Civics
In Civilization VI, you will be able to advance your cultural focuses throughout your civilization's lifetime. Starting off with the Code of Laws, you will enhance and strengthen your culture to be able to build new buildings, get passive bonuses, and obtain new policies you can use to increase the efficiency of whichever victory type you are trying to obtain.
Each time you get a Civic upgrade, you will be able to change out your policies if you would like to. These policies have a specific color code, and each government type has its own amount of slots for all the different types of colors, including multicolored slots. Speaking of governments, you can unlock government upgrades through some Civics, allowing you to gain more passive bonuses and increased policy slots.
Civic Name | Unlocks |
---|---|
Code of Laws | Policy: Discipline, God King, Survey, Urban Planning |
Craftsmanship | Policy: Agoge, Ilkum |
Foreign Trade | Trade Routes; Policy: Caravansaries, Maritime Industries; Unit: Trader |
Military Tradition | Allows for flanking and support combat bonuses to all combat units; Policy: Maneuver, Strategos |
State Workforce | Policy: Conscription, Corvee |
Early Empire | Allows player to enforce borders and grant Open Borders to other civilizations; Policy: Colonization, Land Surveyors |
Mysticism | +1 Envoy; Policy: Inspiration, Revelation; Building: Oracle |
Games and Recreation | Policy: Insulae; Building: Arena, Colosseum; District: Entertainment Complex |
Political Philosophy | Policy: Charismatic Leader, Diplomatic League; Government: Autocracy, Classical Republic, Oligarchy |
Drama and Poetry | Policy: Literary Tradition; Building: Amphitheater; District: Theater Square |
Military Training | +1 Envoy; Policy; Raid, Veterancy |
Defense Tactic | Policy: Bastions, Limes |
Recorded History | Policy: Natural Philosophy; Building: Great Library |
Theology | +1 Envoy; Policy: Scripture, but removes God King; Building: Mahabodhi Temple, Temple |
Naval Tradition | +1 Envoy; Policy: Naval Infastructure, Navigation |
Feudalism | Farm improvements gain +1 Food for each adjacent Farm improvement with minimum 3 Farms adjacent to each other; Policy: Fuedal Contract, Serfdom, but removes Agoge and Illkum |
Civic Service | Allows alliances; Policy: Meritocracy, Retainers |
Mercenaries | +1 Envoy; Policy: Professional Army, Sack, Trade Confederation |
Medieval Faires | Policy: Aesthetics, Medina Quarter, Merchant Confederation, but removes Insulae |
Guilds | Policy: Craftsmen, Town Charters, Traveling Merchents; Building: Chichen Itza |
Divine Right | Policy: Chivalry, Gothic Architecture, but removes Corvee and Maneuver; Building: Mont St. Michel; Government: Monarchy |
Exploration | Pasture improvements recieve +1 Food; Policy: Colonial Offices, Native Conquest but removes Discipline, Survey, and Urban Planning; Government: Merchant Republic |
Humanism | Policy: Frescoes, Invention but removes Revelation; Building: Archaeological Museum, Art Museum |
Diplomatic Service | Allows Resident Embassies and grants the ability to contruct a Spy. The first four Casus Belli may now be used to justify wars, being: Holy War, War of Liberation, War of Reconquest, and Protectorate War; Policy: Machiavellianism |
Reformed Church | Policy: Religious Orders, Simultaneum, Wars of Religion; Government: Theocracy |
Mercantilism | Camp improvements receive +1 Production; Policy: Logistics, Triangular Trade but removes Caravansaries; Unit: Privateer |
The Enlightenment | Religious Tourism effects are halved versus your civilization; Policy: Free Market, Liberalism, Rationalism |
Colonialism | +1 Envoy; Policy: Colonial Taxes, Press Gangs, Raj, but removes Maritime Industries |
Civil Engineering | Can build Farms on Grassland Hills and Plains Hills. Unlocks Urban Defenses, giving all of your cities an automatic 200 Fortification Strength and the ability to bombard; Policy: Public Works, Skyscrapers, but removes Bastions, Corvee, Gothic Architecture, Limes, and Serfdom |
Nationalism | Grants the ability to construct an additional Spy. Allows forming two identical units into a Corps. or Fleet. Allows one new Casus Belli: Colonial War; Policy: Grande Armee, National Idenity, but removes Feudal Contract |
Opera and Ballet | +1 Envoy; Policy: Grand Opera, Symphonies; Building: Bolshoi Theatre |
Natural History | Reveals Antiquity Sites and allows construction of Archaelogists. +1 Envoy; Building: Herimtage, Zoo; Unit: Archaeologist |
Urbanization | Policy: Military Research, Public Transport; District: Neighborhood |
Scorched Earth | +1 Envoy; Policy: Expropriation, Military Organization, Total War, but removes Colonization, Land Surveyors, Raid, Sack, and Strategos |
Conservation | +1 Envoy. Allows the building of National Parks and the purchase of Naturalist with Faith. Allows Builders to plant Woods (second-growth). Woods in your territory that have never been removed (old-growth) gain +1 Appeal; Policy: Resource Management; Unit: Naturalist |
Mass Media | Policy: Propoganda, but removes Retainers; Building: Broadway, Cristo Redentor |
Mobilization | Allows formation of Defensive Pacts. Allows forming three identical units into an Army or Armada. Allows one new Casus Belli: War of Territorial Expansion; Policy: Levee en Masse, but removes Conscription |
Capitalism | +1 Envoy; Policy: Laissez-Faire, Market Economy but removes Trade Confederation and Traveling Merchants |
Ideology | Grants the ability to construct an additional Spy; Policy: Police State |
Nuclear Program | +1 Envoy; Policy: Nobel Prize, Nuclear Espionage, but removes Inspiration |
Suffrage | Policy: Arsenal of Democracy, Economic Union, New Deal, Their Finest Hour, but removes Liberalism, Medina Quarter, Naval Infastructure, and Town Charters; Government: Democracy |
Totalitarianism | Policy: Gunboat Diplomacy, Lightning Warfare, Martial Law, Third Alternative, but removes Charismatic Leader, Chivalry, and Maneuver; Government: Fascism |
Class Struggle | Policy: Collectivization, Defense of the Motherland, Five-Year Plan, Patriotic War, but removes Craftsmen and Natural Philosophy; Government: Communism |
Cultural Heritage | +1 Envoy; Policy: Heritage Tourism; Building: Sydney Opera House |
Cold War | Grants the ability to construct an additional Spy; Policy: Containment, Cryptography, International Waters but removes Maritimes Industries and Press Gangs |
Professional Sports | Policy: Sports Media, but removes Aesthetics and Grand Opera; Building: Estadio do Maracana, Stadium |
Rapid Deployment | Allows for the transport of land units between Aerodrome districts that contain Airports; Policy: Military First, but removes Grande Armee |
Space Race | Policy: Integrated Space Cell, Satellite Broadcasts, but removes Military Research |
Globalization | +1 Gold to Plantations. Can be completed multiple times, increasing your points towards the Score Victory; Policy: Ecommerce, International Space Agency, Strategic Air Force, but removes Their Finest Hour and Triangular Trade |
Social Media | Can be completed multiple times, increasing your points toward the Score Victory; Policy: Collective Activism, Online Communities |