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== 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 [[Civics|Civic]], or with {{Gold}} [[Gold]] whenever you want. === [[File:Icon Military Policies.png|30px]] Military === {|class = "wikitable sortable" ! width="10%" | Policy !! width="10%" | Unlocked by !! width="10%" | Era !! width="10%" | Makes obsolete !! width="10%" | Obsoleted by !! width="50%" | Effect |- | Agoge || [[Craftsmanship]] || 1. Ancient || - || Feudal Contract || +50% {{Production}} [[Production]] towards<span style="display: none">foot1</span> Ancient and Classical era melee and ranged units. |- | Bastions || [[Defensive Tactics]] || 2. Classical || - || Public Works || +6 City {{Combat Strength}} Defense Strength. +5 City {{Ranged Strength}} Ranged Strength. |- | Chivalry || [[Divine Right]] || 3. Medieval || - || Lightning Warfare || +50% {{Production}} [[Production]] towards<span style="display: none">cavalry2</span> Medieval, Renaissance, and Industrial era heavy and light cavalry units. |- | Conscription || [[State Workforce]] || 1. Ancient || - || Levée en Masse || Unit maintenance reduced by 1 {{Gold}} [[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}} Combat Strength when fighting Barbarians. |- | Feudal Contract || [[Feudalism]] || 3. Medieval || Agoge || Grande Armée || +50% {{Production}} [[Production]] towards<span style="display: none">foot2</span> Medieval and Renaissance era melee and ranged units. |- | Grande Armée || [[Nationalism]] || 5. Industrial || Feudal Contract || Military First || +50% {{Production}} [[Production]] towards<span style="display: none">foot3</span> Industrial and Modern era melee and ranged units. |- | Integrated Space Cell || [[Space Race]] || 7. Atomic || Military Research || - || +15% {{Production}} [[Production]] towards Space Race projects if a city has either a Military Academy or a Seaport. |- | International Waters || [[Cold War]] || 6. Modern || Maritime Industries<br/>Press Gangs || - || +100% {{Production}} [[Production]] towards<span style="display: none">naval3</span> Modern, Atomic, and Information era naval units, excluding Carriers. |- | Lightning Warfare || [[Totalitarianism]] || 6. Modern || Maneuver<br/>Chivalry || - || +50% {{Production}} [[Production]] towards<span style="display: none">cavalry3</span> Modern, Atomic, and Information era heavy and light cavalry units. |- | Levée en Masse || [[Mobilization]] || 6. Modern || Conscription || - || Unit maintenance reduced by 2 {{Gold}} [[Gold]] per turn, per unit. |- | Limes || [[Defensive Tactics]] || 2. Classical || - || Public Works || +100% {{Production}} [[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}} [[Production]] towards<span style="display: none">cavalry1</span> Ancient and Classical era heavy and light cavalry units. |- | Maritime Industries || [[Foreign Trade]] || 1. Ancient || - || International Waters || +100% {{Production}} [[Production]] towards<span style="display: none">naval1</span> 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}} [[Production]] towards<span style="display: none">foot4</span> Atomic and Information era melee and ranged units. |- | Military Research || [[Urbanization]] || 5. Industrial || - || Integrated Space Cell || Military Academies and Seaports generate +1 {{Science}} [[Science]] |- | Native Conquest || [[Exploration]] || 4. Renaissance || Discipline || - || Combat victories over units from earlier Eras provide {{Gold}} [[Gold]] equal to 50% of the {{Combat Strength}} Combat Strength of the defeated unit. |- | National Identity || [[Nationalism]] || 5. Industrial || - || - || Units have 50% less {{Combat Strength}} Combat Strength reduction from being injured. |- | Patriotic War || [[Class Struggle]] || 6. Modern || - || - || +100% {{Production}} [[Production]] towards<span style="display: none">support1</span> Modern, Atomic, and Information era support units. |- | Press Gangs || [[Colonialism]] || 4. Renaissance || - || International Waters || +100% {{Production}} [[Production]] towards<span style="display: none">naval2</span> 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}} [[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}} [[Production]] towards<span style="display: none">air2</span> 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}} [[Production]] towards<span style="display: none">air1</span> Modern and Atomic era air units. |- | Total War || [[Scorched Earth]] || 5. Industrial || Raid<br/>Sack || - || Yields from pillaging are doubled. |- | Veterancy || [[Military Training]] || 2. Classical || - || - || +30% {{Production}} [[Production]] towards Encampment districts and buildings for that district. |- | Wars of Religion || [[Reformed Church]] || 3. Medieval || - || - || +4 {{Combat Strength}} Combat Strength when fighting Civilizations that follow other Religions. |} === [[File:Icon Economic Policies.png|30px]] Economic === {|class = "wikitable sortable" ! width="10%" | Policy !! width="10%" | Unlocked by !! width="10%" | Era !! width="10%" | Makes obsolete !! width="10%" | Obsoleted by |'''Affects''' ! width="50%" | 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}} [[Gold]] from all {{Trade Routes}} [[Trade Routes]]. |- | Collectivization || [[Class Struggle]] || 6. Modern || - || - |Trade Routes|| +4 {{Food}} [[Food]] from domestic {{Trade Routes}} [[Trade Routes]]. |- | Colonial Offices || [[Exploration]] || 4. Renaissance || Urban Planning || - | || +15% faster growth in cities not on your original {{Capital}} Capital's continent. |- | Colonial Taxes || [[Colonialism]] || 5. Industrial || - || - | || +25% {{Gold}} [[Gold]] in cities not on your original {{Capital}} Capital's continent. |- | Colonization || [[Early Empire]] || 1. Ancient || - || Expropriation |Settlers|| +50% {{Production}} [[Production]] towards [[Settler]]s. |- | Corvée || [[State Workforce]] || 1. Ancient || - || Skyscrapers |Wonders|| +15% {{Production}} [[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}} [[Production]] and +10 {{Gold}} [[Gold]] from international {{Trade Routes}} [[Trade Routes]]. |- | Economic Union || [[Suffrage]] || 6. Modern || Naval Infrastructure<br/>Town Charters || - | || +100% Commercial Hub and Harbor district adjacency bonuses. |- | Expropriation || [[Scorched Earth]] || 5. Industrial || Colonization<br/>Land Surveyors || - | || Settler cost reduced by 50%. Plot purchase cost reduced by 20%. |- | Five-Year Plan || [[Class Struggle]] || 6. Modern || Craftsmen<br/>Natural Philosophy || - | || +100% Campus and Industrial Zone district adjacency bonuses. |- | Free Market || [[The Enlightenment]] || 4. Renaissance || - || - | || +100% {{Gold}} [[Gold]] yield from Commercial Hub district buildings. |- | God King || [[Code of Laws]] || 1. Ancient || - || Scripture | || +1 {{Faith}} [[Faith]] and +1 {{Gold}} [[Gold]] in the {{Capital}} Capital. |- | Gothic Architecture || [[Divine Right]] || 3. Medieval || - || Skyscrapers | || +15% {{Production}} [[Production]] towards Medieval and Renaissance era Wonders. |- | Grand Opera || [[Opera and Ballet]] || 5. Industrial || - || Sports Media | || +100% {{Culture}} [[Culture]] yield from Theater Square district buildings. |- | Heritage Tourism || [[Cultural Heritage]] || 7. Atomic || - || - | || +100% {{Tourism}} [[Tourism]] from {{Great Works of Art}} Great Works of Art and {{Artifacts}} [[Artifacts]]. |- | Ilkum || [[Craftsmanship]] || 1. Ancient || - || Serfdom | || +30% {{Production}} [[Production]] towards Builders. |- | Insulae || [[Games and Recreation]] || 2. Classical || - || Medina Quarter | || +1 {{Housing}} [[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}} [[Amenities]] in all cities with at least 2 specialty districts. |- | Market Economy || [[Capitalism]] || 5. Industrial || Trade Confederation || - | || Your international {{Trade Routes}} [[Trade Routes]] provide +1 {{Gold}} [[Gold]] per Luxury and Strategic resource improved at the destination, plus +2 {{Culture}} [[Culture]] and +2 {{Science}} [[Science]]. |- | Medina Quarter || [[Medieval Faires]] || 3. Medieval || Insulae || New Deal | || +2 {{Housing}} [[Housing]] in all cities with at least 3 specialty districts. |- | Meritocracy || [[Civil Service]] || 3. Medieval || - || - | || Each city receives +1 {{Culture}} [[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<br/>Medina Quarter || - | || +4 {{Housing}} [[Housing]], +2 {{Amenities}} [[Amenities]], -8 {{Gold}} [[Gold]] to all cities with at least 3 specialty districts. |- | Online Communities || [[Social Media]] || 8. Information || - || - | || +50% {{Tourism}} [[Tourism]] to civilizations to which you have a {{Trade Routes}} [[Trade Route]]. |- | Public Transport || [[Urbanization]] || 5. Industrial || - || - | || Receive 50 {{Gold}} [[Gold]] per Appeal of tile when replacing a Farm with a Neighborhood district. |- | Public Works || [[Civil Engineering]] || 5. Industrial || Bastions<br/>Limes<br/>Serfdom || - | || +30% {{Production}} [[Production]] towards Builders, and newly trained Builders gain 2 extra build actions. |- | Rationalism || [[The Enlightenment]] || 4. Renaissance || - || - | || +100% {{Science}} [[Science]] from Campus district buildings. |- | Religious Orders || [[Reformed Church]] || 3. Medieval || - || - | || All religious units +5 {{Religious Strength}} 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}} [[Tourism]] from {{Great Works of Music}} [[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}} [[Faith]] yield from Holy Site district buildings. |- | Skyscrapers || [[Civil Engineering]] || 5. Industrial || Corvée<br/>Gothic Architecture || - | || +15% {{Production}} [[Production]] towards Industrial era and later Wonders. |- | Sports Media || [[Professional Sports]] || 7. Atomic || Aesthetics<br/>Grand Opera || - | || +100% Theater Square district adjacency bonuses, and Stadiums generate +1 {{Amenities}} [[Amenities]]. |- | Third Alternative || [[Totalitarianism]] || 6. Modern || - || - | || +4 {{Gold}} [[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}} [[Culture]] and +1 {{Science}} [[Science]] from international {{Trade Routes}} [[Trade Routes]]. |- | Triangular Trade || [[Mercantilism]] || 4. Renaissance || Caravansaries || Ecommerce | || +4 {{Gold}} [[Gold]] and +1 {{Faith}} [[Faith]] from all {{Trade Routes}} [[Trade Routes]]. |- | Urban Planning || [[Code of Laws]] || 1. Ancient || - || Colonial Offices | || +1 {{Production}} [[Production]] in all cities. |} === [[File:Icon Diplomatic Policies.png|30px]] Diplomatic === === [[File:Icon Wildcard Policies.png|30px]] Great Person === These policies may only be put in a Wildcard slot. [[Category:Culture]][[Category:Policies]]
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