Policies and Acts

Found in the "Policy Screen" of the campaign layer, the policies and acts are comparable to the various researches and unlocks one might find in other games. They are an abstraction of the political processes involved in mobilizing a nation for war and cover a wide array of topics, with an equally large list of effects. At the top; of the panel you can find the pre-war polices you chose as well as the AI.

The game splits all policies into the following branches: Funding, Agriculture, Industry, Military and Diplomacy. These branches represent the general areas that are affected by policies and acts of that branch, though some overlap is possible. Every branch consists of 3 to 5 policies and all branches are divided over 4 chapters, which represent the general phase of the war and serves to limit progress down a branch in function of the duration of the conflict. Another limiting factor is the maximum amount of policies that a nation can have active at the same time, which by default is 5, though additional spending can increase this up to 10.

Policies are further augmented by their associated acts, which can be researched as long as their prerequisite policy is active, and when finished will remain active even when their prerequisite policy is cancelled. This allows the player to activate more acts than would normally be possible by switching up their policies towards the mid and late game when the need for a particular policy's bonuses might not be as pressing as before.

The research time of both policies and acts depends on 2 factors: state support and multiple research. Every state that is part of a nation but does not have 100 support for that nation will apply a malus to the research speed of said nation. For every additional policy or act being researched simultaneously, a malus is applied to all currently researching items, making it slower to research multiple things at once rather than focusing on a single item at a time.

There are some differences between the Union and the Confederacy research trees, mainly in the different assortment of acts each side has access too.

## Funding Branch

The funding branch focuses primarily on the credit rating and revenue streams of a nation. It is an important tool to help manage your financial situation so that congress remains willing to allow the issuing of further bonds and debt. Should you neglect this branch it is possible you will lose the ability to recruit new units until your credit rating has been improved again.

## Agriculture Branch

The Agriculture Branch increases the Agriculture subsidies and increases European relations. The last tier also increases state support.

### Agriculture Policies

#### Associated Acts

+25% trade potential with Europe
+25% trade potential with Europe
+10 European relations
+15 European relations

## Industry Branch

The Industry branch focuses primarily on unlocking more modern weapons and ships for production. It also increases the maximum Industry and Transportation subsidies that may be granted.

### Industry Policies

Production of:
* Rebored Muskets
* Fayetville Rifle-Musket - **CSA**
* Richmond Rifle - **CSA**
* Colt Revolving Rifle
* Joslyn Rifled Carbine
* 12-pdr Napoleon
* 12-pdr Iron Napoleon - **CSA**
* 14-pdr James Rifle

Construction of:
* Ironclad Monitor - **USA**
* Tinclad Gunboat
* Casemate Ironclad Ram - **CSA**
* Ironclad Gunboat Ram - **CSA**
Production of:
* 10-pdr Parrott Rifle
* 20-pdr Parrot Rifle
* 30-pdr Parrot Rifle
* 3-inch Ordnance Rifle
* Sharps Rifle
* Sharps Carbine
* Frank Wesson Carbine
* Maynard Carbine
* Merrill Carbine
* Smith Carbine
* Burnside Carbine - **USA**

Construction of:
* Broadside Ironclad
* Ironclad Frigate
*Industrialization (**Union**)*
*Southern Industrialization (**Confederacy**)*
Production of:
* Henry Rifle
* Spencer Repeating Rifle
* Spencer Carbine

Construction of:
* Ironclad Gunboat
* Ironclad River Gunboat - **CSA**
*Industrialization (**Union**)*
*Southern Industrialization (**Confederacy**)*
+5 national morale
Construction of:
* Ocean Casemate Ironclad
* Ironclad Warship

#### Associated Acts

*Southern Industrialization (**Confederacy**)*
+20 European relations
*Southern Industrialization (**Confederacy**)*
Spawns CSCT corps, composed of:
*Southern Industrialization (**Confederacy**)*
+25 European relations
-5 Union national morale
-10 CSA state support in slave states

## Military Branch

The Military Branch policies increase the maximum subsidies for trade warfare, civil order, and recruitment, as well as influencing army transportation speeds and costs. The acts of this branch focus primarily on recruitment, though some affect relations and trade.

### Military Policies

+5 military experience

#### Associated Acts

The corresponding acts enable higher recruitment numbers. "Letters of Marque" decreases sea trade with Europe for the Union, increases the tariff amount you can use, and decreases the relations with Europe. "Regulars" recruit brigades immediately

## Diplomacy Branch

The Diplomacy Branch increases your European Relations by increasing the amount of subsidies you can grant. Increased Subsidies = Boost in European Relations. It also impacts the weapons you can import.

### Diplomacy Policies

#### Associated Acts

The corresponding acts grant a hard increase in European Relations and the max tariffs you can grant.

+15% maximum tariffs

## Shared Acts

Some acts don't fall under any particular branch but require multiple policies to be passed they are listed below:

Military I
-25% construction speed and cost
Construction of:
Diplomacy IV
Bread Basket II
+25% Production and demand of crops
Diplomacy IV
-50% recruits in Texas
+15 European Relations

## Militia Acts

Not tied to any one branch, Militia acts are time locked behind chapters and each act increases the contract length for each brigade you form.

*For more information on volunteers and recruitment, see the recruitment page.*

\**Available after Lincoln's Inauguration, finishing the research of this act will immediately trigger the war. If not researched manually it will automatically be activated at the outbreak of the war.*

## Notes

* *It is not possible to queue policies or acts so that they will research one after the other.*
* *Acts and Policies are differentiated by the color of the line going to them. Red=Policy & Blue=Act.*
* *A red hourglass means all the requirements have been met and a Policy or Act may be passed.*
* *You can cancel Policies by right clicking them. This works both during and after research.*
* *Cancelling a policy does NOT cancel a linked Act if its fully passed. If you also want to cancel the Act you will have to also cancel the Act itself. You can also just pass policies and then cancel the policies once an Act is passed.*
* *If you cancel a policy with one act passed and another act still in the chain, it will turn greyed out as not all prerequisites have been met unless you reactivate the policy.*
* *Doing more than one policy at a time causes a penalty.*