| 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 | Leader | Civilization | Leader Ability | Leader Agenda | Civilization Ability | Unique Unit | Unique Infrastructure | Unique Extra | Search: | Science | ||||||||||||||||
2 | Emancipation Proclamation | Preserver of the Union | Founding Fathers | P-51 Mustang | Film Studio | FALSE | ||||||||||||||||||||
3 | Abraham Lincoln | American | Industrial Zones grant +2 Amenities and +3 Loyalty per turn but Plantations give -2 Loyalty. Receives a free Melee unit after constructing Industrial Zones and their buildings. The free unit does not require resources when created or to maintain and receives +5 Combat Strength. | Likes civilizations with the same form of government, dislikes those with a different form of government and really dislikes ones with a different government of the same era as his own. | All Diplomatic Policy slots in the current government are converted to Wildcard slots. +1 Diplomatic Favor per turn for each Wildcard slot in the current government. | American unique Modern era air unit that replaces the Fighter. Gains +5 attack against fighter aircraft, has +2 flight range, and gains +50% experience. | A building unique to America +100% Tourism Tourism pressure from this city towards other civilizations which had entered the Modern Era. | . | FALSE | |||||||||||||||||
4 | To the World's End | Short Life of Glory | Hellenistic Fusion | Hypaspist | Basilikoi Paides | Hetairoi | TRUE | |||||||||||||||||||
5 | Alexander | Macedonian | Macedonian cities never incur war weariness. All military units heal completely when a city with a Wonder is captured. Gains the Hetairoi unique unit with Horseback Riding. | Likes civilizations at war with powers other than Macedon. Dislikes civilizations at peace. Grievances against this leader decay at twice the usual rate. | Conquering a city grants a free Eureka for each Encampment and Campus district in the conquered city and a free Inspiration for each Holy Site and Theater Square district. | Macedonian unique melee unit that replaces the Swordsman. +5 Combat Strength when besieging Districts. 50% Additional Support Bonus. | A building unique to Macedon. +25% combat experience for all melee, ranged, anti-cavalry land units, and Hetairoi trained in this city. Gain Science equal to 25% of the unit's cost when a non-civilian unit is created in this city. May not be built in an Encampment district that already has a Stable. | Macedonian unique heavy cavalry unit that replaces the Horseman. Additional +5 Combat Strength when attacking a unit adjacent to a Great General. +5 Great General points when killing an enemy unit. Starts with 1 free Promotion. | TRUE | |||||||||||||||||
6 | Kandake of Meroë | City Planner | Ta-Seti | Pítati Archer | Nubian Pyramid | FALSE | ||||||||||||||||||||
7 | Amanitore | Nubian | `+20% Production towards Districts, increasing to +40% Production if there is a Nubian Pyramid adjacent to the City Center. | Tries to keep the maximum number of Districts in each city, and likes those that do the same. Dislikes civilizations that do not build as many districts as possible in their cities. | `+30% Production toward Ranged units. Ranged units gain +50% combat experience. +1 Production for Mines over strategic resources, and +2 Gold for Mines over bonus and luxury resources. | Nubian unique Ancient era unit that replaces the Archer. Stronger than the Archer with extra Movement. Upgrades to Crossbowman. | Improvement that unlocks with Masonry and must be build on Desert, Desert Hills or Floodplains. +2 Faith and +2 Food. Recieves additional yields from adjacent districts. +1 food if adjacent to a city center. For all other districts that award Adjacency bonuses: +1 of the appropriate yield if that district is adjacent. | . | FALSE | |||||||||||||||||
8 | King of the Eburones | Scourge of Rome | Hallstatt Culture | Gaesatae | Oppidum | FALSE | ||||||||||||||||||||
9 | Ambiorix | Gallic | Receives Culture equal to 20% of the Production cost after training a non-civilian unit. Melee, ranged and anti-cavalry units receive +2 Combat Strength for each adjacent military unit. | Focuses on having many military units, and likes those who do the same. Dislikes civilizations that have few military units. | Mines gain +1 Culture, provide a +0.5 adjacency bonus for all districts and trigger a Culture Bomb when built, claiming surrounding unowned tiles. Specialty districts do not receive an adjacency bonus from other districts and cannot be built next to the City Center. | Gallic unique Ancient Era unit that replaces the Warrior. More expensive but receives +10 Combat Strength when fighting units with a higher base Combat Strength. +5 Combat Strength vs. district defenses. | A district unique to the Gaul that is cheaper and available earlier than the district it replaces, the Industrial Zone. The Oppidum district is defensible with a ranged attack. When the first Oppidum is constructed the Apprenticeship technology is unlocked. +2 Production bonus if adjacent to a Quarry improvement or strategic resource. | . | FALSE | |||||||||||||||||
10 | Drive Out The Aggressors | Defender of the Homeland | Nine Dragon River Delta | Voi Chiến | Thành | TRUE | ||||||||||||||||||||
11 | Bà Triệu | Vietnamese | All units gain +5 Combat Strength when fighting in Rainforest, Marsh, and Woods tiles, and +1 Movement if they start their turn there. Both of these bonuses are doubled in tiles inside Vietnamese territory. | Likes civilizations that have never declared war on Vietnam. She will never forgive those who have, with her opinion decreasing further with each turn the war lasts, and this decreased opinion never recovering. | Land specialty Districts can only be built on Woods, Rainforest or Marsh tiles. Buildings on these features receive additional yields: +1 Culture in Woods, +1 Science in Rainforest, and +1 Production in Marsh. Can plant Woods with Medieval Faires, instead of Conservation. | Vietnamese unique Medieval era ranged unit. They can move after attacking and have additional movement. These units are also stronger when defending, more expensive, and have greater sight. | A district unique to Vietnam which replaces the Encampment. +2 Culture for each adjacent district. After Flight is researched receove Tourism equal to the Culture output. This district does not require population, is cheaper to build, cannot be built adjacent to the city center, does not provide Great People points and is not a specialty district. | . | TRUE | |||||||||||||||||
12 | Porphyrogénnētos | Divine Guardian | Taxis | Dromon | Hippodrome | Tagma | FALSE | |||||||||||||||||||
13 | Basil II | Byzantine | Heavy and light cavalry units deal full damage when attacking cities following the same Religion as Byzantium. Gains the Tagma unique unit with Divine Right. | Focuses on spreading his Religion to other civilizations, and likes those who follow it. Dislikes those that do not follow his Religion. | `+3 Combat and Religious Strength for all units for each Holy City converted to Byzantium's Religion (including Byzantium's own Holy City). Byzantium's Religion is spread to nearby cities when a unit from an enemy civilization or city-state is defeated. +1 Great Prophet point from Holy Sites. | Byzantine unique Classical Era unit that replaces the Quadrireme that has additional range and receives +10 Strength against units. | A district unique to Byzantium. Replaces the Entertainment Complex district, and provides +3 Amenities, and cheaper to build. When the Hippodrome and buildings in this district are constructed receive a Heavy Cavalry unit. The free unit does not require resources when created or to maintain. | Basil II's unique Medieval era unit that replaces the Knight. Land units within 1 tile of the Tagma receive +4 Combat Strength or Religious Strength. | FALSE | |||||||||||||||||
14 | Catherine's Flying Squadron | Black Queen | Grand Tour | Garde Impériale | Château | FALSE | ||||||||||||||||||||
15 | Catherine de Medici (Black Queen) | French | Gains +1 level of Diplomatic Visibility with every encountered civilization. Receives a free Spy with Castles. All Spies start with a free promotion. | Gains as many Spies and as much Diplomatic Visibility as possible, and likes those who do the same. Dislikes civilizations that ignore these espionage activities. | `+20% Production towards Medieval, Renaissance and Industrial Era Wonders. Double Tourism from Wonders of any Era. | French unique Industrial era melee unit. +10 Combat Strength when fighting on your capital's continent. Great General points for killing units. | Unlocks the Builder ability to construct a Chateau, unique to France. +1 Culture and +1 Gold. +1 Appeal. +1 Culture for every adjacent wonder (becomes +2 after researching Flight). +2 Gold if on a tile containing a River edge Provides Tourism from Culture after researching Flight. Must be placed adjacent to a Bonus or Luxury resource. Cannot be built adjacent to another Chateau. | . | FALSE | |||||||||||||||||
16 | Catherine's Flying Squadron | Sumptuous Finery | Grand Tour | Garde Impériale | Château | FALSE | ||||||||||||||||||||
17 | Catherine de Medici (Magnificence) | French | `+2 Culture for improved Luxury resources adjacent to a Theater Square or Château. Cities with a Theater Square gain the unique Court Festival project, which grants Culture and Tourism based on the number of Luxury resources France possesses. | Tries to collect as many copies of Luxury resources as possible, and likes civilizations that trade Luxury resources to her. Dislikes those that do not trade Luxuries with her. | `+20% Production towards Medieval, Renaissance and Industrial Era Wonders. Double Tourism from Wonders of any Era. | French unique Industrial era melee unit. +10 Combat Strength when fighting on your capital's continent. Great General points for killing units. | Unlocks the Builder ability to construct a Chateau, unique to France. +1 Culture and +1 Gold. +1 Appeal. +1 Culture for every adjacent wonder (becomes +2 after researching Flight). +2 Gold if on a tile containing a River edge Provides Tourism from Culture after researching Flight. Must be placed adjacent to a Bonus or Luxury resource. Cannot be built adjacent to another Chateau. | . | FALSE | |||||||||||||||||
18 | Arthashastra | Maurya Empire | Dharma | Varu | Stepwell | FALSE | ||||||||||||||||||||
19 | Chandragupta | Indian | Can declare a War of Territorial Expansion with Military Training, instead of Mobilization. +2 Movement and +5 Combat Strength for all units for the next 10 turns after declaring a War of Territorial Expansion. | Dislikes civilizations that have cities close to his borders, and will try to conquer them. Likes civilizations that are not his neighbors. | Recieves Follower Belief bonuses in a city from each Religion that has at least 1 Follower. Cities gain an Amenity for every Religion with at least 1 Follower. Missionaries have +2 spreads. +100% Religious pressure from your Trade Routes. | Indian unique Classical era unit. Adjacent enemy units receive -5 Combat Strength. | Unlocks the Builder ability to construct a Stepwell, unique to India. +1 food and +1 Housing. +1 Faith if adjacent to a Holy Site district. +1 Food if adjacent to a Farm. Additional Housing, Faith, and Food as you avance through the Technology and Civics Tree. Prevents Food loss during Drought. Cannot be built on Hills or adjacent to another Stepwell. | . | FALSE | |||||||||||||||||
20 | Mediterranean's Bride | Queen of the Nile | Iteru | Maryannu Chariot Archer | Sphinx | FALSE | ||||||||||||||||||||
21 | Cleopatra (Egyptian) | Egyptian | International Trade Route Trade Routes grant +4 Gold. Trade Routes sent to Egypt from other civilizations provide +2 Food for them and +2 Gold for Egypt. +100% Alliance Points from trading with allies. | Likes civilizations with powerful militaries, and will try to ally with them to avoid conflict. Dislikes civilizations with weak militaries. | `+15% Production Production towards districts and wonders built next to a River. Districts, improvements and units are immune to damage from floods. | Egyptian unique Ancient era ranged unit that replaces the Heavy Chariot. 4 Movement when starting in open terrain. | `+1 Faith and +1 Culture. +2 Appeal.+2 Faith if next to a wonder. +1 Culture if built on Floodplains. Additional Culture once Natural History is discovered. Provides Tourism after researching Flight. Cannot be built next to anotehr Sphinx. Cannot be built on Snow or Snow Hills. | . | FALSE | |||||||||||||||||
22 | Arrival of Hapi | Basilike Ge | Iteru | Maryannu Chariot Archer | Sphinx | FALSE | ||||||||||||||||||||
23 | Cleopatra (Ptolemaic) | Egyptian | `+1 Food and Culture for resources on Floodplains. Owned Floodplains grant +1 Appeal to adjacent tiles, instead of the usual -1. | Likes civilizations with high Food output. Dislikes those with low Food output. | `+15% Production Production towards districts and wonders built next to a River. Districts, improvements and units are immune to damage from floods. | Egyptian unique Ancient era ranged unit that replaces the Heavy Chariot. 4 Movement when starting in open terrain. | `+1 Faith and +1 Culture. +2 Appeal.+2 Faith if next to a wonder. +1 Culture if built on Floodplains. Additional Culture once Natural History is discovered. Provides Tourism after researching Flight. Cannot be built next to anotehr Sphinx. Cannot be built on Snow or Snow Hills. | . | FALSE | |||||||||||||||||
24 | #VALUE! | #VALUE! | Fall of Babylon | Opportunist | Satrapies | Immortal | Pairidaeza | FALSE | ||||||||||||||||||
25 | Cyrus | Persian | `+2 Movement for all units for the next 10 turns after declaring a Surprise War. Declaring a Surprise War only counts as a Formal War for the purpose of Grievances and war weariness. Occupied cities have no penalties to their yields. +5 Loyalty per turn in occupied cities with a garrisoned unit. | Will often declare Surprise Wars, and likes civilizations that do the same. Dislikes civilizations that do not declare Surprise Wars. | Gains +1 Trade Route capacity with Political Philosophy. Domestic Trade Routes provide +2 Gold and +1 Culture. Roads built inside Persian territory are one level more advanced than usual. | Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength. | Unlocks the Builder ability to construct a Pairidaeza, unique to Persia. +1 Culture and +2 Gold. +1 Appeal. +1 Culture for each adjacent Holy Site and Theater Square. +1 Gold for each adjacent Commercial Hub and City Center. Additional Culture and Tourism as you advance through the Technology and Civics Tree. Cannot be built on Snow, Tundra, Snow Hillls, or Tundra Hills o adjacent to another Pairidaeza. | . | FALSE | |||||||||||||||||
26 | Founder of Carthage | Sicilian Wars | Mediterranean Colonies | Bireme | Cothon | FALSE | ||||||||||||||||||||
27 | Dido | Phoenician | Cities with a Cothon gain the unique Move Capital project, which moves the Capital to that city. Gains +1 Trade Route capacity after building the Government Plaza or any Government Plaza building. +50% Production towards Districts in the city with the Government Plaza. | Wants to settle coastal cities, and likes civilizations that settle inland. Dislikes civilizations with many coastal cities. | Starts with the Eureka for Writing. Coastal cities founded by Phoenicia and in the same continent as their Capital always have full Loyalty. Settlers receive +2 Movement and Sight while embarked, and pay no Movement costs to embark or disembark. | Phoenician unique Ancient era naval unit that replaces the Galley. Stronger, faster, and able to protect embarked trader units within 4 tiles. | Must be built on Coast or Lake Terrain adjacent to land. +50% Production towards naval units and Settlers in this city. All wounded naval units in the city heal +100 HP per turn. | . | FALSE | |||||||||||||||||
28 | Court of Love | Angevin Empire | Workshop of The World | Sea Dog | Royal Navy Dockyard | FALSE | ||||||||||||||||||||
29 | Eleanor of Aquitaine | English | Each Great Work in her cities causes foreign cities within 9 tiles to lose 1 Loyalty per turn. Any foreign city that leaves its civilization due to loss of Loyalty and is receiving the most Loyalty pressure from Eleanor instantly joins her empire, instead of becoming a Free City. | Builds up the Population of her cities, and likes those whose nearby cities also have a high Population. Dislikes civilizations whose nearby cities have low Population. | Iron and Coal Mines accumulate 2 more resources per turn.. +100% Production towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when Powered receive +4 of that yield. +20% Production towards Industrial Zone buildings. Harbor buildings increase Strategic Resource Stockpiles by +10 (on Standard Speed). | English unique Renaissance era naval unit that replaces the Privateer. Can capture enemy ships. Cannot be seen unless adjacent to it. | A district unique to England for all naval activity in your city. Replaces the Harbor District. Also removes the Movement penalty for embarking and disembarking to and from this tile.Must be built on Coast or Lake Terrain adjacent to land. +1 Movement Movement for all units built in Dockyard. +2 Gold and +4 Loyalty per turn when built on a foreign continent. Cannot be built on a Reef. | . | FALSE | |||||||||||||||||
30 | Court of Love | Angevin Empire | Grand Tour | Garde Impériale | Château | FALSE | ||||||||||||||||||||
31 | Eleanor of Aquitaine | French | Each Great Work in her cities causes foreign cities within 9 tiles to lose 1 Loyalty per turn. Any foreign city that leaves its civilization due to loss of Loyalty and is receiving the most Loyalty pressure from Eleanor instantly joins her empire, instead of becoming a Free City. | Builds up the Population of her cities, and likes those whose nearby cities also have a high Population. Dislikes civilizations whose nearby cities have low Population. | `+20% Production towards Medieval, Renaissance and Industrial Era Wonders. Double Tourism from Wonders of any Era. | French unique Industrial era melee unit. +10 Combat Strength when fighting on your capital's continent. Great General points for killing units. | Unlocks the Builder ability to construct a Chateau, unique to France. +1 Culture and +1 Gold. +1 Appeal. +1 Culture for every adjacent wonder (becomes +2 after researching Flight). +2 Gold if on a tile containing a River edge Provides Tourism from Culture after researching Flight. Must be placed adjacent to a Bonus or Luxury resource. Cannot be built adjacent to another Chateau. | . | FALSE | |||||||||||||||||
32 | Drake's Legacy | Trade Agreement | Workshop of The World | Sea Dog | Royal Navy Dockyard | FALSE | ||||||||||||||||||||
33 | Elizabeth I | English | `+2 Trade Route capacity upon recruiting the first Great Admiral. Trade Routes to city-states gain +3 Gold for every specialty district at the origin city. +100% yields from plundering Trade Routes. | Tries to have as many Trade Routes as possible, and likes civilizations that trade with her cities. Dislikes those who refrain from sending Trade Routes to her cities. | Iron and Coal Mines accumulate 2 more resources per turn.. +100% Production towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when Powered receive +4 of that yield. +20% Production towards Industrial Zone buildings. Harbor buildings increase Strategic Resource Stockpiles by +10 (on Standard Speed). | English unique Renaissance era naval unit that replaces the Privateer. Can capture enemy ships. Cannot be seen unless adjacent to it. | A district unique to England for all naval activity in your city. Replaces the Harbor District. Also removes the Movement penalty for embarking and disembarking to and from this tile.Must be built on Coast or Lake Terrain adjacent to land. +1 Movement Movement for all units built in Dockyard. +2 Gold and +4 Loyalty per turn when built on a foreign continent. Cannot be built on a Reef. | . | FALSE | |||||||||||||||||
34 | Holy Roman Emperor | Iron Crown | Free Imperial Cities | U-Boat | Hansa | FALSE | ||||||||||||||||||||
35 | Frederick Barbarossa | German | Gains an additional Military policy slot in all Governments. +7 Combat Strength for all units when fighting city-states and their units. | Will try to conquer as many city-states as possible, and likes those who do not associate with them. Dislikes Suzerains of city-states, or civilizations that have conquered city-states. | Each city can build one more specialty District than the Population limit would normally allow. | German unique Modern era naval unit that replaces the Submarine. Cheaper to produce, +1 Sight, and +10 Combat Strength when fighting on Ocean tiles. Able to reveal other stealthed units. | A district unique to Germany for industrial activity. Replaces the Industrial Zone district and cheaper to build. +2 Production bonus for each adjacent Commercial Hub, Aqueduct, Canal, and Dam districts. +1 Production bonus for each adjacent resource. +1 Production bonus for every two adjacent district tiles. | . | FALSE | |||||||||||||||||
36 | Satyagraha | Peacekeeper | Dharma | Varu | Stepwell | FALSE | ||||||||||||||||||||
37 | Gandhi | Indian | `+5 Faith for each met civilization (including India) that has founded a Religion and is not at war. Enemies receive double war weariness from fighting against Gandhi. | Never declares wars for which he can be branded a warmonger, and likes peaceful civilizations. Heavily dislikes warmongers. | Recieves Follower Belief bonuses in a city from each Religion that has at least 1 Follower. Cities gain an Amenity for every Religion with at least 1 Follower. Missionaries have +2 spreads. +100% Religious pressure from your Trade Routes. | Indian unique Classical era unit. Adjacent enemy units receive -5 Combat Strength. | Unlocks the Builder ability to construct a Stepwell, unique to India. +1 food and +1 Housing. +1 Faith if adjacent to a Holy Site district. +1 Food if adjacent to a Farm. Additional Housing, Faith, and Food as you avance through the Technology and Civics Tree. Prevents Food loss during Drought. Cannot be built on Hills or adjacent to another Stepwell. | . | FALSE | |||||||||||||||||
38 | Mongol Horde | Horse Lord | Örtöö | Keshig | Ordu | FALSE | ||||||||||||||||||||
39 | Genghis Khan | Mongolian | Cavalry class units gain +3 Combat Strength and have a chance to capture defeated cavalry class enemy units. | Builds a strong cavalry force, and likes civilizations that do not compete in cavalry. Dislikes those who rival him in cavalry strength. | Sending a Trade Route immediately creates a Trading Post in the destination city, instead of when the Trade Route is completed. Gains an extra level of Diplomatic Visibility with civilizations that have a Mongolian Trading Post. +6 Combat Strength for all units for each level of Diplomatic Visibility Mongolia has over the other civilization, instead of the usual +3 Combat Strength. | Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilian and support units at their higher Movement speed. | A building unique to Mongolia. Grants an ability that gives +1 Movement to Heavy and Light Cavalry trained in this city. +25% combat experience for all cavalry and siege class units trained in this city. Strategic Resource Stockpiles increased +10 (on Standard Speed). | . | FALSE | |||||||||||||||||
40 | Adventures of Enkidu | Ally of Enkidu | Epic Quest | War-Cart | Ziggurat | TRUE | ||||||||||||||||||||
41 | Gilgamesh | Sumerian | May declare war on any civilization at war with an ally without inflicting Grievances. When at war with a common enemy, Sumerian and allied units share pillage rewards and combat experience if within 5 tiles of each other, receive a +5 Combat Strength bonus and earn extra Alliance Points per-turn. Legacy of Enkidu (Heroes & Legends): 25% Production increase when claiming Heroes, and Heroes have 20% more Lifespan. | Is easy to befriend, and likes civilizations who are his Declared Friends. Dislikes anyone denouncing or attacking his friends. | Capturing a Barbarian Outpost also grants a Tribal Village reward. Levying city-state units costs 50% less Gold. | Sumerian unique Ancient era unit. Stronger than all other starting units. No penalties against anti-cavalry units. 4 Movement if this unit starts in open terrain. | Unlocks the Builder ability to construct a Ziggurat, unique to Sumeria. +2 Science. +1 Culture if next to River. Cannot be built o Hills. | . | TRUE | |||||||||||||||||
42 | Exalted Goddess of the Three Worlds | Archipelagic State | Great Nusantara | Jong | Kampung | FALSE | ||||||||||||||||||||
43 | Gitarja | Indonesian | May purchase naval units with Faith. Religious units pay no movement cost to embark or disembark. City Centers adjacent to Coast or Lake tiles gain +2 Faith. | Likes civilizations that avoid having cities on small landmasses. Dislikes those who have numerous cities on such islands. | Coast and Lake tiles provide a +0.5 adjacency bonus for Holy Site, Campus, Industrial Zone, and Theater Square districts. Entertainment Complexes built adjacent to a Coast or Lake tile provide +1 Amenity. | Indonesian unique Medieval era naval unit that replaces the Frigate. Formation units all inherit escort's Movement speed and +5 Combat Strength when in a formation. | Unlocks the Builder ability to construct a Kampung, unique to Indonesia. +1 Production and +1 Housing. +1 Food for each adjacent Fishing Boat. Additional Production, Housing, and Tourism as you advance through the Technology and Civics Tree, Must be placed on a Coast or Lake tile adjacent to a sea resource. | . | FALSE | |||||||||||||||||
44 | Thermopylae | With Your Shield Or On It | Plato's Republic | Hoplite | Acropolis | FALSE | ||||||||||||||||||||
45 | Gorgo | Greek | Killing a unit provides Culture equal to 50% of its Combat Strength. All units gain +1 Combat Strength for every active Military Policy card in the current government. | Never gives up anything in a peace deal, and likes warmongers that match this approach. Dislikes those who have capitulated in a peace treaty or that have never gone to war. Grievances against this leader decay at twice the usual rate. | One extra Wildcard policy slot in any government. | Greek unique Ancient era unit that replaces the Spearman. +10 Combat Strength if there is at least one adjacent Hoplite unit. | A district unique to Greece for cultural sites. Replaces the Theater Square district and cheaper to build. Awards 1 Envoy when completed. +1 Culture bonus for each adjacent district and an additional +1 Culture bonus for adjacent City Center. +2 Culture bonus for each adjacent wonder, Entertainment Complex, and Water Park. Can only be built on Hills. | . | FALSE | |||||||||||||||||
46 | Ninu Ilu Sirum | Cradle of Civilization | Enuma Anu Enlil | Sabum Kibittum | Palgum | TRUE | ||||||||||||||||||||
47 | Hammurabi | Babylonian | Upon building each type of specialty District, except the Government Plaza, for the first time, instantly receives the building with the lowest Production cost that can be built in that district. Upon building any other district for the first time, receives a free Envoy. | Tries to build every type of District, and likes those who do the same. Dislikes civilizations that focus heavily on building one type of district or do not build every type of district. | Eurekas instantly unlock their respective technologies. -50% Science per turn. | Babylonian unique Ancient era melee unit. +17 Combat Strength against Heavy and Light Cavalry promotion class units. This unit has 3 Movement and sight. | A building unique to Babylon. +1 Houseing and +2 Production. Freshwater tiles receive +1 Food. City must be adjacent to a River. | . | TRUE | |||||||||||||||||
48 | Thunderbolt of the North | Last Viking King | Knarr | Berserker | Stave Church | Viking Longship | TRUE | |||||||||||||||||||
49 | Harald Hardrada (Konge) | Norwegian | `+50% Production toward naval melee units. Naval melee units gain the ability to perform coastal raids. Pillaging and coastal raiding grant Science, in addition to Gold, for Mines, and Culture, in addition to Faith, for Quarries, Pastures, Plantations, and Camps. Gains the Viking Longship unique unit with Sailing. | Builds a strong navy, and likes civilizations that do the same. Dislikes civilizations that neglect their navies. | Norwegian units gain the ability to enter Ocean tiles with Shipbuilding, instead of Cartography, and pay no additional Movement costs to embark or disembark. Naval melee units can heal in neutral territory. | Norwegian unique Medieval era unit that replaces the Man-At-Arms. 4 Movement if this unit starts in enemy territory. +10 Combat Strength when attacking and -5 Combat Strength when defending against melee attacks. | A building unique to Norway. Reuqired to purchase Apostles and Inquisitors with Faith. Holy Site districts get an additional standard adjacency bonus from Woods. +1 Production to each costal resource tile in this city. | Norwegian unique Ancient era naval unit that replaces the Galley. Can pillage enemy coastal lands and capture civilians if adjacent using its coastal raiding ability. 4 Movement while in coastal waters. | TRUE | |||||||||||||||||
50 | Varangian Guard | Harald's Saga | Knarr | Berserker | Stave Church | TRUE | ||||||||||||||||||||
51 | Harald Hardrada (Varangian) | Norwegian | Levying city-state units costs 75% less Gold. All units pay 2 less maintenance. Killing a unit with a levied unit grants Faith, Culture, and Science equal to 50% of the defeated unit's Combat Strength. +1 Influence point per turn from each Stave Church. | Likes civilizations that ally with city-states. Dislikes civilizations that ignore alliances with city-states | Norwegian units gain the ability to enter Ocean tiles with Shipbuilding, instead of Cartography, and pay no additional Movement costs to embark or disembark. Naval melee units can heal in neutral territory. | Norwegian unique Medieval era unit that replaces the Man-At-Arms. 4 Movement if this unit starts in enemy territory. +10 Combat Strength when attacking and -5 Combat Strength when defending against melee attacks. | A building unique to Norway. Reuqired to purchase Apostles and Inquisitors with Faith. Holy Site districts get an additional standard adjacency bonus from Woods. +1 Production to each costal resource tile in this city. | . | TRUE | |||||||||||||||||
52 | Divine Wind | Bushido | Meiji Restoration | Samurai | Electronics Factory | FALSE | ||||||||||||||||||||
53 | Hojo Tokimune | Japanese | `+5 Combat Strength for land units and naval units fighting on coastal and shallow water tiles. Encampment, Holy Site and Theater Square districts are built in half the time. Districts, improvements and units are immune to damage from Hurricanes. +100% damage from Hurricanes in Japanese territory to civilizations at war with Japan. | Likes civilizations that have both a strong military and strong Faith or Culture outputs. Dislikes civilizations that are strong in military but weak in Faith or Culture. | Districts receive a +1 adjacency bonus for each adjacent district, instead of +0.5. | Japanese unique Medieval era melee unit. Does not suffer combat penalties when damaged. | A building unique to Japan. Provides +4 Culture to this city after researching the Electricty technology. Its Production bonus is extended to all City Centers within 6 tiles that do not already have a bonus from this building type. | . | FALSE | |||||||||||||||||
54 | Lithuanian Union | Saint | Golden Liberty | Winged Hussar | Sukiennice | FALSE | ||||||||||||||||||||
55 | Jadwiga | Polish | Taking territory from a foreign city with a Culture Bomb converts it to Poland's religion. Relics grant +4 Gold, +2 Culture and +2 Faith. Holy Sites receive a +1 adjacency bonus from districts, instead of +0.5. | Tries to build up Faith, and likes those that also focus on Faith. Dislikes civilizations with a weak Faith output. | Building an Encampment or Fort triggers a Culture Bomb, claiming surrounding tiles. One Military policy slot in all governments is converted into a Wildcard policy slot | Polish unique Renaissance era unit. Pushes defending enemy units back from their hex in any battle where they score more damage. Defenders that cannot retreat suffer additional damage. | A building unique to Poland. International Trade Routes from this city gain +2 Production; domestic Trade Routes gain +4 Gold. +1 Trade Route capacity, if this city does not yet have a Lighthouse building. | . | FALSE | |||||||||||||||||
56 | Monasteries of the King | An End to Suffering | Grand Barays | Domrey | Prasat | FALSE | ||||||||||||||||||||
57 | Jayavarman VII | Khmer | Holy Sites grant Food equal to their adjacency bonus, receive a +2 adjacency bonus from Rivers, grant 2 Housing if built next to a River, and trigger a Culture Bomb when built, claiming surrounding tiles. | Likes civilizations with many Holy Sites and a high average city Population. Dislikes civilizations lacking in either of these areas. | Cities with an Aqueduct receive +1 Amenity, and +1 Faith for every Population. Farms receive +2 Food when adjacent to an Aqueduct, and +1 Faith when adjacent to a Holy Site. | Khmer unique Medieval era siege unit. Can move and shoot in the same turn and exerts zone of control. | `+6 Faith. A building unique to Khmer. Replaces the Temple. Reuqired to purcahse Apostles and Inquisitors with Faith. +0.5 Culture for every population in this city. Once Flight is researced receive +10 Tourism if the city population is 10 or higher and +20 Tourism if the city population is 20 or higher. | . | FALSE | |||||||||||||||||
58 | Porta do Cerco | Navigator's Legacy | Casa da Índia | Nau | Navigation School | Feitoria | TRUE | |||||||||||||||||||
59 | João III | Portuguese | `+1 Sight for all units. Meeting another civilization grants +1 Trade Route capacity. Gains Open Borders with all city-states. | Focuses on exploring as much of the map as possible, and likes those who do the same. Dislikes civilizations that shun exploration. | International Trade Routes can only be sent to cities on the coast or with a Harbor, but gain a +50% increase to all yields. Traders have +50% range over water, and can embark as soon as they are unlocked. | Portuguese unique naval melee unit that replaces the Caravel. Starts with 1 free Promotion and is less maintenance. Has two charges to build Feitorias. | A building unique to Portugal. Provides +25% Production towards naval units in this city. +1 Science for every two coast or lake tiles in this city. +1 Great Admiral and +1 Great Scientist point per turn. | Unlocks the Nau ability to construct a Feitoria, unique to Portugal. Provides +4 Gold and +1 Production. Trade rotues sent to this city from Portugal gain +4 Gold and +1 Production. Can only be built adjacent to Luxury or Bonus resources in territory belonging to other Civilizations or City-States that you have Open Borders with. Must be built on a Coast or Lake tile adjacent to land and not adjacent to another Feitoria. Feitorias cannot be removed. | TRUE | |||||||||||||||||
60 | Citadel of Civilization | Perpetually on Guard | Land Down Under | Digger | Outback Station | FALSE | ||||||||||||||||||||
61 | John Curtin | Australian | `+100% Production if they have either received a declaration of war or liberated a city in the past 10 turns. | Likes civilizations that liberate cities. Dislikes civilizations that are occupying enemy cities. | `+3 Housing in coastal cities. Building a Pasture triggers a Culture Bomb, claiming surrounding tiles. Campus, Commercial Hub, Holy Site, and Theater Square districts gain +1 to their yields in tiles with Charming Appeal, and +3 in tiles with Breathtaking Appeal. | Australian unique Modern era unit that replaces Infantry. +10 Combat Strength when fighting on Coastal tiles. +5 Combat Strength when fighting on Neutral or Foreign Territory. | Unlocks the Builder ability to construct an Outback Station, unique to Australia. +1 Food and +1 Production. +1 Food for each adjacent Pasture. Additional Food and Production as you advance through the Technology and Civic Tree for adjacent Outback stations and Pastures. Can only be built in Desert, Desert Hills, Grassland, and Plains tiles. | . | FALSE | |||||||||||||||||
62 | Veni, Vidi, Vici | Gallic Wars | All Roads Lead to Rome | Legion | Bath | FALSE | ||||||||||||||||||||
63 | Julius Caesar | Roman | Gains 300 Gold after conquering a city for the first time, and after earning Gold from a Barbarian Outpost. Both amounts become 500 Gold after researching Metal Casting and 700 Gold after Steel (on Standard speed). Units gain 5 Strength Combat Strength and receive full experience when fighting Barbarians. | Hates Barbarians, and likes civilizations that also destroy their Outposts. Dislikes civilizations that ignore Barbarian Outposts. | All cities you found o conquer start with a Trading Post. If in Trade Route range of your Capital, they also start with a road to it. Your Trade Routes earn +1 Gold for passing through Trading Posts in your own cities. | Roman unique Classical era melee unit that replaces the Swordsman. Can build a Roman Fort. | A district unique to Rome for city growth. Replaces the Aqueduct district and cheaper to build. It provides this city with a source of fresh water from an adjacent River, Lake, Oasis, or Mountain. Cities that do not yet have existing fresh wwater receive up to 6 Housing. Cities that already have existing freshwater will instead get +2 housing. If built adjacent to a Geothermal fissure +1 Amenity. In all cases the Bath provides an additional bonus of +2 Housing and +1 Amenity. Prevents Food loss during Drought. Must be built adjacent to the City Center. Military Engineers can spend a charge to complete 20% of a Bath's production. | . | FALSE | |||||||||||||||||
64 | Minerva of the North | Bibliophile | Nobel Prize | Carolean | Open-Air Museum | Queen's Bibliotheque | FALSE | |||||||||||||||||||
65 | Kristina | Swedish | Buildings with at least three Great Work slots and wonders with at least two Great Work slots are automatically themed when all slots are filled. Gains the Queen's Bibliotheque unique building in the Government Plaza. | Tries to collect as many Great Works as possible, and likes those who leave them to her. Dislikes civilizations with many Great Works. | Gains 50 Diplomatic Favor whenever a Great Person is earned. +1 Great Engineer points from Factories and +1 Great Scientist points from Universities. Sweden's presence in the game adds three unique World Congress competitions in the Industrial Era. | Swedish unique Renaissance Era unit that replaces the Pike and Shot. Faster than the Pike and Shot. +3 Combat Strength per unused Movement. | Unlocks the Builder ability to construct an Open-Air Museum, unique to Sweden. Provides +2 Lotalty per turn in this city. +2 Culture and +2 Tourism for each type of terrain (Snow, Tundra, Desert, Plains or Grassland) in which at least one Swedish city is founded. One per city. Tiles with Open-Air Museums cannot be swapped. | A building unique to Sweden. This building provides 2 slots of Writing, Music, and any type of Art. Awards +1 Governor Title. | FALSE | |||||||||||||||||
66 | #VALUE! | #VALUE! | Gerege | Pax Mongolica | Dynastic Cycle | Crouching Tiger | Great Wall | FALSE | ||||||||||||||||||
67 | Kublai Khan | Chinese | Gains an additonal Economic policy slot in all Governments. Gains a random Eureka and Inspiration upon first establishing a Trading Post in another major civilization's city. | Likes civilizations with a strong military and Gold output. Dislikes those who have a weak military or low Gold income. | Eurekas and Inspirations provide 50% of civics and technologies instead of 40%. When completing a wonder receive a random Eureka and Inspiration from the era of the wonder, if available. | Chinese unique Medieval era unit. Ranged unit with a Range of 1 and high combat strength. | Unlocks the Builder ability to construct the Great Wall, unique to China. +2 Gold. Provides an increase to defense. Bonus to Gold if adjacent to other segments. Additional Culture and Tourism as you advacne through the Technology Tree for adjacent segments. Must be built in a line along the borders of your empire. Can only be pillaged (never destroyed) by natural disasters. | . | FALSE | |||||||||||||||||
68 | Gerege | Pax Mongolica | Örtöö | Keshig | Ordu | FALSE | ||||||||||||||||||||
69 | Kublai Khan | Mongolian | Gains an additonal Economic policy slot in all Governments. Gains a random Eureka and Inspiration upon first establishing a Trading Post in another major civilization's city. | Likes civilizations with a strong military and Gold output. Dislikes those who have a weak military or low Gold income. | Sending a Trade Route immediately creates a Trading Post in the destination city, instead of when the Trade Route is completed. Gains an extra level of Diplomatic Visibility with civilizations that have a Mongolian Trading Post. +6 Combat Strength for all units for each level of Diplomatic Visibility Mongolia has over the other civilization, instead of the usual +3 Combat Strength. | Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilian and support units at their higher Movement speed. | A building unique to Mongolia. Grants an ability that gives +1 Movement to Heavy and Light Cavalry trained in this city. +25% combat experience for all cavalry and siege class units trained in this city. Strategic Resource Stockpiles increased +10 (on Standard Speed). | . | FALSE | |||||||||||||||||
70 | Kupe's Voyage | Kaitiakitanga | Mana | Toa | Marae | Pā | TRUE | |||||||||||||||||||
71 | Kupe | Māori | Starts the game in the Ocean. +2 Science and +2 Culture per turn before the first city is settled. Their first settled city receives a free Builder and +1 Population. The Palace grants +3 Housing and +1 Amenity. | Tries to avoid contributing to climate change by not removing features, planting Woods, and founding National Parks, and likes those who do the same. Dislikes civilizations that show little concern for the environment. | Starts with Sailing and Shipbuilding unlocked and the ability to enter Ocean tiles. +5 Combat Strength and +2 Movement for embarked units. Unimproved Woods and Rainforests grant +1 Production, increasing to +2 Production with Mercantilism and +3 Production with Conservation. +1 Food from Fishing Boats. Building a Fishing Boat triggers a Culture Bomb, claiming surrounding tiles. Resources cannot be harvested. Great Writers cannot be earned. | Māori unique Classical era melee unit that replaces the Swordsman. Adjacent enemy units receive -5 Combat Strength. Can build a Pā. | A building unique to the Māori. +1 Culture and Faith to all of this city's tiles with a passable feature or natural wonder. After Flight is researched receive +1 Tourism to all of this city's tiles with a feature or natural wonder. Costs no maintenance. Has no Great Work Slots. | Unlocks the Toa ability to construct a Pā, unique to the Māori. Occupying unit receives +4 Defense Strength, and automatically gains 2 turns of fortification. A Māori unit occupying a Pā heals even if they just moced or attacked. Must be built on a Hill tile. | TRUE | |||||||||||||||||
72 | Ix Mutal Ajaw | Solitary | Mayab | Hul'che | Observatory | TRUE | ||||||||||||||||||||
73 | Lady Six Sky | Mayan | Non-Capital cities within 6 tiles of the Capital gain +10% to all yields and receive a Builder when founded, while cities more than 6 tiles away receive -15% to all yields. +5 Combat Strength for all units within six tiles of the Mayan Capital. | Keeps her cities clustered around her Capital, and likes civilizations who settle far away from her. Dislikes those who encroach upon her borders with cities or troops. | Cities do not receive additional Housing from being adjacent to fresh water or coast. Cities gain +1 Amenity for each Luxury Resource adjacent to the City Center. Farms grant +1 Housing, +1 Production if adjacent to an Observatory, and +1 Gold. | Mayan unique Ancient Era ranged unit that replaces the Archer. Strong ranged attack. +5 Ranged Strength when fighting a wounded opponent. | A district unique to the Maya for scientific endeavors. Replaces the Campus district and cheaper to build. +2 Science bonus for adjacent Plantations. +1 Science bonus for every two adjacent Farrm or district tiles. | . | TRUE | |||||||||||||||||
74 | Swift Hawk | Spirit of Tucapel | Toqui | Malón Raider | Chemamull | FALSE | ||||||||||||||||||||
75 | Lautaro | Mapuche | `+10 Combat Strength when fighting civilizations that are in a Golden or Heroic Age, or Free Cities. Defeating an enemy unit within the borders of an enemy city causes that city to lose 20 Loyalty, or 40 Loyalty if that civilization is in a Golden or Heroic Age. | Tries to maintain his cities loyal, and likes civilizations who do the same. Dislikes those that fail to maintain the loyalty of their people. | Cities with an established Governor gain +5% Culture, +5% Production, and +10% combat experience towards all units trained in the city. These numbers are tripled in cities not founded by the Mapuche. All cities within 9 tiles of a city with your Governor gain +4 Loyalty per turn towards your civilization. | Mapuche unique Renaissance Era unit. +5 Combat Strength bonus if within 4 hexes of friendly territory. Pillaging costs 1 Movement. | Unlocks the Builder ability to construct a Chemamull, unique to Mapuche. +1 Production. Provides Culture equal to 75% of the tile's Appeal. Additional Tourism after researching Flight. Minimum Appeal of Breathtaking. | . | FALSE | |||||||||||||||||
76 | Swan King | Eternal Enigma | Free Imperial Cities | U-Boat | Hansa | FALSE | ||||||||||||||||||||
77 | Ludwig II | German | Wonders, even unfinished, receive a +2 Culture bonus from each adjacent District. All Culture adjacency bonuses provide Tourism after researching Castles. | Likes civilizations who do not maximize the number of Districts in their cities, and dislikes those who do. | Each city can build one more specialty District than the Population limit would normally allow. | German unique Modern era naval unit that replaces the Submarine. Cheaper to produce, +1 Sight, and +10 Combat Strength when fighting on Ocean tiles. Able to reveal other stealthed units. | A district unique to Germany for industrial activity. Replaces the Industrial Zone district and cheaper to build. +2 Production bonus for each adjacent Commercial Hub, Aqueduct, Canal, and Dam districts. +1 Production bonus for each adjacent resource. +1 Production bonus for every two adjacent district tiles. | . | FALSE | |||||||||||||||||
78 | Sahel Merchants | Lord of the Mines | Songs of the Jeli | Mandekalu Cavalry | Suguba | FALSE | ||||||||||||||||||||
79 | Mansa Musa | Malian | International Trade Routes gain +1 Gold for every flat Desert tile in the sending city. Entering a Golden Age permanently grants +1 Trade Route capacity. | Tries to build up Gold, and likes those that also focus on Gold. Dislikes civilizations with a weak Gold output. | City Centers receive +1 Faith and +1 Food for every adjacent Desert and Desert Hills tile. Mines receive -1 Production and +4 Gold. May purchase Commercial Hub buildings with Faith. -30% Production towards buildings and units. | Mali unique Medieval Era unit that replaces the Knight. Trader units are immune to being plundered if they are within 4 tiles of a Mandekalu Cavalry and on a land tile. Combat victories provide Gold equal to 100% that unit's base Combat Strength. | A district unique to Mali specializing in finance and trade that replaces the Commercial Hub. Units, Buildings, and Districts are 20% cheaper to purcase with Gold and Fath in this City. +2 Gold bonus for each adjacent Holy Site. +2 Gold bonus from a tile containing a River edge. +1 Gold bonus for every two adjacent district tiles. | . | FALSE | |||||||||||||||||
80 | Raven King | Raven Banner | Pearl of the Danube | Huszár | Thermal Bath | Black Army | FALSE | |||||||||||||||||||
81 | Matthias Corvinus | Hungarian | Levied city-state units receive +2 Movement and +5 Combat Strength, and can be upgraded at a 75% discount in Gold or resources. Levying troops from a city-state grants 2 Envoys with that city-state. Gains the Black Army unique unit with Castles. | Will often levy troops from city-states, and likes those who do the same. Dislikes civilizations that shun such mercenaries. | `+50% Production for districts and buildings built across a river from a City Center. | Hungarian unique Industrial era unit that replaces Cavalry. +3 Combat Strength for every active Alliance. | A building unique to Hungary. +2 Amenities and +2 Production extends to each city center within 6 tiles. These bonuses apply once to a city and multiple copies of this building within 6 tiles of a city center do not provide additional bonuses. This city receives a +3 Tourism and +2 additional Amenities if therei s at least one Geothermal Fissure in this city's borders. | Hungarian unique Medieval Era unit that replaces the Courser. +3 Combat Strength for each adjacent Levied unit. | FALSE | |||||||||||||||||
82 | Council of Ministers | Ethiopian Highlands | Aksumite Legacy | Oromo Cavalry | Rock-Hewn Church | TRUE | ||||||||||||||||||||
83 | Menelik II | Ethiopian | Ethiopian cities founded on Hills receive Science and Culture equal to 15% of their Faith output. +4 Combat Strength for all units when fighting on hills. | Tries to settle cities on Hills, and likes civilizations who avoid settling near Hills. Dislikes civilizations that settle around Hills. | Improved resource tiles receive +1 Faith for each copy of the resource the city owns. International Trade Routes grant +0.5 Faith for each resource in the origin city. Can purchase Archaeologists and Archaeological Museums with Faith. | Ethiopian unique Medieval era light cavalry unit. Stronger and greater sight than the Courser that it replaces. Receives no Movement penalty from moving in Hills. | Unlocks the Builder ability to construct a Rock-Hewn Church, unique to Ethiopia. +1 Faith. +1 Faith for every adjacent Mountain and Hills tile. Provides Tourism from Faith, after researching Flight. +1 Appeal. Can only be pillaged (never destroyed) by natural disasters. Can only be built on Hills or Volcanic Soil not adjacent to another Rock-Hewn Chruch. | . | TRUE | |||||||||||||||||
84 | #VALUE! | #VALUE! | Gifts for the Tlatoani | Tlatoani | Legend of the Five Suns | Eagle Warrior | Tlachtli | FALSE | ||||||||||||||||||
85 | Montezuma | Aztec | Improved Luxury resources provide an Amenity to 2 extra cities. Military units receive +1 Combat Strength for each different improved Luxury resource in Aztec territory. | Likes civilizations who have the same Luxury resources as he does, and will try to collect every Luxury resource available. Dislikes those with Luxury resources he doesn't have. | Can spend Builder charges to complete 20% of a district's Production cost. | Aztec unique Ancient era unit that replaces the Warrior. Has a chance to capture other civilizations' military units by turning them into Builders. | A building unique to the Aztecs. Provides 2 Amenities, +2 Culture, +2 Faith, and a Great General Point. Provides +1 Tourism after advancing to the Conservation Civic. | . | FALSE | |||||||||||||||||
86 | Religious Convert | Enthusiastic Disciple | Nkisi | Ngao Mbeba | Mbanza | FALSE | ||||||||||||||||||||
87 | Mvemba a Nzinga | Kongolese | May not build Holy Sites or found a religion, but receives all the beliefs of any religion that has established itself as Kongo's majority religion, not just the Follower beliefs. Building a Mbanza or Theater Square grants a free Apostle of the city's majority religion. | Likes civilizations that bring religion to the Kongo. Dislikes those who have founded a religion but not spread it to a Kongolese city. | Relics, Artifacts and Sculptures grant +2 Food, +2 Production, +1 Faith, and +4 Gold. The Palace has four extra slots for Great Works. +50% Great Artist, Great Musician, and Great Merchant points gained from all sources. | Kongo unique Classical era unit that replaces the Swordsman. +10 Combat Strength when defending against ranged attacks. Can move and see through Woods and Rainforest. | A district unique to the Kongo that can only be constructed in Rainforest or Woods. Replaces the Neighborhood district but is availavle earlier and cheaper to build. Provides +5 Housing, +2 Food, and a +4 Gold, regardless of Appeal. | . | FALSE | |||||||||||||||||
88 | Sword of Persia | Jazayerchi | Satrapies | Immortal | Pairidaeza | FALSE | ||||||||||||||||||||
89 | Nader Shah | Persian | `+5 Combat Strength for all units when attacking full health units. Cities not founded by Nader Shah gain +2 Faith and +3 Gold on domestic Trade Routes. | Likes civilizations with a high number of land units. Dislikes civilizations with a low number of land units. | Gains +1 Trade Route capacity with Political Philosophy. Domestic Trade Routes provide +2 Gold and +1 Culture. Roads built inside Persian territory are one level more advanced than usual. | Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength. | Unlocks the Builder ability to construct a Pairidaeza, unique to Persia. +1 Culture and +2 Gold. +1 Appeal. +1 Culture for each adjacent Holy Site and Theater Square. +1 Gold for each adjacent Commercial Hub and City Center. Additional Culture and Tourism as you advance through the Technology and Civics Tree. Cannot be built on Snow, Tundra, Snow Hillls, or Tundra Hills o adjacent to another Pairidaeza. | . | FALSE | |||||||||||||||||
90 | Queen of Ndongo and Mtamba | Decolonization | Nkisi | Ngao Mbeba | Mbanza | FALSE | ||||||||||||||||||||
91 | Nzinga Mbande | Kongolese | Cities on the same continent as the Capital (including the Capital) receive +10% to all yields, while cities on another continent receive -15% to all yields. | Likes civilizations on continents where she has no cities. Dislikes civilizations that have a city on her home continent. | Relics, Artifacts and Sculptures grant +2 Food, +2 Production, +1 Faith, and +4 Gold. The Palace has four extra slots for Great Works. +50% Great Artist, Great Musician, and Great Merchant points gained from all sources. | Kongo unique Classical era unit that replaces the Swordsman. +10 Combat Strength when defending against ranged attacks. Can move and see through Woods and Rainforest. | A district unique to the Kongo that can only be constructed in Rainforest or Woods. Replaces the Neighborhood district but is availavle earlier and cheaper to build. Provides +5 Housing, +2 Food, and a +4 Gold, regardless of Appeal. | . | FALSE | |||||||||||||||||
92 | Qhapaq Ñan | Sapa Inca | Mit'a | Warak'aq | Terrace Farm | Qhapaq Ñan | FALSE | |||||||||||||||||||
93 | Pachacuti | Incan | Domestic Trade Routes gain +1 Food for every Mountain tile in the origin city. Gains the Qhapaq Ñan unique improvement with Foreign Trade. | Tries to settle near Mountains, and likes those who leave those areas to him. Dislikes civilizations that also settle near Mountains. | Citizens may work Mountain tiles. Mountain tiles provide +2 Production, and +1 Food for each adjacent Terrace Farm. Mountain tiles provide an additional +1 Production when Inca reaches the Industrial Era. | Incan unique Medieval Era unit that replaces the Skirmisher. Stronger than the Skirmisher and +1 additional attack per turn if movement allows. | Unlocks the Builder ability to construct a Terrace Farm, unique to the Inca. +1 Food. Provides +1 Housing. +1 Food for each adjacent Mountain Tile. Gain +2 Production for eah adjacent Aqueduct district. Receive +1 Production if adjacent to Fresh Water and not an Aqueduct district. Additional Food as you advance through the Civics and Technology Tree for adjacency with other Terrace Farms. Can be placed in Grassland Hills, Plains Hills, and Desert Hills. | Unlocks the Builder ability to construct a Qhapaq Ñan, unique to Pachacuti. Acts as a movement portal on a mountain range, allowing units to move into it and exit from another portal at the cost of 2 Movement. Trade Routes traveling through it can multiply the Gold they get from districts at their destination. Can only be built on an adjacent Mountain tile. Cannot be pillaged or remvoed. | FALSE | |||||||||||||||||
94 | Magnanimous | Patron of the Arts | Amazon | Minas Geraes | Street Carnival | Copacabana | FALSE | |||||||||||||||||||
95 | Pedro II | Brazilian | Recruiting or patronizing a Great Person refunds 20% of their point cost. | Will recruit as many Great People as possible, and likes civilizations that do not compete for Great People. Dislikes civilizations who take Great People from him. | Rainforest tiles provide a +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts. Owned Rainforests provide +1 Appeal to adjacent tiles, instead of the usual -1. | Brazilian unique Industrial era unit that replaces the Battleship. Stronger than the Battleship. Unlocked by Nationalism. | A district unique to Brazil. Replaces the Entertainment Complex district, and provides +2 Amenities. Also unlocks the Carnival project, which grants an additional +1 Amenity when underway and a variety of Great People points once completed. Cannot be built in a city with a Copcabana. | A district unique to Brazil. Replaces the Water Park district, and provides +2 Amenities. Also unlocks the Carnival project, which grants an additional +1 Amenity when underway and a variety of Great People points once completed. Cannot be built in a city with a Street Carnival. Cannot be built on Reef. | FALSE | |||||||||||||||||
96 | Surrounded by Glory | Delian League | Plato's Republic | Hoplite | Acropolis | FALSE | ||||||||||||||||||||
97 | Pericles | Greek | `+5% Culture Culture per city-state Greece has Suzerainty over. | Likes civilizations that are not competing for city-state allegiance. Dislikes civilizations that are directly competing for city-state allegiance. | One extra Wildcard policy slot in any government. | Greek unique Ancient era unit that replaces the Spearman. +10 Combat Strength if there is at least one adjacent Hoplite unit. | A district unique to Greece for cultural sites. Replaces the Theater Square district and cheaper to build. Awards 1 Envoy when completed. +1 Culture bonus for each adjacent district and an additional +1 Culture bonus for adjacent City Center. +2 Culture bonus for each adjacent wonder, Entertainment Complex, and Water Park. Can only be built on Hills. | . | FALSE | |||||||||||||||||
98 | The Grand Embassy | Westernizer | Mother Russia | Cossack | Lavra | TRUE | ||||||||||||||||||||
99 | Peter | Russian | Trade Routes to more advanced civilizations grant Russia +1 Science for every three technologies that civilization is ahead of them, and +1 Culture for every three civics. | Likes those ahead of him in civics and technologies. Dislikes backwards civilizations that are behind in civics and technologies. | Founded cities start with five additional tiles. Tundra tiles provide +1 Faith and +1 Production, in addition to their usual yields. Units are immune to damage from Blizzards. +100% damage from Blizzards inside Russian territory to civilizations at war with Russia. | Russian unique Industrial era unit that replaces Cavalry. Stronger than Cavalry, and gains +5 Combat Strength when fighting in or adjacent to its home territory. Can move after attacking if Movement points remain. | A district unique to Russia for religious activity. Replaces the Holy Site district and cheaper to build. Your city border grows by one tile each time a Grerat Person is expended in this city. The Lavra provides +1 Great Writer point per turn with a Shrine, +1 Great Artist point per turn with a Temple, and +1 Great Musician point per turn with a Worship building. | . | TRUE | |||||||||||||||||
100 | El Escorial | Counter Reformer | Treasure Fleet | Conquistador | Mission | TRUE |