America Abraham Lincoln

Founding Fathers


All Diplomatic policy slots in the current government are converted to Wildcard slots. +1 Diplomatic Favor per turn for every Wildcard slot in their government.


Emancipation Proclamation


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. +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.


America Teddy Roosevelt (Bull Moose)

Founding Fathers


All Diplomatic policy slots in the current government are converted to Wildcard slots. +1 Diplomatic Favor per turn for every Wildcard slot in their government.


Antiquities and Parks


Breathtaking tiles adjacent to either a Natural Wonder or a Mountain receive +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. +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.


America Teddy Roosevelt (Rough Rider)

Founding Fathers


All Diplomatic policy slots in the current government are converted to Wildcard slots. +1 Diplomatic Favor per turn for every Wildcard slot in their government.


Roosevelt Corollary


Units receive +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. +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.


Rough Rider

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.


Arabia Saladin (Vizier)

The Last Prophet


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. 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.


Mamluk

Arabian unique Medieval era unit that replaces the Knight. Heals at the end of every turn, even after moving or attacking.


Arabia Saladin (Sultan)

The Last Prophet


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.


Madrasa

A building unique to Arabia. Bonus Faith equal to the adjacency bonus of the Campus district.


Mamluk

Arabian unique Medieval era unit that replaces the Knight. Heals at the end of every turn, even after moving or attacking.


Australia John Curtin

Land Down Under


+3 Housing in coastal cities. Pastures trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, Holy Sites and Theater Squares are +1 in tiles with Charming Appeal, +3 in Breathtaking.


Citadel of Civilization


+100% Production if they have either received a declaration of war or liberated a city in the past 10 turns.


Outback Station

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.


Aztec Montezuma

Legend of the Five Suns


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.


Tlachtli

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.


Babylon Hammurabi

Enuma Anu Enlil


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. Receive an Envoy when any other district is constructed for the first time.


Palgum

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.


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.


Magnanimous


After recruiting or patronizing a Great Person, 20% of its Great Person point cost is refunded.


Street Carnival

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. Replaces the Water Park district, and provides +2 Amenities. Also unlocks the Carnival project, which grants an additional +1 Amenity when underway and a variety of Great People points once completed. Cannot be built in a city with a Street Carnival. Cannot be built on Reef.


Minas Geraes

Brazilian unique Industrial era unit that replaces the Battleship. Stronger than the Battleship. Unlocked by Nationalism.


Byzantium Basil II

Taxis


Units receive +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.


Hippodrome

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 that has additional range and receives +10 Combat Strength against units.


Tagma

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.


Byzantium Theodora

Taxis


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 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 +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 that has additional range and receives +10 Combat Strength against units.


Canada Wilfrid Laurier

Four Faces of Peace


Cannot declare war on City-States or surprise wars. Surprise wars cannot be declared on Canada. For every 100 Tourism per turn earn 1 Diplomatic Favor per turn. Receive +100% Diplomatic Favor from successfully completing an Emergency or Scored Competition.


The Last Best West


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.


Mountie

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.


China Kublai Khan (China)

Dynastic Cycle


Eurekas and Inspirations provide 50% of civics and technologies instead of 40%. When completing a wonder receive a random Eureka and Inspiration from the era of the wonder, if available.


Gerege


One extra Economic policy slot in any government. Receive a random Eureka and Inspiration when establishing a Trading Post in another Civilization's city for the first time.


Great Wall

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 Medieval era unit. Ranged unit with a Range of 1 and high combat strength.


China Qin (Mandate of Heaven)

Dynastic Cycle


Eurekas and Inspirations provide 50% of civics and technologies instead of 40%. When completing a wonder receive a random Eureka and Inspiration from the era of the wonder, if available.


The First Emperor


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

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 Medieval era unit. Ranged unit with a Range of 1 and high combat strength.


China Qin (Unifier)

Dynastic Cycle


Eurekas and Inspirations provide 50% of civics and technologies instead of 40%. When completing a wonder receive a random Eureka and Inspiration from the era of the wonder, if available.


Thirty-Six Stratagems


Melee units receive the Convert Barbarians action. This action converts Barbarian units into your units, but it removes the melee unit.


Great Wall

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 Medieval era unit. Ranged unit with a Range of 1 and high combat strength.


China Wu Zetian

Dynastic Cycle


Eurekas and Inspirations provide 50% of civics and technologies instead of 40%. When completing a wonder receive a random Eureka and Inspiration from the era of the wonder, if available.


Manual of Entrapment


All offensive Spies operate at 1 level higher. Whenever an offensive spy mission is successful, you also gain 100% of the Faith, Culture, and Science that the targeted city earned that turn. Receive a free spy (and extra spy capacity) after discovering Defensive Tactics. Can purchase Spies with Faith.


Great Wall

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 Medieval era unit. Ranged unit with a Range of 1 and high combat strength.


China Yongle

Dynastic Cycle


Eurekas and Inspirations provide 50% of civics and technologies instead of 40%. When completing a wonder receive a random Eureka and Inspiration from the era of the wonder, if available.


Lijia


All Cities receive Projects where they can convert 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

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 Medieval era unit. Ranged unit with a Range of 1 and high combat strength.


Cree Poundmaker

Nîhithaw


+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.


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. Strong reconnaissance unit. Starts with 1 free promotion.


Egypt Cleopatra (Egyptian)

Iteru


+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 +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

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 unit. 4 Movement when starting in open terrain.


Egypt Cleopatra (Ptolemaic)

Iteru


+15% Production towards districts and wonders if placed next to a River. Does not receive damage from Floods.


Arrival of Hapi


Resources along Floodplains receive +1 Food and +1 Culture. Owned Floodplains tiles grant +1 Appeal to adjacent tiles instead of usual -1.


Sphinx

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 unit. 4 Movement when starting in open terrain.


Egypt Ramses II

Iteru


+15% Production towards districts and wonders if placed next to a River. Does not receive damage from Floods.


Abu Simbel


Gain Culture equal to 15% of the construction cost when finishing Buildings and 30% when completing Wonders.


Sphinx

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 unit. 4 Movement when starting in open terrain.


England Eleanor of Aquitaine (England)

Workshop of the World


Iron and Coal Mines accumulate 2 more resources per turn. +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


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 and +4 Loyalty per turn when built on a foreign continent. Cannot be built on Reef


Sea Dog

English unique Renaissance era naval unit that replaces the Privateer. Has a chance to capture defeated enemy ships. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.


England Elizabeth I

Workshop of the World


Iron and Coal Mines accumulate 2 more resources per turn. +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


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 and +4 Loyalty per turn when built on a foreign continent. Cannot be built on Reef


Sea Dog

English unique Renaissance era naval unit that replaces the Privateer. Has a chance to capture defeated enemy ships. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.


England Victoria (Age of Empire)

Workshop of the World


Iron and Coal Mines accumulate 2 more resources per turn. +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


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 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. +10 Combat Strength when fighting on a continent other than that of your capital's. No disembark cost.


Sea Dog

English unique Renaissance era naval unit that replaces the Privateer. Has a chance to capture defeated enemy ships. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.


England Victoria (Age of Steam)

Workshop of the World


Iron and Coal Mines accumulate 2 more resources per turn. +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 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 and +4 Loyalty per turn when built on a foreign continent. Cannot be built on Reef


Sea Dog

English unique Renaissance era naval unit that replaces the Privateer. Has a chance to capture defeated enemy ships. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.


Ethiopia Menelik II

Aksumite Legacy


Ethiopia’s International Trade Routes grant +0.5 Faith per resource at the origin. Improved resources provide +1 Faith for each copy the city owns. Can purchase Archaeological Museums and Archaeologists with Faith.


Council of Ministers


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

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 light cavalry unit. Stronger and greater sight than the Courser that it replaces. Receives no Movement penalty from moving in Hills.


France Catherine de Medici (Black Queen)

Grand Tour


+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. Receives a free Spy (and extra spy capacity) with the Castles technology. All spies start as Agents with a free promotion.


Château

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. +10 Combat Strength when fighting on your capital's continent. Great General points for killing units.


France Catherine de Medici (Magnificence)

Grand Tour


+20% Production toward Medieval, Renaissance, and Industrial era wonders. Tourism from wonders of any era is +100%.


Catherine’s Magnificences


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

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. +10 Combat Strength when fighting on your capital's continent. Great General points for killing units.


France Eleanor of Aquitaine (France)

Grand Tour


+20% Production toward Medieval, Renaissance, and Industrial era wonders. Tourism from wonders of any era is +100%.


Court of Love


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

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. +10 Combat Strength when fighting on your capital's continent. Great General points for killing units.


Gaul Ambiorix

Hallstatt Culture


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


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. 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.


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 defensive buildings.


Glory of the World, Kingdom and Faith


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. 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.


Germany Frederick Barbarossa

Free Imperial Cities


Each city can build one more district than usual (exceeding the normal limit based on Population).


Holy Roman Emperor


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.


U-Boat

German unique Modern era naval unit that replaces the Submarine. Cheaper to produce, +1 Sight, and +10 Combat Strength when fighting on Ocean tiles. Able to reveal other stealthed units.


Germany Ludwig II

Free Imperial Cities


Each city can build one more district than usual (exceeding the normal limit based on Population).


Swan King


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.


U-Boat

German unique Modern era naval unit that replaces the Submarine. Cheaper to produce, +1 Sight, and +10 Combat Strength when fighting on Ocean tiles. Able to reveal other stealthed units.


Gran Colombia Simón Bolívar

Ejército Patriota


+1 Movement 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.


Hacienda

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.


Comandante General

A special type of Great Person only available to Simón Bolívar. Each has unique abilities, including a passive effect, and a Retire effect.


Greece Gorgo

Plato's Republic


One extra Wildcard policy slot in any government.


Thermopylae


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 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. +10 Combat Strength if there is at least one adjacent Hoplite unit.


Greece Pericles

Plato's Republic


One extra Wildcard policy slot in any government.


Surrounded by Glory


+5% Culture per city-state you are the Suzerain of.


Acropolis

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. +10 Combat Strength if there is at least one adjacent Hoplite unit.


Hungary Matthias Corvinus

Pearl of the Danube


+50% Production to Districts and Buildings constructed across a river from a City Center.


Raven King


Levied units gain an ability giving them +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.


Black Army

Hungarian unique Medieval Era unit that replaces the Courser. +3 Combat Strength for each adjacent Levied unit.


Huszár

Hungarian unique Industrial era unit that replaces Cavalry. +3 Combat Strength for every active Alliance.


Inca Pachacuti

Mit’a


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. Gain the Qhapaq Ñan improvement when Foreign Trade civic is discovered.


Qhapaq Ñan

Unlocks the Builder ability to construct a Qhapaq Ñan, unique to Pachacuti.

Acts as a movement portal on a mountain range, allowing units to move into it and exit from another portal at the cost of 2 Movement. Trade Routes traveling through it can multiply the Gold they get from districts at their destination. Can only be built on an adjacent Mountain tile. Cannot be pillaged or removed.


Terrace Farm

Unlocks the Builder ability to construct a Terrace Farm, unique to the Inca.

+1 Food. Provides +1 Housing. +1 Food for each adjacent Mountain Tile. Gain +2 Production for each adjacent Aqueduct district. Receive +1 Production if adjacent to Fresh Water and not an Aqueduct district. Additional Food as you advance through the Civics and Technology Tree for adjacency with other Terrace Farms. Can be placed on Grassland Hills, Plains Hills, and Desert Hills.


Warak’aq

Incan unique Medieval Era unit that replaces the Skirmisher. Stronger at ranged combat than the Skirmisher and +1 additional attack per turn.


India Chandragupta

Dharma


Receives Follower Belief bonuses in a city from each Religion that has at least 1 Follower. Cities gain an Amenity for every Religion with at least 1 Follower. Missionaries have +2 spreads. +100% Religious pressure from your Trade Routes.


Arthashastra


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

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. Adjacent enemy units receive -5 Combat Strength.


India Gandhi

Dharma


Receives Follower Belief bonuses in a city from each Religion that has at least 1 Follower. Cities gain an Amenity for every Religion with at least 1 Follower. Missionaries have +2 spreads. +100% Religious pressure from your Trade Routes.


Satyagraha


+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

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. Adjacent enemy units receive -5 Combat Strength.


Indonesia Gitarja

Great Nusantara


Coast and Lake tiles provide a minor adjacency bonus for Holy Site, Campus, Industrial Zone, and Theater Square districts. +1 Amenity from entertainment to each Entertainment Complex adjacent to a Coast or Lake tile.


Exalted Goddess of the Three Worlds


Naval units can be purchased with Faith. Religious units pay no movement to embark or disembark. +2 Faith to City Centers that are adjacent to Coast or Lake tiles.


Kampung

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.


Japan Hojo Tokimune

Meiji Restoration


All districts receive an additional standard adjacency bonus for being adjacent to another district.


Divine Wind


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.


Samurai

Japanese unique Medieval era melee unit that replaces the Man-At-Arms. Does not suffer combat penalties when damaged.


Japan Tokugawa

Meiji Restoration


All districts receive an additional standard adjacency bonus for being adjacent to another district.


Bakuhan


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.


Samurai

Japanese unique Medieval era melee unit that replaces the Man-At-Arms. Does not suffer combat penalties when damaged.


Khmer Jayavarman VII

Grand Barays


Cities with an Aqueduct receive +1 Amenity 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 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. +0.5 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.


Kongo Mvemba a Nzinga

Nkisi


+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. 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.


Ngao Mbeba

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.


Kongo Nzinga Mbande

Nkisi


+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


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.


Ngao Mbeba

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.


Korea Sejong

Three Kingdoms


Mines receive +1 Science for every adjacent Seowon district. Farms receive +1 Food for every adjacent Seowon district.


Hangul


When you complete your first Technology from a new Era, receive double your Science per turn as Culture.


Seowon

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.


Korea Seondeok

Three Kingdoms


Mines receive +1 Science for every adjacent Seowon district. Farms receive +1 Food for every adjacent Seowon district.


Hwarang


Governors established in a city provide +3% Culture and Science for each Promotion they have earned, including their first.


Seowon

A district unique to Korea 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.


Macedon Alexander

Hellenistic Fusion


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


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 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 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.


Hypaspist

Macedonian unique melee unit that replaces the Swordsman. +5 Combat Strength when besieging districts. 50% Additional Support Bonus.


Mali Mansa Musa

Songs of the Jeli


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


International Trade Routes gain +1 Gold for every flat Desert tile in the origin city. Receive +1 Trade Capacity every time you enter a Golden Age.


Suguba

A district unique to Mali specializing in finance and trade that replaces the Commercial Hub. Units, Buildings, and Districts are 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 100% of that unit's base Combat Strength (on Standard Speed).


Mali Sundiata Keita

Songs of the Jeli


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


It costs 20% less Gold to recruit Great People and the Market gains 2 Great Writing slots in Cities founded by Mali. Great Works of Writing receive +4 Gold and +2 Production.


Suguba

A district unique to Mali specializing in finance and trade that replaces the Commercial Hub. Units, Buildings, and Districts are 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 100% of that unit's base Combat Strength (on Standard Speed).


Māori Kupe

Mana


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


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.


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. Can build the unique Pā improvement.


Mapuche Lautaro

Toqui


Cities with an Established Governor provide +5% Culture, +5% Production, and +10% experience in combat towards all units trained in this city. These numbers are tripled in cities not founded by the Mapuche. All cities within 9 tiles of a city with your Governor gain +4 Loyalty per turn towards your civilization.


Swift Hawk


+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

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 Renaissance Era unit. +5 Combat Strength bonus if within 4 hexes of friendly territory. Pillaging costs 1 Movement.


Maya Lady Six Sky

Mayab


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 +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.

+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.


Mongolia Genghis Khan

Örtöö


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.


Ordu

A building unique to Mongolia. Grants an ability that gives +1 Movement to Heavy and Light Cavalry trained in this city. +25% combat experience for all cavalry and siege class units trained in this city.
Strategic Resource Stockpiles increased +10 (on Standard Speed).

May not be built in an Encampment district that already has a Barracks.


Keshig

Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilian and support units at their higher Movement speed.


Mongolia Kublai Khan (Mongolia)

Örtöö


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.


Ordu

A building unique to Mongolia. Grants an ability that gives +1 Movement to Heavy and Light Cavalry trained in this city. +25% combat experience for all cavalry and siege class units trained in this city.
Strategic Resource Stockpiles increased +10 (on Standard Speed).

May not be built in an Encampment district that already has a Barracks.


Keshig

Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilian and support units at their higher Movement speed.


Netherlands Wilhelmina

Grote Rivieren


Major adjacency bonus for Campuses, Theater Squares, and Industrial Zones if next to a river. Culture Bomb adjacent tiles when completing a Harbor. +50% Production toward the Dam district and Flood Barrier building.


Radio Oranje


Your Trade Routes to your own cities provide +2 Loyalty per turn for the starting city. Trade Routes to foreign cities or from foreign cities provide +2 Culture to you.


Polder

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.


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. Units ignore additional Movement costs from embarking and disembarking.


Varangian Guard


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. 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 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.


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. Units ignore additional Movement costs from embarking and disembarking.


Thunderbolt of the North


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. 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 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.


Viking Longship

Norwegian unique Ancient era naval unit that replaces the Galley. Can pillage enemy coastal lands and capture civilians if adjacent using its coastal raiding ability. 4 Movement while in coastal waters.


Nubia Amanitore

Ta-Seti


+30% Production toward Ranged 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 rising to +40% if there is a Nubian Pyramid adjacent to the City Center.


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.


Ottomans Suleiman (Kanuni)

Great Turkish Bombard


+50% Production toward siege units. All siege units gain +5 Combat Strength against district defenses. Conquered cities do not lose Population. Cities not founded by the Ottomans gain +1 Amenity and +4 Loyalty per turn.


Grand Vizier


Exclusive unique Governor with military and diplomatic abilities. Gain the Janissary unique unit and a Governor Title when the Gunpowder technology is researched.


Grand Bazaar

A building unique to the Ottomans. Accumulate 1 extra Strategic resource for every different type of Strategic resource this city has improved. Receive 1 Amenity for every Luxury resource this city has improved.


Barbary Corsair

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.


Janissary

Ottoman unique Renaissance Era unit that replaces the Musketman. Starts with a free promotion. Stronger and cheaper than the Musketman. To train a Janissary a city must have a population of at least 2. If a city is founded by the Ottomans and trains a Janissary it loses a population.


Ottomans Suleiman (Muhteşem)

Great Turkish Bombard


+50% Production toward siege units. All siege units gain +5 Combat Strength against district defenses. Conquered cities do not lose Population. Cities not founded by the Ottomans gain +1 Amenity and +4 Loyalty per turn.


The Magnificent


+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.


Barbary Corsair

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.


Persia Cyrus

Satrapies


+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


+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

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.


Persia Nader Shah

Satrapies


+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 full Health Units. Cities not founded by Nader Shah receive +2 Faith and +3 Gold on Domestic Trade Routes.


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.


Phoenicia Dido

Mediterranean Colonies


Begin the game with the Writing technology Eureka. Coastal cities founded by Phoenicia and located on the same continent as the Phoenician Capital are 100% Loyal. Settlers gain +2 Movement and +2 sight range while embarked. Settlers ignore additional Movement costs from embarking and disembarking.


Founder of Carthage


Can move their original Capital to any city with a Cothon they founded by completing a unique project in that city. +1 Trade Route capacity for each Government Plaza building 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.

+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.


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 slot.


Lithuanian Union


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.


Winged Hussar

Polish unique Renaissance era unit that replaces the Cuirassier. Pushes defending enemy units back from their hex in any battle where they score more damage. Defenders that cannot retreat suffer additional damage.


Portugal João III

Casa da Índia


International Trade Routes must originate from a coastal city and can only reach cities on the coast or with a Harbor, but receive +50% 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 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.


Feitoria

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 1 free Promotion and is less maintenance. Has two charges to build Feitorias.


Rome Julius Caesar

All Roads Lead to Rome


All cities you found or conquer start with a Trading Post. If in Trade Route range of your Capital, they also start with a road to it. Your Trade Routes earn +1 Gold for passing through Trading Posts in your own cities.


Veni, Vidi, Vici


+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.


Legion

Roman unique Classical era melee unit that replaces the Swordsman. Can build a Roman Fort.


Rome Trajan

All Roads Lead to Rome


All cities you found or conquer start with a Trading Post. If in Trade Route range of your Capital, they also start with a road to it. Your Trade Routes earn +1 Gold for passing through Trading Posts in your own cities.


Trajan's Column


All 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.


Legion

Roman unique Classical era melee unit that replaces the Swordsman. Can build a Roman Fort.


Russia Peter

Mother Russia


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.


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 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. 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.


Scotland Robert the Bruce

Scottish Enlightenment


Happy cities receive an additional +5% Science and +5% Production. Happy cities generate +1 Great Scientist point per Campus and +1 Great Engineer point per Industrial Zone. Ecstatic cities double all these amounts.


Bannockburn


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

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.


Scythia Tomyris

People of the Steppe


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.


Kurgan

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 unit. Ranged unit with 4 Movement with a Range of 1.


Spain Philip II

Treasure Fleet


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 +5 Combat Strength against players following other Religions.


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. +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.


Sumeria Gilgamesh

Epic Quests


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


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.

+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. 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 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.


Queen's Bibliotheque

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.


Carolean

Swedish unique Renaissance Era unit that replaces the Pike and Shot. Faster than the Pike and Shot. +3 Combat Strength per unused Movement.


Vietnam Bà Triệu

Nine Dragon River Delta


All land specialty districts can only be built on Rainforest, Marsh, or Woods. Receive the following yields for every building on these features: +1 Culture in Woods, +1 Science in Rainforest and +1 Production in Marsh. Woods can be planted with the Medieval Faires civic.


Drive Out The Aggressors


+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.


Voi Chiến

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.


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 or Army, if the proper Civics are unlocked.


Amabutho


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. 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.