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Civilization VII

Civ 7 List of Policies

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Civ 7 List of Policies
A list of all Policies and Traditions in Civilization VII (Civ 7). Read on to see all unique and non-unique Policies and their effects in this guide.

List of Policies

Non-Unique Policies

Policy Effect
Ambassadors +6 Influence per turn.
Bourgeoisie +4 Culture and Gold in Cities in your Homelands.
Castes +25% Food in Towns.
Charismatic Leader +2 Culture on the Palace
Charters +1 Gold on Each Gold adjacency.
Chivalry +40% Production towards training Cavalry Units.
City Guard +3 Combat Strength for Fortified Districts
Civil Engineering +30% Production towards Overbuilding.
Clan Networks +2 Food in all Settlements
Coinage +1 Gold for each imported Resource.
Colonial Surplus +1 Production on Each Production adjacency.
Commissioned Officers +30% Commander Experience. +1 movement for Fleets and Armies.
Commodities +1 Resource Capacity in Cities.
Commune +20% Production towards Overbuilding, +3 Combat Strength for Fortified Districts
Conscription -1 Maintenance for Units
Constitution +50% Food and Happiness towards maintaining Specialists.
Cultural Imperialism +6 Culture and Gold for every City-State you are Suzerain of.
De Facto +3 Combat Strength for all Units in Distant Lands. Units heal +5 HP.
De Jure +3 Combat Strength for all Units in Homelands.
Demagogy Gain Happiness on the Palace equal to your Cultural Attribute.
Divine Right +10 Happiness and +4 Influence on the Palace.
Draft +25% Gold towards purchasing Units and -1 Gold Maintenance Units.
Drama and Poetry +50% Production towards constructing Culture Buildings.
Drills +30% Production towards training Infantry and Ranged Units
Enlightenment +1 Science on Each Science adjacency.
Ethics +1 Culture from Specialists
Free Speech +100% Food and Happiness Towards maintaining Specialists.
Heqin +5 Culture per Alliance.
Honor +3 Combat Strength against Independent Powers.
Hospitality +3 Culture for every City-State you are Suzerian of.
Humanism +2 Culture from Specialists, but +50% Specialist Happiness Maintenance.
Indenture +1 Food on Each Food adjacency.
Laissez-Faire +2 Gold and +1 Happiness for every imported Resource.
Land Heritage +2 Happiness on Mountains. +6 Culture on Natural Wonders.
Levies +25% Gold towards purchasing Military Units. -1 Gold Maintenance for Units.
Literature +50% Production towards constructing Science Buildings.
Living Standards +25% Gold and Happiness towards maintaining Buildings.
Maritime Law +30% Production towards training Naval Units.
Materiel Units heal +10% HP. +1 Movement for Armies and Fleets.
Medicine Units Heal +5 HP.
Metropole +1 Resource Capacity in all Cities in Homelands. +10 range for all Trade Routes.
Monopolies +3 Gold in every Settlement with a Factory. +1 Resource stat.
Oratory +2 Infulence per turn.
Patronage +1 Culture on Each Culture adjacency.
People's Army +25% Production towards Land Military Units, but +1 Gold Maintenance for those units.
Preservation Societies +3 Science from Great Works.
Priesthood +2 Gold in all Settlements
Projection of Force +50% Production towards training Naval Units. but +1 Gold Maintenance for those units.
Regulars +40% Production towards training Infantry and Ranged Units.
Renaissance +10% Production constructing Wonders. +2 Culture Displayed on Great Works.
Rites and Rituals +2 Happiness in all Settlements.
Scholars +1 Science from Specialists.
Social Science +2 Science from Specialists, but +50% Specialist Food Maintenance.
Sphere of Influence Gain Culture equal to your Diplomatic Attribute for every alliance you have.
Survey +1 Scout movement and sight.
Tariffs +50% Trade Income, but -3 Happiness in Cities.
Tool Making +1 Production and Science on the Palace
Trade Winds +1 Gold and Happiness for every imported Resource.
Trenchworks +3 Combat Strength for Fortified Units and Districts.
Uposatha +1 Happiness on Each Happiness adjacency.
Vassaiage +3 Culture and Gold for every City-State you are Suzerain off.
Yeomanry +4 Food and Production in Towns in Distant Lands.

Unique Policies

Policy Effect
City of Peace
(Abbasid)
All Buildings receive a +1 Science adjacency with the Town Hall and Palace.
Sales and Trade
(Abbasid)
+3 Gold and Science for each Resource assigned to Cities with at least 8 Urban Population.
Compendious Book
(Abbasid)
+4 Science in Towns.
Military-Industrial Complex
+50% Production towards training all Military Units, but +1 Gold maintenance for all Units.
Strategic Railways
+20% Production towards constructing Buildings and Improvements in Cities with a Rail Station.
Scorched Earth
+5 Combat Strength for all Units when attacking. +25% yields and HP from pillaging.
Port of Nations
(Aksum)
+2 Culture and Gold for every active Trade Route
Throne of My Fathers
(Aksum)
+2 Culture on Resources Adjacent to Coast.
May This Please the People
(Aksum)
+15% Gold in Cities Adjacent to Coast.
Gold Rush
(America)
+5 Gold for in Settlements for every Resource assigned to them.
Robber Baron
(America)
+2 Influence for in Settlements for every Resource assigned to them.
Lend-Lease
(America)
+25 Gold and '+5 Influence for every Trade Route.
Clan Society
(Buganda)
+3 Happiness in Settlements for every other nearby Settlement within 6 tiles.
Ng'oma
(Buganda)
+5 Combat Strength when Units are adjacent to a Lake.
Interlacustrine
(Buganda)
All Buildings gain an adjacency from Lakes.
Collectivization
Town gains Food equal to your Expansionist Attribute. -5 Happiness in Cities.
Naukograd
Town gains Scientific equal to your Scientific Attributes. -5 Culture in Cities.
Devakoshta
(Chola)
+3 Culture on Gold Buildings.
Marakkalam
(Chola)
-1 Gold Maintenance for Naval Units.
Angadi
(Chola)
+4 Gold in Settlements other than your Capital if they have a Water Building.
Productive Forces Determinism
+3 Science from Specialists. -3 Gold in Towns.
Proletariat
+6 Food from Specialists. -3 Happiness in Towns.
Fireside Chats
+4 Happiness from Specialists. -3 Gold in Towns.
Suffrage
+3 Culture from Specialists. -3 Production in Towns.
Akhet
(Egypt)
+1 Food on Navigable Rivers.
Riches of the Duat
(Egypt)
+15% Production towards constructing Wonders.
Kemet
(Egypt)
+1 Culture on Navigable Rivers.
Assembly Line
+3 Production from Specialists. -3 Food in Towns.
Dirigisme
+6 Gold from Specialists. -3 Happiness in Towns.
Style Empire
(French Empire)
Constructing a Building grants Culture equal to 25% of its Production cost.
Cocorico
(French Empire)
When you defeat an enemy Unit, gain Culture equal to 25% of its Combat Strength.
Bataillon-Carré
(French Empire)
Infantry Units gain the Swift keyword, allowing them to ignore Zone of Control.
Xenia
(Greece)
+50% Influence towards the initiating and progressing the Befriend Independent Project.
Strategoi
(Greece)
+25% Army Commander experience.
Delian League
(Greece)
+30% Influence towards initiating Endeavors.
Peloponnesian League
(Greece)
+30% Influence towards initiating Sanctions.
Guanxi
(Han China)
+1 Influence on Science Buildings.
Jiu Qing
(Han China)
+1 Influence on Happiness Buildings.
Tianxia
(Han China)
+1 Science from Specialists.
Kapa
(Hawai'i)
+50 Production towards constructing Culture Buildings.
Ahupuaʻa
(Hawai'i)
+4 Culture on Food Buildings.
Ho'okupu
(Hawai'i)
+2 Culture on Marine Terrain.
Tirakuna
(Inca)
+15 Food in Settlements with their City Center adjacent to a Mountain or with 3 worked Mountain tiles.
Qullqa
(Inca)
Receive 25% of the Gold from Trade Income as Food.
Quipu
(Inca)
Settlements receive +0.5 Gold based on Urban Population and increased Production based on Rural Population.
Pithi Chrat
(Khmer)
+4 Combat Strength for Units on Floodplains
Varna
(Khmer)
+1 Gold from Specialists.
Kambu-Mera
(Khmer)
+100% Food and Happiness Towards maintaining Specialists.
Free Press
Towns gain Culture equal to your Cultural Attribute. -5 Science in Cities.
Welfare State
Towns gain Happiness equal to your Diplomatic Attribute. -5 Production in Cities.
Panji
(Majapahit)
+1 Culture from Specialists not in your Capital.
Negarakertagama
(Majapahit)
+33% Food towards maintaining Specialists.
Subak
(Majapahit)
+1 Culture and Production on Marine Terrain.
Charvaka
(Maurya India)
+3 Happiness on Science Buildings.
Kshatriya
(Maurya India)
+4 Happiness on Military Buildings
Shreni
(Maurya India)
+1 Gold for every 5 surplus Happiness in Cities.
Arthashastra
(Maurya India)
+1 Science for every 5 surplus Happiness in Cities.
Pet Kot
(Maya)
+1 Science on Vegetated Terrain in Cities.
Miracles of the Twins
(Maya)
All units gain the Poison ability, +3 Combat Strength against wounded Units.
Tzolk'in
(Maya)
+2 Science on Happiness buildings.
Haab'
(Maya)
+2 Culture on Happiness buildings.
Fukoku Kyōhei
(Meiji Japan)
When you train a Naval or Aircraft Unit, receive Science equal to 25% of its Production cost.
O-yatoi Gaikokujin
(Meiji Japan)
+1 Production and Science from Specialists.
Shusei Kokubō
(Meiji Japan)
Military Buildings receive a Production adjacency bonus from Coast.
Kōkūtai
(Meiji Japan)
+6 Combat Strength for Aircraft Units attacking an enemy Unit engaged by a Naval Unit.
Corridos
(Mexico)
+2 Happiness in Settlements for every Tradition slotted into the Government.
Cry of Dolores
(Mexico)
+1 Combat Strength for the Land and Naval Units in friendly Territory for every Tradition slotted into the Government.
La Reforma
(Mexico)
+1 Culture in Towns for every Tradition slotted into the Government.
Order and Progress
(Mexico)
+1 Science in Cities for every Tradition slotted in the Government.
Divine Engine Division
(Ming China)
+2 Science for Settlements with a Garrisoned Combat Unit.
Baojia
(Ming China)
+2 Science for each Resource assigned to a City. This becomes +2 in Cities other than your Capital.
Grand Secretariat
(Ming China)
+2 Science on Gold Buildings and +2 Gold on Science buildings.
Shell-Tempered Pottery
(Mississippian)
All buildings receive a +1 Gold Adjacency for Resources.
Gift Economy
(Mississippian)
+1 Gold and Happiness for every imported Resource.
Atassa
(Mississippian)
+4 Combat Strength for Ranged Units when defending.
Gerege
(Mongolia)
+4 Happiness Settlements not founded by you for each Resource assigned to them.
Baghatur
(Mongolia)
+5 Combat Strength for Cavalry Units.
Jarlig
(Mongolia)
+25% Production Cities not founded by you.
Jins-i Kamil
(Mughal)
+1 Food and Gold on Farms for each adjacent Plantation, and on Plantations for each adjacent Farm.
Qilachas
(Mughal)
+2 Gold on Quarters and Walls.
Gunpower Empire
(Mughal)
+3 Combat Strength for all Units.
Mayurasana
(Mughal)
+25% Gold towards purchasing anything.
Palisading
(Norman)
+50% Production towards constructing Fortification Buildings.
Juré
(Norman)
+4 Culture from the Palace and +2 Happiness from City Hall.
Servitium Debitum
(Norman)
-2 Gold Maintenance for Cavalry Units.
Familia Regis
(Norman)
+2 Culture for every Tradition slotted into the Government.
Bayeux Tapestry
(Norman)
+4 Culture in Settlements not founded by you.
Kara
(Persia)
+50% Production towards Infantry Units.
Angarium
(Persia)
+3 Gold for every Town.
Shahanshah
(Persia)
+3 Combat Strength for Units in enemy territory.
Avant Garde
+2 Culture and Happiness on displayed Great Works.
New Deal
+ 30% Production towards Constructing Wonders.
Their Finest Hour
+25% production towards training Air Units. +5 Combat Strength for Air Units in your own territory.
Iron Cross
(Prussia)
+3 Combat Strength for Units within the Command Radius of a Commander with a Commendation.
Realpolitik
(Prussia)
+10% Production in all Cities while at war.
Mediatization
(Prussia)
+10% Culture in Cities not founded by you.
Coking
(Prussia)
+1 Production in Cities for every Resource assigned to them.
Chuang Guandong
(Qing China)
+25% Growth Rate in Towns with a Resource assigned to them.
Cohong
(Qing China)
+50% Trade Income.
Farmland Assessment
(Qing China)
+5% Production towards training Land Units.
Banner Army
(Qing China)
+3% Combat Strength against Land Units.
Martial Law
Towns gain Production equal to Militaristic Attribute. -5 Happiness in Cities.
Propaganda
Towns gain Gold equal to your Economic Attribute. -5 Culture in Cities.
Rationalism
+15% Gold and Science in your own Cities that are converted to your Religion.
Religious Orders
+15% Culture and Happiness in your own Cities that are converted to your Religion.
Auxilia
(Rome)
5% Production towards Military Units in the Captial for every Town.
Cursus Honorum
(Rome)
Training an Infantry Unit grants Culture equal to 25% of its Production cost.
Latinitas
(Rome)
+10% Food, Gold, and Culture in Towns with a Specialization.
Princeps Civitatis
(Rome)
+1 Production on Urban Districs in your Capital.
Emancipation Reform
(Russia)
+15% Production and -15% Growth in Cities.
Westernization
(Russia)
+15% Science and -15% Culture in Cities.
General Moroz
(Russia)
+15% Combat Strength for Units in Tundra.
Bread Dance
(Shawnee)
+4 Culture to all Farming Towns and '+4 Food to all Fishing Towns.
Kakawfe Pafkotaweta
(Shawnee)
Every time a Storm, Flood, or Volcanic Eruption has provided Fertility this Age receive +1 Culture and +2 Gold. Improvements, Buildings, and Urban Districts do not get Pillaged by Storms.
Helikhilenawewipe
(Shawnee)
+50% Influence Efficiency towards the initiating Befriend Independent Project.
Takesiyake Yepepoki
(Shawnee)
Cities receive '+2 Production on Tundra, Desert, and Plains tiles.
State Railway
(Siam)
+2 Influence per Gold Buildings.
Sakdina
(Siam)
+2 Happiness in Cities for each City State you are Suzerain of.
Prathetsarat
(Siam)
+20% Influence towards initiating Diplomatic Actions with City-States.
Mueang
(Siam)
+5 Gold for each allied City-State.
Defense of the Motherland
+3 Combat Strength for all Land Units in your own territory.
Police State
+8 Happiness in Cities while at war.
Public Works
+30% Production towards completing Projects.
Timbuktu
(Songhai)
+2 Gold on Mines if there is 1 Gold Building in that City.
Mud Brick
(Songhai)
+50% Production towards constructing Gold Buildings.
Isa
(Songhai)
+2 Movement to all Units on Navigable Rivers.
Conquista
(Spain)
+4 Combat Strength for all Units Distant Lands.
Great and Most Fortunate Navy
(Spain)
Increased Production training Naval Units, and Naval Units cost less Maintenance.
Cerro Rico
(Spain)
+2 Gold for each Resource.
Evangelism
+1 Civilian movement. +1 charge for Missionaries.

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