Civilization VI: Civics

ANCIENT Era
Code Of Laws Craftsmanship
Foreign Trade Military Tradition
State Workforce Early Empire
Mysticism
CLASSICAL Era
Games Recreation Political Philosophy
Drama Poetry Military Training
Defensive Tactics Recorded History
Theology
MEDIEVAL Era
Naval Tradition Feudalism
Civil Service Mercenaries
Medieval Faires Guilds
Divine Right
RENAISSANCE Era
Exploration Humanism
Diplomatic Service Reformed Church
Mercantilism The Enlightenment
INDUSTRIAL Era
Colonialism Civil Engineering
Nationalism Opera Ballet
Natural History Scorched Earth
Urbanization
MODERN Era
Conservation Capitalism
Nuclear Program Mass Media
Mobilization Ideology
Suffrage Totalitarianism
Class Struggle
ATOMIC Era
Cold War Professional Sports
Cultural Heritage Rapid Deployment
Space Race
INFORMATION Era
Globalization Social Media

ANCIENT Era

Code Of Laws

Cost: 20
Allows: Craftsmanship | Foreign Trade
Allows Policies: Discipline | Survey | God King | Urban Planning

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Craftsmanship

Cost: 40
Pre-Requisites: Code Of Laws
Allows: Military Tradition | State Workforce
Allows Policies: Ilkum | Agoge
Allows Improvements: Sphinx
Boosts: Boosts of 50% when player has 3 improved tiles.

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Foreign Trade

Cost: 40
Pre-Requisites: Code Of Laws
Allows: Early Empire | Mysticism
Allows Policies: Caravansaries | Maritime Industries
Allows Units: Trader
Boosts: Boost of 50%, triggered by discovering another continent.

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Military Tradition

Cost: 50
Pre-Requisites: Craftsmanship
Allows: Military Training
Allows Policies: Maneuver | Strategos
Boosts: Boost of 50%, triggered by clearing a barbarian camp.

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State Workforce

Cost: 70
Pre-Requisites: Craftsmanship
Allows: Games Recreation | Political Philosophy
Allows Policies: Corvee | Conscription
Boosts: Boost of 50%, triggered by having 1 unique specialty districts.

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Early Empire

Cost: 70
Pre-Requisites: Foreign Trade
Allows: Political Philosophy | Drama Poetry
Allows Policies: Land Surveyors | Colonization
Boosts: Boost of 50%, triggered by having 6 citizens.

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Mysticism

Cost: 50
Pre-Requisites: Foreign Trade
Allows: Theology
Allows Policies: Inspiration | Revelation
Allows Buildings: Oracle
Boosts: Boost of 50%, triggered by founding a Pantheon

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CLASSICAL Era

Games Recreation

Cost: 110
Pre-Requisites: State Workforce
Allows: Military Training | Defensive Tactics
Allows Policies: Insulae
Allows Districs: Entertainment Complex | Street Carnival
Allows Buildings: Arena | Colosseum | Tlachtli
Boosts: Boost of 50%, triggered by researching the technology Construction

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Political Philosophy

Cost: 110
Pre-Requisites: State Workforce | Early Empire
Allows: Defensive Tactics | Recorded History
Allows Governments: Autocracy | Oligarchy | Classical Republic
Allows Policies: Charismatic Leader | Diplomatic League
Boosts: Boost of 50%, triggered by meeting 3 City States

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Drama Poetry

Cost: 110
Pre-Requisites: Early Empire
Allows: Recorded History | Theology
Allows Policies: Literary Tradition
Allows Districs: Theater | Acropolis
Allows Buildings: Amphitheater
Boosts: Boost of 50%, triggered by building 1 Great Wonders

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Military Training

Cost: 120
Pre-Requisites: Military Tradition | Games Recreation
Allows: Mercenaries
Allows Policies: Raid | Veterancy
Boosts: Boost of 50%, triggered by having 1 Districts

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Defensive Tactics

Cost: 175
Pre-Requisites: Games Recreation | Political Philosophy
Allows: Naval Tradition | Feudalism | Civil Service
Allows Policies: Bastions | Limes
Boosts: Boost of 50%, if someone declares war on you.

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Recorded History

Cost: 175
Pre-Requisites: Political Philosophy | Drama Poetry
Allows: Civil Service
Allows Policies: Natural Philosophy
Allows Buildings: Great Library
Boosts: Boost of 50%, triggered by having 2 Districts

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Theology

Cost: 120
Pre-Requisites: Mysticism | Drama Poetry
Allows: Divine Right
Allows Policies: Scripture
Allows Buildings: Temple | Stave Church | Madrasa | Mahabodhi Temple
Boosts: Boost of 50%, triggered by founding a religion.

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MEDIEVAL Era

Cost: 200
Pre-Requisites: Defensive Tactics
Allows Policies: Naval Infrastructure | Navigation
Boosts: Boost of 50%, triggered by killing a unit with a Quadrireme

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Feudalism

Cost: 275
Pre-Requisites: Defensive Tactics
Allows: Mercenaries | Medieval Faires | Guilds
Allows Policies: Feudal Contract | Serfdom
Boosts: 50% boost, triggered by having 6 Farm

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Civil Service

Cost: 275
Pre-Requisites: Defensive Tactics | Recorded History
Allows: Guilds | Divine Right
Allows Policies: Retainers | Meritocracy
Boosts: Boost of 50%, triggered by having 10 citizens in a single city.

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Mercenaries

Cost: 290
Pre-Requisites: Military Training | Feudalism
Allows: Exploration
Allows Policies: Sack | Professional Army | Trade Confederation
Boosts: Boost of 50%, triggered by having 8 Land Units.

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Medieval Faires

Cost: 385
Pre-Requisites: Feudalism
Allows: Exploration | Humanism
Allows Policies: Merchant Confederation | Aesthetics | Medina Quarter
Boosts: Boost of 50%, triggered by having 4 Trade Routes.

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Guilds

Cost: 385
Pre-Requisites: Feudalism | Civil Service
Allows: Diplomatic Service | Reformed Church
Allows Policies: Craftsmen | Town Charters | Traveling Merchants
Allows Districs: Mbanza
Allows Buildings: Chichen Itza
Boosts: Boost of 50%, triggered by having 2 Market

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Divine Right

Cost: 290
Pre-Requisites: Theology | Civil Service
Allows: Reformed Church
Allows Governments: Monarchy
Allows Policies: Chivalry | Gothic Architecture
Allows Buildings: Mont St Michel
Boosts: Boost of 50%, triggered by having 2 Temple

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RENAISSANCE Era

Exploration

Cost: 400
Pre-Requisites: Mercenaries | Medieval Faires
Allows Governments: Merchant Republic
Allows Policies: Native Conquest | Colonial Offices
Allows Improvements: Mission
Boosts: Boost of 50%, triggered by having 2 Caravel

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Humanism

Cost: 540
Pre-Requisites: Medieval Faires
Allows: Mercantilism | The Enlightenment
Allows Policies: Invention | Frescoes
Allows Buildings: Museum Art | Museum Artifact
Allows Improvements: Chateau
Boosts: Boost of 50%, triggered by gaining a Great Artist

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Diplomatic Service

Cost: 540
Pre-Requisites: Guilds
Allows: The Enlightenment
Allows Policies: Machiavellianism
Boosts: Boost of 50%, triggered by gaining an Alliance.

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Reformed Church

Cost: 400
Pre-Requisites: Guilds | Divine Right
Allows Governments: Theocracy
Allows Policies: Wars Of Religion | Religious Orders | Simultaneum
Boosts: Boost of 50%, triggered by having 6 cities following your religion.

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Mercantilism

Cost: 655
Pre-Requisites: Humanism
Allows: Colonialism | Civil Engineering
Allows Policies: Logistics | Triangular Trade
Allows Units: Privateer | English Seadog
Boosts: Boost of 50%, triggered by gaining a Great Merchant

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The Enlightenment

Cost: 655
Pre-Requisites: Humanism | Diplomatic Service
Allows: Nationalism | Opera Ballet
Allows Policies: Rationalism | Free Market | Liberalism
Boosts: Boost of 50%, triggered by having 3 Great People.

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INDUSTRIAL Era

Colonialism

Cost: 690
Pre-Requisites: Mercantilism
Allows: Natural History
Allows Policies: Press Gangs | Colonial Taxes | Raj
Boosts: Boost of 50%, triggered by researching the technology Astronomy

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Civil Engineering

Cost: 875
Pre-Requisites: Mercantilism
Allows: Urbanization
Allows Policies: Public Works | Skyscrapers
Boosts: Boost of 50%, triggered by having 7 unique specialty districts.

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Nationalism

Cost: 875
Pre-Requisites: The Enlightenment
Allows: Scorched Earth | Urbanization
Allows Policies: Grande Armee | National Identity
Allows Units: Brazilian Minas Geraes
Boosts: Boost of 50%, triggered when war is declared against you.

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Opera Ballet

Cost: 690
Pre-Requisites: The Enlightenment
Allows Policies: Grand Opera | Symphonies
Allows Buildings: Bolshoi Theatre
Boosts: Boost of 50%, triggered by having 1 Museum Art

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Natural History

Cost: 830
Pre-Requisites: Colonialism
Allows: Conservation
Allows Buildings: Zoo | Hermitage
Allows Resources: Antiquity Site
Allows Units: Archaeologist
Boosts: Boost of 50%, triggered by having 1 Museum Artifact

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Scorched Earth

Cost: 1010
Pre-Requisites: Nationalism
Allows Policies: Total War | Expropriation | Military Organization
Boosts: Boost of 50%, triggered by having 2 Field Cannon

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Urbanization

Cost: 1010
Pre-Requisites: Civil Engineering | Nationalism
Allows: Conservation | Mass Media | Mobilization
Allows Policies: Public Transport | Military Research
Allows Districs: Neighborhood
Boosts: Boost of 50%, triggered by having 15 citizens in a single city.

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MODERN Era

Conservation

Cost: 1140
Pre-Requisites: Natural History | Urbanization
Allows: Cultural Heritage
Allows Policies: Resource Management
Allows Units: Naturalist
Boosts: Boost of 50%, triggered by having 4 Neighborhood districts

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Capitalism

Cost: 1420
Pre-Requisites: Mass Media
Allows Policies: Laissez Faire | Market Economy
Boosts: Boost of 50%, triggered by having 3 Stock Exchange

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Nuclear Program

Cost: 1560
Pre-Requisites: Ideology
Allows Policies: Nobel Prize | Nuclear Espionage
Boosts: Boost of 50%, triggered by having 1 Research Lab

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Mass Media

Cost: 1280
Pre-Requisites: Urbanization
Allows: Capitalism | Ideology
Allows Policies: Propaganda
Allows Buildings: Broadway | Cristo Redentor
Boosts: Boost of 50%, triggered by researching the technology Radio

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Mobilization

Cost: 1280
Pre-Requisites: Urbanization
Allows: Ideology
Allows Policies: Levee En Masse
Boosts: Boost of 50%, triggered by having 3 Corps (stacKed units) in your Army.

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Ideology

Cost: 600
Pre-Requisites: Mass Media | Mobilization
Allows: Nuclear Program | Suffrage | Totalitarianism | Class Struggle | Cold War | Professional Sports
Allows Policies: Police State

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Suffrage

Cost: 1560
Pre-Requisites: Ideology
Allows Governments: Democracy
Allows Policies: Economic Union | Finest Hour | Arsenal Of Democracy | New Deal
Boosts: Boost of 50%, triggered by having 4 Sewer

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Totalitarianism

Cost: 1560
Pre-Requisites: Ideology
Allows Governments: Fascism
Allows Policies: Lightning Warfare | Third Alternative | Martial Law | Gunboat Diplomacy
Boosts: Boost of 50%, triggered by having 3 Military Academy

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Class Struggle

Cost: 1560
Pre-Requisites: Ideology
Allows Governments: Communism
Allows Policies: Five Year Plan | Collectivization | Patriotic War | Defense Of Motherland
Boosts: Boost of 50%, triggered by having 3 Factory

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ATOMIC Era

Cold War

Cost: 1900
Pre-Requisites: Ideology
Allows: Rapid Deployment | Space Race
Allows Policies: Cryptography | International Waters | Containment
Boosts: Boost of 50%, triggered by researching the technology Nuclear Fission

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Professional Sports

Cost: 1900
Pre-Requisites: Ideology
Allows: Social Media
Allows Policies: Sports Media
Allows Buildings: Stadium | Estadio Do Maracana
Boosts: Boost of 50%, triggered by having 4 Districts

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Cultural Heritage

Cost: 1700
Pre-Requisites: Conservation
Allows Policies: Heritage Tourism
Allows Buildings: Sydney Opera House
Allows Resources: Shipwreck
Boosts: Boost of 50%, triggered by having 1 themed building.

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Rapid Deployment

Cost: 2100
Pre-Requisites: Cold War
Allows: Globalization
Allows Policies: Military First
Boosts: Boost of 50%, triggered by having 1 airbase on a foreign continent.

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Space Race

Cost: 2100
Pre-Requisites: Cold War
Allows: Globalization | Social Media
Allows Policies: Satellite Broadcasts | Integrated Space Cell
Boosts: Boost of 50%, triggered by having 1 Districts

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INFORMATION Era

Globalization

Cost: 2400
Pre-Requisites: Rapid Deployment | Space Race
Allows Policies: Strategic Air Force | Ecommerce | International Space Agency
Boosts: Boost of 50%, triggered by having 3 Airport

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Social Media

Cost: 2400
Pre-Requisites: Professional Sports | Space Race
Allows Policies: Online Communities | Collective Activism
Boosts: Boost of 50%, triggered by researching the technology Telecommunications

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