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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.

Mechanics

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 Culture, Gold Gold, etc.), or accelerated Production 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 Policy Military (Red), based around combat, unit production and maintenance.
  • Economic Policy Economic (Yellow), based around gold, general production, other yields.
  • Diplomatic Policy Diplomatic (Green), based around diplomacy and city-state relations.
  • Wildcard Policy 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 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

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

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

Name Type Description Supersedes Obsoleted by Civic Era
Survey Military Double experience for recon units None Exploration Civic Code of Laws Ancient
God King Economic +1 Gold Gold and Faith Faith in the Capital Capital 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 Production in all cities None Exploration Civic Code of Laws Ancient
Ilkum Economic +30% Production Production towards Builders None Serfdom Craftmanship Ancient
Agoge Military +50% Production Production towards Ancient and Classical era melee and ranged units None Feudal Contract Craftmanship Ancient
Caravansaries Economic +2 additional Gold Gold from all Trade Route Trade Route Trade Routes None Triangular Trade Foreign Trade Ancient
Maritime Industries Military +100% Production Production towards all Ancient and Classical era naval units None Press Gangs Foreign Trade Ancient
Maneuver Military +50% Production Production towards all Ancient and Classical era light and heavy cavalry units None Chivalry Military Tradition Ancient
Strategos Wildcard +2 Great General Great General points per turn None Military Organization Military Tradition Ancient
Conscription Military Unit maintenance reduced by 1 Gold Gold per turn per unit None Levée en Masse State Workforce Ancient
Corvée Economic +15% Production 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 Production towards settlers None Expropriation Early Empire Ancient
Inspiration Wildcard +2 Great Scientist Great Scientist points per turn None Nobel Prize Mysticism Ancient
Revelation Wildcard +2 Great Prophet Great Prophet points per turn None Humanism Civic 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 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 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 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 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 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 Great Admiral Great Admiral points per turn None None Naval Tradition Medieval
Feudal Contract Military +50% Production 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 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 Culture and +1 Science Science from international Trade Route Trade Route Trade Routes None Market Economy Mercenaries Medieval
Merchant Confederation Diplomatic +1 Gold 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 Great Merchant points per turn None Laissez-Faire Guilds Medieval
Chivalry Military +50% Production Production to all Medieval, Renaissance, and Industrial era light and heavy cavalry units Maneuver Lightning Warfare Divine Right Medieval
Gothic Architecture Economic +15% Production 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 Amenities Amenities Amenity and +1 Housing Housing Housing. None None Civil Service Medieval
Native Conquest Military Combat victories over units from earlier eras provide Gold 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 Capital Capital's continent.

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

Urban Planning None Exploration Renaissance
Invention Wildcard +2 Great Engineer Great Engineer points per turn Revelation None Humanism Renaissance
Frescoes Wildcard +2 Great Artist Great Artist points per turn Revelation None Humanism Renaissance
Machiavellianism Diplomatic +50% Production 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 Faith yield from Holy Site district buildings.

R&F-Only Extra Faith Faith from buildings in Holy Sites: +50% if city Citizen 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 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 Gold and +1 Faith Faith from all Trade Route Trade Route Trade Routes Caravansaries Ecommerce Mercantilism Renaissance
Rationalism Economic +100% Science Science from Campus district buildings.

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

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

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

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 R&F-Only Diplomatic Your Trade Route Trade Route Trade Routes to an Ally's city provide +2 Food Food and +2 Production Production for both cities. Alliance Points with each ally grow 25% faster. None Arsenal of Democracy Diplomatic Service Renaissance
Grande Armée Military +50% Production 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 Production towards Renaissance and Industrial era naval units Maritime Industries International Waters Colonialism Industrial
Colonial Taxes Economic +25% Gold Gold in cities not on your original Capital Capital Capital's continent.

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

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

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

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

R&F-Only Receive 100 Gold 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 Science.

R&F-Only Military Academies, Seaports, and Renaissance Walls generate +2 Science 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 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 Gold per unit Conscription None Mobilization Modern
Laissez-Faire Wildcard +4 Great Merchant Great Merchant points per turn Travelling Merchants None Capitalism Modern
Market Economy Economic Your international Trade Route Trade Route Trade Routes provide +1 Gold Gold, +2 Culture Culture, and +2 Science 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 Amenities Amenities 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 Wildcard +4 Great Scientist 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 Production toward Modern and Atomic era air units None Strategic Air Force Suffrage Modern
Arsenal of Democracy Diplomatic Your Trade Route Trade Route Trade Routes to an ally's city provide +2 Food Food and Production Production for both cities.

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

Wisselbanken None Suffrage Modern
New Deal Economic +4 Housing Housing, +2 Amenities Amenities, and -8 Gold Gold to all cities with at least 3 specialty districts Medina Quarter, Liberalism None Suffrage Modern
Lightning Warfare Military +50% Production Production for Modern, Atomic and Information era heavy and light cavalry units Chivalry, Maneuver None Totalitarianism Modern
Third Alternative Economic +4 Gold Gold from each Research Lab, Military Academy and Power Plant None None Totalitarianism Modern
Martial Law Military 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.

Limitanei None Totalitarianism Modern
Gunboat Diplomacy Diplomatic Open Borders with all City-States, and +4 influence points per turn towards earning Envoy Envoy 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 Food from domestic Trade Route Trade Route Trade Routes None None Class Struggle Modern
Patriotic War Military +100% Production 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 Production towards Modern, Atomic and Information era naval units, excluding Carriers Maritime Industries, Press Gangs None Cold War Atomic
Containment Diplomatic Each Envoy Envoy 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 Tourism from Great Works and Artifact Artifacts None None Cultural Heritage Atomic
Sports Media Economic +100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenities Amenities Amenity Aesthetics, Grand Opera None Professional Sports Atomic
Military First Military +50% Production Production toward Atomic and Information era melee and ranged units Grande Armee None Rapid Deployment Atomic
Satellite Broadcasts Economic Triples Tourism Tourism from Great Work of Music Great Works of Music None None Space Race Atomic
Integrated Space Cell Military +15% Production 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% Gold Gold per turn. None None Cold War Atomic
Strategic Air Force Military +50% Production Production toward Information era air units and all Carriers Their Finest Hour None Globalization Information
Ecommerce Economic +5 Production Production and +10 Gold Gold from international Trade Route Trade Route Trade Routes.

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

Triangular Trade None Globalization Information
International Space Agency Diplomatic +10% Science Science per City-State you are the Suzerain of None None Globalization Information
Online Communities Economic +50% Tourism Tourism output to civilizations to which you have a Trade Route Trade Route Trade Route None None Social Media Information
Collective Activism Diplomatic +10% Culture 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

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

Dark Age Policy Cards

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 Science in cities with a Holy Site.

BUT: -25% Culture Culture in all cities.

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

BUT: -25% Science Science in all cities.

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

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

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

BUT: Trade Route Trade Route Trade Route yields -50%.

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

BUT: -2 Amenities Amenities Amenities in all cities.

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

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

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

BUT: Great Person Great Person Great People Points earned 50% slower.

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

BUT: Earn no influence toward new Envoy Envoy Envoys.

Atomic Era Information Era

Related achievements

12 Olympians
12 Olympians
Have 12 Policy Slots as Greece
The 12 Olympians were the major gods of Greek mythology who lived on Mount Olympus.
Desperate Times Call For Desperate Measures
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 StormNew Frontier PassLeader Pass
Lists
Concepts
Miscellaneous
R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.
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