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[ | ]
Policies usually cost 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[ | ]
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 Gold whenever you want.
Military[ | ]
Policy | Unlocked by | Era | Makes obsolete | Obsoleted by | Effect |
---|---|---|---|---|---|
Agoge | Craftsmanship | 1. Ancient | - | Feudal Contract | +50% Production towards Ancient and Classical era melee and ranged units. |
Bastions | Defensive Tactics | 2. Classical | - | Public Works | +6 City Defense Strength. +5 City Ranged Strength. |
Chivalry | Divine Right | 3. Medieval | - | Lightning Warfare | +50% Production towards Medieval, Renaissance, and Industrial era heavy and light cavalry units. |
Conscription | State Workforce | 1. Ancient | - | Levée en Masse | Unit maintenance reduced by 1 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 Combat Strength when fighting Barbarians. |
Feudal Contract | Feudalism | 3. Medieval | Agoge | Grande Armée | +50% Production towards Medieval and Renaissance era melee and ranged units. |
Grande Armée | Nationalism | 5. Industrial | Feudal Contract | Military First | +50% Production towards Industrial and Modern era melee and ranged units. |
Integrated Space Cell | Space Race | 7. Atomic | Military Research | - | +15% 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% Production towards Modern, Atomic, and Information era naval units, excluding Carriers. |
Lightning Warfare | Totalitarianism | 6. Modern | Maneuver Chivalry |
- | +50% Production towards Modern, Atomic, and Information era heavy and light cavalry units. |
Levée en Masse | Mobilization | 6. Modern | Conscription | - | Unit maintenance reduced by 2 Gold per turn, per unit. |
Limes | Defensive Tactics | 2. Classical | - | Public Works | +100% Production toward defensive buildings. |
Logistics | Mercantilism | 4. Renaissance | - | - | +1 Movement if starting turn in friendly territory. |
Maneuver | Military Tradition | 1. Ancient | - | Lightning Warfare | +50% Production towards Ancient and Classical era heavy and light cavalry units. |
Maritime Industries | Foreign Trade | 1. Ancient | - | International Waters | +100% Production towards 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% Production towards Atomic and Information era melee and ranged units. |
Military Research | Urbanization | 5. Industrial | - | Integrated Space Cell | Military Academies and Seaports generate +1 Science |
Native Conquest | Exploration | 4. Renaissance | Discipline | - | Combat victories over units from earlier Eras provide Gold equal to 50% of the Combat Strength of the defeated unit. |
National Identity | Nationalism | 5. Industrial | - | - | Units have 50% less Combat Strength reduction from being injured. |
Patriotic War | Class Struggle | 6. Modern | - | - | +100% Production towards Modern, Atomic, and Information era support units. |
Press Gangs | Colonialism | 4. Renaissance | - | International Waters | +100% Production towards 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 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% Production towards 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% Production towards 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% Production towards Encampment districts and buildings for that district. |
Wars of Religion | Reformed Church | 3. Medieval | - | - | +4 Combat Strength when fighting Civilizations that follow other Religions. |
Economic[ | ]
Policy | Unlocked by | Era | Makes obsolete | Obsoleted by | Affects | Effect |
---|---|---|---|---|---|---|
Aesthetics | Medieval Faires | 3. Medieval | - | Sports Media | Adjacency | +100% Theater Square district adjacency bonuses. |
Caravansaries | Foreign Trade | 1. Ancient | - | Triangular Trade | Trade Routes | +2 Gold from all Trade Routes. |
Collectivization | Class Struggle | 6. Modern | - | - | Trade Routes | +4 Food from domestic Trade Routes. |
Colonial Offices | Exploration | 4. Renaissance | Urban Planning | - | +15% faster growth in cities not on your original Capital's continent. | |
Colonial Taxes | Colonialism | 5. Industrial | - | - | +25% Gold in cities not on your original Capital's continent. | |
Colonization | Early Empire | 1. Ancient | - | Expropriation | Settlers | +50% Production towards Settlers. |
Corvée | State Workforce | 1. Ancient | - | Skyscrapers | Wonders | +15% 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 Production and +10 Gold from international 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% Gold yield from Commercial Hub district buildings. | |
God King | Code of Laws | 1. Ancient | - | Scripture | +1 Faith and +1 Gold in the Capital. | |
Gothic Architecture | Divine Right | 3. Medieval | - | Skyscrapers | +15% Production towards Medieval and Renaissance era Wonders. | |
Grand Opera | Opera and Ballet | 5. Industrial | - | Sports Media | +100% Culture yield from Theater Square district buildings. | |
Heritage Tourism | Cultural Heritage | 7. Atomic | - | - | +100% Tourism from Great Works of Art and Artifacts. | |
Ilkum | Craftsmanship | 1. Ancient | - | Serfdom | +30% Production towards Builders. | |
Insulae | Games and Recreation | 2. Classical | - | Medina Quarter | +1 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 Amenities in all cities with at least 2 specialty districts. | |
Market Economy | Capitalism | 5. Industrial | Trade Confederation | - | Your international Trade Routes provide +1 Gold per Luxury and Strategic resource improved at the destination, plus +2 Culture and +2 Science. | |
Medina Quarter | Medieval Faires | 3. Medieval | Insulae | New Deal | +2 Housing in all cities with at least 3 specialty districts. | |
Meritocracy | Civil Service | 3. Medieval | - | - | Each city receives +1 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 Housing, +2 Amenities, -8 Gold to all cities with at least 3 specialty districts. | |
Online Communities | Social Media | 8. Information | - | - | +50% Tourism to civilizations to which you have a Trade Route. | |
Public Transport | Urbanization | 5. Industrial | - | - | Receive 50 Gold per Appeal of tile when replacing a Farm with a Neighborhood district. | |
Public Works | Civil Engineering | 5. Industrial | Bastions Limes Serfdom |
- | +30% Production towards Builders, and newly trained Builders gain 2 extra build actions. | |
Rationalism | The Enlightenment | 4. Renaissance | - | - | +100% Science from Campus district buildings. | |
Religious Orders | Reformed Church | 3. Medieval | - | - | All religious units +5 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 Tourism from 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% Faith yield from Holy Site district buildings. | |
Skyscrapers | Civil Engineering | 5. Industrial | Corvée Gothic Architecture |
- | +15% 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 Amenities. | |
Third Alternative | Totalitarianism | 6. Modern | - | - | +4 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 Culture and +1 Science from international Trade Routes. | |
Triangular Trade | Mercantilism | 4. Renaissance | Caravansaries | Ecommerce | +4 Gold and +1 Faith from all Trade Routes. | |
Urban Planning | Code of Laws | 1. Ancient | - | Colonial Offices | +1 Production in all cities. |
Diplomatic[ | ]
Great Person[ | ]
These policies may only be put in a Wildcard slot.