List of policy cards in Civ6

The following is a list of policy cards in Civilization VI and its expansions.
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== List of Policy Cards ==
These are separated by type, and ordered by the civic timeline you will gain them.
Name 	Type 	Description 	Supersedes 	Obsolete with 	Civic 	Era
Survey 	Military 	Double experience for recon units. 	None 	Native Conquest 	Code of Laws 	Ancient Era
God King 	Economic 	+1 and in the . 	None 	Scripture 	Code of Laws 	Ancient Era
Discipline 	Military 	+5 Combat Strength when fighting Barbarians. 	None 	Native Conquest 	Code of Laws 	Ancient Era
Urban Planning 	Economic 	+1 in all cities. 	None 	The Enlightenment 	Code of Laws 	Ancient Era
Ilkum 	Economic 	+30% towards Builders. 	None 	Serfdom 	Craftmanship 	Ancient Era
Agoge 	Military 	+50% towards Ancient and Classical era melee, ranged and anti-cavalry units. 	None 	Feudal Contract 	Craftmanship 	Ancient Era
Caravansaries 	Economic 	+2 additional from all s. 	None 	Triangular Trade 	Foreign Trade 	Ancient Era
Maritime Industries 	Military 	+100% towards all Ancient and Classical era naval units. 	None 	Press Gangs, International Waters	Foreign Trade 	Ancient Era
Maneuver 	Military 	+50% towards all Ancient and Classical era light and heavy cavalry units. 	None 	Chivalry, Lightning Warfare 	Military Tradition 	Ancient Era
Strategos 	Wildcard 	+2 points per turn. 	None 	Military Organization 	Military Tradition 	Ancient Era
Conscription 	Military 	Unit maintenance reduced by 1 per turn per unit. 	None 	Levée en Masse 	State Workforce 	Ancient Era
Corvée 	Economic 	+15% towards Ancient and Classical era wonders. 	None 	Gothic Architecture, Skyscrapers 	State Workforce 	Ancient Era
Land Surveyors 	Economic 	Reduces the cost to purchase a tile by 20%. 	None 	Expropriation 	Early Empire 	Ancient Era
Colonization 	Economic 	+50% towards Settlers. 	None 	Expropriation 	Early Empire 	Ancient Era
Inspiration 	Wildcard 	+2 points per turn. 	None 	Science Foundations 	Mysticism 	Ancient Era
Revelation 	Wildcard 	+2 points per turn. 	None 	Humanism 	Mysticism 	Ancient Era
Limitanei 	Military 	+2 Loyalty per turn for cities with a garrisoned unit. 	None 	None 	Early Empire 	Ancient Era
Insulae 	Economic 	+1 in all cities with at least 2 specialty districts. 	None 	Medina Quarter 	Games and Recreation	Classical Era
Charismatic Leader 	Diplomatic	+2 influence points per turn. 	None 	Gunboat Diplomacy 	Political Philosophy	Classical Era
Diplomatic League 	Diplomatic	The first you send to each city-state counts as 2 s. 	None 	None 	Political Philosophy	Classical Era
Literary Tradition 	Wildcard 	+2 points per turn. 	None 	None 	Drama and Poetry 	Classical Era
Raid 	Military 	Yields gained from pillaging are doubled for pillaging improvements. 	None 	Total War 	Military Training 	Classical Era
Veterancy 	Military 	+30% towards Encampment districts and buildings.
 +30% towards Encampment districts, Harbor districts, and buildings for these districts.	None 	None 	Military Training 	Classical Era
Equestrian Orders 	Military 	All improved and resources yield 1 additional resource per turn. 	None 	None 	Military Training 	Classical Era
Bastions 	Military 	+6 City Defense Strength. +5 City Ranged Strength. 	None 	Public Works 	Defensive Tactics 	Classical Era
Limes 	Military 	+100% towards defensive buildings. 	None 	Lightning Warfare 	Defensive Tactics 	Classical Era
Natural Philosophy 	Economic 	+100% Campus district adjacency bonuses. 	None 	Five-Year Plan 	Recorded History 	Classical Era
Scripture 	Economic 	+100% Holy Site district adjacency bonuses. 	God King 	None 	Theology 	Classical Era
Praetorium 	Diplomatic	Governors provide +2 Loyalty per turn to their city. 	None 	Communications Office 	Recorded History 	Classical Era
Naval Infrastructure 	Economic 	+100% Harbor district adjacency bonuses. 	None 	Economic Union 	Naval Tradition 	Medieval Era
Navigation 	Wildcard 	+2 points per turn. 	None 	None 	Naval Tradition 	Medieval Era
Feudal Contract 	Military 	+50% towards Ancient, Classical, Medieval and Renaissance era melee, ranged and anti-cavalry units. 	Agoge 	Grande Armée 	Feudalism 	Medieval Era
Serfdom 	Economic 	Newly trained Builders gain 2 extra build actions. 	Ilkum 	Public Works 	Feudalism 	Medieval Era
Meritocracy
Available only in standard ruleset.	Economic 	Each city receives +1 for each specialty district it constructs. 	None 	None 	Civil Service 	Medieval Era
Retainers 	Military 	+1 for cities with a garrisoned unit. 	None 	Propaganda 	Civil Service 	Medieval Era
Sack
Available only in standard ruleset; effects were transferred to Raid.	Military 	Yields gained from pillaging are doubled for districts. 	None 	Total War 	Mercenaries 	Medieval Era
Professional Army 	Military 	50% discount on all unit upgrades.
 50% discount on all unit upgrades. 	None 	Force Modernization 	Mercenaries 	Medieval Era
Retinues 	Military 	50% resource discount on all unit upgrades. 	None 	Force Modernization 	Mercenaries 	Medieval Era
Trade Confederation 	Economic 	+1 and +1 from international s. 	None 	Market Economy 	Mercenaries 	Medieval Era
Merchant Confederation 	Diplomatic	+1 from each of your city-state Envoys 	None 	None 	Medieval Faires 	Medieval Era
Aesthetics 	Economic 	+100% Theater Square district adjacency bonuses. 	None 	Sports Media 	Medieval Faires 	Medieval Era
Medina Quarter 	Economic 	+2 in all cities with at least 3 specialty districts. 	Insulae 	New Deal 	Medieval Faires 	Medieval Era
Craftsmen 	Economic
 Military	+100% Industrial Zone district adjacency bonuses. 	None 	Five-Year Plan 	Guilds 	Medieval Era
Town Charters 	Economic 	+100% Commercial Hub district adjacency bonuses. 	None 	Economic Union 	Guilds 	Medieval Era
Traveling Merchants 	Wildcard 	+2 points per turn. 	None 	Laissez-Faire 	Guilds 	Medieval Era
Chivalry 	Military 	+50% toward Industrial era and earlier light and heavy cavalry units. 	Maneuver 	Lightning Warfare 	Divine Right 	Medieval Era
Gothic Architecture 	Economic 	+15% toward Ancient, Classical, Medieval and Renaissance era wonders. 	Corvée 	Skyscrapers 	Divine Right 	Medieval Era
Civil Prestige 	Economic 	Established Governors with at least 2 Promotions provide +1 and +2 . 	None 	None 	Civil Service 	Medieval Era
Native Conquest 	Military 	Combat victories over units from earlier eras provide equal to 50% of the Combat Strength of the defeated unit. 	Discipline, Survey 	None 	Colonialism 	Industrial Era
Colonial Offices 	Economic
 Diplomatic	+15% faster growth for cities not on your original 's continent.
 +15% faster growth and 3 per turn for cities not on your original 's continent.	Urban Planning 	None 	Exploration 	Renaissance Era
Invention 	Wildcard 	+2 points per turn.
 +4 points per turn. +2 additional points for every . 	Revelation 	None 	Humanism 	Renaissance Era
Frescoes 	Wildcard 	+2 points per turn.
 +2 points per turn. +2 additional points for every . 	Revelation 	None 	Humanism 	Renaissance Era
Machiavellianism 	Diplomatic	+50% towards Spies. Spy operations take 25% less time. 	None 	None 	Diplomatic Service 	Renaissance Era
Wars of Religion 	Military 	+4 Combat Strength when fighting civilizations that follow other religions. 	None 	None 	Reformed Church 	Renaissance Era
Simultaneum 	Economic 	+100% from Holy Site district buildings. 
 Extra from buildings in s: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bonus. 
 Extra from buildings in s: +50% if city population is 15 or higher, +50% if district has at least +4 adjacency bonus.	None 	None 	Reformed Church 	Renaissance Era
Religious Orders 	Economic 	All religious units gain +5 Religious Strength in theological combat. 	None 	None 	Reformed Church 	Renaissance Era
Logistics 	Military 	+1 if starting turn in friendly territory. 	None 	None 	Mercantilism 	Renaissance Era
Triangular Trade 	Economic 	+4 and +1 from all s. 	Caravansaries 	Ecommerce 	Mercantilism 	Renaissance Era
Drill Manuals 	Military 	All improved and resources yield 1 additional resource per turn. 	None 	None 	Mercantilism 	Renaissance Era
Rationalism 	Economic 	+100% from Campus district buildings. 
 Extra from buildings in es: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bonus. 
 Extra from buildings in es: +50% if city population is 15 or higher, +50% if district has at least +4 adjacency bonus.	None 	None 	The Enlightenment 	Renaissance Era
Free Market 	Economic 	+100% yield from Commercial Hub district buildings. 
 Extra from buildings in s: +50% if city population is 10 or higher, +50% if district has at least +4 adjacency bonus. 
 Extra from buildings in s: +50% if city population is 15 or higher, +50% if district has at least +4 adjacency bonus.	None 	None 	The Enlightenment 	Renaissance Era
Liberalism 	Economic 	+1 to all cities with at least 2 specialty districts. 	None 	New Deal 	The Enlightenment 	Renaissance Era
Wisselbanken 	Diplomatic	Your s to an Ally's city provide +2 and +2 for both cities. Alliance Points with each ally grow 25% faster.
 Your s to an Ally's city or a city-state you are the Suzerain of provide +2 and +2 for both cities. Alliance Points with each ally grow 25% faster.	None 	Arsenal of Democracy 	Diplomatic Service 	Renaissance Era
Grande Armée 	Military 	+50% towards Industrial era and earlier melee, ranged and anti-cavalry units. 	Feudal Contract 	Military First 	Nationalism 	Industrial Era
National Identity 	Military 	Units have 50% less Combat Strength reduction from being injured. 	None 	None 	Nationalism 	Industrial Era
Press Gangs 	Military 	+100% towards Industrial era and earlier naval units. 	Maritime Industries 	International Waters 	Exploration 	Renaissance Era
Colonial Taxes 	Economic
 Diplomatic	+25% in cities not on your original 's continent.
 +25% and +10% in cities not on your original 's continent. 	None 	None 	Colonialism 	Industrial Era
Raj 	Diplomatic	+2 , , and from all city-states you're Suzerain of.
 +2 , , and from each city-state you are Suzerain of. +2 for s to city-states.	None 	None 	Colonialism 	Industrial Era
Public Works 	Economic 	+30% towards Builders. Newly trained Builders gain 2 additional Build actions. 	Serfdom 	None 	Civil Engineering 	Industrial Era
Skyscrapers 	Economic 	+15% towards all Wonders. 	Gothic Architecture 	None 	Civil Engineering 	Industrial Era
Grand Opera 	Economic 	+100% from Theater Square district buildings.
 Extra from buildings in s: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bonus.
 Extra from buildings in s: +50% if city population is 15 or higher, +50% if district has at least +4 adjacency bonus.	None 	None 	Opera and Ballet 	Industrial Era
Symphonies 	Wildcard 	+4 points per turn.
 +4 points per turn. +4 additional points for every . 	None 	None 	Opera and Ballet 	Industrial Era
Public Transport 	Economic 	Receive 50 per Appeal of tile when replacing a Farm with a Neighborhood district.
 Receive 100 per Appeal of tile when replacing a Farm with a Neighborhood district.
 Neighborhoods with Charming Appeal receive +3 and +1 . Neighborhoods with Breathtaking Appeal receive an additional 1 and 1 . All Neighborhoods receive +1 .	None 	None 	Urbanization 	Industrial Era
Military Research 	Military 	Military Academies and Seaports generate +1 .
 Military Academies, Seaports, and Renaissance Walls generate +2 . 	None 	Integrated Space Cell 	Urbanization 	Industrial Era
Force Modernization 	Military 	50% and resource discount on all unit upgrades. 	Professional Army, Retinues 	None 	Urbanization 	Industrial Era
Total War 	Military 	Yields gained from pillaging and coastal raids are +100%. +50% rewards for plundering s. 	Raid, Sack 	None 	Scorched Earth 	Industrial Era
Expropriation 	Economic 	Settler cost reduced by 50%. Plot purchase cost reduced by 20%. 	Colonization, Land Surveyors 	None 	Scorched Earth 	Industrial Era
Military Organization 	Wildcard 	+4 points per turn.
 +2 points for every and +4 points for every . s receive +2 . 	Strategos 	None 	Scorched Earth 	Industrial Era
Resource Management 	Economic
 Military	1 copy of a Strategic Resource allows you to produce or purchase units requiring it in every city.
 All improved and resources yield 1 additional resource per turn.	None 	None 	Conservation 	Modern Era
Propaganda 	Military 	Accumulate 25% less war weariness than usual. 	Retainers 	None 	Mass Media 	Modern Era
Levée en Masse 	Military 	Unit maintenance cost reduced by 2 per unit. 	Conscription 	None 	Mobilization 	Modern Era
Laissez-Faire 	Wildcard 	+4 points per turn.
 +2 points for every and +4 points for every . +2 points for every and +4 points for every .	Travelling Merchants 	None 	Capitalism 	Modern Era
Market Economy 	Economic 	Your international s provide +1 , +2 , and +2 per Strategic Resource improved at the destination. 	Trade Confederation 	None 	Capitalism 	Modern Era
Police State
Removed in Gathering Storm.	Diplomatic	Enemy Spy levels reduced by 2 in your lands. However, all cities suffer -1 .
 Enemy Spies level reduced by 2 in your lands. However all cities suffer -2 per turn.	None 	None 	Ideology 	Modern Era
Nobel Prize
Removed in Gathering Storm; effects were transferred to Science Foundations.	Wildcard 	+4 points per turn. 	Inspiration 	None 	Nuclear Program 	Modern Era
Science Foundations 	Wildcard 	+4 points per turn.
 +2 points for every and +4 points for every . +2 points for every and +4 points for every Power Plant.	Inspiration 	None 	Nuclear Program 	Modern Era
Nuclear Espionage 	Diplomatic	Spies who steal a tech boost without being detected gain an extra boost. 	None 	None 	Nuclear Program 	Modern Era
Economic Union 	Economic 	+100% Commercial Hub and Harbor district adjacency bonuses. 	Naval Infrastructure, Town Charters	None 	Suffrage 	Modern Era
Their Finest Hour
Requires Democracy in Gathering Storm.	Military
 Wildcard	+50% toward Modern and Atomic air units.
 All units +5 Combat Strength when fighting in or adjacent to their home territory.	None 	Strategic Air Force 	Suffrage 	Modern Era
Arsenal of Democracy 	Diplomatic	Your s to an ally's city provide +2 and for both cities.
 Your s to an Ally's city provide +4 and +4 for both cities. Alliance Points with each ally grow 25% faster.	Wisselbanken 	None 	Suffrage 	Modern Era
New Deal 	Economic 	+4 , +2 , -8 to all cities with at least 3 specialty districts.
 +4 and +2 to all cities with at least 3 specialty districts.	Medina Quarter, Liberalism 	None 	Suffrage 	Modern Era
Lightning Warfare 	Military 	+50% for all heavy and light cavalry units. 	Chivalry, Maneuver 	None 	Totalitarianism 	Modern Era
Third Alternative
Requires Fascism in Gathering Storm.	Economic
 Military	+4 from each Research Lab, Military Academy and Power Plant.
 +2 and +4 from each Research Lab, Military Academy, Coal Power Plant, Oil Power Plant, and Nuclear Power Plant.	None 	None 	Totalitarianism 	Modern Era
Martial Law 	Military
 Wildcard	Accumulate 25% less war weariness than usual.
 Accumulate 25% less war weariness than usual. +2 Loyalty per turn for cities with a garrisoned unit.
 Accumulate 25% less war weariness than usual. Cities with a garrisoned unit get +4 Loyalty per turn.	None 	None 	Totalitarianism 	Modern Era
Gunboat Diplomacy 	Diplomatic	Open Borders with all City-States, and +4 influence points per turn towards earning s. 	Charismatic Leader 	None 	Totalitarianism 	Modern Era
Five-Year Plan 	Economic 	+100% Campus and Industrial Zone district adjacency bonuses. 	Craftsmen, Natural Philosophy 	None 	Class Struggle 	Modern Era
Collectivization
Requires Communism in Gathering Storm.	Economic 	+4 from domestic s.
 +2 and +4 from domestic s. 	None 	None 	Class Struggle 	Modern Era
Patriotic War 	Military 	+100% towards Modern, Atomic and Information era support units. 	None 	None 	Class Struggle 	Modern Era
Defense of the Motherland 	Military
 Wildcard	No war weariness from combat in your territory.
 No war weariness from combat in your territory. +100% for Modern, Atomic, and Information era support units.	None 	None 	Class Struggle 	Modern Era
Cryptography 	Diplomatic	Enemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operations. 	None 	None 	Cold War 	Atomic Era
International Waters 	Military 	+100% towards all naval units, excluding Carriers. 	Maritime Industries, Press Gangs 	None 	Cold War 	Atomic Era
Containment 	Diplomatic	Each you send to a City-State counts as two, if its Suzerain has different government than you. 	None 	None 	Cold War 	Atomic Era
Heritage Tourism 	Economic 	+100% from Great Works and Artifacts. 	None 	None 	Cultural Heritage 	Atomic Era
Sports Media 	Economic 	+100% Theater Square district adjacency bonuses, and Stadiums generate +1 . 	Aesthetics, Grand Opera 	None 	Professional Sports 	Atomic Era
Military First 	Military 	+50% toward all melee, anti-cavalry and ranged units. 	Grande Armee 	None 	Rapid Deployment 	Atomic Era
Satellite Broadcasts 	Economic 	+200% from Great Works of Music. 	None 	None 	Space Race 	Atomic Era
Music Censorship 	Diplomatic	Rock Bands from other players may not enter your territory. -1 in all of your cities with 10 or more Population. 	None 	None 	Space Race 	Atomic Era
Integrated Space Cell 	Military 	+15% towards Space Race projects if a city has either a Military Academy or a Seaport. 	Military Research 	None 	Space Race 	Atomic Era
Second Strike Capability 	Military 	Nuclear Device maintenance reduced by 50% per turn. 	None 	None 	Cold War 	Atomic Era
Strategic Air Force 	Military 	+50% toward all air units and toward Carriers. 	Their Finest Hour 	None 	Globalization 	Information Era
Ecommerce 	Economic 	+5 and +10 from international s.
 +2 and +5 from all s. 	Triangular Trade 	None 	Globalization 	Information Era
International Space Agency 	Diplomatic	+10% ( 5%) per City-State you are the Suzerain of. 	None 	None 	Globalization 	Information Era
Online Communities 	Economic 	+50% output to civilizations to which you have a . 	None 	None 	Social Media 	Information Era
Collective Activism 	Diplomatic	+10% ( 5%) per City-State you are the Suzerain of. 	None 	None 	Social Media 	Information Era
After Action Reports 	Military 	All units gain +50% combat experience. Incorrectly labeled as +25% in game. 	None 	None 	Rapid Deployment 	Information Era
Communications Office 	Diplomatic	Governors provide +1 Loyalty per turn to their city, per Promotion the Governor has. 	Praetorium 	None 	Social Media 	Information Era
Aerospace Contractors 	Wildcard 	Cities with a Spaceport gain +3 per turn and +3 . 	None 	None 	Exodus Imperative 	Future Era
Space Tourism 	Wildcard 	from other players is reduced by 20% versus your civilization. 	None 	None 	Exodus Imperative 	Future Era
Hallyu 	Wildcard 	Your Rock Band units can choose from any possible . 	None 	None 	Cultural Hegemony 	Future Era
Non-State Actors 	Wildcard 	Your Spy units can choose from any possible . 	None 	None 	Cultural Hegemony 	Future Era
Integrated Attack Logistics	Wildcard 	+1 if starting turn in enemy territory. +50% for Giant Death Robots. 	None 	None 	Information Warfare 	Future Era
Rabblerousing 	Wildcard 	When you reduce a player's Diplomatic Victory points in the World Congress, get 50% of your spent back. +1 per turn.	None 	None 	Information Warfare 	Future Era
Diplomatic Capital 	Wildcard 	+4 per turn. 	None 	None 	Smart Power Doctrine	Future Era
Global Coalition 	Wildcard 	+7 Combat Strength for units in friendly territory. 	None 	None 	Smart Power Doctrine	Future Era
== Government legacy cards ==
These cards are available after constructing a building of the corresponding tier. They can be slotted only after having adopted the corresponding form of government, but not while it is currently active.
Name 	Type 	Description 	Building required
Autocratic Legacy	Wildcard	+1 to all yields for each building, building, and palace in a city. 	Ancestral Hall or Audience Chamber or Warlord's Throne
Republican Legacy	Wildcard	All cities with a district receive +1 and +1 . 	Ancestral Hall or Audience Chamber or Warlord's Throne
Oligarchic Legacy	Wildcard	All land melee, anti-cavalry, and naval melee class units gain +4 Combat Strength. 	Ancestral Hall or Audience Chamber or Warlord's Throne
Mercantile Legacy	Wildcard	+10% in all cities with an established Governor. 	Foreign Ministry or Grand Master's Chapel or Intelligence Agency or Queen's Bibliotheque (Kristina only)
Monarchic Legacy 	Wildcard	+1 per level of Walls. 	Foreign Ministry or Grand Master's Chapel or Intelligence Agency or Queen's Bibliotheque (Kristina only)
Theocratic Legacy	Wildcard	+5 Religious Strength in Theological Combat.+0.5 per Citizen in cities with Governors. 	Foreign Ministry or Grand Master's Chapel or Intelligence Agency or Queen's Bibliotheque (Kristina only)
Communist Legacy 	Wildcard	+0.6 per Citizen in cities with Governors. 	National History Museum or Royal Society or War Department
Democratic Legacy	Wildcard	+1 , +1 per District. Your s to an Ally or Suzerain's city provide +4 and +4 for both cities. Alliance Points with all allies increase by an additional .25 per turn.	National History Museum or Royal Society or War Department
Fascist Legacy 	Wildcard	All units gain +5 Combat Strength. reduced by 15%. 	National History Museum or Royal Society or War Department
== Dark Age Policy Cards ==
Name 	Type	Description	First available	Last available
Monasticism 	Dark	+75% in cities with a Holy Site.
BUT: -25% in all cities.	Classical Era 	Medieval Era
Twilight Valor 	Dark	All units +5 Combat Strength for all melee attack units.
BUT: Cannot heal outside your territory.	Classical Era 	Renaissance Era
Inquisition 	Dark	Start Inquisition with 1 Apostle charge. All religious units are +15 Religious Combat Strength in friendly territory.
BUT: -25% in all cities.	Classical Era 	Renaissance Era
Isolationism 	Dark	Domestic routes provide +2 , +2 .
BUT: Can't train or buy Settlers nor settle new cities.	Classical Era 	Industrial Era
Letters of Marque 	Dark	Naval Raiders: +100% , +2 . Yields doubled from plundering s.
BUT: yields -50%.	Renaissance Era	Modern Era
Robber Barons 	Dark	+50% in cities with a Stock Exchange. +25% in cities with a Factory.
BUT: -2 in all cities.	Industrial Era 	Information Era 
Atomic Era
Elite Forces 	Dark	+100% combat experience for all units.
BUT: +2 to maintain each military unit.	Industrial Era 	Information Era 
Future Era
Collectivism 	Dark	Farms +1 . All cities +2 . +100% Industrial Zone adjacency bonuses.
BUT: Points earned 50% slower.	Modern Era 	Information Era 
Atomic Era
Rogue State 	Dark	+50% to nuclear program projects and WMDs.
BUT: Earn no influence toward new s.	Atomic Era 	Information Era 
Future Era
Flower Power 	Dark	All civilizations not currently at war receive +100% of the from your Concerts.
BUT: The cost of producing and purchasing land units other than Rock Bands is increased by +100%.	Atomic Era 	Future Era
Cyber Warfare 	Dark	+10 Combat Strength against units from Information and Future Eras.
BUT: against you do not decay.	Information Era	Future Era
Automated Workforce 	Dark	Your cities get +20% towards city projects.
BUT: -1 and -5 Loyalty per turn in your cities.	Information Era	Future Era
Disinformation Campaign	Dark	+3 per turn for each Broadcast Center.
BUT: -10% and in all cities.	Information Era	Future Era
== Dramatic Ages Policy Cards ==
These policies are unique to the Dramatic Ages game mode. Golden Age Policies can only be enacted in a Golden Age, and Dark Age policies can only be enacted in a Dark Age unless you are playing as Georgia.
Name 	Type 	Description 	First available	Last available
Monumentality 	Golden	+2 for all Builders and Settlers. May purchase civilian units with . Builders are 30% cheaper to purchase with and . 	Classical Era 	Renaissance Era
Exodus of the Evangelists 	Golden	+2 for all Religious units. Additionally, newly trained ones get +2 Charges. +4 points per turn. 	Classical Era 	Renaissance Era
Mandala State 	Golden	+4 for every Wonder. Each Wonder in your cities causes foreign cities within 9 tiles to lose 2 Loyalty per turn. 	Classical Era 	Medieval Era
Free Inquiry 	Golden	Commercial Hub and Harbor district's provides as well. Campus districts provide equal to their bonus. 	Classical Era 	Medieval Era
Praetorian Guard 	Golden	Wounded units can heal +10 HP per turn. +2 to Encampment districts and buildings. 	Classical Era 	Renaissance Era
Sakdina 	Golden	While your projects are active each of your Citizens exerts +0.5 Loyalty pressure to their city. When your projects complete receive +10% additional points for every Building in that project's district.	Renaissance Era	Modern Era
Reform the Coinage 	Golden	Your Traders cannot be plundered. International s provide +3 per specialty district in the foreign city. 	Renaissance Era	Modern Era
Heartbeat of Steam 	Golden	+10% toward Industrial era and later wonders. Campus district's adjacency bonus provides as well. 	Industrial Era 	Information Era 
Atomic Era
To Arms! 	Golden	+50% XP earned for all units and +15% towards military units. 	Industrial Era 	Information Era 
Atomic Era
Culture Industry 	Golden	Cities receive +1 for every specialty district. +25% towards non-specialty districts. Entertainment Complex and Water Park district buildings can be bought with . 	Industrial Era 	Modern Era
Wish You Were Here 	Golden	+100% to all National Parks and +50% from World Wonders. 	Atomic Era 	Information Era 
Future Era
Popular Front 	Golden	+100% from Suzerainty of City-States and Alliance Level. Your s to City-States provide +4 to all yields. 	Information Era	Future Era
Solidarity 	Golden	All Governors exert 2 additional foreign Loyalty pressure. All your cities with governors receive +25% and +25% . 	Atomic Era 	Information Era 
Future Era
Sky and Stars 	Golden	+30% towards Spaceport and Aerodrome districts. +15% and to Cities with either a Spaceport or Aerodrome. 	Atomic Era 	Information Era 
Future Era
Military-Industrial Complex	Golden	All improved , , and resources yield 2 additional resource per turn. All combat units receive +5 Combat Strength and if the unit has a range attack +1 . 	Information Era	Future Era
Decentralization 	Dark 	Cities with 6 or less population receive +4 Loyalty per turn.
BUT: Cities with more than 6 population receive -15% . 	Classical Era 	Renaissance Era
Samoderzhaviye 	Dark 	+50% in your .
BUT: All Governors are neutralized and cannot be reestablished. 	Renaissance Era	Modern Era
Soft Targets 	Dark 	+10 Combat Strength vs. city attacks and district defenses.
BUT: -3 Combat Strength against units. 	Industrial Era 	Information Era 
Modern Era
Despotic Paternalism 	Dark 	+4 Loyalty per turn in cities with Governors.
BUT: -15% and -15% in all cities without an established Governor. 	Industrial Era 	Information Era 
Atomic Era
The following Dark Age policy cards from the base game are modified in the Dramatic Ages game mode. If a base game Dark Age policy card is not mentioned here, that card is available in this game mode without any changes.
Name 	Type	Description 	First available	Last available
Monasticism 	Dark	+75% in cities with a Holy Site.
BUT: -25% in cities without a Holy Site.	Classical Era 	Medieval Era
Twilight Valor 	Dark	Removed in this game mode.	Classical Era 	Renaissance Era
Inquisition 	Dark	Start Inquisition with 1 Apostle charge. All religious units are +15 Religious Combat Strength in friendly territory.
BUT: -15% in all cities.	Classical Era 	Renaissance Era
Isolationism 	Dark	Domestic routes provide +3 , +3 , and +3 .
BUT: Can't train or buy Settlers nor settle new cities.	Classical Era 	Industrial Era
Letters of Marque	Dark	Removed in this game mode.	Renaissance Era	Modern Era
Robber Barons 	Dark	+50% and +25% in cities with a Bank or a Shipyard. 
BUT: -2 in all cities.	Industrial Era 	Information Era 
Atomic Era
Elite Forces 	Dark	+100% combat experience for all units.
BUT: +1 to maintain each military unit.	Industrial Era 	Information Era 
Future Era
Collectivism 	Dark	Farms +1 . All cities +2 . Industrial Zones provide equal to their adjacency bonuses.
BUT: Points earned 50% slower.	Modern Era 	Information Era 
Atomic Era
 
Category:Lists (Civ6)