One of the quirks of Civ VI’s design is the constant shuffling of policy cards. It’s optimal to swap in a builder card, chop or repair, then swap it out for something else — but this can feel more like micromanaging a spreadsheet than leading a civilization.
Consumable Policies Mode is a proposed game mode that changes this dynamic. In this mode, every policy card is consumable: once you unslot it, it disappears permanently for the rest of that game.
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- Slotting a Card: Works as normal — you can slot any available card when changing policies.
- Unslotting a Card: Once removed, the card is permanently deleted from your deck for that game. (Clarification: Later cards from the same lineage would not be deleted. For example, if Ilkum (+30% Production toward Builders) would get deleted, then Serfdom (+2 builder chargers) would still be available later on).
- AI Exemption: To avoid crippling the AI, this rule applies only to human players. The AI continues using the standard system.
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- Reduces micromanagement: No more constant swapping of situational cards every few turns.
- Adds weight to decisions: Policies become meaningful commitments with long-term consequences.
- Enhances immersion: Feels more like governing a civilization, less like optimizing a yield puzzle.
- Creates divergent playthroughs: Each game unfolds differently depending on which cards you commit to and when.
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- Keeps the base game intact for players who enjoy the current system.
- Functions as a “challenge mode” for those who want more permanence and drama in their policy choices.
- Easy to toggle on/off at game setup, just like Apocalypse Mode or Dramatic Ages.
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