Civilization 6 Governments and Policies list - every Policy requirement, Government bonus, and more
Complete details on Civ 6's Governments and Policies.
Civilization 6's Governments and Policies are an entirely new addition to the Civ series, bringing with them a new level of control over the type of civilization you hope to run.
Unlocked by progressing through the all-new Civics Tree, which is done by earning Culture - much the same as Tech Tree advances come from earning Science - Governments each grant a unique Inherent Bonus and Legacy Bonus, a selection of slots for Policy cards, and points towards city-state-wooing Envoys. Policies will comes from the same method of Civic Tree progression, with each one offering various benefits to your yields, units, Production and more.
Careful management of your Government choice and Policy unlocks, then, is crucial for an efficient playthrough, particularly if you have a specific victory condition - such as a Scientific, Military, or Religious Victory - in mind.
A quick note: we've refreshed out Civ 6 guides for the game's launch on Nintendo Switch, but just be aware that they contain information regarding the Rise and Fall DLC as well as the base game, which means some things only apply if you have that DLC! Otherwise... crack on!
Civilization 6 Governments list
Civics Tree
As we mentioned above, Governments are unlocked at various stages of the Civics Tree. It's a long one, so there's no easy way to display it, but if you follow this link to our Civics Tree image, it'll open in a new tab for you to zoom in on and scroll around.
Governments
Government | Requirement | Inherent Bonus | Legacy Bonus | Influence Generation |
---|---|---|---|---|
Chiefdom | N/A | N/A | N/A | N/A |
Autocracy | Unlock 'Political Philosophy' | Capital receives +1 boost to all yields | Bonus to Wonder Production (10%, plus 1% for every 10 turns on Standard speed | Gain 3 Influence points per Turn. At 100 points, earn 1 Envoy. |
Oligarchy | Unlock 'Political Philosophy' | All Land Melee units gain +4 Combat Strength | Bonus combat experience for units (20%, plus 1% for every 5 turns on Standard speed) | Gain 3 Influence points per Turn. At 100 points, earn 1 Envoy. |
Classical Republic | Unlock 'Political Philosophy' | All cities with a district receive a +1 Amenity. | Bonus Great People points (15%, plus 1% for every 15 turn on Standard speed) | Gain 3 Influence points per Turn. At 100 points, earn 1 Envoy |
Monarchy | Unlock 'Divine Right' | +2 Housing in any city with Medieval Walls | Bonus Influence points towards Envoys (20%, plus 1% for every 10 turns on Standard speed) | Gain 5 Influence points per Turn. At 150 points, earn 2 Envoys |
Merchant Republic | Unlock 'Exploration' | +2 Trade Routes | Discount on Gold purchases (15%, plus 1% for every 15 turns on Standard speed) | Gain 5 Influence points per Turn. at 150 points, earn 2 Envoys |
Theocracy | Unlock 'Reformed Church' | Can buy land combat units with Faith. All units +5 Religious Strength in theological combat | Discount on Faith purchases (15%, plus 1% for every 15 turns on Standard speed) | Gain 5 Influence points per Turn. At 150 points, earn 2 Envoys |
Democracy | Unlock 'Suffrage' | Patronage of Great People costs 50% less Gold | Bonus yields from district projects (30%, plus 1% for every 10 turns on Standard speed) | Gain 7 Influence points per Turn. At 200 points, earn 3 Envoys |
Fascism | Unlock 'Totalitarianism' | All combat units gain +4 Combat Strength | Bonus to unit Production (20%, plus 1% for every 10 turns on Standard speed) | Gain 7 Influence points per Turn. At 200 points, earn 3 Envoys) |
Communism | Unlock 'Class Struggle' | Land units gain +4 Defense Strength | Bonus to all Production (10%, plus 1% for every 20 turns on Standard speed) | Gain 7 Influence points per Turn. At 200 points, earn 3 Envoys |
Civilization 6 Policies list
Military Polices
Policy | Civic required | Description | Made obsolete by |
---|---|---|---|
Agoge | Craftmanship | +50% Production toward Ancient and Classical era melee and ranged units | Feudal Contract |
Bastions | Defensive Tactics | +6 City Defense Strength, +5 City Ranged Strength | Public Works |
Chivalry | Divine Right | +100% Production toward Medieval, Renaissance, and Industrial era heavy and light cavalry units | Lightning Warfare |
Conscription | State Workforce | Unit maintenance reduced by 1 Gold per turn, per unit | Levee en Masse |
Defense of the Motherland | Class Struggle | No war weariness from combat in your territory | N/A |
Discipline | Code of Laws | +5 Unit Combat Strength when fighting Barbarians | Native Conquest |
Feudal Contract | Feudalism | +50% Production toward Medieval and Renaissance era melee and ranged units | Grande Armee |
Grand Armee | Nationalism | +50% Production toward Industrial and Modern era melee and ranged units | Military First |
Integrated Space Cell | Space Race | +15% Production toward Space Race projects if a city has either a Military Academy or a Seaport | N/A |
International Waters | Cold War | +100% Production toward Modern, Atomic and Information era Naval units, excluding Carriers | N/A |
Levee en Masse | Mobilization | Unit maintenance cost reduced by 2 Gold per turn, per unit | N/A |
Lightning Warfare | Totalitarianism | +100 Production for Modern, Atomic, and Information era heavy and light cavalry units | N/A |
Limes | Defensive Tactics | +100% Production toward defensive buildings | Public Works |
Logistics | Mercantilism | +1 Movement if starting turn in friendly territory | N/A |
Maneuver | Military Tradition | +100% Production toward Ancient and Classical era heavy and light cavalry units | Lightning Warfare |
Maritime Industries | Foreign Trade | +100% Production toward Ancient and Classical era naval units | International Waters |
Martial Law | Totalitarianism | Accumulate 25% less war weariness than usual | N/A |
Military First | Rapid Deployment | +50% Production toward Atomic and Information era melee and ranged units | N/A |
Miltary Research | Urbanization | Military Academies and Seaports generate +1 Science | Integrated Space Cell |
National Identity | Nationalism | Units have 50% less Combat Strength reduction from being injured | N/A |
Native Conquest | Exploration | Combat victories over units from earlier eras provide Gold equal to 50% of the Combat Strength of the defeated unit | N/A |
Patriotic War | Class Struggle | +100% Production for Modern, Atomic and Information era support units | N/A |
Press Gangs | Colonialism | 100% Production toward Renaissance and Industrial era naval units | International Waters |
Professional Army | Mercenaries | 50% discount on all unit upgrades | N/A |
Propaganda | Mass Media | Accumulate 25% less war weariness than usual | N/A |
Raid | Military Training | Yields gained from pillaging are doubled for pillaging improvements | Total War |
Retainers | Civil Service | +1 Amenity for cities with a garrisoned unit | Propaganda |
Sack | Mercenaries | Yields gained from pillaging are doubled for pillaging districts | Total War |
Strategic Air Force | Golbalization | +50 Production toward Information era air units, and toward all Carriers | N/A |
Survey | Code of Laws | Double experience for recon units | Native Conquest |
Their Finest Hour | Suffrage | +50% Production toward Modern and Atomic air units | Strategic Air Force |
Total War | Scorched Earth | Yields gained from pillaging are doubled | N/A |
Veterancy | Military Training | +30% production toward Encampment districts and buildings for that district | N/A |
Wars of Religion | Reformed Church | +4 Combat Strength when fighting civilizations that follow other Religions | N/A |
Economic Polices
Policy | Civic required | Description | Made obsolete by |
---|---|---|---|
Aesthetics | Medieval Faires | +100% Theater Square district adjacency bonuses | Sports Media |
Caravanasaries | Foreign Trade | +2 Gold from all Trade Routes | Triangular Trade |
Collectivization | Class Struggle | +4 Food from domestic Trade Routes | N/A |
Colonial Offices | Exploration | +15% faster growth for cities not on your original Capital's continent | N/A |
Colonial Taxes | Colonialism | +25% Gold in cities not on your original Capital's continent | N/A |
Colonization | Early Empire | +50% Production toward Settlers | N/A |
Corvee | State Workforce | +15% Production toward Ancient and Classical Wonders | Skyscapers |
Craftsmen | Guilds | 100% Industrial Zone adjacency bonuses | Five-Year Plan |
Eccomerce | Globalization | +5 Production and +10 Gold for international Trade Routes | N/A |
Economic Union | Suffrage | +100% Commercial Hub and Harbor district adjacency bonuses | N/A |
Expropriation | Scorched Earth | Settler cost reduced by 50%, plot purchase cost reduced by 20% | N/A |
Five-Year Plan | Class Struggle | +100% Campus and Industrial Zone district adjacency bonuses | N/A |
Free Market | The Enlightenment | +100% Gold yield from Commercial Hub district buildings | N/A |
God King | Code of Laws | +1 Faith and +1 Gold in the Capital | Scripture |
Gothic Architecture | Divine Right | +15% Production toward Medieval and Renaissance wonders | Skyscrapers |
Grand Opera | Opera and Ballet | +100% Culture yield from Theatre Square district buildings | Sports Media |
Heritage Tourism | Cultural Heritage | +100% Tourism from Great Works for Art and Artifacts | N/A |
Ilkum | Craftmansship | +30% Production towards Builders | Serfdom |
Insuale | Games and Recreation | +1 Housing in all cities with at least 2 specialty districts | Medina Quarter |
Land Surveyors | Early Empire | Reduces the cost of purchasing a tile by 20% | Expropriation |
Liberalism | The Enlightenment | +1 Amenity to all cities with at least 2 specialty districts | New Deal |
Market Economy | Capitalism | Your international Trade Routes provide +1 Gold per Luxury and Strategic resource improved at the destination, as well as +2 Culture and +2 Science | N/A |
Medina Quarter | Medieval Faires | +2 Housing in all cities with at least 3 specialty districts | New Deal |
Meritocracy | Civil Service | Each city receives +1 Culture for each specialty district it constructs | N/A |
Natural Philosophy | Recorded History | +100 Campus district adjacency bonuses | Five-Year Plan |
Naval Infrastructure | Naval Tradition | +100% Harbor district adjacency bonuses | Economic Union |
New deal | Suffrage | +4 Housing, +2 Amenities, -8 Gold to all cities with at least 3 specialty districts | Suffrage |
Online Communities | Social Media | +50% Tourism output to civilizations to which you have a Trade Route | N/A |
Public Transport | Urbanization | Receive 50 Gold per Appeal of tile when replacing a Farm with a Neighborhood district | N/A |
Public Works | Civil Engineering | +30% Production toward Builders, and newly trained Builders gain 2 extra build actions | N/A |
Rationalism | The Enlightenment | +100% Science from Campus district buildings | N/A |
Religious Orders | Reformed Church | All religious units +5 Religious Strength in theological combat | N/A |
Resource Management | Conservation | 1 copy of a Strategic resource allows you to produce and purchase units requiring it in any city | N/A |
Satellite Broadcasts | Space Race | Triples Tourism from Great Works of Music | N/A |
Scripture | Theology | +100% Holy Sity adjacency bonuses | N/A |
Serfdom | Feudalism | Newly trained Builders gain 2 extra build actions | Public Works |
Simultaneum | Reformed Church | Doubles Faith yield from Holy Site district buildings | N/A |
Skyscrapers | Civil Engineering | +15% Production toward Industrial era and later wonders | N/A |
Sports Media | Professional Sports | +100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenity | N/A |
Third Alternative | Totalitarianism | +4 Gold from each Research Lab, Military Academy, and Power Plant | N/A |
Town Charters | Guilds | +100% Commercial Hub district adjacency bonuses | Economic Union |
Trade Confederation | Mercenaries | +1 Culture and +1 Science from intentional Trade Routes | Market Economy |
Triangular Trade | Mercantilism | +4 Gold and +1 Faith from all Trade Routes | Ecommerce |
Urban Planning | Code of Laws | +1 Production of all cities | Colonial Offices |
Diplomatic Policies
Policy | Civic required | Description | Made obsolete by |
---|---|---|---|
Arsenal of Democracy | Suffrage | Your Trade Routes to an Ally's city provide +2 Food and +2 Production for both cities | N/A |
Charismatic Leader | Political Philosophy | +2 Influence points per turn toward earning city-state Envoys | Gunboat Diplomacy |
Collective Activism | Social Media | +10% Culture per city-state you are the Suzerain of | N/A |
Containment | Cold War | Each Envoy you send to a city-state counts as two, if its Suzerain has a different government than you | N/A |
Cryptography | Cold War | Enemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operations | N/A |
Diplomatic League | Poltical Philosophy | The first Envoy you send to each city-state counts as two Envoys | N/A |
Gunboat Diplomacy | Totalitarianism | Open Borders with all city-states, and a +4 Influence points per turn toward earning Envoys | N/A |
International Space Agency | Globalization | +10% Science per city-state you are the Suzerain of | N/A |
Machiavellianism | Diplomatic Service | +50% Production toward Spies, Spy operations take 25% less time | N/A |
Merchant Confederation | Medieval Faires | +1 Gold from each of your Envoys at city-states | N/A |
Nuclear Espionage | Nuclear Program | Spies who steal a tech boost without being detected gain an extra boost | N/A |
Police State | Ideology | Enemy Spies level reduced by 2 in your lands. However all cities suffer -1 Amenity | N/A |
Raj | Colonialism | +2 Science, Culture, Faith and Gold from each city-state you are Suzerain of | N/A |
If your lust for Civilization 6 knowledge is still going strong, expansion owners should take a look at our Civ 6 Rise and Fall guide hub which takes you through the basics of everything new, whilst we have dedicated pages on Governors and Loyalty, along with how to earn Golden Ages, Era Points and Era Score through Historic Moments, and a full list of new Civs in Civ 6 Rise and Fall and other DLC. Otherwise, our Civilization 6 guide, tips and tricks covers the essentials before you master early game, mid-game and late-game strategies. We also have tips on the new Districts feature, a Leaders list with their Traits and Agendas, plus the best ways to get Gold, Science, and Faith, how to win by Religious Victory, and how to earn the elusive Science Victory and Military domination victory. Finally, here's the Culture Victory, Foreign Tourism, and Domestic Tourism explained in depth.
Great Person Policies
Policy | Civic required | Description | Made obsolete by |
---|---|---|---|
Frescoes | +2 Great Artist points per turn | Humanism | N/A |
Inspiration | Mysticism | +2 Great Scientist points per turn | Nobel Prize |
Innovation | Humanism | +2 Great Engineer points per turn | N/A |
Laissez-Faire | Capitalism | +4 Great Merchant points per turn | N/A |
Literary Tradition | Drama and Poetry | +2 Great Writer points per turn | N/A |
Military Organisation | Scorched Earth | +4 Great General points per turn | N/A |
Navigation | Naval Navigation | +2 Great Admiral points per turn | N/A |
Nobel Prize | Nuclear Program | +4 Great Scientist points per turn | N/A |
Revelation | Mysticism | +2 Great Prophet points per turn | N/A |
Strategos | Military Tradition | +2 Great General points per turn | Military Organization |
Symphonies | Opera and Ballet | +4 Great Musician points per turn | N/A |
Traveling Merchants | Guilds | +2 Great Merchant points per turn | Laissez-Faire |