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TypeNameAbilityUnit 1Unit 2ImprovementQuarterBuilding 1Building 2Tradition 1Tradition 2Tradition 3Tradition 4Tradition 5Civic 1Civic 2Civic 3Civic 4
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CIVILIZATION_AKSUMAksum+2 Gold on Resources.Dhow
Unique Naval Unit. +4 Combat Strength on Coast. Has 1 charge to create a naval Trade Route.
Tankwa
Aksum Unique Trade Ship. Cannot be pillaged. +10 Trade Route range.
Hawilt
+2 Gold. +1 Culture for adjacent Wonders and other Hawilti. Aksumite Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain.
Port of Nations
+2 Culture and Gold for every active Trade Route.
Throne Of My Fathers
+15% Gold in Cities adjacent to Coast.
May This Please The People
+2 Culture on Resources on or adjacent to Coast.
Periplus of the Erythraean Sea

Constructible: Hawilt

Modifier: +1 Gold on Quarters adjacent to Coast.

Modifier: +1 Resource Capacity in Settlements on Coast or Navigable Rivers.

Tradition: Port of Nations

Constructible: Great Stele
Monumentum Adulitanum

Modifier: The Altar and Monument gain a +1 Culture adjacency with Hawilti.

Tradition: Throne Of My Fathers
Book of the Himyarites

Modifier: The Dhow ignores Zone of Control.

Tradition: May This Please The People
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CIVILIZATION_EGYPTEgypt+1 Production on Navigable Rivers.Medjay
Egyptian Unique Infantry Unit. Has no maintenance. +3 Combat Strength in friendly territory, doubled when stationed in a Settlement you own.
Tjaty
A Great Person with one charge. Can only be trained in Cities with a Necropolis, and the specific Tjaty received is random. Each Tjaty can only be received once. Cost increases per Tjaty trained.
Necropolis
Egyptian Unique Quarter. Created by constructing the Mastaba and Mortuary Temple in the same District. Grants 100 Gold (on Standard Speed) when any Wonder is completed in this Settlement.
Mastaba
+3 Culture. +1 Gold Adjacency for Desert Terrain and Wonders. Egyptian Unique Culture Building. Ageless.
Mortuary Temple
+4 Gold. +1 Happiness Adjacency for Navigable Rivers and Wonders. Egyptian Unique Gold Building. Ageless.
Akhet
+1 Food on Navigable Rivers.
Riches of the Duat
+15% Production towards constructing Wonders.
Kemet
+1 Culture on Navigable Rivers.
Arrival of Hapi

Constructible: Mortuary Temple

Modifier: Minor Rivers do not end Unit movement.

Tradition: Akhet
Scales of Anubis

Constructible: Mastaba

Modifier: Medjay generate +1 Gold when stationed in a Settlement you own.

Tradition: Riches of the Duat
Light of Amun-Ra

Modifier: +5 Gold on the Palace.

Modifier: +1 Settlement Limit.

Tradition: Kemet

Constructible: Pyramids
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CIVILIZATION_GREECEGreece+3 Influence per turn on the Palace.Hoplite
Greek Unique Infantry Unit. +2 Combat Strength if adjacent to another Hoplite.
Logios
A Great Person with one charge. Can only be trained in Cities with an Acropolis, and the specific Logios received is random. Each Logios can only be received once. Cost increases per Logios trained.
Acropolis
Greek Unique Quarter. Created by constructing the Odeon and Parthenon in the same District. +2 Gold on the Parthenon for each City-State you are Suzerain of.
Odeon
+3 Happiness. +1 Culture Adjacency for Quarters and Wonders. Greek Unique Happiness Building. Ageless.
Parthenon
+4 Culture. +2 Influence if placed on Rough Terrain. +1 Culture adjacency for Wonders. Greek Unique Culture Building. Ageless.
Xenia
+50% Influence towards the initiating and progressing the Befriend Independent Project.
Strategoi
+25% Army Commander experience.
Delian League
+30% Influence towards initiating Endeavors.
Peloponnesian League
+30% Influence towards initiating Sanctions.
Ekklesia

Constructible: Odeon

Modifier: +2 Culture for active Endeavors, Sanctions, and Projects you started or supported.

Tradition: Xenia
Agoge

Constructible: Parthenon

Modifier: Hoplites gain +1 Combat Strength for each City-State you are Suzerain of.

Tradition: Strategoi
Symmachia

Modifier: +1 Settlement Limit.

Modifier: +2 Culture for each City-State you are Suzerain of.

Tradition: Delian League

Tradition: Peloponnesian League

Constructible: Oracle
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CIVILIZATION_HANHanThe Capital and new Towns gain an additional Population with their first growth event.Chu-Ko-Nu
Han Unique Ranged Unit. Has Zone of Control and a higher Defense Strength. +5 Combat Strength when attacking adjacent Units.
Shì Dàfū
A Great Person with one charge. Can only be trained in Cities with at least 10 Population, and the specific Shì Dàfū received is random. Each Shì Dàfū can only be received once. Cost increases per Shì Dàfū trained.
Great Wall
+2 Culture. +1 Happiness for adjacent Great Wall segments. Han Unique Improvement. Ageless. Counts as Fortification, +6 Combat Strength when defending. Does not remove Warehouse bonuses on a tile. Can only be built in a line. Cannot branch or fork.
Guanxi
+1 Influence on Science Buildings.
Jiu Qing
+1 Influence on Happiness Buildings.
Tianxia
+1 Science from Specialists.
Zhi

Constructible: Great Wall

Modifier: +1 Settlement Limit.

Modifier: Science Buildings gain a +1 Science Adjacency for Quarters.
Li

Modifier: +2 Influence on the Palace.

Tradition: Guanxi
Yi

Modifier: The Chu-Ko-Nu gains +5 Combat Strength when defending.

Tradition: Jiu Qing
Junzi

Modifier: +10% Science in the Capital.

Tradition: Tianxia

Constructible: Weiyang Palace
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CIVILIZATION_KHMERKhmerDistricts on Rivers do not remove the natural yield of the tile.Yuthahathi
Khmer Unique Cavalry Unit. Higher Combat Strength, but slower Movement. Immune to flood damage. Ignores Zone of Control.
Vaishya
Khmer Unique Merchant. Civilian who can establish a Trade Route to import Resources from a foreign Settlement. Immune to flood damage. Ignores movement penalties from Wet Terrain.
Baray
+3 Food. +1 Food on all Floodplains in this Settlement. Khmer Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain. One per Settlement.
Pithi Chrat
+4 Combat Strength for Units on Floodplains.
Varna
+1 Gold from Specialists.
Kambu-Mera
+100% Food and Happiness towards maintaining Specialists.
Mousong

Constructible: Baray

Modifier: Improvements, Buildings, and Districts do not get pillaged by floods.

Tradition: Pithi Chrat
Amnach

Modifier: The Yuthahathi gets +1 Movement.

Tradition: Varna

Constructible: Angkor Wat
Chakravarti

Modifier: +50% Growth Rate in the Capital. -5 Happiness in every other City.

Modifier: +3 Codex slots in the Palace.

Tradition: Kambu-Mera
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CIVILIZATION_MAURYAMauryaYou can choose an additional Pantheon after unlocking Mysticism.Purabhettarah
Maurya Unique Cavalry Unit. +5 Combat Strength against Fortified Districts. Ignores Zone of Control.
Nagarika
Maurya Unique Settler. Civilian Unit capable of founding new Towns. Adds +2 Happiness on City Halls.
Matha
Mauryan Unique Quarter. Created by constructing the Dharamshala and Vihara in the same District. +10% Happiness in this Settlement.
Dharamshala
+3 Happiness. +1 Science Adjacency for Quarters and Wonders. Mauryan Unique Happiness Building. Ageless.
Vihara
+3 Happiness. +1 Culture Adjacency for Mountains and Wonders. Mauryan Unique Happiness Building. Ageless.
Charvaka
+3 Happiness on Science buildings.
Kshatriya
+4 Happiness on Military buildings.
Shreni
+1 Gold for every 5 surplus Happiness in Cities.
Arthashastra
+1 Science for every 5 surplus Happiness in Cities.
Acharya

Constructible: Dharamshala

Constructible: Vihara

Tradition: Charvaka
Vyuham

Modifier: Infantry and Cavalry Units gain +3 Combat Strength when adjacent to each other.

Tradition: Kshatriya
Ayurveda

Modifier: Units adjacent to the Purabhettarah heal +5 HP per turn.

Tradition: Shreni
Mantriparishad

Modifier: +1 Settlement Limit.

Modifier: +10% to all yields in Settlements not founded by you.

Tradition: Arthashastra

Constructible: Sanchi Stupa
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CIVILIZATION_MAYAMayaThe Palace gains +0.5 Science for adjacent Vegetated Terrain.Hul'che
Maya Unique Ranged Unit. Can see through Vegetation and ignores movement penalties from Vegetated Terrain.
Jaguar Slayer
Maya Unique Scout. Can initiate combat. Has 1 charge to place a Jaguar Trap that is invisible to enemy Units, dealing 25 damage and ending movement. This ability recharges 5 turns after placing a trap.
Uwaybil K'uh
Maya Unique Quarter. Created by constructing the Jalaw and K'uh Nah in the same District. Every time you research a Technology, this Settlement gains Production equal to 5% of its cost.
Jalaw
+3 Happiness. +1 Culture Adjacency for Quarters and Wonders. Mayan Unique Happiness Building. Ageless.
K'uh Nah
+3 Science. +2 Science if placed on Vegetation. +1 Science Adjacency for Wonders. Mayan Unique Science Building. Ageless.
Pet Kot
+1 Science on Vegetated Terrain in Cities.
Miracles of the Twins
All Units gain the Poison ability, +3 Combat Strength against wounded Units.
Haab'
+2 Culture on Happiness buildings.
Tzolk'in
+2 Science on Happiness buildings.
Rain of Chaac

Constructible: K'uh Nah

Modifier: The Altar gains a +1 Science Adjacency from Vegetated Terrain.

Tradition: Pet Kot
Lords of Xibalba

Constructible: Jalaw

Modifier: Hul'che and Jaguar Slayers gain Stealth in Vegetated Terrain.

Tradition: Miracles of the Twins
Calendar Round

Modifier: +1 Settlement Limit.

Modifier: After researching a Technology, gain Culture equal to 10% of its cost.

Modifier: After studying a Civic, gain Science equal to 10% of its cost.

Tradition: Haab'

Tradition: Tzolk'in

Constructible: Mundo Perdido
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CIVILIZATION_MISSISSIPPIANMississippianAll Buildings receive a +1 Food Adjacency for Resources.Burning Arrow
Mississippian Unique Ranged Unit. Increased Bombard Strength. +3 Combat Strength against Siege Units. Applies the Burning status to tiles for 2 turns.
Watonathi
Mississippian Unique Merchant. Civilian who can establish a Trade Route to import Resources from a foreign Settlement. Gain 25 Gold per Resource acquired when creating a Trade Route.
Potkop
+1 Gold. +1 Food for each adjacent Resource. Mississippian Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain.
Shell-Tempered Pottery
All Buildings receive a +1 Gold Adjacency for Resources.
Gift Economy
+1 Gold and Happiness for every Imported Resource.
Atassa
+4 Combat Strength for Ranged Units when defending.
Earthworks

Constructible: Potkop

Modifier: +1 Settlement Limit.

Modifier: +10% Production towards constructing Buildings.

Tradition: Shell-Tempered Pottery

Constructible: Monks Mound
Cah-nah-ha

Modifier: +2 Resource Capacity in the Capital.

Tradition: Gift Economy
Waahih

Modifier: Burning Arrows can pillage within 2 tiles for 1 Movement.

Tradition: Atassa
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CIVILIZATION_PERSIAPersiaInfantry Units receive +3 Combat Strength when attacking.Immortal
Persian Unique Infantry Unit. Heals 15 HP after defeating an enemy Unit.
Hazarapatis
Persian Unique Army Commander. Starts with the Initiative Promotion.
Pairidaeza
+1 Culture and Gold. Persian Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Cannot be placed adjacent to another Pairidaeza.
Kara
+50% Production towards training Infantry Units.
Angarium
+3 Gold for every Town.
Shahanshah
+3 Combat Strength for Units in enemy territory.
Spada

Modifier: -1 maintenance for Units.

Tradition: Kara
Satrapies

Constructible: Pairidaeza

Modifier: +1 Settlement Limit.

Modifier: The Pairidaeza gains +1 Happiness from adjacent Quarters.

Tradition: Angarium

Constructible: Gate of All Nations
Achaemenid Empire

Modifier: +5 Gold for every different Civilization you have captured a Settlement from.

Modifier: +1 Settlement Limit.

Tradition: Shahanshah
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CIVILIZATION_ROMERome+1 Culture on Districts in the Capital and City Centers in Towns.Legion
Roman Unique Infantry Unit. +1 Combat Strength for every Tradition in the Government.
Legatus
Roman Unique Army Commander. Gains 1 charge to create a new Settlement for every 3 Levels it has.
Forum
Roman Unique Quarter. Created by constructing the Basilica and Temple of Jupiter in the same District. +1 Culture for every Unique Tradition in the Government.
Basilica
+4 Gold. +1 Influence Adjacency for Culture Buildings and Wonders. Roman Unique Gold Building. Ageless.
Temple of Jupiter
+3 Happiness. +1 Culture Adjacency for Happiness Buildings and Wonders. Roman Unique Happiness Building. Ageless.
Auxilia
+5% Production towards Military Units in the Capital for every Town.
Cursus Honorum
Training an Infantry Unit grants Culture equal to 25% of its Production cost.
Latinitas
+5% Food, Gold, and Culture in Towns without a Growing Town Focus.
Princeps Civitatis
+1 Production on Urban Districts in your Capital.
Exercitus Romanus

Constructible: Temple of Jupiter

Modifier: The Legatus gains the Bulwark Promotion for free.

Tradition: Auxilia
Civis Romanus

Constructible: Basilica

Modifier: +2 Gold in the Capital for every Town you own.

Tradition: Cursus Honorum
Legatus Pro Praetore

Modifier: +1 Settlement Limit.

Modifier: Gain a free Infantry Unit in new Settlements that you found.

Tradition: Latinitas
Senatus Populusque Romanus

Modifier: +1 Settlement Limit.

Modifier: +1 Social Policy slot.

Tradition: Princeps Civitatis

Constructible: Colosseum
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CIVILIZATION_CARTHAGECarthageCan only have 1 City. Towns cannot use Convert to City. Receive a second Merchant or Colonist each time you create one.Numidian Cavalry
Carthaginian Unique Cavalry Unit. Can only be purchased and are more expensive. +1 Combat Strength for each Unique City Resource assigned to your Capital. Ignores Zone of Control.
Colonist
Carthaginian Unique Settler. +1 Embarked Movement and +1 Population if Settled adjacent to a Resource.
Punic Port
Carthaginian Unique Quarter. Created by constructing the Cothon and Dockyard in the same District. Increases the number of Resources that may be assigned to this Settlement by 2.
Cothon
+2 Production. +1 Production Adjacency for Coast, Navigable Rivers, and Wonders. Carthaginian Unique Production Building. Ageless. Can be purchased in Towns. Must be placed on Coast.
Dockyard
+2 Gold. +1 Food Adjacency for Resources, Districts, and Wonders. Carthaginian Unique Gold Building. Can be purchased in Towns. Must be placed on Coast.
Quinquereme
+25% Gold towards purchasing Naval Units. -1 Gold maintenance for Naval Units.
Gaulos
+25% Gold towards purchasing Buildings on Coast or Navigable Rivers.
Suffetes
+20% Gold from Mining Towns. +20% Food from Fishing or Farming Towns.
Shipsheds

Constructible: Cothon

Modifier: +1 Movement to Naval Units

Modifier: +1 Range to Naval Units

Tradition: Quinquereme

Constructible: Byrsa
Wisdom of Tanit

Constructible: Dockyard

Modifier: Increases the number of Resources that may be assigned to the Capital by 3.

Modifier: +15 Sea Trade Route Range. +3 Gold in the Capital for every Trade Route from the Capital.

Tradition: Gaulos
Sicilian Wars

Modifier: +1 Movement and Sight to Numidian Cavalry Units

Modifier: +2 Settlement Limit.

Modifier: +1 Codex slot in City Halls in Towns with the Trade Outpost Focus.

Tradition: Suffetes
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CIVILIZATION_SHAWNEEShawneeSettlements built adjacent to Navigable Rivers gain +2 Food on River Terrain, but Cities not built adjacent to a Navigable River receive -10% Food.Kispoko Nena’to
Shawnee Unique Infantry Unit. +1 Combat Strength for every unique Empire Resource.
Hoceepkileni
Shawnee Unique Missionary. +1 Movement and Rivers do not end movement.
Mawaskawe Skote
+4 Food. +1 Gold for each adjacent Resource. Must be placed on Vegetated Terrain not adjacent to another Mawaskawe Skote. Shawnee Unique Improvement. Ageless.
Bread Dance
+4 Culture to all Farming Towns and +4 Food to Fishing Towns.
Kakawfe Pafkotaweta
Every time a Storm, Flood, or Volcanic Eruption has provided Fertility this Age receive +1 Culture and +2 Gold. Improvements, Buildings, and Urban Districts do not get damaged by Storms.
Helikhilenawewipe
+50% Influence towards the initiating and progressing the Befriend Independent Project.
Takesiyake Yepepoki
Cities receive +2 Production on Tundra, Desert, and Plains tiles.
Wiyehi Simekofi

Constructible: Mawaskawe Skote

Modifier: +1 Settlement Limit.

Modifier: Mawaskawe Skote receives +1 Culture per allied City State.

Tradition: Bread Dance

Constructible: Serpent Mound
Miyaska Latoweki

Modifier: +1 Resource Cap in your Capital per Allied City-State.

Tradition: Kakawfe Pafkotaweta

Modifier: +2 Gold for each trade route while you have at least 3 Endeavors active
Telwatiki

Modifier: The Kispoko Nena'to receives +1 Combat Strength per Positive War Support.

Modifier: Telwatiki

Modifier: Telwatiki

Tradition: Helikhilenawewipe
Maleki Kintake

Modifier: +2 Food on Farms and Camps.

Tradition: Takesiyake Yepepoki
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CIVILIZATION_ABBASIDAbbasidReceive 30 Gold for each Rural Population of the City when you create a Specialist. (Scales by Game Speed)Mamluk
Abbasid Unique Cavalry Unit. When stationed in your territory, receive +1 Combat Strength for every Urban Population in that Settlement. Ignores Zone of Control. Has lower combat strength than other Cavalry units.
Alim
A Great Person with one charge. Can only be trained in Cities with an Ulema, and the specific 'Alim received is random. Each 'Alim can only be received once. Cost increases per 'Alim trained.
Ulema
Abbasid Unique Quarter. Created by constructing the Madrasa and Mosque in the same District. +1 Science to all Specialists in this City.
Madrasa
+5 Science. +1 Science Adjacency for Quarters, Science Buildings, and Wonders. Abbasid Unique Science Building. Ageless.
Mosque
+4 Happiness. +1 Culture Adjacency for Happiness Buildings and Wonders. +1 Happiness Adjacency for Culture Buildings and Wonders. Unlocks the ability to found a Religion. Abbasid Unique Happiness Building. Ageless.
City of Peace
All Buildings receive a +1 Science Adjacency with the City Hall and Palace.
Sales and Trade
+3 Gold and Science for each Resource assigned to Cities with at least 8 Urban Population.
Compendious Book
+4 Science in Towns.
Round City

Constructible: Mosque

Modifier: +50% Production towards constructing Buildings in Cities with at least 8 Urban Population.

Modifier: +4 Food on Science Buildings.

Tradition: City of Peace
Mawla

Constructible: Madrasa

Modifier: Mamluks gain the Skirmish ability, +50% bonus from Flanking.

Modifier: +2 Happiness on Resources in Settlements with a Temple.

Modifier: Earn Science equal to 25% of Trade Income.

Tradition: Sales and Trade
Al-Jabr

Modifier: +15% Science in Cities with at least 8 Urban Population.

Modifier: +33% Happiness towards maintaining Specialists.

Tradition: Compendious Book

Constructible: House of Wisdom
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CIVILIZATION_CHOLAChola+1 Trade Route from the Improve Trade Relations Action.Kalam
Chola Unique Naval Unit. +1 additional attack per turn if movement allows.
Ottru
Chola Unique Naval Commander. Has +1 Movement and greater sight. Opposing Military Units in the Command Radius receive -3 Combat Strength.
Five Hundred Lords
Chola Unique Quarter. Created by constructing the Anjuvannam and Manigramam in the same District. +5 Land Trade Route range and +15 Naval Trade Route range.
Manigramam
+4 Happiness. +1 Gold Adjacency for Quarters and Wonders. +1 Happiness Adjacency for Gold Buildings and Wonders. Chola Unique Happiness Building. Ageless.
Anjuvannam
+5 Gold. +1 Gold Adjacency for Coastal Terrain, Navigable Rivers, and Wonders. +50% Production towards Naval Units. Chola Unique Gold and Military Building. Ageless. Must be placed adjacent to Coast.
Devakoshta
+3 Culture on Gold Buildings.
Marakkalam
-2 Gold maintenance for Naval Units.
Angadi
+4 Gold in Settlements other than your Capital if they have a water Building.
Nagaram

Constructible: Anjuvannam

Constructible: Manigramam

Modifier: +50% Influence towards initiating the Improve Trade Relations Action.

Modifier: +2 Resource Capacity in the Capital.
Kanakam

Modifier: +1 Gold from active Diplomatic Actions they started or supported.

Tradition: Devakoshta
Digvijaya

Modifier: The Kalam receives +1 Movement and Sight.

Tradition: Marakkalam
Monsoon Winds

Modifier: +1 Settlement Limit.

Modifier: Ottru receives the Convoys Promotion.

Tradition: Angadi

Constructible: Brihadeeswarar Temple
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CIVILIZATION_HAWAIIHawai'iGain 25 Culture each time a Settlement expands to Marine Terrain. +1 Happiness on [B]Fishing Boats.Leiomano
Hawaiian Unique Infantry Unit. +3 Combat Strength against Infantry and Cavalry Units. Receives Culture from defeating enemy Units.
Kahuna
Hawaiian Unique Missionary. Has an action to heal adjacent Units. Receive 25 Gold when you convert a Settlement.
Lo'i Kalo
+3 Food and +2 Production. Adjacent Farms receive +1 Culture. Hawaiian Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Grassland or Tropical.
Kapa
+50% Production towards constructing Culture Buildings.
Ahupua'a
+4 Food on Culture Buildings.
Ho'okupu
+1 Culture on Marine Terrain.
Mana

Modifier: +2 Culture for every time a Storm, Flood, or Volcanic Eruption has provided Fertility this Age.

Modifier: When you defeat an enemy Unit with a Leiomano, gain Culture equal to 25% of the defeated Unit's strength.

Tradition: Kapa
Ohana

Constructible: Lo'i Kalo

Modifier: +2 Culture for Lo’I Kalo Improvements in Settlements with a Pavilion.

Tradition: Ahupua'a
He'e nalu

Modifier: +1 Settlement Limit.

Modifier: +2 Relics.

Modifier: The Kahuna Receives a Second Healing Charge.

Modifier: +1 Happiness on Marine Terrain in Towns following your Religion. This is doubled for Cities.

Tradition: Ho'okupu

Constructible: Hale o Keawe
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CIVILIZATION_INCAIncaCan work Mountain Terrain. +2 Food and +1 Production on Mountain Terrain.Warak'aq
Incan Unique Ranged Unit. Has +1 Movement and ignores movement penalties from Rough Terrain. +5 Combat Strength when attacking from Rough Terrain.
Chasqui
Incan Unique Scout with +1 Movement. Has increased sight that ignores Mountains and Rough Terrain.
Terrace Farm
+6 Food. Incan Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Rough Terrain adjacent to a Mountain.
Tirakuna
+15% Food in Settlements with their City Center adjacent to a Mountain or with 3 worked Mountain tiles.
Qullqa
Receive +25% of the Gold from Trade Income as Food.
Quipu
Settlements receive +0.5 Gold for every Urban Population and +0.5 Production for every Rural Population.
Mit'a

Constructible: Terrace Farm

Modifier: +1 Happinesss to Mountain tiles.

Tradition: Tirakuna

Constructible: Machu Pikchu
Ayllu

Modifier: +2 Food on Terrace Farms in Settlements with a Granary.

Modifier: Farms and Terrace Farms receive +3 Food if adjacent to at least one Mountain.
Qhapaq Ñan

Modifier: Rough Terrain does not end the movement of any Inca Unit.

Modifier: The Warak'aq gains the Poison ability, +5 Combat Strength against wounded Units.

Tradition: Qullqa

Tradition: Quipu
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CIVILIZATION_MAJAPAHITMajapahitAll Cities except the Capital receive +1 Specialist Limit. After the Exploration Age the Specialist Limit increase goes away, the Specialists become inactive until you increase the Limit.Cetbang
Majapahit Unique Naval Unit. +5 Combat Strength against Naval Units. Can pillage within 2 tiles for 1 Movement.
Pedanda
Majapahit Unique Missionary. A Unit that has the Spread Religion action. Receive 25 Culture and Gold when you convert a Settlement for the first time.
Pura
Majapahit Unique Quarter. Created by constructing the Candi Bentar and Meru in the same District. Receive 1 Relic when completed.
Meru
+5 Happiness. +1 Happiness Adjacency for Mountains and Wonders. +2 Happiness on Natural Wonders. Majapahit Unique Happiness Building. Ageless.
Candi Bentar
+5 Culture. +1 Culture Adjacency for Coastal Terrain, Navigable Rivers, and Wonders. Majapahit Unique Culture Building. Ageless.
Panji
+1 Culture from Specialists not in your Capital.
Negarakertagama
+33% Food towards maintaining Specialists.
Subak
+1 Culture and +1 Production on Marine Terrain in Cities.
Wayang

Constructible: Candi Bentar

Modifier: +25% Production towards Overbuilding.

Tradition: Panji
Aliran Kepercayaan

Constructible: Meru

Modifier: The Pedanda grants an extra 25 Culture when it converts a Settlement.

Tradition: Negarakertagama
Nusantara

Modifier: Culture Buildings receive a +1 Happiness Adjacency for Coast Terrain.

Modifier: +5 Combat Strength to Naval Units against Land Units.

Tradition: Subak
Gamelan

Modifier: +1 Settlement Limit.

Modifier: +2 Culture on Quarters.

Constructible: Borobudur
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CIVILIZATION_MINGMing+50% Science in the Capital. -15 Science per turn for each Social Policy, but not Tradition, slotted.Xunleichong
Ming Unique Infantry Unit. +4 Combat Strength in Featureless tiles. Has a Ranged attack.
Mandarin
Ming Unique Merchant. Civilian who can establish a Trade Route to import Resources from a foreign Settlement. +100 Gold when using the Create a Road Action.
Ming Great Wall
+5 Culture. +1 Gold Adjacency for Fortification Buildings and Improvements. Ming Unique Improvement. Ageless. Counts as Fortification, +6 Combat Strength when defending. Does not remove Warehouse bonuses on a tile. Can only be built in a line. Cannot branch or fork.
Divine Engine Division
+2 Science in Settlements with a garrisoned Unit.
Baojia
+1 Science for each Resource assigned to a City. This becomes +2 in Cities other than your Capital.
Grand Secretariat
+2 Science on Gold Buildings and +2 Gold on Science buildings.
Nine Garrisons

Constructible: Ming Great Wall

Modifier: The Ming Great Wall receives +2 Gold in Settlements with a Bank.

Modifier: +3 Combat Strength to Ranged Units adjacent to the Xunleichong.

Tradition: Divine Engine Division
Lijia

Modifier: +2 Resource Capacity in the Capital.

Modifier: +25% Gold towards purchasing Buildings in Towns.

Tradition: Baojia
Da Ming Lu

Modifier: Mandarins receive +25 Science when they use the Create a Road Action.

Modifier: +1 Settlement Limit.

Tradition: Grand Secretariat

Constructible: Forbidden City
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CIVILIZATION_MONGOLIAMongoliaWhen you capture an opposing Settlement gain the strongest Cavalry Unit you can currently train, but -50% Production towards training Settlers. Gain 1 Point toward the Non Sufficit Orbis Legacy Path for controlled Settlements in the Distant Lands and conquered Settlements in the Homelands.Keshig
Mongolian Unique Ranged Unit. Has +1 Movement and heals 15 HP after defeating an enemy Unit. Counts as a Cavalry Unit and ignores Zone of Control.
Noyan
Mongolian Unique Army Commander. +50% Flanking to Cavalry Units in the Command Radius.
Örtöö
+5 Gold. Restores movement to any Mongol Unit at its location. Mongolian Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Cannot be placed on Rough, River, or a tile with a Feature.
Gerege
+4 Happiness in Settlements not founded by you for each Resource assigned to them.
Baghatur
+3 Combat Strength for Cavalry Units.
Jarlig
+25% Production in Cities not founded by you.
Ulus

Constructible: Örtöö

Modifier: Captured Towns do not cost double to convert into Cities.

Modifier: +1 Settlement Limit.

Tradition: Gerege
Four Hounds

Modifier: +1 Settlement Limit.

Modifier: +1 Settlement Limit.

Modifier: Receive 1 Noyan in your Capital.

Modifier: +1 Movement to Cavalry Units.

Tradition: Baghatur
Yassa

Modifier: +1 Settlement Limit.

Modifier: The Örtöö receives +4 Gold in Settlements you did not found.

Tradition: Jarlig

Constructible: Erdene Zuu
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CIVILIZATION_NORMANNormanLand Units receive +1 Movement when Embarked and Land Units adjacent to Coast receive +5 Combat Strength.Chevaler
Norman Unique Cavalry Unit. +3 Combat Strength against slower Units. Ignores Zone of Control.
Sokeman
Norman Unique Settler. Civilian Unit capable of founding new Towns. Receive Medieval Walls in the City Center when a new Town is created.
Donjon
Norman Unique Quarter. Created by constructing the Bailey and Motte in the same District. Receive a free Chevaler Unit when completed.
Bailey
+4 Culture. +1 Culture Adjacency for Medieval Walls and Wonders. Norman Unique Culture Building and Fortification. Ageless. All Fortified Districts must be conquered to capture a Settlement.
Motte
+4 Happiness. +4 Happiness if placed on Rough Terrain. Happiness adjacency for Wonders. Norman Unique Happiness Building and Fortification. Ageless. All Fortified Districts must be conquered to capture a Settlement.
Palisading
+50% Production towards constructing Fortification Buildings.
Familia Regis
+2 Culture for every Tradition slotted into the Government.
Juré
+4 Culture from the Palace and +2 Happiness from City Halls.
Servitium Debitum
-2 Gold maintenance for Cavalry Units.
Bayeux Tapestry
+4 Culture in Settlements not founded by you.
Consuetudines et Justicie

Constructible: Bailey

Constructible: Motte

Modifier: +1 Combat Strength to the Chevelar for every Tradition slotted in your Government.

Tradition: Palisading
Common Law

Modifier: +1 Social Policy slot.

Modifier: +1 Settlement Limit.

Tradition: Familia Regis

Tradition: Juré

Tradition: Servitium Debitum
Domesday Book

Modifier: +2 Gold from Farms. This is doubled during a Celebration.

Modifier: +1 Settlement Limit.

Tradition: Bayeux Tapestry

Constructible: White Tower
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CIVILIZATION_SONGHAISonghai+2 Resource Capacity in Cities on Navigable Rivers and your Trade Ships cannot be Plundered on Navigable Rivers.Gold Bangles Infantry
Songhai Unique Infantry Unit. +5 Combat Strength on Resource tiles. +100% Gold from pillaging Trade Routes.
Tajiro
Songhai Unique Merchant. Civilian who can establish a Trade Route to import Resources from a foreign Settlement. When you create a Trade Route receive 100 Gold if this is a Trade Route with at least 1 Navigable River.
Caravanserai
+5 Gold. +1 Gold Adjacency for Navigable Rivers and Resources. Songhai Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be built on Desert or Plains.
Mud Brick
+50% Production towards constructing Gold Buildings.
Timbuktu
+2 Gold on Mines if there is at least 1 Gold Building in that City.
Isa
+2 Movement to all Units on Navigable Rivers.
Ships of the Desert

Constructible: Caravanserai

Modifier: The Caravansari receives +2 Gold in Settlements with a Bazaar.

Tradition: Mud Brick

Tradition: Timbuktu

Constructible: Tomb of Askia
Hi-Koi

Modifier: Rivers do not end movement.

Modifier: Combat Units receive +5 Combat Strength on Navigable Rivers

Tradition: Isa
Kanta

Modifier: +1 Settlement Limit.

Modifier: Cities in Homelands on Navigable Rivers generate Treasure Fleets worth 1 Treasure Fleet point each.

Modifier: Tajiro's Gold becomes 200.
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CIVILIZATION_SPAINSpain+15% Gold towards converting a Town to a City, or +30% in Distant Lands.Tercio
Spanish Unique Infantry Unit. Has a higher Combat Strength. Adjacent Units receive +3 Combat Strength against Cavalry Units (bonus is only applied once).
Conquistador
A Great Person with one charge. Can only be trained in Cities with a Wharf, and the specific Conquistador received is random. Each Conquistador can only be received once and can only be activated in Distant Lands. Cost increases per Conquistador trained. Can always Embark in Ocean.
Plaza
Spanish Unique Quarter. Created by constructing the Casa Consistorial and Casa de Contratación in the same District. +2 Gold in this Settlement for every Settlement in Distant Lands.
Casa Consistorial
+5 Culture. +1 Culture Adjacency for Quarters and Wonders. Spanish Unique Culture Building. Ageless. Must be built in the Homelands adjacent to Coast.
Casa de Contratación
+5 Gold. +1 Gold Adjacency for Navigable Rivers, Resources, and Wonders. Spanish Unique Gold Building. Ageless. Must be built in the Homelands.
Conquista
+4 Combat Strength for all Units in Distant Lands.
Great and Most Fortunate Navy
+50% Production towards Naval Units. -1 Gold maintenance for Naval Units.
Cerro Rico
+2 Gold for each Resource.
Council of the Indies

Constructible: Casa Consistorial

Constructible: Casa de Contratación

Modifier: +1 movement to Treasure Fleets.

Tradition: Conquista
Armada

Modifier: All Land Units receive +2 Movement when Embarked.

Modifier: Fleet Commanders receive the Flotilla Promotion.

Tradition: Great and Most Fortunate Navy
New World Riches

Modifier: +1 Settlement Limit.

Modifier: +10% Food and Production in Settlements in Distant Lands.

Tradition: Cerro Rico

Constructible: El Escorial
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CIVILIZATION_BULGARIABulgariaReceive Food to all Towns when pillaging Improvements equal to 50% of the yield or HP gained. All Combat units receive -3 Combat Strength against Districts with Medieval Walls.Bolyar
Bulgarian Unique Cavalry Unit. Ignores Rough for movement and opposing unit’s combat. +3 Combat Strength when this unit is fighting on Rough. Ignore Zone of Control.
Tarkhan
Bulgarian Unique Army Commander. Faster. Units in its command radius can pillage for no movement cost.
Hidden Fortress
+4 Production. Placed on Rough not adjacent to another Hidden Fortress. Units on this tile gain Stealth. Bulgarian Unique Improvement. Counts as Fortification, +6 Combat Strength when defending. Ageless. Does not remove Warehouse bonuses on a tile.
False Retreat
Receive Production in all Cities when pillaging Buildings equal to 50% of the yield or HP gained. All Combat units receive -3 Combat Strength against Fortified Districts.
Iconolatry
Great Works provide +1 Happiness and +1 Gold.
Stratagems
+50% yields and HP from pillaging.
Seven Tribes

Constructible: Hidden Fortress

Modifier: Combat units receive +5 Combat Strength when you have at least 5 Relics on display.

Tradition: False Retreat
Tarnovo Schools

Modifier: Receive 1 Relic.

Modifier: +2 Happiness on Hidden Fortresses in Settlements with a Temple.

Tradition: Iconolatry

Constructible: Rila Monastery
Tsarstvie

Modifier: +1 Settlement Limit.

Modifier: Hidden Fortresses receive +2 Culture for each adjacent Mountain tile.

Modifier: Receive 2 Migrants in the Capital.

Tradition: Stratagems
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CIVILIZATION_GREAT_BRITAINGreat Britain+25% Gold towards purchasing Buildings and +25% Production towards constructing Buildings. It costs 50% more to Convert Towns into Cities.Revenge
British Unique Heavy Naval Unit. Enemy Units in tiles adjacent to the target take 25% of the total damage done to the target.
Antiquarian
British Unique Explorer. +5 Culture for every tile from your Capital when you use Excavate Artifact.
Financial Centre
Great Britain Unique Quarter. Created by constructing the Manufactory and Royal Exchange in the same District. +2 Gold for every connected Settlement.
Royal Exchange
+5 Gold. +1 Gold Adjacency for Quarters and Wonders. Great Britain Unique Gold Building. Ageless.
Manufactory
+5 Production. +1 Production Adjacency for Resources and Wonders. +1 Gold Adjacency for Navigable Rivers. Great Britain Unique Production Building. Ageless.
Proceedings
Cities with both a Great Work and a Resource Slotted receive +4 Culture and Science.
East India Company
+3 Gold on each Building in Towns.
No Eternal Allies
+10% Food and Gold in Towns, but -5% Gold in the Capital for every Alliance.
Pax Britannica

Constructible: Manufactory

Constructible: Royal Exchange

Modifier: +3 Production to Settlements for every Factory Resource assigned to them.

Constructible: Battersea Power Station
Society of Antiquaries

Modifier: +1 Movement to Civilians.

Tradition: Proceedings
Chartered Companies

Modifier: +1 Resource Capacity in Settlements with a Port.

Tradition: East India Company
Splendid Isolation

Modifier: +1 Settlement Limit.

Modifier: +3 Combat Strength from the Splendid Isolation Civic.

Tradition: No Eternal Allies
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CIVILIZATION_AMERICAAmericaGain 100 Gold every time you improve a Resource.Marine
American Unique Infantry Unit. Has the Amphibious ability. Cheaper to train.
Prospector
American Unique Civilian Unit. Claims a Land Resource outside of your regular Settlement radius.
Industrial Park
American Unique Quarter. Created by constructing the Railyard and Steel Mill in the same District. Increases the number of [icon:NOTIFICATION_DISCOVER_RESOURCE] Resources that may be assigned to this Settlement by 2.
Railyard
+5 Production. +1 Production Adjacency for Quarters and Wonders. American Unique Production Building. Ageless.
Steel Mill
+6 Production. +1 Gold Adjacency for Resources and Wonders. American Unique Production Building. Ageless.
Gold Rush
+5 Gold in Settlements for every Resource assigned to them.
Robber Baron
+2 Influence in Settlements for every Resource assigned to them.
Lend-Lease
+25 Gold and +5 for every Trade Route.
Yankee Ingenuity

Constructible: Steel Mill

Modifier: 25% Gold towards purchasing Prospectors.

Tradition: Gold Rush
Captains of Industry

Constructible: Railyard

Modifier: +2 Production on Resources.

Modifier: +1 Settlement Limit.

Tradition: Robber Baron
Wartime Manufacturing

Modifier: Units receive +3 Combat Strength for having more than one adjacent enemy Unit.

Modifier: +25% Production towards training Military Units when fighting a war in which your War Support is higher than your opponent.

Tradition: Lend-Lease

Constructible: Statue of Liberty
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CIVILIZATION_BUGANDABugandaGain Culture when pillaging Buildings or Improvements equal to the yield or healing gained. Land Military Units gain the Amphibious ability.Abambowa
Bugandan Unique Infantry Unit. Heals +10 HP from pillaging any tile.
Mwami
Bugandan Unique Army Commander. +50% yield from pillaging within the Command Radius.
Kabaka's Lake
+3 Happiness. Receives Lake yield bonuses, including yields for all Buganda's abilities and the Muzibu Azaala Mpanga Wonder. Bugandan Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain. One per Settlement.
Clan Society
+3 Happiness in Settlements for each other friendly Settlement within 6 tiles.
Ng'oma
+6 Combat Strength when Units are adjacent to a Lake.
Interlacustrine
All Buildings gain adjacency from Lakes.
Nnalubaale

Constructible: Kabaka's Lake

Modifier: +1 movement for Embarked Units.

Modifier: +2 Culture and Food on Lakes and Navigable Rivers.

Tradition: Clan Society

Constructible: Muzibu Azaala Mpanga
Blutabaalo

Modifier: Pillaging grants experience to friendly Commanders when within their Command Radius.

Modifier: +50% yields and healing from pillaging Buildings.

Modifier: +50% yields and healing from pillaging Improvements.

Tradition: Ng'oma
Nyanza

Modifier: +1 Culture and Happiness on Quarters adjacent to Lakes and Navigable Rivers.

Modifier: Settlements adjacent to Lakes gain +1 Population.

Tradition: Interlacustrine
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CIVILIZATION_FRENCH_EMPIREFrench EmpireYou can select the Celebration effects of any standard Government in Modern Age.Garde Impériale
French Imperial Unique Infantry Unit. Can make a Ranged attack. +2 Combat Strength when within a friendly Army Commander Radius. More expensive to train.
Jacobin
A Great Person with one charge. Can only be trained in Cities with an Avenue, and the specific Jacobin received is random. Each Jacobin can only be received once. Cost increases per Jacobin trained.
Avenue
French Imperial Unique Quarter. Created by constructing the Jardin à la Française and Salon in the same District. +2 Happiness on Quarters in this City.
Jardin à la Française
+5 Culture. +1 Happiness Adjacency for Culture Buildings and Wonders. French Empire Unique Culture Building. Ageless.
Salon
+5 Happiness. +1 Culture Adjacency for Happiness Buildings and Wonders. French Empire Unique Happiness Building. Ageless.
Style Empire
Constructing a Building grants Culture equal to 25% of its Production cost.
Cocorico
When you defeat an enemy Unit, gain Culture equal to 25% of its Combat Strength.
Bataillon-Carré
Infantry Units gain the Swift ability, allowing them to ignore Zone of Control.
Belle Époque

Constructible: Salon

Modifier: +2 Culture on Happiness Buildings and Wonders.

Tradition: Style Empire
Voie Triomphale

Constructible: Jardin à la Française

Modifier: +1 Settlement Limit.

Modifier: +2 Happiness on Military Buildings and Wonders.

Tradition: Cocorico
Grande Armée

Modifier: Commanders immediately gain a Promotion. New Commanders start with a Promotion.

Modifier: +2 Combat Strength for each adjacent friendly Military Unit.

Tradition: Bataillon-Carré
Code Civil des Français

Modifier: +2 Culture for every Social Policy slotted in the Government.

Constructible: Eiffel Tower
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CIVILIZATION_MEIJIMeiji JapanWhen you Overbuild a Building, gain Science equal to 50% of the Building's Production cost.Mikasa
Meiji Japanese Unique Heavy Naval Unit. The first time this Unit is destroyed, it respawns in the closest Settlement you own at 50% HP.
Zero
Meiji Japanese Unique Fighter Air Unit. Increased range. +4 Combat Strength against other Fighter Air Units. Can intercept enemy Air Units.
Zaibatsu
Meiji Unique Quarter. Created by constructing the Ginkō and Jukogyo in the same District. +1 Gold and Production on Buildings in adjacent Districts. Increases the number of [icon:NOTIFICATION_DISCOVER_RESOURCE] Resources that may be assigned to this Settlement by 1.
Ginkō
+5 Gold. +1 Gold Adjacency for Gold Buildings and Wonders. Meiji Japan Unique Gold Building. Ageless.
Jukogyo
+5 Production. +1 Production Adjacency for Coastal Terrain and Wonders. Meiji Japan Unique Production Building. Ageless.
Fukoku Kyōhei
When you train an Aircraft or Naval Unit, receive Science equal to 25% of its Production cost.
O-yatoi Gaikokujin
+1 Production and Science from Specialists.
Shusei Kokubō
Military Buildings receive a Production adjacency from Coast.
Kōkūtai
+6 Combat Strength for Aircraft attacking an enemy Unit engaged by a Naval Unit.
Bunmei Kaika

Constructible: Jukogyo

Modifier: +50% Production towards constructing Military and Production Buildings.

Modifier: +50% Production towards constructing Military and Production Buildings.

Tradition: Fukoku Kyōhei

Constructible: Dogo Onsen
Oath in Five Articles

Constructible: Ginkō

Modifier: +50% Production towards constructing Science Buildings.

Tradition: O-yatoi Gaikokujin
Supreme War Council

Modifier: +25% Production towards training Naval and Aircraft Units.

Tradition: Shusei Kokubō
Kantai Kessen

Modifier: +3 Combat Strength for Units on or adjacent to Coast.

Tradition: Kōkūtai
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CIVILIZATION_MEXICOMexicoStarts with a unique Government, Revolución. This Government has one Celebration effect, +30% Culture for 10 Turns. Cannot enter any other Government type.Soldaderas
Mexican Unique Infantry Unit. Adjacent Units heal +10 HP. Does not stack.
Revolucionario
A Great Person with one charge. Can only be trained in Cities with a Zócalo, and the specific Revolucionario received is random. Each Revolucionario can only be received once. Cost increases per Revolucionario trained.
Zócalo
Mexican Unique Quarter. Created by constructing the Catedral and Portal de Mercaderes in the same District. +2 Culture for every Tradition slotted into the Government.
Catedral
+5 Culture. +1 Happiness Adjacency for Culture Buildings and Wonders. Mexican Unique Culture Building. Ageless.
Portal de Mercaderes
+5 Culture. +1 Gold Adjacency for Gold Buildings and Wonders. Mexican Unique Culture Building. Ageless.
Corridos
+2 Happiness in Settlements for every Tradition slotted into the Government.
Cry of Dolores
+1 Combat Strength for Land and Naval Units in friendly territory for every Tradition slotted into the Government.
La Reforma
+1 Culture in Towns for every Tradition slotted into the Government.
Order and Progress
+1 Science in Cities for every Tradition slotted into the Government.
Planes Políticos

Constructible: Catedral

Constructible: Portal de Mercaderes

Modifier: Gain 1 Social Policy slot.

Tradition: Corridos

Constructible: Palacio de Bellas Artes
Plan of Iguala

Modifier: Unlock an additional Celebration effect, +40% Production towards training Military Units for 10 Turns.

Tradition: Cry of Dolores
Plan of Ayutla

Modifier: Unlock an additional Celebration effect, +50% Influence towards initiating all Diplomatic Actions for 10 Turns.

Tradition: La Reforma
Plan of Tuxtepec

Modifier: Unlock an additional Celebration effect, +30% Science for 10 Turns.

Tradition: Order and Progress
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CIVILIZATION_MUGHALMughal+75% to all Gold yields. -25% to all other yields.Sepoy
Mughal Unique Infantry Unit. Can make a Bombard Ranged attack.
Zamindar
Mughal Unique Settler. Civilian Unit capable of founding new Towns. +1 Population on new Settlements.
Stepwell
+2 Food from adjacent Farms. Mughal Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain. Cannot be placed adjacent to another Stepwell.
Jins-i Kamil
+1 Food and Gold on Farms for each adjacent Plantation, and on Plantations for each adjacent Farm.
Qilachas
+2 Gold on Quarters with Walls.
Gunpowder Empire
+3 Combat Strength for all Units.
Mayūrāsana
+25% Gold towards purchasing anything.
Zabt

Constructible: Stepwell

Modifier: +1 Gold on Farms.

Tradition: Jins-i Kamil
Jagir

Modifier: +1 Happiness on Farms

Modifier: +1 Settlement Limit.

Tradition: Qilachas
Mansabdari

Modifier: +25% Gold towards purchasing Infantry Units.

Tradition: Gunpowder Empire

Constructible: Red Fort
Gardens of Paradise

Modifier: You can purchase Wonders with Gold.

Tradition: Mayūrāsana
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CIVILIZATION_PRUSSIAPrussiaUnits receive +1 Combat Strength for every Unfriendly or worse Civ Relationship.Hussar
Prussian Unique Cavalry Unit. Has +1 Movement. +1 Combat Strength for every Movement it has remaining.
Stuka
Prussian Ground Attack Air Unit. +3 Combat Strength against Land Units.
Coking
+1 Production in Cities for every Resource assigned to them.
Mediatization
+10% Culture in Cities not founded by you.
Realpolitik
10% Production in all Cities while at war.
Iron Cross
+3 Combat Strength for Units within the Command Radius of a Commander with a Commendation.
Ruhr

Modifier: All Buildings gain a +1 Production Adjacency for Navigable Rivers.

Modifier: +2 Science on Resources.

Tradition: Coking
Zollverein

Modifier: +1 Settlement Limit.

Modifier: +25% Trade Yield in Cities connected with the Staatseisenbahn.

Modifier: You may establish and retain Trade Routes with Civilizations that you are at war with.

Tradition: Mediatization
Ems Dispatch

Modifier: +25% Relationship change from Diplomatic Actions.

Tradition: Realpolitik

Constructible: Brandenburg Gate
Bewegungskrieg

Modifier: Cavalry Units gain the Skirmish ability, +50% Combat Strength from Flanking.

Tradition: Iron Cross
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CIVILIZATION_QINGQing+4 Gold, +3 Culture, +2 Influence, but -1 Science from Imported Resources.Gusa
Qing Unique Infantry Unit. +4 Combat Strength if adjacent to another Gusa.
Hangshang
Qing Unique Merchant. Civilian who can establish a Trade Route to import Resources from a foreign Settlement. Gain 50 Gold for every Resource acquired when creating a naval Trade Route.
Huiguan
Qing Unique Quarter. Created by constructing the Qianzhuang and Shiguan in the same District. +25% Influence in this Settlement.
Shiguan
+6 Science. +1 Happiness Adjacency for Happiness Buildings and Wonders. Qing Unique Science Building. Ageless.
Qianzhuang
+5 Gold. +1 Gold Adjacency for Gold Buildings and Wonders. Qing Unique Gold Building. Ageless.
Chuang Guandong
+25% Growth Rate in Towns with a Resource assigned to them.
Cohong
+50% Trade Income.
Farmland Assessment
+5% Production towards training Land Units.
Banner Army
+3 Combat Strength against Land Units.
Ten Great Campaigns

Modifier: +1 Combat Strength for all Units for every Civilization and City-State you have a Trade Route with.

Tradition: Chuang Guandong
Open Customs

Constructible: Qianzhuang

Modifier: +1 Settlement Limit.

Modifier: +2 Culture from imported Resources.

Tradition: Cohong
Kang Xi Tax Reformation

Constructible: Shiguan

Modifier: +2 Food from Resources assigned to Cities.

Tradition: Farmland Assessment
Stabilizing Frontier

Modifier: +2 Happiness from Resources assigned to Cities.

Tradition: Banner Army

Constructible: Chengde Mountain Resort
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CIVILIZATION_RUSSIARussia+1 Culture on Districts in Cities. +1 Science on Districts in Cities in Tundra.Cossack
Russian Unique Cavalry Unit. +4 Combat Strength in friendly territory.
Katyusha Rocket Launcher
Russian Unique Siege Unit. Has +1 Movement. Lower base Combat Strength but has the Splash ability, dealing damage to enemy Units adjacent to the target Unit.
Obshchina
+2 Food from adjacent Farms. +2 Culture in Tundra. Russian Empire Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Cannot be placed adjacent to another Obshchina.
Emancipation Reform
+15% Production and -15% Growth in Cities.
Westernization
+15% Science and -15% Culture in Cities.
General Moroz
+3 Combat Strength for Units in Tundra.
Serfdom

Constructible: Obshchina

Modifier: +1 Food on Farms in Towns.

Modifier: +1 Production on Farms in Towns in Tundra.

Tradition: Emancipation Reform
Table of Ranks

Modifier: +1 Settlement Limit.

Modifier: +1 Culture on Districts in Cities in Tundra.

Modifier: +1 Gold on Districts in Cities.

Tradition: Westernization

Constructible: Hermitage
Samoderzhaviye

Modifier: +1% total Culture for every City, or +2% if the City is in Tundra.

Modifier: Your Units are immune to damage from blizzards. Enemy Units in your territory take double damage from blizzards.

Modifier: Your Units are immune to damage from blizzards. Enemy Units in your territory take double damage from blizzards.

Tradition: General Moroz
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CIVILIZATION_SIAMSiamGains a unique Diplomatic Action to immediately become Suzerain of a City-State at a higher Influence cost than Befriend Independent.Chang Beun
Siamese Unique Ranged Unit. Has increased Ranged Strength and +1 Movement. Can move after attacking.
Uparat
A Great Person with one charge. Can only be trained in Cities when an Indepedent Power has been befriended, and the specific Uparat received is random. Each Uparat can only be received once. Cost increases per Uparat trained.
Bang
+3 and Happiness. Siamese Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on a Navigable River.
Sakdina
+2 Happiness in Cities for each City-State you are Suzerain of.
State Railway
+2 Influence from Gold buildings.
Mueang
+5 Gold for each Allied City-State.
Prathetsarat
+20% Influence towards initiating Diplomatic Actions with City-States.
Nine Gems

Constructible: Bang

Modifier: +2 Culture for every Civilization Relationship above Friendly status.

Modifier: +2 Influence for every Civilization Relationship above Friendly status.

Tradition: Sakdina

Tradition: State Railway
Mandala

Modifier: Chang Beun gain +6 Combat Strength in or adjacent to City-States you are Suzerain of.

Modifier: +3 Culture on the Palace for every City-State you are Suzerain of.

Tradition: Mueang

Tradition: Prathetsarat

Constructible: Doi Suthep
Sriwilai

Modifier: +2 Culture for every active Diplomatic Action with another Civilization.

Modifier: +2 Culture for every active Diplomatic Action with another Civilization.

Modifier: +5 Culture and +2 Gold for every Trade Route with another Civilization.
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CIVILIZATION_NEPALNepalAll Warehouse buildings apply to Mountain Terrain tiles, but they cost +1 Gold and Happiness Maintenance.Gurkha
Nepalese Unique Infantry Unit. Stronger, faster, and more expensive.
Sherpa
Nepalese Unique Scout. Ignores Mountains and Rough Terrain for Sight. Ignores Mountains for Movement.
Highland Power Station
+3 Production and +3 Culture. Nepal Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Mountain terrain and is constructed by the Sherpa.
Tundikhel
+3 Combat Strength for all units adjacent to Mountain terrain. This is doubled if the unit is also in your territory.
Maitri Sanadhi
+50% Influence towards initiating Endeavors if you have the least amount of Settlements, +20% otherwise.
Himāl
Mountain tiles receive +4 Culture in your Capital. Mountains receive +2 Culture in other Settlements.
Sagarmatha

Modifier: Food and Science Buildings receive an adjacency from Mountains.

Modifier: Sherpas can activate on an unowned Mountain tile within 5 tiles of one of your Settlements' Palace or City Hall. A path of tiles is claimed back to the Settlement and the Mountain tile is improved immediately with a Highland Power Station.
Jyumdo Bagha

Modifier: Units complete Fortifications in 1 turn if adjacent to a Mountain.

Modifier: All Districts adjacent to Mountains receive Defensive Fortifications, one time effect. Follows normal Walls placement rules.

Tradition: Tundikhel
Singha Durbar

Modifier: Unlocks the Gift Gurkha Action which Grants a Gurkha to another Civilization. Nepal receives a +10 Relationship with them and 5 (Scales by Gamespeed) for the current Relationship Level with them. Can only be done with Friendly or Helpful Civilizations.

Modifier: +3 Influence on Culture Buildings.

Tradition: Maitri Sanadhi

Constructible: Boudhanath
Gorkhapatra

Modifier: Museums have 2 additional Great Work Slots.

Tradition: Himāl
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