America Abraham Lincoln
Founding Fathers
All Diplomatic policy slots in the current government are converted to Wildcard slots. +1
Diplomatic Favor per turn for every Wildcard slot in their
government.
Emancipation Proclamation
+100% Production to Industrial Zone and Aqueduct districts. Industrial Zones give +2
Amenities and +3 Loyalty per turn. Plantations give -2 Loyalty per turn.
Receive a free Melee unit after completing an Industrial Zone and their buildings. The free unit does not require resources when created or to maintain and receives +5 Combat Strength.
Film Studio
A building unique to America. +30% Tourism pressure from this city towards other civilizations who reached the Modern era.
P-51 Mustang
American unique Atomic era air unit that replaces the Fighter. Gains +5 Combat Strength against fighter aircraft, has +2 flight range, and gains +50% experience.
America Teddy Roosevelt (Bull Moose)
Founding Fathers
All Diplomatic policy slots in the current government are converted to Wildcard slots. +1
Diplomatic Favor per turn for every Wildcard slot in their
government.
Antiquities and Parks
Breathtaking tiles adjacent to either a Natural Wonder or a Mountain receive +1 Science, doubled after researching Astronomy. Breathtaking tiles adjacent to either a Natural Wonder or Woods receive +1
Culture, doubled after completing the Enlightenment Civic.
All tiles in a city with a National Park receive +1 Appeal. Woods can be planted with the Medieval Faires civic.
Film Studio
A building unique to America. +30% Tourism pressure from this city towards other civilizations who reached the Modern era.
P-51 Mustang
American unique Atomic era air unit that replaces the Fighter. Gains +5 Combat Strength against fighter aircraft, has +2 flight range, and gains +50% experience.
America Teddy Roosevelt (Rough Rider)
Founding Fathers
All Diplomatic policy slots in the current government are converted to Wildcard slots. +1
Diplomatic Favor per turn for every Wildcard slot in their
government.
Roosevelt Corollary
Units receive +1 Combat Strength per player era reached by technologies or civics (from Classical Era up to Modern Era, capped at +5). Envoys sent to City-states you have a
Trade Route to count as two
Envoys. Gain the Rough Rider unique unit with Ballistics technology.
Film Studio
A building unique to America. +30% Tourism pressure from this city towards other civilizations who reached the Modern era.
P-51 Mustang
American unique Atomic era air unit that replaces the Fighter. Gains +5 Combat Strength against fighter aircraft, has +2 flight range, and gains +50% experience.
Rough Rider
American unique Industrial era unit that replaces Cuirassier when Teddy Roosevelt is their leader. Combat victories on their Capital's continent provide
Culture equal to 25% of the
Combat Strength of the defeated unit (on Online speed). +5
Combat Strength when fighting on Hills. Lower maintenance cost.
Arabia Saladin (Vizier)
The Last Prophet
+1 Great Prophet point per turn after researching Astrology. The last available
Great Prophet will automatically go to Arabia, if they have not already recruited one.
+1 Science for each foreign city following Arabia's Religion. Campuses and Holy Sites receive a standard adjacency bonus from each other.
Righteousness of the Faith
The worship building for their Religion can be purchased by any player for just one-tenth of the usual
Faith cost. It adds 20% to the
Science,
Faith, and
Culture to the city's output.
Madrasa
A building unique to Arabia. Bonus Faith equal to the adjacency bonus of the Campus district.
Mamluk
Arabian unique Medieval era unit that replaces the Knight. Heals at the end of every turn, even after moving or attacking.
Arabia Saladin (Sultan)
The Last Prophet
+1 Great Prophet point per turn after researching Astrology. The last available
Great Prophet will automatically go to Arabia, if they have not already recruited one.
+1 Science for each foreign city following Arabia's Religion. Campuses and Holy Sites receive a standard adjacency bonus from each other.
The Victorious
+100% Flanking and Support Bonus to all Combat and Religious units.
Madrasa
A building unique to Arabia. Bonus Faith equal to the adjacency bonus of the Campus district.
Mamluk
Arabian unique Medieval era unit that replaces the Knight. Heals at the end of every turn, even after moving or attacking.
Australia John Curtin
Land Down Under
+3 Housing in coastal cities. Pastures trigger a Culture Bomb. Campuses, Commercial Hubs, Holy Sites and Theater Squares receive +1 Adjacency in tiles with Charming Appeal, +3 in Breathtaking.
+1 Production for Pastures.
Citadel of Civilization
+50% Production for 10
turns after liberating a city.
Outback Station
The Guilds civic unlocks the Builder ability to construct an Outback Station, unique to Australia.
+1 Food, +1
Production, and +1 Appeal to adjacent tiles.
+1 Food for each adjacent Pasture. +1
Production for every 2 adjacent Outback Stations with the Industrialization technology. +1
Food for every adjacent Outback Stations with the Rapid Deployment civic.
Can only be built in Desert, Grassland and Plains tiles.
Digger
Australian unique Modern era unit that replaces Infantry. +10 Combat Strength when fighting on Coastal tiles. +5
Combat Strength when fighting on Neutral or Foreign Territory.
Aztec Montezuma
Legend of the Five Suns
Spend a Builder charge to complete 30% of the original
district cost. +50%
Production towards land melee units.
Gifts for the Tlatoani
Luxury resources in his territory provide an Amenity to 2 extra cities. Military units receive +1
Combat Strength when attacking for each different Luxury resource improved in Aztec lands.
Tlachtli
A building unique to the Aztecs. Provides +1 Amenity and +1
Culture to each City Center within 6 tiles. This bonus applies once to a city, and multiple copies of this building within 6 tiles of a City Center do not provide additional bonuses.
Provides +1 Great General Point per turn and +3
Tourism.
Eagle Warrior
Aztec unique Ancient era unit that replaces the Warrior. Has a chance to capture other civilization's military units by turning them into Builders.
Babylon Hammurabi
Enuma Anu Enlil
Receive a free Eureka after constructing each Library.
Ninu Ilu Sirum
When each specialty district type except the Government Plaza is constructed for the first time, receive the lowest
Production cost building that can currently be constructed in that district.
Palgum
A building unique to Babylon. +1 Housing and +2
Production. All farms gain +1
Production. Freshwater improved tiles, except Farms, receive +1
Food. City must be adjacent to a River.
Sabum Kibittum
Babylonian unique Ancient era melee unit. +17 Combat Strength against Heavy and Light Cavalry promotion class units. This unit has 3
Movement and sight.
Brazil Pedro II
Amazon
Rainforest tiles provide +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts, and grant +1 Appeal to adjacent tiles, instead of the usual -1. Unimproved Rainforest tiles gain +1 Production at Construction.
Magnanimous
After recruiting or patronizing a Great Person, 20% of its
Great Person point cost is refunded.
Street Carnival
A district unique to Brazil that doesn't cost a district population slot and is not a specialty district. Replaces the Entertainment Complex district, and provides +2 Amenities. Also unlocks the Carnival project, which grants an additional +1
Amenity when underway and a variety of
Great People points once completed. Cannot be built in a city with a Copacabana.
Copacabana
A district unique to Brazil that doesn't cost a district population slot and is not a specialty district. Replaces the Water Park district, and provides +2 Amenities. Also unlocks the Carnival project, which grants an additional +1
Amenity when underway and a variety of
Great People points once completed. Cannot be built in a city with a Street Carnival. Cannot be built on Reef.
Minas Geraes
Brazilian unique Industrial era unit that replaces the Battleship. Stronger than the Battleship. Unlocked by Nationalism.
Byzantium Basil II
Taxis
Units receive +2 Combat Strength or
Religious Strength for each Holy City converted to Byzantium's Religion (including Byzantium's Holy City). +1
Great Prophet point from cities with a Holy Site district.
When defeats a unit, spreads Byzantium's Religion pressure (based on melee Combat Strength of the defeated unit) within 5 tiles.
Porphyrogénnētos
Heavy and Light Cavalry units do full damage against cities following the same religion as Byzantium. Gain the Tagma unique unit when the Divine Right civic is discovered.
Hippodrome
A district unique to Byzantium. Replaces the Entertainment Complex district, provides +2 Amenities, and is cheaper to build. When the Hippodrome and buildings in this district are constructed, receive a Heavy Cavalry unit. Units granted from this district do not have a resource maintenance cost. Cannot be built in a city with a Water Park.
Dromon
Byzantine unique Classical era unit that replaces the Quadrireme and has additional range.
Tagma
Basil II's unique Medieval era unit that replaces the Knight. Land units within 1 tile of the Tagma receive +2 Combat Strength or
Religious Strength.
Byzantium Theodora
Taxis
Units receive +2 Combat Strength or
Religious Strength for each Holy City converted to Byzantium's Religion (including Byzantium's Holy City). +1
Great Prophet point from cities with a Holy Site district.
When defeats a unit, spreads Byzantium's Religion pressure (based on melee Combat Strength of the defeated unit) within 5 tiles.
Metanoia
Holy Sites and Hippodromes provide +1 Culture for each adjacent district.
Hippodrome
A district unique to Byzantium. Replaces the Entertainment Complex district, provides +2 Amenities, and is cheaper to build. When the Hippodrome and buildings in this district are constructed, receive a Heavy Cavalry unit. Units granted from this district do not have a resource maintenance cost. Cannot be built in a city with a Water Park.
Dromon
Byzantine unique Classical era unit that replaces the Quadrireme and has additional range.
Canada Wilfrid Laurier
Four Faces of Peace
Cannot declare war on City-States or surprise wars. Surprise wars cannot be declared on Canada. For every 100 Tourism per turn earn 1
Diplomatic Favor per turn. Receive +100%
Diplomatic Favor from successfully completing an Emergency or Scored Competition.
The Last Best West
City Centers in Tundra receive +1 Food.
Farms can be constructed in Tundra. After Civil Engineering is unlocked, Farms can be built on Tundra Hills. Improvements in Tundra and Snow receive the following bonuses: Mines and Lumber Mills +2 Production, Farms and Camps +2
Food. Receive double the normal accumulation rate for Strategic Resources improved in tundra and snow. -50% of the normal cost to purchase Snow and Tundra tiles.
Ice Hockey Rink
Unlocks the Builder ability to construct an Ice Hockey Rink, unique to Canada.
+1 Amenity. +1
Culture for each adjacent Tundra, Tundra Hills, Snow, and Snow Hills tile. Provides
Tourism from Culture once Flight is unlocked. +2
Food and
Production once the Professional Sports civic is unlocked. +4
Culture if adjacent to a Stadium building. Can be built on Tundra, Tundra Hills, Snow, and Snow Hills. One per city. +2 Appeal.
Mountie
Canadian unique Modern era unit. Has Sight of 4. Can create 2 National Parks. +5 Combat Strength when fighting within 4 tiles of a National Park. Additional +5
Combat Strength when fighting within 4 tiles of an Owned National Park.
China Kublai Khan (China)
Dynastic Cycle
Eurekas and
Inspirations provide 50% of civics and technologies instead of 40%. When completing a wonder receive a random
Eureka and
Inspiration from the era of the wonder if available.
Gerege
One extra Economic policy slot in any government. Receive a random
Eureka and
Inspiration when establishing a
Trading Post in another Civilization's city for the first time.
+1 science and +1
culture per international trade route.
Great Wall
The Masonry technology unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. An occupying unit receives +4
Defense Strength and automatically gains 2 turns of fortification.
+1 Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with the Castles technology. Provides
Tourism after researching Flight.
Must be built in a line along the borders of your empire. Can only be pillaged (never destroyed) by natural disasters.
Crouching Tiger
Chinese unique unit that replaces the Crossbowman. +7 Ranged Strength when attacking adjacent enemy units.
China Qin (Mandate of Heaven)
Dynastic Cycle
Eurekas and
Inspirations provide 50% of civics and technologies instead of 40%. When completing a wonder receive a random
Eureka and
Inspiration from the era of the wonder if available.
The First Emperor
Builder receive an additional charge. When building Ancient and Classical Wonders you may spend Builder
charge to complete 15% of the Wonder
Production cost. Canals are unlocked with the Masonry technology.
Great Wall
The Masonry technology unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. An occupying unit receives +4
Defense Strength and automatically gains 2 turns of fortification.
+1 Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with the Castles technology. Provides
Tourism after researching Flight.
Must be built in a line along the borders of your empire. Can only be pillaged (never destroyed) by natural disasters.
Crouching Tiger
Chinese unique unit that replaces the Crossbowman. +7 Ranged Strength when attacking adjacent enemy units.
China Qin (Unifier)
Dynastic Cycle
Eurekas and
Inspirations provide 50% of civics and technologies instead of 40%. When completing a wonder receive a random
Eureka and
Inspiration from the era of the wonder if available.
Thirty-Six Stratagems
Melee units receive the Convert Barbarians action, which consumes the melee unit.
+50% Production towards Encampment buildings. +1
Great Writer point from Encampment districts. Barracks buildings provide 2 slots for
Great Works of Writing.
Great Wall
The Masonry technology unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. An occupying unit receives +4
Defense Strength and automatically gains 2 turns of fortification.
+1 Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with the Castles technology. Provides
Tourism after researching Flight.
Must be built in a line along the borders of your empire. Can only be pillaged (never destroyed) by natural disasters.
Crouching Tiger
Chinese unique unit that replaces the Crossbowman. +7 Ranged Strength when attacking adjacent enemy units.
China Wu Zetian
Dynastic Cycle
Eurekas and
Inspirations provide 50% of civics and technologies instead of 40%. When completing a wonder receive a random
Eureka and
Inspiration from the era of the wonder if available.
Manual of Entrapment
All offensive Spies operate at 1 level higher. Whenever an offensive spy mission is successful, you also gain 100% of the Faith,
Culture, and
Science that the targeted city earned that turn. Receive a free spy (and extra spy capacity) after discovering Defensive Tactics. Can purchase Spies with
Faith.
Great Wall
The Masonry technology unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. An occupying unit receives +4
Defense Strength and automatically gains 2 turns of fortification.
+1 Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with the Castles technology. Provides
Tourism after researching Flight.
Must be built in a line along the borders of your empire. Can only be pillaged (never destroyed) by natural disasters.
Crouching Tiger
Chinese unique unit that replaces the Crossbowman. +7 Ranged Strength when attacking adjacent enemy units.
China Yongle
Dynastic Cycle
Eurekas and
Inspirations provide 50% of civics and technologies instead of 40%. When completing a wonder receive a random
Eureka and
Inspiration from the era of the wonder if available.
Lijia
All Cities receive Projects where they can convert 60% of their Production into
Food or
Faith, or 150% if it is
Gold.
Cities with 10 or more Population receive +1
Gold, +0.7
Science, and +0.5
Culture per turn for each
Population in the city.
Great Wall
The Masonry technology unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. An occupying unit receives +4
Defense Strength and automatically gains 2 turns of fortification.
+1 Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with the Castles technology. Provides
Tourism after researching Flight.
Must be built in a line along the borders of your empire. Can only be pillaged (never destroyed) by natural disasters.
Crouching Tiger
Chinese unique unit that replaces the Crossbowman. +7 Ranged Strength when attacking adjacent enemy units.
Cree Poundmaker
Nîhithaw
+1 Trade Route capacity with the Pottery technology. Unclaimed tiles within 3 tiles of a Cree city come under Cree control when a Trader first moves into them.
Favorable Terms
All Alliance types provide Shared Visibility.
Your outgoing Trade Routes grant +1
Food to Poundmaker per Camp or Pasture at the destination.
Trade Routes sent to your cities grant +1
Gold to Poundmaker per Camp or Pasture at the destination.
Mekewap
The Pottery technology unlocks the Builder ability to construct a Mekewap, unique to Cree.
+1 Production and +1
Housing.
Additional +1 Production and +1
Housing with the Civil Service civic. +1
Gold if adjacent to a Luxury resource, additional +2
Gold for every adjacent Luxury resource with the Cartography technology. +1
Food for every 2 adjacent Bonus Resources, increasing to +1
Food for every adjacent Bonus Resource with the Conservation civic.
Must be placed adjacent to a Bonus or Luxury resource. Cannot be built adjacent to another Mekewap.
Okihtcitaw
Cree unique Ancient era unit that replaces the Scout. Starts with a free promotion. +5
Combat Strength when fighting units with a higher base Combat Strength.
Egypt Cleopatra (Egyptian)
Iteru
+25% Production towards
districts and wonders if placed next to a River. Does not receive damage from Floods.
Mediterranean's Bride
Your Trade Routes to other civilizations provide +6
Gold for Egypt. Other civilizations'
Trade Routes to Egypt provide +2
Food for them and +2
Gold for Egypt. Trading with Allies earns twice as many bonus Alliance Points.
Sphinx
The Craftsmanship civic unlocks the Builder ability to construct a Sphinx, unique to Egypt.
+2 Faith, +1
Culture, and +2 Appeal to adjacent tiles.
+1 Faith and +1
Culture if built next to a wonder. +1
Food and +1
Production if built on Desert (not Floodplains) or Desert Hills. +1
Culture if built on Floodplains. +1
Culture with the Diplomatic Service civic. Provides
Tourism after researching Flight.
Cannot be built next to another Sphinx. Cannot be built on Snow tiles.
Maryannu Chariot Archer
Egyptian unique Ancient era ranged cavalry unit. 4 Movement when starting in open terrain.
Egypt Cleopatra (Ptolemaic)
Iteru
+25% Production towards
districts and wonders if placed next to a River. Does not receive damage from Floods.
Arrival of Hapi
Improved resources on Floodplains or under a City Center receive +1 Food and +1
Culture after researching Code of Laws. Owned Floodplains tiles grant +1 Appeal to adjacent tiles instead of usual -1.
Sphinx
The Craftsmanship civic unlocks the Builder ability to construct a Sphinx, unique to Egypt.
+2 Faith, +1
Culture, and +2 Appeal to adjacent tiles.
+1 Faith and +1
Culture if built next to a wonder. +1
Food and +1
Production if built on Desert (not Floodplains) or Desert Hills. +1
Culture if built on Floodplains. +1
Culture with the Diplomatic Service civic. Provides
Tourism after researching Flight.
Cannot be built next to another Sphinx. Cannot be built on Snow tiles.
Maryannu Chariot Archer
Egyptian unique Ancient era ranged cavalry unit. 4 Movement when starting in open terrain.
Egypt Ramses II
Iteru
+25% Production towards
districts and wonders if placed next to a River. Does not receive damage from Floods.
Abu Simbel
Gain Culture equal to 10% of the construction cost when finishing Buildings and 25% when completing Wonders.
Sphinx
The Craftsmanship civic unlocks the Builder ability to construct a Sphinx, unique to Egypt.
+2 Faith, +1
Culture, and +2 Appeal to adjacent tiles.
+1 Faith and +1
Culture if built next to a wonder. +1
Food and +1
Production if built on Desert (not Floodplains) or Desert Hills. +1
Culture if built on Floodplains. +1
Culture with the Diplomatic Service civic. Provides
Tourism after researching Flight.
Cannot be built next to another Sphinx. Cannot be built on Snow tiles.
Maryannu Chariot Archer
Egyptian unique Ancient era ranged cavalry unit. 4 Movement when starting in open terrain.
England Eleanor of Aquitaine (England)
Workshop of the World
Iron and
Coal Mines accumulate 2 more resources per turn. Harbor buildings increase Strategic Resource Stockpiles by +10 (on Standard speed). +100%
Production towards Military Engineers. Military Engineers receive +2
charges. Buildings that provide additional yields when
Powered receive +4 of that yield. +20%
Production towards Industrial Zone buildings.
Court of Love
+100% Production to Theater Square Buildings. Great Works in Eleanor's cities each cause -1 Loyalty per turn in foreign cities within 9 tiles. A city that leaves another civilization due to a loss of Loyalty and is currently receiving the most Loyalty per turn from Eleanor's civilization skips the Free City step to join this civilization.
Great Works receive additional yields (+1 for Writings and Relics, +2 for Art and Artifacts, +4 for Music) based on the districts built in this city: Science for Campus,
Culture for Theater Square,
Gold for Harbor or Commercial Hub,
Faith for Holy Site,
Production for Industrial Zone, and
Food for Neighborhood.
(Can't receive other bonus yields on great works by City-states)
Royal Navy Dockyard
A district unique to England for naval activity in your city. Replaces the Harbor district. Also removes the Movement penalty for embarking and disembarking to and from this tile. Must be built on Coast or Lake Terrain adjacent to land.
+1 Movement for all naval units built in Dockyard
+2 Gold as adjacency and +4 Loyalty per turn when built on a foreign continent. Cannot be built on Reef.
Sea Dog
English unique Renaissance era naval unit that replaces the Privateer. Has a chance to capture defeated enemy ships. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.
England Elizabeth I
Workshop of the World
Iron and
Coal Mines accumulate 2 more resources per turn. Harbor buildings increase Strategic Resource Stockpiles by +10 (on Standard speed). +100%
Production towards Military Engineers. Military Engineers receive +2
charges. Buildings that provide additional yields when
Powered receive +4 of that yield. +20%
Production towards Industrial Zone buildings.
Drake's Legacy
+1 Trade Route capacity with Shipbuilding technology, Exploration civic and Mercantilism civic.
Trade Routes to City-states provide +3
Gold for every
specialty district in the origin city.
+100% Gold from Plundering
Trade Routes with Naval Units. All Naval Raider units gain +1
Movement and +1 Sight.
Royal Navy Dockyard
A district unique to England for naval activity in your city. Replaces the Harbor district. Also removes the Movement penalty for embarking and disembarking to and from this tile. Must be built on Coast or Lake Terrain adjacent to land.
+1 Movement for all naval units built in Dockyard
+2 Gold as adjacency and +4 Loyalty per turn when built on a foreign continent. Cannot be built on Reef.
Sea Dog
English unique Renaissance era naval unit that replaces the Privateer. Has a chance to capture defeated enemy ships. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.
England Victoria (Age of Empire)
Workshop of the World
Iron and
Coal Mines accumulate 2 more resources per turn. Harbor buildings increase Strategic Resource Stockpiles by +10 (on Standard speed). +100%
Production towards Military Engineers. Military Engineers receive +2
charges. Buildings that provide additional yields when
Powered receive +4 of that yield. +20%
Production towards Industrial Zone buildings.
Pax Britannica
Each time you found your first city on a continent other than your home continent receive a free melee unit and a Trade Route capacity. Constructing Royal Navy Dockyard grants you the strongest naval unit you can build. Gain the Redcoat unique unit when the Military Science technology is researched.
Lighthouse grants +1 Great Admiral point per turn.
Royal Navy Dockyard
A district unique to England for naval activity in your city. Replaces the Harbor district. Also removes the Movement penalty for embarking and disembarking to and from this tile. Must be built on Coast or Lake Terrain adjacent to land.
+1 Movement for all naval units built in Dockyard
+2 Gold as adjacency and +4 Loyalty per turn when built on a foreign continent. Cannot be built on Reef.
Redcoat
English unique Industrial era unit when Victoria is their leader that replaces the Line Infantry. +5 Combat Strength when fighting on a continent other than that of your capital's. No disembark cost.
Sea Dog
English unique Renaissance era naval unit that replaces the Privateer. Has a chance to capture defeated enemy ships. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.
England Victoria (Age of Steam)
Workshop of the World
Iron and
Coal Mines accumulate 2 more resources per turn. Harbor buildings increase Strategic Resource Stockpiles by +10 (on Standard speed). +100%
Production towards Military Engineers. Military Engineers receive +2
charges. Buildings that provide additional yields when
Powered receive +4 of that yield. +20%
Production towards Industrial Zone buildings.
Age of Steam
+10% Production in Cities for each Factory and Power Plant in that city. +1
Production to all improved Strategic Resources.
Royal Navy Dockyard
A district unique to England for naval activity in your city. Replaces the Harbor district. Also removes the Movement penalty for embarking and disembarking to and from this tile. Must be built on Coast or Lake Terrain adjacent to land.
+1 Movement for all naval units built in Dockyard
+2 Gold as adjacency and +4 Loyalty per turn when built on a foreign continent. Cannot be built on Reef.
Sea Dog
English unique Renaissance era naval unit that replaces the Privateer. Has a chance to capture defeated enemy ships. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.
Ethiopia Menelik II
Aksumite Legacy
Ethiopia's International Trade Routes grant +0.5 Faith per resource at the origin. Improved Resources provide +1
Faith. Can purchase Archaeological Museums and Archaeologists with
Faith.
Council of Ministers
Receive Science and
Culture equal to 10% of your
Faith generation in cities founded on Hills or Resources.
Rock-Hewn Church
The Drama and Poetry civic unlocks the Builder ability to construct a Rock-Hewn Church, unique to Ethiopia.
+1 Appeal to adjacent tiles.
+1 Faith for every adjacent Mountain and Hills tile. Provides
Tourism from
Faith after researching Flight.
Can only be built on Hills or Volcanic Soil not adjacent to another Rock-Hewn Church. Can only be pillaged (never destroyed) by natural disasters.
Oromo Cavalry
Ethiopian unique Medieval era unit that replaces the Courser. +1 Movement if starts in Hills and +4
Combat Strength when fighting in Hills. Has Sight of 3.
France Catherine de Medici (Black Queen)
Grand Tour
Receives a free Spy (and extra spy capacity) with the Castles technology. All spies start with a free promotion. +20%
Production toward Medieval, Renaissance, and Industrial era Wonders. +50%
Tourism from Wonders of any era.
Catherine's Flying Squadron
Has 1 level of Diplomatic Visibility greater than normal with every civilization that she's met.
Château
The Feudalism civic unlocks the Builder ability to construct a Chateau, unique to France.
+1 Culture, +1
Gold, +1
, +1
Housing, and +1 Appeal to adjacent tiles.
+1 Culture for each adjacent wonder, increasing to +2
with the Flight technology. +2
Gold if built next to River. +1
Culture and +1
Gold for each adjacent Luxury resource. Provides
Tourism after researching Flight.
Cannot be built adjacent to another Chateau.
Garde Impériale
French unique Industrial era melee unit that replaces the Line Infantry. +5 Combat Strength when fighting on your capital's continent. +10
Great General points when killing an enemy unit.
France Catherine de Medici (Magnificence)
Grand Tour
Receives a free Spy (and extra spy capacity) with the Castles technology. All spies start with a free promotion. +20%
Production toward Medieval, Renaissance, and Industrial era Wonders. +50%
Tourism from Wonders of any era.
Catherine’s Magnificences
Improved resources receive +1 Culture after researching Craftsmanship. Improved resources adjacent to Theater Square districts and/or Chateau receive +1
Culture. May initiate the Court Festival unique project in any city with a Theater Square district.
Château
The Feudalism civic unlocks the Builder ability to construct a Chateau, unique to France.
+1 Culture, +1
Gold, +1
, +1
Housing, and +1 Appeal to adjacent tiles.
+1 Culture for each adjacent wonder, increasing to +2
with the Flight technology. +2
Gold if built next to River. +1
Culture and +1
Gold for each adjacent Luxury resource. Provides
Tourism after researching Flight.
Cannot be built adjacent to another Chateau.
Garde Impériale
French unique Industrial era melee unit that replaces the Line Infantry. +5 Combat Strength when fighting on your capital's continent. +10
Great General points when killing an enemy unit.
France Eleanor of Aquitaine (France)
Grand Tour
Receives a free Spy (and extra spy capacity) with the Castles technology. All spies start with a free promotion. +20%
Production toward Medieval, Renaissance, and Industrial era Wonders. +50%
Tourism from Wonders of any era.
Court of Love
+100% Production to Theater Square Buildings. Great Works in Eleanor's cities each cause -1 Loyalty per turn in foreign cities within 9 tiles. A city that leaves another civilization due to a loss of Loyalty and is currently receiving the most Loyalty per turn from Eleanor's civilization skips the Free City step to join this civilization.
Great Works receive additional yields (+1 for Writings and Relics, +2 for Art and Artifacts, +4 for Music) based on the districts built in this city: Science for Campus,
Culture for Theater Square,
Gold for Harbor or Commercial Hub,
Faith for Holy Site,
Production for Industrial Zone, and
Food for Neighborhood.
(Can't receive other bonus yields on great works by City-states)
Château
The Feudalism civic unlocks the Builder ability to construct a Chateau, unique to France.
+1 Culture, +1
Gold, +1
, +1
Housing, and +1 Appeal to adjacent tiles.
+1 Culture for each adjacent wonder, increasing to +2
with the Flight technology. +2
Gold if built next to River. +1
Culture and +1
Gold for each adjacent Luxury resource. Provides
Tourism after researching Flight.
Cannot be built adjacent to another Chateau.
Garde Impériale
French unique Industrial era melee unit that replaces the Line Infantry. +5 Combat Strength when fighting on your capital's continent. +10
Great General points when killing an enemy unit.
Gaul Ambiorix
Hallstatt Culture
Mines provide a minor adjacency bonus for all districts and receive +1 Culture once Bronze Working technology is researched. Specialty districts do not receive a minor adjacency for being adjacent to another district and these districts cannot be built adjacent to the City Center.
King of the Eburones
Melee and anti-cavalry units receive +1 Combat Strength for every adjacent combat unit.
Oppidum
A district unique to Gaul that is cheaper and available earlier than the district it replaces, the Industrial Zone. The Oppidum district is defensible with a ranged attack.
+2 Production adjacency bonus from Quarries and strategic resources. Triggers a Culture Bomb of unowned territory when completed.
Gaesatae
Gallic unique Ancient era unit that replaces the Warrior. This unit has increased cost and receives +10 Combat Strength when fighting units with a higher base Combat Strength. +5
Combat Strength vs. district defenses.
Georgia Tamar
Strength in Unity
When making Dedications at the beginning of a Golden Age or
Heroic Age, receive the
Normal Age bonus towards improving Era Score in addition to the other bonus. +50%
Production towards walls.
Glory of the World, Kingdom and Faith
Killing a unit provides Faith equal to 50% of the defeated unit's base
Combat Strength (on Online speed). Each
Envoy you send to a City-state of your majority Religion counts as two
Envoys (must have a majority Religion). Earn +1
Faith per Envoy in a City-state.
Tsikhe
A building unique to Georgia which replaces and is stronger than Ancient Walls. +4 Faith and +1
Culture. Provides +1
Tourism after advancing to the Conservation Civic. +3
Faith and +100%
Tourism when in a
Golden or
Heroic Age.
Khevsur
Georgian unique Medieval Era unit that replaces the Man-At-Arms. +7 Combat Strength bonus when fighting in hill terrain. No
Movement penalty in hill terrain.
Germany Frederick Barbarossa
Free Imperial Cities
After unlocking the Guilds civic, each city can build one more district than usual (exceeding the normal limit based on
Population).
Holy Roman Emperor
One extra Military policy slot in any government. +7
Combat Strength when attacking city-states.
Hansa
A district unique to Germany for industrial activity. Replaces the Industrial Zone district and cheaper to build.
+ 2 Production bonus for each adjacent Commercial Hub, Aqueduct, Canal, and Dam districts. +1
Production bonus for each adjacent resource. +1
Production bonus for every two adjacent district tiles.
U-Boat
German unique Modern era naval unit that replaces the Submarine. Cheaper to produce, +1 Sight, and +10 Combat Strength when fighting on Ocean tiles. Able to reveal other stealthed units.
Germany Ludwig II
Free Imperial Cities
After unlocking the Guilds civic, each city can build one more district than usual (exceeding the normal limit based on
Population).
Swan King
Wonders (complete and incomplete) receive +1 Culture for every adjacent District as adjacency bonus, increasing to +2 after Policical Philosophy. All
Culture adjacencies provide
Tourism after discovering Castles.
Hansa
A district unique to Germany for industrial activity. Replaces the Industrial Zone district and cheaper to build.
+ 2 Production bonus for each adjacent Commercial Hub, Aqueduct, Canal, and Dam districts. +1
Production bonus for each adjacent resource. +1
Production bonus for every two adjacent district tiles.
U-Boat
German unique Modern era naval unit that replaces the Submarine. Cheaper to produce, +1 Sight, and +10 Combat Strength when fighting on Ocean tiles. Able to reveal other stealthed units.
Gran Colombia Simón Bolívar
Ejército Patriota
+1 Movement for all military units after researching the Political Philosophy civic. Promoting Cavalry units, Air units and Spies does not end these units' turn.
Campaña Admirable
Earn a Comandante General when the game enters a new era. May not recruit Great Generals.
Hacienda
The Medieval Faires civic unlocks the Builder ability to construct a Hacienda, unique to Gran Colombia.
+2 Gold, +1
Production, and +0.5
Housing.
+1 Food for every 2 adjacent Plantations, increasing to +1
Food for every adjacent Plantation with the Replaceable Parts technology. Plantations and Haciendas receive +1
Production for every 2 adjacent Haciendas, increasing to +1
Production for every adjacent Hacienda with Mercantilism.
Can be built on Plains and Grassland.
Llanero
Gran Colombian Industrial era unique unit that replaces the Cavalry. Low maintenance cost. +2 Combat Strength for every adjacent Llanero. Fully heals when in range of a Comandante General that activates its retire ability.
Comandante General
A special type of Great Person only available to Simón Bolívar. Each has unique abilities, including a passive effect, and a Retire effect.
Greece Gorgo
Plato's Republic
One extra Wildcard policy slot in any government after researching the Early Empire civic.
Thermopylae
Combat victories provide Culture equal to 50% of the
Combat Strength of the defeated unit (on Online speed).
+1 Combat Strength for each Military policy slot in your
government.
Acropolis
A district unique to Greece that replaces the Theater Square district and is cheaper to build.
+1 Culture bonus for each adjacent district. Additional +1
Culture bonus for adjacent City Center, +2
Culture bonus for each adjacent wonder, Entertainment Complex, and Water Park. Can only be built on Hills.
Hoplite
Greek unique Ancient era anti-cavalry unit that replaces the Spearman. +7 Combat Strength if there is at least one adjacent Hoplite unit.
Greece Pericles
Plato's Republic
One extra Wildcard policy slot in any government after researching the Early Empire civic.
Surrounded by Glory
+5% Culture per City-state you are the Suzerain of.
Awards 1 envoy when an Amphitheater is completed.
Acropolis
A district unique to Greece that replaces the Theater Square district and is cheaper to build.
+1 Culture bonus for each adjacent district. Additional +1
Culture bonus for adjacent City Center, +2
Culture bonus for each adjacent wonder, Entertainment Complex, and Water Park. Can only be built on Hills.
Hoplite
Greek unique Ancient era anti-cavalry unit that replaces the Spearman. +7 Combat Strength if there is at least one adjacent Hoplite unit.
Hungary Matthias Corvinus
Pearl of the Danube
+50% Production to
Districts and Buildings constructed across a river from a City Center.
Raven King
Levied units gain an ability giving them +1 Movement. It cost 75% less
Gold and resources to upgrade Levied units. If you Levy troops from a City-state, receive 1
Envoys with that City-state. Levied units receive +3
combat strength. Gain the Black Army unique unit when the Castles technology is researched.
One extra Diplomatic policy slot in any government after discovering Political Philosophy civic.
Thermal Bath
A building unique to Hungary. +2 Amenities and +2
Production extends to each city center within 6 tiles. These bonuses apply once to a city, and multiple copies of this building within 6 tiles of a city center do not provide additional bonuses.
This city receives +3 Tourism and +2 additional
Amenities if there is at least one Geothermal Fissure in this city's borders.
Black Army
Hungarian unique Medieval Era unit that replaces the Courser. +2 Combat Strength from each adjacent Levied unit.
Huszár
Hungarian unique Industrial era unit that replaces Cavalry. +2 Combat Strength from every City-state of which you are suzerain.
Inca Pachacuti
Mit’a
Citizens can work Mountain tiles. Mountain tiles provide +2 Production, increasing to +3
Production after you reach the Industrial Era, and +1
Food for each adjacent Terrace Farm.
Qhapaq Ñan
Domestic Trade Routes gain +1
Food for every Mountain tile in the origin city. International
Trade Routes gain +1
Gold for every Mountain tile in the origin city. -50% of the normal
Gold cost to purchase Mountain tiles. Gain the Qhapaq Ñan improvement when Foreign Trade civic is discovered.
Qhapaq Ñan
Unlocks the Builder ability to construct a Qhapaq Ñan, unique to Pachacuti.
Acts as a movement portal on a mountain range, allowing units to move into it and exit from another portal at the cost of 2 Movement.
Trade Routes traveling through it can multiply the
Gold they get from districts at their destination. Can only be built on an adjacent Mountain tile. Cannot be pillaged or removed.
Terrace Farm
Unlocks the Builder ability to construct a Terrace Farm, unique to the Inca.
+1 Food. Provides +1
Housing. +1
Food for each adjacent Mountain Tile. Gain +2
Production for each adjacent Aqueduct district. Receive +1
Production if adjacent to Fresh Water and not an Aqueduct district. Additional
Food as you advance through the Civics and Technology Tree for adjacency with other Terrace Farms. Can be placed on Grassland Hills, Plains Hills, and Desert Hills.
Warak’aq
Incan unique Medieval Era unit that replaces the Skirmisher. Stronger at ranged combat than the Skirmisher and +1 additional attack per turn.
India Chandragupta
Dharma
Receives Follower Belief bonuses in a city from each Religion that has at least 1 Follower. Cities gain an Amenity for every Religion with at least 1 Follower. Missionaries have +2 spreads. +100% Religious pressure from your
Trade Routes.
Arthashastra
+1 Combat Strength for each building in Holy Site district for all newly trained military units in the city. Shrines grant +1
Movement and Temples grant +1 Sight for all newly trained military units in the city. Shrines grant +1 Great General point.
Once required Civics are unlocked, allows cities with Worship building to train Corps or
Armies directly and their costs reduced by 25%.
Stepwell
The Irrigation technology unlocks the Builder ability to construct a Stepwell, unique to India.
+1 Food, +1
Faith, and +1
Housing.
Additional +1 Food and +1
Faith with the Feudalism civic. +1
Faith if adjacent to a Holy Site district. +1
Food for each adjacent Farm.
Cannot be built on Hills or adjacent to another Stepwell.
Varu
Indian unique Classical era heavy cavalry unit. Has Sight of 3. Adjacent enemy units receive -5 Combat Strength.
India Gandhi
Dharma
Receives Follower Belief bonuses in a city from each Religion that has at least 1 Follower. Cities gain an Amenity for every Religion with at least 1 Follower. Missionaries have +2 spreads. +100% Religious pressure from your
Trade Routes.
Satyagraha
Grants an extra belief when founding a Religion. +5
Faith for each civilization (including India) they have met that has founded a Religion and is not currently at war.
Settlers and Builders receive +1 Movement. Opposing civilizations receive double the war weariness for fighting against Gandhi.
Stepwell
The Irrigation technology unlocks the Builder ability to construct a Stepwell, unique to India.
+1 Food, +1
Faith, and +1
Housing.
Additional +1 Food and +1
Faith with the Feudalism civic. +1
Faith if adjacent to a Holy Site district. +1
Food for each adjacent Farm.
Cannot be built on Hills or adjacent to another Stepwell.
Varu
Indian unique Classical era heavy cavalry unit. Has Sight of 3. Adjacent enemy units receive -5 Combat Strength.
Indonesia Gitarja
Great Nusantara
Coast and Lake tiles provide a minor adjacency bonus for Holy Site, Campus, Industrial Zone, and Theater Square districts. +1 Amenity from entertainment to each Entertainment Complex adjacent to a Coast or Lake tile.
Exalted Goddess of the Three Worlds
Naval units can be purchased with Faith. Religious units pay no movement to embark or disembark. +2
Faith to City Centers that are adjacent to Coast or Lake tiles.
Kampung
The Shipbuilding technology unlocks the Builder ability to construct a Kampung, unique to Indonesia.
+1 Production and +1
Housing.
+1 Food and +1
Faith for each adjacent Fishing Boat. Additional +1
Housing with the Mass Production technology. +1
Production with the Civil Engineering civic. Provides
Tourism from
Food after researching Flight.
Must be placed on a Coast or Lake tile adjacent to a sea resource.
Jong
Indonesian unique Medieval era naval unit that replaces the Frigate. Formation units all inherit escort's Movement speed and +5
Combat Strength when in a formation.
Japan Hojo Tokimune
Meiji Restoration
All districts receive an additional standard adjacency bonus for being adjacent to another
district. Commercial Hubs do not receive bonuses from adjacent rivers.
Divine Wind
Land units receive +5 Combat Strength in land tiles adjacent to Coast; naval units receive +5
Combat Strength in shallow water tiles. +100%
Production to Encampment, Holy Site and Theater Square districts. Units do not receive damage from Hurricanes. Civilizations that are at war with Japan receive +100% unit damage from Hurricanes in Japanese territory.
Electronics Factory
A building unique to Japan. Provides +4 Culture to this city after researching the Electricity technology. Its
Production bonus is extended to all City Centers within 6 tiles that do not already have a bonus from this building type.
Samurai
Japanese unique Medieval era melee unit that replaces the Man-At-Arms. Does not suffer combat penalties when damaged.
Japan Tokugawa
Meiji Restoration
All districts receive an additional standard adjacency bonus for being adjacent to another
district. Commercial Hubs do not receive bonuses from adjacent rivers.
Bakuhan
International Trade Routes receive -25% Yield and
Tourism, but Domestic
Trade Routes provide +1
Culture, +1
Science, and +1
Gold for every Specialty District at the Destination. Cities within 6 tiles of Japan's capital receive 100% Loyalty and after researching Flight receive +1
Tourism for every District.
Electronics Factory
A building unique to Japan. Provides +4 Culture to this city after researching the Electricity technology. Its
Production bonus is extended to all City Centers within 6 tiles that do not already have a bonus from this building type.
Samurai
Japanese unique Medieval era melee unit that replaces the Man-At-Arms. Does not suffer combat penalties when damaged.
Khmer Jayavarman VII
Grand Barays
Cities with an Aqueduct receive +1 Amenity. Farms provide +2
Food if adjacent to an Aqueduct and +1
Faith if adjacent to a Holy Site.
Monasteries of the King
Holy Sites are granted a standard adjacency in Faith from Rivers, +1
Food and +2
Housing if built adjacent to a River, and trigger a Culture Bomb when completed.
Prasat
+6 Faith. A building unique to Khmer. Replaces the Temple. Required to purchase Apostles and Inquisitors with
Faith. +0.3
Culture for every
population in this city. Once Flight is researched receive +10
Tourism if the city
population is 10 or higher and +20
Tourism if the city
population is 20 or higher.
Domrey
Khmer unique Medieval era siege unit that replaces the Trebuchet. This unit has a higher Melee and Range Strength than the Trebuchet. It can move and shoot in the same turn and exerts zone of control.
Kongo Mvemba a Nzinga
Nkisi
Artifacts and
Sculptures grant additional +2
Food, +2
Production, +4
Gold and +4
Faith. Palace has slots for 5 Great Works.
Receive 50% more Great Writer,
Great Artist,
Great Musician, and
Great Merchant points. +100%
Production to Archaeologists.
Religious Convert
May not build Holy Site districts, gain Great Prophets, or found Religions. Receives an Apostle (of that city's majority Religion) each time he finishes a M'banza or Theater Square district.
Relics grant additional +2
Food, +2
Production, +4
Gold and +1
Faith. Receive a
Relic for each Government Plaza building.
All land combat units ignore Rainforest and Woods Movement penalty.
Mbanza
A district unique to Kongo that can only be constructed in Rainforest or Woods. Replaces the Neighborhood district but is available earlier and cheaper to build. Provides +5 Housing , +2
Food, and +4
Gold, regardless of Appeal.
Ngao Mbeba
Kongo unique Classical era unit that replaces the Swordsman. +10 Combat Strength when defending against ranged attacks. Can see through Woods and Rainforests.
Kongo Nzinga Mbande
Nkisi
Artifacts and
Sculptures grant additional +2
Food, +2
Production, +4
Gold and +4
Faith. Palace has slots for 5 Great Works.
Receive 50% more Great Writer,
Great Artist,
Great Musician, and
Great Merchant points. +100%
Production to Archaeologists.
Queen of Ndongo and Matamba
+10% Gold and 10%
Culture in cities with a Mbanza (does not stack with multiples). Mbanza provides +2 adjacency to Commercial Hubs and Theater Squares. Archaeologists are 50% cheaper to purchase.
Mbanza
A district unique to Kongo that can only be constructed in Rainforest or Woods. Replaces the Neighborhood district but is available earlier and cheaper to build. Provides +5 Housing , +2
Food, and +4
Gold, regardless of Appeal.
Ngao Mbeba
Kongo unique Classical era unit that replaces the Swordsman. +10 Combat Strength when defending against ranged attacks. Can see through Woods and Rainforests.
Korea Sejong
Three Kingdoms
Mines receive +1 Science for every adjacent Seowon district. Farms receive +1
Food for every adjacent Seowon district.
Hangul
When you complete your first Technology from a new Era, receive your Science per turn as
Culture.
Seowon
A district unique to Korea that replaces the Campus. +2 Science base adjacency. +1
Science for every 2 adjacent mines. -1
Science for each adjacent District except Theater Square. Provides +1
Culture to adjacent Theater Squares. Culture bombs adjacent tiles when completed. Must be built on hills.
Hwacha
Korean unique Renaissance Era unit that replaces the Field Cannon. High Ranged Attack Strength. Cannot move and attack in the same turn.
Korea Seondeok
Three Kingdoms
Mines receive +1 Science for every adjacent Seowon district. Farms receive +1
Food for every adjacent Seowon district.
Hwarang
Governors established in a city provide +3%
Culture and
Science for each Promotion they have earned, including their first.
Seowon
A district unique to Korea that replaces the Campus. +2 Science base adjacency. +1
Science for every 2 adjacent mines. -1
Science for each adjacent District except Theater Square. Provides +1
Culture to adjacent Theater Squares. Culture bombs adjacent tiles when completed. Must be built on hills.
Hwacha
Korean unique Renaissance Era unit that replaces the Field Cannon. High Ranged Attack Strength. Cannot move and attack in the same turn.
Macedon Alexander
Hellenistic Fusion
Receive boosts upon city conquest: +20% Production in all cities for 10
turns, as well as a
Eureka for each Encampment or Campus in the conquered city and an
Inspiration for each Holy Site or Theater Square. Receive an extra Military Policy slot after researching the Political Philosophy civic.
To World's End
Combat victories provide Science equal to 25% of the
Combat Strength of the defeated unit (on Online speed). Cities do not incur war weariness. All military units heal completely when this player captures a city with a world wonder.
Basilikoi Paides
A building unique to Macedon. +25% combat experience for all melee, ranged land units, and Hetairoi trained in this city. Gain Science equal to 25% of the unit's
Production cost when a non-civilian unit is trained in this city.
Strategic Resource Stockpiles increased +10 (on Standard speed).
May not be built in an Encampment district that already has a Stable.
Hetairoi
Macedonian unique heavy cavalry unit. Additional +5 Combat Strength when adjacent to a
Great General from any era. +5
Great General points when killing an enemy unit. Starts with
free Promotion.
Hypaspist
Macedonian unique melee unit that replaces the Swordsman. +10 Combat Strength when besieging districts. Receives +50% Additional Support Bonus.
Mali Mansa Musa
Songs of the Jeli
City Centers gain +2 Food if adjacent to at least 2 Desert tiles and +1
Faith for every adjacent Desert tile. Desert Tiles receive +1
Food. -20%
Production toward all production.
Mines receive -1 Production and +2
Gold and an additional +2
Gold after researching Banking. May purchase Commercial Hub district buildings with
Faith. -50% of the normal cost to purchase Desert tiles.
Sahel Merchants
International Trade Routes gain +1
Gold for every flat Desert tile in the origin city. Receive +1
Trade Capacity every time you enter a Golden Age.
Suguba
A district unique to Mali specializing in finance and trade that replaces the Commercial Hub. Units, Buildings, and Districts are 10% cheaper to purchase with Gold and
Faith in this City.
+2 Gold bonus for each adjacent Holy Site. +1
Gold bonus from a tile containing a River edge or an Oasis. +1
Gold bonus for every two adjacent district tiles.
Mandekalu Cavalry
Mali unique Medieval Era unit that replaces the Knight. Trader units are immune to being plundered if they are within 4 tiles of a Mandekalu Cavalry and on a land tile. Combat victories provide Gold equal to 50% of that unit's base
Combat Strength (on Online speed).
Mali Sundiata Keita
Songs of the Jeli
City Centers gain +2 Food if adjacent to at least 2 Desert tiles and +1
Faith for every adjacent Desert tile. Desert Tiles receive +1
Food. -20%
Production toward all production.
Mines receive -1 Production and +2
Gold and an additional +2
Gold after researching Banking. May purchase Commercial Hub district buildings with
Faith. -50% of the normal cost to purchase Desert tiles.
Sogolon
It costs 20% less Gold to recruit Great People and the Market gains 2
Great Writing slots in Cities founded by Mali.
Great Works of Writing receive +4
Gold and +2
Production.
Suguba
A district unique to Mali specializing in finance and trade that replaces the Commercial Hub. Units, Buildings, and Districts are 10% cheaper to purchase with Gold and
Faith in this City.
+2 Gold bonus for each adjacent Holy Site. +1
Gold bonus from a tile containing a River edge or an Oasis. +1
Gold bonus for every two adjacent district tiles.
Mandekalu Cavalry
Mali unique Medieval Era unit that replaces the Knight. Trader units are immune to being plundered if they are within 4 tiles of a Mandekalu Cavalry and on a land tile. Combat victories provide Gold equal to 50% of that unit's base
Combat Strength (on Online speed).
Māori Kupe
Mana
Embarked units gain +2 Movement after researching the Ship Building technology. Unimproved Woods and Rainforest gain +1
Production once Early Empire is researched. Additional +1
Production from Mercantilism and +2
Production from Conservation. Fishing Boats provide +1
Food and a Culture Bomb to adjacent tiles. Resources cannot be harvested.
Great Writers cannot be earned.
Kupe's Voyage
Settlers can embark after researching the Sailing technology.
Marae
A building unique to the Māori. +1 Culture and
Faith to all of this city's tiles with a passable feature or natural wonder. After Flight is researched receive +1
Tourism to all of this city's tiles with a feature or natural wonder. Costs no maintenance. Has no Great Work slots.
Pā
Unlocks the Toa ability to construct a Pā, unique to Māori.
Occupying unit receives +4 Defense Strength, and automatically gains 2 turns of fortification. A Māori unit occupying a Pā heals even if they just moved or attacked. Must be built on a Hill tile.
Toa
Māori unique Classical era melee unit. Adjacent enemy units receive -5 Combat Strength. Has 1
charge to build PÄ improvement.
Mapuche Lautaro
Toqui
Cities with an Established Governor provide +5%
Culture, +5%
Production, and +10% experience in combat towards all units trained in this city. These numbers are tripled in cities not founded by the Mapuche. All cities within 9 tiles of a city with your
Governor gain +4 Loyalty per turn towards your civilization.
Swift Hawk
+5 Combat Strength when fighting Free Cities or civilizations that are in a
Golden or
Heroic Age. Defeating an enemy unit within the borders of an enemy city causes that city to lose 15 Loyalty, doubled if that civilization is in a
Golden or
Heroic Age.
Chemamull
The Craftsmanship civic unlocks the Builder ability to construct a Chemamull, unique to Mapuche.
+1 Production. Provides
Culture equal to 75% of the tile's Appeal.
Additional +1 Production with the Civil Service civic. Provides
Tourism after researching Flight.
Minimum Appeal of Breathtaking.
Malón Raider
Mapuche unique Medieval Era unit that replaces the Courser. +1 Movement. Starts with
free Promotion.
Maya Lady Six Sky
Mayab
Settling adjacent to Fresh Water and Coast does not provide extra Housing. The Palace receives +1
Housing. Farms provides an additional +1
Housing, +1
Production for every adjacent Observatory, and +1
Gold. Plantations provide +2
Science for each adjacent Observatory after Education. +1
Amenity for every Luxury adjacent to the City Center.
Ix Mutal Ajaw
Non-capital cities within 6 tiles of the Capital gain +5% to all yields. Other non-capital cities receive -10% to all yields.
Observatory
A district unique to the Maya for scientific endeavors. Replaces the Campus district and cheaper to build.
+1 Science bonus for adjacent Plantations. +1
Science bonus for every two adjacent Farm or district tiles.
Hul'che
Mayan unique Ancient Era ranged unit that replaces the Archer. Strong ranged attack. +5 Combat Strength when fighting a wounded opponent.
Mongolia Genghis Khan
Örtöö
All Mongolian units double the usual Combat Bonus for having a higher level of
Diplomatic Visibility than their opponent. Starting a
Trade Route immediately creates a
Trading Post in the destination city.
Mongol Horde
All cavalry class units gain +3 Combat Strength and a chance to capture defeated enemy cavalry class units.
Ordu
A building unique to Mongolia. Grants an ability that gives +1 Movement to Heavy and Light Cavalry trained in this city. +25% combat experience for all cavalry and siege class units trained in this city.
Strategic Resource Stockpiles increased +10 (on Standard Speed).
May not be built in an Encampment district that already has a Barracks.
Keshig
Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilian and support units at their higher Movement speed.
Mongolia Kublai Khan (Mongolia)
Örtöö
All Mongolian units double the usual Combat Bonus for having a higher level of
Diplomatic Visibility than their opponent. Starting a
Trade Route immediately creates a
Trading Post in the destination city.
Gerege
One extra Economic policy slot in any government. Receive a random
Eureka and
Inspiration when establishing a
Trading Post in another Civilization's city for the first time.
+1 science and +1
culture per international trade route.
Ordu
A building unique to Mongolia. Grants an ability that gives +1 Movement to Heavy and Light Cavalry trained in this city. +25% combat experience for all cavalry and siege class units trained in this city.
Strategic Resource Stockpiles increased +10 (on Standard Speed).
May not be built in an Encampment district that already has a Barracks.
Keshig
Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilian and support units at their higher Movement speed.
Netherlands Wilhelmina
Grote Rivieren
Major adjacency bonus for Campuses, Theater Squares, and Industrial Zones if next to a river. Culture Bomb adjacent tiles when completing a Harbor. +50% Production toward the Dam district and Flood Barrier building.
Radio Oranje
Your Trade Routes to your own cities provide +2 Loyalty per turn for the starting city.
Trade Routes to foreign cities or from foreign cities provide +2
Culture to you and +1
Culture for the sender. +3
Combat Strength for all naval units when defending in Polder improvement. Dutch campuses provide +1 Great Admiral point.
Polder
The Feudalism civic unlocks the Builder ability to construct a Polder, unique to Netherlands.
+1 Food, +1
Production, and +0.5
Housing. +3
Combat Strength for Dutch naval units on Polder tiles.
+1 Food for every adjacent Polder, increasing to +2
Food for every adjacent Polder with the Replaceable Parts technology. +1
Production for every adjacent Harbor. +1
Production for every 2 adjacent Polders, increasing to +1
Production for every adjacent Polder with the Replaceable Parts technology. +4
Gold with the Civil Engineering civic.
Must be placed on a Coast or Lake tile adjacent to 1 or more passable land tiles.
De Zeven Provinciën
Netherlands unique Renaissance Era unit that replaces the Frigate. +7 Combat Strength when attacking defensible districts.
Norway Harald Hardrada (Varangian)
Knarr
Units gain the ability to enter Ocean tiles after researching the Shipbuilding technology. Naval melee units heal in neutral territory if they are on coast. Units ignore additional Movement costs from embarking and disembarking.
+50% Production toward Holy Site districts. Coast and Lake tiles provide a standard adjacency bonus to Holy Site district. Harbors receive a major adjacency bonus from Holy Sites.
Varangian Guard
75% Discount on Levying units and levied units receive Culture,
Faith, and
Science from kills equal to 50% of the opponent's
Combat Strength. +1 Movement to levied units.
+25% production to Holy Site buildings. Stave Church generates +1 Influence point. +10 Science and +10
Culture (standard speed) per population when converting a city to your religion for the first time using a religious unit.
Stave Church
A building unique to Norway that replaces the Temple. +1 to each resource tile in this city and +1
Production for each coastal resource tile in this city. Required to purchase Apostles and Inquisitors with
Faith.
Berserker
Norwegian unique Medieval era unit. +2 Movement if this unit starts in enemy territory or is embarked. +10
Combat Strength when attacking. Can be purchased with
Faith.
Norway Harald Hardrada (Konge)
Knarr
Units gain the ability to enter Ocean tiles after researching the Shipbuilding technology. Naval melee units heal in neutral territory if they are on coast. Units ignore additional Movement costs from embarking and disembarking.
+50% Production toward Holy Site districts. Coast and Lake tiles provide a standard adjacency bonus to Holy Site district. Harbors receive a major adjacency bonus from Holy Sites.
Thunderbolt of the North
+25% Production to Naval Melee Units. Naval Melee units can perform coastal raids. Receive additional yields from pillaging or performing coastal raids:
Science from Mines,
Culture from Quarries, Pastures, Plantations, and Camps.
Stave Church
A building unique to Norway that replaces the Temple. +1 to each resource tile in this city and +1
Production for each coastal resource tile in this city. Required to purchase Apostles and Inquisitors with
Faith.
Berserker
Norwegian unique Medieval era unit. +2 Movement if this unit starts in enemy territory or is embarked. +10
Combat Strength when attacking. Can be purchased with
Faith.
Viking Longship
Norwegian unique Ancient era naval unit that replaces the Galley. Can pillage enemy coastal lands and capture civilians if adjacent using its coastal raiding ability. 4 Movement while in coastal waters.
Nubia Amanitore
Ta-Seti
+30% Production toward Ranged and Naval Ranged units. All Ranged and Naval Ranged units gain +50% combat experience. Mines over strategic resources provide +1
. Mines over bonus and luxury resources provide +2
Gold.
Kandake of Meroë
+20% Production towards all
districts, increasing to +40%
Production if there is a Nubian Pyramid adjacent to the City Center.
Nubian Pyramid
The Craftsmanship civic unlocks the Builder ability to construct a Nubian Pyramid, unique to Nubia.
+1 Food and +2
Faith.
Receives additional yields from adjacent districts:
+2 Food for the City Center,
+2 Science per adjacent Campus,
+2 Production per adjacent Industrial Zone,
+2 Culture per adjacent Theater Square,
+2 Faith per adjacent Holy Site,
+2 Gold per adjacent Commercial Hub and Harbor.
Must be built on Desert, Desert Hills, Floodplains, Plains, or Grassland. Cannot be built next to another Nubian Pyramid.
Pítati Archer
Nubian unique Ancient era unit that replaces the Archer. Stronger than the Archer with extra Movement. Upgrades to Crossbowman.
Ottomans Suleiman (Kanuni)
Great Turkish Bombard
+50% Production toward siege units. All siege units gain +5
Combat Strength against district defenses. Conquered cities do not lose
Population. Cities not founded by the Ottomans gain +1
Amenity and +4 Loyalty per turn.
Grand Vizier
Exclusive unique Governor with military and diplomatic abilities. Gain the Janissary unique unit and a Governor Title when the Gunpowder technology is researched.
Grand Bazaar
A building unique to the Ottomans. Accumulate 1 extra Strategic resource for every different type of Strategic resource this city has improved. Receive 1 Amenity for every Luxury resource this city has improved. Grants a
Governor Title when constructed for the first time.
+1 Trade route capacity.
+2 Gold for each
trade routes from this city.
+1 Gold for each
trade routes to this city.
Barbary Corsair
Ottoman unique Medieval era naval unit that replaces the Privateer. Can enter Ocean tiles regardless of researched Technologies. It costs no Movement to coastal raid. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.
Janissary
Ottoman unique Renaissance Era unit that replaces the Musketman. Starts with a free promotion. Stronger and cheaper than the Musketman. To train a Janissary a city must have a population of at least 2. If a city is founded by the Ottomans and trains a Janissary it loses a population.
Ottomans Suleiman (Muhteşem)
Great Turkish Bombard
+50% Production toward siege units. All siege units gain +5
Combat Strength against district defenses. Conquered cities do not lose
Population. Cities not founded by the Ottomans gain +1
Amenity and +4 Loyalty per turn.
The Magnificent
+10% Science and
Culture when in a
Golden Age or
Heroic Age. +4
Combat Strength when not in a
Golden Age or
Heroic Age against Civilizations who are also not in a
Golden Age or
Heroic Age.
Grand Bazaar
A building unique to the Ottomans. Accumulate 1 extra Strategic resource for every different type of Strategic resource this city has improved. Receive 1 Amenity for every Luxury resource this city has improved. Grants a
Governor Title when constructed for the first time.
+1 Trade route capacity.
+2 Gold for each
trade routes from this city.
+1 Gold for each
trade routes to this city.
Barbary Corsair
Ottoman unique Medieval era naval unit that replaces the Privateer. Can enter Ocean tiles regardless of researched Technologies. It costs no Movement to coastal raid. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.
Persia Cyrus
Satrapies
+1 Trade Route capacity with Political Philosophy civic. Receive +2
Gold for domestic Trade Routes, additional +2
Gold from the Banking and Economics technologies. Roads built in your territory are one level more advanced than usual.
Fall of Babylon
All units get +3 Combat Strength when attacking. +5 Loyalty per turn in occupied cities with a garrisoned unit. Declaring a Surprise War counts as a Formal War for the purposes of
Grievances and warmongering.
Receive +1 Culture for domestic Trade Routes, additional +2
Culture from the Medieval Faires and Urbanization civics.
Pairidaeza
The Early Empire civic unlocks the Builder ability to construct a Pairidaeza, unique to Persia.
+1 Culture, +2
Gold, +1
Housing, and +1 Appeal to adjacent tiles.
+1 Culture for each adjacent City Center, Holy Site, Campus, and Theater Square. +1
Gold for each adjacent City Center, Commercial Hub, Harbor, and Industrial Zone. Additional +1
Culture with the Diplomatic Service civic. Provides
Tourism after researching Flight.
Cannot be built on Snow tiles, Tundra tiles or Floodplains. Cannot be build next to another Pairidaeza.
Immortal
Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
Persia Nader Shah
Satrapies
+1 Trade Route capacity with Political Philosophy civic. Receive +2
Gold for domestic Trade Routes, additional +2
Gold from the Banking and Economics technologies. Roads built in your territory are one level more advanced than usual.
Sword of Persia
+5 Combat Strength when attacking Defensible Districts and full health Units.
Receive +1 Science for domestic Trade Routes, additional +2
Science from the Education and Scientific Theory technologies.
Pairidaeza
The Early Empire civic unlocks the Builder ability to construct a Pairidaeza, unique to Persia.
+1 Culture, +2
Gold, +1
Housing, and +1 Appeal to adjacent tiles.
+1 Culture for each adjacent City Center, Holy Site, Campus, and Theater Square. +1
Gold for each adjacent City Center, Commercial Hub, Harbor, and Industrial Zone. Additional +1
Culture with the Diplomatic Service civic. Provides
Tourism after researching Flight.
Cannot be built on Snow tiles, Tundra tiles or Floodplains. Cannot be build next to another Pairidaeza.
Immortal
Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
Phoenicia Dido
Mediterranean Colonies
Begin the game with the Writing technology Eureka. Coastal cities founded by Phoenicia and located on the same continent as the Phoenician
Capital are 100% Loyal. Settlers gain +2
Movement and +2 sight range while embarked. Settlers ignore additional
Movement costs from embarking and disembarking.
Founder of Carthage
Can move their original Capital to any city with a Cothon they founded by completing a unique project in that city. +1
Trade Route capacity for each Government Plaza building. +50%
Production toward
districts in the city with the Government Plaza.
Cothon
A district unique to Phoenicia for naval activity in your city. Replaces the Harbor district and cheaper to build. Must be built on Coast or Lake Terrain adjacent to land.
+25% Production towards naval units and Settlers in this city.
Bireme
Phoenician unique Ancient Era unit that replaces the Galley. Increased Combat Strength and
Movement. Trader units are immune to being plundered if they are within 4 tiles of a Bireme and on a water tile.
Poland Jadwiga
Golden Liberty
Culture Bomb adjacent tiles when completing an Encampment or Fort inside friendly territory. One Military policy slot in the current government is converted to a Wildcard policy slot.
Lithuanian Union
The Religion founded by Poland becomes the majority in an adjacent city that loses a tile to a Polish Culture Bomb.
Holy Sites gain standard Faith adjacency bonus from adjacent districts.
All Relics generate an additional +2
Faith, +2
Culture, and +4
Gold. Receive a
Relic when founding and when completing a Religion.
Sukiennice
A building unique to Poland. International Trade Routes from this city gain +2
Production; domestic
Trade Routes gain +4
Gold. +1
Trade Route capacity, if this city does not yet have a Lighthouse building.
Winged Hussar
Polish unique Renaissance era unit that replaces the Cuirassier. Pushes defending enemy units back from their hex in any battle where they score more damage. Defenders that cannot retreat suffer additional damage.
Portugal João III
Casa da Índia
International Trade Routes must originate from a coastal city and can only reach cities on the coast or with a Harbor, but receive +50%
Gold after researching Cartography, +50%
after researching Education, and +50%
after researching Medieval Faires. Trader units have +50% range over water, and can embark as soon as they are unlocked.
Porta do Cerco
All units receive +1 Sight. +1 Trade Route capacity when entering a new era (ancient era included). Open Borders with all City-States.
Navigation School
A building unique to Portugal. +25% Production towards naval units in this city. +1
Science for every two coast or lake tiles in this city. +1
Great Admiral and +1
Great Scientist point per turn.
Feitoria
Unlocks the Nau ability to construct a Feitoria, unique to Portugal.
+4 Gold and +1
Production. Trade routes sent to this city from Portugal gain +2
Gold and +1
Production.
Can only be built adjacent to Luxury or Bonus resources in territory belonging to other Civilizations or City-states that you have Open Borders with. Must be built on a Coast or Lake tile adjacent to land and not adjacent to another Feitoria. Feitorias cannot be removed.
Nau
Portuguese unique naval melee unit that replaces the Caravel. Starts with free Promotion and is less maintenance. Has 2
charge to build Feitorias.
Rome Julius Caesar
All Roads Lead to Rome
All cities you found or conquer start with a Trading Post. If in Trade Route range of your
Capital, they also start with a road to it. Your
Trade Routes earn +1
Gold for passing through Trading Posts in your own cities.
Veni, Vidi, Vici
+150 Gold when you conquer a city for the first time or when you capture a
Barbarian Outpost, increasing to +250
Gold after researching Metal Casting and +350
Gold after Steel (on Standard speed). When targeting Barbarians, receive +5 Combat Strength and always earn normal XP.
Receive a free melee unit each time you found a non-capital city and in your capital after researching Code of Laws. Gain an extra Wildcard Policy slot when capturing and retaining at least one city founded by a major civilization and owned by a major civilization at the time of capture (maximum 1 extra wildcard slot).
All Units receive +100% Combat Experience.
Bath
A district unique to Rome for city growth. Replaces the Aqueduct district and cheaper to build.
It provides this city with a source of fresh water from an adjacent River, Lake, Oasis, or Mountain. Cities that do not yet have existing fresh water receive up to 6 Housing. Cities that already have existing fresh water will instead get +2
Housing. If built adjacent to a Geothermal Fissure +1
Amenity. In all cases the Bath provides an additional bonus of +2
Housing and +1
Amenity. Prevents
Food loss during Drought. Must be built adjacent to the City Center. Military Engineers can spend a charge to complete 20% of a Bath's production.
Legion
Roman unique Classical era melee unit that replaces the Swordsman. Has 1 charge to build a Roman Fort.
Rome Trajan
All Roads Lead to Rome
All cities you found or conquer start with a Trading Post. If in Trade Route range of your
Capital, they also start with a road to it. Your
Trade Routes earn +1
Gold for passing through Trading Posts in your own cities.
Trajan's Column
All founded cities get free Monument building after unlocking the Code of Laws civic.
Bath
A district unique to Rome for city growth. Replaces the Aqueduct district and cheaper to build.
It provides this city with a source of fresh water from an adjacent River, Lake, Oasis, or Mountain. Cities that do not yet have existing fresh water receive up to 6 Housing. Cities that already have existing fresh water will instead get +2
Housing. If built adjacent to a Geothermal Fissure +1
Amenity. In all cases the Bath provides an additional bonus of +2
Housing and +1
Amenity. Prevents
Food loss during Drought. Must be built adjacent to the City Center. Military Engineers can spend a charge to complete 20% of a Bath's production.
Legion
Roman unique Classical era melee unit that replaces the Swordsman. Has 1 charge to build a Roman Fort.
Russia Peter
Mother Russia
Extra territory upon founding cities. +1 Faith for your Empire. +1
Production from Tundra tiles.
Units do not receive damage from Blizzards. Civilizations that are at war with Russia receive +100% unit damage from Blizzards in Russian territory.
The Grand Embassy
Receives Science or
Culture from
Trade Routes to civilizations that are more advanced than Russia. +1 per 3 technologies or civics ahead.
Lavra
A district unique to Russia for religious activity. Replaces the Holy Site district and cheaper to build.
Your city border grows by one tile each time a Great Person is used in one of this cities districts. The Lavra provides +1
Great Writer point per turn with a Temple and +1
Great Artist point per turn with a Worship building.
Cossack
Russian unique Industrial era unit that replaces Cavalry. +5 Combat Strength when fighting in or adjacent to its home territory. Can move after attacking if
Movement points remain.
Scotland Robert the Bruce
Scottish Enlightenment
Happy cities receive an additional +5% Science and +5%
Production. Happy cities generate +1
Great Scientist point per Campus and +1
Great Engineer point per Industrial Zone. Ecstatic cities double all these amounts.
Bannockburn
Recon units receive +50% combat experience.
Golf Course
The Games and Recreation civic unlocks the Builder ability to construct a Golf Course, unique to Scotland.
+2 Gold, +1
Culture, +1
Amenity and and +1 Appeal to adjacent tiles.
+1 Gold and +1
Culture if adjacent to a City Center district. +1
Culture and +1
Amenity if adjacent to an Entertainment Complex district. Additional +1
Amenity with the Guilds civic. Additional +1
Gold and +1
Culture with the Enlightenment civic. +1
Housing with the Globalization civic.
Cannot be placed on Desert or Desert Hills. One per City. Tiles with Golf Courses cannot be swapped.
Highlander
Scottish unique Industrial Era unit that replaces the Ranger. Strong reconnaissance unit. +5 Combat Strength bonus when fighting in Hill and Forest terrain.
Scythia Tomyris
People of the Steppe
May purchase Light, Heavy, and Ranged Cavalry units with Faith.
Killer of Cyrus
All units receive +5 Combat Strength when attacking wounded units. When they eliminate a unit, they heal up to 30 hit points.
Kurgan
The Animal Husbandry technology unlocks the Builder ability to construct a Kurgan, unique to Scythia.
+2 Faith and +3
Gold.
+1 Production for each adjacent Pasture. +1
Faith for each adjacent Pasture, increasing to +2
Faith for each adjacent Pasture with the Stirrups technology. Provides
Tourism from
Faith after researching Flight.
Saka Horse Archer
Scythian unique Classical Era ranged cavalry unit with 4 Movement and a
Range of 2.
Spain Philip II
Treasure Fleet
May form Fleets and
Armadas earlier than usual (Mercenaries and Mercantilism). Once required Civics are unlocked, Shipyard building allows training
Fleets and
Armadas directly and their costs reduced by 25%.
Trade Routes receive +3
Gold, +2
Faith, and +1
Production. International
Trade Routes between multiple continents receive double these numbers. Cities at least 8 tiles away from
Capital receive +25%
Production towards
districts.
El Escorial
Inquisitors can Remove Heresy one extra time. Inquisitors eliminate 100% of the presence of other Religions. Combat and Religious units have a bonus of +5 Combat Strength against players following other Religions. Missionaries are 25% cheaper to purchase.
Mission
The Theology civic unlocks the Builder ability to construct a Mission, unique to Spain.
+2 Faith.
+1 Housing if built 7 tiles or less from current
Capital. +1
and +1
Production if built 8 tiles or more from current
Capital. +1
Science for every adjacent Campus and Holy Site district. +2
Science with the Enlightenment civic.
Cannot be built next to another Mission.
Conquistador
Spanish unique Renaissance era unit that replaces the Musketman. +5 Combat Strength when there is a religious unit within 1 hex. If this unit captures a city or is adjacent to a city when it is captured, the city will automatically adopt the Conquistador player's majority religion.
Sumeria Gilgamesh
The Cradle of Civilization
Farms receive +1 Food when adjacent to a River, and an additional +1
Production if adjacent to a Ziggurat after discovering Early Empire. Does not receive damage from Floods.
Adventures of Enkidu
Starts the game with a War-cart instead of Warrior unit.
Military Units receive bonus Combat Strength equal to the level of your most advanced Alliance (maximum 3).
When at war with a common foe, they and their allies share pillage rewards and combat experience gains if within 5 tiles. Their Alliances gain Alliance Points for being at war with a common foe.
When you capture a Barbarian Outpost, receive a Tribal Village reward in addition to the usual
Gold. Pay half the usual cost to levy City-state units.
Ziggurat
Unlocks the Builder ability to construct a Ziggurat, unique to Sumeria.
+1 Housing and +2
Science.
+1 Culture if built next to River. +1
Faith for each adjacent district or for every 2 adjacent Farms.
Cannot be built on Hills or adjacent to another Ziggurat.
War-Cart
Sumerian unique Ancient era unit. 4 Movement if this unit starts in open terrain. Can escort civilian and support units at their higher
Movement speed. No penalties against anti-cavalry units. +4
Combat Strength when fighting
Barbarians.
Sweden Kristina
Nobel Prize
Sweden gains 50 Diplomatic Favor (on Standard speed) when earning a
Great Person. Having Sweden in the game adds three unique World Congress competitions starting in the Industrial Era.
+1 Great Engineer point from Factories and +1
Great Scientist point from Universities. +50%
Production towards Libraries, Workshops, Universities, Factories and Government Plaza buildings.
Minerva of the North
Buildings with at least three Great Work slots and wonders with at least two Great Work slots are automatically themed when they have all their slots filled. She may construct the Queen's Bibliotheque in the Government Plaza.
Queen's Bibliotheque
A building unique to Sweden. Provides 2 slots of Writing,
Music, and any type of
Art. This building is not mutually exclusive with other buildings in Government Plaza.
Awards +1 Governor Title.
Open-Air Museum
Unlocks the Builder ability to construct an Open-Air Museum, unique to Sweden.
Provides +2 Loyalty per turn in this city. +2 Culture and +2
Tourism for each type of terrain (Snow, Tundra, Desert, Plains or Grassland) in which at least one Swedish city is founded. One per city. Tiles with Open-Air Museums cannot be swapped.
Carolean
Swedish unique Renaissance Era unit that replaces the Pike and Shot. Faster than the Pike and Shot. +3 Combat Strength per unused
Movement.
Vietnam Bà Triệu
Nine Dragon River Delta
All land specialty districts can only be built on Rainforest, Marsh, or Woods. Receive the following yields for every building on these features: +1 Culture in Woods, +1
Science in Rainforest and +1
Production in Marsh. Woods can be planted with the Medieval Faires civic.
Drive Out The Aggressors
+1 Movement for all units beginning their turn in Rainforest, Marsh, or Woods tiles, doubled if the tile is your territory. +2
Combat Strength for units fighting in these tiles, doubled in your own territory.
Thành
A district unique to Vietnam which replaces the Encampment. +2 Culture for each adjacent district. After Flight is researched receive
Tourism equal to the
Culture output. This district does not require population, is cheaper to build, cannot be built adjacent to the City Center, does not provide
Great People points, and is not a specialty district.
Triggers a Culture Bomb that captures neutral, adjacent tiles.
Voi Chiến
Vietnamese unique Medieval era ranged unit that replaces the Crossbowman. Has Sight of 3 and can move after attacking. They are also stronger when defending and more expensive.
Zulu Shaka
Isibongo
Cities with a garrisoned unit get +3 Loyalty per turn, or +5 if it is a Corps or
Army. Conquering a city with a unit will upgrade it into a
Corps/Fleet or
Army/Armada if that unit was already a Corp/Fleet, if the proper Civics are unlocked.
Amabutho
May form Corps at the Mercenaries Civic and
Armies at the Nationalism Civic. Corps and Armies both gain +2
base Combat Strength at the Mobilization Civic.
Ikanda
A district unique to Zulu which replaces the Encampment. Provides +1 Housing. Buildings in the Ikanda receive +2
Gold and +1
Culture.
Once required Civics are unlocked, allows Corps or
Armies to be trained directly and their costs reduced by 25%.
Impi
Zulu unique Medieval Era unit that replaces the Pikeman. Increased Flanking bonus, low cost and low maintenance. Earns XP faster.