Conclusion
Unciv has 10 social policy branches, each with five policies plus a bonus for completing the branch. Two pairs lock each other out: Piety vs Rationalism, and the three ideologies Freedom, Autocracy and Order.
Reading the cost formula in the source, policies get expensive fast: the base cost goes 25, 34, 62, 108, 173, 256… (before the game rounds down to a multiple of 5) and every extra city adds 10% on small and medium maps. That's the real trade-off between going wide and adopting policies quickly — the calculator below shows it for your game.
Policy Cost Calculator
Culture for your next policy: —
| Policy # | Culture | With 2 more cities |
|---|
Formula from the game's code: (25 + (adopted × 3)2.01) × difficulty × game speed × (1 + map modifier × (cities − 1)), rounded down to a multiple of 5. Map modifier: 10% per city on Tiny–Medium, 7.5% on Large, 5% on Huge. Policies and wonders that reduce policy cost aren't included.
Every Branch and Policy
Tradition (Ancient era)
| Policy | Requires | Effect |
|---|---|---|
| Adopting the branch | — |
|
| Aristocracy | — |
|
| Legalism | — |
|
| Oligarchy | — |
|
| Landed Elite | Legalism |
|
| Monarchy | Legalism |
|
| Branch complete | — |
|
Liberty (Ancient era)
| Policy | Requires | Effect |
|---|---|---|
| Adopting the branch | — |
|
| Republic | — |
|
| Citizenship | — |
|
| Collective Rule | Republic |
|
| Representation | Citizenship |
|
| Meritocracy | Citizenship |
|
| Branch complete | — |
|
Honor (Ancient era)
| Policy | Requires | Effect |
|---|---|---|
| Adopting the branch | — |
|
| Warrior Code | — |
|
| Discipline | — |
|
| Military Tradition | Warrior Code |
|
| Military Caste | Discipline |
|
| Professional Army | Military Caste |
|
| Branch complete | — |
|
Piety (Classical era)
| Policy | Requires | Effect |
|---|---|---|
| Adopting the branch | — |
|
| Organized Religion | — |
|
| Mandate Of Heaven | — |
|
| Theocracy | Organized Religion |
|
| Reformation | Organized Religion |
|
| Free Religion | Mandate Of Heaven, Reformation |
|
| Branch complete | — |
|
Patronage (Medieval era)
| Policy | Requires | Effect |
|---|---|---|
| Adopting the branch | — |
|
| Philantropy | — |
|
| Aesthetics | — |
|
| Scholasticism | Philantropy |
|
| Cultural Diplomacy | Scholasticism |
|
| Educated Elite | Scholasticism, Aesthetics |
|
| Branch complete | — |
|
Commerce (Medieval era)
| Policy | Requires | Effect |
|---|---|---|
| Adopting the branch | — |
|
| Naval Tradition | — |
|
| Trade Unions | — |
|
| Merchant Navy | Naval Tradition |
|
| Mercantilism | Trade Unions |
|
| Protectionism | Mercantilism |
|
| Branch complete | — |
|
Rationalism (Renaissance era)
| Policy | Requires | Effect |
|---|---|---|
| Adopting the branch | — |
|
| Secularism | — |
|
| Humanism | — |
|
| Free Thought | Secularism |
|
| Sovereignty | Humanism |
|
| Scientific Revolution | Free Thought |
|
| Branch complete | — |
|
Freedom (Industrial era)
| Policy | Requires | Effect |
|---|---|---|
| Adopting the branch | — |
|
| Constitution | — |
|
| Universal Suffrage | — |
|
| Civil Society | — |
|
| Free Speech | Constitution |
|
| Democracy | Civil Society |
|
| Branch complete | — |
|
Autocracy (Industrial era)
| Policy | Requires | Effect |
|---|---|---|
| Adopting the branch | — |
|
| Populism | — |
|
| Militarism | — |
|
| Fascism | Populism, Militarism |
|
| Police State | Militarism |
|
| Total War | Police State, Fascism |
|
| Branch complete | — |
|
Order (Industrial era)
| Policy | Requires | Effect |
|---|---|---|
| Adopting the branch | — |
|
| United Front | — |
|
| Planned Economy | — |
|
| Nationalism | — |
|
| Socialism | Planned Economy |
|
| Communism | Socialism |
|
| Branch complete | — |
|
Data from the game's own files (Civ V: Gods & Kings ruleset that ships with Unciv), read from the source at the commit of 2026-10-02. Updates and mods can change these numbers.
What the AI Prefers
| Branch | Scientific | Cultural | Diplomatic | Domination |
|---|---|---|---|---|
| Tradition | 5 | 5 | 5 | 5 |
| Liberty | 10 | 10 | 10 | 10 |
| Honor | 5 | 5 | 5 | 5 |
| Piety | 0 | 0 | 0 | 0 |
| Patronage | 5 | 5 | 10 | 5 |
| Commerce | 5 | 5 | 5 | 5 |
| Rationalism | 10 | 10 | 10 | 10 |
| Freedom | 10 | 10 | 5 | 5 |
| Autocracy | 5 | 5 | 5 | 10 |
| Order | 5 | 5 | 10 | 5 |
- The numbers are each branch's weight for an AI aiming at that victory type (the AI also adds its personality). Bold marks the highest for each branch.
- Liberty and Rationalism carry the top weight (10) for every victory type, and Piety has 0 — the AI only picks it through personality.
- The ideologies split cleanly: Autocracy for domination, Freedom for cultural and scientific, Order for diplomatic.
FAQ
Why did my next policy suddenly get more expensive?
You probably founded or annexed a city. Each non-puppet city beyond the first raises the cost by 10% on Tiny–Medium maps.
Do puppet cities raise policy cost?
No. The formula only counts cities that aren't puppets.
Can I take both Piety and Rationalism?
No. Each is only available before you adopt the other. The three ideologies also exclude each other.
Is this the same as Civ V?
The structure follows Civ V: Gods & Kings, but the formula here is Unciv's own code.
Continue reading
More Unciv guides
Unciv guide home · All 34 Civilizations · City Growth and Happiness · City-States: Bonuses and Quests · Combat: Damage Formula and Calculator · Difficulty Levels Explained · Early Game: Key Numbers and Ancient Ruins · Every Building: Cost, Upkeep and Effects · Every Promotion and Effect · Every Religion Belief · Every Unit's Stats by Era · Every World and National Wonder · Game Speed and Starting Era · Great People: Points and the Shared Pool · Mods: Installing and Popular Picks · Multiplayer: Playing Online · Tech Tree: Every Tech and Unlock · Terrain, Resources and Improvements · Unciv vs Civilization V · Victory Conditions