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.
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.
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.
+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.
Industrial Zones give +2 Amenities and +3 Loyalty per turn but your Plantations give -2 Loyalty per turn. Receive a free Melee unit after constructing Industrial Zones 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.
A building unique to America. +30% Tourism pressure from this city towards other civilizations who reached the Modern era.
A building unique to America. +100% Tourism pressure from this city towards other civilizations when the game enters 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.
Unlocked By Advanced Flight Technology
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.
Unlocked By Advanced Flight Technology
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.
Unlocked By Advanced Flight Technology
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.
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.
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
After Code of Laws, breathtaking tiles adjacent to either a Natural Wonder or a Mountain receive +1 Science, doubled after researching Astronomy. After Code of Laws, 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.
After Code of Laws, breathtaking tiles adjacent to either a Natural Wonder or a Mountain receive +1 Science, doubled after researching Astronomy. After Code of Laws, 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.
Breathtaking tiles adjacent to either a Natural Wonder or a Mountain receive +2 Science. Breathtaking tiles adjacent to either a Wonder or Woods receive +2
Culture. All tiles in a city with a National Park are +1 Appeal.
Film Studio
A building unique to America. +30% Tourism pressure from this city towards other civilizations who reached the Modern era.
A building unique to America. +30% Tourism pressure from this city towards other civilizations who reached the Modern era.
A building unique to America. +100% Tourism pressure from this city towards other civilizations when the game enters 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.
Unlocked By Advanced Flight Technology
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.
Unlocked By Advanced Flight Technology
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.
Unlocked By Advanced Flight Technology
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.
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.
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.
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.
Units receive +5 Combat Strength on their home continent. Envoys sent to City-States you have a
Trade Route to count as two
Envoys. Gain the Rough Rider unique unit with Rifling.
Film Studio
A building unique to America. +30% Tourism pressure from this city towards other civilizations who reached the Modern era.
A building unique to America. +30% Tourism pressure from this city towards other civilizations who reached the Modern era.
A building unique to America. +100% Tourism pressure from this city towards other civilizations when the game enters 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.
Unlocked By Advanced Flight Technology
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.
Unlocked By Advanced Flight Technology
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.
Unlocked By Advanced Flight Technology
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.
Unlocked By Ballistics Technology
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.
Unlocked By Ballistics Technology
American unique Industrial era unit when Teddy Roosevelt is their leader that replaces the Cuirassiers. Culture is earned from kills on their
Capital's continent. +10
Combat Strength when fighting on Hills. Lower maintenance cost.
Unlocked By Ballistics Technology
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.
+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.
Automatically receive the final Great Prophet when the next-to-last one is claimed (if you have not earned a
Great Prophet already). +1
Science for each foreign city following Arabia's Religion.
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.
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.
The worship building for their Religion can be purchased by any player for just one-tenth of the usual Faith cost. This worship building is enhanced to add 10% to the
Science,
Faith, and
Culture output of Arabian cities.
Madrasa
A building unique to Arabia. Bonus Faith equal to the adjacency bonus of the Campus district.
A building unique to Arabia. Bonus Faith equal to the adjacency bonus of the Campus district.
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.
Unlocked By Stirrups Technology
Arabian unique Medieval era unit that replaces the Knight. Heals at the end of every turn, even after moving or attacking.
Unlocked By Stirrups Technology
Arabian unique Medieval era unit that replaces the Knight. Heals at the end of every turn, even after moving or attacking.
Unlocked By Stirrups Technology
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.
+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.
Automatically receive the final Great Prophet when the next-to-last one is claimed (if you have not earned a
Great Prophet already). +1
Science for each foreign city following Arabia's Religion.
The Victorious
+100% Flanking and Support Bonus to all Combat and Religious Units. All Units cost 1 Gold less maintenance per turn.
+100% Flanking and Support Bonus to all Combat and Religious Units. All Units cost 1 Gold less maintenance per turn.
+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.
A building unique to Arabia. Bonus Faith equal to the adjacency bonus of the Campus district.
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.
Unlocked By Stirrups Technology
Arabian unique Medieval era unit that replaces the Knight. Heals at the end of every turn, even after moving or attacking.
Unlocked By Stirrups Technology
Arabian unique Medieval era unit that replaces the Knight. Heals at the end of every turn, even after moving or attacking.
Unlocked By Stirrups Technology
Australia John Curtin
Land Down Under
+3 Housing in coastal cities. +1
Production on Pastures at Political Philosophy. Pastures trigger a Culture Bomb. Campuses, Commercial Hubs, Holy Sites and Theater Squares receive +1 Adjacency in tiles with Charming Appeal, +3 in Breathtaking.
+3 Housing in coastal cities. +1
Production on Pastures at Political Philosophy. Pastures trigger a Culture Bomb. Campuses, Commercial Hubs, Holy Sites and Theater Squares receive +1 Adjacency in tiles with Charming Appeal, +3 in Breathtaking.
+3 Housing in coastal cities. Pastures trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, Holy Sites and Theater Squares are +1 in tiles with Charming Appeal, +3 in Breathtaking.
Citadel of Civilization
+50% Production for 10
turns after liberating a city.
+50% Production for 10
turns after liberating a city.
+100% Production if they have either received a declaration of war or liberated a city in the past 10 turns.
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.
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.
Unlocks the Builder ability to construct an Outback Station, unique to Australia.
+1 Food and +1
Production. +1
Food for each adjacent Pasture. Additional
Food and
Production as you advance through the Technology and Civic Tree for adjacent Outback Stations and Pastures. Can only be built in Desert, Desert Hills, 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.
Unlocked By Replaceable Parts Technology
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.
Unlocked By Replaceable Parts Technology
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.
Unlocked By Replaceable Parts Technology
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.
Spend a Builder charge to complete 30% of the original
district cost. +50%
Production towards land melee units.
Spend Builder charges to complete 20% of the original district cost.
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 and retained by the Aztec.
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 and retained by the Aztec.
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.
+1 Great General Point per turn and +3
Tourism.
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.
+1 Great General Point per turn and +3
Tourism.
A building unique to the Aztecs. Provides 2 Amenities, +2
Culture, +2
Faith, and a
Great General Point. Provides +1
Tourism after advancing to the Conservation Civic.
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.
Aztec unique Ancient era unit that replaces the Warrior. Has a chance to capture other civilization's military units by turning them into Builders.
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.
Receive a free Eureka after constructing each Library.
Eurekas provide all of the
Science for technologies. -50%
Science per turn.
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.
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.
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. Receive an
Envoy when any other district is constructed for the first time.
Palgum
A building unique to Babylon. +1 Housing and +2
Production. All farms gain +1
Production. Freshwater improved tiles, except Farms, receive +1
Food.
A building unique to Babylon. +1 Housing and +2
Production. All farms gain +1
Production. Freshwater improved tiles, except Farms, receive +1
Food.
A building unique to Babylon. +1 Housing and +2
Production. Freshwater tiles 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.
Babylonian unique Ancient era melee unit. +17 Combat Strength against Heavy and Light Cavalry promotion class units. This unit has 3
Movement and sight.
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.
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.
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.
Magnanimous
After recruiting or patronizing a Great Person, 20% of its
Great Person point cost is refunded.
After recruiting or patronizing a Great Person, 20% of its
Great Person point cost is refunded.
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.
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.
A district unique to Brazil. 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.
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.
A district unique to Brazil. 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.
Unlocked By Nationalism Civic
Brazilian unique Industrial era unit that replaces the Battleship. Stronger than the Battleship. Unlocked by Nationalism.
Unlocked By Nationalism Civic
Brazilian unique Industrial era unit that replaces the Battleship. Stronger than the Battleship. Unlocked by Nationalism.
Unlocked By Nationalism Civic
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.
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.
Units receive +3 Combat Strength or
Religious Strength for each Holy City converted to Byzantium's Religion (including Byzantium's Holy City). Byzantium's Religion is spread to nearby cities when defeating a unit belonging to an enemy civilization or city-state. +1
Great Prophet point from cities with a Holy Site district.
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.
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.
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.
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.
A district unique to Byzantium. Replaces the Entertainment Complex district, provides +3 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. +5 Combat Strength against land and naval units.
Unlocked By Shipbuilding Technology
Byzantine unique Classical era unit that replaces the Quadrireme and has additional range. +5 Combat Strength against land and naval units.
Unlocked By Shipbuilding Technology
Byzantine unique Classical era unit that replaces the Quadrireme that has additional range and receives +10 Combat Strength against units.
Unlocked By Shipbuilding Technology
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.
Unlocked By Divine Right Civic
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.
Unlocked By Divine Right Civic
Basil II's unique Medieval era unit that replaces the Knight. Land units within 1 tile of the Tagma receive +4 Combat Strength or
Religious Strength.
Unlocked By Divine Right Civic
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.
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.
Units receive +3 Combat Strength or
Religious Strength for each Holy City converted to Byzantium's Religion (including Byzantium's Holy City). Byzantium's Religion is spread to nearby cities when defeating a unit belonging to an enemy civilization or city-state. +1
Great Prophet point from cities with a Holy Site district.
Metanoia
Holy Sites provide +1 Culture for each adjacent district.
Holy Sites provide +1 Culture for each adjacent district.
Holy Sites provide Culture equal to their adjacency bonus. Farms provide a
Faith adjacency to Hippodromes and Holy Sites.
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.
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.
A district unique to Byzantium. Replaces the Entertainment Complex district, provides +3 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. +5 Combat Strength against land and naval units.
Unlocked By Shipbuilding Technology
Byzantine unique Classical era unit that replaces the Quadrireme and has additional range. +5 Combat Strength against land and naval units.
Unlocked By Shipbuilding Technology
Byzantine unique Classical era unit that replaces the Quadrireme that has additional range and receives +10 Combat Strength against units.
Unlocked By Shipbuilding Technology
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.
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.
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.
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.
Allows Farms to be built on Tundra terrain. After Civil Engineering is unlocked Farms can be built on Tundra Hills. In Snow, Tundra, Snow Hills, and Tundra Hills all Mines provide +2 Production, Lumber Mills provide +2
Production, Camps provide +2
Food, Farms provide +2
Food, and strategic resource accumulation rate is +100%. Reduces the purchase cost of tiles in these terrain types by 50%.
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.
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.
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.
Unlocked By Conservation Civic
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.
Unlocked By Conservation Civic
Canadian unique Modern era unit. Can create 2 National Parks. +5 Combat Strength when fighting within 2 tiles of a National Park. Additional +5
Combat Strength when fighting within 2 tiles of a National Park you own.
Unlocked By Conservation Civic
China Kublai Khan (China)
Dynastic Cycle
Eurekas and
Inspirations provide 45% of civics and technologies instead of 40%.
Eurekas and
Inspirations provide 45% of civics and technologies instead of 40%.
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 and an additional +1
Science and +1
Culture for each 20 tiles traveled.
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 and an additional +1
Science and +1
Culture for each 20 tiles traveled.
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.
Great Wall
Masonry unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. +1
Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with Castles. +1
Culture with Military Science.
Provides Tourism after researching Flight.
Must be built in a line along the borders of your empire.
An occupying unit receives +1 Sight and +4 Defense Strength and automatically gains 2 turns of fortification. Can only be pillaged (never destroyed) by natural disasters.
Masonry unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. +1
Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with Castles. +1
Culture with Military Science.
Provides Tourism after researching Flight.
Must be built in a line along the borders of your empire.
An occupying unit receives +1 Sight and +4 Defense Strength and automatically gains 2 turns of fortification. Can only be pillaged (never destroyed) by natural disasters.
Unlocks the Builder ability to construct the Great Wall, unique to China.
+2 Gold. Provides an increase to
Defense. Bonus to
Gold if adjacent to other segments. Additional
Culture and
Tourism as you advance through the Technology Tree for adjacent segments. 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.
Unlocked By Machinery Technology
Chinese unique unit that replaces the Crossbowman. +7 Ranged Strength when attacking adjacent enemy units.
Unlocked By Machinery Technology
Chinese unique Medieval era unit. Ranged unit with a Range of 1 and high combat strength.
Unlocked By Machinery Technology
China Qin (Mandate of Heaven)
Dynastic Cycle
Eurekas and
Inspirations provide 45% of civics and technologies instead of 40%.
Eurekas and
Inspirations provide 45% of civics and technologies instead of 40%.
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. +1
Food per wonder built in each city. Canals are unlocked with the Masonry technology.
When completing a wonder receive a random Eureka and
Inspiration from the era of the wonder if available.
Builder receive an additional charge. When building Ancient and Classical Wonders you may spend Builder
charge to complete 15% of the Wonder
Production cost. +1
Food per wonder built in each city. Canals are unlocked with the Masonry technology.
When completing a wonder receive a random Eureka and
Inspiration from the era of the wonder if available.
When building Ancient and Classical wonders you may spend Builder charges to complete 15% of the original wonder cost. Builders receive an additional charge. Canals are unlocked with the Masonry technology.
Great Wall
Masonry unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. +1
Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with Castles. +1
Culture with Military Science.
Provides Tourism after researching Flight.
Must be built in a line along the borders of your empire.
An occupying unit receives +1 Sight and +4 Defense Strength and automatically gains 2 turns of fortification. Can only be pillaged (never destroyed) by natural disasters.
Masonry unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. +1
Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with Castles. +1
Culture with Military Science.
Provides Tourism after researching Flight.
Must be built in a line along the borders of your empire.
An occupying unit receives +1 Sight and +4 Defense Strength and automatically gains 2 turns of fortification. Can only be pillaged (never destroyed) by natural disasters.
Unlocks the Builder ability to construct the Great Wall, unique to China.
+2 Gold. Provides an increase to
Defense. Bonus to
Gold if adjacent to other segments. Additional
Culture and
Tourism as you advance through the Technology Tree for adjacent segments. 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.
Unlocked By Machinery Technology
Chinese unique unit that replaces the Crossbowman. +7 Ranged Strength when attacking adjacent enemy units.
Unlocked By Machinery Technology
Chinese unique Medieval era unit. Ranged unit with a Range of 1 and high combat strength.
Unlocked By Machinery Technology
China Qin (Unifier)
Dynastic Cycle
Eurekas and
Inspirations provide 45% of civics and technologies instead of 40%.
Eurekas and
Inspirations provide 45% of civics and technologies instead of 40%.
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 Works of Writing provide +1
Food.
When recruiting a Great General or Great Writer receive a random Eureka and
Inspiration.
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 Works of Writing provide +1
Food.
When recruiting a Great General or Great Writer receive a random Eureka and
Inspiration.
Melee units receive the Convert Barbarians action. This action converts Barbarian units into your units, but it removes the melee unit.
Great Wall
Masonry unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. +1
Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with Castles. +1
Culture with Military Science.
Provides Tourism after researching Flight.
Must be built in a line along the borders of your empire.
An occupying unit receives +1 Sight and +4 Defense Strength and automatically gains 2 turns of fortification. Can only be pillaged (never destroyed) by natural disasters.
Masonry unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. +1
Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with Castles. +1
Culture with Military Science.
Provides Tourism after researching Flight.
Must be built in a line along the borders of your empire.
An occupying unit receives +1 Sight and +4 Defense Strength and automatically gains 2 turns of fortification. Can only be pillaged (never destroyed) by natural disasters.
Unlocks the Builder ability to construct the Great Wall, unique to China.
+2 Gold. Provides an increase to
Defense. Bonus to
Gold if adjacent to other segments. Additional
Culture and
Tourism as you advance through the Technology Tree for adjacent segments. 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.
Unlocked By Machinery Technology
Chinese unique unit that replaces the Crossbowman. +7 Ranged Strength when attacking adjacent enemy units.
Unlocked By Machinery Technology
Chinese unique Medieval era unit. Ranged unit with a Range of 1 and high combat strength.
Unlocked By Machinery Technology
China Wu Zetian
Dynastic Cycle
Eurekas and
Inspirations provide 45% of civics and technologies instead of 40%.
Eurekas and
Inspirations provide 45% of civics and technologies instead of 40%.
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. Traders and Spies receive +2 sight. Recon units receive +1 Sight with Machinery. Land units within 3 tiles of a Recon unit receive +3
Combat Strength.
When completing a Government Plaza building or Diplomatic Quarter building receive a random Eureka and
Inspiration.
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. Traders and Spies receive +2 sight. Recon units receive +1 Sight with Machinery. Land units within 3 tiles of a Recon unit receive +3
Combat Strength.
When completing a Government Plaza building or Diplomatic Quarter building receive a random Eureka and
Inspiration.
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
Masonry unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. +1
Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with Castles. +1
Culture with Military Science.
Provides Tourism after researching Flight.
Must be built in a line along the borders of your empire.
An occupying unit receives +1 Sight and +4 Defense Strength and automatically gains 2 turns of fortification. Can only be pillaged (never destroyed) by natural disasters.
Masonry unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. +1
Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with Castles. +1
Culture with Military Science.
Provides Tourism after researching Flight.
Must be built in a line along the borders of your empire.
An occupying unit receives +1 Sight and +4 Defense Strength and automatically gains 2 turns of fortification. Can only be pillaged (never destroyed) by natural disasters.
Unlocks the Builder ability to construct the Great Wall, unique to China.
+2 Gold. Provides an increase to
Defense. Bonus to
Gold if adjacent to other segments. Additional
Culture and
Tourism as you advance through the Technology Tree for adjacent segments. 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.
Unlocked By Machinery Technology
Chinese unique unit that replaces the Crossbowman. +7 Ranged Strength when attacking adjacent enemy units.
Unlocked By Machinery Technology
Chinese unique Medieval era unit. Ranged unit with a Range of 1 and high combat strength.
Unlocked By Machinery Technology
China Yongle
Dynastic Cycle
Eurekas and
Inspirations provide 45% of civics and technologies instead of 40%.
Eurekas and
Inspirations provide 45% of civics and technologies instead of 40%.
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 70% 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.
When each city reaches 13 population for the first time receive a random
Eureka; at 18
Population receive a random
Inspiration.
All Cities receive Projects where they can convert 70% 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.
When each city reaches 13 population for the first time receive a random
Eureka; at 18
Population receive a random
Inspiration.
All Cities receive Projects where they can convert 50% of their Production into
Food,
Faith, or 100% if it is
Gold. Cities with 10 or more Population receive +2
Gold, +1
Science, and +1
Culture per turn for each Population in the city.
Great Wall
Masonry unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. +1
Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with Castles. +1
Culture with Military Science.
Provides Tourism after researching Flight.
Must be built in a line along the borders of your empire.
An occupying unit receives +1 Sight and +4 Defense Strength and automatically gains 2 turns of fortification. Can only be pillaged (never destroyed) by natural disasters.
Masonry unlocks the Builder ability to construct the Great Wall, unique to China.
+1 Production. +1
Gold for each adjacent Great Wall. +1
Culture for each adjacent Great Wall with Castles. +1
Culture with Military Science.
Provides Tourism after researching Flight.
Must be built in a line along the borders of your empire.
An occupying unit receives +1 Sight and +4 Defense Strength and automatically gains 2 turns of fortification. Can only be pillaged (never destroyed) by natural disasters.
Unlocks the Builder ability to construct the Great Wall, unique to China.
+2 Gold. Provides an increase to
Defense. Bonus to
Gold if adjacent to other segments. Additional
Culture and
Tourism as you advance through the Technology Tree for adjacent segments. 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.
Unlocked By Machinery Technology
Chinese unique unit that replaces the Crossbowman. +7 Ranged Strength when attacking adjacent enemy units.
Unlocked By Machinery Technology
Chinese unique Medieval era unit. Ranged unit with a Range of 1 and high combat strength.
Unlocked By Machinery Technology
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.
+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.
+1 Trade Route capacity and a free Trader 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.
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.
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.
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.
Unlocks the Builder ability to construct a Mekewap, unique to Cree.
Provides +1 Production and +1
Housing. +1
Gold if adjacent to a Luxury resource. For every 2 adjacent Bonus Resources +1
Food. Additional
Production,
Gold,
Food, and
Housing as you advance through the Civics and Technology Tree. 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.
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.
Cree unique Ancient era unit that replaces the Scout. Strong reconnaissance unit. Starts with 1 free promotion.
Egypt Cleopatra (Egyptian)
Iteru
+20% Production towards
districts and wonders if placed next to a River. Does not receive damage from Floods.
+20% Production towards
districts and wonders if placed next to a River. Does not receive damage from Floods.
+15% 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.
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.
Your Trade Routes to other civilizations provide +4
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.
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.
Unlocks the Builder ability to construct a Sphinx, unique to Egypt.
+1 Faith and +1
Culture. +2 Appeal. +2
Faith if next to a wonder. +1
Culture if built on Floodplains. Additional
Culture once Natural History is discovered. Provides
Tourism after researching Flight. Cannot be built next to another Sphinx. Cannot be built on Snow or Snow Hills.
Maryannu Chariot Archer
Egyptian unique Ancient era ranged cavalry unit. 4 Movement when starting in open terrain.
Unlocked By Wheel Technology
Egyptian unique Ancient era ranged cavalry unit. 4 Movement when starting in open terrain.
Unlocked By Wheel Technology
Egyptian unique Ancient era ranged unit. 4 Movement when starting in open terrain.
Unlocked By Wheel Technology
Egypt Cleopatra (Ptolemaic)
Iteru
+20% Production towards
districts and wonders if placed next to a River. Does not receive damage from Floods.
+20% Production towards
districts and wonders if placed next to a River. Does not receive damage from Floods.
+15% Production towards districts and wonders if placed next to a River. Does not receive damage from Floods.
Arrival of Hapi
Cities settled on Floodplain resources receive +1 Food. Improved resources on Floodplains receive +1
Food and +1
Culture. Owned Floodplains tiles grant +1 Appeal to adjacent tiles instead of usual -1.
Cities settled on Floodplain resources receive +1 Food. Improved resources on Floodplains receive +1
Food and +1
Culture. Owned Floodplains tiles grant +1 Appeal to adjacent tiles instead of usual -1.
Resources along Floodplains receive +1 Food and +1
Culture. 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.
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.
Unlocks the Builder ability to construct a Sphinx, unique to Egypt.
+1 Faith and +1
Culture. +2 Appeal. +2
Faith if next to a wonder. +1
Culture if built on Floodplains. Additional
Culture once Natural History is discovered. Provides
Tourism after researching Flight. Cannot be built next to another Sphinx. Cannot be built on Snow or Snow Hills.
Maryannu Chariot Archer
Egyptian unique Ancient era ranged cavalry unit. 4 Movement when starting in open terrain.
Unlocked By Wheel Technology
Egyptian unique Ancient era ranged cavalry unit. 4 Movement when starting in open terrain.
Unlocked By Wheel Technology
Egyptian unique Ancient era ranged unit. 4 Movement when starting in open terrain.
Unlocked By Wheel Technology
Egypt Ramses II
Iteru
+20% Production towards
districts and wonders if placed next to a River. Does not receive damage from Floods.
+20% Production towards
districts and wonders if placed next to a River. Does not receive damage from Floods.
+15% 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.
Gain Culture equal to 10% of the construction cost when finishing Buildings and 25% when completing Wonders.
Gain Culture equal to 15% of the construction cost when finishing Buildings and 30% 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.
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.
Unlocks the Builder ability to construct a Sphinx, unique to Egypt.
+1 Faith and +1
Culture. +2 Appeal. +2
Faith if next to a wonder. +1
Culture if built on Floodplains. Additional
Culture once Natural History is discovered. Provides
Tourism after researching Flight. Cannot be built next to another Sphinx. Cannot be built on Snow or Snow Hills.
Maryannu Chariot Archer
Egyptian unique Ancient era ranged cavalry unit. 4 Movement when starting in open terrain.
Unlocked By Wheel Technology
Egyptian unique Ancient era ranged cavalry unit. 4 Movement when starting in open terrain.
Unlocked By Wheel Technology
Egyptian unique Ancient era ranged unit. 4 Movement when starting in open terrain.
Unlocked By Wheel Technology
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.
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.
Iron and Coal Mines accumulate 2 more resources per turn. +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. Harbor buildings increase Strategic Resource Stockpiles by +10 (on Standard Speed).
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.
French Eleanor only: +20% Production toward Ancient and Classical wonders.
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)
+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.
French Eleanor only: +20% Production toward Ancient and Classical wonders.
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)
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.
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.
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.
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 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.
Unlocked By Exploration Civic
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.
Unlocked By Exploration Civic
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.
Unlocked By Mercantilism Civic
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.
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.
Iron and Coal Mines accumulate 2 more resources per turn. +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. Harbor buildings increase Strategic Resource Stockpiles by +10 (on Standard Speed).
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.
All Naval Raider units gain +1 Movement and +1 Sight. Naval Raiders can attack and promote in the same turn. +100%
Gold from Plundering
Trade Routes with Naval Units.
+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.
All Naval Raider units gain +1 Movement and +1 Sight. Naval Raiders can attack and promote in the same turn. +100%
Gold from Plundering
Trade Routes with Naval Units.
England's Trade Route Capacity is increased by 2 after acquiring your first
Great Admiral.
Trade Routes to any city-state provide +3
Gold for every specialty district in the origin city. +100% Yields from Plundering
Trade Routes with Naval Units.
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.
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.
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 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.
Unlocked By Exploration Civic
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.
Unlocked By Exploration Civic
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.
Unlocked By Mercantilism Civic
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.
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.
Iron and Coal Mines accumulate 2 more resources per turn. +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. Harbor buildings increase Strategic Resource Stockpiles by +10 (on Standard Speed).
Pax Britannica
Cities settled 10 or more tiles from your capital receive a free melee unit. Constructing Royal Navy Dockyard grants you the strongest naval unit you can build. Naval melee units may escort civilian units at their higher movement speed. Gain the Redcoat unique unit when the Military Science technology is researched.
Lighthouse grants +1 Great Admiral point per turn.
Cities settled 10 or more tiles from your capital receive a free melee unit. Constructing Royal Navy Dockyard grants you the strongest naval unit you can build. Naval melee units may escort civilian units at their higher movement speed. Gain the Redcoat unique unit when the Military Science technology is researched.
Lighthouse grants +1 Great Admiral point per turn.
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 any Royal Navy Dockyard grants you a copy of the strongest naval unit you can build. Gain the Redcoat unique unit when the Military Science technology is researched.
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.
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.
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 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.
Unlocked By Military Science Technology
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.
Unlocked By Military Science Technology
English unique Industrial era unit when Victoria is their leader that replaces the Line Infantry. +10 Combat Strength when fighting on a continent other than that of your capital's. No disembark cost.
Unlocked By Military Science Technology
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.
Unlocked By Exploration Civic
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.
Unlocked By Exploration Civic
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.
Unlocked By Mercantilism Civic
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.
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.
Iron and Coal Mines accumulate 2 more resources per turn. +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. Harbor buildings increase Strategic Resource Stockpiles by +10 (on Standard Speed).
Age of Steam
+10% Production in Cities for each Factory and Power Plant in that city.
Industrial Zones receive standard adjacency from Royal Navy Dockyards. +20%
Production towards Industrial Zone buildings.
Lighthouse grants +1 Great Engineer point per turn.
+10% Production in Cities for each Factory and Power Plant in that city.
Industrial Zones receive standard adjacency from Royal Navy Dockyards. +20%
Production towards Industrial Zone buildings.
Lighthouse grants +1 Great Engineer point per turn.
+10% Production in Cities for every Industrial Zone building in that city. +2
Production to all 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.
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.
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 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.
Unlocked By Exploration Civic
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.
Unlocked By Exploration Civic
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.
Unlocked By Mercantilism Civic
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.
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.
Ethiopia’s International Trade Routes grant +0.5 Faith per resource at the origin. Improved resources provide +1
Faith for each copy the city owns. 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.
Receive Science and
Culture equal to 10% of your
Faith generation in cities founded on Hills or Resources.
Receive Science and
Culture equal to 15% of your
Faith generation in cities founded on Hills. Units receive +4
Combat Strength on Hills.
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.
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.
Unlocks the Builder ability to construct a Rock-Hewn Church, unique to Ethiopia.
+1 Faith. +1
Faith for every adjacent Mountain and Hills tile. Provides
Tourism from
Faith, after researching Flight. +1 Appeal. Can only be pillaged (never destroyed) by natural disasters. Can only be built on Hills or Volcanic Soil not adjacent to another Rock-Hewn Church.
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.
Unlocked By Castles Technology
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.
Unlocked By Castles Technology
Ethiopian unique Medieval era light cavalry unit. Stronger and greater sight than the Courser that it replaces. Receives no Movement penalty from moving in Hills.
Unlocked By Castles Technology
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.
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.
+20% Production toward Medieval, Renaissance, and Industrial era wonders.
Tourism from wonders of any era is +100%.
Catherine's Flying Squadron
Has 1 level of Diplomatic Visibility greater than normal with every civilization that she's met.
Has 1 level of Diplomatic Visibility greater than normal with every civilization that she's met.
Has 1 level of Diplomatic Visibility greater than normal with every civilization that she's met. Receives a free Spy (and extra spy capacity) with the Castles technology. All spies start as Agents with a free promotion.
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.
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.
Unlocks the Builder ability to construct a Château, unique to France.
+2 Culture and +1
Gold. +1 Appeal. +1
Culture for every adjacent wonder (becomes +2 after researching Flight). +2
Gold if on a tile containing a River edge. Provides
Tourism from
Culture after researching Flight. Must be placed adjacent to a Bonus or Luxury resource. Cannot be built adjacent to another Château.
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.
Unlocked By Military Science Technology
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.
Unlocked By Military Science Technology
French unique Industrial era melee unit that replaces the Line Infantry. +10 Combat Strength when fighting on your capital's continent.
Great General points for killing units.
Unlocked By Military Science Technology
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.
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.
+20% Production toward Medieval, Renaissance, and Industrial era wonders.
Tourism from wonders of any era is +100%.
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.
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.
Improved Luxury resources adjacent to Theater Square districts or Châteaux receive +2 Culture. May initiate the Court Festival 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.
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.
Unlocks the Builder ability to construct a Château, unique to France.
+2 Culture and +1
Gold. +1 Appeal. +1
Culture for every adjacent wonder (becomes +2 after researching Flight). +2
Gold if on a tile containing a River edge. Provides
Tourism from
Culture after researching Flight. Must be placed adjacent to a Bonus or Luxury resource. Cannot be built adjacent to another Château.
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.
Unlocked By Military Science Technology
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.
Unlocked By Military Science Technology
French unique Industrial era melee unit that replaces the Line Infantry. +10 Combat Strength when fighting on your capital's continent.
Great General points for killing units.
Unlocked By Military Science Technology
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.
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.
+20% Production toward Medieval, Renaissance, and Industrial era wonders.
Tourism from wonders of any era is +100%.
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.
French Eleanor only: +20% Production toward Ancient and Classical wonders.
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)
+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.
French Eleanor only: +20% Production toward Ancient and Classical wonders.
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)
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.
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.
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.
Unlocks the Builder ability to construct a Château, unique to France.
+2 Culture and +1
Gold. +1 Appeal. +1
Culture for every adjacent wonder (becomes +2 after researching Flight). +2
Gold if on a tile containing a River edge. Provides
Tourism from
Culture after researching Flight. Must be placed adjacent to a Bonus or Luxury resource. Cannot be built adjacent to another Château.
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.
Unlocked By Military Science Technology
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.
Unlocked By Military Science Technology
French unique Industrial era melee unit that replaces the Line Infantry. +10 Combat Strength when fighting on your capital's continent.
Great General points for killing units.
Unlocked By Military Science Technology
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.
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.
Mines provide a minor adjacency bonus for all districts, a Culture Bomb of unowned territory, and receive +1 Culture. 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.
Melee and anti-cavalry units receive +1 Combat Strength for every adjacent combat unit.
Your civilization gains Culture equal to 20% of the unit’s cost when a non-civilian is trained. Melee, Anti-Cavalry, and Ranged Units receive +2
Combat Strength for every adjacent 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.
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.
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. When the first Oppidum is constructed the Apprenticeship technology is unlocked.
+2 Production adjacency bonus from Quarries and strategic resources.
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.
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.
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.
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.
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 defensive buildings.
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.
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.
Combat victories provide Faith equal to 50% of the Combat Strength of the defeated unit (on Standard Speed). Each
Envoy you send to a city-state of your majority Religion counts as two
Envoys. (Must have a majority Religion).
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.
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.
A building unique to Georgia. Lower Production cost and higher outer defenses than Renaissance Walls. Provides +3
Tourism after advancing to the Conservation Civic. Provides +4
Faith. When in a Golden Age the
Tourism and
Faith are +100%.
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.
Unlocked By Military Tactics Technology
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.
Unlocked By Military Tactics Technology
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.
Unlocked By Military Tactics Technology
Germany Frederick Barbarossa
Free Imperial Cities
After unlocking Guilds, each city can build one more District than usual (exceeding the normal limit based on
Population). Culture bomb adjacent tiles when completing a Commercial Hub.
After unlocking Guilds, each city can build one more District than usual (exceeding the normal limit based on
Population). Culture bomb adjacent tiles when completing a Commercial Hub.
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.
One extra Military policy slot in any government. +7
Combat Strength when attacking city-states.
Additional Military policy slot. +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.
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.
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.
Unlocked By Electricity Technology
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.
Unlocked By Electricity Technology
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.
Unlocked By Electricity Technology
Germany Ludwig II
Free Imperial Cities
After unlocking Guilds, each city can build one more District than usual (exceeding the normal limit based on
Population). Culture bomb adjacent tiles when completing a Commercial Hub.
After unlocking Guilds, each city can build one more District than usual (exceeding the normal limit based on
Population). Culture bomb adjacent tiles when completing a Commercial Hub.
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 Drama and Poetry. All
Culture adjacencies provide
Tourism after discovering Castles.
Wonders (complete and incomplete) receive +1 Culture for every adjacent District as adjacency bonus, increasing to +2 after Drama and Poetry. All
Culture adjacencies provide
Tourism after discovering Castles.
Wonders, even if not finished, receive +2 Culture for every adjacent District. This
Culture is displayed in the City Yields. 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.
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.
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.
Unlocked By Electricity Technology
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.
Unlocked By Electricity Technology
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.
Unlocked By Electricity Technology
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.
+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.
+1 Movement to all units. Promoting a unit does not end that unit’s turn.
Campaña Admirable
Earn a Comandante General when the game enters a new era. May not recruit Great Generals.
Earn a Comandante General when the game enters a new era. May not recruit Great Generals.
Earn a Comandante General when the game enters a new era.
Hacienda
Medieval Faires 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.
Medieval Faires 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.
Unlocks the Builder ability to construct a Hacienda, unique to Gran Colombia.
+2 Gold, +1
Production, and +0.5
Housing. +1
Food for every two adjacent Plantations (increased to every Plantation with Replaceable Parts). Plantations and Haciendas receive +1
Production for every two adjacent Haciendas (increased to every Hacienda with Rapid Deployment). Can only be built on Plains, Plains Hills, Grassland, and Grassland Hills.
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.
Unlocked By Military Science Technology
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.
Unlocked By Military Science Technology
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.
Unlocked By Military Science Technology
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.
A special type of Great Person only available to Simón Bolívar. Each has unique abilities, including a passive effect, and a Retire effect.
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.
One extra Wildcard policy slot in any government after researching the Early Empire civic.
One extra Wildcard policy slot in any government.
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.
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.
Combat victories provide Culture equal to 50% of the
Combat Strength of the defeated unit. (on Standard Speed) +1
Combat Strength for every Military Policy slotted.
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.
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.
A district unique to Greece for cultural sites. Replaces the Theater Square district and cheaper to build. Awards 1 Envoy when completed.
+1 Culture bonus for each adjacent district and an 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.
Unlocked By Bronze Working Technology
Greek unique Ancient era anti-cavalry unit that replaces the Spearman. +7 Combat Strength if there is at least one adjacent Hoplite unit.
Unlocked By Bronze Working Technology
Greek unique Ancient era anti-cavalry unit that replaces the Spearman. +10 Combat Strength if there is at least one adjacent Hoplite unit.
Unlocked By Bronze Working Technology
Greece Pericles
Plato's Republic
One extra Wildcard policy slot in any government after researching the Early Empire civic.
One extra Wildcard policy slot in any government after researching the Early Empire civic.
One extra Wildcard policy slot in any government.
Surrounded by Glory
+5% Culture and +5%
Tourism per City-state you are the Suzerain of.
Awards 1 envoy when an Amphitheater is completed.
+5% Culture and +5%
Tourism per City-state you are the Suzerain of.
Awards 1 envoy when an Amphitheater is completed.
+5% Culture per city-state you are the Suzerain of.
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.
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.
A district unique to Greece for cultural sites. Replaces the Theater Square district and cheaper to build. Awards 1 Envoy when completed.
+1 Culture bonus for each adjacent district and an 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.
Unlocked By Bronze Working Technology
Greek unique Ancient era anti-cavalry unit that replaces the Spearman. +7 Combat Strength if there is at least one adjacent Hoplite unit.
Unlocked By Bronze Working Technology
Greek unique Ancient era anti-cavalry unit that replaces the Spearman. +10 Combat Strength if there is at least one adjacent Hoplite unit.
Unlocked By Bronze Working Technology
Hungary Matthias Corvinus
Pearl of the Danube
+50% Production to
Districts and Buildings constructed across a river from a City Center.
+50% Production to
Districts and Buildings constructed across a river from a City Center.
+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.
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.
Levied units gain an ability giving them +2 Movement and +5
Combat Strength. It costs 75% less
Gold and resources to upgrade Levied units. If you Levy troops from a City-State receive 2
Envoys with that City-State. Gain the Black Army unique unit when the Castles technology is researched.
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.
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.
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.
Unlocked By Castles Technology
Hungarian unique Medieval Era unit that replaces the Courser. +2 Combat Strength from each adjacent Levied unit.
Unlocked By Castles Technology
Hungarian unique Medieval Era unit that replaces the Courser. +3 Combat Strength for each adjacent Levied unit.
Unlocked By Castles Technology
Huszár
Hungarian unique Industrial era unit that replaces Cavalry. +2 Combat Strength from every City-state of which you are suzerain.
Unlocked By Military Science Technology
Hungarian unique Industrial era unit that replaces Cavalry. +2 Combat Strength from every City-state of which you are suzerain.
Unlocked By Military Science Technology
Hungarian unique Industrial era unit that replaces Cavalry. +3 Combat Strength for every active Alliance.
Unlocked By Military Science Technology
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.
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.
Citizens may work Mountain tiles. Mountain tiles provide +2 Production and an additional +1
Production when the game reaches the Industrial Era. +1
Food to Mountain tiles for every 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.
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.
Domestic Trade Routes gain +1
Food for every Mountain tile in the origin city. 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.
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.
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.
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.
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.
Unlocked By Machinery Technology
Incan unique Medieval Era unit that replaces the Skirmisher. Stronger at ranged combat than the Skirmisher and +1 additional attack per turn.
Unlocked By Machinery Technology
Incan unique Medieval Era unit that replaces the Skirmisher. Stronger at ranged combat than the Skirmisher and +1 additional attack per turn.
Unlocked By Machinery Technology
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.
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.
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. Temples 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%.
+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. Temples 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%.
Can declare a War of Territorial Expansion after gaining the Military Training Civic. +2 Movement and +5
Combat Strength for the first 10 turns after declaring a War of Territorial Expansion.
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.
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.
Unlocks the Builder ability to construct a Stepwell, unique to India.
+1 Food and +1
Housing. +1
Faith if adjacent to a Holy Site district. +1
Food if adjacent to a Farm. Additional
Housing,
Faith, and
Food as you advance through the Technology and Civics Tree. Prevents
Food loss during Drought. 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.
Unlocked By Horseback Riding Technology
Indian unique Classical era heavy cavalry unit. Has Sight of 3. Adjacent enemy units receive -5 Combat Strength.
Unlocked By Horseback Riding Technology
Indian unique Classical era heavy cavalry unit. Adjacent enemy units receive -5 Combat Strength.
Unlocked By Horseback Riding Technology
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.
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.
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 produced in cities with a Holy Site receive +1
Movement. Opposing civilizations receive +50% war weariness for fighting against Gandhi.
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 produced in cities with a Holy Site receive +1
Movement. Opposing civilizations receive +50% war weariness for fighting against Gandhi.
+5 Faith for each civilization (including India) they have met that has founded a Religion and is not currently at war. 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.
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.
Unlocks the Builder ability to construct a Stepwell, unique to India.
+1 Food and +1
Housing. +1
Faith if adjacent to a Holy Site district. +1
Food if adjacent to a Farm. Additional
Housing,
Faith, and
Food as you advance through the Technology and Civics Tree. Prevents
Food loss during Drought. 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.
Unlocked By Horseback Riding Technology
Indian unique Classical era heavy cavalry unit. Has Sight of 3. Adjacent enemy units receive -5 Combat Strength.
Unlocked By Horseback Riding Technology
Indian unique Classical era heavy cavalry unit. Adjacent enemy units receive -5 Combat Strength.
Unlocked By Horseback Riding Technology
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.
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.
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.
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.
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.
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.
Unlocks the Builder ability to construct a Kampung, unique to Indonesia.
+1 Production and +1
Housing. +1
Food for each adjacent Fishing Boat. Additional
Production,
Housing, and
Tourism as you advance through the Technology and Civics Tree. 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.
Unlocked By Mercenaries Civic
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.
Unlocked By Mercenaries Civic
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.
Unlocked By Mercenaries Civic
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.
All districts receive an additional standard adjacency bonus for being adjacent to another
district. Commercial Hubs do not receive bonuses from adjacent rivers.
All districts receive an additional standard adjacency bonus for being adjacent to another district.
Divine Wind
Land units receive +3 Combat Strength in land tiles adjacent to Coast; naval units receive +3
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.
Land units receive +3 Combat Strength in land tiles adjacent to Coast; naval units receive +3
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.
Land units receive +5 Combat Strength in land tiles adjacent to Coast; naval units receive +5
Combat Strength in shallow water tiles. Builds Encampment, Holy Site and Theater Square districts in half the time. 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.
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.
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.
Unlocked By Feudalism Civic
Japanese unique Medieval era melee unit that replaces the Man-At-Arms. Does not suffer combat penalties when damaged.
Unlocked By Feudalism Civic
Japanese unique Medieval era melee unit that replaces the Man-At-Arms. Does not suffer combat penalties when damaged.
Unlocked By Feudalism Civic
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.
All districts receive an additional standard adjacency bonus for being adjacent to another
district. Commercial Hubs do not receive bonuses from adjacent rivers.
All districts receive an additional standard adjacency bonus for being adjacent to another district.
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.
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.
International Trade Routes receive -25% Yield and
Tourism, but Domestic
Trade Routes provide +1
Culture, +1
Science, and +2
Gold for every Specialty District at the Destination. Cities within 6 tiles of Japan's
Capital are 100% loyal 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.
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.
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.
Unlocked By Feudalism Civic
Japanese unique Medieval era melee unit that replaces the Man-At-Arms. Does not suffer combat penalties when damaged.
Unlocked By Feudalism Civic
Japanese unique Medieval era melee unit that replaces the Man-At-Arms. Does not suffer combat penalties when damaged.
Unlocked By Feudalism Civic
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.
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.
Cities with an Aqueduct receive +1 Amenity from entertainment and +1
Faith for every
population. 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.
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.
Holy Sites are granted a Major adjacency with Rivers, a Culture Bomb, Food equal to its adjacency bonus, and +2
Housing if on a River.
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.
+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.
+6 Faith. A building unique to Khmer. Replaces the Temple. Required to purchase Apostles and Inquisitors with
Faith. +0.5
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.
Unlocked By Military Engineering Technology
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.
Unlocked By Military Engineering Technology
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.
Unlocked By Military Engineering Technology
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.
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.
+2 Food, +2
Production, +1
Faith, and +4
Gold from each
Relic,
Artifact, and Sculpture
Great Work of Art in addition to the usual
Culture. Receive 50% more
Great Artist,
Great Musician, and
Great Merchant points. Palace has slots for 5 Great Works.
Religious Convert
May not build Holy Site districts, gain Great Prophets, or found Religions. Receives +1
Gold and +0.2
Culture per citizen in a city following any religion. 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.
May not build Holy Site districts, gain Great Prophets, or found Religions. Receives +1
Gold and +0.2
Culture per citizen in a city following any religion. 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.
May not build Holy Site districts, gain Great Prophets, or found Religions. Gains all Beliefs of any Religion that has established itself in a majority of his cities. Receives an Apostle each time he finishes a M'banza or Theater Square district (of that city's majority Religion).
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.
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.
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.
Unlocked By Iron Working Technology
Kongo unique Classical era unit that replaces the Swordsman. +10 Combat Strength when defending against ranged attacks. Can see through Woods and Rainforests.
Unlocked By Iron Working Technology
Kongo unique Classical era unit that replaces the Swordsman. +10 Combat Strength when defending against ranged attacks. Can move and see through Woods and Rainforest.
Unlocked By Iron Working Technology
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.
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.
+2 Food, +2
Production, +1
Faith, and +4
Gold from each
Relic,
Artifact, and Sculpture
Great Work of Art in addition to the usual
Culture. Receive 50% more
Great Artist,
Great Musician, and
Great Merchant points. Palace has slots for 5 Great Works.
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.
All civilian units ignore Rainforest and Woods Movement penalty.
+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.
All civilian units ignore Rainforest and Woods Movement penalty.
Cities receive +10% Yields if on the same continent as your Capital (Including your
Capital), -15% if on another continent.
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.
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.
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.
Unlocked By Iron Working Technology
Kongo unique Classical era unit that replaces the Swordsman. +10 Combat Strength when defending against ranged attacks. Can see through Woods and Rainforests.
Unlocked By Iron Working Technology
Kongo unique Classical era unit that replaces the Swordsman. +10 Combat Strength when defending against ranged attacks. Can move and see through Woods and Rainforest.
Unlocked By Iron Working Technology
Korea Sejong
Three Kingdoms
Mines receive +1 Science for every adjacent Seowon district. Farms receive +1
Food for every adjacent Seowon district.
Mines receive +1 Science for every adjacent Seowon district. Farms receive +1
Food for every adjacent Seowon district.
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. Seowons receive -1
Science for each adjacent District. Seowons and Theater Squares receive major adjacency from each other. Cities with a Seowon and a Theater Square receive +1
Culture and +2
Tourism per district. +15%
Production toward builders in cities without
Governors after Feudalism.
When you complete your first Technology from a new Era, receive your Science per turn as
Culture. Seowons receive -1
Science for each adjacent District. Seowons and Theater Squares receive major adjacency from each other. Cities with a Seowon and a Theater Square receive +1
Culture and +2
Tourism per district. +15%
Production toward builders in cities without
Governors after Feudalism.
When you complete your first Technology from a new Era, receive double your Science per turn as
Culture.
Seowon
A district unique to Korea that replaces the Campus. +1 Science base adjacency. +1
Science for every 2 adjacent mines. Culture bombs adjacent tiles when completed. Science Specialists grant +1
Food. Must be built on hills.
A district unique to Korea that replaces the Campus. +1 Science base adjacency. +1
Science for every 2 adjacent mines. Culture bombs adjacent tiles when completed. Science Specialists grant +1
Food. Must be built on hills.
A district unique to Korea for scientific endeavors. Replaces the Campus district. +4 Science. -1
Science for every adjacent district tile. 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.
Unlocked By Gunpowder Technology
Korean unique Renaissance Era unit that replaces the Field Cannon. High Ranged Attack Strength. Cannot move and attack in the same turn.
Unlocked By Gunpowder Technology
Korean unique Renaissance Era unit that replaces the Field Cannon. High Ranged Attack Strength. Cannot move and attack in the same turn.
Unlocked By Gunpowder Technology
Korea Seondeok
Three Kingdoms
Mines receive +1 Science for every adjacent Seowon district. Farms receive +1
Food for every adjacent Seowon district.
Mines receive +1 Science for every adjacent Seowon district. Farms receive +1
Food for every adjacent Seowon district.
Mines receive +1 Science for every adjacent Seowon district. Farms receive +1
Food for every adjacent Seowon district.
Hwarang
+1 Amenity for cities with a
Governor.
+30% yield to Seowon buildings for each Governor promotion in the city.
When you unlock Feudalism, cities you founded without a Governor receive -10% to all yields. +1
Governor Title at Feudalism.
+1 Amenity for cities with a
Governor.
+30% yield to Seowon buildings for each Governor promotion in the city.
When you unlock Feudalism, cities you founded without a Governor receive -10% to all yields. +1
Governor Title at Feudalism.
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. +1 Science base adjacency. +1
Science for every 2 adjacent mines. Culture bombs adjacent tiles when completed. Science Specialists grant +1
Food. Must be built on hills.
A district unique to Korea that replaces the Campus. +1 Science base adjacency. +1
Science for every 2 adjacent mines. Culture bombs adjacent tiles when completed. Science Specialists grant +1
Food. Must be built on hills.
A district unique to Korea for scientific endeavors. Replaces the Campus district. +4 Science. -1
Science for every adjacent district tile. 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.
Unlocked By Gunpowder Technology
Korean unique Renaissance Era unit that replaces the Field Cannon. High Ranged Attack Strength. Cannot move and attack in the same turn.
Unlocked By Gunpowder Technology
Korean unique Renaissance Era unit that replaces the Field Cannon. High Ranged Attack Strength. Cannot move and attack in the same turn.
Unlocked By Gunpowder Technology
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 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.
When conquering a city that is not a Free City receive a Eureka for each Encampment or Campus in the conquered city and an
Inspiration for each Holy Site or Theater Square.
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.
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.
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.
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.
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 cost when a non civilian unit is created 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.
Unlocked By Horseback Riding Technology
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.
Unlocked By Horseback Riding Technology
Macedonian unique heavy cavalry unit that replaces the Horseman. Additional +5 Combat Strength when adjacent to a Great General. +5 Great General points when killing an enemy unit. Starts with 1 free Promotion.
Unlocked By Horseback Riding Technology
Hypaspist
Macedonian unique melee unit that replaces the Swordsman. +10 Combat Strength when besieging districts. Receives +50% Additional Support Bonus.
Unlocked By Iron Working Technology
Macedonian unique melee unit that replaces the Swordsman. +10 Combat Strength when besieging districts. Receives +50% Additional Support Bonus.
Unlocked By Iron Working Technology
Macedonian unique melee unit that replaces the Swordsman. +5 Combat Strength when besieging districts. 50% Additional Support Bonus.
Unlocked By Iron Working Technology
Mali Mansa Musa
Songs of the Jeli
-15% Production in all cities. Mines receive -1
Production and +4
Gold. Cities receive +1
Food for each desert tile adjacent to your City Center.
May purchase Commercial Hub district buildings with Faith.
-15% Production in all cities. Mines receive -1
Production and +4
Gold. Cities receive +1
Food for each desert tile adjacent to your City Center.
May purchase Commercial Hub district buildings with Faith.
City Centers gain +1 Faith and +1
Food for every adjacent Desert and Desert Hills tiles. Mines receive -1
Production and +4
Gold. May purchase Commercial Hub district buildings with
Faith. -30%
Production toward constructing buildings or training units.
Sahel Merchants
+1 Trade Route capacity after Banking. Holy Sites grant major adjacency to Sugubas instead of standard adjacency. +15%
Production toward Holy Sites and their buildings. Cities receive +1
Faith if your empire owns at least 2 desert tiles within 3 tiles of the city center.
+1 Trade Route capacity after Banking. Holy Sites grant major adjacency to Sugubas instead of standard adjacency. +15%
Production toward Holy Sites and their buildings. Cities receive +1
Faith if your empire owns at least 2 desert tiles within 3 tiles of the city center.
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 that replaces the Commercial Hub. Units, Buildings, and Districts are 10% cheaper to purchase with Gold and
Faith in this City.
Standard adjacency from Holy Sites. +1 Gold bonus from a tile containing a City Center, River Edge, or an Oasis. +1
Gold bonus for every two adjacent district tiles.
A district unique to Mali that replaces the Commercial Hub. Units, Buildings, and Districts are 10% cheaper to purchase with Gold and
Faith in this City.
Standard adjacency from Holy Sites. +1 Gold bonus from a tile containing a City Center, River Edge, or an Oasis. +1
Gold bonus for every two adjacent district tiles.
A district unique to Mali specializing in finance and trade that replaces the Commercial Hub. Units, Buildings, and Districts are 20% cheaper to purchase with Gold and
Faith in this City.
+2 Gold bonus for each adjacent Holy Site. +2
Gold bonus from a tile containing a River edge. +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).
Unlocked By Stirrups Technology
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).
Unlocked By Stirrups Technology
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 100% of that unit's base
Combat Strength (on Standard Speed).
Unlocked By Stirrups Technology
Mali Sundiata Keita
Songs of the Jeli
-15% Production in all cities. Mines receive -1
Production and +4
Gold. Cities receive +1
Food for each desert tile adjacent to your City Center.
May purchase Commercial Hub district buildings with Faith.
-15% Production in all cities. Mines receive -1
Production and +4
Gold. Cities receive +1
Food for each desert tile adjacent to your City Center.
May purchase Commercial Hub district buildings with Faith.
City Centers gain +1 Faith and +1
Food for every adjacent Desert and Desert Hills tiles. Mines receive -1
Production and +4
Gold. May purchase Commercial Hub district buildings with
Faith. -30%
Production toward constructing buildings or training units.
Sogolon
Patronage of Great People costs 30% less
Gold.
Theater Squares grant standard adjacency to Sugubas. Cities with a Suguba and Theater Square receive +1 Great Writer point. Markets gain 2 slots for Great Works of Writing in cities founded by Sundiata.
Great Works of Writing grant +4
Gold and +2
Culture.
Patronage of Great People costs 30% less
Gold.
Theater Squares grant standard adjacency to Sugubas. Cities with a Suguba and Theater Square receive +1 Great Writer point. Markets gain 2 slots for Great Works of Writing in cities founded by Sundiata.
Great Works of Writing grant +4
Gold and +2
Culture.
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 that replaces the Commercial Hub. Units, Buildings, and Districts are 10% cheaper to purchase with Gold and
Faith in this City.
Standard adjacency from Holy Sites. +1 Gold bonus from a tile containing a City Center, River Edge, or an Oasis. +1
Gold bonus for every two adjacent district tiles.
A district unique to Mali that replaces the Commercial Hub. Units, Buildings, and Districts are 10% cheaper to purchase with Gold and
Faith in this City.
Standard adjacency from Holy Sites. +1 Gold bonus from a tile containing a City Center, River Edge, or an Oasis. +1
Gold bonus for every two adjacent district tiles.
A district unique to Mali specializing in finance and trade that replaces the Commercial Hub. Units, Buildings, and Districts are 20% cheaper to purchase with Gold and
Faith in this City.
+2 Gold bonus for each adjacent Holy Site. +2
Gold bonus from a tile containing a River edge. +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).
Unlocked By Stirrups Technology
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).
Unlocked By Stirrups Technology
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 100% of that unit's base
Combat Strength (on Standard Speed).
Unlocked By Stirrups Technology
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 Culture Bomb adjacent tiles and provide +1
Food after Celestial Navigation. Resources cannot be harvested.
Great Writers cannot be earned.
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 Culture Bomb adjacent tiles and provide +1
Food after Celestial Navigation. Resources cannot be harvested.
Great Writers cannot be earned.
Begin the game with the Sailing and Shipbuilding technologies unlocked and with the ability to enter Ocean tiles. Embarked units gain +2 Movement. Unimproved Woods and Rainforest are +1
Production. 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. The Palace grants +3 Housing.
Settlers can embark after researching the Sailing technology. The Palace grants +3 Housing.
Begin the game in an Ocean tile. Gain a free Builder and +1 Population when settling your first city. The Palace receives +3
Housing and +1
Amenity. +2
Science and +2
Culture per turn before you settle your first city.
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.
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.
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 units receive +1 Sight and +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.
Unlocks the Toa ability to construct a Pā, unique to Māori
Occupying units receive +1 Sight and +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.
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 Pā improvement.
Unlocked By Construction Technology
Māori unique Classical era melee unit. Adjacent enemy units receive -5 Combat Strength. Has 1
charge to build Pā improvement.
Unlocked By Construction Technology
Māori unique Classical era melee unit. Adjacent enemy units receive -5 Combat Strength. Can build the unique Pā improvement.
Unlocked By Construction Technology
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.
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.
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.
+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.
+10 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 20 Loyalty and 40 loyalty 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.
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.
Unlocks the Builder ability to construct a Chemamull, unique to Mapuche.
+1 Production. Provides
Culture equal to 75% of the tile's Appeal. Additional
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.
Unlocked By Castles Technology
Mapuche unique Medieval Era unit that replaces the Courser. +1 Movement. Starts with
free Promotion.
Unlocked By Castles Technology
Mapuche unique Renaissance Era unit. +5 Combat Strength bonus if within 4 hexes of friendly territory. Pillaging costs 1
Movement.
Unlocked By Gunpowder Technology
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 +1
Science for each adjacent Observatory and an additional +1
Science after Education. +1
Amenity for every Luxury adjacent to the City Center. +3
Combat Strength for units within 6 tiles of your capital.
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 +1
Science for each adjacent Observatory and an additional +1
Science after Education. +1
Amenity for every Luxury adjacent to the City Center. +3
Combat Strength for units within 6 tiles of your capital.
Settling adjacent to Fresh Water and Coast does not provide extra Housing, instead each Farm provides an additional +1
Housing, +1
Production for every adjacent Observatory, and +1
Gold. +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.
Non-capital cities within 6 tiles of the Capital gain +5% to all yields. Other non-capital cities receive -10% to all yields.
Non capital cities within 6 tiles of the Capital gain +10% to all yields and when founded receive a builder. Other non capital cities receive -15% to all yields. +5
Combat Strength to units within 6 tiles of the
Capital.
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.
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.
A district unique to the Maya for scientific endeavors. Replaces the Campus district and cheaper to build.
+2 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.
Unlocked By Archery Technology
Mayan unique Ancient Era ranged unit that replaces the Archer. Strong ranged attack. +5 Combat Strength when fighting a wounded opponent.
Unlocked By Archery Technology
Mayan unique Ancient Era ranged unit that replaces the Archer. Strong ranged attack. +5 Combat Strength when fighting a wounded opponent.
Unlocked By Archery Technology
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.
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.
Starting a Trade Route immediately creates a
Trading Post in the destination city. Receive an extra level of
Diplomatic Visibility for possessing a
Trading Post in any city of a civilization. All Mongolian units double the usual
Combat Bonus for having a higher level of
Diplomatic Visibility than their opponent.
Mongol Horde
All cavalry class units gain +3 Combat Strength and a chance to capture defeated enemy cavalry class units.
All cavalry class units gain +3 Combat Strength and a chance to capture defeated enemy cavalry class units.
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.
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.
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.
Unlocked By Stirrups Technology
Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilian and support units at their higher Movement speed.
Unlocked By Stirrups Technology
Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilian and support units at their higher Movement speed.
Unlocked By Stirrups Technology
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.
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.
Starting a Trade Route immediately creates a
Trading Post in the destination city. Receive an extra level of
Diplomatic Visibility for possessing a
Trading Post in any city of a civilization. All Mongolian units double the usual
Combat Bonus for having a higher level of
Diplomatic Visibility than their opponent.
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 and an additional +1
Science and +1
Culture for each 20 tiles traveled.
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 and an additional +1
Science and +1
Culture for each 20 tiles traveled.
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.
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.
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.
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.
Unlocked By Stirrups Technology
Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilian and support units at their higher Movement speed.
Unlocked By Stirrups Technology
Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilian and support units at their higher Movement speed.
Unlocked By Stirrups Technology
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.
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.
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.
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.
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.
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.
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.
Unlocks the Builder ability to construct a Polder, unique to Netherlands.
+1 Food, +1
Production, and +0.5
Housing. +1
Food if adjacent to a Polder improvement. Additional
Production,
Gold, and
Food as you advance through the Civics and Technology Tree. Must be placed on a Coast or Lake tile adjacent to 3 or more passable land tiles. Increases
Movement Cost of tile to 3.
De Zeven Provinciën
Netherlands unique Renaissance Era unit that replaces the Frigate. +7 Combat Strength when attacking defensible districts.
Unlocked By Square Rigging Technology
Netherlands unique Renaissance Era unit that replaces the Frigate. +7 Combat Strength when attacking defensible districts.
Unlocked By Square Rigging Technology
Netherlands unique Renaissance Era unit that replaces the Frigate. +7 Combat Strength when attacking defensible districts.
Unlocked By Square Rigging Technology
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.
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.
Units gain the ability to enter Ocean tiles after researching the Shipbuilding technology. Naval melee units heal in neutral territory. Units ignore additional Movement costs from embarking and disembarking.
Varangian Guard
+1 Combat Strength on naval units when attacking per city-state you are suzerain of. 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.
+1 Combat Strength on naval units when attacking per city-state you are suzerain of. 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.
All units pay 2 less Gold maintenance. 75% Discount on Levying units and levied units receive
Culture,
Faith and
Science from kills equal to 50% of the opponents'
Combat Strength. +1 Influence Points per turn from the Stave Church.
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.
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.
A building unique to Norway. Required to purchase Apostles and Inquisitors with Faith. Holy Site districts get an additional standard adjacency bonus from Woods. +1
Production to each coastal resource tile in this city.
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.
Unlocked By Feudalism Civic
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.
Unlocked By Feudalism Civic
Norwegian unique Medieval era melee unit that replaces the Man-At-Arms. 4 Movement if this unit starts in enemy territory. +10
Combat Strength when attacking and -5
Combat Strength when defending against melee attacks.
Unlocked By Military Tactics Technology
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.
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.
Units gain the ability to enter Ocean tiles after researching the Shipbuilding technology. Naval melee units heal in neutral territory. Units ignore additional Movement costs from embarking and disembarking.
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.
+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.
Allows coastal raiding for all naval melee units and +50% Production toward all naval melee units. Receive
Science from pillaging and coastal raiding Mines in addition to
Gold. Pillaging or coastal raiding Quarries, Pastures, Plantations, and Camps provide
Culture in addition to
Faith. Gain the Viking Longship unique unit with Sailing.
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.
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.
A building unique to Norway. Required to purchase Apostles and Inquisitors with Faith. Holy Site districts get an additional standard adjacency bonus from Woods. +1
Production to each coastal resource tile in this city.
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.
Unlocked By Feudalism Civic
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.
Unlocked By Feudalism Civic
Norwegian unique Medieval era melee unit that replaces the Man-At-Arms. 4 Movement if this unit starts in enemy territory. +10
Combat Strength when attacking and -5
Combat Strength when defending against melee attacks.
Unlocked By Military Tactics Technology
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.
Unlocked By Sailing Technology
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.
Unlocked By Sailing Technology
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.
Unlocked By Sailing Technology
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.
+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.
+30% Production toward Ranged units. All Ranged units gain +50% combat experience. Mines over strategic resources provide +1
Production. 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.
+20% Production towards all
districts, increasing to +40%
Production if there is a Nubian Pyramid adjacent to the City Center.
+20% Production towards all districts rising to +40% 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.
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.
Improvement that unlocks with Masonry and must be built on Desert, Desert Hills or Floodplains. +2 Faith and +2
Food. Receives additional yields from adjacent districts. +1
Food if adjacent to a city center. For all other districts that award adjacency bonuses: +1 of the appropriate yield if that district is adjacent.
Pítati Archer
Nubian unique Ancient era unit that replaces the Archer. Stronger than the Archer with extra Movement. Upgrades to Crossbowman.
Unlocked By Archery Technology
Nubian unique Ancient era unit that replaces the Archer. Stronger than the Archer with extra Movement. Upgrades to Crossbowman.
Unlocked By Archery Technology
Nubian unique Ancient era unit that replaces the Archer. Stronger than the Archer with extra Movement. Upgrades to Crossbowman.
Unlocked By Archery Technology
Ottomans Suleiman (Kanuni)
Great Turkish Bombard
+50% Production toward siege units. All siege units gain +3
Combat Strength.
Conquered cities do not lose population. Cities not founded by the Ottomans gain +1
Amenity and +4 Loyalty per turn.
+50% Production toward siege units. All siege units gain +3
Combat Strength.
Conquered cities do not lose population. Cities not founded by the Ottomans gain +1
Amenity and +4 Loyalty per turn.
+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.
Exclusive unique Governor with military and diplomatic abilities. Gain the Janissary unique unit and a Governor Title when the Gunpowder technology is researched.
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.
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.
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.
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.
Unlocked By Medieval Faires Civic
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.
Unlocked By Medieval Faires Civic
Ottoman unique Medieval era naval unit that replaces the Privateer. 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.
Unlocked By Medieval Faires Civic
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.
Unlocked By Gunpowder Technology
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.
Unlocked By Gunpowder Technology
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.
Unlocked By Gunpowder Technology
Ottomans Suleiman (Muhteşem)
Great Turkish Bombard
+50% Production toward siege units. All siege units gain +3
Combat Strength.
Conquered cities do not lose population. Cities not founded by the Ottomans gain +1
Amenity and +4 Loyalty per turn.
+50% Production toward siege units. All siege units gain +3
Combat Strength.
Conquered cities do not lose population. Cities not founded by the Ottomans gain +1
Amenity and +4 Loyalty per turn.
+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. +2
Combat Strength when not in a
Golden Age or
Heroic Age, doubled against Civilizations who are also not in a
Golden Age or
Heroic Age.
+10% Science and
Culture when in a
Golden Age or
Heroic Age. +2
Combat Strength when not in a
Golden Age or
Heroic Age, doubled against Civilizations who are also not in a
Golden Age or
Heroic Age.
+15% 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.
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.
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.
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.
Unlocked By Medieval Faires Civic
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.
Unlocked By Medieval Faires Civic
Ottoman unique Medieval era naval unit that replaces the Privateer. 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.
Unlocked By Medieval Faires Civic
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.
+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.
+1 Trade Route capacity with Political Philosophy civic. Receive +2
Gold and +1
Culture for routes between your own cities. 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.
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.
+2 Movement for the first 10 turns after declaring a Surprise War on a major civilization. +5 Loyalty per turn in occupied cities with a garrisoned unit. Declaring a Surprise War only counts as a Formal War for the purposes of
Grievances and warmongering.
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.
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.
Unlocks the Builder ability to construct a Pairidaeza, unique to Persia.
+1 Culture and +2
Gold. +1 Appeal. +1
Culture for each adjacent Holy Site and Theater Square. +1
Gold for each adjacent Commercial Hub and City Center. Additional
Culture and
Tourism as you advance through the Technology and Civics Tree. Cannot be built on Snow, Tundra, Snow Hills, or Tundra Hills or adjacent to another Pairidaeza.
Immortal
Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
Unlocked By Iron Working Technology
Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
Unlocked By Iron Working Technology
Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
Unlocked By Iron Working Technology
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.
+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.
+1 Trade Route capacity with Political Philosophy civic. Receive +2
Gold and +1
Culture for routes between your own cities. 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.
+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.
+5 Combat Strength when attacking full Health Units. Cities not founded by Nader Shah receive +2
Faith and +3
Gold on Domestic
Trade Routes.
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.
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.
Unlocks the Builder ability to construct a Pairidaeza, unique to Persia.
+1 Culture and +2
Gold. +1 Appeal. +1
Culture for each adjacent Holy Site and Theater Square. +1
Gold for each adjacent Commercial Hub and City Center. Additional
Culture and
Tourism as you advance through the Technology and Civics Tree. Cannot be built on Snow, Tundra, Snow Hills, or Tundra Hills or adjacent to another Pairidaeza.
Immortal
Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
Unlocked By Iron Working Technology
Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
Unlocked By Iron Working Technology
Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
Unlocked By Iron Working Technology
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.
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.
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.
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.
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 and the Government Plaza district. +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.
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.
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.
+50% Production towards naval units and Settlers in this city. All wounded naval units in this city’s borders heal +100 HP each turn.
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.
Unlocked By Sailing Technology
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.
Unlocked By Sailing Technology
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.
Unlocked By Sailing Technology
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.
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.
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 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.
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.
Poland's majority religion becomes the dominant religion in cities that loses a tile to a Polish Culture Bomb. Holy Sites gain a Faith adjacency bonus from adjacent Districts. All Relics provide bonus Faith (+2), Culture (+2) and Gold (+4).
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.
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.
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.
Unlocked By Reformed Church Civic
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.
Unlocked By Reformed Church Civic
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.
Unlocked By Mercantilism Civic
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.
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.
International Trade Routes must originate from a coastal city and can only reach cities on the coast or with a Harbor, but receive +50% towards all yields. 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.
All units receive +1 Sight. +1 Trade Route capacity when entering a new era (ancient era included). Open Borders with all City-States.
All units receive +1 sight. +1 Trade Route capacity when a civilization is met. 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.
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.
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.
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.
Unlocks the Nau ability to construct a Feitoria, unique to Portugal.
Provides +4 Gold and +1
Production. Trade routes sent to this city from Portugal gain +4
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.
Unlocked By Cartography Technology
Portuguese unique naval melee unit that replaces the Caravel. Starts with free Promotion and is less maintenance. Has 2
charge to build Feitorias.
Unlocked By Cartography Technology
Portuguese unique naval melee unit that replaces the Caravel. Starts with 1 free Promotion and is less maintenance. Has two charges to build Feitorias.
Unlocked By Cartography Technology
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.
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.
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.
+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.
+300 Gold whenever you conquer a city for the first time or when you earn
Gold from a Barbarian Outpost. The
Gold becomes 500 after researching Metal Casting and 700 after Steel (on Standard Speed). When targeting Barbarians receive +5
Combat Strength and always earn normal XP.
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.
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.
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.
Unlocked By Iron Working Technology
Roman unique Classical era melee unit that replaces the Swordsman. Has 1 charge to build a Roman Fort.
Unlocked By Iron Working Technology
Roman unique Classical era melee unit that replaces the Swordsman. Can build a Roman Fort.
Unlocked By Iron Working Technology
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.
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.
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 Foreign Trade.
All founded cities get free Monument building after unlocking Foreign Trade.
All cities start with an additional City Center building. (Starts with a Monument building in the Ancient era).
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.
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.
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.
Unlocked By Iron Working Technology
Roman unique Classical era melee unit that replaces the Swordsman. Has 1 charge to build a Roman Fort.
Unlocked By Iron Working Technology
Roman unique Classical era melee unit that replaces the Swordsman. Can build a Roman Fort.
Unlocked By Iron Working Technology
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.
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.
Extra territory upon founding cities. +1 Faith and +1
Production from Tundra. 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.
Receives Science or
Culture from
Trade Routes to civilizations that are more advanced than Russia. +1 per 3 technologies or civics ahead.
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.
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.
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 expended in this city. The Lavra provides +1 Great Writer point per turn with a Shrine, +1
Great Artist point per turn with a Temple, and +1
Great Musician 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.
Unlocked By Military Science Technology
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.
Unlocked By Military Science Technology
Russian unique Industrial era unit that replaces Cavalry. Stronger than Cavalry, and gains +5 Combat Strength when fighting in or adjacent to its home territory. Can move after attacking if
Movement points remain.
Unlocked By Military Science Technology
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.
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.
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.
Recon units receive +50% combat experience.
Can declare a War of Liberation after gaining the Defensive Tactics Civic. +100% Production and +2
Movement for the first 10 turns after declaring a War of Liberation.
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.
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.
Unlocks the Builder ability to construct a Golf Course, unique to Scotland.
+2 Amenities and +2
Gold. +1
Culture if adjacent to a City Center district and +1
Culture if adjacent to an Entertainment Complex district. Additional
Tourism and
Housing as you advance through the Civics and Technology Tree. Cannot be placed on Desert or Desert Hills. One per city. Tiles with Golf Courses cannot be swapped. +1 Appeal.
Highlander
Scottish unique Industrial Era unit that replaces the Ranger. Strong reconnaissance unit. +5 Combat Strength bonus when fighting in Hill and Forest terrain.
Unlocked By Rifling Technology
Scottish unique Industrial Era unit that replaces the Ranger. Strong reconnaissance unit. +5 Combat Strength bonus when fighting in Hill and Forest terrain.
Unlocked By Rifling Technology
Scottish unique Industrial Era unit that replaces the Ranger. Strong reconnaissance unit. +5 Combat Strength bonus when fighting in Hill and Forest terrain.
Unlocked By Rifling Technology
Scythia Tomyris
People of the Steppe
May purchase Light, Heavy, and Ranged Cavalry units with Faith.
May purchase Light, Heavy, and Ranged Cavalry units with Faith.
Receive a second light cavalry unit or Saka Horse Archer each time you train a light cavalry unit or Saka Horse Archer.
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.
All units receive +5 Combat Strength when attacking wounded units. When they eliminate a unit, they heal up to 30 hit points.
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.
+1 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.
The Animal Husbandry technology unlocks the Builder ability to construct a Kurgan, unique to Scythia.
+1 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.
Unlocks the Builder ability to construct a Kurgan, unique to Scythia.
+1 Faith and +3
Gold. +1
Faith for each adjacent Pasture (becomes +2 after researching Stirrups). Provides
Tourism from
Faith after researching Flight. Cannot be built on Hills.
Saka Horse Archer
Scythian unique Classical Era ranged cavalry unit with 4 Movement and a
Range of 2.
Unlocked By Horseback Riding Technology
Scythian unique Classical Era ranged cavalry unit with 4 Movement and a
Range of 2.
Unlocked By Horseback Riding Technology
Scythian unique Classical era unit. Ranged unit with 4 Movement with a
Range of 1.
Unlocked By Horseback Riding Technology
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.
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.
May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. Trade Routes receive +3
Gold, +2
Faith, and +1
Production.
Trade Routes between multiple continents receive triple these numbers. Cities not on your original Capital’s continent receive +25%
Production towards districts and a builder when founded.
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 +3 Combat Strength against players following other Religions. Missionaries are 25% cheaper to purchase.
Inquisitors can Remove Heresy one extra time. Inquisitors eliminate 100% of the presence of other Religions. Combat and Religious units have a bonus of +3 Combat Strength against players following other Religions. Missionaries are 25% cheaper to purchase.
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.
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.
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.
Unlocks the Builder ability to construct a Mission, unique to Spain.
+2 Faith. +2
Faith, +1
Production, and +1
Food if on a different continent than your
Capital. +1
Science for every adjacent Campus and Holy Site district. Additional
Science once Cultural Heritage is discovered. +2 Loyalty per turn for cities with a Mission improvement adjacent to the City Center and not on your original
Capital's continent.
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.
Unlocked By Gunpowder Technology
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.
Unlocked By Gunpowder Technology
Spanish unique Renaissance era unit that replaces the Musketman. +10 Combat Strength when there is a religious unit within one 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 Religion as the dominant Religion.
Unlocked By Gunpowder Technology
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.
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.
When you disperse a Barbarian Outpost, receive a Tribal Village reward in addition to the usual Gold. Pay half the usual cost to levy city-state units.
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.
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.
When at war with a common foe, they and their allies share pillage rewards and share combat experience gains if within 5 tiles. Their Alliances gain Alliance Points for being at war with a common foe. +5 Combat Strength against units of players at war with you and your ally.
Ziggurat
Unlocks the Builder ability to construct a Ziggurat, unique to Sumeria.
+1 Housing and +2
Science.
+1 Culture if built next to River. After Early Empire, +1
Faith for each adjacent district or for every 2 adjacent Farms.
Cannot be built on Hills or adjacent to another Ziggurat.
Unlocks the Builder ability to construct a Ziggurat, unique to Sumeria.
+1 Housing and +2
Science.
+1 Culture if built next to River. After Early Empire, +1
Faith for each adjacent district or for every 2 adjacent Farms.
Cannot be built on Hills or adjacent to another Ziggurat.
Unlocks the Builder ability to construct a Ziggurat, unique to Sumeria.
+2 Science. +1
Culture if next to River. Cannot be built on Hills but may be built on Floodplains.
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.
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.
Sumerian unique Ancient era unit. Stronger than all other starting units. No penalties against anti-cavalry units. 4 Movement if this unit starts in open terrain.
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.
After unlocking Political Philosophy, cities settled on desert, tundra, or snow receive +1 Food and +1
Production.
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.
After unlocking Political Philosophy, cities settled on desert, tundra, or snow receive +1 Food and +1
Production.
Sweden gains 50 Diplomatic Favor when earning a Great Person (on Standard Speed). Sweden receives +1
Great Engineer point from Factories and +1
Great Scientist point from Universities. Having Sweden in the game adds three unique World Congress competitions starting in the Industrial Era.
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.
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.
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.
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.
A building unique to Sweden. This building provides 2 slots of Writing,
Music, and any type of
Art.
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.
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.
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.
Unlocked By Metal Casting Technology
Swedish unique Renaissance Era unit that replaces the Pike and Shot. Faster than the Pike and Shot. +3 Combat Strength per unused
Movement.
Unlocked By Metal Casting Technology
Swedish unique Renaissance Era unit that replaces the Pike and Shot. Faster than the Pike and Shot. +3 Combat Strength per unused
Movement.
Unlocked By Metal Casting Technology
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.
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.
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
+2 Movement for all units beginning their turn in Rainforest, Marsh, or Woods tiles within your territory. +2
Combat Strength for units fighting in these tiles, doubled in your own territory.
+2 Movement for all units beginning their turn in Rainforest, Marsh, or Woods tiles within your territory. +2
Combat Strength for units fighting in these tiles, doubled in your own territory.
+5 Combat Strength for units fighting in Rainforest, Marsh, or Woods tiles. +1
Movement if they begin their turn there. Both these bonuses are doubled if the tile is your 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.
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.
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.
Voi Chiến
Vietnamese unique Medieval era ranged unit that replaces the Crossbowman. Has Sight of 3 and can move after attacking. +1 Movement when beginning their turn in Rainforest, Marsh, or Woods tiles in any territory. They are also stronger when defending and more expensive.
Unlocked By Machinery Technology
Vietnamese unique Medieval era ranged unit that replaces the Crossbowman. Has Sight of 3 and can move after attacking. +1 Movement when beginning their turn in Rainforest, Marsh, or Woods tiles in any territory. They are also stronger when defending and more expensive.
Unlocked By Machinery Technology
Vietnamese unique Medieval era ranged unit that replaces the Crossbowman. These units have additional movement and can move after attacking. They are also stronger when defending, more expensive, and have greater sight.
Unlocked By Machinery Technology
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.
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.
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 or Army, 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.
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.
May form Corps (Mercenaries Civic) and Armies (Nationalism Civic) earlier. An additional +5 Base Combat Strength to both Corps and Armies.
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%.
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%.
A district unique to Zulu which replaces the Encampment. Provides +1 Housing. Once the Civic or Technology prerequisite is met, Corps and Armies can be built outright. Buildings in the Ikanda receive +2
Gold and +1
Science. Faster Corps and Army creation.
Impi
Zulu unique Medieval Era unit that replaces the Pikeman. Increased Flanking bonus, low cost and low maintenance. Earns XP faster.
Unlocked By Military Tactics Technology
Zulu unique Medieval Era unit that replaces the Pikeman. Increased Flanking bonus, low cost and low maintenance. Earns XP faster.
Unlocked By Military Tactics Technology
Zulu unique Medieval Era unit that replaces the Pikeman. Increased Flanking bonus, low cost and low maintenance. Earns XP faster.
Unlocked By Military Tactics Technology