kaspergm
Deity
- Joined
- Aug 19, 2012
- Messages
- 5,832
Level 1
4 - Hero of the People: +25% Great Person generation. More great people is always nice.
5 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. One of the, if not the, best happiness policies in the game.
4 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%. Great to get new cities going, particularly if you also have Commerce.
2 - Patriotic War: +15% attack bonus when fighting in friendly territory. Just not worth using a policy point for.
2 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. Not very good. Comes too late to be really relevant because mostly you will take other level 1 policies first.
4 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. Great synergy with Worker's Faculties. Very nice for wide empires.
2 - Universal Healthcare: +1 Local Happiness from each National Wonder. Just so much worse than the other happiness tenets.
Level 2
3 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. I'm giving this a 3 because it's a level 2 tenet and no better than Young Pioners, which is a level 1.
3 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City. I used to really like the +2 bonus that was given in GnK Order, I find this is a bit underwhelming, but I guess as a 3rd choice it's not the worst you can do. Has a good synergy with Resettlement, but with both of these policies being level 2, that doesn't work, so probably one of them should be moved to level 1.
2 - Resettlement: New Cities start with an extra 3 Population. If you want to do a late game expansion it's not too bad, but given that you get new cities that will generate a lot of unhappiness but don't get help to get new buildings up, it's rare that this will be a truely great help, and considered the other choices of level 2 tenets ...
2 - Cultural Revolution: +34% Tourism to other Order Civilizations. Nice passive bonus which will help you occasionally, otherwise skip.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time. 25 % science ... really?
I will hate the day they nerf it, but let's be real ... they should nerf it.
5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. Excellent. Solid production boost which can always be used.
Level 3
3- Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness. Quite good, can be taken late when you've stacked up on happiness tenets and other civs suffer under your ideological pressure.
4 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. Excellent when going domination. Instantly annex cities, and spam-build monuments and then production and education buildings to cover the unhappiness.
3 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital. Good without being great. The free GP are pretty nice when taken very late game.
4 - Hero of the People: +25% Great Person generation. More great people is always nice.
5 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. One of the, if not the, best happiness policies in the game.
4 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%. Great to get new cities going, particularly if you also have Commerce.
2 - Patriotic War: +15% attack bonus when fighting in friendly territory. Just not worth using a policy point for.
2 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. Not very good. Comes too late to be really relevant because mostly you will take other level 1 policies first.
4 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. Great synergy with Worker's Faculties. Very nice for wide empires.
2 - Universal Healthcare: +1 Local Happiness from each National Wonder. Just so much worse than the other happiness tenets.
Level 2
3 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. I'm giving this a 3 because it's a level 2 tenet and no better than Young Pioners, which is a level 1.
3 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City. I used to really like the +2 bonus that was given in GnK Order, I find this is a bit underwhelming, but I guess as a 3rd choice it's not the worst you can do. Has a good synergy with Resettlement, but with both of these policies being level 2, that doesn't work, so probably one of them should be moved to level 1.
2 - Resettlement: New Cities start with an extra 3 Population. If you want to do a late game expansion it's not too bad, but given that you get new cities that will generate a lot of unhappiness but don't get help to get new buildings up, it's rare that this will be a truely great help, and considered the other choices of level 2 tenets ...
2 - Cultural Revolution: +34% Tourism to other Order Civilizations. Nice passive bonus which will help you occasionally, otherwise skip.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time. 25 % science ... really?

5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. Excellent. Solid production boost which can always be used.
Level 3
3- Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness. Quite good, can be taken late when you've stacked up on happiness tenets and other civs suffer under your ideological pressure.
4 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. Excellent when going domination. Instantly annex cities, and spam-build monuments and then production and education buildings to cover the unhappiness.
3 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital. Good without being great. The free GP are pretty nice when taken very late game.