Ideologies
- Unlocked in Modern Age or once you have built 3 factories; at which point you must chose an ideology
- The first person to unlock an ideology get 2 free policies, Second gets 1 free policy
Autocracy Ideology
Level 1:
- Elite Forces; Wounded military units inflict 25% more damage than usual.
- Mobilization; Purchasing units 33% cheaper.
- United Front; Militaristic CS give units twice as often when at war with common foe.
- Futurism; +100 Tourism with every civ when a GWAM is born.
- Industrial Espionage; Spies steal techs twice as fast.
- Fortified Borders; +2 local happiness from each defensive building.
- Universal Healthcare; +1 local happiness for each National Wonder.
Level 2:
- Militarism; +2 Local happiness from each Barracks, Armory and Military Academy.
- Lightning Warfare; +3 movement for Great Generals. +1 movement and +15% attack for Armored units, armored units ignore ZoC.
- Police State; +3 local happiness from each Courthouse. Courthouse production is 50% cheaper.
- Nationalism; Unit maintenance reduced by 33%.
- Third Alternative; Strategic resources doubled. +5 science and food in capital.
- Total War; +25% production for military units. New units get +15 XP.
Level 3:
- Cult of Personality; +50% Tourism to civs fighting a common enemy.
- Gunboat Diplomacy; Gain 6 more influence (standard speed) than normal from CSs you could demand tribute from.
- Clauswitz's Legacy; Receive a 25% attack bonus to all Military Units for the next 50 turns after this policy is adopted.
Freedom Ideology
Level 1:
- Avant Garde; +25% GP rate.
- Creative Expression; +1 culture from each Great Work.
- Civil Society; Specialists consume only 1 food.
- Covert Action; Chance of CS election rigging doubled.
- Capitalism; +1 local happiness for each Bank, Mint and Stock Exchange.
- Economic Union; +3 gold for each trade route with another civ with Freedom.
- Universal Healthcare; +1 local happiness for each National Wonder.
Level 2:
- Volunteer Army; 6 units are maintenance free. Receive 6 Foreign Legion Infantry Units immediately.
- Urbanization; +1 local happiness from each Granary, Aqueduct, Water Mill and Hospital.
- Their Finest Hour; Combat strength of cities increased by 33%.
- Universal Sufferage; Specialists produce 1/2 unhappiness, Golden Ages increased by 50%.
- New Deal; All Great Person improvements get +4 to appropriate yield.
- Arsenal of Democracy; +25% production when building military units. +20 influence from gifting units to CSs.
Level 3:
- Media Culture; +34% Tourism generated by cities with a Broadcast Tower.
- Treaty Organization; Gain 4 more influence per turn (standard speed) with CSs you have pledged to protect.
- Space Procurements; May buy spaceship parts with gold.
Order Ideology
Level 1:
- Hero of the People; +25% GP rate.
- Socialist Realism; +2 local happiness from Monuments. Monuments cost 50% less.
- Skyscrapers; Gold cost of purchasing buildings reduced by 33%.
- Patriotic War; +15% attack bonus in friendly territory.
- Double Agents; Spies twice as likely to capture enemy spies attempting to steal a tech.
- Young Pioneers; +1 local happiness from each Workshop, Factory and Solar/Nuclear/Hydro Plant.
- Universal Healthcare; +1 local happiness for each National Wonder.
Level 2:
- Academy of Sciences; +1 local happiness from science buildings.
- Party Leadership; +1 food, gold, science, production and culture in each city.
- Resettlement; New cities start with an extra pop.
- Cultural Revolution; +34% Tourism to other Order civs.
- Workers' Faculties; Factories grant +25% science and production cost is half the amount.
- Five-Year Plan; +2 production per city and +1 production for each mine and quarry.
Level 3:
- Dictatorship of the Proletariat; +34% Tourism to civs that have less happiness.
- Iron Curtain; Free Courthouse upon city capture.
- Spaceflight Pioneers; May finish Spaceship parts with Great Engineers. +10 science in capital.
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