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Before you can enact social policies, you have to research them, which is covered in more detail in the Research section. Enacting policies is done through the Town center panel. Click on the town center to open the panel where you can see all active policies and what their effects on the town are. Your global social agenda consists of individual social policies. Click on an empty slot to add a new policy or click on a filled slot to change an active policy with a new one. The new effect on the city is displayed in the Details tab. When you’re pleased with the setup, click the Enact policy button to put the new social agenda in effect.

Bear in mind that enacting policies is not entirely free-of-charge. While it doesn’t cost Coins to enact a policy, it does cost Influence.

Another key aspect of the social policies segment is that, although enacting doesn’t come with resource cost, active policies DO come with a cost. Policies are an investment. You have to pay Coins from your treasury to sustain your social agenda. If you run out of Coins, social policies start getting suspended automatically. Make sure you have enough income to sustain a policy for the duration you intend it. Otherwise your carefully designed plans might break down quite swiftly.

GOVERNMENT
Policy Influence Cost / year Bonus ~Social impact / year
Secular society 4 600 Church and Cathedral upkeep -20% Religion -60
Church and State 4 900 Church and Cathedral efficiency +30% Religion +90
Immigration incentive 5 1800 Immigration rate +30% Immigration +70
Propaganda 4 240 / Loyalty +40
ECONOMY
Policy Influence Cost / year Bonus ~Social impact / year
Tariff 2 300 Coins for each Peasant and Laborer +0.15 Taxes (Peasants and Laborers) -30
Duties 2 300 Coins for each Merchant +0.15 Taxes (Merchants) -30
Tribute 2 300 Coins for each Gentry +0.2 Taxes (Gentry) -30
Tax cut 2 / Coins for each Peasant and Laborer -0.2 Taxes (Peasants and Laborers) +40
Wealth rebate 2 / Coins for each Merchant and Gentry -0.2 Taxes (Merchants and Gentry) +40
Housing contribution 4 180 Coins for each occupied House +10 Taxes (Peasants and Laborers) -45
Property dues 4 240 Coins for each occupied Stone house +10 Taxes (Merchants) -50
Luxury tribute 4 300 Coins for each occupied Two-story house +15 Taxes (Gentry) -60
Market toll 4 240 Market income +20% /
Trade customs 4 300 Trade fee -15% Loyalty -60
PRODUCTION
Policy Influence Cost / year Bonus ~Social impact / year
Construction goods 1 300 Stone, Coal, Iron, Lumber and Tools production +10% Basic goods +6
Food production 1 600 Food production +10% Basic goods +12
Essential goods 2 480 Gatherer's shelter, Forester's hut, Fisherman's hut, Hunting lodge, Herbalist's hut, Mine, Quarry, Clothes shop, Toolsmith and Sawmill production +10% Basic goods +9
Basic goods 2 540 Apiary, Carpenter's hut, Pottery workshop and Clay pit production +10% Basic goods +30
Advanced goods 4 600 Bakery, Distillery, Candle shop, Windmill and Brickworks production +10% Luxury goods +12
Luxury goods 4 720 Healer's house, Tailor shop, Jewelry store and Mint production +10% Luxury goods +30
SOCIAL
Policy Influence Cost / year Bonus ~Social impact / year
School budget cuts 2 240 School upkeep -20% Education -60
Education focus 3 360 School efficiency +30% Education +30
Home schooling 4 240 / Education +18
Essential budgeting 2 240 Gatherer's shelter, Forester's hut, Fisherman's hut, Hunting lodge, Herbalist's hut, Mine, Quarry, Clothes shop, Toolsmith and Sawmill upkeep -10% Basic goods -0.25
Basic budgeting 2 240 Apiary, Carpenter's hut, Pottery workshop and Clay pit upkeep -10% Basic goods -0.65
Advanced budgeting 5 300 Bakery, Distillery, Candle shop, Windmill and Brickworks upkeep -10% Luxury goods -0.4
Luxury budgeting 5 300 Healer's house, Tailor shop, Jewelry store and Mint upkeep -10% Luxury goods -0.4
Food restrictions 4 300 Food consumption -15% Health -1.5 / Loyalty +1
Town celebrations 10 900 / Happiness +1.2
Garrison 3 240 Watchtower and Guardhouse efficiency +20% Safety +0.5
Natality 8 600 Child birthrate +30% Immigration -0.5
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