[
	{
		"name": "Tradition",
		"era": "Ancient era",
		"uniques": ["[+3 Culture] [in capital]", "-[25]% Culture cost of acquiring tiles [in all cities]"],
		"policies": [
			{
				"name": "Aristocracy",
				"uniques": ["+[15]% Production when constructing [Wonders]", "[+1 Happiness] per [10] population [in all cities]"],
				"row": 1,
				"column": 1
			},
			{
				"name": "Legalism",
				"uniques":["Immediately creates the cheapest available cultural building in each of your first [4] cities for free"],
				"row": 1,
				"column": 3
			},
			{
				"name": "Oligarchy",
				"uniques": ["Units in cities cost no Maintenance", "+[50]% attacking strength for cities with garrisoned units"],
				"row": 1,
				"column": 5
			},
			{
				"name": "Landed Elite",
				"uniques": ["+[10]% growth [in capital]", "[+2 Food] [in capital]"],
				"requires": ["Legalism"],
				"row": 2,
				"column": 2
			},
			{
				"name": "Monarchy",
				"uniques": ["[+1 Gold, +1 Happiness] per [2] population [in capital]"],
				"requires": ["Legalism"],
				"row": 2,
				"column": 4
			},
			{
				"name": "Tradition Complete",
				"uniques": ["+[15]% growth [in all cities]","Immediately creates a [Aqueduct] in each of your first [4] cities for free"]
			}
		]
	},
	{
		"name": "Liberty",
		"era": "Ancient era",
		"uniques": ["[+1 Culture] [in all cities]"],
		"policies": [
			{
				"name": "Republic",
				"uniques": ["[+1 Production] [in all cities]", "+[5]% Production when constructing [Buildings]"],
				"row": 1,
				"column": 1
			},
			{
				"name": "Citizenship",
				"uniques": ["[-25]% tile improvement construction time", "Free [Worker] appears"],
				"row": 1,
				"column": 4
			},
			{
				"name": "Collective Rule",
				"uniques": ["+[50]% Production when constructing [Settler] units [in capital]", "Free [Settler] appears"],
				"requires": ["Republic"],
				"row": 2,
				"column": 1
			},
			{
				"name": "Representation",
				"uniques": ["Each city founded increases culture cost of policies [33]% less than normal", "Empire enters golden age"],
				"requires": ["Citizenship"],
				"row": 2,
				"column": 3
			},
			{
				"name": "Meritocracy",
				"uniques": ["[+1 Happiness] [in all cities connected to capital]", "Unhappiness from population decreased by [5]% [in all non-occupied cities]"],
				"requires": ["Citizenship"],
				"row": 2,
				"column": 5
			},
			{
				"name": "Liberty Complete",
				"uniques": ["Free Great Person"]
			}
		]
	},
	{
		"name": "Honor",
		"era": "Ancient era",
		"uniques": ["+[33]% Strength vs [Barbarians]", "Earn [100]% of killed [Barbarian] unit's [Strength] as [Culture]",
			"Notified of new Barbarian encampments"],
		"policies": [
			{
				"name": "Warrior Code",
				"uniques":["+[15]% Production when constructing [Melee] units [in all cities]", "Free [Great General] appears"],
				"row": 1,
				"column": 2
			},
			{
				"name": "Discipline",
				"uniques":["[+15]% Strength for [Melee] units which have another [Military] unit in an adjacent tile"],
				"row": 1,
				"column": 4
			},
			{
				"name": "Military Tradition",
				"uniques":["[Military] units gain [50]% more Experience from combat"],
				"requires": ["Warrior Code"],
				"row": 2,
				"column": 2
			},
			{
				"name": "Military Caste",
				"uniques": ["[+1 Happiness, +2 Culture] [in all cities with a garrison]"],
				"requires": ["Discipline"],
				"row": 2,
				"column": 4
			},
			{
				"name": "Professional Army",
				"uniques": ["Gold cost of upgrading [Military] units reduced by [33]%", "[+1 Happiness] from every [Walls]",
					"[+1 Happiness] from every [Castle]", "[+1 Happiness] from every [Arsenal]", "[+1 Happiness] from every [Military Base]"
				],
				"requires": ["Military Caste"],
				"row": 3,
				"column": 4
			},
			{
				"name": "Honor Complete",
				"uniques": ["Earn [10]% of killed [Military] unit's [Cost] as [Gold]"]
			}
		]
	},{
		"name": "Piety",
		"era": "Classical era",
		"uniques": ["+[15]% Production when constructing [Culture] buildings", "Incompatible with [Rationalism]"],
		"policies": [
			{
				"name": "Organized Religion",
				"uniques": ["[+1 Happiness] from every [Monument]","[+1 Happiness] from every [Amphitheater]",
					"[+1 Happiness] from every [Monastery]"],
				"row": 1,
				"column": 2
			},
			{
				"name": "Mandate Of Heaven",
				"uniques": ["50% of excess happiness added to culture towards policies"],
				"row": 1,
				"column": 5
			},
			{
				"name": "Theocracy",
				"uniques": ["+[10]% [Gold] from every [Amphitheater]"],
				"requires": ["Organized Religion"],
				"row": 2,
				"column": 1
			},
			{
				"name": "Reformation",
				"uniques": ["+[33]% [Culture] [in all cities with a world wonder]", "Empire enters golden age"],
				"requires": ["Organized Religion"],
				"row": 2,
				"column": 3
			},
			{
				"name": "Free Religion",
				"uniques": ["[+1 Culture] from every [Monument]", "[+1 Culture] from every [Amphitheater]", "[+1 Culture] from every [Monastery]",
					"Free Social Policy"],
				"requires": ["Mandate Of Heaven","Reformation"],
				"row": 3,
				"column": 4
			},
			{
				"name": "Piety Complete",
				"uniques": ["Culture cost of adopting new Policies reduced by [10]%"]
			}
		]
	},
	{
		"name": "Patronage ",
		// Yes, there is a space behind this word, and yes, this is necessary
		// This is, because at the time of writing there existed another policy called 'Patronage' that was recently deprecated
		// It would, however, still be possible for save-files to contain this policy
		// Therefore, we had to differentiate between these two, and this was the least intrusive way to do so
		// NOTE: If you remove the space here, also remove the extra space between 'patronage' and 'complete' in the 'patronage  complete' policy.
		// Otherwise, weird stuff will happen.
		"era": "Classical era",
		"uniques": ["City-State Influence degrades [25]% slower"],
		"policies": [
			{
				"name": "Philantropy",
				"uniques":["Gifts of Gold to City-States generate [25]% more Influence"],
				"row": 1,
				"column": 2
			},
			{
				"name": "Aesthetics",
				"uniques":["Resting point for Influence with City-States is increased by [20]"],
				"row": 1,
				"column": 4
			},
			{
				"name": "Scholasticism",
				"uniques":["Allied City-States provide [Science] equal to [25]% of what they produce for themselves"],
				"requires": ["Philantropy"],
				"row": 2,
				"column": 2
			},
			{
				"name": "Cultural Diplomacy",
				"uniques": ["Quantity of Resources gifted by City-States increased by [100]%",
					"Happiness from Luxury Resources gifted by City-States increased by [50]%"],
				"requires": ["Scholasticism"],
				"row": 3,
				"column": 2
			},
			{
				"name": "Educated Elite",
				"requires": ["Scholasticism","Aesthetics"],
				"uniques": ["Allied City-States will occasionally gift Great People"],
				"row": 3,
				"column": 4
			},
			{
				"name": "Patronage  Complete",
				// This extra space is intentional, see above.
				"uniques": ["Influence of all other civilizations with all city-states degrades [33]% faster", 
					"Triggers the following global alert: [Our influence with City-States has started dropping faster!]"]
				// This triggers a global alert in the G&K game also, based on my memory of playing it
			} 
		]
	},
	{
		"name": "Commerce",
		"uniques": ["+[25]% [Gold] [in capital]"],
		"era": "Medieval era",
		"policies": [
			{
				"name": "Naval Tradition",
				"uniques": ["+[1] Movement for all [{Military} {Water}] units", "+[1] Sight for all [{Military} {Water}] units",
				 "Free [Great Admiral] appears", "+[2] Movement for all [Great Admiral] units"
				],
				"row": 1,
				"column": 2
			},
			{
				"name": "Trade Unions",
				"uniques": ["Maintenance on roads & railroads reduced by [33]%", "[+2 Gold] from each Trade Route"],
				"row": 1,
				"column": 4
			},
			{
				"name": "Merchant Navy",
				"uniques": ["[+3 Production] [in all coastal cities]"],
				"requires": ["Naval Tradition"],
				"row": 2,
				"column": 2
			},
			{
				"name": "Mercantilism",
				"uniques": ["Cost of purchasing items in cities reduced by [25]%", "[+1 Science] from every [Mint]", "[+1 Science] from every [Market]",
					"[+1 Science] from every [Bank]", "[+1 Science] from every [Stock Exchange]"],
				"requires": ["Trade Unions"],
				"row": 2,
				"column": 4
			},
			{
				"name": "Protectionism",
				"uniques": ["+[2] happiness from each type of luxury resource"],
				"requires": ["Mercantilism"],
				"row": 3,
				"column": 4
			},
			{
				"name": "Commerce Complete",
				"uniques": ["[+1 Gold] from every [Trading post]", "Double gold from Great Merchant trade missions"]
			}
		]
	},
	{
		"name": "Rationalism",
		"era": "Renaissance era",
		"uniques": ["[15]% [Science] while the empire is happy", "Incompatible with [Piety]"],
		"policies": [
			{
				"name": "Secularism",
				"uniques": ["[+2 Science] from every specialist"],
				"row": 1,
				"column": 2
			},
			{
				"name": "Humanism",
				"uniques": ["[+1 Happiness] from every [University]","[+1 Happiness] from every [Observatory]",
					"[+1 Happiness] from every [Public School]"],
				"row": 1,
				"column": 5
			},
			{
				"name": "Free Thought",
				"uniques": ["[+1 Science] from every [Trading post]", "+[17]% [Science] from every [University]"],
				"requires": ["Secularism"],
				"row": 2,
				"column": 1
			},
			{
				"name": "Sovereignty",
				"uniques": ["[+1 Gold] from all [Science] buildings"],
				"requires": ["Humanism"],
				"row": 2,
				"column": 5
			},
			{
				"name": "Scientific Revolution",
				"uniques": ["Science gained from research agreements [+50]%"],
				"requires": ["Free Thought"],
				"row": 3,
				"column": 1
			},
			{
				"name": "Rationalism Complete",
				"uniques": ["[2] Free Technologies"]
			}
		]
	},
	{
		"name": "Freedom",
		"era": "Renaissance era",
		"uniques": ["[+25]% great person generation [in all cities]", "Incompatible with [Autocracy]", "Incompatible with [Order]"],
		"policies": [
			{
				"name": "Constitution",
				"uniques": ["[+2 Culture] from every Wonder"],
				"row": 1,
				"column": 1
			},
			{
				"name": "Universal Suffrage",
				"uniques": ["+[33]% Defensive Strength for cities"],
				"row": 1,
				"column": 3
			},
			{
				"name": "Civil Society",
				"uniques": ["-[50]% food consumption by specialists"],
				"row": 1,
				"column": 5
			},
			{
				"name": "Free Speech",
				"uniques": ["[8] units cost no maintenance"],
				"requires": ["Constitution"],
				"row": 2,
				"column": 1
			},
			{
				"name": "Democracy",
				"uniques": ["Specialists only produce [50]% of normal unhappiness"],
				"requires": ["Civil Society"],
				"row": 2,
				"column": 5
			},
			{
				"name": "Freedom Complete",
				"uniques": ["+[100]% yield from every [Great Improvement]", "Golden Age length increased by [50]%"]
			}
		]
	},
	{
		"name": "Autocracy",
		"era": "Industrial era",
		"uniques": ["-[33]% unit upkeep costs", "Upon capturing a city, receive [10] times its [Culture] production as [Culture] immediately",
			"Incompatible with [Order]", "Incompatible with [Freedom]"],
		"policies": [
			{
				"name": "Populism",
				"uniques": ["[Wounded] units deal +[25]% damage"],
				"row": 1,
				"column": 1
			},
			{
				"name": "Militarism",
				"uniques": ["Gold cost of purchasing [All] units -[33]%"],
				"row": 1,
				"column": 5
			},
			{
				"name": "Fascism",
				"uniques": ["Quantity of strategic resources produced by the empire +[100]%", "+[2] Movement for all [Great General] units"],
				"requires": ["Populism","Militarism"],
				"row": 2,
				"column": 3
			},
			{
				"name": "Police State",
				"uniques": ["[+3 Happiness] from every [Courthouse]", "+[100]% Production when constructing [Courthouse]"],
				// There are also some uniques regarding espoinage, which as of this writing is not yet implemented
				"requires": ["Militarism"],
				"row": 2,
				"column": 5
			},
			{
				"name": "Total War",
				"uniques": ["+[25]% Production when constructing [Military] units [in all cities]", "New [Military] units start with [15] Experience"],
				"requires": ["Police State","Fascism"],
				"row": 3,
				"column": 4
			},
			{
				"name": "Autocracy Complete",
				"uniques": ["+[25]% attack strength to all [Military] units for [50] turns"]
			}
		]
	},
	{
    "name": "Order",
    "era": "Industrial era",
	"uniques": ["[+1 Happiness] [in all cities]", "Incompatible with [Autocracy]", "Incompatible with [Freedom]"],
    "policies": [
        {
            "name": "United Front",
			"uniques": ["Militaristic City-States grant units [2] times as fast when you are at war with a common nation"],
            "row": 1,
            "column": 1
        },
		{
			"name": "Planned Economy",
			"uniques": ["+[25]% [Science] from every [Factory]", "+[100]% Production when constructing a [Factory]"],
			"row": 1,
			"column": 3
		},
		{
			"name": "Nationalism",
			"uniques": ["+[15]% Strength for units fighting in [Friendly Land]"],
			"row": 1,
			"column": 5
		},
        {
            "name": "Socialism",
            "requires": ["Planned Economy"],
			"uniques": ["-[15]% maintenance cost for buildings [in all cities]"],
            "row": 2,
            "column": 3
        },
        {
            "name": "Communism",
            "requires": ["Socialism"],
			"uniques": ["[+1 Production] [in all cities]", "[+1 Production] from every [Mine]", "[+1 Production] from every [Quarry]"],
            "row": 3,
            "column": 3
        },
        {
            "name": "Order Complete",
			"uniques": ["[+2 Food, +2 Production, +2 Science, +2 Gold, +2 Culture] [in all cities]"]
        }
    ]
}
]