Sid Meier's Civilization VI

Sid Meier's Civilization VI

Atlas' More Interesting Civics and Policies
Showing 1-4 of 4 entries
Update: 8 Nov, 2017 @ 10:07pm

Hotfix

Feng Shui
- fixed, wasn't working before

Update: 7 Nov, 2017 @ 9:47pm

Version 1.0 Hotfix

Imperial Bodyguards - Minor tooltip fix

Update: 5 Nov, 2017 @ 10:58pm

Version 1.0 Changelog (continued)

- Imperial Bodyguards [Military, unlocks at Early Empire]: +4 Combat Strength when within 3 tiles of a Capital
- Herbal Medicine [Military, unlocks at Mysticism, obsolete with Defense of the Motherland]: +5 Healing in home territory
- Strategy Games [Military, unlocks at Games and Recreation, obsolete with Military Organization]: +2 Great General points from Entertainment Complexes
- Art of War [Military, unlocks at Recorded History, obsolete with Military Organization]: +3 Great General points from kills by land units
- Benefits for Veterans [Military, unlocks at Mobilization]: +2 Amenities and Housing in cities with a Military Academy, Seaport, or Hangar
- Arms Race [Military, unlocks at Cold War]: +100% Production toward Atomic/Information Era units if another civ has more than twice your military strength. Otherwise, +25%
- Supply Lines [Military, unlocks at Rapid Deployment]: +1 Movement for all units

- New World Missions [Diplomatic, unlocks at Exploration, obsolete with Raj or National Identity]: +3 Faith in cities on foreign continents. If you founded a religion, gain +1 envoy at a city-state when it coverts to your religion for the first time
- Secret Service [Diplomatic, unlocks at Ideology]: Spies start at the Agent promotion level
- League of Nations [Diplomatic, unlocks at Ideology]: +4 Influence per turn if you have a Friend who shares your government type. +7 instead if you have an Ally who shares your government type. If neither, +2 Influence per turn
- Star Wars [Diplomatic, unlocks at Space Race]: +20% Production towards Space projects if another civ has built a part for a phase you haven't yet (phases are Earth Satellite, Moon Landing, Mars Colonization)

- Exclusive Trading [Diplomatic, unlocks at Mercantilism, obsolete with Raj or International Leagues]: +6 Gold per City-State Ally
- International Leagues [Diplomatic, unlocks at Professional Sports]: +12 Gold per City-State Ally. +20% Tourism if you have 3 Stadiums

- Bishopric Network [Diplomatic, unlocks at Theology]: +1 Faith per envoy at city-states
- Leader of the Free World [Diplomatic, unlocks at Capitalism]: +1 Culture per envoy at city-states

- Condottieri [Diplomatic, unlocks at Mercenaries, obsolete with Defense Network Treaty]: +1 Combat Strength per city-state ally per civ using Condottieri
- Defense Network Treaty [Diplomatic, unlocks at Rapid Deployment]: +1 Combat Strength per city-state ally per civ using Defense Network Treaty. +2 Science per envoy at city-states

- Lordly Tribute [Diplomatic, unlocks at Feudalism, obsolete with Iron Curtain]: -40% City-State Levy cost
- Iron Curtain [Diplomatic, unlocks at Cold War]: -40% City-State Levy cost. +10 Influence per turn if you have conquered 2 City-States

Update: 5 Nov, 2017 @ 10:37pm

Version 1.0 Changelog
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Civics changes
- Civil Engineering: added +5 production towards all districts
- Colonialism: added +5 production towards *first* district in each city
- Mercantilism: now unlocks Colonial War (and colonial war is now 75% reduced warmonger)
- Nationalism: now unlocks Territorial War (and territorial war is now 50% reduced warmonger)
- Nuclear Program: added +30% science if you have struck the most cities with nukes
- Civil Service: Farm adjacency moved from Feudalism
- Globalization: Trade routes gain +2 gold per trading post passed through
- Future Civic: +20% gold and faith per research

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Existing Policy changes
- God-King now obsolete with new Mandate of Heaven policy instead of Scripture
- Logistics now obsolete with new Supply Lines policy
- National Identity now obsolete with new Physical Therapy Clinics policy
- Raj now obsolete with new International Leagues policy
- Trade Confederation moved from Mercenaries to Guilds, and added +2 gold per international trade route
- Travelling Merchants moved from Guilds to Medieval Faires
- Merchant Confederation moved from Medieval Faires to Naval Tradition
- Caravanseries now matches tooltip (+2 gold from ALL trade routes, including incoming foreign ones)
- Sports Media now also doubles culture from Theater Square buildings, like policies that obsolesce with it
- Insulae buffed to +2 housing in cities with 2 specialty districts
- Medina Quarter buffed to +3 housing in cities with 3 specialty districts
- Colonial Offices buffed to +25% growth, added +2 housing (both for foreign continent cities)
- Colonial Taxes added +2 raw gold on foreign continent cities
- Military Research buffed to +3 science from Military Academies, Seaports, and Hangars
- Integrated Space Cell now also grants bonus if Hangar is in city
- Propaganda completely reworked; details in new policy section
- Retainers now obsolete with Martial Law instead of Propaganda
- Martial Law now also has Retainers effect (+1 amenity from garrisons)
- Liberalism now also has +2% gold per Great Person earned and can obsolete with new Pursuit of Happiness policy in addition to New Deal
- Defense of the Motherland now also has +5 healing in home territory

- all Great People policies adjusted to match the era they arrive in. Ancient Era = +2, each additional Era +1, and the tier 2 policies are still double the tier 1 policies. In addition, added tier 2 for Great Admiral and Engineer policies since they were the only ones missing them (the Writer and Artist tier 2 is the Musician policy)
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New Policies

- Grand Admiralty [Great Person, unlocks at Mobilization]: Tier 2 Great Admiral policy
- Exquisite Architecture [Great Person, unlocks at Cultural Heritage]: Tier 2 Great Engineer policy

- Ad Fontes [Economic, unlocks at Humanism]: +3% Faith per Great Person earned
- Socratic Tradition [Economic, unlocks at Enlightenment, obsolete with Government Scientists]: +2% Science per Great Person earned
- Ancestral Glory [Economic, unlocks at Nationalism]: +2% Culture per Great Person earned
- Pursuit of Happiness [Economic, unlocks at Capitalism]: +5% Gold per Great Person earned
- Government Scientists [Economic, unlocks at Nuclear Program]: +4% Science per Great Person earned

- Mythological Poems [Economic, unlocks at Recorded History, obsolete with State Religion]: +2 Faith in all cities if you've founded a religion. Otherwise, +1 Culture in all cities
- State Religion [Economic, unlocks at Reformed Church, obsolete with Public Broadcasts]: +3 Faith in all cities if you have a friend with the same religion as you. Otherwise, +1 Culture and Gold in all cities
- Public Broadcasts [Military, unlocks at Mass Media]: +4 Faith in all cities if you are at war with another civilization. Otherwise, +2 Culture in all cities

- Royal Patronage [Economic, unlocks at Drama and Poetry, obsolete with High Culture]: +20% Growth in cities that have a Wonder
- High Culture [Economic, unlocks at Opera and Ballet, obsolete with Tourist Traps]: +3 Amenities in cities that have a Wonder
- Tourist Traps [Economic, unlocks at Globalization]: +3 Amenities and +50% Tourism (towards civs in Atomic or later) in cities that have a Wonder

- Separation of Church and State [Economic, unlocks at Enlightenment]: Holy Sites produce Culture equal to their Faith adjacency
- Celebrity Culture [Economic, unlocks at Mass Media]: Theater Squares produce Gold equal to their Culture adjacency

- Dynastic Heritage [Economic, unlocks at State Workforce, obsolete with Public Works]: +50% Production towards Monuments and Shrines
- Feng Shui [Economic, unlocks at Theology, obsolete with Public Transport]: +2 of the appropriate yield to Breathtaking districts (Theater Square, Industrial Zone, Holy Site, Campus, Commercial Hub, Aqueduct (food), Entertainment Complex (gold), City Center (production))
- Mandate of Heaven [Economic, unlocks at Divine Right, obsolete with National Identity]: +3 Faith, Gold, and Amenities in the Capital
- Church Patronage [Economic, unlocks at Humanism, obsolete with Grand Opera]: +3 Faith from works of Writing and Art. +6 instead from Religious Art
- Nuclear Family [Economic, unlocks at Urbanization]: +100% Production towards Neighborhoods if the city has a Sewer or Aqueduct
- Net Neutrality [Economic, unlocks at Social Media]: +15% Tourism and Science
- Targeted Advertising [Economic, unlocks at Social Media]: +3 Gold in all districts

- Warrior Code [Military, unlocks at Military Tradition, obsolete with Crusaders]: When killing a unit, gain 20% of its Combat Strength as Culture
- Crusaders [Military, unlocks at Feudalism, obsolete with Propaganda]: When killing a unit, gain 30% of its Combat Strength as Faith. When producing a unit, gain 30% of its Production Cost as Faith
- Propaganda [Military, unlocks at Mass Media]: When killing a unit, gain 30% of its Combat Strength as Culture. When producing a unit, gain 30% of its Production Cost as Culture

- Town Militia [Military, unlocks at Military Training, obsolete with Minutemen or Military-Industrial Complex]: +2 Production towards units in all districts
- Minutemen [Military, unlocks at Colonialism, obsolete with Military-Industrial Complex]: +4 Production towards units in all districts in cities on foreign continents
- Military-Industrial Complex [Military, unlocks at Mobilization]: +5 Production towards units in all districts

(ran out of space, will make another post)