Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Zigzagzigal's Guides - Civ-specific tricks, secrets and clarifications (GS)
By Zigzagzigal
Every civ has interesting lesser-known tricks and features. This guide compiles them, so if you want to get more out of your favourite civ, or to find new reasons to play other civs, here's a good place to start.
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Leaders Pass
This guide is not yet updated for the Great Builders Pack and the Rulers of England pack. Julius Caesar also won't be covered until all other leaders are.
Introduction
Following this guide requires the Gathering Storm expansion.

Furthermore, it is written with the assumption you have all Civ 6 content released prior to the Leaders Pass:
  • Pre-Rise and Fall content packs
    • Vikings, Poland, Australia, Persia/Macedon, Nubia, Khmer/Indonesia
  • Rise and Fall Expansion
  • New Frontier content packs
    • Maya/Grand Colombia, Ethiopia, Byzantium/Gauls, Babylon, Vietnam/Kublai Khan, Portugal

These content packs include exclusive civs, city-states, districts, buildings, wonders, natural wonders, resources, and a disaster, but not core game mechanics - all you need is the base game and the Gathering Storm expansion for those.

The Leaders Pass is only relevant when playing as or against leaders released in its content packs; otherwise it makes no difference to the game.

All of the game's civs come with unique advantages. Some are obvious, like Russia's faith bonus making them good at religion, but some are less well-documented or lesser-known, like how many unique strength bonuses extend to theological combat. Some features can be unclear, such as which adjacency bonuses can be stacked and which can't. And some features have interesting applications or strategies that aren't always well known.

This guide is about compiling those little interesting details about civs, free from the discussion of general strategies. Find out more about your favourite civs, or discover something about a civ you may have previously written off.

If you want to know more about certain civs, there's links to full guides for every single one at the end of this guide. They're generally intended for singleplayer below deity difficulty.

How to use this guide

This guide has a section for each Civ, divided into tricks, hidden features and clarifications.

Tricks are interesting and/or unusual things you can do with a civ's uniques or starting bias.

Hidden features are unique features civs have which aren't described or explained in-game - both positive and negative.

The clarifications section clears up features of civs sometimes (or often) believed to be true but aren't, or those often not understood.

Note that all costs (production, science, culture, gold, etc.) mentioned within the guide assume a game played on the normal speed settings. To modify these values for other game speeds:

  • Online: Divide by 2
  • Quick: Divide by 1.5
  • Epic: Multiply by 1.5
  • Marathon: Multiply by 3

Glossary

Terminology used in this guide and not in-game is explained here.

AoE (Area of Effect) - Bonuses or penalties that affect multiple tiles in a set radius. Positive examples include Factories (which offer production to cities within a 6 tile radius unless they're within range of another building of the same type) and a negative example is nuclear weapons, which cause devastation over a wide radius.

Beelining - Obtaining a technology or civic quickly by only researching it and its prerequisites. Some deviation is allowed in the event that taking a technology or civic off the main track provides some kind of advantage that makes up for that (either a source of extra science/culture or access to something necessary for a eureka or inspiration boost)

CA (Civ Ability) - The unique ability of a civilization, shared by all its leaders.

Compact empires - Civs with cities close together (typically 3-4 tile gaps between city centres). This is useful if you want to make use of districts that gain adjacency bonuses from other districts, or to maximise the potential of area-of-effect bonuses later in the game.

Dispersed empires - Civs with cities that are spread out (typically 5-6 tile gaps between city centres). Civs with unique tile improvements generally favour a more dispersed empire in order to make use of them, as do civs focused on wonder construction.

GPP - Short for Great Person Points. Districts, buildings and wonders generate these points and with enough you can claim a Great Person of the corresponding type.

GWAM - Collective name for Great Writers, Artists and Musicians. All of them can produce Great Works that offer tourism and culture, making them important to anyone seeking a cultural victory.

LA (Leader Ability) - The unique ability of a specific leader. Usually but not always, they tend to be more specific in scope than civ abilities. Some leader abilities come with an associated unique unit or infrastucture.

Prebuilding - Training a unit with the intention of upgrading it to a desired unit later. An example is building Slingers and upgrading them once Archery is unlocked.

Sniping - Targeting a specific city for capture directly, ignoring other enemy cities along the way. Typically used in the context of "capital sniping" - taking a civ's original capital as quickly as possible to contribute towards domination victory without leading to a drawn-out war.

Start bias - The kind of terrain, terrain feature or resource a civilization is more likely to start near. This is typically used for civilizations that have early bonuses dependent on a particular terrain type. There are five tiers of start bias; civs with a tier 1 start bias are placed before civs of tier 2 and so on, increasing their odds of receiving a favourable starting location.

Super-uniques - Unique units that do not replace any others. Examples include India's Varu and Mongolia's Keshigs.

Tall empires - Empires that emphasise city development over expansion, usually resulting in fewer, but bigger, cities.

Uniques - Collective name for civ abilities, leader abilities, unique units, unique buildings, unique districts and unique improvements.

UA (Unique Ability) - A collective name for leader abilities and civ abilities.

UB (Unique Building) - A special building which may only be constructed in the cities of a single civilization, which replaces a normal building and offers a special advantage on top.

UD (Unique District) - A special district which may only be constructed in the cities of a single civilization, which replaces a normal district, costs half as much to build and offers some unique advantages on top.

UI (Unique Improvement) - A special improvement that can only be built by the Builders of a single civilization. "UI" always refers to unique improvements in my guides and not to "user interface" or "unique infrastructure".

UU (Unique Unit) - A special unit that may only be trained by a single civilization, and in some cases only when that civilization is led by a specific leader.

Wide empires - Empires that emphasise expansion over city development, usually resulting in more, but smaller, cities.
Clarifying Start Biases
A common area for confusion or incorrect assumptions concerns start biases. There can often be a tendency to assume that just because someone tends to start near the same terrain when playing as a civ, that means they must favour starting there. That's not necessarily true - although some civs are more likely to start near certain terrain or resource types, that doesn't mean they all are.

Start biases have tiers ranked from 1 (highest) to 5 (lowest). Civs (and city-states) are placed based on this priority order. Civs with a tier 1 start bonus are extremely likely (but not guaranteed) to start near the particular terrain, while civs with a tier 5 start bias have a slight edge over civs without that start bias.

Civ
Start Bias
America
None
Arabia
None
Australia
Coast (2)
Cattle (5)
Horses (5)
Sheep (5)
Aztecs
None
Babylon
River (3)
Brazil
Rainforest (2)
Byzantium
None
Canada
Tundra (1)
Tundra Hills (1)
Snow (5)
Snow Hills (5)
China
None
Cree
None
Egypt
Desert Floodplain (2)
Grass Floodplain (2)
Plains Floodplain (2)
River (5)
England
Coast (3)
Coal (5)
Iron (5)
Ethiopia
Desert Hills (2)
Grassland Hills (2)
Plains Hills (2)
Tundra Hills (2)
France
River (3)
Gaul
Copper (2)
Diamonds (2)
Iron (2)
Jade (2)
Mercury (2)
Salt (2)
Silver (2)
Georgia
None
Germany
River (5)
Gran Colombia
None
Greece
Desert Hills (3)
Grassland Hills (3)
Plains Hills (3)
Tundra Hills (3)
Hungary
River (3)
Geothermal Fissure (5)
Inca
Desert Mountains (2)
Grassland Mountains (2)
Plains Mountains (2)
Snow Mountains (5)
Tundra Mountains (5)
India
None
Indonesia
Coast (2)
Japan
Coast (3)
Khmer
River (3)
Kongo
Woods (2)
Rainforest (2)
Korea
Desert Hills (3)
Grassland Hills (3)
Plains Hills (3)
Tundra Hills (3)
Macedon
None
Mali
Desert (1)
Desert Hills (1)
Aluminium (5)
Coal (5)
Copper (5)
Diamonds (5)
Iron (5)
Jade (5)
Mercury (5)
Nitre (5)
Salt (5)
Silver (5)
Māori
None*
Mapuche
Desert Mountain (3)
Grassland Mountain (3)
Plains Mountain (3)
Tundra Mountain (3)
Maya
Grassland (1)
Grassland Hills (1)
Plains (1)
Plains Hills (1)
Citrus (2)
Coffee (2)
Cocoa (2)
Cotton (2)
Dyes (2)
Incense (2)
Olives (2)
Silk (2)
Spices (2)
Sugar (2)
Tea (2)
Tobacco (2)
Wine (2)
Desert (3)
Desert Hills (3)
Desert Mountains (3)
Snow (3)
Snow Hills (3)
Snow Mountains (3)
Tundra (3)
Tundra Hills (3)
Tundra Mountains (3)
Mongolia
Horses (2)
Netherlands
River (2)
Coast (4)
Norway
Coast (3)
Woods (5)
Nubia
Desert (2)
Desert Hills (2)
Copper (5)
Diamonds (5)
Jade (5)
Mercury (5)
Salt (5)
Silver (5)
Aluminium (5)
Coal (5)
Iron (5)
Nitre (5)
Uranium (5)
Ottomans
Nitre (5)
Persia
None
Phoenicia
Coast (2)
Poland
None
Portugal
Coast (1)
Rome
None
Russia
Tundra (2)
Tundra Hills (2)
Scotland
None
Scythia
Horses (2)
Grassland (5)
Plains (5)
Spain
Geothermal Fissure (3)
Sumeria
River (3)
Sweden
None
Vietnam
Marsh (1)
Rainforest (1)
Woods (1)
Zulus
None
*The Māori do not have a start bias as such, but Kupe's leader ability makes them start in ocean.

In addition to full civs, these (and only these) city-states have a start bias:

City-State
Start Bias
Mogadishu
Coast (1)
Nan Madol
Coast (1)
Nazca
Desert (1)
Rapa Nui
Coast (1)
Volcano (1)
America (no additional content)


Tricks

Civilization Ability: Founding Fathers
  • The Potala Palace wonder gives America an extra wildcard slot, essentially making it as powerful as the Forbidden City.

Theodore Roosevelt's Leader Ability: Roosevelt Corollary
  • The strength bonus works offensively, so you can use it to help with an early rush against another civ on the same continent.
  • Settle next to mountain chains if possible as mountains produce positive appeal and can be incorporated in National Parks without taking tiles you need for other purposes.
  • Plant forests adjacent to and in National Parks to boost their appeal and hence tourism.

Clarifications

Theodore Roosevelt's Leader Ability: Roosevelt Corollary
  • The combat bonus is based on where combat is taking place, so attacking a land unit on your continent with a ranged naval unit will work, for example. However, naval units when defending cannot receive the +5 bonus as water tiles do not count as being part of a continent.
  • The combat bonus does apply to theological combat!
  • The appeal bonus from having a National Park present in a city only applies once; having a second National Park won't make a +2 appeal bonus.
  • The appeal bonus from having a National Park will affect mountain and natural wonder tiles, which normally have a fixed amount of appeal unaffected by adjacent tiles.

Theodore Roosevelt's Unique Unit: Rough Rider
  • The home-continent culture bonus from kills is determined based on where the combat is taking place. If a Rough Rider starts on your home continent but is attacking a unit on a different continent, you will not receive any culture.
  • The culture on kills is equal to 50% of the defeated unit's melee strength, rounded down.

Unique Building: Film Studio
  • The tourism bonus stacks multiplicatively with other tourism modifiers (so if a tile produces 10 tourism, and you have both a trade route with a civ and the Film Studio boost applies, you'll get 25 tourism rather than 22.5)
America (all additional content)


Tricks

Civilization Ability: Founding Fathers
  • The Potala Palace wonder gives America an extra wildcard slot, essentially making it as powerful as the Forbidden City.

Abraham Lincoln's Leader Ability: Emancipation Proclamation
  • Building Industrial Zones and their buildings allows you to obtain Infantry units with just the modern-era Replaceable Parts technology, without needing Refining as well.

Bull Moose Teddy's Leader Ability: Antiquities and Parks
  • Position Preserve districts two tiles away from mountains for some excellent yields.
  • Settle next to mountain chains if possible as mountains produce positive appeal and can be incorporated in National Parks without taking tiles you need for other purposes.
  • Plant forests adjacent to and in National Parks to boost their appeal and hence tourism.

Rough Rider Teddy's Leader Ability: Roosevelt Corollary
  • The strength bonus works offensively, so you can use it to help with an early rush against another civ on the same continent.

Hidden Features

Abraham Lincoln's Leader Ability: Emancipation Proclamation
  • Your free melee infantry units will spawn on the Industrial Zone district where possible, rather than the city centre or Encampment district as is normally the case.

Clarifications

Abraham Lincoln's Leader Ability: Emancipation Proclamation
  • Melee infantry units spawned from an Industrial Zone or its buildings keep their +5 strength bonus when upgraded.

Bull Moose Teddy's Leader Ability: Antiquities and Parks
  • The appeal bonus from having a National Park present in a city only applies once; having a second National Park won't make a +2 appeal bonus.
  • The appeal bonus from having a National Park will affect mountain and natural wonder tiles, which normally have a fixed amount of appeal unaffected by adjacent tiles.

Rough Rider Teddy's Leader Ability: Roosevelt Corollary
  • The combat bonus is based on where combat is taking place, so attacking a land unit on your continent with a ranged naval unit will work, for example. However, naval units when defending cannot receive the +5 bonus as water tiles do not count as being part of a continent.
  • The combat bonus does apply to theological combat!
  • Amani (the Diplomat)'s +2 envoy boost when present in a city-state is unaffected by trade.
  • If a city-state has a quest for you to send them a trade route, doing so will always create two envoys instead of one.
  • Sending your first envoy to a city-state that you have sent a trade route to while you have the Diplomatic League or Containment policy card active will only grant three envoys, not four.

Rough Rider Teddy's Unique Unit: Rough Rider
  • The home-continent culture bonus from kills is determined based on where the combat is taking place. If a Rough Rider starts on your home continent but is attacking a unit on a different continent, you will not receive any culture.
  • The culture on kills is equal to 50% of the defeated unit's melee strength, rounded down.

Unique Building: Film Studio
  • The tourism bonus stacks multiplicatively with other tourism modifiers (so if a tile produces 10 tourism, and you have both a trade route with a civ and the Film Studio boost applies, you'll get 25 tourism rather than 22.5)
Arabia


Tricks

Civilization Ability: The Last Prophet
  • Although you need a Holy Site or Stonehenge to found a religion, you don't need to build them - just capture one with a Mamluk and set your free Great Prophet to relocate to the captured city.

Unique Unit: Mamluk
  • Abu Al-Qasim Al-Zahrawi is a Great Scientist arriving in the medieval era, which boosts the heal rate of units on the same or adjacent tiles by 20HP per turn. This goes brilliantly with Mamluks' heal-every-turn attribute.
    • If you have an Apostle with the Chaplain promotion, they have the same effect. You can then retire Abu Al-Qasim Al-Zahrawi for an extra 5HP/turn healing.

Unique Building: Madrasa
  • Given Arabia's incentive to build both Holy Sites and Campuses, you can get a lot out of the Monasticism Dark Age wildcard, which is available in the classical or medieval era.

Hidden Features

Civilization Ability: The Last Prophet
  • If Arabia is in a game at the start, a Great Prophet will always be reserved for them - even if they're eliminated from the game!

Clarifications

Civilization Ability: The Last Prophet
  • You need Stonehenge or a Holy Site to found a religion, regardless of how you receive a Great Prophet.
  • The science bonus is applied at the empire, rather than city, level and as such will not be modified by city-specific bonuses or penalties such as amenities.

Sultan Saladin's Leader Ability: The Victorious
  • How the support bonus works in a nutshell: units gain +2 defensive strength for every adjacent other unit you control, for Sultan Saladin, they provide +4 instead.

Vizier Saladin's Leader Ability: Righteousness of the Faith
  • Your worship building is 90% cheaper for other civs, but the 10% boosts to science, culture and faith will not work for them.
  • The cost reduction for your own worship buildings stacks additively with other cost reductions. For example, taking the Theocracy government will make your worship buildings free to purchase.
Australia

Tricks

Civilization Ability: Land Down Under
  • The Eiffel Tower wonder will boost your entire empire's appeal by 2, giving you considerably better district yields.
  • An industrial, modern or atomic-era Golden Age allows you to use the Heartbeat of Steam dedication. It makes Campuses add production equal to their science adjacency bonus. Given the civ ability creates powerful Campuses and John Curtin's Leader Ability doubles production, it's a very powerful dedication to take.

John Curtin's Leader Ability: Citadel of Civilization
  • Defensive buildings are not considered in combat strength calculations, so constructing walls instead of military units is a good way to appear weaker than you really are, encouraging other civs to declare war on you.
  • Initiating an emergency (such as by capturing a city-state) is a particularly good way to encourage other civs to declare war on you. Check which civs have envoys present in the city-state before you attack - those are the civs which will be allowed to join the emergency.

Unique Unit: Digger
  • Diggers have no oil cost, allowing Australia to ignore the entire lower branch of the technology tree as the Refining technology is unnecessary. This allows Diggers to be unlocked considerably earlier than generic Infantry.
  • Bonuses on foreign coasts make Diggers particularly good at liberating city-states, which often spawn next to the sea.

Unique Improvement: Outback Station
  • Because Outback Stations can be built on desert, they work very well in conjunction with the Petra wonder.

Hidden Features

Civilization Ability: Land Down Under
  • District bonuses from high appeal count as adjacency bonuses for the purpose of modifiers such as policy card boosts.

Unique Improvement: Outback Station
  • With the Steam Power technology, all pastures gain +1 production per adjacent Outback Station. Civs other than Australia can benefit from this!
  • Pillagers of Outback Stations are healed 50 health.

Unique Unit: Digger
  • Unlike the Infantry units they replace, Diggers do not contribute to carbon emissions due to them not using oil resources.

Clarifications

Civilization Ability: Land Down Under

Coastal Housing
  • The housing offered separate from the housing provided based on access to fresh water, and stacks with it.

Pasture Culture Bomb
  • Culture bombs have the following rules:
    • Only tiles that are within the workable range of the tile's city will be granted (in other words, they must be within a 3-tile radius from the city centre).
    • This includes tiles from other civs, but will incur a diplomatic penalty if you steal tiles off them this way. Taking land from city-states has no penalty.
    • Tiles stolen containing non-unique tile improvements will retain them.
    • Tiles containing completed districts, wonders or national parks will not be stolen, but incomplete ones will be, destroying them.

John Curtin's Leader Ability: Citadel of Civilization
  • Turns of increased production cannot accumulate; liberating a city or being the target of a declaration of war will reset the turns to 10 regardless of how many turns of +100% production you have remaining.
  • Being the target of a war declaration by a city-state won't trigger the production bonus.
  • The production boost stacks additively with other percentage bonuses, so a city with the Ruhr Valley wonder will have a 120% production bonus, not 140%, for example.
Aztecs


Tricks

Civilization Ability: Legend of the Five Suns
  • If you use all but one Builder charge on other things, you can rapidly rush a district by moving in a succession of 1-charge Builders and using their final charge.
  • You can switch production from a district to something else before you end your turn and switch back the following turn so you can use Builder charges. This essentially allows you to build two things at once.
  • Training Builders and then using their charges to rush districts will be more efficient than directly building districts if the former costs less than 60% of the latter's price.
  • This ability works for all districts - including Spaceports, which are otherwise extremely expensive.

Unique Unit: Eagle Warrior
  • Because city strength is tied to your strongest unit, and the Aztecs start with an Eagle Warrior, Aztec cities will defend slightly better in the first few turns relative to cities of other civs.

Hidden Features

Montezuma's Leader Ability: Gifts for the Tlatoani
  • The attack bonus affects religious units in theological combat. On larger maps, this can give the Aztecs a bigger theological strength bonus than any other civ.

Unique Unit: Eagle Warrior
  • As the Aztecs start with an Eagle Warrior, they will automatically gain +4 era score for producing their first copy.
  • The probability of turning an enemy military unit into a Builder depends on the strength difference between the enemy unit and the Eagle Warrior. Scouts for example have a very high chance of being turned into Builders when defeated.
  • The higher cost of Eagle Warriors means they're less expensive to upgrade to Swordsmen.

Clarifications

Civilization Ability: Legend of the Five Suns
  • Modifiers to general production (e.g. the Ruhr Valley wonder) and district production (e.g. the City Patron Goddess pantheon) do increase the contribution of Builder charges beyond 20% of a district's cost.
  • You may only rush districts which are currently being worked on by the city. It is possible to switch production to the district, rush it, and switch back to something else all in the same turn.
  • You cannot use Builder charges to rush the repairs of a pillaged district.
  • If a Builder charge contributes more production than is needed to complete a district, it overflows to the next thing you build, avoiding any being wasted.

Montezuma's Leader Ability: Gifts for the Tlatoani
  • Special luxuries offered by Great Merchants (Cosmetics from Helena Rubinstein, Jeans from Levi Strauss, Perfume from Estee Lauder and Toys from John Spilsbury) count for purposes of this ability.
  • However, luxury resources from trading, city-states under suzerainity and the suzerain bonuses of Buenos Aires and Zanzibar do not provide a strength bonus.
  • The number of types of luxuries found on each map size, excluding the four special Great Merchant luxuries, are as follows:
    • Duel: 6
    • Tiny: 10
    • Small: 15
    • Standard: 19
    • Large: 24
    • Huge: 28
    There are four unique luxury types on every continent, plus a number of types of sea luxuries found throughout the map (two on Duel/Tiny maps, three on Small/Standard maps, four on Large/Huge maps).

Unique Unit: Eagle Warrior
  • Enemy units which are captured and turned into Builders will gain +1 charge if you control the Pyramids wonder, but will not gain charges from the Serfdom or Public Works policy cards.
Babylon


Tricks

Civilization Ability: Enuma Anu Enlil


Click on this image to see what research paths Babylon can take with Eurekas alone.

  • Researching Mining, killing three Barbarians and building three mines will give you access to Men-at-Arms very early in the game.
  • Training a Slinger, killing a unit with it, upgrading to an Archer and training two more will give you access to Crossbowmen, Siege Towers and the Kilwa Kisiwani wonder very early in the game.
  • You can research Industrialisation extremely quickly by researching Mining, building three mines and building two Industrial Zones, one of them with a Workshop on top (the other Workshop is free). You can then build Factories and Coal Power Plants for a huge production advantage.
    • If you build a Coal Power Plant, you'll skip to Refining which unlocks Battleships and oil wells; build an oil well and you'll unlock Plastics, allowing you to train Spec Ops extremely early in the game.
  • With the Mausoleum at Halicarnassus wonder, you can retire Great Engineers a second time. Doing so for Leonardo da Vinci, who arrives around the renaissance game era, will allow you to get two modern-era technologies for free granting you a huge technological advantage.
  • The Kilwa Kisiwani wonder gives you empire-wide science bonuses so long as you are suzerain of at least two scientific city-states. This can help cancel out Babylon's science penalty and make the civ considerably more effective at scientific victories.

Hidden Features

Civilization Ability: Enuma Anu Enlil
  • The eureka boosts for Siege Tactics and Replaceable Parts are mislabeled in-game. Siege Tactics requires two Trebuchets to boost, while Replaceable Parts requires three Line Infantry.

Clarifications

Civilization Ability: Enuma Anu Enlil
  • The 50% science penalty stacks additively with other empire-wide science output modifiers. For example, having the Communism government adds a 10% bonus, which results in Babylon having 60% of the base empire-wide science output.
  • You may directly research any technology you have the direct prerequisites for by selecting the technology on the science panel of the world tracker. Selecting it on the technology tree will instead start researching all its indirect prerequisites.

Hammurabi's Leader Ability: Ninu Ilu Sirum
  • The exact buildings you'll gain for free for your first copy of a district are:
    • Aerodrome - Hangar
    • Campus - Library
    • Commercial Hub - Market
    • Diplomatic Quarter - Consulate
    • Encampment - Barracks
    • Entertainment Complex - Arena
    • Harbour - Lighthouse
    • Holy Site - Shrine
    • Industrial Zone - Workshop
    • Preserve - Grove
    • Theatre Square - Amphitheatre
    • Water Park - Ferris Wheel
  • The districts that provide a free envoy when first built are the Aqueduct, Canal, Dam, Government Plaza, Neighbourhood and Spaceport.
Brazil


Tricks

Civilization Ability: Amazon
  • Taking the Sacred Path pantheon allows you to receive +2 faith for every rainforest tile adjacent to a Holy Site - on a par with a natural wonder!
  • The atomic-era Biosphère wonder makes Brazilian rainforests better than old-growth woods for boosting tile appeal.

Unique Unit: Minas Geraes
  • Assuming no promotions or other strength boosts on either side, Minas Geraes units will destroy naval units of earlier eras in a single hit most of the time. As such, forming fleets with them is initially unnecessary.
  • As city strength is tied to your strongest unit, your cities will defend considerably more effectively once your first Minas Geraes is built.

Unique District: Copacabana
  • Look for lakes in the middle of large landmasses - they're great places to place Copacabana districts as the wide radius of their amenity-boosting buildings mean just a single one can provide amenities to a huge number of cities.

Hidden Features

Unique Unit: Minas Geraes
  • Because the Minas Geraes arrives in the industrial rather than modern era, its production is boosted by the Press Gangs policy card (available at the renaissance-era Exploration civic) rather than the International Waters policy card (available at the atomic-era Cold War civic).
  • The different era of the Minas Geraes relative to regular Battleships means renaissance-era Great Admirals can affect them, but modern-era ones can't.

Clarifications

Civilization Ability: Amazon
  • Brazilian Campuses only receive 1 science per adjacent rainforest, not 3 science from every two as you may expect.
  • The rainforest appeal bonus only applies to rainforests owned by Brazil. Rainforests just outside Brazilian territory will still generate -1 appeal to adjacent Brazilian tiles. Conversely, rainforests owned by Brazil will generate +1 appeal to adjacent tiles even if those tiles are owned by other civs.

Pedro II's Leader Ability: Magnanimous
  • The Great Person Points you gain after acquiring one is equal to 20% of the person you just acquired's cost - regardless of whether you used patronage or not.

Unique District: Street Carnival
  • When completed, the Carnival city project offers the following Great Person Points:
    • Half as many Great Merchant Points as Commercial Hub Investments
    • Half as many Great Engineer Points as Industrial Zone Logistics
    • As many Great Writer, Artist and Musician Points as a Theatre Square Festival
Byzantium


Tricks

Unique District: Hippodrome
  • Once you have the Games and Recreation civic, start building Hippodromes in as many cities as possible, but with one turn of production remaining, switch to something else. Then, when you have the Divine Right civic, finish the production. This will grant you a lot of Tagmata for free.

Basil II's Unique Unit: Tagma
  • Keep some Tagmata around after they obsolete so they can provide their strength bonus to more powerful units. Consider forming them into corps and armies to resist enemy attacks more effectively.

Clarifications

Civilization Ability: Taxis
  • Killing enemy units adds 250 points of pressure of your own religion to cities within 10 tiles.
  • The religious pressure bonus for killing enemy units does not stack with the Disciples promotion for Warrior Monks.
  • The maximum strength bonus from this ability scales with the number of religions in the game. With default settings, this means the following map sizes have the following potential strength bonuses:
    • Duel: 6
    • Tiny: 9
    • Small: 12
    • Standard: 15
    • Large: 18
    • Huge: 21

Basil II's Unique Unit: Tagma
  • Units may only receive a strength bonus from one adjacent Tagma.

Unique District: Hippodrome
  • The free heavy cavalry unit is whichever one you can train that has the most strength. As such, Modern Armour take priority over Tanks, then Curiassiers, Tagmata and finally Heavy Chariots.
Canada


Tricks

Civilization Ability: Four Faces of Peace
  • Being immune to surprise wars means civs must necessarily give you five turns warning before they can declare war on you, as they must denounce you first. The exceptions to this are if you're the target of an emergency which involves warfare (e.g. a city-state emergency) or if the other civ has the To Arms! Golden Age dedication (available from the industrial to information game eras).

Wilfrid Laurier's Leader Ability: The Last Best West
  • By favouring settling non-tundra lands first, you can pick them up later allowing you to have a bigger and more prosperous empire than other civs which won't bother settling such weak terrain.
  • Being able to place farms on tundra, as well as receiving other tundra-based yield bonuses. allows Canada to get much more out of the St. Basil's Cathedral wonder's tundra yield bonuses than most civs.

Unique Unit: Mountie
  • The high sight of Mounties makes them excellent at spying on enemy territory.

Clarifications

Civilization Ability: Four Faces of Peace
  • As Canada can neither declare nor be the target of surprise wars, if Canada requests another civ move their troops from their border, or another civ requests it from Canada, there is no option but to make the promise.
  • You receive no additional diplomatic favour for winning an emergency as the target.
  • You cannot receive fractions of points of diplomatic favour, so therefore Canada's civ ability will only take effect once you are generating at least 100 tourism.

Wilfrid Laurier's Leader Ability: The Last Best West
  • Horse and aluminium resources do not appear on tundra or snow, so Wilfrid Laurier's leader ability will not help you generate more of them. Furthermore, iron, nitre and coal can appear in tundra but not snow.

Unique Unit: Mountie
  • Using Mounties' National Park charges does not consume the unit, unlike using the charge on a Naturalist unit.
China


Tricks

Kublai Khan's Leader Ability: Gerege
  • The minimum number of turns for a trade route to complete is 21 turns in the ancient or classical game era, 31 in the medieval or renaissance game era, 41 in the industrial, modern or atomic game eras, or 51 in the information or future game eras. As such, completing a trading post in another civ takes much longer later in the game and makes receving a free eureka/inspiration harder.

Mandate Qin Shi Huang's Leader Ability: The First Emperor
  • If you use all but one Builder charge on other things, you can rapidly rush a wonder by moving in a succession of 1-charge Builders and using their final charge.
  • You can switch production from a wonder to something else before you end your turn and switch back the following turn so you can use Builder charges. This essentially allows you to build two things at once.
  • Training Builders and then using their charges to rush wonders will be more efficient than directly building wonders if the former costs less than 60% of the latter's price.
  • Because the source of your Builders for rushing wonders with doesn't matter, you can have your entire empire contribute towards the construction of a single wonder.
  • Canals provide +2 production to adjacent Industrial Zones, so being able to construct them early can provide a helpful little production boost.

Unifier Qin Shi Huang's Leader Ability: Thirty-Six Strategems
  • Barbarian outposts cannot spawn in territory that any civ has visibility over. As such, keep your units away from neutral land to improve the chance of outposts spawning near you.
  • There are three types of Barbarian outposts - melee (spawns melee infantry and ranged land units), cavalry (spawns light cavalry and Barbarian Horse Archers at first, with extra recon units later) and naval (spawns naval melee and naval ranged units). Once you know what kind of unit a camp spawns, you can use it as a reliable source of that unit.
  • Naval camps spawn a unit every 10 turns; melee camps every 15; cavalry camps every 25.
  • If a Barbarian recon unit (for melee/cavalry camps) or naval melee unit (for naval camps) reaches a full civ's border and returns to the camp, it will initiate a Barbarian Raid, spawning extra units over several turns. On Immortal/Deity difficulty, more will be spawned and they will spawn faster. Avoid killing Barbarian recon units to spawn more units to convert!
  • If a Barbarian outpost spawns all the units of a Raid and then meet certain criteria (see the full guide for more information) they will spawn a Barbarian Attack, spawning even more units. Melee camps can spawn siege units at this time.

Wu Zetian's Leader Ability: Manual of Entrapment
  • Spies are very expensive to train at first, so use your first Spy on lower-risk missions like Forment Unrest or Fabricate Scandal to gain promotions before stealing technologies.
  • With the future-era Cultural Hegemony civic, you can take the Non-State Actors wildcard and choose any promotion for your Spies. Polygraph, Quartermaster and Surveillance is a highly potent defensive combination, while Disguise, Linguist and Rocket Scientist together is excellent for taking down enemy Spaceports.

Yongle's Leader Ability: Lijia
  • You can use the Lijia (Faith) project from the start of the game to secure the first Pantheon. Religious Settlements or River Goddess are great options.
  • A capital with fresh water needs just a Granary and six farms or similar housing improvements to reach 11 housing; at that point you can then use the Lijia (Food) project to quickly reach 10 population.

Unique Unit: Crouching Tiger Cannon
  • City ranged strength is tied to the highest ranged strength of any unit in your civ. As such, training your first Crouching Tiger Cannon will provide all your walled cities with a considerable boost to their damage output.

Unique Improvement: Great Wall
  • Great Walls arrive earlier than other defensive improvements, so they can provide a distinct advantage against Barbarians and early-game warmongers, particularly for ranged land units with the Garrison promotion.

Hidden Features

Unifier Qin Shi Huang's Leader Ability: Thirty-Six Strategems
  • The Hagia Sophia wonder allows all your melee infantry units to use a second Convert Barbarians charge, letting you to use it once per unit without losing it.

Unique Improvement: Great Wall
  • Great Walls have a base pillage yield of 50 gold.

Clarifications

Civilization Ability: Dynastic Cycle
  • If you are researching ahead of the present game era, technologies and civics cost more to research. If you are researching behind the present game era, they are cheaper. Eurekas and inspirations, however, always provide a fixed amount of science and culture respectively. As such, this ability can only be described as offering a 50% boost rather than 40% for technologies and civics of your current game era.
    • As such, the civ ability is better-described as "Eurekas and inspirations offer 25% more science and culture respectively than normal."

Kublai Khan's Leader Ability: Gerege
  • You can only receive the free eureka and inspiration bonus once per full civ you send a route to.
  • The random eureka and inspirations will favour technologies and civics you are able to research but lack the boosts for.
  • Trade routes must be completed to form a trading post, so if your routes are pillaged before they can be completed, you'll need to create them all over again.

Mandate Qin Shi Huang's Leader Ability: The First Emperor
  • Modifiers to wonder production do enhance the amount of production Builder charges contribute.
  • You may only rush wonders which are currently being worked on by the city. It is possible to switch production to the wonders, rush it, and switch back to something else all in the same turn.
  • If a Builder charge contributes more production than is needed to complete a district, it overflows to the next thing you build, avoiding any being wasted.
  • Despite arriving in the classical era, you cannot rush the Machu Picchu wonder as its location is always inaccessible to Builders.

Unifier Qin Shi Huang's Leader Ability: Thirty-Six Strategems
  • The Convert Barbarians action can be used by embarked melee infantry units.
  • Converted Barbarians will be at the same health they had pre-conversion, and cannot take an action until the following turn.
  • Destroying a Barbarian Encampment by converting a Barbarian on its tile will not trigger the healing effect from the Initiation Rites pantheon, though it will still grant the faith.

Yongle's Leader Ability: Lijia
  • You receive bonus culture, science and gold for every point of population in cities of size 10+. This means the moment a city reaches size 10, it will generate +20 gold, +10 science and +10 culture per turn.
Cree


Tricks

Civilization Ability: Nîhithaw
  • Spacing your cities further apart (with a 5-6 tile gap rather than 3-4 between each one) will help you gain more tiles.
  • Allowing traders to be pillaged once they've claimed all the tiles they can allows you to assign a new route and therefore claim more tiles sooner, though make sure the cost of the trader isn't higher than the cost of simply purchasing those tiles.

Poundmaker's Leader Ability: Favourable Terms
  • As soon as you have Cartography, send out a unit overseas to explore, and try to ally with as many civs you meet as you can. This will rapidly uncover the remainder of the world's map for you!

Unique Unit: Okihtcitaw
  • Starting a war with a city-state allows you to train Okihtcitaw far faster than you can when fighting Barbarians, without the risk of a powerful counter-attack that fighting with a full civ has. This will help you get a unit to the powerful Ambush promotion, which makes it stronger than Swordsmen or Horsemen and ideal for invading a full civ with.

Hidden Features

Unique Unit: Okihtcitaw
  • The higher cost relative to regular Scouts makes this unit slightly cheaper to upgrade.

Clarifications

Civilization Ability: Nîhithaw
  • You can claim water as well as land tiles with traders.

Unique Unit: Okihtcitaw
  • The free promotion level works as if the unit started with 15XP. This means you won't be able to easily get a second promotion off Barbarians.
Egypt


Tricks

Civilization Ability: Iteru
  • Look for confluences (where two rivers meet), or where rivers branch off to maximise the number of tiles this bonus applies to.

Unique Improvement: Sphinx
  • As both Egypt's unique unit and improvement arrive in the ancient era, it's relatively easy to secure a classical-era Golden Age with the era score they provide.
  • If you can secure the Stonehenge wonder and surround it with Sphinxes, you can have one of the strongest religious starts of any civ, and could help you secure an early victory. Of course, this is a risky move to make.
  • Sphinxes can be constructed in flat desert land, unlike most tile improvements, making them especially strong in Petra cities.

Hidden Features

Civilization Ability: Iteru
  • Fertility bonuses from flooding is halved within Egypt's territory as if a Dam is present on every river.

Unique Improvement: Sphinx
  • Sphinxes have a base pillage yield of 25 faith.

Clarifications

Civilization Ability: Iteru
  • Immunity to flood damage only applies within Egyptian territory, so be careful leaving units out in floodplain regions you don't own.

Egyptian Cleopatra's Leader Ability: Mediterranean's Bride
  • Extra gold granted to trade routes from this ability is not modified from the trade route crossing lakes, seas, railroads and mountain tunnels.

Ptolemaic Cleopatra's Leader Ability: Arrival of Hapi
  • The floodplain appeal bonus only applies to rainforests owned by Ptolemaic Cleopatra's Egypt. Floodplains just outside Egyptian territory will still generate -1 appeal to adjacent Egyptian tiles. Conversely, floodplains owned by Ptolemaic Cleopatra's Egypt will generate +1 appeal to adjacent tiles even if those tiles are owned by other civs.

Unique Improvement: Sphinx
  • Sphinxes only receive bonus faith from one adjacent wonder; they won't get more if they're adjacent to two or more wonders.
  • The owner of the wonder does not matter.
England


Tricks

Civilization Ability: Workshop of the World

Military Engineers
  • If you use all but one Military Engineer charge on other things, you can rapidly rush an Aqueduct, Dam, Canal or Flood Barrier by moving in a succession of 1-charge Military Engineers and using their final charge.
  • You can switch production from an Aqueduct, Dam, Canal or Flood Barrier to something else before you end your turn and switch back the following turn so you can use Military Engineer charges. This essentially allows you to build two things at once.
  • Training Military Engineers and then using their charges to rush districts or Flood Barriers will be more efficient than directly building them if the former costs less than 80% of the latter's price.
  • Military Engineers are support units, unlike Builders. It is possible to stack them both on the same tile, and use the Military Engineer to clear a feature followed by using the Builder to place an improvement, or vice versa.

Eleanor of Aquitaine's Leader Ability: Court of Love
  • Build Art Museums in border cities as it is easier to move Great Works of Art than it is to move artefacts, allowing you to quickly move them in to place extra loyalty pressure, and move them out when that is no longer needed.
  • Pack your cities tightly together and grow them as large as you can to maximise your loyalty pressure.
  • Rock Bands with the Indie promotion can take 40 loyalty off a rival city. Three Indie Rock Bands can entirely remove a city's loyalty in a single turn if they have sufficient venues to play at, allowing you to flip even the most powerful cities to your control so long as they're within 9 tiles of one of your own cities.
    • The future-era Cultural Hegemony civic grants you access to the Hallyu wildcard, allowing you to choose any promotion for Rock Bands. This allows you to reliably take the Indie promotion.

Victoria's Leader Ability: Pax Britannica
  • With the Ancestral Hall Government Plaza building, you'll get a Builder in all new cities. Add the Serfdom economic policy card (requires the medieval-era Feudalism civic) and they'll have five charges. This allows you to chop down woods or rainforest to rapidly build a Royal Navy Dockyard for the second free unit, while still having charges left to improve the city in other ways.

Victoria's Unique Unit: Redcoat
  • Military Science is a particularly easy technology to beeline, which makes it easier to have a military advantage over other civs.

Unique Unit: Sea Dog
  • Retiring the renaissance-era Great Admiral Francis Drake allows you to receive a Sea Dog even without the Mercantilism civic.
  • Because units are more likely to be captured if they're weaker than the Sea Dog, forming fleets and armadas is a good way to improve your odds of capture.

Unique District: Royal Navy Dockyard
  • Take the Free Inquiry Golden Age dedication in the classical or medieval era for masses of science based on Royal Navy Dockyard adjacency bonuses, boosted further with the Naval Infrastructure economic policy card (requiring the medieval-era Naval Tradition civic). This can support a beeline to the MIlitary Science technology for early Redcoats.
  • The extra Great Admiral Points allow you to fairly reliably take both Santa Cruz and Yi Sun-Sin in the renaissance era for an early Ironclad armada. Remember they can only heal through pillaging and promotions until you have access to coal resources!

Hidden Features

Eleanor of Aquitaine's Leader Ability: Court of Love
  • If a city loses enough loyalty to become a free city, if Eleanor is placing any loyalty pressure on the city whatsoever, it will flip to her control - even if other civs are placing more pressure on it.

Clarifications

Civilization Ability: Workshop of the World
  • The exact bonuses to powered buildings are as follows:
    • Airport: +4 production
    • Broadcast Centre: +4 culture
    • Factory: +4 production to all cities within six tiles unless they are already in range of this building
    • Food Market: +4 food
    • Research Lab: +4 science
    • Shopping Mall: +4 gold
    • Stock Exchange: +4 gold
  • The bonus yields from Broadcast Centres, Research Labs and Stock Exchanges can be boosted with the appropriate policy cards.

Eleanor of Aquitaine's Leader Ability: Court of Love
  • Relics and artefacts count as Great Works for the purposes of this ability.
  • The 9-tile area of effect for Great Works, relics and artefacts is centred on the city centre, regardless of the district or wonder the Great Works are stored in.

Victoria's Leader Ability: Pax Britannica
  • Duel-sized maps only have a single continent by default, so you will be unable to get the extra trade route or free melee unit.
  • Cities may be founded, but not captured or received in a deal to get a free melee infantry unit. However, the free naval units can be generated in any city which builds a Royal Navy Dockyard.
  • The free melee infantry unit will be the strongest one you can currently train based on your technology. Strategic resource requirements do not matter! The same rules apply to the free naval units.
    • There are three special cases where naval units have the same strength: Sea Dogs take priority over Frigates which take priority over Caravels, and Missile Cruisers take priority over Nuclear Submarines.
    • You can never receive Aircraft Carrier units from this ability as they arrive on the same technology as, and are weaker than, Destroyers.
  • The free units will start will full health and can move and fight immediately.

Victoria's Unique Unit: Redcoat
  • Duel-sized maps only have a single continent by default, so you will be unable to use Redcoats' foreign-continent strength bonus.
  • After disembarking, the Redcoat cannot have more movement points remaining than its limit on land, minus one.

Unique Unit: Sea Dog
  • The chance of capturing an enemy naval unit scales based on the strength difference between the Sea Dog and the unit it defeats. Weaker units are more likely to be captured.
  • Captured units will start at 25 health.

Unique District: Royal Navy Dockyard
  • The +2 gold bonus Royal Navy Dockyards get for being on a continent other than the one containing your capital counts as an adjacency bonus, and can be modified accordingly.
  • The naval unit movement speed bonus is kept when the unit is upgraded.
Ethiopia


Tricks

Civilization Ability: Aksumite Legacy
  • The bonus faith from each type of improved resource in a city's limits is most effective when used in a city with a lot of copies of a single type of resource. As such, the strongest faith bonuses tend to be seen on island cities or ones on a peninsula, which can have a lot of fish or crabs resources in range.
  • Governor Moskha (the Cardinal) with the Divine Architect promotion allows you to purchase districts with faith. For 600 gold and typically under 2000 faith, you can buy a Theatre Square, Amphitheatre, Archaeological Museum and Archaeologist in a new city.

Unique Unit: Oromo Cavalry
  • No unit is as mobile on hills as the Oromo Cavalry for several eras, making hilly regions reliably good escape routes.
  • You can station Oromo Cavalry units in neutral territory between you and a potential enemy to see if they're sending an army over to you thanks to their extra sight, and their exceptional mobility allows them to escape with ease.

Hidden Features

Unique Improvement: Rock-Hewn Church
  • The tourism yield the improvement generates with the modern-era Flight technology includes any faith added from the Earth Goddess or Fire Goddess pantheons.

Clarifications

Civilization Ability: Aksumite Legacy
  • The bonus faith from each type of improved resource in a city's limits is equal to the square of the copies of that specific resource.
    • For example, a city with 3 improved wheat tiles and 2 improved fish tiles will yield 9 faith for the wheat, and 4 for the fish.
  • The bonus faith from improved resource tiles applies even if the tiles are not worked.

Menelik II's Leader Ability: Council of Ministers
  • The strength bonus for fighting on hills is determined by the defending unit's location. For example, an Ethiopian Battleship attacking a unit on a hill will receive the bonus, but an Ethiopian unit on a hill attacking an enemy unit on flat land will not.
France


Tricks

Civilization Ability: Grand Tour
  • Wonders provide more tourism the bigger the gap between your current research era and the era the wonder first becomes available. As such, once you have Military Science for Garde Impériale units, considering beelining Computers and then Telecommunications to rapidly advance through the eras and maximise your tourism output.

Black Queen Catherine's Leader Ability: Catherine's Flying Squadron
  • Having a higher level of diplomatic visibility in a civ than vice versa grants you a +3 strength bonus per level difference. Early in the game, this means you have a reliable +3 strength bonus to counter would-be invaders.
  • Against computer opponents, you can reveal their secret agenda with just a delegation. That level of access also tells you when the civ has started construction of a wonder.
  • With the future-era Cultural Hegemony civic, you can take the Non-State Actors wildcard and choose any promotion for your Spies. Polygraph, Quartermaster and Surveillance is a highly potent defensive combination, while Disguise, Linguist and Rocket Scientist together is excellent for taking down enemy Spaceports.

Eleanor of Aquitaine's Leader Ability: Court of Love
  • Build Art Museums in border cities as it is easier to move Great Works of Art than it is to move artefacts, allowing you to quickly move them in to place extra loyalty pressure, and move them out when that is no longer needed.
  • Pack your cities tightly together and grow them as large as you can to maximise your loyalty pressure.
  • Rock Bands with the Indie promotion can take 40 loyalty off a rival city. Three Indie Rock Bands can entirely remove a city's loyalty in a single turn if they have sufficient venues to play at, allowing you to flip even the most powerful cities to your control so long as they're within 9 tiles of one of your own cities.
    • The future-era Cultural Hegemony civic grants you access to the Hallyu wildcard, allowing you to choose any promotion for Rock Bands. This allows you to reliably take the Indie promotion.

Unique Unit: Garde Impériale
  • Military Science is a relatively easy technology to beeline, which makes it easier to have a military advantage over other civs.
    • Helpfully for Black Queen Catherine, the Printing technology is on the way, which increases your level of diplomatic visibility with all other civs.

Hidden Features

Eleanor of Aquitaine's Leader Ability: Court of Love
  • If a city loses enough loyalty to become a free city, if Eleanor is placing any loyalty pressure on the city whatsoever, it will flip to her control - even if other civs are placing more pressure on it.

Unique Improvement: Chateau
  • Chateaux have a base pillage yield of 25 faith.

Clarifications

Eleanor of Aquitaine's Leader Ability: Court of Love
  • Relics and artefacts count as Great Works for the purposes of this ability.
  • The 9-tile area of effect for Great Works, relics and artefacts is centred on the city centre, regardless of the district or wonder the Great Works are stored in.

Magnificence Catherine's Leader Ability: Catherine’s Magnificences
  • When completed, the Court Festival produces 50 culture and 50 tourism against all civs, both multiplied by the number of excess luxuries France has.
    • The tourism bonus applies even against civs you haven't met yet.
    • Luxuries that count include those you have traded for, but not the first copy of luxuries and not those that have been traded away.
  • The cost of the Court Festival project is 260% that of a standard district project, with a base cost of 65 instead of 25.
    • As with other district projects, the cost increases throughout the game, scaling with the proportion of the game's technologies or civics (whichever is higher) you have unlocked.

Unique Unit: Garde Impériale
  • The unit always contributes +10 Great General Points when it kills, whether attacking or defending.

Unique Improvement: Chateau
  • The owner of the adjacent wonders does not matter.
Gaul


Tricks

Ambiorix's Leader Ability: King of the Eburones
  • While you can't get culture by purchasing units, you can still chop down woods and rainforests for a quick burst of production to get the culture bonus sooner.
  • You can boost your unit production with the envoy bonuses from militaristic city-states, helping you to get culture even faster.
  • If you want to easily maximise Ambiorix's strength bonus, consider training a lot of cheap units like Scouts. Position them at the back of your army so they're unlikely to be attacked.

Unique District: Oppidum
  • Building your first Oppidum immediately grants you the Iron Working technology, allowing you access to Men-at-Arms much earlier than normal.
  • The strength of an Oppidum, like city centres and Encampments, is tied to the strongest unit you own. The ranged strength works similarly. Aircraft are particularly strong in both respects, so training one can make your cities considerably better at defence.

Hidden Features

Unique Unit: Gaesatae
  • As Gaul starts with an Gaesatae, they will automatically gain +4 era score for producing their first copy.
  • Gaesatae units, unlike regular Warriors, obsolete at Apprenticeship rather than Iron Working and upgrade directly to Men-at-Arms instead of Swordsmen.
    • This, combined with Gaesatae units' higher production cost, make the Gaesatae to Man-at-Arms upgrade cost 50 gold cheaper than the Warrior to Man-at-Arms upgrade.

Unique District: Oppidum
  • Enemies receive no yields when pillaging Oppidums, instead of the science they would yield for pillaging generic Industrial Zones.

Clarifications

Civilization Ability: Hallstat Culture
  • While you cannot build speciality districts adjacent to city centres, you can still place new cities adjacent to existing speciality districts of other cities, or keep the speciality districts of cities you capture.
  • Although districts do not receive the usual +0.5 adjacency from other districts, special cases like Theatre Squares receiving +2 culture from adjacent Entertainment Complexes/Water Parks are still in effect.
  • The mine culture bomb only grants unowned tiles within a 3-tile radius from the city centre.

Ambiorix's Leader Ability: King of the Eburones
  • You do not receive culture when purchasing military or support units; only when training them with production.
  • Your melee infantry, anti-cavalry and land ranged units receive +2 strength per adjacent military units, regardless of which civ owns those adjacent units.
Georgia


Tricks

Civilization Ability: Strength in Unity
  • Go to the main guide under the civ ability section to see a list of repeatable sources of era score. Some particularly useful ones to remember are:
    • Cancelling another civ's levied units by equalling or exceeding their envoys present in the corresponding city-state grants +2 era score.
    • Dragging a city-state out of a war by equalling or exceeding their suzerain's envoys grants +2 era score.
    • Destroying a Barbarian Encampment prior to the renaissance game era offers +2 era score, and an extra 1 if it's within six tiles of one of your cities.
    • Converting a city of another civ to your faith while you're at war with them adds +3 era score.
    • Earning a Great Person adds +1 era score, increasing to +3 if you earned it via faith or gold patronage in a way that represented more than 50% of the progress needed to unlock it.
    • Each wonder built offers +3 era score, and an extra 1 if it corresponds to the present game era or later.
    • Creating a national park adds +2 era score each time.
  • Avoid Normal Ages where possible. Dark Ages are fine as you can follow them up with Heroic Ages, which will produce so much era score that getting a Golden Age immediately after will be easy.

Tamar's Leader Ability: Glory of the World, Kingdom and Faith

Faith on Kills
  • You'll get more faith from fighting civs that favour individual units over forming corps and armies. As such, consider targeting civs with lower culture outputs during the industrial and modern eras.

Bonus Envoys
  • Winning a city-state emergency as a coalition member permanently gives you 1 gold per turn for every envoy you have present at a city-state. Given Tamar's huge potential to generate envoys, participating in city-state emergencies can be a great source of gold.

Unique Building: Tsikhe
  • The industrial-era Urbanisation civic offers the Military Research military policy card, which adds +2 science for each Tsikhe you have. Most civs rarely build Renaissance Walls, so won't get the advantages you will out of this.
  • Furthermore, you can get an easy +2 diplomatic favour per turn from Tsikhe buildings with the Monarchy government or legacy card.

Clarifications

Civilization Ability: Strength in Unity
  • The bonus also extends to Heroic Ages, making it very easy to produce large amounts of era score during such ages.

Tamar's Leader Ability: Glory of the World, Kingdom and Faith

Faith on Kills
  • The faith you gain is based on the unit's melee strength, so for example, Archers are worth 7.5 faith rather than 12.5.
  • You can gain faith by destroying embarked units.

Bonus Envoys
  • The +1 envoy bonus for sending an envoy to a city-state following your religion:
    • Does not affect Amani (the Diplomat)'s +2 envoy boost when present in a city-state.
    • Takes effect after the effect of the Religious Unity founder belief, so it will always create two envoys instead of one.
    • Will only grant three envoys, not four when used in conjunction with the Diplomatic League or Containment policy cards.

Unique Building: Tsikhe
  • As with regular Renaissance Walls, you can no longer build Tsikhe buildings once you have the modern-era Steel technology. This makes it the only unique building in the game to obsolete.
Germany


Tricks

Frederick Barbarossa's Leader Ability: Holy Roman Emperor
  • The powerful strength bonus against city-state units makes a war against one a good way of training up your units. If you declare war in the ancient era, you'll generate a minimal amount of grievances, and you can just stay at war for the rest of the game to train.
    • Scouts in particular benefit from this as they can gain the Ambush promotion for 20 bonus points of strength, and when upgraded to Rangers, they'll be particularly strong for their era.
  • Taking over a city-state may trigger a city-state emergency against you. If at least one civ joins in against you, and you win (by holding the city for 30 turns), you'll receive +2 gold for all the trade routes you have with city-states, in addition to a lump sum of gold. Only civs with envoys present in the city-state are eligible to join against you, so consider taking over city-states early on to limit the potential threat of the coalition and win the potential emergency more easily.

Unique Unit: U-Boat
  • With the Observation promotion, U-Boats have a sight of four. As they're invisible to most units, this makes them exceptionally good at spying on other civs or scanning oceans for incoming navies.

Unique District: Hansa
  • Hansas receive +2 production for every adjacent Commercial Hub. If you keep your cities close together and build a zigzagging line of Commercial Hubs, you'll end up with a lot of great spots to place high-production Hansas.
  • Coal Power Plants produce production based on their district's adjacency bonus, and combined with the Craftsmen military policy card, Hansas can produce an enormous amount of production.

Hidden Features

Unique Unit: U-Boat
  • The lower production cost of U-Boats make them more expensive to upgrade, though cheaper to upgrade into.
  • As U-Boats do not use oil unlike regular Submarines, they do not contribute to carbon dioxide emissions.

Clarifications

Frederick Barbarossa's Leader Ability: Holy Roman Emperor
  • You receive no strength bonus against levied city-state units. They have to be in direct control of a city-state to count.

Unique Unit: U-Boat
  • The strength bonus in ocean tiles is based upon where the defending unit is located, and it works defensively so long as the U-Boat is located on an ocean tile.
Gran Colombia


Tricks

Civilization Ability: Ejército Patriota
  • Military units trained or purchased in a city with Governor Victor (the Castellan) present with the Embrasure promotion will receive a free promotion. You can hold off from promoting them until they take a little bit of damage for a free heal.
  • Free promotions saves time moving new Apostles and Rock Bands to where they need to be - not just military units!

Hidden Features

Simón Bolívar's Unique Great Person: Comandante General
  • Unlike other Great People, you will not receive era score for generating Comandante Generals. However, you will receive +2 era score the first time a Comandante General contributes to you killing an enemy unit, much like Great Generals and Admirals.

Clarifications

Simón Bolívar's Leader Ability: Campaña Admirable
  • The specific Comandante General you will receive in each new game era is random, though you will never receive the same one twice in a game.

Simón Bolívar's Unique Great Person: Comandante General
  • The +5 strength bonus to land units within two tiles stacks with the Great General strength bonus, and unlike the latter is not tied to any specific era.
  • The retirement bonuses for Comandante Generals are as follows:
    • Antonio Jose de Sucre: Instantly creates the strongest unit you can train. This unit receives a free promotion. This unit requires no resource maintenance.
    • Antonio Nariño: +1 trade route capacity and receive a free trader in the nearest city.
    • Francisco de Paula Santander: Grants a Governor title.
    • Gregor McGregor: Grants +1 promotion level to a military land unit and gold equal to 50% of the unit's purchase cost.
    • José Antonio Páez: All cavalry units within 2 tiles gain a permanent +4 strength bonus.
    • José Félix Ribas: Enemy units within 2 tiles lose 30HP
    • Manuel Piar: Permanent +7 strength to a land military unit on this tile.
    • Mariano Montilla: Units within 2 tiles gain +4 strength permanently when attacking cities.
    • Rafael Urdaneta: All land combat units within 2 tiles regain all movement and attack capability, as if they had just started a new turn.
    • Santiago Mariño: +4 strength permanently to all melee infantry and anti-cavalry units within two tiles.
Greece


Tricks

Civilization Ability: Plato's Republic
  • As you have a wildcard policy slot from the start of the game, it's possible to pick up the Revelation (+2 Great Prophet Points per turn) or Inspiration (+2 Great Scientist Points per turn) cards at Mysticism. Any other civ except Poland would need to go to Political Philosophy first, which takes much longer.

Gorgo's Leader Ability: Thermopylae
  • If you're aiming for a classical-era Dark Age (for the Oligarchy/Twilight Valour combination), you'll want to avoid getting era score from destroying Barbarian encampments. As such, always bring a ranged unit with you when killing Barbarians so you can still get the culture from kills without eliminating the encampment.
  • You'll get more culture from fighting civs that favour individual units over forming corps and armies. As such, consider targeting civs with lower culture outputs during the industrial and modern eras.

Hidden Features

Gorgo's Leader Ability: Thermopylae
  • Grievances Gorgo has with other civs decay twice as fast, even when controlled by a human player. This can make it harder to call emergencies against other civs.

Pericles' Leader Ability: Surrounded by Glory
  • The culture bonus does not take effect until the turn after gaining suzerain status in a city-state.

Clarifications

Gorgo's Leader Ability: Thermopylae
  • The culture you gain is based on the unit's melee strength, so for example, Archers are worth 7.5 culture rather than 12.5.
  • You can gain culture by destroying embarked units.
Hungary


Tricks

Matthias Corvinus' Leader Ability: Raven King
  • To become suzerain over a city-state quickly, either start the game by training Scouts so you can get the first discovery envoy bonus, or research the Mysticism civic for the bonus envoy. Then, recruit Governor Amani (the Diplomat) and send her to a city you have at least one envoy present at. Levy the city-state's units as soon as possible and then you can move out Amani while remaining suzerain.

Hidden Features

Matthias Corvinus' Leader Ability: Raven King
  • Rounding in the calculation used to determine strategic resource upgrade costs means you can upgrade levied units to ones with strategic resource maintenance even if you haven't discovered the strategic resource. For example, you can upgrade Line Infantry to Infantry without Refining. Don't overdo this, however, as units that need a strategic resource you have a deficit of will have a strength penalty.

Matthias Corvinus' Unique Unit: Black Army
  • As the Black Army unit costs 5 more production than a generic Courser, upgrading a Horseman to a Black Army unit costs 10 more gold.

Unique Unit: Huszár
  • As Huszárs cost 5 more production than generic Cavalry, upgrading them to Helicopters costs 10 less gold.

Clarifications

Matthias Corvinus' Leader Ability: Raven King
  • The reduced gold and strategic resource cost of upgrading levied units stacks multiplicatively, not additively, with appropriate policy cards, so upgrading units will never be free.
  • Levied units cannot be formed into corps and armies; this is still the case as Hungary.
Inca


Tricks

Civilization Ability: Mita
  • As Mountain tiles always have at least 4 appeal, a Preserve district can make adjacent mountain tiles particularly lucrative to work.

Pachacuti's Unique Improvement: Qhapaq Ñan
  • As with Mountain Tunnels, it is possible to build Qhapaq Ñan improvements in neutral territory. On a long mountain range, you can create two Qhapaq Ñan improvements on the opposite ends ahead of time, allowing a Settler to quickly move into position and establish a city.
  • In neutral territory. Qhapaq Ñan improvements provide you with sight in adjacent tiles. This prevents Barbarian Outposts spawning on those tiles.

Unique Unit: Warak'aq
  • As Warak'aq units attack twice per turn, they gain twice as much experience. Use the Survey military policy card on top to get to the powerful Ambush promotion even sooner!

Clarifications

Civilization Ability: Mita
  • The presence of a Ski Resort prevents you working mountains, though a Qhapaq Ñan improvement or mountain tunnel does not.

Pachacuti's Leader Ability: Qhapaq Ñan
  • You do not need to be working mountain tiles to receive the bonus food from trade routes; the tiles only need to be in your city's limits.

Unique Unit: Warak'aq
  • Being able to attack twice is approximately equivalent to a +18-20 strength bonus.
India


Tricks

Civilization Ability: Dharma

Missionary bonuses
  • Indian Missionaries receive +2 spread-religion charges - combined with the Exodus of the Evangelists Golden Age dedication, you can rapidly spread your religion before rival civs can afford an adequate response.

Follower belief bonuses
  • This ability is easier to use if your cities are larger and the cap on the number of religions in the game is higher (by default, larger map sizes have more religions).
  • The best way of getting a rival religion to your cities is by sending a trade route to a city with it present. It'll also help to spread your religion to them.
  • An alternative way to spread a little bit of a rival faith in your land is to have one of your religious units die in the area. Be sure to use all but one spread religion charge first to minimise wasted faith.

Chandragupta Maurya's Leader Ability: Arthashastra
  • The movement speed bonus is extremely effective in conjunction with Varu - as they ignore zone of control, you can easily surround enemy units with them and use their high strength to eliminate them with ease.

Unique Improvement: Stepwell
  • Stepwells adjacent to farms produce a better food output than farms until the Replaceable Parts technology. As such, you should only really be constructing farms to improve bonus resources such as wheat, or to boost the yield of adjacent Stepwells.

Hidden Features

Unique Unit: Varu
  • Varu have a sight range of 3, 1 more than most other land units. Placing a Varu unit on a hill is a good way to spy on enemies, prevent Barbarian Outposts from spawning or check on enemies approaching.

Unique Improvement: Stepwell
  • Pillagers of Stepwells are healed 50 health.

Clarifications

Civilization Ability: Dharma
  • The bonus to trade route religious pressure affects both the city that sends the route, and the city that receives it.

Chandragupta Maurya's Leader Ability: Arthashastra
  • You need to either wait five turns after denouncing a civ, or be the target of a denouncement in order to use the War of Territorial Expansion casus belli.
  • The strength and movement speed bonus extends to religious units.

Gandhi's Leader Ability: Satyagraha
  • Your own civ counts for the purpose of the faith bonus. If you've founded a religion and are at peace, you're guaranteed at least a +5 faith bonus.

Unique Unit: Varu
  • The strength penalty Varu make adjacent enemy units suffer does not stack.
  • The strength penalty affects adjacent enemy naval units - not just land units.

Unique Improvement: Stepwell
  • The adjacency bonuses Stepwells receive do not stack.
Indonesia


Tricks

Civilization Ability: Great Nusantara
  • Look out for reef tiles for the best Campus adjacency bonuses.
  • Campuses, Holy Sites, Theatre Squares and Industrial Zones adjacent to Harbours and Water Parks will receive +1 adjacency from the respective tiles (+0.5 from the district, +0.5 from the coast terrain). That's a great combination for bumping up your adjacency bonuses.

Unique Unit: Jong
  • Jongs do not require nitre unlike regular Frigates, and as such Indonesia can delay researching Military Engineering.
  • Jongs can move formation units even if they have no movement points remaining. By using multiple Jongs, you can move an embarked unit or Great Admiral across any length of sea in a single turn if you have enough Jongs.
    • This is particularly effective for getting Rock Bands to distant civs later in the game.

Hidden Features

Unique Improvement: Kampung
  • Kampungs gain +1 housing (for a total of 2) with the renaissance-era Mass Production technology.
  • With the modern-era Flight technology, Kampungs produce tourism equal to their food output, plus one if the city has a Lighthouse.
    • In other words, add up the number of adjacent Fishing Boats and add one for a Lighthouse to get the tourism yield.
  • Pillagers of Kampungs are healed 50 health.

Clarifications

Civilization Ability: Great Nusantara
  • The amenity bonus does not extend to Water Parks.

Gitarja's Leader Ability: Exalted Goddess of the Three Worlds

Purchasing naval units
  • All naval units may be purchased with faith, including naval melee, ranged, raider and carrier units.
  • Like other faith purchases, the cost of purchasing Jongs can be reduced with the Theocracy government.
  • As with gold purchasing, the Venetian Arsenal wonder will not give you double quantities of faith-purchased naval units and there is no discount to purchasing fleets/armadas in cities with Seaports.

Religious unit movement
  • Religious units always end up with fewer movement points remaining after embarking or disembarking regardless of whether or not their maximum movement points changed in the process.

Unique Unit: Jong
  • The different era of Jongs relative to regular Frigates means classical-era Great Admirals can affect them, but renaissance-era ones can't.
Japan


Tricks

Civilization Ability: Meiji Restoration
  • Settling your cities close together makes it easier to use this bonus. Place the districts that gain adjacency bonuses in the middle of a group of cities for strong yields.
    • Placing your Government Plaza in the middle of a group of cities is particularly powerful, as all districts adjacent to it will have at least a +2 adjacency bonus.
  • It's possible to get adjacency bonuses both from districts and the terrain they're on. A Commercial Hub surrounded by other districts and next to a river gets an impressive +8 gold bonus!
  • Getting districts to 3+ adjacency (4+ for Commercial Hubs and Harbours) for the first time grants 3 era score. Japan's relative ease of achieving this for a wide range of districts makes it easy to secure an early Golden Age.
    • Take the Free Inquiry Golden Age dedication where possible; your powerful Commercial Hubs will make huge amounts of science!

Tokugawa's Leader Ability: Bakuhan
  • Build one large city with both the Government Plaza and Diplomatic Quarter for the best domestic trade route yields to that city.
  • With the Mausoleum at Halicarnassus wonder and the medieval-era Great Engineer Bi Sheng, you can expand your district capacity in a key city by 2, greatly improving trade route yields.
  • Tokugawa's extra tourism from districts at Flight does not make up for the loss of international trade route tourism, so cultural victory is a bad option for him.

Unique Building: Electronics Factory
  • Electronics Factories are the only Unique Building that can be pillaged by Spies, via their Sabotage Production mission. As such, it's especially important for Japan to keep a strong counter-spy operation. The atomic-era Cryptography diplomatic policy card (requiring the Cold War civic) will really help.
  • Japan's incentive to keep cities close together combined with the production bonus for this building when powered and Governor Magnus (the Steward)'s Vertical Integration policy means you can support an extremely productive city later in the game.

Clarifications

Hojo Tokimune's Leader Ability: Divine Wind
  • The strength bonus is applied based on where the defending unit is at the start of combat.
  • While the bonus against units on land only applies if they're on a tile adjacent to the sea, the bonus against units in the sea works for any coastal (shallow water) sea tile, regardless of how close it is to land.
  • Units do receive a strength bonus in lake tiles, but not in tiles adjacent to them unless the tile is also adjacent to the coast.
  • The strength bonus does apply to religious units.
  • The strength bonus has no effect on air units.

Unique Unit: Samurai
  • Units usually lose strength when injured at a rate of 1 strength per 10% of health lost, rounded up. A unit at 90-99 health will lose 1 strength, a unit at 80-89 health will lose 2, and so forth. As such, the ability of Samurai to retain full damage even when injured means up to a +10 strength advantage at 1-9 HP relative to if they didn't have that ability.

Unique Building: Electronics Factory
  • The culture bonus does not spread to other cities within six tiles, unlike the production bonus.
Khmer


Tricks

Jayavarman VII's Leader Ability: Monasteries of the King
  • Use the River Goddess pantheon for some easy amenities considering this leader ability only functions for Holy Sites on riverside tiles.
  • Take the Work Ethic follower belief for some powerful production bonuses for Holy Sites, on top of the faith and food.

Unique Unit: Domrey
  • The greater mobility of Domreys relative to other siege units makes them excellent counters to enemy naval units.

Unique Building: Prasat
  • The founder beliefs Cross-Cultural Dialogue or World Church nicely complement this building's incentive for you to build huge cities.

Hidden Features

Jayavarman VII's Leader Ability: Monasteries of the King
  • The bonus housing for Holy Sites works even when they're pillaged.

Clarifications

Civilization Ability: Grand Barays
  • Farms do not gain additional food from being adjacent to two or more Aqueducts.

Jayavarman VII's Leader Ability: Monasteries of the King
  • Culture bombs have the following rules:
    • Only tiles that are within the workable range of the tile's city will be granted (in other words, they must be within a 3-tile radius from the city centre).
    • This includes tiles from other civs, but will incur a diplomatic penalty if you steal tiles off them this way. Taking land from city-states has no penalty.
    • Tiles stolen containing non-unique tile improvements will retain them.
    • Tiles containing completed districts, wonders or national parks will not be stolen, but incomplete ones will be, destroying them.

Unique Unit: Domrey
  • The Expert Crew promotion is useless to Domreys as they have that ability intrinsically.
Kongo


Tricks

Civilization Ability: Nkisi
  • The easiest way to obtain relics is to have an Apostle with the Martyr promotion die to a military or religious unit. If you have the Mont St. Michel wonder or are suzerain over Yerevan, you can guarantee every new Apostle will have it.
  • You can obtain Great Works of Sculpture from the following Great Artists:
    • Donatello (Renaissance era, 3 Sculptures)
    • Michelangelo (Renaissance era, 2 Sculptures)
    • Edmonia Lewis (Atomic era, 3 Sculptures)
    • Marie-Anne Collot (Atomic era, 3 Sculptures)
  • Once a type of Great Person is depleted, excess Great Person Points are converted to faith. This is particularly useful for Mvemba a Nzinga as securing faith for Rock Bands can be difficult, and with bonuses to Great Artist, Musician and Merchant Points you can therefore get extra faith here.

Mvemba a Nzinga's Leader Ability: Religious Convert
  • As you can't build Holy Sites, you'll need to seek out alternative sources of relic slots to make the most of the food, production and gold bonuses on offer. They are as follows:
    • Kongo's Palace (5 slots, but can only be in the capital)
    • The Apadana wonder (2 slots, but can only be constructed in the capital)
    • The Mont St. Michel wonder (2 slots)
    • Giovanni de Medici, a renaissance-era Great Merchant, creates a special Bank in one city (2 slots)
    • The St. Basil's Cathedral wonder (3 slots)
    • The National History Museum building (4 slots, must be constructed in your Government Plaza)

Unique Unit: Ngao Mbeba
  • With the Tortoise promotion, Ngao Mbebas have 58 strength when defending against ranged attacks - better than a Musketman!

Unique District: Mbanza
  • Mbanzas offer food without needing you needing to dedicate citizens to working the tile. If you build large quantities of Mbanzas, that can free up your citizens to work more mines instead of farms for a better production output.
  • Mbanzas are susceptible to the Recruit Partisans Spy mission, which spawns Barbarians in your territory. To counter this, keep a few Apostles with the Heathen Conversion promotion stationed in the city centres of your most important and most vulnerable cities, allowing you to flip them to your side granting you a free military in the process!
  • The Public Transportation economic policy card (Industrial era, requires Urbanisation) means the appeal of your Mbanzas can be worth looking at later in the game. With it, Breathtaking Mbanzas are worth 6 food, 5 gold and 2 production each.
  • With the modern-era Conservation civic, you may use Builder charges to plant new woods, allowing you to build Mbanzas on most land tiles. Woods produce positive appeal, so it may be a good idea to chop down rainforests and replace them with woods later in the game to maximise your National Park and Seaside Resort yields.

Hidden Features

Civilization Ability: Nkisi
  • Theming bonuses double the food, production and gold bonuses for Great Works of Sculpture and artefacts in addition to their usual effect of doubling culture and tourism yields.

Unique Unit: Ngao Mbeba
  • The more expensive production cost makes it more expensive to upgrade Warriors to Ngao Mbeba units relative to Swordsmen (150 gold, up from 110), while making it cheaper to upgrade Ngao Mbeba units into Musketmen (110 gold, down from 150).

Clarifications

Civilization Ability: Nkisi
  • The extra Great Work slots that Kongo's Palace has may hold any kind of Great Work, including relics and artefacts.
  • The bonus to Great Person Points does not apply to points received from completing district projects.

Mvemba a Nzinga's Leader Ability: Religious Convert
  • Building Stonehenge will not grant you a Great Prophet. Sorry.
  • Holy Sites you capture from other civs will be destroyed, freeing up the tile and the district capacity in the process.
  • Thanks to being unable to construct Holy Sites, the Great Scientist Hildegard of Bingen cannot be activated. As such, you should choose to pass if you have the option to recruit her.
Korea


Tricks

Unique District: Seowon
  • Building your first Seowon will usually generate 7 era score (4 from the district, 3 from having a Campus of 3+ adjacency). This makes it very easy to enter a classical-era Golden Age.
  • However, entering a classical or medieval era Dark Age is very lucrative as the Monasticism wildcard can offer a huge 75% science bonus in cities with a Holy Site.

Hidden Features

Civilization Ability: Three Kingdoms
  • You will receive extra science for mines, and extra food for farms adjacent to the Campuses of other civs - not just your own Seowons.

Unique Unit: Hwacha
  • Relative to regular Field Cannons, Hwacha are less expensive to upgrade to (150 gold, down from 310, or -52%), but more expensive to upgrade (590 gold, up from 430, or +37%).

Clarifications
Unique District: Seowon
  • The Seowon can lose adjacency bonuses thanks to other civs' districts being adjacent to it, so beware of building them on your border!
Macedon


Tricks

Alexander's Unique Unit: Hetairoi
  • You can get Great General Points fighting Barbarians. For that reason, it's a good idea to train some Hetairoi before Hypaspists, so you can get some extra Great General Points before starting a war.

Unique Building: Basilikoi Paides
  • While you can't get science by purchasing units, you can still chop down woods and rainforests for a quick burst of production to get the science bonus sooner.
  • If you want to maximise your science output, settle either on the sea or close enough that your city can support a Harbour, take a policy card that boosts naval unit production and keep building naval units. Policy cards that boost naval unit production offer a +100% boost rather than the +50% for land or air units.
  • Furthermore, you can boost your unit production with the envoy bonuses from militaristic city-states, helping you to get science even faster.

Hidden Features

Alexander's Leader Ability: To the World's End
  • Grievances Alexander has with other civs decay twice as fast, even when controlled by a human player. This can make it harder to call emergencies against other civs.

Unique Unit: Hypaspist
  • Upgrading a Warrior to a Hypaspist costs 130 gold, up from 110 needed for other civs to upgrade Warriors to generic Swordsmen.
  • Hypaspists cost 130 gold to upgrade to a Man-at-Arms; generic Swordsmen cost 150 gold each to upgrade.

Clarifications

Civilization Ability: Hellenistic Fusion
  • The free eurekas and inspirations skew towards technologies and civics you can research before filling out the rest of the respective trees. In other words, you should expect to get the boosts that save you the least amount of science or culture first.

Alexander's Leader Ability: To the World's End
  • The immunity to war weariness overrides Gandhi's leader ability, so you still won't suffer any war weariness against him.
  • All of Alexander's units heal when you capture a city containing a world wonder, regardless of where they are actually located in the world.

Alexander's Unique Unit: Hetairoi
  • The unit always contributes +5 Great General Points when it kills, whether attacking or defending.
  • The strength bonus for having an adjacent Great General (or one sharing the same tile) does not stack if the unit is next to two or more (but it will still stack with the strength bonuses the Great Generals offer)
  • You can get the +5 strength bonus from being adjacent to a Great General or sharing its tile regardless of the Great General's era.
  • The free promotion works as if the unit got enough experience for the first promotion; subsequent ones are not any cheaper than they would be for other units.

Unique Unit: Hypaspist
  • How the support bonus works in a nutshell: units gain +2 defensive strength for every adjacent other unit you control, for Hypaspists, they provide +3 each instead.

Unique Building: Basilikoi Paides
  • You will gain science from training any kind of military or support unit in the city - not just the ones that are offered an experience boost from this building.
  • You will not gain science from units which are purchased in the city, whether through gold or faith.
Mali


Tricks

Civilization Ability: Songs of the Jeli
  • Malian mines have less production, but lumber mills do not. As such, if you want a highly-productive city, look out for wooded regions.
  • Mali does not have a penalty to city project or wonder production, so these can be efficient uses of your production later in the game.

Mansa Musa's Leader Ability: Sahel Merchants
  • Take advantage of your incentive to settle deserts with the Desert Folklore pantheon, and you can create powerful Holy Sites.
    • Add the Work Ethic follower belief on top so those Holy Sites can generate a good production yield and make up for one of Mali's weaknesses.

Unique District: Suguba
  • A decent way to boost Suguba adjacency is to build them in a zigzag around a river, and then place Holy Sites either side. However, if you have the Desert Folklore pantheon and have a river near a desert available, you may want to make a different formation to account for both districts' yields.
  • With a classical or especially medieval-era Golden Age, the Free Inquiry dedication becomes very powerful for Mali due to the large adjacency bonuses of Suguba districts being added to science.
  • Use Governors Reyna (the Financier) with the Contractor promotion, and/or Governor Moksha (the Cardinal) with the Divine Architect promotion so you can buy a Suguba district in new cities, and then use the purchase cost discount to rapidly develop it.
  • The militaristic city-state Ngazargamu cuts the gold cost of purchasing land units by up to 60% in a city with a Military Academy building. Add this district and the Democracy government for a total 95% reduction to land unit purchase costs.

Unique Unit: Mandekalu Cavalry
  • Even after more powerful units come available, you can place Mandekalu Cavalry in city centres and Encampment districts to keep nearby land-based trade routes safe with minimal risk to the units.

Hidden Features

Unique District: Suguba
  • Buildings in this district have unique graphics to match the district's aesthetics.
  • After applying the discount, the cost of purchasing things will always be rounded to a multiple of 5 gold or faith.

Clarifications

Civilization Ability: Songs of the Jeli
  • The cost of faith-purchasing Markets, Banks and Stock Exchanges can be modified by things that affect faith purchase costs, such as the Theocracy government.

Mansa Musa's Leader Ability: Sahel Merchants
  • The extra trade route gold from this ability is not affected by the trade route crossing lakes, seas, railroads and mountain tunnels.

Unique District: Suguba
  • The reduction to gold and faith purchases stacks additively with other cost-reducing bonuses, such as the Theocracy and Democracy governments.
Māori


Tricks

Civilization Ability: Mana
  • Turtle luxuries are always found on reef tiles, meaning they can benefit both from the +1 food from the Māori civ ability and the +1 culture/faith from Maraes. Look out for them!

Kupe's Leader Ability: Kupe's Voyage
  • Make your Settler and Warrior move parallel to each other, a small number of tiles apart. This allows you to uncover lots of tiles at the start of the game, while still being able to defend your Settler if need be.
  • On map types such as Terra, where a continent is free from other civs until they unlock the ability to cross oceans, the Māori can spend turns relocating there for a safe, war-free start.

Unique Improvement: Pā
  • Governor Moksha (the Cardinal) with the Laying On Of Hands promotion makes all units within his city's limits heal to full health when they stop to heal. However, if a Pā is within his city's limits, units only need to end their turn on the tile to heal to full health. This can provide you with a significant defensive advantage - try it with land ranged units with the Garrison promotion!

Hidden Features

Civilization Ability: Mana
  • Barbarians are able to build units based on the technologies of full civs. As such, the presence of the Māori in the game will cause Barbarian Quadriremes to appear earlier than usual, as the Māori start with Shipbuilding.
  • Great Writer Points generated by the Māori are converted into faith as if there were no Great Writers left to recruit.

Kupe's Leader Ability: Kupe's Voyage
  • If Kupe is present in a game, other civs will be allocated starting positions as if there is one fewer civ in the game.
    • Normally, the world's land is divided into sections equal to the number of civs in the game, and each civ is allocated a spot in each section. This allows them to be moderately well-distributed throughout the map. The Māori, however, do not have an allocated chunk of land and hence often has to settle cities close to other civs.

Unique Unit: Toa
  • Toa cost 170 gold to upgrade to from a Warrior, up from the usual 110
  • Toa with a build charge remaining may repair pillaged tile improvements in friendly or neutral lands. This is very useful for cleaning up after a war.
  • Toa may use their build charge to clear woods, rainforests or resources with, as an alternative to constructing a Pā.
    • If a Toa unit does this, but carries out no other actions in its turn, it may still heal as if it hasn't moved.
  • Upgrading a Toa to a Man-at-Arms costs 90 gold, down from 150.

Unique Improvement: Pā
  • When built in neutral territory, this improvement provides sight for the civ that built it in its own and adjacent tiles.

Clarifications

Start Bias
  • The Māori have no start bias in the traditional sense; instead, the Māori starting location is handled by Kupe's Leader Ability.

Civilization Ability: Mana
  • Starting with Shipbuilding immediately gives the Māori 2 era score at the start of the game.
  • The embarked unit strength bonus does not affect amphibious attacks (attacks made onto land while the unit is embarked).
  • Culture bombs, such as the ones initiated by Māori fishing boats, have the following rules:
    • Only tiles that are within the workable range of the tile's city will be granted (in other words, they must be within a 3-tile radius from the city centre).
    • This includes tiles from other civs, but will incur a diplomatic penalty if you steal tiles off them this way. Taking land from city-states has no penalty.
    • Tiles stolen containing non-unique tile improvements will retain them.
    • Tiles containing completed districts, wonders or national parks will not be stolen, but incomplete ones will be, destroying them.
  • As the Māori cannot harvest resources, they cannot place districts on resource tiles.
  • The Māori are still able to clear woods, rainforest and marshland.

Unique Unit: Toa
  • The strength penalty to adjacent units:
    • Does not stack with other Toa.
    • Does function on enemy adjacent naval units.
    • Does not function against cities and encampment districts.

Unique Building: Marae
  • Features that are granted additional culture and faith are woods, rainforest, marsh, oasis, floodplain, reef, geothermal fissure, volcanic soil and passable natural wonder tiles.
Mapuche


Tricks

Lautaro's Leader Ability: Swift Hawk

Bonus vs. Golden Ages
  • Some useful things to remember to help you predict when civs are going to enter Golden Ages:
    • Civs with both a unique unit and unique infrastructure arriving in the ancient era are very likely to enter a classical-era Golden Age (examples include Babylon, Cree, Egypt, Nubia and Sumeria).
    • Civs that enter Dark Ages are more likely to end up in a Golden Age in the future. The more Dark Ages, the more likely.
    • Civs that focus around constructing wonders are likely to enter Golden Ages multiple times, as wonder construction is one of the best ways of gaining era score. China, Egypt and France are notable examples of such civs.
  • Later in the game, you can combine Debater-promoted Apostles and Indie-promoted Rock Bands to rapidly lower a rival city's loyalty. The Apostle can kill enemy religious units and lower the city's loyalty, ready for the Rock Bands to finish the city off with rock concerts.

Draining enemy loyalty on kills
  • Killing just three units within the range of a city (or two if the civ's in a Golden Age) will drop it below 50 loyalty, applying a 75% penalty to all yields in the city. Until the city's loyalty recovers, it won't be much of a threat to you.

Unique Improvement: Chemamull
  • City Parks cannot be placed adjacent to each other, and provide +2 appeal to adjacent tiles. Fill an area with them, with a tile gap between each one, and fill those gaps with Chemamull. That will produce at least 4 culture per Chemamull, and 4 tourism each later on!
  • Given than Chemamull yields scale to tile appeal, the Eiffel Tower is an ideal wonder to build or capture.

Hidden Features

Lautaro's Leader Ability: Swift Hawk
  • The strength bonus against civs in Golden Ages works for theological combat.
  • The loyalty penalty also applies when killing religious units via theological combat.

Unique Improvement: Chemamull
  • Chemamull have a base pillage yield of 25 faith.

Clarifications

Civilization Ability: Toqui
  • The area-of-effect loyalty bonuses or penalties added by Mapuche Governors require the Governors to be fully established to take effect, unlike the regular loyalty bonus for a specific city for placing a Governor there. As such, the Mapuche should consider moving Governor Victor (the Castellan) first, as he takes only three turns to establish in a city.
  • The loyalty bonuses or penalties added by Mapuche Governors do not stack if a city is in range of multiple Mapuche Governors, though it can still stack with Governor Victor's Garrison Commander, or overnor Amani's Emissary promotion.

Lautaro's Leader Ability: Swift Hawk

Bonus vs. Golden Ages
  • The strength bonus against civs in Golden Ages functions against enemy units and cities alike.
  • Unlike most unique strength bonuses, the bonus against civs in Golden Ages extends to your cities bombarding enemy units.

Draining enemy loyalty on kills
  • This attribute does not function against free cities.
  • The loyalty penalty when killing enemy units will apply based on where your unit is at the end of combat.
  • This loyalty penalty works when killing a unit while defending, as well as when killing during an attack.
  • The loyalty penalty does not apply when capturing civilian units without killing them.

Unique Unit: Malón Raider
  • The Depredation promotion does not stack the cheap pillage ability for Malón Raiders, making it useless for them.

Unique Improvement: Chemamull
  • Chemamull culture yields are always rounded down from 75% of the tile's appeal (for example, if a tile has 9 appeal, 75% is 6.75, which is rounded down to 6).
Maya


Tricks

Lady Six Sky's Leader Ability: Ix Mutal Ajaw

This chart shows the optimum placement for cities to maximise the number you can boost from this leader ability.
  • To maximise your chance of an optimum starting location, consider exploring with your starting Warrior one tile at a time, and marking any coast tiles you find with map pins. Move against the flow of rivers to move away from the sea. Still, you should generally aim to found your capital in 5 turns or less; and this method can take considerably longer.
  • Your capital will be the ideal location for Governor Magnus (the Steward) with the Vertical Integration promotion.

Unique District: Observatory
  • Districts cannot be placed adjacent to the city centres of cities you own. However, you can place a district adjacent to where a future city will be, then settle that city. This is useful if an ideal Observatory location is next to an ideal future city spot.

Clarifications

Civilization Ability: Mayab
  • Aqueducts always provide 4 housing to Mayan cities.
  • Cities founded directly on a luxury tile does not gain bonus amenities; only those next to them.

Lady Six Sky's Leader Ability: Ix Mutal Ajaw
  • The strength bonus to units within six tiles of your capital is based on where your unit is when combat is initiated.
Mongolia


Tricks

Civilization Ability: Örtöö
  • Send a trade route to a distant city of a civ, so you won't capture it (and lose your strength advantage from the diplomatic visibility via the trading post) until you've already fought the bulk of a war against them.

Kublai Khan's Leader Ability: Gerege
  • You can maximise the number of early free eurekas and inspirations by letting Barbarians pillage your trade routes as soon as you set them off, freeing trade route capacity to create a trade route to a different civ. Alternatively, declaring war on the civ you're sending a trade route to will cancel that route and return the trader to you.

Unique Unit: Keshig
  • Keshigs can move formation units even if they have no movement points remaining. By using multiple Keshigs, you can move an formation unit across any length of land or sea in a single turn if you have enough of them.

Hidden Features

Civilization Ability: Örtöö
  • Strength bonuses from diplomatic visibility extend to theological combat.

Clarifications

Genghis Khan's Leader Ability: Mongol Horde
  • The bonuses extend to the unique Keshig unit.
    • Keshigs do not need to be adjacent to a cavalry unit when defeating them in order to capture them.
  • The weaker the defeated cavalry unit is, the more likely they are to be captured.
  • Captured units start with 25 health and their moves depleted for the turn.
  • Eligible units to be captured include unique light and heavy cavalry units, Egypt's Maryannu Chariot Archers, Mongolia's Keshigs and Scythia's Saka Horse Archers.

Kublai Khan's Leader Ability: Gerege
  • You can only receive the free eureka and inspiration bonus once per full civ you send a route to.
  • The random eureka and inspirations will favour technologies and civics you are able to research but lack the boosts for.

Unique Unit: Keshig
  • Keshigs use ranged land promotions, but are vulnerable to anti-cavalry units, ignore zone of control and may benefit from Genghis Khan's leader ability and the Ordu building as if they were classed as heavy or light cavalry.
  • The formation bonus works as follows:
    • Units affected include attached civilian units (such as Great Generals) and support units (such as Siege Towers) but not religious units.
    • To use this ability, move the Keshig, not the unit it's in formation with.
    • This works even if the formation unit has no remaining movement points.
    • This works even if the units are embarked.

Unique Building: Ordu
  • Keshig units benefit from the building's movement speed bonus.
  • The movement speed bonus is kept by units when they're upgraded.
Netherlands


Tricks

Civilization Ability: Grote Rivieren
  • Follow a river upstream, and you'll often find its source to be among mountains. That makes an ideal spot for Campuses.
  • Aqueducts and Dams are both typically placed next to rivers, and provide +2 adjacency to Industrial Zones. That can lead to some powerful Industrial Zones!

Unique Improvement: Polder
  • Polders are often powerful on multi-tile lakes due to how easy it is to place other Polders adjacent to them, and due to the potential of the Huey Teocalli wonder to boost their yields further. Remember that Lighthouses and Seaports boost lake as well as coast yields.
  • If the Auckland city-state is in your game, be sure to attempt to get suzerain status over them for a +1 production bonus to all coast and lake tiles (and hence all Polders), rising to +2 later in the game.

Hidden Features

Unique Improvement: Polder
  • Polders have a base yield of 25 faith when pillaged.

Clarifications

Civilization Ability: Grote Rivieren
  • The adjacency bonuses do not stack if multiple river sections are adjacent to the districts, much like Commercial Hub river adjacency.
  • Culture bombs have the following rules:
    • Only tiles that are within the workable range of the tile's city will be granted (in other words, they must be within a 3-tile radius from the city centre).
    • This includes tiles from other civs, but will incur a diplomatic penalty if you steal tiles off them this way. Taking land from city-states has no penalty.
    • Tiles stolen containing non-unique tile improvements will retain them.
    • Tiles containing completed districts, wonders or national parks will not be stolen, but incomplete ones will be, destroying them.
  • The +50% production bonus for Dams and Flood Barriers also affects the production contributed by Military Engineer charges.
Norway


Tricks

Harald Hardrada's Leader Ability: Thunderbolt of the North
  • Seaside Resorts have to be built adjacent to the coast, so they can always be subject to a coastal raid. They have a base yield of 100 gold per pillage - twice as good as pastures, camps or Commercial Hubs. Furthermore, pillaging them is a great way to reduce the target civ's tourism output.

Harald Hardrada's Unique Unit: Viking Longship
  • Building the first naval unit in the world creates +3 era score, and creating your first Viking Longship creates +4. Clearing tribal villages in the ancient game era (including via coastal raids) grants +1 each time. Together, this makes it rather easy for Norway to achieve a classical-era Golden Age.
  • Viking Longships have high strength and speed at a low cost, making them exceptionally good rushing units on water-heavy maps.

Unique Building: Stave Church
  • Take the God of the Sea pantheon and you'll have an impressive +2 production bonus on all tiles improved with fishing boats.
  • Using the Dance of the Aurora pantheon, a Holy Site surrounded by tundra woods, the medieval Great Scientist Hildegard of Bingen and the Scripture economic policy card, you could generate up to +30 science per turn from a single Holy Site.

Hidden Features

Unique Unit: Berserker
  • The strength bonus and penalty for attacking and defending respectively works when the unit is embarked, as does the movement bonus for starting in enemy territory.

Clarifications

Civilization Ability: Knarr
  • The Auxiliary Ships promotion is less useful for Norway as Norway's naval melee units can already heal in neutral seas, but it's not useless as it still enables healing in enemy seas.
  • Land units always end up with fewer movement points remaining after embarking or disembarking regardless of whether or not their maximum movement points changed in the process.

Harald Hardrada's Leader Ability: Thunderbolt of the North
  • Coastal raids cannot be carried out if the unit is on a lake tile or a city centre.
  • Like regular pillaging, coastal raids use up three movement points.
  • Coastal raids can be carried out on the following tiles:
    • A tribal village without another unit present (this clears the village and gives you its reward)
    • An empty Barbarian Encampment (this clears the encampment and gives you gold)
    • A tile improvement or district (not a Harbour or Encampment) owned by a civ or city-state you're at war with which does not have a military unit present and has not already been fully pillaged (this gives you yields based on the district type)
    • An enemy civilian unit without any military unit escorting it (most civilians are captured and converted to your side, but Great People are returned to an enemy city instead.
  • The science yield from pillaging mines is equal to 30% of the gold yield.
  • The culture yield from pillaging camps, pastures, plantations and quarries is equal to 60% of the faith yield, not including additional faith from pillages via the Grand Master's Chapel building.

Harald Hardrada's Unique Unit: Viking Longship
  • You can only use the movement speed bonus in coastal tiles if the unit starts its turn in one. Starting on a city centre tile does not count.

Unique Unit: Berserker
  • You can only use the movement speed bonus in enemy territory if the unit starts its turn in it.
  • If you capture the territory, Berserkers starting in that captured land will still have 2 extra movement points until the end of the turn.
Nubia


Tricks

Unique Unit: Pítati Archer
  • An extra movement point allows you to retreat into hills, woods or rainforest and attack in the same turn, allowing you to deal damage without putting the unit at risk of counter-attack from slower units.

Unique Improvement: Nubian Pyramid
  • Nubian Pyramids are one of the only improvements that can be constructed on flat desert land, making Petra an especially powerful wonder.
  • Having both a unique unit and improvement arrive in the ancient era makes it quite easy for Nubia to reliably secure a classical-era Golden Age.

Unique Improvement: Nubian Pyramid
  • If you have the Lady of the Reeds and Marshes pantheon, then a city-centre adjacent desert floodplain with a Nubian Pyramid is worth an impressive 5 food, 2 production and 2 faith!
  • If Nazca is present in your game, try to become suzerain over them. Nazca Lines complement Nubian Pyramids very effectively.

Hidden Features

Unique Unit: Pítati Archer
  • The higher cost of these units relative to Archers makes them more expensive to upgrade to (80 gold, up from 60), but cheaper to upgrade (230 gold, down from 250).

Unique Improvement: Nubian Pyramid
  • Nubian Pyramids have a base pillage yield of 25 faith.

Clarifications

Civilization Ability: Ta-Seti
  • The production bonus for ranged land units only works for the Archer to Machine Gun line of units.
  • Resources that gain from the +2 gold bonus are: amber, copper, diamonds, jade, mercury, salt and silver.
  • Resources that gain from the +1 production bonus are: iron, nitre, coal, aluminum and uranium.
Ottomans


Tricks

Kanuni Suleiman's Leader Ability: Grand Vizier
  • As the Ottomans have access to an extra Governor, the Casa de Contratación wonder's effect can extend to an extra city.
  • In a typical domination game, getting the Serasker promotion before you start warfare is very important; the later promotions less so - as such, consider investing in some other Governors at that point.
  • If Governor Ibrahim has the Grand Vizier promotion, you can immediately move it into the capital of a civ after declaring peace with them, stopping the cities you just captured from suffering as much loyalty pressure.

Kanuni Suleiman's Unique Unit: Janissary
  • Janissary armies trained at a city with a Military Academy are 16% cheaper than an Infantry unit and are 2 points stronger (plus the free promotion) and have no resource maintenance, at the cost of twice as much gold maintenance. As such, training Janissaries can be a great option even into the modern era if you lack oil.

Muhteşem Suleiman's Leader Ability: The Magnificent
  • As all civs in the ancient game era will be in a Normal Age, you will have a +4 strength bonus against all of them. This allows you to keep a small military during early expansion, or try an early rush against another civ.

Unique Unit: Barbary Corsair
  • Barbary Corsair units at full health can typically kill Galleys in one hit. Quadriremes can be destroyed in one hit about half the time, and will require a second hit the rest of the time.

Hidden Features

Kanuni Suleiman's Leader Ability: Grand Vizier
  • As a unique Governor, Ibrahim cannot be targeted by the World Congress resolution Governance Doctrine.
  • Hidden features for Governor Ibrahim (the Grand Vizier)'s promotions:
    • Head Falconer: Strength bonus extends to theological combat

Kanuni Suleiman's Unique Unit: Janissary
  • Janissaries cost less than the preceding unit, the Man-at-Arms. Due to the way the unit upgrade formula works, it will still cost 10 gold to upgrade Men-at-Arms to Janissaries (rather than 0), down from the usual cost of 150 gold to upgrade Men-at-Arms to Janissaries.
    • Directly upgrading Swordsmen to Janissaries costs 70 gold, down from 310. This saves 240 gold, compared to the 140 gold saving from upgrading Men-at-Arms to Janissaries, so this can often be preferable!
  • Upgrading Janissaries to Line Infantry costs 490 gold, up from 250.

Clarifications

Kanuni Suleiman's Leader Ability: Grand Vizier
  • Hidden features for Governor Ibrahim (the Grand Vizier)'s promotions:
    • Pasha: If stationed in another civ's city, they will receive the +20% unit production bonus.

Kanuni Suleiman's Unique Unit: Janissary
  • Upgrading a unit to a Janissary will circumvent the usual 1 population cost for training a Janissary in a founded city, as well as the requirement to train them in cities of at least size 2.
  • Upgrading a unit to a Janissary will provide it with enough experience for its next promotion.

Muhteşem Suleiman's Leader Ability: The Magnificent
  • The Golden/Heroic Age boosts to science and culture are applied at the city level. This means the culture bonus will help cities to acquire tiles faster.

Unique Unit: Barbary Corsair
  • The different era of Barbary Corsairs relative to regular Privateers means classical-era Great Admirals can affect them, but renaissance-era ones can't.
Persia


Tricks

Civilization Ability: Satrapies
  • Industrial roads (which Persia will get during the classical era onwards) offer a 25% reduction to movement costs. Usually, this would not make a difference to slower units, but Cyrus' movement speed bonus following the declaration of a surprise war allows units with a base movement of 2 to move five tiles per turn through industrial roads.

Nader Shah's Leader Ability: Sword of Persia
  • You will deal more damage if you hit a full-health enemy with a stronger unit first, followed by a weaker unit, as opposed to attacking them with a weaker unit first followed by the stronger one.

Unique Unit: Immortal
  • The first line of promotions Immortals have generally has a more immediate impact than the first line of Archer promotions, so despite their higher cost they can still perform more effectively.
  • Unlike Archers, Immortals can benefit from Great Generals for additional strength and movement speed, giving them a notable advantage.

Hidden Features

Unique Unit: Immortal
  • When using their ranged attack, Immortals have -17 strength vs. city defences, have a 50% rather than 85% penalty vs. city defences, and the bonuses of Battering Rams and Siege Towers will not take effect.
  • However, this does not affect other inherent features of Swordsmen (see the clarification section).
  • Upgrading a Warrior to an Immortal costs 130 gold, up from 110
  • Upgrading an Immortal to a Man-at-Arms costs 130 gold, down from 150

Unique Improvement: Pairidaeza
  • Pairidaezas provide a base yield of 25 faith when pillaged.

Clarifications

Civilization Ability: Satrapies
  • The bonus to roads works as follows:
    • Only roads within your territory are affected. Ones your Traders build outside your territory will still be of the normal era.
    • In the ancient era, your Traders will make classical roads in your lands (forming bridges over rivers)
    • In the classical era, your Traders will make industrial roads in your lands (reducing movement costs by 25%)
    • In the industrial era, your Traders will make modern roads in your lands (reducing movement costs by 50%)

Cyrus' Leader Ability: Fall of Babylon
  • The movement bonus does not take effect until the turn after you declare war.
  • The movement speed bonus applies to all units - including civilian and religious units.
  • Occupied cities grow at the rate of regular cities.
  • The loyalty bonus adds +5 on top of the regular +5 for having a garrisoned unit in an occupied city.

Nader Shah's Leader Ability: Sword of Persia
  • The strength bonus against full-health units works for religious as well as military units.

Unique Unit: Immortal
  • Despite having a ranged attack, Immortals still have these distinctions relative to Archers:
    • They use melee infantry rather than ranged land unit promotions, and upgrade to Musketmen rather than Crossbowmen.
    • A +5 strength bonus against anti-cavalry units such as Spearmen
    • They can benefit from Oligarchy or Oligarchic Legacy's +4 strength bonus.
    • They impose zone of control
    • They have the option for a melee attack as well as their ranged attack.
Phoenicia


Tricks

Civilization Ability: Mediterranean Colonies
  • Settling a city close to an enemy's capital awards some era score and can be a great launchpad for a future invasion. Normally, loyalty pressures would make that unfeasible, but this civ ability makes it viable for Phoenicia.
  • Embarked Settlers move faster than Barbarian Galleys and have enough sight to see them coming, so you can leave them unescorted prior to the renaissance era.
  • Embarked Settlers with at least two movement points remaining can disembark and settle a city immediately, allowing them to avoid being captured by land-based Barbarians or enemy units.
  • Embark a Settler and attach a naval unit to it for defence. You can then take it to the edge of rival territory and spy on that civ even without open borders.

Dido's Leader Ability: Founder of Carthage
  • Moving your capital to another continent allows your old cities to benefit from the Hic Sunt Draconis Golden Age dedication, Casa de Contratación and Torre de Belém wonders, and the Colonial Offices and Colonial Taxes policy cards. The last of these can result in a considerable edge to gold and production!

Unique Unit: Bireme
  • Consider holding off training your first Bireme and building your first Cothon until the classical game era to maximise your chances of a classical-era Dark Age and then a medieval-era Heroic Age. That allows you to have the very powerful Free Inquiry dedication at the most impactful time.
  • Even after Biremes obsolete, you can use their ability to protect embarked traders from being pillaged by stationing them in your coastal cities, keeping them safe from harm.

Hidden Features

Unique District: Cothon
  • Buildings in this district have unique graphics.

Clarifications

Civilization Ability: Mediterranean Colonies
  • Coastal cities on your capital's continent that you have captured, received in a deal, flipped with loyalty or are only adjacent to a lake and not a coast will not be affected by the loyalty bonus of this civ ability.

Dido's Leader Ability: Founder of Carthage
  • The Move Capital project works as follows:
    • A city completing the project becomes your new original capital, and your old original capital is treated as an ordinary city. The Palace transfers, as does city-state bonuses, appropriate policy cards, and so forth.
      • The only exception is the Casa de Contratación wonder, which considers your "home continent" to be whichever continent had your capital on at time of construction or capture.
      • To win a domination victory, a rival civ will have to capture this city instead of the first city Phoenicia founded.
    • The Move Capital project always costs four times as much as regular district projects, and accordingly increases in cost over the course of the game.
    • The Move Capital project can be rushed with the use of Builder charges if Phoenicia has the Royal Society building in their Government Plaza district. The Builder will need to move to the Cothon district to add production.
Poland


Tricks

Civilization Ability: Golden Liberty
  • As you have a wildcard policy slot from the start of the game, it's possible to pick up the Revelation (+2 Great Prophet Points per turn) or Inspiration (+2 Great Scientist Points per turn) cards at Mysticism. Any other civ except Greece would need to go to Political Philosophy first.

Jadwiga's Leader Ability: Lithuanian Union
  • The easiest way to obtain relics is to have an Apostle with the Martyr promotion die to a military or religious unit. If you have the Mont St. Michel wonder or are suzerain over Yerevan, you can guarantee every new Apostle will have it.
  • Culture bombing converts a city to your religion. This is very powerful in conjunction with the Crusade belief, as you can convert cities from a safe distance while at war with the civ, then exploit the +10 strength bonus.
    • Converting a city you're at war with also grants you +3 era score every single time, making this an excellent way of securing Golden Ages.
  • You can use the Preserve district, Border Control Treaty resolution, Warrior Monks follower belief, or the renaissance-era Great Engineer Mimar Sinan for alternative sources of culture bombs.

Unique Unit: Winged Hussar
  • Winged Hussars ignore zone of control, like all cavalry units. This allows you to slip behind an enemy unit and use the knockback to drag it towards your other units.

Hidden Features

Unique Unit: Winged Hussar
  • The knockback ability works even for amphibious (embarked vs. land) attacks.
  • As Winged Hussars arrive in the renaissance era, unlike regular Cuirassiers, they can benefit from medieval-era Great Generals though cannot benefit from industrial-era ones.

Clarifications

Civilization Ability: Golden Liberty
  • Culture bombs have the following rules:
    • Only tiles that are within the workable range of the tile's city will be granted (in other words, they must be within a 3-tile radius from the city centre).
    • This includes tiles from other civs, but will incur a diplomatic penalty if you steal tiles off them this way. Taking land from city-states has no penalty.
    • Tiles stolen containing non-unique tile improvements will retain them.
    • Tiles containing completed districts, wonders or national parks will not be stolen, but incomplete ones will be, destroying them.

Jadwiga's Leader Ability: Lithuanian Union
  • The faith bonus is boosted by the Reliquaries belief but not the Kandy city-state.

Unique Unit: Winged Hussar
  • Units knocked back into coastal tiles will embark if the unit's owner has the Shipbuilding technology. Otherwise, they will be unable to retreat and take extra damage.
Portugal


Tricks

Civilization Ability: Casa da India
  • If you want to take an unconventional route to maximising trade route gold, conquer city-states to initiate City-State Emergencies against you, as winning one as the target gives you a permanent +2 gold for every trade route sent to city-states, increased to +3 when playing as Portugal.

João III's Leader Ability: Porta do Cerco
  • It's a good idea to train a Scout before anything else, as their high mobility combined with your bonus to sight will make it considerably easier to find tribal villages and city-states before anyone else.
  • Barbarian Outposts don't spawn in areas that are within sight of any civ. With just a small number of units, you can provide sight to all the land near your own territory, preventing Barbarians from spawning.
  • You can use the extended sight range to spy on other civs even without open borders - rather useful if you want to know what units they've been training.
  • Units with an attack range of 3 (such as Battleships) won't require another unit to provide line-of-sight.

Unique Unit: Nau
  • If you can secure the medieval-era Great Admiral Leif Erikson, a Nau with the Rutter promotion has a massive sight radius of 6, unrivalled until the atomic era.

Unique Improvement: Feitoria
  • Unless you're at war with a city-state, you can always place Feitorias in their territory.
  • You can get open borders with another civ by being a common member of betrayal, city-state, military or nuclear emergency - useful if the conventional method isn't working and there's no good city-states to build Feitorias in.
  • Struggling to find a good city to build Feitorias in? Try settling your own sacrificial city at an optimum location, purchase lots of coast/lake tiles in advance, and allow the city to run out of loyalty or gift it to another civ. Then, you can build your Feitorias for some excellent trade route yields.

Hidden Features

Unique Unit: Nau
  • If the unit has at least one build charge remaining, it may repair improvements and clear nuclear fallout.

Unique Improvement: Feitoria
  • Feitorias do not yield anything to pillagers.

Clarifications

Civilization Ability: Casa da India
  • Normally, water-based trade routes have a range of 30 tiles, which can be reset if the trade route intercepts a trading post along the way. Portugal's 50% increased trade range makes that 45 tiles.

Unique Unit: Nau
  • Upgrading a Galley to a Nau will provide you with enough experience for its next promotion.

Unique Improvement: Feitoria
  • You can only build Feitorias in civs you have open borders with. You cannot build them in the territory of civs you are at war with.

Unique Building: Navigation School
  • You do not need to work coastal/lake tiles to receive extra science; only have it in the city's territory.
  • The extra science from coastal/lake tiles is not considered adjacency nor a direct building yield, and hence cannot be boosted by policy cards.
Rome


This guide will not cover Julius Caesar until all other leaders are covered as he is a restricted exclusive and therefore not accessible to all players the same way other leaders are. I had a similar stance on holding off on making a guide to the Aztecs when they were initially a pre-order bonus.

Tricks

Unique Unit: Legion
  • Legions with the Oligarchy government and Battlecry promotion will kill unpromoted enemy Warriors and Archers in a single hit most of the time.

Hidden Features

Unique Unit: Legion
  • As Legions are more expensive than the Swordsmen they replace, they are more expensive to upgrade to from a Warrior (150 instead of 110 gold), but cheaper to upgrade to a Man-at-Arms (110 instead of 150 gold).
  • Legions with a build charge remaining may repair pillaged tile improvements in friendly or neutral lands. This is very useful for cleaning up after a war.
  • Legions may use their build charge to clear woods, rainforests or resources with, as an alternative to constructing a Roman Fort or road.
  • If you do not use up a Legion's build charge, it will be retained when you upgrade the unit.

Clarifications

Civilization Ability: All Roads Lead to Rome
  • By default, the trade route range on land is 15 tiles. As such, cities founded or captured within 15 passable land tiles of your capital or a city connected to it will receive a free road connecting it.

Trajan's Leader Ability: Trajan's Column
  • The free building cities receive depends on your game's starting era:
    • In ancient or classical era starts, the free building will be a Monument.
    • In medieval era starts, the free building will be a Granary.
    • In renaissance or industrial era starts, the free building will be a Water Mill for cities adjacent to a river, or Medieval Walls otherwise.
    • In modern or atomic era starts, the free building will be a Water Mill for cities adjacent to a river, or a Sewer otherwise.
    • In information era starts, the free building will be a Water Mill for cities adjacent to a river, or a Flood Barrier in a non-riverside coastal city. Cities on neither a river nor a coast will not receive any free buildings.

Unique Improvement: Roman Fort
  • Roman Forts are functionally identical to regular Forts, except for the following differences:
    • Roman Forts are constructed by Legions, not Military Engineers
    • Roman Forts have no technology requirement (other than Iron Working for Legions)
    • Building Roman Forts will not trigger the eureka for the Ballistics technology.
  • Building your first Roman Fort does not create era score.
Russia


Tricks

Civilization Ability: Mother Russia
  • The St. Basil's Cathedral wonder adds +1 food, +1 production and +1 culture to all tundra tiles worked by its city. This works really well in conjunction with Russia's ability - especially if there's a lot of riverside tundra woods (for lumber mills) or tundra hills (for mines)!

Peter's Leader Ability: The Grand Embassy
  • Because this ability scales based on the number of technologies or civics other civs have that you don't, it's a good idea to avoid cheap technologies and civics you don't necessarily need (e.g. Naval Tradition, Military Tactics).
    • It also makes the ability ideal for beelining - you can spend your science/culture on a small number of expensive technologies/civics, knowing you will get a science/culture boost to help you with the rest later.

Unique District: Lavra
  • Use Russia's tundra advantages and this district together with the Dance of the Aurora pantheon for massive faith bonuses, especially if the district is also surrounded by woods tiles.
  • Lavras containing worship buildings are one of the only early sources of Great Musician Points, meaning you're likely to have a significant advantage over most other civs to accumulating the first few.

Hidden Features

Unique Unit: Cossack
  • The mildly higher cost of Cossacks relative to normal Cavalry makes them slightly more expensive to upgrade to from a Courser (290 gold instead of 270), but slightly cheaper to upgrade (530 gold instead of 550).

Clarifications

Civilization Ability: Mother Russia
  • Founded cities start with five additional tiles.
  • The free tiles are the same as the first five that would be acquired by culture, so resources (especially strategic resources) are favoured.
  • The free tiles do not increase the cost of future tiles.

Peter's Leader Ability: The Grand Embassy
  • Trade routes grant you +1 science per three technologies the other civ is ahead by overall, and +1 culture per three technologies the other civ is ahead by overall.
  • You can get bonus culture or science by trading with city-states as well as full civs.
  • Trade routes from other civs to Russia will not grant you science or culture.

Unique Unit: Cossack
  • The strength bonus in friendly lands applies based on where the Cossack is at the start of combat, unlike most bonuses which are determined based on the location of the defending unit.
  • The ability to move after attacking also allows the unit to pillage or apply promotions.

Unique District: Lavra
  • Gaining territory from expended Great People works as follows:
    • You will gain a tile which would have been the next to be acquired by culture.
    • You will not gain a tile if all tiles within a five-tile radius of the city centre are already owned by you.
    • Great People with multiple charges add one tile per charge.
Scotland


Tricks

Robert the Bruce's Leader Ability: Bannockburn
  • The moment the bonuses for declaring a War of Liberation wear off is the moment you are able to call for peace. It's a good idea to always start Wars of Liberation with the aim of capturing at least one enemy city - that way, you have enough leverage to sue for peace immediately once the bonus wears off.

Unique Unit: Highlander
  • To get Highlanders closer to the powerful Ambush promotion, try declaring war on a city-state and fighting their units with Skirmishers, which you can later upgrade to Highlanders.
  • Highlander units are extremely vulnerable in defence in the open without the Ambush promotion. To get around that problem, get your Builders to grow new woods for them to defend in.

Hidden Features

Unique Improvement: Golf Course
  • You do not need to work the tile to receive the amenity bonus, or the tourism with Flight, or the housing with Globalisation. This is true for all tile improvements which offer housing, amenities or tourism.

Clarifications

Civilization Ability: Scottish Enlightenment
  • Happy cities are those with 3 or 4 surplus amenities. Ecstatic cities have 5 or more surplus amenities.

Robert the Bruce's Leader Ability: Bannockburn
  • Declaring a second War of Liberation while already benefitting from the +100% production/+2 speed bonus merely resets the 10 turns; it does not stack the bonus.

Unique Unit: Highlander
  • The hill/wood strength bonus is applied based on where the defending unit is located.
  • The hill/wood bonus does not stack for forested hill tiles; it will just be a +5 strength boost, not +10.
Scythia


Tricks

Tomyris' Leader Ability: Killer of Cyrus
  • Healing on kills allows you to make riskier moves than normal. Healing 30 health reduces the strength penalty from having an injured unit by 3, helping it to last through the next round of combat.
  • Try to hit full-health enemies with ranged attacks first, before you finish them off with melee. That way, your melee units won't take as much damage from combat.

Unique Improvement: Kurgan
  • The good faith output of this improvement, combined with its early arrival for bonus era score, makes it easy for you to make use of the Monumentality Golden Age dedication in the classical era.

Hidden Features

Unique Improvement: Kurgan
  • Kurgans have a base yield of 25 faith to pillagers.

Clarifications

Civilization Ability: People of the Steppe
  • If a city has an Encampment district and both the city centre and Encampment are free from units, when acquiring a Saka Horse Archer or light cavalry unit, one will be placed on the Encampment tile and one on the city centre tile.

Tomyris' Leader Ability: Killer of Cyrus
  • These bonuses apply to religious as well as military units.
  • Your units will heal from scoring kills in defence.

Unique Unit: Saka Horse Archer
  • Saka Horse Archers are classified as ranged units, not cavalry. As such, they benefit from Barracks and the Agoge policy card, not Stables and Manoeuvre.
  • Unlike other ranged units, Saka Horse Archers ignore zone of control and have a vulnerability to anti-cavalry units.
Spain


Tricks

Start Bias
  • Spain's tier 3 geothermal fissure start bias is incredibly powerful - it increases your chance of starting near a mountain range for incredible Campus science or Holy Site faith, and usually places you on a continental boundary you can use for Spain's foreign-continent-based bonuses.
  • Strong Campuses and your incentive to build Holy Sites to found a religion makes it a good idea to go for a classical or medieval-era Dark Age for the Monasticism wildcard.

Unique Unit: Conquistador
  • Keep some Conquistador armies around late in the game so you can still instantly convert cities you capture. Remember the Conquistadors only have to be adjacent to the city; they don't need to directly take it.

Unique District: Mission
  • Beelining Cultural Heritage isn't a bad idea if you want a really strong science boost sooner. It's relatively easy to beeline and Spain's early-arriving armadas means you can put off Mobilisation for longer.

Hidden Features

Civilization Ability: Treasure Fleets
  • The free Builder from this civ ability can be earned by capturing a city on a foreign continent; not just founding it.

Unique Unit: Conquistador
  • The higher cost of Conquistadors relative to regular Musketmen make them more expensive to upgrade to from Men-at-Arms (190 gold, down from 170), but cheaper to upgrade (230 gold, down from 250).

Unique Improvement: Mission
  • Missions have a base yield of 25 faith to pillagers.

Clarifications

Civilization Ability: Treasure Fleets
  • The free Builder from this civ ability stacks with the free Builders from the Ancestral Hall Government Plaza building.

Philip II's Leader Ability: El Escorial
  • The strength bonus works for military and religious units alike.
  • Civs with no majority religion do not count as having a separate religion for the purpose of the strength bonus, so if you have a majority religion and they don't, you won't get a +5 strength bonus.
  • City ranged attacks are not affected by the strength bonus.

Unique Unit: Conquistador
  • Conquistadors will convert a city they capture (or another unit of yours captures while the Conquistador is adjacent to the city) to your majority religion, which won't necessarily be the religion you founded. As such, be aware of the state of your religion within your own lands!
  • When Conquistadors capture a city not already following your religion, you'll trigger the historic moment for converting a city while at war, gaining the +3 era score bonus in the process.
Sumeria


Tricks

Civilization Ability: Epic Quest
  • If you want to found a pantheon quickly, keep in mind you can't get faith from tribal village/Barbarian Outpost rewards until turn 20.

Gilgamesh's Leader Ability: Adventures with Enkidu
  • If you can't find any other full civs interested in a war, become suzerain over a city-state near to your enemy's land instead so you can still share pillaging/experience yields. Just be careful not to levy the city-state's units, or you'll lose out on that.
  • Form a military alliance and you'll have a massive +10 strength bonus when at war with a common foe. If you can't get a joint war going, try joining an emergency or declaring war on a civ your ally is already at war with.

Hidden Features

Unique Unit: War-Cart
  • Because War-Carts are cheaper than Heavy Chariots, they are more expensive to upgrade to Knights (240 gold, up from 220). This is the only downside War-Carts have relative to Heavy Chariots.

Unique Improvement: Ziggurat
  • Ziggurats have a base yield of 50 gold to pillagers.

Clarifications

Gilgamesh's Leader Ability: Adventures with Enkidu
  • Sharing pillaging rewards and experience does not apply when fighting Barbarians.
  • Units you have levied from city-states are considered to belong to you for the purpose of sharing pillage rewards and experience.
Sweden


Tricks

Kristina's Leader Ability: Minerva of the North
  • Eligible buildings for this ability are: Art Museum, Archaeological Museum, National History Museum, Queen's Bibliotheque
  • Eligible wonders for this ability are: Apadana, Great Library, Mont St. Michel, St. Basil's Cathedral, Bolshoi Theatre, Hermitage, Oxford University, Broadway, Sydney Opera House
  • With the Reliquaries follower belief, and Mont St. Michel and St. Basil's Cathedral in the same city (preferably your capital so you can add the Apadana as well), you can fill every relic slot in the city for a huge tourism yield.
  • A city with a Government Plaza can reliably host a total of 10 themable Great Works of Writing, Art and Music - add Governor Pingala (the Educator) with the Curator promotion for +100% tourism, and try and stack as many themable wonders as you can on top.

Unique Unit: Carolean
  • To maximise your Carolean's movement points (and hence their maximum attack bonus), bring a medieval or renaissance-era Great General, use the Redeploy promotion and adopt the Logistics policy card.

Clarifications

Civilization Ability: Nobel Prize
  • The Nobel Prize scored competitions are as follows:
Competitions
Score Sources
Gold Tier Reward
(First place)
Silver Tier Reward
(Top 25%)
Bronze Tier Reward
(Next 25%)
Nobel Peace Prize
  • 1 point per diplomatic favour earned
  • 1 diplomatic victory point
  • 1 Great Musician
  • 1 Great Scientist
  • 1 Great Engineer
  • 1 Great Artist
  • 1 Great Artist
Nobel Prize in Literature
  • 1 point per Great Artist Point earned
  • 1 point per Great Musician Point earned
  • 1 point per Great Writer Point earned
  • Rock Bands are 20% cheaper to purchase
  • +50 album sales for Rock Bands
  • +75 album sales for Rock Bands
  • +25 album sales for Rock Bands
Nobel Prize in Physics
  • 1 point per Great Engineer Point earned
  • 1 point per Great Merchant Point earned
  • 1 point per Great Scientist Point earned
  • 1 free random technology boost (favours technologies that can be researched over those which can't yet)
  • Cities with Universities gain +1 strategic resource from all improved strategic resource tiles
  • 1 free random technology boost
  • Cities with Research Labs gain +1 strategic resource from all improved strategic resource tiles
  • 1 free random technology boost

  • The Nobel Prize scored competitions function the same way as regular scored competitions in that they must be approved at a regular World Congress session, initiating a 30-turn competition to score the most points for bonuses at the end.
  • There cannot be more than one scored competition to be voted on in the same session. As such, a game where Sweden is present tends to result in some default scored competitions appearing later in the game than normal.

Kristina's Leader Ability: Minerva of the North
  • Theming bonuses include faith for relics, culture for other Great Works (including artefacts), science for Great Works of Writing, relics and artefacts boosted by the city-state Babylon, and tourism for all.
  • The tourism boost stacks additively with other bonuses to Great Work yields. For example, themed relics with the Reliquaries belief will generate 400% of their base tourism.
  • However, the other yield boosts stack multiplicatively with other modifiers. For example, themed relics with the Reliquaries belief will generate 600% of their base faith.

Unique Unit: Carolean
  • The attack bonus based on remaining movement points considers fractions - for example, if the Carolean had 2.7 movement points remaining, they would receive a +8 strength bonus. This applies typically when you're travelling along industrial or modern roads.
  • Expanding the movement points of a Carolean (for example, via a medieval or renaissance-era Great General) will increase the maximum possible attack bonus.

Unique Improvement: Open Air Museum
  • Uniquely among unique improvements, Open Air Museums do not require the modern-era Flight technology to start generating tourism.
  • The maximum yield of an Open Air Museum is +10 culture and tourism, from having cities present on desert, grassland, plains, tundra and snow. Flat and hills variants of terrain count as the same type of terrain for this purpose.
Vietnam


Tricks

Civilization Ability: Nine Dragon River Delta
  • You can place a Campus adjacent to districts on rainforest for as good adjacency bonuses as you'd receive from mountains.
    • With the Sacred Path pantheon, you can do something similar with Holy Sites for +1.5 faith per adjacent rainforest district.
  • Once you are able to plant woods, you can cut them and replant them for production while retaining the tile, at the cost of some appeal later in the game. This is ideal for areas where appeal does not matter.
  • Early planting of woods, combined with the ability to place Preserves on woods tiles, makes it significantly easier to get adjacent tiles to Breathtaking appeal to make the most of the Grove building's yields.
  • By placing a Entertainment Complex, Holy Site, Preserve or Theatre Square district on woods, you can provide +2 appeal to adjacent tiles.

Bà Triệu's Leader Ability: Drive Out the Aggressors
  • Once you have the Medieval Faires civic, plant woods on the border of a rival civ and they'll find it considerably harder to invade you.
  • Take the Missionary Zeal enhancer belief and your religious units can easily find their way back to woods/rainforest/marsh tiles for a movement speed boost the next turn.
  • With the renaissance-era Mercantilism civic, you can take the Logistics military policy card to grant your units another +1 movement in friendly territory - giving you potentially a massive +3 movement point advantage! This allows your own anti-cavalry to keep up with enemy cavalry, for example.

Unique Unit: Voi Chiến
  • Moving after attacking allows you to move within range of an enemy walled city, hit it, and retreat in the same turn, ensuring you can't be hit by the city's ranged attack.

Hidden Features

Unique Unit: Voi Chiến
  • This unit can attack for no movement point cost, though it cannot attack if it is out of movement points.
  • Because Voi Chiến units cost more than the Crossbowmen they replace, upgrading Archers to them costs 290 gold, up from 250 (+16%). Upgrading Voi Chiến units to Field Cannons costs 270 gold, down from 310 (-13%).

Unique District: Thành
  • Unlike other districts, Thành districts only receive adjacency bonuses from districts you own yourself.

Clarifications

Civilization Ability: Nine Dragon River Delta
  • Building speciality districts on woods, rainforest or marsh does not remove the feature, unlike when playing as other civs.
    • This also allows you to place districts on woods without Mining, on rainforest without Bronze Working, and marsh without Irrigation.

Bà Triệu's Leader Ability: Drive Out the Aggressors
  • This ability functions for land military, support, civilian and religious units, but not to naval, air or Giant Death Robot units.

Unique District: Thành
  • As the Thành district is not considered a speciality district, the following mechanics do not function for the district unlike regular Encampments:
    • Governments
      • Digital Democracy (Tier Four): +2 culture per speciality district
    • Policy Cards
      • Insulae (Economic, requires Games and Recreation) - +1 housing in all cities with at least 2 specialty districts.
      • Medina Quarter (Economic, requires Medieval Faires) - +2 housing in all cities with at least 3 specialty districts.
      • Liberalism (Economic, requires The Enlightenment) - +1 amenity in all cities with at least 2 specialty districts.
    • Age Bonuses
      • Monumentality (Dedication, Classical to Renaissance eras) - 1 era score per new speciality district
      • Pen, Brush and Voice (Golden Age, Classical to Medieval eras) - All cities gain +1 culture per speciality district.
      • Reform the Coinage (Golden Age, Renaissance to Modern eras) - Gain +3 gold per speciality district at the destination from international trade routes.
    • Religious Beliefs
      • Zen Meditation (Follower) - +1 Amenity in cities with 2 specialty districts
    • City-States
      • Kumasi (Cultural) - Your trade routes to any city-state provide +2 culture and +1 gold for every speciality district in the origin city.
    • Great People
      • Raja Todar Mal (Great Merchant) - Your trade routes to your own cities gain +0.5 gold for each specialty district at the destination.
Zulus


Tricks

Shaka's Leader Ability: Amabutho
  • Shaka's leader ability isn't just useful for Impi - his Knight corps have a massive 63 strength making them able to handle pretty much any kind of unit for a long time.

Unique District: Ikanda
  • A fully-developed Ikanda generates as much gold as it costs in maintenance, though the gold generated can be affected by amenities, city loyalty and other modifiers.
  • For units with melee attacks, do not create armies with them - making corps has the same 25% discount, and you can make the corps into armies via the civ ability.

Hidden Features

Unique Unit: Impi
  • Upgrading Spearmen to Impi costs 130 gold, down from 240 (-46%)
  • Upgrading Impi to Pike and Shot units costs 260 gold, up from 150 (+73%)

Clarifications

Civilization Ability: Isibongo
  • You can also upgrade naval melee units to fleets, and fleets to armadas via the ability - though you'll need the industrial-era Nationalism and the modern-era Mobilisation civics respectively.

Unique District: Ikanda
  • You still need the medieval-era Mercenaries civic to create corps, and the Industrial-era Nationalism civic to create armies.
  • The 25% discount to corps and armies does not stack with the discount from Military Academies.
Other Guides
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Gathering Storm

Compilation Guides
Individual Civilization Guides
*The Teddy Roosevelt Persona Pack splits Roosevelt's leader ability in two, meaning the game with it is substantially different from without - hence two different versions of the America guide.

The guide to France does not have two different versions because the Catherine de' Medici Persona Pack only adds an extra optional leader ability and does not change the existing gameplay - as such the guide is perfectly usable by players without it. "Black Queen Catherine" with the Persona Pack is identical to Catherine de' Medici without it.

Rise and Fall

These guides are for those with the Rise and Fall expansion, but not Gathering Storm. They are no longer updated and have not been kept up to date with patches released since Gathering Storm. To look at them, click here to open the Rise and Fall Civ Summaries guide. The "Other Guides" section of every Rise and Fall guide has links to every other Rise and Fall guide.

Vanilla

The Vanilla guides are for those without the Rise and Fall or Gathering Storm expansions. These guides are no longer updated and have not been kept up to date with patches released since Rise and Fall. To look at them, click here to open the Vanilla Civ Summaries guide. The "Other Guides" section of every Vanilla guide has links to every other Vanilla guide.
7 Comments
Zigzagzigal  [author] 30 May @ 3:57am 
Thanks! Fixed.
Bardagh 29 May @ 4:50pm 
"Military Engineers are support units, unlike Builders. It is possible to stack them both on the same time, and use the Military Engineer to clear a feature followed by using the Builder to place an improvement, or vice versa."

Presumably you meant same tile (just trying to help, I promise)
Zigzagzigal  [author] 28 Jan, 2023 @ 8:19pm 
Updated with Great Commanders and Rulers of China content.
Zigzagzigal  [author] 18 Dec, 2022 @ 3:45pm 
Updated with Great Negotiators content
OtherRealisms 11 Apr, 2022 @ 10:55am 
Hidden feature for Aztecs - since you start the game with an Eagle Warrior, you get 4
Era score at the beginning of your first turn. Sweet!
Zigzagzigal  [author] 22 Mar, 2022 @ 9:43pm 
Turns out that's not the case; I must have been mixed up with Civ 5's Celts or something.
MeniliteZ 22 Mar, 2022 @ 1:44pm 
In many of your guides you say Holy Sites adjacency for woods is only when the woods are unimproved. I build Lumber Mills around my Holy Sites and cursoring over the Site shows the adjacency hasn't gone down any. So I'm confused... what do you mean by the word unimproved?