Prima Games eGuides Civilization V: Brave New World

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Civilization V: Brave New World Ideologies

Ideologies and Their Tenets

And now the main event: Ideologies. This section covers everything they have to offer.

AutocracyAutocracy

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.

Ideologies screenshot 18

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.

FreedomFreedom

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.

Ideologies screenshot 19

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.

OrderOrder

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!

Ideologies screenshot 20

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!

Ideologies screenshot 21

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.