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".
List Of Policies / Cards
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 | Ancient | - | Feudal Contract | +50% Production towards Ancient and Classical era melee and ranged units. |
Bastions | Defensive Tactics | Classical | - | Public Works | +6 City Defense Strength. +5 City Ranged Strength. |
Chivalry | Divine Right | Medieval | - | Lightning Warfare | +50% Production towards Medieval, Renaissance, and Industrial era heavy and light cavalry units. |
Conscription | State Workforce | Ancient | - | Levée en Masse | Unit maintenance reduced by 1 Gold per turn, per unit. |
Defense of the Motherland | Class Struggle | Modern | - | - | No war weariness from combat in your territory. |
Discipline | Code of Laws | Ancient | - | Native Conquest | +5 Unit Combat Strength when fighting Barbarians. |
Feudal Contract | Feudalism | Medieval | Agoge | Grande Armée | +50% Production towards Medieval and Renaissance era melee and ranged units. |
Grande Armée | Nationalism | Industrial | Feudal Contract | Military First | +50% Production towards Industrial and Modern era melee and ranged units. |
Integrated Space Cell | Space Race | Atomic | - | - | +15% Production towards Space Race projects if a city has either a Military Academy or a Seaport. |
International Waters | Cold War | Modern | Maritime Industries Press Gangs |
- | +100% Production towards Modern, Atomic, and Information era naval units, excluding Carriers. |
Lightning Warfare | Totalitarianism | Modern | Maneuver Chivalry |
- | +50% Production towards Modern, Atomic, and Information era heavy and light cavalry units. |
Levée en Masse | Mobilization | Modern | Conscription | - | Unit maintenance reduced by 2 Gold per turn, per unit. |
Maneuver | Military Tradition | Ancient | - | Lightning Warfare | +50% Production towards Ancient and Classical era heavy and light cavalry units. |
Maritime Industries | Foreign Trade | Ancient | - | International Waters | +100% Production towards Ancient and Classical era naval units. |
Military First | Rapid Deployment | Atomic | Grande Armée | - | +50% Production towards Atomic and Information era melee and ranged units. |
Native Conquest | Exploration | Renaissance | Discipline | - | Combat victories over units from earlier Eras provide Gold equal to 50% of the Combat Strength of the defeated unit. |
Press Gangs | Colonialism | Renaissance | - | International Waters | +100% Production towards Renaissance and Industrial era naval units. |
Survey | Code of Laws | Ancient | - | Native Conquest | Double experience for Recon units. |