Civ VI Base Game Civic Tree


Ancient Era

Code of Laws

Discipline

+5 Unit Combat Strength when fighting Barbarians.
Made obsolete by Native Conquest

Survey

Double experience for recon units.
Made obsolete by Native Conquest

God King

+1 Faith and +1 Gold in the Capital.
Made obsolete by Scripture

Urban Planning

+1 Production in all cities.
Made obsolete by Rationalism

Craftsmanship


To Boost: Improve 3 tiles.


Ilkum

+30% Production toward Builders.
Made obsolete by Serfdom

Agoge

+50% Production toward Ancient and Classical era melee, anti-cavalry, and ranged units.
Made obsolete by Feudal Contract

Requires: Code of Laws

Foreign Trade


To Boost: Discover a second continent.


Caravansaries

+2 Gold from all Trade Routes.
Made obsolete by Triangular Trade

Maritime Industries

+100% Production toward Ancient and Classical era naval units.
Made obsolete by International Waters, Press Gangs

Requires: Code of Laws

Military Tradition

To Boost: Disperse a Barbarian Outpost.


Maneuver

+50% Production toward Ancient and Classical era heavy and light cavalry units.
Made obsolete by Chivalry, Lightning Warfare

Strategos

+2 Great General points per turn.
Made obsolete by Military Organization

Requires: Craftsmanship

Mysticism


To Boost: Found a pantheon.


Inspiration

+2 Great Scientist points per turn.
Made obsolete by Science Foundations

Revelation

+2 Great Prophet points per turn.
Made obsolete by Invention

Requires: Foreign Trade

State Workforce


To Boost: Build any specialty district.


Corvée

+15% Production toward Ancient and Classical wonders.
Made obsolete by Gothic Architecture, Skyscrapers

Conscription

Unit maintenance reduced by 1 Gold per turn, per unit.
Made obsolete by Levée en Masse

Requires: Craftsmanship

Early Empire


To Boost: Grow your civilization to at least 6 population.


Land Surveyors

Reduces the cost of purchasing a tile by 20%.
Made obsolete by Expropriation

Colonization

+50% Production toward Settlers.
Made obsolete by Expropriation

Limitanei

+2 Loyalty per turn for cities with a garrisoned unit.

Requires: Foreign Trade

Classical Era

Games and Recreation


To Boost: Research the Construction technology.


Insulae

+1 Housing in all cities with at least 2 specialty districts.
Made obsolete by Medina Quarter

Requires: State Workforce

Political Philosophy


To Boost: Meet 3 city-states.


Charismatic Leader

+2 Influence points per turn toward earning city-state Envoys.
Made obsolete by Gunboat Diplomacy

Diplomatic League

The first Envoy you send to each city-state counts as two Envoys.

Requires: State Workforce, Early Empire

Drama and Poetry


To Boost: Build a wonder.


Literary Tradition

+2 Great Writer points per turn.

Requires: Early Empire

Military Training


To Boost: Build an Encampment.


Raid

Yields gained from pillaging and coastal raids are +50%.
Made obsolete by Total War

Veterancy

+30% Production toward Encampment districts, Harbor districts, and buildings for these districts.

Equestrian Orders

All improved Horses and Iron resources yield 1 additional resource per turn.

Requires: Military Tradition, Games and Recreation

Theology


To Boost: Found a Religion.


Scripture

+100% Holy Site adjacency bonuses.

Requires: Drama and Poetry, Mysticism

Defensive Tactics


To Boost: Be the target of a Declaration of War.


Bastions

+6 City Defense Strength. +5 City Ranged Strength.
Made obsolete by Public Works

Limes

+100% Production toward defensive buildings.
Made obsolete by Lightning Warfare

Requires: Games and Recreation, Political Philosophy

Recorded History


To Boost: Build 2 Campus districts.


Natural Philosophy

+100% Campus district adjacency bonuses.
Made obsolete by Five-Year Plan

Praetorium

Governors provide +2 Loyalty per turn to their city.
Made obsolete by Communications Office

Requires: Political Philosophy, Drama and Poetry

Medieval Era

Naval Tradition

To Boost: Kill a unit with a Quadrireme.


Naval Infrastructure

+100% Harbor district adjacency bonuses.
Made obsolete by Economic Union

Navigation

+2 Great Admiral points per turn.

Requires: Defensive Tactics

Feudalism


To Boost: Build 6 Farms.


Feudal Contract

+50% Production toward Ancient, Classical, Medieval, and Renaissance era melee, anti-cavalry, and ranged units.
Made obsolete by Grande Armée

Serfdom

Newly trained Builders gain 2 extra build actions.
Made obsolete by Public Works

Requires: Defensive Tactics

Civil Service


To Boost: Grow a city to 10 population.


Retainers

+1 Amenity for cities with a garrisoned unit.
Made obsolete by Propaganda

Civil Prestige

Established Governors with at least 2 Promotions provide +1 Amenity and +2 Housing.

Requires: Defensive Tactics, Recorded History

Mercenaries


To Boost: Have 8 land combat units in your military.


Professional Army

50% Gold discount on all unit upgrades.
Made obsolete by Force Modernization

Trade Confederation

+1 Culture and +1 Science from international Trade Routes.
Made obsolete by Market Economy

Retinues

50% resource discount on all unit upgrades.
Made obsolete by Force Modernization

Requires: Military Training, Feudalism

Divine Right


To Boost: Build 2 Temples.


Chivalry

+50% Production toward Industrial era and earlier heavy and light cavalry units.
Made obsolete by Lightning Warfare

Gothic Architecture

+15% Production toward Renaissance, Medieval, Classical, and Ancient wonders.
Made obsolete by Skyscrapers

Requires: Civil Service, Theology

Medieval Faires


To Boost: Maintain 4 Trade Routes.


Merchant Confederation

+1 Gold from each of your Envoys at city-states.

Aesthetics

+100% Theater Square district adjacency bonuses.
Made obsolete by Sports Media

Medina Quarter

+2 Housing in all cities with at least 3 specialty districts.
Made obsolete by New Deal

Requires: Feudalism

Guilds


To Boost: Build 2 Markets.


Craftsmen

100% Industrial Zone adjacency bonuses.
Made obsolete by Five-Year Plan

Town Charters

+100% Commercial Hub district adjacency bonuses.
Made obsolete by Economic Union

Traveling Merchants

+2 Great Merchant points per turn.
Made obsolete by Laissez-Faire

Requires: Feudalism, Civil Service

Renaissance Era

Exploration

To Boost: Build 2 Caravels.


Press Gangs

100% Production toward Industrial era and earlier naval units.
Made obsolete by International Waters

Colonial Offices

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

Requires: Mercenaries, Medieval Faires

Reformed Church


To Boost: Have 6 cities following your Religion.


Wars of Religion

+4 Combat Strength when a non-religious unit fights a civilization that follows another Religion.

Religious Orders

All Religious units +5 Religious Strength in theological combat.

Simultaneum

Extra Faith from buildings in Holy Sites: +50% if city population is 15 or higher, +50% if district has at least +4 adjacency bonus.

Requires: Guilds, Divine Right

Humanism


To Boost: Earn a Great Artist.


Invention

+4 Great Engineer points per turn. +2 Great Engineer points per turn for every Workshop.

Frescoes

+2 Great Artist points per turn. +2 Great Artist points per turn for every Art Museum.

Requires: Medieval Faires, Guilds

Diplomatic Service


To Boost: Have an alliance with another civilization.


Machiavellianism

+50% Production toward Spies. Spy operations take 25% less time.

Wisselbanken

Your Trade Routes to an Ally's city or vassal city-state provide +2 Food and +2 Production for both cities. Alliance Points with all allies increase by an additional .25 per turn.

Requires: Guilds

Mercantilism


To Boost: Earn a Great Merchant.


Logistics

+1 Movement if starting turn in friendly territory.

Triangular Trade

+4 Gold and +1 Faith from all Trade Routes.
Made obsolete by Ecommerce

Drill Manuals

All improved Niter and Coal resources yield 1 additional resource per turn.

Requires: Humanism

The Enlightenment

To Boost: Earn 3 Great People.


Rationalism

Extra Science from buildings in Campuses: +50% if city population is 15 or higher, +50% if district has at least +4 adjacency bonus.

Free Market

Extra Gold from buildings in Commercial Hubs: +50% if city population is 15 or higher, +50% if district has at least +4 adjacency bonus.

Liberalism

+1 Amenity to all cities with at least 2 specialty districts.

Requires: Humanism, Diplomatic Service

Industrial Era

Colonialism


To Boost: Research the Astronomy technology.


Native Conquest

Combat victories over units from earlier eras provide Gold equal to 50% of the Combat Strength of the defeated unit. (on Standard Speed)

Colonial Taxes

+25% Gold and +10% Production in cities not on your original Capital's continent.

Raj

+2 Science, Culture, Faith, and Gold from each city-state you are Suzerain of. Trade Routes to City-States receive +2 Gold.

Requires: Mercantilism

Opera and Ballet


To Boost: Build an Art Museum.


Grand Opera

Extra Culture from buildings in Theater Squares: +50% if city population is 15 or higher, +50% if district has at least +4 adjacency bonus.

Symphonies

+4 Great Musician points per turn. +4 Great Musician points per turn for every Broadcast Center.

Requires: The Enlightenment

Civil Engineering


To Boost: Build 7 different specialty districts.


Public Works

+30% Production toward Builders, and newly trained Builders gain 2 extra build actions.

Skyscrapers

+15% Production toward all wonders.

Requires: Mercantilism

Nationalism


To Boost: Declare war using a casus belli.


Grande Armée

+50% Production toward Industrial era and earlier melee, anti-cavalry, and ranged units.
Made obsolete by Military First

National Identity

Units have 50% less Combat Strength reduction from being injured.

Requires: The Enlightenment

Natural History


To Boost: Build an Archaeological Museum.


Requires: Colonialism

Scorched Earth

To Boost: Build 2 Field Cannons.


Total War

Yields gained from pillaging, coastal raids, and plundering Trade Routes are +50%.

Expropriation

+50% Production toward Settlers. Plot purchase cost reduced by 20%.

Military Organization

+2 Great General points per turn for every Armory and +4 Great General points per turn for every Military Academy. Great Generals receive +2 Movement.

Requires: Nationalism

Urbanization


To Boost: Grow a city to 15 population.


Public Transport

Neighborhoods with Charming appeal receive +3 Food and +1 Production , Breathtaking Neighborhoods are granted an additional +1 of each yield. All Neighborhoods receive +1 Gold.

Military Research

Military Academies, Seaports, and Renaissance Walls generate +2 Science.
Made obsolete by Integrated Space Cell

Force Modernization

50% Gold and resource discount on all unit upgrades.

Requires: Civil Engineering, Nationalism

Modern Era

Conservation


To Boost: Have a Neighborhood district with Breathtaking Appeal.


Resource Management

All improved Aluminum and Oil resources yield 1 additional resource per turn.

Requires: Natural History

Mass Media


To Boost: Research Radio.


Propaganda

Accumulate 25% less war weariness than usual.

Requires: Natural History, Urbanization

Mobilization

To Boost: Have 3 Corps in your military.


Levée en Masse

Unit maintenance cost reduced by 2 Gold per turn, per unit.

Requires: Urbanization, Scorched Earth

Capitalism


To Boost: Build 2 Stock Exchanges.


Laissez-Faire

+2 Great Merchant points per turn for every Bank and +4 Great Merchant points per turn for every Stock Exchange. +2 Great Admiral points per turn for every Shipyard and +4 Great Admiral points per turn for every Seaport.

Market Economy

Your international Trade Routes provide +1 Gold per Luxury and Strategic resource improved at the destination, as well as +2 Culture and +2 Science.

Requires: Mass Media

Ideology

Economic Union

+100% Commercial Hub and Harbor district adjacency bonuses.

Lightning Warfare

+50% Production for all heavy and light cavalry units.

Gunboat Diplomacy

Open Borders with all city-states, and +4 Influence points per turn toward earning Envoys.

Five-Year Plan

+100% Campus and Industrial Zone district adjacency bonuses.

Requires: Mass Media, Mobilization

Suffrage

To Boost: Build 4 Sewers.


Their Finest Hour

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

New Deal

+4 Housing and +2 Amenities to all cities with at least 3 specialty districts.

Requires: Ideology

Totalitarianism

To Boost: Build 3 Military Academies.


Third Alternative

+2 Culture and +4 Gold from each Research Lab, Military Academy, Coal Power Plant, Oil Power Plant, and Nuclear Power Plant.

Martial Law

Accumulate 25% less war weariness than usual. Cities with a garrisoned unit get +4 Loyalty per turn.

Requires: Ideology

Class Struggle

To Boost: Build 3 Factories.


Collectivization

+2 Production and +4 Food from domestic Trade Routes.

Defense of the Motherland

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

Requires: Ideology

Nuclear Program

To Boost: Build a Research Lab.


Science Foundations

+2 Great Scientist points per turn for every University and +4 Great Scientist points per turn for every Research Lab. +2 Great Engineer points per turn for every Factory and +4 Great Engineer points per turn for every Power Plant

Nuclear Espionage

Spies who steal a tech boost without being detected gain an extra boost.

Requires: Ideology

Atomic Era

Cultural Heritage


To Boost: Have a Themed Building.


Heritage Tourism

+100% Tourism from Great Works of Art and Artifacts.

Requires: Conservation

Cold War


To Boost: Research the Nuclear Fission technology.


Cryptography

Enemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operations.

International Waters

+100% Production toward all naval units, excluding Carriers.

Containment

Each Envoy you send to a city-state counts as two, if its Suzerain has a different government than you.

Second Strike Capability

Nuclear Device maintenance reduced by 50% Gold per turn.

Requires: Ideology

Professional Sports


To Boost: Build 2 Entertainment Complex districts.


Sports Media

+100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenity.

Requires: Ideology

Rapid Deployment


To Boost: Build an Aerodrome or Airstrip on a foreign continent.


Military First

+50% Production toward all melee, anti-cavalry, and ranged units.

After Action Reports

All units gain +25% combat experience.

Requires: Cold War

Space Race

To Boost: Build a Spaceport district.


Satellite Broadcasts

+200% Tourism from Great Works of Music.

Integrated Space Cell

+15% Production toward Space Race projects if a city has either a Military Academy or a Seaport.

Music Censorship

Rock Bands from other players may not enter your territory. -1 Amenity in all of your cities with 10 or more Population.

Requires: Cold War

Information Era

Globalization


To Boost: Build 2 Airports.


Strategic Air Force

+50% Production toward all air units and toward Carriers.

Ecommerce

+2 Production and +5 Gold from all Trade Routes.

International Space Agency

+5% Science per city-state you are the Suzerain of.

Requires: Rapid Deployment, Space Race

Social Media

To Boost: Research the Telecommunications technology.


Online Communities

+50% Tourism output to civilizations to which you have a Trade Route.

Collective Activism

+5% Culture per city-state you are the Suzerain of.

Communications Office

Governors provide +1 Loyalty per turn to their city, per Promotion the Governor has.

Requires: Space Race, Professional Sports

Environmentalism

To Boost: Build 2 Solar Farms.


Requires: Cultural Heritage, Rapid Deployment

Venture Politics

To Boost: Build a Uranium Mine.


Requires: Globalization, Social Media

Distributed Sovereignty

To Boost: Own a Rock Band.


Requires: Globalization, Social Media

Optimization Imperative

To Boost: Research the Robotics technology.


Requires: Globalization, Social Media

Near Future Governance

To Boost: Adopt a government with 10 inherent policy slots.


Requires: Environmentalism, Globalization

Future Era

Global Warming Mitigation

Smart Power Doctrine

Diplomatic Capital

+4 Diplomatic Favor per turn.

Global Coalition

+7 Combat Strength for units in friendly territory.

Information Warfare

Integrated Attack Logistics

+1 Movement if starting turn in enemy territory. +50% Production for Giant Death Robots.

Rabblerousing

When you reduce a player's Diplomatic Victory points in the World Congress, get 50% of your spent Diplomatic Favor back. +1 Diplomatic Favor per turn.

Exodus Imperative

Aerospace Contractors

Cities with a Spaceport gain +3 Aluminum per turn and +3 Power.

Space Tourism

Tourism from other players is reduced by 20% versus your civilization.

Cultural Hegemony

Hallyu

Your Rock Band units can choose from any possible promotion.

Non-State Actors

Your Spy units can choose from any possible promotion.

Future Civic

Requires: Globalization, Social Media