In the game Rise of Nations, you control one of the many countries in the world. From economy to research and military you’ll need to guide the country of your choosing to greatness. One of the things you’ll want to do is activate policies, and a lot of them can be quite beneficial for you. The thing is activating them costs political power and you don’t have a lot of that!
In this guide, we’ll show you what are the best policies you can spend your hard-earned political power on through a tier list. Now let’s see what the best policies are!
Best Policy Tier List
We all know that tier lists can be subjective but there are some things that are just significantly better than the others. Not all Policies are great and there are some that you should prioritize on, since they cost Political Power. This tier list is made by the Youtuber Politicized Gaming which is a regular content creator for the game. Now, let’s see what his tier list is.
S – Tier
- Forced Labour for dissidents – Communist only policy. Increases Tax Income, Factory Output and Resource Output tremendously without any downsides.
- The Military Service Act – Fairly cheap to get, no downsides and decreases military upkeep and increases manpower. There is no reason not to get this.
- The Public Service Act – Gives +20% To Factory and Resource Output. No downsides, and Factory Output is one of the most important things to increase.
- Tax Reform – A democracy only policy that gives a whopping +25% Tax Income.
- The Prosperity Act – A +10% bonus to tax income, can be used by any country but you need to have more than 75% stability.
- Improve Infrastructure – Another policy that increases Tax Income and this time also reduces building cost and increase building speed.
- Press Censorship – Democracy only policy. Increase in Unrest Reduction and Stability but a small hit to tax income and integration speed. It’s very cheap and the downsides are negligible.
A – Tier
- Neutrality Act – Increases Tax Income and Base Stability as well as massively boosts your city’s resistance. Great bonuses with only the downside being the +300% Justification Time. You still need to be non-aligned to have this policy.
- Agricultural Act – Lowers manpower but increases tax income. Great for bigger nations but the manpower hit might be bad for minor nations.
- Enforce Party Loyalty – Increases your ideology power for a small reduction to unrest reduction.
- Martial Law – A great emergency policy if you’re fighting wars and losing a lot of stability. The debuffs outweigh the fact that your country will survive hypothetically longer.
B – Tier
- The Welfare Act – It’s a great policy if you’re hurting for stability and that reduction to tax income can be remedied through other policies or research.
- Emergency War Fund – Massive increase in Tax Income and a big reduction to Military Upkeep. It lowers stability and unrest reduction a bit. Overall amazing policy but the political power cost to implement and maintain it is the biggest in the game.
- Advance the Research Bureau – Research output bonus that really is just a problem in late game.
C – Tier
- The Liberation Act – Reduces unrest. No downsides but the reduction is negligible at best and can be a waste of Political Power.
- Encourage Development – Lowers tax income but gives you a chance for positive economic events. Based on RNG and is overall better to just get other policies.
D – Tier
- Expulsion Act – Massive increase to Integration Speed but also decreases Unrest Reduction a significant amount.
- Strengthen Central Authority – -33.3% Unrest Reduction and +25% Integration Speed. Not really worth it for the Political Power cost.
F – Tier
- Anti-Corruption Act – Massive hit to Tax Income to reduce the effects of Rampant Corruption. This debuff is quite rare and is based on RNG.
Those are all the policies and their place in the tier list in Rise of Nations. Now that you know all of that, go check out our guide on how to play as America in the game!
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