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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 Contents
| 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. |
| 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. |
Civ 7 List of Policies



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