Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Zigzagzigal's Guides - Civ Summaries (GS)
By Zigzagzigal
This guide introduces all the civs in the game with a quick rough outline of how to play as them, along with links to more in-depth guides.
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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.

Choosing which civ to play as can be a daunting task. There's so many around with different playstyles, key victory routes, levels of complexity and key eras that knowing which civ is good for what is tricky. Here, I've summarised the half-a-million words of my civ-specific guides for Civilization VI into something smaller and manageable, so you can get an idea of what each one can do. If you want more detail, there's links to the more in-depth guides as well.

How to use this guide

This guide explains the basics of each civ in the game, including:

  • The civ's icon
  • The civ's start bias, if it has one.
  • The civ's uniques. For those that replace generic things (Unique Units, Buildings and Districts) only the differences between the unique unit and the generic one are listed.
  • A general strategy. This informs you of the civ's favoured victory route(s) and a good way to make use of their uniques to achieve it. At the end of this sub-section is a table suggesting key governments, policy cards, religious choices, wonders, city-state suzerain bonuses and Great People with good synergy with the civ. These are not necessarily the most powerful options, but ones that fit well with the civ's uniques.
  • A link to an in-depth guide for the civ.

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.
Index of Game Mechanic Explanations (A-M)
When explaining uniques for specific civs, I often also explain the game mechanics they modify. As a result, spread across the various civ-specific guides, there is a wealth of information useful if you're playing as any civ. Be aware that not every game mechanic is covered, but those which are are listed here.

How to use

The index is set out in the following format:

Game Mechanic - Guide: Section Name (Text to find)

The guide name has a link to the specific guide. Use CTRL+F / Command+F and use the text in brackets to quickly find the section refered to. Keep in mind that some of the information in the guide is only applicable to that specific civ.

Alternatively, a line may be set out in the following format:

Game Mechanic - See alternative index entry

Here, you should go to the line in the index in italics.

Index

Air combat - America: P-51 Mustang (The Mechanics of Aircraft)

Alliance points - Egypt: Mediterranean's Bride Part 3 (Bonus alliance points from trade) or Sumeria: Adventures with Enkidu (Alliance points from common wars)

Alliances, rewards - Cree: Favourable Terms (Shared visibility with any alliance)

Amenities - Brazil: Street Carnival (Amenities) or India: Satyagraha (Extra war weariness for enemies)

Apostles - Kongo: Religious Convert Part 2 (Putting Apostles to use)

Appeal - America: Roosevelt Corollary Part 2 (How appeal works)

Aqueducts - Rome: Bath

Archaeology - Ethiopia: Aksumite Legacy Part 2 (Faith-Purchasing Archaeology)

Boosts - China: Dynastic Cycle (Mechanics)

City capture effects - Ottomans: Great Turkish Bombard Part 3 (On-Capture Bonuses)

City-states, combat against them - Germany: Holy Roman Emperor (Bonus Against City-States)

City-states, diplomacy - Greece: Surrounded by Glory (The Mechanics of City-States)

City-states, levy units - Sumeria: Epic Quest Part 2 (Half-price city-state levying)

Coastal raid - Norway: Thunderbolt of the North Part 2 (Coastal Raiding)

Coastal yields - Māori: Mana Part 1 (Enhanced Fishing Boats)

Colonies, bonuses for settling - Phoenicia: Founder of Carthage Part 1 (Making old cities into colonies)

Dedication - See Golden Ages

Diplomatic favour - Canada: Four Faces of Peace (Interlude: How diplomatic favour works)

Diplomatic visibility - France : Catherine's Flying Squadron Part 1 (Diplomatic Visibility)

Districts, adjacency based on other districts - Japan: Meiji Restoration

Districts, limit based on population - Germany: Free Imperial Cities

Embarkment - Māori: Mana Part 4 (Look out for bonuses to embarked unit movement)

Entertainment Complex - Brazil: Street Carnival and Copacabana (Street Carnivals vs. Copacabana Districts)

Envoys - See City-states, diplomacy

Era Score - Georgia: Strength in Unity Part 1 (Era Score)

Eurekas - See Boosts

Espionage - See Diplomatic visibility or Spies

Faith purchases - See Purchases, gold and faith

Gold purchases - See Purchases, gold and faith

Golden Ages - Georgia: Strength in Unity Part 2 (Dedication Bonuses)

Governors - A partial introduction in Korea: Hwarang

Governments - No guide has a complete explanation by itself, but look to Greece: Plato's Republic or America: Founding Fathers - both these guides have more in-depth looks into government choices for their respective civs than most other guides.

Grievances - Ottomans: Grand Vizier Part 2 (Capou Agha)

Healing, Land units - Arabia: Mamluk (Warfare)

Housing - Kongo: Mbanza Part 1 (Building a huge city)

Inquisitors - Spain: El Escorial Part 1 (Inquisitor Charges and +5 Strength for Religious Units)

Inspirations - See Boosts

Legacy wildcard - See Governments

Light cavalry - Scythia: People of the Steppe (Light Cavalry)

Loyalty - Mapuche: Swift Hawk Part 2 (Explaining Loyalty). A more complete breakdown can be found in the guides to England and France in the section for Eleanor of Aquitaine

Luxury resources - Aztecs: Gifts for the Tlatoani Part 1 (Acquiring luxuries)

Military Engineers - England: Workshop of the World Part 1 (Military Engineers - Mechanics)

Mountain tunnels - Inca: Qhapaq Ñan Improvement Part 1 (Mechanics - Mountain Tunnels)
Index of Game Mechanic Explanations (N-Z)
National Parks - America: Roosevelt Corollary Part 1 (Getting to National Parks)

Naval melee units - Norway: Thunderbolt of the North Part 1 (Naval melee units)

Naval raider units - England: Sea Dog Part 1 (The role of Privateers)

Pillage yields - Norway: Thunderbolt of the North Part 3 (Improvements and districts)

Policy cards - Greece: Plato's Republic

Population points - Kongo: Mbanza Part 1 (Building a huge city)

Power - England: Workshop of the World Part 3

Purchases, gold and faith - Mali: Suguba Part 2 (Purchase Options)

Ranged land units - Nubia: Ta-Seti (Faster Ranged Land Unit Production)

Relics - Kongo: Nkisi (Relic bonuses) or Poland: Lithuanian Union (Relic Bonuses)

Roads - Persia: Satrapies (Improved Roads)

Rock Bands, album sales - Sweden: Nobel Prize Part 2 (Nobel Prize in Literature)

Rock Bands, promotions - England: Eleanor of Aquitaine Part 4 (The Power of Rock) or France : Eleanor of Aquitaine Part 4 (The Power of Rock)

Sentinel nets - Germany: U-Boat

Siege units - Ottomans: Great Turkish Bombard Part 1 (Exploring Siege Units)

Spies - France: Catherine's Flying Squadron Part 1 (Extra Spy at Castles and +1 Spy Promotion Level)

Strength - See Unit strength for military and religious units.

Support bonus - Macedon: Hypaspist (+50% support bonus)

Theological Combat - Spain : El Escorial Part 2 (Explaining Theological Combat)

Tile accumulation, via culture - Russia: Lavra (Free tiles)

Tourism, from wonders - France : Grand Tour Part 1 (Introduction)

Trade routes, trading posts - Rome: All Roads Lead to Rome (Trading Posts)

Trade routes, transportation efficiency - Inca: Qhapaq Ñan Improvement Part 1 (Mechanics - Transportation Efficiency)

Trade routes, yield - Egypt: Mediterranean's Bride (how districts present in a city affect trade route yields)

Trading posts - See Trade routes, trading posts

Tribal villages - Sumeria: Epic Quest (Tribal Village Rewards)

Unit strength difference - Aztecs: Gifts for the Tlatoani Part 2 (Per-Luxury Strength Bonus) or Scythia: Killer of Cyrus (Military Units)

Unit strength, loss from injury - Japan: Samurai (Putting Samurai to use) or Scythia: Killer of Cyrus (Military Units)

Visibility - See Diplomatic visibility if you mean the espionage mechanic which enables you to learn more about your opponents' operations and diplomacy. See Sentinel nets for an application of unit sight to keep lots of the map visible.

War weariness - India: Satyagraha (Extra war weariness for enemies)

Water Parks - Brazil: Copacabana
Civilization Complexity
If you're fairly new to the game or a particular playstyle, it's worth keeping in mind that some civs are easier to get into than others. For those better at the game, you may instead want something a little different and harder to master. Either way, before we get into the guide proper, I've arranged civs by complexity in a subjective list.

Note that complexity is not the same as power. "Easy" here means "easy to get into", not necessarily "easy to win with". Don't worry - it's possible to win as any civ and on any victory path (with the sole exception of religious victories as Mvemba a Nzinga's Kongo), even on Deity. Note also that this list is entirely subjective; it's more of a guideline as to which civs are easier to get into rather than a definite comparison.

Straightforward

The core strategies of these civs are easy to understand and make great introductions to their respective favoured victory routes or the game in general.
  • China (Wu Zetian) - Introduces scientific playstyles
  • Gran Colombia - Introduces warfare in general
  • Greece - Introduces cultural playstyles; uniques are hard to miss
  • Japan - Introduces compact playstyles; uniques focus on fairly basic game mechanics
  • Korea - Introduces scientific playstyles; particularly straightforward uniques
  • Mongolia - Introduces medieval era warfare; highly synergistic uniques for Genghis Khan, and some versatility for Kublai Khan
  • Nubia - Introduces ancient era warfare; strong synergy between uniques makes it easier to play as than most early-focused civs
  • Rome - Introduces classical era warfare; uniques are easy to use
  • Russia - Introduces religious playstyles; leader ability helps the civ to catch up if they're falling behind
  • Sweden - Introduces the cultural and diplomatic games; simplifies the management of Great Works
  • Zulus - Introduces medieval era warfare; highly synergistic uniques

Moderately Straightfoward

These civs are not especially hard to learn, but have an element that might be tricky for very new players to handle.
  • Arabia - Unusual weaving of religious and scientific bonuses
  • Aztecs - Good synergy between war-focused uniques but relentless early warmongering may be overwhelming for new players
  • China (Kublai Khan) - Trade route timing is a complicating factor, but otherwise not a hard civ to learn.
  • China (Yongle) - Once you have the hang of growing large cities early on, Yongle isn't too complicated.
  • Cree - Fairly straightforward bonuses, but lack of clear victory route
  • Ethiopia - So long as you settle in hills, it isn't too complicated to learn
  • Germany - Uniques are reasonably intuitive but also have decent depth for advanced players
  • Macedon - Very strong synergy between war-focused uniques but may be overwhelming for new players
  • Netherlands - Push for particular lake/coastal formations in addition to rivers complicates settling, but otherwise not a hard civ to learn
  • Portugal - Management of the Feitoria improvement is the main complicating factor; otherwise an easy-to-learn maritime civ.
  • Scythia - Heavy early war focus may be overwhelming for new players
  • Sumeria - Huge number of early uniques adds a lot of complexity to the crucial first few turns

Intermediate

The middle of the road. While the little nuances of playing these civs might not be realised the first time playing them, they should still be perfectly playable without prior information.
  • America (No persona pack/Abraham Lincoln/Rough Rider Teddy) - Varying bonuses which encourage action both early and late in the game
  • Australia - Early appeal bonuses are somewhat unusual, though defensive bonuses makes this a fairly forgiving civ.
  • Brazil - Flexible civ with a reasonable variety of bonuses
  • Byzantium - Uniques have strong synergy but require a somewhat unusual setup.
  • Canada - Moderately complex uniques
  • China (Mandate Qin) - Rushing early wonders makes an unusual start
  • China (Unifier Qin) - Requires reasonable knowledge of Barbarian mechanics for the best results.
  • France (Black Queen Catherine) - Tricky balance of expansion and city development but reasonably intuitive uniques
  • Gaul - Unusual district placement rules complicate the game, but otherwise easy to learn
  • Inca - Unique unit and early mountain tunnels can be tricky to use to their full potential; otherwise fairly straightforward civ.
  • India - Moderately complex uniques
  • Indonesia - Heavy maritime emphasis makes expansion and city development play out differently to normal, also lacks focus regarding a victory path
  • Khmer - Unusually for a faith-focused civ works best with huge cities.
  • Mapuche - Distinct reactive style of play is difficult for new players to manage effectively
  • Maya - Good city placement and management required to make the most of the uniques complicates the civ.
  • Norway - Early naval bonuses encourage unusual early gameplay
  • Ottomans - Lots of different components to keep track of
  • Persia - Moderately complex uniques
  • Phoenicia - The ability to move capital complicates the game somewhat
  • Scotland - Moderately complex uniques
  • Spain - Need to settle a second continent and found a religion to achieve the civ's full potential, but otherwise not too complex
  • Vietnam - Unusual district placement rules complicate the game

Advanced

Here, it really helps if you've read up on the civs a little before playing them. The details of their playstyles are often not obvious, and playing them like any other civ typically won't go well.
  • America (Bull Moose Teddy) - Good appeal management for optimal yields can be tricky.
  • Egypt - Very demanding start with uniques pushing in different directions vying for attention; trickier civ to learn than it looks
  • England (Victoria) - Huge number of moderately complex bonuses leaning on a wide range of game mechanics
  • France (Magnificence Catherine) - Particularly weak start, unique project is tricky to time well.
  • Hungary - Strategic use of envoys and city placement is necessary to make the most of the civ.
  • Kongo - Has a full set of complex or game-changing bonuses which makes this civ particularly distinctive
  • Mali - Difficult start, reliance on deserts and purchase-centric gameplay makes a distinct civ.
  • Māori - Unique starting situation and approach to tile development.
  • Poland - Uniques have unusual synergy greatly enhanced by particular policy card and religious choices.

Expert

These civs require in-depth knowledge of game mechanics, or the ability to keep switching to a reference guide, to make the most of their mechanics.
  • Babylon - Completely unique research setup changes how the entire game works.
  • England (Eleanor of Aquitaine) - Most effective if you have a working knowledge of all the nuances of the loyalty mechanic.
  • France (Eleanor of Aquitaine) - Most effective if you have a working knowledge of all the nuances of the loyalty mechanic.
  • Georgia - Good knowledge of Golden Age mechanics and city-states needed to make the most of the civ; requires significant use of long-term planning to maximise Golden Age potential
Frequently Asked Questions
In making all these guides, there's a few questions or statements that keep coming up, so I've compiled them here.

Start Bias

I always start with X terrain as Y civ! It must have a start bias! Why aren't you correcting the guides to include that?

If a civ doesn't have a start bias in the XML files, it doesn't have a start bias - regardless of how many times you seem to start in that location with that civ.

The special case is the Māori, which don't have a start bias as such, but Kupe's leader ability makes them start in ocean.

Victory Routes

What about religious victory as France, scientific victory as Nubia and so on?

Some civs have a bit of synergy with certain victory routes, but to a much lesser extent than their main routes. Generally, these civs aren't too much different at their alternative victory route compared to a hypothetical civ without any uniques so it's not worth spending lots of time detailing how that would work.

What do I do with a religious civ in multiplayer?

Religious victory is harder in multiplayer as players generally won't hold back from declarations of war to pillage your religious units before they can convert their cities. As such, you may wish to use their advantages in founding a religion and/or faith to support different victory routes or general development.

With a classical, medieval or renaissance-era Golden Age, you can use the Monumentality dedication to allow you to cheaply purchase civilian units with faith.

Faith can support domination victories via the Grand Master's Chapel building (which allows you to purchase land military units with faith), cultural victories via relics, National Parks, Rock Bands and the Jesuit Education belief, and scientific victories via Jesuit Education as well.

Administration

Why haven't you mentioned tourism bonus X for cultural civ Y?

When I started making Civ 6 guides, I made a conscious decision to only cover bonuses with direct synergy with a civ's uniques in order to greatly cut down the time needed to make guides. It should be pretty obvious that any tourism bonus is good for a cultural civ, science bonus for a scientific civ and so on, so I don't feel there's a need for me to bring such bonuses up.

Out of the bonuses with better synergy with a civ's uniques, which should I prioritise most of all?

You'll need to go to the main guide of each civ for that information. The more detailed descriptions in the Administration sections of each guide should give an indication as to the most important bonuses.

Other

What about special game modes like Secret Societies?

I've chosen not to cover these as they are not part of the main game, and to avoid overcomplicating the guides.
America (no additional content)


Start Bias

None.

Uniques

Civilization Ability: Founding Fathers
  • All diplomatic policy card slots are converted into wildcard slots.
  • Gain +1 diplomatic favour per turn for every wildcard slot in your government.

Theodore Roosevelt's Leader Ability: Roosevelt Corollary
  • Military and religious units gain +5 strength when on your capital's continent.
    • This is determined based on the tile where combat is taking place, allowing all combat units (land, sea, air) to make use of it.
    • This does not apply to your cities' ranged attacks.
  • All cities with at least one National Park gain +1 appeal for all their tiles.
    • This includes mountain and natural wonder tiles, which usually do not gain appeal from most sources.

Theodore Roosevelt's Unique Unit: Rough Rider
Industrial era, heavy cavalry, replaces Curiassier

  • Costs 385 production/1540 gold/770 faith, up from 330/1320/660 (+16.7%)
  • Costs 340 gold to upgrade into from a Knight, up from 230 (+48%)
  • Does not require iron resources
  • Has a maintenance cost of 2, down from 5.
  • Has 67 strength, up from 64
  • 5 movement points, up from 4.
  • +10 strength when fighting in hill tiles
  • Gains culture equal to 50% of the defeated unit's melee strength, rounded down, when fighting on the same continent as your capital
  • Costs 200 gold to upgrade to a Tank, down from 310 (-35%)

Unique Unit: P-51 Mustang
Atomic era, fighter aircraft, replaces Fighter
  • 105 strength, up from 100
  • 105 ranged strength, up from 100
  • +5 strength when attacking fighter-class aircraft
  • 10 flight range, up from 8
  • +50% experience from combat

Unique Building: Film Studio
Modern era, requires Theatre Square district with an Amphitheatre and an Art Museum or Archaeological Museum, replaces Broadcast Centre
  • +100% Tourism impact of this city on other civilizations which have reached at least the modern era.

Strategy

America is best at cultural victories and is strong at diplomacy and domination.

America excels in the late-game, but you shouldn't neglect the strength bonus Roosevelt offers you on your home continent. A quick rush against an opponent with Archers and supporting melee units, or a slightly slower rush with Swordsmen and Battering Rams can get you off to a great start with lots of land. If you fall into a classical-era dark age, you can stack both Oligarchic Legacy and Twilight Valour for some very strong Swordsmen.

Beyond early warfare, America should settle down and focus on cultural and scientific development ready for the late-industrial/early-modern eras where their key strengths really take off. Supporting them in this role is the civ ability, which converts diplomatic policy cards into wildcards, allowing you to take a huge array of economic policy cards simultaneously, stack legacy bonuses, or even Dark Age cards. The Potala Palace wonder and the Democracy government become particularly lucrative as a consequence. Furthermore, every wildcard you have will grant you diplomatic favour, so once your grievance penalties wear off America can have a good presence in the World Congress.

The Ballistics technology is easy to beeline, making Rough Riders a potentially major threat to enemy civs. Similarly, the P-51 Mustang makes an already strong unit even more effective, though keep in mind neither of these units are particularly good against cities.

Look out for forests and mountains - they'll be really useful for boosting the yields of National Parks, which will be a key source of tourism for you. Getting city park improvements (via Liang the Surveyor) will also help. Radio brings with it the extremely powerful Film Studio building - one of the best around for cultural victories.

From here, you can double down on a peaceful cultural playstyle, using the unique units defensively, or go for a hybrid route where you aim to eliminate key rivals who might be producing far too many domestic tourists for your liking.

Governments and Government Buildings
  1. Oligarchy or Classical Republic | Ancestral Hall
  2. Monarchy or Theocracy | Foreign Ministry or Intelligence Agency
  3. Democracy or Fascism | National History Museum
  4. Digital Democracy
Key policy cards
  • Agoge
  • Chivalry
  • Levee en Masse
  • Satellite Broadcasts
Key age bonuses
  • Twilight Valour (Dark Age)
  • Wish You Were Here (Golden Age)
  • Disinformation Campaign (Dark Age)
  • Sky and Stars (Golden Age)
Key resolutions
  • Urban Development Treaty - Effect A on Theatre Squares
  • World Ideology - Effect A on your present government
Pantheons
  • Earth Goddess
  • God of the Forge
  • God of Healing
Religious beliefs
  • Divine Inspiration
  • Holy Waters
  • Jesuit Education
Key city-states
  • Kabul
Key wonders
  • Forbidden City
  • Potala Palace
  • Cristo Redentor
  • Eiffel Tower
  • Golden Gate Bridge
  • Biosphère
Key Great People
  • Alvar Aalto (Modern Engineer)
  • Sarah Breedlove (Modern Merchant)
  • Melitta Bentz (Atomic Merchant)
  • Charles Correa (Information Merchant)
  • Jamseth Tata (Information Merchant)
  • Kenzo Tange (Information Engineer)
  • Masaru Ibuka (Information Merchant)

Summary of key strengths

  • Very strong tourism output
  • Decent early-rush potential
  • Good diplomatic favour with minimal effort
  • Defends well, especially late in the game
  • Easily secures air superiority
America (all additional content)


Start Bias

Grass Mountains (tier 3)
Plains Mountains (tier 3)
Desert Mountains (tier 5)
Tundra Mountains (tier 5)

Uniques

Civilization Ability: Founding Fathers
  • All diplomatic policy card slots are converted into wildcard slots.
  • Gain +1 diplomatic favour per turn for every wildcard slot in your government.

Abraham Lincoln's Leader Ability: Emancipation Proclamation
  • Constructing an Industrial Zone and its buildings produces a free melee infantry unit, with no strategic resource cost and a permanent +5 strength bonus.
    • The free unit will be the strongest you can currently train based on your technology.
  • Cities with Industrial Zones gain +3 loyalty per turn and +2 amenities.
  • Plantations provide their city with -2 loyalty per turn each.

Bull Moose Teddy's Leader Ability: Antiquities and Parks
  • Tiles adjacent to a mountain or natural wonder with 4+ appeal produce +2 science.
  • Tiles adjacent to woods or a world wonder with 4+ appeal produce +2 culture.
  • Cities with at least one National Park add +1 appeal to all their tiles, including mountain and natural wonder tiles.

Rough Rider Teddy's Leader Ability: Roosevelt Corollary
  • All military and religious units gain +5 strength on your capital's continent, based on the defender's location.
  • Whenever you gain an envoy in a city-state that you have a trade route with, gain an additional envoy.
    • This does not affect Amani (the Diplomat)'s +2 envoy boost when present in a city-state.
    • Quests to send a trade route will create two envoys instead of one.
    • Sending your first envoy to a city-state you are trading with while you have the Diplomatic League or Containment policy card active will grant three envoys.

Rough Rider Teddy's Unique Unit: Rough Rider
Industrial era, heavy cavalry, replaces Curiassier
  • Costs 385 production/1540 gold/770 faith, up from 330/1320/660 (+16.7%)
  • Costs 340 gold to upgrade into from a Knight, up from 230 (+48%)
  • No iron requirement
  • Maintenance cost of 2, down from 5.
  • 67 strength, up from 64
  • 5 movement points, up from 4
  • +10 strength in hill tiles
  • Gains culture equal to 50% of the defeated unit's melee strength when fighting on your capital's continent
  • Costs 200 gold to upgrade to a Tank, down from 310 (-35%)

Unique Unit: P-51 Mustang
Atomic era, fighter aircraft, replaces Fighter
  • 105 strength, up from 100
  • 105 ranged strength, up from 100
  • +5 strength attacking fighter-class aircraft
  • 10 flight range, up from 8
  • +50% XP gain

Unique Building: Film Studio
Modern era, requires Theatre Square district with an Art/Archaeological Museum, replaces Broadcast Centre
  • +100% tourism from city vs. civilizations which are in at least the modern era.

Strategy

America is strong at cultural victories, particularly Bull Moose Teddy. Bull Moose Teddy is also strong at science while Rough Rider Teddy favours diplomacy and domination. Lincoln is primarily strong at domination.

America excels in the late-game, but you shouldn't neglect their early strengths either. As Rough Rider Teddy, you can use the home-continent strength bonus for a quick rush against an opponent with Archers and supporting melee units, or a slightly slower rush with Men-at-Arms, Oligarchy and Battering Rams can get you off to a great start with lots of land.

Abraham Lincoln should rush for Apprenticeship for Industrial Zones, ready for powerful Men-at-Arms. Together with Siege Towers they can devastate enemy cities. You can then rush to Industrialisation and Replaceable Parts to carry on the war.

Bull Moose Teddy should start by seeking wood and mountain-heavy regions, use Preserves to maximise tile yields, with city parks and Theatre Squares to boost tile appeal. This can result in excellent science and culture yields. Later on, he can mostly focus on appeal maximisation ready for National Parks and Film Studios, the latter of which is extremely powerful for cultural victories.

Supporting America is the civ ability, which converts diplomatic policy cards into wildcards. This lets you use lots of economic policy cards simultaneously, stack legacy bonuses, or even Dark Age cards. The Potala Palace wonder, as well as the Democracy and Digital Democracy government build on this.

Later on, Rough Rider Teddy needs to make a careful choice as to which advantages to emphasise. The combination of extra envoys in city-states you are trading with, in addition to diplomatic favour from America's civ ability, makes the civ among the game's best at diplomatic victories. However, the powerful and easy-to-beeline Rough Rider gives a big incentive to go for a domination victory instead, while the P-51 Mustang makes a strong unit even better.

Governments and Government Buildings
  1. Oligarchy (Lincoln/Rough Rider) or Classical Republic (Bull Moose) | Ancestral Hall or Warlord's Throne (Lincoln/Rough Rider)
  2. Monarchy | Foreign Ministry or Intelligence Agency
  3. Democracy or Fascism (Lincoln/Rough Rider) | National History Museum or War Department
  4. Digital Democracy or Corporate Libertarianism (Lincoln/Rough Rider)
Key policy cards
  • Agoge (Rough Rider)
  • Charismatic Leader (Rough Rider)
  • Diplomatic League (Rough Rider)
  • Chivalry
  • Gunboat Diplomacy (Rough Rider)
  • Levee en Masse
  • Satellite Broadcasts
  • Strategic Air Force
Key age bonuses
  • Twilight Valour (Dark Age) (Lincoln/Rough Rider)
  • Wish You Were Here (Golden Age) (Bull Moose)
  • Disinformation Campaign (Dark Age)
  • Sky and Stars (Golden Age)
Key resolutions
  • City-State Emergency - In favour (Rough Rider)
  • Trade Policy - Effect A on self (Rough Rider)
  • Urban Development Treaty - Effect A on Theatre Squares
  • World Ideology - Effect A on your present government
Pantheons
  • Earth Goddess (Bull Moose)
  • God of the Forge (Rough Rider)
  • God of Healing
Religious beliefs
  • Divine Inspiration (Bull Moose)
  • Holy Waters
  • Jesuit Education
  • Religious Unity (Rough RIder)
Key city-states
  • Akkad (Lincoln)
  • Kabul
  • Kumasi (Rough Rider)
Key wonders
  • Forbidden City
  • Potala Palace
  • Országház
  • Cristo Redentor
  • Eiffel Tower (Bull Moose Teddy)
  • Golden Gate Bridge (Bull Moose Teddy)
  • Biosphère
Key Great People
  • Ibn Fadlan (Medieval Merchant) (Rough Rider)
  • Alvar Aalto (Modern Engineer) (Bull Moose)
  • Matthew Perry (Modern Admiral) (Rough Rider)
  • Sarah Breedlove (Modern Merchant)
  • Melitta Bentz (Atomic Merchant)
  • Charles Correa (Information Merchant) (Bull Moose)
  • Jamseth Tata (Information Merchant)
  • Kenzo Tange (Information Engineer)
  • Masaru Ibuka (Information Merchant)

Summary of key strengths
  • Very strong tourism output
  • Abraham Lincoln: Powerful low-cost armies
  • Bull Moose Teddy: Strong early culture/faith output
  • Rough Rider Teddy: Decent rush potential, very strong diplomatic favour output
  • Air superiority
Arabia


Start Bias

None.

Uniques

Civilization Ability: The Last Prophet
  • When the second-to-last Great Prophet is claimed, you automatically receive a the final Great Prophet.
    • This does not take affect if you earned a Great Prophet previously by any other means.
    • This ability reserves a religion for Arabia. If Arabia is eliminated before they can obtain a Great Prophet, there will still be a Great Prophet reserved for Arabia in case they are brought back to the game.
    • Founding a pantheon is still necessary to found a religion, as is having either a Holy Site district or the Stonehenge wonder.
  • Gain +1 science for every foreign city that follows your religion.
    • This is added at the empire level, not the city level, and as such will not be modified by bonuses such as Oxford University or Saladin's worship buildings.

Sultan Saladin's Leader Ability: The Victorious
  • All military and religious units receive +100% flanking and support bonuses

Vizier Saladin's Leader Ability: Righteousness of the Faith
  • Worship buildings belonging to Saladin's religion cost 90% less faith to purchase.
    • This bonus applies to all cities following Vizier Saladin's religion, regardless of civilization.
    • This stacks additively with reductions to faith purchasing costs; for example, the Theocracy government makes Vizier Saladin's religious buildings free to purchase.
  • Worship buildings of your own religion provide the city with a 10% boost to science, culture and faith in addition to their normal yields.
    • This does not affect cities held by other civilizations.

Unique Unit: Mamluk
Medieval era, heavy cavalry, replaces Knight
  • Requires 10 iron, down from 20 (-50%)
  • Heals every turn regardless of whether it takes an action or not

Unique Building: Madrasa
Classical era, requires Campus district and Library, replaces University
  • Requires the classical-era Theology civic instead of the medieval-era Education technology
  • Generates 5 science, up from 4
  • The quantity of science produced by the Madrasa's Campus district via adjacency and city-state bonuses is also added to faith.
    • This is boosted by any modifiers to the Campus district's adjacency bonus, including the Natural Philosophy economic policy card.

Strategy

Arabia is best at religious and scientific victories.

Arabia's guarantee of a religion means they don't need to spend time building Holy Sites early on, leaving more time for early development and science generation. For Sultan Saladin, you can use this time to rush to Mamluks, who can very effectively use Sultan Saladin's flanking bonuses. They may lack strength against cities, but their ability to heal every turn makes them very resilient, especially with a Chaplain-promoted Apostle.

Vizier Saladin, will eventually want Holy Sites in every city eventually for the cheap and powerful worship buildings. A 10% boost to faith, culture and science alike is powerful considering how relatively rare yield multipliers are in the game.

Madrasas offer plenty of faith - especially if you can maximise your Campus adjacency bonuses, so religious victory is a great route for Arabia to go down. Vizier Saladin can use faith from his cheap worship buildings, while Sultan Saladin can group religious units together for strong flanking bonuses in theological combat.

And if that doesn't work, Arabia can switch to science instead. Arabia has two different unique sources of science - three for Vizier Saladin - and even if you've had a very religious-focused game, you can still use your progress in converting other cities towards getting a high science output. They lack bonuses to space project construction, however, so watch out for that.

Governments and Government Buildings
  1. Classical Republic (Vizier) or Autocracy (Sultan) | Ancestral Hall (Vizier) or Warlord's Throne (Sultan)
  2. Theocracy | Grand Master's Chapel or Intelligence Agency
  3. Democracy or Communism or Fascism (Sultan) | Royal Society or War Department
  4. Synthetic Technocracy
Key policy cards
  • Manoeuvre
  • Natural Philosophy
  • Chivalry
  • Rationalism
  • Five-Year Plan
  • Science Foundations
Key age bonuses
  • Monasticism (Dark Age)
  • Exodus of the Evangelists (Golden Age)
Key resolutions
  • Military Advisory - Effect A on heavy cavalry (Sultan)
  • Urban Development Treaty - Effect A on Campuses or Holy Sites
Pantheons
  • Divine Spark
  • God of Healing
Religious beliefs
  • Cross Cultural Dialogue
  • Dah-e-Mehr
  • Jesuit Education
  • Papal Primacy
  • Pilgrimage
  • Stupa
  • Synagogue
  • Wat
  • Work Ethic
Key city-states
  • Fez
  • Geneva (Vizier)
  • Mitla
  • Nalanda
  • Taruga (Vizier)
Key wonders
  • Oracle
  • Jebel Barkal
  • Mahabodhi Temple
  • Statue of Zeus (Sultan)
  • Meenakshi Temple (Sultan)
  • University of Sankore
Key Great People
  • Hypatia (Classical Scientist)
  • Abu Al-Qasim Al-Zahrawi (Medieval Scientist)
  • Isaac Newton (Renaissance Scientist)
  • Horatio Nelson (Industrial Admiral) (Sultan)
  • Georgy Zhukov (Atomic General) (Sultan)

Summary of key strengths
  • Guaranteed religion; never locked out of religious victory
  • Versatile; can switch between religion and science effectively without losing too much victory potential.
  • Strong science output, especially for a civ with religious bonuses
Australia


Start Bias

Coastal (tier 2)
Cattle (tier 5)
Horses (tier 5)
Sheep (tier 5)

Uniques

Civilization Ability: Land Down Under
  • All cities adjacent to a coastal tile receive +3 housing.
    • This is separate from the housing provided based on access to fresh water.
  • Constructing a pasture improvement causes a culture bomb, granting you all surrounding tiles.
    • 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.
  • Campuses, Commercial Hubs, Holy Sites and Theatre Squares get +1 of their respective yield in Charming tiles (2 or more appeal) and +3 in Breathtaking (4 or more appeal)
    • These count as adjacency bonuses for the purpose of bonuses that modify them.

John Curtin's Leader Ability: Citadel of Civilization
  • All cities gain +100% production for 10 turns after you are the target of a declaration of war by a full civ or 20 turns if you liberate a city.
    • Being the target of a declaration of war by a city-state does not count.
    • These bonuses do not stack.

Unique Unit: Digger
Modern era, melee infantry, replaces Infantry
  • Does not require oil resources
  • 78 strength, up from 75
  • +10 strength on land tiles adjacent to the coast
  • +5 strength outside of friendly territory

Unique Improvement: Outback Station
Medieval era, requires Guilds civic
  • Must be constructed on featureless plains, grassland, desert or desert hills within your own lands
  • +1 food, +1 production, +0.5 housing
  • +1 food per adjacent pasture
  • Steam Power technology: +1 production per two adjacent Outback Stations. Pastures gain +1 production per adjacent Outback Station.
  • Rapid Deployment civic: +1 food per two adjacent Outback Stations
  • Pillage yield: Pillager heals 50 health.

Strategy

Australia is best at scientific victories, and are also strong at domination and diplomacy.

Settling extensively around the coast is important for Australia; your cities will start with masses of housing and have access to the high-appeal coastal areas you need to maximise your district yields. You can get really good Campus districts if you find reefs or mountains reasonably near the sea, and even without that, you can still enjoy a +3 science boost from a Campus on a breathtaking tile. Later in the game, you can plant forests or seek out other appeal boosts like the Eiffel Tower to make your districts even better.

Being a target of war is usually a pain, but John Curtin flips that around to a positive. +100% production for ten turns is enough for you to raise a decent army, but if you use defensive terrain well, you can use the bonus to help develop your empire instead.

Outback Stations split the difference between farms and mines in terms of food and production yields. They still offer as much housing as farms and lack the appeal penalty of mines, so you can spam them in high quantities. The extra food for pasture adjacency makes up for the lower food relative to most farms at that point in the game.

Diggers do not require oil resources, which allows Australia to completely circumvent the need for the Refining technology for quite some time. As such, Australia can unleash Diggers on the world long before anyone else has Infantry of their own - combined with the civ's scientific advantages, this can be quite devastating! To cover their high cost, use your bonus Holy Site faith in conjunction with the Grand Master's Chapel.

If you don't want to go for domination, try liberating some city-states. Many spawn on the coast, and Diggers are incredibly effective there. As well as gaining suzerain status in the now-liberated city and some diplomatic favour, you will receive 10 turns of +100% production in all your cities. That production boost is excellent for getting space race projects built sooner.

Governments and Government Buildings
  1. Classical Republic, or Oligarchy briefly for the legacy card | Audience Chamber or Ancestral Hall
  2. Merchant Republic | Grand Master's Chapel or Intelligence Agency
  3. Communism or Fascism | Royal Society or War Department
  4. Synthetic Technocracy or Corporate Libertarianism
Key policy cards
  • Urban Planning
  • Natural Philosophy
  • Scripture
  • Aesthetics
  • Craftsmen
  • Serfdom
  • Town Charters
  • Free Market
  • Rationalism
  • Grand Armee
  • Grand Opera
  • Economic Union
  • Five Year Plan
  • New Deal
  • Sports Media
  • Ecommerce
Key age bonuses
  • Free Inquiry (Golden Age)
  • Monasticism (Dark Age)
  • Heartbeat of Steam (Golden Age)
  • Collectivism (Dark Age)
Key resolutions
  • City-State Emergency - Vote in favour
  • Urban Development Treaty - Effect A on Campuses or Industrial Zones
Pantheons
  • Divine Spark
  • Fertility Rites
  • God of Craftsmen
  • God of the Open Sky
  • God of the Sea
  • Lady of the Reeds and Marshes
Religious beliefs
  • Crusade
  • Feed the World
  • Gurdwara
  • Jesuit Education
  • Meeting House
  • Stupa
  • Work Ethic
Key city-states
  • Akkad
  • Auckland
  • Geneva
  • Johannesburg
  • Mitla
  • Mogadishu
  • Mohenjo Daro
  • Muscat
  • Nan Madol
  • Nazca
  • Singapore
  • Valletta
Key wonders
  • Hanging Gardens
  • Temple of Artemis
  • Machu Picchu
  • Petra
  • Kilwa Kisiwani
  • Big Ben
  • Oxford University
  • Ruhr Valley
  • Eiffel Tower
  • Golden Gate Bridge
  • Amundsen-Scott Research Station
  • Biosphère
Key Great People
  • Trưng Trắc (Classical General)
  • Bi Sheng (Medieval Engineer)
  • Hildegard of Bingen (Medieval Scientist)
  • Galileo Galilei (Renaissance Scientist)
  • Charles Darwin (Industrial Scientist)
  • James Watt (Industrial Engineer)
  • Alvar Aalto (Modern Engineer)
  • Nikola Tesla (Modern Engineer)
  • Charles Correa (Information Engineer)

Summary of key strengths

  • Strong city development; can get huge cities early on
  • Powerful anti-warmonger bonuses - hard to attack and has incentives to reverse warmonger conquests
  • Has both science and production bonuses, making them good at both key yields for scientific victory
  • Diggers can be obtained early and are useful for a long time
  • Reasonable flexibility - decent at any victory route
Aztecs


Start Bias

None.

Uniques

Civilization Ability: Legend of the Five Suns
  • Builders can use a charge to contribute 20% of the production cost of a district.
    • Modifiers to general production and district production do increase the contribution beyond 20%.
    • You cannot add a charge to a district that is not currently being worked on.
    • Builders cannot be used to help repair pillaged districts.
    • If you contribute more production via a charge than is needed to complete the district, the excess is carried over to the next thing you build.

Montezuma's Leader Ability: Gifts for the Tlatoani
  • Every individual type of improved luxury resource within Aztec lands provides +1 amenity to six cities rather than the usual four
  • Every individual type of improved luxury resource within Aztec lands provides a stacking +1 combat strength to all military and religious units when attacking.
    • This includes special luxuries offered by Great Merchants (Cosmetics from Helena Rubinstein, Jeans from Levi Strauss, Perfume from Estee Lauder and Toys from John Spilsbury)
    • Luxury resources from other sources (including trading, from city-states under suzerainity and the bonuses of Buenos Aires and Zanzibar) do not work for this purpose.
    • The strength bonus works for ranged attacks as well as melee.

Unique Unit: Eagle Warrior
Ancient era, melee infantry, replaces Warrior
  • Costs 65 production, 260 gold or 130 faith, up from 40, 160 and 80 respectively (+62.5%)
  • 28 strength, up from 20
  • Can turn defeated non-Barbarian land military units into Builders with 3 charges
    • The chance of this occuring scales based on the strength difference between the Eagle Warrior and the unit it defeats. Scouts for example have a very high chance of being turned into Builders when defeated.
    • If you control the Pyramids wonder, Builders acquired this way will start with +1 charge.
    • The Serfdom and Public Works policy cards will not affect the number of charges captured Builders start with.
  • Costs 60 gold to upgrade to a Swordsman, down from 110 (-45%)

Unique Building: Tlachtli
Classical era, requires Entertainment Complex district, replaces Arena
  • Costs 135 production or 270 gold, down from 150 and 300 respectively (-10%)
  • Provides 2 culture, up from 1
  • +2 faith
  • +1 Great General Point

Strategy

The Aztecs are best at domination. Religion and science are possible backup routes.

Quickly hit an enemy with Eagle Warriors and you'll end up with more Builders than you know what to do with and some city conquests. Thankfully, you can use Builders to rush districts meaning early war needn't set back your infrastructure.

From there, your aim is to spread to as many continents as possible, seeing as each continent has a unique set of four luxuries. There's also between two to four water-based resources which can be found anywhere in the world - larger maps have more. Aside from offering more amenities than they do for other civs (great for dealing with war weariness), they'll also make your units stronger at attacking. Secure all luxuries on a standard-sized map and that's a +19 attack advantage! Get Great Merchants that grant special luxuries, and you can push that even further! Note that city-state luxuries do not add the bonus, however. Even if a domination victory isn't possible, the attack boost can still be helpful for producing powerful religious units.

The Tlachtli rounds off the set of Aztec uniques, but it's not a particularly strong building. The amenity bonus from luxuries is more than enough to stop you having to worry about Entertainment Complexes for quite some time, and while the Great General point is nice, that together with the faith is still rarely worth using up a city's district limit for so early in the game.

Governments and Government Buildings
  1. Oligarchy | Warlord's Throne or Ancestral Hall
  2. Merchant Republic or Theocracy | Grand Master's Chapel or Intelligence Agency
  3. Fascism | War Department
  4. Corporate Libertarianism
Key policy cards
  • Agoge
  • Limitanei
  • Veterancy
  • Serfdom
  • Colonial Offices
  • Public Works
Key age bonuses
  • Free Inquiry (Golden Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Hic Sunt Dracones (Golden Age)
Key resolutions
  • Border Control Treaty - Effect A on yourself
  • Luxury Policy - Effect A on your most common luxury
  • Patronage - Effect A on Great Generals
Pantheons
  • City Patron Goddess
  • God of the Forge
  • Divine Spark
Religious beliefs
  • Crusade
  • Warrior Monks
  • Work Ethic
Key city-states
  • Akkad
  • Bolonga
  • Kabul
  • Mexico City
  • Wolin
Key wonders
  • Pyramids
  • Colosseum
  • Machu Picchu
  • Terracotta Army
Key Great People
  • Bi Sheng (Medieval Engineer)
  • El Cid (Medieval General)
  • Leif Erikson (Medieval Admiral)
  • Ibn Khaldun (Renaissance Scientist)
  • Mimar Sinan (Renaissance Engineer)
  • Ada Lovelace (Industrial Engineer)
  • John Spilsbury (Industrial Merchant)
  • Joseph Paxton (Industrial Engineer)
  • Helena Rubenstein (Atomic Merchant)
  • Levi Strauss (Atomic Merchant)
  • Estée Lauder (Information Merchant)

Summary of key strengths

  • Works better on larger map sizes, unlike most domination or religious civs
  • Can start an early rush without setting back early development
  • Huge amenities advantage
Babylon


Start Bias

River (tier 3)

Uniques

Civilization Ability: Enuma Anu Enlil
  • Empire-wide science output reduced by 50%.
    • This stacks additively with other empire-wide science outputs. For example, having the Communism government adds a 10% bonus, which results in Babylon having 60% of the base empire-wide science output.
    • One-off science boosts (such as from Great Scientists like Charles Darwin and Janaki Ammal) are unaffected.
  • Eureka boosts instantly complete all research for their technology, even if Babylon lacks prerequisite technologies.
    • 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 as well.

Hammurabi's Leader Ability: Ninu Ilu Sirum
  • When completing the following districts for the first time, you will also gain the corresponding building in that city:
    • 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
  • Upon building an Aqueduct, Canal, Dam, Government Plaza, Neighbourhood or Spaceport district for the first time, receive an envoy.

Unique Unit: Sabum Kibittum
Ancient era, melee infantry, unlocked from start
  • Sabum Kibittum units have the following negative changes relative to Warriors:
    • 17 strength, down from 20
    • Costs 120 gold to upgrade to a Swordsman, up from 110 (+9%)
  • And the following positive changes:
    • Costs 35 production/140 gold/70 faith, down from 40 (-12.5%)
    • 3 movement points, up from 2
    • 3 sight, up from 2
    • +17 strength vs. cavalry units

Unique Building: Palgum
Ancient era, requires city centre adjacent to river, replaces Water Mill
  • Does not directly provide +1 food.
  • Does not provide +1 food to bonus resources worked by farms.
  • Unlocked with the Irrigation technology instead of Wheel.
  • Provides 2 production per turn, up from 1
  • Provides 1 housing
  • Provides +1 food for all land tiles worked by the city adjacent to a source of fresh water

Strategy

Babylon is best at domination victories. On smaller map sizes, culture makes a good alternative relying on wonder construction. On larger map sizes, science can work, relying on the Kilwa Kisiwani wonder to counteract Babylon's empire-wide science penalty.

Babylon is a tough civ to master due to their unorthodox civ ability. However, a reliable starting strategy is to rush Industrialisation. You can do this by researching Mining, training a Builder, using their build charges to make three Mines, training a Settler to make a second city, and building two Industrial Zones with Workshops. From here, you can build Coal Power Plants and the Ruhr Valley wonder for a huge production advantage, making it easy to get many other eurekas in the game. From here, it's easy to dominate other civs.

Helping Babylon's civ ability is Hammurabi's leader ability, which grants free buildings in your first copy of most kinds of speciality district, and envoys for your first copy of any other. The first bonus saves a lot of production when it comes to getting eurekas, as many rely on getting to particular buildings. The second bonus is minor, but can help you secure a few more envoy bonuses to enhance your building yields further.

Babylon's unique unit is a kind of hybrid between Scout, Warrior and Spearman. You most likely won't be able to spare early production for more than a few, but their good mobility and unparalleled sight for so early in the game makes them great for tracking down ancient ruins. They're strong enough to take on Barbarians, yet mobile enough to retreat to friendly land to heal without too much trouble.

The Palgum building offers yet more production advantages to help with the civ ability. Aside from providing +1 production directly, the extra food for fresh water-adjacent tiles can make mine or lumber mill tiles provide enough food to cover the citizen needed to work them, allowing you to fit in more production tiles than you otherwise would.

Governments and Government Buildings
  1. Any | Ancestral Hall or Warlord's Throne
  2. Merchant Republic | Intelligence Agency or Grand Master's Chapel
  3. Fascism or Communism | Any
  4. Synthetic Technocracy or Digital Democracy
Key policy cards
  • Agoge
  • Ilkum
  • Urban Planning
  • Craftsmen
  • Drill Manuals
  • Machiavellianism
  • Native Conquest
  • Five Year Plan
  • Nuclear Espionage
  • Science Foundations
  • Cryptography
Key age bonuses
  • Free Inquiry (Dedication)
  • Pen, Brush and Voice (Golden Age)
  • Robber Barons (Dark Age)
  • Bodyguard of Lies (Golden Age)
Key resolutions
  • Nobel Prize in Physics - Vote in favour
  • Patronage - Effect A on Great Engineers or Scientists
  • Urban Development Treaty - Effect A on Industrial Zones
Pantheons
  • City Patron Goddess
  • Divine Spark
  • God of Craftsmen
  • Lady of the Reeds and Marshes
Religious beliefs
  • Meeting House
  • Work Ethic
Key city-states
  • Akkad
  • Auckland
  • Ayutthaya
  • Bologna
  • Geneva
  • Hattusa
  • Kabul
  • Mexico City
Key wonders
  • Oracle
  • Apadana
  • Great Library
  • Mausoleum at Halicarnassus
  • Kilwa Kisiwani
  • Venetian Arsenal
  • Oxford University
  • Ruhr Valley
Key Great People
  • Aryabhata (Classical Scientist)
  • Euclid (Classical Scientist)
  • Zhang Heng (Classical Scientist)
  • Abu Al-Qasim Al-Zahrawi (Medieval Scientist)
  • Bi Sheng (Medieval Engineer)
  • Omar Khayyam (Medieval Scientist)
  • Emile du Chatelet (Renaissance Scientist)
  • Galileo Galilei (Renaissance Scientist)
  • Leonardo da Vinci (Renaissance Engineer)
  • Ada Lovelace (Industrial Engineer)
  • Charles Darwin (Industrial Scientist)
  • Dmitri Mendeleev (Industrial Scientist)
  • James Young (Industrial Scientist)
  • Alan Turing (Modern Scientist)
  • Albert Einstein (Modern Scientist)
  • Alfred Nobel (Modern Scientist)
  • Robert Goddard (Modern Engineer)
  • Erwin Schrodinger (Atomic Scientist)
  • Grace Hopper (Atomic Admiral)
  • Janaki Ammal (Atomic Scientist)
  • Margaret Mead (Atomic Scientist)
  • Mary Leakey (Atomic Scientist)
  • Abdus Salam (Information Scientist)

Summary of key strengths
  • Good initial exploration
  • Can get specific technologies far before any other civ
  • Good city development
Brazil


Start Bias

Rainforest (tier 2)

Uniques

Civilization Ability: Amazon
  • Rainforest tiles provide a +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts.
    • This does not stack with the normal Campus rainforest adjacency bonus.
  • Tiles within Brazilian land gain +1 appeal from adjacent rainforest tiles instead of -1.

Pedro II's Leader Ability: Magnanimous
  • After acquiring a Great Person through recruitment or patronage, 20% of its Great Person Points cost is refunded.
    • This is the full 20% of the previous Great Person cost, regardless of whether you used patronage or not.

Unique Unit: Minas Geraes
Industrial era, ranged naval, replaces Battleship
  • Requires the industrial-era Nationalism civic instead of the modern-era Refining technology
    • This means the unit is constructed faster with the Press Gangs policy card (Renaissance era, requires Exploration) instead of International Waters (Atomic era, requires Cold War).
    • This also makes modern-era Great Admirals ineffective for them, but renaissance-era Great Admirals will boost their speed and strength.
  • Does not require coal resources to construct
  • 70 strength, up from 60
  • 95 anti-air strength, up from 90
  • 80 ranged strength, up from 70

Unique District: Street Carnival
Classical era, replaces Entertainment Complex
  • -50% production cost
  • Provides 2 amenities, up from 1
  • Enables the Carnival city project
    • Provides 1 amenity while in progress, and provides Great Engineer, Merchant, Writer, Artist and Musician points when complete.
    • The Great Person Points offered are equivalent to a Theatre Square Festival, plus half of Commercial Hub Investments and half of Industrial Zone Logistics.

Unique District: Copacabana
Industrial era, replaces Water Park
  • -50% production cost
  • Provides 2 amenities, up from 1
  • Enables the Carnival city project
    • Provides 1 amenity while in progress, and provides Great Engineer, Merchant, Writer, Artist and Musician points when complete.
    • The Great Person Points offered are equivalent to a Theatre Square Festival, plus half of Commercial Hub Investments and half of Industrial Zone Logistics.

Strategy

Brazil is a very flexible hybrid civ, and can go for cultural, domination, religious or scientific victories effectively.

The nation of Brazil has a curious niche - they have lots of flexibility regarding which victory route to go for, but has relatively little flexibility regarding where to build cities. You'll want as much rainforest as you can get early on regardless of your victory path as they'll make your districts particularly strong. For Holy Sites and Campuses, rainforests become as good as mountains. For Theatre Squares, you'll be getting adjacency bonuses others struggle with. The boost to Commercial Hubs is fine, but not quite as powerful.

On top of the rainforest bonuses, Brazil also comes with a pair of advantages which help with Great Person accumulation. Either unique district is amazing for amenities (which can boost all kinds of yields) but crucially comes with a unique project that offers more Great Person Points than any other. On top of this, Pedro II refunds you Great Person Points each time you earn one, making it far easier to accumulate large quantities of them.

This set of broad bonuses doesn't make Brazil especially strong at a particular victory path, but if you're being outmatched in one route, you can switch to another with ease. Here's how to take Brazil to each victory route bar diplomacy:

Cultural - Rainforest Holy Site adjacency allows you to buy lots of Rock Bands with the extra faith. Meanwhile, the Great Person bonuses are an excellent source of Great Writers, Artists and Musicians.

Domination - The Minas Geraes is a Battleship an era early with a strength bonus on top. It rips apart enemy city defences in no time and is useful for the entire second half of the game. Bring along a Caravel or Ironclad so you can capture enemy cities. While it won't help you against inland cities, dominating the coastlines of the world makes mounting land invasions much easier.

Religious - Holy Sites surrounded by rainforest can give you a very powerful early faith output. With the Sacred Path pantheon and enough rainforest tiles, the faith output can be up there with the best religious civs. Unfortunately, Brazil has no bonuses to Great Prophet Points.

Scientific - Double effectiveness of rainforests for Campuses gives Brazil a respectable science output, and faster Great Engineer and Scientist generation helps as well. You can try going for the Sacred Path pantheon and the medieval-era Great Scientist Hildegard of Bingen for a Holy Site with a powerful science output.

Governments and Government Buildings
  1. Classical Republic | Audience Chamber or Ancestral Hall
  2. Merchant Republic or Theocracy | Intelligence Agency or Grand Master's Chapel
  3. Any | Royal Society or War Department
  4. Any
Key policy cards
  • All Great Person Points-boosting wildcards
  • Natural Philosophy
  • Scripture
  • Aesthetics
  • Town Charters
  • Press Gangs
  • Economic Union
  • Five Year Plan
  • Sports Media
Key age bonuses
  • Free Inquiry (Golden Age)
  • Monasticism (Dark Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Hic Sunt Dracones (Golden Age)
  • Automated Workforce (Dark Age)
Key resolutions
  • Deforestation Treaty - Effect B on rainforests
  • Nobel Prize in Physics - Vote in favour
  • Patronage - Effect A on whichever Great Person you need the most
  • Public Works Programme - Effect B on Theatre Square Festival, Commercial Hub Investments or Industrial Zone Logistics
  • World's Fair - Vote in favour
Pantheons
  • City Patron Goddess
  • Divine Spark
  • Earth Goddess
  • Sacred Path
Religious beliefs
  • Jesuit Education
  • Warrior Monks
  • Work Ethic
Key city-states
  • Anshan
  • Antananarivo
  • Bologna
  • Caguana
  • Hong Kong
  • Mexico City
  • Vatican City
  • Vilnius
Key wonders
  • Any that offer considerable Great Person Points
  • Oracle
  • Chichen Itza
  • Venetian Arsenal
  • Eiffel Tower
  • Biosphère
Key Great People
  • Themistocles (Classical Admiral)
  • Bi Sheng (Medieval Engineer)
  • Hildegard of Bingen (Medieval Scientist)
  • Leif Erikson (Medieval Admiral)
  • Rajendra Chola (Medieval Admiral)
  • Ibn Khaldun (Renaissance Scientist)
  • Yi Sun-Sin (Renaissance Admiral)
  • Ada Lovelace (Industrial Engineer)
  • Alfred Nobel (Modern Scientist)
  • Alvar Aalto (Modern Engineer)
  • Janaki Ammal (Atomic Scientist)
  • Charles Correa (Information Engineer)
  • Kenzo Tange (Information Engineer)
  • Jamseth Tata (Information Merchant)

Summary of key strengths
  • Very flexible regarding victory route
  • Strong Great Person generation
  • Excellent amenity output
  • Large window of naval dominance starting in the industrial era
Byzantium


Start Bias

None.

Uniques

Civilization Ability: Taxis
  • All military and religious units gain +3 strength per Holy City following Byzantium's founded religion.
  • Killing full civ or city-state units (including support units) causes Byzantium's founded religion to increase in pressure by 250 points in cities within 10 tiles.
    • This does not stack with the Disciples promotion for Warrior Monks.
  • Holy Sites produce +2 Great Prophet Points per turn, up from +1.

Basil II's Leader Ability: Porphyrogénnētos
  • Light and heavy cavalry units do not have the usual 85% damage penalty against city defences so long as those cities follow Byzantium's religion.

Basil II's Unique Unit: Tagma
Medieval era, heavy cavalry, replaces Knight
  • Costs 10 iron, down from 20 (-50%)
  • Adjacent military and religious units receive +4 strength
    • Units may only receive a strength bonus from one adjacent Tagma.

Unique Unit: Dromon
Classical era, naval ranged, replaces Quadrireme
  • 2 range, up from 1
  • +10 ranged strength vs. land and naval units

Unique District: Hippodrome
Classical era, replaces Entertainment Complex
  • -50% production cost
  • Provides 3 amenities, up from 1
  • Upon the district and its buildings' completion, receive a free heavy cavalry unit. The free cavalry unit has no gold maintenance nor resource cost, even when upgraded.
    • The free heavy cavalry unit is whichever one you can train that has the most strength.

Strategy

Byzantium is best at domination and religious victories, and their strengths at both are closely intertwined.

Build a couple of Holy Sites early on, and you can easily secure a religion as Byzantium. Grab the Crusade belief if you can, but otherwise you don't have to worry too much about religious infrastructure in the early parts of the game. Instead, try to expand your empire with Settlers while expanding your gold and culture outputs. Yes - Byzantium is a religious/warmonger hybrid which can neglect faith and science alike early in the game!

A key early goal for Byzantium is to get to the medieval-era Divine Right civic as quickly as possible. Along the way is the Games and Recreation civic, which unlocks the Hippodrome district. Start work on it in as many cities as possible, but until you research Divine Right, leave the districts unfinished. That allows you to finish all the districts at Divine Right for an instant force of Tagmata!

A force of Tagmata can single-handedly take down enemy civs, as killing enemy units will spread your religion, and you'll be able to ignore the outer defences of enemy cities which follow your religion. That being said, it helps to accompany them with some Missionaries or Apostles to help convert the trickier enemy cities. Converting enemy cities to your religion grants era score, and this combined with the strength bonus you gain for every Holy City you convert will allow Byzantium to snowball in power as the game goes on.

Governments and Government Buildings
  1. Classical Republic | Warlord's Throne
  2. Theocracy | Grand Master's Chapel
  3. Fascism | War Department
  4. Corporate Libertarianism or Synthetic Technocracy
Key policy cards
  • Colonisation
  • Conscription
  • Maritime Industries
  • Chivalry
  • Professional Army
  • Religious Orders
  • Force Modernisation
  • Levee en Masse
Key age bonuses
  • Exodus of the Evangelists (Dedication)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Twilight Valour (Dark Age)
Key resolutions
  • Mercenary Companies - Effect B on whichever currency type your opponents are most likely to use.
  • Military Advisory - Effect A on heavy cavalry units
  • Urban Development Treaty - Effect A on Entertainment Complexes
  • World Religion - Effect A on your own religion
Pantheons
  • God of Healing
  • God of War
  • God of the Open Sky
  • Goddess of Festivals
Religious beliefs
  • Choral Music
  • Crusade
  • Tithe
  • World Church
Key city-states
  • Ayutthaya
  • Fez
  • Kumasi
  • Nan Madol
  • Yerevan
Key wonders
  • Great Lighthouse
  • Terracotta Army
  • Taj Mahal
Key Great People
  • Themistocles (Classical Admiral)
  • Rajendra Chola (Medieval Admiral)
  • Georgy Zhukov (Atomic General)

Summary of key strengths
  • Can convert enemy cities even at a major faith disadvantage
  • Dominant naval presence until the renaissance era
  • Very fast warfare - can quickly destroy city defences and move on to the next city
  • High amount of amenities
Canada


Start Bias

Tundra (tier 1)
Tundra Hills (tier 1)
Snow (tier 5)
Snow Hills (tier 5)

Uniques

Civilization Ability: Four Faces of Peace
  • Cannot declare surprise wars, nor be the target of them
    • This means that when another civ requests Canada moves their military units from their borders or vice versa, there is no option but to make the promise.
  • Cannot declare war directly on city-states
  • Successfully completing emergencies or scored competitions as a member grants +100% diplomatic favour.
    • This bonus has no effect if you are the target of an emergency.
  • 1% of empire-wide tourism generation, rounded down, is added to diplomatic favour.
    • In other words, you must generate at least 100 tourism per turn before getting any benefit from this bonus.

Wilfrid Laurier's Leader Ability: The Last Best West
  • May construct farms on flat tundra tiles
  • With the industrial-era Civil Engineering civic, may construct farms on tundra hills tiles. Farms on these tiles produce +2 food.
  • Camps on flat tundra, tundra hills, flat snow and snow hill tiles produce +2 food.
  • Mines and lumber mills on flat tundra, tundra hills, flat snow and snow hill tiles produce +2 production.
  • +100% strategic resource generation from improved flat tundra, tundra hills, flat snow and snow hill tiles.
    • Note that horse and aluminium resources do not appear on tundra or snow. Iron, nitre and coal can appear in tundra but not snow.
  • Flat tundra, tundra hills, flat snow and snow hill tiles may be purchased for 50% less gold.

Unique Unit: Mountie
Modern era, light cavalry, requires Conservation civic
  • No resource cost, unlike other light cavalry units.
  • 290 production cost, 12% lower than Cavalry units and 51% lower than Helicopters.
  • 62 strength, equal to Cavalry units and 24 points lower than Helicopters.
  • 5 movement points, equal to Cavalry units and 1 point higher than Helicopters.
  • Maintenance cost of 3 gold (Cavalry cost 5, Helicopters 7)
  • Has two charges to build a National Park with.
    • National Parks must be positioned in a vertical diamond of tiles owned by the same city which either are land tiles with at least 2 appeal (charming) or are coastal natural wonder tiles.
    • Using the National Park charges does not consume the unit.
  • +5 strength within two tiles of a National Park.
  • Additional +5 strength if within two tiles of a National Park owned by Canada, for a total of +10.
  • Has a sight radius of 4 (most other units have a radius of 2).
  • Never obsoletes and thus may always be trained once unlocked.

Unique Improvement: Ice Hockey Rink
Industrial era, requires Colonialism civic
  • Must be constructed on featureless tundra or snow in your own territory and cannot be within the city limits of a city already host to a Ice Hockey Rink.
  • Provides 1 amenity to its city, even when not worked.
  • +1 culture per adjacent tundra or snow tile (not including mountains)
  • +4 culture if adjacent to an Entertainment Complex with a Stadium
  • +2 appeal to adjacent tiles
  • Flight technology: Culture yield added to tourism.
  • Professional Sports civic: +2 food, +2 production
  • Pillage yield: Pillagers heal 50 health

Strategy

Canada is best at cultural and diplomatic victories.

Canada can neither declare nor be the target of surprise wars, and as such for most of the game civs must give Canada five turns of warning in the form of a denouncement. This buys Canada plenty of time to build up defences if need be, so you can start the game by focusing on expansion instead. While Canada excels in tundra regions, other civs don't and have little incentive to expand into them - as such, expand into non-tundra regions first so you can maximise the land you control early on.

As Canada's diplomatic favour bonus scales to your tourism output, you should play the game as if you're after a cultural victory regardless of your eventual route. Both the unique unit and improvement aid tourism generation. Mounties can create National Parks at a considerably lower cost to Naturalists and avoid the need for Canada to generate faith until Rock Bands arrive in the atomic era, though unlike most unique units are weak at combat for their era. Ice Hockey Rinks can be worth up to 10 tourism each in cities with sufficient tundra or snow.

If you want to take Canada in a diplomatic direction, the diplomatic favour from tourism can be strong but mostly comes into play late in the game. In the mean-time, you can trade excess strategic resources with other civs for diplomatic favours, and approve every emergency and scored competition you can.

Governments and Government Buildings
  1. Classical Republic | Ancestral Hall
  2. Monarchy | Foreign Ministry
  3. Democracy | National History Museum
  4. Digital Democracy
Key policy cards
  • Colonisation
  • Land Surveyors
  • Expropriation
  • Public Works
  • Heritage Tourism
  • Satellite Broadcasts
  • Sports Media
Key age bonuses
  • Wish You Were Here (Golden Age)
Key resolutions
  • Any emergency - Vote in favour unless winning seems unlikely
  • Any scored competition - Vote in favour unless it's likely to give an opposing civ a huge advantage
  • Public Relations - Effect A on a major warmonger
  • Urban Development Treaty - Effect A on Theatre Squares or Entertainment Complexes
Pantheons
  • Dance of the Aurora
  • God of Craftsmen
  • Goddess of the Hunt
  • Religious Settlements
Religious beliefs
  • Defender of the Faith
  • Pagoda
  • Reliquaries
Key city-states
  • Geneva
  • Johannesburg
  • Taruga
Key wonders
  • St. Basil's Cathedral
  • Ruhr Valley
  • Cristo Redentor
  • Eiffel Tower
  • Golden Gate Bridge
  • Amundsen-Scott Research Station
  • Biosphère
Key Great People
  • Ibn Khaldun (Renaissance Scientist)
  • Alvar Aalto (Modern Engineer)
  • Mary Leakey (Atomic Scientist)
  • Charles Correa (Information Engineer)
  • Kenzo Tange (Information Engineer)
  • Jamseth Tata (Information Merchant)
  • Masaru Ibuka (Information Merchant)

Summary of key strengths
  • Can effectively use tundra where most civs would struggle, giving the civ more settlement options
  • Strong diplomatic favour generation
  • Less need for faith than most tourism-inclined civs
  • Strong amenities later in the game
China (Part 1/2)


Start Bias

None.

Uniques

Civilization Ability: Dynastic Cycle
  • All boosts (eurekas and inspirations) complete 50% of the base research cost for their respective technology or civic, up from 40%.
    • "Base research cost" refers to the cost of the technology if you are in the corresponding game era. The amount of research gained through a boost is fixed, but it will represent a higher percentage of research if you are in a later game era, or lower if you are in an earlier game era.
    • In other words, eurekas and inspirations offer 25% more science and culture respectively than normal.
  • When completing a world wonder, receive a random eureka and inspiration boost of its respective era.

Kublai Khan's Leader Ability: Gerege
  • All governments receive an extra economic policy card slot.
  • When first establishing a trading post in another full civ, gain a random eureka and inspiration boost.
    • You may only receive this 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.

Mandate Qin Shi Huang's Leader Ability: The First Emperor
Note: Mandate Qin is the default Qin Shi Huang for those without the Rulers of China Pack.
  • Builders have an additional charge (4 by default instead of 3).
    • This extra charge is kept if the Builder is captured by another civ.
  • Builders can use a charge to contribute 15% of the production cost of a wonder from the ancient or classical era.
    • This is affected by modifiers to general production and wonder production.
    • This is tied to the wonder's era, not your current era.
    • You cannot add a charge to a wonder that is not currently being worked on.
    • If you contribute more production via a charge than is needed to complete the wonder, the excess is carried over to the next thing you build.
  • Canal districts are unlocked at the ancient-era Masonry technology rather than the industrial-era Steam Power technology.

Unifier Qin Shi Huang's Leader Ability: Thirty-Six Strategems
  • All melee infantry units have a charge of the Convert Barbarians action, consuming the unit to convert all Barbarian units in adjacent tiles to your control.
    • This ability may be used while the unit is embarked.
    • 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.
    • If you have the Hagia Sophia wonder, melee infantry units have a second charge of the action, and may use one charge without being expended.

Wu Zetian's Leader Ability: Manual of Entrapment
  • +1 Spy capacity at the classical-era Defensive Tactics civic, and gain a free Spy
  • May purchase Spies with faith.
  • All Spies operate at +1 level.
  • Upon a successful offensive espionage mission in a foreign city, receive 50% of the science and culture that city produced that turn.

Yongle's Leader Ability: Lijia
  • All cities gain access to the three unique Lijia projects. These convert a portion of production into their respective yield . They have no completion bonus, unlike other city projects.
    • Lijia (Faith) - 50% of the city's per-turn production is converted into faith.
    • Lijia (Food) - 50% of the city's per-turn production is converted into food.
    • Lijia (Gold) - 100% of the city's per-turn production is converted into gold.
  • Cities of at least size 10 gain +2 gold, +1 science and +1 culture for every point of population
    • This means cities of size 10 receive a bonus +20 gold, +10 science and +10 culture.

Unique Unit: Crouching Tiger Cannon
(Medieval era, ranged land, requires Machinery technology)
  • Costs 140 production/560 gold/280 faith (22% cheaper than a Crossbowman)
  • 30 strength (same as Crossbowmen)
  • Has 50 ranged strength (Crossbowmen have 40)
  • Has 2 movement points
  • Has 1 range (Crossbowmen have a range of 2)
  • Maintenance cost of 3
  • Costs 390 gold to upgrade to a Field Cannon, 26% higher than the Crossbowman to Field Cannon upgrade cost (310 gold)

Unique Improvement: Great Wall
(Ancient era, requires Masonry technology)
  • Must be constructed on the edge of your territory, free from terrain features. You cannot have a Great Wall tile adjacent to more than two others.
  • +4 defence for units on this tile
  • +2 gold
  • +2 gold per adjacent Great Wall tile
  • Castles technology: +2 culture per adjacent Great Wall tile
  • Flight technology: Culture output added to tourism
  • Base pillage yield: 50 gold

Strategy

China is best at cultural and scientific victories. Wu Zetian and Yongle in particular lean more on the scientific game, and Unifier Qin is good at domination as well.

China's defining feature is their more powerful eureka and inspiration boosts, which save a lot of culture and science over the course of the game, so long as you can meet their requirements. Fast civic gain is useful for getting a head start on some cultural wonders and tourism-boosting policy cards, but fast technology gain is even more important for scientific victories. Be sure to make good use of Spies to steal eurekas you can't easily unlock yourself - and to defend your own from being stolen.

Kublai Khan is one of the easier leaders to learn. When you complete a trade route in another civ for the first time, you get a bonus eureka and inspiration boost. After the classical game era, trade routes take longer to complete so it's a good idea to trade with as many different civs as you can early in the game for the most immediate impact. The free economic policy card is more powerful and even easier to learn - simply slot in an extra development, scientific, production or tourism bonus.

Mandate Qin's bonus is a bit trickier to use, but has great potential - the ability to rush pre-medieval wonders with Builders. Two Builders are enough to rush any pre-medieval wonder and still have a charge left over. Consider settling some extra cities quickly so your whole empire can train Builders and therefore contribute to wonder construction. Early wonders are worth a lot of tourism, and that only increases as you advance through the eras. It'll also be a great source of era score - a classical-era Golden Age is useful whether you go for Free Inquiry, Monumentality, or Pen, Brush and Voice. Qin Shi Huang also gets early Canals, which can be strategically used to boost the production yields of adjacent Industrial Zones.
China (Part 2/2)
Unifier Qin can raise a huge early army by training a couple of Warriors early on, finding Barbarian outposts, and waiting for Barbarian Scouts to complete their journey to a city's border back to the outpost. When a Barbarian Scout successfully does this, the outpost will spawn units over several turns which you can then convert. This converted force can then be used for an early rush against another civ. Barbarian outposts cannot spawn in territory that any civ has in sight, and the more tiles that any civ has in sight, the fewer outposts can spawn around the world. As such, this ability is most effective earlier in the game, but you can still get new units in later eras by sending your melee infantry units to isolated islands. Try to get the Hagia Sophia wonder if you can so your melee infantry units get an extra charge for converting Barbarians.

Wu Zetian builds on China's incentive to steal eurekas by granting an extra Spy, and strengthening all of them. They're also great for stealing Great Works. Don't use your free Spy at Defensive Tactics to steal technologies right away - try easier missions like Fabricate Scandal or Forment Unrest for easy promotions and to greatly boost your success rate. Keep in mind that missions that can be failed always have a minimum failure rate of 10%. Although you can buy Spies with faith, the cost of building up a faith infrastructure is quite steep so that's best-kept for later in the game.

Yongle becomes incredibly powerful once a city reaches size 10 - but before then, you can use his Lijia (Faith) project to usually secure the first Pantheon. Religious Settlements is a good choice for an early second city. Now, your aim is to balance expansion with city growth. Governor Magnus (the Steward) will aid greatly in this task; the Provision promotion prevents population loss from training Settlers, while his Surplus Logistics promotion speeds up city growth. If your capital starts with fresh water, you can build a Granary and six tile improvements like farms that boost housing, then use the Lijia (Food) project to get to 10 population easily. With a city at size 10, you can use it to train additional Settlers with Magnus' help while you focus on boosting the housing and food of your other cities. Try to settle extensively early on as you'll have more population points overall that way.

With that out of the way, you can settle down to a more straightforward game. The Great Wall tile improvement acts as an early fort and can be helpful for securing chokepoints from enemy attack. It also yields a very good amount of gold and some decent culture as well, so it's worth sparing some citizens to work them. It's particularly good for maintaining and upgrading Unifier Qin's units.

The Crouching Tiger Cannon might appear to be a tool for conquest at first glance, but its low range and low melee defence makes it vulnerable to counter-attacks. Instead, they can defend your cities, Encampment districts and Great Wall chokepoints.

Governments and Government Buildings
  1. Autocracy (Mandate Qin) or Classical Republic or Oligarchy (Unifier Qin) | Ancestral Hall (Yongle favoured) or Audience Chamber or Warlord's Throne (Unifier Qin)
  2. Merchant Republic or Monarchy | Intelligence Agency
  3. Democracy or Communism or Fascism (Unifier Qin) | National History Museum (Cultural) or Royal Society (Scientific) or War Department (Unifier Qin)
  4. Digital Democracy or Synthetic Technocracy
Key policy cards
  • Anything for housing or amenities (Yongle)
  • Conscription (Unifier Qin)
  • Corvée (Mandate Qin)
  • Ilkum
  • Inspiration
  • Aesthetics (Mandate Qin)
  • Professional Army (Unifier Qin)
  • Serfdom
  • Machiavellianism
  • Force Modernisation (Unifier Qin)
  • Public Works
  • Levee en Masse (Unifier Qin)
  • Nuclear Espionage
  • Cryptography
  • Non-State Actors
Key age bonuses
  • Free Inquiry (Golden Age)
  • Isolationism (Dark Age) (Yongle)
  • Monasticism (Dark Age) (Yongle favoured)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Bodyguard of Lies (Golden Age) (Wu Zetian favoured)
  • Sky and Stars (Golden Age)
Key resolutions
  • Espionage Pact - Effect A on Steal Tech Boost
  • International Space Station - Vote in favour if you're after scientific victory
  • Nobel Prize in Physics - Vote in favour
  • Trade Policy - Effect A on yourself or your trading partner (Kublai Khan)
Pantheons
  • Fertility Rites (Mandate Qin/Yongle)
  • Goddess of the Hunt (Yongle)
  • Lady of the Reeds and Marshes
  • Monument to the Gods (Mandate Qin)
  • Religious Settlements
  • River Goddess (Yongle)
Religious beliefs
  • Divine Inspiration (Mandate Qin favoured)
  • Feed the World (Yongle)
  • Gurdwara (Yongle)
  • Jesuit Education
  • Sacred Places (Mandate Qin favoured)
  • Stupa (Yongle)
  • Zen Meditation (Yongle)
Key city-states
  • Akkad (Unifier Qin)
  • Bandar Brunei (Kublai Khan)
  • Bologna
  • Brussels (Mandate Qin favoured)
  • Chinguetti (Yongle)
  • Geneva (Yongle favoured)
  • Hattusa (Unifier Qin)
  • Hong Kong (Yongle)
  • Mitla (Yongle)
  • Mogadishu (Kublai Khan)
  • Muscat (Yongle)
  • Nazca
  • Zanzibar (Yongle)
Key wonders
  • Hanging Gardens (Yongle)
  • Pyramids
  • Temple of Artemis (Yongle)
  • Apadana (Mandate Qin)
  • Colosseum
  • Great Library
  • Petra
  • Terracotta Army (Unifier Qin)
  • Angkor Wat (Yongle)
  • Hagia Sophia (Unifier Qin)
  • Broadway
  • Golden Gate Bridge
  • Amundsen-Scott Research Station (Yongle)
  • Estádio do Maracanã (Yongle)
Key Great People
  • Any who offer eurekas or inspirations
  • Any who offer amenities or housing (Yongle)

Summary of key strengths
  • Kublai Khan - Very consistent bonuses
  • Mandate Qin - Extremely effective at building wonders in the first two eras
  • Unifier Qin - Can raise a large early army; Barbarians are rarely a threat
  • Wu Zetian - Excellent at obtaining and using eurekas
  • Yongle - Immense raw culture, science and gold outputs
  • Can keep up with technologies and inspirations even with relatively poor science or culture respectively.
  • Great gold output from the Great Wall
Cree


Start Bias

None.

Uniques

Civilization Ability: Nîhithaw
  • Upon researching the ancient-era Pottery technology, receive +1 trade route capacity and a free Trader unit.
  • Trader units claim territory for free when they move into unclaimed territory within three tiles of any of your owned city centres.
    • This affects land and water tiles alike.

Poundmaker's Leader Ability: Favourable Terms
  • Trade routes gain +1 food per camp and pasture in the destination city.
  • Destination cities of Cree trade routes gain +1 gold per camp and pasture they control.
  • All alliances provide the Cree and the allied civ with shared visibility, regardless of type or level.

Unique Unit: Okihtcitaw
Ancient era, recon, replaces Scout
  • Costs 40 production/160 gold/80 faith, up from 30 production/120 gold/60 faith (+33%)
  • 20 melee strength, up from 10
  • Starts with +1 promotion level
    • This 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.
  • Costs 230 gold to upgrade, down from 250 (-8%)

Unique Improvement: Mekewap
Ancient era, requires Pottery technology
  • Must be placed on an owned featureless land tile adjacent to at least one bonus or luxury resource and not another Mekewap
  • +1 production, +1 housing
  • +1 food per two adjacent bonus resources
  • +1 gold if a luxury resource is adjacent
  • Civil Service civic: +1 production
  • Cartography technology: +2 gold per adjacent luxury resource
  • Conservation civic: Food adjacency changed to +1 food per adjacent bonus resource
  • Pillage yield: 50 health

Strategy

The Cree are best at diplomatic victories though their very general bonuses gives them a reasonable edge at any route.

Okihtcitaw are basically super-Scouts. Their free starting promotion gives them a great amount of mobility helping you to reveal more land sooner, while their greater strength allows them to survive in this role for longer than normal. However, they can also be used for a risky early rush. Grabbing the Survey policy card will help to boost the experience gained from uncovering natural wonders and entering tribal villages; combine that with an early war against a city-state so you can fight them for experience, and you may be able to get one with the Ambush promotion, which raises it to an impressive 40 strength. Accompany this unit with some other Okihtcitaw so they can train up during warfare allowing you to get even more with the Ambush promotion.

The exploration advantages of the Cree don't stop with Okihtcitaw. With the medieval-era Civil Service civic, you can form alliances and immediately uncover all the tiles the civ knows. Allying distant civs can be a great way of revealing the entire map far earlier than most other civs can manage.

Position your cities with a 5-6 tile gap between them. The reason for this is both to make the most of the civ ability's rapid acquisition of tiles, and to ensure you have more space for Mekewaps (which cannot be placed next to each other). Mekewaps initially are good for their high housing contribution and reasonable production, though later in the game they can offer decent amounts of food or a strong amount of gold.

Maximising trade route capacity is important not only for tile acquisition but also for extra yields from Poundmaker's leader ability. Early on, you can send trade routes to cities you own with a lot of pastures and camps for both food (for the origin city) and gold. Later on, once your alliances start creating stronger yields, you can benefit from the advantages of international trade while still generating a strong amount of food for your own cities.

Governments
and Government Buildings
  1. Any | Any
  2. Monarchy or Merchant Republic | Intelligence Agency or Foreign Ministry
  3. Democracy | National History Museum or Royal Society
  4. Digital Democracy or Synthetic Technocracy
Key policy cards
  • Caravansaries
  • Ilkum
  • Survey
  • Serfdom
  • Triangular Trade
  • Wisselbanken
  • Collectivisation
  • Market Economy
  • New Deal
  • Ecommerce
Key age bonuses
  • Isolationism (Dark Age)
  • Reform the Coinage (Golden Age)
Key resolutions
  • Aid Request - Vote in favour
  • Border Control Treaty - Effect B on a neighbouring civ
  • Migration Treaty - Effect A on yourself
  • Trade Policy - Effect A on yourself or your main trading partner
Pantheons
  • Fertility Rites
  • God of the Open Sky
  • Goddess of Festivals
  • Goddess of the Hunt
  • Religious Idols
Religious beliefs
  • Cross-Cultural Dialogue
  • Stupa
  • World Church
  • Zen Meditation
Key city-states
  • Bandar Brunei
  • Johannesburg
  • Kabul
  • Mogadishu
  • Samarkand
  • Singapore
  • Venice
Key wonders
  • Hanging Gardens
  • Pyramids
  • Temple of Artemis
  • Colossus
  • Terracotta Army
  • University of Sankore
  • Great Zimbabwe
  • Torre de Belém
  • Big Ben
Key Great People
  • Any who offer trade route capacity or trade route yields

Summary of key strengths
  • Very strong gold output
  • Good city growth
  • Rapid renaissance-era discovery via alliances
  • General bonuses make the civ effective at a range of victory routes
Egypt (Part 1/2)


Start Bias

Grassland Floodplains (tier 2)
Plains Floodplains (tier 2)
Rivers (tier 5)

Uniques

Civilization Ability: Iteru
  • All districts and wonders construct 15% faster if positioned adjacent to a river
  • Units, improvements and districts within your territory are immune to flood damage.
  • Fertility bonuses from flooding is halved within your territory as if a Dam is present on every river.

Egyptian Cleopatra's Leader Ability: Mediterranean's Bride
Note: Egyptian Cleopatra is the default Cleopatra for those without the Leaders Pass.
  • International trade routes from Egypt to another civ or city-state provide +4 gold each.
  • International trade routes from another civ or city-state to Egypt provide +2 gold for Egypt and +2 food for them.
  • Alliances gain an extra +0.25 alliance points per turn for having at least one trade route sent to the other civ.
  • Alliances gain an extra +0.25 alliance points per turn for having at least one trade route incoming from the other civ.

Ptolemaic Cleopatra's Leader Ability: Arrival of Hapi
  • Tiles with both floodplains and a resource present yield +1 food and +1 culture.
  • Egyptian-owned floodplains grant +1 appeal to adjacent tiles instead of -1.

Ramses II's Leader Ability: Abu Simbel
  • When completing a building, gain culture equal to 15% of its production cost.
  • When completing a wonder, gain culture equal to 30% of its production cost.

Unique Unit: Maryannu Chariot Archer
Ancient era, ranged land, requires the Wheel technology
  • 90 production cost, 50% more than an Archer (60) and 50% less than a Crossbowman (180)
  • 25 melee strength (Archers have 15; Crossbowmen 30)
  • 35 ranged strength (Archers have 25; Crossbowmen 40)
  • Uses ranged land promotions, but has a 10-point strength vulnerability to anti-cavalry units like light and heavy cavalry units.
  • +2 movement points if starting a turn on open terrain.
  • Costs 190 gold to upgrade to a Crossbowman, 24% less than the Archer to Crossbowman upgrade path (250 gold)

Unique Improvement: Sphinx
Ancient era, requires Craftmanship civic
  • Must be constructed on owned desert, grass, plains or tundra. May have floodplains present but no other features. Must not be adjacent to another Sphinx.
  • +1 culture, +1 faith
  • +1 culture if built on floodplains
  • +2 faith if adjacent to a wonder (does not stack)
  • +2 appeal to adjacent tiles
  • Natural History civic: +1 culture
  • Flight technology: Culture output added to tourism
  • Base pillage yield: 25 faith

Strategy

Egypt is best at cultural and religious victories, and does well at diplomacy as well.

The obvious thing to do is spam wonders early on, but Egypt's start is trickier than that. Unless you can secure Stonehenge very early on and get a huge head start to your religion (which is often not possible on higher difficulties), you'll need to ensure your civ is reasonably well-developed before you can start concerning yourself with wonders. Look for city locations with plenty of rivers which aren't too close to each other so you have plenty of space for districts and wonders, and make use of farms and mines to get them ready for wonder construction. Once you get going with wonder construction, you may find you'll get a lot of era score, letting you make use of great bonuses like Exodus of the Evangelists, Monumentality, Reform the Coinage (for Egyptian Cleopatra), Heartbeat of Steam and Wish You Were Here.

Egyptian Cleopatra's leader ability can get you a good amount of gold from external trading, but where it really shines is giving you money for nothing once other civs start sending you trade routes. Building large cities will be both good for wonder construction and supporting a wide variety of districts, and cities with a wide variety of districts are very lucrative for other civs to send trade routes to, so make sure to promote city growth! Sending trade routes to civs and receiving them will help your alliances develop faster; avoid warfare later in the game so you can secure plenty of them.

Ptolemaic Cleopatra gets a good start to food and culture in floodplain regions, and together with the appeal bonuses from Sphinxes can create powerful Preserve districts very early in the game. Her appeal bonuses are excellent later for making powerful National Parks and seaside resorts.

Ramses II can risk starting wonder construction a little earlier than Egypt's other leaders as he can afford to neglect culture infrastructure for quite some time. It may even be worth skipping Holy Sites as him to save district capacity for Campuses and Industrial Zones to secure the most wonders.

Maryannu Chariot Archers are strong, but they come with an high production cost which can make them tricky to use. Still, a few of those complemented by a couple of units with a melee attack such as Heavy Chariots or Horsemen can make for an effective early rush option. Alternatively, you can keep a few around as a good defensive option.

Sphinxes are useful for both cultural and religious victories. At first, Sphinxes should generally only be constructed adjacent to wonders to ensure a decent yield, or two tiles away from Preserves to maximise their yields. Later in the game, even unboosted unworked Sphinxes produce tourism, so they should be built in large quantities. They're also one of the few tile improvements that can be constructed on desert tiles, making them ideal for spamming near a Petra city. Religious players will obviously want to use the faith to buy religious units, while cultural civs can really help get their development off the ground with the Monumentality Golden Age dedication bonus, which allows you to purchase civilian units with faith. The appeal boost can allow for National Parks in regions were they'd otherwise be unviable, as well as better seaside resorts.
Egypt (Part 2/2)
Governments and Government Buildings
  1. Autocracy or Classical Republic | Audience Chamber
  2. Theocracy or Merchant Republic | Foreign Ministry (Egyptian Cleopatra) or Grand Master's Chapel
  3. Democracy (Egyptian Cleopatra) or Communism | Any
  4. Digital Democracy or Synthetic Technocracy
Key policy cards
  • Agoge
  • Caravansaries (Egyptian Cleopatra)
  • Corvée
  • Veterancy (Ramses II)
  • Gothic Architecture
  • Trade Federation (Egyptian Cleopatra)
  • Triangular Trade (Egyptian Cleopatra)
  • Wisselbanken (Egyptian Cleopatra)
  • Skyscrapers
  • Market Economy (Egyptian Cleopatra)
  • Ecommerce (Egyptian Cleopatra)
  • Online Communities
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Reform the Coinage (Golden Age) (Egyptian Cleopatra)
  • Robber Barons (Dark Age)
  • Heartbeat of Steam (Golden Age)
  • Flower Power (Dark Age)
  • Wish You Were Here (Golden Age)
Key resolutions
  • Border Control Treaty - Effect A on yourself (Ptolemaic Cleopatra)
  • Migration Treaty - Effect A on yourself
  • Trade Policy - Effect A on yourself (Egyptian Cleopatra)
  • Urban Development Treaty - Effect A on anything (Ramses II)
Pantheons
  • Divine Spark
  • Earth Goddess
  • Lady of the Reeds and Marshes
  • Monument to the Gods
  • Religious Settlements
  • River Goddess
Religious beliefs
  • Divine Inspiration
  • Jesuit Education
  • Meeting House
  • Pagoda (Ptolemaic Cleopatra)
  • Sacred Places
  • Work Ethic
Key city-states
  • Ayutthaya (Ramses II)
  • Bandar Brunei (Egyptian Cleopatra)
  • Brussels
  • Chinguetti (Egyptian Cleopatra)
  • Kumasi (Egyptian Cleopatra)
  • Mitla
  • Muscat
  • Samarkand (Egyptian Cleopatra)
  • Singapore (Egyptian Cleopatra)
  • Valletta
  • Venice (Egyptian Cleopatra)
Key wonders
  • Etemenanki
  • Hanging Gardens
  • Oracle
  • Pyramids
  • Stonehenge
  • Temple of Artemis
  • Apadana
  • Colossus (Egyptian Cleopatra)
  • Jebel Barkal
  • Petra
  • University of Sankore (Egyptian Cleopatra)
  • Great Zimbabwe (Egyptian Cleopatra)
  • Taj Mahal
  • Torre de Belém (Egyptian Cleopatra)
  • Ruhr Valley
  • Eiffel Tower
  • Golden Gate Bridge
Key Great People
  • Any which provide extra trade route capacity or yields (Egyptian Cleopatra)
  • Imhotep (Medieval Engineer)
  • Isidore of Miletus (Medieval Engineer)
  • Filippo Brunelleschi (Renaissance Engineer)
  • Ada Lovelace (Industrial Engineer)
  • Gustave Eiffel (Industrial Engineer)
  • Alvar Aalto (Modern Engineer)
  • Charles Correa (Information Engineer)
  • Jamseth Tata (Information Merchant)
  • Masaru Ibuka (Information Merchant)

Summary of key strengths
  • Range of early bonuses can make Egypt unpredictable early on, especially with Egyptian Cleopatra
  • Decent early-rush potential
  • Consistently effective wonder construction
  • Good at both wonder-centric and terrain-centric approaches to cultural victory
England


Start Bias

Coastal (tier 3)
Coal (tier 5)
Iron (tier 5)

Uniques

Civilization Ability: Workshop of the World
  • Iron and coal mines produce +2 copies of their resources per turn.
  • Harbour buildings increase the strategic resource stockpile limit by 10 each.
  • +20% production to all Industrial Zone buildings.
  • +100% production to Military Engineers; they have +2 charges.
  • The following buildings receive a +4 bonus to their main yield when powered: Airport, Broadcast Centre, Factory, Food Market, Research Lab, Shopping Mall, Stock Exchange.

Eleanor of Aquitaine's Leader Ability: Court of Love
  • Great Works, relics and artefacts under your control produce -1 loyalty in cities owned by other civs within 9 tiles.
    • This is counted from the city centre, not the tile the Great Work is situated in.
  • If a city owned by another civ becomes a free city and Eleanor is placing loyalty pressure upon it, it immediately falls under her control.

Victoria's Leader Ability: Pax Britannica
  • The first city founded on each foreign continent grants you a free melee infantry unit and +1 trade route capacity.
    • The free unit will be the strongest you can currently train based on your technology; strategic resources are ignored.
    • The free unit will start will full health and can move and fight immediately.
  • Constructing a Royal Navy Dockyard grants you a free naval unit on the district's tile.
    • The free unit will be the strongest you can currently build based on your technology (ranged strength included); strategic resources are ignored.
    • Sea Dogs take priority over Frigates which take priority over Caravels, and Missile Cruisers take priority over Nuclear Submarines.

Victoria's Unique Unit: Redcoat
Industrial era, melee infantry, replaces Line Infantry
  • Costs 10 nitre, down from 20
  • 75 strength, up from 70
  • +10 strength on a foreign continent
  • Disembarking costs just one movement point

Unique Unit: Sea Dog
Renaissance era, naval raider, replaces Privateer
  • 55 ranged strength, up from 50
  • Can capture non-Barbarian naval units when destroying them
    • The chance of this scales based on the strength difference between the Sea Dog and the unit it defeats. Units with less melee strength are more likely to be captured.
    • Captured units will start at 25 health.
    • Captured Privateers will not be converted into Sea Dogs.
    • Captured unique naval units will not revert to their generic counterparts.

Unique District: Royal Navy Dockyard
(Classical era, replaces Harbour)
  • -50% production cost
  • +2 gold adjacency bonus and +4 loyalty per turn when constructed on a foreign continent
  • 2 Great Admiral Points per turn, up from 1
  • All naval units built or purchased in this city have +1 movement point, retained when the units are upgraded.

Strategy

England is best at domination and scientific victories. Eleanor is inclined towards culture as well.

Building a Royal Navy Dockyard in a city followed by a couple of Galleys can get your exploration off to a great start. Try and find a new continent, and settle it extensively. The Ancestral Hall Government Plaza building will give those cities Builders; use them to chop down trees to rush more Royal Navy Dockyards. Getting the Free Inquiry Golden Age dedication in the classical or medieval era will cause those cities to generate lots of science. Get some Monuments as well to get through key civics - the Naval Infrastructure policy card available at the medieval-era Naval Tradition civic doubles Royal Navy Dockyard adjacency, adding to Free Inquiry further.

Victoria can use Free Inquiry to beeline the Military Science technology for early Redcoats. With a massive +15 strength advantage over regular Line Infantry on foreign continents, they are an excellent tool for domination. Royal Navy Dockyards and Sea Dogs together allow you to raise a huge navy with minimal investment, and extra trade routes can help cover the resulting maintenance costs.

Alternatively, either leader can rush to Industrialisation. England can develop Industrial Zones quickly, and will be rewarded with much stronger powered buildings. This is most impactful for Factories, Research Labs and Broadcast Centres, all of which can aid in cultural, domination and scientific games to varying extents. More efficient Military Engineers make them effective at developing weaker cities - you can chop trees for a low cost, or rush Aqueducts, Canals, Dams or Flood Barriers there.

Eleanor can take cities without warfare, though this is most effective late in the game. To prepare, expand to plenty of closely-packed cities and build lots of Theatre Squares. Build Art Museums in border cities as you can easily move in Great Works. Just three Rock Bands with the Indie promotion can make any rival city into a free city - try rushing to the future-era Cultural Hegemony civic to pick up the Hallyu wildcard.

Governments and Government Buildings
  1. Classical Republic | Ancestral Hall
  2. Merchant Republic | Intelligence Agency
  3. Any | National History Museum (Eleanor) or Royal Society or War Department
  4. Synthetic Technocracy or Digital Democracy
Key policy cards
  • Any which boost loyalty
  • Any which boost trade route yields
  • Colonisation
  • Veterancy
  • Craftsmen
  • Naval Infrastructure
  • Press Gangs
  • Rationalism
  • Colonial Taxes
  • Grand Armee (Victoria)
  • Military Research
  • Economic Union
  • Third Alternative
  • Hallyu (Eleanor)
Key age bonuses
  • Free Inquiry (Golden Age)
  • Hic Sunt Dracones (Golden Age)
  • Reform the Coinage (Golden Age)
  • Robber Barons (Dark Age)
  • Flower Power (Dark Age) (Eleanor)
Key resolutions
  • Espionage Pact - Effect B on Great Work Heist (Eleanor)
  • Global Energy Treaty - Effect A
  • Nobel Prize in Literature - Vote in favour (Eleanor)
  • Patronage - Effect A on any GWAM (Eleanor)
  • Urban Development Treaty - Effect A on Harbours/Industrial Zones, or Theatre Squares as Eleanor
Pantheons
  • Divine Spark (Eleanor)
  • God of the Sea
Religious beliefs
  • Cathedral (Eleanor)
  • Religious Colonisation
Key city-states
  • Any which boost trade route yields
  • Akkad (Victoria)
  • Auckland
  • Bologna
  • Cardiff
  • Kandy (Eleanor)
  • Mexico City
  • Yerevan (Eleanor)
Key wonders
  • Any with trade bonuses
  • Any with Great Work slots (Eleanor)
  • Great Lighthouse
  • Mausoleum at Halicarnassus
  • Casa de Contratación
  • Taj Mahal (Eleanor)
  • Torre de Belém
  • Venetian Arsenal
  • Ruhr Valley
  • Biosphère
Key Great People
  • Any with loyalty bonuses
  • Leif Erikson (Medieval Admiral)
  • Rajendra Chola (Medieval Admiral)
  • Francis Drake (Renaissance Admiral)
  • Giovanni de Medici (Renaissance Merchant) (Eleanor)
  • Nikola Tesla (Modern Engineer)

Summary of key strengths
  • Excellent colonising potential
  • Eleanor: Take over cities in peace-time
  • Victoria: Huge navy at a low cost
Ethiopia


Start Bias

Desert Hills (tier 2)
Grassland Hills (tier 2)
Plains Hills (tier 2)
Tundra Hills (tier 2)

Uniques

Civilization Ability: Aksumite Legacy
  • Improved resource tiles each grant their city +1 faith per improved copy of that resource in the city's territory
    • As an 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.
    • Improvements do not have to be worked to provide this yield.
  • International trade routes yield +0.5 faith for every resource in the origin city
  • May purchase Archaeological Museums and Archaeologists with faith

Menelik II's Leader Ability: Council of Ministers
  • Cities founded on hills generate bonus science and culture equal to 15% of their faith output
  • All military and religious units receive +4 strength when fighting in hills
    • This strength bonus is determined by the defending unit's location.

Unique Unit: Oromo Cavalry
Medieval era, light cavalry, replaces Courser
  • Costs 10 horses, down from 20 (-50%)
  • 48 strength, up from 46
  • 3 sight, up from 2
  • Ignores movement cost of hills

Unique Improvement: Rock-Hewn Church
Classical era, requires Drama and Poetry civic
  • Must be built on a featureless hills or volcanic soil tile within your own territory and not adjacent to another Rock-Hewn Church
  • +1 faith
  • +1 faith per adjacent hills or mountain tile
  • Can never be removed by natural hazards; only pillaged.
  • Flight: Faith yield added to tourism. This includes any faith added from the Earth Goddess or Fire Goddess pantheons.
  • Base pillage yield: 25 faith

Strategy

Ethiopia is best at religious and cultural victories, and works well at science as well.

Always settle on hills if you can as Ethiopia, as you'll gain some easy extra culture and science for every point of faith you generate in those cities - which can more than make up for pushing for early Holy Sites to secure a religion. Very hilly or mountainous areas are ideal for the Rock-Hewn Church, which generate so much faith they're worth working early in the game. Try getting the Earth Goddess pantheon for even more faith - it'll even add to the tourism the improvement offers with Flight.

Improving resources will give you bonus faith even if you don't work them, especially in cities with large quantities of the same resource. The cities most likely to fit this criteria are coastal or island cities with a large quantity of fish, so consider those locations and not just hill/mountain-heavy areas. You'll need plenty of Builders to improve all those resources - the Monumentality Golden Age dedication will help greatly if you can manage it.

The Oromo Cavalry is among the game's most mobile units and with the Depredation promotion becomes an excellent pillager. They're also great as a scout though they're not exceptionally strong in direct combat. Still, they can easily slip out of harm's way if they get injured.

While Ethiopia's faith strong output is ideal for a religious game, they also have an extra option to use it in a cultural game, as they can purchase Archaeological Museums and Archaeologists with faith. With help from Governor Moksha (the Cardinal), you can buy a Theatre Square in a new city, spend 600 gold for an Amphitheatre and spend your way with to an Archaeologist. This can give you a considerable head start at the Archaeology game allowing you to accumulate quite a lot of tourism before most other civs can.

Governments and Government Buildings
  1. Classical Republic | Ancestral Hall
  2. Theocracy | Grand Master's Chapel or Intelligence Agency
  3. Any | Any
  4. Any
Key policy cards
  • Any which boost trade yields
  • Colonisation
  • Ilkum
  • Scripture
  • Chivalry
  • Serfdom
  • Logistics
  • Simultaneum
  • Public Works
  • Heritage Tourism
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Monasticism (Dark Age)
  • Monumentality (Golden Age)
  • Reform the Coinage (Golden Age)
  • Flower Power (Dark Age)
Key resolutions
  • Espionage Pact - Effect B on Great Work Heist
  • Heritage Organisation - Effect A on artefacts
  • Nobel Prize in Literature - Vote in favour
  • Trade Policy - Effect A on yourself or your main trading partner
  • Urban Development Treaty - Effect A on Holy Sites
Pantheons
  • Divine Spark
  • Earth Goddess
  • Fire Goddess
  • Religious Idols
  • Religious Settlements
  • Stone Circles
Religious beliefs
  • Dar-e Mehr
  • Divine Inspiration
  • Reliquaries
  • Work Ethic
Key city-states
  • Any which boost trade route yields
  • Anshan
  • Fez
  • Kandy
  • Mogadishu
  • Valletta
Key wonders
  • Any with trade bonuses
  • Great Bath
  • Pyramids
  • Jebel Barkal
  • Petra
  • Terracotta Army
  • Mont St. Michel
  • St. Basil's Cathedral
  • Hermitage
  • Golden Gate Bridge
Key Great People
  • Any with trade bonuses
  • Marcus Lacinius Crassus (Classical Merchant)
  • Giovanni de Medici (Renaissance Merchant)
  • Mary Leakey (Atomic Scientist)

Summary of key strengths
  • Good culture/science yields even when pushing for religion
  • Reasonably good defence, with the most mobile unit for its era
France


Start Bias

Rivers (tier 3)

Uniques

Civilization Ability: Grand Tour
  • Double tourism from world wonders
  • +20% production towards medieval, renaissance and industrial-era wonders

Black Queen Catherine's Leader Ability: Catherine's Flying Squadron
Note: Black Queen Catherine is the default Catherine de' Medici for those without the Persona Pack.
  • +1 level of diplomatic visibility to all met civilizations
  • +1 Spy capacity at the Castles technology, and gain a free Spy
  • All new Spies start with a free promotion

Eleanor of Aquitaine's Leader Ability: Court of Love
  • Great Works, relics and artefacts under your control produce -1 loyalty in cities owned by other civs within 9 tiles.
    • This is counted from the city centre, not the tile the Great Work is situated in.
  • If a city owned by another civ becomes a free city and Eleanor is placing loyalty pressure upon it, it immediately falls under her control.

Magnificence Catherine's Leader Ability: Catherine’s Magnificences
  • All luxury resource tiles adjacent to at least one Theatre Square district or Chateau yield +2 culture.
  • Cities with Theatre Squares have access to the Court Festival project.
    • When completed, 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.
      • 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.
    • As with other district projects, the cost increases scaling with the proportion of the game's technologies or civics (whichever is higher) you have unlocked.

Unique Unit: Garde Impériale
Industrial era, melee infantry, replaces Line Infantry
  • Costs 10 nitre, down from 20 (-50%)
  • +10 strength on the continent containing your capital
  • Gains +10 Great General Points when it kills a unit

Unique Improvement: Chateau
Renaissance era, requires Humanism civic
  • Must be constructed in your own territory, adjacent to a bonus or luxury resource and not another Chateau.
  • +2 culture, +1 gold
  • +2 gold if adjacent to a river
  • +1 culture per adjacent wonder
  • +1 appeal to adjacent tiles
  • Flight technology: Culture output added to tourism
  • Base pillage yield: 25 faith

Strategy

France is by far most effective at cultural victories.

France's three different leaders all play the cultural game, but all have their own unique take on it.

Black Queen Catherine has the most straightforward start, and her diplomatic visibility bonus adds extra strength to keep you safe. Start the game by settling cities reasonably spaced apart so there's room for farms and wonders. With the Printing technology, she'll know when any met civ in the game has started construction on a wonder, allowing you to react accordingly to ensure you take it. Furthermore, an extra Spy can be amazing for setting back other civs without going to war, or for stealing Great Works. Knowing when another civ is starting work on missions to Mars and having the Spies to disrupt it can save you from defeat.

Eleanor can take cities without warfare, though this is most effective late in the game. To prepare, expand to plenty of closely-packed cities and build lots of Theatre Squares. Build Art Museums in border cities as you can easily move in Great Works. Just three Rock Bands with the Indie promotion can make any rival city into a free city - try rushing to the future-era Cultural Hegemony civic to pick up the Hallyu wildcard.

Magnificence Catherine can go slowly, playing at first like Black Queen Catherine without the espionage bonuses, before colonising other continents for luxuries and then making lots of Court Festivals. Alternatively, you can risk it all on a fast route to cultural victory - build loads of cities with Theatre Squares, trade for every luxury you can get and complete as many Court Festivals as possible.

All three leaders share a bonus to building wonders, though Magnificence Catherine will probably use this the least. Wonders from earlier eras are worth more tourism, especially if you can get to later research eras quickly. Chateaux are an extra source of tourism with Flight, and you don't even need to work them. Garde Impériale can aid you in capturing wonders.

Governments and Government Buildings
  1. Classical Republic or Autocracy | Audience Chamber or Ancestral Hall
  2. Merchant Republic or Monarchy | Intelligence Agency
  3. Democracy or Communism | National History Museum
  4. Digital Democracy or Corporate Libertarianism, or Synthetic Technocracy for Magnificence Catherine
Key policy cards
  • Aesthetics
  • Gothic Architecture
  • Serfdom
  • Machiavellianism (BQ Catherine)
  • Grand Armee
  • Skyscrapers
  • Nuclear Espionage (BQ Catherine)
  • Cryptography (BQ Catherine)
  • Hallyu (Eleanor)
  • Non-State Actors (BQ Catherine)
Key age bonuses
  • Heartbeat of Steam (Golden Age)
  • Bodyguard of Lies (Golden Age) (BQ Catherine)
  • Flower Power (Dark Age) (Eleanor)
  • Wish You Were Here (Golden Age)
  • Automated Workforce (Dark Age) (Magnificence Catherine)
Key resolutions
  • Espionage Pact - Effect A (BQ Catherine) or Effect B on Great Work Heist (Eleanor)
  • Luxury Policy - Effect A (Magnificence Catherine)
  • Nobel Prize in Literature - Vote in favour
  • Patronage - Effect A on any GWAM
  • Urban Development Treaty - Effect A on Theatre Squares (Eleanor)
Pantheons
  • Any food or production boost
  • City Patron Goddess (Magnificence Catherine)
  • Earth Goddess
  • Religious Settlements
Religious beliefs
  • Cathedral (Eleanor)
  • Defender of the Faith
  • Divine Inspiration
  • Sacred Places
Key city-states
  • Bologna
  • Brussels
  • Hong Kong (Magnificence Catherine)
  • Kandy (Eleanor)
  • Mitla
  • Yerevan (Eleanor)
Key wonders
  • Any with Great Work slots (Eleanor)
  • Apadana
  • Temple of Artemis
  • Mausoleum at Halicarnassus
  • Any medieval to industrial, but especially:
    • Alhambra
    • Forbidden City
    • Potala Palace
    • Ruhr Valley
    • Taj Mahal
  • Eiffel Tower
  • Golden Gate Bridge
Key Great People
  • Colaeus (Classical Merchant) (Magnificence Catherine)
  • Bi Sheng (Medieval Engineer)
  • Imhotep (Medieval Engineer)
  • Isidore of Miletus (Medieval Engineer)
  • Ferdinand Magellan (Renaissance Admiral) (Magnificence Catherine)
  • Filippo Brunelleschi (Renaissance Engineer)
  • Gustave Eiffel (Industrial Engineer)
  • Mary Katherine Goddard (Modern Merchant) (BQ Catherine)

Summary of key strengths

  • Strong tourism output
  • Black Queen Catherine: Good defence; espionage advantages are great against scientific civs
  • Eleanor: Take over cities in peace-time
  • Magnificence Catherine: Potential for very fast cultural victory
Gaul


Start Bias

Copper (tier 2)
Diamonds (tier 2)
Iron (tier 2)
Jade (tier 2)
Mercury (tier 2)
Salt (tier 2)
Silver (tier 2)

Uniques

Civilization Ability: Hallstat Culture
  • 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.
  • Speciality districts do not receive the standard +0.5 adjacency from other districts.
    • This does not affect specific district-to-district adjacency bonuses, like Government Plazas providing +1 to other districts' adjacency, Harbours receiving +2 gold from city centres, or Theatre Squares receiving +2 culture from Entertainment Complexes and Water Parks; these are still in effect.
  • Speciality districts receive +0.5 adjacency from mines.
  • Mines provide +1 culture
  • Mines provide +1 tourism with the modern-era Flight technology.
  • Mines culture bomb adjacent unowned tiles when built.
    • 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).

Ambiorix's Leader Ability: King of the Eburones
  • When training any military or support unit, gain culture equal to 20% of the unit's production cost.
    • You do not receive culture if the unit is purchased.
  • Melee infantry, anti-cavalry and land ranged units receive +2 strength per adjacent military unit.
    • This applies regardless of whether the adjacent units are owned by you or not.

Unique Unit: Gaesatae
Ancient era, melee infantry, replaces Warrior
  • Costs 60 production, 240 gold or 120 faith, up from 40, 160 and 80 respectively (+50%)
  • +10 strength vs. units with a higher base melee strength.
  • +5 strength when attacking city centres and other districts.
  • Obsoletes at the medieval-era Apprenticeship technology, instead of the classical-era Iron Working technology
  • Upgrades directly to Men-at-Arms instead of Swordsmen.

Unique District: Oppidum
Classical era, replaces Industrial Zone
  • Arrives at the classical-era Iron Working technology, instead of the medieval-era Apprenticeship technology.
  • Does not gain +2 production adjacency from Aqueducts, Canals or Dams.
  • Does not gain +0.5 production adjacency from districts or lumber mills.
  • Does not inherently gain +0.5 production adjacency from mines (this is instead provided by the Gallic civ ability).
  • -50% production cost
  • Completing your first Oppidum instantly completes the medieval-era Apprenticeship technology, regardless of whether or not you have the prerequisites.
  • +2 production per adjacent strategic resource, up from +1.
  • +2 production per adjacent quarry, up from +1.
  • Has its own health (akin to an Encampment). Gains outer defences and can perform a ranged attack if the city has walls or urban defences.
  • Grants no yield to pillagers.
  • May only be pillaged by having its health reduced to 0 or by enemy Spies using the Sabotage Production mission.

Strategy

Gaul is best at domination victories.

With some Gaesatae units and Archers, Gaul can be terrifyingly effective at early rushes. Keep your military units packed together for maximum strength bonuses - a front line of Gaesatae units, a second line of Archers and a third line of injured units that need to heal up is a reasonable combination. As you can gain strength from adjacent enemy units, their flanking bonuses won't post a threat to you. Grab Iron Working quickly for your first Oppidum district, build it and you'll instantly be able to upgrade your Gaesatae units to Men-at-Arms for a huge strength advantage.

Training units grants extra culture via Ambiorix's leader ability, and you'll get extra culture for having mines as well. This allows Gaul to keep ahead in the race for civics without needing to invest in Theatre Squares. Stack bonuses to unit production for more efficient culture outputs. As naval units have bigger production bonuses from policy cards than other units, if you want to optimise your culture output, focus on building them.

Gaul can't place districts adjacent to a city centre, nor do they gain district adjacency from other districts, though to compensate they can receive minor district adjacency from mines and they can quickly seize land by building mines. This makes Gallic city placement more driven by terrain than is the case for many other civs, and substantially weakens Harbours. Look out for stone, gypsum, marble and strategic resources in particular as they'll add considerably to production yields for the unique Oppidum district.

Oppidums are cheap to build and are a great source of production in new cities, but because their adjacency requirements are largely out of your control, they lack the yield potential of many other unique districts. However, their ability to defend themselves gives Gaul a massive advantage when it comes to securing land. You can use both Oppidums and Encampments together to make a tough wall your enemies can't easily break through, or secure two different chokepoints at once. Oppidums also can't be directly pillaged (making them safer from natural hazards) and give no yield to civs that destroy them, though they're still susceptible to Spies.

Governments and Government Buildings
  1. Oligarchy | Warlord's Throne
  2. Merchant Republic | Intelligence Agency
  3. Fascism | War Department
  4. Corporate Libertarianism
Key policy cards
  • Agoge
  • Conscription
  • Ilkum
  • Bastions
  • Limes
  • Craftsmen
  • Feudal Contract
  • Professional Army
  • Retinues
  • Serfdom
  • Force Modernisation
  • Grand Armee
  • Five Year Plan
  • Levee en Masse
  • Cryptography
  • Military First
Key age bonuses
  • Twilight Valour (Dark Age)
  • To Arms! (Golden Age)
  • Collectivism (Dark Age)
Key resolutions
  • Espionage Pact - Effect B on Sabotage Production
  • Mercenary Companies - Effect B on production
  • Military Advisory - Effect A on melee infantry, anti-cavalry or land ranged units
  • Patronage - Effect A on Great Engineers
  • Urban Development Treaty - Effect A on Industrial Zones
Pantheons
  • God of Craftsmen
  • God of the Forge
  • Religious Idols
  • Stone Circles
Religious beliefs
  • Defender of the Faith
  • Tithe
Key city-states
  • Akkad
  • Mexico City
  • Taruga
  • Valletta
  • Wolin
Key wonders
  • Petra
  • Statue of Zeus
  • Terracotta Army
  • St. Basil's Cathedral
  • Ruhr Valley
Key Great People
  • Themistocles (Classical Admiral)
  • Trưng Trắc (Classical General)
  • James of St. George (Medieval Engineer)
  • Mimar Sinan (Renaissance Engineer)
  • James Watt (Industrial Engineer)
  • Nikola Tesla (Modern Engineer)
  • Chester Nimitz (Atomic Admiral)
  • Dwight Eisenhower (Atomic General)
  • Georgy Zhukov (Atomic General)

Summary of key strengths
  • Strong early rush potential
  • Devastatingly powerful land armies; both strong quality and quantity of units
  • Excellent defensive capabilities
Georgia


Start Bias

None.

Uniques

Civilization Ability: Strength in Unity
  • Golden and Heroic Age dedications also provide their Normal Age era score bonuses.
  • +50% production when building Ancient Walls, Medieval Walls and Tsikhe buildings.

Tamar's Leader Ability: Glory of the World, Kingdom and Faith
  • Killing military units provides faith equal to 50% of their melee strength.
    • This stacks with the God of War pantheon for 100% of the unit's melee strength.
  • Whenever you gain an envoy in a city-state following the religion present in the majority of your cities, gain an additional envoy.
    • If no single religion is dominant in at least half your cities, the bonus will not apply.
    • This does not affect Amani (the Diplomat)'s +2 envoy boost when present in a city-state.
    • This takes effect after the effect of the Religious Unity founder belief, so it will always create two envoys instead of one.
    • Sending your first envoy to a city-state with your religion present while you have the Diplomatic League or Containment policy card active will only grant three envoys, not four.

Unique Unit: Khevsur
Medieval era, melee infantry, replaces Man-at-Arms
  • Requires the Military Tactics technology instead of Apprenticeship
  • Costs 10 iron to train, down from 20 (-50%)
  • Has 48 strength, up from 45
  • +7 strength when attacking into or defending on hill tiles
  • Hill tiles cost 1 movement point to enter instead of 2.

Unique Building: Tsikhe
Renaissance era, requires Ancient Walls and Medieval Walls, replaces Renaissance Walls
  • Costs 260 production/520 faith, down from 300/600 respectively (-13%)
  • Provides 4 faith per turn
  • During a Golden or Heroic Age, provides an additional +4 faith, and +3 tourism with the modern-era Conservation civic.
  • Provides 200 health to city outer defences, up from 100 (+100%).

Strategy

Georgia is best at diplomatic and religious victories.

Train a few Slingers or Warriors at the start of the game, kill some Barbarians and you can secure a pantheon very early in the game as Georgia. Divine Spark is a good choice as it allows you to secure a religion with just a couple of Holy Sites, saving precious production early in the game where expansion is crucial. Aiding Georgia's early development and expansion is the Khevsur UU, with good mobility and great strength on hill tiles. They're great defensively, but with help from Battering Rams, they're not bad at attacking either.

With some early development out of the way, you can look into Georgia's key advantages.

Normally, every Golden Age you enter increases the threshold to the next one, making it hard to chain them together. For Georgia, however, you can keep the era score of a dedication bonus while picking up its Golden Age bonus, making it much easier to keep up a constant Golden Age. Some great ways to gain era score include destroying Barbarian Outposts, converting cities of civs you're at war with, building wonders, and creating National Parks later in the game.

Georgia's other key advantage that they gain envoys twice as fast in city-states that follow their religion. That can get you to the 3 and 6-envoy thresholds quickly, granting you all sorts of advantages for cities with the corresponding buildings. Becoming suzerain over more city-states gives Georgia a great advantage at diplomatic favour generation.

Finally, Georgia has great defensive capabilities thanks to their bonus to wall construction and the Tsikhe unique building. A city with a Tsikhe defends as well as a city with urban defences, making you virtually untouchable for an era or two. It also generates a good amount of faith, which adds up considerably as it's the only unique building in the game that is neither tied to specific terrain or a specific district, so you can build it in every city. Avoid researching Steel until you have them all built though, as the technology will prevent you building any more.

Governments
and Government Buildings
  1. Oligarchy or Classical Republic | Ancestral Hall
  2. Monarchy or Theocracy | Any
  3. Democracy | Royal Society or War Department
  4. Digital Democracy or Synthetic Technocracy
Key policy cards
  • Discipline
  • Revelation
  • Charismatic Leader
  • Diplomatic League
  • Limes
  • Feudal Contract
  • Gothic Architecture
  • Merchant Confederation
  • Military Research
  • Skyscrapers
  • Gunboat Diplomacy
  • Containment
Key age bonuses
  • Monumentality (Golden Age/Dedication)
  • Exodus of the Evangelists (Golden Age/Dedication)
Key resolutions
  • City-State Emergency - Vote in favour
  • Espionage Pact - Effect B on Fabricate Scandal
  • Nobel Peace Prize - Vote in favour
  • Urban Development Treaty - Effect A on city centres
Pantheons
  • Divine Spark
  • God of War
  • Initiation Rites
Religious beliefs
  • Divine Inspiration
  • Pagoda
  • Papal Primacy
  • Religious Unity
Key city-states
  • Ayutthaya
  • Brussels
  • Fez
  • Valletta
Key wonders
  • Stonehenge
  • Apadana
  • Jebel Barkal
  • Mahabodhi Temple
  • Kilwa Kisiwani
  • Potala Palace
  • Taj Mahal
  • Országház
  • Statue of Liberty
Key Great People
  • Any which provide envoys
  • Isidore of Miletus (Medieval Engineer)
  • James of St. George (Medieval Engineer)
  • Filippo Brunelleschi (Renaissance Engineer)
  • Gustave Eiffel (Industrial Engineer)

Summary of key strengths
  • Strong defence, particularly in the renaissance era
  • Maintains Golden Ages; hence has consistently strong loyalty
  • Extremely strong ability to generate envoys; great in the World Congress as a result
Germany


Start Bias

Rivers (tier 5)

Uniques

Civilization Ability: Free Imperial Cities
  • The district limit in all cities is increased by 1.

Frederick Barbarossa's Leader Ability: Holy Roman Emperor
  • All governments receive an extra military policy card slot.
  • All military units have a +7 strength bonus against city-states and their units.
    • This does not apply against levied units.

Unique Unit: U-Boat
Modern era, naval raider, replaces Submarine
  • Costs 510 gold to upgrade to a Nuclear Submarine, up from 410 (+24%)
  • Costs 430 production/1720 gold, down from 480 production/1920 gold (-10%)
  • Costs 310 gold to upgrade to from a Privateer, down from 410 (-24%)
  • Does not require oil resources
  • 3 sight, up from 2.
  • +10 strength and ranged strength when fighting in ocean tiles
    • This is based on where the defending unit is located.

Unique District: Hansa
Medieval era, replaces Industrial Zone
  • Does not provide the usual +1 production bonus from adjacent quarries
  • Does not provide the usual +0.5 production bonus per adjacent mine or lumber mill
  • -50% production cost
  • +2 production per adjacent Commercial Hub district
    • This stacks with the +1 production bonus per adjacent two districts, so a Hansa adjacent to two Commercial Hubs will receive a +5 production bonus.
  • +1 production per adjacent resource of any kind instead of just strategic resources
    • This includes resources in adjacent coastal tiles

Strategy

Germany is best at scientific and domination victories.

Germany's one of the best civs around at city development, but you can really make use of your strength bonus against city-states for some early expansion as well. That may result in a city-state emergency against you, but win, and you'll be rewarded with a substantial amount of gold. An extra military policy card may appear to be a bonus intended for a war-heavy game - it can be, but you can also use it to cover a weakness in some of the more peaceful governments like Classical Republic.

Settle your cities close together so you can cluster lots of Commercial Hubs and Hansas and receive huge adjacency bonuses. A good arrangement is to make a zigzag of Commercial Hubs and place Hansas either side of it. All that production will be great for filling up Germany's increased district capacity, chasing up eureka boosts and building military units. The one problem is that Hansas are vulnerable to Spies, so make sure you either use the right policy cards or have Spies on counterspy operations ready.

U-Boats are a bit of a niche unit as UUs go, but they still perform admirably in the role of intercepting enemy fleets before they can reach your shores. With an extended sight range, you can keep a lot of ocean visible ensuring you know exactly what their attack angle will be. Their low cost and lack of oil requirement means it's easy to spare some production for them.

Governments and Government Buildings
  1. Classical Republic or Oligarchy | Warlord's Throne or Ancestral Hall
  2. Merchant Republic | Intelligence Agency
  3. Any | Royal Society or War Department
  4. Synthetic Technocracy or Corporate Libertarianism
Key policy cards
  • Limitanei
  • Insulae
  • Praetorium
  • Craftsmen
  • Medina Quarter
  • Town Charters
  • Drill Manuals
  • Liberalism
  • Machiavellianism
  • Total War
  • Collectivisation
  • Economic Union
  • Five Year Plan
  • New Deal
  • Science Foundations
  • Cryptography
  • Integrated Space Cell
  • International Waters
  • Communications Office
Key age bonuses
  • Free Inquiry (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Heartbeat of Steam (Golden Age)
  • Collectivism (Dark Age)
Key resolutions
  • Espionage Pact - Effect B on Industrial Zone Sabotage
  • Global Energy Treaty - Effect A on Coal Power Plants
  • International Space Station - Vote in favour
  • Nobel Prize in Physics - Vote in favour
  • Patronage - Effect A on Great Engineers
  • Urban Development Treaty - Effect A on Industrial Zones
Pantheons
  • City Patron Goddess
  • God of the Forge
  • Goddess of the Hunt
Religious beliefs
  • Stewardship
  • Zen Meditation
Key city-states
  • Bologna
  • Mexico City
  • Muscat
Key wonders
  • Mausoleum at Halicarnassus
  • Great Zimbabwe
  • Venetian Arsenal
  • Ruhr Valley
  • Amundsen-Scott Research Station
Key Great People
  • Leif Erikson (Medieval Admiral)
  • Rajendra Chola (Medieval Admiral)
  • James Watt (Industrial Engineer)
  • Nikola Tesla (Modern Engineer)
  • Robert Goddard (Modern Engineer)
  • Chester Nimitz (Atomic Admiral)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)
  • Kenzo Tange (Information Engineer)
  • Masaru Ibuka (Information Merchant)
  • Stephanie Kwolek (Information Scientist)

Summary of key strengths
  • Reasonable early expansion potential via bonuses against city-states
  • Powerful production
  • Great at city development even with low food or housing
Gran Colombia


Start Bias

Gran Colombia has no start bias.

Uniques

Civilization Ability: Ejército Patriota
  • All units gain +1 movement.
  • Promoting a unit does not end its turn nor does it cost movement points.

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

Simón Bolívar's Unique Great Person: Comandante General
  • Non-competitive unlike other Great People, so other civs cannot deny you them
  • Does not grant era score when earned, unlike other Great People. However, like Great Generals, grants +2 era score the first time a unit you own within two tiles scores a kill.
  • Offers +5 strength to owned land military units within two tiles.
    • This stacks with the bonus offered by Great Generals, though not with the bonus from other Comandante Generals.
    • This bonus is not tied to an era, unlike the Great General bonus, so it can apply to ancient-era units.
  • Has a unique set of retirement bonuses:
    • 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.

Unique Unit: Llanero
Industrial era, light cavalry, replaces Cavalry
  • Maintenance cost of 2 gold per turn, down from 5 (-60%)
  • +2 strength per adjacent Llanero
  • Heals to full health when a Comandante General is retired within two tiles of this unit.

Unique Improvement: Hacienda
Renaissance era, requires Mercantilism
  • Must be constructed on featureless grassland, grassland hills, plains or plains hills within your own lands
  • +2 gold, +1 production, +0.5 housing
  • 1 food per two adjacent plantations
  • 1 production per two adjacent Haciendas
  • Replaceable Parts technology: Adjacency from plantations changed to +1 food per adjacent plantation.
  • Rapid Deployment civic: Adjacency from Haciendas changed to +1 production per adjacent Hacienda.
  • Pillage yield: Pillager heals 50 health.

Strategy

Gran Colombia is best at domination victories.

Mobility is key to Gran Colombia, as all their units are faster - even civilians and religious units! Early on, you can use this mobility to discover land faster and get new Settlers where they need to be sooner. Use this precious early time to build up a couple of Encampments and train some Archers alongside general city expansion.

Once the classical game era begins, you'll receive your first Comandante General, and around that time you'll be likely to gain your first Great General as well. Comandante Generals boost the strength of all land military units regardless of era, so combined with Archers they can make a force comparable to Nubia's Pítati Archers in power. However, a Great General and Comandante General together for an appropriate era's units can be worth an impressive +10 strength as well as +1 movement! This extra mobility is most effective for siege units like Catapults, as they'll be able to move from a safe place to attacking a city in a single turn. Promotions not ending your turn can allow for even faster combat as your army can heal up as it goes.

Haciendas are a handy support improvement with moderate production and food - but crucially, has gold on top of these basic resources. This allows you to reliably work these tiles and enjoy the gold bonus, helping you to support subsequent military endeavours.

Finally, Llaneros are very powerful if massed in large numbers and, boosted by Comandante Generals, can rival atomic-era levels of strength. They can easily take down unfortified cities and units, though if a foe is using walls, a siege unit such as a Bombard or Artillery will help.

Governments and Government Buildings
  1. Oligarchy or Autocracy | Warlord's Throne
  2. Monarchy | Grand Master's Chapel or Intelligence Agency
  3. Fascism | War Department
  4. Corporate Libertarianism
Key policy cards
  • Manoeuvre
  • Strategos
  • Raid
  • Chivalry
  • Serfdom
  • Logistics
  • Public Works
  • Total War
  • Levee en Masse
  • After Action Reports
  • Integrated Attack Logistics
Key age bonuses
  • Monumentality (Golden Age)
  • Twilight Valour (Dark Age)
  • Hic Sunt Dracones (Golden Age)
  • Elite Forces (Dark Age)
Key resolutions
  • Military Advisory - Effect A on ranged land, light cavalry or siege units
Pantheons
  • God of the Forge
  • Goddess of Festivals
Religious beliefs
  • Missionary Zeal
Key city-states
  • Kabul
  • Wolin
Key wonders
  • Great Lighthouse
  • Terracotta Army
Key Great People
  • Hanno the Navigator (Classical Admiral)
  • Leif Erikson (Medieval Admiral)
  • Horatio Nelson (Industrial Admiral)
  • Georgy Zhukov (Atomic General)

Summary of key strengths
  • Consistently high mobility for all units
  • Comandante Generals offer a reliable strength advantage for all eras
Greece


Start Bias

Desert Hills (tier 3)
Grassland Hills (tier 3)
Plains Hills (tier 3)
Tundra Hills (tier 3)

Uniques

Civilization Ability: Plato's Republic
  • All governments receive an extra wildcard policy card slot.

Gorgo's Leader Ability: Thermopylae
  • Killing military units provides culture equal to 50% of their melee strength.
  • All units gain +1 strength per military policy card in your government.
  • Grievances created against Gorgo decay at double the usual rate.

Pericles' Leader Ability: Surrounded by Glory
  • National culture output increased by 5% per city-state under suzerainty
    • This does not take effect until the turn after gaining suzerain status in a city-state.
    • This is applied only at the national level, so it affects civic gain and domestic tourist accumulation, but does not affect city tile accumulation nor tourism from terrain after the Flight technology.

Unique Unit: Hoplite
Ancient era, anti-cavalry, replaces Spearman
  • 28 strength, up from 25
  • +10 strength when adjacent to at least one other Hoplite

Unique District: Acropolis
Classical era, replaces Theatre Square
  • Must be constructed on a hill tile
  • -50% production cost
  • 1 culture per adjacent district, up from 1 culture per two adjacent districts
  • 1 additional culture from adjacent city centres
  • Receive +1 envoy when the district is complete

Strategy

Greece as a whole favours cultural and diplomatic victories. Gorgo has a little bit less emphasis on them than Pericles but is good at domination as well.

An early wildcard slot offers a lot of flexibility, especially early in the game. If you like, you can take the Mysticism civic and pick up Inspiration for early Great Scientist Points, or Revelation for bonus Great Prophet Points. Gorgo can pick up the Oligarchy government and stack military policy cards for an impressive +8 strength bonus for Hoplites, while Pericles might want to stack bonuses to envoy accumulation.

The Hoplite unique unit offers a good amount of strength at a low cost. Two adjacent to each other have more strength than a Swordsman, and can stand up to even Knights reasonably effectively. Gorgo can take them on the offensive to pick off some cities and kill units for culture, while Pericles might want to show a bit more restraint.

Acropoles encourage you to settle next to hill tiles if possible, as building one next to a city centre produces enough culture for them basically to act as a second Monument. Coupled with either leader's abilities, Greece can end up with one of the game's best culture outputs - perfect for getting through the civics tree.

Every Acropolis you construct gives you an envoy, which is fine for Gorgo but great for Pericles as the more city-states you're suzerain over, the greater his culture output. Although Gorgo has a better up-front culture output, Pericles will overtake her later in the game. That makes getting to late-arriving tourism boosts much easier. Furthermore, becoming suzerain over lots of city-states is a great source of diplomatic favour, giving Greece an edge in the diplomatic game.

Governments and Government Buildings
  1. Oligarchy or Classical Republic (Pericles) | Warlord's Throne (Gorgo) or Ancestral Hall (Pericles)
  2. Monarchy | Foreign Ministry or Intelligence Agency
  3. Fascism (Gorgo) or Communism or Democracy (Pericles) | War Department (Gorgo) or National History Museum
  4. Digital Democracy or Corporate Libertarianism (Gorgo)
Key policy cards
  • Agoge
  • Inspiration
  • Limitanei
  • Revelation
  • Charismatic Leader
  • Diplomatic League
  • Praetorium (Gorgo)
  • Aesthetics
  • Merchant Confederation
  • Grand Opera
  • Gunboat Diplomacy
  • Defence of the Motherland (Gorgo)
  • Containment
  • Heritage Tourism
  • Satellite Broadcasts
  • Sports Media
  • Collective Activism
  • International Space Agency
Key age bonuses
  • Pen, Brush and Voice (Golden Age)
  • Twilight Valour (Dark Age)
  • Disinformation Campaign (Dark Age)
Key resolutions
  • Border Control Treaty - Effect A on yourself
  • City-State Emergency - Vote in favour
  • Espionage Pact - Effect B on Fabricate Scandal or Great Work Heist
  • Heritage Organisation - Effect A
  • Nobel Peace Prize - Vote in favour
  • Nobel Prize in Literature - Vote in favour
  • Patronage - Effect A on Great Artists, Writers or Musicians
  • Urban Development Treaty - Effect A on Theatre Squares.
  • World's Fair - Vote in favour
Pantheons
  • Divine Spark
  • God of the Forge
  • God of War (Gorgo)
Religious beliefs
  • Lay Ministry
  • Papal Primacy
  • Religious Unity
  • Jesuit Education
  • Zen Meditation
Key city-states
  • Antananarivo
  • Bologna
  • Grenada (Pericles)
  • Kumasi (Pericles)
  • Rapa Nui (Pericles)
  • Vilnius
Key wonders
  • Oracle
  • Apadana
  • Statue of Zeus
  • Terracotta Army
  • Alhambra
  • Kilwa Kisiwani
  • Forbidden City
  • Potala Palace
  • Big Ben
  • Bolshoi Theatre
  • Hermitage
  • Országház
  • Broadway
Key Great People
  • Any which provide envoys
  • Trưng Trắc (Classical General) (Gorgo)
  • Bi Sheng (Medieval Engineer)
  • Joaquim Marques Lisboa (Modern Admiral) (Gorgo)
  • Mary Leakey (Atomic Scientist)
  • Kenzo Tange (Information Engineer)

Summary of key strengths
  • Strong early-game thanks to the immediate wildcard policy card
  • Reasonable early-rush potential, especially with Gorgo
  • Very high culture output, especially with Pericles
  • Strong envoy generation
Hungary


Start Bias

River (tier 3)
Geothermal Fissure (tier 5)

Uniques

Civilization Ability: Pearl of the Danube
  • +50% production when constructing districts and buildings adjacent to, but the other side of a river from, their city centre.

Matthias Corvinus' Leader Ability: Raven King
  • When levying a city-state's units, gain two envoys with the respective city-state.
  • Levied city-state units gain +2 movement points and +5 strength.
  • Levied city-state units cost 75% less gold and strategic resources to upgrade.
    • This stacks multiplicatively, not additively, with appropriate policy cards, so upgrading units will never be free.

Matthias Corvinus' Unique Unit: Black Army
Medieval era, light cavalry, replaces Courser
  • Costs 205 production/820 gold/410 faith, up from 200/800/400 respectively (+2.5%)
  • Costs 260 gold to upgrade to from a Horseman, up from 250 (+4%)
  • Costs 10 horses, down from 20 (-50%)
  • 49 strength, up from 46
  • +3 strength for every adjacent controlled levied unit.

Unique Unit: Huszár
Industrial era, light cavalry, replaces Cavalry
  • Costs 335 production/1340 gold/670 faith, up from 330/1320/660 respectively (+1.5%)
  • 65 strength, up from 62
  • +3 strength for every alliance Hungary has active.
  • Costs 540 gold to upgrade to a Helicopter, down from 550 (-2%)

Unique Building: Thermal Bath
Industrial era, requires Entertainment Complex with Arena, replaces Zoo
  • Does not apply science to rainforest or marsh tiles.
  • Provides 2 amenities for cities within 6 tiles, up from 1 amenity, so long as they are not in range of another Thermal Bath.
  • Offers 2 production to cities within 6 tiles, so long as they are not in range of another Thermal Bath.
  • Adds 2 amenities and 3 tourism to its city if it has a geothermal fissue in the city limits.

Strategy

Hungary is best at domination and diplomatic victories.

At the start of the game, Hungary will typically start by a river, but don't be afraid to move your starting Settler within the first turn or two to get a location with more tiles on the other side of a river - it'll pay for itself before long with fast district and building construction.

Just one envoy (typically the first discovery bonus or researching Mysticism early) combined with Governor Amani (the Diplomat) gets you suzerain status with a city-state early on. Do that, then levy the troops before switching Amani to a different city-state to repeat the process. Before long, you can end up with a massive envoy advantage with a wide range of bonuses - and a fast, strong, cheap-to-upgrade army you can send against anyone you wish. Once you have a tier two government (Monarchy is ideal as it's unlocked fastest), you can build the Foreign Ministry for an even bigger advantage to levied units.

The Black Army unit complements your powerful levied units with a huge strength boost if they're adjacent to a lot of them. Bring some siege support and they can do masses of damage - and better still, you can upgrade them to Huszárs later to still have a bit of a strength advantage.

Be careful upgrading levied units to modern-era units. Matthias Corvinus' leader ability makes them cost no resources to upgrade, but resource maintenance will drain your units' strength if you have a deficit of the resource. Still, you can exploit this - you can go to Replaceable Parts before Refining to get some early Infantry, but keep the number you have low so the strength penalty isn't very high.

Finally, the Thermal Bath building offers a minor advantage to amenities and production. Amenities are useful for handling war weariness, and production is great for training units.

Governments and Government Buildings
  1. Oligarchy | Warlord's Throne or Ancestral Hall
  2. Monarchy | Foreign Ministry
  3. Fascism or Democracy | War Department or Royal Society
  4. Synthetic Technocracy
Key policy cards
  • Urban Planning
  • Charismatic Leader
  • Diplomatic League
  • Raid
  • Chivalry
  • Merchant Confederation
  • Professional Army
  • Logistics
  • Force Modernisation
  • Raj
  • Total War
  • Gunboat Diplomacy
  • Resource Management
  • Containment
  • Collective Activism
  • International Space Agency
Key age bonuses
  • Free Inquiry (Golden Age)
  • Twilight Valour (Dark Age)
  • Elite Forces (Dark Age)
  • To Arms! (Golden Age)
  • Disinformation Campaign (Dark Age)
Key resolutions
  • City-State Emergency - Vote in favour
  • Mercenary Companies - Effect A
  • Military Advisory - Effect A on light cavalry
  • Public Relations - Effect B on yourself
  • Urban Development Treaty - Effect A
Pantheons
  • City Patron Goddess
  • Divine Spark
  • River Goddess
Religious beliefs
  • Crusade
  • Stewardship
  • Religious Unity
Key city-states
  • Akkad
  • Ayutthaya
  • Bologna
  • Hattusa
  • Mexico City
  • Wolin
Key wonders
  • Oracle
  • Apadana
  • Terracotta Army
  • Kilwa Kisiwani
  • Országház
Key Great People
  • Any which grant envoys
  • Hypatia (Classical Scientist)
  • Ibn Khaldun (Renaissance Scientist)
  • Isaac Newton (Renaissance Scientist)
  • Leonardo da Vinci (Renaissance Engineer)
  • James Watt (Industrial Engineer)
  • Albert Einstein (Modern Scientist)
  • John Rockefeller (Modern Merchant)
  • Nikola Tesla (Modern Engineer)
  • Georgy Zhukov (Atomic General)

Summary of key strengths
  • Powerful city development
  • Strong ability to maintain city-state suzerain status
  • Can raise fast, strong armies at a low cost via levying
Inca


Start Bias

Desert Mountains (tier 2)
Grass Mountains (tier 2)
Plains Mountains (tier 2)
Snow Mountains (tier 5)
Tundra Mountains (tier 5)

Uniques

Civilization Ability: Mita
  • Mountains may be worked for 2 production, and +1 food per Terrace Farm adjacent to it.
    • The presence of a Ski Resort prevents you working mountains, though a Qhapaq Ñan improvement or mountain tunnel does not.
  • Mountains yield an additional 1 production starting in the industrial game era.

Pachacuti's Leader Ability: Qhapaq Ñan
  • Domestic trade routes receive +1 food per mountain tile in the origin city.
    • You do not need to be working these tiles to receive the bonus.

Pachacuti's Unique Improvement: Qhapaq Ñan
Ancient era, requires Foreign Trade civic
  • Must be built on a mountain in owned or neutral territory.
  • Allows land units of any civ to pass through this tile at the cost of 2 movement points.
  • Land units may move between tiles adjacent to two Qhapaq Ñan and/or Mountain Tunnel improvements owned by the same civ on the same mountain range for 2 movement points.
  • Melee land units adjacent to a Qhapaq Ñan improvement may attack enemy units on other tiles adjacent to other Qhapaq Ñan or Mountain Tunnel improvements owned by the same civ on the same mountain range.
  • Provides 15 points worth of transportation efficiency for international trade routes that pass through.
  • Provides visibility to the owner in its tile and adjacent tiles.
  • Unlike most other unique improvements, this is not destroyed if the tile changes ownership.
  • Cannot be pillaged nor destroyed, except by razing a city which contains this improvement

Unique Unit: Warak'aq
Medieval era, recon, replaces Skirmisher
  • Costs 165 production/660 gold/330 faith, up from 150/600/450 respectively (+10%)
  • Costs 280 gold to upgrade to from a Scout, up from 250 (+12%)
  • 40 ranged strength, up from 30
  • No movement cost to attack.
  • May attack a second time in a turn for no additional movement point cost.
  • Costs 440 gold to upgrade to a Ranger, down from 470 (-6%)

Unique Improvement: Terrace Farm
Ancient era, unlocked from start
  • Must be built on desert, grass or plains hills, or volcanic soil, within your own territory, without woods or rainforest.
  • +1 food, +1 housing
  • +1 food per adjacent mountain or volcano
  • +2 production per adjacent Aqueduct
  • +1 production if fresh water is adjacent but no Aqueduct
  • Feudalism civic: +1 food per two adjacent Terrace Farms
  • Replaceable Parts technology: Adjacency bonus from Terrace Farms changed to 1 food per adjacent Terrace Farm

Strategy

The Inca are best at scientific victories, but perform strongly at culture and religion as well.

Mountains are key to a good Incan game, but you don't have to have loads to have good yields. A small number of mountains can have great yields if surrounded by Terrace Farms, and conversely large masses of mountains may be less valuable to work directly, but lead to great Terrace Farms. As Mountain tiles are always considered to have Breathtaking appeal, using the Earth Goddess pantheon and Preserve districts are great ways to get excellent yields when working them. Having plenty of mountains is also great for Campus and Holy Site adjacency bonuses.

Mountainous Incan cities can become huge and productive thanks to Terrace Farms and Pachacuti's Leader Ability. Consider maximising the number of mountain tiles in a single city and sending lots of domestic trade routes from there, then moving in a Governor which scales with city population such as Pingala (the Educator).

To aid with getting around mountain ranges, the Inca have access to the Qhapaq Ñan improvement which functions akin to an early mountain tunnel. It's most effective on the opposite ends of long mountain ranges, and because you can place it in neutral territory, it's possible to pre-emptively make a route for your Settlers. Don't overuse them though, as invaders can use these paths against you!

The Incan game mostly focuses around peaceful mountainous development, but the Warak'aq unit offers something very different: conquest potential. With 40 ranged strength and the ability to attack twice per turn, the unit's damage output exceeds that of most renaissance-era units. If you can get the Ambush promotion, its damage output is on a par with modern-era units. The catch is their particularly poor defence, so consider fighting some city-states to train them up safely.

Governments and Government Buildings
  1. Classical Republic or Autocracy | Audience Chamber
  2. Any | Intelligence Agency
  3. Communism | Royal Society
  4. Synthetic Technocracy
Key policy cards
  • Ilkum
  • Land Surveyors
  • Survey
  • Insulae
  • Natural Philosophy
  • Scripture
  • Civil Prestige
  • Medina Quarter
  • Retainers
  • Serfdom
  • Liberalism
  • Logistics
  • Rationalism
  • Simultaneum
  • Public Works
  • Collectivisation
  • Five Year Plan
  • Ecommerce
Key age bonuses
  • Isolationism (Dark Age)
  • Monasticism (Dark Age)
  • Monumentality (Golden Age)
  • Heartbeat of Steam (Golden Age)
Key resolutions
  • Military Advisory - Effect A on recon units
  • Trade Policy - Effect A on yourself
Pantheons
  • Earth Goddess
  • Fertility Rites
  • Fire Goddess
Religious beliefs
  • Cross-Cultural Dialogue
  • Jesuit Education
  • Stupa
  • Warrior Monks
  • World Church
  • Zen Meditation
Key city-states
  • Geneva
  • Kabul
  • Mitla
  • Nalanda
  • Wolin
Key wonders
  • Great Bath
  • Hanging Gardens
  • Pyramids
  • Temple of Artemis
  • Colosseum
  • Machu Picchu
  • Petra
  • Terracotta Army
  • Angkor Wat
  • University of Sankore
  • Great Zimbabwe
  • Estádio do Maracanã
Key Great People
  • Any that offer trade bonuses
  • El Cid (Medieval General)
  • Hildegard of Bingen (Medieval Scientist)
  • Galileo Galilei (Renaissance Scientist)
  • Joesph Paxton (Industrial Engineer)
  • John Spilsbury (Industrial Merchant)
  • Helena Rubenstein (Atomic Merchant)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)
  • Levi Strauss (Atomic Merchant)
  • Melitta Bentz (Atomic Merchant)
  • Estée Lauder (Information Merchant)

Summary of key strengths
  • Excellent city growth, especially in hill/mountain regions where most civs would struggle
  • Decent production
  • Ideal for isolationist games
India


Start Bias

None.

Uniques

Civilization Ability: Dharma
  • May use the follower beliefs of all religions present in a city, regardless of the religion's founder.
  • Cities gain +1 amenity for each different religion present within them.
  • All Missionaries gain +2 spread-religion charges.
  • Outgoing trade routes produce +100% religious pressure.
    • This affects both the city that sends the route, and the city that receives it.

Chandragupta Maurya's Leader Ability: Arthashastra
  • The War of Territorial Expansion casus belli is available with the classical-era Military Training civic, instead of requiring the modern-era Mobilisation civic.
    • As always, you still need to either wait five turns after denouncing a civ, or be the target of a denouncement in order to use the casus belli.
  • For the first 10 turns after declaring a War of Territorial Expansion, all units gain +2 movement, and all military and religious units gain +5 strength.

Gandhi's Leader Ability: Satyagraha
  • Gain +5 faith for every civ that has been met, has founded a religion and is at peace.
    • This includes India themselves, so having a religion and being at peace guarantees a +5 faith bonus.
  • Civs fighting against India suffer double war weariness

Unique Unit: Varu
Classical era, heavy cavalry, requires Horseback Riding technology
  • Classed as heavy cavalry, unlike Horsemen which arrive at the same technology
  • 40 strength, 4 higher than Horsemen but 8 lower than Knights
  • Only two movement points, two less than Horsemen or Knights
  • Sight range of 3 (most land units have a sight of 2)
  • Reduces the strength of adjacent enemy units by 5
    • This does not stack.
  • Costs 120 production, 50% more than Horsemen at 80.

Unique Improvement: Stepwell
Ancient era, requires Irrigation technology
  • Must be constructed on flat land in your territory and not next to another Stepwell
  • +1 food and +1 housing
  • +1 food if adjacent to a farm
  • +1 faith if adjacent to a Holy Site
  • Feudalism civic: +1 faith
  • Sanitation technology: +1 housing
  • Professional Sports civic: +1 food
  • Pillage yield: Pillager healed 50 health

Strategy

India is best at religious victories. Chandragupta's India is also similarly effective at domination victories.

India gets considerable advantages to the religious game, most notably the extra spread-religion charges for Missionaries. With some early Holy Sites to found a religion and some Stepwell faith on top, you can get an impressive head start on the religious game or else spread your religion internally for a minimal faith cost. Training your first Varu and building your first Stepwell yields era score, which can help you secure the powerful Exodus of the Evangelists Golden Age dedication for an even stronger start to the religious game.

Stepwells make city growth much easier, with more housing and initially more food than farms. Huge cities will find it easier to use your ability to use the follower beliefs of all religions present in the city. If your religion is strong, try sending trade routes to cities with rival religions to get a little pressure for them in your own cities. If your religion is weak or you lack one, your land might end up a religious battleground, providing you with plenty of bonuses. Alternatively, Chandragupta's conquests can provide you with cities with rival religions present, ready for partial conversion.

Chandragupta's leader ability turns Varu from a slow-but-strong unit to a unit that's fast and strong for its era - particularly if you can manage a classical-era Great General as well. The catch is the need to use the War of Territorial Expansion casus belli to receive speed and strength bonuses, which requires you to wait 5 turns after denouncing a civ before it can be used, and requires you to declare war on civs that border you.

Gandhi's leader ability provides a reasonable sum of faith if the game's pretty peaceful, especially earlier in the game and on larger map sizes. It also doubles war weariness for any civ that tries to stop your faith bonus by declaring war on you, which gives you an advantage in a long, drawn-out war. The powerful Varu UU also helps you defend, especially if you can surround an enemy with them.

Governments and government buildings
  1. Autocracy (Chandragupta) or Oligarchy (Chandragupta) or Classical Republic (Gandhi) | Warlord's Throne (Chandragupta) or Audience Chamber (Gandhi) or Ancestral Hall (Gandhi)
  2. Theocracy | Grand Master's Chapel (Chandragupta) or Intelligence Agency (Gandhi)
  3. Fascism (Chandragupta) or Democracy (Gandhi) | War Department (Chandragupta) or Royal Society (Gandhi)
Key policy cards
  • Conscription
  • Ilkum
  • Manoeuvre
  • Strategos (Chandragupta)
  • Logistics
  • Wisselbanken (Gandhi)
  • Arsenal of Democracy (Gandhi)
  • New Deal
  • Their Finest Hour (Gandhi)
  • Global Coalition (Gandhi)
  • Integrated Attack Logistics (Chandragupta)
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Twilight Valour (Dark Age) (Chandragupta)
Key resolutions
  • Military Advisory - Effect A on heavy cavalry
  • Migration Treaty - Effect A on yourself
  • Trade Policy - Effect A on yourself or a civ you want to place religious pressure on
  • World Religion - Effect A on yourself
Pantheons
  • Divine Spark
  • Fertility Rites
  • God of the Forge
  • God of Healing (Chandragupta)
  • Goddess of the Hunt
  • Goddess of Festivals
  • River Goddess
Religious beliefs
  • Cross-Cultural Dialogue
  • Feed the World
  • Gurdwara
  • Holy Order
  • Missionary Zeal
  • Mosque
  • Pagoda
  • Pilgrimage
  • Religious Community
  • Warrior Monks
  • World Church
Key city-states
  • Chinguetti
  • Fez
  • Mitla
  • Mogadishu
  • Nazca
  • Yerevan
Key wonders
  • Great Bath
  • Hanging Gardens
  • Stonehenge (Gandhi)
  • Temple of Artemis
  • Jebel Barkal
  • Mahabodhi Temple (Gandhi)
  • Petra
  • Hagia Sophia
  • Meenakshi Temple
  • Mont St. Michel
  • University of Sankore
Key Great People
  • Any which offer extra trade route capacity
  • El Cid (Medieval General)
  • Hildegard of Bingen (Medieval Scientist) (Gandhi)
  • Ibn Khaldun (Renaissance Scientist)

Summary of key strengths
  • Can grow cities quickly very early in the game thanks to Stepwells, with less amenity problems than most civs strong at city growth
  • Good defence, especially in the classical and medieval eras
  • Chandragupta: Powerful and fast classical-era warfare
  • Gandhi: Strong religious start
Indonesia


Start Bias

Coastal (tier 2)

Uniques

Civilization Ability: Great Nusantara
  • Campuses, Holy Sites, Theatre Squares and Industrial Zones gain +1 of their respective adjacency yield per two adjacent coast or lake tiles.
  • Entertainment Complexes adjacent to coast or lakes provide 2 amenities rather than the usual 1.

Gitarja's Leader Ability: Exalted Goddess of the Three Worlds
  • City centres adjacent to lake or coast tiles gain +2 faith.
  • Naval melee, ranged, raider and carrier units may be purchased with faith
    • Like other faith purchases, these costs 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.
  • Embarking and disembarking religious units costs just one movement point
    • 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
Medieval era, ranged naval, replaces Frigate
  • Costs 300 production, 1200 gold and 600 faith, up from 280, 1120 and 560 respectively (+7%)
  • Costs 370 gold to upgrade to from a Quadrireme, up from 330 (+12%)
  • Unlocked with the medieval-era Mercenaries civic instead of the renaissance-era Square Rigging technology
    • This makes renaissance-era Great Admirals ineffective for them, but classical-era Great Admirals will boost their speed and strength.
  • Does not require nitre resources
  • 5 movement points, up from 4
  • +5 strength when in formation
  • Formation units inherit the Jong's movement speed
    • To use this ability, move the Jong, not the unit it's in formation with.
    • This works even if the formation unit has no remaining movement points.
    • This cannot be used to boost the movement speed of embarked religious units.
  • Costs 270 gold, down from 310, to upgrade to a Battleship (-13%)

Unique Improvement: Kampung
Classical era, requires Shipbuilding technology
  • Must be constructed on a owned coast or lake tile adjacent to a water resource
  • 1 production, 1 housing
  • +1 food per adjacent fishing boats improvement
  • Mass Production technology: +1 housing
  • Civil Engineering civic: +1 production
  • Flight technology: Food yield added to tourism, plus one if the city has a Lighthouse.
  • Pillage yield: Pillager heals 50 health

Strategy

Indonesia is best at domination victories, but can do well at culture and religion as well.

Indonesia is all about building a maritime empire. Look out for spots near plenty of sea resources, and you'll be rewarded later with some very powerful cities. Early in the game, coastal settling can secure you one of the first pantheons - the God of the Sea pantheon is a good choice for getting your production off to a good start, while Divine Spark helps you found a religion. You'll also get adjacency bonuses from coast and lake tiles for a variety of districts - this is particularly powerful for Campuses if you can find some reefs. Otherwise, it won't give you amazing yields, but will help support your other bonuses.

Kampungs are what make Indonesia's cities amazing. These improvements offer a huge amount of food and housing, as well as some production. On top of that, it'll free up a lot of land tiles so you can fill out your expanded district limit more easily, and as you'll be working a lot of coast or lake tiles, you'll be earning quite a bit of gold on the side. The only downsides are that pillagers (such as Barbarian naval units) can be tricky to kill, and that your cities can struggle to secure enough amenities to fill their huge size.

Get some Holy Sites together before Jongs come available, and you'll be able to buy a powerful navy. Jongs are strong enough to be useful for quite some time, and their ability to let embarked units move faster than their normal speed limit makes transporting armies overseas much quicker. Jongs and Caravels can take coastal cities, and you can then detach and disembark your formation units to help secure them.

If domination isn't for you, Indonesia has alternative options. Religious units can disembark and embark quickly, which saves a little time in the religious game, while Kampungs can offer tourism with the Flight technology to help towards cultural victory. Large cities with reef-boosted Campuses can be useful on the way to a scientific victory.

Governments and government buildings
  1. Classical Republic | Ancestral Hall
  2. Merchant Republic or Theocracy | Intelligence Agency or Grand Master's Chapel
  3. Any | Any
  4. Any
Key policy cards
  • Ilkum
  • Land Surveyors
  • Limitanei
  • Maritime Industries
  • Natural Philosophy
  • Praetorium
  • Scripture
  • Professional Army
  • Retainers
  • Serfdom
  • Colonial Offices
  • Liberalism
  • Logistics
  • Press Gangs
  • Colonial Taxes
  • Public Works
  • Five Year Plan
  • Martial Law
  • New Deal
  • Propaganda
  • Sports Media
  • Communications Office
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Letters of Marque (Dark Age)
  • Hic Sunt Dracones (Golden Age)
  • Heartbeat of Steam (Golden Age)
Key resolutions
  • Mercenary Companies - Effect B on faith
  • World Religion - Effect A on your own religion
Pantheons
  • Divine Spark
  • Earth Goddess
  • God of Healing
  • God of the Sea
  • Religious Settlements
Religious beliefs
  • Choral Music
  • Dar-e Mehr
  • Missionary Zeal
  • Stupa
  • Synagogue
  • Work Ethic
  • Zen Meditation
Key city-states
  • Auckland
  • Buenos Aires
  • Cardiff
  • Muscat
  • Nan Madol
  • Zanzibar
Key wonders
  • Hanging Gardens
  • Pyramids
  • Great Lighthouse
  • Mausoleum at Halicarnassus
  • Huey Teocalli
  • Casa de Contratación
  • Venetian Arsenal
  • Golden Gate Bridge
  • Estádio do Maracanã
Key Great People
  • Any that provide bonus loyalty
  • Any that provide amenities or lower war weariness
  • Gaius Duilius (Classical Admiral)
  • Themistocles (Classical Admiral)
  • Leif Erikson (Medieval Admiral)
  • Rajendra Chola (Medieval Admiral)
  • Mimar Sinan (Renaissance Engineer)
  • Santa Cruz (Renaissance Admiral)
  • Yi Sun-Sin (Renaissance Admiral)
  • Horatio Nelson (Industrial Admiral)
  • James Young (Industrial Scientist)
  • Jamseth Tata (Information Merchant)
  • Kenzo Tange (Information Engineer)
  • Masaru Ibuka (Information Merchant)

Summary of key strengths
  • Typically first to a pantheon
  • Can raise armed forces quickly thanks to a good gold output and the ability to purchase naval units with faith
  • Can support massive cities even on small landmasses
  • Good mid-game naval warfare potential
Japan


Start Bias

Coastal (tier 3)

Uniques

Civilization Ability: Meiji Restoration
  • Campus, Commercial Hub, Harbour, Holy Site, Industrial Zone and Theatre Square districts receive +1 of their respective yields for every adjacent district, instead of for every two.

Hojo Tokimune's Leader Ability: Divine Wind
  • All land and naval units gain +5 strength in land tiles adjacent to the sea, lake tiles and coastal (shallow water) tiles
    • This bonus is applied based on where the defending unit is at the start of combat.
    • This bonus does not apply in land tiles that are adjacent to a lake but not the sea.
    • This bonus does apply to religious units.
    • This bonus has no effect on air units.
  • Units and tile improvements are immune to damage from hurricanes.
  • Civs that are at war with Japan take +100% damage from hurricanes in Japanese territory.
  • -50% production cost for Encampment, Holy Site and Theatre Square districts

Tokugawa's Leader Ability: Bakuhan
  • International trade routes receive -25% to all yields
  • Do not receive the usual 25% tourism bonus from having a trade route with another civilization
  • Domestic trade routes receive +2 gold, +1 science and +1 culture per speciality district in the destination city, not including the city centre.
  • Owned cities within six tiles of the capital always have full loyalty, and with the modern-era Flight technology, all their speciality districts yield +1 tourism each.

Unique Unit: Samurai
Medieval era, melee infantry, replaces Man-at-Arms
  • Unlocked at the medieval-era Feudalism civic instead of the medieval-era Apprenticeship technology.
  • Costs 10 iron to train, down from 20 (-50%)
  • 48 strength, up from 45
  • Does not lose strength when injured

Unique Building: Electronics Factory
Industrial era, requires Industrial Zone district with Workshop, replaces Factory
  • 5 production to all cities within six tiles when powered, up from 3
    • Cities cannot benefit from the production of more than one Electronics Factory unless they have Governor Magnus (the Steward) present with the Vertical Integration promotion.
  • Provides 4 culture with the modern-era Electricity technology
    • Unlike the producton bonus, this does not extend to all cities within a six-tile radius.

Strategy

Hojo Tokimune's Japan is reasonably balanced at all five main victory routes. Diplomacy is generally their weakest path. Tokugawa is best at scientific victories.

Japan's the perfect example of a civ which favours settling cities close together. Districts gain better adjacency bonuses when next to other districts, which allows you a method of getting strong yields without needing to rely on getting good terrain. Cluster your adjacency-gaining districts in the middle of a group of cities for the maximum effect. Place a Government Plaza in the middle of one cluster with some adjacent Commercial Hubs, and you can get a lot of science with the Free Inquiry Golden Age dedication in the classical or medieval game eras. Alternatively, you can get reliably good faith yields for Holy Sites and culture from Theatre Squares.

Tokugawa works best with one large city with both the Government Plaza and Diplomatic Quarter and as many districts as possible, while all other cities send trade routes to it. His tourism bonus does not make up for the loss from international trade routes, so it is usually best not to persue cultural victory with him.

Late in the game, Electronics Factories capitalise on the clustering of your cities by offering a good production bonus to multiple ones at a time, though beware of enemy Spies that might want to sabotage them.

Hojo Tokimune's leader bonus makes defending your coasts easy, but you can also use it to make more effective amphibious invasions or even to attack coastal cities from the land. If you can secure control of an entire landmass, you will be incredibly hard to attack.

Samurai are a bit tricky to use on the battlefield due to their awkward research requirement, but by retaining their full strength when injured, they're particularly resilient in combat. If you want to take Japan to war, it's better to focus on the cheap Encampments and good general yields from districts than to emphasise Samurai too much.

Governments and government buildings
  1. Oligarchy or Classical Republic (Tokugawa favoured) | Warlord's Throne or Audience Chamber (Tokugawa favoured)
  2. Merchant Republic or Theocracy | Any
  3. Any | Any
  4. Any
Key policy cards
  • (Any that boost adjacency bonuses or building yields for having high district adjacency)
  • Any that boost domestic trade route yields (Tokugawa)
  • Limitanei
  • Praetorium
  • Veterancy (Hojo Tokimune)
  • Feudal Contract
  • Drill Manuals
  • Liberalism
  • Machiavellianism
  • New Deal
  • Their Finest Hour
  • Cryptography
  • Communications Office
  • Global Coalition (Hojo Tokimune)
Key age bonuses
  • Isolationism (Dark Age) (Tokugawa)
  • Monasticism (Dark Age) (Hojo Tokimune)
  • Free Inquiry (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Heartbeat of Steam (Golden Age)
  • To Arms! (Golden Age)
  • Collectivism (Dark Age)
Key resolutions
  • Border Control Treaty - Effect A on yourself
  • Espionage Pact - Effect B on Sabotage Production
  • Nobel Prize in Physics - Vote in favour
  • Trade Policy - Effect A on yourself (Tokugawa)
  • Urban Development Treaty - Effect A on Industrial Zones
Pantheons
  • City Patron Goddess
  • Divine Spark (Hojo Tokimune)
  • God of Healing (Hojo Tokimune)
  • God of the Sea (Hojo Tokimune favoured)
  • Religious Settlements (Tokugawa favoured)
Religious beliefs
  • Jesuit Education (Hojo Tokimune)
  • Stewardship
  • Stupa
  • Warrior Monks (Hojo Tokimune)
  • Work Ethic
  • Zen Meditation
Key city-states
  • Akkad
  • Bologna
  • Cardiff
  • Chinguetti (Tokugawa)
  • Kabul
  • Mexico City
  • Muscat
  • Valletta (Hojo Tokimune)
  • Vilnius
Key wonders
  • Great Bath
  • Temple of Artemis
  • Colosseum
  • Colossus (Tokugawa)
  • Alhambra
  • Angkor Wat
  • University of Sankore (Tokugawa)
  • Great Zimbabwe (Tokugawa)
Key Great People
  • Any that boost trade route capacity (Tokugawa)
  • Bi Sheng (Medieval Engineer)
  • Hildegard of Bingen (Medieval Scientist)
  • Leonardo da Vinci (Renaissance Engineer)
  • James Watt (Industrial Engineer)
  • Nikola Tesla (Modern Engineer)
  • Jamseth Tata (Information Merchant) (Hojo Tokimune)
  • Kenzo Tange (Information Engineer) (Hojo Tokimune)
  • Masaru Ibuka (Information Merchant) (Hojo Tokimune)

Summary of key strengths
  • Hojo Tokimune - Versatile: can push for any victory route effectively
  • Hojo Tokimune - Strong defence against naval civs
  • Tokugawa - Excellent science and culture yield
  • Good district yields without needing much land
Khmer


Start Bias

River (tier 3)

Uniques

Civilization Ability: Grand Barays
  • Cities with an Aqueduct gain +1 amenity, and +1 faith per point of population.
  • Farms gain an additional +2 food if adjacent to an Aqueduct, and +1 faith if adjacent to a Holy Site
    • These bonuses do not stack for multiple Aqueducts and Holy Sites, though a farm may gain the benefit of both an Aqueduct and a Holy Site.

Jayavarman VII's Leader Ability: Monasteries of the King
  • Constructing a Holy Site district causes a culture bomb, granting you all surrounding tiles.
    • 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.
  • Holy Sites gain a +2 faith adjacency bonus if next to a river.
  • Holy Sites adjacent to rivers provide +2 housing, even when pillaged.
  • All Holy Sites generate food equal to their adjacency bonus.

Unique Unit: Domrey
Medieval era, siege, replaces Trebuchet
  • 40 strength, up from 35
  • 50 bombard strength, up from 45
  • Imposes zone of control
  • May attack after moving for just 1 movement point
    • This bonus functions identically to the Expert Crew promotion, making that promotion useless to Domreys.

Unique Building: Prasat
Classical era, requires Holy Site district with a Shrine, replaces Temple
  • Provides 6 faith, up from 4
  • Produces +0.5 culture per point of population in the city
  • With the modern-era Flight technology, produces 10 tourism per turn if the city has 10+ population, and 10 additional tourism per turn if the city has 20+ population for a total of 20 tourism per turn.


Strategy

The Khmer are best at cultural and religious victories.

Always settle on or near rivers if you can as the Khmer, as the rewards are great. You'll want at least one riverside tile per city for a Holy Site, and one valid Aqueduct tile adjacent to the city centre (if the city's on a river, it'll be fine). This will provide you with bonus food, housing and amenities alike! If possible, take the River Goddess pantheon and Work Ethic follower belief so your Holy Sites will generate bonus housing and amenities on top, as well as extra production.

As they grow, Khmer cities will generate some great faith yields (with an Aqueduct) and culture (with the Prasat building). If you take the Cross-Cultural Dialogue founder belief, you can get some extra science on top. This is important as the Prasat building offers a potentially massive tourism bonus - but only with the modern-era Flight technology. For the full tourism boost, you'll also need to get cities to size 20. Consider moving around which cities own which tiles as soon as a city reaches size 20 so you can get more cities to that point quickly.

Finally, the Domrey is a bit of an odd one out among the Khmer's unique bonuses, but is still very much useful. Their ability to fire after attacking combined with their ability to impose zone of control and their higher strength allows them to easily siege down enemy cities and destroy their defences. You can use this to take out a cultural or religious rival - or at the very least weaken them.

Governments and Government Buildings
  1. Classical Republic | Audience Chamber
  2. Theocracy | Grand Master's Temple
  3. Democracy or Communism | National History Museum or War Department
  4. Digital Democracy
Key policy cards
  • Ilkum
  • Insulae
  • Natural Philosophy
  • Scripture
  • Medina Quarter
  • Serfdom
  • Rationalism
  • Simultaneum
  • Public Works
  • New Deal
  • Online Communities
Key age bonuses
  • Monasticism (Dark Age)
  • Monumentality (Golden Age)
  • Heartbeat of Steam (Golden Age)
  • Collectivism (Dark Age)
  • Flower Power (Dark Age)
  • Wish You Were Here (Golden Age)
Key resolutions
  • Migration Treaty - Effect A on yourself
  • Military Advisory - Effect A on siege units while Domreys are relevant
  • Urban Development Treaty - Effect A on Holy Sites
Pantheons
  • Divine Spark
  • River Goddess
Religious beliefs
  • Cross-Cultural Dialogue
  • Gurdwara
  • Wat
  • Work Ethic
  • World Church
Key city-states
  • Fez
  • Geneva
  • Jerusalem
  • Mitla
  • Valletta
Key wonders
  • Great Bath
  • Hanging Gardens
  • Pyramids
  • Temple of Artemis
  • Angkor Wat
  • Huey Teocalli
  • Kilwa Kisiwani
  • Kotoko-In
  • Estádio do Maracanã
Key Great People
  • Hypatia (Classical Scientist)
  • El Cid (Medieval General)
  • Hildegard of Bingen (Medieval Scientist)
  • Galileo Galilei (Renaissance Scientist)
  • Ibn Khaldun (Renaissance Scientist)
  • Isaac Newton (Renaissance Scientist)
  • Sarah Breedlove (Modern Merchant)
  • Jane Drew (Modern Engineer)
  • John Roebling (Modern Engineer)
  • Melitta Bentz (Atomic Merchant)
  • Jamseth Tata (Information Merchant)
  • Kenzo Tange (Information Engineer)
  • Masaru Ibuka (Information Merchant)

Summary of key strengths
  • Excellent city growth
  • Great faith yields
  • Strong ties between cultural and religious playstyles
  • Potentially strong tourism output
Kongo


Start Bias

Rainforest (tier 2)
Woods (tier 2)

Uniques

Civilization Ability: Nkisi
  • The Palace has five slots for any kind of Great Work, up from one.
  • Every relic, artefact and Great Work of Sculpture adds 4 gold, 2 food, 2 production and 1 faith in addition to normal yields.
    • These yields are affected by theming bonuses.
  • +50% Great Artist, Merchant and Musician Points.
    • This does not apply to Great Person Points received from completing district projects.

Mvemba a Nzinga's Leader Ability: Religious Convert
  • Cannot build Holy Sites
    • Capturing a city containing one will remove it entirely, freeing up a district slot as well as its tile. Stonehenge, however, will not be destroyed.
  • Cannot found a religion
  • If at least half of your cities follow the same religion, receive its founder and enhancer bonuses
  • Receive a free Apostle of the corresponding city's religion when a Theatre Square or Mbanza is built.

Nzinga Mbande's Leader Ability: Queen of Ndongo and Mtamba
  • Cities on your capital's continent generate +10% food, production, gold, faith, science and culture.
  • Cities not on your capital's continent generate -15% food, production, gold, faith, science and culture.

Unique Unit: Ngao Mbeba
Classical era, melee infantry, replaces Swordsman
  • Costs 110 production, 440 gold or 220 faith, up from 90, 360 and 180 respectively (+22%)
  • Costs 150 gold, up from 110, to upgrade to from a Warrior (+36%)
  • Costs 5 iron, down from 20 (-75%)
  • 38 strength, up from 35
  • +10 strength when defending against ranged attacks
  • Woods and rainforest tiles do not block sight or slow movement
  • Costs 110 gold to upgrade to a Man-at-Arms, down from 150 (-27%)

Unique District: Mbanza
Medieval era, replaces Neighbourhood
  • Must be constructed on a woods or rainforest tile
    • The tile retains the defensive, appeal and adjacency aspects of the woods/rainforest tile.
  • Provides 5 housing, regardless of appeal, instead of ranging from 2 to 6.
  • Available with the medieval-era Guilds civic, instead of the industrial-era Urbanisation civic.
  • -50% production cost
  • Provides 4 gold per turn
  • Provides 2 food per turn

Strategy

Kongo is by far most effective at cultural victories. Mvemba a Nzinga's leader ability makes religious victory impossible.

Kongo is among the best civs in the game for maximising tourism yields - but that takes time to develop. Early on, you can try using the Ngao Mbeba's mobility and ranged damage resistance to rush an opponent or as cost-effective defence. Nzinga Mbande should try and build a couple of Holy Sites to secure a religion with the Reliquaries belief.

Build plenty of Theatre Squares, and you can enjoy a steady flow of Great Artists and Musicians, and a good amount of tourism. Build Commercial Hubs rather than Harbours for trade route capacity, and you'll get plenty of Great Merchants as well. Quite a lot of Great Merchants offer tourism bonuses later in the game.

Into the medieval era, Kongo's Mbanzas arrive giving you vast amounts of housing two eras before other civs. They also generate lots of food and gold without needing to spare any citizens (unlike tile improvements). Although the restriction to woods and rainforests can sometimes be a problem, the modern-era Conservation civic lets you plant woods allowing you to place Mbanzas nearly everywhere another civ can build Neighbourhoods. Because tile appeal is irrelevant for Mbanzas, you're able to free up high-appeal spots for National Parks and Seaside Resorts, and get even more tourism.

While Mbanzas offer you lots of housing, Kongo's bonus food to Great Works of Sculpture, relics and artefacts helps you to grow your cities to fill that capacity. Meanwhile, the production is great for building wonders and the gold will help you develop Theatre Squares. Great Works of Sculpture can be obtained by Great Artists and artefacts via Archaeologists, but relics can be quite a challenge. Mvemba a Nzinga's leader ability makes obtaining Apostles easy, allowing you to give some the Martyr promotion (if you have the Mont St. Michel wonder, you can guarantee Apostles have them). Give some the Heathen Conversion promotion so you can deal with any Barbarians other civs summon to your lands via the Recruit Partisans Spy promotion, which your Mbanzas are vulnerable to.

Governments and Government Buildings
  1. Classical Republic or Oligarchy | Any
  2. Merchant Republic | Intelligence Agency
  3. Democracy or Communism | National History Museum
  4. Digital Democracy
Key policy cards
  • Agoge
  • Conscription
  • Retainers
  • Travelling Merchants
  • Frescoes
  • Public Transport
  • Symphonies
  • Laissez-Faire
  • New Deal
  • Cryptography
  • Heritage Tourism
Key age bonuses
  • Free Inquiry (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Robber Barons (Dark Age)
Key resolutions
  • Border Control Treaty - Effect A on yourself
  • Espionage Pact - Effect B on Great Work Heist or Recruit Partisans
  • Heritage Organisation - Effect A on relics, artefacts or Great Works of Art
  • Migration Treaty - Effect A on yourself
  • Nobel Prize in Literature - Vote in favour
  • Patronage - Effect A on Great Merchants
  • Urban Development Treaty - Effect A on Commercial Hubs or Theatre Squares
  • World Religion - Effect A on a religion you want to spread or Effect B on a religion to suppress (Mvemba a Nzinga)
  • World's Fair - Vote in favour
Pantheons
  • City Patron Goddess
  • Divine Spark
  • Earth Goddess
  • God of the Forge
Religious beliefs
  • Cross Cultural Dialogue
  • Pilgrimage
  • Reliquaries
  • Stupa (Nzinga Mbande)
  • Tithe
  • World Church
  • Zen Meditation
Key city-states
  • Akkad
  • Anshan
  • Antananarivo
  • Bologna
  • Kandy
  • Mitla
  • Muscat
  • Yerevan
Key wonders
  • Hanging Gardens
  • Oracle
  • Temple of Artemis
  • Apadana
  • Colosseum
  • Terracotta Army
  • Mont St. Michel
  • Forbidden City
  • Great Zimbabwe
  • St. Basil's Cathedral
  • Big Ben
  • Bolshoi Theatre
  • Hermitage
  • Ruhr Valley
  • Broadway
  • Cristo Redentor
  • Biosphère
  • Estádio do Maracanã
  • Sydney Opera House
Key Great People
  • Donatello (Renaissance Artist)
  • Giovanni de Medici (Renaissance Merchant)
  • Jeanne D'arc (Renaissance General)
  • Michelangelo (Renaissance Artist)
  • Shah Jahān (Modern Engineer)
  • Sarah Breedlove (Modern Merchant)
  • Edmonia Lewis (Atomic Artist)
  • Marie-Anne Collot (Atomic Artist)
  • Mary Leakey (Atomic Scientist)
  • Melitta Bentz (Atomic Merchant)
  • Jamseth Tata (Information Merchant)
  • Kenzo Tange (Information Engineer)
  • Masaru Ibuka (Information Merchant)

Summary of key strengths
  • Very strong at cultural victory
  • Grows huge cities
  • Decent at early rushes
  • Strong gold output
Korea


Start Bias

Desert Hills (tier 3)
Grass Hills (tier 3)
Plains Hills (tier 3)
Tundra Hills (tier 3)

Uniques

Civilization Ability: Three Kingdoms
  • Mines receive +1 science for each adjacent Seowon and farms receive +1 food for each adjacent Seowon.
    • This bonus also works for mines and farms adjacent to the Campuses of other civs.

Sejong's Leader Ability: Hangul
  • When researching the first technology of each era, receive culture equal to double your per-turn science output.

Seondeok's Leader Ability: Hwarang
  • Cities with established Governors receive +3% culture and +3% science, and an additional +3% of each for every promotion that Governor has.

Unique Unit: Hwacha
Renaissance era, ranged land, replaces Field Cannon
  • Must set up prior to attacking
    • Without movement speed bonuses, this means moving and attacking in the same turn is impossible.
  • 45 melee strength, down from 50
  • Costs 590 gold to upgrade, up from 430 (+37%)
  • Available at the renaissance-era Gunpowder technology rather than the industrial-era Ballistics technology
  • Costs 250 production/1000 gold/500 faith, down from 330/1320/660 respectively
  • Costs 150 gold to upgrade to from a Crossbowman, down from 310 (-52%)
  • Maintenance cost of 3, down from 5

Unique District: Seowon
Ancient era, replaces Campus
  • Must be constructed on a hill tile
  • All regular adjacency bonuses removed, except the +1 science from Government Complexes
  • -1 science yield per adjacent district
  • -50% production cost
  • Starts with a base adjacency yield of 4, regardless of location.

Strategy

Korea is best at scientific victories.

The Seowon unique district is the centrepiece of Korean gameplay. Place them two tiles away from a city centre (preferably with all six adjacent tiles free for mines and farms), and away from other districts, and you'll start the game with a strong science lead. Placing mines and farms adjacent to Seowons will grant even more science and food respectively, helping you develop your empire further.

Seondeok's leader ability is a relatively small bonus, but it can nonetheless help you grab more science and culture in your key cities. It will be more effective if you can get more Governor titles - most come from civics, though you can get three from the renaissance-era Casa de Contratación wonder.

Sejong's leader ability is similarly small. It allows you to neglect culture while rushing for science early on, but when Korea's science lead narrows later in the game it's probably worth investing in culture buildings again.

There is a catch, however - Korea is notably vulnerable to Spies. Seowons are largely positioned away from other districts meaning it's harder to get counter-Spies to cover them, while enemy Spies can disable Governors hence weakening Seondeok's leader ability.

Hwacha units are largely defensive as their inability to move and attack in the same turn makes them unsuitable for offensive campaigns. Still, they're good at their main role, with a strong ranged attack for their era and a relatively manageable maintenance cost.

Governments and Government Buildings
  1. Classical Republic | Audience Chamber or Ancestral Hall
  2. Merchant Republic | Intelligence Agency
  3. Democracy or Communism | Royal Society
  4. Synthetic Technocracy
Key policy cards
  • Insulae
  • Natural Philosophy
  • Feudal Contract
  • Medina Quarter
  • Professional Army
  • Logistics
  • Machiavellianism
  • Rationalism
  • Five Year Plan
  • Cryptography
  • Non-State Actors
Key age bonuses
  • Free Inquiry
  • Monasticism
  • Pen, Brush and Voice
  • Heartbeat of Steam
  • Automated Workforce
  • Sky and Stars
Key resolutions
  • Border Control Treaty - Effect A on yourself
  • Espionage Pact - Effect B on Neutralise Governor or Steal Tech Boost
  • Governance Doctrine - Effect A
  • International Space Station - Vote in favour
  • Nobel Prize in Physics - Vote in favour
  • Patronage - Effect A on Great Scientists
  • Urban Development Treaty - Effect A on Campuses
Pantheons
  • Divine Spark
  • God of Craftsmen
  • Religious Settlements
Religious beliefs
  • Cross-Cultural Dialogue
  • Feed the World
  • Jesuit Education
Key city-states
  • Bologna
  • Geneva
  • Mitla
  • Nalanda
  • Taruga
Key wonders
  • Etemenanki
  • Great Bath
  • Hanging Gardens
  • Temple of Artemis
  • Great Library
  • Petra
  • Casa de Contratación
  • Oxford University
  • Ruhr Valley
Key Great People
  • Any which offer eureka boosts
  • Hypatia (Classical Scientist)
  • Irene of Athens (Medieval Merchants)
  • Isaac Newton (Renaissance Scientist)
  • Adam Smith (Industrial Merchant)
  • Albert Einstein (Modern Scientist)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)

Summary of key strengths
  • Extremely strong early science output
  • Decent city growth
Macedon


Start Bias

None.

Uniques

Civilization Ability: Hellenistic Fusion
  • When capturing a city for the first time, receive a eureka per Encampment or Campus district present, and an inspiration per Holy Site or Theatre Square district.
    • Eurekas and inspirations skew towards technologies and civics you can research before filling out the rest of the respective trees.
    • This does not function against free cities.

Alexander's Leader Ability: To the World's End
  • Never suffer war weariness.
  • Capturing a city with a world wonder causes all of Macedon's units, regardless of location, to heal to full health.
  • Grievances created against Alexander decays at double the usual rate.

Alexander's Unique Unit: Hetairoi
Classical era, heavy cavalry, replaces Horseman
  • Costs 100 production/400 gold/200 faith, up from 80/320/160 respectively (+25%)
  • Classified as heavy cavalry rather than light cavalry, providing a different set of promotions.
  • Upgrades to Knights instead of Coursers
  • Obsoletes at Stirrups instead of Castles
  • Requires 10 horse resources, down from 20 (-50%)
  • +5 Strength if adjacent to or sharing a tile with a Great General
    • The era of the Great General does not matter.
    • This strength bonus does not stack if the unit is adjacent to multiple Great Generals
  • +5 Great General Points when it kills a unit
  • Starts with +1 promotion level
    • This 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
Classical era, melee infantry, replaces Swordsman
  • Costs 100 production, 400 gold or 200 faith, up from 90, 360 and 180 respectively (+11%)
  • Costs 130 gold to upgrade to from a Warrior, up from 110 (+18%)
  • Costs 5 iron, down from 20 (-75%)
  • 38 strength, up from 35
  • +5 strength when attacking city centres and other districts
  • Receives 50% more support bonus
    • This means when defending, the unit gains +3 strength per adjacent friendly unit rather than +2.
  • Costs 130 gold to upgrade to a Man-at-Arms, down from 150 (-13%

Unique Building: Basilikoi Paides
(Ancient era, requires Encampment district, replaces Barracks)
  • Experience bonus also applies to the Hetairoi unit
  • When a military or support unit is trained in this city, gain science equal to 25% of its production cost.
    • You do not receive science if the unit is purchased.

Strategy

Macedon is best at domination and, to a lesser extent, scientific victories.

Starting in the classical era, Macedon can engage in constant warfare thanks to Alexander's ability to ignore war weariness and the civ ability's free eurekas and inspirations, ensuring you don't fall behind on research as you emphasise warfare. But before that, you'll want to get the Basilikoi Paides UB ready. Beelining Bronze Working from the start of the game isn't a bad idea. The building gets you science from every unit you train, in addition to the usual Barracks benefits, and provides considerably more science than you'd gain from using the Campus Research Grants project.

Getting Bronze Working early will also give you time to track down iron, while getting Animal Husbandry reasonably soon will help you find horses. You'll need both to train both your powerful unique units! Hetairoi should generally be trained before Hypaspists so you have a bit of time to fight Barbarians for Great General Points. With a classical-era Great General, Hetairoi are just 4 points weaker than Knights, and can be even more so in certain situations when you take into account their free promotion. They're excellent at killing enemy units but can take on unwalled cities if need be.

Hypaspists are excellent at tearing down city defences, especially when combined with the Great General Hetairoi helped you get and Battering Rams. Their support bonus will also help your army defend more effectively so long as you keep the units close together.

While you can carry on through constant warfare to a domination victory, a more niche alternative approach can be to stack production bonuses and build naval units in cities with the Basilikoi Paides UB as a source of science, while you conquer cities for eurekas. This can support a military-heavy approach to scientific victory.

Governments and government buildings
  1. Oligarchy | Warlord's Throne
  2. Monarchy | Intelligence Agency
  3. Fascism | War Department or Royal Society
  4. Corporate Libertarianism
Key policy cards
  • (Any that offer production bonuses for units)
  • Agoge
  • Conscription
  • Manoeuvre
  • Urban Planning
  • Equestrian Orders
  • Veterancy
  • Professional Army
  • Military Research
  • Levee en Masse
  • Third Alternative
  • Cryptography
  • Integrated Space Cell
Key age bonuses
  • Free Inquiry (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Twilight Valour (Dark Age)
  • To Arms! (Golden Age)
Key resolutions
  • Espionage Pact - Effect B on Steal Tech Boost
  • Mercenary Companies - Effect B on Production
  • Public Relations - Effect B on yourself
  • Urban Development Treaty - Effect A on Encampments
Pantheons
  • City Patron Goddess
  • God of Craftsmen
  • God of the Forge
  • Religious Settlements
Religious beliefs
  • Cross-Cultural Dialogue
  • Divine Inspiration
  • Meeting House
  • Tithe
  • Wat
  • World Church
Key city-states
  • Any militaristic city-state
  • Akkad
  • Auckland
  • Johannesburg
  • Kabul
  • Wolin
Key wonders
  • Colosseum
  • Statue of Zeus
  • Terracotta Army
  • Alhambra
  • Angkor Wat
  • Forbidden City
  • Big Ben
  • Ruhr Valley
Key Great People
  • (Any classical-era Great General)
  • Themistocles (Classical Admiral)
  • Zhang Heng (Classical Scientist)
  • James Watt (Industrial Engineer)
  • Nikola Tesla (Industrial Engineer)
  • Chester Nimitz (Atomic Admiral)
  • Dwight Eisenhower (Atomic General)

Summary of key strengths
  • Very strong classical-era warfare
  • Can withstand non-stop warfare
  • Strong science output
Mali (Part 1/2)


Start Bias

Flat Desert (tier 1)
Desert Hills (tier 1)
Aluminium (tier 5)
Coal (tier 5)
Copper (tier 5)
Diamonds (tier 5)
Iron (tier 5)
Jade (tier 5)
Mercury (tier 5)
Nitre (tier 5)
Salt (tier 5)
Silver (tier 5)

Uniques

Civilization Ability: Songs of the Jeli
  • City centres receive +1 food and +1 faith for every adjacent flat desert, desert floodplain or desert hills tile.
  • Mines produce -1 production and +4 gold.
  • -30% production penalty when training units or constructing buildings.
    • This does not affect the construction of wonders or the completion of city projects.
  • May purchase Markets, Banks and Stock Exchanges with faith.
    • Like other faith purchases, these costs can be reduced with the Theocracy government, on top of the discount offered by the Suguba district itself.

Mansa Musa's Leader Ability: Sahel Merchants
  • International trade routes grant +1 gold for every flat desert or desert floodplains tile in the origin city.
    • This gold yield is not affected by transportation efficiency and hence won't be improved by the trade route crossing lakes, seas, railroads and mountain tunnels.
  • Entering a Golden or Heroic Age permanently increases trade route capacity by 1 each time.

Sundiata Keita's Leader Ability: Sogolon
  • Patronage of Great People via gold costs 20% less.
  • Markets built in Mali-founded cities have two slots for Great Works of Writing
  • Great Works of Writing provide their city with +4 gold and +2 production each.

Unique Unit: Mandekalu Cavalry
Medieval era, heavy cavalry, replaces Knight
  • Costs 10 iron, down from 20 (-50%)
  • Has 55 strength, up from 50
  • Owned traders on land within 4 tiles cannot be pillaged.
  • Gains gold on kills equal to the defeated unit's melee strength.

Unique District: Suguba
Classical era, replaces Commercial Hub
  • Does not receive +2 gold from adjacent Harbours
  • -50% production cost
  • Receives +2 gold per adjacent Holy Site.
  • All gold and faith purchases made in this city are 20% cheaper.
    • This stacks additively with other cost-reducing bonuses, such as the Theocracy and Democracy governments.
    • Costs are always rounded to a multiple of 5.
  • Buildings in this district have unique graphics.
Mali (Part 2/2)
Strategy

Mali is best at religious victories and good at diplomatic victories as well.

Mali is an unusual civ built around desert settling, and more gold at the expense of production. It's tempting to move your starting Settler into the desert, but it's best to stay on the edge in your first city. Desert areas will have very poor production and that, combined with Mali's production penalties, will make your start exceptionally weak. That being said, having a good number of your cities near desert allows you to use the Desert Folklore pantheon for an amazing amount of faith. Together with Mali's civ ability, the Suguba district's discount on faith purchases and the Holy Order enhancer belief, Mali can be very powerful in the early religious game.

Generally, Mali should pack cities closely together so they can pack Suguba districts and Holy Sites close together. To maximise Suguba adjancy, create a zigzag of river-adjacent Sugubas with Holy Sites either side. You sometimes may need to break that pattern to improve Holy Site adjacency.

All this being said, Mansa Musa's Mali should place one city with more space around it in the middle of the biggest desert you can find close to your start. This will be your main trade city you'll be sending trade routes from.

Although Mansa Musa grants extra trade route capacity for every Golden Age, it's usually not possible to chain lots together. A good strategy is to aim for a classical-era Dark Age (let other civs clear Barbarian Outposts to keep your era score low) so you can get a medieval-era Heroic Age and take both Monumentality and Free Inquiry. The former allows Mali to use their strong faith output to help catch up from the civ's weak start, while the latter adds the strong gold adjacency bonuses of Sugubas to science. You can then use that great research and infrastructure advantage to build wonders, get more era score and get more Golden Ages.

Sundiata Keita might not have the colossal immediate gold output of Mansa Musa, but with a few Theatre Squares and Great Works of Writing, he can play an effective cultural game. Stacking Great Works of Writing in a city makes for a powerful wonder-builder, gold can buy buildings or further Great Writers, and faith can buy Naturalists and Rock Bands.

As the game goes on, you can use Governor Reyna (the Financier) with the Contractor promotion or Governor Moksha (the Cardinal) with the Divine Architect promotion to buy Sugubas in new cities, so you can then rapidly buy your way through city development. Units and buildings should be purchased rather than produced where possible, with city production focused on districts, city projects and wonders. While mines receive a production penalty, lumber mills do not, so your wooded cities will generally be your most productive.

Finally, Mandekalu Cavalry are largely a support unit which can be used in offensive warfare if you can research Stirrups fast enough. Even when they obsolete, you can position Mandekalu Cavalry in city centres and Encampments to safely prevent your traders being pillaged.

Governments and Government Buildings
  1. Classical Republic | Audience Chamber
  2. Theocracy or Merchant Republic | Grand Master's Chapel or Foreign Ministry
  3. Democracy | Royal Society or National History Museum (Sundiata Keita)
  4. Synthetic Technocracy
Key policy cards
  • Any which boost trade yields
  • Colonisation
  • Corvée
  • Ilkum
  • Land Surveyors (Mansa Musa)
  • Urban Planning
  • Literary Tradition (Sundiata Keita)
  • Scripture
  • Gothic Architecture
  • Town Charters
  • Free Market
  • Simultaneum
  • Colonial Taxes
  • Skyscrapers
  • Economic Union
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Free Inquiry (Golden Age)
  • Monumentality (Golden Age)
  • Reform the Coinage (Golden Age) (Mansa Musa)
  • Robber Barons (Dark Age)
Key resolutions
  • Aid Request - Vote in favour
  • Espionage Pact - Effect B on Siphon Funds
  • Heritage Organisation - Effect A on Great Writing (Sundiata Keita)
  • Mercenary Companies - Effect A on production, or B on gold or faith
  • Military Aid - Vote in favour.
  • Patronage - Effect A on Great Writers (Sundiata Keita)
  • Trade Policy - Effect A on yourself or your main trading partner (Mansa Musa)
Pantheons
  • Desert Folklore
  • Lady of the Reeds and Marshes
  • Religious Settlements
Religious beliefs
  • Dar-e Mehr
  • Feed the World
  • Gurdwara
  • Holy Order
  • Jesuit Education
  • Pagoda
  • Pilgrimage
  • Religious Community (Mansa Musa)
  • Religious Unity
  • Tithe
  • Warrior Monks
  • Work Ethic
Key city-states
  • Any which provide trade bonuses (Mansa Musa)
  • Anshan (Sundiata Keita)
  • Antananarivo (Sundiata Keita)
  • Jerusalem
  • Lahore
  • Muscat
  • Nazca
  • Ngazargamu
  • Valletta
Key wonders
  • Oracle
  • Pyramids
  • Apadana (Sundiata Keita)
  • Colossus (Mansa Musa)
  • Jebel Barkal
  • Petra
  • Angkor Wat
  • Meenakshi Temple
  • Forbidden City
  • Great Zimbabwe (Mansa Musa)
  • Taj Mahal
  • Torre de Belém (Mansa Musa)
  • Big Ben
  • Ruhr Valley
Key Great People
  • Any which provide trade bonuses (Mansa Musa)
  • Marcus Lacinius Crassus (Classical Merchant) (Mansa Musa)
  • Hildegard of Bingen (Medieval Scientist)
  • Imhotep (Medieval Engineer)
  • Isidore of Miletus (Medieval Engineer)
  • Filippo Brunelleschi (Renaissance Engineer)
  • Giovanni de Medici (Renaissance Merchant) (Sundiata Keita)
  • Gustave Eiffel (Industrial Engineer)
  • Alfred Nobel (Modern Scientist) (Sundiata Keita)
  • Shah Jahān (Modern Engineer)
  • Kenzo Tange (Atomic Engineer) (Sundiata Keita)

Summary of key strengths
  • Often first to a pantheon
  • Extremely wealthy civ
  • Efficient purchases - gold and faith goes further
  • Fast at developing new cities once gold infrastructure is set up
Māori


Start Bias

None - Kupe's leader ability handles the start location.

Uniques

Civilization Ability: Mana
  • Start with the Sailing and Shipbuilding technologies
  • Naval and embarked units may cross ocean immediately
  • Embarked units receive +5 strength when defending and +2 movement points.
  • Unimproved woods/rainforest tiles receive +1 production. Rises to +2 with the renaissance-era Mercantilism civic, and +4 with the modern-era Conservation civic.
  • Creating a fishing boats improvement causes a culture bomb, granting you all adjacent tiles.
    • Tiles must be within three tiles of the city centre.
    • Taking tiles from other civs incurs a diplomatic penalty unless they're city-states or free cities
    • Tiles with non-unique tile improvements will retain them.
    • Tiles with completed districts, wonders or national parks will not be stolen, but incomplete ones will be, destroying them.
  • Fishing boat improvements produce +1 food.
  • Cannot harvest resources
    • This prevents you placing districts on tiles containing resources.
  • Great Writer Points are converted to faith; cannot earn Great Writers

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.
    • 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. The Māori do not have an allocated chunk of land.
  • Start the game with your starting units in ocean tiles if the map type allows for it, skewing towards spots with no land in sight.
  • Before you settle your first city, gain +2 science and +2 culture per turn.
  • Your first city has +1 population when settled, and creates a free Builder.
  • Your Palace grants an extra +3 housing and +1 amenity.

Unique Unit: Toa
Classical era, melee infantry, replaces Swordsman
  • Unlocked at the late-classical-era Construction technology, rather than the early-classical-era Iron Working technology.
  • Costs 120 production, 480 gold or 240 faith, up from 90/360/180 respectively (+33%)
  • Costs 170 gold, up from 110 to upgrade to from a Warrior (+55%)
  • No resource requirement
  • No maintenance cost
  • Has 38 strength, up from 35
  • Reduces the strength of adjacent enemy units (including naval units) by 5; does not stack
  • Has one charge to build a Pā or clear features with.
    • Using up this charge will not expend the unit, but it will disable the ability to remove/repair tile improvements
  • With a build charge remaining, may repair/remove tile improvements in owned/neutral lands
    • Actions other than building a Pā depletes the unit's moves for the turn but does not stop it from healing if it hasn't performed any other actions.
  • Costs 90 gold, down from 150 to upgrade to a Man-at-Arms (-40%)

Unique Improvement: Pā
Classical era, requires Construction technology
  • Must be constructed by Toa on any featureless land tile outside enemy territory.
  • Occupying unit automatically gains 2 turns of fortification and 4 defensive strength
  • An occupying Māori military unit heals regardless of whether it takes an action

Unique Building: Marae
Classical era, requires Theatre Square district, replaces Amphitheatre
  • No direct culture yield.
  • No Great Writer Points or slots
  • 0 maintenance cost, down from 1.
  • All woods, rainforest, marsh, oasis, floodplain, reef, geothermal fissure, volcanic soil and passable natural wonder tiles worked by this city yield +1 culture and +1 faith.
  • All features within this city's limits generate +1 tourism each with the modern-era Flight technology.

Strategy

The Māori are best at religious and cultural victories.

Starting out in the ocean, the first goal of the Māori is to find suitable land for a capital. By moving your starting Settler and Warrior them in parallel, you can uncover more tiles per turn while allowing yourself to defend your Settler if need be. Regions heavy in woods are the best for the Māori, though rainforest, floodplain and sea resource-heavy areas (particularly if they have turtles) all are great too.

As the Māori get great yields for unimproved woods and rainforest, you can spend less production on Builders and more on Settlers to expand early on. Being able to cross oceans early means you can be first to many tribal villages and city-states, colonise landmasses no other civ has discovered, or set a foothold in a new continent before other civs can push you away with loyalty pressure. Helping you defend your lands is the Toa UU and accompanying Pā improvement. Toa fight Men-at-Arms units at only a slight disadvantage for a lower cost and no maintenance requirement. The Pā improvement in a city that has Governor Moksha (the Cardinal) with the Laying On of Hands promotion can make occupying units incredibly hard to kill.

Avoid clearing features like woods and rainforest, and not only will you gain extra production, but via the Marae building, culture and faith as well. Wooded regions in particular work together well with the Preserve district to produce excellent production, culture and faith yields, with gold and science on top later in the game. With the modern-era Fight technology, Marae tourism yields can easily exceed the tourism a regular Amphitheatre with Great Works of Writing would produce.

Governments and Government Buildings
  1. Oligarchy or Autocracy | Ancestral Hall
  2. Theocracy or Merchant Republic | Intelligence Agency or Grand Master's Chapel
  3. Democracy | Any
  4. Synthetic Technocracy or Digital Democracy
Key policy cards
  • Agoge
  • Colonisation
  • Land Surveyors
  • Limitanei
  • Diplomatic League
  • Praetorium
  • Colonial Offices
  • Logistics
  • Colonial Taxes
  • Communications Office
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Monumentality (Golden Age)
  • Hic Sunt Draconis (Golden Age)
Key resolutions
  • Deforestation Treaty - Effect B
  • Heritage Organisation - Effect B on Great Writing
  • Patronage - Effect B on Great Writers
  • Urban Development Treaty - Effect A on Theatre Squares
Pantheons
  • Earth Goddess
  • God of the Sea
  • Lady of the Reeds and Marshes
Religious beliefs
  • Jesuit Education
  • Missionary Zeal
  • Pilgrimage
  • Religious Colonisation
  • Religious Unity
Key city-states
  • Auckland
  • Hunza
  • Kandy
  • Mogadishu
  • Nan Madol
  • Yerevan
Key wonders
  • Etemenanki
  • Great Bath
  • Great Lighthouse
  • Mausoleum at Halicarnassus
  • Chichen Itza
  • Huey Teocalli
  • St. Basil's Cathedral
  • Biosphère
Key Great People
  • Hanno the Navigator (Classical Admiral)
  • Abu Al-Qasim Al-Zahrawi (Medieval Scientist)
  • El Cid (Medieval General)
  • Alvar Aalto (Modern Engineer)
  • Janaki Ammal (Atomic Scientist)
  • Charles Correa (Information Engineer)

Summary of key strengths
  • Unrivalled sea exploration
  • Cities mature faster
  • Excellent faith and culture yields
Mapuche


Start Bias

Desert Mountains (tier 3)
Grassland Mountains (tier 3)
Plains Mountains (tier 3)
Tundra Mountains (tier 3)

Uniques

Civilization Ability: Toqui
  • All owned cities within 9 tiles of a Governor you have established gain 4 loyalty per turn.
    • This bonus does not stack with itself (an owned city in range of multiple Governors will only gain +4 loyalty per turn) but will stack with Governor Victor's Garrison Commander promotion.
  • All cities of other civs within 9 tiles of a Governor you have established lose 4 loyalty per turn.
    • This bonus does not stack with itself (a city of another civ in range of multiple Governors will only lose 4 loyalty per turn) but will stack with Governor Amani's Emissary promotion.
  • Cities with an established Governor have the following bonuses, which are tripled in cities not founded by the Mapuche:
    • +5% culture
    • +5% production
    • Units trained in this city gain experience 10% faster.

Lautaro's Leader Ability: Swift Hawk
  • Gain +10 strength and religious strength against full civs in a Golden or Heroic Age, and against all Free Cities.
  • Killing an enemy unit while both attacker and defender are within the corresponding civ's city limits causes the city to lose 20 loyalty. This is doubled to 40 loyalty if the target is in a Golden or Heroic Age.
    • This is applied based on where your unit is at the end of combat.
    • This works when killing a unit while defending, as well as when killing during an attack.
    • This does not apply when capturing civilian units without killing them, but can via actions such as theological combat.
    • This does not apply against free cities.

Unique Unit: Malón Raider
Renaissance era, light cavalry, requires Gunpowder technology
  • No resource requirement
  • Costs 230 production/920 gold/460 faith (Coursers cost 200/800/400 or 9% less; Cavalry cost 330/1320/660 or 43% more)
  • Has a maintenance cost of 4 (Coursers cost 3 gold per turn, Cavalry 5)
  • Has 55 strength (medieval-era Coursers have 46 strength; industrial-era Cavalry have 62)
  • +5 strength when fighting within four tiles of friendly territory
  • Pillaging always costs just 1 movement point
    • The Depredation promotion does not stack with this bonus, making it useless for Malón Raiders.

Unique Improvement: Chemamull
Ancient era, requires Craftsmanship civic
  • Must be constructed on a featureless tile within your own lands with at least 4 appeal (Breathtaking).
  • +1 production
  • Grants culture equal to 75% of this tile's appeal, rounded down.
  • Flight technology: Culture output added to tourism
  • Pillage yield: 25 faith

Strategy

The Mapuche are best at domination victories, and great at culture too.

Get an army ready early in the game, and make sure it stays up to date. You'll want to be ready to react as soon as a civ enters a Golden Age, as a +10 strength bonus is too good to miss. You may even need to betray former allies, but it's often worth it. When your units are within enemy territory, they can kill units of that civ to weaken their cities' loyalty. Killing at least two enemy units in quick succession will give that city significant penalties to all yields until it recovers, helping to weaken the civ. If your target is in a Golden Age, kill three units in the same city's territory and you'll turn the city into a free city you can easily capture.

Move your Governors into captured cities and you'll get an impressive boost to loyalty. Governor Victor (the Castellan) with the Garrison Commander promotion can quickly move into place for a particularly strong loyalty boost. You'll also get extra science, production and unit experience for any unit trained there.

Malón Raiders are versatile units which are both reasonably strong and good at staying alive thanks to their cheap pillaging ability. Try to pillage enemy unique improvements where possible, seeing as you won't keep them if you capture them. If you can't capture enemy cities, pillage districts as you'll get excellent yields for doing so.

Chemamull early on should be built sparingly in high-appeal locations to help you get through key civics. With Governor Liang (the Surveyor) and the Parks and Recreation promotion, you can build city parks to boost your tile appeal and hence their culture yields. Later in the game, they become an excellent source of tourism.

Governments and Government Buildings
  1. Oligarchy | Warlord's Throne
  2. Monarchy | Grand Master's Chapel
  3. Any | War Department or National History Museum
  4. Corporate Libertarianism or Digital Democracy
Key policy cards
  • Conscription
  • Ilkum
  • Raid
  • Veterancy
  • Chivalry
  • Professional Army
  • Retinues
  • Serfdom
  • Public Works
  • Levee en Masse
  • Martial Law
  • Propaganda
  • After Action Reports
  • Hallyu
Key age bonuses
  • To Arms! (Golden Age)
  • Cyber Warfare (Dark Age)
Key resolutions
  • Deforestation Treaty - Effect A on rainforest
  • Migration Treaty - Effect A on a rival
  • Urban Development Treaty - Effect A on Encampments or Harbours
Pantheons
  • Earth Goddess
  • God of the Forge
Religious beliefs
  • Defender of the Faith
  • Warrior Monks
Key city-states
  • Kabul
  • Lahore
  • Nazca
Key wonders
  • Pyramids
  • Colosseum
  • Mausoleum at Halicarnassus
  • Casa de Contratación
  • Statue of Liberty
  • Eiffel Tower
  • Golden Gate Bridge
Key Great People
  • Trưng Trắc (Classical General)
  • Rajendra Chola (Medieval Admiral)
  • Gustave Eiffel (Industrial Engineer)
  • Alvar Aalto (Modern Engineer)
  • Joaquim Marques Lisboa (Modern Admiral)
  • Charles Correa (Information Engineer)

Summary of key strengths

  • Good at taking down stronger civs
  • Can get enemy cities out of their control without having to take out city defences
  • Impressive culture/tourism potential
Maya


Start Bias

Tier One:
Grassland
Grassland Hills
Plains
Plains Hills

Tier Two:
Citrus
Coffee
Cocoa
Cotton
Dyes
Incense
Olives
Silk
Spices
Sugar
Tea
Tobacco
Wine

Tier Three:
Desert
Desert Hills
Desert Mountains
Snow
Snow Hills
Snow Mountains
Tundra
Tundra Hills
Tundra Mountains

Uniques

Civilization Ability: Mayab
  • Gain no housing from cities having access to fresh water or coast adjacency
    • Aqueducts will always provide the full +4 housing for Mayan cities.
  • Farms provide +1 housing and +1 gold on top of their standard yields.
  • Farms adjacent to Observatories produce +1 production on top.
  • Cities gain +1 amenity per luxury adjacent to their city centres.
    • Cities founded on luxury tiles will not receive this bonus amenity.

Lady Six Sky's Leader Ability: Ix Mutal Ajaw
  • Non-capital cities within six tiles of the capital gain a free Builder when founded.
  • Non-capital cities within six tiles of the capital gain +10% to food, production, gold, faith, science and culture yields.
  • Non-capital cities beyond six tiles of the capital have a penalty of -15% to food, production, gold, faith, science and culture yields.
  • All military and religious units within six tiles of the capital gain +5 strength.
    • This is based on where your unit is when combat is initiated.

Unique Unit: Hul'che
Ancient era, ranged land, replaces Archer
  • 28 ranged strength, up from 25
  • +5 strength when attacking units on less than full health

Unique District: Observatory
Ancient era, replaces Campus
  • Does not gain science adjacency from mountains, rainforests, reefs or geothermal fissures.
  • -50% production cost
  • +2 science per adjacent plantation
  • +1 science per two adjacent farms

Strategy

The Maya are best at scientific victories.

The Maya work best settling all their cities within six tiles of the capital. You can try scouting around for a few turns before settling your capital in order to maximise your potential number of cities, or else avoid the risk by settling right away. Use map pins to mark out spots six tiles away from your capital, so you can work out where the limits of Lady Six Sky's yield and strength bonuses are. Where possible, try to settle the six points of this hexagon before settling cities in the middle, maximising the number of cities you can found with boosted yields.

Mayan cities initially have a mere 2 housing (3 for the capital) regardless of where they are placed. Thankfully, farms offer 1.5 housing each for the civ, so use your free Builders to get them set up. With enough farms, cities can grow to great heights, providing more science, culture and other yields. You'll also receive gold from farms, allowing you to afford more tile, unit and building purchases early in the game, speeding along your early development.

The Hul'che unit helps ease this unusual starting situation by offering you a strong affordable defensive option. It's a good idea to keep Hul'che units in groups of at least two, so one can hit an enemy and others can take advantage of the strength bonus against injured units. Even when Hul'che obsolete, Lady Six Sky's strength bonus to units within six tiles of the capital will make the Maya hard for other civs to invade.

The Observatory district loses the typical inconsistent terrain-based adjacency yields of standard Campuses, and instead gains more consistent ones based on tile improvements. Merely surrounding an Observatory with farms is enough for a +3 science adjacency yield, but next to a couple of plantations along with farms or districts, you can get yields of +6 or even better.

Governments and Government Buildings
  1. Classical Republic | Audience Chamber or Ancestral Hall
  2. Merchant Republic | Intelligence Agency
  3. Communism | Royal Society
  4. Synthetic Technocracy
Key policy cards
  • Agoge
  • Colonisation
  • Ilkum
  • Natural Philosophy
  • Retainers
  • Serfdom
  • Liberalism
  • Rationalism
  • Five Year Plan
  • International Space Agency
  • Aerospace Contractors
  • Global Coalition
Key age bonuses
  • Free Inquiry (Golden Age)
  • Isolationism (Dark Age)
  • Monasticism (Dark Age)
  • Monumentality (Golden Age)
  • Heartbeat of Steam (Golden Age)
  • Sky and Stars (Golden Age)
Key resolutions
  • Border Control Treaty - Effect A on yourself
  • Espionage Pact - Effect B on Steal Tech Boost
  • International Space Station - Vote in favour
  • Migration Treaty - Effect A on yourself
  • Nobel Prize in Physics - Vote in favour
  • Patronage - Effect A on Great Scientists
  • Urban Development Treaty - Effect A on Campuses
Pantheons
  • Divine Spark
  • Fertility Rites
  • Goddess of Festivals
  • Religious Settlements
Religious beliefs
  • Defender of the Faith
  • Jesuit Education
  • Stewardship
  • Stupa
  • Wat
  • Zen Meditation
Key city-states
  • Bologna
  • Buenos Aires
  • Geneva
  • Grenada
  • Mitla
  • Muscat
  • Nalanda
  • Taruga
  • Zanzibar
Key wonders
  • Etemenanki
  • Hanging Gardens
  • Oracle
  • Pyramids
  • Temple of Artemis
  • Colosseum
  • Great Library
  • Oxford University
  • Ruhr Valley
Key Great People
  • Any which provide eureka boosts
  • Colaeus (Classical Merchant)
  • Hypatia (Classical Scientist)
  • Marcus Lacinius Crassus (Classical Merchant)
  • Ferdinand Magellan (Renaissance Admiral)
  • Ibn Khaldun (Renaissance Scientist)
  • Isaac Newton (Renaissance Scientist)
  • Joesph Paxton (Industrial Engineer)
  • John Spilsbury (Industrial Merchant)
  • Nikola Tesla (Industrial Engineer)
  • Grace Hopper (Atomic Admiral)
  • Helena Rubenstein (Atomic Merchant)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)
  • Levi Strauss (Atomic Merchant)
  • Sergei Korolev (Atomic Engineer)
  • Carl Sagan (Information Scientist)
  • Estée Lauder (Information Merchant)

Summary of key strengths
  • Good science yields
  • Defends effectively, especially early in the game
  • Great city growth potential
Mongolia


Start Bias

Horses (tier 2)

Uniques

Civilization Ability: Örtöö
  • Sending a trade route automatically creates a trading post in the destination city, including cities owned by you.
  • With at least one trading post present in a civ, gain 1 level of diplomatic visibility. This persists even through war.
  • For every level of diplomatic visibility you have with a civ higher than they have with you, gain +6 strength and religious strength instead of +3.

Genghis Khan's Leader Ability: Mongol Horde
  • All light and heavy cavalry units, as well as Keshigs, gain +3 strength.
  • All light and heavy cavalry units, as well as Keshigs, have a chance to capture other light and heavy cavalry units when they are killed.
    • The chance of this occurring scales based on the difference between your unit's base melee strength (or ranged strength if it's higher) and the base melee strength of the unit it defeats.
      • If the two values are the same, the capture rate is 50%.
      • For every point of strength advantage the enemy unit has, the capture rate is reduced by 2.5 percentage points. The reverse is true if the enemy unit has a lower base melee strength.
      • Units with a 20-point base strength advantage or higher cannot be captured.
    • Captured units will start at 25 health.
    • 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
  • All governments receive an extra economic policy card slot.
  • When first establishing a trading post in another full civ, gain a random eureka and inspiration boost.
    • You may only receive this 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
Medieval era, ranged land, requires Chivalry technology
  • Costs 160 production/640 gold/320 faith
  • Requires 10 horses to train
  • Maintenance cost of 3 gold per turn
  • 35 strength
  • 45 ranged strength
  • 4 movement points
  • 2 range
  • Ignores zone of control
  • Has a vulnerability to anti-cavalry units and bonuses
  • Allows formation units to inherit its movement speed
    • 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
Classical era, requires Encampment, replaces Stable
  • Light cavalry, heavy cavalry and Keshig units trained in this city gain +1 movement point.
    • This is kept when the unit is upgraded.

Strategy

Mongolia is best at domination victories.

Mongolia takes a little bit of time to get going, but is nonetheless one of the game's scariest warmongers your opponents can face. You can lay the groundwork for conquests by sending trade routes to other civs' capitals or their most distant cities as soon as possible. Consider even letting Barbarians pillage them so you can reset them and send them to new civs sooner. Avoid sending the trade routes to minor cities you're likely to capture sooner, as taking them will eliminate the diplomatic visibility and strength bonus part-way through the war. While you're doing this, look out for iron and horses - you'll need them for Knights and Keshigs respectively later on.

Kublai Khan will receive free eurekas and inspirations the first time he trades with a new civ, which can speed up reaching the key technology of Chivalry. A bonus economic policy card adds a versatile economic support option which can make military-inclined governments easier to use, or provide extra gold, amenities or the like on the side.

The combination of Keshigs and Knights in the medieval era, supported by the Ordu building, and Genghis Khan's leader ability if applicable, makes Mongolia particularly strong at that time. Use Keshigs to escort Battering Rams or Siege Towers quickly to the front lines to deal with cities with the aid of melee infantry units, and Builders so you can clean up pillaged improvements in a captured city. Genghis Khan's lack of economic bonuses means you may have to pillage extensively to make up for that, especially considering that you may end up with a lot of additional cavalry units you need to maintain as the war goes on.

You can secure higher diplomatic visibility via the renaissance-era Printing technology, the Listening Post Spy mission and the modern-era Great Merchant Mary Katherine Goddard for a bigger strength bonus - something that'll be really helpful for your later wars.

Governments and Government Buildings
  1. Autocracy | Warlord's Throne
  2. Monarchy | Intelligence Agency
  3. Fascism | War Department
  4. Corporate Libertarianism
Key policy cards
  • Caravansaries
  • Conscription
  • Manoeuvre
  • Equestrian Orders
  • Raid
  • Veterancy
  • Chivalry
  • Feudal Contract
  • Professional Army
  • Trade Confederation
  • Logistics
  • Machiavellianism
  • Triangular Trade
  • National Identity
  • Total War
  • Levee en Masse
  • Lightning Warfare
  • Martial Law (Genghis Khan)
  • Integrated Attack Logistics
Key age bonuses
  • Twilight Valour (Dark Age)
  • Reform the Coinage (Golden Age)
  • To Arms! (Golden Age)
  • Bodyguard of Lies (Golden Age)
Key resolutions
  • Military Advisory - Effect A on light/heavy cavalry or land ranged units, or Effect B on anti-cavalry units
  • Patronage - Effect A on Great Generals
  • Trade Policy - Effect A on yourself
  • Urban Development Treaty - Effect A on Encampments
Pantheons
  • City Patron Goddess
  • God of Craftsmen
  • God of the Forge
  • God of the Open Sky
Religious beliefs
  • Religious Community
  • Zen Meditation
Key city-states
  • Bandar Brunei
  • Chinguetti
  • Hattusa
  • Hunza
  • Muscat
  • Ngazargamu
  • Samarkand
  • Singapore
  • Valletta
  • Venice
Key wonders
  • Colossus
  • Statue of Zeus
  • Terracotta Army
  • Alhambra
  • Great Zimbabwe
  • Torre de Belém
Key Great People
  • Trưng Trắc (Classical General)
  • Zhang Qian (Classical Merchant)
  • Abu Al-Qasim Al-Zahrawi (Medieval Scientist)
  • El Cid (Medieval General)
  • Ibn Fadlan (Medieval Merchant)
  • Marco Polo (Medieval Merchant)
  • Zheng He (Medieval Admiral)
  • Joaquim Marques Lisboa (Modern Admiral)
  • John Rockefeller (Modern Merchant)
  • Mary Katherine Goddard (Modern Merchant)
  • Georgy Zhukov (Atomic General)
  • Melitta Bentz (Atomic Merchant)

Summary of key strengths
  • Overwhelmingly strong medieval-era warfare
  • Particularly fast movement for a land-based warmonger
  • Genghis Khan: Strong counter to other cavalry-reliant civs
  • Kublai Khan: Versatile economic support
Netherlands


Start Bias

River (tier 2)
Coastal (tier 4)

Uniques

Civilization Ability: Grote Rivieren
  • Campuses, Theatre Squares and Industrial Zones gain a +2 adjacency bonus if next to at least one river tile.
    • This functions the same way as the +2 gold bonus Commercial Hubs get; it does not stack with multiple adjacent rivers.
  • Constructing a Harbour district causes a culture bomb, granting you all surrounding tiles.
    • 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.
  • +50% production when constructing the Dam district or the Flood Barrier building
    • This bonus extends to the production added by Military Engineer charges.

Wilhelmina's Leader Ability: Radio Oranje
  • Domestic trade routes add +2 loyalty per turn each in the origin city.
  • International trade routes both to and from your cities provide you with +2 culture each.

Unique Unit: De Zeven Provinciën
Renaissance era, ranged naval, replaces Frigate
  • Costs 10 nitre, down from 20 (-50%)
  • 50 strength, up from 45.
  • 60 ranged strength, up from 55.
  • +7 ranged strength versus cities.

Unique Improvement: Polder
Medieval era, requires Guilds civic
  • Must be constructed on a owned coast or lake tile adjacent to at least three
    non-mountain land tiles
  • 1 production, 1 food, 0.5 housing
  • Tile requires three movement points to enter
  • +1 food per adjacent Polder
  • Civil Engineering civic: +4 gold
  • Replaceable Parts technology: Additional +1 food per adjacent Polder
  • Pillage yield: 25 faith

Strategy

The Dutch are best at scientific victories.

Settle near rivers as much as possible, especially if they have lakes or sheltered bays as well. River adjacency makes for some strong early Campuses and hence an early scientific advantage. Industrial Zones gain an even bigger advantage - with adjacent Aqueducts and/or Dams, you can achieve excellent production yields doubled by the Craftsmen policy card and doubled again with a Coal Power Plant. Stronger Theatre Squares will help with civics as well - particularly in conjunction with the culture from Wilhelmina's leader ability.

Polders can make particular cities particularly strong, especially in conjunction with additional bonuses like the Huey Teocalli wonder. By turning normally marginal tiles into great ones, you can end up with more free land for other purposes. Polders also slow down enemy naval units, giving you more time to react in the case of a naval invasion. With Civil Engineering, they produce a particularly good gold yield.

If you want to go on the offensive, the unique De Zeven Provinciën unit can help with that greatly. While arriving in the late-renaissance era, it's almost as strong as a Battleship against city defences without being any more expensive than a regular Frigate. After taking coastal cities, you can use Polder gold to reinforce them with land units.

Governments and government buildings
  1. Classical Republic | Ancestral Hall
  2. Merchant Republic | Intelligence Agency
  3. Democracy or Communism | Royal Society
  4. Synthetic Technocracy
Key policy cards
  • Caravansaries
  • Maritime Industries
  • Natural Philosophy
  • Aesthetics
  • Craftsmen
  • Professional Army
  • Retinues
  • Serfdom
  • Trade Confederation
  • Colonial Offices
  • Drill Manuals
  • Press Gangs
  • Rationalism
  • Triangular Trade
  • Wisselbanken
  • Colonial Taxes
  • Grand Opera
  • Collectivisation
  • Five Year Plan
  • Market Economy
  • New Deal
  • Sports Media
  • Ecommerce
Key age bonuses
  • Pen, Brush and Voice (Golden Age)
  • Hic Sunt Dracones (Golden Age)
  • Reform the Coinage (Golden Age)
  • Robber Barons (Dark Age)
  • Collectivism (Dark Age)
Pantheons
  • City Patron Goddess
  • Divine Spark
  • God of the Sea
Religious beliefs
  • Jesuit Education
  • Religious Community
Key city-states
  • Auckland
  • Bandar Brunei
  • Bologna
  • Geneva
  • Hattusa
  • Hunza
  • Kumasi
  • Mogadishu
  • Nan Madol
  • Ngazargamu
  • Samarkand
  • Singapore
  • Venice
  • Vilnius
Key wonders
  • Oracle
  • Colossus
  • Great Library
  • Great Lighthouse
  • Mausoleum at Halicarnassus
  • Huey Teocalli
  • University of Sankore
  • Casa de Contratación
  • Great Zimbabwe
  • Torre de Belém
  • Venetian Arsenal
  • Big Ben
  • Oxford University
  • Ruhr Valley
  • Broadway
  • Amundsen-Scott Research Station
Key Great People
  • Gaius Duilius (Classical Admiral)
  • Hypatia (Classical Scientist)
  • Themistocles (Classical Admiral)
  • Zhang Qian (Classical Merchant)
  • Ibn Fadlan (Medieval Merchant)
  • Leif Erikson (Medieval Admiral)
  • Marco Polo (Medieval Merchant)
  • Rajendra Chola (Medieval Admiral)
  • Zheng He (Medieval Admiral)
  • Isaac Newton (Renaissance Scientist)
  • Leonardo da Vinci (Renaissance Engineer)
  • Mimar Sinan (Renaissance Engineer)
  • Raja Todar Mal (Renaissance Merchant)
  • Santa Cruz (Renaissance Admiral)
  • James Watt (Industrial Engineer)
  • Albert Einstein (Modern Scientist)
  • John Rockefeller (Modern Merchant)
  • Nikola Tesla (Modern Engineer)
  • Melitta Bentz (Atomic Merchant)
  • Jamseth Tata (Information Merchant)
  • Kenzo Tange (Information Engineer)
  • Masaru Ibuka (Information Merchant)

Summary of key strengths
  • Good general city development
  • Strong production
  • Good renaissance-era naval warfare
  • Decent gold output later in the game
Norway


Start Bias

Coastal (tier 3)
Woods (tier 5)

Uniques

Civilization Ability: Knarr
  • Naval and embarked units may cross ocean tiles with the classical-era Shipbuilding technology instead of the renaissance-era Cartography technology.
  • Naval melee units may heal in neutral territory even without the Auxiliary Ships promotion.
    • By default, healing in neutral territory restores 10 health per turn.
  • Embarking and disembarking land units costs just one movement point
    • 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
  • All melee naval units can perform coastal raids, an ability otherwise restricted to naval raider units.
  • +50% production bonus when constructing naval melee units.
  • Pillaging and coastal raiding of mines grants science in addition to gold.
    • The science yield is equal to 30% of the gold yield.
  • Pillaging and coastal raiding of camps, pastures, plantations and quarries grants culture in addition to faith.
    • The culture yield 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
Ancient era, naval melee, replaces Galley
  • 35 strength, up from 30.
  • +1 movement point if starting on a coast tile

Unique Unit: Berserker
Medieval era, melee infantry, replaces Man-at-Arms
  • -5 strength when defending against melee attacks
    • Any kind of melee attack counts, including from naval melee units while the Berserker is embarked.
  • Requires the Military Tactics technology instead of Apprenticeship
  • Costs 10 iron to train, down from 20 (-50%)
  • Has 48 strength, up from 45
  • +10 strength when attacking
  • +2 movement points when starting a turn in enemy territory
    • If you capture the territory, Berserkers starting in that captured land will still have 2 extra movement points until the end of the turn.
  • -1 movement point cost to pillage

Unique Building: Stave Church
Classical era, requires Holy Site district with a Shrine, replaces Temple
  • +1 faith per adjacent woods tile
    • This particular bonus works even if the woods are improved, unlike the normal Holy Site adjacency bonus.
    • This stacks with the standard +1 faith per two adjacent woods tiles.
  • All tiles containing coastal resources within the city limits provide +1 production.

Strategy

Norway is best at domination victories. Religious victory is a possible backup.

Viking Longships are the terror of the seas early in the game. You can build them very cheaply, they're strong and they're fast. Build a few for early exploration, as they can clear coastal tribal villages and Barbarian Encampments. You can also pick off cities that are too exposed to the coast, or pillage their coastal improvements. Look for mines, camps, pastures, plantations and quarries in particular - the yields are very lucrative! If they get injured, withdraw to neutral territory and you're able to heal up. Once you have Shipbuilding, you can retreat to ocean tiles to heal with no risk for a couple of eras.

Stave Churches can help make coastal areas more productive. If you need a use for the faith and can't manage a religion of your own, consider using the Grand Master's Chapel building. If you can found a religion, exploit Norway's early ocean-crossing and good exploration potential via the Viking Longship to scout out some other civs you can easily convert. Even if you're not after a religious victory, beliefs like Tithe can ensure a steady income to support your military, while ones like Crusade makes the civs easy targets later. Finally, you can a woods-heavy region and the Work Ethic belief for a significant production bonus.

Berserkers are incredibly effective units that ensures Norway can be the terror of land as well as the seas. They can be trained earlier than regular Men-at-Arms, are as fast as Knights in enemy territory, attack more effectively than Musketmen and with Oligarchy or Oligarchic Legacy, you can cover up their defensive weakness. Their cheap pillaging means you can pillage and fight in the same turn, which aids in minimising the damage they take. Bring along a couple of Battering Rams or Siege Towers so you can tear down city defences.

Governments and government buildings
  1. Oligarchy | Warlord's Throne
  2. Theocracy | Grand Master's Chapel
  3. Fascism | War Department
  4. Corporate Libertarianism or Synthetic Technocracy
Key policy cards
  • Conscription
  • Limitanei
  • Maritime Industries
  • Equestrian Orders
  • Praetorium
  • Raid
  • Scripture
  • Feudal Contract
  • Colonial Offices
  • Press Gangs
  • Simultaneum
  • Wars of Religion
  • Total War
  • Levee en Masse
  • Martial Law
  • International Waters
  • Communications Office
  • Integrated Attack Logistics
Key age bonuses
  • Monasticism (Dark Age)
  • Exodus of the Evangelists (Golden Age)
  • Monumentality (Golden Age)
  • Hic Sunt Dracones (Golden Age)
Key resolutionjs
  • Mercenary Companies - Effect B on production
  • Military Advisory - Effect A on melee infantry units
  • Migration Treaty - Effect B on yourself
  • Public Relations - Effect B on yourself
  • Urban Development Treaty - Effect A on Holy Sites
Pantheons
  • City Patron Goddess
  • Dance of the Aurora
  • God of Healing
  • God of the Sea
  • River Goddess
Religious beliefs
  • Choral Music
  • Crusade
  • Meeting House
  • Missionary Zeal
  • Religious Community
  • Tithe
  • Wat
  • Work Ethic
Key city-states
  • Akkad
  • Auckland
  • Hattusa
  • Kandy
  • Mohenjo Daro
  • Nan Madol
  • Preslav
  • Valletta
  • Wolin
Key wonders
  • Oracle
  • Great Lighthouse
  • Mausoleum at Halicarnassus
  • Venetian Arsenal
  • Panama Canal
Key Great People
  • Any that provide loyalty
  • Gaius Duilius (Classical Admiral)
  • Hanno the Navigator (Classical Admiral)
  • Hildegard of Bingen (Medieval Scientist)
  • James of St. George (Medieval Engineer)
  • Rajendra Chola (Medieval Admiral)
  • Santa Cruz (Renaissance Admiral)
  • Yi Sun-Sin (Renaissance Admiral)

Summary of key strengths
  • Huge naval power, especially early in the game
  • Good land-based combat as well in the medieval era, ensuring foes are weak from multiple angles
  • Most effective pillager in the game
  • Reasonable coastal production
Nubia


Start Bias

Tier One:
Desert
Desert Hills

Tier Five:
Aluminium
Coal
Copper
Diamonds
Iron
Jade
Mercury
Nitre
Salt
Silver
Uranium

Civilization Ability: Ta-Seti
  • +30% production when constructing ranged land units
  • Land ranged units receive 50% more experience from combat
  • Mines over bonus resources (copper) or luxury resources (amber, diamonds, jade, mercury, salt, silver) provide +2 gold
  • Mines over strategic resources (iron, nitre, coal, aluminum, uranium) provide +1 production

Amanitore's Leader Ability: Kandake of Meroë
  • All districts can be constructed 20% faster, or 40% faster if the city has a Nubian Pyramid adjacent to the city centre.

Unique Unit: Pítati Archer
Ancient era, ranged land, replaces Archer
  • Costs 70 production, 280 gold or 140 faith, up from 60, 240 and 120 respectively (+17%)
  • Costs 80 gold to upgrade to from a Slinger, up from 60 (+33%)
  • 17 melee strength, up from 15
  • 30 ranged strength, up from 25
  • 3 movement points, up from 2
  • Costs 230 gold to upgrade to a Crossbowman, down from 250 (-8%)

Unique Improvement: Nubian Pyramid
Ancient era, requires Masonry technology
  • Must be constructed on flat desert, desert hills or desert floodplains in your own territory
  • +2 faith, +2 food
  • +1 food if a city centre is adjacent
  • +1 faith per adjacent Holy Site
  • +1 science per adjacent Campus
  • +1 culture per adjacent Theatre Square
  • +1 gold per adjacent Harbour or Commercial Hub
  • +1 production per adjacent Industrial Zone
  • Fight technology: Culture output added to tourism
  • Pillage yield: 25 faith

Strategy

Nubia is best at domination victories.

The Pítati Archer is an incredibly effective early rushing unit. It's fairly powerful, fairly fast and fairly affordable thanks to Amanitore's Leader Ability. Bring along a Scout or Warrior to get the last hit on the cities you attack, and you should be able to secure yourself a good early empire.

You should consider founding cities as well as conquering them. To reach Nubia's full potential, you'll want to look for resources you can mine as well as floodplains - though settling a city next to an isolated desert tile can work well too. Nubia's bonuses to mines on bonus or luxury resources offers enough gold to make supporting your early army easy, while the bonuses to strategic resources will help to make your cities more productive later in the game.

Nubian Pyramids have fairly strict placement requirements, though can make otherwise worthless desert regions much more productive. Adjacent to a city centre they yield +3 food and +2 faith, which is like a grassland farm with the faith of a Shrine on top, as well as ensuring your city gets the full +40% district construction bonus. Their other yields work much like getting bonus district adjacency, only on the tile improvement rather than the district itself. The science from Campuses and culture from Theatre Squares are particularly worth looking out for. Keep in mind there's no need to completely surround Nubian Pyramids with districts - while you might make a strong yield on that one tile, the districts may have had better yields if clustered together.

Governments and government buildings
  1. Classical Republic or Autocracy | Warlord's Throne
  2. Theocracy or Merchant Republic | Grand Master's Chapel or Intelligence Agency
  3. Fascism or Democracy | War Department or Royal Society
  4. Any
Key policy cards
  • Agoge
  • Conscription
  • Ilkum
  • Limitanei
  • Urban Planning
  • Insulae
  • Veterancy
  • Feudal Contract
  • Medina Quarter
  • Professional Army
  • Retainers
  • Serfdom
  • Liberalism
  • Grand Armée
  • Public Works
  • Levee en Masse
  • New Deal
  • After Action Reports
  • Military First
  • Ecommerce
  • Aerospace Contractors
Key age bonuses
  • Monasticism (Dark Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Elite Forces (Dark Age)
Key resolutions
  • Border Control Treaty - Effect A on yourself
  • Mercenary Companies - Effect B on production
  • Military Advisory - Effect A on land ranged units
Pantheons
  • City Patron Goddess
  • Desert Folklore
  • Divine Spark
  • God of Craftsmen
  • God of the Forge
  • Lady of the Reeds and Marshes
  • Religious Idols
  • River Goddess
Religious beliefs
  • Feed the World
  • Jesuit Education
  • Stupa
  • Warrior Monks
  • Zen Meditation
Key city-states
  • Bologna
  • Kabul
  • Kumasi
  • Johannesburg
  • Mitla
  • Nazca
  • Targua
  • Valletta
Key wonders
  • Etemanki
  • Great Bath
  • Hanging Gardens
  • Oracle
  • Pyramids
  • Temple of Artemis
  • Jebel Barkal
  • Petra
  • Terracotta Army
  • Ruhr Valley
Key Great People
  • Bi Sheng (Medieval Engineer)
  • Hildegard of Bingen (Medieval Scientist)
  • Imhotep (Medieval Engineer)
  • Ibn Khaldun (Renaissance Scientist)
  • Ada Lovelace (Industrial Engineer)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)

Summary of key strengths
  • Powerful early warfare
  • Rapid district construction makes developing new cities much easier
  • Can make more effective use of desert than most civs
Ottomans (Part 1/2)


Start Bias

Nitre (tier 4)

Uniques

Civilization Ability: Great Turkish Bombard
  • +50% production when training siege units
  • Siege units gain +5 bombard strength when attacking city defences
  • Capturing cities does not cause them to lose population
  • Cities owned but not founded by the Ottomans gain +1 amenity and +4 loyalty per turn.

Kanuni Suleiman's Leader Ability: Grand Vizier
  • In addition to the regular seven Governors, may recruit Governor Ibrahim (the Grand Vizier).
    • Ibrahim can be placed in an owned city, or the capital of a full civ you are not at war with.
    • Ibrahim takes 3 turns to establish.
    • Ibrahim's promotions:
      • Pasha | Initial promotion | +20% production towards military units in this city
      • Head Falconer | Requires Pasha | All owned military and religious units fighting within this city's territory gain +5 strength
      • Serasker | Requires Pasha | All owned military units within 10 tiles of this city gain +10 strength when attacking city defences
      • Khass-Oda-Bashi | Requires Head Falconer | When present in the capital of an allied civ, gain +0.5 alliance points per turn.
      • Capou Agha | Requires Serasker | When present in the capital of another civ, they lose 1 grievance per turn against you.
      • Grand Vizier | Requires Khass-Oda-Bashi or Capou Agha | When present in the capital of another civ, their cities impose no loyalty pressure against yours.
    • As a unique Governor, Ibrahim cannot be targeted by the World Congress resolution Governance Doctrine.
  • Receive a free Governor title at the renaissance-era Gunpowder technology.

Kanuni Suleiman's Unique Unit: Janissary
Renaissance era, melee infantry, replaces Musketman
  • May only be trained/purchased in cities of at least size 2 population.
  • Training/purchasing Janissaries in cities founded by the Ottomans costs the city 1 population.
  • Costs 120 production/480 gold/240 faith, down from 240/960/480 to train (-50%)
  • Costs 10 gold to upgrade to from a Man-at-Arms, down from 150 (-93%)
  • Costs 10 nitre to train, down from 20 (-50%)
  • 60 strength, up from 55
  • Starts with a free promotion
    • Upgrading a unit to a Janissary will provide you with enough experience for its next promotion.
  • Costs 490 gold to upgrade to Line Infantry, up from 250 (+96%)

Muhteşem Suleiman's Leader Ability: The Magnificent
  • During a Normal or Dark Age: All units gain +4 Strength vs. other civs in a Normal or Dark Age
  • During a Golden or Heroic Age: All cities generate +15% science and culture per turn.
    • This is applied at the city level, so the culture boost helps accumulate tiles faster.

Unique Unit: Barbary Corsair
Medieval era, naval raider, replaces Privateer
  • Unlocked at the medieval-era Medieval Faires civic, instead of the renaissance-era Mercantilism civic
    • This means classical-era Great Admirals improve the movement speed and strength of these units, but renaissance-era Great Admirals do not.
  • Costs 240 production/960 gold/480 faith, down from 280/1120/560 to train (-14%)
  • Maintenance cost of 3 gold, down from 4 (-25%)
  • Coastal raids cost no movement points
  • Costs 490 gold to upgrade to a Submarine, up from 410 (+20%)

Unique Building: Grand Bazaar
Renaissance era, requires Commercial Hub district with a Market, replaces Bank
  • Costs 220 production/880 gold, down from 290/1160 (-24%)
  • 1 amenity per improved luxury resource within the city's limits
  • Improved strategic resources produce +1 copy of their resource per turn
Ottomans (Part 2/2)
Strategy

The Ottomans are best at domination victories. Muhteşem Suleiman has a strong scientific backup.

Although Kanuni Suleiman's Ottomans are most powerful in the renaissance era, you should seek to start a war early on. By recruiting Governor Ibrahim and giving him the Serasker promotion, you can get a huge advantage when sieging down enemy cities. Try using Archers to handle enemy units, Catapults to deal with cities, and a fast unit like Heavy Chariots to get the last hit on them. This early war will help you prepare for Janissaries later by giving you cities you can train them in without population loss, and increasing your likelihood of finding nitre resources.

Muhteşem Suleiman can be played in two ways - reactive and proactive. The reactive playstyle is a bit easier - adjust how you play depending on what kind of era you receive. A Dark/Normal Age is a good time for combat; a Golden/Heroic Age is a good time to build up Campuses. The proactive playstyle is trickier to do, but has better potential - in this case, you can deliberately hold off from getting era score to force a Dark/Normal Age when you most need the strength boost.

Barbary Corsairs are cheaper, earlier-arriving Privateers which can rip through enemy coastal improvements, giving you lots of gold, faith and other yields along the way. You don't need many to devastate another civ's coast, which is useful as you'll want to save that production for other things.

The centrepiece of Kanuni Suleiman's warfare is the Janissary unit, accompanied by Bombards which can be researched just one technology later. You'll need a lot of nitre to train them - use Governor Magnus (the Steward) with the Black Marketeer promotion if resources are tight. Janissaries are cheap and strong, and able to kill enemy units with ease, while your Bombards deal with city defences. Extra loyalty and an amenity in captured cities means loyalty is far less likely to slow your conquests down.

Finally, the Grand Bazaar offers amenities to help cover war weariness, and can provide extra copies of strategic resources. This is useful immediately for ensuring you have enough nitre, but can become even more powerful later in the game once units start costing strategic resources every turn.

Governments and Government Buildings
  1. Oligarchy for its legacy card, then Classical Republic | Warlord's Throne
  2. Merchant Republic | Grand Master's Chapel
  3. Fascism or Communism | War Department
  4. Corporate Libertarianism or Synthetic Technocracy (Scientific Muhteşem Suleiman)
Key policy cards
  • Anything that boosts science or culture (Muhteşem Suleiman)
  • Agoge
  • Raid
  • Feudal Contract (Kanuni Suleiman)
  • Retinues
  • Drill Manuals
  • Free Market
  • Logistics
  • Press Gands
  • Wisselbanken (Kanuni Suleiman)
  • Force Modernisation (Kanuni Suleiman)
  • Total War
  • Levee en Masse
Key age bonuses
  • Free Inquiry (Golden Age)
  • Pen, Brush and Voice (Golden Age) (Muhteşem Suleiman)
  • Letters of Marque (Dark Age)
  • Hic Sunt Dracones (Golden Age)
  • Robber Barons (Dark Age)
  • To Arms! (Golden Age) (Kanuni Suleiman)
Key resolutions
  • Luxury Policy - Effect A on your most common luxury
  • Migration Treaty - Effect A on a civ vulnerable to your loyalty pressure (Kanuni Suleiman)
  • Military Advisory - Effect A on siege or melee infantry, or Effect B on light/heavy cavalry
  • Public Relations - Effect B on yourself (Kanuni Suleiman)
  • Urban Development Treaty - Effect A on Commercial Hubs
Pantheons
  • God of Craftsmen
  • God of the Forge
  • Goddess of Festivals (Muhteşem Suleiman)
  • Religious Settlements
Religious beliefs
  • Cross-Cultural Dialogue
  • Crusade (Kanuni Suleiman)
  • Defender of the Faith
  • World Church
Key city-states
  • Akkad (Kanuni Suleiman)
  • Geneva (Muhteşem Suleiman)
  • Hattusa (Kanuni Suleiman)
  • Muscat
  • Taruga
Key wonders
  • Etemenanki (Muhteşem Suleiman)
  • Great Lighthouse
  • Terracotta Army
  • Casa de Contratación (Kanuni Suleiman)
  • Taj Mahal
  • Venetian Arsenal
  • Big Ben
Key Great People
  • Any that boost science or culture yields (Muhteşem Suleiman)
  • Gaius Duilius (Classical Admiral)
  • Irene of Athens (Medieval Merchant) (Kanuni Suleiman)
  • Leif Erikson (Medieval Admiral)
  • Rajendra Chola (Medieval Admiral)
  • Francis Drake (Renaissance Admiral)
  • Giovanni de Medici (Renaissance Merchant)
  • Gustavus Adolphus (Renaissance General)
  • Santa Cruz (Renaissance Admiral)
  • Adam Smith (Industrial Merchant) (Kanuni Suleiman)
  • James Young (Industrial Scientist)
  • Mary Katherine Goddard (Modern Merchant)
  • Tupac Amaru II (Modern General) (Kanuni Suleiman)

Summary of key strengths
  • Advantages to most aspects of the domination game
  • Excellent at sieging down city defences
  • Efficient use of production - both unique units and the unique building are cheaper
  • Kanuni Suleiman - Powerful renaissance-era warfare
  • Muhteşem Suleiman - Moderate flexibility between science and war
Persia


Start Bias

None.

Uniques

Civilization Ability: Satrapies
  • Gain +1 trade route capacity with the classical-era Political Philosophy civic
  • Internal trade routes are worth an additional 2 gold and 1 culture.
  • Roads constructed in your territory are one tier more advanced than normal (classical roads in the ancient era, etc.)
    • Roads constructed by you outside your own territory are unaffected.

Cyrus' Leader Ability: Fall of Babylon
  • Declaring a surprise war has 33% reduced grievance penalties, as if it was a formal war.
  • All units gain +2 movement for the first 10 turns after declaring a surprise war.
  • Occupied cities have no penalties to growth and yields.
  • Occupied cities with a garrisoned unit gain an additional +5 loyalty per turn.

Nader Shah's Leader Ability: Sword of Persia
  • All military and religious units gain +5 strength when attacking units on full health
  • Cities not founded by Nader Shah gain +3 gold and +2 faith for all domestic trade routes.

Unique Unit: Immortal
Classical era, melee infantry, replaces Swordsman
  • Costs 100 production, 400 gold or 200 faith, up from 90, 360 and 180 respectively (+11%)
  • Costs 130 gold to upgrade into from a Warrior, up from 110 (+18%)
  • Requires 10 iron, down from 20 (-50%)
  • Has an optional ranged attack (25 strength, 2 range)
    • If using the ranged attack, -17 strength penalty vs. city defences and naval units, and cannot benefit from Battering Rams or Siege Towers, though suffers only a 50% penalty against city defences instead of 85%.
  • Costs 130 gold to upgrade to a Man-at-Arms, down from 150 (-13%)

Unique Improvement: Pairidaeza
Ancient era, requires Early Empire civic
  • Must be constructed on a featureless desert, desert hills, grassland, grassland hills, plains or plains hills tile within your own territory
  • +2 gold, +1 culture
  • +1 culture per adjacent Holy Site or Theatre Square
  • +1 gold per adjacent Commercial Hub or City Centre
  • +1 appeal to adjacent tiles
  • Diplomatic Service civic: +1 culture
  • Flight technology: Culture output added to tourism
  • Base pillage yield: 25 faith

Strategy

Persia is best at domination and to a lesser extent cultural victories.

The early parts of Persia's game should focus on preparing for war. Settling a second city early and getting a Monument or two up will help you get to Oligarchy faster, which will be really useful as Immortals are the only unit with a ranged attack which benefits from it. Immortals also have strong defence relative to Archers, a bonus against anti-cavalry units like Spearmen, impose Zone of Control, can benefit from Great Generals and still have the option to take cities!

As Cyrus, you can bring a force of Immortals together and declare a surprise war against a neighbour. Surprise wars will be a huge boost to your army's mobility for ten turns, which both helps with surrounding enemy cities and reinforcing the front lines. As Persia gets industrial roads in the classical era, reinforcement can be even faster. As you get a considerable loyalty bonus when stationing military units in captured cities, you needn't let loyalty concerns slow down your conquests - which gives you more freedom to move Governors to where they can create the best yields.

Nader Shah lacks the mobility of Cyrus, but fights more effectively against enemies on full health. For the best results, attack an enemy with a stronger unit first, before following up with weaker ones.

Worried about an early war focus coming at the cost of economic development? Persia has a couple of bonuses to help with that. Firstly, you'll get an extra trade route at Political Philosophy, as well as boosted internal trade yields. For Cyrus, the cities you occupy will produce and grow as effectively as ones you founded yourself. Stronger captured cities can be ready to start building wonders while you're still at war! For Nader Shah, once you capture a city you can trade internally from there for even better internal trade route yields.

The Pairidaeza improvement offers another direction for Persia. Although you can build them in the ancient era, it's usually best to wait a bit so you can start exploiting district adjacency bonuses for them. While you can't construct them next to each other, you can fill gaps with Theatre Squares, Holy Sites or city parks to maximise appeal in adjacent tiles for use with seaside resorts and the like.

Governments and Government Buildings
  1. Oligarchy | Warlord's Throne
  2. Merchant Republic or Monarchy | Intelligence Agency or Grand Master's Chapel
  3. Any | National History Museum or War Department
  4. Corporate Libertarianism or Digital Democracy
Key policy cards
  • Agoge
  • Caravansaries
  • Conscription
  • Equestrian Orders
  • Retainers
  • Serfdom
  • Logistics
  • Triangular Trade
  • Public Works
  • Collectivisation
  • Ecommerce
  • Online Communities
  • Integrated Attack Logistics
Key age bonuses
  • Isolationism (Dark Age)
  • Monumentality (Golden Age)
  • Hic Sunt Dracones (Golden Age) (Cyrus)
  • Wish You Were Here (Golden Age)
Key resolutions
  • Public Relations - Effect B on yourself
  • Trade Policy - Effect A on yourself
Pantheons
  • Dance of the Aurora
  • Desert Folklore
  • Earth Goddess
  • God of the Forge
  • Religious Settlements
Religious beliefs
  • Choral Music
  • Jesuit Education
  • Lay Ministry
  • Missionary Zeal
Key city-states
  • Akkad
  • Bologna
  • Hattusa
  • Hunza
  • Kabul
  • Mogadishu (Nader Shah)
  • Wolin
Key wonders
  • Pyramids
  • Colossus
  • Great Lighthouse (Cyrus)
  • Jebel Barkal
  • Petra
  • University of Sankore
  • Great Zimbabwe
  • Big Ben
  • Broadway
  • Cristo Redentor
  • Eiffel Tower
  • Golden Gate Bridge
Key Great People
  • Any which boost trade route capacity or internal trade yields
  • Bi Sheng (Medieval Engineer)
  • Leif Erikson (Medieval Admiral) (Cyrus)
  • Ada Lovelace (Industrial Engineer)
  • Gustave Eiffel (Industrial Engineer)
  • Horatio Nelson (Industrial Admiral) (Cyrus)
  • Alvar Aalto (Modern Engineer)
  • Georgy Zhukov (Atomic General) (Cyrus)
  • Charles Correa (Information Engineer)

Summary of key strengths
  • Effective early warfare
  • Rapid results from warmongering - fast unit movement and full yields from occupied cities (Cyrus) or strong internal trade route yields (Nader Shah)
  • Cyrus - Strong loyalty helps for holding onto captured cities.
  • Nader Shah - Good at handling freshly-trained enemy units
  • Decent culture output
Phoenicia


Start Bias

Coast (tier 2)

Uniques

Civilization Ability: Mediterranean Colonies
  • Start with the eureka boost for the ancient-era Writing technology
  • Founded coastal cities on the same continent as Phoenicia's capital always have full loyalty.
    • This does not apply to cities that are captured, flipped via loyalty, or only adjacent to a lake
  • Embarked Settlers have +2 movement points and +2 sight
  • Settlers pay just one movement point to embark or disembark

Dido's Leader Ability: Founder of Carthage
  • Building a Government Plaza or any of its buildings grants +1 trade route capacity each.
  • The city with the Government Plaza district gains +50% production when building other districts.
  • Cities with the Cothon district gain access to the Move Capital city project.
    • 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.

Unique Unit: Bireme
Ancient era, naval melee, replaces Galley
  • 35 strength, up from 30.
  • 4 movement points, up from 3.
  • Embarked owned traders within 4 tiles cannot be pillaged.

Unique District: Cothon
Classical era, replaces Harbour
  • -50% production cost
  • +50% production when training Settlers in this city
  • +50% production when training naval units in this city
  • Naval units recover to full health when healing within this city's limits.
  • Buildings in this district have unique graphics.

Strategy

Phoenicia is best at domination victories.

Colonisation is Phoenicia's greatest strength, but unusually, Phoenicia emphasises colonising your home continent. Ensure you train lots of Settlers early on, and feel free to settle very close to enemy coasts so long as your cities are sufficiently defended. Soon enough, you can combine the Ancestral Hall building in the Government Plaza along with a Cothon district for a massive +100% production bonus towards Settlers, and rapidly fill up any spare land close to you, or any coasts you can find.

Phoenicia's Settlers have good mobility and a huge sight range on water, so it can be worth keeping one around along with an escort unit to spy on neighbouring civs or just to explore. Biremes are great at accompanying them thanks to their good strength and boosted mobility, and can also protect your Traders from being pillaged.

Extensive home-continent settling will pay off with the Move Capital project. Moving your capital onto a different continent will allow all your older cities to benefit from bonuses like the Colonial Taxes policy card. Be sure to check your cities' loyalty before doing this so you don't lose control of them! Once complete, you can now start settling extensively in that new continent to secure stronger footholds.

Aside from faster training of Settlers and the Move City project, Cothons also offer a notable production boost to naval units, and very rapid healing for your own units in the city's seas. These help Phoenicia to overwhelm opponents on the seas with sheer numbers of naval units. Gold from trading and Cothon districts can help purchase land units to continue the fight.

Governments and Government Buildings
  1. Autocracy or Oligarchy | Ancestral Hall
  2. Merchant Republic | Grand Master's Chapel
  3. Fascism or Democracy | War Department or Royal Society
  4. Synthetic Technocracy
Key policy cards
  • Caravansaries
  • Colonisation
  • Maritime Industries
  • Bastions
  • Veterancy
  • Naval Infrastructure
  • Professional Army
  • Retainers
  • Trade Confederation
  • Colonial Offices
  • Liberalism
  • Logistics
  • Trade Gangs
  • Triangular Trade
  • Wisselbanken
  • Colonial Taxes
  • Expropriation
  • Force Modernisation
  • Military Research
  • Economic Union
  • Levee en Masse
  • Martial Law
  • Propaganda
  • International Waters
  • Ecommerce
Key age bonuses
  • Free Inquiry (Golden Age)
  • Hic Sunt Dracones (Golden Age)
  • Reform the Coinage (Golden Age)
  • Automated Workforce (Dark Age)
Key resolutions
  • Border Control Treaty - Effect A on yourself
  • Mercenary Companies - Effect B on production or gold
  • Trade Policy - Effect A on yourself or a someone you're trading with
  • Urban Development Treaty - Effect A on Harbours
Pantheons
  • God of the Sea
  • Religious Settlements
Religious beliefs
  • Religious Colonisation
  • Stupa
  • Tithe
  • Zen Meditation
Key city-states
  • Any which offer trade bonuses
  • Auckland
  • Buenos Aires
  • Cardiff
  • Hattusa
  • Hong Kong
  • Kabul
  • Mexico City
  • Mohenjo Daro
  • Nan Madol
  • Zanzibar
Key wonders
  • Colossus
  • Great Lighthouse
  • Mausoleum at Halicarnassus
  • Angkor Wat
  • University of Sankore
  • Casa de Contratación
  • Great Zimbabwe
  • Torre de Belém
  • Venetian Arsenal
  • Big Ben
  • Panama Canal
  • Statue of Liberty
  • Estádio do Maracanã
Key Great People
  • Any which offer trade bonuses
  • Any which offer amenities
  • Gaius Duilius (Classical Admiral)
  • Hanno the Navigator (Classical Admiral)
  • Themistocles (Classical Admiral)
  • Trưng Trắc (Classical General)
  • Leif Erikson (Medieval Admiral)
  • Rajendra Chola (Medieval Admiral)
  • Francis Drake (Renaissance Admiral)
  • Ching Shih (Industrial Admiral)
  • Horatio Nelson (Industrial Admiral)
  • Joaquim Marques Lisboa (Modern Admiral)
  • Stamford Raffles (Modern Merchant)
  • Chester Nimitz (Atomic Admiral)

Summary of key strengths
  • Good number of trade routes early in the game
  • Can circumvent loyalty pressures
  • Excellent production of naval units
  • Ability to treat old established cities as colonies
Poland


Start Bias

None.

Uniques

Civilization Ability: Golden Liberty
  • One military policy card slot is converted into a wildcard slot.
  • Constructing an Encampment district or a fort improvement within your own territory causes a culture bomb, granting you all surrounding tiles.
    • Tiles must be within three tiles of the city centre.
    • Taking tiles from other civs incurs a diplomatic penalty unless they're city-states or free cities
    • Tiles with non-unique tile improvements will retain them.
    • Tiles with completed districts, wonders or national parks will not be stolen, but incomplete ones will be, destroying them.

Jadwiga's Leader Ability: Lithuanian Union
  • Holy Sites receive +1 faith per adjacent district, instead of from every two
  • Relics provide +4 gold, +2 faith and +2 culture each in addition to their usual yield of 4 faith and 8 religious tourism.
    • The faith bonus is affected by the Reliquaries belief but not the Kandy city-state.
  • If you take land off another civ's city via a culture bomb, it converts to your founded religion, or the religion that is present in the majority of your cities if you have not founded a religion.

Unique Unit: Winged Hussar
Renaissance era, heavy cavalry, replaces Cuirassier
  • Unlocks at the renaissance-era Mercantilism civic instead of the industrial-era Ballistics technology
    • This change means Winged Hussars will benefit from medieval-era Great Generals, but not industrial-era ones.
  • Requires 10 iron to train, down from 20 (-50%)
  • When attacking, if the defending unit deals less damage than the Winged Hussar it retreats one tile backwards and the Winged Hussar advances into the space. If the unit can't manage that, it takes extra damage.
    • This ability works even for amphibious (embarked vs. land) attacks.
    • Units pushed into the coast will embark if possible.

Unique Building: Sukiennice
Classical era, requires Commercial Hub, replaces Market
  • Internal (domestic) trade routes from this city provide +4 gold each
    • This gold yield is not affected by transportation efficiency and hence won't be improved by the trade route crossing lakes, seas, railroads and mountain tunnels.
  • International trade routes from this city provide +2 production each

Strategy

Poland can perform well at religious, domination and cultural victories alike.

Either way, founding a religion is important. An early wildcard slot means you can pick up Mysticism's Revelation earlier than most, ensuring you can found a religion of your own. The Crusade and Reliquaries or Work Ethic beliefs are very powerful for Poland - Reliquaries make your boosted relics even better, Work Ethic makes your boosted Holy Sites add extra production, while Crusade pairs nicely with your ability to convert enemy cities by building forts near them.

The Sukiennice UB lets you compromise between the yields of internal and international trade. If you're emphasising relics to go for a cultural victory, you can trade externally for the tourism bonuses without having to sacrifice production for wonders. If you're after a religious victory, external trade routes can help you impose additional religious pressure on another civ.

Expand rapidly early on and build plenty of Monuments, and you should be able to get Winged Hussars reasonably quickly. The knockback function can help you to break an enemy's lines, enemies to embark making them vulnerable to naval units, or deal extra damage to enemy units with strong support bonuses. You can even run around an enemy unit and use the knockback to drag the enemy towards you.

Once you have the renaissance-era Siege Tactics technology, your Military Engineers can construct forts. You can use this to steal land from enemy cities and convert them, even during a war! While you can use this to destroy wonders currently under construction, or take resources off another civ, it becomes incredibly powerful in conjunction with the Crusade belief. Suddenly, you've got a +10 strength advantage around that city, making it easy to take down. Converting a city you're at war with also grants +3 era score - that can make it much easier for Poland to run consecutive Golden Ages later in the game.

Governments and Government Buildings
  1. Autocracy | Ancestral Hall or Warlord's Throne
  2. Monarchy or Theocracy | Grand Master's Chapel or Intelligence Agency
  3. Any | National History Museum or War Department
  4. Corporate Libertarianism or Synthetic Technocracy
Key policy cards
  • Caravansaries
  • God-King
  • Inspiration
  • Revelation
  • Scripture
  • Veterancy
  • Chivalry
  • Simultaneum
  • Triangular Trade
  • Wars of Religion
  • Wisselbanken
  • Collectivisation
  • Market Economy
  • Ecommerce
  • Online Communities
Key age bonuses
  • Isolationism (Dark Age)
  • Monasticism (Dark Age)
  • Twilight Valour (Dark Age)
  • Free Inquiry (Golden Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Reform the Coinage (Golden Age)
Key resolutions
  • Border Control Treaty - Effect A on yourself
  • Heritage Organisation - Effect A on relics
  • Military Advisory - Effect A on heavy cavalry
  • Trade Policy - Effect A on yourself
  • Urban Development Treaty - Effect A on Commercial Hubs or Holy Sites
  • World Religion - Effect A on a rival religion if you need relics
Pantheons
  • City Patron Goddess
  • Divine Spark
  • God of the Open Sky
  • Goddess of Festivals
Religious beliefs
  • Choral Music
  • Crusade
  • Defender of the Faith
  • Jesuit Education
  • Meeting House
  • Monastic Isolation
  • Mosque
  • Pilgrimage
  • Reliquaries
  • Warrior Monks
  • Wat
  • Work Ethic
  • World Church
Key city-states
  • Any which boost trade routes
  • Anshan
  • Ayutthaya
  • Caguana
  • Chinguetti
  • Fez
  • Muscat
  • Ngazargamu
  • Rapa Nui
  • Valletta
  • Yerevan
Key wonders
  • Oracle
  • Colossus
  • Jebel Barkal
  • Mahabodhi Temple
  • Alhambra
  • Hagia Sophia
  • Mont St. Michel
  • University of Sankore
  • Forbidden City
  • Great Zimbabwe
  • St. Basil's Cathedral
  • Torre de Belém
  • Big Ben
  • Cristo Redentor
Key Great People
  • Any with trade route capacity or trade yield bonuses
  • Bi Sheng (Medieval Engineer)
  • Hildegard of Bingen (Medieval Scientist)
  • Jeanne D'arc (Renaissance General)
  • Mimar Sinan (Renaissance Engineer)
  • Ada Lovelace (Industrial Engineer)

Summary of key strengths
  • Flexibility - Effective at three different victory routes and can fairly easily switch between them
  • Strong medieval-era warfare
  • Can steal land off other civs in a very controllable manner.
  • Can convert enemy cities in war without having to capture them first.
Portugal


Start Bias

Coast (tier 1)

Uniques

Civilization Ability: Casa da India
  • International trade routes may only be sent to cities on the coast or with a Harbour district.
  • International trade routes have a +50% bonus to all yields.
  • Trader units may cross water even without the classical-era Celestial Navigation technology and have +50% range over water (45 tiles, up from 30).

João III's Leader Ability: Porta do Cerco
  • All units receive +1 sight.
  • Every time you meet a full civ, gain +1 trade route capacity.
  • Always have open borders with all city-states.

Unique Unit: Nau
Renaissance era, naval melee, replaces Caravel
  • 2 gold per turn maintenance cost, down from 4 (-50%)
  • Starts with a free promotion
    • Upgrading a Galley to a Nau will provide you with enough experience for its next promotion.
  • Has 2 charges to build a Feitoria improvement
    • If the unit has at least one build charge remaining, it may repair improvements and clear nuclear fallout.

Unique Improvement: Feitoria
Renaissance era, requires Cartography technology
  • May only be placed on a featureless coast or lake tile in foreign territory where Portugal has an open borders arrangement, next to a luxury or bonus resource, adjacent to land and not adjacent to another Feitoria. You cannot build a Feitoria in the territory of a civ you are at war with.
  • Yields 4 gold and 1 production
  • Trade routes from Portugal to this city grant Portugal +4 gold and +1 production.
  • Cannot be removed, only pillaged
  • No pillage yield.

Unique Building: Navigation School
Medieval era, requires Campus with a Library, replaces University
  • Provides +1 science per every two coast or lake tiles in this city
    • These tiles do not have to be worked.
    • This bonus is not considered adjacency nor a direct building yield, and hence cannot be boosted by policy cards.
  • Provides +1 Great Admiral Point per turn.
  • +25% production towards naval units in this city.

Strategy

Portugal is best at scientific victories, and also performs well at diplomacy.

Train a Scout first in your capital, and you'll be able to rapidly uncover new tiles, meet more civs and maximise your trade route capacity. Settle extensively on the coastline so you can use those routes as soon as possible, and try to scout out a path for a coastal trade route to reach a city-state or other civ. The gold bonuses will be huge, and you can get some nice yields of science, production and the like as well. Spread out military units near your lands and your high sight range can easily prevent Barbarian Outposts spawning.

There's many uses for gold - consider using Governor Reyna (the Financier) with the Contractor promotion to purchase Campuses in new cities, so you can then purchase Libraries and Navigation Schools, and finally coastal tiles. Even small new cities can generate quite a bit of science with Navigation Schools.

Train up some Galleys on Barbarians so they can secure the Helmsman promotion. When upgraded to Galleys, they'll be able to secure the Rutter promotion for a massive sight range of 5 - ideal for spying on enemy civs and keeping your long-distance trade routes well-monitored. More importantly, they can build the Feitoria unique improvement in foreign waters, making your trade route bonuses even better. Look out for cities with long coastlines and plenty of resources. If you can't find an ideal foreign city, settle your own city in an ideal spot and wait for loyalty pressures to flip it to another civ - or else sell it to them.

Governments and Government Buildings
  1. Classical Republic | Ancestral Hall
  2. Merchant Republic | Intelligence Agency or Foreign Ministry
  3. Democracy | Royal Society
  4. Synthetic Technocracy
Key policy cards
  • Any which provide international trade bonuses
  • Colonisation
  • Land Surveyors
  • Maritime Industries
  • Veterancy
  • Professional Army
  • Press Gangs
  • Expropriation
  • Military Research
  • Levee en Masse
  • Science Foundations
  • Integrated Space Cell
Key age bonuses
  • Free Inquiry (Golden Age)
  • Monumentality (Golden Age)
  • Hic Sunt Dracones (Golden Age)
  • Reform the Coinage (Golden Age)
  • Robber Barons (Dark Age)
Key resolutions
  • Aid Request - Vote in favour
  • Espionage Pact - Effect B on Steal Tech Boost
  • International Space Station - Vote in favour
  • Mercenary Companies - Effect B on gold
  • Military Aid- Vote in favour.
  • Patronage - Effect A on Great Admirals or Scientists
  • Sovereignity - Effect A on trade or scientific city-states
  • Trade Policy - Effect A on yourself or a key trading partner
  • Urban Development Treaty - Effect A on Campus or Harbour districts
Pantheons
  • Divine Spark
  • God of the Sea
  • Religious Settlements
Religious beliefs
  • Jesuit Education
  • Religious Community
Key city-states
  • Any with trade route bonuses
  • Antananarivo
  • Auckland
  • Bologna
  • Cardiff
  • Nan Madol
Key wonders
  • Colossus
  • Great Lighthouse
  • Mausoleum at Halicarnassus
  • Great Zimbabwe
  • Torre de Belém
  • Venetian Arsenal
  • Big Ben
Key Great People
  • Any which boost trade route capacity or trade yields
  • Hypatia (Classical Scientist)
  • Leif Erikson (Medieval Admiral)
  • Isaac Newton (Renaissance Scientist)
  • Albert Einstein (Modern Scientist)
  • Shah Jahān (Modern Engineer)

Summary of key strengths
  • Excellent at exploration
  • Very rich civ; huge trade route yields
  • Decent science output, even for newer cities
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.

Start Bias

None.

Uniques

Civilization Ability: All Roads Lead to Rome
  • All owned cities start with a Trading Post, removing the usual requirement to complete a trade route to the city first.
  • Founding or capturing cities within trading range of your capital automatically generates a road to it.

Trajan's Leader Ability: Trajan's Column
  • All cities you found receive a free building:
    • 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 Unit: Legion
Classical era, melee infantry, replaces Swordsman
  • Costs 110 production, 440 gold or 220 faith, up from 90, 360 and 180 respectively (+22%)
  • Costs 150 gold, up from 110, to upgrade to from a Warrior (+36%)
  • Costs 10 iron, down from 20 (-50%).
  • 40 strength, up from 35
  • Has one charge to build a Roman Fort, clear features or harvest resources.
    • Unlike Military Engineers, using up this charge will not expend the unit, but it will disable the ability to remove or repair tile improvements
  • May remove tile improvements in owned lands if it still has a build charge
  • May repair tile improvements in owned or neutral lands if it still has a build charge
    • Actions other than building a Roman Fort depletes the unit's moves for the turn but does not stop it from healing if it hasn't performed any other actions that turn.
  • Costs 110 gold to upgrade to a Man-at-Arms, down from 150 (-27%)

Unique Improvement: Roman Fort
Classical era, requires Iron Working technology
  • Must be constructed by Legions on any featureless land tile outside enemy territory.
  • Occupying unit automatically gains 2 turns of fortification and 4 defensive strength

Unique District: Bath
Classical era, replaces Aqueduct
  • -50% production cost
  • +2 housing (4-6, up from 2-4)
  • +1 amenity

Strategy

Rome is most effective at domination victories.

You can get to Iron Working pretty quickly if you kill a few Barbarians for the Bronze Working eureka and settle an extra city near iron for the Iron Working one. Build a few Warriors beforehand and you can immediately upgrade them to Legions. Meanwhile, free Monuments in every city gives you a considerable boost to culture which helps you get to Oligarchy for a strength boost to Legions. The high cost of Legions can be mitigated by using their build charge to chop down woods or rainforests.

Against opponents without walled cities, a small force of Legions can tear them to pieces. Walled cities can be handled with Battering Rams or Siege Towers. Keep a couple of Legions with build charges in your army - so long as they have a charge remaining they can also repair improvements, which helps you redevelop a captured city much faster. Automatic roads to captured cities makes reinforcement faster.

Beyond that point, Rome's bonuses are mostly general ones which aren't especially tied to a particular victory route. Baths help you to grow larger cities and are very cheap to build, while the trade bonuses of Rome's civ ability basically means your trade routes - including internal ones - will be worth a little more gold. You might as well take your existing promoted Legions, upgrade them, and carry on the conquests.

Governments and government buildings
  1. Oligarchy | Warlord's Throne
  2. Merchant Republic or Monarchy | Intelligence Agency
  3. Fascism | War Department
  4. Corporate Libertarianism
Key policy cards
  • Agoge
  • Caravansaries
  • Conscription
  • Limitanei
  • Equestrian Orders
  • Raid
  • Professional Army
  • Retinues
  • Drill Manuals
  • Triangular Trade
Key age bonuses
  • Isolationism (Dark Age)
  • Twilight Valour (Dark Age)
  • Reform the Coinage (Golden Age)
Key resolutions
  • Deforestation Treaty - Effect A on woods or rainforest
  • Mercenary Companies - Effect B on production
  • Military Advisory - Effect A on melee infantry units
  • Trade Policy - Effect A on yourself or a civ you trade a lot with.
Pantheons
  • God of Healing
  • God of the Forge
  • Religious Settlements
Religious beliefs
  • Defender of the Faith
  • Feed the World
  • Gurdwara
Key city-states
  • Akkad
  • Hattusa
  • Hunza
  • Mitla
  • Mogadishu
  • Mohenjo-Daro
  • Singapore
  • Wolin
Key wonders
  • Hanging Gardens
  • Temple of Artemis
  • Colosseum
  • Colossus
  • Terracotta Army
  • Angkor Wat
  • University of Sankore
  • Grand Zimbabwe
  • Torre de Belém
Key Great People
  • Any which provide trade bonuses
  • Zhang Heng (Classical Scientist)
  • El Cid (Medieval General)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)

Summary of key strengths
  • Powerful early warfare
  • Decent recovery after wars
  • Strong early city development
Russia


Start Bias

Tundra (tier 2)
Tundra Hills (tier 2)

Uniques

Civilization Ability: Mother Russia
  • Founded cities receive 5 additional tiles.
    • These tiles are those which would have been favoured by the city gaining those tiles via culture (strategic resources are strongly favoured)
    • These tiles do not increase the culture or gold cost of future tiles.
  • Tundra tiles provide +1 production and +1 faith on top of their normal yields.
    • This does not affect tundra mountains or tundra tiles containing natural wonders.
  • Units, buildings and districts take no damage from blizzards.
  • Enemy units in Russian territory take double damage from blizzards.

Peter's Leader Ability: The Grand Embassy
  • All outgoing international trade routes grant Russia +1 science for every three technologies the other civ has that Russia doesn't, and +1 culture for every three civics the other civ has that Russia doesn't.
    • This does not affect trade routes from other civs to Russia.

Unique Unit: Cossack
Industrial era, light cavalry, replaces Cavalry
  • Costs 340 production/1360 gold/680 faith, up from 330/1320/660 (+3%)
  • Costs 290 gold to upgrade to from a Courser, up from 270 (+7%)
  • Requires 10 horse resources, down from 20 (-50%)
  • 67 strength, up from 62
  • +5 strength in or adjacent to friendly lands
    • This bonus is based on where the Cossack is at the start of the fight.
  • May move after attacking
    • This also allows use of pillaging and applying promotions.
  • Costs 530 gold to upgrade, down from 550 (-4%)

Unique District: Lavra
Ancient era, replaces Holy Site
  • -50% production cost
  • 2 Great Prophet Points per turn, up from 1
  • +1 Great Writer Point if the district has a Shrine
  • +1 Great Artist Point if the district has a Temple
  • +1 Great Musician Point if the district has a Worship building
  • Expending a Great Person in this city adds a free tile
    • This will give you the tile which would have been the next to be acquired by culture.
    • This does not work 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 used.

Strategy

Russia is best at religious and cultural victories.

A game as Russia typically starts in a tundra region. While a bad start for most civs, tundra for Russia is as good as plains, plus a faith bonus. While you can't farm tundra, thankfully Russia also gets more tiles in every founded city so you can usually reach grassland or plains tiles for farmland. Expand quickly early on and you can seize lots of land to help with maximising your faith output, and so you don't have problems with loyalty by stretching your empire across the tundra latitudes.

Lavras make securing a religion easy. They're cheap and offer twice as many Great Prophet Points. Use the Dance of the Aurora pantheon in combination with Lavras surrounded by tundra forests and your faith output will be incredibly strong, making an early religious victory more than just a possibility. Add the Work Ethic follower belief to turn that into a huge production output. If for whatever reason you can't go for a religious victory, you may use the extra GWAM points and faith for some GWAM patronage, or use the Grand Master's Chapel government building to buy your way to an army.

International trade routes are good for gold and spreading your religion, but their lack of food or production at first can often be a pain when you're trying to develop your empire. Thankfully, Peter's leader ability can help you catch up with some culture and science. This gets better later on once alliances start adding to your international trade yields as well.

Cossacks are great defensive units and aren't bad offensively, either, considering Military Science can be beelined. Still, be wary beelining the technology too early considering the research penalties for getting a technology far before its intended game era. If a foe is hard to convert, consider taking cities by force, converting them and handing them back in the peace deal. That way, you can force your way to a religious victory.

Governments and Government Buildings
  1. Classical Republic | Ancestral Hall
  2. Theocracy | Grand Master's Chapel or Intelligence Agency
  3. Democracy | National History Museum or War Department
  4. Synthetic Technocracy or Digital Democracy
Key policy cards
  • Caravansaries
  • Scripture
  • Chivalry
  • Professional Army
  • Trade Confederation
  • Triangular Trade
  • Wars of Religion
  • Wisselbanken
  • Force Modernisation
  • Market Economy
  • Their Finest Hour
  • Heritage Tourism
  • Satellite Broadcasts
  • Online Communities
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Monasticism (Dark Age)
  • Monumentality (Golden Age)
  • Reform the Coinage (Golden Age)
Key resolutions
  • Border Control Treaty - Effect B on a neighbour
  • Espionage Pact - Effect B on Great Work Heist
  • Heritage Organisation - Effect A on whichever Great Work is producing the most tourism
  • Nobel Prize in Literature - Vote in favour
  • Patronage - Effect A on Great Writers, Artists or Musicians
  • Trade Policy - Effect A on yourself or your main trading partner
  • Urban Development Treaty - Effect A on Holy Sites
  • World's Fair - Vote in favour
Pantheons
  • Dance of the Aurora
  • Earth Goddess
  • Goddess of the Hunt
Religious beliefs
  • Cathedrals
  • Dar-e Mehr
  • Feed the World
  • Jesuit Education
  • Holy Order
  • Religious Colonisation
  • Scripture
  • Work Ethic
Key city-states
  • Any with international trade bonuses
  • Anshan
  • Antananarivo
  • Armagh
  • Fez
  • Granada
  • Jerusalem
  • Kumasi
  • La Venta
  • Nalanda
  • Vatican City
Key wonders
  • Oracle
  • Temple of Artemis
  • Apadana
  • Great Library
  • Mausoleum at Halicarnassus
  • Angkor Wat
  • Kotoku-In
  • St. Basil's Cathedral
  • Torre de Belém
  • Bolshoi Theatre
  • Hermitage
  • Oxford University
  • Broadway
  • Sydney Opera House
Key Great People
  • Any which offer trade bonuses
  • Bi Sheng (Medieval Engineer)
  • Hildegard of Bingen (Medieval Scientist)
  • Giovanni de Medici (Renaissance Merchant)
  • Rani Lakshmibai (Industrial General)

Summary of key strengths
  • Can effectively settle in terrain other civs consider marginal
  • Mighty early religious power
  • Great at grabbing land
  • Reasonable flexibility; can go for a range of victory routes
Scotland


Start Bias

None.

Uniques

Civilization Ability: Scottish Enlightenment
  • If a city is happy (has 3 or 4 surplus amenities), it gains:
    • +5% science.
    • +5% production.
    • +1 Great Scientist Point if it has a Campus district.
    • +1 Great Engineer Point if it has an Industrial Zone district.
  • If a city is ecstatic (has 5+ surplus amenities) these values are doubled.

Robert the Bruce's Leader Ability: Bannockburn
  • The War of Liberation casus belli is available with the classical-era Defensive Tactics civic, instead of requiring the renaissance-era Diplomatic Service civic.
  • For the first 10 turns after declaring a War of Liberation, all units gain +2 movement and all cities gain +100% production.
    • Declaring a second War of Liberation merely resets the 10 turns; it does not stack nor does it extend it.

Unique Unit: Highlander
Industrial era, recon, replaces Ranger
  • 50 strength, up from 45
  • 65 ranged strength, up from 60
  • +5 strength when fighting in woods and hills tiles
    • This is applied based on where the defending unit is located.
    • The bonus does not stack for forested hill tiles.

Unique Improvement: Golf Course
Renaissance era, requires Reformed Church civic
  • Must be built on a featureless land tile in your own territory; cannot be desert and cannot be within the city limits of a city already host to a Golf Course.
  • Provides 2 amenities to its city, even when not worked.
  • Provides 2 gold when worked.
  • +1 culture if a city centre is adjacent.
  • +1 culture per adjacent Entertainment Complex.
  • +1 appeal to adjacent tiles
  • Flight technology: Culture yield added to tourism.
  • Globalisation civic: +1 housing.
  • Pillage yield: Pillagers heal 50 health

Strategy

Scotland is best at scientific victories.

The key distinction of Scotland compared to other civs is their need for surplus amenities - you need at least five for a city to be ecstatic. Ecstatic Scottish cities have +30% science and production compared to cities that are not, but the +2 Great Scientist and Engineer Points on offer can be even more effective. Don't be afraid to settle additional cities later in the game if your amenities can handle it - you can get quite a lot of extra Great Scientist/Engineer Points by doing so.

Helping you in this task is the Golf Course. Though it can only be built once per city, it provides two amenities without even having to be worked - much like a National Park. The main downside is their awkward placement on the civics tree, as Reformed Church is usually a low-priority civic for a non-religious civ.

If you have the classical-era Defensive Tactics civic and a friend or ally which has a city taken by another civ, you may declare a War of Liberation on that other civ. Doing so grants you 10 turns of +2 movement for all units (be them civilian, religious or military) and +100% production. Resist the temptation to liberate all the ally/friend's cities - that means after declaring peace and waiting for the truce to end, you can use the casus belli all over again. You can use the production for city development, for meeting eureka requirements and for space projects.

Highlanders can help in this role, but they have poor defence for their era and lacking an associated policy card, are among the most expensive unique units in the game. You'll want to train plenty of Skirmishers before getting to Rifling, as upgrading Skirtmishers to Highlanders (in conjunction with the Professional Army or Force Modernisation military policy cards) is much more cost-effective than any other way of obtaining them. That all doesn't sound great, but once Highlanders get the Ambush promotion, they become both considerably stronger than and faster than Machine Guns, albeit with less range.

Governments and Government Buildings
  1. Classical Republic | Audience Chamber
  2. Monarchy or Merchant Republic | Intelligence Agency
  3. Democracy or Communism | Royal Society
  4. Synthetic Technocracy
Key policy cards
  • Survey
  • Urban Planning
  • Craftsmen
  • Professional Army
  • Retainers
  • Liberalism
  • Invention
  • Wisselbanken
  • Force Modernisation
  • Collectivisation
  • Defence of the Motherland
  • Five Year Plan
  • New Deal
  • Science Foundations
  • Sports Media
  • Ecommerce
Key age bonuses
  • Isolationism (Dark Age)
  • Heartbeat of Steam (Golden Age)
Key resolutions
  • Espionage Pact - Effect B on Industrial Zone Sabotage
  • Military Advisory - Effect A on recon units
  • Nobel Prize in Physics - Vote in favour
  • Patronage - Effect A on Great Engineers or Scientists
  • Urban Development Treaty - Effect A on Campuses or Industrial Zones
  • World's Fair - Vote in favour
Pantheons
  • City Patron Goddess
  • Divine Spark
  • God of Craftsmen
  • God of the Sea
  • Goddess of the Hunt
  • Lady of the Reeds and Marshes
  • River Goddess
Religious beliefs
  • Jesuit Education
  • Meeting House
  • Missionary Zeal
  • Stupa
  • Wat
  • Work Ethic
  • Zen Meditation
Key city-states
  • Anshan
  • Antananarivo
  • Auckland
  • Bologna
  • Buenos Aires
  • Cahokia
  • Johannesburg
  • Kabul
  • Mexico City
  • Mitla
  • Muscat
  • Singapore
  • Zanzibar
Key wonders
  • Etemenanki
  • Oracle
  • Temple of Artemis
  • Colosseum
  • Mausoleum at Halicarnassus
  • Petra
  • Huey Teocalli
  • Ruhr Valley
  • Estádio do Maracanã
Key Great People
  • Hypatia (Classical Scientist)
  • Imhotep (Medieval Engineer)
  • Ibn Khaldun (Renaissance Scientist)
  • Isaac Newton (Renaissance Scientist)
  • James Watt (Industrial Engineer)
  • Joesph Paxton (Industrial Engineer)
  • John Spilsbury (Industrial Merchant)
  • Albert Einstein (Modern Scientist)
  • Nikola Tesla (Modern Engineer)
  • Helena Rubenstein (Atomic Merchant)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)
  • Levi Strauss (Atomic Merchant)

Summary of key strengths
  • Makes more out of surplus amenities
  • Extremely strong production potential
  • Strong output of Great Scientists and Engineers
Scythia



Start Bias

Horses (tier 2 - very likely)
Grassland (tier 5 - somewhat likely)
Plains (tier 5 - somewhat likely)

Uniques

Civilization Ability: People of the Steppe
  • Every time you produce a Saka Horse Archer, Horseman, Courser, Cavalry or Helicopter, receive two copies of the unit, corps or army instead of one.
    • Purchased units do not count.
    • If the city has an Encampment district and both the City Centre and Encampment are free from units, one will be placed on the Encampment tile and one on the City Centre tile.

Tomyris' Leader Ability: Killer of Cyrus
  • All military and religious units gain +5 strength when attacking units on less than full health
  • All military and religious units heal 30 HP when they kill a unit

Unique Unit: Saka Horse Archer
Classical era, ranged land, requires Horseback Riding technology
  • Costs 100 production/400 gold/200 faith
  • Maintenance cost of 2
  • 20 strength
  • 25 ranged strength
  • 4 movement points
  • 1 range
  • Ignores zone of control
  • Has a vulnerability to anti-cavalry bonuses, unlike other ranged units.

Unique Improvement: Kurgan
Ancient era, requires Animal Husbandry technology
  • Must be constructed on a flat featureless tile within your own territory.
  • +3 gold, +1 faith
  • +1 faith per adjacent pasture
  • Stirrups technology: Additional +1 faith per adjacent pasture
  • Flight technology: Faith yield added to tourism
  • Pillage yield: 25 faith

Strategy

Scythia is best at domination victories and is decent at religious ones as well.

Scythia's civ ability along with a small number of Saka Horse Archers and a good force of Horsemen make Scythia a terrifying threat in the classical era, and can make overwhelming foes without good city defences easy. Promoted enough, light cavalry units are very good pillagers, so war can be profitable even if you don't win much land.

To make matters worse for your enemies, Tomyris also makes your units stronger against wounded units and heal every time they score a kill. Hit enemies with a ranged attack first, and finish them off with your Horsemen so you can exploit the attack bonus versus wounded units more effectively. Health on kills allows you to make some riskier moves than usual as your units will have a better chance of surviving the counter-attack.

Away from the battlefield, Scythia's Kurgans offer a respectable source of faith to help get your religion off the ground or to purchase later units with the Grand Master's Chapel, as well as some gold to support your huge army with. Tomyris' leader ability works for theological combat, so you can use all but one charge on your Apostles and have fun killing enemy religious units. Remember you can retreat them to your own Holy Sites to heal if need be.

Governments and Government Buildings
  1. Oligarchy or Autocracy | Warlord's Throne
  2. Theocracy | Grand Master's Chapel
  3. Fascism or Democracy | War Department
  4. Corporate Libertarianism or Synthetic Technocracy
Key policy cards
  • Agoge
  • Conscription
  • Ilkum
  • Manoeuvre
  • Raid
  • Chivalry
  • Professional Army
  • Religious Orders
  • Force Modernisation
  • National Identity
  • Total War
  • Levée en Masse
  • Lightning Warfare
  • Resource Management
  • After Action Reports
Key age bonuses
  • Twilight Valour (Dark Age)
  • Exodus of the Evangelists (Golden Age)
  • Monumentality (Golden Age)
  • To Arms! (Golden Age)
  • Cyber Warfare (Dark Age)
Key resolutions
  • Mercenary Companies - Effect B on production
  • Military Advisory - Effect A on light cavalry
  • World Religion - Effect A on your own religion
Pantheons
  • Divine Spark
  • God of Craftsmen
  • God of the Forge
  • God of the Open Sky
  • God of War
Religious beliefs
  • Missionary Zeal
  • Monastic Isolation
  • Tithe
  • Warrior Monks
Key city-states
  • Hattusa
  • Johannesburg
  • Kabul
  • Nazca
  • Taruga
  • Valletta
  • Yerevan
  • Wolin
Key wonders
  • Temple of Artemis
  • Jebel Barkal
  • Mahabodhi Temple
  • Petra
  • Terracotta Army
  • Alhambra
  • Kotoko-In
  • Meenakshi Temple
Key Great People
  • Marcus Lacinius Crassus (Classical Merchant)
  • Bi Sheng (Medieval Engineer)
  • Georgy Zhukov (Atomic General)

Summary of key strengths
  • Overwhelming classical era force
  • Tomyris' leader ability makes aggressive tactics less risky
  • Potentially strong faith output
Spain


Start Bias

Geothermal Fissure (tier 3)

Uniques

Civilization Ability: Treasure Fleets
  • Founding or capturing a city on a continent not containing Spain's capital grants a free Builder.
    • With the Ancestral Hall Government Plaza building, this results in two free Builders.
  • Cities on foreign continents gain +25% production towards districts.
  • Trade routes between cities on the same continent yield +3 gold, +2 faith and +1 production.
  • Trade routes between cities on different continents yield +9 gold, +6 faith and +3 production.
  • Can form fleets and armadas with the renaissance-era Mercantilism civic instead of needing the industrial-era Nationalism or modern-era Mobilisation civics respectively.

Philip II's Leader Ability: El Escorial
  • All military and religious units gain +5 strength against units and cities of civilizations which have a different majority religion to you
    • You receive no bonus if either civ lacks a majority religion.
  • Inquisitors receive an additional charge for their Remove Heresy ability (4 instead of 3)
  • Inquisitors remove 100% of the presence of rival religions when using their Remove Heresy ability, instead of the usual 75%.

Unique Unit: Conquistador
Renaissance era, melee infantry, replaces Musketman
  • Costs 250 production, 1000 gold or 500 faith, up from 240, 960 and 480 respectively (+4%)
  • Costs 190 gold to upgrade to from a Man-at-Arms, up from 170 (+12%)
  • Costs 10 nitre to train, down from 20 (-50%)
  • 58 strength, up from 55
  • +10 strength if a religious unit occupies the same or an adjacent tile
  • Converts captured cities to the majority religion in your empire if this unit either gets the last hit on the city or is adjacent to the city when it is captured.
    • This will grant you +3 era score accordingly if it's converted to your founded religion.
  • Costs 230 gold to upgrade to Line Infantry, down from 250 (-8%)

Unique Improvement: Mission
Medieval era, requires Education technology
  • Must be constructed on a featureless land tile within your own territory
  • +2 faith
  • +2 faith, +1 food and +1 production if on a continent not containing your capital
  • +1 science per adjacent Campus or Holy Site
  • A city on a foreign continent with at least one adjacent Mission gains +2 loyalty.
  • Cultural Heritage civic: +2 science.
  • Base pillage yield: 25 faith

Strategy

Spain is most effective at religious and domination victories, and is surprisingly effective at science as well.

Spain starts with perhaps the best start bias in the game - geothermal fissures. They typically occur on continental boundaries, allowing Spain to settle as many cities as possible on a second continent to maximise bonuses from the civ ability and the Mission improvement. Furthermore, they are often found by mountain ranges for great Holy Site and excellent Campus adjacency bonuses. Even if you don't start near mountains or a continental boundary, it's worth building a couple of Holy Sites early on to secure a religion, and aiming to expand to a second continent as soon as possible.

Cities on foreign continents get fast development thanks to a free Builder, faster district construction, and a huge bonus to trade route yields if you trade between continents. Early in the game trade route production can give you a significant advantage in wonder races. With the medieval-era Education technology, you can build Missions in those cities for +4 faith each, on top of +1 food and +1 production, making them reliably worth working.

Spain becomes a real threat to other civs in the renaissance era. Take a force of Conquistadors along with religious units to a different continent with a different religion, and you'll get an incredible +17 strength advantage; among the largest unique strength advantage any civ can get. You'll also instantly convert cities once captured, granting you +3 era score every time and making maintaining Golden Ages later in the game rather easy. Weaker cities may be handed back if you want to make religious victory a little easier. Even once they obsolete, keeping some Conquistador corps or armies around can be useful as they only need to be adjacent to a city you capture to activate the automatic conversion effect.

From here, the choice is yours. Emphasise Conquistador warfare towards a domination victory, use the huge faith output and theological combat bonus towards a religious victory or beeline Cultural Heritage and enjoy a huge boost to science.

Governments and Government Buildings
  1. Oligarchy or Autrocracy | Ancestral Hall
  2. Theocracy or Merchant Republic | Grand Master's Chapel
  3. Any | War Department or Royal Society
Key policy cards
  • Corvée
  • God King
  • Praetorium
  • Feudal Contract
  • Professional Army
  • Retinues
  • Serfdom
  • Colonial Offices
  • Logistics
  • Press Gangs
  • Religious Orders
  • Triangular Trade
  • Wars of Religion
  • Wisselbanken
  • Colonial Taxes
  • Collectivisation
  • Market Economy
  • Ecommerce
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Free Inquiry (Golden Age)
  • Inquisition (Dark Age)
  • Monasticism (Dark Age)
  • Pen, Brush and Voice (Golden Age)
  • Hic Sunt Dracones (Golden Age)
  • Reform the Coinage (Golden Age)
Key resolutions
  • Deforestation Treaty - Effect A on woods or rainforest
  • Military Advisory - Effect A on melee infantry units
  • Migration Treaty - Effect B on yourself
  • Trade Policy - Effect A on yourself
  • World Religion - Effect A on your own religion
Pantheons
  • City Patron Goddess
  • Divine Spark
  • Monument to the Gods
  • Religious Settlements
Religious beliefs
  • Choral Music
  • Cross Cultural Dialogue
  • Crusade
  • Defender of the Faith
  • Holy Order
  • Jesuit Education
  • Pilgrimage
  • Religious Colonisation
  • Religious Community
  • Tithe
  • World Church
Key city-states
  • Any which offer trade bonuses
  • Akkad
  • Bologna
  • Brussels
  • Fez
  • Geneva
  • Jerusalem
  • Nazca
  • Valletta
  • Wolin
  • Yerevan
Key wonders
  • Great Pyramids
  • Stonehenge
  • Colossus
  • Great Lighthouse
  • Machu Picchu
  • Mahabodhi Temple
  • Petra
  • Hagia Sophia
  • Meenakshi Temple
  • University of Sankore
  • Casa de Contratación
  • Great Zimbabwe
  • St. Basil's Cathedral
  • Taj Mahal
  • Torre de Belém
  • Venetian Arsenal
  • Oxford University
Key Great People
  • Any that provide trade bonuses
  • Any that provide bonus loyalty
  • Trưng Trắc (Classical General)
  • Rajendra Chola (Medieval Admiral)
  • Napoleon Bonaparte (Industrial General)
  • Tupac Amaru II (Modern General)

Summary of key strengths
  • Excellent start bias
  • Intercontinental trade bonus makes setting up colonies easier
  • Powerful renaissance-era warfare
  • Very strong faith output from the medieval era onwards
Sumeria


Start Bias

River (tier 3)

Uniques

Civilization Ability: Epic Quest
  • Destroying a Barbarian Outpost grants rewards as if you visited a tribal village, in addition to the usual rewards.
  • -50% cost to levy city-state military units

Gilgamesh's Leader Ability: Adventures with Enkidu
  • When at war with a common enemy, Sumeria shares pillage rewards and combat experience with the closest unit of the other civ within five tiles, and vice versa.
    • This does not apply when fighting Barbarians.
    • Units you have levied from city-states are considered to belong to you for this purpose.
  • Any civ at war with an ally may be targeted for a declaration of war without inflicting grievances
  • When you and an ally are both at war with the same civ, gain +0.5 alliance points per turn and +5 strength when fighting the common enemy.
    • The strength bonus stacks with a military alliance for a total boost of +10.

Unique Unit: War-Cart
Ancient era, heavy cavalry, unlocked from start

Compared to the Heavy Chariot:
  • Available from the start rather than requiring the ancient-era Wheel technology.
  • Costs 55 production, 220 gold or 110 faith, down from 65, 260 or 130 respectively (-15%)
  • No maintenance cost
  • 30 strength, up from 28.
  • 3 movement points, up from 2.
  • No vulnerability to anti-cavalry units.
  • Costs 240 gold to upgrade to a Knight, up from 220 (+9%)

Unique Improvement: Ziggurat
Ancient era, unlocked from start
  • Must be constructed flat featureless land within your own territory
  • +2 science
  • +1 culture if adjacent to a river
  • Natural History civic: +1 culture
  • Flight technology: Culture output added to tourism
  • Base pillage yield: 50 gold

Strategy

Sumeria is best at domination and scientific victories, and is good at diplomacy.

Right from the start of the game Sumeria can start training War-Carts. They're stronger and faster than Heavy Chariots, available earlier for a lower cost and are even immune to the anti-cavalry bonuses Spearmen and Pikemen have. A quick force of them can take down a neighbouring civ or two before they've even had time to prepare.

That's not all. War-Carts are amazing at exploration, and can track down ancient ruins rather well. Even with all the ancient ruins on your landmass discovered, you can carry on getting the bonuses by fighting Barbarians. Clear their outposts quickly so more can spawn, seeing as there's a limit to how many Barbarian Outposts can be present in the game at once. It's hard to play around the bonuses as they're random ones from a list, but expect to get plenty of gold from destroying them.

Fighting alongside another can get you more experience and pillaging yields than normal. While you could spend the game fighting alongside a friend to share in the rewards and gain alliance points faster, you can also jump on a civ that's already heavily under attack, get a load of city-states to join you in a war or even just constantly switch sides so you're always fighting alongside another civ. Still, it's worth being loyal to one civ as a military alliance can account for a massive +10 strength bonus when you're both fighting a common foe.

Finally, Ziggurats offer lots of science early in the game as well as a bit of culture. Don't work too many at once - it'll set back your city growth and production if you do so - but you can enjoy a fast enough science rate to make the upgrade from War-Carts to Knights fairly seamless.

Governments and Government Buildings
  1. Oligarchy | Warlord's Throne
  2. Monarchy | Foreign Ministry
  3. Any | War Department or Royal Society
  4. Any
Key policy cards
  • Discipline
  • Ilkum
  • Limitanei
  • Manoeuvre
  • Charismatic Leader
  • Diplomatic League
  • Raid
  • Professional Army
  • Retinues
  • Serfdom
  • Wisselbanken
  • Total War
  • After Action Reports
Key age bonuses
  • Monasticism (Dark Age)
  • Elite Forces (Dark Age)
Key resolutions
  • City-State Emergency - Vote in favour if you think another civ will
  • Mercenary Companies - Effect A on production
  • Military Emergency - Vote in favour if you think another civ will
  • Public Relations - Effect B on yourself
  • Trade Policy - Effect A on yourself
Pantheons
  • God of the Forge
  • Initiation Rites
Religious beliefs
  • Religious Unity
Key city-states
  • Akkad
  • Kabul
  • Taruga
  • Wolin
Key wonders
  • Etemenanki
  • Great Bath
  • Pyramids
  • Apadana
  • Terracotta Army
  • Kilwa Kisiwani
  • St. Basil's Cathedral
  • Országház
  • Golden Gate Bridge
  • Amundsen-Scott Research Station
Key Great People
  • Any that offer envoys
  • Any that boost the experience gain of a unit
  • Boudica (Classical General)

Summary of key strengths
  • Very strong warfare at the start of the game
  • Decent exploration early in the game
  • Good early science output
Sweden


Start Bias

None

Uniques

Civilization Ability: Nobel Prize
  • Every time a Great Person is earned, gain 50 diplomatic favour.
  • Universities generate +1 Great Scientist Point.
  • Factories generate +1 Great Engineer Point.
  • If Sweden is present, the Nobel Prize scored competitions may appear to be voted on in the World Congress. This may cause other scored competitions to appear later than normal.
    • Nobel Peace Prize
      • 1 score per diplomatic favour earned
      • Gold: 1 diplomatic victory point, 1 Great Musician + Scientist
      • Silver: 1 Great Engineer + Artist
      • Bronze: 1 Great Artist
    • Nobel Prize in Literature
      • 1 score per GWAM point earned
      • Gold: Rock Bands: 20% cheaper; +50 album sales
      • Silver: +75 album sales for Rock Bands
      • Bronze: +25 album sales for Rock Bands
    • Nobel Prize in Physics
      • 1 score per Great Engineer, Merchant or Scientist point earned
      • Gold: Free technology, cities with Universities gain +1 strategic resource per turn from all improved strategic resource tiles
      • Silver: Random eureka, cities with Research Labs gain +1 strategic resource from all improved resource tiles
      • Bronze: Random eureka

Kristina's Leader Ability: Minerva of the North
  • Filling all the Great Work slots of a building with at least 3 or a wonder with at least 2 automatically themes it, increasing the Great Works' yields of every type by 100%.
    • The tourism boost stacks additively with other bonuses - themed relics with the Reliquaries belief will generate 400% of their base tourism.
    • Other yield boosts stack multiplicatively - themed relics with the Reliquaries belief will generate 600% of their base faith.

Kristina's Unique Building: Queen's Bibliotheque
Medieval/Renaissance era, requires Government Plaza with tier 1 building, requires any tier 2 government
  • Mutually exclusive with other tier 2 Government Plaza buildings, still provides Governor title and unlocks legacy card for current tier 2 government when completed.
  • Costs 217 production, 25% cheaper than that of other tier 2 Government Plaza buildings (290 production)
  • Provides +2 Great Writer, Great Artist and Great Musician Points
  • Has 2 slots for Great Works of Writing, 2 slots for any Great Works of Art, and 2 slots for Great Works of Music.

Unique Unit: Carolean
Renaissance era, anti-cavalry, replaces Pike and Shot
  • 3 movement points, up from 2
  • +3 strength per movement point remaining when attacking
    • Fractions count - 2.7 movement points remaining means a +8 strength bonus.
    • Expanding the movement points of a Carolean (such as from a Great General) will increase the maximum bonus from this ability.

Unique Improvement: Open Air Museum
Industrial era, requires Nationalism civic
  • Must be built on a featureless land tile in your own territory; city must not already have an Open Air Museum
  • Open Air Museum tiles cannot be swapped between cities.
  • Yields +2 culture and +2 tourism per different terrain type (desert, grass, plains, tundra, snow) you have a city on.
  • Provides +2 loyalty per turn to this city, even if not worked.
  • Base pillage yield: 25 faith

Strategy

Sweden is best at cultural victories and strong at diplomatic ones as well.

Sweden's game should generally start by emphasising expansion - found plenty of cities so you can build plenty of Theatre Squares and start accumulating Great Works. You'll want to have at least one city in all five terrain types (desert, grasslands, plains, snow, tundra) for the sake of the Open Air Museum improvement later on, though you can put off snow for now as those spots have poor yields and aren't very competitive.

Building a range of districts will help you compete in the races for many Great People, though look out for Theatre Squares, Campuses and Industrial Zones in particular. Every Great Person you generate will also grant you 50 diplomatic favour, which is a helpful boost in the World Congress - particularly earlier in the game when votes are less competitive.

Any building with 3 Great Work Slots or wonder with at least 2 will double their Great Works' yields when all slots are filled. This allows Sweden to get a strong tourism output sooner than many other civs. Try to build a lot of wonders with Great Work slots in the same city as your Government Plaza, as you can stack the Queen's Bibliotheque, National History Museum and Governor Pingala (the Educator) with the Curator promotion for a strong tourism boost.

Caroleans are the odd ones out among Swedish units, though if you boost their movement speed through things like the Logistics policy card, they can excel at catching and defeating enemy cavalry units.

Finally, Open Air Museums offer up to +10 culture and tourism per city, and uniquely do not require the modern-era Flight technology to yield tourism. Earlier tourism means more can accumulate against other civs over time.

Governments and Government Buildings
  1. Autocracy or Classical Republic | Ancestral Hall or Audience Chamber
  2. Monarchy or Theocracy | Queen's Bibliotheque
  3. Democracy | National History Museum
  4. Digital Democracy
Key policy cards
  • Colonisation
  • Corvée
  • Literary Tradition
  • Feudal Contract
  • Gothic Architecture
  • Colonial Offices
  • Frescoes
  • Logistics
  • Skyscrapers
  • Symphonies
  • Heritage Tourism
  • Satellite Broadcasts
  • Online Communities
Key age bonuses
  • Hic Sunt Dracones (Golden Age)
  • Heartbeat of Steam (Golden Age)
  • Wish You Were Here (Golden Age)
  • Disinformation Campaign (Dark Age)
Key resolutions
  • Espionage Pact - Effect B on Great Work Heists
  • Heritage Organisation - Effect A
  • Nobel Peace Prize - Vote in favour
  • Nobel Prize in Literature - Vote in favour
  • Patronage - Effect A
  • Public Works Programme - Effect A on Theatre Square Performances
  • Urban Development Treaty - Effect A on Theatre Squares
  • World Games - Vote in favour
  • World's Fair - Vote in favour
Pantheons
  • Divine Spark
  • Monument to the Gods
  • Religious Settlements
Religious beliefs
  • Defender of the Faith
  • Jesuit Education
  • Monastic Isolation
  • Pagoda
  • Reliquaries
  • Sacred Places
  • Work Ethic
Key city-states
  • Akkad
  • Anshan
  • Antananarivo
  • Bologna
  • Brussels
  • Hong Kong
  • Kandy
  • Vatican City
  • Yerevan
Key wonders
  • Any with 2+ Great Work slots
  • Oracle
  • Stonehenge
  • Mahabodhi Temple
  • Mausoleum at Halicarnassus
  • Statue of Zeus
  • Terracotta Army
  • Statue of Liberty
  • Cristo Redentor
  • Golden Gate Bridge
Key Great People
  • Any which rush wonder construction
  • Giovanni de Medici (Renaissance Merchant)
  • Isaac Newton (Renaissance Scientist)
  • Jeanne D'arc (Renaissance General)
  • Alfred Nobel (Modern Scientist)
  • Sarah Breedlove (Modern Merchant)
  • Mary Leakey (Atomic Scientist)
  • Melitta Bentz (Atomic Merchant)
  • Jamseth Tata (Information Merchant)
  • Masaru Ibuka (Information Merchant)

Summary of key strengths
  • Excellent tourism output sooner than most
  • High diplomatic favour output earlier than most
Vietnam


Start Bias

Marsh (tier 1)
Rainforest (tier 1)
Woods (tier 1)

Uniques

Civilization Ability: Nine Dragon River Delta
  • Land speciality districts may only be constructed on marsh, rainforest or woods tiles, but do not remove the terrain feature.
  • Buildings on marsh tiles yield +1 production each
  • Buildings on rainforest tiles yield +1 science each
  • Buildings on woods tiles yield +1 culture each
  • May plant woods with the medieval-era Medieval Faires civic, instead of the modern-era Conservation civic.

Bà Triệu's Leader Ability: Drive Out the Aggressors
  • All land military, civilian, support and religious units gain +1 movement point if they start their turn on marsh, rainforest or woods tiles. This doubles to +2 movement points in Vietnamese territory.
  • All land military, support and religious units gain +5 strength when fighting in marsh, rainforest or woods tiles. This doubles to +10 strength in Vietnamese territory.

Unique Unit: Voi Chiến
Medieval era, ranged land, replaces Crossbowman
  • Costs 290 gold to upgrade to from an Archer, up from 250 (+16%)
  • 35 strength, up from 30
  • 3 movement points, up from 2
  • 3 sight, up from 2
  • Attacking costs no movement points
    • Voi Chiến units cannot attack if they have no movement points remaining.
  • May move or perform other actions after attacking
  • Costs 270 gold to upgrade to a Field Cannon, down from 310 (-13%)

Unique District: Thành
Ancient era, replaces Encampment
  • Does not provide 1 Great General Point
  • Not considered a speciality district
    • As such, mechanics that specifically test for speciality districts do not apply. For example, the Monumentality dedication does not award era score for building Thành districts.
    • This also means Vietnam's civ ability does not affect Thành districts.
  • Does not count towards district capacity
  • -50% production cost
  • +2 culture per adjacent owned district
    • Adjacent districts owned by other civs do not count, unlike normal district adjacency bonuses.
  • With the modern-era Flight technology, culture adjacency added to tourism.

Strategy

Vietnam is best at cultural and domination victories, though also performs well at religion and science.

Train a Scout at the start of the game, and explore with it for the Ranger promotion, allowing it to zoom through woods and rainforest with ease. This early exploration advantage will help you to find good city locations to settle, which is important as Vietnam must find wood, rainforest or marsh tiles to build most kinds of districts. Thành districts don't have such a restriction, but offer little at first, so build up some Campuses or Holy Sites and come back to them later.

Being able to build districts on woods or rainforest while retaining the feature has a few helpful applications. It makes your districts particularly easy to defend - particularly with land ranged units with the Garrison promotion. You can stack rainforest and district adjacency for better Campuses, or Holy Sites with the Sacred Path pantheon. Appeal-boosting districts like Preserves built on woods can make adjacent tiles even more appealing than otherwise possible. And as you develop the districts, you'll get extra science, culture and possibly production for your trouble.

The Thành district doesn't count towards the district cap, so you can build it in practically every city. It's mostly useful in cities that are somewhat developed as they can build up a good culture yield from adjacent districts and construct the district's buildings. Doing the latter will be necessary to secure a Great General as the district does not intrinsically provide Great General Points.

The Voi Chiến unit can move in range of cities, attack and move out all in the same turn, making them safe from counter-attacks. While not stronger than the generic Crossbowman in terms of ranged strength, over time it can deal significantly more damage as it won't need to spend as much time healing up.

From here, you can use appeal bonuses and the Thành district's tourism towards a cultural victory, Bà Triệu's leader ability and the Thành district's buildings to aid towards domination, rainforest districts to help towards scientific victory, or grow woods around Preserve districts for extra appeal and use Bà Triệu's leader ability to aid a religious victory.

Governments and Government Buildings
  1. Autocracy or Classical Republic | Warlord's Throne or Ancestral Hall
  2. Merchant Republic or Theocracy | Intelligence Agency
  3. Any | Any
  4. Any
Key policy cards
  • Strategos
  • Natural Philosophy
  • Scripture
  • Veterancy
  • Feudal Contract
  • Serfdom
  • Logistics
  • Military Research
  • Public Works
  • Five Year Plan
  • Online Communities
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Monumentality (Golden Age)
  • Heartbeat of Steam (Golden Age)
Key resolutions
  • Border Control Treaty - Effect A on yourself
  • Deforestation Treaty - Effect B on woods or rainforest
  • Military Advisory - Effect A on ranged land units
  • Urban Development Treaty - Effect A on Encampments
  • World Religion - Effect A on your own religion
Pantheons
  • Earth Goddess
  • Sacred Path
Religious beliefs
  • Missionary Zeal
  • Work Ethic
Key city-states
  • Bologna
  • Ngazargamu
  • Valletta
  • Wolin
Key wonders
  • Pyramids
  • Meenakshi Temple
  • Cristo Redentor
  • Eiffel Tower
  • Golden Gate Bridge
  • Biosphère
Key Great People
  • Hildegard of Bingen (Medieval Scientist)
  • James of St. George (Medieval Engineer)
  • Alvar Aalto (Modern Engineer)
  • Sarah Breedlove (Modern Merchant)
  • Georgy Zhukov (Atomic General)
  • Janaki Ammal (Atomic Scientist)
  • Charles Correa (Information Engineer)

Summary of key strengths
  • Very strong defence
  • Able to stack districts and terrain features for extra adjacency bonuses
  • Advantages to most yield types
  • Flexible - can pursue most victory routes effectively
Zulus


Start Bias

None.

Uniques

Civilization Ability: Isibongo
  • Cities with garrisoned units gain +3 loyalty per turn.
  • Cities with garrisoned corps or armies gain +5 loyalty per turn instead.
  • Capturing a city with a land unit upgrades it to a corps if you have the medieval-era Mercenaries civic.
  • Capturing a city with a corps or naval unit upgrades it to an army or fleet respectively if you have the industrial-era Nationalism civic.
  • Capturing a city with a fleet upgrades it to an armada if you have the modern-era Mobilisation civic.

Shaka's Leader Ability: Amabutho
  • Corps and armies have +5 strength and ranged strength.
  • May form corps at the medieval-era Mercenaries civic, instead of the industrial-era Nationalism civic.
  • May form armies at the industrial-era Nationalism civic, instead of the modern-era Mobilisation civic.

Unique Unit: Impi
Medieval era, anti-cavalry, replaces Pikeman
  • Costs 125 production/500 gold/250 faith, down from 180/720/360 respectively (-31%)
  • Costs 130 gold to upgrade to from a Spearman, down from 240 (-46%)
  • Costs 1 gold maintenance per turn, down from 2 (-50%)
  • Flanking provides +2 strength per other adjacent owned unit, instead of +1.
  • Gains 25% more experience from combat
  • Costs 260 gold to upgrade, up from 150 (+73%)

Unique District: Ikanda
Ancient era, replaces Encampment
  • -50% production cost
  • +1 housing
  • Allows the direct training of corps and armies, assuming you have the corresponding civics to unlock them
  • Corps and armies cost 25% less production to train
    • This does not stack with the 25% cost reduction offered by Military Academies.
  • Buildings in this district generate 2 gold and 1 science in addition to their regular yields.

Strategy

The Zulus are best at domination victories.

The Zulus become a terrifying military force in the medieval era, but your first goal is to develop your empire ready for that. Get Bronze Working fairly quickly so you can build up some Ikandas and Spearmen ready for upgrading later. Ikanda buildings offer enough gold to cover their maintenance cost while also offering a little science on top, handy for supporting warfare. Don't neglect culture - a lot of culture early on will get you to powerful corps and armies sooner, as well as the Oligarchy government.

While their direct combat advantages of Impi aren't huge, they're cheap to build and upgrade to, and cheap to maintain. Low-cost Ikandas will help you get early Great Generals for extra speed and combat strength, and with the medieval-era Mercenaries civic you can start forming Impi corps for a +18 strength advantage over regular Pikemen. You can also form powerful Knight or later Cuirassier corps. Don't manually form all your units into corps and armies - those remaining single units can get the last hit on a city to become a corps for free, and corps can become armies that way. They may take a lot of damage in the process, but while they're healing up, they can provide loyalty to the cities they're stationed in.

You can also upgrade melee naval units to fleets and armadas by capturing cities with them, assuming you have Nationalism or Mobilisation respectively. Combined with the loyalty advantage for having garrisoned units in cities, you can take and hold coastal cities quite effectively as well.

Governments and Government Buildings
  1. Oligarchy | Warlord's Throne
  2. Merchant Republic or Monarchy | Grand Master's Chapel or Intelligence Agency
  3. Fascism | War Department
  4. Corporate Libertarianism
Key policy cards
  • Agoge
  • Conscription
  • Limitanei
  • Equestrian Orders
  • Veterancy
  • Chivalry
  • Feudal Contract
  • Professional Army
  • Retainers
  • Retinues
  • Drill Manuals
  • Force Modernisation
  • Military Research
  • National Identity
  • Levee en Masse
  • Martial Law
  • Third Alternative
Key age bonuses
  • Reform the Coinage (Golden Age)
  • Cyber Warfare (Dark Age)
Key resolutions
  • Arms Control - Effect B on a rival
  • Mercenary Companies - Effect B
  • Military Advisory - Effect A on anti-cavalry or heavy cavalry
  • Patronage - Effect A on Great Generals
  • Urban Development Treaty - Effect A on Encampments
Pantheons
  • God of the Forge
  • God of the Open Sky
  • Goddess of Festivals
Religious beliefs
  • Stewardship
  • Tithe
Key city-states
  • Akkad
  • Bologna
  • Kabul
  • Kumasi
  • Ngazargamu
  • Valletta
Key wonders
  • Colosseum
  • Statue of Zeus
  • Terracotta Army
  • Alhambra
  • Venetian Arsenal
  • Great Zimbabwe
Key Great People
  • Yi Sun-Sin (Renaissance Admiral)
  • Rani Lakshmibai (Industrial General)
  • Stamford Raffles (Modern Merchant)
  • Douglas MacArthur (Atomic General)

Summary of key strengths
  • Powerful medieval-era warfare
  • Snowballing potential - can make forces considerably stronger without contributing extra production
  • Strong loyalty helps hold onto captured cities
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.
18 Comments
Zigzagzigal  [author] 28 Jun, 2023 @ 11:51am 
I do not at this time, but that'd be a good idea after I finally get around to covering the last few leaders.
Dami 28 Jun, 2023 @ 6:51am 
Do you have this guide on .pdf?

Thanks for your work!
Bardagh 26 Mar, 2023 @ 2:29pm 
My pleasure. A drop in the bucket compared to what your work has given me.
Zigzagzigal  [author] 25 Mar, 2023 @ 11:33pm 
Thanks!
Bardagh 25 Mar, 2023 @ 10:31pm 
Formatting error in the Indian section: Chandragupta Maurya's Leader Ability: Arthashastra[/b2]
thiagom123 4 Feb, 2023 @ 7:31am 
Nice to see that it has been updated for the new leaders. Love your work!
Saul Orangbaik Hutapea 31 Jan, 2023 @ 8:45am 
I love your guides from Civ 5 too, I recomended Civ 5 to my college friends and now they liked it.
To this day I always play with my 3 college friends since 2021 and the rule is simple -- always random leader.
Whenever I got a civ i've never played before, I read your guide while playing the game and I've always win the game via the best victory for my current leader because of your strategies and recomendations from the guides.
TLDR: I just wanna say your guides is great.
Zigzagzigal  [author] 28 Jan, 2023 @ 7:55pm 
Updated with Great Commanders and Rulers of China content.
Zigzagzigal  [author] 18 Dec, 2022 @ 3:45pm 
Updated with Great Negotiators content
mwperk0122 26 Sep, 2022 @ 1:18am 
Honestly I think Rome is perhaps the single most beginner friendly civ out there. Free early bonuses to culture allowing a good headstart on unlocking governments and policy cards, Free roads and trade posts in your own cities tied with a quicker unlocking of trade routes makes for an easy to set up trade based economy and a strong early military either for quick and dirty conquests or in conjunction with the roman forts to make you a hard to breach target. To boot they can pretty easily run any victory option they want and the Bath is an excellent unique district giving both housing and a bonus amenity at half the cost of the aqueduct. the Unique Units ability to help repair damaged tiles is also very welcome as builders can be very expensive and vulnerable units. All in all their very easy to get into highly versatile and still manages to be a genuinely strong civilization to play.