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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, 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. 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), based around combat, unit production and maintenance.
- Economic (Yellow), based around gold, general production, other yields.
- Diplomatic (Green), based around diplomacy and city-state relations.
- Wildcard (Purple), based around Great People points. In Rise and Fall, Dark Age (Black) cards can also be placed in these slots.
While a Great Person 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.
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).
- 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.
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.
|Survey||Military||Double experience for recon units||None||Exploration Civic||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||Exploration Civic||Code of Laws||Ancient|
|Urban Planning||Economic||+1 Production in all cities||None||Exploration Civic||Code of Laws||Ancient|
|Ilkum||Economic||+30% Production towards Builders||None||Serfdom||Craftmanship||Ancient|
|Agoge||Military||+50% Production towards Ancient and Classical era melee and ranged 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||Foreign Trade||Ancient|
|Maneuver||Military||+50% 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 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||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||Nobel Prize||Mysticism||Ancient|
|Revelation||Wildcard||+2 Great Prophet points per turn||None||Humanism Civic||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|
|Bastions||Military||+6 City defense strength, +5 City ranged attack strength||None||Civil Engineering Civic||Defensive Tactics||Classical|
|Limes||Military||+100% 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|
|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 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 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 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 to all Medieval, Renaissance, and Industrial era light and heavy cavalry units||Maneuver||Lightning Warfare||Divine Right||Medieval|
|Gothic Architecture||Economic||+15% Production towards Medieval and Renaissance era wonders||Corvée||Skyscrapers||Divine Right||Medieval|
|Civil Prestige||Economic||Established Governors with at least 3 Promotions provide +1 Amenity and +1 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.
+15% faster growth and 3 Loyalty per turn for cities not on your original Capital's continent.
|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|
|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 speciality 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 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% Production towards Renaissance and Industrial era 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 Industrial era and later 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||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 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.
|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% Production toward Modern and Atomic era air units||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 , +2 , and -8 Gold to all cities with at least 3 specialty districts||Medina Quarter, Liberalism||None||Suffrage||Modern|
|Lightning Warfare||Military||+50% Production for Modern, Atomic and Information era 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.||Limitanei||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 Modern, Atomic and Information era 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 Atomic and Information era melee and ranged units||Grande Armee||None||Rapid Deployment||Atomic|
|Satellite Broadcasts||Economic||Triples Tourism from Great Works of Music||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 Information era air units and all 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% 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% 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|
Added in the Rise and Fall 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% 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|
|Civilization VI |
|Rise and Fall|
Added in the Rise and Fall expansion pack.