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Policies Overview

GauntZero

Warlord
Joined
Jun 5, 2016
Messages
122
Location
Europe
Hey folks,

No idea if someone already did this, but I took the latest civi tree and tried to write down all the policies that exist so far.

What do you like best in what era ? :)

Hope it is useful for the one or other:

Ancient Policies:

Agoge (m): +50% Production toward Ancient and Classical era melee and ranged units.

Discipline (m): +5 Combat Strength when fighting Barbarians.

Corvee (e): +15% Production toward Ancient and Classical wonders.

Strategos (w): +2 Great General points per turn.

Conscription (m): Unit maintenance reduced by 1 Gold per turn, per unit.

Maneuver (m): +100% Production toward Ancient and Classical era heavy and light cavalry units.

Maritime Industries (m): +100% Procution toward Ancient and Classical era naval units.

Survey (m): Double experience for recon units.

Colonization (e): +50% Production toward Settlers.

Land Surveyors (e): Reduces the cost of purchasing a plot by 20%

Caravansaries (e): +2 Gold from all Trade Routes.

Ilkum (e): +30% Production toward Builders.

Urban Planning (e): +1 Production in all cities.

God King (e): +1 Faith and +1 Gold in the Capital.

Inspiration (w): +2 Great Scientist points per turn.

Revelation (w): +2 Great Prophet points per turn.



Classical Policies:

Insulae (e): +1 Housing in all cities with at least 2 specialty districts

Diplomatic League (d): The first Envoy you send to each city state counts as two Envoys.

Charismatic Leader (d): +2 Influence points per turn toward earning city state Envoys.

Literary Tradition (w): +2 Great Writer points per turn.

Raid (m): pillaging improvements grants doubled yields

Veterancy (m): +30% for building encampments and encampment buildings

Bastions (m): +6 City defense strength, +5 city ranged attack

Limes (m): +100% towards defensive buildings

Natural Philosophy (e): +100% campus adjacency bonus

Scripture (e): +100% holy site adjacency bonus



Medieval Policies:

Naval infrastructure (e): +100% harbour adjacency bonus

Navigation (w): +2 Great Admiral points per turn.

Feudal Contract (m): +50% Production toward Medieval and Renaissance era melee and ranged units.

Serfdom (e): newly built builders get +2 extra build actions

Retainers (m): +1 Amenity for cities with a garrisoned unit

Meritocracy (e): each city gets +1 culture for each specialty district it constructs

Sack (m): pillaging districts has doubled yields

Professional Army (m): 50% discount on all unit upgrades

Trade confederation (e): +1 culture and +1 science from international trade routes

Merchant Confederation (d): +1 gold from each of your envoys at city states

Aesthetics (e): +100% theatre square adjacency bonus

Medina Quarter (e): +2 Housing in all cities with at least 3 specialty districts

Craftsmen (e): +100% industrial zone adjacency bonus

Town charters (e): +100% commercial hub adjacency bonus

Travelling merchants (w): +2 Great Merchant points per turn.

Chivalry (m): +100% Production toward medival, renaissance and industrial era heavy and light cavalry units.

Gothic Architecture (e): +15% Production toward medieval and renaissance wonders.



Renaissance Policies:

Native Conquest (m): combat victories over units of earlier eras grant 50% of the units strength as gold

Colonial Offices (e): +15% cities growth for cities not on your capitals continent

Invention (w): +2 Great Engineer points per turn.

Frescoes (w): +2 Great Artist points per turn.

Machiavellianism (d): +50% production towards spies; spy actions take 25% less time

Wars of religion (m): +4 combat strength if fighting civilizations with other religions

Religious orders (e): all religious units +5 strength for religious combat

Simultaneum (e): faith from holy site buildings doubled

Logistics (m): +1 movement if starting in freindly territory

Triangular Trade (e): +4 gold and +1 faith from all trade routes

Rationalism (e): science from campus buildings doubled

Free market (e): gold from commercial district buildings doubled

Liberalism (e): +1 Amenity in all cities with at least 2 specialty districts



Industrial Policies:

Press Gangs (m): +100% Production toward renaissance and industrial era naval units.

Colonial Taxes (e): +25% gold in cities not on your original capitals continent

RAJ (d): +2 science, faith, gold and culture per CS you are suzerain of

Public works (e): +30% prodction towards builders; newly built builders get +2 extra build actions

Skyscrapters (e): +15% production for industrial and later era wonders

Grande Armee (m): +50% Production toward industrial and modern era melee and ranged units.

National identity (m): units have 50% less combat strength reduction due to injury

Grand Opera (): culture from theatre suqare buildings doubled

Symphonies (w): +2 Great Musician points per turn.

Public Transport (e): receive 50 gold per appeal of tile when replacing a farm with a neighborhood

Military Research (m): seaports and Military Academies get +1 science

Total War (m): yields from pillaging are doubled

Expropriation (e): settler costs reduced by 50%, plot purchase costs reduced by 20%

Military Organization (w): +4 Great General points per turn.



Modern Policies:

Resource Management (e): 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city

Propaganda (m): -25% war weariness

Levee en Masse (m): unit maintainance -2 gold per unit per turn

Laissez-Faire (w): +4 Great Merchant points per turn.

Market Economy (e): trade routes +1 gold per luxury and strategic resource improved at the destination, as well as +2 culture and +2 science

Police State (d): enemy spy levels in your lands -2, but your cities amenities are decreased by 1

Nobel Prize (w): +4 Great Scientist points per turn.

Nuclear Espionage (d): spies who steal a tech boost without being detected get an extra boost

Economic Union (e): +100% commercial hub and harbour adjacency bonus

Their finest hour (m): +50% towards modern and atomic era air units

Arsenal of democracy (d): trade routes to an allies cities grant +2 food and +2 production for both

New deal (e): +4 Housing, +2 Amenities, -8 gold for all cities with at least 3 specialty districts

Lightning Warfare (m): +100% Production toward modern, atomic and information era heavy and light cavalry units.

Third Alternative (e): +4 gold for each military academy, research lab and power plant

Martial Law (m): -25% war weariness

Gunboat Diplomacy (d): open boaders with all CS, +4 Influence towards envoys

Five-Year-Plan (e): +100% campus and industrial zone adjacency bonus

Collectivization (e): +4 food from domestic trade routes

Lightning Warfare (m): +100% Production toward modern, atomic and information era support units.

Defense of the motherland (m): no war weariness from wars in your territory



Atomic Policies:

Heritage Tourism (e): +100% Tourism from Great works of art and artifacts

Cryptography (d): enemy spy level reduced by 2 in your territory; your own spies have their level increased by 1 for offensive operations

International Waters (m): +100% Production toward modern, atomic and information era naval units, excluding carriers.

Containment (d): each envoy you send to a CS counts as 2 if the suzerain of the CS has a different government than you

Sports Media (e): +100% theatre square adjacency bonus, and stadiums generate +1 Amenity

Military First (m): +50% Production toward atomic and information era melee and ranged units.

Satellite Broadcasts (e): triples tourism from great works of music

Integrated Space Cell (m): +15% production towards space race projects if a city has either a military academy or a seaport



Information Policies:

Strategic Air force (m): +50% Production toward information era air units and all carriers

Ecommerce (e): +5 production and +10 gold from all international trade routes

International space agency (d): +10% science per CS you are the suzerain of

Online Communities (e): +50% tourism output to civilizations to which you have a trade route

Collective Activism (d): +10% culture per CS you are the suzerain of
 
Almost all of these policies are very simple--+X to this yield or +Y% to that yield, perhaps with a condition attached. Some of them look very powerful (I'm impressed by the +50% to Settlers card!) but they're almost all quite simple. There are only a couple policies--Resource Management, Serfdom, and Public Transportation, e.g.--that deviate from that same basic pattern.

I'm hoping that as Civ VI develops, we'll get some more adventurous policies--things like the Slavery, Universal Suffrage, or Nationhood civics of Civ IV, that opened up entirely new options and really radically changed the way you played the game.

With that said, I think this policy system has a ton of potential to be even better than the Civ IV civics system, and that's saying something. I just want Firaxis to be a little more adventurous in designing what these policies do.
 
I'm hoping that as Civ VI develops, we'll get some more adventurous policies--things like the Slavery, Universal Suffrage, or Nationhood civics of Civ IV, that opened up entirely new options and really radically changed the way you played the game.


Looking at this list I'm already overwhelmed with choice, I think simpler is better. "Adventurous" choices are much more likely to have balance issues (like OP slavery in Civ 4*)

*though there was kind of historical/thematic accuracy to slavery being OP throughout history so that kind of worked I guess
 
Looking at this list I'm already overwhelmed with choice, I think simpler is better. "Adventurous" choices are much more likely to have balance issues (like OP slavery in Civ 4*)

*though there was kind of historical/thematic accuracy to slavery being OP throughout history so that kind of worked I guess

But many policies will expire as well.
 
I like that the policies really do feel like government policies or plans. They give a sense of your priorities. For example, if a player is using strategic air force, you know they are prioritizing building a modern air force and carrier force. When the player gets intel on what policies the AI is using, it will be helpful because it actually tell the player what the AI's focus is.
 
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