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Policy Cards are a new gameplay mechanic introduced in Civilization VI, and are part of the new government system of the game. They represent the new incarnation of social policies, the actual effects of your political agenda, and in many cases are referred to as "Policies," both in order to shorten the name, and to keep the tradition of previous games.
As you progress through the Civics tree, you will gain Policy Cards, which can then be placed into the relevant Policy Card slots in your Government. Different Governments have different policy slot configurations, meaning that you may only activate so many cards of each type at any given time.
Policies have concrete effects for gameplay, such as bonus stats ( Culture, Gold, etc.), or accelerated Production rate for something. Compared to the social policies of Civilization V, they are more focused and with limited effects; however, they may be shuffled almost at will instead of staying locked through the game. There are no right or wrong policy choices in the game - although one policy may be better than another in a given circumstance, policy choices are entirely up to personal preference. Try them all to find your favorite ones.
There are four types of Policy Cards (five in Rise and Fall), which are slotted into corresponding slots in one's Government. Once slotted, Policies will activate their described effects and enhance your game accordingly. The policy card types are as follows:
- Military (Red), oriented towards combat, unit production and maintenance, and strategic resource management.
- Economic (Yellow), oriented towards Production, yield boosts, Housing and Amenities.
- Diplomatic (Green), oriented towards diplomacy and city-state relations.
- Wildcard (Purple), oriented towards Great People points and Legacy bonuses. In Rise and Fall, Dark Age (Black) cards can also be placed in these slots - see below for more information about these.
While a Wildcard Policy Card may only be housed in a Wildcard slot, a Wildcard slot can also house any other type of Policy Card ( Military, Economic, or Diplomatic). This gives Wildcard slots great flexibility, as they are capable of housing a card of any type.
Note that Policy Cards have effects that are often directed at particular eras; they become obsolete once you advance further. The first (and maybe most shocking example) is the Revelation Policy, which becomes obsolete the moment the last Great Prophet in the game is attracted, which usually happens by the Medieval Era. With continued development of Civics, you will eventually unlock other cards with similar effects, directed at more advanced eras. When this happens, the older cards are removed from your deck. Pay attention to the description of each Civic - there you will find what (if any) older Policy Cards will be rendered obsolete. Sometimes this might actually become a problem! Let's say, for example, that you're building a Medieval Era wonder and using the Production bonus from Gothic Architecture, but you are developing the Civil Engineering civic. When you finish its development, Gothic Architecture is rendered obsolete and replaced with the newer Skyscrapers card; but this card does not provide bonus towards building medieval wonders. Thus, you will lose the boost and will have to take extra time to finish your wonder, risking someone else beating you to it.
How to Gain More Policy Card Slots Edit
How many slots for Policy Cards you have available depends directly on your Government type. Because of the many bonuses provided by Policy Cards, it is recommended to try to obtain as many Policy Card slots as possible. One can increase your amount of Policy Card Slots by doing any of the following:
- Changing to a more advanced Government - When you start the game, you are in a Chiefdom with only 2 slots, but as time goes on you can adopt new forms of government with more slots (2, 4, 6, 8). In Gathering Storm, you can unlock a Tier 4 government with 10 card slots.
- Playing as Greece - "Plato's Republic" grants +1 Wildcard Policy Slot.
- Playing as Frederick Barbarossa - "Holy Roman Emperor" Leader Ability grants +1 Military Policy Slot.
- Building Alhambra - Grants +1 Military Policy Slot.
- Building Big Ben - Grants +1 Economic Policy Slot.
- Building Forbidden City - Grants +1 Wildcard Policy Slot.
- Building Potala Palace - Grants +1 Diplomatic Policy Slot.
- Using Adam Smith's Great Person ability (in vanilla Civilization VI) - Grants +1 Economic Policy Slot.
- Invoking a World Ideology Government Type in the World Congress (Gathering Storm) - Grants +1 Wildcard Policy Slot.
- If the Secret Societies Game Mode is enabled, the Owls of Minerva grant +1 Economic Policy Slots in the Ancient Era and +1 Wildcard Policy Slots in the Industrial Era.
Completing as many of the above conditions as possible will net a maximum of 14 Policy Card Slots (vanilla version only), as it is impossible to play as both Greece and Germany at the same time. This number is changed to 13 in Rise and Fall and up to 15 in Gathering Storm. If the Secret Societies Game Mode is enabled, the maximum number is 15 in Rise and Fall and up to 17 in Gathering Storm!
Policy changes in Rise and Fall Edit
The first expansion to Civilization VI brings small but important changes to many Policies. Most of them have been tweaked so as to include the new Loyalty mechanics. New Policies have been added for the same reason, as well as to benefit the new and enhanced Alliances system. There is one notable change, however: Policies which previously provided a 100% increase in yields from district-specific buildings (e.g. Science from Libraries, Universities, and Research Labs) have now been conditioned to only provide it in cities with 10+ Population, or districts with +3 or better adjacency bonuses. This makes it much more difficult to actually get the bonus, and in practice limits its usefulness in many cities, which was probably a balancing decision.
Finally, Legacy bonuses from Governments have been removed and are now represented as Wildcard Policies, which can be adopted after you switch away from a given government.
Policy changes in Gathering Storm Edit
The latest expansion brings many new Policies. Many of them are related to the new way Strategic resources are handled; the rest are the late-game Policies from the Future Era which bring powerful effects capable of tipping victory progression not only of your own civilization, but of your rivals' as well!
Also, a very important change was made regarding Era-specific Policies: namely, they now work for all previous Eras, as well as the new ones (previously they would only work for the 2 latest Eras, and not for the older ones). This makes them much more universal and gives advanced civilizations a logical advantage across the board, instead of just for their current Era-specific units and wonders.
List of Policy Cards Edit
These are separated by type, and ordered by the civic timeline you will gain them.
|Survey||Military||Double experience for recon units.||None||Native Conquest||Code of Laws||Ancient|
|God King||Economic||+1 Gold and Faith in the Capital.||None||Scripture||Code of Laws||Ancient|
|Discipline||Military||+5 Combat Strength when fighting Barbarians.||None||Native Conquest||Code of Laws||Ancient|
|Urban Planning||Economic||+1 Production in all cities.||None||Colonial Offices||Code of Laws||Ancient|
|Ilkum||Economic||+30% Production towards Builders.||None||Serfdom||Craftmanship||Ancient|
|Agoge||Military||+50% Production towards Ancient and Classical era melee, ranged and anti-cavalry units.||None||Feudal Contract||Craftmanship||Ancient|
|Caravansaries||Economic||+2 additional Gold from all Trade Routes.||None||Triangular Trade||Foreign Trade||Ancient|
|Maritime Industries||Military||+100% Production towards all Ancient and Classical era naval units.||None||Press Gangs, International Waters||Foreign Trade||Ancient|
|Maneuver||Military||+50% Production towards all Ancient and Classical era light and heavy cavalry units.||None||Chivalry, Lightning Warfare||Military Tradition||Ancient|
|Strategos||Wildcard||+2 Great General points per turn.||None||Military Organization||Military Tradition||Ancient|
|Conscription||Military||Unit maintenance reduced by 1 Gold per turn per unit.||None||Levée en Masse||State Workforce||Ancient|
|Corvée||Economic||+15% Production towards Ancient and Classical era wonders.||None||Gothic Architecture, Skyscrapers||State Workforce||Ancient|
|Land Surveyors||Economic||Reduces the cost to purchase a tile by 20%.||None||Expropriation||Early Empire||Ancient|
|Colonization||Economic||+50% Production towards Settlers.||None||Expropriation||Early Empire||Ancient|
|Inspiration||Wildcard||+2 Great Scientist points per turn.||None||Science Foundations||Mysticism||Ancient|
|Revelation||Wildcard||+2 Great Prophet points per turn.||None||Humanism||Mysticism||Ancient|
|Limitanei||Military||+2 Loyalty per turn for cities with a garrisoned unit.||None||None||Early Empire||Ancient|
|Insulae||Economic||+1 Housing in all cities with at least 2 specialty districts.||None||Medina Quarter||Games and Recreation||Classical|
|Charismatic Leader||Diplomatic||+2 influence points per turn.||None||Gunboat Diplomacy||Political Philosophy||Classical|
|Diplomatic League||Diplomatic||The first Envoy you send to each city-state counts as 2 Envoys.||None||None||Political Philosophy||Classical|
|Literary Tradition||Wildcard||+2 Great Writer points per turn.||None||None||Drama and Poetry||Classical|
|Raid||Military||Yields gained from pillaging are doubled for pillaging improvements.||None||Total War||Military Training||Classical|
|Veterancy||Military||+30% Production towards Encampment districts and buildings.||None||None||Military Training||Classical|
|Equestrian Orders||Military||All improved Horses and Iron resources yield 1 additional resource per turn.||None||None||Military Training||Classical|
|Bastions||Military||+6 City Defense Strength. +5 City Ranged Strength.||None||Public Works||Defensive Tactics||Classical|
|Limes||Military||+100% Production towards defensive buildings.||None||Lightning Warfare||Defensive Tactics||Classical|
|Natural Philosophy||Economic||+100% Campus district adjacency bonuses.||None||Five-Year Plan||Recorded History||Classical|
|Scripture||Economic||+100% Holy Site district adjacency bonuses.||God King||None||Theology||Classical|
|Praetorium||Diplomatic||Governors provide +2 Loyalty per turn to their city.||None||Communications Office||Recorded History||Classical|
|Naval Infrastructure||Economic||+100% Harbor district adjacency bonuses.||None||Economic Union||Naval Tradition||Medieval|
|Navigation||Wildcard||+2 Great Admiral points per turn.||None||None||Naval Tradition||Medieval|
|Feudal Contract||Military||+50% Production towards Ancient, Classical, Medieval and Renaissance era melee, ranged and anti-cavalry units.||Agoge||Grande Armée||Feudalism||Medieval|
|Serfdom||Economic||Newly trained Builders gain 2 extra build actions.||Ilkum||Public Works||Feudalism||Medieval|
|Meritocracy||Economic||Each city receives +1 Culture for each specialty district it constructs.||None||None||Civil Service||Medieval|
|Retainers||Military||+1 Amenity for cities with a garrisoned unit.||None||Propaganda||Civil Service||Medieval|
|Sack||Military||Yields gained from pillaging are doubled for districts.||None||Total War||Mercenaries||Medieval|
|Professional Army||Military||50% discount on all unit upgrades.||None||Force Modernization||Mercenaries||Medieval|
|Retinues||Military||50% resource discount on all unit upgrades.||None||Force Modernization||Mercenaries||Medieval|
|Trade Confederation||Economic||+1 Culture and +1 Science from international Trade Routes.||None||Market Economy||Mercenaries||Medieval|
|Merchant Confederation||Diplomatic||+1 Gold from each of your city-state Envoys||None||None||Medieval Faires||Medieval|
|Aesthetics||Economic||+100% Theater Square district adjacency bonuses.||None||Sports Media||Medieval Faires||Medieval|
|Medina Quarter||Economic||+2 Housing in all cities with at least 3 specialty districts.||Insulae||New Deal||Medieval Faires||Medieval|
|Craftsmen||Economic||+100% Industrial Zone district adjacency bonuses.||None||Five-Year Plan||Guilds||Medieval|
|Town Charters||Economic||+100% Commercial Hub district adjacency bonuses.||None||Economic Union||Guilds||Medieval|
|Traveling Merchants||Wildcard||+2 Great Merchant points per turn.||None||Laissez-Faire||Guilds||Medieval|
|Chivalry||Military||+50% Production toward Industrial era and earlier light and heavy cavalry units.||Maneuver||Lightning Warfare||Divine Right||Medieval|
|Gothic Architecture||Economic||+15% Production toward Ancient, Classical, Medieval and Renaissance era wonders.||Corvée||Skyscrapers||Divine Right||Medieval|
|Civil Prestige||Economic||Established Governors with at least 2 Promotions provide +1 Amenity and +2 Housing.||None||None||Civil Service||Medieval|
|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||Exploration||Renaissance|
|Colonial Offices||Economic||+15% faster growth for cities not on your original Capital's continent.||Urban Planning||None||Exploration||Renaissance|
|Invention||Wildcard||+2 Great Engineer points per turn.||Revelation||None||Humanism||Renaissance|
|Frescoes||Wildcard||+2 Great Artist points per turn.||Revelation||None||Humanism||Renaissance|
|Machiavellianism||Diplomatic||+50% Production towards Spies. Spy operations take 25% less time.||None||None||Diplomatic Service||Renaissance|
|Wars of Religion||Military||+4 Combat Strength when fighting civilizations that follow other religions.||None||None||Reformed Church||Renaissance|
|Simultaneum||Economic||Doubles Faith yield from Holy Site district buildings.||None||None||Reformed Church||Renaissance|
|Religious Orders||Economic||All religious units gain +5 Religious Strength in theological combat.||None||None||Reformed Church||Renaissance|
|Logistics||Military||+1 Movement if starting turn in friendly territory.||None||None||Mercantilism||Renaissance|
|Triangular Trade||Economic||+4 Gold and +1 Faith from all Trade Routes.||Caravansaries||Ecommerce||Mercantilism||Renaissance|
|Drill Manuals||Military||All improved Niter and Coal resources yield 1 additional resource per turn.||None||None||Mercantilism||Renaissance|
|Rationalism||Economic||+100% Science from Campus district buildings.||None||None||The Enlightenment||Renaissance|
|Free Market||Economic||+100% Gold yield from Commercial Hub district buildings.||None||None||The Enlightenment||Renaissance|
|Liberalism||Economic||+1 Amenity to all cities with at least 2 specialty districts.||None||New Deal||The Enlightenment||Renaissance|
|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.||None||Arsenal of Democracy||Diplomatic Service||Renaissance|
|Grande Armée||Military||+50% Production towards Industrial era and earlier melee, ranged and anti-cavalry units.||Feudal Contract||Military First||Nationalism||Industrial|
|National Identity||Military||Units have 50% less Combat Strength reduction from being injured.||None||None||Nationalism||Industrial|
|Press Gangs||Military||+100% Production towards Industrial era and earlier naval units.||Maritime Industries||International Waters||Colonialism||Industrial|
|Colonial Taxes||Economic||+25% Gold in cities not on your original Capital's continent.||None||None||Colonialism||Industrial|
|Raj||Diplomatic||+2 Science, Culture, Faith and Gold from all city-states you're Suzerain of.||None||None||Colonialism||Industrial|
|Public Works||Economic||+30% Production towards Builders. Newly trained Builders gain 2 additional Build actions.||Serfdom||None||Civil Engineering||Industrial|
|Skyscrapers||Economic||+15% Production towards all Wonders.||Gothic Architecture||None||Civil Engineering||Industrial|
|Grand Opera||Economic||+100% Culture yield from Theater Square district buildings.||None||Professional Sports||Opera and Ballet||Industrial|
|Symphonies||Wildcard||+4 Great Musician points per turn.||None||None||Opera and Ballet||Industrial|
|Public Transport||Economic||Receive 50 Gold per Appeal of tile when replacing a Farm with a Neighborhood district.||None||None||Urbanization||Industrial|
|Military Research||Military||Military Academies and Seaports generate +1 Science.||None||Integrated Space Cell||Urbanization||Industrial|
|Force Modernization||Military||50% Gold and resource discount on all unit upgrades.||Professional Army, Retinues||None||Urbanization||Industrial|
|Total War||Military||Yields gained from pillaging and coastal raids are +100%. +50% rewards for plundering Trade Routes.||Raid, Sack||None||Scorched Earth||Industrial|
|Expropriation||Economic||Settler cost reduced by 50%. Plot purchase cost reduced by 20%.||Colonization, Land Surveyors||None||Scorched Earth||Industrial|
|Military Organization||Wildcard||+4 Great General points per turn.||Strategos||None||Scorched Earth||Industrial|
|Resource Management||Economic||1 copy of a Strategic Resource allows you to produce or purchase units requiring it in every city.||None||None||Conservation||Modern|
|Propaganda||Military||Accumulate 25% less war weariness than usual.||Retainers||None||Mass Media||Modern|
|Levée en Masse||Military||Unit maintenance cost reduced by 2 Gold per unit.||Conscription||None||Mobilization||Modern|
|Laissez-Faire||Wildcard||+4 Great Merchant points per turn.||Travelling Merchants||None||Capitalism||Modern|
|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|
|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.
|Science Foundations||Wildcard||+4 Great Scientist points per turn.||Inspiration||None||Nuclear Program||Modern|
|Nuclear Espionage||Diplomatic||Spies who steal a tech boost without being detected gain an extra boost.||None||None||Nuclear Program||Modern|
|Economic Union||Economic||+100% Commercial Hub and Harbor district adjacency bonuses.||Naval Infrastructure, Town Charters||None||Suffrage||Modern|
|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|
|Arsenal of Democracy||Diplomatic||Your Trade Routes to an ally's city provide +2 Food and Production for both cities.||Wisselbanken||None||Suffrage||Modern|
|New Deal||Economic||+4 Housing, +2 Amenities, -8 Gold to all cities with at least 3 specialty districts.||Medina Quarter, Liberalism||None||Suffrage||Modern|
|Lightning Warfare||Military||+50% Production for all heavy and light cavalry units.||Chivalry, Maneuver||None||Totalitarianism||Modern|
|Third Alternative||Economic||+4 Gold from each Research Lab, Military Academy and Power Plant.||None||None||Totalitarianism||Modern|
|Martial Law||Military||Accumulate 25% less war weariness than usual.||None||None||Totalitarianism||Modern|
|Gunboat Diplomacy||Diplomatic||Open Borders with all City-States, and +4 influence points per turn towards earning Envoys.||Charismatic Leader||None||Totalitarianism||Modern|
|Five-Year Plan||Economic||+100% Campus and Industrial Zone district adjacency bonuses.||Craftsmen, Natural Philosophy||None||Class Struggle||Modern|
|Collectivization||Economic||+4 Food from domestic Trade Routes.||None||None||Class Struggle||Modern|
|Patriotic War||Military||+100% Production towards Modern, Atomic and Information era support units.||None||None||Class Struggle||Modern|
|Defense of the Motherland||Military||No war weariness from combat in your territory.||None||None||Class Struggle||Modern|
|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|
|International Waters||Military||+100% Production towards all naval units, excluding Carriers.||Maritime Industries, Press Gangs||None||Cold War||Atomic|
|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|
|Heritage Tourism||Economic||+100% Tourism from Great Works and Artifacts.||None||None||Cultural Heritage||Atomic|
|Sports Media||Economic||+100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenity.||Aesthetics, Grand Opera||None||Professional Sports||Atomic|
|Military First||Military||+50% Production toward all melee, anti-cavalry and ranged units.||Grande Armee||None||Rapid Deployment||Atomic|
|Satellite Broadcasts||Economic||+200% Tourism from Great Works of Music.||None||None||Space Race||Atomic|
|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|
|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|
|Second Strike Capability||Military||Nuclear Device maintenance reduced by 50% Gold per turn.||None||None||Cold War||Atomic|
|Strategic Air Force||Military||+50% Production toward all air units and toward Carriers.||Their Finest Hour||None||Globalization||Information|
|Ecommerce||Economic||+5 Production and +10 Gold from international Trade Routes.||Triangular Trade||None||Globalization||Information|
|International Space Agency||Diplomatic||+10% ( 5%) Science per City-State you are the Suzerain of.||None||None||Globalization||Information|
|Online Communities||Economic||+50% Tourism output to civilizations to which you have a Trade Route.||None||None||Social Media||Information|
|Collective Activism||Diplomatic||+10% ( 5%) Culture per City-State you are the Suzerain of.||None||None||Social Media||Information|
|After Action Reports||Military||All units gain +25% combat experience.||None||None||Rapid Deployment||Information|
|Communications Office||Diplomatic||Governors provide +1 Loyalty per turn to their city, per Promotion the Governor has.||Praetorium||None||Social Media||Information|
|Aerospace Contractors||Wildcard||Cities with a Spaceport gain +3 Aluminum per turn and +3 Power.||None||None||Exodus Imperative||Future|
|Space Tourism||Wildcard||Tourism from other players is reduced by 20% versus your civilization.||None||None||Exodus Imperative||Future|
|Hallyu||Wildcard||Your Rock Band units can choose from any possible promotion.||None||None||Cultural Hegemony||Future|
|Non-State Actors||Wildcard||Your Spy units can choose from any possible promotion.||None||None||Cultural Hegemony||Future|
|Integrated Attack Logistics||Wildcard||+1 Movement if starting turn in enemy territory. +50% Production for Giant Death Robots.||None||None||Information Warfare||Future|
|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|
|Diplomatic Capital||Wildcard||+4 Diplomatic Favor per turn.||None||None||Smart Power Doctrine||Future|
|Global Coalition||Wildcard||+7 Combat Strength for units in friendly territory.||None||None||Smart Power Doctrine||Future|
- ↑ Removed in the February 2018 Update; effects were transferred to Raid.
- ↑ In Vanilla version and Rise and Fall, it was called "Nobel Prize".
- ↑ 3.0 3.1 Requires Democracy in Gathering Storm.
- ↑ 4.0 4.1 Requires Fascism in Gathering Storm.
- ↑ 5.0 5.1 Requires Communism in Gathering Storm.
Dark Age Policy CardsEdit
Dark Age Policy Cards are a new type of policy introduced in Rise and Fall. As their name implies, they can only be adopted by civilizations that are experiencing a Dark Age. They must be placed in Wildcard slots, and provide potent benefits...at a price.
Different Dark Age Policy Cards become available as the game progresses, as seen in the table below.
|Name||Description||First available||Last available|
|Monasticism|| +75% Science in cities with a Holy Site.
BUT: -25% Culture in all cities.
|Classical Era||Medieval Era|
|Twilight Valor|| All units +5 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 Combat Strength in friendly territory.||Classical Era||Renaissance Era|
|Isolationism||Domestic routes provide +2 Food, +2 Production.||Classical Era||Industrial Era|
|Letters of Marque||Naval Raiders: +100% Production, +2 Movement. Yields doubled from plundering Trade Routes.||Renaissance Era||Modern Era|
|Robber Barons||+50% Gold in cities with a Stock Exchange. +25% Production in cities with a Factory.||Industrial Era||Information Era|
|Elite Forces|| +100% combat experience for all units.
BUT: +2 Gold to maintain each military unit.
|Industrial Era||Information Era|
|Collectivism||Farms +1 Food. All cities +2 Housing. +100% Industrial Zone adjacency bonuses.||Modern Era||Information Era|
|Rogue State||+50% Production to nuclear program projects and WMDs.||Atomic Era||Information Era|
|Flower Power|| 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||+10 Combat Strength against units from Information and Future Eras.||Information Era||Future Era|
|Automated Workforce|| Your cities get +20% Production towards city projects.
BUT: -1 Amenity and -5 Loyalty per turn in your cities.
|Information Era||Future Era|
|Disinformation Campaign||+3 Diplomatic Favor per turn for each Broadcast Center.||Information Era||Future Era|
Added in the Gathering Storm expansion pack.
|Civilization VI |
|Rise and Fall • Gathering Storm • New Frontier Pass|