Policies

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Policies is one of the various parts of Culture in Civilization VI. Advancing throughout the Civics tree allows you to unlock new Policy Cards you can have in your "Deck" and throughout the game you gain Policy Cards which you can slot in and out of your deck for specialization purposes. The Policies you unlock throughout the game give you a new card to slot into your "Deck".

Mechanics[edit | edit source]

Policies usually cost Icon main gold.png Gold to change. However, policies may be changed for free on a turn that a Civic is completed, or a new policy slot is gained.

Some Policies make others obsolete. Often the new Policy is a strictly better version, but sometimes not---it may occasionally be useful to delay unlocking a policy in order to keep an older one.

List of policies[edit | edit source]

Policies come in four categories and you are able to change your policy cards for free each and every time you unlock a Civic, or with Icon main gold.png Gold whenever you want.

Icon Military Policies.png Military[edit | edit source]

Policy Unlocked by Era Makes obsolete Obsoleted by Effect
Agoge Craftsmanship 1. Ancient - Feudal Contract +50% Icon main production.png Production towardsfoot1 Ancient and Classical era melee and ranged units.
Bastions Defensive Tactics 2. Classical - Public Works +6 City Icon map pin strength.png Defense Strength. +5 City Icon map pin ranged.png Ranged Strength.
Chivalry Divine Right 3. Medieval - Lightning Warfare +50% Icon main production.png Production towardscavalry2 Medieval, Renaissance, and Industrial era heavy and light cavalry units.
Conscription State Workforce 1. Ancient - Levée en Masse Unit maintenance reduced by 1 Icon main gold.png Gold per turn, per unit.
Defense of the Motherland Class Struggle 6. Modern - - No war weariness from combat in your territory.
Discipline Code of Laws 1. Ancient - Native Conquest +5 Unit Icon map pin strength.png Combat Strength when fighting Barbarians.
Feudal Contract Feudalism 3. Medieval Agoge Grande Armée +50% Icon main production.png Production towardsfoot2 Medieval and Renaissance era melee and ranged units.
Grande Armée Nationalism 5. Industrial Feudal Contract Military First +50% Icon main production.png Production towardsfoot3 Industrial and Modern era melee and ranged units.
Integrated Space Cell Space Race 7. Atomic Military Research - +15% Icon main production.png Production towards Space Race projects if a city has either a Military Academy or a Seaport.
International Waters Cold War 6. Modern Maritime Industries
Press Gangs
- +100% Icon main production.png Production towardsnaval3 Modern, Atomic, and Information era naval units, excluding Carriers.
Lightning Warfare Totalitarianism 6. Modern Maneuver
Chivalry
- +50% Icon main production.png Production towardscavalry3 Modern, Atomic, and Information era heavy and light cavalry units.
Levée en Masse Mobilization 6. Modern Conscription - Unit maintenance reduced by 2 Icon main gold.png Gold per turn, per unit.
Limes Defensive Tactics 2. Classical - Public Works +100% Icon main production.png Production toward defensive buildings.
Logistics Mercantilism 4. Renaissance - - +1 Movement if starting turn in friendly territory.
Maneuver Military Tradition 1. Ancient - Lightning Warfare +50% Icon main production.png Production towardscavalry1 Ancient and Classical era heavy and light cavalry units.
Maritime Industries Foreign Trade 1. Ancient - International Waters +100% Icon main production.png Production towardsnaval1 Ancient and Classical era naval units.
Martial Law Totalitarianism 6. Modern - - Accumulate 25% less War Weariness than usual.
Military First Rapid Deployment 7. Atomic Grande Armée - +50% Icon main production.png Production towardsfoot4 Atomic and Information era melee and ranged units.
Military Research Urbanization 5. Industrial - Integrated Space Cell Military Academies and Seaports generate +1 Icon main science.png Science
Native Conquest Exploration 4. Renaissance Discipline - Combat victories over units from earlier Eras provide Icon main gold.png Gold equal to 50% of the Icon map pin strength.png Combat Strength of the defeated unit.
National Identity Nationalism 5. Industrial - - Units have 50% less Icon map pin strength.png Combat Strength reduction from being injured.
Patriotic War Class Struggle 6. Modern - - +100% Icon main production.png Production towardssupport1 Modern, Atomic, and Information era support units.
Press Gangs Colonialism 4. Renaissance - International Waters +100% Icon main production.png Production towardsnaval2 Renaissance and Industrial era naval units.
Professional Army Mercenaries 3. Medieval - - 50% discount on unit upgrades.
Propaganda Mass Media 6. Modern Retainers - Accumulate 25% less War Weariness than usual.
Raid Military Training 2. Classical - Total War Yields from pillaging are doubled for pillaging improvements.
Retainers Civil Service 3. Medieval - Propaganda +1 Icon Amenities.png Amenities for cities with a garrisoned unit.
Sack Mercenaries 3. Medieval - Total War Yields from pillaging are doubled for pillaging districts.
Strategic Air Force Globalization 8. Information Their Finest Hour - +50% Icon main production.png Production towardsair2 Information era air units, and toward all Carriers.
Survey Code of Laws 1. Ancient - Native Conquest Double experience for Recon units.
Their Finest Hour Suffrage 6. Modern - Strategic Air Force +50% Icon main production.png Production towardsair1 Modern and Atomic era air units.
Total War Scorched Earth 5. Industrial Raid
Sack
- Yields from pillaging are doubled.
Veterancy Military Training 2. Classical - - +30% Icon main production.png Production towards Encampment districts and buildings for that district.
Wars of Religion Reformed Church 3. Medieval - - +4 Icon map pin strength.png Combat Strength when fighting Civilizations that follow other Religions.

Icon Economic Policies.png Economic[edit | edit source]

Policy Unlocked by Era Makes obsolete Obsoleted by Effect
Aesthetics Medieval Faires 3. Medieval - Sports Media +100% Theater Square district adjacency bonuses.
Caravansaries Foreign Trade 1. Ancient - Triangular Trade +2 Icon main gold.png Gold from all Icon stats land trade.png Trade Routes.
Collectivization Class Struggle 6. Modern - - +4 Icon main food.png Food from domestic Icon stats land trade.png Trade Routes.
Colonial Offices Exploration 4. Renaissance Urban Planning - +15% faster growth in cities not on your original Icon Capital.png Capital's continent.
Colonial Taxes Colonialism 5. Industrial - - +25% Icon main gold.png Gold in cities not on your original Icon Capital.png Capital's continent.
Colonization Early Empire 1. Ancient - Expropriation +50% Icon main production.png Production towards Settlers.
Corvée State Workforce 1. Ancient - Skyscrapers +15% Icon main production.png Production towards Ancient and Classical era Wonders.
Craftsmen Guilds 3. Medieval - Five-Year Plan +100% Industrial Zone district adjacency bonuses.
Ecommerce Globalization 8. Information Triangular Trade - +5 Icon main production.png Production and +10 Icon main gold.png Gold from international Icon stats land trade.png Trade Routes.
Economic Union Suffrage 6. Modern Naval Infrastructure
Town Charters
- +100% Commercial Hub and Harbor district adjacency bonuses.
Expropriation Scorched Earth 5. Industrial Colonization
Land Surveyors
- Settler cost reduced by 50%. Plot purchase cost reduced by 20%.
Five-Year Plan Class Struggle 6. Modern Craftsmen
Natural Philosophy
- +100% Campus and Industrial Zone district adjacency bonuses.
Free Market The Enlightenment 4. Renaissance - - +100% Icon main gold.png Gold yield from Commercial Hub district buildings.
God King Code of Laws 1. Ancient - Scripture +1 Icon Faith.png Faith and +1 Icon main gold.png Gold in the Icon Capital.png Capital.
Gothic Architecture Divine Right 3. Medieval - Skyscrapers +15% Icon main production.png Production towards Medieval and Renaissance era Wonders.
Grand Opera Opera and Ballet 5. Industrial - Sports Media +100% Icon Culture.png Culture yield from Theater Square district buildings.
Heritage Tourism Cultural Heritage 7. Atomic - - +100% Icon Tourism.png Tourism from Icon greatworkobject landscape.png Great Works of Art and Icon notification discover artifact.png Artifacts.
Ilkum Craftsmanship 1. Ancient - Serfdom +30% Icon main production.png Production towards Builders.
Insulae Games and Recreation 2. Classical - Medina Quarter +1 Icon housing.png Housing in all cities with at least 2 specialty districts.
Land Surveyors Early Empire 1. Ancient - Expropriation Reduced the cost of purchasing tiles by 20%.
Liberalism The Enlightenment 4. Renaissance - New Deal +1 Icon Amenities.png Amenities in all cities with at least 2 specialty districts.
Market Economy Capitalism 5. Industrial Trade Confederation - Your international Icon stats land trade.png Trade Routes provide +1 Icon main gold.png Gold per Luxury and Strategic resource improved at the destination, plus +2 Icon Culture.png Culture and +2 Icon main science.png Science.
Medina Quarter Medieval Faires 3. Medieval Insulae New Deal +2 Icon housing.png Housing in all cities with at least 3 specialty districts.
Meritocracy Civil Service 3. Medieval - - Each city receives +1 Icon Culture.png Culture for each specialty district it constructs.
Natural Philosophy Recorded History 2. Classical - Five-Year Plan +100% Campus district adjacency bonuses.
Naval Infrastructure Naval Tradition 3. Medieval - Economic Union +100% Harbor district adjacency bonuses.
New Deal Suffrage 6. Modern Liberalism
Medina Quarter
- +4 Icon housing.png Housing, +2 Icon Amenities.png Amenities, -8 Icon main gold.png Gold to all cities with at least 3 specialty districts.
Online Communities Social Media 8. Information - - +50% Icon Tourism.png Tourism to civilizations to which you have a Icon stats land trade.png Trade Route.
Public Transport Urbanization 5. Industrial - - Receive 50 Icon main gold.png Gold per Appeal of tile when replacing a Farm with a Neighborhood district.
Public Works Civil Engineering 5. Industrial Bastions
Limes
Serfdom
- +30% Icon main production.png Production towards Builders, and newly trained Builders gain 2 extra build actions.
Rationalism The Enlightenment 4. Renaissance - - +100% Icon main science.png Science from Campus district buildings.
Religious Orders Reformed Church 3. Medieval - - All religious units +5 Icon Religious Strength.png Religious Strength in Theological Combat.
Resource Management Conservation 6. Modern - - 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city.
Satellite Broadcasts Space Race 7. Atomic - - Triples Icon Tourism.png Tourism from Icon greatworkobject music.png Great Works of Music.
Scripture Theology 2. Classical God King - +100% Holy Site district adjacency bonuses.
Serfdom Feudalism 3. Medieval Ilkum Public Works Newly trained Builders gain 2 extra build actions.
Simultaneum Reformed Church 3. Medieval - - +100% Icon Faith.png Faith yield from Holy Site district buildings.
Skyscrapers Civil Engineering 5. Industrial Corvée
Gothic Architecture
- +15% Icon main production.png Production towards Industrial era and later Wonders.
Sports Media Professional Sports 7. Atomic Aesthetics
Grand Opera
- +100% Theater Square district adjacency bonuses, and Stadiums generate +1 Icon Amenities.png Amenities.
Third Alternative Totalitarianism 6. Modern - - +4 Icon main gold.png Gold from each Research Lab, Military Academy, and Power Plant.
Town Charters Guilds 3. Medieval - Economic Union +100% Commercial Hub district adjacency bonuses.
Trade Confederation Mercenaries 3. Medieval - Market Economy +1 Icon Culture.png Culture and +1 Icon main science.png Science from international Icon stats land trade.png Trade Routes.
Triangular Trade Mercantilism 4. Renaissance Caravansaries Ecommerce +4 Icon main gold.png Gold and +1 Icon Faith.png Faith from all Icon stats land trade.png Trade Routes.
Urban Planning Code of Laws 1. Ancient - Colonial Offices +1 Icon main production.png Production in all cities.

Icon Diplomatic Policies.png Diplomatic[edit | edit source]

Icon Wildcard Policies.png Great Person[edit | edit source]

These policies may only be put in a Wildcard slot.