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 | Military Research | - | +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. |
Limes | Defensive Tactics | Classical | - | Public Works | +100% Production toward defensive buildings. |
Logistics | Mercantilism | Renaissance | - | - | +1 Movement if starting turn in friendly territory. |
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. |
Martial Law | Totalitarianism | Modern | - | - | Accumulate 25% less War Weariness than usual. |
Military First | Rapid Deployment | Atomic | Grande Armée | - | +50% Production towards Atomic and Information era melee and ranged units. |
Military Research | Urbanization | Industrial | - | Integrated Space Cell | Military Academies and Seaports generate +1 Science |
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. |
National Identity | Nationalism | Industrial | - | - | Units have 50% less Combat Strength reduction from being injured. |
Patriotic War | Class Struggle | Modern | - | - | +100% Production towards Modern, Atomic, and Information era support units. |
Press Gangs | Colonialism | Renaissance | - | International Waters | +100% Production towards Renaissance and Industrial era naval units. |
Professional Army | Mercenaries | Medieval | - | - | 50% discount on unit upgrades. |
Propaganda | Mass Media | Modern | Retainers | - | Accumulate 25% less War Weariness than usual. |
Raid | Military Training | Classical | - | Total War | Yields from pillaging are doubled for pillaging improvements. |
Retainers | Civil Service | Medieval | - | Propaganda | +1 Amenities for cities with a garrisoned unit. |
Sack | Mercenaries | Medieval | - | Total War | Yields from pillaging are doubled for pillaging districts. |
Strategic Air Force | Globalization | Information | Their Finest Hour | - | +50% Production towards Information era air units, and toward all Carriers. |
Survey | Code of Laws | Ancient | - | Native Conquest | Double experience for Recon units. |
Their Finest Hour | Suffrage | Modern | - | Strategic Air Force | +50% Production towards Modern and Atomic era air units. |
Total War | Scorched Earth | Industrial | Raid Sack |
- | Yields from pillaging are doubled. |
Veterancy | Military Training | Classical | - | - | +30% Production towards Encampment districts and buildings for that district. |
Wars of Religion | Reformed Church | Medieval | - | - | +4 Combat Strength when fighting Civilizations that follow other Religions. |
Economic
Policy | Unlocked by | Era | Makes obsolete | Obsoleted by | Effect |
---|---|---|---|---|---|
Aesthetics | Medieval Faires | Medieval | - | Sports Media | +100% Theater Square district adjacency bonuses. |
Caravansaries | Foreign Trade | Ancient | - | Triangular Trade | +2 Gold from all Trade Routes. |
Collectivization | Class Struggle | Modern | - | - | +4 Food from domestic Trade Routes. |
Colonial Offices | Exploration | Renaissance | - | - | +15% faster growth in cities not on your original Capital's continent. |
Colonial Taxes | Colonialism | Industrial | - | - | +25% Gold in cities not on your original Capital's continent. |
Colonization | Early Empire | Ancient | - | Expropriation | +50% Production towards Settlers. |
Ecommerce | Globalization | Information | Triangular Trade | - | +5 Production and +10 Gold from international Trade Routes. |
Expropriation | Scorched Earth | Industrial | Colonization | - | Settler cost reduced by 50%. Plot purchase cost reduced by 20%. |
Sports Media | Professional Sports | Atomic | Aesthetics | - | +100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenities. |
Triangular Trade | Mercantilism | Renaissance | Caravansaries | Ecommerce | +4 Gold and +1 Faith from all Trade Routes. |
Diplomatic
Great Person
These policies may only be put in a Wildcard slot.