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Documentation for this module may be created at Module:Data/Civ6/Base/Policies/doc

--[Field]                              [Type]
--Description                          String
--PrereqCivic                          String
--PrereqTech                           String
--Name                                 String
--GovernmentSlotType                   String
--RequiresGovernmentUnlock            Boolean
--ExplicitUnlock                      Boolean

local data ={

POLICY_DISCIPLINE={
Description=[=[+5 {{StrengthIcon6}} Unit Combat Strength when fighting Barbarians.]=];
PrereqCivic="CIVIC_CODE_OF_LAWS";
Name=[=[Discipline]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_SURVEY={
Description=[=[Double experience for recon units.]=];
PrereqCivic="CIVIC_CODE_OF_LAWS";
Name=[=[Survey]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_GOD_KING={
Description=[=[+1 {{Faith6}} and +1 {{Gold6}} in the {{Capital6}}.]=];
PrereqCivic="CIVIC_CODE_OF_LAWS";
Name=[=[God King]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_URBAN_PLANNING={
Description=[=[+1 {{Production6}} in all cities.]=];
PrereqCivic="CIVIC_CODE_OF_LAWS";
Name=[=[Urban Planning]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_ILKUM={
Description=[=[+30% {{Production6}} toward Builders.]=];
PrereqCivic="CIVIC_CRAFTSMANSHIP";
Name=[=[Ilkum]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_AGOGE={
Description=[=[+50% {{Production6}} toward Ancient and Classical era melee, anti-cavalry, and ranged units.]=];
PrereqCivic="CIVIC_CRAFTSMANSHIP";
Name=[=[Agoge]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_CARAVANSARIES={
Description=[=[+2 {{Gold6}} from all {{TradeRoute6}}s.]=];
PrereqCivic="CIVIC_FOREIGN_TRADE";
Name=[=[Caravansaries]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_MARITIME_INDUSTRIES={
Description=[=[+100% {{Production6}} toward Ancient and Classical era naval units.]=];
PrereqCivic="CIVIC_FOREIGN_TRADE";
Name=[=[Maritime Industries]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_MANEUVER={
Description=[=[+50% {{Production6}} toward Ancient and Classical era heavy and light cavalry units.]=];
PrereqCivic="CIVIC_MILITARY_TRADITION";
Name=[=[Maneuver]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_STRATEGOS={
Description=[=[+2 {{General6}} points per turn.]=];
PrereqCivic="CIVIC_MILITARY_TRADITION";
Name=[=[Strategos]=];
GovernmentSlotType="SLOT_GREAT_PERSON";};

POLICY_CORVEE={
Description=[=[+15% {{Production6}} toward Ancient and Classical wonders.]=];
PrereqCivic="CIVIC_STATE_WORKFORCE";
Name=[=[Corvée]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_CONSCRIPTION={
Description=[=[Unit maintenance reduced by 1 {{Gold6}} per turn, per unit.]=];
PrereqCivic="CIVIC_STATE_WORKFORCE";
Name=[=[Conscription]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_LAND_SURVEYORS={
Description=[=[Reduces the cost of purchasing a tile by 20%.]=];
PrereqCivic="CIVIC_EARLY_EMPIRE";
Name=[=[Land Surveyors]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_COLONIZATION={
Description=[=[+50% {{Production6}} toward Settlers.]=];
PrereqCivic="CIVIC_EARLY_EMPIRE";
Name=[=[Colonization]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_INSPIRATION={
Description=[=[+2 {{Scientist6}} points per turn.]=];
PrereqCivic="CIVIC_MYSTICISM";
Name=[=[Inspiration]=];
GovernmentSlotType="SLOT_GREAT_PERSON";};

POLICY_REVELATION={
Description=[=[+2 {{Prophet6}} points per turn.]=];
PrereqCivic="CIVIC_MYSTICISM";
Name=[=[Revelation]=];
GovernmentSlotType="SLOT_GREAT_PERSON";};

POLICY_INSULAE={
Description=[=[+1 {{Housing6}} in all cities with at least 2 specialty districts.]=];
PrereqCivic="CIVIC_GAMES_RECREATION";
Name=[=[Insulae]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_CHARISMATIC_LEADER={
Description=[=[+2 Influence points per turn toward earning city-state {{Envoy6}}s.]=];
PrereqCivic="CIVIC_POLITICAL_PHILOSOPHY";
Name=[=[Charismatic Leader]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

POLICY_DIPLOMATIC_LEAGUE={
Description=[=[The first {{Envoy6}} you send to each city-state counts as two {{Envoy6}}s.]=];
PrereqCivic="CIVIC_POLITICAL_PHILOSOPHY";
Name=[=[Diplomatic League]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

POLICY_LITERARY_TRADITION={
Description=[=[+2 {{Writer6}} points per turn.]=];
PrereqCivic="CIVIC_DRAMA_POETRY";
Name=[=[Literary Tradition]=];
GovernmentSlotType="SLOT_GREAT_PERSON";};

POLICY_RAID={
Description=[=[Yields gained from pillaging are doubled for pillaging improvements.]=];
PrereqCivic="CIVIC_MILITARY_TRAINING";
Name=[=[Raid]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_VETERANCY={
Description=[=[+30% {{Production6}} toward Encampment districts and buildings for that district.]=];
PrereqCivic="CIVIC_MILITARY_TRAINING";
Name=[=[Veterancy]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_BASTIONS={
Description=[=[+6 City {{StrengthIcon6}} Defense Strength. +5 City {{RangedStrengthIcon6}} Ranged Strength.]=];
PrereqCivic="CIVIC_DEFENSIVE_TACTICS";
Name=[=[Bastions]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_LIMES={
Description=[=[+100% {{Production6}} toward defensive buildings.]=];
PrereqCivic="CIVIC_DEFENSIVE_TACTICS";
Name=[=[Limes]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_NATURAL_PHILOSOPHY={
Description=[=[+100% Campus district adjacency bonuses.]=];
PrereqCivic="CIVIC_RECORDED_HISTORY";
Name=[=[Natural Philosophy]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_SCRIPTURE={
Description=[=[+100% Holy Site adjacency bonuses.]=];
PrereqCivic="CIVIC_THEOLOGY";
Name=[=[Scripture]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_NAVAL_INFRASTRUCTURE={
Description=[=[+100% Harbor district adjacency bonuses.]=];
PrereqCivic="CIVIC_NAVAL_TRADITION";
Name=[=[Naval Infrastructure]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_NAVIGATION={
Description=[=[+2 {{Admiral6}} points per turn.]=];
PrereqCivic="CIVIC_NAVAL_TRADITION";
Name=[=[Navigation]=];
GovernmentSlotType="SLOT_GREAT_PERSON";};

POLICY_FEUDAL_CONTRACT={
Description=[=[+50% {{Production6}} toward Ancient, Classical, Medieval, and Renaissance era melee, anti-cavalry, and ranged units.]=];
PrereqCivic="CIVIC_FEUDALISM";
Name=[=[Feudal Contract]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_SERFDOM={
Description=[=[Newly trained Builders gain 2 extra build actions.]=];
PrereqCivic="CIVIC_FEUDALISM";
Name=[=[Serfdom]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_RETAINERS={
Description=[=[+1 {{Amenity6}} for cities with a garrisoned unit.]=];
PrereqCivic="CIVIC_CIVIL_SERVICE";
Name=[=[Retainers]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_MERITOCRACY={
Description=[=[Each city receives +1 {{Culture6}} for each specialty district it constructs.]=];
PrereqCivic="CIVIC_CIVIL_SERVICE";
Name=[=[Meritocracy]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_SACK={
Description=[=[Yields gained from pillaging are doubled for pillaging districts.]=];
PrereqCivic="CIVIC_MERCENARIES";
Name=[=[Sack]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_PROFESSIONAL_ARMY={
Description=[=[50% discount on all unit upgrades.]=];
PrereqCivic="CIVIC_MERCENARIES";
Name=[=[Professional Army]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_TRADE_CONFEDERATION={
Description=[=[+1 {{Culture6}} and +1 {{Science6}} from international {{TradeRoute6}}s.]=];
PrereqCivic="CIVIC_MERCENARIES";
Name=[=[Trade Confederation]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_MERCHANT_CONFEDERATION={
Description=[=[+1 {{Gold6}} from each of your {{Envoy6}}s at city-states.]=];
PrereqCivic="CIVIC_MEDIEVAL_FAIRES";
Name=[=[Merchant Confederation]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

POLICY_AESTHETICS={
Description=[=[+100% Theater Square district adjacency bonuses.]=];
PrereqCivic="CIVIC_MEDIEVAL_FAIRES";
Name=[=[Aesthetics]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_MEDINA_QUARTER={
Description=[=[+2 {{Housing6}} in all cities with at least 3 specialty districts.]=];
PrereqCivic="CIVIC_MEDIEVAL_FAIRES";
Name=[=[Medina Quarter]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_CRAFTSMEN={
Description=[=[100% Industrial Zone adjacency bonuses.]=];
PrereqCivic="CIVIC_GUILDS";
Name=[=[Craftsmen]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_TOWN_CHARTERS={
Description=[=[+100% Commercial Hub district adjacency bonuses.]=];
PrereqCivic="CIVIC_GUILDS";
Name=[=[Town Charters]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_TRAVELING_MERCHANTS={
Description=[=[+2 {{Merchant6}} points per turn.]=];
PrereqCivic="CIVIC_GUILDS";
Name=[=[Traveling Merchants]=];
GovernmentSlotType="SLOT_GREAT_PERSON";};

POLICY_CHIVALRY={
Description=[=[+50% {{Production6}} toward Industrial era and earlier heavy and light cavalry units.]=];
PrereqCivic="CIVIC_DIVINE_RIGHT";
Name=[=[Chivalry]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_GOTHIC_ARCHITECTURE={
Description=[=[+15% {{Production6}} toward Renaissance, Medieval, Classical, and Ancient wonders.]=];
PrereqCivic="CIVIC_DIVINE_RIGHT";
Name=[=[Gothic Architecture]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_PRESS_GANGS={
Description=[=[100% {{Production6}} toward Industrial era and earlier naval units.]=];
PrereqCivic="CIVIC_EXPLORATION";
Name=[=[Press Gangs]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_COLONIAL_OFFICES={
Description=[=[+15% faster growth for cities not on your original {{Capital6}}'s continent.]=];
PrereqCivic="CIVIC_EXPLORATION";
Name=[=[Colonial Offices]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_INVENTION={
Description=[=[+2 {{Engineer6}} points per turn.]=];
PrereqCivic="CIVIC_HUMANISM";
Name=[=[Invention]=];
GovernmentSlotType="SLOT_GREAT_PERSON";};

POLICY_FRESCOES={
Description=[=[+2 {{Artist6}} points per turn.]=];
PrereqCivic="CIVIC_HUMANISM";
Name=[=[Frescoes]=];
GovernmentSlotType="SLOT_GREAT_PERSON";};

POLICY_MACHIAVELLIANISM={
Description=[=[+50% {{Production6}} toward Spies. Spy operations take 25% less time.]=];
PrereqCivic="CIVIC_DIPLOMATIC_SERVICE";
Name=[=[Machiavellianism]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

POLICY_WARS_OF_RELIGION={
Description=[=[+4 {{StrengthIcon6}} Combat Strength when a non-religious unit fights a civilization that follows another Religion.]=];
PrereqCivic="CIVIC_REFORMED_CHURCH";
Name=[=[Wars of Religion]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_RELIGIOUS_ORDERS={
Description=[=[All Religious units +5 {{ReligionIcon6}} Religious Strength in theological combat.]=];
PrereqCivic="CIVIC_REFORMED_CHURCH";
Name=[=[Religious Orders]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_SIMULTANEUM={
Description=[=[Doubles {{Faith6}} yield from Holy Site district buildings.]=];
PrereqCivic="CIVIC_REFORMED_CHURCH";
Name=[=[Simultaneum]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_LOGISTICS={
Description=[=[+1 Movement if starting turn in friendly territory.]=];
PrereqCivic="CIVIC_MERCANTILISM";
Name=[=[Logistics]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_TRIANGULAR_TRADE={
Description=[=[+4 {{Gold6}} and +1 {{Faith6}} from all {{TradeRoute6}}s.]=];
PrereqCivic="CIVIC_MERCANTILISM";
Name=[=[Triangular Trade]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_RATIONALISM={
Description=[=[+100% {{Science6}} from Campus district buildings.]=];
PrereqCivic="CIVIC_THE_ENLIGHTENMENT";
Name=[=[Rationalism]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_FREE_MARKET={
Description=[=[+100% {{Gold6}} yield from Commercial Hub district buildings.]=];
PrereqCivic="CIVIC_THE_ENLIGHTENMENT";
Name=[=[Free Market]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_LIBERALISM={
Description=[=[+1 {{Amenity6}} to all cities with at least 2 specialty districts.]=];
PrereqCivic="CIVIC_THE_ENLIGHTENMENT";
Name=[=[Liberalism]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_NATIVE_CONQUEST={
Description=[=[Combat victories over units from earlier eras provide {{Gold6}} equal to 50% of the {{StrengthIcon6}} Combat Strength of the defeated unit. (on Standard Speed)]=];
PrereqCivic="CIVIC_COLONIALISM";
Name=[=[Native Conquest]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_COLONIAL_TAXES={
Description=[=[+25% {{Gold6}} in cities not on your original {{Capital6}}'s continent.]=];
PrereqCivic="CIVIC_COLONIALISM";
Name=[=[Colonial Taxes]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_RAJ={
Description=[=[+2 {{Science6}}, {{Culture6}}, {{Faith6}}, and {{Gold6}} from each city-state you are Suzerain of.]=];
PrereqCivic="CIVIC_COLONIALISM";
Name=[=[Raj]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

POLICY_PUBLIC_WORKS={
Description=[=[+30% {{Production6}} toward Builders, and newly trained Builders gain 2 extra build actions.]=];
PrereqCivic="CIVIC_CIVIL_ENGINEERING";
Name=[=[Public Works]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_SKYSCRAPERS={
Description=[=[+15% {{Production6}} toward all wonders.]=];
PrereqCivic="CIVIC_CIVIL_ENGINEERING";
Name=[=[Skyscrapers]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_GRANDE_ARMEE={
Description=[=[+50% {{Production6}} toward Industrial era and earlier melee, anti-cavalry, and ranged units.]=];
PrereqCivic="CIVIC_NATIONALISM";
Name=[=[Grande Armée]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_NATIONAL_IDENTITY={
Description=[=[Units have 50% less {{StrengthIcon6}} Combat Strength reduction from being injured.]=];
PrereqCivic="CIVIC_NATIONALISM";
Name=[=[National Identity]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_GRAND_OPERA={
Description=[=[+100% {{Culture6}} yield from Theater Square district buildings.]=];
PrereqCivic="CIVIC_OPERA_BALLET";
Name=[=[Grand Opera]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_SYMPHONIES={
Description=[=[+4 {{Musician6}} points per turn.]=];
PrereqCivic="CIVIC_OPERA_BALLET";
Name=[=[Symphonies]=];
GovernmentSlotType="SLOT_GREAT_PERSON";};

POLICY_PUBLIC_TRANSPORT={
Description=[=[Receive 50 {{Gold6}} per Appeal of tile when replacing a Farm with a Neighborhood district.]=];
PrereqCivic="CIVIC_URBANIZATION";
Name=[=[Public Transport]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_TOTAL_WAR={
Description=[=[Yields gained from pillaging are doubled.]=];
PrereqCivic="CIVIC_SCORCHED_EARTH";
Name=[=[Total War]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_EXPROPRIATION={
Description=[=[+50% {{Production6}} toward Settlers. Plot purchase cost reduced by 20%.]=];
PrereqCivic="CIVIC_SCORCHED_EARTH";
Name=[=[Expropriation]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_MILITARY_ORGANIZATION={
Description=[=[+4 {{General6}} points per turn.]=];
PrereqCivic="CIVIC_SCORCHED_EARTH";
Name=[=[Military Organization]=];
GovernmentSlotType="SLOT_GREAT_PERSON";};

POLICY_MILITARY_RESEARCH={
Description=[=[Military Academies and Seaports generate +1 {{Science6}}.]=];
PrereqCivic="CIVIC_URBANIZATION";
Name=[=[Military Research]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_RESOURCE_MANAGEMENT={
Description=[=[1 copy of a Strategic resource allows you to produce and purchase units requiring it in any city.]=];
PrereqCivic="CIVIC_CONSERVATION";
Name=[=[Resource Management]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_PROPAGANDA={
Description=[=[Accumulate 25% less war weariness than usual.]=];
PrereqCivic="CIVIC_MASS_MEDIA";
Name=[=[Propaganda]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_LEVEE_EN_MASSE={
Description=[=[Unit maintenance cost reduced by 2 {{Gold6}} per turn, per unit.]=];
PrereqCivic="CIVIC_MOBILIZATION";
Name=[=[Levée en Masse]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_LAISSEZ_FAIRE={
Description=[=[+4 {{Merchant6}} points per turn.]=];
PrereqCivic="CIVIC_CAPITALISM";
Name=[=[Laissez-Faire]=];
GovernmentSlotType="SLOT_GREAT_PERSON";};

POLICY_MARKET_ECONOMY={
Description=[=[Your international {{TradeRoute6}}s provide +1 {{Gold6}} per Luxury and Strategic resource improved at the destination, as well as +2 {{Culture6}} and +2 {{Science6}}.]=];
PrereqCivic="CIVIC_CAPITALISM";
Name=[=[Market Economy]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_NOBEL_PRIZE={
Description=[=[+4 {{Scientist6}} points per turn.]=];
PrereqCivic="CIVIC_NUCLEAR_PROGRAM";
Name=[=[Nobel Prize]=];
GovernmentSlotType="SLOT_GREAT_PERSON";};

POLICY_NUCLEAR_ESPIONAGE={
Description=[=[Spies who steal a tech boost without being detected gain an extra boost.]=];
PrereqCivic="CIVIC_NUCLEAR_PROGRAM";
Name=[=[Nuclear Espionage]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

POLICY_POLICE_STATE={
Description=[=[Enemy Spies level reduced by 2 in your lands. However all cities suffer -1 {{Amenity6}}.]=];
PrereqCivic="CIVIC_IDEOLOGY";
Name=[=[Police State]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

POLICY_ECONOMIC_UNION={
Description=[=[+100% Commercial Hub and Harbor district adjacency bonuses.]=];
PrereqCivic="CIVIC_SUFFRAGE";
Name=[=[Economic Union]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_FINEST_HOUR={
Description=[=[+50% {{Production6}} toward Modern and Atomic air units.]=];
PrereqCivic="CIVIC_SUFFRAGE";
Name=[=[Their Finest Hour]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_ARSENAL_OF_DEMOCRACY={
Description=[=[Your {{TradeRoute6}}s to an Ally's city provide +2 {{Food6}} and +2 {{Production6}} for both cities.]=];
PrereqCivic="CIVIC_SUFFRAGE";
Name=[=[Arsenal of Democracy]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

POLICY_NEW_DEAL={
Description=[=[+4 {{Housing6}}, +2 {{Amenities6}}, -8 {{Gold6}} to all cities with at least 3 specialty districts.]=];
PrereqCivic="CIVIC_SUFFRAGE";
Name=[=[New Deal]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_LIGHTNING_WARFARE={
Description=[=[+50% {{Production6}} for all heavy and light cavalry units.]=];
PrereqCivic="CIVIC_TOTALITARIANISM";
Name=[=[Lightning Warfare]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_THIRD_ALTERNATIVE={
Description=[=[+4 {{Gold6}} from each Research Lab, Military Academy, and Power Plant.]=];
PrereqCivic="CIVIC_TOTALITARIANISM";
Name=[=[Third Alternative]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_MARTIAL_LAW={
Description=[=[Accumulate 25% less war weariness than usual.]=];
PrereqCivic="CIVIC_TOTALITARIANISM";
Name=[=[Martial Law]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_GUNBOAT_DIPLOMACY={
Description=[=[Open Borders with all city-states, and +4 Influence points per turn toward earning {{Envoy6}}s.]=];
PrereqCivic="CIVIC_TOTALITARIANISM";
Name=[=[Gunboat Diplomacy]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

POLICY_FIVE_YEAR_PLAN={
Description=[=[+100% Campus and Industrial Zone district adjacency bonuses.]=];
PrereqCivic="CIVIC_CLASS_STRUGGLE";
Name=[=[Five-Year Plan]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_COLLECTIVIZATION={
Description=[=[+4 {{Food6}} from domestic {{TradeRoute6}}s.]=];
PrereqCivic="CIVIC_CLASS_STRUGGLE";
Name=[=[Collectivization]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_PATRIOTIC_WAR={
Description=[=[+100% {{Production6}} for Modern, Atomic, and Information era support units.]=];
PrereqCivic="CIVIC_CLASS_STRUGGLE";
Name=[=[Patriotic War]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_DEFENSE_OF_MOTHERLAND={
Description=[=[No war weariness from combat in your territory.]=];
PrereqCivic="CIVIC_CLASS_STRUGGLE";
Name=[=[Defense of the Motherland]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_CRYPTOGRAPHY={
Description=[=[Enemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operations.]=];
PrereqCivic="CIVIC_COLD_WAR";
Name=[=[Cryptography]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

POLICY_INTERNATIONAL_WATERS={
Description=[=[+100% {{Production6}} toward all naval units, excluding Carriers.]=];
PrereqCivic="CIVIC_COLD_WAR";
Name=[=[International Waters]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_CONTAINMENT={
Description=[=[Each {{Envoy6}} you send to a city-state counts as two, if its Suzerain has a different government than you.]=];
PrereqCivic="CIVIC_COLD_WAR";
Name=[=[Containment]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

POLICY_HERITAGE_TOURISM={
Description=[=[+100% {{Tourism6}} from {{GreatWorkLandscape6}} Great Works of Art and {{GreatWorkArtifact6}} Artifacts.]=];
PrereqCivic="CIVIC_CULTURAL_HERITAGE";
Name=[=[Heritage Tourism]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_SPORTS_MEDIA={
Description=[=[+100% Theater Square district adjacency bonuses, and Stadiums generate +1 {{Amenity6}}.]=];
PrereqCivic="CIVIC_PROFESSIONAL_SPORTS";
Name=[=[Sports Media]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_MILITARY_FIRST={
Description=[=[+50% {{Production6}} toward all melee, anti-cavalry, and ranged units.]=];
PrereqCivic="CIVIC_RAPID_DEPLOYMENT";
Name=[=[Military First]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_SATELLITE_BROADCASTS={
Description=[=[+200% {{Tourism6}} from {{GreatWorkMusic6}} Great Works of Music.]=];
PrereqCivic="CIVIC_SPACE_RACE";
Name=[=[Satellite Broadcasts]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_INTEGRATED_SPACE_CELL={
Description=[=[+15% {{Production6}} toward Space Race projects if a city has either a Military Academy or a Seaport.]=];
PrereqCivic="CIVIC_SPACE_RACE";
Name=[=[Integrated Space Cell]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_STRATEGIC_AIR_FORCE={
Description=[=[+50% {{Production6}} toward all air units and toward Carriers.]=];
PrereqCivic="CIVIC_GLOBALIZATION";
Name=[=[Strategic Air Force]=];
GovernmentSlotType="SLOT_MILITARY";};

POLICY_ECOMMERCE={
Description=[=[+5 {{Production6}} and +10 {{Gold6}} from international {{TradeRoute6}}s.]=];
PrereqCivic="CIVIC_GLOBALIZATION";
Name=[=[Ecommerce]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_INTERNATIONAL_SPACE_AGENCY={
Description=[=[+5% {{Science6}} per city-state you are the Suzerain of.]=];
PrereqCivic="CIVIC_GLOBALIZATION";
Name=[=[International Space Agency]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

POLICY_ONLINE_COMMUNITIES={
Description=[=[+50% {{Tourism6}} output to civilizations to which you have a {{TradeRoute6}}.]=];
PrereqCivic="CIVIC_SOCIAL_MEDIA";
Name=[=[Online Communities]=];
GovernmentSlotType="SLOT_ECONOMIC";};

POLICY_COLLECTIVE_ACTIVISM={
Description=[=[+5% {{Culture6}} per city-state you are the Suzerain of.]=];
PrereqCivic="CIVIC_SOCIAL_MEDIA";
Name=[=[Collective Activism]=];
GovernmentSlotType="SLOT_DIPLOMATIC";};

}
return data
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