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− | '''Civics''' are a new concept in ''[[Civilization VI]]''. They encompass a variety of non-military and non-scientific aspects of the game, allowing for a player to concentrate on things like cultural development and diplomacy, instead of just researching the latest military tech. Civics |
+ | '''Civics''' are a new concept in ''[[Civilization VI]]''. They encompass the progress in a variety of non-military and non-scientific aspects of the game, allowing for a player to concentrate on things like cultural development and diplomacy, instead of just researching the latest military tech. Civics are the main way to develop advanced forms of government. There are 50 civics in the base game, with some not being needed to progress through to the end of the tree. |
== The Civics Tree == |
== The Civics Tree == |
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− | Civics are organized in a research tree, very similar to the scientific technologies tree from previous games. In fact, this technology tree has been split in two in ''[[Civilization VI]]'', but whereas progressing through the technology tree requires scientific development, progressing through the Civics tree requires cultural development. Progress on individual Civics may be boosted by fulfilling an Inspiration requirement, similar to [[Eureka moment (Civ6)|eureka moments]] in the technology tree. For a list of individual civics, see below. |
+ | Civics are organized in a research tree, very similar to the scientific technologies tree from previous games. In fact, this technology tree has been split in two in ''[[Civilization VI]]'', but whereas progressing through the technology tree requires {{Science6}} scientific development, progressing through the Civics tree requires {{Culture6}} cultural development. Progress on individual Civics may be boosted by fulfilling an Inspiration requirement, similar to [[Eureka moment (Civ6)|eureka moments]] in the technology tree. For a list of individual civics, see below. |
It is now fully possible for a civilization to develop along these lines, and still win the game without bothering with developing science. This allows for an entirely new focus in the game. |
It is now fully possible for a civilization to develop along these lines, and still win the game without bothering with developing science. This allows for an entirely new focus in the game. |
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− | Developing Civics will also unlock special new game items, called '''Policy Cards''', which can be put together to form your civilization's Government. In addition, Civics can unlock new units, buildings, districts, and wonders. |
+ | Developing Civics will also unlock special new game items, called '''Policy Cards''', which can be put together to form your civilization's Government agenda. In addition, Civics can unlock new units, buildings, districts, and wonders. |
== Policy Cards == |
== Policy Cards == |
Revision as of 13:06, 22 October 2016
Civics are a new concept in Civilization VI. They encompass the progress in a variety of non-military and non-scientific aspects of the game, allowing for a player to concentrate on things like cultural development and diplomacy, instead of just researching the latest military tech. Civics are the main way to develop advanced forms of government. There are 50 civics in the base game, with some not being needed to progress through to the end of the tree.
The Civics Tree
Civics are organized in a research tree, very similar to the scientific technologies tree from previous games. In fact, this technology tree has been split in two in Civilization VI, but whereas progressing through the technology tree requires Science scientific development, progressing through the Civics tree requires Culture cultural development. Progress on individual Civics may be boosted by fulfilling an Inspiration requirement, similar to eureka moments in the technology tree. For a list of individual civics, see below.
It is now fully possible for a civilization to develop along these lines, and still win the game without bothering with developing science. This allows for an entirely new focus in the game.
Developing Civics will also unlock special new game items, called Policy Cards, which can be put together to form your civilization's Government agenda. In addition, Civics can unlock new units, buildings, districts, and wonders.
Policy Cards
The Policy Cards are the actual representations of the social orientation of your nation. Each Policy Card represents an effect, which is activated when you place the card in the respective slot in your Government. (For more info on how to do that, please see the Government article.)
There are four types of Policy Cards, which distinguish the general area of the effect; each one has its distinct color:
- Military (red color)
- Economic (yellow color)
- Diplomatic (green color)
- Wild (purple color)
Name | Type | Description | Obsoletes | Obsoleted by | Tech | Era |
---|---|---|---|---|---|---|
Survey | Military | Double experience for recon units | None | Native Conquest | Code of Laws | Ancient |
God King | Economic | +1 gold and food 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 melee and ranged units | None | Feudal Contract | Craftmanship | Ancient |
Caravansaries | Economic | +2 gold to all trade routes | None | Foreign Trade | Ancient | |
Maritime Industries | Military | +100% production to all Ancient and Classical naval units | None | Foreign Trade | Ancient | |
Maneuver | Military | +100% production to all Ancient and Classical light and heavy cavalry units | None | Chivalry | Military Tradition | Ancient |
Strategos | Wildcard | +2 Great General points per turn | None | Military Tradition | Ancient | |
Conscription | Military | Unit Maitenence reduced by 1 gold per turn, per units | None | State Workforce | Ancient | |
Corvée | Economic | +15% production towards Ancient and Classical wonders | None | Gothic Architecture | State Workforce | Ancient |
Land Surveyors | Economic | Reduces the cost to purchase a tile by 20% | None | Early Empire | Ancient | |
Colonization | Economic | +50% production towards settlers | None | Early Empire | Ancient | |
Inspiration | Wildcard | +2 Great Scientist points per turn | None | Mysticism | Ancient | |
Revelation | Wildcard | +2 Great Prophet points per turn | None | Invention, Frescoes | Mysticism | Ancient |
Insulae | Economic | +1 housing in all cities with at least 2 specialty districts | None | Games and Recreation | Classical | |
Charismatic Leader | Diplomatic | +2 infulence points per turn towards earning City-State envoys | None | Political Philosophy | Classical | |
Diplomatic League | Diplomatic | The first envoy you send to each City-State counts as 2 envoys | None | Political Philosophy | Classical | |
Literary Tradition | Wildcard | +2 Great Writer points per turn. | None | Drama and Poetry | Classical | |
Raid | Military | Yields gained from pillaging are doubled for improvements | None | Military Training | Classical | |
Veterancy | Military | +30% production towards Encampment districts and buildings for that district | None | Military Training | Classical | |
Bastions | Military | +6 City defense strength, +5 City ranged attack strength. | None | Defensive Tactics | Classical | |
Limes | Military | +100% production towards defensive buildings | None | Defensive Tactics | Classical | |
Natural Philosophy | Economic | +100% Campus district adjadcency bonuses | None | Recorded History | Classical | |
Scripture | Economic | +100% Holy Site district adjadcency bonuses | God-King | Theology | Classical | |
Naval Infrastructure | Economic | +100% Harbor district adjadcency bonuses | None | Naval Tradition | Medieval | |
Navigation | Wildcard | +2 Great Writer points per turn. | None | Naval Tradition | Medieval | |
Feudal Contract | Military | +50% production towards Medieval and Renaissance melee and ranged units | Agoge | Feudalism | Medieval | |
Serfdom | Economic | Newly trained builders gain 2 extra build actions | Ilkum | Feudalism | Medieval | |
Meritocracy | Economic | Each city recieves +1 culture for each specialty district it contructs | None | Civil Service | Medieval | |
Retainers | Military | +1 amenity for cities with a garrisoned unit | None | Civil Service | Medieval | |
Sack | Military | Yields gained from pillaging are doubled for districts | None | Mercenaries | Medieval | |
Professional Army | Military | -50% discount on all unit upgrades | None | Mercenaries | Medieval | |
Trade Confederation | Economic | +1 culture and +1 science from international trade routes | None | Mercenaries | Medieval | |
Merchant Confederation | Diplomatic | +1 gold from each of your envoys at City-States | None | Medieval Faires | Medieval | |
Aesthetics | Economic | +100% Theater Square district adjadcency bonuses | None | Medieval Faires | Medieval | |
Medina Quarter | Economic | +2 housing in all cities with at least 3 speciality districts | Insulae | Medieval Faires | Medieval | |
Craftsmen | Economic | +100% Industrial Zone district adjadcency bonuses | None | Guilds | Medieval | |
Town Charters | Economic | +100% Commercial Hub district adjadcency bonuses | None | Guilds | Medieval | |
Traveling Merchants | Wildcard | +2 Great Merchant points per turn. | None | Guilds | Medieval | |
Chivalry | Military | +100% production to all Medieval, Renaissance, and Industrial light and heavy cavalry units | Maneuver | Divine Right | Medieval | |
Gothic Architecture | Economic | +15% production towards Medieval and Rennaissance wonders | Corvée | Divine Right | 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 | Exploration | Renaissance | |
Colonial Offices | Economic | +15% faster growth for cities not on your original capital's continent | Urban Planning | Exploration | Renaissance | |
Invention | Wildcard | +2 Great Engineer points per turn. | Revalation | Humanism | Renaissance | |
Frescoes | Wildcard | +2 Great Artist points per turn. | Revalation | Humanism | Renaissance | |
Machiavellianism | Diplomatic | +50% production towards spies. Spy operations take 25% less time. | None | Diplomatic Service | Renaissance | |
Wars of Religion | Military | +4 combat strengtht when fighting civilizations that follow other religions | None | Reformed Church | Renaissance | |
Simultaneom | Economic | Doubles faith yield from Holy Site district buildings | None | Reformed Church | Renaissance | |
Religious Orders | Economic | All religious units +5 religious strength in theological combat | None | Reformed Church | Renaissance | |
Logistics | Military | +1 movement if starting turn in friendly territory | None | Mercantilism | Renaissance | |
Triangular Trade | Economic | +4 gold and +1 faith from all trade routes | Canaverseries | Mercantilism | Renaissance | |
Rationalism | Economic | +100% science from Campus district buildings | None | The Enlightenment | Renaissance | |
Free Market | Economic | +100% gold yield from Commercial Hub district buildings | None | The Enlightenment | Renaissance | |
Liberalism | Economic | +1 amenity to all cities with at least 2 speciality districts | None | The Enlightenment | Renaissance |
List of Civics in Civilization VI
Ancient Era
Classical Era
- Games and Recreation
- Political Philosophy
- Drama and Poetry
- Military Training
- Defensive Tactics
- Recorded History
- Theology
Medieval Era
Renaissance Era
Industrial Era
- Colonialism
- Civil Engineering
- Nationalism
- Opera and Ballet
- Natural History
- Urbanization
- Scorched Earth
Modern Era
- Conservation
- Mass Media
- Mobilization
- Capitalism
- Ideology
- Nuclear Program
- Suffrage
- Totalitarianism
- Class Struggle
Atomic Era
Information Era
Civilization VI [edit] | |
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Rise and Fall • Gathering Storm • New Frontier Pass • Leader Pass | |
Lists | |
Concepts
| |
Miscellaneous | |
Added in the Rise and Fall expansion pack. Added in the Gathering Storm expansion pack. |