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Maneuver is a Military Policy Card in Civilization VI.
Strategy[]
Maneuver is another of the early policies which give
Production bonuses when training certain military units. It is usually much more useful than Maritime Industries (since making cavalry is always useful); however, note that you will only have real use for it if you intend (and need) to build cavalry units, and most of these require
Horses. This makes Maneuver most valuable to the Scythians, who receive two Horsemen for each one they train; and to the Indians and Alexander, both of whose unique units replace the Horseman and have higher
Production costs. Otherwise, the only units that benefit from Maneuver are the Heavy Chariot and the Sumerian War-Cart, neither of which have very high
Production costs. In this case, unless you're planning a cavalry rush, you'll be better off using your Military Policy slot for something else.
The usual advice when it comes to
Production-oriented policies also applies to Maneuver: try to plan in advance when you will produce the units, then make a concentrated effort so that you can later remove the policy and replace it with a more generally useful one, such as Conscription.
Civilopedia entry[]
Once warfare moved past the stage of small masses of men just having at it in a club-thumping melee, maneuvers gave the more nimble warriors a distinct advantage in battle. The concept of using rapid movements to keep the enemy at a disadvantage is almost as old as the idea of war itself. Tactical maneuvers are intended to be used on the battlefield, while “maneuver warfare” covers all that leads up to forcing an enemy to fight at a place or time they’d rather not. Both types came to prominence with the advent of chariots and cavalry … and their importance hasn’t diminished since.
See also[]
- Maneuver in other games
