Policies
Military Policies
Survey (Code of Laws)
Double experience for Recon Units.
Discipline (Code of Laws)
+5 Combat Strength when fighting Barbarians.
Maritime Industries (Foreign Trade)
+100% Production towards Ancient and Classical era naval units.
Retainers (Civil Service)
+1 Amenity for cities with a garrisoned unit.
Maneuver (Military Tradition)
+100% Production toward Ancient and Classical era heavy and light cavalry units.
Conscription (State Workforce)
Unit maintenance reduced by 1 Gold per turn, per unit.
Agoge (Craftsmanship)
+50% Production toward Ancient and Classical era melee and ranged units.
Limes (Defensive Tactics)
+100% Production towards defensive buildings.
Bastions (Defensive Tactics)
+6 City defense strength, +5 City ranged attack strength.
Chivalry (Divine Right)
+100% Production towards Medieval, Renaissance, and Industrial era heavy and light cavalry units.
Feudal Contract (Feudalism)
+50% to production of Medieval & Renaissance melee/ranged units.
Sack (Mercenaries)
Double yields from pillaging districts.
Professional Army (Mercenaries)
50% discount on unit upgrades.
Raid (Military Training)
Double yields from pillaging improvements
Veterancy (Military Training)
+50% production towards encampments & encampment buildings
Native Conquest (Exploration)
Combat victories over units from earlier eras provide Gold equal to 50% of the Combat Strength of the defeated unit.
Wars of Religion (Reformed Church)
+4 Combat Strength when fighting civilizations that follow other religions.
Logistics (Mercantilism)
+1 Movement if starting turn in friendly territory.
Press Gangs (Colonialism)
100% Production toward Renaissance and Industrial era naval units.
Grand Armee (Nationalism)
+50% Production toward Industrial and Modern era melee and ranged units.
National Identity (Nationalism)
Units have 50% less Combat Strength reduction from being injured.
Military Research (Urbanization)
Military Academies and Seaports generated +1 Science.
Total War (Scorched Earth)
Yields gained from pillaging are doubled.
Propaganda (Mass Media)
Accumulate 25% less war weariness than usual.
Levee en Masse (Mobilization)
Unit maintenance cost reduced by 2 Gold per turn, per unit.
Their Finest Hour (Suffrage)
+50% Production toward Modern and Atomic air units.
Lightning Warfare (Totalitarianism)
+100% Production for Modern, Atomic, and Information era light and heavy cavalry units.
Martial Law (Totalitarianism)
Accumulate 25% less war weariness than usual.
Patriotic War (Class Struggle)
+100% production toward Modern, Atomic, and Information era support units.
Defense of the Motherland (Class Struggle)
No war weariness from combat in your territory.
International Waters (Cold War)
+100% production toward Modern, Atomic, and Information era naval units, excluding Carriers.
Military First (Rapid Deployment)
+50% production toward Atomic and Information era melee and ranged units.
Integrated Space Cell (Space Race)
+15% production toward Space Race projects if a city has either a Military Academy or a Seaport.
Strategic Air Force (Globalization)
+50% production toward Information era air units, and toward all Carriers.
Economic Policies
Urban Planning (Code of Laws)
+1 Production in all cities.
God King (Code of Laws)
+1 Faith and +1 Gold in the Capital.
Ilkum (Craftsmanship)
+30% Production toward Builders.
Meritocracy (Civil Service)
Each city receives +1 Culture for each specialty district it constructs.
Caravansaries (Foreign Trade)
+2 Gold from all Trade Routes
Colonization (Early Empire)
+50% Production towards Settlers
Land Surveyors (Early Empire)
Reduces cost of purchasing a plot by 20%
Insulae (Games and Recreation)
+1 Housing in all cities with at least 2 specialty districts.
Corvée (State Workforce)
+15% Production toward Ancient and Classical wonders.
Scripture (Ideology)
+100% Holy Site adjacency bonuses.
Gothic Architecture (Divine Right)
+15% to production of Medieval and Renaissance Wonders.
Serfdom (Feudalism)
Newly trained Builders gain +2 actions
Trade Federation (Mercenaries)
+1 Culture and +1 Science from international Trade Routes.
Aesthetics (Medieval Faires)
+100% Theater Square adjacency bonuses.
Medina Quarter (Medieval Faires)
+2 Housing in all cities with at least 3 specialty districts.
Religious Orders (Reformed Church)
All religious units +5 Religious Strength in theological combat.
Simultaneum (Reformed Church)
Doubles Faith yield from Holy Site district buildings.
Natural Philosophy (Recorded History)
+100% Campus district adjacency bonuses.
Colonial Offices (Exploration)
+15% facter growth for cities not on your Capital's original continent.
Triangular Trade (Mercantilism)
+4 Gold and +1 Faith from all Trade Routes.
Rationalism (Enlightenment)
+100% Science from Campus district buildings.
Free Market (Enlightenment)
+100% Gold yield from Commercial Hub district buildings.
Liberalism (Enlightenment)
+1 Amenity to all cities with at least 2 specialty districts.
Colonial Taves (Colonialism)
+25% Gold in cities not on your original Capital's continent.
Public Works (Civil Engineering)
+30% Production towards Builders, and newly trained Builders gain 2 extra build actions.
Skyscrapers (Civil Engineering)
+15% Production towards Industrial era and later wonders.
Grand Opera (Opera and Ballet)
+100% Culture yield from Theater Square district buildings.
Public Transport (Urbanization)
Receive 50 Gold per Appeal of tile when replacing a Farm with a Neighborhood District.
Expropriation (Scorched Earth)
Settler cost reduced by 50%. Plot purchase cost reduced by 20%.
Resource Management (Conservation)
1 copy of a Strategic Resource allows you to produce and purchase units requiring it in any city.
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.
Economic Union (Suffrage)
+100% Commercial Hub and Harbor district adjacency bonuses.
New Deal (Suffrage)
+4 Housing, +2 Amenities, -8 Gold to all cities with at least 3 specialty districts.
Third Alternative (Totalitarianism)
+4 Gold from each Research Lab, Military Academy, and Power Plant
Five Year Plan (Class Struggle)
+100% Campus and Industrial Zone adjacency bonuses.
Collectivization (Class Struggle)
+4 Food from domestic Trade Routes.
Heritage Tourism (Cultural Heritage)
+100% Tourism from Great Works of Art and Artifacts.
Sports Media (Professional Sports)
+100% Theater Square adjacency bonuses, and Stadiums generate +1 Amenity.
Satellite Broadcasts (Space Race)
Triples Tourism from Great Works of Music.
Ecommerce (Gobalization)
+5 Production and +10 Gold from international Trade Routes.
Online Communities (Social Media)
+50% Tourism output to civilizations to which you have a Trade Route.
Diplomatic Policies
Diplomatic League (Political Philosophy)
The first Envoy you send to each city-state counts as two Envoys.
Charismatic Leader (Political Philosophy)
+2 Influence points per turn towards earning city-state Envoys.
Merchant Confederation (Medieval Faires)
+1 Gold from each of your Envoys at city-states.
Machiavellianism (Diplomatic Service)
+50% production towards Spies. Spy operations take 25% less time.
Raj (Colonialism)
+2 Science, Culture, Faith, and Gold from each city-state your are Suzerain of.
Police State (Ideology)
Enemy Spies level reduced by 2 in your lands. However, all cities suffer -1 Amenity.
Nuclear Espionage (Nuclear Program)
Spies who steal a tech boost without being detected gain an extra boost.
Arsenal of Democracy (Suffrage)
Your Trade Routes to an Ally's city provide +2 Food and +2 Production for both cities.
Gunboat Diplomacy (Totalitarianism)
Open Borders with all city-states, and +4 Influence points per turn toward earning Envoys.
Cryptography (Cold War)
Enemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operations.
Containment (Cold War)
Each Envoy you send to a city-state counts as two, if its Suzerain has a different government than you.
International Space Agency (Globalization)
+10% Science per city-state you are the Suzerain of.
Collective Activism (Social Media)
+10% Culture per city-state you are the Suzerain of.
Wildcard Policies
Inspiration (Mysticism)
+2 Great Scientist points per turn.
Literary Tradition (Drama and Poetry)
+2 Great Writer points per turn.
Revelation (Mysticism)
+2 Great Prophet points per turn.
Strategos (Military Tradition)
+2 Great General points per turn.
Frescoes (Humanism)
+2 Great Artist points per turn.
Invention (Humanism)
+2 Great Engineer points per turn.
Navigation (Naval Tradition)
+2 Great Admiral points per turn
Traveling Merchants (Guilds)
+2 Great Merchant points per turn
Symphonies (Opera and Ballet)
+4 Great Musician points per turn.
Military Organization (Scorched Earth)
+4 Great General points per turn.
Laissez-Faire (Capitalism)
+4 Great Merchant points per turn.
Nobel Prize (Nuclear Program)
+4 Great Scientist points per turn.