
In this thread we will be documenting all the new additions for Civilization VII.
This Features Thread is being complied for Civfanatics, head on over to the forums for all your Civilization discussions both for and also for games past.
TL;DR: Will launch on PC and Counsels [PS4/PS5; XBox Series X/S; XBox One & Nintendo Switch] of February 11th, 2025. Will require a 2K Account.
At Launch there will be 31 Civilizations & 26 Leaders [including 5 Personas]
The Categories –
- Civilizations [Age of Antiquity; Age of Exploration; Modern Age; Leaders; Leader Attributes; Independent Powers & City-States]
- Cities [Cities & Towns; Districts; Buildings; Improvements; Great Works; Wonders; Technologies; Civics; Ideologies, Social Policies; Units; Commanders]
- The Map [Map Generation; Terrain; Natural Wonders; Resources; Discoveries; Geographical Features; Disasters; Map Types]
- Game Mechanics [Eras; Diplomacy; Governments; Religion; Narrative Events]
- Other [Multiplayer; Support; Modding; Availability; Localisation; Minimum Specs; Narrator; Pre-Order; Editions; DLC; Sources]

Age of Antiquity Civilizations
Aksum
- Capital City: Aksum
- Cities: Adulis, Matara, Lalibela, Saba, Koloë, Qohayto, Maste, Tekondo, Zala-Bet-Makeda, Etchmara, Gulo-makeda, Haghero-Deragweh, Dergouah, Henzat, Ham, Anza, Hawzien, Degum, Chergos Agula, Nazret, Yeha, Hehzat, Aden, Melazo, Wuchate Golo, Addi Dahno, Edage Hamus, Addi Galamo, Wegro, Kwiha, Addi Grammaten, Kaskase & Fegya
- Attributes: Cultural & Economic
- Civilization Bonus: Kingdom of Natural Wealth: + Gold on Resources; + Production towards Great Stele.
- Civic Tree 1: Periplus of the Erythraean Sea:
- Tier 1: Unlocks Hawilt & Great Stele, + Resource Capacity in Settlements on the Coast & Navigable Rivers.
- Tier 2: + Gold on Quarters adjacent to Coast tiles.
- Tradition: Port of Nations: + Culture & Gold from Trade Routes.
- Civic Tree 2: Monumentum Adulitanum:
- Tier 1: Hawilt gets + Culture Altar & Monument Adjacency.
- Tradition: Throne of my Fathers: + Gold in Cities for Coastal Adjacency
- Civic Tree 3: Book of the Himyarites:
- Tier 1: Dhow units get the Swift ability.
- Tradition: May This Please the People: + Culture on Resources with Coastal Adjacency.
- Unique Military Unit: Dhow: + Combat on Coastal Tiles
- Unique Civilian Unit: Tankwa: Trade Ship replacement; Cannot be pillaged; + Trade Route Range.
- Unique Building: Hawilt: + Gold; + Culture for Wonders and Hawilt; ageless, does not remove the Warehouse building; must be placed on Flat Terrain.
- Unlocks: Songhai Civilization
- Starting Biases: Coastal & Rough
Egypt
- Capital City: Waset
- Cities: Men-Nefer, Akhetaten, Djedet, Djanet, Behdet, Nekheb, Khemenu, Nekhen, Gebtu, Tjenu, Per-Atum, Abdju, Zau, Ipu, Khito, Swenett, Per-Hathor, Abu, Hut-waret, Djerty, Per-Bast, Nubt, Thonis, Per-Wadjet, Per-Amun, Ta-senet, Henen-Nesut & Per-Ramesses
- Attributes: Cultural & Economic
- Civilization Bonus: Gifts of Osiris: Bonus production on Navigable Rivers; Bonus production towards Pyramids
- Civic Tree 1: Arrival of Hapi:
- Tier 1: Unlocks Mortuary Temple; Minor Rivers do not end Unit Movement.
- Tradition: Akhet: + Food on Navigable Rivers
- Civic Tree 2: Scales of Anubis:
- Tier 1: Unlocks Mastaba; + Gold from Medjay unites stationed in Settlements;
- Tradition: Riches of the Duat: + Production towards Wonders.
- Civic Tree 3: Light of Amun-Ra:
- Tier 1: + Gold on Palace; + Settlement Limit; Unlocks Pyramids;
- Tradition: Kemet: + Culture on Navigable Rivers.
- Unique Quarter: Necropolis: + Gold when you build a Wonder in this City.
- Unique Military Unit: Medjay: No maintenance; Bonus Combat in your territory; extra bonus Combat on a Settlement you own.
- Unique Civilian Unit: Tjaty: Built in Cities with a Necropolis; Random draw; + Cost for each successive Tjaty;
- Amhose: Activated on the Palace to add + Culture;
- Aperel: Grants Chariot Units with + Combat Strength;
- Hemiunu: Activated on a Wonder under construction to add a medium amount of Production;
- Imhotep: Activated on a Wonder under construction to add a larger amount of Production; Khay: Grants Medjay Units that have + Combat Strength;
- Nebet: Activated on a Necropolis to immediately trigger a Golden Age;
- Paser: Activated on a Wonder under Construction to add a smaller amount of Production
- Ptahhotep: Activated on a Constructible with a Great Work Slot to grant a Codex called ‘The Maxims of Ptahhotep‘ that grants + Science;
- Ramose: Activated on a Wonder to add + Gold to it; and
- Useramen: Activated on a Wonder to add Culture to it.
- Unique Building: Mastaba: + Culture; + Gold for Desert Terrain and Wonder Adjacency; Ageless
- Unique Building: Mortuary Temple: + Gold; + Happiness for Navigable Rivers and Wonder Adjacency; Ageless
- Unlocks: Abbasid & Songhai Civilizations
- Starting Biases: Navigable Rivers & Desert
Greece
- Capital City: Athênai
- Cities: Spártā, Thêbai, Kórinthos, Argos, Knōsós, Mykenē, Olympia, Chalkís, Mīlētos, Thera, Phókaia, Lindos, Megara, Pergamon, Eretrea, Tegea, Mantineia, Halikarnāssós, Kérkyra, Éphesos, Aigai, Pella, Smýrna, Syracuse, Alexandria, Mainákē, Níkaia, Pylos, Byzantion, Cyrene, Lárisa, Marathon, Khersónēsos & Amphipolis
- Attributes: Cultural & Diplomatic
- Civilization Bonus: Demokratia: + Influence on Palace
- Civic Tree 1: Ekklesia:
- Tier 1: Unlocks Odeon
- Tier 2: + Culture for Endeavours, Sanction & Projects you started or supported
- Tradition: Xenia: + Influence towards Befriend Independent Action
- Civic Tree 2: Agoge
- Tier 1: Unlocks Parthenon
- Tier 2: Hoplites + Combat Strength for each City State you are Suzerain of
- Tradition: Strategoi: Army Commanders get + Experience
- Civic Tree 3: Symmachia
- Tier 1: + Culture for each City State you are Suzerain of; + Settlement Level
- Tier 2: Unlocks Oracle
- Tradition: Delian League: + Influence towards Endeavours
- Tradition: Peloponnesian League: + Influence towards Sanctions
- Unique Military Unit: Hoplite: + Combat Strength if adjacent to another Hoplite Unit
- Unique Civilian Unit: Logios: Unique Scholar Unit: Built in Cities with an Acropolis: Random Draw
- Arete of Cyrene: Activated on an Acropolis + Influence.
- Aristotle: Activated on an Academy + Culture
- Aspasia: Activated on a Library + Happiness
- Hypatia : Activated on a Library + Science
- Plato: Activated on an Acropolis to give this City + Culture equal to a percentage of its Influence yield.
- Pythagoras: Activated on an Acropolis to immediately trigger a Celebration.
- Sappho: Activated on a Constructible with a Great Work Slot to grant a Codex called ‘Hymn to Aphrodite‘ that grants + Culture.
- Socrates: Activated on a Palace or City Hall + Influence
- Thales of Miletus: Activated on an Acropolis to give this City Science equal to a percentage of its Influence yield.
- Xenophon: Activated on an Acropolis to grant a set number of Hoplite Unique Military Units with increased Combat Strength.
- Unique Quarter: Acropolis: + Gold on the Parthenon Unique Building for each City-State you are Suzerain of
- Unique Building: Parthenon: + Culture; + Influence if placed on Rough Terrain
- Unique Building: Odeon: Culture adjacency for Quarters.
- Unlocks: Normans Civilization
- Starting Biases: Rough and Grassland
Han [China]
- Capital: Cháng’ān
- Cities: Luoyang, Línzī, Chengdu, Huáiyáng, Liángzhōu, Jīnyáng, Handa, Pengcheng, Jì, Guanglíng, Xuchang, Xíngyáng, Shouchun, Linxiang, Dìngtáo, Nanjun, Nanchang, Yángqǔ, Hefei, Nánzhèng, Yè, Didao, Panyu, Ānyì, Bingzhou, Jiànyè, Baqiu, Qūfù & Dunhuang
- Attributes: Diplomatic & Scientific
- Civilization Bonus: Nine Provinces: + Population in Capital and Towns on first Growth event.
- Civic Tree 1: Zhi:
- Tier 1: Unlock Great Wall; Science Buildings get adjacency for Quarters; + Settlement Level
- Civic Tree 2: Li:
- Tier 1: + influence on Palace
- Tradition: Guanxi: + Influence on Science Buildings.
- Civic Tree 3: Yi:
- Tier 1: Chu-Ko-Nu gets + Combat Strength when Defending
- Tradition: Jiu Qing: + Influence on Happiness Buildings.
- Civic Tree 4: Junzi:
- Tier 1: Unlocks Weiyang Palace Wonder; + Science in the Capital.
- Tradition: Tianxia: + Science from Specialists.
- Unique Military Unit: Chu-Ko-Nu: Unique Ranged Unit; Has Zone of Control; + Defence; + Combat Strength when attacking adjacent Units.
- Unique Civilian Unit: Shì Dàfū: Unique Scholar-bureaucrat Unit; Capital must have set Population; Random Draw
- Ban Zhao: Activated on Constructible with Great Work Slot to get ‘Lessons for Women‘ + Culture
- Han Fei: Activated on a Palace for + Science
- Laozi: Activated on Constructible with Great Work Slot to get ‘Tao Te Ching‘ + Happiness
- Mencius: Activated on a Science building for free Technology
- Mozi: Activated on a Palace for + Population
- Shang Yang: Activated on a Palace for + Influence
- Shen Buhai: Activated on Capital to trigger a Calibration
- Wang Yangming: Activated on an Army Commander for + Promotion
- Xun Kuang: Activated on City + Science for Codices
- Zhang Heng: Activated on an Academy for + Science
- Unique Infrastructure: Great Wall: + Culture; + Happiness for adjacent wall segments; + Combat Strength for Units defending on this tile.
- Unlocks: Ming & Mongolia Civilization
- Starting Biases: Grassland
Khmer
- Capital City: Yasodharapura
- Cities: Indrapura, Mahendraparvata, Hariharalaya, Stung Treng, Isanapura, Lingapura, Jayendranagari, Angkor Borei, Phum Snay, Ou Kaev, Phimai, Sdok Kok Thom, Beng Mealea, Banteay Srei, Banteay Chhmar, Preah Vihear, Kompong Thom, Longvek, Oudong, Kampot, Phnom Penh, Battambang, Siem Reap, Prey Veng, Kampong Cham, Ta Khmau, Pursat, Kamong Speu & Takeo
- Attributes: Expansionistic & Scientific
- Civilization Bonus: Ksekam Chamnon: Urban Districts do not remove natural Yield of River tiles
- Civic Tree 1: Mousong
- Tier 1: Unlocks Baray; Improvements, Buildings, and Urban Districts do not get pillaged by Floods
- Tradition: Pithi Chrat: + Combat Strength for Units on Flood Plains
- Civic Tree 2: Amnach
- Tier 1: Unlocks Angkor Wat; + Speed for Yuthahathi
- Tradition: Varna: + Gold from Specailists.
- Civic Tree 3: Chakravarti
- Tier 1: + Growth in Capital, – Happiness in other cities.
- Tier 2: + Codex slots in Palace
- Tradition: Kambu-Mera: Reduced Maintenance from Specialists.
- Unique Military Unit: Yuthahathi: Cavalry Unit; + Combat Strength; – Movement; Immune to Flood Damage.
- Unique Civilian Unit: Vaishya: Unique Merchant Unit: Immune to flood damage: Ignores movement penalties from Wet tiles.
- Unique Building: Baray: + Food; + Food on Floodplains; Must be placed on Flat tile; One per Settlement.
- Starting Biases: Floodplains & Tropical
- Unlocks: Majapahit Civilization
Maurya [India]
- Capital City: Pataliputra
- Cities: Ujjayini, Tosali, Suvarnagiri, Taksasila, Kausambi, Samapa, Risila, Pudanagala, Girinagara, Sopara, Kandahar, Kopbal, Virata, Brahmagiri, Vidisa, Varanasi, Kalsi, Rampurva, Banavasi, Erragudi, Shahbazgarhi, Lauriya Araraj, Sannathi, Topra, Lauriya Nandangarh, Mansehra, Sahasram, Rupnath & Bairat
- Attributes: Militaristic and Scientific
- Civilization Bonus: Dhamma Lipi: You Can choose an additional Pantheon after researching Mysticism.
- Civic Tree 1: Acharya:
- Tier 1: Unlocks Dharmashala and Vihara;
- Tradition: Charvaka: + Happiness on Science buildings
- Civic Tree 2: Vyuham:
- Tier 1: + combat Strength to Infantry and Calvary Units adjacent to each other.
- Tradition: Kshatriya: + Happiness on Military buildings
- Civic Tree 3: Ayurveda:
- Tier 1: + Healing for Units adjacent to a Purabhettarah.
- Tradition: Shreni: + Gold for excess Happiness in Cities’
- Civic Tree 4: Mantriparishad:
- Tier 1: + yields in Settlements not founded by you; + Settlement Limit.
- Tradition: Arthashastra: + Science for excess Happiness in Cities
- Unique Military Unit: Purabhettarah: Calvary Unit; + Combat Strength against Fortifications
- Unique Civilian Unit: Nagarika: Replaces Settlers; + Happiness on City Halls.
- Unique Quarter: Matha: + Happiness in this City.
- Unique Building: Dharamshala: Science adjacency for Quarters.
- Unique Building: Vihara: Culture adjacency for Mountains
- Unlocks: Chola & Majapahit Civilizations
- Starting Biases: Vegetated
Maya
- Capital City: Bàakʼ
- Cities: Tikal, Chichen Itza, Wak Kab’nal, Uxmal, Copan, Coba, Kaan, Calakmul,, Xunantunich, Yaxchilan, Yokib, Quirigua, Uaxactun, Tonina, Kaminaljuyu, Ucanal, Izapa, Comalcalco, Lamanai, Dzibilchaltun, Edzna, Sacul, Becan, Sayil, Mayapan, Bonampak, Kabah, Seibal, Izamal, Machaquila, Xtampak, Chinkultic & Xpuhil.
- Attributes: Diplomatic & Scientific
- Civilization Bonus: Skies of Itzamna: Palace gets + Science for Vegetated tile Adjacency
- Civic Tree 1: Rain of Chaac:
- Tier 1: Unlocks the K’uh Nah; Altar gets + Science for Vegetated tile Adjacency.
- Tradition: Pet Kot: + Science for Vegetated tiles in Cities.
- Civic Tree 2: Lords of Xibalba:
- Tier 1: Unlocks the Jalaw; Hul’che & Jaguar Slayers unlock Stealth in Vegetated Tiles.
- Tradition: Miracles of the Twins: Units unlock Poison a + Combat against wounded Units.
- Civic Tree 3: Calendar Round:
- Unique Military Unit: Hul’che: Ranged Unit replacement; Can see through Vegetation; suffers no movement penalty from Vegetated tiles.
- Unique Civilian Unit: Jaguar Slayer: Replaces Scout; Unlocks Stone Trap Ability allowing a Stone Trap to be built on Vegetated Tiles that causes Damage and ends the turn of caught Units.
- Unique Quarter: Uwaybil K’uh: + Production in this city for each researched Technology
- Unique Building: Jalaw: Quarters get + Culture Adjacency
- Unique Building: K’uh Nah: + Science for Vegetated tiles Adjacency
- Starting Biases: Vegetated & Tropical
Mississippian
- Capital City: Cahokia
- Cities: Coosa, Chickasaw, Alabama, Apalachee, Choctaw, Creek, Hitchiti, Houma, Kansa, Missouria, Mobilian, Natchez, Osage, Quapaw, Tunica, Yamasee, Yuchi, Quizquiz, Chucalissa, Nodena, Wapanocca, Chauga, Coste, Hatchie & Oconee.
- Attributes: Economic & Expansionistic
- Civilization Bonus: Goose Societies: All Buildings receive a Food Adjacency for Resources.
- Civic Tree 1: Earthworks:
- Tier 1: Unlocks Potkop. + Production towards Buildings
- Tier 2: + Settlement Limit
- Tradition: Shell-Tempered Pottery: Buildings get + Gold Adjacency for Resources
- Civic Tree 2: Cah-nah-ha:
- Tier 1: + Resource Capacity in Capital
- Tradition: Gift Economy: + Gold & Happiness for each Imported Resources.
- Civic Tree 3: Waahih:
- Tier 1: Burning Arrow Units can Pillage tiles at range & reduced Movement costs
- Tradition: Atassa: + Defence for Ranged Units.
- Unique Military Unit: Burning Arrow: Ranged; + Combat Strength against Fortified Districts & Siege Units; Applies Burning status to tiles that deals damage to Units who end their turn on the tile.
- Unique Civilian Unit: Watonathi: Unique Merchant Unit; + Gold per Resource acquired when creating a Trade Route.
- Unique Infrastructure: Potkop: + Gold; + Food for each adjacent Resource; Must be built on a Flat Tile.
- Unlocks: Shawnee Civilization
- Starting Biases: Flat & Rivers
Persia
- Capital City: Pārsa
- Cities: Pāthra-gadā, Hagmatana, Çūšā, Sparda, Tarsus, Bactria, Ragā, Tushpa, Harrân, Gordion, Spahān, Širājiš, Qumis, Dascylium, Mazaca, Anshan, Marguš, Istakhr, Borāzjān, Pūrā, Matezzish, Arsada, Karmana, Marakanda, Ganzak, Haraiva, Arrapha, Guzana & Kheir.
- Attributes: Militaristic & Economic
- Civilization Bonus: Hamarana Council: + Comat Strength when attacking.
- Civic Tree 1: Spada:
- Tier 1: Reduced Military Unit maintenance.
- Tradition: Kara: + Production towards Infantry Units.
- Civic Tree 2: Satrapies:
- Tier 1: Unlocks the Pairidaeza & Gate of All Nations Wonder
- Tier 2: + Settlement Limit; Pairidaeza gets + Happiness from adjacent Quarters.
- Tradition: Angarium: + Gold for every Town.
- Civic Tree 3: Achaemenid Empire:
- Tier 1: + Gold for every different Civilization you have captured a Settlement from.
- Tier 2: + Increased Settlement Limit.
- Tradition: Shahanshah: + Combat Strength against Units in enemy territory.
- Unique Military Unit: Immortal: Unique Infantry Unit; Heals for a set amount after defeating an enemy Unit.
- Unique Civilian Unit: Hazarapatis: Unique Commander; Starts with the Initiative Promotion, which allows Units to move after unpacking from the Commander.
- Unique Infrastructure: Pairidaeza: + Culture & Gold; Must not be built adjacent to each other.
- Unlocks: Mongolia
Rome
- Capital City: Roma
- Cities: Capua, Ostia, Ravenna, Neopolis, Mediolanum, Patavium, Aquileia, Puteoli, Pompeii, Catana, Burdigala, Narbo Martius, Gades, Lugdunum, Bononia, Corduba, Massilia, Colonia, Caesarea Maritima, Mogontiacum, Londinium, Caesaraugusta, Sarmizegetusa, Hispalis, Iader, Eboracum, Vindobona, Olisipo, Volubilis, Lutetia, Caralis, Salonae, Aquincum & Aventicum.
- Attributes: Militaristic & Cultural
- Civilization Bonus: Twelve Tables: + Culture on Districts in the Capital and Towns
- Civic Tree 1: Exercitus Romanus:
- Tier 1: Unlocks Temple of Jupiter.
- Tier 2: Bulwark promotion unlocked for the Legatus.
- Tradition: Auxilia: + Production towards Military Units in the Capital for every Town
- Civic Tree 2: Civis Romanus:
- Tier 1: Unlocks Basilica.
- Tier 2: + Gold in Capital for every Town.
- Tradition – Cursus Honorum: Producing an Infantry Unit grants + Culture equal to a portion of the Unit’s production cost
- Civic Tree 3: Legatus Pro Praetore:
- Tier 1: Gain a free Infantry Unit in new Settlements that you found; Increased Settlement Limit;
- Tradition: Latinitas: + Food, Gold, and Culture in Towns with a Specialization.
- Civic Tree 4: Senatus Populusque Romanus: Quote by Cicero
- Tier 1: + Social Policy in the Government; Increased Settlement Limit.
- Tradition – Princeps Civitatis: + Production on Quarters in the Capital.
- Unique Military Unit: Legion: Tier 2 Infantry Unit: + Combat Strength for every Roman Tradition in the Government.
- Unique Civilian Unit: Legatus: Army Commander. Unlocks the ability to create a new Settlement after a set number of Promotions.
- Unique Quarter: Forum: + Culture and Gold for every Roman Tradition in the government.
- Unique Building: Temple of Jupiter: Culture adjacency with Happiness Buildings.
- Unique Building: Basilica: Influence adjacency for Culture Buildings.
- Unlocks: Normans, Spain, America, French Empire & Prussia
- Starting Biases: Grassland
Age of Exploration Civilizations
Abbasid
- Capital: Baghdad
- Cities: Baghdād, al-Fustāt, Makkah, al-Mawsil, Ardabil, Hamadān, Shirāz, Zabid, Dimašq, Qairwān, Sāmarrā, al-Ahwāz, Irānshahr, Shahrastān, as-Sirajān, al-Mansūra, al-Kūfah, al-Madinah, Rāma-hurmuz, al-Basrah, al-Rayy, Halab, Balkh, Bust, ar-Raqqah, Bardha‘a, Āmol, Suhār, al-Ahsā, Jiraft, Ziranj, Marw & Harāt.
- Attributes: Cultural & Scientific
- Civilization Bonus: Medina: + Gold for each Rural Population of the City when you create a Specialist. Effect scales with Game Speed.
- Civic Tree 1: Round City:
- Tier 1: Unlocks Mosque; + Production towards Buildings once you reach a certain Urban Population.
- Tier 2: + Food for Science Buildings
- Tradition – City of Peace: + Science Adjacency for all Buildings with Town Hall and Palace.
- Civic Tree 2: Mawla:
- Tier 1: Unlocks Madrasa; Receive % of Gold from Trade Route Income as Science; + Happiness for Recourses Tiles in Settlements with a Temple.
- Tier 2: Mamluk gains Pincer Promotion gaining + Flanking Damage
- Tradition – Sales and Trade: + Science & Gold for each Resource assigned to a City once you reach a certain Urban Population.
- Civic Tree 3: Al-Jabr:
- Tier 1: + Science in Cities with a certain Population.
- Tier 2: Unlocks House of Wisdom Wonder; reduced Specialist Happiness Maintenance.
- Tradition – Compendious Book: + Science in Towns.
- Unique Military Unit: Mamluk: Unique Calvary Unit; When Stationed in or Occupying a Settlement, receive + Combat Strength for every Urban Population in this Settlement.
- Unique Civilian Unit: Ālim: Great Person Unit; Can only be built in cities with a Ulema; each Ālim is random and can only be received once; Cost increased for each new Ālim.
- Al-Jāḥiẓ: Create a Menagerie; This Menagerie receives + Happiness.
- Al-Khwārizmī: Activates on an Ulema Unique Quarter; Each Building receives + Science.
- Ibn Sina: Create a Hospital; This Hospital receives + Food.
- Al-Maqdisi: Activate in another civilization; Receive Gold for each Resource this city has.
- Al-Farghānī: Create an Observatory; This Observatory receives + Science.
- Al-Farabi: Activate on a Science Building; Receive a free random unlocked Technology.
- Rabia of Basra: Activate on a Happiness Building; + Happiness in this City.
- Al-Shaybani: Activate on a Culture Building: Receive an additional Tradition slot.
- Al-Jazari: Activate on an Urban Tile with at least one Specialist Slot for an additional Specialist; Has multiple Charges.
- Ibn Fadlan: Activate on a Navigable River tile; Receive Influence for every tile of this River; scaled by game speed.
- Unique Building: Madrasa: Science Base; + Science adjacency for Quarters & Science Buildings.
- Unique Building: Mosque: Happiness Base; + Happiness Adjacency for Culture Buildings; + Culture Adjacency for Happiness Buildings; Can Found a Religion.
- Unique Quater: Ulema: + Science to all Specialists in this City.
- Unlocked By: Improving 3 Camel Resources
- Unlocks:
- Starting Biases: Camels & Coast
Chola [India]
- Capital: Gangaikonda Cholapuram
- Cities: Pazhayarai, Thanjavur, Uraiyuir, Nagapattinam, Kanchipuram, Madurai, Karur, Talakkad, Mahodaiyapuram, Kollam, Kantalur-salai, Talakadu, Vengi, Mahabalipuram, Vasavasamudram, Arikamedu, Kaveripatnam, Tondi, Periyapattinam, Rameswaram, Devipattinam, Alagankulam, Korkal, Anuradhapura, Janathamangalam, Mahathittha, Pulatthinagara & Matottam.
- Attributes: Diplomatic & Economic
- Civilization Bonus: Samayam: +Trade Route from Trade Agreements
- Civic Tree 1: Nagaram:
- Tier 1: Unlocks Manigramam; + Influence towards starting Trade Agreements
- Tier 2: Unlocks Anjuvannam: + Resource Capacity in Capital.
- Civic Tree 2: Kanakam:
- Tier 1: + Gold from Diplomatic Actions you started or supported.
- Tradition – Devakoshta: + Culture from Economic Buildings.
- Civic Tree 3: Digvijaya:
- Tier 1: Kalam receives + Movement & Sight.
- Tradition: Marakkalam: Reduced Unit Maintenance for Naval Units.
- Civic Tree 4: Monsoon Winds:
- Tier 1: Unlocks Brihadeeswarar Temple; + Settlement Limit; Ottru receives Convoys Promotion.
- Tradition: Angadi: + Gold if non-Capital Settlements have a Water Building.
- Unique Military Unit: Kalam: Naval Unit; Has an additional Attack per turn if Movement allows.
- Unique Civilian Unit: Ottru: Unique Naval Commander Unit. Opposing Combat Units in its Command Radius have reduced Combat Strength.
- Unique Building: Manigramam: + Happiness adjacency for Trade Buildings; + Gold adjacency for Quarters
- Unique Building: Anjuvannam: + Gold Adjacency for Coast and Navigable Rivers; + Production towards Naval Units; Must be placed adjacent to a Coast tile.
- Unique Quarter: Five Hundred Lords: + Land & Water Trade Route Range.
- Unlocked by: Using Ashoka Leader; Playing Maurya Civilization; Have 3 Settlements with City Centres adjacent to a Coastal tile [no lakes].
- Unlocks: Mughal Civilization
- Starting Biases: Coast & Tropical.
Hawai’i
- Capital: La Haina
- Cities: Kou, Hilo, Wai-luku, Lihu’e, ‘Ewa, Kai-lua, Wai-pahū, Lāna’i, Ka-hului, Kihei, Wai-kolu, Ka-pa’a, Pearl City, Kona, Kauna-kahakai, Nānākuli, Wai-lua, Pāpa’i-kou, Kaha-lu’u, Wai-mea, Mākaha, Hāna, Wai-he’e, Nā’ālehu, Hālawa, Ha’ikū, Pepe’eko, ‘Anae-ho’omalu, Puhi.
- Attributes: Expansionist & Cultural
- Civilization Bonus: Moananuiākea: + Culture each time a Settlement expands to a Marine tile; + Happiness on Fishing Boats.
- Civic Tree 1: Mana:
- Tier 1: Adds Culture for every time an Environmental Event has provided Fertility this Age.
- Tier 2: Leiomano Unique Infantry Unit receives Culture when defeating enemy Units.
- Tradition: Kapa: Increased Production towards Culture Buildings.
- Civic Tree 2: Ohana:
- Tier 1: Unlocks the Lo’i Kalo
- Tier 2: + Culture for Lo’i Kalo Unique Improvements in Settlements with a Pavilion.
- Tradition: Ahupuaʻa: Food Buildings receive + Culture.
- Civic Tree 3: Heʻe nalu:
- Tier 1: Receive a set number of Relics; + Settlement Limit.
- Tier 2: Unlocks the Hale o Keawe Wonder; Marine Rural tiles in Settlements following your Religion provide + Culture; The Kahuna Unique Missionary Unit Receives an additional charge for the Heal action.
- Tradition: Ho’okupu: + Culture on Marine tiles.
- Unique Military Unit: Leiomano: Unique Infantry Unit. + Combat Strength against Infantry and Cavalry Units.
- Unique Civilian Unit: Kahuna: Unique Missionary Unit. Requires a Temple. Has a Heal action that doesn’t remove this Unit after being used.
- Unique Infrastructure: Lo’i Kalo: UniqueImprovement. Adjacent Farms receive increased Culture. Must be placed on Grassland or Tropical tiles.
- Unlocked By: Having 2 Settlements on an island.
- Unlocks: Meiji Japan
- Starting Biases: Marine & Coast
Inca
- Capital: Qusqu
- Cities: Antawaylla, Wanuku, Willka Waman, Machu Pikchu, Ullantaytampu, Sausa, Kashamarka, Chucuito, Kitu, Ayak’uchu, Chan Chan, Pisac, Huancabamba, Ayaviri, Vitcos, Paria, Chuquiabo, Pachakamaq, Tumbez, Tumipampa, Inka Pirka, Wankawilka, Ica, Paramonga, Pukatampu, Chiquitoy, Chena Pukara, Hamanqay, Pumpu & Pukara Aconquija.
- Attributes: Expansionist & Economic
- Civilization Bonus: Apus: Mountain tiles can be worked. Gain additional Food and Production on Mountains.
- Civic Tree 1: Mit’a:
- Tier 1: Unlocks Terrace Farm
- Tier 2: Unlocks the Machu Pikchu; + Happiness on Mountains
- Tradition: Tirakuna: + Food in Settlements with their City Center adjacent to a Mountain or with a set number of worked Mountain tiles.
- Civic Tree 2: Ayllu:
- Tier 1: + Food on Terrace Farm Improvements in Settlements with a Granary.
- Tier 2: Farms and Terrace Farm Improvements receive + Food if adjacent to at least one Mountain.
- Civic Tree 3: Qhapaq Ñan:
- Tier 1: Rough tiles do not end the Movement of any Inca Unit.
- Tier 2: The Warak’aq Unique Ranged Unit gains the Poison ability, granting + Combat Strength against wounded Units.
- Tradition: Qullqa: Receive a percentage of the Gold from Trade Income as Food.
- Tradition: Quipu: Settlements receive + Gold based on Urban Population and + Production based on Rural Population.
- Unique Military Unit: Warak’aq: Unique Ranged Unit. Has ++ Movement and ignores Rough penalties during Movement. Has + Combat Strength when attacking from Rough tiles.
- Unique Civilian Unit: Chasqui: Unique Scout Unit. Has + Movement and Sight, and can see through Mountains and Rough tiles.
- Unique Infrastructure: Terrace Farm: Gains ++ Food, but can only be built on a Rough tile adjacent to a Mountain.
- Unlocked By: Using Pachacuti Leader; Having 3 Settlements with at least 3 Mountain tiles in them
- Unlocks:
- Starting Biases: Mountains, Desert, Plains & Coast
Majapahit
- Capital: Wilwakikta
- Cities: Lumajang, Daha, Tuban, Hujung Galuh, Pajang, Palembang, Jambi, Berune, Tumasik, Kalanten, Samudra, Lamuri, Barus, Darmmacraya, Bedahulu, Lwagajah, Lombok Mirah, Gurun, Saksak, Sukdana, Sampit, Panai, Barus, Taliwang, Makassar, Maloko, Ambwan & Tanjung Kutei.
- Attributes: Cultural & Economic
- Civilization Bonus: Negara: All Cities except the Capital have + Specialist Limit; Only during the Exploration Age.
- Civic Tree 1: Wayang
- Tier 1: Unlocks the Candi Bentar
- Tier 2: + Production towards Overbuilding
- Tradition: Panji: + Culture on Specialists not in your Capital
- Civic Tree 2: Aliran Kepercayaan
- Tier 1: Unlocks the Meru
- Tier 2: Pedanda Unique Missionary Unit also provides + Culture when you Convert a Settlement.
- Tradition: Negarakertagama: – Specialist Food Maintenance.
- Civic Tree 3: Nusantara
- Tier 1: Exploration Age Culture Buildings receive a Culture adjacency with Coast tiles.
- Tier 2: Naval Units have + Combat Strength against Land Units.
- Tradition: Subak: + Culture and Production on Marine tiles.
- Civic Tree 4: Gamelan
- Tier 1: Unlocks the Borobudur; + Culture on tiles with multiple buildings from this Age; + Settlement Limit.
- Unique Military Unit: Cetbang: Unique Naval Unit. Has + Combat Strength against Naval Units; Can pillage tiles at range with a reduced Movement cost.
- Unique Civilian Unit: Pedanda: Unique Missionary Unit. Receive Culture when you convert a Settlement to your Religion. Requires a Temple.
- Unique Building: Candi Bentar: Receive a Culture Adjacency for Coast and Navigable River tiles.
- Unique Building: Meru: Ageless. Receive a Happiness Adjacency for Mountains and Wonders; + Happiness on Natural Wonder tiles.
- Unique Quater: Pura: Receive a Relic when completed..
- Unlocked By: Playing Khmer & Maurya Civilization; Playing Trung Trac Leader; Improve 3 Pearl Resources & Have 3 Naval Trade Routes.
- Unlocks:
- Starting Biases: Spices & Coast
Ming [China]
- Capital: Yingtian
- Cities: Beiping, Fuzhou, Guangzhou, Hangzhou, Guilin, Guiyang, Kaifeng, Hankou, Nanchang, Jinan, Taiyuan, Chengdu, Yunnan, Nanning, Luzhou, Wuchang, Quanzhou, Changsha, Hangyang, Xiangyang, Jingzhou, Xiamen, Luoyang, Lintao, Xining, Yinchuan, Qiongshan, Xi’an & Nuergandusi.
- Attributes: Economic & Scientific
- Civilization Bonus: Great Canon of Yongle: + Science in the Capital. Received – Science per turn for each Social Policy slotted.
- Civic Tree 1: Nine Garrisons:
- Tier 1: Unlocks Ming Great Wall
- Tier 2: + Gold on the Great Wall Unique Improvement in Cities with a Bank. + Combat Strength for Ranged Units adjacent to the Xunleichong Unique Infantry Unit.
- Tradition: Divine Engine Division: + Science for Settlements with a Garrisoned Combat Unit.
- Civic Tree 2: Lijia:
- Tier 1: Reduce costs for purchasing Buildings in Towns.
- Tier 2: + Resource Limit in your Capital
- Tradition: Baojia: + Science for each Resource assigned to a City. This effect is further increased in Cities other than your Capital.
- Civic Tree 3: Da Ming Lu:
- Tier 1: Mandarin Unique Merchant Units add Science when they use the Create a Road Action.
- Tier 2: Unlocks the Forbidden City Wonder; + Settlement Limit.
- Tradition: Grand Secretariat: + Science to Gold Buildings and + Gold to Science buildings.
- Unique Military Unit: Xunleichong: Unique Infantry Unit. Has + Combat Strength in Featureless Terrain. Has a Ranged attack.
- Unique Civilian Unit: Mandarin: Unique Merchant Unit. Adds a ++ Gold when using the Create a Road Action.
- Unique Infrastructure: Ming Great Wall: Unique Improvement. Ageless. Counts as a Fortification. Receive + Gold for adjacent Fortifications. Can only be built in a line.
- Unlocked By: Using Confucius Leader; Playing Han Civilization; Improve 3 Silk Resources & have 8 Resources slotted in one Settlement
- Unlocks:
- Starting Biases: Silk & Coast
Mongolia
- Capital City: Qaraqorum
- Cities: Khüree, Uliastai, Aurag, Khiagt, Ulaangom, Dulüün Boldog, Khuduu Aral, Sainshand, Altai, Ayil Qaraqana, Khökh Nuur, Kherlen Bar Khot, Burgi Ereg, Qorqonaq Jubur, Vangiin Khüree, Dalan Nemürges, Tajkal Khorga, Chakirmaut, Qarabalghasun, Torqod, Bürgi-ergi, Choir, Burkhan Khaldun, Hariltu Naur, Qara’un Qabcal, Altanbulag, Tsetserleg, Bayantümen.
- Attributes: Expansionist & Militaristic
- Civilization Bonus: Bokh: When you capture an opposing Settlement, gain the strongest Cavalry Unit you can currently train; – Production towards Settlers; + Victory Point toward the Non Sufficit Orbis Victory for controlled Settlements in the Distant Lands & conquered Settlements in the Homelands.
- Civic Tree 1: Ulus:
- Tier 1: Unlocks Ortöö
- Tier 2: Captured Towns do not cost extra to upgrade; + Settlement Limit.
- Tradition: Gerege: Settlements not founded by you receive + Happiness for each allocated resource.
- Civic Tree 2: Four Hounds:
- Tier 1: Free Noyan Unique Commander; + Settlement Limit.
- Tier 2: + Movement to all Cavalry Units; + Settlement Limit.
- Tradition: Baghatur: + Combat Strength to all Cavalry Units.
- Civic Tree 3: Yassa:
- Tier 1: Ortöö gets + Gold in Settlements not founded by you
- Tier 2: Unlocks the Erdene Zuu Wonder; + Settlement Limit.
- Tradition: Jarlig: Cities not founded by you receive + Production.
- Unique Military Unit: Keshig: Unique Ranged Unit; Counts as a Cavalry Unit with increased Movement; heals after defeating enemy Units.
- Unique Civilian Unit: Noyan: Unique Commander. Has + Movement: Cavalry Units in its Command Radius have + Flanking.
- Unique Infrastructure: Ortöö: + Gold; When a Unit moves on to this tile, its Movement is restored; Cannot be placed on Rough, River, or a tile with a Feature.
- Unlocked by: Playing Han or Persia Civilization, Improve 3 Horse Resources & have 3 Siege Units
- Starting Biases: Horses
Normans
- Capital City: Rouen
- Cities: Kaem, Bayeux, Falaise, Hastinges, Fécamp, Wyncestre, Lundres, Dovorre, Gisors, Everwyk, Chereburgh, Cantorbire, Dives, Colcestre, Norwiche, Mortaigne, Diepe, Lincoln, Evrous, Boseham, Melfi, Avraunches, Nottingham, Oxenford, Catinenze, Stafford, Rise, Alnwyk & Cathacem.
- Attributes: Diplomatic & Militaristic
- Civilization Bonus: Normannitas: + Movement when Embarked; + Combat Strength for Land Units adjacent to Coast;
- Civic Tree 1: Consuetudines et Justicie:
- Tier 1: Unlocks Motte
- Tier 2: Unlocks Bailey; + Combat Strength to the Chevaler Unit for every Tradition slotted in your current Government.
- Tradition: Palisading: + Production towards Fortifications.
- Civic Tree 2: Common Law:
- Tier 1: + Social Policy Slot
- Tier 2: + Settlement Limit
- Tradition: Juré: + happiness to City Halls; + Culture to Palaces.
- Tradition: Servitium Debitum: – Unit Maintenance cost for Cavalry Units
- Tradition: Familia Regis: + Culture for every Tradition slotted in your current Government.
- Civic Tree 3: Domesday Book
- Tier 1: + Gold to Farms; ++ during a Celebration
- Tier 2: Unlocks White Tower; + Settlement Limit.
- Tradition: Bayeux Tapestry: + Culture in Conquered Settlements
- Unique Military Unit: Chevaler: Unique Cavalry Unit. Has + Combat Strength against Units with less Movement.
- Unique Civilian Unit: Sokeman: Unique Settler Unit; When Town is created get + Walls in the City Centre.
- Unique Building: Motte : + Happiness if on Rough Terrain; Counts as a Fortification.
- Unique Building: Bailey: Culture Adjacency with Walls; Counts as a Fortification.
- Unique Quarter: Donjon: + Chevaler Unique Cavalry Unit when completed.
- Unlocked by: Using Charlemagne, Napoleon & Augustus Leaders; Playing Roman & Greece Civilizations; Improve 3 Iron Resources & build 5 Walls
- Unlocks: French Empire Civilization.
- Starting Biases: Coast & Iron
Shawnee
- Capital City: Cilakofa
- Cities: Pikawiiki, Thuthy’s Hotewe, Penfekim’teko, White Oak, Little Axe, Prophet’s Town, Sekakwis, Wakacaalli, Yetakapewaki, Ikan’hatki, Wapa’konetta, Cornstalk’s Town, Nonhelema’s Town, Nepipemi Hotaapata, Saawanwa Hotewe, Wapatomica, Makacheki, Mawaskawewiikiwa, New Pekowiki, Chillicothe Old Town, Bluejacket’s Town, Wicita, Eskalapia, Manitou, Chinodahichetha, Skaalaappiye, Hokima, Nipiwasikwana & Kolawapani Hotekwi.
- Attributes: Economic & Diplomatic
- Civilization Bonus: Nepekifaki: Settlements next to Navigable Rivers get + Food on River Tiles, but – Food for Settlements not built Adjacent to Navigable Rivers.
- Civic Tree 1: Wyehi Simekofi:
- Tier 1: Unlocks Mawaskawe Skote;
- Tier 2: + Settlement Level; Mawaskawe Skote + Culture for each allied City State.
- Tradition: Bread Dance: + Culture to all Farming Towns, + Food for all Fishing Towns.
- Civic Tree 2: Miyaska Latoweki:
- Tier 1: + Gold for each Trade Route when you have a set number of endeavours active:
- Tier 2: + Resource Cap in your Capital for each allied City State;
- Tradition: Kakawfe Pafkotaweta: + Culture & Gold for every time an Environmental Event has provided Fertility this Age. Improvements, Buildings & Urban Districts do not get pillaged by storms
- Civic Tree 3: Telwatiki:
- Tier 1: You can support Leaders’ wars multiple times
- Tier 2: Kispoko Nena’to gets + Combat Strength for Positive War Support; + Influence per turn.
- Tradition: Helikhilenawewipe: + Influence efficiency to Befriend Independent Peoples action.
- Civic Tree 4: Maleki Kintake:
- Tier 1: + Food on Farms & Camps; Unlocks Serpent Mound Wonder.
- Tradition: Takesiyake Yepepoki: Cities get + Production on Tundra, Desert & Plains tiles.
- Unique Military Unit: Kispoko Nena’to: Infantry Unit; + Combat Strength for every Empire Resource.
- Unique Civilian Unit: Hoceepkileni: Missionary Unit; + Movement & Rivers do not end Movement.
- Unique Quarter: Mawaskawe Skote: + Food; + Gold for each adjacent Resource: Must be place on Vegetated Tiles, and not next to another Mawaskawe Skote.
- Unlocked: Using the Tecumseh Leader, Playing Mississippian Civilization, Improving 3 Hides, or be the Suzerain of 2 City-States.
- Unlocks: America
- Starting Biases: Rivers, Grassland, Plains & Coast
Songhai
- Capital City: Gao
- Cities: Timbuktu, Jenne, Kukiya, Lulami, Tendirma, Kumbi Saleh, Tenenku, Agadez, Tadmekka, Gobir, Gaya, Katsina, Zaria, Takedda, Kabara, Kano, Walata, Sibiridugu, Oualata, Segu, Bamba, Teghazza, Yatemga, Dia, Arawan, Tishit, Ouadane, Masina, Bilma.
- Attributes: Economic & Militaristic
- Civilization Bonus: Tarikh al-Sudan: + Trade Route Range on Navigable Rivers; Trade Ships can not be plundered on Navigable Rivers.
- Civic Tree 1: Ships of the Desert
- Civic Tree 2: Hi-Koi
- Tier 1: + Combat Strength to all Military Units on Navigable Rivers.
- Tier 2: + Rivers do not end Unit movement.
- Tradition: Isa: + Movement to all Units on Navigable Rivers.
- Civic Tree 3: Kanta
- Tier 1: Tajiro gains + Gold; + Settlement Limit: Cities in Homelands on Navigable Rivers generate Treasure Fleets worth one Victory Point each.
- Unique Military Unit: Gold Bangles Infantry: Unique Infantry Unit; + Combat on Resource Tiles; + Gold from pillaging Trade Routes
- Unique Civilian Unit: Tajiro: Unique Merchant Unit; Can establish Trade Routes; + Gold if the trade route passes through a Navigable River
- Unique Building: Caravanserai: + Gold, + Gold for Navigable River and Resource Adjacency; Ageless; Does not Remove Warehouse Building; Must be built on Desert or Plains
- Unlocked: Using Amina Leader; Playing as Egypt and Aksum Civilizations; Have 3 Settlements with at least 3 Navigable River Tiles.
- Unlocks: Buganda Civilization
- Starting Biases: Navigable Rivers, Desert, Plains & Coast
Spain
- Capital: Madrid
- Cities: Sevilla, Barcelona, Toledo, Córdoba, Valencia, Zaragoza, Valladolid, Bilbao, A Coruña, Cartagena, Cádiz, Salamanca, Las Palmas, Murcia, Pamplona, Vigo, Oran, Vitoria-Gasteiz, Oviedo, Málaga, Havana, Jaen, Manila, Santander, Almeria, Alicante, Badalona, Burgos, Gijón.
- Attributes: Militaristic & Expansionist
- Civilization Bonus: Siglo de Oro: + Gold efficiency towards converting a Town to a City, ++ Gold efficiency towards converting a Town to a City in Distant Lands.
- Civic Tree 1: Council of the Indies:
- Tier 1: Unlocks the Casa Consistorial
- Tier 2: Unlocks the Casa de Contratación; + movement on Treasure Fleets
- Tradition: Conquista: + Combat Strength when in Distant Lands.
- Civic Tree 2: Armada: Quote by Phillip II
- Tier 1: Fleet Commanders receive the Flotilla Promotion, which adds additional Unit Slots and allows Land Units to join the Commander group.
- Tier 2: All Units receive + Movement when Embarked.
- Tradition: Great and Most Fortunate Navy: + Production training Naval Units; Naval Units cost less Maintenance.
- Civic Tree 3: New World Riches:
- Tier 1: + Food & Production in Settlements in Distant Lands.
- Tier 2: Unlocks the El Escorial Wonder; + Settlement Limit.
- Tradition: Cerro Ricco: + Gold for each Resource.
- Unique Military Unit: Tercio: Infantry Unit: Adjacent Units receive increased Combat Strength against Cavalry Units (bonus is only applied once).
- Unique Civilian Unit: Conquistador: Unique Great Person Unit; Can only be built in Cities with a Wharf, and the specific Conquistador received is random; Each Conquistador can only be received once; Cost increases per Conquistador built; A Conquistador can only be activated in Distant Lands, but they gain the ability to embark on Ocean tiles immediately.
- Ferdinand Magellan: Activated on a Fleet Commander in Distant Lands to receive + Movement & Sight.
- Francisco Pizarro: Activated on a Commander in Distant Lands with a set number of empty slots to grant the Commander a set number of Infantry Units and a Cavalry Unit.
- Juan Ponce de León: Activated on a Water tile in Distant Lands to grant + Movement to Treasure Fleets.
- Christopher Columbus: Activated on any Water tile in Distant Lands to reveal the world map except for the interior of Distant Lands.
- Hernán Cortés: Activated on a Commander in Distant Lands with a set number of empty slots to grant the Commander a set number of Infantry Units.
- Hernando de Soto: Activated in an Independent Power’s Territory in Distant Lands to make that Independent Power a City-State with you as Suzerain.
- Francisco de Orellana: Activated on a Navigable River tile in Distant Lands to receive Gold for every tile in that River (effect scales based on game speed).
- Álvar Núñez Cabeza de Vaca: Activated on or adjacent to a Natural Wonder in Distant Lands to gain Gold for each Natural Wonder tile here or adjacent to this tile (effect scales based on game speed).
- Miguel López de Legazpi: Activated on a Commander in Distant Lands with a set number of empty slots to grant the Commander a set number of Ranged Units and an Infantry Unit.
- Inés Suárez: Activated on an eligible Settlement location in Distant Lands to create a new Town.
- Unique Building: Casa Consistorial: + Culture; Culture adjacency for Quarters; Cannot be built in Distant Lands: Must be built adjacent to a Coast tile.
- Unique Building: Casa de Contratación: + Gold. Gold Adjacency with Navigable River and Resource tiles: Cannot be built in Distant Lands.
- Unique Quarter: Plaza: + Gold in this Settlement for every Settlement in Distant Lands.
- Unlocked: Using Augustus & Isabella Leaders; Playing Rome & Greece Civilization; Recover a lost Settlement
- Unlocks: Mexico Civilization
- Starting Bias: Coast
Modern Age Civilizations
America
- Capital City: Washington D.C.
- Cities: New York City, Philadelphia, Baltimore, Boston, Chicago, New Orleans, St. Louis, Cincinnati, Cleveland, Pittsburgh, Buffalo, San Francisco, Detroit, Charleston, Albany, Newark, Providence, Milwaukee, Los Angeles, Salem, Louisville, Richmond, Norfolk, Minneapolis, Jersey City, Newport, Newburyport, Indianapolis, Kansas City, Rochester & Seattle.
- Attributes: Economic & Expansionist
- Civilization Bonus: Frontier Expansion: Gain + Gold every time you Improve a Resource.
- Civic Tree 1: Yankee Ingenuity
- Tier 1: Unlocks Steel Mill
- Tier 2: Prospector Unique Merchant Units receive a Gold discount.
- Tradition: Gold Rush: Increased Gold for every assigned Resource.
- Civic Tree 2: Captains of Industry
- Tier 1: Unlocks the Railyard
- Tier 2: + Production on Resources; + Settlement Limit.
- Tradition: Robber Baron: + Influence for every assigned Resource.
- Civic Tree 3: Wartime Manufacturing
- Tier 1: Unlocks the Statue of Liberty; Units receive + Combat Strength for having more than one adjacent enemy Unit
- Tier 2: + Production towards Military Units when fighting a war in which your Support is higher than your opponent.
- Tradition: Lend-Lease: Increased Gold and Influence per Trade Route.
- Unique Military Unit: Marine: Unique Infantry Unit; Has – Production Cost and the Amphibious keyword, granting no Combat penalties when attacking from Embarkation; Costs Movement to Embark and Disembark.
- Unique Civilian Unit: Prospector: Unique Merchant Unit; Activate on an unowned Land Resource tile within a set number of tiles from one of your Settlements; A path of tiles is claimed back to the Settlement and the tile’s Resource is improved immediately.
- Unique Building: Railyard: Gold base. Receive a Production Adjacency for Quarters.
- Unique Building: Steel Mill: Production base; Receive a Gold Adjacency for Resources.
- Unique Quarter: Industrial Park: + Food in this City for every Resource assigned to this City.
- Unlocked: Using Benjamin Franklin, Harriet Tubman & Tecumseh Leaders; Play as Rome Civilization; Have 3 Distant Lands Settlements on Plains/Grasslands.
- Starting Biases: Rough & Rivers
Buganda
- Capital City: Kampala
- Cities: Kasangati, Mukono, Ssentema, Butoolo, Mitiyana, Buzinde, Nakasongola, Kaabasanda, Masaka, Sembalue, Lakaayi, Kabula, Mwera, Ntenjeru, Mpenja, Kanoni, Kaweeri, Kalangala, Maggyo, Kibbale, Kakumiro, Jinja, Entebbe, Wakiso, Njeru, Mpigi, Kayunga, Luweero, Kiboga, Nansana, Kira, Ssabagabo, Kyengera & Wobulenzi.
- Attributes: Cultural & Expansionist
- Civilization Bonus: River Raids: + Culture when pillaging Buildings or Improvements equal to the Yield or Healing gained; Land Units gain Amphibious granting no Combat penalties when attacking from Embarkation; Costs Movement to Embark and Disembark.
- Civic Tree 1: Nnalubaale
- Tier 1: Unlocks Kabaka’s Lake; + Culture & Food on Lakes and Navigable Rivers.
- Tier 2: Unlocks Muzibu Azaala Mpanga; + Movement for Embarked Units
- Tradition: Clan Society: + Happiness in Settlements for every other nearby Settlement within a set number of tiles.
- Civic Tree 2: Blutabaalo
- Tier 1: + Pillaging yields and Healing
- Tier 2: Pillaging grants experience to friendly Commander Units when within their Command Radius.
- Tradition: Ng’oma: + Combat Strength when Units are adjacent to a Lake.
- Civic Tree 3: Nyanza
- Tier 1: + Culture and Happiness on Quarters adjacent to Lakes and Navigable Rivers.
- Tier 2: + Population in Settlements adjacent to Lakes.
- Tradition: Interlacustrine: All Buildings gain an adjacency bonus from Lakes.
- Unique Military Unit: Abambowa: Unique Infantry Unit; Heals by pillaging any tile.
- Unique Civilian Unit: Mwami: Unique Commander Unit; + yield from pillaging within the Command Radius.
- Unique Improvement: Kabaka’s Lake: + Happiness; Receives Lake yield bonuses, including yields for all Buganda’s abilities and the Muzibu Azaala Mpanga Wonder.
- Unlocked: Playing Abbasid & Songhai Civilizations
- Starting Biases: Lake & Tropical
French Empire
- Capital: Paris
- Cities: Lyon, Marseille, Bordeaux, Lille, Nantes, Saint-Étienne, Toulouse, Rouen, Le Havre, Ajaccio, Brest, Roubaix, Reims, Toulon, Amiens, Nancy, Mulhouse, Nîmes, Limoges, Rennes, Angers, Montpellier, Besançon, Nice, Orléans, Tours, Metz, Cherbourg, Le Mans, Versailles, Tourcoing, Dijon, Dunkerque, Grenoble, Clermont-Ferrand, Caen, Troyes, Boulogne-sur-Mer & Saint-Denis.
- Attributes: Militaristic & Diplomatic
- Civilization Bonus: Liberté, Egalité, Fraternité: You can select the Celebration effects of any Government in the Modern Age.
- Civic Tree 1: Belle Époque
- Tier 1: Unlocks the Salon.
- Tier 2: + Culture on Happiness Buildings and Wonders.
- Tradition: Style Empire: Constructing a Building grants Culture equal to a percentage of its Production cost.
- Civic Tree 2: Voie Triomphale
- Tier 1: Unlocks the Jardin à la Française
- Tier 2: + Happiness on Military buildings and Wonders; + Settlement Limit.
- Tradition: Cocorico: When you defeat an enemy Unit, gain Culture equal to a percentage of its Combat Strength.
- Civic Tree 3: Grande Armée
- Tier 1: Commander Units immediately gain a Promotion; New Commander Units start with a Promotion.
- Tier 2: Units gain + Combat Strength for each adjacent friendly military Unit.
- Tradition: Bataillon-Carré: Infantry Units gain the Swift keyword, allowing them to ignore Zone of Control for enemy Units.
- Civic Tree 4: Code Civil des Français
- Tier 1: Unlocks the Eiffel Tower; + Culture for every Policy slotted into the Government.
- Unique Military Unit: Garde Impériale: Unique Infantry Unit. Can make a Ranged attack. Has increased Combat Strength when within a friendly Command Radius.
- Unique Civilian Unit: Jacobin: Unique Great Person Unit; Can only be built in a City with an Avenue Unique Quarter, and the specific Jacobin received is random; Each Jacobin can only be received once; Cost increases per Jacobin built.
- Paul Barras: Activated on a Palace to + Relationship Gains by a set percentage per Diplomatic Action.
- Jacques Nicolas Billaud-Varenne: Activated on a Palace to grant all Land Units + Combat Strength in Districts.
- Jacques Pierre Brissot: Activated on a Palace to grant all your Units + Combat Strength.
- Etta Palm D’Aelders: Activated on a Palace or a City Hall to add ++ of Happiness to it.
- Georges Danton: Activated on a Palace to immediately trigger a Celebration.
- Camille Desmoulins: Activated on any City’s District to add Happiness on Quarters in that City.
- Olympe de Gouges: Activated on a Palace to add Science on Quarters in that City.
- Jean-Paul Marat: Activated on a Palace to add Culture on Quarters in that City.
- Maximilien Robespierre: Activated on a Palace to unlock a Unique Tradition, ‘Reign of Terror,’ which grants+ Culture on Districts, but – Growth Rate by a set percentage in Cities.
- Louis Antoine de Saint-Just: Activated on a Commander Unit to change its name to “Archangel of the Terror.” Units within its Command Radius gain + Combat Strength.
- Unique Building: Salon: + Happiness; Culture adjacency with Happiness buildings.
- Unique Building: Jardin à la Française: + Culture; Happiness adjacency with Culture buildings.
- Unique Quarter: Avenue: + Happiness on Urban Districts in this City.
- Unlocked: Using Lafayette, Napoleon & Augustus Leaders; Playing Norman Civilization
- Starting Bias: Wine
Meiji Japan
- Capital City: Tokyo
- Cities: Osaka, Kyoto, Kanazawa, Nagoya, Sendai, Fushimi, Kagoshima, Kumamoto, Sakai, Fukui, Hirosaki, Matsue, Tottori, Fukuoka, Nagasaki, Morioka, Yonezawa, Hikone, Kochi, Akita, Niigata, Nara, Wakamatsu, Himeji, Kobe, Kofu, Yamagata, Okayama, Takada, Ogaki, Otsu, Matsuyama, Tsuruoka, Yamada, Tsu & Kuwana.
- Attributes: Goisshin: When you Overbuild a Building, receive Science = to a set percentage of the new Building’s Production cost.
- Civilization Bonus: Militaristic & Scientific
- Civic Tree 1: Bunmei Kaika
- Tier 1: Unlocks the Jukogyo & Dogo Onsen: Gain a set % of Production towards Military & Production Buildings.
- Tradition: Fukoku Kyōhei: When you train a Naval or Aircraft Unit, receive Science = to a set percentage of its Production cost.
- Civic Tree 2: Oath in Five Articles
- Tier 1: Unlocks Ginkō; + Production towards Science Buildings by a set %.
- Tradition: O-yatoi Gaikokujin: + Production & Science from Specialists.
- Civic Tree 3: Supreme War Council
- Tier 1: + Production towards Naval & Aircraft Units by a set %.
- Tradition: Shusei Kokubō: Military Buildings receive a Production adjacency bonus from Coast tiles.
- Civic Tree 4: Kantai Kessen
- Tier 1: + Combat Strength for Units on or adjacent to Coast tiles.
- Tradition: Kōkūtai: + Combat Strength for Aircraft Units attacking an enemy Unit engaged by a Naval Unit.
- Unique Military Unit: Mikasa: Unique Naval Unit; The first time this Unit is destroyed, it uses a charge to respawn at the nearest friendly Naval spawn point at – health.
- Unique Military Unit: Zero: Unique Aircraft Unit. Has increased attack range. Increased Combat Strength against other Aircraft Units.
- Unique Building: Ginkō: + Gold; Gold adjacency bonus with Gold buildings.
- Unique Building: Jukogyo: + Production; Production adjacency with Coast: Increased Resource Slots.
- Unique Quarter: Zaibatsu: Buildings in adjacent tiles gain + Gold and Production.
- Starting Biases: Coast & Grassland
- Unlocked: By playing as Hawai’i
Mexico
- Capital: Ciudad de México
- Cities: Guadalajara, Puebla, Monterrey, Tampico, Mérida, Tehuácan, León, Toluca, Zacatlán, Huauchinango, Querétaro, Morelia, San Luis Potosí, Aguascalientes, Chalchicomula, Saltillo, Veracruz, Tacubaya, Torreón, Culiacán, Durango, Cholula, San Pedro, Tacuba, Mazatlán, Chihuahua, Centro, Pachuca, Colima, Pénjamo, Huejotzingo, Acatlán, Atlixco, Celaya, Tepeaca, Irapuato, Tecamachalco, Gómez Palacio, San Juan del Río.
- Attributes: Cultural & Diplomatic
- Civilization Bonus: Revolución: Start with a unique Government type, Revolución; This Government has one Celebration effect, granting Increased Culture boost for a set number of turns; Cannot enter any other Government type.
- Civic Tree 1: Planes Políticos
- Tier 1: Unlocks the Catedral & Portal de Mercaderes
- Tier 2: Unlocks the Palacio de Bellas Artes; Increased Policy slot for Revolución Unique Ability
- Tradition: Corridos: + Happiness in Settlements for every Tradition slotted into the Government.
- Civic Tree 2: Plan of Iguala
- Tier 1: Unlock an additional Celebration effect granting + Production towards Military Units for a set number of turns
- Tradition: Cry of Dolores: + Combat Strength for Units in Friendly territory for every Tradition slotted into the Government.
- Civic Tree 3: Plan of Ayutla
- Tier 1: Unlock an additional Celebration effect granting + Influence towards initiating Diplomatic Actions for a set number of turns.
- Tradition: La Reforma: + Culture in Towns for every Tradition slotted into the Government.
- Civic Tree 4: Plan of Tuxtepec
- Tier 1: Unlock an additional Celebration effect granting + Science for a set number of turns.
- Tradition: Order and Progress: Increased Science in Cities for every Tradition slotted into the Government.
- Unique Military Unit: Soldaderas: Unique Infantry Unit; Adjacent Units heal a set number of hit points; this effect does not stack.
- Unique Civilian Unit: Revolucionario: Unique Great Person Unit; Can only be built in a City with a Zócalo Unique Quarter, and the specific Revolucionario received is random; Each Revolucionario can only be received once; Cost increases per Revolucionario built.
- Amelio Robles Ávila: Activated on a Zócalo Unique Quarter to grant a set number of free Soldaderas Unique Infantry Units with increased Combat Strength.
- Vicente Guerrero: Activated on the Palace to immediately trigger a Celebration.
- Petra Herrera: Activated on a Commander Unit. All Soldaderas Unique Infantry Units within its Command Radius gain increased Combat Strength.
- Miguel Hidalgo: Activated in a Town’s District to summon a free Infantry Unit on every land District in that Town.
- Ángela Jiménez: Activated on a Commander Unit to grant Culture for every Promotion it has (effect scales based on game speed).
- Benito Juárez: Activated on a Zócalo Unique Quarter to grant an additional Tradition slot.
- José María Morelos: Activated on a Commander Unit to heal all Units in its Command Radius to full health.
- Antonio López de Santa Anna: Activated on a Commander Unit to grant it enough experience for a set number of Promotions.
- Pancho Villa: Activated on a Commander Unit. When a Unit within this Commander’s Command Radius defeats an enemy Unit, gain Gold equal to a percentage of its Combat Strength.
- Emiliano Zapata: Activated on a City Center to grant increased Culture to all Farms in the Settlement.
- Unique Building: Portal de Mercaderes: Culture base; Receive a Gold Adjacency from Gold Buildings.
- Unique Building: Catedral: Culture base; Receive a Happiness Adjacency from Culture Buildings.
- Unique Quarter: Zócalo: + Culture for every Unique Tradition slotted into the Government.
- Unlocked: By using the Spanish Civilization; Have 3 Distant Lands Settlements on Desert/Tropical.
- Starting Bias: Plains & Desert
Mughal [India]
- Capital City: Delhi
- Cities: Agra, Kabul, Allahabad, Lahore, Ahmadabad, Banaras, Cambay, Surat, Burhanpur, Thatta, Aurangabad, Bahkkar, Multan, Patna, Faizabad, Lucknow, Ajmer, Ujjain, Kashmir, Dhaka, Ellichpur, Bidar, Bijapur, Haidarabad, Sira, Fatehpur Sikri, Broach, Sehwan, Jaunpur, Machhiwara, Kalinjar, Murshidabad, Panipat, Sialkot.
- Attributes: Economic & Expansionist
- Civilization Bonus: Paradise of Nations: +++ Gold; – All other resources;
- Civic Tree 1: Zabt
- Tier 1: Unlock the Stepwell; + Gold on Farms.
- Tradition: Jins-i Kamil: + Food and Gold on Farms for each adjacent Plantation; + Food and Gold on Plantations for each adjacent Farm.
- Civic Tree 2: Jagir
- Tier 1: + Happiness on Farms & Settlements.
- Tier 2: + Production on Resources; Increased Settlement Limit.
- Tradition: Qilachas: + Gold on Quarters with Walls.
- Civic Tree 3: Mansabdari
- Tier 1: Unlocks Red Fort; + Gold towards purchasing Infantry Units.
- Tradition: Gunpowder Empire: + Combat Strength for all Units.
- Civic Tree 4: Gardens of Paradise
- Tier 1: Wonders can be purchased with Gold.
- Tradition: Mayūrāsana: – Gold price when purchasing anything.
- Unique Military Unit: Sepoy: Unique Infantry Unit; can make a bombard ranged attack.
- Unique Civilian Unit: Zamindar: Unique Settler Unit; + population on new Settlements.
- Unique Improvement: Stepwell: + Food from Adjacent Farms; Does not remove the Warehouse bonuses from a Tile, Must be placed on flat Terrain and not next to another Stepwell.
- Starting Biases: Flat
- Unlocked:
Prussia
- Capital City: Berlin
- Cities: Hamburg, München, Dresden, Leipzig, Köln, Frankfurt am Main, Nürnberg, Düsseldorf, Hannover, Stuttgart, Chemnitz, Magdeburg, Charlottenburg, Essen, Königsberg, Bremen, Duisburg, Dortmund, Halle an der Saale, Altona, Straßburg, Kiel, Mannheim, Elberfeld, Rixdorf, Gelsenkirchen, Braunschweig, Kassel, Bochum, Karlsruhe, Krefeld, Wiesbaden.
- Attributes: Militaristic & Diplomatic
- Civilization Bonus: Blood and Iron: Units receive increased Combat Strength for every Unfriendly or worse Relationship with other civilizations.
- Civic Tree 1: Ruhr
- Tier 1: All Buildings gain a Production adjacency for Navigable Rivers.
- Tier 2: + Science on Resources.
- Tradition: Coking: + Production in Cities for every Resource assigned to them.
- Civic Tree 2: Zollverein
- Tier 1: You may establish and keep Trade Routes with Cities you are at War with; Increased Settlement Limit.
- Tier 2: + Trade Yield in Cities connected with a Staatseisenbahn
- Tradition: Mediatization: + Production in all Cities while at War.
- Civic Tree 3: Ems Dispatch
- Tier 1: Unlocks the Brandenburg Gate Wonder; + Relationship change from Diplomatic Actions
- Tradition: Realpolitik: + Combat Strength against Land Units.
- Civic Tree 4: Bewegungskrieg
- Tier 1: Cavalry Units gain the Skirmish keyword, granting + Flanking bonuses.
- Tradition: Iron Cross: + Combat Strength per Commander Unit with a Commendation.
- Unique Military Unit: Hussar: Unique Cavalry Unit; does not replace other Cavalry Units; Has + Movement & + Combat Strength for every Movement it has remaining.
- Unique Military Unit: Stuka: Unique Attack Aircraft Unit; Has + Combat Strength against Land Units.
- Unique Improvement: Staatseisenbahn: Railroad replacement; Automatically placed via normal Railroad rules when a Rail Station Building is constructed in two connected Cities; + Gold and Production on Rural tiles with a Staatseisenbahn Unique Improvement in your territory.
- Starting Biases: Niter
- Unlocked: Playing as Rome Civilization
Qing [China]
- Capital City: Beijing
- Cities: Guangzhou, Nanjing, Suzhou, Wuchang, Changsha, Shanghai, Shenyang, Lanzhou, Kunming, Fuzhou, Chengdu, Hankou, Taipei, Qingdao, Guiyang, Shenzhen, Harbin, Hong Kong, Taiyuan, Tianjin, Foshan, Weihai, Zhenjiang, Guilin, Xi’an, Kaifeng, Baoding, Qiqihar, Jinan, Wenzhou, Dalian, Nanning, Jilin, Zhanjiang, Anqing & Changzhou.
- Attributes: Economic & Expansionist
- Civilization Bonus: Kang Qian Shengshi: + Gold, Culture & Influence from Imported Resources; – Science from Imported Resources.
- Civic Tree 1: Ten Great Campaigns
- Tier 1: + Combat Strength for all Units for every other Leader with which you have a Trade Route.
- Tradition: Chuang Guandong: + Growth Rate in Towns with a Resource assigned to them.
- Civic Tree 2: Open Customs
- Tier 1: Unlock the Qianzhuang; + Culture for every Imported Resource; + Settlement Limit.
- Tradition: Cohong: + Trade Income.
- Civic Tree 3: Kang Xi Tax Reformation
- Tier 1: Unlock the Shiguan Unique Building; + Food from Resources assigned to Cities.
- Tradition: Farmland Assessment: + Production towards training Land Units.
- Civic Tree 4: Stabilizing Frontier
- Tier 1: Unlock the Chengde Mountain Resort Wonder; + Happiness from Resources assigned to Cities.
- Tradition: Banner Army: + Combat Strength against Land Units.
- Unique Military Unit: Gusa: Unique Infantry Unit; + Combat Strength if adjacent to another Gusa.
- Unique Civilian Unit: Hangshang: Unique Merchant Unit; + Gold for every Resource acquired when creating a naval Trade Route.
- Unique Building: Shiguan: + Science; Happiness adjacency with Happiness buildings.
- Unique Building: Qianzhuang: + Gold; Gold adjacency with Gold buildings.
- Unique Quarter: Huiguan: Increased Influence in this Settlement.
- Unlocked: By using the Ming Civilization
- Starting Biases: Tundra
Russia
- Capital City: St. Petersburg
- Cities: Moscow, Saratov, Kazan, Rostov on Don, Astrakhan, Tula, Nijni-Novgorod, Nikolaieff, Samara, Voronezh, Orenburg, Yaroslavl, Orel, Ekaterinodar, Cronstadt, Tsaritsyn, Penza, Tver, Tomsk, Kursk, Novotcherkask, Irkstk, Ufa, Kaluga, Tambov, Smolensk, Perm, Vladikavkaz, Ekaterinburg, Simbirsk, Stavropol, Kostroma, Omsk, Yelets, Ivanovo-Voznesensk & Yeisk.
- Attributes: Cultural & Scientific
- Civilization Bonus: Prosveshchenie: + Culture on Urban Districts in Cities; + Science on Urban Districts in Cities on Tundra tiles.
- Civic Tree 1: Serfdom
- Tier 1: Unlocks the Obshchina; + Food on Farms in Towns.
- Tier 2: + Production on Farms in Towns on Tundra tiles.
- Tradition: Emancipation Reform: + Production and – Growth in Cities.
- Civic Tree 2: Table of Ranks
- Tier 1: Unlocks the Hermitage; + Gold on Urban Districts in Cities.
- Tier 2: + Culture on Urban Districts in Cities on Tundra tiles; + Settlement Limit.
- Tradition: Westernization: Increased Science and decreased Culture in Cities.
- Civic Tree 3: Samoderzhaviye
- Tier 1: Your Units are immune to damage from Blizzards; Enemy Units in your territory take increased damage from Blizzards.
- Tier 2: + total Culture for every City, ++ if the City Center is on a Tundra tile.
- Tradition: General Moroz: + Combat Strength for Units on Tundra tiles.
- Unique Military Unit: Cossack: Unique Cavalry Unit; does not replace other Cavalry Units; + Combat Strength in friendly territory.
- Unique Military Unit: Katyusha Rocket Launcher: Unique Artillery Unit: Has + Movement, but – Combat Strength; Has the Splash keyword, dealing a small amount of damage to all enemy Units adjacent to the target tile when attacking.
- Unique Improvement: Obshchina: Ageless; + Food from adjacent Farms; + Culture if built on a Tundra tile; Does not remove Warehouse bonuses on a tile; Cannot be built adjacent to another Obshchina Unique Improvement.
- Unlocked: Using Catherine the Great leader.
- Starting Biases: Tundra
Siam
- Capital City: Krung Thep
- Cities: Krung Sri Ayutthaya, Nonthaburi, Nakhon Si Thammarat, Nakhon Chaisi, Chiang Mai, Ratchaburi, Chachoengsao, Chanthanaburi, Chonburi, Phitsanulok, Khorat, Nakhon Sawan, Phetchaburi, Songkhla, Phuket, Ubon Ratchathani, Buriram, Prachinburi, Tak, Phetchabun, Chaiyaphum, Chiang Rai, Saraburi, Pichit, Nakhorn Nayok, Samut Prakan, Suphanburi, Uthai Thani, Kampheng Phet, Khon Kaen, Sakhon Nakhon, Kalasin, Loei, Chumphon & Trang
- Attributes: Cultural & Diplomatic
- Civilization Bonus: Itsaraphab: Grants a Diplomatic Action to immediately become Suzerain of a City-State at a higher Diplomacy Cost than Befriending Independents.
- Civic Tree 1: Nine Gems
- Tier 1: Unlocks the Bang; + Culture for every Relationship above Friendly status.
- Tier 2: + Influence for every Relationship above Friendly status.
- Tradition: State Railway: + Influence per Gold Building per Turn.
- Tradition: Sakdina: + Happiness in Cities for each allied City-State.
- Civic Tree 2: Mandala
- Tier 1: Chang Beun gains + Combat Strength in allied City-State territory.
- Tier 2: Unlocks the Doi Suthep; + Culture on the Palace for every allied City-State.
- Tradition: Prathetsarat: + Influence towards initiating Diplomatic Actions with City-States by a set percentage.
- Tradition: Mueang: + Gold for each allied City-State.
- Civic Tree 3: Sriwilai
- Tier 1: + Culture for every active Diplomatic Action with another civilization.
- Tier 2: + Culture and increased Gold for every Trade Route with another civilization.
- Unique Military Unit: Chang Beun: Unique Ranged Unit; Has + Movement and Combat Strength; Can move after attacking.
- Unique Civilian Unit: Uparat: Unique Great Person Unit; Can only be built once you are Suzerain of at least one City-State, and the specific Uparat received is random; Each Uparat can only be received once; Cost increases per Uparat built.
- Chakrabongse: Activated on a Palace to immediately receive a set amount of Influence.
- Itsarasunthon: Activated on a City’s District to immediately trigger a Celebration.
- Phibun: Activated in a City’s District to give the City increased Production for every allied City-State.
- Pinklao: Activated in a City’s District to give it increased Culture for every allied City-State.
- Pridi: Activated in a City’s District to give the City increased Influence for every allied City-State.
- Dara Rasmi: Activated on an allied City-State to turn it into a Town under your control.
- Sakdiphonlasep: Activated on a Tropical tile to grant a set number of Chang Beun Unique Ranged Units with increased Combat Strength.
- Senanurak: Activated on a Commander Unit, providing increased Combat Strength to units in its Command Radius for every allied City-State.
- Vajravudh: Activated on a City’s District to give it increased Science for every allied City-State.
- Wichaichan: Activated on an Independent Power. This Independent Power becomes a City-State with you as Suzerain.
- Unique Improvement: Bang: + Culture and Happiness; Must be placed on a Navigable River.
- Unlocked:
- Starting Biases: Ivory
Leaders
- Leader Ability: Warrior-Queen of Zazzau:+ Resource Capacity, + Gold per Age for each Resource assigned to cities; + Combat Strength in Plains & Desert.
- Leader Agenda: Desert of the Warrior Queen: – Relationship if the player has more Settlements on Plains or Desert tiles than Amina; + Relationship if the player has no Settlements on Plains or Desert tiles.
- Leader Attributes: Economic & Millitaristic
- Starting Biases: Plains & Desert
- Unlocks: Songhai
Ashoka (World Renouncer):
- Leader Ability: Dhammaraja: + Food in Cities based off excess Happiness; + Food in all Settlements during a Celebration; Buildings get Happiness Adjacency from all Improvements.
- Leader Agenda: Without Sorrow: Likes leaders with highest Happiness Yield; Dislikes leader with lowest Happiness Yield.
- Leader Attributes: Diplomatic & Expansionist
- Starting Biases: None
- Unlocks: Chola Civilization
Ashoka (World Conqueror):
- Leader Ability: Devaraja: + Production in Cities based off excess Happiness; + Production in Settlements not founded by you; Declaring a Formal War grants a Celebration; ++ Combat Strength against Fortified Districts during a Calibration.
- Leader Agenda: Without Regret: Dislikes Leaders who owns the most Tiles; Likes the leader who owns the least Tiles.
- Starting Biases: None
- Note: Part of the Sid Meier’s Civilization® VII: Founders Content Pack DLC
Augustus:
- Leader Ability: Imperium Maius: + production in the Capital for each Town; Can Purchase Cultural Buildings in Towns; Less Gold needed to purchase Buildings in Towns.
- Leader Agenda: Restitutor Orbis: Likes Leaders with many Cities, Dislikes Leaders with many Towns
- Leader Attributes: Cultural & Expansionist
- Starting Biases: None
- Unlocks: French Empire, Normans & Spain
- Leader Ability: The First American: + Science per Age on Production Buildings in Cities; + Production towards constructing Production Buildings; + Science per Age from active Endeavours you started or supported; Can have multiple Endeavours of the same type active at a time.
- Leader Agenda: Civic Virtue: + Relationship gains with players that share a Government with him. – Relationship with players that don’t share a Government with him.
- Leader Attributes: Diplomatic & Scientific
- Starting Biases: None
- Unlocks: America
- Leader Ability: Star of the North: + Culture per Age on displayed Great Works; Buildings with Great Work slots gain an additional slot; Cities settled in Tundra gain Science equal to a percentage of their Culture per turn.
- Leader Agenda: Dusha: – Relationship with the player who has the most Great Works. + Relationship with the player with the least. Catherine the Great must have a Great Work for this to take effect.
- Leader Attributes: Cultural & Scientific
- Starting Biases: Tundra
- Unlocks: Russia
- Leader Ability: Father of Europe: Military and Science Buildings receive a Happiness adjacency for Quarters. Gain a set number of free Cavalry Units, once unlocked, when entering a Celebration. + Combat Strength for Cavalry Units during a Celebration.
- Leader Agenda: The Golden Shepherd: + Relationship with whichever player has triggered the most Celebrations, less if tied; – Relationships iwith whoever has triggered the fewest Celebrations, less if tied;
- Leader Attributes: Militaristic & Scientific
- Starting Biases: Rivers
- Unlocks: Normans
- Leader Ability: Keju: +Growth Rate in Cities; + Science from Specialists.
- Leader Agenda: Guanxi: + Relationship if you many Specialists; – Relationships if you have few Specialists;
- Leader Attributes: Expansionistic & Scientific
- Starting Biases: Grassland
- Unlocks: Ming Civilization
Friedrich (Oblique)
- Leader Ability: Berlin Academy: Army Commanders start with the Merit Commendation (+ Command Radius range); Gain an Infantry Unit when you construct a Science Building.
- Leader Agenda: To Arms!: – Relationship with the empire that has the least amount of Military Units on the map. + Relationship by a Small Amount with the empire that has the most amount of Military Units on the map.
- Leader Attributes: Militaristic & Scientific
- Starting Biases: None
- Unlocks: Prussia
Friedrich (Baroque)
- Leader Ability: Hohenfriedberger Marsch: Gain a Great Work upon capturing a Settlement for the first time; Gain an Infantry Unit when you construct a Culture Building.
- Leader Agenda: Parisian Sensibilities: Increase Relationship per built Wonder in the Capital by a Medium Amount. Decrease Relationship per Building in the Capital by a Small Amount.
- Leader Attributes: Militaristic & Cultural
- Starting Biases: None
- Unlocks: Prussia
- Note: Unlocked by the Sid Meier’s Civilization® VII: Deluxe Content Pack DLC
Harriet Tubman:
- Leader Ability: Combahee Raid: + Influence towards initiating Espionage Actions; Gain a set amount of War Support on all wars declared against you; Units ignore Movement penalties from Vegetated tiles.
- Leader Agenda: Veracity: + Relationship for each formal war the player declared. -Relationship for each surprise war the player declared.
- Leader Attributes: Diplomatic & Militaristic
- Starting Biases: Vegetated
- Unlocks: America
- Leader Ability: God’s Wife of Amun: + Culture for each imported Resource; + Production to Buildings and Wonders in Cities Adjacent to Navigable Rivers
- Leader Agenda: Wonders of Iteru: – Relationships if you have more Wonders; + Relationship if you have less Wonders
- Leader Attributes: Cultural & Economic
- Starting Biases: Deserts; Navigable Rivers
Himiko (Queen of Wa):
- Leader Ability: Friend of Wei: Gain a Unique Endeavor called ‘Friend of Wei’ that can be performed in an Alliance to grant you and your ally increased Science; Can support Endeavors for free; + Science per Age for every leader you’re Friendly or Helpful with.
- Leader Agenda: Yamatai: – Relationship per Settlement with constructed Culture & Happiness Buildings; + Relationship per Settlement with constructed Science & Gold Buildings.
- Leader Attributes: Diplomatic & Scientific
- Starting Biases: None
Himiko (High Shaman):
- Leader Ability: Miko of Amaterasu: + Happiness per Age on Happiness Buildings; + Production towards constructing Happiness Buildings; Gain + Culture but – Science, with increased effects during a Celebration.
- Leader Agenda: Shaman Queen: Decrease Relationship by a Small Amount per Settlement with constructed Science and Gold Buildings. Increase Relationship by a Small Amount per Settlement with Culture and Happiness Buildings.
- Leader Attributes: Cultural & Diplomatic
- Starting Biases: None
- Note: Part of the Sid Meier’s Civilization® VII: Founders Content Pack DLC
- Leader Ability: Marvels of Traveling: Gains multiple Attribute points after the first Civic in every Age; + Sight for all Units: Gain a Unique Endeavor called Trade Maps that lets you gradually see other Leaders’ explored areas.
- Leader Agenda: Far and Wide: ++ Relationship with the player who has uncovered the most Fog of War tiles; + Relationship if there is a tie; – Relationship with the player who has uncovered the fewest Fog of War tiles.
- Leader Attributes: Wildcard
- Starting Biases: Flat
- Leader Ability: Seven Cities of Gold: + Gold every time you discover a Natural Wonder; ++ Gold if the Natural Wonder is in Distant Lands; + tile yields from Natural Wonders; + Gold towards purchasing Naval Units, – Gold maintenance costs for Naval Units.
- Leader Agenda: Wonderlust: – Relationship per Natural Wonder in the player’s borders; if no Natural Wonders are possessed by the player, + Relationship.
- Leader Attributes: Economic & Expansionist
- Starting Biases: Coast & Natural Wonders
- Unlocks: Spain
- Leader Ability: Pambansang Bayani: When gaining rewards from a Narrative Event, gain + Culture & Gold per Age; + Celebration duration & Happiness towards Celebrations. Has additional Narrative Events.
- Leader Agenda: Kapwa: + Relationship for the player with the most active Endeavors started. – Relationship for the player with the most active Sanctions started. Small change if there is a tie between players.
- Leader Attributes: Cultural and Diplomatic
- Starting Biases: Tropical
Lafayette
- Leader Ability: Hero of Two Worlds: Gains a Unique Endeavor called ‘Reform,’ which grants an additional Social Policy slot; Supporting this Endeavor also grants the other Leader an additional Social Policy slot: + Combat Strength for every Tradition, but not Policy, slotted in the Government: + Culture and Happiness per Age in Settlements ++ in Distant Lands.
- Leader Agenda: French Quarters: + Relationship for the player with the most Urban Districts with all Building slots filled. – Relationship for the player with the least Urban Districts.
- Leader Attributes: Cultural & Diplomatic
- Starting Biases: Coast
- Unlocks: French Empire
- Leader Ability: Il Principe: + Influence per age; + Gold per age when your Diplomatic Action Proposals are accepted; ++ Gold per age if they are rejected; ignore Relationship requirements for declaring Formal Wars; You can Levy Military Units from City-States you are not Suzerain of.
- Leader Agenda: The Spider: If not at war with Machiavelli, increase Relationship by Medium Amount for each other war.
- Leader Attributes: Diplomatic & Economic
- Starting Biases: None
Napoleon (Emperor):
- Leader Ability: Empereur des Français: Gains a Unique Diplomatic Action that reduces the Trade Route capacity for a target civilization and causes massive Grievances; + Gold per Age for every leader you’re Unfriendly or Hostile with.
- Leader Agenda: Napoleonic Code: + Relationship for player with the smallest standing Army; – relationship for the player with the largest standing Army.
- Leader Attributes: Diplomatic & Economic
- Starting Biases: None
- Unlocks: French Empire & Normans
- Note: Available for players who sign-up for a 2K Account and link that account to your gaming platform of choice where you play Sid Meier’s Civilization VII
Napoleon (Revolutionary):
- Leader Ability: La Grande Armée: + Movement for all Land Units. Defeating an enemy Unit provides Culture = to % of its Combat Strength.
- Leader Agenda: Culture from Conquest: – Relationship for every Alliance made between other players. + Relationship for the player with the highest Culture Per Turn score.
- Leader Attributes: Cultural & Militaristic
Starting Biases: None - Unlocks: French Empire & Normans
- Note: Available for players who sign-up for a 2K Account and link that account to your gaming platform of choice where you play Sid Meier’s Civilization VI
- Leader Ability: Earth Shaker: All Buildings gain a Food adjacency for Mountains; Specialists adjacent to Mountains do not cost Happiness maintenance.
- Leader Agenda: Mountain King: Likes leaders with the least Mountains in their territory; Dislikes the player with the most Mountains in their territory..
- Leader Attributes: Economic & Expansionist
- Starting Biases: Mountains
- Unlocks: Inca
- Leader Ability: Nicaakiyakoolaakwe: + Food and Production per age in Settlements for every City-State you are Suzerain of; + Combat Strength for all Units for every City-State you are Suzerain of.
- Leader Agenda: Suzerain of the World: Likes leaders that leaves Independent Powers independent; Dislikes if you disperse Independent Powers.
- Leader Attributes: Diplomatic & Militaristic.
- Starting Biases: Grassland & Plains.
- Unlocks: America & Shawnee
- Note: Available for players as a pre-order bonus.
Trưng Trắc
- Leader Ability: Hai Bà Trưng: Free Promotions for your first Commander; Commanders get + Experience; + Science in Cities on Tropical Tiles; increased during Formal Wars you start.
- Leader Agenda: Van Minh: Does not like the player with the most Promotions among all Commanders, Likes the player with the least Promotions among all Commanders.
- Leader Attributes: Militaristic & Scientific.
- Starting Biases: Vegetated & Tropical.
- Unlocks: Majapahit
Xerxes (King of Kings):
- Leader Ability: Crusher of Rebellions: + Combat Strength for Units attacking in Neutral or Enemy Territory; + Culture & Gold per Age when capturing a Settlement for the first time; + Gold in Settlements; ++ Gold in Settlements not founded by you; + Settlement Limit.
- Leader Agenda: Lord of Fire: – Relationship when a player is not at War; + Relationship when a player is at War.
- Leader Attributes: Economic & Militaristic
- Starting Biases: Desert
Xerxes (The Achaemenid):
- Leader Ability: Silk Road: + Trade Route Limit; Creating a Trade Route or Road with a Merchant gives + Culture & Gold per Age; + Gold and Culture per age on Unique Buildings and Unique Improvements
- Leader Agenda: Lord of Coin: – Relationship if a player has more or equal Trade Routes; – Relationship if a player has fewer Trade Routes.
- Leader Attributes: Cultural & Economic
- Starting Biases: Desert
- Note: Part of the Sid Meier’s Civilization® VII: Deluxe Content Pack DLC
Leader Attributes
Cultural
- + Culture per age on Palace and City Halls
- + Production towards Wonders
- + Culture Towards Civic Masteries
- + Culture in Cities with a Wonder
- + Culture in Cities with a Resource assigned to them
- + Culture from Great Works on Display
- + Culture from Specialists, Bonus Culture if you have 3 or less Settlements
- + Culture for every Alliance
- + Culture per Age for each Town, Bonus Culture in Distant Lands
- + Total Culture
Expansionistic
- + Production towards Settlers
- + Growth Rate in Cities
- + Food per age on Warehouse Buildings
- Food is refunded when a City grows by adding a Specialist
- + Population in Towns; New Towns start with additional Population
- Bonus Food and Happiness towards maintaining Specialists; bonus is increased if you have 3 or fewer Cities
- + yields in Towns with Socialists; Bonus increased in Distant Lands
- + Specialists in Cities, – Settlement Limit
- + Settlement Limit
Militaristic
- + Combat Strength against Independents and City States
- + Support for Wars
- + Influence to Levy Units from City States
- + Production to Military Units
- Ignores Unrest from captured Settlements
- Garrisoned Commanders reduce Happiness Penalties.
- Reduced Maintenance for all Units
- + Settlement Limit
- All Commanders get 1 new Level, new Commanders start with a free Level.
- + Healing to Units
Scientific
- + Science per age in Palace & City Halls
- + Science toward Tech Masteries
- + Production towards Buildings
- + Science per age on each Quarter
- + Science per each assigned Resource in Settlements.
- + Gold and Happiness towards Maintaining Buildings
Independent Powers & City-States
Replacing the Barbarians and City-States from previous iterations is a new system of integration or conflict.
Intendent Powers are groups that appear across the map and can be approached aggressively or proactively and can have a Economy, Military, or Science focus.
If you choose to engage positively with a Independent People they can evolve into a City State. When you create a City State, you get to pick the Suzerain bonus from a list.
Antiquity Independent Powers
- Acmonia of the Dacian People
- Anuradhapura of the Sinhalese People
- Aritim of the Etruscan People
- Arkaim of the Sintashta People
- Arna of the Lycian People
- Assur of the Assyrian People
- Babylon of the Babylonian People
- Caithness of the Pict People
- Caral-Supe of the Caral People
- Carthage of the Carthaginian People
- Champa of the Cham People
- Chan Chan of the Chimor People
- Cirta of the Numidian People
- Dhar Tichitt of the Tichitt People
- Divodorum of the Belgae People
- Gordium of the Phrygian People
- Gungnae of the Goguryeo Peoplee
- Gutthiuda of the Gothic People
- Harappa of the Harappan People
- Hattusa of the Hittite People
- Istakhr of the Sassanid People
- Jieshi of the Jie People
- Kerma of the Kerma People
- Khalchayan of the Kushan People
- Khotan of the Saka People
- Kuaiji of the Yue People
- Kutai Martadipura of the Kutai People
- La Venta of the Olmec People
- Longcheng of the Xiongnu People
- Megiddo of the Canaanite People
- Meroë of the Kushite People
- Mesa Verde of the Pueblo People
- Moche of the Moche People
- Nagtipunan of the Bugkalot People
- Nukuleka of the Tongan People
- Ōfunato of the Jōmon People
- Opone of the Oponean People
- Painted Rock of the Hohokam People
- Rajagriha of the Magadhan People
- Retenu of the Hyksos People
- Samarkand of the Sogdian People
- Scythian Neapolis of the Scythian People
- Seleucia of the Seleucid People
- Seorabeol of the Sillan People
- Shengle of the Xianbei People
- Shomron of the Israelite People
- Si Thep of the Dwarawati People
- Su Nuraxi of the Shardana People
- Sugunia of the Urartu People
- Sundapura of the Tarumanagara People
- Susa of the Elamite People
- Syvash of the Hunnic People
- Taruga of the Nok People
- Teotihuacan of the Teotihuacan People
- Tiwanaku of the Tiwanaku People
- Tollan-Xicocotitlan of the Toltec People
- Troy of the Trojan People
- Tyre of the Phoenician People
- Ur of the Sumerian People
- Vyadhapura of the Funan People
- Wiryeseong of the Baekje People
- Yamatai of Yayoi People
- Yilan of the Kavalan People
Exploration Independent Powers
- Abalessa of the Tuareg People
- Alachua of the Alachua People
- Anakena of the Rapa Nui People
- Arles of the Burgundian People
- Ava of the Ava People
- Avanti of the Gujaradesa People
- Awdaghust of the Soninke People
- Ayutthaya of the Ayutthayan People
- Birrarung of the Kulin People
- Buansa of the Sulu People
- Camagüey of the Taíno People
- Chiang Mai of the Lanna People
- Constantinople of the Byzantine People
- Damascus of the Umayyad People
- Dzungaria of the Oirat People
- Etelköz of the Magyar People
- Fashoda of the Shilluk People
- Gaegyeong of the Goryeo People
- Garama of the Garamantian People
- Hunza of the Muisca People
- Isfahan of the Safavid People
- Istakhr of the Sassanid People
- Istanbul of the Ottoman People
- Kamakura of the Japanese People
- Kannauj of the Pratihara People
- Karantanija of the Slavic People
- Kath of the Khwarazm People
- Kiev of the Rus’ People
- Kilwa of the Kilwa People
- Luang Prabang of the Lan Xang People
- Mamallapuram of the Pallava People
- Medina of the Rashidun People
- Monte Albán of the Zapotec People
- Mparntwe of the Arrernte People
- Muara Jambi of the Srivijayan People
- Nansarunaiof the Dayak People
- Nassau of the Flying Gang People
- Ngulu Mapu of the Mapuche People
- Niani of the Malian People
- Nijmi of the Kanem People
- Nishapur of the Seljuk People
- Onondaga of the Haudenosaunee People
- Ossossané of the Wyandot People
- Pagan of the Pagan People
- Roskilde of the Danish People
- Samarkand of the Karakhanid People
- Shangjing of the Jurchen People
- Stockholm of the Swedish People
- Tabriz of the Ilkhanid People
- Tarnovo of the Bulgar People
- Tenochtitlan of the Mexica People
- Thang Long of the Vietnamese People
- Tilantogo of the Mixtec People
- Tondo of the Tondo People
- Tucume of the Sican People
- Vatican City of the Papal States People
- Venice of the Venetian People
- Vilnius of the Lithuanian People
- Wai’tu Kubuli of the Kalinago People
- Werowocomoco of the Powhatan People
- Zimbabwe of the Shona People
Modern Independent Powers
- Aaní of the Tlingit People
- Abomey of the Dahomey People
- Addis Ababa of the Ethiopian People
- Antananarivo of the Merina People
- Apia of the Sāmoan People
- Belgrade of the Serbian People
- Big Timbers of the Cheyenne People
- Bogotá of the Colombian People
- Bucharestof the Wallachian People
- Bukhara of the Bukharan People
- Byti of the Ge People
- Denpasar of the Balinese People
- Dublin of the Irish People
- Ezogashima of the Ainu People
- Fortín Mbororé of the Guarani People
- Geneva of the Swiss People
- Gujranwala of the Sikh People
- Hamdullahi of the Massina People
- Hanseong of the Joseon People
- Helsinki of the Finnish People
- Herat of the Afghan People
- Indeislun Nakah of the Nde People
- Kandy of the Kandyan People
- Kathmandu of the Nepalese People
- Kumasi of the Ashanti People
- Kutaraja of the Aceh People
- Lagawe of the Ifugao People
- Lisbon of the Portuguese People
- Malé of the Dhivehin People
- Mandalay of the Burmese People
- Marrakesh of the Moroccan People
- Maungakiekie of the Māori People
- Monaco of the Monégasque People
- Moson Kahni of the Shoshone People
- Munich of the Bavarian People
- Muscat of the Omani People
- Mwibele of the Luba People
- Nunangat of the Inuit People
- Omdurman of the Sudanese People
- Oyo-Ile of the Oyo People
- Paha Sapa of the Lakota People
- Panghsang of the Wa People
- Phú Xuân of the Vietnamese People
- Stone Town of the Zanzibari People
- Tashkent of the Kokand People
- Taunggyi of the Shan People
- Tehran of the Qajar People
- Ternate of the Ternate People
- Vienna of the Austrian People
Independent Power Projects
- Befriend Independent: Befriend Independent Power; Becomes a City State with you as its Suzerain once completed [30 turns]
- Incite Raid: Incite an Independent Power to raid another Civilization [1 turn]
City-State Suzerain Bonuses
- Age of Heroes: + Experience for Commanders.
- Anthropology: Free Technology when you become a Suzerain of a City State.
- Antiquarianism: Get an Artefact
- Arch: + Production towards Wonders for each City-State you are Suzerain of.
- Artisan’s League: + Science on Science Buildings for each City-State you are Suzerain of.
- Branch Office: + Gold % for each City-State you are Suzerain of.
- Church Hierarchy: + Production of Temples for each City-State you are Suzerain of.
- Codex: Gain a Codex
- Commonwealth:
- Company Post: Allows the construction of the Company Post unique improvement; + Gold, Food & Production in Distant Lands, + Gold if resource is assigned to a Settlement. Cannot be built next to another Company Post.
- Corsair: Can Build the Corsair Naval Unit that can capture opposing Units.
- Dhimmi: + Social Policy Slot
- Hillfort: Can build a Hillfort Improvement; + Production; + Combat Strength, Sight & Healing to Military Units on the Tile; Must be placed on Rough Terrain.
- Emporium: Allows the construction of the Emporium unique improvement; + Gold; + Gold in cities if they have a Resource assigned to them; Must not be placed next another Emporium.
- Ethnology: + Production towards construction Museum for each City-State you are Suzerain of.
- Entrepôt: Can build a Entrepôt Improvement; + Gold; + Gold on every Navigable River on this Settlement; Must be built on a Navigable River not next another Entrepôt.
- Eureka!: + Population in your Capital when you become a Suzerain of a City State.
- Expeditionary Warfare: x2 experience for Commanders in Distant Lands
- Factory: + Gold, Food & Production if placed in Distant Lands; + Gold if the settlement has an assigned resource
- Flatbow: + Combat Strength for Ranged & Siege Units for each City-State you are Suzerain of.
- Feoderati: can built the Feoderati Unit.
- Free Companies: + Combat Strength for Infantry & Naval Units for each City-State you are Suzerain of.
- Freeholders: + Gold % for every city-state you are suzerain of.
- Free Inquiry: + Science on Science Buildings for each City-State you are Suzerain of.
- Garden of Wonders: + Production to building Science Buildings for every city-state you are suzerain of.
- Gbara: + Gold on every Gold building for every city-state you are suzerain of.
- Gemstones: Get the resource Lapis Lazuli in your Capital; + Production & Gold.
- Guosuo: + Trade Route range for every city-state you are suzerain of.
- Institute: Allows the construction of the Institute unique improvement; + Science; + Science on adjacent Wet or Vegetated tiles; Cannot be adjacent to another Institute.
- Island Spices: Grants the Cloves resource in your capital, which grants + food & gold.
- Jus Coloniae: + Social Policy Slot.
- Kasbah: Can build a Kasbah Improvement; + Culture, Gold & Science; + Combat Strength to Units on this Tile; Must be built on Desert.
- Kolkhoz: + Gold on Gold Buildings for each City-State you are Suzerain of.
- Longbow: + Combat Strength to Ranged & Siege Units for each City-State you are Suzerain of.
- Marca: + Combat Strength to Infantry Units for each City-State you are Suzerain of.
- Megalith: Can build a Megalith Improvement; + Culture; + Food for every adjacent Rural tile; Must be placed on Flat Terrain.
- Mensarii: + Gold to Gold Buildings for every city-state you are suzerain of.
- Monastery: Can build a Monastery Improvement; + Science & Happiness if this Settlement follows your Religion; Cannot be placed next to a District.
- Monthon: Culture Building + Culture for each City-State you are Suzerain
- Monumental Architecture: + Culture to Monuments for each City-State you are Suzerain of.
- Natural Law: + Science % for every city-state you are suzerain of.
- Open-Air Museum: Can build the Open-Air Museum unique improvement; + Culture; + Science for adjacent Tropical Tile; + Culture for adjacent Tundra Tile; + Gold for Adjacent Desert Tile; One per Settlement.
- Philosopher’s Circle: + Science in Science Buildings for every city-state you are suzerain of.
- Pilgrimage: Free Technology when you become a Suzerain of a City-State.
- Philatory: Get a Relic
- Reichskreise: Free Technology when you become a Suzerain of a City State.
- Professional Architects: + Production % towards completing …
- Rare Metals: Gain the Nickel Resource in your Capital; + Science & Gold %
- Scholarly Network: + Science % for every city-state you are suzerain of.
- Shipping Lanes: + Trade Route Range for every city-state you are suzerain of.
- Shrines to the Jinn: Free Civic when you become a Suzerain of City-State.
- Step Pyramid: Can build the Step Pyramid unique improvement; + Science & Happiness for adjacent River Tiles; Must be placed on tiles with a natural Happiness yield.
- Stone Heads: Can build the Stone Heads unique improvement; + Culture; + Culture for adjacent Stone Heads; Must be placed on tiles with a natural Happiness yield.
- Suai: + Culture for every city-state you are suzerain of.
- Tampos: + Trade Route Range for every city-state you are suzerain of.
- Territorial Claims: + Gold for every city-state you are suzerain of.
City-State Projects
You use Influence to help City-States.
- Bolster Military: + Military Unit [1 Turn]
- Incorporate: Incorporates the City-State into your Civilization as a Town [5 Turns]
- Levy Unit: Permanently take control of a Unit [0 Turns]
- Promote Growth: + Food per turn [5 turns]

Cities & Towns
Newly founded Settlements [bar your capital] now start off as Towns, which turn all their Production into Gold. You can buy buildings in Towns.
There is a Settlement Limit that is a soft limit to how many Towns/Cities you can build. For each Settlement you build over the limit you get a Happiness Penalty. Your Settlement Limit cap can be increased via Technologies and Civics.
Towns can be upgraded into Cities, the cost of which is reduced depending on how built up the town already is.
Towns can adopt specializations which come with bonuses.
- Factory Town; + Gold to purchasing a Factory; + Resource Slot in Town; Only in Modern Age.
- Farming Town/ Fishing Town: + Food on Farms, Pastures, Plantations & Fishing Boats
- Fort Town: + Healing to all Units; +Health to Walls
- Growing Town: + Town Growth
- Hub Town: + Influence for every Connected Settlement; Only in Exploration & Modern Age
- Mining Town: + Production on Camps, Woodcutters, Clay Pits, Mines & Quarries
- Religious Site: + Happiness; + Relic Slot in Temple; Only in Exploration Age
- Trade Outpost: + Happiness to each Resource Tile; +Trade Route Range; Only in Antiquity & Exploration Age
- Urban Center: + Culture & Science on Quarters in this Town.
Districts
There are now three types of District: Rural, Urban & Unique. New Districts must be built adjacent to the City Center or another District you have already built.
Towns and Cities grow by accumulating food, once that bucket is filled you will be able to place a new improvement tile down creating a Rural District. Building a Rural District Culture Bombs unclaimed tiles next to it, claiming them for you.
Rural Districts can be upgraded to Urban Districts by building two Buildings in them. Urban Districts start with the capacity to hold two Buildings. When you get a Population Growth moment, you can choose to not build a Rural District but add a Specialist to a Urban District which lead to -Food and Production but +Culture and Science. Walls can be built around each Urban District, and you need to capture every Fortified District to take a City.
Unique Districts occur when you build both Civilization Unique Buildings on the same tile, however, they can not be overbuilt in later ages.
Buildings
You can build two buildings in an Urban Tile
At the start of a new Age Warehouse Buildings, Unique Buildings & Improvements, and Wonders retain their effects and continue to provide all bonuses. However, buildings that are not Ageless eventually become outdated, lose their effects and adjacency bonuses, keeping only their base yields. However, these buildings can then be overbuilt.
One type of building is the Warehouse Building, these get bonuses based off how many of a certain type of Improvement is in each Settlement.
Buildings may cost a Gold and/or Happiness maintenance.
- Academy: + Science; + Science for each adjacent Wonder & Resource
- Altar: + Happiness; + Happiness from Adjacent Wonders; Additional benefits from Pantheons; Happiness Building; Can be Purchased in Towns.
- Amphitheatre: + Culture; + Culture for each adjacent Wonder, Natural Wonder & Mountain Tile; + Production towards Wonders.
- Ancient Bridge: + Gold; Allows Land Units to Cross a Navigable River without Embarking; Cheaper if Road with Ferry already exists. Must be Placed on a Navigable River Tile; Pillaged by any Flood.
- Ancient Walls: + Health to the District; + Combat Strength to Units defending the Tile; Must be conquered to capture the Settlement; Must be built next to another Fortified District.
- Arena: + Happiness; + Happiness from adjacent Mountains, Natural Wonders & Wonders; + happiness on Quarters
- Aerodrome:
- Armorer: + Production; + production for each adjacent Wonder & Resource; + production to Land Units; Military Units spawn on this Building.
- Bank: + Gold; + Gold for Navigable River, Coastal & Wonder Adjacency; + Gold on Quarters.
- Barracks: + Production; + Production for each adjacent Wonder & Resource; + Production towards Land Units; Land Units spawn here.
- Bath: + Food; + Food for Coastal, Lake, Navigable River & Wonder Adjacency; + Growth Rate, Antiquity Food Building, Must be built on a River.
- Bazaar: + Gold; + Gold for adjacent Coastal Terrain, Navigable River Terrain & Wonder; + Settlement Resource Limit;
- Blacksmith: + Production; + Production in Quarters.
- Brickyard: + Production; + Production on Clay Pits; Mines & Quarries; Warehouse Production Building; Persistent; Can be Purchased.
- Cannery: + Food; + Food for adjacent Coastal Terrain, Navigable River Terrain & Wonder; + Growth Rate.
- City Halls: Central Building for a City
- City Park:
- Department Store:
- Dungeon: + Influence & Production; + Production from adjacent Resources & Wonders.
- Factory:
- Fishing Quay: + Food; + Food on Fishing Boasts; Warehouse Food Building; Can be purchased; Persistent; Must be places on Coastal, Lake, or Navigable River tile.
- Defensive Fortifications: + HP to District; + Combat Strength to Units defending on this tile; Must be built next to another Fortified District.
- Garden: + Food on the tile; + Food from Coastal, Lake, Navigable River & Wonder Adjacency; Antiquity Food Building
- Granary: + Food on the tile; + Food from Farms, Pastures & Plantations; Warehouse Food Building; Persistent; Can be Purchased in Towns.
- Gristmill: + Food; + Food from Farms, Pastures & Plantations; Warehouse Food Building; Persistent; Can be Purchased in Towns. Must be placed next to River.
- Grocer: + Food; + Food from Camps, Farms, Fishing Boats, Pastures, Plantations & uncultivated Rural tiles; Warehouse Food Building; Ageless; Can be purchased.
- Guildhall: + Influence & Gold; + Gold for adjacent Coastal Terrain, Navigable River Terrain & Wonder.
- Hospital: + Food; + Food for Navigable River, Coastal & Wonder Adjacency; + Growth Rate
- Inn: + Food & Happiness; + Food for adjacent Coastal Terrain, Navigable River Terrain & Wonder.
- Ironworks: + Production; + Production on Clay Pits, Mines, Quarries & Woodcutters; Ageless; Can be purchased.
- Kiln: + Culture; + Culture from adjacent Mountains, Natural Wonders & Wonders; + Production towards Wonders.
- Laboratory: + Science; + Science for each adjacent Resource & Wonder, + Science on Quarters.
- Library: + Science; + Science for each adjacent Wonder & Resource; Codex Slots
- Lighthouse: + Gold; + Gold for adjacent Coastal Terrain, Navigable River Terrain & Wonder; + Resource Slots; Must be placed on a Coastal Tile.
- Launch Pad:
- Market: + Gold; + Gold for Coastal, Lake, Navigable River & Wonder Adjacency; + Assigned Resource Limit for Settlement; Antiquity Gold Building.
- Medieval Bridge: + Gold; Allows Land Units to Cross a Navigable River without Embarking; Cheaper if Road with Ferry already exists.
- Medieval Walls: + Health to the District; + Combat Strength to Units defending the Tile; Must be conquered to capture the Settlement; Must be built next to another Fortified District.
- Menagerie: + Happiness; + Happiness from adjacent Mountains, Natural Wonders & Wonders; + Happiness on Camps and Pastures
- Military Academy: + Production; + Production for each adjacent Resource & Wonder; + level for Commanders; Military Units Spawn in this Building.
- Monument: + Culture; + Influence; + Culture for each adjacent Wonder, Natural Wonder & Mountain Tile;
- Museum: + Culture; + Culture for each adjacent Wonder, Natural Wonder & Mountain Tile; + Artifact Slots
- Observatory: + Science; + Science for each adjacent Resource & Wonder
- Opera House:
- Palace: The Heart of your Civilization
- Pavilion: + Culture; + Culture from adjacent Mountains, Natural Wonders & Wonders; + Happiness on Quarters
- Port: + Gold; + Gold for adjacent Coastal Terrain, Navigable River Terrain & Wonder; + Settlement Resource Limit; Naval Units Spawn here; Must be placed on a Coastal tile adjacent to land.
- Radio Station:
- Rail Station: + Gold; + Production to training Units in City; Upgrades Roads; Units can move to another Settlement with a Rail Station; Occupies a full tile; Can be purchased.
- Sawmill: + Production; + Production on Camps & Woodcutters; Warehouse Building; Persistent; Can be Purchased in Towns
- Saw Pit: + Production on Camps & Woodcutters; Warehouse Building; Persistent; Can be Purchased in Towns
- Schoolhouse: + Science; + Science for each adjacent Resource & Wonder; Must be placed next to District.
- Shipyard: + Production; + Production towards Naval Units; + Production from adjacent Resources & Wonders; Naval Units will spawn here; Must Be Placed on Coast Adjacent to Land.
- Stock Exchange: + Gold; + Gold for adjacent Coastal Terrain, Navigable River Terrain & Wonder; + Gold on Quarters.
- Stonecutter: + Production, + Production on Mines & Quarries; Warehouse Building; Persistent; Can be Purchased in Towns
- Stone Head:
- Temple: + Happiness, + Happiness from adjacent Mountains, Natural Wonders & Wonders;+ Relic Slot; Can build Missionary Units in this Settlement; Can be purchased; Allows Civilization to found Religion.
- Tenement:
- University: + Science; + Science for each adjacent Resource & Wonder, + Science on Quarters.
- Villa: + Happiness & Influence; + Happiness from adjacent Mountains, Natural Wonders & Wonders
- Wharf: + Food, + Food for adjacent Coastal Terrain, Navigable River Terrain & Wonder; + Settlement Resource Limit; Must be built on Coast or Navigable River.
Improvements
- Camp: Accesses Ivory
- Clay Pit:
- Farm:
- Fishing Boats: Accesses Fish
- Mine: Accesses Gold, Niter, Silver,
- Oil Rig: Accesses Oil
- Pasture: Accessed Horses
- Plantation: Accesses Citrus, Cotton, Dates, Tobacco,
- Quarry: Accesses Gypsum, Jade, Kaolin,
- Woodcutters:
Great Works
Codex – A Written Great Work
Relic – A Religious Great Work
Artefacts – An Archaeological Great Work
Codex
Relics provide + Culture and Happiness when placed in a Great Work Slot.
- Amida
- Bloodstained Rag
- Brass Plates
- Casket
- Chains
- Cross
- Footprint
- Kapala Cup
- Kris Knife
- Lost Gold Relic
- Medicine Bag
- Robes
- Sandals
- Shofar
- Shroud
- Skull
- Splinter
- Theravada Buddha
- Tooth
- Tjurunga
Artefacts provide + Culture when placed in a Great Work Slot.
Wonders
Some Wonders are Associated with certain Civilizations, and will unlock earlier for them in their Civics Tree
- Angkor Wat: Associated with Khmer; + Happiness; + Specialist Limit in this City; Must be placed next to River. Quote by Jayavarman VII
- Borobudur: Associated with Majapahit; + Happiness: + Happiness on Quarters. Must be built adjacent to a Coast tile.
- Brandenburg Gate: Associated with Prussia; + Production; This Settlement suffers no Happiness penalty from War Weariness; + Happiness in conquered Settlements; Must be built adjacent to a District.
- Brihadeeswarar Temple: Associated with the Chola; + Happiness; All Buildings with Adjacency get +Happiness from adjacency with Navigable Rivers; Must be built on a Minor River or adjacent to a Navigable River.
- Chengde Mountain Resort: Associated with the Qing; + Gold; + Culture for every other civilization with which you have a Trade Route; Must be built adjacent to a Mountain.
- Colosseum: Associated with Rome; + Culture; + Happiness on Quarters in this City; Must be placed adjacent to a District; Quote by The Venerable Bede.
- Colossus: + Gold; + Resource Capacity in this Settlement; + Economic Attribute Point; Must be built on a Coast Tile adjacent to Land.
- Dogo Onsen: Associated with Meiji Japan; + Happiness; This City gains Population during a Celebration; Must be built adjacent to a Coast tile.
- Doi Suthep: Associated with Siam; + Influence; + Culture & Gold for each City State you are Suzerain over; Must be places on Rough Terrain.
- Dur-Sharrukin: + Science; Acts like a fortified District, + Combat Strength to all Fortified Districts in all Settlements; Must be Placed on Flat Terrain.
- Eiffel Tower: Associated with French Empire; + Culture; + Culture & Happiness on Districts in this City; Must be built adjacent to a District.
- El Escorial: Associated with Spain; + Happiness. Cities within a set number of tiles of this Wonder receive additional Happiness. + Settlement Limit. Has additional Great Work slots. Must be built on a Rough tile.
- Emile Bell: Gain Ginseng Diplomatic Endeavour giving + food to both Capitals; + Diplomatic Point; Must be placed on Rough Terrain.
- Erdene Zuu: Associated with Mongolia; + Culture; Whenever you create a Cavalry Unit, gain Culture equal to a percentage of its cost; Must be built on a Flat Plains, Flat Tundra, or Flat Desert tile.
- Forbidden City: Associated with Ming; + Culture; + Culture on all Fortification Buildings; Must be built adjacent to a District; Quote by Gail Mazur.
- Gate of All Nations: Associated with Persia; + Gold; + Support on all Wars; Must be placed adjacent to a District.
- Great Stele: Associated with Aksum; + Culture; +Gold per Age when you complete a wonder in this city; Must be built on a Flat Tile.
- Ha’amonga ‘a Maui: + Culture; + Culture & Food on Fishing Boats in this settlement; + Cultural Attribute Point; Must be Built next to Coast on Grassland or Tropical tile.
- Hale o Keawe: Associated with Hawai’i; + Culture; Get % of Production back in Culture when you build a Building on a Coast Tile. + Relic Slots; Must be build adjacent to Coast and not next to a Tundra tile.
- Hanging Gardens: + Food in Farm in this Settlement; + Growth Rate in all Cities; + Expansionist Attribution Point; Must be placed next to a River; Quote by Ashurbanipal.
- Hermitage: Associated with Russia; + Culture Base; + Culture in Cities that have a Great Work slotted; Must be built on a Tundra tile.
- House of Wisdom: Associated with Abbasid; + Science; Gain Relics; + Science on Great Works; Has Great Work Slots; Must be built next to an Urban tile.
- Machu Pikchu: Associated with the Inca; + Gold; + Resource Capacity in this Settlement; + Culture and Gold on all tiles adjacent to this Wonder; Must be built on a Tropical Mountain tile.
- Manhattan Project:
- Mausoleum of Theodoric: + Production; + Yields & Health when Pillaging; Must be placed on a Coast Tile.
- Monks Mound: Associated with the Mississippian; + Food; + Resource Capacity in the City; must be built next to a River.
- Mundo Perdido: Associated with the Maya; + Science; + Happiness and Science on Tropical tiles in this City; Must be placed on a Tropical tile.
- Muzibu Azaala Mpanga: Associated with the Buganda; + Food; + Food on all Lake Tiles; + Culture & Happiness on Lake Tiles in this Settlement; Ageless; Must be placed next to a Lake tile.
- Nalanda: + Science, + Codex; Has Codex slots; Must be built on Plains Tile.
- Notre Dame: + Happiness, + Culture to all Specialists in a Celebration; Starts a Celebration; Must be placed next to a River and a District.
- Oracle: Associated with Greece; + Culture when gaining rewards from a Narrative Event; Must be built on a Rough Terrain Tile; Quote by The Pythia.
- Oxford University: + Science; + 2 Technologies; + Wildcard Attribute; Must be placed adjacent to a district.
- Palacio de Bellas Artes: Associated with Mexico; + Culture Base; + Happiness on Great Works; + Happiness in this City; Has a set number of Great Works slots; Must be built adjacent to an Urban District.
- Petra: + Gold, + Gold & Production on Desert Tiles in this Settlement; Must be placed on Desert Tile; Quote by Ibn Khaldun
- Pyramids: Associated with Egypt; + Gold; + Gold and Production on Minor and Navigable River tiles in this City: Must be placed on a Desert adjacent to a Navigable River tile.
- Pyramid of the Sun: + Culture; + Culture in Quarters in this Settlement; Must be placed on Flat Terrain adjacent to a District.
- Red Fort: Associated with Mughal; + Gold; Acts as a Fortified District; +HP to this Tile and City Centres; Must be built adjacent to a District.
- Sanchi Stupa: Associated with Maurya; + Happiness; + Culture for excess Happiness in this City; Must be placed on a Plains tile.
- Serpent Mound: Associated with Shawnee; + Science; + Science & Production to all unique Improvements; Must be placed on Grassland; Quote by Tenskwatawa.
- Shwedagon Zedi Daw: + Science; + Science on all Rural Tiles in this Settlement that have at least 1 Happiness; + Wildcard Attribute Point; Must be placed Adjacent to a Lake; Quote by The Buddha.
- Statue of Liberty: Associated with America; + Happiness; Spawns a set number of Migrant Units, which are Civilian Units that can trigger a Growth Event in Settlements; + Resource Capacity in this Settlement; + Gold and Production in this City for every Resource assigned to it: Must be built on a Coast tile adjacent to land.
- Taj Mahal: + Gold; + Celebration % duration; + Wildcard Attribution Point; Must be built on Plains.
- Terracotta Army: + Production; Free Army Commander; + Army Experience; Must be built on a Grassland Tile.
- Tomb of Askia: Associated with Songhai; + Gold; + resource Capacity in this Settlement; + Gold and Production for every Resource assigned to this Settlement; Must be placed on Desert; Quote by The Quran.
- Weiyang Palace: Associated with Han; ++ Influence; Must be placed on Grassland.
- White Tower: Associated with Normans;+ Happiness; + Happiness in this Settlement for every Unique Tradition slotted in your Government; Must be built adjacent to a City Hall.
- World’s Fair:
Technologies
- Academies: Unlocks Oxford University & Schoolhouse
- Aerodynamics: Unlocks Fighter, Dive Bomber & Heavy Bomber
- Aerodynamics II: + Combat Strength for Air Units.
- Agriculture: Unlocks Granary; + Food in Farms Quote by Preah Khan Inscription
- Animal Husbandry: Unlocks Saw Pit & Slinger; + Production on Camps & Woodcutters; + Food on Pastures; Quote by Kobayashi Issa
- Architecture: Unlocks Menagerie & Pavilion
- Armor: AT Gun, Assault Gun, Infantry Company & Tank
- Armor II: + Combat Strength for Ranged & Siege Units.
- Astronomy: Unlocks Serpent Mound & Observatory; Quote by Fakhr al-Din al-Razi.
- Bronze Working: Unlocks Barracks, Spearman & Archer; Quote by The Iliad.
- Bronze Working II: + Combat Strength to Infantry Units; + Production towards Military Buildings.
- Cartography: Unlocks Wharf; Civilian and Support Units can enter Deep Ocean Terrain; Quote by Thonchai Winichakul
- Cartography II: + Food on Food Buildings & Fishing Boats.
- Castles: Unlocks Dungeon & Medieval Walls; Quote by Masaoka Shiki
- Castles II: Unlocks Open the Gates Diplomatic option; + Production on Quarries; + Combat Strength for Fortified Districts.
- Combustion: Unlocks Cruiser, Dreadnought & Landship
- Combustion II: + Combat Strength for Cavalry Units; + Production on Production Buildings.
- Currency: Unlocks Bath & Market; + Specialist Limit in Cities; Quote by Oscar Wilde
- Currency II: + Gold on Gold Buildings; Gain Codex
- Education: Unlocks University & Shwedagon Zedi Daw; + Specialist Limit in all Cities;
- Education II: + Science on Science Buildings; Gains a Relic.
- Electricity: Unlocks Laboratory & Stock Exchange; + Settlement Limit
- Electricity II: + Gold on Gold Buildings; + Science on Science Buildings.
- Engineering: Quote by Antoine de Saint-Exupéry.
- Engineering II: Unlocks Ancient Bridge; + Culture on Culture Buildings; Gain a Codex.
- Feudalism: Unlocks Inn; + Settlement Limit; Quote by Thomas Malory;
- Feudalism II: Unlocks Medieval Bridge; + Food on Farms, Pastures & Plantations
- Flight: Unlocks Aerodrome, Squadron Commander; Biplane; Trench Fighter; Bomber
- Flight II: + Intercept Range for Fighter Units; + Production on Military Buildings.
- Future Tech (Ancient): + Wildcard Attribute Point: Tech boost in next era; + Age Progress
- Future Tech (Exploration).
- Future Tech (Modern).
- Guilds: Unlocks Guildhall & Kiln; Quote by Friedrich Nietzsche;
- Guilds II: + Gold on Gold Buildings; + Production on Clay Pits & Mines
- Gunpowder: Unlocks Arquebusier, Bombard, Galleon & Kalam
- Heraldry: Unlocks Knight & Man-At-Arms Quote by Eddie Izzard.
- Heraldry II: + Combat Strength for Infantry Units; + Happiness on Happiness Buildings.
- Industrialization: Unlocks Rail Station, Field Gun, Howitzer, Rifle Infantry
- Industrialization II: + Combat Strength for Infantry Units; + Production on Mines & Woodcutters.
- Iron Working: Unlocks Horseman & Phalanx
- Irrigation: Unlocks Garden; Increases Settlement Limit; Unlocks Hanging Gardens; Quote by The Upanishads.
- Machinery: Unlocks Gristmill, Sawmill & Catapult; Quote by Ibn Khalaf al-Murādī
- Machinery II: + Production on Camps & Woodcutters
- Masonry: Unlocks Ancient Walls, Monument & Pyramids; + Production on Mines & Quarries; Quote by Cassius Dio.
- Masonry II: + Combat Strength for Fortified Districts; + Production of Production Buildings.
- Mass Production: Unlocks Cannery & Factory; + Settlement Level
- Mass Production II: + Food on Food Buildings, Fishing Boats & Pastures.
- Mathematics: Unlocks Academy & Pyramid of the Sun; Quote by Pythagorus.
- Mathematics II: Gain 2 Codices.
- Metallurgy: Unlocks Armorer & Trebuchet
- Metallurgy II: + Combat Strength for Siege & Ranged Units
- Meatal Casting: Unlocks Lancer & Pikeman
- Meatal Casting II: + Combat Strength for Cavalry Units; Gain a Relic.
- Military Training: Unlocks Arena & Unit Flanking
- Military Training II: + Combat Strength for Ranged & Siege Units; + Happiness on Happiness Buildings; Gain Codex.
- Military Science: Unlocks Red Fort, Military Academy & Defensive Fortifications.
- Mobilization: Unlocks Aircraft Carrier, Battleship, Destroyer & Submarine.
- Mobilization II: + Combat Strength for Naval Units.
- Mysticism: Quote by Paul Éluard
- Navigation: Unlocks Haʻamonga ʻa Maui, Lighthouse & Quadrireme
- Navigation II: + Combat Strength for Naval Units; + Food on Food Buildings; Gain Codex.
- Pottery: Unlocks Brickyard; + Food on Plantations; + Production on Clay Pits; Quote by Henry Wadsworth Longfellow.
- Radio: Unlocks Eiffel Tower, Radio Station & Tenement
- Radio II; + Culture on Culture Buildings; + Happiness on Happiness Buildings.
- Rocketry: Unlocks Launch Pad & Sabotage Space Program Diplomatic Option.
- Sailing: Unlocks Fishing Quay & Galley; + Food on Fishing Boats; Allows Embarkation onto Coastal Terrain; Quote by Samuel Taylor Coleridge.
- Shipbuilding: Unlocks Shipyard; Naval Units don’t take damage on Deep Ocean Tiles; All Units ignore Movement Penalties from Deep Ocean Tiles
- Shipbuilding II: + Combat Strength for Naval Units; All Embarked Land Units may enter Deep Ocean Tiles.
- Steam Engine: Unlocks Iron Works, Port, Merchant & Ironclad; Quote by Erasmus Darwin.
- Steam Engine II: + Production on Camps; + Food on Farms and Plantations.
- Urbanization: Unlocks Department Store & Opera House; + Settlement Limit.
- Urbanization II: Modern Bridge; + Production on Clay Pits & Quarries.
- Urban Planning: Unlocks Bank, Hospital & Machu Pikchu; + Specialist Limit in Cities.
- The Wheel: Unlocks Villa, Ballista, Chariot & Military Infiltration Diplomacy Option.
- The Wheel II: + Movement for Siege Units; Gain Codex.
- Writing: Unlocks Library; Great Stele; Research Initiative; Quote by Walter Benjamin.
- Writing II: +Science on Science Buildings; + Codex; Unlocks Steal Technology diplomatic option
Civics
- Authority: Unlocks Vassalage & Counter Spy
- Authority II: Unlocks Forbidden City & Levies
- Bureaucracy: Unlocks Constitution & Borobudur; + Social Policy slot
- Capitalism: Unlocks Laissez-Faire; + Specialist Limit in Cities.
- Capitalism II: Unlocks Statue of Liberty & Monopolies
- Chiefdom: + Production & Science on Palace; Quote by The Book of the Dead
- Citizenship: Unlocks Castes, Drama and Poetry, Weiyang Palace, and Cultural Festival Celebration; Quote by The Epic of Gilgamesh.
- Citizenship II: Unlocks Hospitality; Sanchi Stupa; Bonus to Wonder Creation
- Code of Laws: Unlocks Oratory, Petra, Merchant Unit & Improve Trade Relations diplomatic option; + A free Merchant Unit.
- Code of Laws II: Unlocks Ethics, Emile Bell & Steal Government Secrets diplomatic option
- Colonialism: Unlocks Charters & Colonial Surplus; Quote by Frantz Fanon;
- Colonialism II: Unlocks El Escorial; + Settlement Limit
- Commerce: Unlocks Monks Mound; Commodities & Medicine.
- Diplomatic Service: Unlocks Brihadeeswarar Temple & Hequin; + Social Policy Slot. Quote by Lao Tzo.
- Discipline: Unlocks Dur-Sharrukin, Army Commander, Honor & Survey; Free Army Commander; Quote by Miyamoto Musashi
- Discipline II: Unlocks Honor & Gate of All Nations
- Economics: Unlocks Maritime Law; Quote by William Penn
- Entertainment: Unlocks Colosseum & Rites and Rituals; + Settlement Level.
- Future Civic (Ancient) + Wildcard Attribute Point; Boost for non-Civilization-Unique-Civic next age; + Age Progress.
- Future Civic (Exploration)
- Future Civic (Modern)
- Globalism: Unlocks Ambassadors; + Settlement Limit.
- Globalism II: Unlocks Palacio de Bellas Artes; Preservation Societies & Spread Rumours of Fake Artefacts.
- Hegemony: Unlocks Cultural Imperialism; Explorers can unlock more Artefacts; + Settlement Level.
- Hegemony II: Unlocks Chengde Mountain Resort & Sphere of Influence.
- Imperialism: Unlocks Indenture & Tariffs; + Settlement Limit
- Imperialism II: Unlocks Commissioned Officers, Metropole & Erdene Zuu; + Relic
- Inspiration: Unlocks Renaissance & Hale o Keawe;
- Literacy: Unlocks Literature & Narlanda; + Codex; Quote by Jorge Luis Borges.
- Mercantilism: Unlocks Trade Winds & Tomb of Askia; Quote by Gerard de Malynes.
- Militarism: Unlocks Materiel & Trenchworks
- Militarism II: Unlocks Brandenburg Gate, Draft & Projection of Force.
- Modernisation: Unlocks Hermitage, Civil Engineering & Living Standards; Quote by Theodor Adorno.
- Mysticism: Unlocks Altar, Pantheon, Priesthood & Rites and Rituals. Quote by Paul Éluard.
- Mysticism II: Unlocks Clan Networks & Mundo Perdido.
- Nationalism: Unlocks Demagogy; + Settlement Limit.
- Nationalism II: Unlocks Taj Mahal, People’s Army & Infiltrate Enemy Positions Diplomatic option.
- Natural History: Unlocks Muzibu Azaala Mpanga, Museum, Explorer & Land Heritage.
- Organised Military: Unlocks Mausoleum of Theodoric & Conscription; + Settlement Level
- Philosophy: Quote by Socrates.
- Piety: Unlocks Commune & Temple; Allows Civilization to found Religion once you build a Temple; Quote by Ratanattaya Chant
- Political Theory: Unlocks Free Speech & Doi Suthep; + Social Policy Slot; Unlock Ideology Trees.
- Public Life: Unlocks City Guard, Communal Values & The Oracle
- Reformation: Unlocks Rationalism & Religious Orders; Unlocks Convert Population action; Quote by Martin Luther.
- Skilled Traders: Unlocks Colossus & Coinage
- Social Class: Unlocks Chivalry & Enlightenment; + Settlement Level.
- Social Class II: Unlocks Bourgeoise, Yeomanry & Notre Dame; + Relic
- Social Question: Unlocks Dogo Onsen, Humanism & Social Science.
- Society: Unlocks Patronage & Uposatha (Mastery) Quote by Jean-Jacques Rousseau.
- Society II: Unlocks House of Wisdom & Sabotage Specialist Morale Diplomatic option; + Settlement Level; Gain Relic.
- Sovereignty: Unlocks Divine Right & Regulars + Settlement Limit Quote by a Nuer Saying
- Sovereignty II: Unlocks De Facto, De Jure & White Tower; Receive a Relic
- Tactics: Unlocks Drills & Terracotta Army; Quote by Sun Tzu
- Theology: Unlocks Evangelism, + Belief; + Relic; Quote by The Book of Causes.
Ideologies
- Democracy: Unlocks Fireside Chats & Suffrage; + 4 infantry Units; + Cultural & Diplomatic points.
- Liberalism: Unlocks Free Press & Welfare State
- Progressivism: Unlocks Avant Garde, New Deal & Their Finest Hour
Social Policies
- Avant Garde: + Culture & Happiness from displayed Great Works
- Bourgeoisie: + Culture & Gold in Homeland Cities
- Castes: + Food in Towns
- Charismatic Leader: + Culture on the Palace
- Charters: + Gold to each Gold adjacency.
- Chivalry: + production % to training Cavalry Units.
- City Guard: + Combat Strength for Fortified Districts
- Civil Engineering: + Production % to Overbuilding.
- Clan Networks: + Food in all Settlements
- Coinage: + Gold for each Imported Resource
- Colonial Surplus: + Production to each Production adjacency.
- Commissioned Officers: + Experience; + Movements for Armies & Fleets.
- Commodities: + Resource Cap in Cities.
- Communal Values: + Gold in Settlements with a Specialization
- Commune: + Production towards Overbuilding; + Combat Strength for Fortified Districts.
- Conscription: – Gold Maintenance for Units
- Constitution: + Food & Happiness towards maintaining Specialists
- Cultural Imperialism: + Culture & Gold for every City State you are a Suzerain of.
- De Facto: + Combat Strength for all Units in Distant Lands; Unit Heal rate
- De Jure: + Combat Strength for all Units in Homelands
- Demagogy: + Culture on Palace = to you Cultural Attribute.
- Divine Right: + Happiness & influence in your Capital.
- Draft: + Gold % towards purchasing Units; – Gold Maintenance.
- Drama and Poetry: + Production towards Culture Buildings
- Drills: + Production towards Infantry and Ranged Units
- Ethics: + Culture from Specialists.
- Enlightenment: + Science on each Science adjacency.
- Evangelism: + Civilian Unit Movement; + Missionary Charge.
- Fireside Chats: + Happiness from Specialists; – Gold in Towns.
- Free Press: Towns get Culture = to your Culture Attribute; – Science in Cities.
- Free Speech: + Food and Happiness to maintaining Specialists.
- Heqin: + Culture per Alliance
- Honor: + Combat Strength against Independent Powers
- Hospitality: + Culture for every City-State you are Suzerain of.
- Humanism: + Culture from Specialists; + Happiness Maintenance.
- Indenture: + Food from Food adjacency
- Laissez-Faire: + gold & Happiness for every Imported Resource.
- Land Heritage: + Happiness on Mountains; + Culture on Natural Wonders
- Levies: + Gold towards purchasing Military Units; – Maintenance for Units.
- Literature: + Production to Science Buildings
- Living Standards: + gold & Happiness % towards maintaining Buildings.
- Maritime Law: + Production towards Naval Units.
- Materiel: Units heal more; + Movement for Armies and Fleets
- Medicine: + Units Healing.
- Metropole: + Resource Capacity in Homeland Cities; + Trade Route Range.
- Monopolies: + Gold in every Settlement with a Factory; + Resource Slot.
- New Deal: + Production towards Wonders
- Oratory: + Influence
- Patronage: + Culture to each Culture adjacency.
- People’s Army: + Production % towards Land Military Units; + Maintenance.
- Projection of Force: + production % to training Naval Units; + Gold Maintenance.
- Preservation Societies: + Science from displayed Great Works.
- Priesthood: + Gold in all Settlements
- Rationalism:
- Regulars: + Production towards Infantry & Ranged Units
- Religious Orders:
- Renaissance: + Production towards Wonders: + Culture on displayed Great Works.
- Rites and Rituals: + Happiness in all Settlements
- Scholars: + Science from Specialists.
- Social Science: + Science from Specialists; + Food Maintenance.
- Sphere of Influence: + Culture = to your Diplomatic Attribute for every alliance you have
- Suffrage: + Culture from Specialists; – Production in Towns.
- Survey: + Scout Movement & Sight
- Tariffs: + Trade Income %; – Happiness
- Their Finest Hour: + Production towards Air Units; + Combat Strength for Air Units in your territory.
- Tool Making: + Production & Science on the Palace
- Trade Winds: + Gold & Happiness for every imported Resource.
- Trenchworks: + Combat Strength for Fortified Units & Districts.
- Uposatha: + Happiness to each Happiness adjacency.
- Vassalage: + Culture & Gold for every City-State you are Suzerain of.
- Welfare State: Towns get Happiness = to your Diplomatic Attribute; – Production in Cities
- Yeomanry: + Food & Production in Distant Land Towns.
Units
Units can be divided into Civilian & Military
Civilian Units
- Explorer: Finds and extracts Artifacts.
- Founder: founds a Settlement
- Merchant: Can Create Trade Routes; Can Build Roads between Settlements
- Migrant:
- Missionary: Spreads Religion
- Physician:
- Scout: Can Search [Increases sight and spots Discoveries at twice this range]
- Settler: Capable of founding new Towns
- Trade Caravan:
- Trade Ship:
Infantry Units
- Arquebusier:
- Infantry Company:
- Man-at-Arms:
- Phalanx:
- Pikeman:
- Rifle Infantry:
- Spearman:
- Swordsman:
- Warrior: Early Melee Unit
Cavalry Units
Ranged Units
- Archer:
- AT Gun:
- Crossbowman:
- Field Gun: Stronger attack than defence
- Heavy Archer:
- Slinger: Ranged; stronger of Attack than Defence
Siege Units
Naval Units
- Aircraft Carrier:
- Battleship:
- Carrack:
- Cog:
- Cruiser
- Destroyer:
- Dreadnought
- Galley:
- Galleon:
- Ironclad: Modern Light Naval Unit: Has Skirmish Ability; + Combat Strength from Flanking.
- Quadrireme:
- Submarine:
- Treasure Fleet:
Air Units
- Biplane:
- Bomber:
- Dive Bomber:
- Fighter:
- Heavy Bomber:
- Trench Fighter:
Commanders
These are a new Unit that become the focus point of your Military providing passive bonuses to adjacent Units. They are the only Unit that gets XP. You can ‘pack up’ a bunch of Military Units with a Commander to move them around the map easier. Each age has a different Commander.
Army Commander
Army Commanders are the Commanders from the Age of Antiquity.
Bastion
Assault
Logistics
- Recruitment: + Production to training Land Units when stationed on a District
- Regiments: + Unit Slots and faster Reinforcement from this Commander
Manoeuvre
- Harassment: Land Units in the Command Radius have a Flanking Bonus
- Redeploy: Opponents have a Flanking disadvantage attacking Land Units in the Command Radius
Leadership
- Zeal: + Yields to a Settlement when stationed on a District
Fleet Commander
Is the Commander from the Age of Exploration.
Bombardment
- Shelling: + Combat Strength for Naval Units attacking Land Units when within the Command Radius
- Spotter: + Ranged Attack Distance for Naval Units when within the Command Radius
- Gunfire Support: Naval Units have the Splash ability that hits Enemy Units in adjacent tiles for 50% of the damage when within the Command Radius
Engagement
- Reinforced Hull: Naval Units take half reciprocal damage when flanking when within the Command Radius
- Weather Gage: Naval Units can move after unpacking when within the Command Radius
Logistics
- Flotilla: + Unit Slots and Land Units can pack into this Commander.
Maneuver
Leadership
Command Points
- Duty: Gain the Heroic Assault Ability which deals direct damage to a Unit in the Command Radius who ahs the same domain as the Commander.

Map Generation
Unlike previous games, the Civilizations are placed on the map first and then the terrain is generated around them, increasing the chance of getting the Leader/Civilization starting biases.
Terrain
There is elevation in the terrain in this version, with higher terrain giving a view bonus.
Terrain consists of three different elements the base Tile, if it is Flat or Rough which can effect Improvement/Building/Wonder placement; if it has any vegetation, and if it has a wet element.
Elevation does play a role in the game for Units.
Tile
- Coastal: A Marine tile
- Desert: + Production & Happiness
- Grassland: + Food
- Lake: A Marine tile
- Mountainous: Can be found on Grassland & Plains
- Navigable Rivers: A Marine tile; + Food, Production, Gold & Happiness; Can be used by ships and embarked units. They flow through Desert, Plain, Grassland Tiles; Fresh Water give + Happiness if settled next to
- Open Ocean: A Marine tile; Will Damage Units that end their turn on it.
- Plains: + Production
- Rough: A Hilly Terrain that impacts movement and what buildings you can put here
- Tropical: + Food
- Tundra: + Culture
Vegetation
- Forest: Found on Grasslands
- Sagebrush Steppe: Found on Desert
- Savanah Woodland: Found on Plains
- Rainforest:
- Taiga:
Wet
- Floodplain: Found on Plains, Tropical, Grassland
- Mangrove:
- Oasis: Found on Desert
- Marsh:
- Minor Rivers: Cause Units to end their turn; Fresh Water give + Happiness if directly settled on.
- Reef: Found on Coastal Marine Tiles. + Production
- Watering Hole: Found on Plains
Natural Wonders
- Grand Canyon: 4 Tiles; + Culture & Happiness; + Science on Flat Terrain in this Settlement; Quote by Paiute Elder.
- Great Barrier Reef: 4 Tiles; + Science, Food & Happiness. + Science on adjacent Marine Tiles; Quote by David Attenborough
- Gullfoss: 1 Tile; +Food; + Culture & Production for adjacent Rural Districts; Source of Fresh Water; Quote by Hávamál.
- Hoerikwaggo: + Food & Culture; + Happiness on Adjacent Quarters; Quote by Anne Peaches
- Iguazu Falls: 1 Tile; Found on Navigable Rivers; + Production on Adjacent Quaters; Grants Fresh Water; Quote by Sepé Tiaraju
- Mount Kilimanjaro: 3 Tiles; Volcano; + Production & Happiness; Quote by Ernest Hemmingway.
- Redwood Forest: 3 Tiles; +Food, Production & Happiness; + Culture & Science on Vegetated Terrain in this Settlement. Quote by Mary Austin.
- Thera: 4 Tiles; Found on Coastal Tiles; + Culture; + Happiness; Acts as a Volcano; Quote by George Kedrenos.
- Torres del Paine: + Food & Happiness; Land Units ignore Rough Terrain for the game if they move next to it, Quote by Percy Shelley.
- Uluṟu: 1 Tile; + Happiness; + Culture on all Desert Tiles in this Settlement; Quote by Tony Tjamiwa.
- Valley of Flowers: 2 Tiles; + Food, Culture & Happiness; + Land Trade Route Range to this Settlement; Quote by The 6th Dalai Lama
- Zhangjiajie: 1 Tile; + Culture on Rough Terrain in this Settlement; + Production & Happiness; Quote by Li Bai.
Resources
As well as their bonuses on the tile, Resources can now be assigned to your Settlements. Each Settlement only has a limited number of slots that can be filled up with Resources, though some buildings, Wonders, and Resources can increase this limit.
When slotted into a Settlement, Bonus Resources give yields, Luxury Resources give unique yields but can only be assigned to Cities, Imperial Resources give Bonuses to your entire Civilization. You can also get Resources via trade.
- Camels: Bonus Resource; + the number of Resources that can be assigned to a City.
- Citrus: Accessed with a Plantation; Factory Resource; + Production to Naval Units.
- Clay:
- Coal: + Combat Strength to Light Naval Units; + Production to Rail Stations.
- Cocoa: Creates Treasure Fleet when connected to a coastal Settlement. Factory Resource: + Happiness.
- Coffee: Accessed by Plantation; Factory Resource; + Production towards constructing Buildings and Wonders
- Cotton: Accessed with a Plantation; Bonus Resource: + Food; +Production; Factory Resource: + Production to Land Units
- Dates: Accessed with a Plantation; + Food; + Happiness
- Dyes: + Happiness
- Fish: Accessed with Fishing Boats; + Food; Factory Resource: + Settlement growth Rate.
- Furs: + Happiness in Capital; + Gold when in Celebration
- Gold: Accessed with a Mine; Imperial Resource; + Gold; + Gold towards purchasing Buildings
- Gypsum: Accessed with Quarry; Bonus Resource; + Production in Capital; ++ Production to any other city
- Hides: + Production
- Horses: Accessed with a Pasture; Cavalry Units gain + Combat Strength, and ++ Combat Strength against Infantry. Modern Age: + Happiness.
- Incense: Luxury Resource;
- Iron: Imperial Resource; + Production; Infantry Units get + Combat Strength.
- Ivory: Accessed with a Camp; Imperial Resource; + Production towards Wonders on Tropical, Plains & Desert tiles. Modern Age: + Happiness & + Production
- Jade: Accessed with Quarry; + Gold%
- Kaolin: Accessed with Quarry; + Food to Homeland Cities; ++ Food to Distant Land Cities; Factory Resource: + Culture
- Lapis lazuli:
- Marble: Imperial Resource; + Production towards Wonders on Grassland, Tundra & Marine tiles.
- Niter: Accessed with Mine; + Combat Strength to Siege and Naval Units; ++ against Cavalry Units
- Oil: Accessed with an Oil Rig; + Combat Strength to Heavy Naval & Cavalry Unites, ++ Combat Strength against Infantry Units.
- Pearls: + Happiness in Homeland Cities; ++ Happiness in Distant Land Cities.
- Quinine: Factory Resource; Units Heal 1 HP per Turn.
- Rice:
- Salt: + Production to Units
- Silk: Luxury Resource; + Culture in City; Modern Age: ++ Culture in Capital, + Culture in any other City.
- Silver: Accessed with Mine; + Gold; + Production; + gold towards purchasing Units.
- Spices: Creates Treasure Fleet when connected to a coastal Settlement.
- Stone:
- Sugar: Creates Treasure Fleet when connected to a coastal Settlement.
- Tea: Factory Resource; + Science
- Tobacco: Accessed with a Plantation; ++ Production in a City with a Rail Station; + Production to any other City.
- Truffles: + Production to training Units.
- Wine: Imperial Resource; + Happiness in Capital; + Culture during Celebration.
- Wool: Bonus Resource; Accessed with Pasture; + Production & Happiness
- Whales: + Production
Discoveries
These can be found on the map and may trigger Narrative Events.
- Cairn
- Coastal Edifice:
- Ruins:
- Shipwrecks:
- Wreckage:
Geographical Features
Continents:
- Africa, Amasia, America, Atlantis, Antarctica, Atlantica, Arctica, Asiamerica, Avalonia, Australia, Azania, Baltica, Cimmeria, Columbia, Gondwana, Kalaharia, Kazakhstania, Kernorland, Lemuria, Mu, Nena, Novopangaea, Nuna, Oceania, Pangaea, Pannotia, Rodinia, Terra Australis, Ur, Vaalbara, Zealandia,
Rivers:
- Abukuma River, Achelous River, Agno River, Aligide River, Amazon River, Amnok River, Amu Darya River, Amur River, Apurimaq Mayu, Aras River, Arkansas River, Arno River, Atbarah River, Awash River, Awriq Mayu, Ayung River,
- Bahr Yussef, Balsas River, Bani River, Barada River, Barito River, Barka River, Bassac River, Batanghari River, Belize River, Bengwan Solo River, Bio Bio River, Black Volta, Blue Nile River, Brahmaputra River, Bug River,
- Chao Phraya River, Chari River, Chi River, Chinchipe River, Chixoy River, Colorado River, Columbia River, Conchos River, Congo River, Culiacán River,
- Damas River, Damietta River, Danube River, Daugava River, Delaware River, Dnieper River, Dniester River, Don River, Douro River,
- Ebro River, Elbe River, Essequibo River, Euphrates River, Eurotas River,
- Fly River,
- Gadilam River, Ganges River, Godavari River, Grijalva River, Groot River, Guadalquivir River, Guadiana River,
- Haddas River, Hai River, Haliacmon River, Han River, Hanalei River, Hondo River,
- Indus River, Irrawaddy River, Ishikari River,
- Jājrūd River, Jordan River, Júcar River,
- Kapuas River, Karkheh River, Karun River, Kasai River, Katonga River, Kaukonahua Stream, Kaveri River, Kerulen River, Kilekinika Fipi. Kitakami River, Kizilirmak River, Kolekole Stream, Krishina River, Kshipra River, K’tekani Fipi,
- Lena River, Lerma River, Limpopo River, Loire River, Lugogo River,
- Mackenzie River, Mahakam River, Maipo River, Mamberamo River, Maritsa River, Maule River, Mayanja River, Mekong River, Mesi River, Meuse River, Mississippi River, Missouri River, Mogami River, Motagua River, M’sifipiwiki, Mun River, Murray River, Musi River,
- Nakdong River, Nan River, Narmada River, Nazas River, Nestos River, Niger River, Nile River, Northern Dvina,
- Ob River, Oder River, Ofanto River, Ohio River, Okavango River, Orange River, Orinoco River, Orkhon River,
- Paraguay River, Parana River, Pearl River, Pelewa Fipi, Pennar River, Ping River, Po River, Potomac River, P’sikfi Fipi, Purus River, Putumayu River,
- Red River, Rhine River, Rhone River, Rio Grande, Rio Madeira, Rio Negro, River Avon, River Great Ouse, River Kafu, River Severn, River Trent, River Welland, Rosetta River, Rubicon River,
- Saint Lawrence River, Sakarya River, Salado River, Salween River, Samala River, Sao Francisco River, Saraswati River, Sefīd River, Seine River, Senegal River, Susquehanna River, Syr Darya River,
- Tagus River, Tarim River, Tenryu River, Teshio River, Tha Chin River, Tiber River, Tigris River, Tocantins River, Tone River, Tonle San River, Tonle Sap River, Tuul River,
- Ucayali River, Umfolozi River, Ural River, Usumacinta River,
- Vardar River, Vistula River, Volga River,
- Wadi Al Batin, Wadi al-Rummah, Wadi Feiran, Wadi Hanifa, Wailua River, Wailuku River, Waimea River, Wallaqa Mayu, Wei River, Weser River, White Nile, White Volta, Willka Mayu,
- Yamuna River, Yangtze River, Yellow River, Yenisei River, Yukon River,
- Zambezi River, Zavkhan River & Zāyandé River.
Volcanoes:
- Agri Dagi, Alu Dalafilla, Ambrym Volcano, Askja, Avachinsky,
- Bezymianny,
- Chachani, Chi Q Aq, Chi Qaq, Chimborazo, Citlaltepetl, Cosiguina, Cumbre Vieja,
- Dabbahu Volcano, Dallol Volcano, Damavand,
- Erta Ale, Eyjafjallajokull,
- Gagxanul, Galeras, Galunggung, Grimsvotn,
- Haleakal, Hallasan, Hamp Atu, Harrat Khaybar, Hual Lai, Hunahpu,
- Ilopango Volcano,
- Katla, Kelud, Khorgo, Kilauea, Koryaksky, Krakatoa,
- Laacher See, Lassen Peak, Llaima Volcano, Lobster Volcano, Loihi,
- Manda Hararo, Mauna Kea, Mauna Loa, Mayon, Methana Volcano, Mount Agung, Mount Alayta, Mount Asama, Mount Barren, Mount Elbrus, Mount Erciyes, Mount Erebus, Mount Etna, Mount Fuji, Mount Hasan, Mount Hood, Mount Hudson, Mount Kazbek, Mount Merapi, Mount Muhabura, Mount Ngauruhoe, Mount Nyiragongo, Mount Paektu, Mount Pelee, Mount Pinatubo, Mount Rainier, Mount Ruapehu, Mount Sabalan, Mount Saint Helens, Mount Scenery, Mount Semeru, Mount Tambora, Mount Tarawera, Mount Tibrogargan, Mount Tongariro, Mount Unzen, Mount Vesuvius,
- Nabro Volcano, Nemrut, Nevado del Ruiz, Nisyros, Novarupta,
- Ojos del Salado,
- Pacaya, Phanom Rung Volcano, Phlegraean Fields, Pico do Cabugi, Pihanga, Popocatepetl, Puy de Dome,
- Quizapu, Qurupuna, Rangitoto,
- Rucapillan,
- Sahand, Sakurajima, Sawanqaya, Shiveluch, Sollipulli, Soufriere Hills Volcano, Stromboli,
- Taal Volcano, Taranaki Maunga, Taum Sauk, Taupo Volcano, Teide, Tseax Cone,
- Ulawun, Undara Volcano, Uwinis,
- Volcan Atitlan, Volcan de Colima, Volcan Toliman, Vulsini,
- Waynaputina, Whakaari,
- Yasur, Yeak Laom Volcano, Yellowstone Caldera,
- Zuidwal Volcano.
Disasters
- Blizzard: Damages Units per turn.
- Cyclones:
- Floods: Can Pillage Improvements, Buildings & Urban Districts; Can give titles Fertility
- Dust Storm: Can Damage Tiles, Kill Populations, Damage or Kill Units, or give titles Fertility.
- Thunderstorm: Can Damage Tiles, Kill Populations, Damage or Kill Units, or give titles Fertility.
- Tornado:
- Volcanoes: Can Pillage Improvements, Buildings & Urban Districts; Can deposit increased Tile Yields on surrounding tiles.
Map Types
- Archipelago: Homelands and Distant Lands are all islands and small land masses.
- Continents: Homelands and Distant Lands are similar; No off-shore islands.
- Continents Plus: Homelands and Distant Lands are similar; They have off-shore islands.
- Terra Incognita: Large Homelands; Distant Lands highly variable.
- Shuffle: Homelands and Distant Lands are random.

Eras
There are three Eras in the Game Antiquity, Exploration & Modern and at the start of each era you pick a new Civilization to play as.
Eras are progressed by Age Progress Points which are triggered by achieving Legacy Points in the Victory Track,
Crisis
In-between each era there will be a crisis taken from a pool of three crises each age, causing you to add negative policies to your Civilizaiton.
Crisis Polices
Banditry: – Gold for each Imported Resource
Barbarian Mercenaries: Extra Gold Maintenance on Military Units
Decentralisation: – Gold and Food in Towns with a Specialisation
Inferior Tactics: – Combat Strength against Independent Powers.
Prognosis: + Science on Science Buildings in Infected Settlements; – Gold on Science Buildings
Rebellious Commanders: – Happiness in all cities for each Commander Rank
Recruitment Shortfalls: + Food in Towns; – Healing on all Units
Tribute: – Gold for Each City State you are Suzerain of
Legacy Points
Throughout an age you can earn Legacy Points by undertaking certain Milestones on the different Legacy Paths, these give you bonuses you can chose from in the next era
- Cultural Attribute Point: +1 Attribute Point
- Diplomatic Attribute Point: +1 Attribute Point
- Economic Attribute Point: +1 Attribute Point
- Expansion Attribute Point: +1 Attribute Point
- Scientific Attribute Point: +1 Attribute Point
- Change Capital: You can change Capital City; Free
- Fealty: + Production to Military Units in Cities; 2 points
- Master Caravaneer: + Gold for every Antiquity Trade Route; 2 points
- Silk Roads Golden Age: All your Cities from the previous age remains Cities; 2 points
- Wonders of the Ancient World Golden Age: Amphitheatres become Golden Age Amphitheatres; 2 points
- Wonderous Heritage: Your Wonders get + Culture & Happiness; 2 points
Golden Age/ Dark Age
Triggered by completing a Legacy Path – Culture, Military, Science and/or Economic
Culture Legacy Paths
- Antiquity: Wonders of the Ancient World: House 7 Wonders in your Empire.
- Exploration: Toshakhana; Display 12 Relics in your Empire.
- Modern: Geographic Society: House 15 Artifacts in your Empire.
- Victory: World’s Fair:
Military Legacy Paths
- Antiquity: Pax Imperatoria: Have 12 Cities or Towns in your Empire [Conquered Settlements counts as 2]
- Exploration: Non Sufficit Orbis: Have 12 points from Settlements in the Distant Lands; 1 point for each Settlement; [Conquered Settlements counts as 2; as do Settlements with your Religion]
- Modern: Ideology: Gain 20 Ideology Points from capturing Settlements. [1 point if you do not have an Ideology; 2 points with an Ideology; 3 points if they have a different Ideology from you]
- Victory: Operation Ivy:
Scientific Legacy Paths
- Antiquity: Great Library: Display 10 Codices in your Empire.
- Exploration: Enlightenment: Have 5 non-City Centre tiles with 40 total Yields.
- Modern: Space Race Projects: Complete all 3 Space Race Projects: Trans-Oceanic Flight;
- Victory: First Staffed Space Flight:
Economic Legacy Paths
- Antiquity: Silk Roads: Assign 25 Resources to your Settlements.
- Exploration: Treasure Fleet: Gain 30 Treasure Fleet Points from Distant Lands.
- Modern: Railway Tycoon: Gain 500 Railway Tycoon points from Manufacturing goods in your Factories.
- Victory: World Bank:
Diplomacy
Influence
The main currency of Diplomacy is Influence, that is earned per turn. You need Influence to engaged with all sorts of Diplomatic endeavours, and to counter hostile powers.
Influence comes from Buildings, Social Policies, Attributes, Leaders, Abilities, Wonders, and some narrative. Note: certain actions in the game world can result in a windfall of Influence. Triggering these events, such as settling too close to another player’s Capital, can result in a relationship penalty and surplus Influence for them to spend against you.
Your relations with another Civilization can be
- Helpful
- Friendly
- Neutral
- Unfriendly
- Hostile
Introductions
When you find a civilization for the first time, you have a choice of:
- Friendly Greeting: Reveals nearby capitals and increases Relationship
- Neutral Greeting: No Relationship change
- Hostile Greeting: Reputational decline.
Projects:
- Local Festival : Support: + Happiness in cities of both empires; Accept: Reject: Blocked from future Projects for a number of turns; Reputational decline
Treaties:
- Open Borders
- Improve Trade Relations – + Trade Route with Civilization; Target receives Gold if accepted
- Denounce Military Presence
Endeavours:
- Cultural Exchange
- Farmers Markets
- Open Markets
- Reconciliation
- Send Aid
Sanctions:
- Denounce
- Hinder Agriculture
- Hinder Civic Study
- Hinder Finances
Espionage
- Counter Spy: Hamper any covert actions you suspect another Leader is taking against you.
- Military Infiltration
- Steal Government Seacrets
- Steal Technological Advancement
Alliances
Do not need to be renewed.
Trade
You create Trade routes by sending a Merchant Unit to a Settlement in range. You will then get access to all the Resources at that Settlement.
There are two types of Trade Route – Land Routes which are shorter but build a Road between the Settlements. Sea Routes which can reach much further and get bigger bonuses.
Trade Route can be Plundered.
War Support and War Weariness
During War, whichever party has less War Support suffers from War Weariness, which causes Happiness penalties for all of that player’s Settlements and a combat penalty when fighting against their opponent.
Many factors can shift who has the most War Support, For Example: choosing to engage in a surprise war will result in more War Support for the other side and a penalty for yourself. You can also support yourself with Influence.
Governments
Each Government gets a unique bonus during a Celebration
Antiquity
- Classical Republic: + Culture; + Production to Wonders
- Despotism: + Science; + Production of Infantry Units
- Oligarchy: + Food; + Production towards Buildings.
Exploration
- Feudal Monarchy: + Food; + Production towards Naval Units
- Plutocracy: + Gold; + production towards Overbuilding
- Theocracy: + Culture; = Production towards Civilian and Support Units.
Modern
- Authoritarianism: + Production towards Military Units; + Combat Strength
- Bureaucratic Monarchy: + Gold; + Relationship change from Endeavours or Sanctions
- Elective Republic: + Culture; + Science
Religion
Religion features slightly differently thank in previous Civilization games as there is no ‘faith’ resource to accumulate and spend. it will play into the ages different, with the main focus being the cultural path in the Exploration Age.
In the Antiquity Age, you can found a Pantheon that gives bonuses via the Altar Building.
In the Exploration Age, everyone can found a Religion and expand it with Founder Beliefs
In the Modern Age, it will have less of an impact.
Pantheon
Pantheons are unlocked by Mysticism and need and Altar in a City to be truly effective. Pantheons do not last into the next era.
- City Patron Goddess: + Influence on Altar
- Earth Goddess: + Happiness on Altar for adjacent Mountains & Natural Wonders
- Fertility Rites: + Growth rate in Cities with Altar
- Goddess of Festivals: + Culture on Quarters in Cities with Altars
- God of Healing: +Healing for Units in Rural tiles
- Goddess of the Harvest: + Food on Farms, Pastures & Plantations in Settlements with an Altar
- God of the Forest: + Gold on Camps & Woodcutters in Settlements with an Altar
- God of the Forge: + Production towards Buildings in Cities with an Altar
- God of the Sea: + Production on Fishing Boats in Settlements with an Altar
- God of the Sun: + Culture, Food, Gold, Happiness, Production & Science on the Altar
- God of War: + Production towards Military Units in Cities in the Altar
- God of Wisdom: + Science on Quarters in Settlements with an Altar
- Monument to the Gods: + Production towards Wonders in Cities with an Altar
- Oral Tradition: + Production towards Settlers in Cities with an Altar
- Sacred Waters: + Happiness Altar adjacency for Coast, Lake & Navigable River tiles
- Stone Circles: + Production on Clay Pits, Mines & Quarries in Settlements with an Altar
Religions
Religions can be founded by building a Temple, or some Unique Buildings. Every Civilization will have a chance to found a religion which is spread to other Civilization via Missionaries. You Holy City where the Religion was founded can never be converted.
There are two data points when looking at the strength of a religion in a Settlement, the Rural Population and the Urban Population, if you convert both, you get the bonuses in that Settlement.
- Buddhism
- Catholicism
- Confucianism
- Hinduism
- Islam
- Judaism
- Orthodoxy
- Protestantism
- Shinto
- Sikhism
- Taoism
- Zoroastrianism
Founder Beliefs
- Interfaith Dialogue: + Science for every Foreign Settlement following your Religion.
- Stewardship: + Culture, Gold & Science for every tile of a Natural Wonder in a foreign Settlement following your Religion.
- Shrines of the Kami: + Culture, Gold & Science or every Wonder in a foreign Settlement following your Religion.
- Tithe: + Gold for every foreign Settlement following your Religion.
- Holy Ecumene: + Science for every foreign Settlement following your Religion.
- Reincarnation: + Science for every Tropical tile in every other foreign Settlement following your Religion.
- Shamanism: + Culture for every Tundra tile in every other foreign Settlement following your Religion.
- Desert Faith: + Gold for every Desert tile in every other foreign Settlement following your Religion.
- Vipassana: + Happiness for every foreign Settlement following your Religion.
- Sacred Herds: + Science for every Grassland tile in every other foreign Settlement following your Religion.
- Sky Gods: + Culture for every Plains tile in every other foreign Settlement following your Religion.
Enhancer Beliefs
- Conversion: Newly found Towns in Distant Lands start with this Religion
- Stella Maris: + Movement to Missionaries when Embarked, Embarked Units & Naval Units
- Defender of the Faith: + Combat Strength in Friendly settlements that follow this Religion.
- Millenarianism: Conquered Settlement are Converted to your Religion.
- Dawah: When a Trade Route is established to a Settlement it is converted to your Religion.
- Zeal: + Charge for Missionaries
- Scripture: + Production to Training Missionaries for each Relic
- Sanctum: + Relic Slot in Temples.
Reliquary Beliefs
- Apostolism: + Relics for first-time conversion of a Civilization’s settlement with a Wonder
- Brahmanism: + Relics for first-time conversion of a Civilization’s Capital City
- Charoen: + Relics for first-time conversion of a Civilization’s settlement producing Treasure Fleets
- Icons: + Relics for first-time conversion of a City-State
- Ecclesiasticism: + Relics for first-time conversion of a Civilization’s settlement with at least 10 Urban Population.
- Evangelism: + Relics for first-time conversion of a Civilization’s settlement in the Distant Lands that is not a City-State
- Lay Followers: + Relics for first-time conversion of a Civilization’s settlement with at least 10 Rural Population.
- Reliquaries: + Relics for first-time conversion of a Civilization’s settlement with a Temple or Altar
Narrative Events
The Emergent Narrative system tracks major moments in your game, and responds with tailored events given your circumstances. They can also be triggered by the Civilization, Leader, or Gameplay.
There are three types of event: Historical Events, What-If Scenarios & Unique Gameplay Moments. Some of these events may even call back to other events or choices in previous ages.
There are over 1,000 Narrative events, including some that are Leader and Civilization specific.

Multiplayer
Civ 7 will support Online & LAN multiplayer with cross-platform functionality. There will also be Shared/Split Screen multiplayer but no Hotseat Multiplayer.
Support
Civ 7 will boast controller support for Xbox and PlayStation controllers as well as the Steam Input API (Steamdeck).
Modding
The game uses similar systems as Civ 6, and the modded files will be similar with XML etc.
The release of the mod tools for PC will be similar to the release in Civ 6
No information on modding for other platforms.
Availability
- PC [Steam, Epic, Mac & Linux]
- PlayStation [PS4 & PS5]
- XBox [Series X/S & XBox One]
- Nintendo [Switch] – Map have a Map size reduction compared to the other versions
There will be Cross Play for those with a 2K Account.
Localization
Audio & Text Translations: English, French, Italian, German, Spanish, Japanese, Korean, Russian, Simplified Chinese & Traditional Chinese
Text Only Translations: Portuguese (Brazilian)
Minimum Specs
Requires a 64-bit processor and operating system
Narrator
Pre-Order
Pre-ordering the Standard, Deluxe, or Founders Edition unlocks the Techumseh & Shawnee Pack
Linking your 2K Account Unlocks the Emperor Persona for Napoleon.
Editions
Standard Edition:
- Tecumseh and Shawnee Pack pre-order
Deluxe Edition
- Tecumseh and Shawnee Pack pre-order
- Early Access [Feb 6th]
- Crossroads of the World Collection: post-launch content featuring 2 new leaders, 4 new civilizations, 4 new wonders, a special cosmetic bonus, + others
- Deluxe Content Pack: 2 leader personas; 4 profile customizations & 1 alternate scout skin
Founders Edition
- Tecumseh and Shawnee Pack pre-order
- Early Access [Feb 6th]
- Crossroads of the World Collection: post-launch content featuring 2 new leaders, 4 new civilizations, 4 new wonders, a special cosmetic bonus, + others
- Deluxe Content Pack: 2 leader personas; 4 profile customizations & 1 alternate scout skin
- Right to Rule Collection: post-launch content featuring 2 new leaders, 4 new civilizations, 4 new wonders, a special cosmetic bonus,+ others
- Founders Content Pack: 2 leader personas; 4 profile customizations; 1 fog of war tile set; 1 Founders palace skin
DLC
Deluxe Content Pack
2 leader personas; 4 profile customizations & 1 alternate scout skin
Founders Content Pack
2 leader personas; 4 profile customizations; 1 fog of war tile set; 1 Founders palace skin
Crossroads of the World Collection [March in two parts]
post-launch content featuring 2 new leaders, 4 new civilizations, 4 new world wonders, a special cosmetic bonus, + others
- Leaders: Ada Lovelace & Simón Bolívar
- Civilizations: Great Britain [Battersea Power Station Wonder], Carthage [Byrsa Wonder], Bulgaria, Nepal
- Natural Wonders: Machapuchare, Mount Fuji, Vihren, Vinicunca
Right to Rule Collection [April-Sep]
post-launch content featuring 2 new leaders, 4 new civilizations, 4 new wonders, a special cosmetic bonus,+ others
- Leaders: Genghis Khan & Lakshmibai
- Civilizations: Assyria, Dai Viet, Silla & Qajar
Free DLC
- March [Early]: Major Patch; Event [Natural Wonder Battle]; Natural Wonder [Bermuda Triangle].
- March [Late]: Patch; Event [Marvellous Mountains]; Natural Wonder [Mount Everest]
Sources
- Civfanatics – Thank you to Giskler for their screenshots
- Civ7 Official Site
- Gameplay Reveal Trailer
- Official Gameplay Showcase
- IGN
- PC Gamer
- Ursa Ryan’s Playthrough
- TheGameMechanic’s Playthrough
- GameSpot’s Playthrough
- IGN Interview with Ed Beach
- PotatoMcWhiskey’s First Look
- Nintendo Direct August
- PotatoMcWhiskey’s Dev interview
- Boesthius’ Dev Interview
- Ursa Ryan’s Dev Interview
- Civilization 7: The Final Preview – IGN
- Civ 7 pre-orders – Polygon
Bonito e tal mas sem graça esse teaser ein, tomara que seja bom igual o 6 ou até melhor que o 5 tomara que seja, num grafico foda realista e tudo sei la minha opniao.
“Beautiful and such but this teaser is boring, I hope it’s as good as 6 or even better than 5, I hope it is, in a really realistic graphic and everything, I don’t know, my opinion.”
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