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Best Social Policies in Civilization 7

The key to winning in Civilization 7!

Civilization 7 possibly has hundreds of social policies, excluding unique traditions from leaders. There are too many to keep track of, but that is what makes every Civilization playthrough great. Almost every game will feel fresh.

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Given there are so many, here’s a full list of all the available social policies, including some of the best social policy combinations you can use in Civilization 7.

List of All Social Policies in Civilization 7

Antiquity

PolicyRequired CivicEffect
Charismatic LeaderChiefdom+2 Culture on the Palace
City GuardPublic Life+3 Combat Strength for Fortified Districts
HonorDiscipline+3 Combat Strength against Independent Powers
HospitalityCitizenship II+3 Culture for every City-State you are Suzerain of
PriesthoodMysticism+2 Gold in all Settlements
Rites and RitualsMysticism+2 Happiness in all Settlements
SurveyDiscipline+1 Scout movement and sight
Tool MakingChiefdom+1 Production and Science on the Palace

Exploration

PolicyRequired CivicEffect
CommunePiety+20% Production towards Overbuilding, +3 Combat Strength for Fortified Districts
EvangelismTheologyCivilian Unit Movement, Missionary Charge
Maritime LawEconomics+30% Production towards training Naval Units
VassalageAuthority+3 Culture and Gold for every City-State you are Suzerain of

Modern

PolicyRequired CivicEffect
Avant GardeProgressivismCulture and Happiness from displayed Great Works
Fireside ChatsDemocracyHappiness from Specialists, Gold in Towns
Free PressLiberalismTowns get Culture equal to your Culture Attribute, Science in Cities
Free SpeechPolitical Theory+100% Food and Happiness towards maintaining Specialists
New DealProgressivismProduction towards Wonders
SuffrageDemocracyCulture from Specialists, Production in Towns
Their Finest HourProgressivismProduction towards Air Units, Combat Strength for Air Units in your territory
Welfare StateLiberalismTowns get Happiness equal to your Diplomatic Attribute, Production in Cities

Others

PolicyEffect
Ambassadors+6 Influence per turn.
Bourgeoisie+4 Culture and Gold in Cities in your Homelands
Castes+25% Food in Towns
Charters+1 Gold on Each Gold adjacency
Chivalry+40% Production towards training Cavalry Units
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
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
DemagogyGain 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, -1 Gold Maintenance for 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
Heqin+5 Culture per Alliance
Humanism+2 Culture from Specialists, +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
MaterielUnits heal +10% HP, +1 Movement for Armies and Fleets
MedicineUnits Heal +5 HP
Metropole+1 Resource Capacity in Homeland Cities, +10 Range for all Trade Routes
Monopolies+3 Gold in every Settlement with a Factory, +1 Resource stat
Oratory+2 Influence per turn
Patronage+1 Culture on Each Culture adjacency
People’s Army+25% Production towards Land Military Units, +1 Gold Maintenance for those units
Preservation Societies+3 Science from Great Works
Projection of Force+50% Production towards Naval Units, +1 Gold Maintenance for those units
Regulars+40% Production towards training Infantry and Ranged Units
Renaissance+10% Production towards Wonders, +2 Culture Displayed on Great Works
Scholars+1 Science from Specialists
Social Science+2 Science from Specialists, +50% Specialist Food Maintenance
Sphere of InfluenceGain Culture equal to your Diplomatic Attribute per Alliance
Tariffs+50% Trade Income, -3 Happiness in Cities
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
Yeomanry+4 Food and Production in Towns in Distant Lands

Related: What Does Ageless Mean in Civilization 7?

Best Social Policies to Implement in Civilization 7

Priesthood, Scholars, Rites and Rituals, Clan Networks, and Ethics

These are all amazing Social Policies because they give flat bonuses without consequences. Priesthood, Scholars, Rites and Rituals, Clan Networks, and Ethics give gold to each settlement, additional Science from Specialists, bonus Happiness for each settlement, food to all settlements, and Culture from Specialists, respectively.

These policies produce more of what you need without sacrificing anything. While some policies yield better benefits, you don’t have to consider the consequences of choosing these policies.

Clan Networks and Ethics skyrocket your Science and Culture if you have a dedicated city or capital with tons of Specialists.

Conscription

For those warmongering leaders, Conscription is almost a mandatory social policy as it gives -1 maintenance for units. Combine Conscription with other policies like Draft (+25% gold costs in purchasing units; -1 gold maintenance on units), and you’ll gain a much larger army with lesser maintenance. A bigger army means world domination, right?

Trade Winds, Coinage and Commodities

As someone who loves to trade and take over the market, Coinage and Commodities are among the best policy combinations for income. The Coinage policy gives +1 gold for each imported resource. Trade Winds give gold and Happiness for each imported resource. Any settlement counts. Commodities increase your resource capacity, giving you more slots to store unique resources.

You can also add Metropole to increase your resource capacity and get a better range for setting up a trade route. Getting these policies together will give you so much currency, and you can reap the benefits of additional resources for your civilization.

A passive playstyle adds more value to these policies as you want to dominate the economy and an impenetrable civilization. You can get the City Guard policy to fortify your districts and secure trade routes by building fortifications with a few units. This way, you don’t have to train a big army, as you are just playing defensively.

While there are many more great social policies, it depends on your goal. Remember, you cannot change social policies without gaining a slot, so these decisions are almost permanent.


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Author
Image of Enzo Zalamea
Enzo Zalamea
Enzo is a staff writer at Prima Games. He began writing news, guides, and listicles related to games back in 2019. In 2024, he started writing at Prima Games covering the best new games and updates regardless of the genre. You can find him playing the latest World of Warcraft expansion, Path of Exile, Teamfight Tactics, and popular competitive shooters like Valorant, Apex Legends, and CS2. Enzo received his Bachelor's degree in Marketing Management in De La Salle University and multiple SEO certifications from the University of California, Davis.