Policy

A Policy is selectable operation for an Agency, only one can be selected at a time and they may need to be unlocked through buildings or agency upgrades. Each Policy costs resources, usually , while providing some sort of benefit. With the exception of Disaster Relief, which applies a daily bonus to disaster repair progress, the benefits are earned exclusively through Policy Events.
== PoliciesSettings/Outspread/Policy/policy_Point.xml ==
Name 	Daily Cost	Description 	Unlocking buildingSettings/Outspread/Build/Build_City.xml, Settings/Outspread/Build/Build_Region.xml, Settings/Outspread/Build/Build_Wonder.xml
None 	 	Lose 5% of own sect's population per day 	Starting policy
Charity 	20 	Earns followers and influence 	Starting policy
Manual Labor 	20 	Earn basic resources dependent on area 	Farm/Lumber Camp/Mine
Abstinence 	20 	Increase stability and own sect appeal 	Discipline Temple
Plotting 	20 	Decrease other sect appeal, decrease other sect followers, poach other sect followers 	Secret Pavilion
Preaching 	20 	Higher value of recruit (dependent on stability, and sect appeal) 	Divine Temple
Disaster relief 	20 (Drought) 
20 (Flood, Earthquake) 
20 (Cold Wave)	Time-limited policy where you compete against other sects to fulfill an objective, which can massively increase or decrease followers, stability and city population.	Unlocked by event
Treasure Hunt 	20 	Earns rare resource(s) dependent on area (has minimum INT requirements) 	Agency level 2
Incorporate 	200 	Try to take over the region as the only sect, various effects 	Agency level 3
Miracle 	 	Gather belief for a Shendao Cultivator assigned to the agency 	Agency level 2
Learn form Nature	50 	Generates periodically, unlocked by region-specific wonders 	Agency level 3
Starlit Lake, Deadwood Sea, Altar of Earth
== References ==
The game defines the "Charity" policy twice, once as Policy_Give, then as Policy_Missionary. While they're strictly equivalent, only Policy_Missionary appear to be used in-game.
Category:Agency