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CivilizationFocusWonderUnique Units
Unique Technologies
Civilization Bonuses
Team Bonus
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ArmeniansInfantry and NavalEtchmiadzin Cathedral
Composite Bowman,Warrior Priest
Cilician Fleet,Fereters
Mule Carts cost -25%. Mule Cart technologies are 40% more effective. Fortified Churches replace Monasteries, and the first one constructed receives a free Relic. Long Swordsman and above, and Spearman line available one Age earlier. Galley-line and Dromons* fire one additional projectile each, which deal 1 attack and advertised attack respectively.
Infantry have +2 Line of Sight.
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AztecsInfantry and MonkGreat Pyramid of TenochtitlanJaguar Warrior
Atlatl,Garland Wars
Start the game with an Eagle Scout. Villagers carry +3 extra resources. All military units are created 15% faster. Monks gain 5 HP for every researched Monastery technology. Start with +50 gold.
Relics generate +33% gold.
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BengalisElephant and NavalSomapura MahaviharaRathaPaiks,Mahayana
Elephant units receive 25% less bonus damage and are more resistant to conversion. All Town Centers spawn 2 Villagers when the next Age is reached. Cavalry units +2 attack vs Skirmishers. Ships regenerate 15 HP per minute. Monks +3/+3 armor.
Trade units yield 10% food in addition to gold.
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BerbersCavalry and NavalHassan Tower
Camel Archer,Genitour
Kasbah,Maghrebi Camels
Villagers move 5% faster in Dark Age, 10% faster starting in Feudal Age. Stable units are 15%/20% cheaper in the Castle/Imperial Age. Ships move 10% faster.
Genitours are available at the Archery Range starting in the Castle Age.
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BohemiansGunpowder and MonkPowder Tower of Prague
Hussite Wagon,Houfnice
Wagenburg Tactics,Hussite Reforms
Blacksmiths and Universities cost -100 wood. Chemistry and Hand Cannoneer available in Castle Age. Spearman-line deals +25% bonus damage. Fervor and Sanctity affect Villagers. Mining Camp technologies are free.
Markets work 80% faster.
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BritonsFoot archerChichester CathedralLongbowman
Yeomen,Warwolf
Town Centers cost -50% wood starting in the Castle Age. Foot archers (except Skirmishers) have +1/+2 range in the Castle/Imperial Age. Shepherds work 25% faster.
Archery Ranges work 10% faster.
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BulgariansInfantry and CavalryPreslav Round Church
Konnik,Dismounted Konnik
Stirrups,Bagains
Militia line units are upgraded for free. Town Centers cost -50% stone (except starting Town Center). Blacksmith and Siege Workshop technologies cost -50% food.
Blacksmiths work 80% faster.
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BurgundiansCavalryBrussels Town Hall
Coustillier,Flemish Militia
Burgundian Vineyards,Flemish Revolution
Economic upgrades (except Coinage and Banking) cost -33% food and are available one Age earlier than other civilizations. Stable technologies are 50% cheaper. Cavalier upgrade available in the Castle Age. Gunpowder units gain +25% attack.
Relics generate 0.5 food/s in addition to gold.
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BurmeseMonk and ElephantShwezigon PagodaArambai
Manipur Cavalry,Howdah
Lumber Camp technologies are free. Battle Elephants have +1/+1 armor. Infantry units have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Monastery technologies are 50% cheaper.
Relics are visible on the map from the game start.
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ByzantinesDefensiveHagia SophiaCataphract
Greek Fire,Logistica
Buildings, Walls/Gates, and Farms have +10%/+20%/+30%/+40% hit points in the Dark/Feudal/Castle/Imperial Age. Camel Rider, Skirmisher, and Spearman lines are 25% cheaper. Fire Ships and Dromons fire 20% faster. Advancing to the Imperial Age is 33% cheaper. Town Watch and Town Patrol are free.
Monks heal 100% faster.
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CeltsInfantry and SiegeRock of CashelWoad Raider
Stronghold,Furor Celtica
Infantry units move 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age. Lumberjacks work 15% faster. Siege weapons fire 25% faster. Non-Celt herdable animals can be converted regardless of units next to them.
Siege Workshops work 20% faster.
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ChineseArcher and Gunpowder
Hall of Prayer for Good Harvests in the Temple of Heaven complex
Chu Ko Nu,Dragon Ship*
Great Wall,Rocketry
Start game with +3 Villagers, but with -200 food, -50 wood. Town Centers support 15 population (instead of 5) and have +7 Line of Sight. Technologies are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age, respectively. Fire Galley-line and Fire Lancers move 5%/10% faster in the Castle/Imperial Ages, respectively.
Farms and Pastures contain +10% food.
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CumansCavalrySarkel Fortress (ruined)Kipchak
Steppe Husbandry,Cuman Mercenaries
A second Town Center can be built in the Feudal Age. Archery Ranges and Stables cost -75 wood. Siege Workshop and Battering Ram available in Feudal Age; Capped Ram upgrade available in Castle Age. Mounted units move 5%/10%/15% faster in the Feudal/Castle/Imperial Age.
Palisade Walls have +33% hit points.
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DravidiansInfantry and NavalBrihadisvara Temple
Urumi Swordsman,Thirisadai
Medical Corps,Wootz Steel
Receive 200 wood when advancing to the next Age. Fishermen, Oyster gatherers, and Fishing Ships carry +15. Barracks technologies cost -50%. Siege units cost -33% wood. Skirmishers and Elephant Archers attack 25% faster.
Docks provide +5 population space.
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EthiopiansFoot archerBiete AmanuelShotel Warrior
Royal Heirs,Torsion Engines
The Archer line fires 18% faster. Receive +100 food, +100 gold whenever a new Age is reached. The Pikeman upgrade is free.
Outposts +3 Line of Sight and stone cost removed.
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FranksCavalrySt. Vitus Cathedral
Throwing Axeman
Bearded Axe,Chivalry
Farm upgrades are free. Castles are 15%/25% cheaper in the Castle/Imperial Age. Mounted units have +20% hit points (starting in the Feudal Age). Foragers work 15% faster.
Knights have +2 Line of Sight.
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GeorgiansCavalry and DefensiveSvetitskhoveli CathedralMonaspa
Svan Towers,Aznauri Cavalry
Start with a Mule Cart. Mule Carts replace Lumber Camps and Mining Camps. Fortified Churches replace Monasteries, and provide +10% work rate to Villagers in a 19 tile square. Units and buildings receive -20% damage (-40% instead of -25%) when fighting from higher elevation. Mounted units regenerate 2/8/14 hit points per minute in the Feudal/Castle/Imperial Age.
Repairing buildings costs -25% resources.
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GothsInfantryMausoleum of Theoderic IHuskarl
Anarchy,Perfusion
Infantry units are 15%/20%/25%/30% cheaper in the Dark/Feudal/Castle/Imperial Age. Infantry units have +1/+2/+3 attack bonus against standard buildings in the Feudal/Castle/Imperial Age. Hunters have +5 attack against aggressive huntables (Wild Boar, Javelina, Elephant, Rhinoceros) and carry +15 food. Hunt lasts 20% longer. Loom is researched instantly. +10 population cap in the Imperial Age.
Barracks work 20% faster.
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GurjarasCavalry and CamelSomnath Temple
Chakram Thrower,Shrivamsha Rider,Camel Scout
Kshatriyas,Frontier Guards
Start the game with a Camel Scout. Starts with 2 Forage Bushes under the Town Center. Can garrison Docks with allied Fishing Ships. Can garrison Mills with herdable animals to produce food. Mounted units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age.
Camel and elephant units are created 25% faster.
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HindustanisCamel and GunpowderMaqbara-i Humayun
Ghulam,Imperial Camel Rider
Grand Trunk Road,Shatagni
Villagers are 8/13/18/23% cheaper in the Dark/Feudal/Castle/Imperial Age. Camel Riders attack 20% faster. Gunpowder units have +1/+1 armor. Can build Caravanserais in the Imperial Age.
Camel units and light cavalry units have +2 attack against standard buildings.
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HunsCavalryArch of Constantine (ruined)Tarkan
Marauders,Atheism
Start the game with -100 wood, but with the population cap at the maximum. On Nomadic maps, the first Town Center spawns a Hunnic Horse. Mounted archers are 10%/20% cheaper in the Castle/Imperial Age. Trebuchets have +35% accuracy against units and small targets.
Stables work 20% faster.
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IncaInfantry
The Temple of the Sun at Machu Picchu
Kamayuk,Slinger
Andean Sling,Fabric Shields
Military units cost -10%/-15%/-20%/-25% food in Dark/Feudal/Castle/Imperial Ages. Villagers benefit from Blacksmith infantry upgrades starting in the Castle Age. Houses support 10 population. Buildings cost -15% stone.
Start with a free Llama.
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ItaliansFoot archers and NavyGenoa Cathedral
Cathedral of St. Lawrence
Genoese Crossbowman,Condottiero
Silk Road,Pirotechnia
Advancing to the next Age is 15% cheaper. Foot archers (except Skirmishers) and Condottieri +1/+1 armor. Dock and University technologies are 33% cheaper. Fishing Ships are 15% cheaper. Gunpowder units are 20% cheaper.
Condottieri are available at the Barracks.
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JapaneseInfantry
Great Buddha Hall (daibutsuden) at the Tōdai-ji temple complex
Samurai
Yasama,Kataparuto
Fishing Ships have double hit points, +2 pierce armor, and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age. Mills, Lumber Camps and Mining Camps are 50% cheaper. Infantry attack 33% faster starting in the Feudal Age. Mounted archers +2 attack vs. archers (except Skirmishers).
Galleys have +4 Line of Sight.
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JurchensCavalry and GunpowderYinshan Pagoda Forest
Iron Pagoda,Grenadier
Fortified Bastions,Thunderclap Bombs
Meat of hunted and livestock animals does not decay. Mounted units and Fire Lancers attack +20% faster starting in the Feudal Age. Siege Engineers available in the Castle Age. Siege and fortification technologies cost -75% wood and research +100% faster. Military units receive -50% friendly fire damage.
Gunpowder units +2 Line of Sight.
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KhitansInfantry and CavalryPagoda of Fogong Temple
Liao Dao,Mounted Trebuchet
Lamellar Armor,Ordo Cavalry
Shepherds and Herders generate +10% food. The effects of Forging and Iron Casting are doubled. Skirmishers, Genitours, and the Spearman and Scout Cavalry lines are trained and upgraded 25% faster. Heavy Cavalry Archer upgrade available in the Castle Age and costs -50%.
Infantry units +2 attack vs ranged soldiers.
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KhmerSiege and Elephant
Central shrine of the Angkor Wat temple complex
Ballista Elephant
Tusk Swords,Double Crossbow
No buildings are required to advance to the next age or to unlock other buildings. Battle Elephants move 10% faster. Farmers don't carry food but rather add it directly to the stockpile without any drop-off, but work 5% slower. Villagers (and Kings) can garrison in Houses.
Scorpions have +1 range.
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KoreansDefensive and NavalHwangnyong Temple
War Wagon,Turtle Ship
Eupseong,Shinkichon
Stone Miners work 20% faster. Archer armor and tower upgrades are free (Bombard Tower requires Chemistry). Archer and infantry units cost -50% wood. Warships cost -20% wood.
Villagers have +3 Line of Sight.
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LithuaniansCavalry and MonkTrakai Island Castle
Leitis,Winged Hussar
Hill Forts,Tower Shields
Each Town Center (including starting one) provides +100 food. Spearman line and Skirmishers move 10% faster. Each garrisoned Relic gives +1 attack to Knights and Leitis (maximum +4).
Monasteries (and Fortified Churches) work 20% faster.
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MagyarsCavalryHunyad CastleMagyar Huszar
Corvinian Army,Recurve Bow
Forging, Iron Casting, and Blast Furnace are free. Scout Cavalry line is 15% cheaper. Villagers kill wild animals in one strike.
Mounted archers are trained 25% faster.
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MalayInfantry and NavalKalasan TempleKarambit Warrior
Thalassocracy,Forced Levy
Advancing in Age is +66% faster. Fish Traps are 33% cheaper and provide 3× food. Battle Elephants are 25% cheaper in the Castle Age, 35% cheaper in the Imperial Age. Infantry armor upgrades are free.
Docks have +6 Line of Sight.
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MaliansInfantryGreat Mosque of DjennéGbetoTigui,Farimba
Buildings cost -15% wood (except Farms and starting Town Center). Barracks units have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age. Villagers drop off +10% gold.
Universities work +80% faster.
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MayaFoot archer
Temple of the Great Jaguar (Tikal Temple I)
Plumed Archer
Hul'che Javelineers,El Dorado
Start the game with an Eagle Scout. Start the game with +1 Villager, but with -50 food. Resources last 15% longer. Foot archers (except Skirmishers) are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
Walls and gates (both Palisade and Stone) are 50% cheaper.
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MongolsMounted archerGreat Tent of Genghis KhanMangudaiNomads,Drill
Cavalry archers fire 25% faster. Scout Cavalry-line and Steppe Lancers +20/30% hit points in the Castle/Imperial Age. Hunters work 40% faster.
The Scout Cavalry line has +2 Line of Sight.
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PersiansCavalryTaq Kasra (Arch of Ctesiphon)
War Elephant,Savar
Kamandaran,Citadels
Start the game with +50 food, +50 wood. Town Centers and Docks have double hit points and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age. Parthian Tactics available in the Castle Age. Can build Caravanserais in the Imperial Age.
Knight line has +2 attack against archers.
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PolesCavalryWawel Cathedral
Obuch,Winged Hussar
Szlachta Privileges,Lechitic Legacy
Villagers regenerate 10/15/20 HP per minute in the Feudal/Castle/Imperial Age. Stone miners generate 33% gold in addition to stone. Bloodlines and Scout Cavalry-line upgrades cost -50% food.
The Scout Cavalry line has +1 attack vs. archers.
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PortugueseNaval and GunpowderBelém Tower
Organ Gun,Caravel
Carrack,Arquebus
All units cost –20% gold. All ships have +10% hit points. Foragers generate wood in addition to food (0.33 wood per food).
All technologies (excluding Age ups) are researched 25% faster.
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RomansInfantryColosseum
Legionary,Centurion
Ballistas
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