Governments and Policies
In Civilization VI, as the world progresses and so does your civilization, you will most likely have to end up improving and evolving your government. Every single government starts off as a Chiefdom, with one Military Policy and one Economic Policy. Policies are cards that you earn-in game by completing different Civics throughout the game. Each government has the capability to use different types and amounts of policies.
Through those same Civics, you will be able to unlock more government types, such as Autocracy, Theocracy, and even Fascism. Each one (except Chiefdom) also have their own passive effect, unique to that government. For example, Monarchy governments gain +2 Housing in any city with medieval walls along with 20% bonus influence points. Those characteristics are unique to the Monarchy government and cannot be obtained through any other government.
Governments
Each level of new level of government grants more influence points per turn, which in turn grants the player more Envoys to send to city-states.
Below is a list of all the governments in the game, along with their unique effects and different types of policy slots.
Government | Unique Effects | Policy Slots | Influence Points |
---|---|---|---|
Chiefdom | N/A | 1 Military, 1 Economic | 1 per turn, +1 Envoy at 100 points |
Autocracy | Capital receives +1 Boost to all yields, +10% bonus on Wonder production. | 2 Military, 1 Economic, 1 Wildcard | 3 per turn, +1 Envoy at 100 points |
Classical Republic | All cities with a district receive +1 Amenity, +15% bonus to Great People points. | +2 Economic, +1 Diplomatic, +1 Wildcard | 3 per turn, +1 Envoy at 100 points |
Oligarchy | All land melee units gain +4 Combat Strength, +20% experience for combat units. | +1 Military, +1 Economic, +1 Diplomatic, +1 Wildcard | 3 per turn, +1 Envoy at 100 points |
Monarchy | +2 Housing in any city with Medieval Walls, +20% bonus influence points. | +3 Military, +1 Economic, +1 Diplomatic, +1 Wildcard | 5 per turn, +2 Envoys at 150 points |
Merchant Republic | +2 Trade Routes, +15% discount on gold purchases. | +1 Military, +2 Economic, +1 Diplomatic, +2 Wildcard | 5 per turn, +2 Envoys at 150 points |
Theocracy | Can buy land combat units with Faith. All units gain +5 Religious Strength in Theological Combat. +15% discount on Faith purchases. | +2 Military, +2 Economic, +1 Diplomatic, +1 Wildcard | 5 per turn, +2 Envoys at 150 points |
Fascism | All combat units gain +4 Combat Strength, +20% bonus on Unit Production. | +4 Military, +1 Economic, +1 Diplomatic, +2 Wildcard | 7 per turn, +3 Envoys at 200 points |
Democracy | Patronage of Great People costs 50% less gold, +30% bonus yields from district projects. | +1 Military, +3 Economic, +2 Diplomatic, +2 Wildcard | 7 per turn, +3 Envoys at 200 points |
Communism | Land units gain +4 Defenses Strength, +10% bonus to all production. | +3 Military, +3 Economic, +1 Diplomatic, +1 Wildcard | 7 per turn, +3 Envoys at 200 points. |
Policies
Policies are cards that you earn-in game by completing different Civics throughout the game. Each government has the capability to use different types and amounts of policies. There are four types of policies: Military, Economic, Diplomatic, and Wildcard.
Military policies focus on granting bonuses to your military units. Economic policies focus on increasing your civilization's economy, through policies such as those that induce growth or grant greater bonuses to districts. Diplomatic policies are related to City-States, and can grant more Envoys or increased bonuses from having Envoys at City-States. Wildcard policies are generally used to gain more Great People points per turn.
Below is a list of all Policies that can be collected in-game.
Policy | Type | Unique Effects |
---|---|---|
Discipline | Military | +5 Unit Combat Strength when fighting Barbarians |
Survey | Military | Double experience for recon units. |
God King | Economic | +1 Faith and Gold in the Capital. |
Urban Planning | Economic | +1 Production in all cities. |
Ilkum | Economic | +30% Production towards Builders. |
Agoge | Military | +50% Production toward Ancient and Classical era melee and ranged units. |
Carvansaries | Economic | +2 Gold from all Trade Routes. |
Maritime Industries | Military | +100% Production toward Ancient and Classical era naval units. |
Maneuver | Military | +100% Production toward Ancient and Classical era heavy and light cavalry units. |
Strategos | Wildcard | +2 Great General points per turn. |
Corvee | Economic | +15% Production toward Ancient and Classical wonders. |
Conscription | Military | Unit maintenance reduced by 1 Gold per turn, per unit. |
Land Surveyors | Economic | Reduces the cost of purchasing a tile by 20%. |
Colonization | Economic | +50% Production toward Settlers. |
Inspiration | Wildcard | +2 Great Scientist points per turn. |
Revelation | Wildcard | +2 Great Prophet points per turn. |
Insulae | Economic | +1 Housing in all cities with at least 2 specialty districts. |
Charismatic Leader | Diplomatic | +2 Influence points per turn toward earning city-state Envoys. |
Diplomatic League | Diplomatic | The first Envoy you send to each city-state counts as two Envoys. |
Literary Tradition | Wildcard | +2 Great Writer Points per turn. |
Raid | Military | Yileds gained from pillaging are doubled for pillaging improvements. |
Veterancy | Military | +30% Production toward Encampment districts and buildings for that district. |
Bastions | Military | +6 City Defense Strength. +5 City Ranged Strength. |
Limes | Military | +100% Production toward defensive buildings. |
Natural Philosophy | Economic | +100% Campus district adjacency bonuses. |
Scripture | Economic | +100% Holy Site adjacency bonuses. |
Naval Infastructure | Economic | +100% Harbor district adjacency bonuses. |
Navigation | Wildcard | +2 Great Admiral points per turn. |
Feudal Contract | Military | +50% Production toward Medieval and Renaissance era melee and ranged units. |
Serfdom | Economic | Newly trained Builders gain 2 extra build actions. |
Retainers | Military | +1 Amenity for cities with a garrisoned unit. |
Meritocracy | Economic | Each city receives +1 Culture for each specialty district it constructs. |
Sack | Military | Yields gained from pillaging are doubled for pillaging districts. |
Professional Army | Military | +50% discount on all unit upgrades. |
Trade Confederation | Economic | +1 Culture and Science from international Trade Routes. |
Merchant Confederation | Diplomatic | +1 Gold from each of your Envoys at city-states. |
Aesthetics | Economic | +100% Theater Square district adjacency bonuses. |
Medina Quarter | Economic | +2 Housing in all cities with at least 3 specialty districts. |
Craftsmen | Economic | 100% Industrial Zone adjacency bonuses. |
Town Charters | Economic | +100% Commercial Hub district adjacency bonuses. |
Traveling Merchants | Wildcard | +2 Great Merchant points per turn. |
Chivalry | Military | +100% Production toward Medieval, Renaissance, and Industrial era heavy and light cavalry units. |
Gothic Architecture | Economic | +15% Production toward Medieval and Renaissance wonders. |
Native Conquest | Military | Combat victories over units from earlier eras provide Gold equal to 50% of the Combat Strength of the defeated unit. |
Colonial Offices | Economic | +15% faster growth for cities not on your original Capital's continent. |
Invention | Wildcard | +2 Great Engineer points per turn. |
Frescoes | Wildcard | +2 Great Artist points per turn. |
Machiavellianism | Diplomatic | +50% Production toward Spies. Spy operation takes 25% less time. |
Wars of Religion | Military | +4 Combat Strength when fighting civilizations that follow other Religions. |
Religious Orders | Economic | All religious units +5 Religious Strength in theological combat. |
Simultaneum | Economic | Doubles Faith yield from Holy Site district buildings. |
Logistics | Military | +1 Movement if starting turn in friendly territory. |
Triangular Trade | Economic | +4 Gold and +1 Faith from all Trade Routes. |
Rationalism | Economic | +100% Science from Campus district buildings. |
Free Market | Economic | +100% Gold yield from Commercial Hub district buildings. |
Liberalism | Economic | +1 Amenity to all cities with at least 2 specialty districts. |
Press Gangs | Military | +100% Production toward Renaissance and Industrial era naval units. |
Colonial Taxes | Economic | +25% Gold in cities not on your original Capital's continent. |
RAJ | Diplomatic | +2 Science, Culture, Faith, and Gold from each city-state you are Suzerain of. |
Public Works | Economic | +30% Production toward Builders, and newly trained Builders gain 2 extra build actions. |
Skyscrapers | Economic | +15% Production toward Industrial era and later wonders. |
Grande Armee | Military | +50% Production toward Industrial and Modern era melee and ranged units. |
National Identity | Military | Units have 50% less Combat Strength reduction from being injured. |
Grand Opera | Economic | +100% Culture yield from Theater Square district buildings. |
Symphonies | Wildcard | +4 Great Musician Points per turn. |
Public Transport | Economic | Receive 50 Gold per Appeal of tile when replacing a Farm with a Neighborhood district. |
Military Research | Military | Military Academies and Seaports generate +1 Science. |
Total War | Military | Yields gained from pillaging are doubled. |
Expropriation | Economic | Settler cost reduced by 50%. Plot purchase cost reduced by 20%. |
Military Organization | Wildcard | +4 Great General points per turn. |
Resource Management | Economic | 1 copy of a Strategic resource allows you to produce and purchase units requiring it in any city. |
Propaganda | Military | Accumulate 25% less war weariness than usual. |
Levee En Masse | Military | Unit maintenence cost reduced by 2 Gold per turn, per unit. |
Laissez-Faire | Wildcard | +4 Great Merchant points per turn. |
Market Economy | Economic | Your international Trade Routes provide +1 Gold per Luxury and Strategic resource improved at the destination, as well as +2 Culture and +2 Science. |
Police State | Diplomatic | Enemy Spies level reduced by 2 in your lands. However all cities suffer -1 Amenity. |
Nobel Prize | Wildcard | +4 Great Scientist points per turn. |
Nuclear Espionage | Diplomatic | Spies who steal a tech boost without being detected gain an extra boost. |
Economic Union | Economic | +100% Commercial Hub and Harbor district adjacency bonuses. |
Their Finest Hour | Military | +50% Production toward Modern and Atomic air units. |
Arsenal of Democracy | Diplomatic | Your Trade Routes to an Ally's city provide +2 Food and Production for both cities. |
New Ideal | Economic | +4 Housing, +2 Amenities, -8 Gold to all cities with at least 3 specialty districts. |
Lightning Warfare | Military | +100% Production for Modern, Atomic, and Information era heavy and light cavalry units. |
Third Alternative | Economic | +4 Gold from each Research Lab, Military Academy, and Power Plant. |
Martial Law | Military | Accumulate 25% less war weariness than usual. |
Gunboat Diplomacy | Diplomatic | Open Borders with all city-states, and +4 Influence points per turn toward earning Envoys. |
Five-Year-Plan | Economic | +100% Campus and Industrial Zone district adjacency bonuses. |
Collectivization | Economic | +4 Food from domestic Trade Routes. |
Patriotic War | Military | +100% Production for Modern, Atomic, and Information era support units. |
Defense of the Motherland | Military | No war weariness from combat in your territory. |
Cryptography | Diplomatic | Enemy Spy level reduced by 2 in your lands. Your spy level is increased by 1 for offensive operations. |
International Waters | Military | +100% Production toward Modern, Atomic, and Information era naval units, excluding Carriers. |
Containment | Diplomatic | Each Envoy you send to a city-state counts as two, if its Suzerain has a different government than you. |
Sports Media | Economic | +100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenity. |
Military First | Military | +50% Production toward Atomic and Information era mele and ranged units. |
Satellite Broadcasts | Economic | Triples Tourism from Great Works of Music. |
Integrated Space Cell | Military | +15% Production toward Space Race projects if a city has either a Military Academy or a Seaport. |
Strategic Air Force | Military | +50% Production toward Information era air units, and towards all Carriers. |
Ecommerce | Economic | +5 Production and +10 Gold form international Trade Routes. |
International Space Agency | Diplomatic | +10% Science per city-state you are the Suzerain of. |
Online Communities | Economic | +50% Tourism output to civilizations to which you have a Trade Route. |
Collective Activism | Diplomatic | +10% Culture per city-state you are the Suzerain of. |