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Policy Cards (Civ6)

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Policy Cards are a new gameplay mechanic introduced in Civilization VI. They represent the new incarnation of social policies, the actual effects of your political agenda. 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 so many types at any given time.

Policies have concrete effects for gameplay, such as bonus Civ6Production Production or Civ6Gold Gold. 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 4 types of Policy Cards, 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 Civ6Icon Military Policy (Red), based around combat, unit production and maintenance.
  • Economic Civ6Icon Economic Policy (Yellow), based around gold, production, other yields.
  • Diplomatic Civ6Icon Diplomatic Policy (Green), based around diplomacy and city state relations.
  • Wild Card Civ6Icon Wildcard Policy (Purple), based around Great People points.

While a Great Person Policy may only be housed in a Civ6Icon Wildcard Slot 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 at most in 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.

How to gain more Policy Card slots Edit

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).
  • Playing as Greece - "Plato's Republic" grants 1 additional Wildcard Policy Slot.
  • Playing as Frederick Barbarossa - "Holy Roman Emperor" Unique 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 - Grants 1 Economic Policy Slot.

Completing as many of the above conditions as possible will net a maximum of 14 Policy Card Slots (as it is impossible to play as both Greece and Germany at the same time).

List of Policy Cards Edit

These are separated by type, and ordered by the civic timeline you would gain them.

Name Type Description Obsoletes Obsoleted by Tech Era
Survey Military Double experience for recon units None Exploration Civic Code of Laws Ancient
God King Economic +1 Civ6Gold Gold and Civ6Faith Faith in the capital None Scripture Code of Laws Ancient
Discipline Military +5 Combat Strength when fighting Barbarians None Exploration Civic Code of Laws Ancient
Urban Planning Economic +1 Civ6Production Production in all cities None Exploration Civic 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 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 +100% Civ6Production Production towards all Ancient and Classical era light and heavy cavalry units None Chivalry Military Tradition Ancient
Strategos Wildcard +2 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 Levee 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 Great Scientist points per turn None Nobel Prize Mysticism Ancient
Revelation Wildcard +2 Great Prophet points per turn None Humanism Civic Mysticism 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% Civ6Production Production towards Encampment districts and buildings None None Military Training Classical
Bastions Military +6 City defense strength, +5 City ranged attack strength None Civil Engineering Civic Defensive Tactics Classical
Limes Military +100% Civ6Production Production towards defensive buildings None Civil Engineering Civic 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
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% Civ6Production Production towards Medieval and Renaissance era melee and ranged units Agoge Grande Armee 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 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 None Mercenaries Medieval
Trade Confederation Economic +1 Civ6Culture Culture and +1 Civ6Science Science from international 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 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 +100% 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 Scyscrapers Divine Right Medieval
Native Conquest Military Combat victories over units from earlier eras provide Civ6Gold 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% Civ6Production 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
Simultaneom Economic Doubles Civ6Faith 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 Civ6Gold Gold and +1 Civ6Faith Faith from all trade routes Caravansaries Ecommerce Mercantilism Renaissance
Rationalism Economic +100% Civ6Science Science from Campus district buildings None None The Enlightenment Renaissance
Free Market Economic +100% Civ6Gold Gold yield from Commercial Hub district buildings None None The Enlightenment Renaissance
Liberalism Economic +1 amenity to all cities with at least 2 speciality districts None New Deal The Enlightenment Renaissance
Grande Armee Military +50% Civ6Production Production towards Industrial and Modern era melee and ranged units Feudal Contract Military Fist Nationalism Industrial
National Identity Military Units take 50% less Combat Strength Penalty for 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'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
Scyscrapers Economic +15% Civ6Production Production towards Industrial era and later Wonders Corvee None Civil Engineering Industrial
Grand Opera Economic +100% Civ6Culture Culture yield from Theater Square buildings None Professional Sports Opera and Balet Industrial
Symphonies Wildcard +4 Great Musician points per turn None None Opera and Balet Industrial
Public Transport Economic Receive 50 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 None Space Race Urbanization Industrial
Total War Military Yields gained from pillaging are doubled 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 Civ6Gold 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 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 amenity None None Ideology Modern
Nobel Prize 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% Civ6Production Production toward Modern and Atomic era air units None None Suffrage Modern
Arsenal of Democracy Diplomatic Your trade routes to an ally's city provide +2 Civ6Food Food and Civ6Production Production for both cities None None Suffrage Modern
New Deal Economic +4 Housing6, +2 Amenities6, and -8 Civ6Gold Gold to all cities with at least 3 specialty districts Medina Quarter, Liberalism None Suffrage Modern
Lightning Warfare Military +100% Civ6Production Production for Modern, Atomic and Information era heavy and light cavalry units Chivalry, Maneuver None Totalitarianism Modern
Third Alternative Economic +4 Civ6Gold 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 Civ6Food Food from domestic 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 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 Cold War Atomic
International Waters Military +100% Civ6Production Production towards Modern, Atomic and Information era naval units, excluding Carriers Maritime Industries, Press Gangs Cold War Atomic
Containment Diplomatic Each Envoy6Envoy you send to a CIty-State counts as two, if its Suzerain has different government than you Cold War Atomic
Sports Media Economic +100% Theater Square district adjacency bonuses, and Stadiums generate +1 amenity Aesthetics, Grand Opera Professional Sports Atomic
Military First Military +50% Civ6Production Production toward Atomic and Information era melee and ranged units Grande Armee Rapid Deployment Atomic
Satellite Broadcasts Economic Triples Tourism6 Tourism Tourism from GreatWorkMusic6 Great Works of Music 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 Space Race Atomic
Strategic Air Force Military +50% Civ6Production Production toward Information era air units and all Carriers Their Finest Hour Globalization Information
Ecommerce Economic +5 Civ6Production Production and +10 Civ6Gold Gold from international trade routes Triangular trade Globalization Information
International Space Agency Diplomatic +10% Civ6Science Science per City-State you are the Suzerain of Globalization Information
Online Communities Economic +50% Tourism6 Tourism Tourism output to civilizations to which you have a trade route Social Media Information
Collective Activism Diplomatic +10% Civ6Culture Culture per City-State you are the Suzerain of Social Media Information
Civilization VI [edit]

Lists
BeliefsBuildingsCity-StatesCivicsCivilizationsDistrictsLeadersImprovementsPolicy CardsPromotionsResourcesTechnologiesTerrainUnitsWonders

Concepts
AgendaAmenitiesBarbariansBordersCityContinentCultureDiplomacyEspionageEureka MomentFaithFoodGoldGossipGovernmentGreat PeopleGreat WorksMapMovementProductionReligionScienceTourismTrade RoutesTileVictoryWarmongering

Miscellaneous
DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cards

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