Civilization VI Wiki

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 towardsfoot1 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 towardscavalry2 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 towardsfoot2 Medieval and Renaissance era melee and ranged units.
Grande Armée Nationalism 5. Industrial Feudal Contract Military First +50% Production towardsfoot3 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 towardsnaval3 Modern, Atomic, and Information era naval units, excluding Carriers.
Lightning Warfare Totalitarianism 6. Modern Maneuver
Chivalry
- +50% Production towardscavalry3 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 towardscavalry1 Ancient and Classical era heavy and light cavalry units.
Maritime Industries Foreign Trade 1. Ancient - International Waters +100% 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% Production towardsfoot4 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 towardssupport1 Modern, Atomic, and Information era support units.
Press Gangs Colonialism 4. Renaissance - International Waters +100% 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 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 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% 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% 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.