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% ![]() |
Bastions | Defensive Tactics | 2. Classical | - | Public Works | +6 City ![]() ![]() |
Chivalry | Divine Right | 3. Medieval | - | Lightning Warfare | +50% ![]() |
Conscription | State Workforce | 1. Ancient | - | Levée en Masse | Unit maintenance reduced by 1 ![]() |
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 ![]() |
Feudal Contract | Feudalism | 3. Medieval | Agoge | Grande Armée | +50% ![]() |
Grande Armée | Nationalism | 5. Industrial | Feudal Contract | Military First | +50% ![]() |
Integrated Space Cell | Space Race | 7. Atomic | Military Research | - | +15% ![]() |
International Waters | Cold War | 6. Modern | Maritime Industries Press Gangs |
- | +100% ![]() |
Lightning Warfare | Totalitarianism | 6. Modern | Maneuver Chivalry |
- | +50% ![]() |
Levée en Masse | Mobilization | 6. Modern | Conscription | - | Unit maintenance reduced by 2 ![]() |
Limes | Defensive Tactics | 2. Classical | - | Public Works | +100% ![]() |
Logistics | Mercantilism | 4. Renaissance | - | - | +1 Movement if starting turn in friendly territory. |
Maneuver | Military Tradition | 1. Ancient | - | Lightning Warfare | +50% ![]() |
Maritime Industries | Foreign Trade | 1. Ancient | - | International Waters | +100% ![]() |
Martial Law | Totalitarianism | 6. Modern | - | - | Accumulate 25% less War Weariness than usual. |
Military First | Rapid Deployment | 7. Atomic | Grande Armée | - | +50% ![]() |
Military Research | Urbanization | 5. Industrial | - | Integrated Space Cell | Military Academies and Seaports generate +1 ![]() |
Native Conquest | Exploration | 4. Renaissance | Discipline | - | Combat victories over units from earlier Eras provide ![]() ![]() |
National Identity | Nationalism | 5. Industrial | - | - | Units have 50% less ![]() |
Patriotic War | Class Struggle | 6. Modern | - | - | +100% ![]() |
Press Gangs | Colonialism | 4. Renaissance | - | International Waters | +100% ![]() |
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 ![]() |
Sack | Mercenaries | 3. Medieval | - | Total War | Yields from pillaging are doubled for pillaging districts. |
Strategic Air Force | Globalization | 8. Information | Their Finest Hour | - | +50% ![]() |
Survey | Code of Laws | 1. Ancient | - | Native Conquest | Double experience for Recon units. |
Their Finest Hour | Suffrage | 6. Modern | - | Strategic Air Force | +50% ![]() |
Total War | Scorched Earth | 5. Industrial | Raid Sack |
- | Yields from pillaging are doubled. |
Veterancy | Military Training | 2. Classical | - | - | +30% ![]() |
Wars of Religion | Reformed Church | 3. Medieval | - | - | +4 ![]() |
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 ![]() ![]() |
Collectivization | Class Struggle | 6. Modern | - | - | Trade Routes | +4 ![]() ![]() |
Colonial Offices | Exploration | 4. Renaissance | Urban Planning | - | +15% faster growth in cities not on your original ![]() | |
Colonial Taxes | Colonialism | 5. Industrial | - | - | +25% ![]() ![]() | |
Colonization | Early Empire | 1. Ancient | - | Expropriation | Settlers | +50% ![]() |
Corvée | State Workforce | 1. Ancient | - | Skyscrapers | Wonders | +15% ![]() |
Craftsmen | Guilds | 3. Medieval | - | Five-Year Plan | +100% Industrial Zone district adjacency bonuses. | |
Ecommerce | Globalization | 8. Information | Triangular Trade | - | +5 ![]() ![]() ![]() | |
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% ![]() | |
God King | Code of Laws | 1. Ancient | - | Scripture | +1 ![]() ![]() ![]() | |
Gothic Architecture | Divine Right | 3. Medieval | - | Skyscrapers | +15% ![]() | |
Grand Opera | Opera and Ballet | 5. Industrial | - | Sports Media | +100% ![]() | |
Heritage Tourism | Cultural Heritage | 7. Atomic | - | - | +100% ![]() ![]() ![]() | |
Ilkum | Craftsmanship | 1. Ancient | - | Serfdom | +30% ![]() | |
Insulae | Games and Recreation | 2. Classical | - | Medina Quarter | +1 ![]() | |
Land Surveyors | Early Empire | 1. Ancient | - | Expropriation | Reduced the cost of purchasing tiles by 20%. | |
Liberalism | The Enlightenment | 4. Renaissance | - | New Deal | +1 ![]() | |
Market Economy | Capitalism | 5. Industrial | Trade Confederation | - | Your international ![]() ![]() ![]() ![]() | |
Medina Quarter | Medieval Faires | 3. Medieval | Insulae | New Deal | +2 ![]() | |
Meritocracy | Civil Service | 3. Medieval | - | - | Each city receives +1 ![]() | |
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 ![]() ![]() ![]() | |
Online Communities | Social Media | 8. Information | - | - | +50% ![]() ![]() | |
Public Transport | Urbanization | 5. Industrial | - | - | Receive 50 ![]() | |
Public Works | Civil Engineering | 5. Industrial | Bastions Limes Serfdom |
- | +30% ![]() | |
Rationalism | The Enlightenment | 4. Renaissance | - | - | +100% ![]() | |
Religious Orders | Reformed Church | 3. Medieval | - | - | All religious units +5 ![]() | |
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 ![]() ![]() | |
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% ![]() | |
Skyscrapers | Civil Engineering | 5. Industrial | Corvée Gothic Architecture |
- | +15% ![]() | |
Sports Media | Professional Sports | 7. Atomic | Aesthetics Grand Opera |
- | +100% Theater Square district adjacency bonuses, and Stadiums generate +1 ![]() | |
Third Alternative | Totalitarianism | 6. Modern | - | - | +4 ![]() | |
Town Charters | Guilds | 3. Medieval | - | Economic Union | +100% Commercial Hub district adjacency bonuses. | |
Trade Confederation | Mercenaries | 3. Medieval | - | Market Economy | +1 ![]() ![]() ![]() | |
Triangular Trade | Mercantilism | 4. Renaissance | Caravansaries | Ecommerce | +4 ![]() ![]() ![]() | |
Urban Planning | Code of Laws | 1. Ancient | - | Colonial Offices | +1 ![]() |
Diplomatic[]
Great Person[]
These policies may only be put in a Wildcard slot.