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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 Obsoleted by Civic Era
Survey Military Policy
Military
Double experience for recon units. None Native Conquest Code of Laws Ancient
God King Economic Policy
Economic
+1 Gold Gold and Faith Faith in the Capital Capital. None Scripture Code of Laws Ancient
Discipline Military Policy
Military
+5 Strength Combat Strength when fighting Barbarians. None Native Conquest Code of Laws Ancient
Urban Planning Economic Policy
Economic
+1 Production Production in all cities. None Colonial Offices Code of Laws Ancient
Ilkum Economic Policy
Economic
+30% Production Production towards Builders. None Serfdom Craftmanship Ancient
Agoge Military Policy
Military
+50% Production Production towards Ancient and Classical era melee, ranged and anti-cavalry units. None Feudal Contract Craftmanship Ancient
Caravansaries Economic Policy
Economic
+2 additional Gold Gold from all Trade Routes Trade Routes. None Triangular Trade Foreign Trade Ancient
Maritime Industries Military Policy
Military
+100% Production Production towards all Ancient and Classical era naval units. None Press Gangs, International Waters Foreign Trade Ancient
Maneuver Military Policy
Military
+50% Production Production towards all Ancient and Classical era light and heavy cavalry units. None Chivalry, Lightning Warfare Military Tradition Ancient
Strategos Wildcard Policy
Wildcard
+2 Great General Great General points per turn. None Military Organization Military Tradition Ancient
Conscription Military Policy
Military
Unit maintenance reduced by 1 Gold Gold per turn per unit. None Levée en Masse State Workforce Ancient
Corvée Economic Policy
Economic
+15% Production Production towards Ancient and Classical era wonders. None Gothic Architecture, Skyscrapers State Workforce Ancient
Land Surveyors Economic Policy
Economic
Reduces the cost to purchase a tile by 20%. None Expropriation Early Empire Ancient
Colonization Economic Policy
Economic
+50% Production Production towards Settlers. None Expropriation Early Empire Ancient
Inspiration Wildcard Policy
Wildcard
+2 Great Scientist Great Scientist points per turn. None Science Foundations Mysticism Ancient
Revelation Wildcard Policy
Wildcard
+2 Great Prophet Great Prophet points per turn. None Humanism Mysticism Ancient
Limitanei R&F-Only Military Policy
Military
+2 Loyalty per turn for cities with a garrisoned unit. None None Early Empire Ancient
Insulae Economic Policy
Economic
+1 Housing Housing in all cities with at least 2 specialty districts. None Medina Quarter Games and Recreation Classical
Charismatic Leader Diplomatic Policy
Diplomatic
+2 influence points per turn. None Gunboat Diplomacy Political Philosophy Classical
Diplomatic League Diplomatic Policy
Diplomatic
The first Envoy Envoy you send to each city-state counts as 2 Envoy Envoys. None None Political Philosophy Classical
Literary Tradition Wildcard Policy
Wildcard
+2 Great Writer Great Writer points per turn. None None Drama and Poetry Classical
Raid Military Policy
Military
Yields gained from pillaging are doubled for pillaging improvements. None Total War Military Training Classical
Veterancy Military Policy
Military
+30% Production Production towards Encampment districts and buildings.

GS-Only +30% Production Production towards Encampment districts, Harbor districts, and buildings for these districts.

None None Military Training Classical
Equestrian Orders GS-Only Military Policy
Military
All improved Horses Horses and Iron Iron resources yield 1 additional resource per turn. None None Military Training Classical
Bastions Military Policy
Military
+6 City Strength Defense Strength. +5 City Ranged Strength Ranged Strength. None Public Works Defensive Tactics Classical
Limes Military Policy
Military
+100% Production Production towards defensive buildings. None Lightning Warfare Defensive Tactics Classical
Natural Philosophy Economic Policy
Economic
+100% Campus district adjacency bonuses. None Five-Year Plan Recorded History Classical
Scripture Economic Policy
Economic
+100% Holy Site district adjacency bonuses. God King None Theology Classical
Praetorium R&F-Only Diplomatic Policy
Diplomatic
Governors provide +2 Loyalty per turn to their city. None Communications Office Recorded History Classical
Naval Infrastructure Economic Policy
Economic
+100% Harbor district adjacency bonuses. None Economic Union Naval Tradition Medieval
Navigation Wildcard Policy
Wildcard
+2 Great Admiral Great Admiral points per turn. None None Naval Tradition Medieval
Feudal Contract Military Policy
Military
+50% Production Production towards Ancient, Classical, Medieval and Renaissance era melee, ranged and anti-cavalry units. Agoge Grande Armée Feudalism Medieval
Serfdom Economic Policy
Economic
Newly trained Builders gain 2 extra build actions. Ilkum Public Works Feudalism Medieval
Meritocracy[1] Economic Policy
Economic
Each city receives +1 Culture Culture for each specialty district it constructs. None None Civil Service Medieval
Retainers Military Policy
Military
+1 Amenity Amenity for cities with a garrisoned unit. None Propaganda Civil Service Medieval
Sack

[2]

Military Policy
Military
Yields gained from pillaging are doubled for districts. None Total War Mercenaries Medieval
Professional Army Military Policy
Military
50% discount on all unit upgrades.

GS-Only 50% Gold Gold discount on all unit upgrades.

None Force Modernization Mercenaries Medieval
Retinues GS-Only Military Policy
Military
50% resource discount on all unit upgrades. None Force Modernization Mercenaries Medieval
Trade Confederation Economic Policy
Economic
+1 Culture Culture and +1 Science Science from international Trade Routes Trade Routes. None Market Economy Mercenaries Medieval
Merchant Confederation Diplomatic Policy
Diplomatic
+1 Gold Gold from each of your city-state Envoys None None Medieval Faires Medieval
Aesthetics Economic Policy
Economic
+100% Theater Square district adjacency bonuses. None Sports Media Medieval Faires Medieval
Medina Quarter Economic Policy
Economic
+2 Housing Housing in all cities with at least 3 specialty districts. Insulae New Deal Medieval Faires Medieval
Craftsmen Economic Policy
Economic
+100% Industrial Zone district adjacency bonuses. None Five-Year Plan Guilds Medieval
Town Charters Economic Policy
Economic
+100% Commercial Hub district adjacency bonuses. None Economic Union Guilds Medieval
Traveling Merchants Wildcard Policy
Wildcard
+2 Great Merchant Great Merchant points per turn. None Laissez-Faire Guilds Medieval
Chivalry Military Policy
Military
+50% Production Production toward Industrial era and earlier light and heavy cavalry units. Maneuver Lightning Warfare Divine Right Medieval
Gothic Architecture Economic Policy
Economic
+15% Production Production toward Ancient, Classical, Medieval and Renaissance era wonders. Corvée Skyscrapers Divine Right Medieval
Civil Prestige R&F-Only Economic Policy
Economic
Established Governors with at least 2 Promotions provide +1 Amenity Amenity and +2 Housing Housing. None None Civil Service Medieval
Native Conquest Military Policy
Military
Combat victories over units from earlier eras provide Gold Gold equal to 50% of the Strength Combat Strength of the defeated unit. Discipline, Survey None Exploration Renaissance
Colonial Offices Economic Policy
Economic
+15% faster growth for cities not on your original Capital Capital's continent.

R&F-Only +15% faster growth and 3 Loyalty per turn for cities not on your original Capital Capital's continent.

Urban Planning None Exploration Renaissance
Invention Wildcard Policy
Wildcard
+2 Great Engineer Great Engineer points per turn. Revelation None Humanism Renaissance
Frescoes Wildcard Policy
Wildcard
+2 Great Artist Great Artist points per turn. Revelation None Humanism Renaissance
Machiavellianism Diplomatic Policy
Diplomatic
+50% Production Production towards Spies. Spy operations take 25% less time. None None Diplomatic Service Renaissance
Wars of Religion Military Policy
Military
+4 Strength Combat Strength when fighting civilizations that follow other religions. None None Reformed Church Renaissance
Simultaneum Economic Policy
Economic
Doubles Faith Faith yield from Holy Site district buildings.

R&F-Only Extra Faith Faith from buildings in Holy Sites: +50% if city Citizen population is 10 or higher, +50% if district has at least +3 adjacency bonus.

None None Reformed Church Renaissance
Religious Orders Economic Policy
Economic
All religious units gain +5 Religious Strength Religious Strength in theological combat. None None Reformed Church Renaissance
Logistics Military Policy
Military
+1 Moves Movement if starting turn in friendly territory. None None Mercantilism Renaissance
Triangular Trade Economic Policy
Economic
+4 Gold Gold and +1 Faith Faith from all Trade Routes Trade Routes. Caravansaries Ecommerce Mercantilism Renaissance
Drill Manuals GS-Only Military Policy
Military
All improved Niter Niter and Coal Coal resources yield 1 additional resource per turn. None None Mercantilism Renaissance
Rationalism Economic Policy
Economic
+100% Science Science from Campus district buildings.

R&F-Only Extra Science Science from buildings in Campuses: +50% if city Citizen population is 10 or higher, +50% if district has at least +3 adjacency bonus.

None None The Enlightenment Renaissance
Free Market Economic Policy
Economic
+100% Gold Gold yield from Commercial Hub district buildings.

R&F-Only Extra Gold Gold from buildings in Commercial Hubs: +50% if city Citizen population is 10 or higher, +50% if district has at least +4 adjacency bonus.

None None The Enlightenment Renaissance
Liberalism Economic Policy
Economic
+1 Amenity Amenity to all cities with at least 2 specialty districts. None New Deal The Enlightenment Renaissance
Wisselbanken R&F-Only Diplomatic Policy
Diplomatic
Your Trade Routes Trade Routes to an Ally's city provide +2 Food Food and +2 Production Production for both cities. Alliance Points with each ally grow 25% faster. None Arsenal of Democracy Diplomatic Service Renaissance
Grande Armée Military Policy
Military
+50% Production Production towards Industrial era and earlier melee, ranged and anti-cavalry units. Feudal Contract Military First Nationalism Industrial
National Identity Military Policy
Military
Units have 50% less Strength Combat Strength reduction from being injured. None None Nationalism Industrial
Press Gangs Military Policy
Military
+100% Production Production towards Industrial era and earlier naval units. Maritime Industries International Waters Colonialism Industrial
Colonial Taxes Economic Policy
Economic
+25% Gold Gold in cities not on your original Capital Capital's continent.

R&F-Only +25% Gold Gold and +10% Production Production in cities not on your original Capital Capital's continent.

None None Colonialism Industrial
Raj Diplomatic Policy
Diplomatic
+2 Science Science, Culture Culture, Faith Faith and Gold Gold from all city-states you're Suzerain of. None None Colonialism Industrial
Public Works Economic Policy
Economic
+30% Production Production towards Builders. Newly trained Builders gain 2 additional Build actions. Serfdom None Civil Engineering Industrial
Skyscrapers Economic Policy
Economic
+15% Production Production towards all Wonders. Gothic Architecture None Civil Engineering Industrial
Grand Opera Economic Policy
Economic
+100% Culture Culture yield from Theater Square district buildings.

R&F-Only Extra Culture Culture from buildings in Theater Squares: +50% if city Citizen population is 10 or higher, +50% if district has at least +3 adjacency bonus.

None Professional Sports Opera and Ballet Industrial
Symphonies Wildcard Policy
Wildcard
+4 Great Musician Great Musician points per turn. None None Opera and Ballet Industrial
Public Transport Economic Policy
Economic
Receive 50 Gold Gold per Appeal of tile when replacing a Farm with a Neighborhood district.

R&F-Only Receive 100 Gold Gold per Appeal of tile when replacing a Farm with a Neighborhood district.

None None Urbanization Industrial
Military Research Military Policy
Military
Military Academies and Seaports generate +1 Science Science.

R&F-Only Military Academies, Seaports, and Renaissance Walls generate +2 Science Science.

None Integrated Space Cell Urbanization Industrial
Force Modernization GS-Only Military Policy
Military
50% Gold Gold and resource discount on all unit upgrades. Professional Army, Retinues None Urbanization Industrial
Total War Military Policy
Military
Yields gained from pillaging and coastal raids are +100%. +50% rewards for plundering Trade Routes Trade Routes. Raid, Sack None Scorched Earth Industrial
Expropriation Economic Policy
Economic
Settler cost reduced by 50%. Plot purchase cost reduced by 20%. Colonization, Land Surveyors None Scorched Earth Industrial
Military Organization Wildcard Policy
Wildcard
+4 Great General Great General points per turn. Strategos None Scorched Earth Industrial
Resource Management Economic Policy
Economic

GS-Only Military Policy
Military

1 copy of a Strategic Resource allows you to produce or purchase units requiring it in every city.

GS-Only All improved Aluminum Aluminum and Oil Oil resources yield 1 additional resource per turn.

None None Conservation Modern
Propaganda Military Policy
Military
Accumulate 25% less war weariness than usual. Retainers None Mass Media Modern
Levée en Masse Military Policy
Military
Unit maintenance cost reduced by 2 Gold Gold per unit. Conscription None Mobilization Modern
Laissez-Faire Wildcard Policy
Wildcard
+4 Great Merchant Great Merchant points per turn. Travelling Merchants None Capitalism Modern
Market Economy Economic Policy
Economic
Your international Trade Routes Trade Routes provide +1 Gold Gold, +2 Culture Culture, and +2 Science Science per Strategic Resource improved at the destination. Trade Confederation None Capitalism Modern
Police State Diplomatic Policy
Diplomatic
Enemy Spy levels reduced by 2 in your lands. However, all cities suffer -1 Amenity Amenity.

R&F-Only Enemy Spies level reduced by 2 in your lands. However all cities suffer -2 Loyalty per turn.

None None Ideology Modern
Science Foundations

[3]

Wildcard Policy
Wildcard
+4 Great Scientist Great Scientist points per turn. Inspiration None Nuclear Program Modern
Nuclear Espionage Diplomatic Policy
Diplomatic
Spies who steal a tech boost without being detected gain an extra boost. None None Nuclear Program Modern
Economic Union Economic Policy
Economic
+100% Commercial Hub and Harbor district adjacency bonuses. Naval Infrastructure, Town Charters None Suffrage Modern
Their Finest Hour

[4]

Military Policy
Military

GS-Only Wildcard Policy
Wildcard

+50% Production Production toward Modern and Atomic air units.

GS-Only All units +5 Strength Combat Strength when fighting in or adjacent to their home territory.

None Strategic Air Force Suffrage Modern
Arsenal of Democracy Diplomatic Policy
Diplomatic
Your Trade Routes Trade Routes to an ally's city provide +2 Food Food and Production Production for both cities.

R&F-Only Your Trade Routes Trade Routes to an Ally's city provide +4 Food Food and +4 Production Production for both cities. Alliance Points with each ally grow 25% faster.

Wisselbanken None Suffrage Modern
New Deal

[4]

Economic Policy
Economic
+4 Housing Housing, +2 Amenities Amenities, -8 Gold Gold to all cities with at least 3 specialty districts.

GS-Only +4 Housing Housing and +2 Amenities Amenities to all cities with at least 3 specialty districts.

Medina Quarter, Liberalism None Suffrage Modern
Lightning Warfare Military Policy
Military
+50% Production Production for all heavy and light cavalry units. Chivalry, Maneuver None Totalitarianism Modern
Third Alternative

[5]

Economic Policy
Economic

GS-Only Military Policy
Military

+4 Gold Gold from each Research Lab, Military Academy and Power Plant.

GS-Only +2 Culture Culture and +4 Gold Gold from each Research Lab, Military Academy, Coal Power Plant, Oil Power Plant, and Nuclear Power Plant.

None None Totalitarianism Modern
Martial Law

[5]

Military Policy
Military

GS-Only Wildcard Policy
Wildcard

Accumulate 25% less war weariness than usual.

R&F-Only Accumulate 25% less war weariness than usual. +2 Loyalty per turn for cities with a garrisoned unit.

GS-Only Accumulate 25% less war weariness than usual. Cities with a garrisoned unit get +4 Loyalty per turn.

None None Totalitarianism Modern
Gunboat Diplomacy Diplomatic Policy
Diplomatic
Open Borders with all City-States, and +4 influence points per turn towards earning Envoy Envoys. Charismatic Leader None Totalitarianism Modern
Five-Year Plan Economic Policy
Economic
+100% Campus and Industrial Zone district adjacency bonuses. Craftsmen, Natural Philosophy None Class Struggle Modern
Collectivization

[6]

Economic Policy
Economic
+4 Food Food from domestic Trade Routes Trade Routes.

GS-Only +2 Production Production and +4 Food Food from domestic Trade Routes Trade Routes.

None None Class Struggle Modern
Patriotic War Military Policy
Military
+100% Production Production towards Modern, Atomic and Information era support units. None None Class Struggle Modern
Defense of the Motherland

[6]

Military Policy
Military

GS-Only Wildcard Policy
Wildcard

No war weariness from combat in your territory.

GS-Only No war weariness from combat in your territory. +100% Production Production for Modern, Atomic, and Information era support units.

None None Class Struggle Modern
Cryptography Diplomatic Policy
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
International Waters Military Policy
Military
+100% Production Production towards all naval units, excluding Carriers. Maritime Industries, Press Gangs None Cold War Atomic
Containment Diplomatic Policy
Diplomatic
Each Envoy Envoy you send to a City-State counts as two, if its Suzerain has different government than you. None None Cold War Atomic
Heritage Tourism Economic Policy
Economic
+100% Tourism Tourism from Great Works and Artifact Artifacts. None None Cultural Heritage Atomic
Sports Media Economic Policy
Economic
+100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenity Amenity. Aesthetics, Grand Opera None Professional Sports Atomic
Military First Military Policy
Military
+50% Production Production toward all melee, anti-cavalry and ranged units. Grande Armee None Rapid Deployment Atomic
Satellite Broadcasts Economic Policy
Economic
+200% Tourism Tourism from Great Work of Music Great Works of Music. None None Space Race Atomic
Music Censorship GS-Only Diplomatic Policy
Diplomatic
Rock Bands from other players may not enter your territory. -1 Amenity Amenity in all of your cities with 10 or more Citizen Population. None None Space Race Atomic
Integrated Space Cell Military Policy
Military
+15% Production Production towards Space Race projects if a city has either a Military Academy or a Seaport. Military Research None Space Race Atomic
Second Strike Capability R&F-Only Military Policy
Military
Nuclear Device maintenance reduced by 50% Gold Gold per turn. None None Cold War Atomic
Strategic Air Force Military Policy
Military
+50% Production Production toward all air units and toward Carriers. Their Finest Hour None Globalization Information
Ecommerce Economic Policy
Economic
+5 Production Production and +10 Gold Gold from international Trade Routes Trade Routes.

R&F-Only +2 Production Production and +5 Gold Gold from all Trade Routes Trade Routes.

Triangular Trade None Globalization Information
International Space Agency Diplomatic Policy
Diplomatic
+10% (GS-Only 5%) Science Science per City-State you are the Suzerain of. None None Globalization Information
Online Communities Economic Policy
Economic
+50% Tourism Tourism output to civilizations to which you have a Trade Routes Trade Route. None None Social Media Information
Collective Activism Diplomatic Policy
Diplomatic
+10% (GS-Only 5%) Culture Culture per City-State you are the Suzerain of. None None Social Media Information
After Action Reports R&F-Only Military Policy
Military
All units gain +25% combat experience. None None Rapid Deployment Information
Communications Office R&F-Only Diplomatic Policy
Diplomatic
Governors provide +1 Loyalty per turn to their city, per Promotion the Governor has. Praetorium None Social Media Information
Aerospace Contractors GS-Only Wildcard Policy
Wildcard
Cities with a Spaceport gain +3 Aluminum Aluminum per turn and +3 Power Power. None None Exodus Imperative Future
Space Tourism GS-Only Wildcard Policy
Wildcard
Tourism Tourism from other players is reduced by 20% versus your civilization. None None Exodus Imperative Future
Hallyu GS-Only Wildcard Policy
Wildcard
Your Rock Band units can choose from any possible Promotion Promotion. None None Cultural Hegemony Future
Non-State Actors GS-Only Wildcard Policy
Wildcard
Your Spy units can choose from any possible Promotion Promotion. None None Cultural Hegemony Future
Integrated Attack Logistics GS-Only Wildcard Policy
Wildcard
+1 Moves Movement if starting turn in enemy territory. +50% Production Production for Giant Death Robots. None None Information Warfare Future
Rabblerousing GS-Only Wildcard Policy
Wildcard
When you reduce a player's Diplomatic Victory points in the World Congress, get 50% of your spent Diplomatic Favor Diplomatic Favor back. +1 Diplomatic Favor Diplomatic Favor per turn. None None Information Warfare Future
Diplomatic Capital GS-Only Wildcard Policy
Wildcard
+4 Diplomatic Favor Diplomatic Favor per turn. None None Smart Power Doctrine Future
Global Coalition GS-Only Wildcard Policy
Wildcard
+7 Strength Combat Strength for units in friendly territory. None None Smart Power Doctrine Future
  1. Removed in the February 7, 2018 Update.
  2. Removed in the February 7, 2018 Update; effects were transferred to Raid.
  3. In Vanilla version and Rise and Fall, it was called "Nobel Prize".
  4. 4.0 4.1 Requires Democracy in Gathering Storm.
  5. 5.0 5.1 Requires Fascism in Gathering Storm.
  6. 6.0 6.1 Requires Communism in Gathering Storm.

Dark Age Policy Cards R&F-Only

Name Description First available Last available
Monasticism +75% Science Science in cities with a Holy Site.

BUT: -25% Culture Culture in all cities.

Classical Era Medieval Era
Twilight Valor All units +5 Strength Combat Strength for all melee attack units.

BUT: Cannot heal outside your territory.

Classical Era Renaissance Era
Inquisition Start Inquisition with 1 Apostle charge. All religious units are +15 Religious Strength Religious Combat Strength in friendly territory.

BUT: -25% Science Science in all cities.

Classical Era Renaissance Era
Isolationism Domestic routes provide +2 Food Food, +2 Production Production.

BUT: Can't train or buy Settlers nor settle new cities.

Classical Era Industrial Era
Letters of Marque Naval Raiders: +100% Production Production, +2 Moves Movement. Yields doubled from plundering Trade Routes Trade Routes.

BUT: Trade Routes Trade Route yields -50%.

Renaissance Era Modern Era
Robber Barons +50% Gold Gold in cities with a Stock Exchange. +25% Production Production in cities with a Factory.

BUT: -2 Amenities Amenities in all cities.

Industrial Era Information Era R&F-Only

Atomic Era GS-Only

Elite Forces +100% combat experience for all units.

BUT: +2 Gold Gold to maintain each military unit.

Industrial Era Information Era R&F-Only

Future Era GS-Only

Collectivism Farms +1 Food Food. All cities +2 Housing Housing. +100% Industrial Zone adjacency bonuses.

BUT: Great Person Great People Points earned 50% slower.

Modern Era Information Era R&F-Only

Atomic Era GS-Only

Rogue State +50% Production Production to nuclear program projects and WMDs.

BUT: Earn no influence toward new Envoy Envoys.

Atomic Era Information Era R&F-Only

Future Era GS-Only

Flower Power GS-Only All civilizations not currently at war receive +100% of the Tourism 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 GS-Only +10 Strength Combat Strength against units from Information and Future Eras.

BUT: Grievances Grievances against you do not decay.

Information Era Future Era
Automated Workforce GS-Only Your cities get +20% Production Production towards city projects.

BUT: -1 Amenity Amenity and -5 Loyalty per turn in your cities.

Information Era Future Era
Disinformation Campaign GS-Only +3 Diplomatic Favor Diplomatic Favor per turn for each Broadcast Center.

BUT: -10% Science Science and Culture Culture in all cities.

Information Era Future Era

Exclusive to Dramatic Ages

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 Age Policy
Golden
+2 Movement Movement for all Builders and Settlers. May purchase civilian units with Faith Faith. Builders are 30% cheaper to purchase with Faith Faith and Gold Gold. Classical Era Renaissance Era
Exodus of the Evangelists Golden Age Policy
Golden
+2 Movement Movement for all Religious units. Additionally, newly trained ones get +2 Charges. +4 Great Prophet Great Prophet points per turn. Classical Era Renaissance Era
Mandala State Golden Age Policy
Golden
+4 Culture 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 Age Policy
Golden
Commercial Hub and Harbor district's Gold Gold provides Science Science as well. Campus districts provide Gold Gold equal to their Science Science bonus. Classical Era Medieval Era
Praetorian Guard Golden Age Policy
Golden
Wounded units can heal +10 HP per turn. +2 Production Production to Encampment districts and buildings. Classical Era Renaissance Era
Sakdina Golden Age Policy
Golden
While your projects are active each of your Citizen Citizens exerts +0.5 Loyalty pressure to their city. When your projects complete receive +10% additional Great Person Great People points for every Building in that project’s district. Renaissance Era Modern Era
Reform the Coinage Golden Age Policy
Golden
Your Traders cannot be plundered. International Trade Route Trade Routes provide +3 Gold Gold per specialty district in the foreign city. Renaissance Era Modern Era
Heartbeat of Steam Golden Age Policy
Golden
+10% Production Production toward Industrial era and later wonders. Campus district's Science Science adjacency bonus provides Production Production as well. Industrial Era Information Era R&F-Only

Atomic Era GS-Only

To Arms! Golden Age Policy
Golden
+50% XP earned for all units and +15% Production Production towards military units. Industrial Era Information Era R&F-Only

Atomic Era GS-Only

Culture Industry Golden Age Policy
Golden
Cities receive +1 Culture Culture for every specialty district. +25% Production Production towards non specialty districts. Entertainment Complex and Water Park district buildings can be bought with Faith Faith. Industrial Era Modern Era
Wish You Were Here Golden Age Policy
Golden
+100% Tourism Tourism to all National Parks and +50% Tourism Tourism from World Wonders. Atomic Era Information Era R&F-Only

Future Era GS-Only

Popular Front Golden Age Policy
Golden
+100% Diplomatic Favor Diplomatic Favor from Suzerainty of City-States and Alliance Level. Your Trade Route Trade Routes to City-States provide +4 to all yields. Information Era Future Era
Solidarity Golden Age Policy
Golden
All Governor Governors exert 2 additional foreign Loyalty pressure. All your cities with governors receive +25% Gold Gold and +25% Faith Faith. Atomic Era Information Era R&F-Only

Future Era GS-Only

Sky and Stars Golden Age Policy
Golden
+30% Production Production towards Spaceport and Aerodrome districts. +15% Science Science and Production Production to Cities with either a Spaceport or Aerodrome. Atomic Era Information Era R&F-Only

Future Era GS-Only

Military-Industrial Complex Golden Age Policy
Golden
All improved Aluminum Aluminum, Oil Oil, and Uranium Uranium resources yield 2 additional resource per turn. All combat units receive +5 Strength Combat Strength and if the unit has a range attack +1 Range Range Range. Information Era Future Era
Decentralization Dark Age Policy
Dark
Cities with 6 or less Citizen population receive +4 Loyalty per turn.

BUT: Cities with more than 6 Citizen population receive -15% Gold Gold.

Classical Era Renaissance Era
Samoderzhaviye Dark Age Policy
Dark
+50% Production Production in your Capital Capital.

BUT: All Governor Governors are neutralized and cannot be reestablished.

Renaissance Era Modern Era
Soft Targets Dark Age Policy
Dark
+10 Strength Combat Strength vs. city attacks and district defenses.

BUT: -3 Strength Combat Strength against units.

Industrial Era Information Era R&F-Only

Modern Era GS-Only

Despotic Paternalism Dark Age Policy
Dark
+4 Loyalty per turn in cities with Governor Governors.

BUT: -15% Science Science and -15% Culture Culture in all cities without an established Governor Governor.

Industrial Era Information Era R&F-Only

Atomic Era GS-Only

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

Civilization VI [edit]
Rise and FallGathering StormNew Frontier PassLeader Pass
Lists
Concepts
Miscellaneous
R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.
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