policies early, and Order isn't really known as the GP ideology.
5 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. Arguably the best level 1 Order tenet. Should pretty much be taken every time.
3 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%. Combines very well with Commerce and usually good for taking late-game when you're building up newly conquered cities, allowing you to take other policies early. Can also be taken early to get more factories/science buildings purchased.
2 - Patriotic War: +15% attack bonus when fighting in friendly territory. Makes it easier to defend your homeland/conquests, but it really has too much competition to be worth taking in most games.
4 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. If you're taking Order, you're probably in the lead. This is a great tech for keeping that lead.
4 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. If you got your ideology from 3 factories, that's 6 happiness right there. A solid 2nd/3rd policy, depending on how useful Double Agents is.
1 - Universal Healthcare: +1 Local Happiness from each National Wonder. If you REALLY want more happiness, go ahead. Probably the worst of the level 1 happiness policies, so at best it's your third level 1 policy.

Level 2
4 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. Oh, all those buildings you're supposed to be making anyways? They just got better. (also synergy with Dictatorship of the Proletariat)
3 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City. Really scales with how many cities you have/ plan to have. On a huge map, great. On a standard map, it's merely alright.
4 - Resettlement: New Cities start with an extra 3 Population. I really feel this is a 3 for most settings, but on huge maps, when expansion often carries on late into the game, having 4 pop to start is great. I give it a 4 because it's underrated for this great situational use, but for a standard or smaller map it's pretty much crap
3 - Cultural Revolution: +34% Tourism to other Order Civilizations. An excellent component to the Order cultural machine. Use culture to flip opponents to Order, than use Cultural Revolution to finish them. Only gets a 3 because Order level 2 is highly competitive.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time. Usually my first level 2 Tenet.
5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. Perhaps the most attractive policy in Order, aside from Worker's Faculties

Level 3
4 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness. Do you see those happiness tenets above? Also goes well with Aesthetics' "turn excess happiness into culture" policy
4 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. One of the key components of the Order war machine. Trade route bonuses are just a plus.
2 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital. A real catch-22 policy. The great people aren't really "free," so by the time you take this, you'll possibly never pop a GE for the rest of the game. If you want to buy GEs, you'll need either Tradition or The Glory of God, which means you either finished Piety or Tradition and then went Order... perhaps not the best combo. (although 100+ fpt + Glory of the God can work out well, but situational) That, and the Order level 2 and other level 3 tenets are so good that's it's possibly better to aim for one of those instead.

The main buff that Order needs is the Kremlin. Some suggestions to improve it:
- Apply tank production bonus to all cities.
- (replaced) grants a 25% production bonus for all units whilst at war and a 25% growth and 25% production bonus for buildings whilst at peace.
Agreed. I always found it odd that Kremlin only benefited the city it was built in. I think 25% bonuses while at peace might be a little much, but I think something like CN Tower's population/happiness buff would be really appropriate.
 
Order is the most solid and consistent of all the ideology trees, with almost no duds. Almost every level 1 and 2 tenet is "more happiness, more production." However its weakness is that no one tenet will be game changing on its own. This means you the player must have all your culture generation sorted (hermitage, world fair) to stack enough order tenets together to truly transform your empire. Order doesn't do anything in particular to help you with culture early in the tree, aside from faster GWAM's.

Level 1
5 - Hero of the People: +25% Great Person generation. Obviously. While this is tall-favored, so is everything else in BNW, so your order empire is probably tall enough to be working a lot of scientist specialist slots. I also like the chosen title of this tenet, good flavor value.
4 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. 2 happiness per city is somewhat weak, but getting it for a building every city already has makes this an attractive opener. But where this really shines is in synergy with Iron Curtain - set annex-conquered cities to build an Monument immediately after revolt and they finish in a turn. Happiness and culture bounce back faster during conquest.
3 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%. I end up not using this much. Order empires spend all their money on maintenance for existing buildings and holding on to CS's (Order has no bonuses for CS influence). Hammers are a more attractive way to finish buildings.
2 - Patriotic War: +15% attack bonus when fighting in friendly territory. Situationally useful bonus, but moreso in early game - disposable by late game. I'd take it for flavor if it came with another perk.
3 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. I like this a lot. It's satisfying to kill off spies every other turn. But the only time AI tech stealing really hurts in this game is when you beeline frigates so it's more for fun factor.
3 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. A little more than 2 happy per city on average. Weak on its own, solid when combined with monuments and schools. Another plus for flavor though.
2 - Universal Healthcare: +1 Local Happiness from each National Wonder. UH has little tier-1 competition in the Autocracy and Freedom trees. In Order there is no reason to take it over Socialist Realism.

Level 2
3 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. A little more than 3 happy per city on average. But in a more competitive policy slot. More or less same review as Young Pioneers.
4 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City. Good on it's own, stronger with the complete Order package + Liberty + Neuschwanstein
1 - Resettlement: New Cities start with an extra 3 Population. Er?? A new city settled on pre-built farms will grow this big in a few turns anyway. But 3 citizens with no improved tiles will just stagnate. Rush-buying an aqueduct and granary outdoes the impact of 37 free apples (what 3 pop amounts to) within 10 turns.
4 - Cultural Revolution: +34% Tourism to other Order Civilizations. Not terrible for CV, but more important for guarding against pressure. This tenet helps you safeguard your Order allies and prevent them from flipping - prevent yourself from becoming an outcast like you always are when you take Freedom. Especially good guard against the AI Autocracy cabal.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time. What science penalty. Great synergy with Iron Curtain. Most late-game conquests on Immortal already have production buildings but sometime's they will be destroyed, this helps those cities bounce back.
5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. Ahhhhhhhhhhhhhh. 5 year plan. 5 hammer mines. 5-rated tenet. #Illuminati.

Level 3
4 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness. Fun, and another good tool for maintaining Order allies and flipping opponents.
4 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. This is my favorite. Iron Curtain lets you double your purple bar in size via conquest of your continent - annexed cities make a ton more culture than puppets - and destroy any second-continent Immortal AI's hope of winning a Culture Victory ever, without having to war that civ directly. I learned how to use it this way when my own culture victory was blocked by AI Order civs twice. Only a 4 because it's defensive, not offensive - at best rabid annexing shaves 5 turns off science victory if you were lagging. I wouldn't use Order for domination in the end, science victory is always easier. The TR's were a good buff too.
4 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital. Good for obvious timing of GE with Hubble. Otherwise useless for spaceship parts. Wide empires can time part finishing easily, and I try not to take Tradition and Order together (too OP, not fun).
 
Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. Arguably better than anything autocracy has for domination. The only problem is that I think this doesn't work when you puppet cities.

Correct, must annex upon conquest or the free courthouse never appears.
 
Level 1
4 - Hero of the People: +25% Great Person generation.
4 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time.
2 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%.
1 - Patriotic War: +15% attack bonus when fighting in friendly territory.
3 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology.
4 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant.
1 - Universal Healthcare: +1 Local Happiness from each National Wonder.

Level 2
3 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab.
2 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City.
1 - Resettlement: New Cities start with an extra 3 Population.
2 - Cultural Revolution: +34% Tourism to other Order Civilizations.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time.
5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry.

Level 3
5 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness.
2 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes.
4 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital.
 
Level 1
3 - Hero of the People: +25% Great Person generation. - Universally applicable and more great people is just good. Solid Tenet
3 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. - Practically every city should have a monument. Good happiness tenet.
4 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%. - Great synergy with commerce and big ben.
2 - Patriotic War: +15% attack bonus when fighting in friendly territory. - Its good but if I'm fighting wars in my own territory it means I'm doing something wrong.
1 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. - Its useful and satisfying to catch spies, but is lackluster compared to other tenets.
3 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. - Just a solid happiness tenet.
3 - Universal Healthcare: +1 Local Happiness from each National Wonder. - Again, just a solid happiness tenet.

Level 2
3 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. - MOAR HAPPY
4 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City. - A solid all around boost for each city. Best with wide empires.
0 - Resettlement: New Cities start with an extra 3 Population. - Resettling this late in the game is usually a waste. All the good land is taken up and getting a city to be productive, rather than a drain on your empire takes time, even with 2 extra pop.
2 - Cultural Revolution: +34% Tourism to other Order Civilizations. - Situational but can be useful depending on how many other order civs there are.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. ]Build Factories in half the usual time. - I'd rate this a 6 if I could. Best tenet in the game.
5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. - More production is great.

Level 3
3 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness. - Situational but can still be useful.
5 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. - Great for warmongering or just internal development.
3 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital. - Will save a handful of turns at best. Still useful for a free wonder and a science boost.
 
Level 1
5 - Hero of the People: +25% Great Person generation. - Straightforward policy. Should be one of the first adopted.
4 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. - All or most of your cities should have these built, so it just gets better from there.
3 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%. Don't purchase buildings all that often, but it is definitely useful for rushing those buildings needed for a national wonder or if you need a courthouse.
1 - Patriotic War: +15% attack bonus when fighting in friendly territory. - You should be fighting in hostile territory, not your own!
3 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. - Coupled with a veteran spy, it will kill off the spies your stubborn neighbor keeps sending and begging for forgiveness.
5 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. - Amazing policy. It is bound to give you massive amounts of happy faces.
2 - Universal Healthcare: +1 Local Happiness from each National Wonder. - Same as it ever was.

Level 2
5 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. - Coupled with Young Pioneers, it should set you up for the rest of the game.
4 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City. - Shines most with wide empires, but tall ones can benefit either way. All most every commodity increased by one, what's not to love?
2 - Resettlement: New Cities start with an extra 3 Population. - How many cities will you be founding in the industrial era? I've used this one once, very useful. But with 4 policies only available in the 2nd, most important tier, this one should be dismissed.
3 - Cultural Revolution: +34% Tourism to other Order Civilizations. - Order tends to be the most common AI ideology, so this one is good at what it does.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time. - 5 stars out of 5. Should always be adopted. Well, not if you lack coal that is...
5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. - Another superb policy. Need not write anymore.

Level 3
4 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness. - Maintaining your happiness above the AIs is fairly simple late in the game, so this one has it's uses.
3 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. - If you're still conquering, it works fine. If you're turtling up for a Science vic, it can be dismissed. The trade route bonuses are nice for making a super capital though.
4 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital. - The engineer rushing feature tends to be situational, but can't go wrong with 2 free GPs.

Yeah...I'd say it's the best one.
 
Level 1
4 - Hero of the People: +25% Great Person generation. More GP the better,always.
5 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. Monument is one of the first buildings you build,way much better than say,+1 happiness from stock exchange.
3 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%.I don't usually purchase that many buildings but its still useful from time to time.
2 - Patriotic War: +15% attack bonus when fighting in friendly territory. Well sometimes I need to defend first round attacks from haters,but soon after that I move on to the offensive,not quite useful.
1 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. AI stealing tech is not that much of a deal,just don't waste your policy on this.
4 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. Production buildings are always our priorities,but not as good as socialist realism for sure.
2 - Universal Healthcare: +1 Local Happiness from each National Wonder. Small amount of happiness,often not worth it.

Level 2
5 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. Should be easily +3 happiness per city,and science buildings are always #1 priority.
2 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City.Not that terrible,but there are better tenets to pick than this one,just too neglectable amount.
1 - Resettlement: New Cities start with an extra 3 Population. Almost never settle new cities in late game,only works with modern era start.
3 - Cultural Revolution: +34% Tourism to other Order Civilizations.Order is definitely the more popular ideology for the AIs,but still very situational.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time. IF YOU DO NOT RATE IT A 5 YOU SHOULDN'T PLAY THIS GAME ANY MORE.
5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. We always have lots of mines,so lots of extra production.

Level 3
3 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness.just like the level 2 tenet above,situational,there's always someone with 100+ happiness right?
5 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes.I just LOVE internal trade routes,+16 food?Hell yeah!
4 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital.Basically means a free tech and a free wonder,why not?
 
I find Autocracy the most fun, Freedom is great for peaceful victories, but Order is just a straight up monster. It even has the huge benefit of being the AI's go to choice for ideology. Even when you pick first, unless you are a pariah, the other civs tend to go one for freedom, one for autocracy, and everyone else for order.

Similar to tradition vs liberty or honor you need a reason NOT to go with Order.


Level 1

4_ - Hero of the People: +25% Great Person generation. -A solid pick that always helps any type of game

4_ - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. - Another solid pick, an automatic +2 happy per city

4_ - Skyscrapers: Gold cost of purchasing buildings reduced by 33%. - Another good pick, gets super good with commerce and Big Ben. To me it feels like this should have been a Freedom policy

1_ - Patriotic War: +15% attack bonus when fighting in friendly territory. - Not bad but one of the last policies I would pick

1_ - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. - Again one of the last picks I would make.

3_ - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. - A good filler pick, should get you +2 happy per city, +3 if you have desert

2_ - Universal Healthcare: +1 Local Happiness from each National Wonder. -Not bad but not as good as the other two happy policies at this tier

Level 2

4_ - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. -A good pick, an extra 3 happy per city on the best buildings

1_ - Party Leadership: +1 Culture, Food, Gold, Production and Science per City. -Pretty small bonus at this stage of the game and severely lacking compared to the other super picks in tier 2 Order.

0_ - Resettlement: New Cities start with an extra 3 Population. -This would be a bad tier one pick

4_ - Cultural Revolution: +34% Tourism to other Order Civilizations. -Most civs go order so this would help with them, other ideologies can get a diplomat.

10_ - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time. -The best policy in the entire game. Rationalism has to take three policies to get +27% science, Order gets it with one. And factories are pretty great anyway, double speed building of them is super. Science is the most important thing in the game and the other two ideologies have nothing to compare to this.

5_ - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. - Another great policy

Level 3

4_ - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness. Not as easy as freedom's broadcast tower due to the AI getting substantial happiness but can come a lot earlier

4_ - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. -The courthouse part it pretty worthless to me since with late game conquest I am razing every non capitol and I don't need the capitols for anything useful anyway at this point. The super strong internal trade is enough for a good score.

4_ - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital. -Rush buying only happens with the last part, plenty of time to hard build everything else as you tech the bottom half of the tree for the last part. To make it even worse a great engineer still leaves about four turns left. What makes this great is the free GE and GS or as it happens in the game the free Hubble with a bonus 25% production for spaceships and three GS to bulb at least three late game techs. This makes it so much better than the Freedom gold rush spaceship.

Science is the most important yield and Order gets it better than anyone else. Order also gets better production than anyone else and it gets comparable happiness policies that benefit from the most common buildings in the game. Freedom needs lots of specialists to come out with a lot of happy, Autocracy needs to build all 3 military production buildings and throw in a few semi-useless defensive buildings to get comparable happy while Order needs to build monuments, workshop, factory, and the science buildings which are all good to build everywhere anyway.
 
Level 1
3 - Hero of the People: +25% Great Person generation.
5 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time.
3 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%.
3 - Patriotic War: +15% attack bonus when fighting in friendly territory.
2 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology.
4 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant.
4 - Universal Healthcare: +1 Local Happiness from each National Wonder.

Level 2
3 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab.
2 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City.
1 - Resettlement: New Cities start with an extra 3 Population.
2 - Cultural Revolution: +34% Tourism to other Order Civilizations.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time.
3 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry.

Level 3
2 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness.
4 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes.
3 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital.


My thoughts:

Order is for wide empires, especially ones where you're spree of conquest is already partially complete or well underway by the time you get ideologies.

Almost every city has or can easily get a Monument. This makes Socialist Realism the key tenet for Order. In fact, Order in general to me is just a tool for properly fixing the unhappiness of a wide empire.

Anything that boosts Tourism I'm less interested in, because Freedom does it better. Anything regarding Space victory I'm less interested in, because Freedom does it better.

Boosting production and war capability is good, and big science boosts are very good. So Worker's Facilities is the other strong reason to go Order. Its strength pushes down the scores of all other Level 2 Tenets, as to acquire those you are doing so either as your second Level 2, or at opportunity cost of WF.
 
Level 1
4 - Hero of the People: +25% Great Person generation.
I hear Great People are good.
5 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time.
Best happiness policy in the game. Well, there's Militarism, but this once requires less effort.
3 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%.
It's ok, not that great. Research Labs is about the only thing you'll still want to buy by that point, so it comes a little too late.
1 - Patriotic War: +15% attack bonus when fighting in friendly territory.
Nah. Not worth investing a policy in.
2 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology.
The problem is, defensive spies are mostly nice for gaining experience, and this comes in a little late. Still, it's not bad, since you're likely to be the tech leader by that point.
4 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant.
Solid happiness policy, you should have at least workshops and factories everywhere shortly after getting into ideologies.
3 - Universal Healthcare: +1 Local Happiness from each National Wonder.
Yet another good happiness policy. Less good than the other two though.

Level 2
4 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab.
Very strong happiness tenet. Hapiness is what you're most often in need of when getting into ideologies.
2 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City.
Going wide is not that great in BNW, and when you do, happiness is what you're after, not all this other stuff.
1 - Resettlement: New Cities start with an extra 3 Population.
You're not settling new cities by that time. It would need to be an extra 9 population or something for it to be worth it.
3 - Cultural Revolution: +34% Tourism to other Order Civilizations.
The AI does love Order so it's pretty good, but only if the culture runaways are picking it. If they're going Freedom like they tend to do, better pass on that.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time.
Insanity ! Especially if you get your ideology by Oxfording Radio, this saves you a lot of hammers as well as just being very good for your science of course.
4 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry.
Very strong if you need production, which, you know, you do. It has a lot of competition here so it's not always taken, but it's very good.

Level 3
2 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness.
Hard to use at higher difficulty levels where the AI gets some pertty massive happiness bonuses. It only helps with the ones you're already influencing pretty hard basically.
4 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes.
Very solid for Domination, although it comes late.
5 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital.
Pretty insane for a Science victory.
 
Level 1
4 - Hero of the People: +25% Great Person generation.
4 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time.
5 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%.
2 - Patriotic War: +15% attack bonus when fighting in friendly territory.
3 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology.
2 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant.
2 - Universal Healthcare: +1 Local Happiness from each National Wonder.

Level 2
3 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab.
3 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City.
1 - Resettlement: New Cities start with an extra 3 Population.
3 - Cultural Revolution: +34% Tourism to other Order Civilizations.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time.
3 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry.

Level 3
3 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness.
5 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes.
5 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital.
 
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