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Go to Policy card (Civ6)
The following is a list of policy cards in Civilization VI and its expansions.
List of Policy Cards[]
These are separated by type, and ordered by the civic timeline you will gain them.
Name | Type | Description | Supersedes | Obsolete with | Civic | Era |
---|---|---|---|---|---|---|
Survey | Military |
Double experience for recon units. | None | Native Conquest | Code of Laws | Ancient Era |
God King | Economic |
+1 Gold and Faith in the Capital. | None | Scripture | Code of Laws | Ancient Era |
Discipline | Military |
+5 Combat Strength when fighting Barbarians. | None | Native Conquest | Code of Laws | Ancient Era |
Urban Planning | Economic |
+1 Production in all cities. | None | The Enlightenment | Code of Laws | Ancient Era |
Ilkum | Economic |
+30% Production towards Builders. | None | Serfdom | Craftmanship | Ancient Era |
Agoge | Military |
+50% Production towards Ancient and Classical era melee, ranged and anti-cavalry units. | None | Feudal Contract | Craftmanship | Ancient Era |
Caravansaries | Economic |
+2 additional Gold from all Trade Routes. | None | Triangular Trade | Foreign Trade | Ancient Era |
Maritime Industries | Military |
+100% Production towards all Ancient and Classical era naval units. | None | Press Gangs, International Waters | Foreign Trade | Ancient Era |
Maneuver | Military |
+50% Production towards all Ancient and Classical era light and heavy cavalry units. | None | Chivalry, Lightning Warfare | Military Tradition | Ancient Era |
Strategos | Wildcard |
+2 Great General points per turn. | None | Military Organization | Military Tradition | Ancient Era |
Conscription | Military |
Unit maintenance reduced by 1 Gold per turn per unit. | None | Levée en Masse | State Workforce | Ancient Era |
Corvée | Economic |
+15% Production towards Ancient and Classical era wonders. | None | Gothic Architecture, Skyscrapers | State Workforce | Ancient Era |
Land Surveyors | Economic |
Reduces the cost to purchase a tile by 20%. | None | Expropriation | Early Empire | Ancient Era |
Colonization | Economic |
+50% Production towards Settlers. | None | Expropriation | Early Empire | Ancient Era |
Inspiration | Wildcard |
+2 Great Scientist points per turn. | None | Science Foundations | Mysticism | Ancient Era |
Revelation | Wildcard |
+2 Great Prophet points per turn. | None | Humanism | Mysticism | Ancient Era |
Limitanei | Military |
+2 Loyalty per turn for cities with a garrisoned unit. | None | None | Early Empire | Ancient Era |
Insulae | Economic |
+1 Housing in all cities with at least 2 specialty districts. | None | Medina Quarter | Games and Recreation | Classical Era |
Charismatic Leader | Diplomatic |
+2 influence points per turn. | None | Gunboat Diplomacy | Political Philosophy | Classical Era |
Diplomatic League | Diplomatic |
The first Envoy you send to each city-state counts as 2 Envoys. | None | None | Political Philosophy | Classical Era |
Literary Tradition | Wildcard |
+2 Great Writer points per turn. | None | None | Drama and Poetry | Classical Era |
Raid | Military |
Yields gained from pillaging are doubled for pillaging improvements. | None | Total War | Military Training | Classical Era |
Veterancy | Military |
+30% Production towards Encampment districts and buildings.
+30% Production towards Encampment districts, Harbor districts, and buildings for these districts. |
None | None | Military Training | Classical Era |
Equestrian Orders | Military |
All improved Horses and Iron resources yield 1 additional resource per turn. | None | None | Military Training | Classical Era |
Bastions | Military |
+6 City Defense Strength. +5 City Ranged Strength. | None | Public Works | Defensive Tactics | Classical Era |
Limes | Military |
+100% Production towards defensive buildings. | None | Lightning Warfare | Defensive Tactics | Classical Era |
Natural Philosophy | Economic |
+100% Campus district adjacency bonuses. | None | Five-Year Plan | Recorded History | Classical Era |
Scripture | Economic |
+100% Holy Site district adjacency bonuses. | God King | None | Theology | Classical Era |
Praetorium | Diplomatic |
Governors provide +2 Loyalty per turn to their city. | None | Communications Office | Recorded History | Classical Era |
Naval Infrastructure | Economic |
+100% Harbor district adjacency bonuses. | None | Economic Union | Naval Tradition | Medieval Era |
Navigation | Wildcard |
+2 Great Admiral points per turn. | None | None | Naval Tradition | Medieval Era |
Feudal Contract | Military |
+50% Production towards Ancient, Classical, Medieval and Renaissance era melee, ranged and anti-cavalry units. | Agoge | Grande Armée | Feudalism | Medieval Era |
Serfdom | Economic |
Newly trained Builders gain 2 extra build actions. | Ilkum | Public Works | Feudalism | Medieval Era |
Meritocracy | Economic |
Each city receives +1 Culture for each specialty district it constructs. | None | None | Civil Service | Medieval Era |
Retainers | Military |
+1 Amenity for cities with a garrisoned unit. | None | Propaganda | Civil Service | Medieval Era |
Sack | Military |
Yields gained from pillaging are doubled for districts. | None | Total War | Mercenaries | Medieval Era |
Professional Army | Military |
50% discount on all unit upgrades. | None | Force Modernization | Mercenaries | Medieval Era |
Retinues | Military |
50% resource discount on all unit upgrades. | None | Force Modernization | Mercenaries | Medieval Era |
Trade Confederation | Economic |
+1 Culture and +1 Science from international Trade Routes. | None | Market Economy | Mercenaries | Medieval Era |
Merchant Confederation | Diplomatic |
+1 Gold from each of your city-state Envoys | None | None | Medieval Faires | Medieval Era |
Aesthetics | Economic |
+100% Theater Square district adjacency bonuses. | None | Sports Media | Medieval Faires | Medieval Era |
Medina Quarter | Economic |
+2 Housing in all cities with at least 3 specialty districts. | Insulae | New Deal | Medieval Faires | Medieval Era |
Craftsmen | Military |
+100% Industrial Zone district adjacency bonuses. | None | Five-Year Plan | Guilds | Medieval Era |
Town Charters | Economic |
+100% Commercial Hub district adjacency bonuses. | None | Economic Union | Guilds | Medieval Era |
Traveling Merchants | Wildcard |
+2 Great Merchant points per turn. | None | Laissez-Faire | Guilds | Medieval Era |
Chivalry | Military |
+50% Production toward Industrial era and earlier light and heavy cavalry units. | Maneuver | Lightning Warfare | Divine Right | Medieval Era |
Gothic Architecture | Economic |
+15% Production toward Ancient, Classical, Medieval and Renaissance era wonders. | Corvée | Skyscrapers | Divine Right | Medieval Era |
Civil Prestige | Economic |
Established Governors with at least 2 Promotions provide +1 Amenity and +2 Housing. | None | None | Civil Service | Medieval Era |
Native Conquest | Military |
Combat victories over units from earlier eras provide Gold equal to 50% of the Combat Strength of the defeated unit. | Discipline, Survey | None | Colonialism | Industrial Era |
Colonial Offices | Diplomatic |
+15% faster growth for cities not on your original Capital's continent.
+15% faster growth and 3 Loyalty per turn for cities not on your original Capital's continent. |
Urban Planning | None | Exploration | Renaissance Era |
Invention | Wildcard |
+2 Great Engineer points per turn.
+4 Great Engineer points per turn. +2 additional Great Engineer points for every Workshop. |
Revelation | None | Humanism | Renaissance Era |
Frescoes | Wildcard |
+2 Great Artist points per turn.
+2 Great Artist points per turn. +2 additional Great Artist points for every Art Museum. |
Revelation | None | Humanism | Renaissance Era |
Machiavellianism | Diplomatic |
+50% Production towards Spies. Spy operations take 25% less time. | None | None | Diplomatic Service | Renaissance Era |
Wars of Religion | Military |
+4 Combat Strength when fighting civilizations that follow other religions. | None | None | Reformed Church | Renaissance Era |
Simultaneum | Economic |
+100% Faith from Holy Site district buildings. Extra Faith from buildings in Holy Sites: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bonus. |
None | None | Reformed Church | Renaissance Era |
Religious Orders | Economic |
All religious units gain +5 Religious Strength in theological combat. | None | None | Reformed Church | Renaissance Era |
Logistics | Military |
+1 Movement if starting turn in friendly territory. | None | None | Mercantilism | Renaissance Era |
Triangular Trade | Economic |
+4 Gold and +1 Faith from all Trade Routes. | Caravansaries | Ecommerce | Mercantilism | Renaissance Era |
Drill Manuals | Military |
All improved Niter and Coal resources yield 1 additional resource per turn. | None | None | Mercantilism | Renaissance Era |
Rationalism | Economic |
+100% Science from Campus district buildings. Extra Science from buildings in Campuses: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bonus. |
None | None | The Enlightenment | Renaissance Era |
Free Market | Economic |
+100% Gold yield from Commercial Hub district buildings. Extra Gold from buildings in Commercial Hubs: +50% if city population is 10 or higher, +50% if district has at least +4 adjacency bonus. |
None | None | The Enlightenment | Renaissance Era |
Liberalism | Economic |
+1 Amenity to all cities with at least 2 specialty districts. | None | New Deal | The Enlightenment | Renaissance Era |
Wisselbanken | Diplomatic |
Your Trade Routes to an Ally's city provide +2 Food and +2 Production for both cities. Alliance Points with each ally grow 25% faster.
Your Trade Routes to an Ally's city or a city-state you are the Suzerain of provide +2 Food and +2 Production for both cities. Alliance Points with each ally grow 25% faster. |
None | Arsenal of Democracy | Diplomatic Service | Renaissance Era |
Grande Armée | Military |
+50% Production towards Industrial era and earlier melee, ranged and anti-cavalry units. | Feudal Contract | Military First | Nationalism | Industrial Era |
National Identity | Military |
Units have 50% less Combat Strength reduction from being injured. | None | None | Nationalism | Industrial Era |
Press Gangs | Military |
+100% Production towards Industrial era and earlier naval units. | Maritime Industries | International Waters | Exploration | Renaissance Era |
Colonial Taxes | Diplomatic |
+25% Gold in cities not on your original Capital's continent.
+25% Gold and +10% Production in cities not on your original Capital's continent. |
None | None | Colonialism | Industrial Era |
Raj | Diplomatic |
+2 Science, Culture, Faith and Gold from all city-states you're Suzerain of.
+2 Science, Culture, Faith and Gold from each city-state you are Suzerain of. +2 Gold for Trade Routes to city-states. |
None | None | Colonialism | Industrial Era |
Public Works | Economic |
+30% Production towards Builders. Newly trained Builders gain 2 additional Build actions. | Serfdom | None | Civil Engineering | Industrial Era |
Skyscrapers | Economic |
+15% Production towards all Wonders. | Gothic Architecture | None | Civil Engineering | Industrial Era |
Grand Opera | Economic |
+100% Culture from Theater Square district buildings.
Extra Culture from buildings in Theater Squares: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bonus. Extra Culture from buildings in Theater Squares: +50% if city population is 15 or higher, +50% if district has at least +4 adjacency bonus. |
None | None | Opera and Ballet | Industrial Era |
Symphonies | Wildcard |
+4 Great Musician points per turn.
+4 Great Musician points per turn. +4 additional Great Musician points for every Broadcast Center. |
None | None | Opera and Ballet | Industrial Era |
Public Transport | Economic |
Receive 50 Gold per Appeal of tile when replacing a Farm with a Neighborhood district.
Receive 100 Gold per Appeal of tile when replacing a Farm with a Neighborhood district. Neighborhoods with Charming Appeal receive +3 Food and +1 Production. Neighborhoods with Breathtaking Appeal receive an additional 1 Food and 1 Production. All Neighborhoods receive +1 Gold. |
None | None | Urbanization | Industrial Era |
Military Research | Military |
Military Academies and Seaports generate +1 Science.
Military Academies, Seaports, and Renaissance Walls generate +2 Science. |
None | Integrated Space Cell | Urbanization | Industrial Era |
Force Modernization | Military |
50% Gold and resource discount on all unit upgrades. | Professional Army, Retinues | None | Urbanization | Industrial Era |
Total War | Military |
Yields gained from pillaging and coastal raids are +100%. +50% rewards for plundering Trade Routes. | Raid, Sack | None | Scorched Earth | Industrial Era |
Expropriation | Economic |
Settler cost reduced by 50%. Plot purchase cost reduced by 20%. | Colonization, Land Surveyors | None | Scorched Earth | Industrial Era |
Military Organization | Wildcard |
+4 Great General points per turn.
+2 Great General points for every Armory and +4 Great General points for every Military Academy. Great Generals receive +2 Movement. |
Strategos | None | Scorched Earth | Industrial Era |
Resource Management | Economic |
1 copy of a Strategic Resource allows you to produce or purchase units requiring it in every city.
All improved Aluminum and Oil resources yield 1 additional resource per turn. |
None | None | Conservation | Modern Era |
Propaganda | Military |
Accumulate 25% less war weariness than usual. | Retainers | None | Mass Media | Modern Era |
Levée en Masse | Military |
Unit maintenance cost reduced by 2 Gold per unit. | Conscription | None | Mobilization | Modern Era |
Laissez-Faire | Wildcard |
+4 Great Merchant points per turn.
+2 Great Merchant points for every Bank and +4 Great Merchant points for every Stock Exchange. +2 Great Admiral points for every Shipyard and +4 Great Admiral points for every Seaport. |
Travelling Merchants | None | Capitalism | Modern Era |
Market Economy | Economic |
Your international Trade Routes provide +1 Gold, +2 Culture, and +2 Science per Strategic Resource improved at the destination. | Trade Confederation | None | Capitalism | Modern Era |
Police State | Diplomatic |
Enemy Spy levels reduced by 2 in your lands. However, all cities suffer -1 Amenity.
Enemy Spies level reduced by 2 in your lands. However all cities suffer -2 Loyalty per turn. |
None | None | Ideology | Modern Era |
Nobel Prize | Wildcard |
+4 Great Scientist points per turn. | Inspiration | None | Nuclear Program | Modern Era |
Science Foundations | Wildcard |
+4 Great Scientist points per turn.
+2 Great Scientist points for every University and +4 Great Scientist points for every Research Lab. +2 Great Engineer points for every Factory and +4 Great Engineer points for every Power Plant. |
Inspiration | None | Nuclear Program | Modern Era |
Nuclear Espionage | Diplomatic |
Spies who steal a tech boost without being detected gain an extra boost. | None | None | Nuclear Program | Modern Era |
Economic Union | Economic |
+100% Commercial Hub and Harbor district adjacency bonuses. | Naval Infrastructure, Town Charters | None | Suffrage | Modern Era |
Their Finest Hour | Military |
+50% Production toward Modern and Atomic air units.
All units +5 Combat Strength when fighting in or adjacent to their home territory. |
None | Strategic Air Force | Suffrage | Modern Era |
Arsenal of Democracy | Diplomatic |
Your Trade Routes to an ally's city provide +2 Food and Production for both cities.
Your Trade Routes to an Ally's city provide +4 Food and +4 Production for both cities. Alliance Points with each ally grow 25% faster. |
Wisselbanken | None | Suffrage | Modern Era |
New Deal | Economic |
+4 Housing, +2 Amenities, -8 Gold to all cities with at least 3 specialty districts.
+4 Housing and +2 Amenities to all cities with at least 3 specialty districts. |
Medina Quarter, Liberalism | None | Suffrage | Modern Era |
Lightning Warfare | Military |
+50% Production for all heavy and light cavalry units. | Chivalry, Maneuver | None | Totalitarianism | Modern Era |
Third Alternative | Economic |
+4 Gold from each Research Lab, Military Academy and Power Plant.
+2 Culture and +4 Gold from each Research Lab, Military Academy, Coal Power Plant, Oil Power Plant, and Nuclear Power Plant. |
None | None | Totalitarianism | Modern Era |
Martial Law | Military |
Accumulate 25% less war weariness than usual.
Accumulate 25% less war weariness than usual. +2 Loyalty per turn for cities with a garrisoned unit. Accumulate 25% less war weariness than usual. Cities with a garrisoned unit get +4 Loyalty per turn. |
None | None | Totalitarianism | Modern Era |
Gunboat Diplomacy | Diplomatic |
Open Borders with all City-States, and +4 influence points per turn towards earning Envoys. | Charismatic Leader | None | Totalitarianism | Modern Era |
Five-Year Plan | Economic |
+100% Campus and Industrial Zone district adjacency bonuses. | Craftsmen, Natural Philosophy | None | Class Struggle | Modern Era |
Collectivization | Economic |
+4 Food from domestic Trade Routes.
+2 Production and +4 Food from domestic Trade Routes. |
None | None | Class Struggle | Modern Era |
Patriotic War | Military |
+100% Production towards Modern, Atomic and Information era support units. | None | None | Class Struggle | Modern Era |
Defense of the Motherland | Military |
No war weariness from combat in your territory.
No war weariness from combat in your territory. +100% Production for Modern, Atomic, and Information era support units. |
None | None | Class Struggle | Modern Era |
Cryptography | Diplomatic |
Enemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operations. | None | None | Cold War | Atomic Era |
International Waters | Military |
+100% Production towards all naval units, excluding Carriers. | Maritime Industries, Press Gangs | None | Cold War | Atomic Era |
Containment | Diplomatic |
Each Envoy you send to a City-State counts as two, if its Suzerain has different government than you. | None | None | Cold War | Atomic Era |
Heritage Tourism | Economic |
+100% Tourism from Great Works and Artifacts. | None | None | Cultural Heritage | Atomic Era |
Sports Media | Economic |
+100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenity. | Aesthetics, Grand Opera | None | Professional Sports | Atomic Era |
Military First | Military |
+50% Production toward all melee, anti-cavalry and ranged units. | Grande Armee | None | Rapid Deployment | Atomic Era |
Satellite Broadcasts | Economic |
+200% Tourism from Great Works of Music. | None | None | Space Race | Atomic Era |
Music Censorship | Diplomatic |
Rock Bands from other players may not enter your territory. -1 Amenity in all of your cities with 10 or more Population. | None | None | Space Race | Atomic Era |
Integrated Space Cell | Military |
+15% Production towards Space Race projects if a city has either a Military Academy or a Seaport. | Military Research | None | Space Race | Atomic Era |
Second Strike Capability | Military |
Nuclear Device maintenance reduced by 50% Gold per turn. | None | None | Cold War | Atomic Era |
Strategic Air Force | Military |
+50% Production toward all air units and toward Carriers. | Their Finest Hour | None | Globalization | Information Era |
Ecommerce | Economic |
+5 Production and +10 Gold from international Trade Routes.
+2 Production and +5 Gold from all Trade Routes. |
Triangular Trade | None | Globalization | Information Era |
International Space Agency | Diplomatic |
+10% ( 5%) Science per City-State you are the Suzerain of. | None | None | Globalization | Information Era |
Online Communities | Economic |
+50% Tourism output to civilizations to which you have a Trade Route. | None | None | Social Media | Information Era |
Collective Activism | Diplomatic |
+10% ( 5%) Culture per City-State you are the Suzerain of. | None | None | Social Media | Information Era |
After Action Reports | Military |
All units gain +50% combat experience. [8] | None | None | Rapid Deployment | Information Era |
Communications Office | Diplomatic |
Governors provide +1 Loyalty per turn to their city, per Promotion the Governor has. | Praetorium | None | Social Media | Information Era |
Aerospace Contractors | Wildcard |
Cities with a Spaceport gain +3 Aluminum per turn and +3 Power. | None | None | Exodus Imperative | Future Era |
Space Tourism | Wildcard |
Tourism from other players is reduced by 20% versus your civilization. | None | None | Exodus Imperative | Future Era |
Hallyu | Wildcard |
Your Rock Band units can choose from any possible Promotion. | None | None | Cultural Hegemony | Future Era |
Non-State Actors | Wildcard |
Your Spy units can choose from any possible Promotion. | None | None | Cultural Hegemony | Future Era |
Integrated Attack Logistics | Wildcard |
+1 Movement if starting turn in enemy territory. +50% Production for Giant Death Robots. | None | None | Information Warfare | Future Era |
Rabblerousing | Wildcard |
When you reduce a player's Diplomatic Victory points in the World Congress, get 50% of your spent Diplomatic Favor back. +1 Diplomatic Favor per turn. | None | None | Information Warfare | Future Era |
Diplomatic Capital | Wildcard |
+4 Diplomatic Favor per turn. | None | None | Smart Power Doctrine | Future Era |
Global Coalition | Wildcard |
+7 Combat Strength for units in friendly territory. | None | None | Smart Power Doctrine | Future Era |
- ↑ Available only in standard ruleset.
- ↑ Available only in standard ruleset; effects were transferred to Raid.
- ↑ 3.0 3.1 3.2 Removed in Gathering Storm.
- ↑ Removed in Gathering Storm; effects were transferred to Science Foundations.
- ↑ 5.0 5.1 Requires Democracy in Gathering Storm.
- ↑ 6.0 6.1 Requires Fascism in Gathering Storm.
- ↑ 7.0 7.1 Requires Communism in Gathering Storm.
- ↑ Incorrectly labeled as +25% in game.
Government legacy cards []
These cards are available after constructing a Government Plaza building of the corresponding tier. They can be slotted only after having adopted the corresponding form of government, but not while it is currently active.
Name | Type | Description | Building required |
---|---|---|---|
Autocratic Legacy | Wildcard |
+1 to all yields for each Government Plaza building, Diplomatic Quarter building, and palace in a city. | Ancestral Hall or Audience Chamber or Warlord's Throne |
Republican Legacy | Wildcard |
All cities with a district receive +1 Housing and +1 Amenity. | |
Oligarchic Legacy | Wildcard |
All land melee, anti-cavalry, and naval melee class units gain +4 Combat Strength. | |
Mercantile Legacy | Wildcard |
+10% Gold in all cities with an established Governor. | Foreign Ministry or Grand Master's Chapel or Intelligence Agency or Queen's Bibliotheque (Kristina only) |
Monarchic Legacy | Wildcard |
+1 Housing per level of Walls. | |
Theocratic Legacy | Wildcard |
+5 Religious Strength in Theological Combat. +0.5 Faith per Citizen in cities with Governors. | |
Communist Legacy | Wildcard |
+0.6 Production per Citizen in cities with Governors. | National History Museum or Royal Society or War Department |
Democratic Legacy | Wildcard |
+1 Production, +1 Housing per District. Your Trade Routes to an Ally or Suzerain's city provide +4 Food and +4 Production for both cities. Alliance Points with all allies increase by an additional .25 per turn. | |
Fascist Legacy | Wildcard |
All units gain +5 Combat Strength. War Weariness reduced by 15%. |
Dark Age Policy Cards []
Name | Type | Description | First available | Last available |
---|---|---|---|---|
Monasticism | Dark |
+75% Science in cities with a Holy Site.
BUT: -25% Culture in all cities. |
Classical Era | Medieval Era |
Twilight Valor | Dark |
All units +5 Combat Strength for all melee attack units.
BUT: Cannot heal outside your territory. |
Classical Era | Renaissance Era |
Inquisition | Dark |
Start Inquisition with 1 Apostle charge. All religious units are +15 Religious Combat Strength in friendly territory. | Classical Era | Renaissance Era |
Isolationism | Dark |
Domestic routes provide +2 Food, +2 Production. | Classical Era | Industrial Era |
Letters of Marque | Dark |
Naval Raiders: +100% Production, +2 Movement. Yields doubled from plundering Trade Routes.
BUT: Trade Route yields -50%. |
Renaissance Era | Modern Era |
Robber Barons | Dark |
+50% Gold in cities with a Stock Exchange. +25% Production in cities with a Factory.
BUT: -2 Amenities in all cities. |
Industrial Era | Information Era |
Elite Forces | Dark |
+100% combat experience for all units.
BUT: +2 Gold to maintain each military unit. |
Industrial Era | Information Era |
Collectivism | Dark |
Farms +1 Food. All cities +2 Housing. +100% Industrial Zone adjacency bonuses.
BUT: Great People Points earned 50% slower. |
Modern Era | Information Era |
Rogue State | Dark |
+50% Production to nuclear program projects and WMDs.
BUT: Earn no influence toward new Envoys. |
Atomic Era | Information Era |
Flower Power | Dark |
All civilizations not currently at war receive +100% of the Tourism from your Concerts.
BUT: The cost of producing and purchasing land units other than Rock Bands is increased by +100%. |
Atomic Era | Future Era |
Cyber Warfare | Dark |
+10 Combat Strength against units from Information and Future Eras.
BUT: Grievances against you do not decay. |
Information Era | Future Era |
Automated Workforce | Dark |
Your cities get +20% Production towards city projects. | Information Era | Future Era |
Disinformation Campaign | Dark |
+3 Diplomatic Favor per turn for each Broadcast Center. | Information Era | Future Era |
Dramatic Ages Policy Cards[]
These policies are unique to the Dramatic Ages game mode. Golden Age Policies can only be enacted in a Golden Age, and Dark Age policies can only be enacted in a Dark Age unless you are playing as Georgia.
Name | Type | Description | First available | Last available |
---|---|---|---|---|
Monumentality | Golden |
+2 Movement for all Builders and Settlers. May purchase civilian units with Faith. Builders are 30% cheaper to purchase with Faith and Gold. | Classical Era | Renaissance Era |
Exodus of the Evangelists | Golden |
+2 Movement for all Religious units. Additionally, newly trained ones get +2 Charges. +4 Great Prophet points per turn. | Classical Era | Renaissance Era |
Mandala State | Golden |
+4 Culture for every Wonder. Each Wonder in your cities causes foreign cities within 9 tiles to lose 2 Loyalty per turn. | Classical Era | Medieval Era |
Free Inquiry | Golden |
Commercial Hub and Harbor district's Gold provides Science as well. Campus districts provide Gold equal to their Science bonus. | Classical Era | Medieval Era |
Praetorian Guard | Golden |
Wounded units can heal +10 HP per turn. +2 Production to Encampment districts and buildings. | Classical Era | Renaissance Era |
Sakdina | Golden |
While your projects are active each of your Citizens exerts +0.5 Loyalty pressure to their city. When your projects complete receive +10% additional Great People points for every Building in that project's district. | Renaissance Era | Modern Era |
Reform the Coinage | Golden |
Your Traders cannot be plundered. International Trade Routes provide +3 Gold per specialty district in the foreign city. | Renaissance Era | Modern Era |
Heartbeat of Steam | Golden |
+10% Production toward Industrial era and later wonders. Campus district's Science adjacency bonus provides Production as well. | Renaissance Era | Information Era |
To Arms! | Golden |
+50% XP earned for all units and +15% Production towards military units. | Industrial Era | Information Era |
Culture Industry | Golden |
Cities receive +1 Culture for every specialty district. +25% Production towards non-specialty districts. Entertainment Complex and Water Park district buildings can be bought with Faith. | Industrial Era | Modern Era |
Wish You Were Here | Golden |
+100% Tourism to all National Parks and +50% Tourism from World Wonders. | Atomic Era | Information Era |
Popular Front | Golden |
+100% Diplomatic Favor from Suzerainty of City-States and Alliance Level. Your Trade Routes to City-States provide +4 to all yields. | Information Era | Future Era |
Solidarity | Golden |
All Governors exert 2 additional foreign Loyalty pressure. All your cities with governors receive +25% Gold and +25% Faith. | Atomic Era | Information Era |
Sky and Stars | Golden |
+30% Production towards Spaceport and Aerodrome districts. +15% Science and Production to Cities with either a Spaceport or Aerodrome. | Atomic Era | Information Era |
Military-Industrial Complex | Golden |
All improved Aluminum, Oil, and Uranium resources yield 2 additional resource per turn. All combat units receive +5 Combat Strength and if the unit has a range attack +1 Range. | Information Era | Future Era |
Decentralization | Dark |
Cities with 6 or less population receive +4 Loyalty per turn.
BUT: Cities with more than 6 population receive -15% Gold. |
Classical Era | Renaissance Era |
Samoderzhaviye | Dark |
+50% Production in your Capital.
BUT: All Governors are neutralized and cannot be reestablished. |
Renaissance Era | Modern Era |
Soft Targets | Dark |
+10 Combat Strength vs. city attacks and district defenses.
BUT: -3 Combat Strength against units. |
Industrial Era | Information Era |
Despotic Paternalism | Dark |
+4 Loyalty per turn in cities with Governors.
BUT: -15% Science and -15% Culture in all cities without an established Governor. |
Industrial Era | Information Era |
The following Dark Age policy cards from the base game are modified in the Dramatic Ages game mode. If a base game Dark Age policy card is not mentioned here, that card is available in this game mode without any changes.
Name | Type | Description | First available | Last available |
---|---|---|---|---|
Monasticism | Dark |
+75% Science in cities with a Holy Site.
BUT: -25% Culture in cities without a Holy Site. |
Classical Era | Medieval Era |
Twilight Valor | Dark |
Removed in this game mode. | Classical Era | Renaissance Era |
Inquisition | Dark |
Start Inquisition with 1 Apostle charge. All religious units are +15 Religious Combat Strength in friendly territory. | Classical Era | Renaissance Era |
Isolationism | Dark |
Domestic routes provide +3 Food, +3 Production, and +3 Gold. | Classical Era | Industrial Era |
Letters of Marque | Dark |
Removed in this game mode. | Renaissance Era | Modern Era |
Robber Barons | Dark |
+50% Gold and +25% Production in cities with a Bank or a Shipyard.
BUT: -2 Amenities in all cities. |
Industrial Era | Information Era |
Elite Forces | Dark |
+100% combat experience for all units.
BUT: +1 Gold to maintain each military unit. |
Industrial Era | Information Era |
Collectivism | Dark |
Farms +1 Production. All cities +2 Housing. Industrial Zones provide Food equal to their adjacency bonuses.
BUT: Great People Points earned 50% slower. |
Modern Era | Information Era |
Civilization VI [edit] | |
---|---|
Rise and Fall • Gathering Storm • New Frontier Pass • Leader Pass | |
Lists | |
Concepts
| |
Miscellaneous | |
Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.
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