Civilization VI Wiki
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{{PAGENAME}} 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".
 
{{PAGENAME}} 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 ==
==List Of Policies / Cards==
 
  +
  +
Policies usually cost {{Gold}} [[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 [[Civics|Civic]], or with {{Gold}} [[Gold]] whenever you want.
 
'''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.
   
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{|class = "wikitable sortable"
 
{|class = "wikitable sortable"
! Policy !! Unlocked by !! Era !! Makes obsolete !! Obsoleted by !! Effect
+
! width="10%" | Policy !! width="10%" | Unlocked by !! width="10%" | Era !! width="10%" | Makes obsolete !! width="10%" | Obsoleted by !! width="50%" | Effect
 
|-
 
|-
| Agoge || [[Craftsmanship]] || Ancient || - || Feudal Contract || +50% {{Production}} [[Production]] towards<span style="display: none">foot1</span> Ancient and Classical era melee and ranged units.
+
| 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]] || Classical || - || Public Works || +6 City {{Combat Strength}} Defense Strength. +5 City {{Ranged Strength}} Ranged Strength.
+
| Bastions || [[Defensive Tactics]] || 2. Classical || - || Public Works || +6 City {{Combat Strength}} Defense Strength. +5 City {{Ranged Strength}} Ranged Strength.
 
|-
 
|-
| Chivalry || [[Divine Right]] || Medieval || - || Lightning Warfare || +50% {{Production}} [[Production]] towards<span style="display: none">cavalry2</span> Medieval, Renaissance, and Industrial era heavy and light cavalry units.
+
| 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]] || Ancient || - || Levée en Masse || Unit maintenance reduced by 1 {{Gold}} [[Gold]] per turn, per unit.
+
| 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]] || Modern || - || - || No war weariness from combat in your territory.
+
| Defense of the Motherland || [[Class Struggle]] || 6. Modern || - || - || No war weariness from combat in your territory.
 
|-
 
|-
| Discipline || [[Code of Laws]] || Ancient || - || Native Conquest || +5 Unit {{Combat Strength}} Combat Strength when fighting Barbarians.
+
| Discipline || [[Code of Laws]] || 1. Ancient || - || Native Conquest || +5 Unit {{Combat Strength}} Combat Strength when fighting Barbarians.
 
|-
 
|-
| Feudal Contract || [[Feudalism]] || Medieval || Agoge || Grande Armée || +50% {{Production}} [[Production]] towards<span style="display: none">foot2</span> Medieval and Renaissance era melee and ranged units.
+
| 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]] || Industrial || Feudal Contract || Military First || +50% {{Production}} [[Production]] towards<span style="display: none">foot3</span> Industrial and Modern 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]] || Atomic || Military Research || - || +15% {{Production}} [[Production]] towards Space Race projects if a city has either a Military Academy or a Seaport.
+
| 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]] || 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.
+
| 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]] || Modern || Maneuver<br/>Chivalry || - || +50% {{Production}} [[Production]] towards<span style="display: none">cavalry3</span> Modern, Atomic, and Information era heavy and light cavalry units.
+
| 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]] || Modern || Conscription || - || Unit maintenance reduced by 2 {{Gold}} [[Gold]] per turn, per unit.
+
| Levée en Masse || [[Mobilization]] || 6. Modern || Conscription || - || Unit maintenance reduced by 2 {{Gold}} [[Gold]] per turn, per unit.
 
|-
 
|-
| Limes || [[Defensive Tactics]] || Classical || - || Public Works || +100% {{Production}} [[Production]] toward defensive buildings.
+
| Limes || [[Defensive Tactics]] || 2. Classical || - || Public Works || +100% {{Production}} [[Production]] toward defensive buildings.
 
|-
 
|-
| Logistics || [[Mercantilism]] || Renaissance || - || - || +1 Movement if starting turn in friendly territory.
+
| Logistics || [[Mercantilism]] || 4. Renaissance || - || - || +1 Movement if starting turn in friendly territory.
 
|-
 
|-
| Maneuver || [[Military Tradition]] || Ancient || - || Lightning Warfare || +50% {{Production}} [[Production]] towards<span style="display: none">cavalry1</span> Ancient and Classical era heavy and light cavalry units.
+
| 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]] || Ancient || - || International Waters || +100% {{Production}} [[Production]] towards<span style="display: none">naval1</span> Ancient and Classical era naval 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]] || Modern || - || - || Accumulate 25% less War Weariness than usual.
+
| Martial Law || [[Totalitarianism]] || 6. Modern || - || - || Accumulate 25% less War Weariness than usual.
 
|-
 
|-
| Military First || [[Rapid Deployment]] || Atomic || Grande Armée || - || +50% {{Production}} [[Production]] towards<span style="display: none">foot4</span> Atomic and Information era melee and ranged units.
+
| 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]] || Industrial || - || Integrated Space Cell || Military Academies and Seaports generate +1 {{Science}} [[Science]]
+
| Military Research || [[Urbanization]] || 5. Industrial || - || Integrated Space Cell || Military Academies and Seaports generate +1 {{Science}} [[Science]]
 
|-
 
|-
| Native Conquest || [[Exploration]] || 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.
+
| 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]] || Industrial || - || - || Units have 50% less {{Combat Strength}} Combat Strength reduction from being injured.
+
| National Identity || [[Nationalism]] || 5. Industrial || - || - || Units have 50% less {{Combat Strength}} Combat Strength reduction from being injured.
 
|-
 
|-
| Patriotic War || [[Class Struggle]] || Modern || - || - || +100% {{Production}} [[Production]] towards<span style="display: none">support1</span> Modern, Atomic, and Information era support units.
+
| 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]] || Renaissance || - || International Waters || +100% {{Production}} [[Production]] towards<span style="display: none">naval2</span> Renaissance and Industrial era naval 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]] || Medieval || - || - || 50% discount on unit upgrades.
+
| Professional Army || [[Mercenaries]] || 3. Medieval || - || - || 50% discount on unit upgrades.
 
|-
 
|-
| Propaganda || [[Mass Media]] || Modern || Retainers || - || Accumulate 25% less War Weariness than usual.
+
| Propaganda || [[Mass Media]] || 6. Modern || Retainers || - || Accumulate 25% less War Weariness than usual.
 
|-
 
|-
| Raid || [[Military Training]] || Classical || - || Total War || Yields from pillaging are doubled for pillaging improvements.
+
| Raid || [[Military Training]] || 2. Classical || - || Total War || Yields from pillaging are doubled for pillaging improvements.
 
|-
 
|-
| Retainers || [[Civil Service]] || Medieval || - || Propaganda || +1 {{Amenities}} [[Amenities]] for cities with a garrisoned unit.
+
| Retainers || [[Civil Service]] || 3. Medieval || - || Propaganda || +1 {{Amenities}} [[Amenities]] for cities with a garrisoned unit.
 
|-
 
|-
| Sack || [[Mercenaries]] || Medieval || - || Total War || Yields from pillaging are doubled for pillaging districts.
+
| Sack || [[Mercenaries]] || 3. Medieval || - || Total War || Yields from pillaging are doubled for pillaging districts.
 
|-
 
|-
| Strategic Air Force || [[Globalization]] || Information || Their Finest Hour || - || +50% {{Production}} [[Production]] towards<span style="display: none">air2</span> Information era air units, and toward all Carriers.
+
| 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]] || Ancient || - || Native Conquest || Double experience for Recon units.
+
| Survey || [[Code of Laws]] || 1. Ancient || - || Native Conquest || Double experience for Recon units.
 
|-
 
|-
| Their Finest Hour || [[Suffrage]] || Modern || - || Strategic Air Force || +50% {{Production}} [[Production]] towards<span style="display: none">air1</span> Modern and Atomic era air 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]] || Industrial || Raid<br/>Sack || - || Yields from pillaging are doubled.
+
| Total War || [[Scorched Earth]] || 5. Industrial || Raid<br/>Sack || - || Yields from pillaging are doubled.
 
|-
 
|-
| Veterancy || [[Military Training]] || Classical || - || - || +30% {{Production}} [[Production]] towards Encampment districts and buildings for that district.
+
| Veterancy || [[Military Training]] || 2. Classical || - || - || +30% {{Production}} [[Production]] towards Encampment districts and buildings for that district.
 
|-
 
|-
| Wars of Religion || [[Reformed Church]] || Medieval || - || - || +4 {{Combat Strength}} Combat Strength when fighting Civilizations that follow other Religions.
+
| Wars of Religion || [[Reformed Church]] || 3. Medieval || - || - || +4 {{Combat Strength}} Combat Strength when fighting Civilizations that follow other Religions.
 
|}
 
|}
   
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{|class = "wikitable sortable"
 
{|class = "wikitable sortable"
! Policy !! Unlocked by !! Era !! Makes obsolete !! Obsoleted by !! Effect
+
! 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
| Aesthetics || [[Medieval Faires]] || Medieval || - || Sports Media || +100% Theater Square district adjacency bonuses.
 
  +
| || +1 {{Amenities}} [[Amenities]] in all cities with at least 2 specialty districts.
 
|-
 
|-
  +
| Market Economy || [[Capitalism]] || 5. Industrial || Trade Confederation || -
| Caravansaries || [[Foreign Trade]] || Ancient || - || Triangular Trade || +2 {{Gold}} [[Gold]] from all {{Trade Routes}} [[Trade Routes]].
 
  +
| || 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
| Collectivization || [[Class Struggle]] || Modern || - || - || +4 {{Food}} [[Food]] from domestic {{Trade Routes}} [[Trade Routes]].
 
  +
| || +2 {{Housing}} [[Housing]] in all cities with at least 3 specialty districts.
 
|-
 
|-
  +
| Meritocracy || [[Civil Service]] || 3. Medieval || - || -
| Colonial Offices || [[Exploration]] || Renaissance || - || - || +15% faster growth in cities not on your original {{Capital}} Capital's continent.
 
  +
| || Each city receives +1 {{Culture}} [[Culture]] for each specialty district it constructs.
 
|-
 
|-
  +
| Natural Philosophy || [[Recorded History]] || 2. Classical || - || Five-Year Plan
| Colonial Taxes || [[Colonialism]] || Industrial || - || - || +25% {{Gold}} [[Gold]] in cities not on your original {{Capital}} Capital's continent.
 
  +
| || +100% Campus district adjacency bonuses.
 
|-
 
|-
  +
| Naval Infrastructure || [[Naval Tradition]] || 3. Medieval || - || Economic Union
| Colonization || [[Early Empire]] || Ancient || - || Expropriation || +50% {{Production}} [[Production]] towards [[Settler]]s.
 
  +
| || +100% Harbor district adjacency bonuses.
 
|-
 
|-
  +
| New Deal || [[Suffrage]] || 6. Modern || Liberalism<br/>Medina Quarter || -
| Corvée || [[State Workforce]] || Ancient || - || Skyscrapers || +15% {{Production}} [[Production]] towards Ancient and Classical era Wonders.
 
  +
| || +4 {{Housing}} [[Housing]], +2 {{Amenities}} [[Amenities]], -8 {{Gold}} [[Gold]] to all cities with at least 3 specialty districts.
 
|-
 
|-
  +
| Online Communities || [[Social Media]] || 8. Information || - || -
| Craftsmen || [[Guilds]] || Medieval || - || Five-Year Plan || +100% Industrial Zone district adjacency bonuses.
 
  +
| || +50% {{Tourism}} [[Tourism]] to civilizations to which you have a {{Trade Routes}} [[Trade Route]].
 
|-
 
|-
  +
| Public Transport || [[Urbanization]] || 5. Industrial || - || -
| Ecommerce || [[Globalization]] || Information || Triangular Trade || - || +5 {{Production}} [[Production]] and +10 {{Gold}} [[Gold]] from international {{Trade Routes}} [[Trade Routes]].
 
  +
| || 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 || -
| Economic Union || [[Suffrage]] || Modern || WIP || - || +100% Commercial Hub and Harbor district adjacency bonuses.
 
  +
| || +30% {{Production}} [[Production]] towards Builders, and newly trained Builders gain 2 extra build actions.
 
|-
 
|-
  +
| Rationalism || [[The Enlightenment]] || 4. Renaissance || - || -
| Expropriation || [[Scorched Earth]] || Industrial || Colonization || - || Settler cost reduced by 50%. Plot purchase cost reduced by 20%.
 
  +
| || +100% {{Science}} [[Science]] from Campus district buildings.
 
|-
 
|-
  +
| Religious Orders || [[Reformed Church]] || 3. Medieval || - || -
| Five-Year Plan || [[Class Struggle]] || Modern || Craftsmen || - || +100% Campus and Industrial Zone district adjacency bonuses.
 
  +
| || All religious units +5 {{Religious Strength}} Religious Strength in Theological Combat.
 
|-
 
|-
  +
| Resource Management || [[Conservation]] || 6. Modern || - || -
| Free Market || [[The Enlightenment]] || Renaissance || - || - || +100% {{Gold}} [[Gold]] yield from Commercial Hub district buildings.
 
  +
| || 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city.
 
|-
 
|-
  +
| Satellite Broadcasts || [[Space Race]] || 7. Atomic || - || -
| God King || [[Code of Laws]] || Ancient || - || Scripture || +1 {{Faith}} [[Faith]] and +1 {{Gold}} [[Gold]] in the {{Capital}} Capital.
 
  +
| || Triples {{Tourism}} [[Tourism]] from {{Great Works of Music}} [[Great Works of Music]].
 
|-
 
|-
  +
| Scripture || [[Theology]] || 2. Classical || God King || -
| Gothic Architecture || [[Divine Right]] || Medieval || - || Skyscrapers || +15% {{Production}} [[Production]] towards Medieval and Renaissance era Wonders.
 
  +
| || +100% Holy Site district adjacency bonuses.
 
|-
 
|-
  +
| Serfdom || [[Feudalism]] || 3. Medieval || Ilkum || Public Works
| Grand Opera || [[Opera and Ballet]] || Industrial || - || Sports Media || +100% {{Culture}} [[Culture]] yield from Theater Square district buildings.
 
  +
| || Newly trained Builders gain 2 extra build actions.
 
|-
 
|-
  +
| Simultaneum || [[Reformed Church]] || 3. Medieval || - || -
| Heritage Tourism || [[Cultural Heritage]] || Atomic || - || - || +100% {{Tourism}} [[Tourism]] from {{Great Works of Art}} Great Works of Art and {{Artifacts}} [[Artifacts]].
 
  +
| || +100% {{Faith}} [[Faith]] yield from Holy Site district buildings.
 
|-
 
|-
 
| Skyscrapers || [[Civil Engineering]] || 5. Industrial || Corvée<br/>Gothic Architecture || -
| Ilkum || [[Craftsmanship]] || Ancient || - || Serfdom || +30% {{Production}} [[Production]] towards Builders.
 
  +
| || +15% {{Production}} [[Production]] towards Industrial era and later Wonders.
 
|-
 
|-
 
| Sports Media || [[Professional Sports]] || 7. Atomic || Aesthetics<br/>Grand Opera || -
| Public Works || [[Civil Engineering]] || Industrial || Bastions<br/>Limes<br/>Serfdom || - || +30% {{Production}} [[Production]] towards Builders, and newly trained Builders gain 2 extra build actions.
 
  +
| || +100% Theater Square district adjacency bonuses, and Stadiums generate +1 {{Amenities}} [[Amenities]].
 
|-
 
|-
| Scripture || [[Theology]] || Classical || God King || - || +100% Holy Site district adjacency bonuses.
+
| Third Alternative || [[Totalitarianism]] || 6. Modern || - || -
  +
| || +4 {{Gold}} [[Gold]] from each Research Lab, Military Academy, and Power Plant.
 
|-
 
|-
| Serfdom || [[Feudalism]] || Medieval || Ilkum || Public Works || Newly trained Builders gain 2 extra build actions.
+
| Town Charters || [[Guilds]] || 3. Medieval || - || Economic Union
  +
| || +100% Commercial Hub district adjacency bonuses.
 
|-
 
|-
  +
| Trade Confederation || [[Mercenaries]] || 3. Medieval || - || Market Economy
| Skyscrapers || [[Civil Engineering]] || Industrial || Corvée<br/>Gothic Architecture || - || +15% {{Production}} [[Production]] towards Industrial era and later Wonders.
 
  +
| || +1 {{Culture}} [[Culture]] and +1 {{Science}} [[Science]] from international {{Trade Routes}} [[Trade Routes]].
 
|-
 
|-
 
| Triangular Trade || [[Mercantilism]] || 4. Renaissance || Caravansaries || Ecommerce
| Sports Media || [[Professional Sports]] || Atomic || Aesthetics<br/>Grand Opera || - || +100% Theater Square district adjacency bonuses, and Stadiums generate +1 {{Amenities}} [[Amenities]].
 
  +
| || +4 {{Gold}} [[Gold]] and +1 {{Faith}} [[Faith]] from all {{Trade Routes}} [[Trade Routes]].
 
|-
 
|-
  +
| Urban Planning || [[Code of Laws]] || 1. Ancient || - || Colonial Offices
| Triangular Trade || [[Mercantilism]] || Renaissance || Caravansaries || Ecommerce || +4 {{Gold}} [[Gold]] and +1 {{Faith}} [[Faith]] from all {{Trade Routes}} [[Trade Routes]].
 
  +
| || +1 {{Production}} [[Production]] in all cities.
 
|}
 
|}
   

Latest revision as of 02:18, 6 May 2021

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 Icon main gold 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 Icon main gold Gold whenever you want.

Icon Military Policies Military[ | ]

Policy Unlocked by Era Makes obsolete Obsoleted by Effect
Agoge Craftsmanship 1. Ancient - Feudal Contract +50% Icon main production Production towardsfoot1 Ancient and Classical era melee and ranged units.
Bastions Defensive Tactics 2. Classical - Public Works +6 City Icon map pin strength Defense Strength. +5 City Icon map pin ranged Ranged Strength.
Chivalry Divine Right 3. Medieval - Lightning Warfare +50% Icon main production 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 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 Combat Strength when fighting Barbarians.
Feudal Contract Feudalism 3. Medieval Agoge Grande Armée +50% Icon main production Production towardsfoot2 Medieval and Renaissance era melee and ranged units.
Grande Armée Nationalism 5. Industrial Feudal Contract Military First +50% Icon main production Production towardsfoot3 Industrial and Modern era melee and ranged units.
Integrated Space Cell Space Race 7. Atomic Military Research - +15% Icon main 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
Press Gangs
- +100% Icon main production Production towardsnaval3 Modern, Atomic, and Information era naval units, excluding Carriers.
Lightning Warfare Totalitarianism 6. Modern Maneuver
Chivalry
- +50% Icon main production 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 Gold per turn, per unit.
Limes Defensive Tactics 2. Classical - Public Works +100% Icon main 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% Icon main production Production towardscavalry1 Ancient and Classical era heavy and light cavalry units.
Maritime Industries Foreign Trade 1. Ancient - International Waters +100% Icon main production 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 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 Science
Native Conquest Exploration 4. Renaissance Discipline - Combat victories over units from earlier Eras provide Icon main gold Gold equal to 50% of the Icon map pin strength Combat Strength of the defeated unit.
National Identity Nationalism 5. Industrial - - Units have 50% less Icon map pin strength Combat Strength reduction from being injured.
Patriotic War Class Struggle 6. Modern - - +100% Icon main production Production towardssupport1 Modern, Atomic, and Information era support units.
Press Gangs Colonialism 4. Renaissance - International Waters +100% Icon main production 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 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 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 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 Production towards Encampment districts and buildings for that district.
Wars of Religion Reformed Church 3. Medieval - - +4 Icon map pin strength Combat Strength when fighting Civilizations that follow other Religions.

Icon Economic Policies 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 Icon main gold Gold from all Icon stats land trade Trade Routes.
Collectivization Class Struggle 6. Modern - - Trade Routes +4 Icon main food Food from domestic Icon stats land trade Trade Routes.
Colonial Offices Exploration 4. Renaissance Urban Planning - +15% faster growth in cities not on your original Icon Capital Capital's continent.
Colonial Taxes Colonialism 5. Industrial - - +25% Icon main gold Gold in cities not on your original Icon Capital Capital's continent.
Colonization Early Empire 1. Ancient - Expropriation Settlers +50% Icon main production Production towards Settlers.
Corvée State Workforce 1. Ancient - Skyscrapers Wonders +15% Icon main 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 Icon main production Production and +10 Icon main gold Gold from international Icon stats land trade 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 Gold yield from Commercial Hub district buildings.
God King Code of Laws 1. Ancient - Scripture +1 Icon Faith Faith and +1 Icon main gold Gold in the Icon Capital Capital.
Gothic Architecture Divine Right 3. Medieval - Skyscrapers +15% Icon main production Production towards Medieval and Renaissance era Wonders.
Grand Opera Opera and Ballet 5. Industrial - Sports Media +100% Icon Culture Culture yield from Theater Square district buildings.
Heritage Tourism Cultural Heritage 7. Atomic - - +100% Icon Tourism Tourism from Icon greatworkobject landscape Great Works of Art and Icon notification discover artifact Artifacts.
Ilkum Craftsmanship 1. Ancient - Serfdom +30% Icon main production Production towards Builders.
Insulae Games and Recreation 2. Classical - Medina Quarter +1 Icon 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 Icon Amenities Amenities in all cities with at least 2 specialty districts.
Market Economy Capitalism 5. Industrial Trade Confederation - Your international Icon stats land trade Trade Routes provide +1 Icon main gold Gold per Luxury and Strategic resource improved at the destination, plus +2 Icon Culture Culture and +2 Icon main science Science.
Medina Quarter Medieval Faires 3. Medieval Insulae New Deal +2 Icon housing Housing in all cities with at least 3 specialty districts.
Meritocracy Civil Service 3. Medieval - - Each city receives +1 Icon 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
Medina Quarter
- +4 Icon housing Housing, +2 Icon Amenities Amenities, -8 Icon main gold Gold to all cities with at least 3 specialty districts.
Online Communities Social Media 8. Information - - +50% Icon Tourism Tourism to civilizations to which you have a Icon stats land trade Trade Route.
Public Transport Urbanization 5. Industrial - - Receive 50 Icon main gold 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 Production towards Builders, and newly trained Builders gain 2 extra build actions.
Rationalism The Enlightenment 4. Renaissance - - +100% Icon main science Science from Campus district buildings.
Religious Orders Reformed Church 3. Medieval - - All religious units +5 Icon 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 Icon Tourism Tourism from Icon greatworkobject 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% Icon Faith Faith yield from Holy Site district buildings.
Skyscrapers Civil Engineering 5. Industrial Corvée
Gothic Architecture
- +15% Icon main production 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 Amenities.
Third Alternative Totalitarianism 6. Modern - - +4 Icon main 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 Icon Culture Culture and +1 Icon main science Science from international Icon stats land trade Trade Routes.
Triangular Trade Mercantilism 4. Renaissance Caravansaries Ecommerce +4 Icon main gold Gold and +1 Icon Faith Faith from all Icon stats land trade Trade Routes.
Urban Planning Code of Laws 1. Ancient - Colonial Offices +1 Icon main production Production in all cities.

Icon Diplomatic Policies Diplomatic[ | ]

Icon Wildcard Policies Great Person[ | ]

These policies may only be put in a Wildcard slot.