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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.

Mechanics Edit

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 (Civ6Culture Culture, Civ6Gold Gold, etc.), or accelerated Civ6Production 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:

  • Civ6Icon Military Policy Military (Red), oriented towards combat, unit production and maintenance, and strategic resource management.
  • Civ6Icon Economic Policy Economic (Yellow), oriented towards Civ6Production Production, yield boosts, Housing6 Housing and Amenities6 Amenities.
  • Civ6Icon Diplomatic Policy Diplomatic (Green), oriented towards diplomacy and city-state relations.
  • Civ6Icon Wildcard Policy Wildcard (Purple), oriented towards GreatPerson6 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 Civ6Icon Wildcard Policy Wildcard Policy Card may only be housed in a Civ6Icon Wildcard Slot Wildcard slot, a Wildcard slot can also house any other type of Policy Card (Civ6Icon Military Policy Military, Civ6Icon Economic Policy Economic, or Civ6Icon Diplomatic Policy 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 Civ6Production 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 9 card slots.
  • Playing as Greece - "Plato's Republic" grants 1 additional Wildcard Policy Slot.
  • Playing as Frederick Barbarossa - "Holy Roman Emperor" Leader Ability grants 1 additional 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 a Wildcard Policy Slot.

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.

 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. Civ6Science Science from Libraries, Universities, and Research Labs) have now been conditioned to only provide it in cities with 10+ Citizen6 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.

Name Type Description Supersedes Obsoleted by Civic Era
Survey Military Double experience for recon units. None Exploration Code of Laws Ancient
God King Economic +1 Civ6Gold Gold and Civ6Faith Faith in the Capital6 Capital. None Scripture Code of Laws Ancient
Discipline Military +5 Civ6StrengthIcon Combat Strength when fighting Barbarians. None Exploration Code of Laws Ancient
Urban Planning Economic +1 Civ6Production Production in all cities. None Exploration Code of Laws Ancient
Ilkum Economic +30% Civ6Production Production towards Builders. None Serfdom Craftmanship Ancient
Agoge Military +50% Civ6Production Production towards Ancient and Classical era melee and ranged units. None Feudal Contract Craftmanship Ancient
Caravansaries Economic +2 additional Civ6Gold Gold from all TradeRoute6 Trade Routes. None Triangular Trade Foreign Trade Ancient
Maritime Industries Military +100% Civ6Production Production towards all Ancient and Classical era naval units. None Press Gangs Foreign Trade Ancient
Maneuver Military +50% Civ6Production Production towards all Ancient and Classical era light and heavy cavalry units. None Chivalry Military Tradition Ancient
Strategos Wildcard +2 General6 Great General points per turn. None Military Organization Military Tradition Ancient
Conscription Military Unit maintenance reduced by 1 Civ6Gold Gold per turn per unit. None Levée en Masse State Workforce Ancient
Corvée Economic +15% Civ6Production Production towards Ancient and Classical era wonders. None Gothic Architecture State Workforce Ancient
Land Surveyors Economic Reduces the cost to purchase a tile by 20%. None Expropriation Early Empire Ancient
Colonization Economic +50% Civ6Production Production towards Settlers. None Expropriation Early Empire Ancient
Inspiration Wildcard +2 Scientist6 Great Scientist points per turn. None Nobel Prize Mysticism Ancient
Revelation Wildcard +2 Prophet6 Great Prophet points per turn. None Humanism Mysticism Ancient
Limitanei R&F-Only Military +2 Loyalty per turn for cities with a garrisoned unit. None None Early Empire Ancient
Insulae Economic +1 Housing6 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 Envoy6 Envoy you send to each city-state counts as 2 Envoy6 Envoys. None None Political Philosophy Classical
Literary Tradition Wildcard +2 Writer6 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% Civ6Production Production towards Encampment districts and buildings. None None Military Training Classical
Equestrian Orders GS-Only Military All improved Horses (Civ6) Horses and Iron (Civ6) Iron resources yield 1 additional resource per turn. None None Military Training Classical
Bastions Military +6 City Civ6StrengthIcon Defense Strength. +5 City Civ6RangedStrength Ranged Strength. None Civil Engineering Defensive Tactics Classical
Limes Military +100% Civ6Production Production towards defensive buildings. None Civil Engineering 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 R&F-Only 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 Admiral6 Great Admiral points per turn. None None Naval Tradition Medieval
Feudal Contract Military +50% Civ6Production Production towards Medieval and Renaissance era melee and ranged 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 Civ6Culture Culture for each specialty district it constructs. None None Civil Service Medieval
Retainers Military +1 Amenities6 Amenity for cities with a garrisoned unit. None Propaganda Civil Service Medieval
Sack

[1]

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

GS-Only 50% Civ6Gold Gold discount on all unit upgrades.

None Force Modernization Mercenaries Medieval
Retinues GS-Only Military 50% resource discount on all unit upgrades. None Force Modernization Mercenaries Medieval
Trade Confederation Economic +1 Civ6Culture Culture and +1 Civ6Science Science from international TradeRoute6 Trade Routes. None Market Economy Mercenaries Medieval
Merchant Confederation Diplomatic +1 Civ6Gold 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 Housing6 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 Merchant6 Great Merchant points per turn. None Laissez-Faire Guilds Medieval
Chivalry Military +50% Civ6Production Production to all Medieval, Renaissance, and Industrial era light and heavy cavalry units. Maneuver Lightning Warfare Divine Right Medieval
Gothic Architecture Economic +15% Civ6Production Production towards Medieval and Renaissance era wonders. Corvée Skyscrapers Divine Right Medieval
Civil Prestige R&F-Only Economic Established Governors with at least 3 Promotions provide +1 Amenities6 Amenity and +1 Housing6 Housing. None None Civil Service Medieval
Native Conquest Military Combat victories over units from earlier eras provide Civ6Gold Gold equal to 50% of the Civ6StrengthIcon Combat Strength of the defeated unit. Discipline, Survey None Exploration Renaissance
Colonial Offices Economic +15% faster growth for cities not on your original Capital6 Capital's continent.

R&F-Only +15% faster growth and 3 Loyalty per turn for cities not on your original Capital6 Capital's continent.

Urban Planning None Exploration Renaissance
Invention Wildcard +2 Engineer6 Great Engineer points per turn. Revelation None Humanism Renaissance
Frescoes Wildcard +2 Artist6 Great Artist points per turn. Revelation None Humanism Renaissance
Machiavellianism Diplomatic +50% Civ6Production Production towards Spies. Spy operations take 25% less time. None None Diplomatic Service Renaissance
Wars of Religion Military +4 Civ6StrengthIcon Combat Strength when fighting civilizations that follow other religions. None None Reformed Church Renaissance
Simultaneum Economic Doubles Civ6Faith Faith yield from Holy Site district buildings.

R&F-Only Extra Civ6Faith Faith from buildings in Holy Sites: +50% if city Citizen6 population is 10 or higher, +50% if district has at least +3 adjacency bonus.

None None Reformed Church Renaissance
Religious Orders Economic All religious units gain +5 ReligiousStrength6 Religious Strength in theological combat. None None Reformed Church Renaissance
Logistics Military +1 Civ6Movement Movement if starting turn in friendly territory. None None Mercantilism Renaissance
Triangular Trade Economic +4 Civ6Gold Gold and +1 Civ6Faith Faith from all TradeRoute6 Trade Routes. Caravansaries Ecommerce Mercantilism Renaissance
Drill Manuals GS-Only Military All improved Niter (Civ6) Niter and Coal (Civ6) Coal resources yield 1 additional resource per turn. None None Mercantilism Renaissance
Rationalism Economic +100% Civ6Science Science from Campus district buildings.

R&F-Only Extra Civ6Science Science from buildings in Campuses: +50% if city Citizen6 population is 10 or higher, +50% if district has at least +3 adjacency bonus.

None None The Enlightenment Renaissance
Free Market Economic +100% Civ6Gold Gold yield from Commercial Hub district buildings.

R&F-Only Extra Civ6Gold Gold from buildings in Commercial Hubs: +50% if city Citizen6 population is 10 or higher, +50% if district has at least +4 adjacency bonus.

None None The Enlightenment Renaissance
Liberalism Economic +1 Amenities6 Amenity to all cities with at least 2 specialty districts. None New Deal The Enlightenment Renaissance
Wisselbanken R&F-Only Diplomatic Your TradeRoute6 Trade Routes to an Ally's city provide +2 Civ6Food Food and +2 Civ6Production Production for both cities. Alliance Points with each ally grow 25% faster. None Arsenal of Democracy Diplomatic Service Renaissance
Grande Armée Military +50% Civ6Production Production towards Industrial and Modern era melee and ranged units. Feudal Contract Military Fist Nationalism Industrial
National Identity Military Units have 50% less Civ6StrengthIcon Combat Strength reduction from being injured. None None Nationalism Industrial
Press Gangs Military +100% Civ6Production Production towards Renaissance and Industrial era naval units. Maritime Industries International Waters Colonialism Industrial
Colonial Taxes Economic +25% Civ6Gold Gold in cities not on your original Capital6 Capital's continent.

R&F-Only +25% Civ6Gold Gold and +10% Civ6Production Production in cities not on your original Capital6 Capital's continent.

None None Colonialism Industrial
Raj Diplomatic +2 Civ6Science Science, Civ6Culture Culture, Civ6Faith Faith and Civ6Gold Gold from all city-states you're Suzerain of. None None Colonialism Industrial
Public Works Economic +30% Civ6Production Production towards Builders. Newly trained Builders gain 2 additional Build actions. Serfdom None Civil Engineering Industrial
Skyscrapers Economic +15% Civ6Production Production towards Industrial era and later Wonders. Gothic Architecture None Civil Engineering Industrial
Grand Opera Economic +100% Civ6Culture Culture yield from Theater Square district buildings.

R&F-Only Extra Civ6Culture Culture from buildings in Theater Squares: +50% if city Citizen6 population is 10 or higher, +50% if district has at least +3 adjacency bonus.

None Professional Sports Opera and Ballet Industrial
Symphonies Wildcard +4 Musician6 Great Musician points per turn. None None Opera and Ballet Industrial
Public Transport Economic Receive 50 Civ6Gold Gold per Appeal of tile when replacing a Farm with a Neighborhood district.

R&F-Only Receive 100 Civ6Gold 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 Civ6Science Science.

R&F-Only Military Academies, Seaports, and Renaissance Walls generate +2 Civ6Science Science.

None Space Race Urbanization Industrial
Force Modernization GS-Only Military 50% Civ6Gold 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 TradeRoute6 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 General6 Great General points per turn. Strategos None Scorched Earth Industrial
Resource Management Economic

GS-Only Military

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

GS-Only All improved Aluminum (Civ6) Aluminum and Oil (Civ6) Oil resources yield 1 additional resource per turn.

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 Civ6Gold Gold per unit. Conscription None Mobilization Modern
Laissez-Faire Wildcard +4 Merchant6 Great Merchant points per turn. Travelling Merchants None Capitalism Modern
Market Economy Economic Your international TradeRoute6 Trade Routes provide +1 Civ6Gold Gold, +2 Civ6Culture Culture, and +2 Civ6Science 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 Amenities6 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
Nobel Prize

[2]

Wildcard +4 Scientist6 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

[3]

Military

GS-Only Wildcard

+50% Civ6Production Production toward Modern and Atomic air units.

GS-Only All units +5 Civ6StrengthIcon Combat Strength when fighting in or adjacent to their home territory.

None Strategic Air Force Suffrage Modern
Arsenal of Democracy Diplomatic Your TradeRoute6 Trade Routes to an ally's city provide +2 Civ6Food Food and Civ6Production Production for both cities.

R&F-Only Your TradeRoute6 Trade Routes to an Ally's city provide +4 Civ6Food Food and +4 Civ6Production Production for both cities. Alliance Points with each ally grow 25% faster.

Wisselbanken None Suffrage Modern
New Deal

[3]

Economic +4 Housing6 Housing, +2 Amenities6 Amenities, -8 Civ6Gold Gold to all cities with at least 3 specialty districts.

GS-Only +4 Housing6 Housing and +2 Amenities6 Amenities to all cities with at least 3 specialty districts.

Medina Quarter, Liberalism None Suffrage Modern
Lightning Warfare Military +50% Civ6Production Production for Modern, Atomic and Information era heavy and light cavalry units. Chivalry, Maneuver None Totalitarianism Modern
Third Alternative

[4]

Economic

GS-Only Military

+4 Civ6Gold Gold from each Research Lab, Military Academy and Power Plant.

GS-Only +2 Civ6Culture Culture and +4 Civ6Gold Gold from each Research Lab, Military Academy, Coal Power Plant, Oil Power Plant, and Nuclear Power Plant.

None None Totalitarianism Modern
Martial Law

[4]

Military

GS-Only 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.

Limitanei None Totalitarianism Modern
Gunboat Diplomacy Diplomatic Open Borders with all City-States, and +4 influence points per turn towards earning Envoy6 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

[5]

Economic +4 Civ6Food Food from domestic TradeRoute6 Trade Routes.

GS-Only +2 Civ6Production Production and +4 Civ6Food Food from domestic TradeRoute6 Trade Routes.

None None Class Struggle Modern
Patriotic War Military +100% Civ6Production Production towards Modern, Atomic and Information era support units. None None Class Struggle Modern
Defense of the Motherland

[5]

Military

GS-Only Wildcard

No war weariness from combat in your territory.

GS-Only No war weariness from combat in your territory. +100% Civ6Production Production for Modern, Atomic, and Information era support units.

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% Civ6Production Production towards Modern, Atomic and Information era naval units, excluding Carriers. Maritime Industries, Press Gangs None Cold War Atomic
Containment Diplomatic Each Envoy6 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% Tourism6 Tourism from Great Works and Artifact6 Artifacts. None None Cultural Heritage Atomic
Sports Media Economic +100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenities6 Amenity. Aesthetics, Grand Opera None Professional Sports Atomic
Military First Military +50% Civ6Production Production toward Atomic and Information era melee and ranged units. Grande Armee None Rapid Deployment Atomic
Satellite Broadcasts Economic +200% Tourism6 Tourism from GreatWorkMusic6 Great Works of Music. None None Space Race Atomic
Music Censorship GS-Only Diplomatic Rock Bands from other players may not enter your territory. -1 Amenities6 Amenity in all of your cities with 10 or more Citizen6 Population. None None Space Race Atomic
Integrated Space Cell Military +15% Civ6Production 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 Nuclear Device maintenance reduced by 50% Civ6Gold Gold per turn. None None Cold War Atomic
Strategic Air Force Military +50% Civ6Production Production toward Information era air units and all Carriers. Their Finest Hour None Globalization Information
Ecommerce Economic +5 Civ6Production Production and +10 Civ6Gold Gold from international TradeRoute6 Trade Routes.

R&F-Only +2 Civ6Production Production and +5 Civ6Gold Gold from all TradeRoute6 Trade Routes.

Triangular Trade None Globalization Information
International Space Agency Diplomatic +10% (GS-Only 5%) Civ6Science Science per City-State you are the Suzerain of. None None Globalization Information
Online Communities Economic +50% Tourism6 Tourism output to civilizations to which you have a TradeRoute6 Trade Route. None None Social Media Information
Collective Activism Diplomatic +10% (GS-Only 5%) Civ6Culture Culture per City-State you are the Suzerain of. None None Social Media Information
After Action Reports R&F-Only Military All units gain +25% combat experience. None None Rapid Deployment Information
Communications Office R&F-Only 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 Cities with a Spaceport gain +3 Aluminum (Civ6) Aluminum per turn and +3 Power (Civ6) Power. None None Exodus Imperative Future
Space Tourism GS-Only Wildcard Tourism6 Tourism from other players is reduced by 20% versus your civilization. None None Exodus Imperative Future
Hallyu GS-Only Wildcard Your Rock Band units can choose from any possible promotion. None None Cultural Hegemony Future
Non-State Actors GS-Only Wildcard Your Spy units can choose from any possible promotion. None None Cultural Hegemony Future
Integrated Attack Logistics GS-Only Wildcard +1 Civ6Movement Movement if starting turn in enemy territory. +50% Civ6Production Production for Giant Death Robots. None None Information Warfare Future
Rabblerousing GS-Only Wildcard When you reduce a player's Diplomatic Victory points in the World Congress, get 50% of your spent Diplomatic Favor (Civ6) Diplomatic Favor back. +1 Diplomatic Favor (Civ6) Diplomatic Favor per turn. None None Information Warfare Future
Diplomatic Capital GS-Only Wildcard +4 Diplomatic Favor (Civ6) Diplomatic Favor per turn. None None Smart Power Doctrine Future
Global Coalition GS-Only Wildcard +7 Civ6StrengthIcon Combat Strength for units in friendly territory. None None Smart Power Doctrine Future
  1. Removed in the February 2018 Update; effects were transferred to Raid.
  2. Renamed "Science Foundations" in the Antarctic Late Summer Update.
  3. 3.0 3.1 Requires Democracy in Gathering Storm.
  4. 4.0 4.1 Requires Fascism in Gathering Storm.
  5. 5.0 5.1 Requires Communism in Gathering Storm.

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

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% Civ6Science Science in cities with a Holy Site.

BUT: -25% Civ6Culture Culture in all cities.

Classical Era Medieval Era
Twilight Valor All units +5 Civ6StrengthIcon 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 ReligiousStrength6 Religious Combat Strength in friendly territory.

BUT: -25% Civ6Science Science in all cities.

Classical Era Renaissance Era
Isolationism Domestic routes provide +2 Civ6Food Food, +2 Civ6Production Production.

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

Classical Era Industrial Era
Letters of Marque Naval Raiders: +100% Civ6Production Production, +2 Civ6Movement Movement. Yields doubled from plundering TradeRoute6 Trade Routes.

BUT: TradeRoute6 Trade Route yields -50%.

Renaissance Era Modern Era
Robber Barons +50% Civ6Gold Gold in cities with a Stock Exchange. +25% Civ6Production Production in cities with a Factory.

BUT: -2 Amenities6 Amenities in all cities.

Industrial Era Information Era
Elite Forces +100% combat experience for all units.

BUT: +2 Civ6Gold Gold to maintain each military unit.

Industrial Era Information Era
Collectivism Farms +1 Civ6Food Food. All cities +2 Housing6 Housing. +100% Industrial Zone adjacency bonuses.

BUT: GreatPerson6 Great People Points earned 50% slower.

Modern Era Information Era
Rogue State +50% Civ6Production Production to nuclear program projects and WMDs.

BUT: Earn no influence toward new Envoy6 Envoys.

Atomic Era Information Era
Flower Power GS-Only All civilizations not currently at war receive +100% of the Tourism6 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 Civ6StrengthIcon Combat Strength against units from Information and Future Eras.

BUT: Grievances (Civ6) Grievances against you do not decay.

Information Era Future Era
Automated Workforce GS-Only Your cities get +20% Civ6Production Production towards city projects.

BUT: -1 Amenities6 Amenity and -5 Loyalty per turn in your cities.

Information Era Future Era
Disinformation Campaign GS-Only +3 Diplomatic Favor (Civ6) Diplomatic Favor per turn for each Broadcast Center.

BUT: -10% Civ6Science Science and Civ6Culture Culture in all cities.

Information Era Future Era

GS-Only Added in the Gathering Storm expansion pack.

Related achievementsEdit

Steam achievement 12 Olympians (Civ6)
12 Olympians
Have 12 Policy Slots as Greece
The 12 Olympians were the major gods of Greek mythology who lived on Mount Olympus.
Steam achievement Desperate Times Call For Desperate Measures (Civ6)
Desperate Times Call For Desperate Measures
Assign a Dark Policy to your Government
In adverse circumstances, actions that might have been rejected under other circumstances may become the best choice.
Civilization VI [edit]
Rise and FallGathering Storm

Lists
AgendasBeliefsBuildingsCity-StatesCivicsCivilizationsCompetitionsGS-OnlyDistrictsImprovementsLeadersPantheonsPolicy CardsProjectsPromotionsResourcesScenariosTechnologiesTerrainUnits (Unique Units) • Wonders (Natural Wonders)

Eras
AncientClassicalMedievalRenaissanceIndustrialModernAtomicInformationFutureGS-Only

Concepts
AgesR&F-OnlyAmenitiesBarbariansCity (CapitalGovernorsR&F-OnlyHousingLoyaltyR&F-OnlyPopulation) • ClimateGS-Only (Disasters) • CombatDiplomacy (EmergenciesR&F-OnlyEspionageGossipGrievancesGS-Only WarmongeringWorld CongressGS-Only) • Eureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTimelinesR&F-OnlyTrade RoutesVictory

Statistics
Civ6Culture CultureDiplomatic Favor (Civ6) Diplomatic FavorGS-OnlyCiv6Faith FaithCiv6Food FoodCiv6Gold GoldPower (Civ6) PowerGS-OnlyCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

Miscellaneous
DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cardsUpdates

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

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