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Policies are crucial elements for the internal affairs of a player's nation, adding upgrades to various fields such as the military, technology, resource production, economy, national interests, and more. However, some policies may introduce additional drawbacks upon implementation.
Policies can only be activated by spending a certain amount of political power, which can range from 20 to 100. Once purchased, they require maintenance, which extracts a certain amount from a nation's political power income—ranging from 0.05 to 4.
Some policies have special prerequisites for activation, such as requiring certain resources, engaging in a war, having a certain ideology, or a specific level of stability. If the requirements are not met, an indication will resemble a red frame outlining the policy's button. If the policy is active when the criteria are no longer met, the policy will be automatically dismissed.
List of Policies[]
Four tables documenting the name, description. political power cost/upkeep, additional requirements for normal, ideological, resource-required, and modified/former policies.
Normal Policies[]
Policy | Description | Political Power (PP) Cost | Effect(s) |
---|---|---|---|
0.61 Political Power Upkeep per 5 days |
Tax Income: -5% | ||
0.81 Political Power Upkeep per 5 days |
Resource output: +20% | ||
0.75 Political Power Upkeep per 5 days |
Manpower Increase: +20% | ||
0.5 Political Power Upkeep per 5 days Cannot Maintain Policy: The Liberation Act |
Integration Speed: +25% | ||
0.21 Political Power Upkeep per 5 days Requires Stability Amount: 75% - 100% |
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0.75 Political Power Upkeep per 5 days |
Building Cost: -10% Building Speed: +5% Infrastructure Cost: -10% Infrastructure Building Speed: +10% | ||
4 Political Power Upkeep per 5 days Must be at War |
Military Upkeep: -25% Base Stability: -10 Unrest Reduction: -15% | ||
2 Political Power Upkeep per 5 days Requires Stability Amount: 0% - 55% |
Base Stability: +60 Unrest Reduction: -33% Factory Output: -20% Integration Speed: -15% Resource Output: -20% | ||
0.81 Political Power Upkeep per 5 days |
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0.5 Political Power Upkeep per 5 days |
+34% chance for positive economic events |
Ideological Policies[]
These policies either require or exclude a certain ideology in order to be enabled.
Requires Ideology[]
These policies require a certain ideology in order for it to be enabled.
Policy | Description | Political Power (PP) Cost | Effect(s) |
---|---|---|---|
1.5 Political Power Upkeep per 5 days Requires Ideology: Non-Aligned |
Base Stability: +25 Justification Time: +300% City Resistance: +100% | ||
0.61 Political Power Upkeep per 5 days Requires Ideology: Democracy |
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0.61 Political Power Upkeep per 5 days Requires Ideology: Communism |
Factory Output: +40% Resource Output: +50% Base Population Growth: -2% | ||
0.41 Political Power Upkeep per 5 days Cannot Maintain Policy: The Liberation Act Requires Ideology: Fascism |
Integration Speed: +50% |
Excludes Ideology[]
These policies exclude a certain ideology from being enabled.
Policy | Description | Political Power (PP) Cost | Effect(s) |
---|---|---|---|
0.75 Political Power Upkeep per 5 days Cannot Maintain Policy: Strengthen Central Authority Cannot Maintain Ideology: Fascism |
Resource-Required Policies[]
These are policies that require to upkeep a consistent amount natural and manmade resources per 5 days. The quantity of needed resources is highly dependent on the nation's total population. Therefore, the table below does not provide a specific quantity as the amount of the needed resources to maintain is prone to dynamically change.
Resource-required policies are also infamous for having an overwhelmingly and absurdly amount of resources for it to be maintained. For example, the Power Generation Act may require 200+ units of Oil, the Computer Advancement Act over 600+ units of
Electronics, the Fortification Act more than 300+ units of
Steel, and so on, all per 5 days. The required amount may rapidly grow or decrease depending on the nation's total population.
Resource-Required Policies Chart[]
All the policies below were added on the 10/25/2023 Update (October 25, 2023), besides the Agricultural Act, which was reworked.
Policy | Description | Requirements | Effect(s) |
---|---|---|---|
0.21 Political Power Upkeep per 5 days Consumes Resource per 5 days: ![]() |
Tax Income: +5% Ground Speed: +10% | ||
0.25 Political Power Upkeep per 5 days Consumes Resource Per 5 Days: ![]() |
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0.21 Political Power Upkeep per 5 days Consumes Resource per 5 Days: ![]() |
Fortifications Cost: -25% City Resistance: +50% | ||
0.21 Political Power Upkeep per 5 days Consumes Resource per 5 Days: ![]() |
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0.21 Political Power Upkeep per 5 days Consumes Resource per 5 Days: ![]() |
Tax Income: +5% Building Cost: -15% | ||
0.21 Political Power Upkeep per 5 days Consumes Resource per 5 Days: ![]() |
Resource Output: +10% Factory Output: +25% | ||
0.21 Political Power Upkeep per 5 days Consumes Resource per 5 Days: ![]() |
Tax Income: +5% Resource Output: +7.01% Factory Output: +10% | ||
0.35 Political Power Upkeep per 5 days Consumes Resource per 5 days: ![]() |
Manpower Increase: +15% |
Corruption Policies[]
Five policies can inflate the rate of corruption, and all of which require 5 political power to implement and 0.06 political power per 5 days to maintain.
These policies were also added as part of the Corruption Update, which was released on November 18, 2023.
Corruption Policies Chart[]
Policy | Description | Effect(s) |
---|---|---|
| ||
| ||
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Espionage Policies[]
While the Espionage Update has not been released in the game, there are a couple of upcoming and reworked policies related to the field of Espionage. The complete list can be found here.
Modified/Former Policies[]
To date, there are only three policies that have been modified, which are the Agricultural Act and Forced Labor for Dissidents, all of which were reworked in the October 25, 2023 Update. There is also only one policy that has been removed, which is the 'Anti Corruption Act' - this policy was removed in the November 18, 2023 Update as the Anti Corruption Spending replaced it.
Modified/Removed Policies Chart[]
The policies below do not provide real-time data as it is only used for historical and informational purposes. View the other tab to explore the updated policies.
Policy | Description | Requirements | Effect(s) |
---|---|---|---|
0.35 Political Power Upkeep per 5 days |
Manpower Increase: -5% | ||
0.61 Political Power Upkeep per 5 days |
Factory Output: +40% Resource Output: +50% | ||
0.75 Political Power Upkeep per 5 days |
Building Cost: -10% Building Speed: +5% |
Removed[]
Policy | Description | Requirements | Effect(s) |
---|---|---|---|
0.7 Political Power Upkeep per 5 days |
Reduces National Modifier: Rampant Corruption | ||
1.25 Political Power Upkeep per 5 days |
Unrest Reduction: -5% | ||
0.35 Political Power Upkeep per 5 days Cannot Maintain Ideology: Democracy |
Integration Speed: -5% Base Stability: +10 Tax Income: -5% |
Policy Strategies[]
Prioritized Policies (Early-Game)[]
Only a limited amount of policies should be chosen before you get a Tier III ideology (i.e., Communism, Democracy, and Fascism). However, if somehow manage to still generate a decent gain of political power, you may maintain those policies.
Small-Moderate Countries Without Starting Ideologies[]
- Ignore Safety Regulations
- Known for its factory output increase and building cost reduction, making it useful for early game to obtain
Consumer Goods and expand production output. While this policy is extremely cheap to enact and upkeep in terms of political power, it comes with passive corruption growth.
- Do not use this if you are a major power, such as
Russia,
Mexico,
Brazil,
United States,
China, etc., because of the corruption issue. However, you could use a Chief Judge leader to offset corruption gain, but you may still need Anti-Corruption Spending, which tends to be expensive. Use Factory Output I and II if you are relying on Consumer Goods trades instead.
- Should eventually be dismissed if it becomes increasingly difficult to contain the corruption growth without going into economic struggles, as you exponentially accumulate mass population during expansion.
- Do not use this policy if you begin with Socialism.
- Known for its factory output increase and building cost reduction, making it useful for early game to obtain
- Improve Infrastructure
- Known for its reduction in building and infrastructure costs, along with its boost to tax income and building speed.
- Due to its modest bonuses, spending 40 political power to unlock this policy is generally not worth it, but it is useful if you do not have any decent political leaders. However, if a decent political leader appears, choose that over this policy.
- Advance the Research Bureau
- The policy's research bonus modifier can rush the acquisition of Quantum Computing, though you should not use this policy all the time during early game.
- During early game, it is mainly suitable for small countries that have a low population but generate a decent economy where they can afford economic laws, such as Government Spending, for political power boosts. More political power allows them to use this and the two other policies listed above, combined with political leaders.
- Also useful for starting democracies where they can afford additional economic laws because of their decent economy.
- If you do not have those conditions above, focus on ideologies, political leaders, and other important policies instead.
- Useful for countries that do not have many policies, such as Ignore Safety Regulations and Improve Infrastructure, because their economy is not focused on trading.
- Favor the Political Elite
- Useful for its massive boosts to political power gain and political leader experience. While this policy is extremely cheap to enact and upkeep, it comes with passive and massive corruption growth.
- During early game, it is mainly suitable for small countries that have a low population but generate a decent economy where they can afford additional economic laws, such as Anti-Corruption Spending, without going into debt. More anti-corruption reduction modifiers allow them to use this and the three policies above combined with political leaders.
- Underground Labs, Computer Advancement Act, and Isotope Research Act
- Useful for smaller countries with their small population size. The required quantity to upkeep a resource policy depends on the nation's population.
Countries With Starting Tier III Ideologies[]
If you begin with Democracy or Communism, look at the 'Prioritized Policies (Post-Ideologies)' section.
Prioritized Policies (Post-Ideologies)[]
Policies can be focused on after you a Tier III ideology (i.e., Communism, Democracy, and Fascism). However, just ensure to have the political power requirements before implementing the policies.
Normal Policies[]
- Public Service Act
- Advance the Research Bureau
- Military Service Act
- Welfare Act
- Encourage Development
- Works best over 65% stability.
- Prosperity Act
- Only usable over 75% stability.
- Liberation Act or Strengthen Central Authority
- Fascism cannot use the Liberation Act
- Tax Reform
- Democracy-exclusive
- Forced Labour for dissidents
- Communism-exclusive
Corruption Policies[]
- Favor the Political Elite
- Best corruption policy; must have this policy when possible.
- Sinaloa Protocol
- Best for Democracy and Fascism
- Ignore Safety Regulations
- Best for Communism and early-game for moderate-sized countries.
- Grant Illegal Prospecting Licenses
- Best for Communism or resource-rich nations.
- Underground Labs
- Best for rushing technologies since it is the best research policy in terms of research power output.
- Since it is the most corrupt policy, you may need to dismiss other corrupt policies.)
Emergency Policies[]
- Martial Law
- Stability is drastically falling from high war exhaustion
- Emergency War Fund
- Require immediate support during critical emergencies of war.
Resource-Required Policies[]
Most of the time, Communism with massive factory and resource output modifiers can maintain some of the substantial resource quantities needed to upkeep such policies. However, it is still possible to upkeep these policies even without Communism, mostly when you are a small nation with a small population. Here is a list of the policies, from the best to modest modifiers, from top to bottom:
- Power Generation Act
- Transport Act
- Only usable for countries that manufacture massive units of
Motor Parts.
- Decent with Democracy and Communism.
- Only usable for countries that manufacture massive units of
- Fortification Act
- Very useful for strengthening city resistance.
- Feasible during a prolonged and intense war, especially when playing as defense.
- Computer Advancement Act
- Only usable for countries that manufacture massive units of
Electronics.
- Best for yielding research points.
- Only usable for countries that manufacture massive units of
- Mass Construction Act
- Only usable for countries that manufacture massive units of
Steel.
- Best for mass development.
- Only usable for countries that manufacture massive units of
- Agricultural Act
- Only usable for countries that manufacture massive units of
Fertilizer.
- Only usable for countries that manufacture massive units of
- Aircraft Subsidization Act
- Only usable for countries that manufacture massive units of
Aircraft Parts.
- Only usable for countries that manufacture massive units of
- Isotope Research Act