| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | ||
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1 | Type | Name | Ability | Unit 1 | Unit 2 | Improvement | Quarter | Building 1 | Building 2 | Tradition 1 | Tradition 2 | Tradition 3 | Tradition 4 | Tradition 5 | Civic 1 | Civic 2 | Civic 3 | Civic 4 | |||||||||
2 | CIVILIZATION_AKSUM | Aksum | +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 | |||||||||||||||
3 | CIVILIZATION_EGYPT | Egypt | +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 | |||||||||||||
4 | CIVILIZATION_GREECE | Greece | +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 | ||||||||||||
5 | CIVILIZATION_HAN | Han | The 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 | ||||||||||||||
6 | CIVILIZATION_KHMER | Khmer | Districts 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 | |||||||||||||||
7 | CIVILIZATION_MAURYA | Maurya | You 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 | |||||||||||
8 | CIVILIZATION_MAYA | Maya | The 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 | ||||||||||||
9 | CIVILIZATION_MISSISSIPPIAN | Mississippian | All 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 | |||||||||||||||
10 | CIVILIZATION_PERSIA | Persia | Infantry 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 | |||||||||||||||
11 | CIVILIZATION_ROME | Rome | +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 | |||||||||||
12 | CIVILIZATION_CARTHAGE | Carthage | Can 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 | |||||||||||||
13 | CIVILIZATION_SHAWNEE | Shawnee | Settlements 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 | |||||||||||||
14 | CIVILIZATION_ABBASID | Abbasid | Receive 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 | |||||||||||||
15 | CIVILIZATION_CHOLA | Chola | +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 | ||||||||||||
16 | CIVILIZATION_HAWAII | Hawai'i | Gain 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 | |||||||||||||||
17 | CIVILIZATION_INCA | Inca | Can 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 | |||||||||||||||
18 | CIVILIZATION_MAJAPAHIT | Majapahit | All 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 | ||||||||||||
19 | CIVILIZATION_MING | Ming | +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 | |||||||||||||||
20 | CIVILIZATION_MONGOLIA | Mongolia | When 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 | |||||||||||||||
21 | CIVILIZATION_NORMAN | Norman | Land 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 | |||||||||||
22 | CIVILIZATION_SONGHAI | Songhai | +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. | |||||||||||||||
23 | CIVILIZATION_SPAIN | Spain | +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 | |||||||||||||
24 | CIVILIZATION_BULGARIA | Bulgaria | Receive 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 | |||||||||||||||
25 | CIVILIZATION_GREAT_BRITAIN | Great 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 | ||||||||||||
26 | CIVILIZATION_AMERICA | America | Gain 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 | |||||||||||||
27 | CIVILIZATION_BUGANDA | Buganda | Gain 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 | |||||||||||||||
28 | CIVILIZATION_FRENCH_EMPIRE | French Empire | You 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 | ||||||||||||
29 | CIVILIZATION_MEIJI | Meiji Japan | When 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 | |||||||||||
30 | CIVILIZATION_MEXICO | Mexico | Starts 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 | |||||||||||
31 | CIVILIZATION_MUGHAL | Mughal | +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 | |||||||||||||
32 | CIVILIZATION_PRUSSIA | Prussia | Units 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 | ||||||||||||||
33 | CIVILIZATION_QING | Qing | +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 | |||||||||||
34 | CIVILIZATION_RUSSIA | Russia | +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 | |||||||||||||||
35 | CIVILIZATION_SIAM | Siam | Gains 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. | ||||||||||||||
36 | CIVILIZATION_NEPAL | Nepal | All 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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