Civ VI BBG 7.1 Policies
Military Policies
Discipline
+10 Unit Combat Strength when fighting
Barbarians.
Unlocked by Code of Laws Civic
Made obsolete by Colonialism Civic
Survey
Double experience for recon units.
Unlocked by Code of Laws Civic
Made obsolete by Colonialism Civic
Agoge
+50% Production toward Classical era and earlier melee, recon, anti-cavalry, and ranged units.
Unlocked by Craftsmanship Civic
Made obsolete by Feudalism Civic
Maritime Industries
+100% Production toward Ancient and Classical era naval units.
Unlocked by Foreign Trade Civic
Made obsolete by Cold War, Exploration Civic
Maneuver
+50% Production toward Ancient and Classical era heavy and light cavalry units.
Unlocked by Military Tradition Civic
Made obsolete by Divine Right, Ideology Civic
Conscription
Unit maintenance reduced by 1 Gold per turn, per unit.
Unlocked by State Workforce Civic
Made obsolete by Mobilization Civic
Limitanei
+2 Loyalty per turn for cities with a garrisoned unit.
Unlocked by Early Empire Civic
Raid
Yields gained from pillaging and coastal raids are +50%.
Unlocked by Military Training Civic
Made obsolete by Scorched Earth Civic
Veterancy
+30%
Production toward Encampment and Harbor districts and buildings.
Unlocked by Military Training Civic
Made obsolete by Mobilization Civic
Equestrian Orders
Gain 2 additional Horses and
Iron resources per turn. Also gain +1 additional one for each improved resources of this type.
Unlocked by Military Training Civic
Siegecraft
+50% Production toward Ancient, Classical and Medieval era siege units.
Unlocked by Military Training Civic
Made obsolete by Medieval Faires Civic
Battlefield Medicine
Land units regain an additional +10 health per turn outside of friendly territory.
Unlocked by Military Training Civic
Bastions
+6 City Defense Strength.
Unlocked by Defensive Tactics Civic
Made obsolete by Civil Engineering Civic
Limes
+50% Production toward walls.
Unlocked by Defensive Tactics Civic
Feudal Contract
+50% Production toward Renaissance era and earlier melee, recon, anti-cavalry, and ranged units.
Unlocked by Feudalism Civic
Made obsolete by Nationalism Civic
Retainers
+1 Amenity for cities with a garrisoned unit.
Unlocked by Civil Service Civic
Made obsolete by Mass Media Civic
Professional Army
50% Gold discount on all unit upgrades.
Unlocked by Mercenaries Civic
Made obsolete by Urbanization Civic
Chivalry
+50% Production toward Industrial era and earlier heavy and light cavalry units.
Unlocked by Divine Right Civic
Made obsolete by Ideology Civic
Retinues
50% resource discount on all unit production and upgrades.
Unlocked by Mercenaries Civic
Made obsolete by Urbanization Civic
Craftsmen
+100% Industrial Zone district adjacency bonus.
Unlocked by Guilds Civic
Made obsolete by Ideology Civic
Hard-Shell Explosives
+50% Production toward Renaissance era and earlier siege units.
Unlocked by Medieval Faires Civic
Made obsolete by Scorched Earth Civic
Press Gangs
+100% Production toward Industrial era and earlier naval units.
Unlocked by Exploration Civic
Made obsolete by Cold War Civic
Wars of Religion
+4 Combat Strength when a non-religious unit fights a civilization that follows another Religion.
Unlocked by Reformed Church Civic
Logistics
+1 Movement if starting turn in friendly territory.
Unlocked by Mercantilism Civic
Drill Manuals
Gain 2 additional Niter and
Coal resources per turn. Also gain +1 additional one for each improved resources of this type.
Unlocked by Mercantilism Civic
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)
Unlocked by Colonialism Civic
Grande Armée
+50% Production toward Modern era and earlier melee, recon, anti-cavalry, and ranged units.
Unlocked by Nationalism Civic
Made obsolete by Mobilization Civic
National Identity
Units have 50% less Combat Strength reduction from being injured.
Unlocked by Nationalism Civic
Total War
Yields gained from pillaging and coastal raids are +50%. +50% rewards for plundering
Trade Routes
Unlocked by Scorched Earth Civic
Military Research
Military Academies, Seaports, and Renaissance Walls generate +2 Science.
Unlocked by Urbanization Civic
Made obsolete by Space Race Civic
Force Modernization
50% Gold discount on all unit upgrades. 50% resource discount on all unit production and upgrades.
Unlocked by Urbanization Civic
Trench Warfare
+50% Production toward all siege units.
Unlocked by Scorched Earth Civic
Resource Management
Gain 2 additional Aluminum and
Oil resources per turn. Also gain +1 additional one for each improved resources of this type.
Unlocked by Conservation Civic
Propaganda
Accumulate 25% less war weariness than usual.
Unlocked by Mass Media Civic
Levée en Masse
Unit maintenance cost reduced by 2 Gold per turn, per unit.
Unlocked by Mobilization Civic
Military First
+50% Production toward all melee, recon, anti-cavalry, and ranged units.
Unlocked by Mobilization Civic
Arms Race
+30%
Production toward Encampment districts, Harbor districts, Aerodrome districts, and buildings for these districts.
Unlocked by Mobilization Civic
Lightning Warfare
+50% Production for all heavy and light cavalry units.
Unlocked by Ideology Civic
Third Alternative
+2 Culture and +4
Gold from each Research Lab, Military Academy, Coal Power Plant, Oil Power Plant, and Nuclear Power Plant.
Unlocked by Totalitarianism Civic
International Waters
+100% Production toward all naval units, excluding Carriers.
Unlocked by Cold War Civic
Second Strike Capability
Nuclear Device maintenance reduced by 50% Gold per turn.
Unlocked by Cold War Civic
Integrated Space Cell
+15% Production toward Space Race projects if a city has either a Military Academy or a Seaport.
Unlocked by Space Race Civic
After Action Reports
All units gain +25% combat experience.
Unlocked by Rapid Deployment Civic
Strategic Air Force
+50% Production toward all air units and toward Carriers.
Unlocked by Globalization Civic
Economic Policies
God King
+1 Faith and +1
Gold in the
Capital.
Unlocked by Code of Laws Civic
Made obsolete by Theology Civic
Urban Planning
+1 Production in all cities.
Unlocked by Code of Laws Civic
Made obsolete by The Enlightenment Civic
Ilkum
+30% Production toward Builders.
Unlocked by Craftsmanship Civic
Made obsolete by Feudalism Civic
Caravansaries
+2 Gold from all
Trade Routes.
Unlocked by Foreign Trade Civic
Made obsolete by Mercantilism Civic
Corvée
+15% Production toward Ancient and Classical wonders.
Unlocked by State Workforce Civic
Made obsolete by Divine Right, Civil Engineering Civic
Land Surveyors
Reduces the cost of purchasing a tile by 20%.
Unlocked by Early Empire Civic
Made obsolete by Scorched Earth Civic
Colonization
+50% Production toward Settlers.
Unlocked by Early Empire Civic
Made obsolete by Scorched Earth Civic
Insulae
+1 Housing in all cities with at least 1
specialty district.
Unlocked by Games and Recreation Civic
Made obsolete by Medieval Faires Civic
Scripture
+100% Holy Site district adjacency bonus.
Unlocked by Theology Civic
Natural Philosophy
+100% Campus district adjacency bonus.
Unlocked by Recorded History Civic
Made obsolete by Ideology Civic
Naval Infrastructure
+100% Harbor district adjacency bonus.
Unlocked by Naval Tradition Civic
Made obsolete by Ideology Civic
Serfdom
Newly trained Builders gain +2 charges.
Unlocked by Feudalism Civic
Made obsolete by Civil Engineering Civic
Civil Prestige
Established Governors with at least 2 Promotions provide +1
Amenity and +2
Housing.
Unlocked by Civil Service Civic
Trade Confederation
+1 Culture and +1
Science from international
Trade Routes.
Unlocked by Mercenaries Civic
Made obsolete by Capitalism Civic
Gothic Architecture
+15% Production toward Renaissance era and earlier wonders.
Unlocked by Divine Right Civic
Made obsolete by Civil Engineering Civic
Aesthetics
+100% Theater Square district adjacency bonus.
Unlocked by Medieval Faires Civic
Made obsolete by Professional Sports Civic
Medina Quarter
+1 Housing for each
Specialty District.
Unlocked by Medieval Faires Civic
Made obsolete by Suffrage Civic
Town Charters
+100% Commercial Hub district adjacency bonus.
Unlocked by Guilds Civic
Made obsolete by Ideology Civic
Religious Orders
All Religious units +5 Religious Strength in theological combat.
Unlocked by Reformed Church Civic
Simultaneum
Extra Faith from buildings in Holy Sites: +50% if city
population is 13 or higher, +50% if district has at least +3 adjacency bonus.
Unlocked by Reformed Church Civic
Triangular Trade
+4 Gold and +1
Faith from all
Trade Routes.
Unlocked by Mercantilism Civic
Made obsolete by Globalization Civic
Rationalism
Extra Science from buildings in Campuses: +50% if city
population is 13 or higher, +50% if district has at least +3 adjacency bonus.
Unlocked by The Enlightenment Civic
Free Market
Extra Gold from buildings in Commercial Hubs: +50% if city
population is 13 or higher, +50% if district has at least +4 adjacency bonus.
Unlocked by The Enlightenment Civic
Liberalism
+1 Amenity to all cities with at least 2
specialty districts.
Unlocked by The Enlightenment Civic
Grand Opera
Extra Culture from buildings in Theater Squares: +50% if city
population is 13 or higher, +50% if district has at least +3 adjacency bonus.
Unlocked by Opera and Ballet Civic
Public Works
+30% Production toward Builders, and newly trained Builders gain +2
charges.
Unlocked by Civil Engineering Civic
Skyscrapers
+15% Production toward all wonders.
Unlocked by Civil Engineering Civic
Public Transport
Neighborhoods with Charming appeal receive +3 Food and +1
Production, Neighborhoods with Breathtaking appeal receive additional +1
Food and +1
Production. All Neighborhoods receive +1
Gold.
Unlocked by Urbanization Civic
Expropriation
+50% Production toward Settlers. Plot purchase cost reduced by 20%.
Unlocked by Scorched Earth Civic
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.
Unlocked by Capitalism Civic
Economic Union
+100% Commercial Hub and Harbor district adjacency bonus.
Unlocked by Ideology Civic
New Deal
+4 Housing and +2
Amenities to all cities with at least 3
specialty districts.
Unlocked by Suffrage Civic
Five-Year Plan
+100% Campus and Industrial Zone district adjacency bonus.
Unlocked by Ideology Civic
Collectivization
+4 Production and +4
Food from domestic
Trade Routes. +4
Gold from all Trade Routes.
Unlocked by Class Struggle Civic
Heritage Tourism
+100% Tourism from
Great Works of Art and
Artifacts.
Unlocked by Cultural Heritage Civic
Sports Media
+100% Theater Square district adjacency bonus, and Stadiums generate +1
Amenity.
Unlocked by Professional Sports Civic
Satellite Broadcasts
+200% Tourism from
Great Works of Music.
Unlocked by Space Race Civic
Ecommerce
+2 Production and +5
Gold from all
Trade Routes.
Unlocked by Globalization Civic
Online Communities
+50% Tourism output to civilizations to which you have a
Trade Route.
Unlocked by Social Media Civic
Diplomatic Policies
Charismatic Leader
+2 Influence Points per turn.
Unlocked by Political Philosophy Civic
Made obsolete by Ideology Civic
Diplomatic League
The first Envoy you send to each city-state counts as two
Envoys.
Unlocked by Political Philosophy Civic
Praetorium
Governors provide +4 Loyalty per turn to their city. Governors in conquered cities provide +20%
Production.
Unlocked by Recorded History Civic
Made obsolete by Social Media Civic
Sovereign State
Open borders with all City-states
Unlocked by Civil Service Civic
Made obsolete by Ideology Civic
Merchant Confederation
+1 Gold from each of your
Envoys at city-states.
Unlocked by Medieval Faires Civic
Made obsolete by Ideology Civic
Colonial Offices
+15% faster growth, +10% Production, and 3 Loyalty per turn for cities at least 8 tiles away from your
Capital.
Unlocked by Exploration Civic
Made obsolete by Colonialism Civic
Machiavellianism
+50% Production toward Spies. Spy operations take 25%
less time.
Unlocked by Diplomatic Service Civic
Wisselbanken
Your Trade Routes to an Ally's city or vassal City-state provide +2
Food and +2
Production for both cities. +0.25 Alliance Points per turn for all Alliances.
Unlocked by Diplomatic Service Civic
Colonial Taxes
+15% faster growth, +10% Production, +25%
Gold, and 3 Loyalty per turn for cities at least 8 tiles away from your
Capital.
Unlocked by Colonialism Civic
Raj
Trade Routes to City-states provide: +1
Food and
Production; +2
Science,
Culture,
Faith, and
Gold.
Unlocked by Colonialism Civic
Gunboat Diplomacy
+4 Influence Points per turn and +1
Gold from each of your
Envoys at City-states.
Unlocked by Ideology Civic
Nuclear Espionage
Spies who steal a Eureka without being detected gain an extra
Eureka.
Unlocked by Nuclear Program Civic
Cryptography
Enemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operations.
Unlocked by Cold War Civic
Containment
Each Envoy you send to a City-state counts as two, if its Suzerain has a different
government than you.
Unlocked by Cold War Civic
Music Censorship
Rock Bands from other players may not enter your territory. -1 Amenity in all of your cities with 10 or more
Population.
Unlocked by Space Race Civic
International Space Agency
+5% Science per city-state you are the Suzerain of.
Unlocked by Globalization Civic
Collective Activism
+5% Culture per city-state you are the Suzerain of.
Unlocked by Social Media Civic
Communications Office
Governors provide +2 Loyalty per turn to their city, per Promotion the
Governor has.
Unlocked by Social Media Civic
Wildcard Policies
Autocratic Legacy
+1 to all yields for each Palace, Government Plaza, Diplomatic Quarter and buildings within these districts. Monuments provide +1 Food and +1
Production in cities with a Specialty District.
Oligarchic Legacy
All land melee, anti-cavalry, and naval melee class units gain +4 Combat Strength.
Republican Legacy
+1 Housing and +1
Amenity in all cities with at least 1
specialty district.
Monarchic Legacy
+1 Housing per level of Walls. +2
Culture for every Renaissance Walls.
Theocratic Legacy
+5 Religious Strength in Theological Combat.
+0.5 Faith per
Citizen in cities with
Governors.
Mercantile Legacy
+10% Gold in all cities with an established
Governor.
Fascist Legacy
All units gain +5 Combat Strength. War Weariness reduced by 15%.
Communist Legacy
+1 Production per
Citizen in cities with
Governors. -10% Gov't Tourism Modifier.
Democratic Legacy
Your Trade Routes to an Ally or Suzerain's city provide +4
Food and +4
Production for both cities. Alliance Points with all allies increase by an additional .25 per turn.
Strategos
+2 Great General points per turn.
Unlocked by Military Tradition Civic
Made obsolete by Scorched Earth Civic
Inspiration
+2 Great Scientist points per turn.
Unlocked by Mysticism Civic
Made obsolete by Nuclear Program Civic
Revelation
+2 Great Prophet points per turn.
Unlocked by Mysticism Civic
Made obsolete by Humanism Civic
Literary Tradition
+2 Great Writer points per turn.
Unlocked by Drama and Poetry Civic
Navigation
+2 Great Admiral points per turn.
Unlocked by Naval Tradition Civic
Traveling Merchants
+2 Great Merchant points per turn.
Unlocked by Guilds Civic
Made obsolete by Capitalism Civic
Invention
+4 Great Engineer points per turn. +2
Great Engineer points per turn for every Workshop.
Unlocked by Humanism Civic
Frescoes
+2 Great Artist points per turn. +2
Great Artist points per turn for every Art Museum.
Unlocked by Humanism Civic
Symphonies
+4 Great Musician points per turn. +4
Great Musician points per turn for every Broadcast Center.
Unlocked by Opera and Ballet Civic
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.
Unlocked by Scorched Earth Civic
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.
Unlocked by Capitalism Civic
Their Finest Hour
All units +5 Combat Strength when fighting in their home territory.
Unlocked by Suffrage Civic
Martial Law
Accumulate 25% less war weariness than usual. Cities with a garrisoned unit get +4 Loyalty per turn.
Unlocked by Totalitarianism Civic
Defense of the Motherland
No war weariness from combat in your territory. +100% Production for Modern, Atomic, and Information era support units.
Unlocked by Ideology Civic
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
Unlocked by Nuclear Program Civic
Aerospace Contractors
Cities with a Spaceport gain +3 Aluminum per turn and +3
Power.
Unlocked by Exodus Imperative Civic
Space Tourism
Tourism from other players is reduced by 20% versus your civilization.
Unlocked by Exodus Imperative Civic
Hallyu
Your Rock Band units can choose from any possible promotion.
Unlocked by Cultural Hegemony Civic
Non-State Actors
Your Spy units can choose from any possible promotion.
Unlocked by Cultural Hegemony Civic
Integrated Attack Logistics
+1 Movement if starting turn in enemy territory. +50%
Production for Giant Death Robots.
Unlocked by Information Warfare Civic
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.
Unlocked by Information Warfare Civic
Diplomatic Capital
+4 Diplomatic Favor per turn.
Unlocked by Smart Power Doctrine Civic
Global Coalition
+7 Combat Strength for units in friendly territory.
Unlocked by Smart Power Doctrine Civic
Dark Age Policies
Monasticism
+75% Science in cities with a Holy Site.
BUT: -25% Culture in all cities.
Twilight Valor
+5 Combat Strength for all melee attack units.
BUT: Cannot heal outside your territory.
Inquisition
Start Inquisition with 1 Apostle charge. All Religious units +15 Religious Combat Strength in friendly territory.
BUT: -25% Science in all cities.
Isolationism
Domestic routes provide +2 Food, +2
Production.
BUT: Can't train or buy Settlers nor settle new cities.
Letters of Marque
Naval Raiders: +100% Production, +2
Movement. Yields doubled from plundering Trade Routes.
BUT: Trade Route yields -50%.
Robber Barons
+50% Gold in cities with a Stock Exchange. +25%
Production in cities with a Factory.
BUT: -2 Amenities in all cities.
Elite Forces
+100% combat experience for all units.
BUT: +2 Gold to maintain each combat and spy unit.
Collectivism
Farms +1 Food. All cities +2
Housing. +100% Industrial Zone adjacency bonuses.
BUT: Great People Points earned 50% slower.
Rogue State
+50% Production to nuclear program projects and Nuclear Devices.
BUT: Earn no Influence Points per turn.
Flower Power
All Civilizations not currently at war receive +100% of the Tourism from your Concerts.
BUT: The cost of producing is decreased by 100% and purchasing is +100% for units other than Rock Bands..
Cyber Warfare
+10 Combat Strength against units from the Information and Future Eras.
BUT: Grievances against you do not decay.
Automated Workforce
Your cities get +20% Production towards city projects.
BUT: -1 Amenity and -5 Loyalty per turn in your cities.
Disinformation Campaign
+3 Diplomatic Favor per turn for each Broadcast Center.
BUT: -10% Science and
Culture in all cities.