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Policies are a system of choices that are unlocked when the player researches engineering. It allows the player to choose their society's path in several areas:
- Government: The general ideology or system of government society uses
- Foreign: Policies related to dealing with the rest of the world
- Philosophy: Officially sponsoring systems of thought within society
- Environment: Determining kittens' relationship with the natural world
Cost | Culture | 150 |
Description | Good for societies focused on happiness. Increases the effect happiness has on kitten production. This will affect what policies are available in the future! |
Effect | Increases production effect of happiness by 10% and adds free housing for one kitten. |
Prerequisite | Writing |
Locks | Tradition |
Cost | Culture | 150 |
Description | Good for small culture oriented societies. Reduces manuscript price and increases their effect. This will affect what policies are available in the future! |
Effect | Reduced manuscript cost (-100 culture and -5 parchment). Doubled manuscript max culture effect. |
Prerequisite | Writing |
Locks | Liberty |
Cost | Culture | 1500 |
Description | Best for societies with highly promoted kittens. Makes the leader twice as good at their job. Leader increases conversion production based on uncapped housing buildings. |
Effect | Leader production bonus x2, a bonus of 0.4% per leader rank per uncapped population buildings to all conversion production on Cath |
Prerequisite | Writing and Liberty or Tradition |
Locks | Monarchy, Republic |
Cost | Culture | 1500 |
Description | Best for societies benefiting from past experiences. Makes the leader's trait twice as powerful. Maintaining the royal court takes 10% of gold production. |
Effect | Leader's trait is twice as powerful (e.g. artisan bonus goes from 5% to 10%), gold production reduced by 10% |
Prerequisite | Writing and Tradition |
Locks | Autocracy, Republic |
Cost | Culture | 1500 |
Description | Best for large societies. Highly promoted leaders will provide a small bonus to the production of all kittens. |
Effect | All non-leader kittens get a bonus to their jobs: 1% of the leader's bonus. |
Prerequisite | Writing and Liberty |
Locks | Autocracy, Monarchy |
Cost | Culture | 7500 |
Description | Has no effect. |
Effect | Is the greatest policy in the game, probably. (Seriously, though, it has no effect.) |
Prerequisite | Autocracy or Republic |
Cost | Culture | 15000 |
Description | A peaceful and open society. Gains better relations with all trade partners and makes buildings require less gold. |
Effect | Better relations with all trade partners (as 10 extra tradeposts), all gold costs reduced 20%. |
Prerequisite | Build a factory and Monarchy or Republic |
Locks | Communism, Fascism |
Cost | Culture | 15000 |
Description | Industrialization at all costs. Increases production of iron, coal, and titanium, and makes factories cheaper. |
Effect | +25% iron, coal, and titanium production, factories are 30% cheaper. Catnip field production becomes -100% in cold winters. |
Prerequisite | Build a factory and Autocracy or Republic |
Locks | Liberalism, Fascism |
Cost | Culture | 15000 |
Description | Lebensraum! Population penalties to happiness are eliminated, and log cabins cost half as much. |
Effect | Eliminates population penalties to happiness, log cabins are 50% cheaper |
Prerequisite | Build a factory and Autocracy or Monarchy |
Locks | Communism, Liberalism |
Cost | Culture | 150000 |
Description | Privatize the moon! Nothing changes on Cath, but unobtainium production will be increased. |
Effect | +15% unobtainium production |
Prerequisite | Reach Dune |
Locks | Technocracy, Order of the Stars |
Cost | Culture | 150000 |
Description | Your astronauts have seen horrible things in the distant skies. Let the priests take over, and faith production will be increased. |
Effect | +20% faith production, and the leader must be a priest |
Prerequisite | Reach Dune, have a leader assigned to the priest job |
Locks | Technocracy, Cosmological Libertarianism |
Cost | Culture | 1500000 |
Description | Give up kittenhood and merge with the AI. AI cores will be twice as effective, and there is no downside to AI level. |
Effect | AI cores produce twice as many gigaflops. AI apocalypse will not occur. AI bases and Machine Learning workshop upgrades are stronger. |
Prerequisite | Make a leviathan trade |
Locks | Necrocacy, Radical Xenophobia |
Note | Cannot be purchased if the AI apocalypse has already begun. |
Cost | Culture | 1500000 |
Description | Your society offers itself to the elders, they will take over and bring dark times, but you will get a production bonus from BLS. |
Effect | Global production bonus: 0.1% per % of black liquid sorrow, Leviathan Energy Cap Boost: 5% |
Prerequisite | Make a leviathan trade |
Locks | Transkittenism, Radical Xenophobia |
Cost | Culture | 1500000 |
Description | Reject both evil aliens and evil robots. Mausoleum is twice as effective. |
Effect | Nothing. Mausoleum is not yet implemented. |
Prerequisite | Make a leviathan trade |
Locks | Necrocracy, Transkittenism |
Cost | Culture | 1600 |
Description | Build good relationships with your neighbors, making trades cheaper in terms of catpower. |
Effect | Each trade costs 5 less catpower. |
Prerequisite | Currency |
Locks | isolationism |
Cost | Culture | 1600 |
Description | Engage in protectionism of all types, making trades cheaper in terms of gold. |
Effect | Each trade costs 1 less gold |
Prerequisite | Currency |
Locks | Diplomacy |
Cost | Culture | 5000 |
Description | Try to befriend the zebras, even though they hate you. The terms of trade will be less harsh, but gold income will be slightly lower. |
Effect | Improved relations with zebras (as 15 tradeposts), -5% penalty to gold income. +15 tradeposts worth of trade ratio titanium sold (multiplicative) |
Prerequisite | Meet Zebras |
Locks | Zebra Relations: Bellicosity |
Cost | Culture | 5000 |
Description | Stand up to the zebras, making trades with them worse but gaining the respect of other races. |
Effect | Worse relations with zebras (as 10 tradeposts), better relations with everyone else (as 5 tradeposts). -10 tradeposts worth of trade ratio titanium sold (multiplicative) |
Prerequisite | Meet Zebras |
Locks | Zebra Relations: Appeasement |
Cost | Culture | 4000 |
Description | Your scientists will travel to foreign lands, slightly increasing science income. |
Effect | +5% science income |
Prerequisite | Astronomy and Diplomacy |
Locks | Cultural Exchange |
Cost | Culture | 4000 |
Description | Your poets and actors will travel to foreign lands, slightly increasing culture income. |
Effect | +5% culture income |
Prerequisite | Astronomy and Diplomacy |
Locks | Knowledge Sharing |
Cost | Culture | 4000 |
Description | Speak softly, but beat up your neighbors as necessary. Embassies are cheaper. |
Effect | Embassies are 15% cheaper |
Prerequisite | Astronomy and Isolationism |
Locks | City On A Hill |
Cost | Culture | 10000 |
Description | Agree that space is the domain of all of Cath's races, improving relations with all trading partners. |
Effect | Better relations with all trading partners (as 10 tradeposts) |
Prerequisite | Launch a Satellite |
Locks | Militarize Space |
Cost | Culture | 10000 |
Description | Try to take over the skies. Your satellites become a hub of military research, improving their max science bonus. |
Effect | Satellite science bonus to observatories is 10% more powerful |
Prerequisite | Launch a Satellite |
Locks | Outer Space Treaty |
Cost | Culture | 2500 |
Description | The stoics teach that we ought to endure hardship without complaint. Halve consumption of luxury resources. |
Effect | Fur, Ivory, and Spice consumption is 50% lower. -25% brewery consumption |
Prerequisite | Philosophy |
Locks | Epicurianism |
Cost | Culture | 2500 |
Description | Our epicureans believe that pleasure is the highest good. Luxury resources will provide slightly more happiness. |
Effect | Rare resources provide 11% happiness each, instead of 10% |
Prerequisite | Philosophy |
Locks | Stoicism |
Cost | Culture | 3500 |
Description | A contingent of epicurean philosophers branches off into party planning. Embrace this school of though, boosting kitten arrival speed during festivals in exchange for increasing luxury resource consumption during them. |
Effect | Festival growth rate 30%. Festival luxury consumption 30%. |
Prerequisite | Epicurianism |
Locks | Extravagance |
Cost | Culture | 3500 |
Description | A faction of epicurean philosophers holds that society ought to double down on its current philosophy. Consumable luxury resources increase happiness even more but are consumed three times as quickly. |
Effect | Luxury consumption: 200%. Happiness from consumable resources: 5 |
Prerequisite | Epicurianism |
Locks | Carnivale |
Cost | Culture | 3500 |
Description | Stoic philosophers are placed in charge of the mints, making them more effective by reducing corruption. |
Effect | Mints produce 10% more resources. |
Prerequisite | Stoicism |
Locks | Rationing |
Cost | Culture | 3500 |
Description | Stoic philosophers encourage restraint and saving, making hunting more effective and reducing the effect of happiness on catnip consumption. |
Effect | Catnip consumption increase per happiness: -10%. +0.1 Hunting bonus. |
Prerequisite | Stoicism |
Locks | Frugality |
Cost | Culture | 3000 |
Description | Accept the view that the world can be fundamentally understood. Gain a small bonus to science and iron production, though you might look silly later. |
Effect | +5% science and iron production |
Prerequisite | Stoicism or Epicurianism |
Locks | Mysticism |
Cost | Culture | 3000 |
Description | Accept the view that there are forces beyond the comprehension of kittens. Gain a small bonus to culture and faith production, though you might look silly for a while. |
Effect | +5% culture and faith production |
Prerequisite | Stoicism or Epicurianism |
Locks | Rationality |
Cost | Science | 2000 |
Description | Decapitate the hills in an effort to improve your mineral production. |
Effect | +30% mineral production, -2% happiness, +5% pollution |
Prerequisite | Engineering |
Locks | Clear Cutting, Environmentalism |
Cost | Science | 2000 |
Description | Totally destroy the forest in an effort to improve your wood production. |
Effect | +30% wood production, -2% happiness, +5% pollution |
Prerequisite | Engineering |
Locks | Strip Mining, Environmentalism |
Cost | Culture | 2000 |
Description | Preserve the natural beauty of your village, slightly improving kittens' happiness. |
Effect | +3% happiness, -5% pollution |
Prerequisite | Engineering |
Locks | Strip Mining, Clear Cutting |
Cost | Culture | 10000 |
Description | Start taking the environmentalists' advice, removing the happiness penalty from strip mining/clear cutting. |
Effect | Remove the happiness penalty from Strip Mining/Clear Cutting, -5% pollution |
Prerequisite | Industrialization and Strip Mining or Clear Cutting |
Locks | Full Industrialization |
Cost | Culture | 10000 |
Description | Take the advice of your new captains of industry, slightly improving the crafting bonus each factory provides. |
Effect | Factories are 5% more powerful (5% to 5.25%, or 6% to 6.3%), +5% pollution |
Prerequisite | Industrialization and Strip Mining or Clear Cutting |
Locks | Sustainability |
Cost | Culture | 10000 |
Description | Keep actively protecting the environment, increasing happiness from environmentalism. |
Effect | +5% happiness, -5% pollution |
Prerequisite | Ecology and Environmentalism |
Locks | Open Woodlands |
¶ Open Woodlands
Cost | Culture | 10000 |
Description | Allow some limited development of nearby lands, increasing wood and mineral production. |
Effect | +12.5% wood and mineral production, +5% pollution |
Prerequisite | Ecology and Environmentalism |
Locks | Conservation |
