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.