And now the main event: Ideologies. This section covers everything they have to offer.
Autocracy
| Easiest Victory | Domination |
| Hardest Victory | Science |
| Level 1 Tenets | |
| Elite Forces | Wounded Military Units inflict 25% more damage |
| Mobilization | Gold cost of purchasing units is reduced by 33% |
| United Front | Militaristic City-States grant units twice as often when you are at war with a common foe |
| Futurism | +100 Tourism with all known civilizations when a Great Writer, Artist, or Musician is born |
| Industrial Espionage | Your Spies steal Technology at twice the normal rate |
| Fortified Borders | +2 Local Happiness from every Wall, Castle, Arsenal, and Military Base in each city |
| Universal Healthcare | +2 Local Happiness from every National Wonder |
| Level 2 Tenets | |
| Militarism | +2 Local Happiness from every Barracks, Armory, and Military Academy |
| Lightning Warfare | +3 Movement for Great Generals; Armor Units gain +15% Attack, +1 Movement, and ignore enemy zones of control |
| Police State | +3 Local Happiness from every Courthouse, Courthouses are constructed in half the time |
| Nationalism | Unit maintenance is reduced by 33% |
| Third Alternative | Strategic Resource production is doubled, your Capital also gains 5 Food and 5 Science |
| Total War | +25% Production when training Military Units, new Military Units start with +15 XP |
| Level 3 Tenets | |
| Cult of Personality | +50% Tourism to civilizations that are fighting a common enemy |
| Gunboat Diplomacy | Gain 6 more Influence (adjusted by game speed) per turn with City-States you could demand tribute from |
| Clausewitz's Legacy | Receive a 25% Attack bonus to all Military Units for the first 50 turns after this Tenet is adopted |
How to Crush Your Enemies
As you can see, the new system for Ideologies gives you much more power in customizing your civilization's bonuses. Even here, in Autocracy, you don't have to push toward being a militaristic nation. You can shift to add more Tourism, steal Technology, gain Happiness for many sources, and so on.

Still, Autocracy is always going to have the potential for great military power. The sheer volume of bonuses for combat here are daunting. Going with the minimum number of Tenets to reach level 3, you can still gain +25% damage by wounded units, 33% cheaper Gold purchasing of units, many more free units from City-States during war, +15 XP and even more Production for your army, cheaper maintenance, and 25% more Attack for 50 turns. Wow!
The usual path is one that's going to give Autocrats much better armies and the Happiness to support their conquest of foreign powers.
A full spread of Autocracy and Honor makes it easy to defeat almost any foe. If you're also playing a militaristic civilization (e.g., Zulu), it's going to be much easier to destroy your opponents and secure a Domination Victory.
Freedom
| Easiest Victory | Cultural or Diplomatic |
| Hardest Victory | Military |
| Level 1 Tenets | |
| Avant Garde | Great People are born at a 25% faster rate in your nation |
| Creative Expression | +1 Culture from each Great Work that you possess |
| Civil Society | Specialists consume half the normal amount of Food |
| Covert Action | Doubles the chance of rigging City-State elections |
| Capitalism | +1 Local Happiness for every Mint, Bank, and Stock Exchange |
| Economic Union | +3 Gold from any International Trade Route that also has Freedom as their Ideology |
| Universal Healthcare | +2 Local Happiness from every National Wonder |
| Level 2 Tenets | |
| Volunteer Army | Six of your units are maintenance free, six Foreign Legion Infantry Units appear immediately |
| Urbanization | +1 Local Happiness from every Granary, Water Mill, Aqueduct, and Hospital in your cities |
| Their Finest Hour | Your cities' Combat Strength is increased by 33% |
| Universal Suffrage | Specialists in your cities produce half of the normal Unhappiness, Golden Ages last 50% longer |
| New Deal | Great Person tile improvements produce +4 of the appropriate yield |
| Arsenal of Democracy | +25% Production when training Military Units, +20 Influence from Military Unit gifts to City-States |
| Level 3 Tenets | |
| Media Culture | +34% Tourism in your cities that have a Broadcast Tower |
| Treaty Organization | Gain 4 more Influence per turn (adjusted for game speed) with City-States you have pledged to protect |
| Space Procurements | Your civilization may purchase Spaceship parts with Gold |
Making a Better World
Freedom's greatest strength is in its people. This Ideology has incredible bonuses toward specialists inside your cities. Taking Civil Society and Universal Suffrage lets your cities bloom into urban centers that are a wonder unto themselves. We suggest taking these two Tenets along with anything else you go after; they're almost perfect selections for any Freedom build.

Improvements to Great People and Tourism open the door for Culture Victories. Avant Garde, Creative Expression, and Media Culture are quite useful for anyone pushing their Culture to the limits.
Diplomacy is also wonderful with Freedom. Covert Action helps your Spies assist in City-State affairs; Arsenal of Democracy helps you use your Production as well. Take Treaty Organization in level 3 and suddenly you have myriad ways to impress each City-State. This lets your nation procure a huge number of Allies. That raises your number of Delegates in the World Congress, improving the chance to win diplomatically in the late game. Remember to push Freedom as the World Ideology!
If you'd prefer to win a Science Victory, take Economic Union for extra cash, New Deal to improve yields, and Spaceship Procurements so your wealthy society can buy its way into the space age.
Order
| Easiest Victory | Science |
| Hardest Victory | Diplomatic |
| Level 1 Tenets | |
| Hero of the People | 25% faster generation of Great People |
| Socialist Realism | +2 Local Happiness for Monuments, construct Monuments in half the time |
| Skyscrapers | Reduce Gold cost to purchase buildings by 33% |
| Patriotic War | 15% Attack bonus when fighting in friendly territory |
| Double Agents | Defensive Spies are twice as likely to kill enemy agents |
| Young Pioneers | +1 Local Happiness from every Workshop, Factory, and Solar/Nuclear/Hydro Plant in your cities |
| Universal Healthcare | +2 Local Happiness from every National Wonder |
| Level 2 Tenets | |
| Academy of Sciences | +1 Local Happiness from every University, Observatory, Public School, and Research Lab |
| Party Leadership | +1 Food, Production, Science, Gold, and Culture in each of your cities |
| Resettlement | Your new cities start with +1 Population |
| Cultural Revolution | +34% Tourism to other Order civilizations |
| Workers' Faculties | Factories increase a city's Science output by 25%, construct Factories in half the time |
| Fire-Year Plan | +2 Production per city and +1 Production for every Mine and Quarry you work |
| Level 3 Tenets | |
| Dictatorship of the Proletariat | +34% Tourism to civilizations that have less Happiness than your own |
| Iron Curtain | Free Courthouse upon city capture |
| Spaceflight Pioneers | Your Great Engineers may finish Spaceship parts, adds 10 Science to your Capital |
Keeping the Peace
Order is all about infrastructure. You find Tenets that reward you for your buildings, let you get more of them quickly, or gain bonus yields for your cities. These benefits make it easier to accomplish most types of victory, although Science and Culture are your ideal choices. While they’re not as deadly on offense as an Autocrat, Order players are brutal on defense and still have the Production to field a massive army on short notice. A Domination Victory is still entirely possible, so don't rule that out!

For a Cultural Victory, look into Hero of the People, Skyscrapers, Cultural Revolution, and certainly Dictatorship of the Proletariat. Use Party Leadership as well, for its free yields. Set up good Trade Routes, rake in the money, and buy the normal buildings that you need so your cities can build Wonders and Projects as quickly as possible. This gives you a substantial advantage over your rivals.
If you want a Science Victory, shoot for maximum Production, Science, and Great People generation (especially Great Engineers). Use Tenets like Hero of the People, Skyscrapers, Workers' Faculties, Fire-Year Plan, and Spaceflight Pioneers. Toward the end of the game, save up a Great Engineer or two so you can hurry through some of the Space Race and win before your enemies.
One neat thing about Order and the Science Victory is that you have the potential for strong defensive play. Other nations gang up on someone who is close to finishing their Science Victory, but Order is good at holding people off while chugging along with its construction projects. Freedom is a dangerous Science rival, but they can't fight as well as you can!

Diplomacy isn't Order's strong suit. It's not a terribly good choice for a Diplomatic Victory. There's nothing to help with gaining City-States (for their free Delegates), and using Tourism to get more Influence is only possible against other Order nations or groups that aren't as happy. Either way, it's tricky to force your Ideology on everyone else, and that's yet another setback compared with civilizations that use Freedom.