Everytime your Capitol Culture levels up, you are able to select a new policy. Policies are great buffs that gives you the ability to specialize your civ and push it into a specific direction. There are a few different categories, each one of them having their own policies to choose from. Whenever you gain a culture level, you will be able to choose one policy from the the categories you gain from the corresponding level. You can see and select your policies that are available by typing /civ policy list. If you want to see which policies your civ has chosen then type /civ policy completed. The different types of categories and at which level you unlock them are listed below. Did your Civilization went another path or did you accidentally choose the wrong policy? You can reset your policy in the /c policy list GUI by pressing the reset button, but you shouldn't do this regularly since your Civilization will enter anarchy! You can view your current anarchy duration in /t info all.
Level
Categories
1
Capitol, Chunks
2
Income, Happiness, Golden Age
3
Unit, Science, Unhappiness
4
Happiness, Cultural
5
Income, Capitol, Chunks
6
War Offensive, War Defensive
7
Golden Age, Cultural
8
War Offensive, War Defensive
9
Unit, Science, Unhappiness
10
War Offensive, War Defensive
11
Unit, Science, Unhappiness
12
Victory
13
All Categories
14
All Categories
15
Otherworldly
Listed below are all the policies for the Capitol category.
Capitol Hammer: Increase your Capitol's Hammer rate by 7.5%.
Capitol Beaker: Increase your Capitol's Beaker rate by 7.5%.
Capitol Culture Growth: Increase your Capitol's Culture and Growth rate by 5%.
Capitol Jack Of All Trades: Increases your Capitol's Hammers, Beakers, Growth and Culture Rate by 2.5%.
Listed below are all the policies for the Income category.
Focused Cottage: Increases Cottage Rate by 10%.
Focused Bank: Gives +7.5% extra Bank Rate.
Focused Trade Policy: Trade Goods generate 15% more Coins.
Focused Monster Hunting: Increases the coins gained from monsters by 50%, increases item drop rate by 20%.
Listed below are all the policies for the Chunks category.
Extra Hammer Biome: Each chunk with 1.0 Hammer or less gain an extra 0.25 Hammer.
Extra Beaker Biome: Each chunk with less than 1 Beaker gains an extra 0.25 Beaker.
Extra Happiness Biome: Each chunk with less than 0.02 Happiness gives an extra 0.01 Happiness.
Extra Culture Biome: Each influence zone gains 10 Culture.
Listed below are all the policies for the Golden Age category.
Golden Income: Increases your Income Rate by 35% during a Golden Age.
Golden Frequency: Reduces the cost of a Golden Age by 35%.
Golden Wonder: You are in a golden age whenever u build a wonder.
Golden Tax Evasion: During a Golden Age your upkeep is set to 0.
Listed below are all the policies for the Happiness category.
Capitol Happiness: Increases your Capitol Happiness by 2 for each Culture level.
Even Happiness: Splits evenly 3 Happiness per Era between all your Towns.
Golden Age Continuous Joy: Your civilization can acquire golden age point while in a golden age at 80% rate.
Large Civ Happiness: Increases your Civilization's Happiness by 1 for each Town you currently have.
Listed below are all the policies for the Unhappiness category.
Large Empire: Your Unhappiness is reduced by 1 for every 4 Towns.
Spread Empire: Your Towns' Unhappiness from distance is maxed at 10.
Cultural Empire: For every 5 Culture levels, your town will lose 1 unhappiness.
Listed below are all the policies for the Science category.
Cheaper Research: 5% discount on Technology's Coins and Beakers cost.
Better Science Tax: Reduces the cost of Beakers during Science Tax to 9 Coins instead of 10.
Scientific Breakthrough: Increases the Beakers of your Town with the highest Beakers Rate by 15%.
Global Science: Increases all your Towns' Beakers by 5%
Listed below are all the policies for the Cultural category.
Culture Start: All your Towns receive 50% more Culture from catch-up mechanics.
Extra Culture: Increases your Culture Rate across the Civilization by 10%
Culture Equalizer: Sums the Culture generated by all your Towns and then splits it evenly among them.
Lowest Culture: Increases the Culture Rate of your Town with the lowest amount of Culture by 35% and is not available in the Capitol town.
Listed below are all the policies for the Unit category.
Trained Unit: When a new Unit is trained, it will start with a bonus level.
Strict Training: Trains Engineers and Workers 30% faster.
Cheaper Unit: Units cost 20% less Strategic resources.
Nutriment Paste: Reduces the growth cost of leveling Units by 33%.
Listed below are all the policies for the War Defensive category.
Extra Defense Hitpoints: Your Defensive Structures have 10% bonus Hit Points, they also regenerate 1 Hit Point every 5 seconds.
Extra Tower Range: Increases the range of Arrow and Scout Towers by 25 blocks.
Control Block Hitpoints: Increases your Control blocks Hit Points by 20%, they also regenerate 1 Hit Point every 2 minutes.
Tower Damage: All your Towers deal 1 extra damage. (Mage excluded)
Listed below are all the policies for the War Offensive category.
Extra Control Block Damage: 25% chance to deal an extra damage against Town Halls and Capitols' Control Blocks.
Extra Structure Damage: 75% chance to deal an extra damage against Structures.
Warcamp Hitpoints: Your Civilization's Warcamp has an extra 50% Hit Points. Your Warcamp also regenerates 1 Hit Point extra every 2 minutes.
Quick Reinforcement: During Wartime your Residents gain Speed II while outside any Culture. Also reduces personal respawn time respawn time when dying inside enemy's Culture by 20%
Listed below are all the policies for the Victory category.
Scientific Focus: Decreases Beaker Cost of the Enlightenment by 15%.
Architect: Decreases Council of Eight's Hammer cost by 10%.
Globalization: Increases Income Rate across the Civilization by 1% for each Victory Point you have.
Tourism: Increase Culture Rate across Civilization by 10%. Increases Culture generated towards the Dynamic Culture Victory Point by 30%.
Dominator: Increases damage against Capitols' Control Blocks by 3.
Turtling: Increases Range of all your Towers by 20% and also increases all HP of (Defensive) Structures and Wonders by 15%
Listed below are all the policies for the Otherworldy category.
Otherworldly Technology: Your Towns at maximum Culture level now convert 10% of their Culture into Beakers.
Otherworldly Industry: Your Towns at maximum Culture level now convert 10% of their Culture into Hammers.
Otherworldly Growth: Your Towns at maximum Culture level now convert 10% of their Culture into Growth.
Otherworldly Heritage: Your Towns at maximum Culture level now split 20% of their generated Culture between your other Towns.