Home of the Civ V Unofficial Patch, G&K Enhanced, and Vanilla Enhanced Mod


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This page last updated: v157.2, May 24, 2012 by Seek.
Please see main page for more recent changes.


  • Improves several less-useful social policies to be as interesting choices as their counterparts. There’s been several discussions on the strategy forum regarding how each social policy tree has one or two poor choices taking up dead weight, these seem to be commonly cited.
  • The Utopia Project requires one additional tree for a total of six. (The free policy per era in previous versions was removed.) The goal is to equalize the culture building buffs in Balance – City Development and the .217 patch’s change of Artist Specialists from 1 to 3 so that it’s about as challenging to win as before. Policy costs slightly reduced to maintain this balance.
  • Policies are now arranged from left to right. This is so the Medieval, Renaissance, and Industrial polices are each in one column. I personally find this arrangement more intuitive.
  • 2 Palace, and the first policy costs 50 (was 1, 25). This reduces the magnitude of ancient ruins, purchasing a monument, and other early effects on policy generation.
  • The only policy tree exclusions are between Freedom and Autocracy. Piety and Enlightenment (Rationalism), Freedom and Order, and Autocracy and Order are now non-exclusive.
  • Policies which increase specialist yields now improve a particular type of specialist, instead of all specialists. Details
  • The “no policy saving” advanced setup option defaults to disabled.


  • Tradition
    • Tradition: +5 in the Capital.
    • Oligarchy: Garrisoned units cost no maintenance and receive 0.2 XP per turn. Cities with a garrison gain 50% ranged strength (was 100%).
    • Landed Elite: +1 in each city, +2 on defensive buildings and +25% surplus in every city.
    • Ceremonial Rites: Grants a culture building in 4 oldest cities (changed in VEM so that the oldest 4 cities will always receive 1 free culture building – Click for details).
    • Aristocracy: +5 and -25% from population in the capital.
    • Monarchy: +20% for Wonders. +2 on National and World Wonders.
    • Finisher: +1 per National and World Wonder. Greatly speeds border expansion in all cities.
  • Liberty
    • Opener: +2 Culture in every city.
    • Collective Rule: Free Settler and +20% for building settlers in all cities (was 50% in the capital).
    • Meritocracy: 2 in each city and +2 on defensive buildings.
    • Republic: -25% cost per city, starts a 10 turn Golden Age.
    • Finisher: Gives one Defense Building in all current and future cities.
  • Piety
    • Piety: +3 Happiness.
    • Organized Religion: +2 for Monuments, Temples, and Monasteries. +2  Culture for each surplus happiness.
    • Mandate of Heaven: +1 for Monuments, Temples, and Monasteries.
    • Theocracy: +10% Gold from Temples, +10% Science from Monasteries and +10% Culture in cities with a World Wonder.
    • Reformation: 10 turn Golden Age, and -25% cost for future Golden Ages.
    • Free Religion: 1 free Policy, and +2 Artists, and +5 Landmarks.
  • Honor
    • Honor: 4 per 1 of killed barbarians (was 5 per 1).
    • Warrior Code: +1 for Great Generals and a Great General appears at the capital.
    • Military Tradition: +20% for military units and buildings (defense, experience and training).
    • Discipline: +20% adjacent to a friendly military unit (was 10%).
    • Military Caste: +4 Culture and +1   for cities with a Garrison.
    • Professional Army: -33% Upgrade cost for units. Gold salvaged from units killed.
    • Finisher: +4 and +1 for Colosseums.
  • Patronage
    • Patronage: Gold gifts produce 20% more Influence.
    • Philanthropy: Influence degrades 25% slower.
    • Aesthetics:  Minimum 20 Influence, plus onetime +20 Influence boost.
    • Cultural Diplomacy: +1 for each City-State friend and +2 for each ally.
    • Free Trade:  City-State friends and allies increase in your cities.
    • Finisher: Other players’ Influence over City-States degrades 10% faster.
  • Commerce
    • Commerce: +15% gross Gold, and+1 Movement for non-combat units.
    • Guilds: -50% maintenance on roads and railroads. A Great Merchant appears in the Capital.
    • Protectionism: -20% Purchase cost for units and buildings.
    • Mercantilism: +2 from Merchants and +5 on Customs Houses.
    • Merchant Navy: +1 Movement and +1 Sight for ships. +2 Production in coastal cities and +2 on Naval Buildings.
    • Patent Law: +1 Gold on Villages and +2 Gold on Fishing Boats.
    • Finisher: +1 Happiness for each Luxury resource, including surplus copies.
  • Enlightenment (formerly Rationalism)
    • Enlightenment: A free Great Scientist appears at the capital.
    • Sovereignty: +2 Gold on Science buildings.
    • Humanism: +1 for Science Buildings (previously excluded Libraries).
    • Secularism: +2 for each Scientists, and +5 on Academies (was 2 on specialists).
    • Scientific Revolution: +15% while the empire is happy.
    • Finisher: 2 Free Technologies.
  • Freedom
    • Freedom: +1 on Farms.
    • Tolerance: Each City-State friend and ally contributes GP points to an empire-wide pool, and when the pool is filled a random Great Person appears at the capital.
    • Democracy: Increases power of National Wonders.
    • Universal Suffrage:+50% and a Great Person of your choice appears at the Capital.
    • Constitution: -1 consumed by Specialists.
    • Free Market: +50% Gold from Trade Routes.
    • Finisher: Slows enemy land units inside your territory.
  • Nationalism (formerly Autocracy)
    • Available in the Renaissance Era.
    • Nationalism: -1 in every city.
    • Spoils of War: Your empire acquires Cultural treasures from captured cities.
    • Fascism: -3 for every Courthouse and +100% for building Courthouses.
    • Privileged Elite : -0.5 Anger per specialist.
    • Conscription: All units receive the promotion March (heal every turn).
    • Total War: -33% Maintenance cost for units.
    • Finisher: +30 Experience for all current and future units.
  • Order
    • Order: A free Great Engineer appears at the capital.
    • United Front: +2 on mines and lumber mills.
    • Planned Economy: -25% maintenance cost for buildings.
    • Communism: Free Production building in all cities. Note, does not construct factories if the factory would reduce the player’s quantity of coal below 5 (same for spaceship factories and aluminum).
    • Populism: +2 Engineers, and +5 Manufactories.
    • Socialism: +1 and 25% from Smithies and Factories.
    • Finisher: +20% Production in every city.

9 responses

  1. scott eskridge

    meritocracy in the liberty tree bugs out. Whne the pop up asks me to pick my opne free great person nothing happens. The game doesn’t freeze but I can’t click next turn as its still waiting for my input, but no great person can be chosen.

    April 12, 2011 at 12:37 am

    • It works for me, so it’s probably a cache issue or incompatibility with another mod. Check out the Reporting Bugs thread here:

      Reporting Bugs

      April 12, 2011 at 4:18 pm

  2. NP-completo

    I like the improvement in Order, specially the great finisher. Since the official patch was released, I never found a reason to choose Order (I took Freedom for peace and Autocracy for war). Even in relatively wide empires, I had enough specialists to gain more profit from Freedom (recall the happiness improvement and the 8 free units of Freedom, which is usually better than the -15% buildings maintainance cost of Order). Morover, Order comes late in the game, and at this point you would probably have already started Freedom.

    Going one step further, I still feel a bit strange that Nationalism (the concept, not the benefits) is within Order and not inside Autocracy (more associated with “Fascism”). Besides, Planned Economy (or even Socialism) should not be incompatible with Democracy or Universal Suffrage (e.g. socialdemocracy). I understand the “communist dictatorship” taste of Order against the “capitalist democracy” taste of Freedom, but it is a bit more complex.

    Anyway, I don’t like the way Civ5 avoids switching goverment styles. In Civ4, switching civics was a way to feel how the goverment is adapted to each historical situation. However, who would fully develop e.g. Autocracy or Order, and the switch to Freedom, or the othe way around, after such a big improvement in social policies?

    September 14, 2011 at 4:47 am

    • Thank you for the feedback! I’d recommend copying your post over to the Policies thread on the forum for further discussion (link below). These comments pages are generally only read by me. 😉


      September 14, 2011 at 10:56 am

      • NP-completo

        Ok, I will! 🙂

        September 14, 2011 at 12:22 pm

  3. NP-completo

    Sorry, I didn’t see that Order and Freedom do not disable each other in the mod (it’s not like the official patch). Nice, now a socialdemocracy is possible again. 🙂

    However, a kind of “right wing democracy” is missing now. Well, somehow it consists in “taking Freedom but not taking Order”, so it has no single benefit against a “socialdemocracy” (Freedom+Order). This is weird too.

    I know this is hard to handle in the Civ5 social policies style, because politics is the result of “additions” rather than “combinations of choices” (as in Civ4).

    September 14, 2011 at 6:50 am

  4. Pingback: Scott eskridge | Dinsersfarm

  5. Dido the Great

    On the United Front policy, wasn’t it originally intended to be a military bonus? I think, if you’re going to have it as a production bonus, it should be a bonus to building defensive buildings such as walls, castles and military bases. Maybe it could itself increase the defensive strength of all cities, as well? Or you could make a bonus to military units in allied territory?

    October 20, 2012 at 3:38 am

    • I placed the military bonuses in Freedom and Nationalism trees because different playstyles have different military needs. Order improves production, which is useful for all playstyles, while the other trees are specialized for specific strategies.

      October 22, 2012 at 10:32 am

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