Civ 5 CBP Wikia
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Civ 5 CBP Wikia

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Below you will find a list of all civilizations and leaders in Vox Populi, as well as their unique abilities, improvements, units, and buildings.

Civilization Leader Starting Biases Unique Ability Unique Unit Unique Building/Improvement
AmericanAmerican George Washington Forest Manifest Destiny

All Land Military Units have +1 Sight.

50% discount when purchasing tiles.

Tile purchases grant +20 20xProduction.png Production, scaling with Era.

Can purchase tiles already owned by other Civilizations, though at a much higher 20xGold.png Gold cost than normal.

Minuteman, replaces the Musketman.

Special traits:

Has more 20xStrength5.png Combat Strength (23 vs. 22) and 20xRangedStrength5.png Ranged Combat Strength (31 vs. 30).

Obsoletes at Ballistics rather than Dynamite.

Special abilities:

Starts with a promotion that allows this Unit to move through Rough Terrain as though it were clear.

Starts with an additional promotion that allows this Unit to, upon killing an enemy Unit, earn GoldenAge5.png Golden Age Points for your Civilization. The amount of GoldenAge5.png Golden Age Points earned is based on either the 20xStrength5.png Combat Strength or 20xRangedStrength5.png Ranged Combat Strength of the defeated Unit.

Starts with the Accuracy I promotion.

The Smithsonian, replaces the National Wonder known as the Hermitage.

Special traits:

Provides 5 20xCulture.png Culture (up from 2).

+25% 20xCulture.png Culture in this City (up from +10%).

50% of the 20xCulture.png Culture from Great Works, World Wonders, Natural Wonders, and Tile Improvements is added to the 20xTourism.png Tourism output of this City.

Boosts the 20xCulture.png Culture and 20xScience5.png Science output of Museums and Broadcast Towers in all of your Cities by +5.

+5 20xScience5.png Science and +5 20xCulture.png Culture if Themed (rather than +4 20xGold.png Gold and 20xCulture.png Culture).

Does not require an Opera House in this City.

Becomes available later than the Hermitage which it replaces, arriving at Scientific Theory rather than Architecture.

Common traits:

Contains 3 slots for Great Works of Art or Artifacts.

The 20xProduction.png Production cost and 20xPopulation.png Population requirements increase based on the number of Cities you own.

Arabian

Arabian

Harun al-Rashid Desert One Thousand and One Nights

When you complete a Historic Event, your Capital.png Capital gains +1 20xScience5.png Science and 20xCulture.png Culture. In addition, you also gain 15% towards the progress of a random GreatPeople.png Great Person.

Camel Archer, replaces the Heavy Skirmisher.

Special traits:

Has more 20xStrength5.png Combat Strength (17 vs. 15) and 20xRangedStrength5.png Ranged Combat Strength (19 vs. 18).

Does not require Horses.

Obsoletes at Military Science rather than Metallurgy.

Special abilities:

Starts with the Splash Damage (deals 5 Damage to all enemy Units adjacent to the targeted Unit) promotion.

Starts with the Withdraw Before Melee promotion.

Bazaar, replaces the Market.

Special traits:

Provides 3 20xGold.png Gold, 2 20xFaith.png Faith, and 2 20xScience5.png Science.

When any TradeRoute.png Trade Route originating here and targeting another Civilization is completed, receive a 20xTourism.png Tourism boost with that Civilization based on your recent 20xCulture.png Culture and 20xTourism.png Tourism output.

Increases the Range of this City's Land TradeRoute.png Trade Routes by 50%.

Common traits:

Incoming TradeRoute.png Trade Routes generate +1 20xGold.png Gold for this City and +1 20xGold.png Gold for the Trade Route owner.

Internal TradeRoute.png Trade Routes to or from this City generate 25 20xFood.png Food in their Origin City when completed, scaling with Era.

Has 1 Merchant (Civ5).png Merchant Specialist slot.

+1 20xFood.png Food and +1 20xProduction.png Production from nearby Spices in addition to +1 20xFood.png Food and +1 20xGold.png Gold to Sugar Tiles worked by this City.

Assyrian

Assyrian

Ashurbanipal River and Avoid Tundra Treasures of Nineveh

When you conquer a City, gain either a Technology already known by the owner and not you or, if impossible, a large 20xScience5.png Science boost.

All Great Works produce +3 20xScience5.png Science.

Siege Tower.

Unique support Unit. Does not replace any existing Unit. Only Assyria may build it.

Is incapable of either attacking or defending.

Has 4 20xMovement5.png Movement points.

When the Siege Tower is adjacent to a City, other Units you own that are two tiles away from the Siege Tower gain +40% 20xStrength5.png Combat Strength versus Cities. When the Siege Tower itself is two tiles away from a City, other Units you own that are two tiles away from the Siege Tower gain +20% 20xStrength5.png Combat Strength versus Cities. These bonuses do not stack.

Starts with the Medic I and Medic II promotions.

Starts with an Extra Sight promotion.

Is available at Military Theory and obsoletes at Gunpowder.

Cannot be Upgraded.

May only have two Siege Towers active at a time.

Royal Library, replaces the National Wonder known as the School of Philosophy.
Special traits:

Provides more 20xCulture.png Culture (3 up from 1), but less GreatPeople.png Great Scientist Points (1 down from 2).

Every Great Work of Writing you control grants +5 XP to Units created in any City you own (up to a maximum of +45 XP).

Has more slots for Great Works of Writing (3 up from 1), and comes with "The Flood Tablet" Great Work.

+1 20xScience5.png Science for every 2 20xPopulation.png Citizens in this City, and all Libraries in every City you own produce +3 20xScience5.png Science.

+3 20xProduction.png Production and +3 20xScience5.png Science if Themed.

Provides a free Library, rather than requiring one in order to be built as is the case for the original School of Philosophy.

Is available earlier than the School of Philosophy which it replaces, arriving at Writing rather than Philosophy.

Common traits:

Provides 5 20xScience5.png Science.

+20% 20xScience5.png Science in this City during GoldenAge5.png Golden Ages.

1 Specialist in this City no longer creates Unhappiness from 20xUnhappiness5.png Urbanization.

The 20xProduction.png Production cost and 20xPopulation.png Population requirements increase based on the number of Cities you own.

Austrian

Austrian

Maria Theresa No Starting Bias Habsburg Diplomacy

+50% rewards from City-State Quests.

Can use 20xGold.png Gold to arrange Marriages with Allied City-States. While at peace with the City-State, Marriages eliminate Influence.png Influence decay, grant an additional World Congress Delegate, and provide a +15% GreatPeople.png Great Person Rate boost in the Capital.png Capital.

Hussar, replaces the Curaissier.

Special traits:

Has more 20xStrength5.png Combat Strength (25 vs. 23) but lower 20xRangedStrength5.png Ranged Combat Strength (26 vs. 27).

Obsoletes at Mobile Tactics rather than Military Science.

Special abilities:

Starts with the Lightning Warfare (this Unit receives a +15% 20xStrength5.png Combat boost when attacking, +1 20xMovement5.png Movement, and the ability to ignore enemy Zones of Control) promotion.

Starts with an Extra Sight promotion. This promotion is lost on Upgrade.

Coffee House, replaces the Grocer.

Special traits:

Provides 3 20xFood.png Food (up from 1).

+33% GreatPeople.png Great Person Rate in this City.

10% of the 20xCulture.png Culture output of this City is converted into 20xScience5.png Science every turn.

Has 1 Merchant (Civ5).png Merchant Specialist slot.

Common traits:

15% of 20xFood.png Food is carried over after a new Citizen 20xPopulation.png is born in this City (effect stacks with the Aqueduct).

Nearby Tobacco provides +3 20xGold.png Gold, Coffee +1 20xGold.png Gold and +2 20xProduction.png Production, Bananas +2 20xGold.png Gold, and Tea +2 20xGold.png Gold and +1 20xProduction.png Production.

-1 20xUnhappiness5.png Unhappiness from 20xGold.png Poverty.

Requires an Aqueduct in this City.

Costs 4 20xGold.png Maintenance.

Aztec

Aztec

Montezuma Jungle Sacrificial Captives

Receive 20xGold.png Gold and 20xFaith.png Faith for each enemy Unit you kill (the amount of 20xGold.png Gold and 20xFaith.png Faith earned is equal to 150% of either the defeated enemy Unit's 20xStrength5.png Combat Strength or 20xRangedStrength5.png Ranged Combat Strength).

When you complete a favorable Peace Treaty, a GoldenAge5.png Golden Age begins.

Jaguar, replaces the Warrior.

Special traits:

Has more 20xStrength5.png Combat Strength (10 vs. 8).

Obsoletes at Steel rather than Bronze Working.

Special abilities:

Starts with a promotion that grants this Unit a +33% 20xStrength5.png Combat Strength boost when battling in Jungles or Forests.

Starts with a promotion that heals this Unit 25 HP when it kills an enemy Unit.

Starts with the Woodsman promotion.

Floating Gardens, replaces the Water Mill.

Special traits:

Provides 3 20xFood.png Food (up from 2) and 2 20xCulture.png Culture.

+1 20xFood.png Food and +1 20xProduction.png Production for every 4 20xPopulation.png Citizens in this City, and 10% 20xFood.png Food in this City during GoldenAge5.png Golden Ages.

Each Lake Tile worked by this City provides +2 20xFood.png Food, and nearby River Tiles produce +1 20xFood.png Food.

Common traits:

Provides 3 20xProduction.png Production.

Requires this City to be adjacent to a Lake.

Costs 1 20xGold.png Maintenance.

BabylonianBabylonian Nebuchadnezzar II River and Avoid Tundra Ingenuity

Receive a free Great Scientist when you discover Writing.

Great Scientists are earned 50% faster than normal.

20xGold.png Gold investments in Buildings reduce their 20xProduction.png Production cost by an additional 15%.

Bowman, replaces the Composite Bowman.

Special traits:

Has more 20xStrength5.png Combat Strength (12 vs. 11) and 20xRangedStrength5.png Ranged Combat Strength (13 vs. 11).

Obsoletes at Metallurgy rather than Machinery.

Special abilities:

Starts with the Indirect Fire (-10% 20xRangedStrength5.png Ranged Combat Strength and allows ranged attacks to fire over obstacles provided that at least one friendly Unit can see the target) promotion.

Walls of Babylon, replaces the standard Walls.

Special traits:

Provides +1 20xScience5.png Science.

Increases the City's 20xStrength5.png Defense by 15 (up from 10) and the HP of the City by 75 (up from 50).

Scientist (Civ5).png Scientist Specialists in this City generate +2 20xGold.png Gold.

Has 1 Scientist (Civ5).png Scientist Specialist slot.

Common traits:

Increases the 20xRangedStrength5.png Ranged Strike Range of this City by 1.

Increases the Military Unit Supply Cap from 20xPopulation.png Population in this City by 10%.

Reduces the Empire 20xUnhappiness5.png Needs Modifier by 5% in this City.

Costs 1 20xGold.png Maintenance.

Brazilian

Brazilian

Pedro II Jungle Carnival

When a GoldenAge5.png Golden Age begins, 40% of your Civilizations GoldenAge5.png Golden Age Points are converted into 20xGold.png Gold and 20xTourism.png Tourism, and your Cities gain ten turns of Carnival. +25% 20xCulture.png Culture and -50% 20xUnhappiness5.png Unhappiness from needs in your Cities during Carnival.

Bandeirantes, Replaces the Explorer.

Special traits:

Has more 20xStrength5.png Combat Strength (19 vs. 17) and 20xMovement5.png Movement points (4 vs. 3).

Obsoletes at Rocketry rather than Steam Power.

Special abilities:

Starts with the Flag Bearers promotion, which will grant your nearest owned City 20xGold.png Gold, 20xScience5.png Science, and 20xCulture.png Culture whenever you reveal tiles with this Unit.

Starts with the Survivalism III promotion.

Can build Mines, Quarries, Brazilwood Camps, and Forts in owned territory as if it were a standard Worker.

Starts with all of the promotions that the standard Explorer has, however it does not have the Embarkation with Defense (can Embark onto Water Tiles and this Unit defends at double strength while Embarked) promotion.

Brazilwood Camp.

Unique Improvement. Only Brazil may build it. Can only be built on Jungle or Forest Tiles that are next to a Luxury Resource and cannot be adjacent to another Brazilwood Camp.

Provides 1 Brazilwood, a Luxury Resource unique to Brazil.

Provides a base +1 20xGold.png Gold to the tile it is built on.

The Acoustics, Radio, and Physics Technologies all provide the Brazilwood Camp +2 20xCulture.png Culture.

Unlocks at Calendar.

Brazilwood:

Luxury Resource. Can only acquired by building Brazilwood Camps.

Provides a base +1 20xGold.png Gold.

The monopoly bonus for Brazilwood grants +2 20xCulture.png Culture to all Resource Tiles.

The Hexxon Refineries Corporation grants an additional +1 20xProduction.png Production to the Brazilwood Luxury Resource.

ByzantineByzantine Theodora No Starting Bias Patriarchate of Constantinople

Is always eligible to found a Religion, and receives an additional Belief when founding a Religion. Is also allowed to choose Beliefs already present in other Religions.

-15% 20xFaith.png Faith purchase costs, and may purchase unlocked GreatPeople.png Great People with 20xFaith.png Faith as early as the Classical Era.

Cataphract, replaces the Knight.

Special traits:

Has more 20xStrength5.png Combat Strength (28 vs. 24).

Has less 20xMovement5.png Movement points (3 vs. 4).

Obsoletes at Combustion rather than Metallurgy.

Special abilities:

Starts with a promotion which allows this Unit to benefit from Defensive Terrain bonuses.

Starts with a promotion that grants this Unit a +30% Offensive and Defensive 20xStrength5.png Combat boost when on Open Terrain.

Starts with the Cover I promotion.

Has a promotion which grants this Unit slightly smaller of a Damage Penalty vs. Cities (-25% as opposed to the standard -33%). This promotion is lost on Upgrade.

Basilica, replaces the Temple.

Special traits:

Provides 2 20xCulture.png Culture.

+1 20xFaith.png Faith for every 3 20xPopulation.png Citizens.

Doubles Religious Pressure generated by TradeRoute.png Trade Routes.

Common traits:

Provides 3 20xFaith.png Faith.

Generates +25% Religious Pressure.

Contains 1 Great Work of Music slot.

Provides +1 20xCulture.png Culture and +1 20xGold.png Gold to all Incense, Wine, and Amber Tiles worked by this City.

-1 20xUnhappiness5.png Unhappiness from 20xFaith.png Religious Unrest.

Costs 1 20xGold.png maintenance.

CarthaginianCarthaginian Dido Coastal Phoenician Heritage

+125 20xGold.png Gold when founding Cities, scaling with Era.

All owned Coastal Cities receive a free Lighthouse.

The TradeRoute.png Trade Route Resource Diversity modifier is either doubled if the value is positive or halved if negative.

Quinquereme, replaces the Trireme.
Special traits:

Is available earlier, arriving at Fishing rather than Sailing.

Is slightly cheaper, costing only 80 20xProduction.png Production as opposed to 90.

Obsoletes at Astronomy rather than Compass.

Special abilities:

Starts with the Reconnaissance (gains experience from revealing tiles) promotion.

Starts with the Heavy Assault (Receives a +25% Offensive 20xStrength5.png Combat bonus when attacking and an additional +25% Offensive 20xStrength5.png Combat bonus versus Cities) promotion. This promotion is lost on Upgrade.

Great Cothon, replaces the National Wonder known as the East India Company.

Special traits:

Grants two additional TradeRoute.png Trade Routes.

Incoming TradeRoute.png Trade Routes generate more 20xGold.png Gold for this City (+5 up from +4) as well as more 20xGold.png Gold for the TradeRoute.png Trade Route owner (+3 up from +2).

The Resource Diversity Modifier for TradeRoute.png Trade Routes from this City is either increased by 25% if the modifier is positive or decreased by 25% if negative.

All Harbors in every City you own gain +3 20xProduction.png Production and all of your Lighthouses gain +2 20xCulture.png Culture.

Requires a Market as opposed to a Customs House in this City.

Is available earlier than the East India Company National Wonder which it replaces, unlocking at Currency as opposed to Guilds.

Common traits:

Provides a free copy of all Luxury Resources around this City.

-1 20xUnhappiness5.png Unhappiness from 20xGold.png Poverty.

The 20xProduction.png Production cost and 20xPopulation.png Population requirements increase based on the number of Cities you own.

Celtic

Celtic

Boudicca No Starting Bias Druidic Lore

Has a unique set of Pantheon Beliefs that no one else can benefit from.[1]

Owned Cities with your Religion generate nor receive foreign Religious Pressure.

+3 20xFaith.png Faith in all the Cities you own where your Religion is the majority.

Pictish Warrior, replaces the Spearman.

Special traits:

Has more 20xStrength5.png Combat Strength (13 vs. 11).

Is available earlier, arriving at Mining rather than Bronze Working.

Obsoletes at Gunpowder rather than Steel.

Special abilities:

Starts with a promotion that grants this Unit double 20xMovement5.png Movement points and +25% 20xStrength5.png Defense in Hills, Snow, and Tundra (if Forests or Jungle are not present).

Has a promotion which lets this Unit Pillage enemy Improvements at no additional 20xMovement5.png Movement cost.

When this Unit kills an enemy Unit, your Civilization earns 200% of either the defeated opponents' 20xStrength5.png Combat Strength or 20xRangedStrength5.png Ranged Combat Strength as 20xFaith.png Faith.

No Formation I Promotion.

Ceilidh Hall, replaces the Circus.

Special traits:

Provides 4 20xCulture.png Culture and 2 20xFaith.png Faith.

Grants 15 turns of 'We Love the King Day' in this City when completed (up from 10 turns).

Contains 1 Great Work of Music slot.

Has 1 Musician Specialist slot.

Common traits:

Provides 1 20xHappiness.png Happiness.

Grants a modest sum of 20xCulture.png Culture when completed.

Nearby Ivory provides +3 20xCulture.png Culture.

-1 20xUnhappiness5.png Unhappiness from 20xCulture.png Boredom.

Requires an Arena in this City.

Costs 2 20xGold.png Maintenance.

Chinese

Chinese

Wu Zetian River Mandate of Heaven

Creating Great Works or gaining Cities grants +1 20xFood.png Food and +1 20xGold.png Gold in all of your Cities. In addition, "We Love the Empress Day" begins in all of your Cities. These bonuses decline by 50% every Era.

"We Love the Empress Day" provides a bonus +10% 20xFood.png Food.

Chu-Ko-Nu, replaces the Crossbowman.

Special traits:

Has higher 20xRangedStrength5.png Ranged Combat Strength (20 vs 19).

Obsoletes at Dynamite rather than Metallurgy.

Special abilities:

Starts with the Siege Volleys Promotion (+25% 20xStrength5.pngwhen adj. or in a City. Deals 5 damage to Enemy Units adj to targeted Unit (within in Range)).

Paper Maker, replaces the Library.

Special traits:

Provides 1 20xCulture.png Culture.

+1 20xGold.png Gold for every 4 20xPopulation.png Citizens in this City.

+10% 20xGold.png Gold generated in this City during "We Love the Empress Day".

Common traits:

Provides 2 20xScience5.png Science.

Has 1 Scientist (Civ5).png Scientist specialist slot.

-1 20xUnhappiness5.png Unhappiness from Illiteracy.

Requires a Council in this City.

Costs 1 20xGold.png Maintenance.

Danish

Danish

Harald Bluetooth Coastal Viking Fury

Embarked Units have +1 20xMovement5.png Movement points and pay just 1 20xMovement5.png Movement point to Disembark.

All Melee Land Units gain the Viking promotion, and all Melee Naval Units gain the Longboat promotion.

Viking promotion:

Has no 20xMovement5.png Movement point cost to Pillage tiles.

+25% 20xStrength5.png Combat Strength when on Pillaged Tiles.

+5 HP when healing in Neutral Territory.

Longboat promotion:

Has no 20xMovement5.png Movement point cost to Pillage tiles.

+15% 20xStrength5.png Combat Strength when attacking or defending on Coastal Tiles.

Recovers HP twice as fast when healing on Coastal Tiles.

Berserker, replaces the Longswordsman.

Special traits:

Has more 20xMovement5.png Movement points (3 vs. 2).

Is available earlier, unlocking at Metal Casting rather than Steel.

Has less 20xStrength5.png (20 vs 22).

Is slightly cheaper, costing only 140 20xProduction.png Production or 200 20xFaith.png Faith as opposed to 160 20xProduction.png Production or 300 20xFaith.png Faith.

Obsoletes at Rifling rather than Gunpowder.

Special abilities:

Starts with the Amphibious and Charge I promotions.

Runestone, replaces the Lighthouse.

Special traits:

Provides 2 20xCulture.png Culture.

When a Unit that was created by this City Pillages a tile (excluding Roads and Railroads), gain 30 20xGold.png Gold and 20xCulture.png Culture in this City, scaling with Era.

+25% 20xProduction.png Production towards Land and Naval Melee Units.

+2 20xFood.png Food to Coast and Ocean Tiles (up from +1).

This City does not have to be on a Coastal Tile in order for a Runestone to be built in it, unlike the Lighthouse which the Runestone replaces.

Common traits:

Forms a 20xCityConnection.png City Connection with other Cities via water provided that they also have Lighthouses (Runestones).

+1 20xGold.png Gold from Coastal and Ocean Tiles.

Costs 1 20xGold.png Maintenance.

Dutch

Dutch

William Coastal, River, and Grassland Dutch East India Company

+3 20xCulture.png Culture and 20xGold.png Gold for each different Luxury Resource you import or export from/to other Civilizations and City-States, scaling with Era.

Can import duplicate Resources, and Major Civilization imports count towards Monopolies.

Sea Beggar, replaces the Corvette.

Special traits:

Has more 20xStrength5.png Combat Strength (42 vs. 40).

Available at Astronomy rather than Navigation.

Obsoletes at Rocketry rather than Industrialization.

Special abilities:

Starts with the Vanguard (+100% 20xStrength5.png Combat Strength vs. Cities and Damage taken from Cities is reduced by 50%) promotion.

Starts with the Prize Ships (defeated enemy Naval Units may join your side) promotion.

Starts with the Supply (can heal outside Friendly Territory and +5 HP on heal) promotion.

Polder.

Unique Improvement. Only the Dutch may build it. Can only be built on Flood Plains, Marshes, and tiles with access to Fresh Water.

+3 20xFood.png Food, +2 20xGold.png Gold, and +1 20xProduction.png Production.

+1 20xGold.png Gold for each adjacent Village or Town (Colonia).

+1 20xProduction.png Production and +2 20xGold.png Gold at Economics, and +1 20xCulture.png Culture at Chemistry.

Unlocks at Guilds.

EgyptianEgyptian Ramesses II Desert, River, and Avoid Forest/Jungle Monument Builders

+20% 20xProduction.png Production towards constructing Wonders, increasing to +40% during GoldenAge5.png Golden Ages.

Artifacts provide +5 20xScience5.png Science and 20xCulture.png Culture, and Landmarks gain +5 20xGold.png Gold and 20xTourism.png Tourism.

War Chariot, replaces the Chariot Archer.

Special traits:

Has more 20xStrength5.png Combat Strength (9 vs. 8 ).

Has more 20xMovement5.png Movement points (5 vs. 4).

Does not require Horses.

Obsoletes at Physics rather than Mathematics.

Special abilities:

Starts with the Gift of the Pharaoh (when this Unit defeats an enemy Unit, receive a specific amount of 20xProduction.png Production in your Capital.png Capital based on either the 20xStrength5.png Combat Strength or 20xRangedStrength5.png Ranged Combat Strength of the defeated Unit) promotion.

Burial Tomb, replaces the Caravansary.

Special traits:

Provides 1 20xFaith.png Faith.

Contains 1 Great Work of Art or Artifact slot.

Receive a free unique Egyptian Artifact when constructed.

+1 20xGold.png Gold and +1 20xFood.png Food for every 2 Tundra or Desert Tiles worked by this City (up from +1 of the same Yields for every 3 Dessert Tiles worked by this City).

Common traits:

Provides 1 20xGold.png Gold.

External Land based TradeRoute.png Trade Routes gain +3 20xGold.png Gold.

When any Land TradeRoute.png Trade Route originating here and targeting another Civilization is completed, receive a 20xTourism.png Tourism boost with that Civilization based on your recent 20xCulture.png Culture and 20xTourism.png Tourism output.

Increases the Range of this City's Land TradeRoute.png Trade Routes by 50%.

Merchant (Civ5).png Merchant Specialists in this City generate +1 20xGold.png Gold.

Truffles worked by this City provide +2 20xGold.png Gold, Cotton +1 20xProduction.png Production and +1 20xCulture.png Culture, and Furs +1 20xGold.png Gold and +1 20xProduction.png Production.

English

English

Elizabeth Coastal Perfidious Albion

All Naval and Embarked Units have +1 20xMovement5.png Movement.

Naval Unit 20xGold.png Gold maintenance is reduced by 25%.

Foreign Spy.png Spies operate 25% slower in owned Cities.

Your Spy.png Spies are faster and operate at one Rank higher than normal.

Starts the game with a Spy.png Spy.

Ship of the Line, replaces the Frigate.

Special traits:

Has more 20xStrength5.png Combat Strength (28 vs. 25) and 20xRangedStrength5.png Ranged Combat Strength (38 vs. 35).

Obsoletes at Electronics rather than Dynamite.

Special abilities:

Starts with the Indomitable (+25% 20xStrength5.png when Defending. Immune to Boarding effects) promotion.

Starts with an Extra Sight promotion. This promotion is lost on Upgrade.

White Tower, replaces the National Wonder known as the National Intelligence Agency.

Special traits:

Provides 2 20xCulture.png Culture and increases the City's 20xStrength5.png Defense by 15.

Contains 1 Great Work of Art or Artifact slot.

Provides "The Crown Jewels" Great Work of Art for free.

Receive +100 20xScience5.png Science and 20xGold.png Gold (down from 400) when you steal a Great Work or 20xScience5.png Technology, complete a City-State coup or Election Rigging, or kill a foreign Spy.png Spy in this City. Also gain +25 20xGold.png / 20xScience5.png for Advanced Actions (down from 100). All of these bonuses scale with Era.

All Constabularies, Castles, and Armories in every City you own each gain +3 20xCulture.png Culture.

Does not require a Police Station in this City.

Available much earlier than the National Intelligence Agency National Wonder which it replaces, unlocking at Machinery rather than Computers.

Requires a base nation wide 20xPopulation.png Population of 35 or greater in order to be built (down from 60).

Common traits:

Slows enemy Spy.png Spy effectiveness by 15%.

Provides an additional Spy.png Spy.

Levels up all existing Spy.png Spies.

Owned Spy.png Spies are much more likely to assassinate GreatPeople.png Great People via Advanced Actions.

Reduces the 20xUnhappiness5.png Unhappiness Needs Modifier for 20xFood.png / 20xProduction.png Distress by 10% in all Cities.

The 20xProduction.png Production cost and 20xPopulation.png Population Requirements increase based on the number of Cities you own.

EthiopianEthiopian Haile Selassie No Starting Bias Solomonic Wisdom

When you complete a Policy Branch, adopt a Belief, or choose your first Ideology, receive a free Technology.

Mehal Sefari, replaces the Fusilier.

Common traits:

Has more 20xStrength5.png Combat Strength (42 vs. 38).

Is slightly cheaper to produce than the Fusilier which it replaces (costing 600 20xProduction.png Production down from 625).

Obsoletes at Combined Arms rather than Replaceable Parts.

Special abilities:

Starts with the Homeland Guardian (this Unit receives a +25% 20xStrength5.png Combat boost when fighting in Ethiopian Territory) promotion.

Starts with a promotion that gives this Unit an additional Defensive 20xStrength5.png Combat bonus when fighting near the Capital.png Capital. The effectiveness of this promotion degrades the further away from the Capital.png Capital the Unit in question is.

Stele, replaces the Monument.

Special traits:

Provides 2 20xFaith.png Faith.

+25% 20xFaith.png Faith during GoldenAge5.png Golden Ages.

Common traits:

Provides 2 20xCulture.png Culture. The 20xCulture.png Culture costs of acquiring new tiles is reduced by 25% in this City.

French

French

Napoleon Bonaparte No Starting Bias Esprit de Corps

+10% Damage for each subsequent attack against a single target during a turn.

When you conquer a City, gain Great Artist, Writer, and Musician Points Points in your Capital.png Capital and a temporary boost to 20xCulture.png Culture and 20xProduction.png Production in all Cities.

Musketeer, replaces the Tercio.

Special traits:

Has more 20xStrength5.png Combat Strength (30 vs. 25).

Costs slightly more 20xProduction.png Production than the Tercio which it replaces (325 up from 300).

Obsoletes at Replaceable Parts rather than Rifling.

Special Abilities:

Starts with the Lightning Warfare (this Unit receives a +15% 20xStrength5.png Combat boost when attacking, +1 20xMovement5.png Movement, and the ability to ignore enemy Zones of Control) promotion.

Chateau.

Unique Improvement. Only the French may build it. Must be built next to a Luxury Resource and cannot be adjacent to another Chateau.

+2 20xCulture.png Culture, +3 20xGold.png Gold, and +3 20xFood.png Food.

Provides the same +50% 20xStrength5.png Defense bonus to Units stationed on its tile that a standard Fort does.

+1 20xCulture.png Culture with Printing Press, +2 20xGold.png Gold and +2 20xCulture.png Culture with Flight.

Unlocks at Chivalry.

GermanGerman Otto Von Bismarck No Starting Bias Realpolitik

Receive +2 GoldenAge5.png Golden Age Points and 20xCulture.png Culture in your Capital.png Capital for every City-State Ally or Friend. Bonuses scale with Era.

For every 3 City-State Alliances, receive 1 additional Delegate in the World Congress.

Panzer, replaces the Tank.
Special traits:

Has more 20xStrength5.png Combat Strength (80 vs. 75) and 20xMovement5.png Movement points (6 vs. 5).

Is available earlier than the Tank which it replaces, arriving at Ballistics rather than Combined Arms.

Never becomes obsolete, whereas the standard Tank obsoletes at Lasers.

Special abilities:

Starts with the Armor Plating II (receives a +25% Defensive 20xStrength5.png Combat boost when defending) promotions.

Hanse, replaces the Customs House.

Special traits:

Provides 3 20xCulture.png Culture (up from 2) and 5 20xGold.png Gold.

All Cities with a Hanse receive +4% 20xProduction.png Production for each City-State Trade Route in your Civilization.

10% of this City's 20xGold.png Gold output is added to the City's 20xScience5.png Science every turn.

Common traits:

When any TradeRoute.png Trade Route originating here and targeting another Civilization is completed, receive a 20xTourism.png Tourism boost with that Civilization based on your recent 20xCulture.png Culture output.

Incoming TradeRoute.png Trade Routes generate +2 20xGold.png Gold for this City and +2 20xGold.png Gold for the Trade Route owner.

Has 1 Merchant (Civ5).png Merchant Specialist slot.

-1 20xUnhappiness5.png Unhappiness from 20xGold.png Poverty.

Requires a Market in this City.

Greek

Greek

Alexander the Great Coastal and Hills Hellenic League

City-State Influence.png Influence degrades at half and recovers at twice the normal rate.

Each Friendly or Allied City-State boosts the 20xStrength5.png Strength of owned and allied Units by 5% (up to a maximum of +25% 20xStrength5.png Strength).

All City-State Territory treats your Units as friendly Units, allowing them to gain the Friendly Territory healing bonus within the borders of any City-State even if the one in question is at war with you.

Hoplite, replaces the Spearman.

Special traits:

Has more 20xStrength5.png Combat Strength (14 vs. 12).

Obsoletes at Gunpowder rather than Steel.

Special abilities:

Starts with the Great Generals II (100% increased contribution to Great General generation) promotion.

Starts with the Discipline (+5% 20xStrength5.png Combat Strength, and an additional +5% 20xStrength5.png Combat Strength when adjacent to a friendly Unit) promotion.

Acropolis, replaces the Amphitheater.

Special traits:

Provides 3 20xCulture.png Culture (up from 2), 3 20xTourism.png Tourism, and increases the City's 20xStrength5.png Defense by 10.

When any of your Units defeat another Unit, gain 5 Border Growth Only Culture, scaling with Era. If a Unit that was created by this City defeats another Unit, also receive 25 20xCulture.png Culture, scaling with Era.

Common traits:

+33% Great Writer Rate in this City.

All Writers' Guilds produce +1 20xGold.png Gold.

Has 2 slots for Great Works of Writing.

Nearby Dye and Silk provide +1 20xCulture.png Culture and +1 20xGold.png Gold, and all sources of Lapis Lazuli worked by this City provide +2 20xCulture.png Culture.

+2 20xCulture.png Culture if Themed.

Costs 1 20xGold.png Maintenance.

Hunnic

Hunnic

Atilla Plains and Avoid Forest/Jungle Scourge of God

Friendly and enemy 20xUnhappiness5.png War Weariness is modified by 50%.

Your Mounted Melee and Armor Units can capture defeated enemy Units.

Your Cities claim adjacent unowned Land Tiles when they earn a tile of the same type.

Horse Archer, replaces the Skirmisher.

Special traits:

Has more 20xStrength5.png Combat Strength (13 vs. 12) and 20xRangedStrength5.png Ranged Combat Strength (13 vs. 10).

Does not require Horses.

Obsoletes at Metallurgy rather than Physics.

Special abilities:

Starts with the Accuracy I promotion.

Eki.

Unique Improvement. Only the Huns may build it. Can only be built on flat Grassland or Plains Tiles without access to Fresh Water. Removes any features on the tile it is constructed on, and can be built in or adjacent to Hunnic Territory.

+1 20xProduction.png Production, +1 20xFood.png Food, and +1 20xCulture.png Culture.

Gains additional 20xProduction.png Production if adjacent to two other Eki.

+1 20xFood.png Food and +1 20xProduction.png Production at Chivalry, +1 20xProduction.png Production at Ecology, +1 20xGold.png Gold at Economics, and +1 20xFood.png Food at Fertilizer.

Unlocks at Trade.

Incan

Incan

Pachacuti Hills Great Andean Road

Units ignore terrain costs when on Hills and may cross Mountains.

Cities, Roads, and Railroads may be built on Mountains.[2]

Mountains produce 20xScience5.png Science and 20xFood.png Food, scaling with Era.

Slinger, replaces the Archer.

Special traits:

Has more 20xRangedStrength5.png Ranged Combat Strength (7 vs. 6).

Obsoletes at Machinery rather than Engineering.

Special abilities:

Starts with the Concussive Hits Promtion (Ranged Attacks by this Unit inflict -15% 20xStrength5.png for 5 Turns. Ignores Zone of Control).

Starts with the Withdraw Before Melee promotion.

Terrace Farm.

Unique Improvement. Only the Inca may build it. Can only be built on Hills and does not require a source of Fresh Water.

+1 20xFood.png Food and +2 20xProduction.png Production.

Each adjacent Mountain Tile grants a bonus of +1 20xFood.png Food to the Tarrace Farm.

All adjacent Farms gain +1 20xFood.png Food.

The Civil Service, Ecology, and Fertilizer Technologies all provide the Terrace Farm +1 20xFood.png Food.

Unlocks at Masonry.

Indian

Indian

Gandhi River Font of Dharma

Starts the game with a Pantheon and Great Prophets require 35% less 20xFaith.png Faith.

Each Follower of your primary Religion in a City increases Religious Pressure and 20xFood.png Growth.

Cannot build Missionaries.

Naga-Malla, replaces the Cuirassier.

Special traits:

Has more 20xStrength5.png Combat Strength (25 vs. 23).

Does not require Horses.

Is available earlier, unlocking at Gunpowder rather than Metallurgy.

Obsoletes at Combustion rather than Military Science.

Special abilities:

Starts with the Feared Elephant (enemy Units receive -10% 20xStrength5.png Combat Strength when adjacent to this Unit) promotion. This promotion is lost on Upgrade.

Harappan Reservoir, replaces the Aqueduct.

Special traits:

Provides 3 20xFood.png Food (up from 1) and 3 20xProduction.png Production.

20% of 20xFood.png Food is carried over after a new 20xPopulation.png Citizen is born (up from 15%).

+1 20xProduction.png Production from nearby Flood Plains and +1 20xFood.png Food and +1 20xProduction.png Production from Farms worked by this City.

Common traits:

+25% of the 20xProduction.png Production of this City is added to the City's current Production after City growth.

+2 20xProduction.png Production from Lakes and Oases Tiles worked by this City.

-1 20xUnhappiness5.png Unhappiness from 20xGold.png Poverty.

Costs 1 20xGold.png Maintenance.

IndonesianIndonesian Gajah Mada No Starting Bias Spice Islanders

When you found or conquer a City, one of three unique Luxury Resources will appear next to or under the City. The three possible Luxury Resources that can appear are Clove, Pepper, and Nutmeg.

Clove:

Provides a base +1 20xGold.png Gold. +1 20xScience5.png Science and +2 20xFood.png Food when improved. Monopoly Bonus: +6 20xHappiness.png Happiness is added to the Empire-Wide Luxury value.

Pepper:

Provides a base +1 20xFood.png Food and +1 20xGold.png Gold. +2 20xFood.png Food and +2 20xGold.png Gold when improved. Monopoly Bonus: +3 20xFood.png Food to all Resource Tiles.

Nutmeg:

Provides a base +2 20xGold.png Gold. +1 20xCulture.png Culture and +2 20xFood.png Food when improved. Monopoly Bonus: +2 20xProduction.png Production to all Resource Tiles.

The Trader Sid's, Inc. Corporation grants an additional +1 20xGold.png Gold to the Clove, Pepper, and Nutmeg Luxury Resources.

Kris Swordsman, replaces the Swordsman.

Special traits:

Obsoletes at Gunpowder rather than Steel.

Special abilities:

Starts with the Mystic Blade (promotion is replaced with a randomly chosen unique promotion after this Unit completes its first combat) promotion. The Mystic Blade promotion allows this Unit access to the unique Ambition, Ancestral Protection, Enemy Defection, Heroism, Invulnerability, Recruitment, Restlessness, and Sneak Attack promotions.

Candi, replaces the Garden.

Special traits:

Provides 2 20xFaith.png Faith and 2 20xCulture.png Culture.

A Clove, Pepper or Nutmeg Luxury Resource will appear near or under this City when built.

Grants a +20% boost to the 20xCulture.png Culture and 20xFaith.png Faith output of this City during 'We Love the King Day'.

Does not require an Aqueduct in this City.

Costs 2 20xGold.png Maintenance (down from 3).

Common traits:

+25% GreatPeople.png Great Person Rate in this City.

Oasis Tiles worked by this City provide +2 20xGold.png Gold.

+1 20xFood.png Food and +1 20xGold.png Gold from Citrus and Cocoa worked by this City.

1 Specialist in this City no longer creates Unhappiness from 20xUnhappiness5.png Urbanization.

IroquoisIroquois Hiawatha Forest The Great Warpath

Units ignore terrain costs in Forests and Jungles, and these tiles establish 20xCityConnection.png City Connections.

Land Military Units start with the Woodsman promotion, and all of your Units gain +20% 20xStrength5.png Strength if within 3 tiles of a Natural Wonder.

Mohawk Warrior, replaces the Swordsman.

Special traits:

Does not require Iron.

Obsoletes at Gunpowder rather than Steel.

Special abilities:

Starts with a promotion that gives this Unit a +33% Offensive and Defensive 20xStrength5.png Combat bonus when fighting on Forest and Jungle Tiles.

Longhouse, replaces the Herbalist.

Special traits:

Provides 2 20xFood.png Food (up from 1) and 1 20xCulture.png Culture.

+1 20xProduction.png Production and +1 20xFood.png Food from every Forest and Jungle Tile worked by this City (as opposed to +1 20xFood.png Food for every 2 Forest or Jungle Tiles worked by this City).

+1 20xProduction.png Production and +1 20xFood.png Food from Plantations worked by this City.

Common traits:

Requires a nearby, workable Forest or Jungle Tile in this City.

Costs 1 20xGold.png Maintenance.

JapaneseJapanese Oda Nobunaga No Starting Bias Shogunate

+1 20xCulture.png Culture and 20xFaith.png Faith from Defense and Military Training Buildings.

When a Great Admiral or Great General is born, receive Great Artist, Writer, and Musician Points in your Capital.png Capital.

Samurai, replaces the Longswordsman.

Special traits:

Has more 20xStrength5.png Combat Strength (23 vs. 22).

Obsoletes at Rifling rather than Gunpowder.

Special abilities:

Starts with the Great Generals II (100% increased contribution to Great General generation) promotion.

Starts with the Quick Study (earns experience toward promotions 50% faster) promotion.

Dojo, replaces the Armory.

Special traits:

Provides 3 20xCulture.png Culture and 5 20xScience5.png Science (up from 2 20xScience5.png Science).

All Mounted, Melee, Gun, and Armor Units trained in this City gain the Eight Virtues of Bushido (promotion is replaced with a randomly chosen unique promotion after this Unit completes its first combat) promotion. This allows these Units access to the unique Benevolence, Courage, Honor, Loyalty, Respect, Righteousness, Self Control, and Sincerity promotions.

When Units that were produced in this City promote, gain 20xCulture.png Culture and 20xScience5.png Science based on their current level in this City.[3]

+25 XP to all Military Units trained in this City (up from +20 XP).

Increases the Military Unit Supply Cap by 2 (up from 1).

Does not require a Barracks in this City.

Common traits:

-1 20xUnhappiness5.png Unhappiness from 20xFood.png / 20xProduction.png Distress.

Costs 2 20xGold.png Maintenance.

Korean

Korean

Sejong the Great No Starting Bias Scholars of the Jade Hall

+1 20xScience5.png Science from all Specialists, increasing by +1 in the Medieval, Industrial, and Atomic Eras.

+30% GreatPeople.png Great Person Rate during GoldenAge5.png Golden Ages.

Gain 50 GoldenAge5.png Golden Age Points when a GreatPeople.png Great Person is born, scaling with Era.

Hwach'a, replaces the Trebuchet.

Special traits:

Has more 20xStrength5.png (13 vs 12) 20xRangedStrength5.png Ranged Combat Strength (21 vs. 20).

Obsoletes at Dynamite rather than Gunpowder.

Special abilities:

Starts with a somewhat different set of promotions that ultimately makes this Unit stronger against Land Units, but weaker against Cities than the standard Trebuchet which it replaces. However, the Hwach'a will regain the standard line of promotions typical of most Siege Units after being Upgraded into a Cannon.

Starts with the Logistics (-30% 20xRangedStrength5.png Ranged Combat Strength and may attack twice in one turn) promotion.

Seowon, replaces the University.

Special traits:

Provides 2 20xFaith.png Faith.

+15% 20xScience5.png Science in this City during GoldenAge5.png Golden Ages.

Gain 50% of this City's 20xScience5.png Science output as an instant boost to your current Research when a 20xPopulation.png Citizen is born in this City (up from 25%).

+1 20xScience5.png Science and +1 20xProduction.png Production from Great Works in this City.

Available Earlier than the University which it replaces, arriving at Philosophy rather than Education.

Common traits:

Provides 3 20xScience5.png Science.

+1 20xScience5.png Science from Jungle Tiles worked by this City.

Has 1 Scientist (Civ5).png Scientist Specialist slot.

City must have a Library.

-1 20xUnhappiness5.png Unhappiness from 20xScience5.png Illiteracy.

Costs 2 20xGold.png Maintenance.

Mayan

Mayan

Pacal Jungle The Long Count

After researching Mathematics, receive a bonus GreatPeople.png Great Person at the end of every Maya Long Count calendar cycle (every 394 years). Each bonus GreatPeople.png Great Person can only be chosen once.

Atlatlist, replaces the Composite Bowman.

Special traits:

Is slightly cheaper, costing only 80 20xProduction.png Production as opposed to 90.

Obsoletes at Rifling rather than Machinery.

Special abilities:

Receives the Atlatl Strike (+50% 20xRangedStrength5.png Ranged Combat Strength versus Wounded Units) promotion. This promotion is lost on Upgrade.

Kuna.

Unique Improvement. Only the Maya may build it. Can only be constructed in Forests or Jungles, and not adjacent to another Kuna.

+1 20xScience5.png Science and +2 20xFaith.png Faith.

+2 20xScience5.png Science at Mathematics, +2 20xScience5.png Science at Astronomy, +2 20xScience5.png Science at Archaeology, and +2 20xCulture.png Culture at Flight.

Unlocks at Construction.

MongolianMongolian Genghis Khan Plains Mongol Terror

Mounted Ranged Units (including Helicopter Gunships, Light Tanks, and other similar Units) gain +2 20xMovement5.png Movement and ignore enemy Zones of Control.

+100% Tribute Yields from City-State bullying. Ignores Alliance and Protection penalties when bullying.

Khan, replaces the Great General.

Special traits:

Has more 20xMovement5.png Movement points (5 vs. 2).

Special abilities:

Heals adjacent Units for an additional 10 HP per turn.

Ger, replaces the Granary.

Special traits:

Provides 1 20xFaith.png Faith.

The 20xGold.png Gold and 20xCulture.png Culture cost of acquiring new tiles is reduced by 25% in this City.

+1 20xFood.png Food from Cattle, Sheep, and Horses worked by this City.

Has no 20xGold.png Maintenance cost.

Common traits:

Provides 1 20xFood.png Food.

15% of 20xFood.png Food is carried over after a new Citizen 20xPopulation.png is born in this City.

Allows 20xFood.png Food to be moved from this City along TradeRoute.png Trade Routes inside your Civilization.

+1 20xFood.png Food from Wheat, Bananas, Deer, and Bison worked by this City.

MoroccanMoroccan Ahmad al-Mansur Desert Gateway to Africa

+1 to all Yields in your Capital.png Capital per unique TradeRoute.png Trade Route partner, scaling with Era.

TradeRoute.png Trade Route Yields to or from Moroccan Cities are not affected by distance.

Can plunder Trade Units connected to unowned Cities without needing to declare war.

Berber Cavalry, replaces the Cavalry.

Special traits:

Has more 20xStrength5.png Combat Strength (34 vs. 33) and 20xRangedStrength5.png Ranged Combat Strength (42 vs. 41).

Obsoletes at Mobile Tactics rather than Ballistics.

Special abilities:

Starts with the Homeland Guardian (this Unit receives a +25% 20xStrength5.png Combat boost when fighting in Moroccan Territory) promotion.

Starts with a promotion that gives this Unit the ability to ignore 20xMovement5.png Movement penalties in Rough Terrain.

Kasbah.

Unique Improvement. May only be built by Morocco. Can only be constructed adjacent to an owned City.

+1 20xFood.png Food, +2 20xProduction.png Production, +2 20xGold.png Gold, and +2 20xCulture.png Culture.

+2 20xGold.png Gold to adjacent Fishing Boats and +1 20xCulture.png Culture to adjacent Coastal Tiles.

Provides a +30% 20xStrength5.png Defense bonus to Units stationed on its tile.

Deals 5 Damage to adjacent enemy Military Units.

Connects any Luxury or Strategic Resources underneath it to your trade network.

+1 20xCulture.png Culture and +1 20xGold.png Gold at Architecture, and +1 20xCulture.png Culture at Radio.

Unlocks at Chivalry.

OttomanOttoman Suleiman Hills Tanzimat

Completing a TradeRoute.png Trade Route grants +150 20xScience5.png Science and 20xFood.png Food to the origin City if International, or 20xCulture.png Culture and 20xGold.png Gold if Internal. Bonuses scale with Era.

Janissary, replaces the Musketman.

Special traits:

Has more 20xStrength5.png Combat Strength (24 vs. 22) and 20xRangedStrength5.png Ranged Combat Strength (31 vs. 30).

Is available earlier, unlocking at Gunpowder rather than Metallurgy.

Obsoletes at Ballistics rather than Dynamite.

Special abilities:

Starts with a promotion that grants this Unit a +25% Offensive 20xStrength5.png Combat Strength boost when attacking.

Starts with the March (this Unit will heal every turn, even if it performs an action, but receives a -15% 20xStrength5.png Combat Strength penalty when defending) promotion.

Siege Foundry, replaces the Forge.

Special traits:

Provides 3 20xProduction.png Production.

+50% 20xProduction.png Production towards Siege Units.

All Siege Units trained in the City receive the Volley (+50% 20xStrength5.png Combat Strength vs. Fortified Units and Cities) promotion for free.

When you construct a Unit in this City, gain 20xScience5.png Science equal to 20% of the Unit's 20xProduction.png Production cost.

Nearby Copper provides +1 20xProduction.png Production and +1 20xGold.png Gold, rather than +2 20xGold.png Gold.

Common traits:

Provides 1 20xScience5.png Science.

+2 20xProduction.png Production from Mines worked by this City.

Nearby Iron provides +1 20xProduction.png Production and +1 20xGold.png Gold.

Has 1 Engineer (Civ5).png Engineer Specialist slot.

Costs 1 20xGold.png Maintenance.

Persian

Persian

Darius I No Starting Bias Achaemenid Legacy

GoldenAge5.png Golden Ages last 50% longer, and 10% of your 20xGold.png Gold income (after expenses) is converted into GoldenAge5.png Golden Age Points every turn.

During a GoldenAge5.png Golden Age, your Units receive +1 20xMovement5.png Movement and a +15% 20xStrength5.png Combat Strength bonus.

Immortal, replaces the Spearman.

Special traits:

Has more 20xStrength5.png Combat Strength (13 vs. 11).

Obsoletes with Gunpowder rather than Steel.

Unique abilities:

Starts with the Faster Healing (allows this Unit to heal an additional +10 HP per turn) promotion.

Starts with the Armour Plating I (receives a +25% Defensive 20xStrength5.png Combat boost when defending) promotion.

Satrap's Court, replaces the Courthouse.

Special traits:

Provides 1 20xGold.png Gold and 1 20xHappiness.png Happiness.

+1 20xGold.png Gold and +1 GoldenAge5.png Golden Age Points for every 5 20xPopulation.png Citizens in this City.

+1 20xGold.png Gold for each Scientist (Civ5).png Scientist, Engineer (Civ5).png Engineer, and Merchant (Civ5).png Merchant Specialist in this City.

Has 1 Merchant (Civ5).png Merchant Specialist slot.

Has no 20xGold.png Maintenance cost.

Can be built in any City, including non-Occupied ones.

The cost to build a Satrap's Court increases by 5% for each City in your Civilization (down from 10% as is the case for the standard Courthouse).

Common traits:

Eliminates extra 20xUnhappiness5.png Unhappiness from an Occupied City (if this City is Occupied).

Polish

Polish

Casimir III Plains and Grassland Solidarity

Gain a free Social Policy in the Classical Era, and every other Era after.

Gain two additional free Tenets when you adopt an Ideology for the first time.

Winged Hussar, replaces the Lancer.

Special traits:

Has more 20xStrength5.png Combat Strength (40 vs. 35) and 20xMovement5.png Movement points (5 vs. 4).

Obsoletes at Combined Arms rather than Combustion.

Special abilities:

Starts with the Heavy Charge (forces defenders to retreat when this Unit inflicts more Damage than it receives, and if a defender cannot retreat it takes extra Damage) promotion.

Starts with the Formation I promotion.

Ducal Stable, replaces the Stable.

Special traits:

+50% 20xProduction.png Production (up from +33%) and +15 XP for Mounted Melee Units produced in this City.

Nearby Horses, Sheep, and Cattle provide +3 20xProduction.png Production (up from +2) and +3 20xGold.png Gold.

Provides 1 free Horse.

Common traits:

Provides 3 20xProduction.png Production.

Increases the Military Unit Supply Cap from 20xPopulation.png Population in this City by 10%.

Costs 2 20xGold.png Maintenance.

PolynesianPolynesian Kamehameha Coastal Wayfinding

Your Units can always Embark and move over Oceans, and Embarked Units have +1 Sight.

+2 20xFood.png Food from Fishing Boats and Atolls, and Melee Naval Units can construct Fishing Boats.

No 20xUnhappiness5.png Unhappiness from Isolation.

Maori Warrior, replaces the Pikeman.

Special traits:

Has more 20xStrength5.png Combat Strength (21 vs. 17).

Slightly cheaper to produce than the standard Pikeman which it replaces, costing 120 20xProduction.png Production down from 135.

Unlocks at Chivalry instead of Steel.

Obsoletes at Rifling rather than Gunpowder.

Special abilities:

Starts with the Haka War Dance (-15% 20xStrength5.png Combat Strength for adjacent enemy Units) promotion.

Unlike the standard Pikeman which this Unit replaces, the Maori Warrior does not receive the Formation I Promotion. This bonus will be regained after Upgrading the Maori Warrior into a Tercio

Moai.

Unique Improvement. Can only be built on Coastal Tiles. May only be built by Polynesia.

+1 20xCulture.png Culture and +1 20xProduction.png Production.

+1 20xCulture.png Culture for each adjacent Moai.

If within 3 tiles of a Moai, Polynesian Units gain +20% 20xStrength5.png Combat Strength.

+1 20xProduction.png Production at Engineering, +1 20xCulture.png Culture at Astronomy, +1 20xCulture.png Culture at Architecture, and +1 20xGold.png Gold at Flight.

Unlocks at Construction.

PortuguesePortuguese Maria I Coastal Mare Clausum

When a Trade Route Unit moves, receive +4 20xScience5.png Science, 20xGold.png Gold, and Great Admiral Points (for Cargo Ships) or Great General Points (for Caravans), scaling with Era.

Nau, replaces the Caravel.

Special traits:

Has more 20xStrength5.png Combat Strength (30 vs. 25).

Obsoletes at Industrialization rather than Navigation.

Special abilities:

Starts with the unique Exotic Cargo promotion, which gives this ship the ability to sell Exotic Goods for 20xGold.png Gold and XP when adjacent to City-State lands. The amount of 20xGold.png Gold and XP gained is based on the distance from the Portuguese Capital.png Capital, with the yields increasing the further away the City-State is. If possible, when a Nau sells its Exotic Cargo to a City-State, a Feitoria is automatically created in its territory. Each Nau can only perform the Exotic Cargo ability twice. This promotion is lost on Upgrade.

Starts with an Extra Sight promotion. This promotion is lost on Upgrade.

Starts with the Withdraw Before Melee promotion.

Feitoria.

Unique Improvement. May only be built by Portugal. Can only be built on a Coastal Tile without a Resource, and not adjacent to another Feitoria.

+3 20xProduction.png Production and +3 20xGold.png Gold.

Adjacent Fishing Boats provide +2 20xProduction.png Production and nearby Coastal Tiles gain +1 20xGold.png Gold.

Provides vision of its tile and all the other tiles around it within a radius of 2.

Provides a +25% 20xStrength5.png Defense bonus to Units stationed on its tile.

+2 20xCulture.png Culture at Printing Press, +2 20xGold.png Gold at Astronomy, and +2 20xProduction.png Production at Industrialization.

If built in owned lands by a Worker, adjacent Coastal Water and Lake Tiles gain +1 20xGold.png Gold and nearby Fishing Boats gain +1 20xProduction.png Production.

If built by a Nau within the territory of a City-State, provides your Civilization 1 copy of each Luxury Resource type that City-State owns. These Luxury Resource copies cannot be traded.

TradeRoute.png Trade Routes to City-States with a Feitoria produce additional 20xProduction.png Production and 20xFood.png Food based on your 20xGold.png Gold income from the TradeRoute.png Trade Route.

Unlocks at Compass.

Roman

Roman

Augustus Caesar No Starting Bias The Glory of Rome

When you conquer a City, the City retains all its Buildings and you immediately acquire additional territory around the City.

+15% 20xProduction.png Production towards Buildings already present in your Capital.png Capital.

Legion, replaces the Swordsman.

Special traits:

Has more 20xStrength5.png Combat Strength (18 vs. 17).

Obsoletes at Gunpowder rather than Steel.

Special abilities:

Starts with the Pilum (deals 10 Damage to all adjacent enemy Units every turn you are fortified) promotion. This promotion is lost on Upgrade.

Starts with the Cover II promotion.

Can build Roads and Forts as if it were a standard Worker Unit.

Colosseum, replaces the Arena.

Special traits:

Provides 3 20xCulture.png Culture (up from 1) and 3 20xProduction.png Production.

When one of your Units defeats an enemy Unit, gain +5 GoldenAge5.png Golden Age Points in this City, scaling with Era; if the Unit was created by this City, also gain +10 Great General points (if land) or Great Admiral points (if sea), scaling with Era.

All City connections produce +2% more 20xGold.png Gold.

Nearby Perfume provides +1 20xGold.png Gold.

Common traits:

Provides 2 20xTourism.png Tourism.

+2 20xProduction.png Production from Barracks, Forge, and Armory Buildings in this City.

Nearby Perfume provides +1 20xCulture.png Culture, and Olives worked by this City grant +1 20xFood.png Food and +1 20xGold.png Gold.

-1 20xUnhappiness5.png Unhappiness from 20xCulture.png Boredom.

Costs 1 20xGold.png Maintenance.

RussianRussian Catherine No Starting Bias Siberian Riches

All Strategic Resources provide double their normal quantity.

Border growth rate is 25% faster.

Receive +20 20xScience5.png Science when your Cities acquire a tile naturally, scaling with Era.

Cossack, replaces the Cavalry.

Special traits:

Has more 20xStrength5.png Combat Strength (35 vs. 33) and 20xRangedStrength5.png Ranged Combat Strength (44 vs. 41).

Obsoletes at Mobile Tactics rather than Ballistics.

Special abilities:

Starts with a promotion that grants a 33% Offensive 20xStrength5.png Combat bonus when attacking damaged Units.

Starts with the Withering Fire (this Unit has a 25% chance to force an enemy Unit to retreat after taking ranged Damage and if the target cannot retreat, it takes 50% more Damage than normal) promotion.

Ostrog, replaces the Arsenal.

Special traits:

Provides 3 20xProduction.png Production.

Increases the City's 20xStrength5.png Defense by 25 (up from 20) and the HP of the City by 200 (up from 150).

Enemy Land Units must expend 1 20xMovement5.png extra Movement per tile if they move onto a tile worked by this City.

Does not require a Castle in this City.

Is available earlier, arriving at Metallurgy rather than Rifling.

Is cheaper to produce and than the Arsenal which it replaces, costing 800 20xProduction.png Production down from 1000.

+1 20xProduction.png Production and +1 20xGold.png Gold from Camps, Mines, Lumber Mills, Logging Camps, and Strategic Resources.

Costs 5 20xGold.png Maintenance (down from 6).

Common traits:

Increases the City's 20xRangedStrength5.png Ranged Strike Range by 1, and allows Indirect Fire.

Units garrisoned in this City receive +10 HP when healing.

Foreign Spies cannot Steel 20xScience5.png Science from this City.

Increases the Military Unit Supply Cap from 20xPopulation.png Population in this City by 15%.

Reduces the Empire 20xUnhappiness5.png Needs Modifier by 5% in this City.

ShoshoneShoshone Pocatello Grassland Great Expanse

Founded Cities start with additional territory, and your Land Units receive a 20xStrength5.png Combat bonus when fighting within their own territory.

All Recon Units can choose rewards from Ancient Ruins.

Comanche Rider, replaces the Cavalry.

Special traits:

Has more 20xStrength5.png Combat Strength (34 vs 33) and 20xRangedStrength5.png Ranged Combat Strength (42 vs. 41).

Obsoletes at Mobile Tactics rather than Ballistics.

Special abilities:

Starts with a promotion that grant this Unit an additional 20xMovement5.png Movement point.

Starts with a promotion that grants this Unit the ability to Pillage tiles without any 20xMovement5.png Movement point cost.

Starts with the Withdraw Before Melee promotion.

Encampment.

Unique Improvement. Only the Shoshone may build it. Can only be built on Flat Terrain, and no two Encampments can be adjacent to one another.

+2 20xFood.png Food, +1 20xProduction.png Production, and +1 20xCulture.png Culture.

+15% 20xStrength5.png Defense to friendly Units stationed on them.

Enemy Units will take 5 Damage if they end their turn on or next to an Encampment.

+1 20xCulture.png Culture and +1 20xFood.png Food at Gunpowder, +1 20xProduction.png Production and +1 20xScience5.png Science at Rifling.

Unlocks at Military Theory.

SiameseSiamese Ramkhamhaeng Jungle and Forest Father Governs Children

Influence.png Influence with City-States starts at 40.

Yields from Friendly and Allied City-States increased by 75%.

The 20xStrength5.png Strength of Allied City-State Capital.png Capitals is increased by 25%.

+10 XP to Units gifted from City-States.

Naresuan's Elephant, replaces the Knight.

Special traits:

Has more 20xStrength5.png Combat Strength (26 vs. 24).

Has less 20xMovement5.png Movement points (3 vs. 4).

Obsoletes at Military Science rather than Metallurgy.

Special abilities:

Starts with a promotion that grants this Unit a +50% 20xStrength5.png Strength bonus against other mounted Units. This promotion is lost on Upgrade.

Starts with the Feared Elephant (enemy Units receive -10% 20xStrength5.png Combat Strength when adjacent to any Unit with this promotion) promotion. This promotion is also lost on Upgrade.

Wat, replaces the Constabulary.

Special traits:

Provides 4 20xCulture.png Culture, 1 20xFaith.png Faith, and 2 20xScience5.png Science.

Reduces enemy Spy.png Spy stealing rate by 50% (up from 25%).

Prevents the destruction of Building construction by Spy.png Spy Advanced Actions.

+2 20xScience5.png Science from Temples and Shrines in this City, and +1 20xCulture.png Culture from Jungle and Forest Tiles worked by this City.

Has 1 Scientist (Civ5).png Scientist Specialist slot.

Costs 2 20xGold.png Maintenance (down from 4).

Common traits:

Increases the City's 20xStrength5.png Defense by 5.

-1 20xUnhappiness5.png Unhappiness from 20xFood.png / 20xProduction.png Distress.

SonghaiSonghai Askia River and Avoid Tundra River Warlord

Triple 20xGold.png Gold from pillaging Encampments and Cities.

Land Units gain the War Canoe and Amphibious promotions, and ignore terrain costs when adjacent to Rivers.

Rivers create 20xCityConnection.png City Connections.

Mandekalu Cavalry, replaces the Horseman.

Special traits:

Obsoletes at Metallurgy rather than Chivalry.

Special abilities:

Has no Combat penalty vs. Cities.

Starts with the Raider promotion.

Raider promotion:

Flank attack bonus increased by 150%. Steal 20xGold.png Gold equal to 50% of the Damage inflicted on a City, capping at the City's 20xStrength5.png Defense x 10. Is able to use enemy Roads.

Tabya, replaces the Stone Works.

Special traits:

Provides 1 20xCulture.png Culture.

+1 20xProduction.png Production to all River Tiles worked by this City.

+10% 20xProduction.png Production when constructing Buildings in this City.

Nearby Salt provides +1 20xProduction.png Production and +1 20xGold.png Gold (rather than +2 20xGold.png Gold).

Common traits:

Allows 20xProduction.png Production to be moved from this City along TradeRoute.png Trade Routes inside your Civilization.

Nearby Marble and Jade provide +1 20xProduction.png Production and +1 20xGold.png Gold, and Stone worked by this City provides +2 20xProduction.png Production.

Costs 1 20xGold.png Maintenance.

SpanishSpanish Isabella Coastal Reconquista

Only your Religion can spread to owned Cities or Allied City-States.

Gaining or founding Cities generates 20xFaith.png Faith and 20xFood.png Food, and converts them to your official Religion.

May purchase Naval Units with 20xFaith.png Faith.

Conquistador, replaces the Knight.

Special traits:

Has more 20xStrength5.png Combat Strength (26 vs. 24).

Obsoletes at Military Science rather than Metallurgy.

Special abilities:

Has no Combat penalty vs. Cities.

Starts with two Extra Sight promotions. These promotions are lost on Upgrade.

Starts with a promotion that allows this Unit to Embark and doubles its 20xStrength5.png Combat Strength while Embarked.

Can found new Cities on a foreign continent that does not contain the Spanish Capital.png Capital. Cities founded using the Conquistador start with 3 20xPopulation.png Citizens, claim additional territory, and automatically receive the same selection of prebuilt Buildings provided. *4

Mission, replaces the Castle.

Special traits:

Increases the City's20xStrength5.png Defense by 18 (up from 15) and HP by +125 (up from +100).

Gain 3x the 20xFaith.png Faith and 20xGold.png Gold output of this City, respectively, as an Instant Boost every time a 20xPopulation.png Citizen is born in this City.

Boosts the Religious Pressure and Resistance of this City by 15%.

Costs less 20xProduction.png Production than the Castle which it replaces, requiring 275 20xProduction.png Production down from 300.

Does not require Walls in this City in order to be built.

Can be purchased with 20xFaith.png Faith.

Has no 20xGold.png Maintenance cost.

Common traits:

Contains 1 Great Work of Art or Artifact slot.

Increases the City's 20xRangedStrength5.png Ranged Strength by 100%.

+1 20xProduction.png Production form Quarries worked by this City.

Reduces the Empire 20xUnhappiness5.png Needs Modifier by 5% in this City.

Increases the Military Unit Supply Cap from 20xPopulation.png Population in this City by 10%.

SwedishSwedish Gustavus Adolphus No Starting Bias Lion of the North

Land Melee Units receive +20% 20xStrength5.png Strength when attacking, and Siege Units have +1 20xMovement5.png Movement points.

When a Great General is born, all of your Military Units are fully healed and receive +15 XP.

The 20xStrength5.png Combat bonus provided by Great Generals is increased by 15%.

Carolean, replaces the Tercio.

Special traits:

Common traits:

Has more 20xStrength5.png Combat Strength (29 vs. 25).

Obsoletes at Replaceable Parts rather than Rifling.

Special abilities:

Starts with a promotion that grants this Unit a +15% 20xStrength5.png Combat Strength boost when stacked on the same tile as a Great General.

Starts with the Grenadier (when this Unit advances after killing another Unit, all newly-adjacent enemy Units immediately take 10 Damage) promotion.

Starts with the March (this Unit will heal every turn, even if it performs an action, but receives a -15% 20xStrength5.png Combat Strength penalty when defending) promotion.

Skola, replaces the Public School.

Special traits:

Provides +1 20xScience5.png Science for every 20xPopulation.png Citizen in this City (up from +1 20xScience5.png Science for every 4 20xPopulation.png Citizens in this City), in addition to +1 20xCulture.png Culture for every 3 20xPopulation.png Citizens in this City.

Has 2 Scientist (Civ5).png Scientist Specialist slots (up from 1).

Costs 800 20xProduction.png Production in order to be built (down from 1000).

Costs 5 20xGold.png Maintenance (down from 6).

Common traits:

-1 20xUnhappiness5.png Unhappiness from 20xScience5.png Illiteracy.

Requires a University in this City.

VenetianVenetian Enrico Dandolo Coastal Serenissima

Cannot found/annex Cities.

TradeRoute.png Trade Route cap doubled and all target restrictions are removed.

Receives a free Merchant of Venice after researching Trade.

Puppet Cities have -30% to their yield penalties, and you can spend 20xGold.png Gold in them.

All Puppet Cities gain 20xHappiness.png Happiness like normal Cities.

Merchant of Venice, replaces the Great Merchant.

Special traits:

Has +2 20xMovement5.png Movement while Embarked.

Special abilities:

Can purchase City-States outright, bringing them under Venetian control as a Puppet City.

Can also construct a Puppet City called a Colonia. A Colonia begins with 3 Population, 3 extra tiles, a Monument, and a Market.

Is able to perform an improved Trade Mission that functions in a similar manner to the ability of the standard Great Merchant which it replaces. The Trade Missions performed by a Merchant of Venice receive +100% more 20xGold.png Gold and +100% more City-State influence than a normal Trade Mission.

Piazza San Marco, replaces the National Wonder known as the National Monument.

Special traits:

Provides 2 20xFood.png Food, 2 20xGold.png Gold, 1 20xScience5.png Science, and 2 20xProduction.png Production. Increases the Military Unit Supply Cap by 5.

Unlocks access to the Murano Glassworks, Arsenale di Venezia, and Rialto District Buildings once Guilds is researched, although only one of those can be built.

+33% GreatPeople.png Great Person Rate in this City (up from +25%).

Enemy Spy.png Spies cannot perform Advanced Spy Actions in this City.

Only buildable in the Capital.png Capital.

Requires a Palace in this City in order to be built (rather than a Monument).

Available sooner than the Natural Monument which it replaces, arriving at Writing rather than Drama and Poetry.

Common traits:

Provides 1 20xCulture.png Culture.

Choose one:

Murano Glassworks:

GreatPeople.png Great Person Tile Improvements and Villages worked by all of your Cities gain 2 20xFood.png Food and 2 20xTourism.png Tourism.

Contains 2 Great Work of Art or Artifact slots.

+5 20xScience5.png Science if themed.

Has 1 Artist (Civ5).png Artist Specialist slot.

Rialto District:

The cost of 20xGold.png Gold purchases in all of your Cities is reduced by 10% (15% in your Capital.png Capital).

Provides 1 World Congress Delegate for every 100 20xGold.png Gold per turn produced (caps at 25% of all City-States ever alive.

Incoming TradeRoute.png Trade Routes generate +3 20xGold.png Gold for this City and +3 20xGold.png Gold for the Trade Route owner.

Has 1 Merchant (Civ5).png Merchant specialist slot.

Arsenale di Venezia:

+15% 20xProduction.png Production and increases the City's 20xStrength5.png Defense by 6.

All of your Naval Units receive the Venetian Craftsmanship promotion, which increases their 20xStrength5.png Combat Strength by 10% and 20xMovement5.png Movement points by 1.

Increases the Military Unit Supply Cap by 5 and inc.

Has 1 Engineer (Civ5).png Engineer specialist slot.

Zulu

Zulu

Shaka Plains and Avoid Jungle Iklwa

Melee and Gun Units cost 25% less 20xGold.png Maintenance, and all Units require 25% less XP for promotions.

Your military is 50% more effective at intimidating City-States, and you receive 25% more Yields from demanding Tribute.

Impi, replaces the Tercio.

Special traits:

Has more 20xStrength5.png Combat Strength (28 vs. 25).

Obsoletes at Replaceable Parts rather than Rifling.

Special abilities:

Starts with the Spear Throw (+25% 20xStrength5.png Combat Strength vs. Gunpowder Units and, before engaging in melee, this Unit has an extra attack) promotion. This promotion is lost on Upgrade.

Ikanda, replaces the Barracks.

Special traits:

Provides 1 20xCulture.png Culture.

Grants the unique Buffalo Loins promotion to all melee and Gunpowder Units trained in this City.

+2 to the Military Unit Supply Cap (up from +1).

Arrives at Bronze Working rather than Military Theory.

Buffalo Loins:

+5% 20xStrength5.png Combat Strength. Flank attack bonus increased by 25%. +5% 20xStrength5.png Defense against Ranged Attacks. Leads to the unique Buffalo Chest promotion

Buffalo Chest:

Provides the same bonuses as the Buffalo Loins promotion, as the Ikanda alone grants newly produced Units enough XP to earn their first promotion. Leads to the unique Buffalo Horns promotion.

Buffalo Horns:

+1 20xMovement5.png Movement. Flank attack bonus increased by 25%. +5% 20xStrength5.png Defense against Ranged Attacks.

Common traits:

Provides 1 20xScience5.png Science.

-1 20xUnhappiness5.png Unhappiness from 20xFood.png / 20xProduction.png Distress.

+15 XP for all newly produced Units.

Costs 1 20xGold.png Maintenance.

  1. The unique Celtic Pantheons include: "Bran, the Sleeping Guardian", "Cernunnos, the Horned Stag", "Dagda, the All-Father", "Epona, the Great Mare", "Lugh, the Skilled One", "Mannanan, Son of the Sea", "Morrigan, Harbinger of Strife", "Nuada, the Silver-Handed King", "Ogma, the Learned", and "Rhiannon, Goddess of Sovereignty". None of these unique Pantheons provide a direct bonus to the Celt's 20xFaith.png  Faith output as their Unique Ability already provides +3 20xFaith.png  Faith to owned Cities where their Religion is the majority. No other Civilizations may benefit from the bonuses provided by these unique Pantheons.
  2. Note that any Incan Mountain City surrounded entirely by Mountain tiles with a Road or Railroad connected to it is accessible by other Civilizations through use of the aforementioned Road or Railroad (provided that the Road/Railroad is not also surrounded entirely by Mountain tiles) and can be captured by their Melee Land Units.
  3. The formula used to calculate the Dojo's yields on Unit promotion is as follows: yields = {x, (y - 1)² * 4}, whereas the value of x is the global modifier towards instant yields determined by the current Game Speed and the value of y is equal to the former level of the Unit being promoted. In situations where the result of the aforementioned formula were to equal 0, the value of x is instead used to determine the amount of yields earned. The total amount of yields is always rounded down.

4. The list of Buildings that Conquistadors come with: Council, Granary, Market, Monument, Barracks, Shrine, Watermill/ Well, Forge, Library, and Mission (Castle).

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