Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Zigzagzigal's Guides - Civ Summaries (R&F)
By Zigzagzigal
This guide introduces all the Civs in the game with a quick rough outline of how to play as them, along with links to more in-depth guides.
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Legacy Guide
If you have the Gathering Storm expansion, click here for the updated guide.

This guide is no longer updated, but will remain for the sake of those without the Gathering Storm expansion.
Introduction
Note: This guide requires the Rise and Fall expansion.

Content from DLC packs (Poland, Vikings, Australia, Persia/Macedon, Nubia, Khmer/Indonesia) is marked as such.

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

How to use this guide

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

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

Note that all costs (production, science, culture, gold, etc.) mentioned within the guide assume a game played on the normal speed settings. To modify these values for other game speeds:

  • Online: Divide by 2
  • Quick: Divide by 1.5
  • Epic: Multiply by 1.5
  • Marathon: Multiply by 3

Glossary

Terminology used in this guide and not in-game is explained here.

AoE (Area of Effect) - Describes bonuses or penalties that affect multiple tiles in a set radius. Positive examples include Factories and Stadiums (which by default offer production and happiness respectively to cities within a 6 tile radius unless they're within range of another building of the same type) and a negative example is nuclear weapons, which cause devastation over a wide radius.

Beelining - The strategy of obtaining a technology or civic quickly by only researching it and its prerequisites. Some deviation is allowed in the event that taking a technology or civic off the main track provides some kind of advantage that makes up for that deviation (either a source of extra science/culture or access to something necessary for a eureka or inspiration boost.

CA (Civ Ability) - The unique ability of a civilization, shared by all its leaders. Unlike unique units, buildings, districts and improvements, civ abilites do not have to be built.

Compact empires - Civs with cities close together. This is useful if you want to make use of districts that gain adjacency bonuses from other districts, maximise the number of copies of the same district in the same area, or to maximise the potential of area-of-effect bonuses later in the game.

Dispersed empires - Civs with cities that are spread out. This is useful if you want to ensure cities have plenty of room for both districts and tile improvements. Civs with unique tile improvements generally favour a more dispersed empire in order to make use of them, as do civs focused on wonder construction.

GWAM - Collective name for Great Writers, Artists and Musicians. All of them can produce Great Works that offer tourism and culture, making them important to anyone seeking a cultural victory.

LA (Leader Ability) - The unique ability of a specific leader, which like civ abilities do not have to be built. Usually but not always, they tend to be more specific in scope than civ abilities. Some leader abilities come with an associated unique unit on top of the standard one every civ has.

Prebuilding - Training a unit with the intention of upgrading it to a desired unit later. An example is building Slingers and upgrading them once Archery is unlocked.

Start bias - The kind of terrain, terrain feature or resource a civilization is more likely to start near. This is typically used for civilizations that have early bonuses dependent on a particular terrain type. There are five tiers of start bias; civs with a tier 1 start bias are placed before civs of tier 2 and so on, increasing their odds of receiving a favourable starting location.

Complete information on start biases within the game can be found in the Civilizations.xml file (find the Civ 6 folder in Steam's program files, then go through the Base, Assets, Gameplay and Data folders to find the file). DLC and Expansion civs have a similarly-named file in their corresponding folders. If a civilization is not listed as having a start bias there, it does not have one, even if you feel like you keep spawning in the same terrain when playing as that civ.

Super-uniques - Unique units that do not replace any others, and are hence particularly unique. Examples include India's Varu and Mongolia's Keshigs.

Tall empires - Empires that emphasise city development over expansion, usually resulting in fewer, but bigger, cities.

Uniques - Collective name for civ abilities, leader abilities, unique units, unique buildings, unique districts and unique improvements.

UA (Unique Ability) - A collective name for leader abilities and civ abilities.

UB (Unique Building) - A special building which may only be constructed in the cities of a single civilization, which replaces a normal building and offers a special advantage on top.

UD (Unique District) - A special district which may only be constructed in the cities of a single civilization, which replaces a normal district and offers some unique advantages on top. In some cases, there may be minor disadvantages as well, but these are always outweighed by the positive features. All unique districts cost half as much to construct relative to the regular districts they replace.

UI (Unique Improvement) - A special improvement that can only be built by the Builders of a single civilization. Unlike unique buildings or districts, these do not replace a regular improvement. Some require a technology to unlock, and many have their yields improved with later technologies. "UI" always refers to unique improvements in my guides and not to "user interface" or "unique infrastructure".

UU (Unique Unit) - A special unit that may only be built by a single civilization, and in some cases only when that civilization is led by a specific leader. These usually replace an existing unit and offer extra advantages (and occasionally minor disadvantages as well in exchange for bigger advantages).

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

How to use

The index is set out in the following format:

Game Mechanic - Guide: Section Name (Name of subsection that explains the game mechanic if applicable)

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

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

Game Mechanic - See alternative index entry

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

Index

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

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

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

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

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

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

Aqueducts - Rome: Bath

Archaeology - England: British Museum

Boosts - China: Dynastic Cycle (Mechanics)

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

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

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

Civic cards - See Policy cards

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

Dedication - See Golden Ages

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

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

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

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

Envoys - See City-states, diplomacy

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

Eurekas - See Boosts

Espionage - See Diplomatic visibility or Spies

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

Governors - A partial introduction in Korea: Hwarang

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

Healing, Land units - Arabia: Mamluk (Warfare)

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

Inquisitors - Spain: El Escorial Part 1 (Inquisitor Charges and +4 Strength for Religious Units)

Inspirations - See Boosts

Legacy bonus - See Governments

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

Loyalty - Mapuche: Swift Hawk (Explaining Loyalty)

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

Melee infantry - England: Pax Britannica (Melee Infantry Units)
Index of Game Mechanic Explanations (N-Z)
National Parks - America: Roosevelt Corollary Part 1 (Getting to National Parks)

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

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

Pillage yields - Norway: Thunderbolt of the North Part 2 (Improvements and districts)

Policy cards - Greece: Plato's Republic

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

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

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

Sentinel nets - Germany: U-Boat

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

Strength - See Unit strength for military and religious units.

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

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

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

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

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

Trade routes, yield - Egypt: Mediterranean's Bride (Here's a table)

Trading posts - See Trade routes, trading posts

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

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

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

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

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

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

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

Civs marked with an asterisk require corresponding DLC packs and are not featured in the base game nor the Rise and Fall expansion.

Straightforward

The core strategies of these civs are easy to understand and make great introductions to their respective favoured victory routes or the game in general.
  • China - Introduces scientific and cultural playstyles; uniques are distinctive but not overly complex
  • Greece - Introduces cultural playstyles; uniques are hard to miss
  • Japan - Introduces compact playstyles; uniques focus on fairly basic game mechanics
  • Korea - Introduces scientific playstyles; particularly straightforward uniques
  • Mongolia - Introduces medieval era warfare; highly synergistic uniques
  • Nubia* - Introduces ancient era warfare; strong synergy between uniques makes it easier to play as than most early-focused civs
  • Rome - Introduces classical era warfare; uniques are easy to make use of
  • Russia - Introduces religious playstyles; leader ability helps the civ to catch up if they're falling behind
  • Zulus - Introduces medieval era warfare; highly synergistic uniques

Moderately Straightfoward

These civs are not especially hard to learn, but have an element that might be tricky for very new players to handle.
  • Aztecs - Good synergy between war-focused uniques but relentless early warmongering may be overwhelming for new players
  • Cree - Fairly straightforward bonuses, but lack of clear victory route
  • Macedon* - Very strong synergy between war-focused uniques but may be overwhelming for new players
  • Scythia - Heavy early war focus may be overwhelming for new players
  • Sumeria - Huge number of early uniques adds a lot of complexity to the crucial first few turns

Intermediate

The middle of the road. While the little nuances of playing these civs might not be realised the first time playing them, they should still be perfectly playable without prior information.
  • Arabia - Uniques are easy to use, but the civ as a whole encourages switching playstyles in the middle of the game
  • Brazil - Extremely flexible civ with a reasonable variety of bonuses
  • France - Tricky balance of expansion and city development but reasonably intuitive uniques
  • Germany - Uniques are reasonably intuitive but also have decent depth for advanced players
  • India - Moderately complex uniques
  • Mapuche - Distinct reactive style of play is difficult for new players to manage effectively
  • Netherlands - Push for particular lake/coastal formations in addition to rivers complicates settling, but otherwise not a hard civ to learn
  • Norway - Early naval bonuses encourage unusual early gameplay
  • Persia* - Moderately complex uniques
  • Scotland - Moderately complex uniques
  • Spain - Lack of early bonuses can give them a tricky start

Advanced

Here, it really helps if you've read up on the civs a little before playing them. The details of their playstyles are often not obvious, and playing them like any other civ typically won't go well.
  • America - Huge number of varying bonuses which encourage action both early and late in the game
  • Australia* - Uniques are unusual, providing bonuses for taking actions that usually would not function that way
  • Egypt - Very demanding start with uniques pushing in different directions vying for attention; trickier civ to learn than it looks
  • England - Huge number of moderately complex bonuses leaning on a wide range of game mechanics
  • Georgia - Good knowledge of Golden Age mechanics and city-states needed to make the most of the civ; requires significant use of long-term planning to maximise Golden Age potential
  • Indonesia* - Heavy maritime emphasis makes expansion and city development play out very differently to normal, also lacks focus regarding a victory path
  • Khmer* - Emphasis on relics encourages prior knowledge of more obscure parts of the cultural and religious game
  • Kongo - Has a full set of complex or game-changing bonuses which makes this civ particularly distinctive
  • Poland* - Uniques have unusual synergy greatly enhanced by particular policy card and religious choices.
Frequently Asked Questions
In making all these guides, there's a few questions or statements that keep coming up, so I've compiled them here.

Start Bias

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

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

Victory Routes

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

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

What do I do with a religious civ in multiplayer?

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

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

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

Administration

What's wrong with Monarchy?

You may notice I don't bring it up as much as the other governments of its tier - the main reason for that is its relatively niche intrinsic bonuses and awkward selection of policy cards.

What's wrong with the Foreign Ministry?

Aside from civs with direct bonuses to envoys or incentives to become suzerain over city-states, the government building is inconsistently powerful. If you can become suzerain over multiple city-states, it can become very effective, but if you're struggling to get a single city-state, it's pretty useless.

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

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

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

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


Start Bias

None.

Uniques

Civilization Ability: Founding Fathers
  • All diplomatic policy card slots are converted into wildcard slots.

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

Theodore Roosevelt's Unique Unit: Rough Rider (Industrial era, heavy cavalry, requires Rifling technology)
  • Costs 385 production/1540 gold/770 faith
  • No resource requirement
  • Has a maintenance cost of 2 (typical industrial-era units have a maintenance cost of 5)
  • 67 strength, 5 more than Cavalry
  • 5 movement points
  • Gains culture equal to 50% of the defeated unit's strength, rounded down, when fighting on the same continent as your capital

Unique Unit: P-51 Mustang (Atomic era, fighter aircraft, replaces Fighter)
  • Does not require aluminium resources
  • 85 strength, up from 80
  • 85 ranged strength, up from 80
  • +5 attack vs. fighter-class aircraft
  • 6 flight range, up from 4
  • +50% experience from combat

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

Strategy

America is best at cultural victory and nearly as good at domination.

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

Beyond early warfare, America should settle down and focus on cultural and scientific development ready for the late-industrial/early-modern eras where their key strengths really take off. Supporting them in this role is the civ ability, which converts diplomatic policy cards into wildcards, allowing you to take a huge array of economic policy cards simultaneously, or stack legacy bonuses, or even dark age cards. The Potala Palace wonder and the Democracy government become particularly lucrative as a consequence.

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

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

Governments and Government Buildings
  1. Oligarchy | Ancestral Hall
  2. Theocracy or Merchant Republic | Intelligence Agency or Grand Master's Chapel
  3. Democracy or Fascism | National History Museum or War Department
Key policy cards
  • Agoge
  • Chivalry
  • Levee en Masse
  • Their Finest Hour
  • Satellite Broadcasts
Key age bonuses
  • Twilight Valour (Dark Age)
  • Wish You Were Here (Golden Age)
  • Sky and Stars (Golden Age)
Pantheons
  • Earth Goddess
  • God of the Forge
  • God of Healing
Religious beliefs
  • Divine Inspiration
  • Jesuit Education
Key city-states
  • Kabul
Key wonders
  • Forbidden City
  • Potala Palace
  • Cristo Redentor
  • Eiffel Tower
Key Great People
  • Sun Tzu (Classical General)
  • Alvar Aalto (Modern Engineer)
  • Sarah Breedlove (Modern Merchant)
  • Melitta Bentz (Atomic Merchant)
  • Charles Correa (Information Merchant)
  • Jamseth Tata (Information Merchant)
  • Masaru Ibuka (Information Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Very strong tourism output with a minimal emphasis on wonders
  • Decent early-rush potential
  • Defends well, especially late in the game
  • Easily secures air superiority
Arabia


Start Bias

None.

Uniques

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

Saladin's Leader Ability: Righteousness of the Faith
  • Worship buildings belonging to Saladin's religion cost 90% less faith to purchase.
    • This bonus applies to all cities following Saladin's religion, regardless of civilization.
  • Worship buildings of your own religion provide the city with a 10% boost to science, culture and faith in addition to their normal yields.
    • This does not affect cities held by other civilizations.

Unique Unit: Mamluk (Medieval era, heavy cavalry, replaces Knight)
  • No resource requirement
  • Heals every turn regardless of whether it takes an action or not

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

Strategy

Arabia is best at religious and scientific victories, and can make a reasonable stab at domination as well.

What Arabia does very well is switching from one victory path to the next while still having an advantage that they can build upon. Start off by pushing for Mamluks early on, and you can go on the warpath for a while with the aim of capturing Holy Site cities. Usually, you won't manage a world conquest with Mamluks alone, so it'll be time to switch to religion.

Arabia's guarantee of a religion means they don't need to spend time building Holy Sites early on, but you'll certainly want them in every city eventually for the cheap and powerful worship buildings. A 10% boost to faith, culture and science alike is powerful considering how relatively rare yield multipliers are in the game. Madrasas also offer plenty of faith, so religious victory is a great route for Arabia to go down.

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

Governments and Government Buildings
  1. Autocracy | Warlord's Throne or Ancestral Hall
  2. Theocracy | Grand Master's Chapel or Intelligence Agency
  3. Democracy | Royal Society or War Department
Key policy cards
  • Manoeuvre
  • Natural Philosophy
  • Chivalry
  • Rationalism
  • Five-Year Plan
Key age bonuses
  • Monasticism (Dark Age)
  • Exodus of the Evangelists (Golden Age)
Pantheons
  • Divine Spark
  • God of Healing
Religious beliefs
  • Cross Cultural Dialogue
  • Dah-e-Mehr
  • Jesuit Education
  • Papal Primacy
  • Pilgrimage
  • Stupa
  • Synagogue
  • Wat
Key city-states
  • Geneva
  • Mitla*
  • Preslav
Key wonders
  • Jebel Barkal*
  • Oracle
  • Mahabodhi Temple
Key Great People
  • Abu Al-Qasim Al-Zahrawi (Medieval Scientist)
  • Isaac Newton (Renaissance Scientist)
  • Albert Einstein (Modern Scientist)
*This feature is only available via a DLC pack.

Summary of key strengths

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


Note: To play as Australia, you must have the Australia Civilization and Scenario Pack.

Start Bias

Coastal (tier 3 - likely)
Cattle (tier 5 - somewhat likely)
Horses (tier 5 - somewhat likely)
Sheep (tier 5 - somewhat likely)

Uniques

Civilization Ability: Land Down Under
  • All cities adjacent to a coastal tile receive +3 housing.
    • This is separate from the housing provided based on access to fresh water.
  • Constructing a pasture improvement causes a culture bomb, granting you all surrounding tiles.
    • Only tiles that are within the workable range of the tile's city will be granted (in other words, they must be within a 3-tile radius from the city centre).
    • This includes tiles from other civs, but will incur a diplomatic penalty if you steal tiles off them this way. Taking land from city-states has no penalty.
    • Tiles stolen containing non-unique tile improvements will retain them.
    • Tiles containing completed districts, wonders or national parks will not be stolen, but incomplete ones will be, destroying them.
  • Campuses, Commercial Hubs, Holy Sites and Theatre Squares get +1 of their respective yield in Charming tiles (2 or more appeal) and +3 in Breathtaking (4 or more appeal)
    • These count as adjacency bonuses for the purpose of bonuses that modify them.

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

Unique Unit: Digger (Modern era, melee infantry, replaces Infantry)
  • 72 strength, up from 70
  • +10 strength on land tiles adjacent to the coast
  • +5 strength outside of friendly territory

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

Strategy

Australia is best at scientific victories. They can perform reasonably well at any other route as well, though they're weakest at cultural victories.

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

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

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

Finally, Diggers have very high strength on foreign coasts. This might seem like a niche bonus, but many city-states spawn on the coast and may have been captured by that point in the game. Liberating a city gives you 20 turns of a +100% production boost, so Diggers can be a surprisingly useful unit to have around. That production boost is excellent for getting space race projects built sooner.

Governments and Government Buildings
  1. Classical Republic | Audience Chamber or Ancestral Hall
  2. Merchant Republic | Intelligence Agency
  3. Democracy or Communism | Royal Society
Key policy cards
  • Urban Planning
  • Natural Philosophy
  • Scripture
  • Aesthetics
  • Craftsmen
  • Serfdom
  • Town Charters
  • Free Market
  • Rationalism
  • Grand Armee
  • Grand Opera
  • Economic Union
  • Five Year Plan
  • New Deal
  • Sports Media
  • Ecommerce
Key age bonuses
  • Free Inquiry (Golden Age)
  • Monasticism (Dark Age)
  • Heartbeat of Steam (Golden Age)
  • Collectivism (Dark Age)
Pantheons
  • Divine Spark
  • Fertility Rites
  • God of Craftsmen
  • God of the Open Sky
  • God of the Sea
  • Lady of the Reeds and Marshes
Religious beliefs
  • Crusade
  • Feed the World
  • Gurdwara
  • Jesuit Education
  • Meeting House
  • Stupa
Key city-states
  • Auckland*
  • Geneva
  • Lisbon
  • Mitla*
  • Mohenjo Daro
  • Muscat*
  • Nan Madol
  • Valletta
Key wonders
  • Hanging Gardens
  • Petra
  • Kilwa Kisiwani
  • Big Ben
  • Oxford University
  • Ruhr Valley
  • Eiffel Tower
  • Amundsen-Scott Research Station
Key Great People
  • Hypatia (Classical Scientist)
  • Bi Sheng (Medieval Engineer)
  • Hildegard of Bingen (Medieval Scientist)
  • Galileo Galilei (Renaissance Scientist)
  • Isaac Newton (Renaissance Scientist)
  • Charles Darwin (Industrial Scientist)
  • James Watt (Industrial Engineer)
  • Albert Einstein (Modern Scientist)
  • Alvar Aalto (Modern Engineer)
  • Nikola Tesla (Modern Engineer)
  • Charles Correa (Information Engineer)
*This feature is only available via a DLC pack other than Australia's.

Summary of key strengths

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


Start Bias

None.

Uniques

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

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

Unique Unit: Eagle Warrior (Ancient era, melee infantry, replaces Warrior)
  • Costs 65 production, 260 gold or 130 faith, up from 40, 160 and 80 respectively (+62.5%)
  • 28 strength, up from 20
  • Can turn defeated non-Barbarian land military units into Builders with 3 charges
    • The chance of this occuring scales based on the strength difference between the Eagle Warrior and the unit it defeats. Scouts for example have a very high chance of being turned into Builders when defeated.
    • If you control the Pyramids wonder, Builders acquired this way will start with +1 charge.
    • The Serfdom and Public Works policy cards will not affect the number of charges captured Builders start with.
  • Costs 45 gold to upgrade to a Swordsman, down from 80 (-44%)

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

Strategy

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

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

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

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

Governments and Government Buildings
  1. Oligarchy | Warlord's Throne
  2. Merchant Republic or Theocracy | Grand Master's Chapel or Intelligence Agency
  3. Fascism | War Department
Key policy cards
  • Agoge
  • Limitanei
  • Veterancy
  • Serfdom
  • Colonial Offices
  • Public Works
Key age bonuses
  • Free Inquiry (Golden Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Hic Sunt Dracones (Golden Age)
Pantheons
  • City Patron Goddess
  • God of the Forge
  • Divine Spark
Religious beliefs
  • Burial Grounds
  • Crusade
  • Warrior Monks
Key city-states
  • Kabul
  • Stockholm
  • Toronto
Key wonders
  • Pyramids
  • Colosseum
  • Terracotta Army
Key Great People
  • Bi Sheng (Medieval Engineer)
  • El Cid (Medieval General)
  • Leif Erikson (Medieval Admiral)
  • Mimar Sinan (Renaissance Engineer)
  • Ada Lovelace (Industrial Engineer)
  • John Spilsbury (Industrial Merchant)
  • Joseph Paxton (Industrial Engineer)
  • Helena Rubenstein (Atomic Merchant)
  • Levi Strauss (Atomic Merchant)
  • Estée Lauder (Information Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

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


Start Bias

Rainforest (tier 2 - very likely)

Uniques

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

Pedro II's Leader Ability: Magnanimous
  • After acquiring a Great Person through recruitment or patronage, 20% of its Great Person Points cost is refunded.
    • This is the full 20% of the previous Great Person cost, regardless of whether you used patronage or not (for example, if the previous Great Person cost 660 points, you will start the next with 132)

Unique Unit: Minas Geraes (Industrial era, ranged naval, replaces Battleship)
  • Requires the industrial-era Nationalism civic instead of the modern-era Steel technology
    • This means the unit is constructed faster with the Press Gangs policy card (renaissance era, requires Exploration) instead of International Waters (atomic era, requires Cold War).
    • This also makes modern-era Great Admirals ineffective for them, but renaissance-era Great Admirals will boost their speed and strength.
  • Does not require coal resources to construct
  • 70 strength, up from 60
  • 75 anti-air strength, up from 65
  • 80 ranged strength, up from 70

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

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

Strategy

Brazil is the ultimate flexible hybrid civ, and can go for any victory route effectively.

The nation of Brazil has a curious niche in Civ 6 - they have a huge amount of flexibility regarding which victory route to go for, but has relatively little flexibility regarding where to build cities. You'll want as much rainforest as you can get early on regardless of your final victory path, as they'll make your districts particularly strong. For Holy Sites and Campuses, rainforests become as good as mountains. For Theatre Squares, you'll be getting adjacency bonuses most civs will never get near. The boost to Commercial Hubs is fine, but not quite as powerful.

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

This set of broad bonuses doesn't make Brazil especially strong at a particular victory path, but if you're being outmatched in one route, you can switch to another with much greater ease than most civs can. With all this being said, here's how to take Brazil to each victory route:

Cultural - While you can't improve rainforest tiles, thanks to their appeal bonus, you can use them for National Parks effectively. Meanwhile, the Great Person bonuses are an excellent source of Great Writers, Artists and Musicians.

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

Religious - Building Holy Sites surrounded by rainforest can give you a very powerful early faith output. With the Sacred Path pantheon and enough rainforest tiles, the faith output can be up there with the best religious civs. Unfortunately, Brazil's Great Person advantages are useless for Great Prophets, so you may be late to a religion.

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

Governments and Government Buildings
  1. Classical Republic | Audience Chamber or Ancestral Hall
  2. Any | Intelligence Agency or Grand Master's Chapel
  3. Any | Royal Society or War Department
Key policy cards
  • All Great Person Points-boosting wildcards
  • Natural Philosophy
  • Scripture
  • Aesthetics
  • Town Charters
  • Press Gangs
  • Economic Union
  • Five Year Plan
  • Sports Media
Key age bonuses
  • Free Inquiry (Golden Age)
  • Monasticism (Dark Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Hic Sunt Dracones (Golden Age)
Pantheons
  • City Patron Goddess
  • Divine Spark
  • Earth Goddess
  • Sacred Path
Religious beliefs
  • Burial Grounds
  • Jesuit Education
Key city-states
  • Antananarivo*
  • Babylon
  • Hong Kong
  • Stockholm
  • Toronto
  • Vilnius
Key wonders
  • Any that offer considerable Great Person Points bonuses
  • Oracle
  • Chichen Itza
  • Venetian Arsenal
  • Eiffel Tower
Key Great People
  • Bi Sheng (Medieval Engineer)
  • Hildegard of Bingen (Medieval Scientist)
  • Yi Sun-Sin (Renaissance Admiral)
  • Ada Lovelace (Industrial Engineer)
  • Alfred Nobel (Modern Scientist)
  • Alvar Aalto (Modern Engineer)
  • Janaki Ammal (Atomic Scientist)
  • Charles Correa (Information Engineer)
  • Jamseth Tata (Information Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Extremely flexible - can pursue any victory route
  • Strong Great Person generation
  • Excellent amenities output
  • Huge window of naval dominance starting in the industrial era
China


Start Bias

None.

Uniques

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

Qin Shi Huang's Leader Ability: The First Emperor
  • Builders have an additional charge (4 by default instead of 3).
    • This extra charge is kept if the Builder is captured by another civ.
  • Builders can use a charge to contribute 15% of the production cost of a wonder from the ancient or classical era.
    • This is affected by modifiers to general production and wonder production.
    • This is tied to the wonder's era, not your current era.
    • You cannot add a charge to a wonder that is not currently being worked on.
    • If you contribute more production via a charge than is needed to complete the wonder, the excess is carried over to the next thing you build.

Unique Unit: Crouching Tiger Cannon (Medieval era, ranged land, requires Machinery technology)
  • Costs 160 production/640 gold/320 faith (11% cheaper than a Crossbowman)
  • 30 strength (same as Crossbowmen)
  • Has 50 ranged strength (Crossbowmen have 40)
  • Has 2 movement points
  • Has 1 range (Crossbowmen, which arrive at the same technology, have a range of 2)
  • Maintenance cost of 3

Unique Improvement: Great Wall (Ancient era, requires Masonry technology)
  • Must be constructed on the edge of your territory, free from terrain features. You cannot have a Great Wall tile adjacent to more than two others.
  • +4 defence for units on this tile
  • +1 gold per adjacent Great Wall tile
  • Castles technology: +1 culture per adjacent Great Wall tile
  • Flight technology: Culture output added to tourism
  • Pillage yield: 50 gold

Strategy

China is best at cultural and scientific victories.

On the whole, China is a straightforward civ to pick up and play, but it comes with a notable early twist - the ability to rush pre-medieval wonders with Builders. Two Builders are enough to rush any pre-medieval wonder and still have a charge left over. Consider settling some extra cities quickly so your whole empire can train Builders and therefore contribute to wonder construction. Early wonders are worth a lot of tourism, and that only increases as you advance through the eras. It'll also be a great source of era score - a classical-era Golden Age is useful for China whether you go for Free Inquiry, Monumentality, or Pen, Brush and Voice.

With China's fairly intensive start out of the way, you can settle down to a more straightforward game. The Great Wall tile improvement acts as an early fort and can be helpful for securing chokepoints from enemy attack. Their yields are notably poor, so don't use too many Builder charges on them before the Flight technology makes them add to your tourism output.

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

Securing your empire from attack is one thing, but victory is more important. Thankfully, China's civ ability is more than up to the task. All technology and inspiration boosts are worth more, meaning you can get more technologies and civics for the same amount of culture. Fast civic gain is useful for getting a head start on some cultural wonders and tourism-boosting policy cards, but fast technology gain is even more important for scientific victories. Be sure to make good use of Spies to steal eurekas you can't easily unlock yourself - and to defend your own from being stolen.

Governments and Government Buildings
  1. Classical Republic | Ancestral Hall or Audience Chamber
  2. Merchant Republic| Intelligence Agency
  3. Democracy | National Museum or Royal Society
Key policy cards
  • Corvée
  • Ilkum
  • Inspiration
  • Aesthetics
  • Serfdom
  • Machiavellianism
  • Public Works
  • Nuclear Espionage
  • Cryptography
Key age bonuses
  • Free Inquiry (Golden Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Sky and Stars (Golden Age)
Pantheons
  • Divine Spark
  • Lady of the Reeds and Marshes
    or God of Craftsmen
    or God of the Sea
  • Monument to the Gods
Religious beliefs
  • Divine Inspiration
  • Jesuit Education
Key city-states
[list
  • Brussels
Key wonders
  • Any pre-medieval but especially:
    • Great Pyramids
    • Colosseum
    • Petra
    • Great Library
  • Broadway
Key Great People
  • Any who offer Eurekas or Inspirations
*This feature is only available via a DLC pack.

Summary of key strengths

  • Extremely effective at building wonders in the first two eras
  • Can keep up with technologies and inspirations even with relatively poor science or culture respectively.
  • Decent pre-renaissance defensive abilities
Cree


Start Bias

None.

Uniques

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

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

Unique Unit: Okihtcitaw (Ancient era, recon, replaces Scout)
  • Costs 40 production/160 gold/80 faith, up from 30 production/120 gold/60 faith (+33%)
  • 20 melee strength, up from 10
  • Starts with +1 promotion level
    • This works as if the unit got enough experience for the first promotion; subsequent ones are not any cheaper than they would be for other units.
  • Cheaper to upgrade

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

Strategy

The Cree have no definite best victory route, but cultural and scientific victories are fairly reliable choices. They also have a risky shot at the domination game early on.

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

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

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

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

Governments
and Government Buildings
  1. Classical Republic or Oligarchy | Ancestral Hall or Audience Chamber or Warlord's Throne
  2. Merchant Republic | Intelligence Agency
  3. Democracy | National History Museum or Royal Society
Key policy cards
  • Caravansaries
  • Ilkum
  • Survey
  • Serfdom
  • Triangular Trade
  • Wisselbanken
  • Arsenal of Democracy
  • Collectivisation
  • Market Economy
  • New Deal
  • Ecommerce
Key age bonuses
  • Isolationism (Dark Age)
  • Reform the Coinage (Golden Age)
Pantheons
  • God of the Open Sky
  • Goddess of Festivals
  • Goddess of the Hunt
  • Oral Tradition
  • Religious Idols
Religious beliefs
  • Stupa
  • Work Ethic
  • Zen Meditation
Key city-states
  • Antioch
  • Bandar Brunei
  • Kabul
Key wonders
  • Hanging Gardens
  • Pyramids
  • Temple of Artemis
  • Colossus
  • Terracotta Army
  • Great Zimbabwe
  • Big Ben
Key Great People
  • Zhang Qian (Classical Merchant)
  • Marco Polo (Medieval Merchant)
  • Raja Todar Mal (Renaissance Merchant)
  • John Rockefeller (Industrial Merchant)
  • Melitta Bentz (Atomic Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Very strong gold output
  • Good city growth
  • Rapid renaissance-era discovery via alliances
  • Flexible to different victory routes
Egypt


Start Bias

Floodplains (tier 2 - very likely)
Rivers (tier 5 - somewhat likely)

Uniques

Civilization Ability: Iteru
  • May construct districts and wonders on floodplains tiles assuming the floodplain is the only feature preventing construction
  • All districts and wonders construct 15% faster if positioned adjacent to a river

Cleopatra's Leader Ability: Mediterranean's Bride
  • International trade routes from Egypt to another civ or city-state provide +4 gold each.
  • International trade routes from another civ or city-state to Egypt provide +2 gold for Egypt and +2 food for them.
  • Alliances gain an extra +0.25 alliance points per turn for having at least one trade route sent to the other civ.
  • Alliances gain an extra +0.25 alliance points per turn for having at least one trade route incoming from the other civ.

Unique Unit: Maryannu Chariot Archer (Ancient era, ranged land, replaces Heavy Chariot)
  • Costs 120 production/480 gold/240 faith, up from 65/260/130 respectively (+85%)
  • 25 melee strength, down from 28
  • 2 gold per turn maintenance cost, up from 1
  • Unable to capture cities
  • -17 strength vs. city defences
  • Does not exert zone of control
  • Classified as ranged rather than heavy cavalry, providing a different set of promotions and changing which default bonuses/penalties apply to it.
  • Upgrades to Crossbowmen instead of Knights
  • Obsoletes at Machinery instead of Stirrups (both medieval-era technologies)
  • Has a ranged attack (35 strength, 2 range)
  • No vulnerability to anti-cavalry units (e.g. Spearmen)
  • +2 movement if starting on flat terrain rather than +1

Unique Improvement: Sphinx (Ancient era, requires Craftmanship civic)
  • Must be constructed on a tile within your own lands without marsh, woods or rainforest.
  • +1 culture, +1 faith
  • +1 appeal to adjacent tiles
  • +2 faith if adjacent to a wonder (does not stack)
  • Natural History civic: +1 culture
  • Flight technology: Culture output added to tourism
  • Pillage yield: 25 faith

Strategy

Egypt is best at cultural and religious victories.

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

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

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

Sphinxes are useful for both cultural and religious victories. At first, Sphinxes should generally only be constructed adjacent to wonders to ensure a decent yield, but later in the game, even the unboosted ones can be useful for a small amount of tourism to complement tourism generated by wonders. They're also one of the few tile improvements that can be constructed on desert tiles, making them ideal for spamming near a Petra city. Religious players will obviously want to use the faith to buy religious units, while cultural civs can really help get their development off the ground with the Monumentality Golden Age dedication bonus, which allows you to purchase civilian units with faith.

Governments and government buildings
  1. Autocracy or Classical Republic | Audience Chamber
  2. Theocracy or Merchant Republic | Intelligence Agency
  3. Communism or Democracy | Any
Key policy cards
  • Agoge
  • Caravansaries
  • Corvée
  • Gothic Architecture
  • Trade Federation
  • Triangular Trade
  • Wisselbanken
  • Skyscrapers
  • Arsenal of Democracy
  • Market Economy
  • Ecommerce
  • Online Communities
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Reform the Coinage (Golden Age)
  • Robber Barons (Dark Age)
  • Heartbeat of Steam (Golden Age)
  • Wish You Were Here (Golden Age)
Pantheons
  • Desert Folklore
  • Divine Spark
  • Earth Goddess
  • Lady of the Reeds and Marshes
  • Monument to the Gods
  • River Goddess
Religious beliefs
  • Divine Inspiration
  • Jesuit Education
  • Meeting House
  • Work Ethic
Key city-states
  • Bandar Brunei
  • Brussels
  • Kumasi
  • Mitla*
  • Muscat*
  • Valletta
  • Venice
Key wonders
  • Great Pyramids
  • Hanging Gardens
  • Oracle
  • Stonehenge
  • Temple of Artemis
  • Apadana*
  • Colossus
  • Jebel Barkal*
  • Petra
  • Great Zimbabwe
  • Taj Mahal
  • Ruhr Valley
  • Eiffel Tower
Key Great People
  • Zhang Qian (Classical Merchant)
  • Bi Sheng (Medieval Engineer)
  • Isidore of Miletus (Medieval Engineer)
  • Marco Polo (Medieval Merchant)
  • Filippo Brunelleschi (Renaissance Engineer)
  • Ada Lovelace (Industrial Engineer)
  • Gustave Eiffel (Industrial Engineer)
  • Alvar Aalto (Modern Engineer)
  • John Rockefeller (Modern Merchant)
  • Sarah Breedlove (Modern Merchant)
  • Melitta Bentz (Atomic Merchant)
  • Charles Correa (Information Engineer)
  • Jamseth Tata (Information Merchant)
  • Masaru Ibuka (Information Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Range of early bonuses can make Egypt unpredictable early on
  • Decent early-rush potential
  • Consistently effective wonder construction
  • Good at both wonder-centric and terrain-centric approaches to cultural victory
England

Start Bias

Coastal (tier 3 - likely)

Uniques

Civilization Ability: British Museum
  • Archaeological Museums built by England have six slots for artefacts, up from three.
  • Theming bonuses for Archaeological Museums require all six slots to be filled instead of needing three artefacts of the same era from different civs.
    • The era or civ does not matter for England; the theming bonus is only achieved when all six slots are filled.
    • The theming bonus doubles the culture and tourism output of the artefacts present in the Archaeological Museum, as usual.
  • Archaeologists may excavate up to six artefacts, up from three
  • Cities with an Archaeological Museum may train a second Archaeologist. The two archaeologists are still capped at a maximum of six excavations between them, and using up the last charge on one will remove them both from the game.
  • All of these changes do not apply for Archaeological Museums originally built by other civilizations, and English Archaeological Museums keep their advantages even if other civs capture them.

Victoria's Leader Ability: Pax Britannica
  • Founding a city on a continent other than the one containing your capital grants you a free melee infantry unit.
    • This bonus does not function in duel-size maps as they only have one continent.
    • The free unit will be the strongest you can currently construct based on your technology; strategic resource requirements are ignored.
    • The free unit will start will full health and can move and fight immediately.
    • Cities may be not be captured or received in a deal.
  • Constructing a Royal Navy Dockyard in a city on a continent not containing your capital also grants you a free melee infantry unit.

Victoria's Unique Unit: Redcoat (Industrial era, melee infantry, requires Military Science technology)
  • Costs 340 production/1360 gold/680 faith
  • Does not require resources to train
  • Maintenance cost of 5
  • Has 65 strength (10 more than a Musketman)
  • Has 2 movement points
  • +10 strength on a continent not containing your capital
  • Disembarking costs just one movement point

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

Unique District: Royal Navy Dockyard (Classical era, replaces Harbour)
  • -50% production cost
  • +2 gold adjacency bonus and +4 loyalty per turn when constructed on a continent not containing your capital
    • Duel-size maps only have one continent so this bonus cannot be used there.
  • 2 Great Admiral Points per turn, up from 1
  • All naval units built or purchased in this city have +1 movement point
    • This is retained when the units are upgraded.

Strategy

England is best at domination and cultural victories.

The Royal Navy Dockyard is the cornerstone of England's bonuses, with a variety of helpful bonuses. Building one in a city, followed by a couple of Galleys can get your exploration off to a great start. Try and find a new continent, and settle it extensively. The Ancestral Hall Government Plaza building will give those cities Builders; use them to chop down woods and/or forests to rush more Royal Navy Dockyards with. Getting the Free Inquiry Golden Age dedication in the classical or medieval era will cause those cities to provide you with lots of science. Get some Monuments as well to help you get through key civics - the Naval Infrastructure policy card available at the medieval-era Naval Tradition civic doubles Royal Navy Dockyard adjacency, boosting the science from Free Inquiry further.

Free Inquiry's science boost can allow you to beeline the Military Science technology. Settling cities on foreign continents after getting the technology will allow you to get Redcoats for free, giving you a substantial military advantage over your rivals. Don't forget to bring some siege support! Cities you capture with Harbours will be converted into Royal Navy Dockyards, providing you with plenty of loyalty to support them. Meanwhile, Sea Dogs can convert enemy naval units to your side, allowing you to develop a good navy without too much investment.

Victoria's leader ability and Sea Dogs together allow you to engage in warfare at a relatively low production cost. That allows you to invest in other pursuits - such as archaeology. Build lots of Archaeological Museums and enjoy double the capacity for artefacts with a much easier to achieve theming bonus. While you can build two Archaeologists per Archaeological Museum as England, it's usually better to just have one as it'll still last until the museum is full.

Governments and Government Buildings
  1. Classical Republic | Ancestral Hall
  2. Merchant Republic | Intelligence Agency
  3. Fascism or Democracy | War Department or National History Museum
Key policy cards
  • Caravansaries
  • Colonisation
  • Maritime Industries
  • Naval Infrastructure
  • Colonial Offices
  • Logistics
  • Press Gangs
  • Colonial Taxes
  • Expropriation
  • Grand Armee
  • Public Works
  • Economic Union
  • Levee en Masse
  • Heritage Tourism
  • Online Communities
Key age bonuses
  • Free Inquiry (Golden Age)
  • Hic Sunt Dracones (Golden Age)
Pantheons
  • City Patron Goddess
  • God of the Sea
Religious beliefs
  • Jesuit Education
  • Religious Colonisation
Key city-states
  • Antananarivo*
  • Auckland*
  • Babylon
  • Lisbon
  • Nan Madol
Key wonders
  • Great Lighthouse
  • Mausoleum at Halicarnassus*
  • Terracotta Army
  • Casa de Contratación
  • Forbidden City
  • Venetian Arsenal
  • Hermitage
  • Statue of Liberty
Key Great People
  • Gaius Duilius (Classical Admiral)
  • Themistocles (Classical Admiral)
  • Æthelflæd (Medieval General)
  • Leif Erikson (Medieval Admiral)
  • Ferdinand Magellan (Renaissance Admiral)
  • Santa Cruz (Renaissance Admiral)
  • Yi Sun-Sin (Renaissance Admiral)
  • Simon Bolivar (Industrial General)
  • Togo Heihachiro (Modern Admiral)
  • Mary Leakey (Atomic Scientist)
  • Melitta Bentz (Atomic Merchant)
  • Sudirman (Atomic General)
*This feature is only available via a DLC pack.

Summary of key strengths
  • Huge science potential without Campuses via the Free Inquiry dedication
  • Strong naval presence, especially in the renaissance era
  • Can wage war without needing much production
France


Start Bias

Rivers (tier 3 - likely)

Uniques

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

Catherine de Medici's Leader Ability: Catherine's Flying Squadron
  • +1 level of diplomatic visibility to all met civilizations
  • +1 Spy capacity at the Castles technology, and gain a free Spy
  • All new Spies start at the Agent level with a free promotion (+1 level compared to normal)

Unique Unit: Garde Impériale (Industrial era, melee infantry, requires Military Science technology)
  • Costs 340 production/1360 gold/680 faith
  • Has 65 strength (10 more than a Musketman)
  • Has 2 movement points
  • Maintenance cost of 5
  • +10 strength on the continent containing your capital
  • Gains +10 Great General Points when it kills a unit

Unique Improvement: Chateau (Renaissance era, requires Humanism civic)
  • Must be constructed on a riverside tile within your own lands without woods, rainforest, marsh or floodplains.
  • +2 culture
  • +1 appeal to adjacent tiles
  • +2 culture if adjacent to a wonder (does not stack)
  • +1 gold if adjacent to a luxury resource (does not stack)
  • Flight technology: Culture output added to tourism
  • Pillage yield: 25 faith

Strategy

France is by far most effective at cultural victories.

The key objectives of a French game are simple - get as many wonders as possible, and through them gain as much tourism as possible. Unlike China and Egypt, the other major wonder-builders, France doesn't have a demanding start to get through so use that time to expand your empire. Space your cities apart so there's more space for wonders and farms to grow the cities with. Look out for rivers as your Chateaux will need them later. Your diplomatic visibility bonus will provide extra strength to either keep you defended or support a bit of early warfare.

You way want to consider beelining Military Science for Garde Impériale units, picking up wonders like the Forbidden City along the way. Once they're unlocked, focus on getting a decent-sized force built along with some siege support. Yes, that means putting off wonder construction, but you can get back to that later. The force will be able to sweep across your home continent and crucially take wonders off your neighbours. The amount of tourism wonders generate is based on the difference between the era they first come available and the current era - so consider beelining Robotics or Telecommunications once Military Science is done in order to bring yourself into the information era quickly and maximise tourism.

Capturing wonders not only gives you tourism at the expense of other civs, but it also helpfully spreads your wonders out throughout your empire so you can make use of more Chateaux. Avoid building too many Chateaux lacking wonder adjacency until you have the Flight technology, when they start adding to tourism.

France gets substantial espionage bonuses as well. Once you have the Printing technology, you'll know when any met civ in the game has started construction on a wonder, allowing you to react accordingly to ensure you take it. The Printing technology, a delegation or embassy at a civ and a trade route is all you need to reach the maximum level of diplomatic access, which tells you exactly when the other civ is building nukes or starting projects (such as those needed for scientific victory). Furthermore, an extra Spy can be amazing for setting back other civs without going to war, or for stealing Great Works. Knowing when another civ is starting work on missions to Mars and having the Spies to disrupt it can save you from defeat.

Governments and Government Buildings
  1. Classical Republic or Autocracy | Audience Chamber
  2. Merchant Republic or Monarchy | Intelligence Agency
  3. Democracy or Communism | National History Museum
Key policy cards
  • Aesthetics
  • Gothic Architecture
  • Serfdom
  • Machiavellianism
  • Grand Armee
  • Skyscrapers
  • Nuclear Espionage
  • Police State
  • Cryptography
Key age bonuses
  • Heartbeat of Steam (Golden Age)
  • Wish You Were Here (Golden Age)
  • Bodyguard of Lies (Golden Age)
Pantheons
  • (Any food or production boost)
  • Earth Goddess
Religious beliefs
  • Defender of the Faith
  • Divine Inspiration
Key city-states
  • Brussels
  • Mitla*
Key wonders
  • Apadana*
  • Temple of Artemis
  • Mausoleum at Halicarnassus*
  • Any medieval to industrial, but especially:
    • Alhambra
    • Forbidden City
    • Potala Palace
    • Ruhr Valley
    • Taj Mahal
  • Eiffel Tower
Key Great People
  • Æthelflæd (Medieval General)
  • Bi Sheng (Medieval Engineer)
  • Isidore of Miletus (Medieval Engineer)
  • Filippo Brunelleschi (Renaissance Engineer)
  • Gustave Eiffel (Industrial Engineer)
  • Alvar Aalto (Modern Engineer)
  • Mary Katherine Goddard (Modern Merchant)
  • Charles Correa (Information Engineer)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Less demanding start than other wonder-centric civs
  • Strong tourism output
  • Good defence (both military and espionage) especially in the second half of the game
  • Espionage advantages make France unusually effective against scientific civs
Georgia


Start Bias

None.

Uniques

Civilization Ability: Strength in Unity
  • Golden and Heroic Age dedications also provide their Normal Age era score bonuses.

Tamar's Leader Ability: Glory of the World, Kingdom and Faith
  • Whenever you gain an envoy in a city-state following your founded majority religion, gain an additional envoy.
    • This does not affect Amani (the Diplomat)'s +2 envoy boost when present in a city-state.
    • This takes effect after the effect of the Religious Unity founder belief, so it will always create two envoys instead of one.
    • Sending your first envoy to a city-state with your religion present while you have the Diplomatic League policy card active will only grant three envoys, not four.
  • Declaring a Protectorate war grants 10 turns of +100% faith in all cities.
    • This does not affect faith that is applied at the empire level, such as the Pilgrimage founder belief.

Unique Unit: Khevsur (Medieval era, melee infantry, requires Military Tactics technology)
  • Costs 160 production/640 gold/320 faith (Swordsmen cost 90/360/180; Musketmen cost 240/960/480)
  • No resource requirement
  • Has a maintenance cost of 3
  • 45 strength, 9 more than Swordsmen and 10 less than Musketmen
  • +7 strength when attacking into or defending on hill tiles
  • 2 movement points
  • Hill tiles cost 1 movement point to enter instead of 2.

Unique Building: Tsikhe (Renaissance era, replaces Renaissance Walls)
  • Costs 265 production/530 faith, down from 305/610 respectively (-13%)
  • Provides 3 faith per turn

Strategy

Georgia is best at religious victories.

Every Golden Age you enter increases the threshold to the next one, making it hard to chain them together. For Georgia, however, you can keep the era score of a dedication bonus while picking up its Golden Age bonus, making it much easier to keep up a constant Golden Age. Aside from being great for keeping your dedication bonuses afloat, it also keeps your loyalty pressure high.

Spread your religion to city-states, and delegates you send there are doubled. That can get you to the 3 and 6-envoy thresholds quickly, granting you all sorts of advantages for cities with the corresponding buildings. If a rival civ tries to take over the city-states you're suzerain over, you can declare a Protectorate war for ten turns of +100% faith output, as a reasonable bit of compensation. Spreading your religion to civs you're at war with is a great source of era score - something that nicely ties the civ's various bonuses together.

A small number of Khevsurs together with the Oligarchy government and its legacy card can be effective defenders for your empire, especially on hills, and aren't so bad at attacking, either. While not as strong as Japan's Samurai, they're more mobile.

Even if it's just a stopgap option on the way to Theocracy, the Monarchy government works well for Georgia. Better walls help you on the way to the Tsikhe UB and its faith bonus, while a huge bonus to influence point gain goes well with Tamar's leader ability.

Governments
and Government Buildings
  1. Oligarchy or Classical Republic | Ancestral Hall
  2. Monarchy or Theocracy | Any
  3. Democracy | War Department
Key policy cards
  • Discipline
  • Revelation
  • Charismatic Leader
  • Diplomatic League
  • Limes
  • Feudal Contract
  • Gothic Architecture
  • Merchant Confederation
  • Military Research
  • Skyscrapers
  • Gunboat Diplomacy
  • Containment
Key age bonuses
  • Monumentality (Golden Age/Dedication)
  • Exodus of the Evangelists (Golden Age/Dedication)
Pantheons
  • Divine Spark
  • Initiation Rites
Religious beliefs
  • Dar-e Mehr
  • Divine Inspiration
  • Papal Primacy
  • Religious Unity
  • Synagogue
Key city-states
  • Brussels
  • Valletta
Key wonders
  • Stonehenge
  • Apadana
  • Jebel Barkal*
  • Kilwa Kisiwani
  • Potala Palace
  • Taj Mahal
Key Great People
  • Isidore of Miletus (Medieval Engineer)
  • James of St. George (Medieval Engineer)
  • Piero de' Bardi (Medieval Merchant)
  • Zheng He (Medieval Admiral)
  • Ana Nzinga (Renaissance General)
  • Filippo Brunelleschi (Renaissance Engineer)
  • Jakob Fugger (Renaissance Merchant)
  • Raja Todar Mal (Renaissance Merchant)
  • Gustave Eiffel (Industrial Engineer)
  • John Jacob Astor (Industrial Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Maintains Golden Ages; hence has consistently strong loyalty
  • Unrivalled potential for generating envoys; can be suzerain over high numbers of city-states
Germany


Start Bias

None.

Uniques

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

Frederick Barbarossa's Leader Ability: Holy Roman Emperor
  • All governments receive an extra military policy card slot.
  • All military units have a +7 strength bonus against city-states and their units.

Unique Unit: U-Boat (Modern era, naval raider, replaces Submarine)
  • More expensive to upgrade to a Nuclear Submarine
  • Cheaper to upgrade from a Privateer
  • Costs 430 production or 1720 gold, down from 480 production or 1920 gold.
  • 3 sight, up from 2.
  • +10 strength and ranged strength when fighting in ocean tiles, based on where the defending unit is located

Unique District: Hansa (Medieval era, replaces Industrial Zone)
  • Does not provide a production bonus from adjacent mines and quarries
  • -50% production cost
  • +2 production per adjacent Commercial Hub district
  • +1 production per adjacent bonus, luxury or strategic resource, or antiquity site

Strategy

Germany is best at scientific and domination victories.

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

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

U-Boats are a bit of a niche unit as UUs go, but they still perform admirably in the role of intercepting enemy fleets before they can reach your shores. With an extended sight range, you can keep a lot of ocean visible ensuring you know exactly what their attack angle will be.

Governments and Government Buildings
  1. Classical Republic or Oligarchy | Any
  2. Merchant Republic | Intelligence Agency
  3. Any | Royal Society or War Department
Key policy cards
  • Limitanei
  • Insulae
  • Praetorium
  • Craftsmen
  • Medina Quarter
  • Meritocracy
  • Liberalism
  • Machiavellianism
  • Total War
  • Collectivisation
  • Five Year Plan
  • New Deal
  • Cryptography
  • Integrated Space Cell
  • International Waters
  • Communications Office
Key age bonuses
  • Free Inquiry (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Heartbeat of Steam (Golden Age)
  • Collectivism (Dark Age)
Pantheons
  • City Patron Goddess
  • Goddess of the Hunt
  • Goddess of Festivals
  • God of the Forge
Religious beliefs
  • Stewardship
  • Work Ethic
  • Zen Meditation
Key city-states
  • Muscat*
  • Stockholm
Key wonders
  • Mausoleum at Halicarnassus*
  • Great Zimbabwe
  • Venetian Arsenal
  • Ruhr Valley
  • Amundsen-Scott Research Station
Key Great People
  • Mimar Sinan (Renaissance Engineer)
  • James Watt (Industrial Engineer)
  • Nikola Tesla (Modern Engineer)
  • Robert Goddard (Modern Engineer)
  • Chester Nimitz (Atomic Admiral)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)
  • Stephanie Kwolek (Information Scientist)
  • Masaru Ibuka (Information Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Reasonable early expansion potential via bonuses against city-states
  • Powerful production; among the game's best
  • Great at city development and can make effective cities even with low food or housing
Greece


Start Bias

Desert Hills
Grassland Hills
Plains Hills
Tundra Hills

All biases are tier 3, making it likely you'll get at least one of these.

Uniques

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

Gorgo's Leader Ability: Thermopylae
  • Killing military units provides culture equal to 50% of their melee strength.

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

Unique Unit: Hoplite (Ancient era, anti-cavalry, replaces Spearman)
  • +10 strength when adjacent to another Hoplite

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

Strategy

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

An early wildcard slot offers a lot of flexibility, especially early in the game. If you like, you can take the Mysticism civic and pick up Inspiration for early Great Scientist Points, or Relevation for bonus Great Prophet Points. If you enter an early dark age, you can take one of their powerful wildcards and a government legacy card at the same time. Later on, the Monarchy government becomes much easier to use, letting you really make use of the defensive building production and influence gain bonuses - both of which go well with the Acropolis district.

The Hoplite unique unit offers a good amount of strength at a low cost. Two adjacent to each other have almost as much strength as a Swordsman, and can stand up to even Knights reasonably effectively. Gorgo can take them on the offensive to pick off some cities and kill units for culture, while Pericles might want to show a bit more restraint. Gorgo's warfare can get her to a classical-era government much sooner than most civs can manage - take Oligarchy and you'll make Hoplites even stronger.

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

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

Governments and government buildings
  1. Oligarchy or Classical Republic (Pericles) | Warlord's Throne (Gorgo) or Ancestral Hall (Pericles)
  2. Merchant Republic (Gorgo) or Monarchy (Pericles) | Any
  3. Fascism (Gorgo) or Communism (Gorgo) or Democracy (Pericles) | War Department (Gorgo) or National History Museum
Key policy cards
  • Agoge
  • Inspiration
  • Limitanei
  • Relevation
  • Charismatic Leader
  • Diplomatic League
  • Praetorium (Gorgo)
  • Aesthetics
  • Merchant Confederation
  • Grand Opera
  • Gunboat Diplomacy
  • Defence of the Motherland (Gorgo)
  • Containment
  • Heritage Tourism
  • Satellite Broadcasts
  • Sports Media
  • International Space Agency
Key age bonuses
  • Pen, Brush and Voice (Golden Age)
  • Twilight Valour (Dark Age)
Pantheons
  • Divine Spark
  • God of the Forge
  • God of War (Gorgo)
Religious beliefs
  • Lay Ministry
  • Papal Primacy
  • Religious Unity
  • Jesuit Education
  • Zen Meditation
Key city-states
  • Antananarivo*
  • Grenada* (Pericles)
  • Kumasi
  • Stockholm
  • Vilnius
Key wonders
  • Oracle
  • Apadana*
  • Terracotta Army
  • Alhambra
  • Kilwa Kisiwani
  • Forbidden City
  • Potala Palace
  • Big Ben
  • Bolshoi Theatre
  • Hermitage
  • Broadway
Key Great People
  • Bi Sheng (Medieval Engineer)
  • Piero de' Bardi (Medieval Merchant)
  • Zheng He (Medieval Admiral)
  • Jakob Fugger (Renaissance Merchant)
  • Adam Smith (Industrial Merchant)
  • John Jacob Astor (Industrial Merchant)
  • Simón Bolivar (Industrial General)
  • Joaquim Marques Lisboa (Modern Admiral) (Gorgo)
  • Mary Leakey (Atomic Scientist)
*This feature is only available via a DLC pack.

Summary of key strengths
  • Strong early-game thanks to the immediate wildcard policy card
  • Reasonable early-rush potential
  • Very high culture output
  • Strong city-state envoy gain
India


Start Bias

None.

Uniques

Civilization Ability: Dharma
  • May use the follower beliefs of all religions present in a city, regardless of the religion's founder.

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

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

Unique Unit: Varu (Classical era, heavy cavalry, requires Horseback Riding technology)
  • Classed as heavy cavalry, unlike Horsemen which arrive at the same technology
  • 40 strength, 4 higher than Horsemen but 8 lower than Knights
  • Only two movement points, two less than Horsemen or Knights
  • Sight range of 3 (most land units have a sight of 2)
  • Reduces the strength of adjacent enemy units by 5
    • This stacks with other Varu. An enemy unit completely surrounded with Varu will have a -30 strength penalty!
    • This does not function against cities and encampment districts.
  • Costs 120 production, 50% more than Horsemen at 80.
  • Maintenance cost of 3, 50% more than Horsemen at 2.

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

Strategy

Gandhi's India is best at religious victories. Chandragupta's India is best at domination victories.

The Stepwell improvement gets India off to a great start. So long as they're adjacent to a farm, they offer double the yield that a farm does until the medieval era, really helping your cities to grow. You'll need some early Holy Sites to secure a religion, seeing as India lacks a direct advantage to Great Prophet Point accumulation, but thankfully it'll only make Stepwells even better by adding faith. The modern-era Replaceable Parts technology will make farms produce more food than Stepwells, but Sanitation's bonus to housing makes them offer far more housing than any other tile improvement in the game, helping you support huge cities.

Huge cities will find it easier to use India's civ ability, which lets you use the follower beliefs of all religions present in a city no matter how few people follow it. If your religion is strong, try sending trade routes to cities with rival religions to get a little pressure for them in your own cities. If your religion is weak or you lack one, your land might end up a religious battleground, providing you with plenty of bonuses. Alternatively, Chandragupta's conquests can provide you with cities with rival religions present, ready for partial conversion.

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

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

Governments and government buildings
  1. Autocracy (Chandragupta) or Oligarchy (Chandragupta) or Classical Republic (Gandhi) | Warlord's Throne (Chandragupta) or Audience Chamber (Gandhi) or Ancestral Hall (Gandhi)
  2. Theocracy | Grand Master's Chapel (Chandragupta) or Intelligence Agency (Gandhi)
  3. Fascism (Chandragupta) or Democracy (Gandhi) | War Department (Chandragupta) or Royal Society (Gandhi)
Key policy cards
  • Conscription
  • Ilkum
  • Manoeuvre
  • Strategos (Chandragupta)
  • Retainers
  • Liberalism
  • Wisselbanken (Gandhi)
  • Arsenal of Democracy (Gandhi)
  • Collectivisation
  • Defence of the Motherland
  • Martial Law (Chandragupta)
  • New Deal
  • Propaganda (Chandragupta)
  • Sports Media
Pantheons
  • Divine Spark
  • Fertility Rites
  • God of the Forge
  • God of Healing (Chandragupta)
  • Goddess of the Hunt
  • Goddess of Festivals
  • River Goddess
Religious beliefs
  • Burial Grounds
  • Feed the World
  • Gurdwara
  • Holy Order (Gandhi)
  • Pagoda
  • Religious Community
  • Stupa
  • Warrior Monks (Chandragupta)
  • Zen Meditation
Key city-states
  • Buenos Aires
  • Jerusalem
  • Mitla*
  • Muscat*
  • Yerevan (Gandhi)
  • Zanzibar
Key wonders
  • Hanging Gardens
  • Stonehenge (Gandhi)
  • Temple of Artemis
  • Colosseum
  • Jebel Barkal*
  • Mahabodhi Temple (Gandhi)
  • Mont St. Michel
  • Estádio do Maracanã
Key Great People
  • El Cid (Medieval General)
  • Hildegard of Bingen (Medieval Scientist) (Gandhi)
  • John Spilsbury (Industrial Merchant)
  • Joseph Paxton (Industrial Engineer)
  • Joaquim Marques Lisboa (Modern Admiral)
  • Helena Rubenstein (Atomic Merchant)
  • Jane Drew (Atomic Engineer)
  • Levi Strauss (Atomic Merchant)
  • Estée Lauder (Information Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Can grow cities quickly very early in the game thanks to Stepwells
  • Good defence, especially in the classical and medieval eras
  • Powerful and fast classical-era warfare with Chandragupta
Indonesia


Note: To play as Indonesia, you must have the Khmer and Indonesia Civilization and Scenario Pack.

Start Bias

Coastal (tier 2 - very likely)

Uniques

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

Gitarja's Leader Ability: Exalted Goddess of the Three Worlds
  • City centres adjacent to lake or coast tiles gain +2 faith.
  • Naval melee, ranged, raider and carrier units may be purchased with faith
    • Like other faith purchases, these costs can be reduced with the Theocracy government.
    • As with gold purchasing, the Venetian Arsenal wonder will not give you double quantities of faith-purchased naval units and there is no discount to purchasing fleets/armadas in cities with Seaports.
  • Embarking and disembarking religious units costs just one movement point
    • Units always end up with fewer movement points remaining after embarking or disembarking regardless of whether or not their maximum movement points changed in the process.

Unique Unit: Jong (Medieval era, ranged naval, replaces Frigate)
  • Unlocked with the medieval-era Mercenaries civic instead of the renaissance-era Square Rigging technology
    • This means the unit has no policy card that can boost its production, unlike regular Frigates
    • This also makes renaissance-era Great Admirals ineffective for them, but classical-era Great Admirals will boost their speed and strength.
  • Costs 300 production, 1200 gold and 600 faith, up from 280, 1120 and 560 respectively.
  • More expensive to upgrade to from a Quadrireme
  • 5 movement points, up from 4
  • +5 strength when in formation
  • Formation units inherit the Jong's movement speed
    • To use this ability, move the Jong, not the unit it's in formation with.
    • This works even if the formation unit has no remaining movement points.
    • This cannot be used to boost the movement speed of embarked religious units.
  • Cheaper to upgrade

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

Strategy

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

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

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

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

If domination isn't for you, Indonesia has alternative options. Religious units can disembark and embark quickly, which saves a little time in the religious game, while Kampungs can offer tourism with the flight technology to help towards cultural victory.

Governments and government buildings
  1. Classical Republic | Ancestral Hall
  2. Merchant Republic or Theocracy | Intelligence Agency
  3. Fascism or Democracy | War Department or National History Museum
Key policy cards
  • Ilkum
  • Limitanei
  • Maritime Industries
  • Praetorium
  • Professional Army
  • Retainers
  • Serfdom
  • Colonial Offices
  • Liberalism
  • Logistics
  • Colonial Taxes
  • Public Works
  • Martial Law
  • New Deal
  • Propaganda
  • Sports Media
  • Communications Office
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Letters of Marque (Dark Age)
  • Hic Sunt Dracones (Golden Age)
Pantheons
  • Divine Spark
  • Earth Goddess
  • God of Healing
  • God of the Sea
  • River Goddess
Religious beliefs
  • Choral Music
  • Dar-e Mehr
  • Missionary Zeal
  • Stupa
  • Synagogue
  • Zen Meditation
Key city-states
  • Auckland*
  • Buenos Aires
  • Muscat*
  • Nan Madol
  • Zanzibar
Key wonders
  • Hanging Gardens
  • Pyramids
  • Great Lighthouse
  • Mausoleum at Halicarnassus*
  • Huey Teocalli
  • Casa de Contratación
  • Venetian Arsenal
  • Estádio do Maracanã
Key Great People
  • (Any that provide bonus loyalty)
  • Gaius Duilius (Classical Admiral)
  • Leif Erikson (Medieval Admiral)
  • Mimar Sinan (Renaissance Engineer)
  • Santa Cruz (Renaissance Admiral)
  • Yi Sun-Sin (Renaissance Admiral)
  • Horatio Nelson (Industrial Admiral)
  • James Young (Industrial Scientist)
  • Joesph Paxton (Industrial Engineer)
  • John Spilsbury (Industrial Merchant)
  • Joaquim Marques Lisboa (Modern Admiral)
  • Helena Rubenstein (Atomic Merchant)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)
  • Levi Strauss (Atomic Merchant)
  • Estée Lauder (Information Merchant)
  • Jamseth Tata (Information Merchant)
  • Masaru Ibuka (Information Merchant)
*This feature is only available via a DLC pack other than Indonesia's.

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


Start Bias

None.

Uniques

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

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

Unique Unit: Samurai (Medieval era, melee infantry, requires Military Tactics technology)
  • Costs 160 production/640 gold/320 faith
  • Does not require resources to build
  • Maintenance cost of 3
  • Has 48 strength, 12 more than classical-era Swordsmen and 7 less than renaissance-era Musketmen
  • Has 2 movement points
  • Does not lose strength when injured

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

Strategy

Japan is reasonably balanced at all four main victory routes. Domination is their strongest route.

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

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

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

Samurai also are great for going on the warpath. With the Oligarchy government and its legacy card, they're stronger than unboosted Musketmen, and combined with Battering Rams or Siege Towers they can rip apart city defences quickly. By retaining their full strength when injured, they're particularly resilient in combat and will serve you well until industrial-era units become commonplace.

Governments and government buildings
  1. Oligarchy | Warlord's Throne
  2. Merchant Republic or Theocracy | Intelligence Agency or Grand Master's Chapel
  3. Fascism or Democracy | Any
Key policy cards
  • (Any that boost adjacency bonuses or building yields for having high district adjacency)
  • Limitanei
  • Praetorium
  • Veterancy
  • Feudal Contract
  • Liberalism
  • Machiavellianism
  • New Deal
  • Police State
  • Cryptography
  • Communications Office
Key age bonuses
  • Monasticism (Dark Age)
  • Free Inquiry (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Heartbeat of Steam (Golden Age)
  • To Arms! (Golden Age)
  • Collectivism (Dark Age)
Pantheons
  • City Patron Goddess
  • Divine Spark
  • God of Healing
  • God of the Sea
Religious beliefs
  • Burial Grounds
  • Stewardship
  • Stupa
  • Jesuit Education
  • Zen Meditation
Key city-states
  • Kabul
  • Muscat*
  • Toronto
  • Valletta
  • Vilnius
Key wonders
  • Temple of Artemis
  • Colosseum
  • Alhambra
  • Angkor Wat*
Key Great People
  • (Any that provide loyalty)
  • Bi Sheng (Medieval Engineer)
  • Hildegard of Bingen (Medieval Scientist)
  • Leonardo da Vinci (Renaissance Engineer)
  • James Watt (Industrial Engineer)
  • Nikola Tesla (Modern Engineer)
  • Jamseth Tata (Information Merchant)
  • Masaru Ibuka (Information Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Versatility - can push for any victory route fairly equally
  • Strong defence against naval civs
  • Decent medieval-era warfare potential
  • Good district yields without needing much land
Khmer


Note: To play as the Khmer, you must have the Khmer and Indonesia Civilization and Scenario Pack.

Start Bias

Rivers (tier 3 - likely)

Uniques

Civilization Ability: Grand Barays
  • All Aqueducts offer +3 faith and +1 amenity in addition to their normal yields
  • Farms adjacent to Aqueducts gain an additional +2 food

Jayavarman VII's Leader Ability: Monasteries of the King
  • Constructing a Holy Site district causes a culture bomb, granting you all surrounding tiles.
    • Only tiles that are within the workable range of the tile's city will be granted (in other words, they must be within a 3-tile radius from the city centre).
    • This includes tiles from other civs, but will incur a diplomatic penalty if you steal tiles off them this way. Taking land from city-states has no penalty.
    • Tiles stolen containing non-unique tile improvements will retain them.
    • Tiles containing completed districts, wonders or national parks will not be stolen, but incomplete ones will be, destroying them.
  • Holy Sites adjacent to rivers provide +2 food and +1 housing, even when pillaged

Unique Unit: Domrey (Medieval era, siege, requires Military Engineering technology)
  • Costs 220 production/880 gold/440 faith
  • Maintenance cost of 3.
  • Has 33 strength, exactly half way between a Catapult (23) and Bombard (43)
  • Has 45 bombard strength, exactly half way between a Catapult (35) and Bombard (55)
  • 2 movement points
  • 2 attack range
  • Imposes zone of control, unlike other siege units
  • May attack after moving for just 1 movement point
    • This bonus functions identically to the Expert Crew promotion, making that promotion useless to Domreys.

Unique Building: Prasat (Classical era, requires Holy Site district with a Shrine, replaces Temple)
  • 2 relic slots, up from 1
  • All Missionaries and Gurus trained in this city have the Martyr promotion, granting you a relic if they are killed in theological combat, unless all 24 relics in the game have been claimed already.

Strategy

The Khmer are best at cultural and religious victories, and their strengths at both are closely intertwined.

Getting an early religion is much less of a hassle thanks to the bonus to food and housing from Holy Sites. With the additional food and amenity from Aqueducts as well, you can produce some good-sized cities fairly early on, though getting the full potential out of these abilities requires rather tricky city and district placement. Fairly rapid early expansion to take riverside city spots is a good idea, and it'll also help maximise your Great Prophet Points generation.

Founding a religion reasonably early is important for the Khmer in order to take the powerful Reliquaries founder belief, which triples the faith and tourism output of relics. The Prasat UB makes obtaining relics very easy - simply spam Missionaries and send them to the lands of a religious rival, and wait for their Inquisitors or Apostles to arrive to kill them. If your rivals get wise to that and refuse to kill your religious units, you can simply use your bonus Aqueduct faith and high number of Holy Sites to help push for a religious victory.

Domreys are the odd one out among Khmer uniques, but they're still very useful. Being able to fire after attacking makes them exceptionally good at tearing down enemy city defences. Bring along some Knights as well, and you should be able to take down a religious or cultural rival, or an emergency target. Just be warned that they're not particulary strong against other units, making them fairly weak in defence.

Governments and government buildings
  1. Classical Republic | Ancestral Hall
  2. Theocracy | Grand Master's Chapel
  3. Democracy | National History Museum
Key policy cards
  • Colonisation
  • Ilkum
  • Relevation
  • Urban Planning
  • Insulae
  • Medina Quarter
  • Serfdom
  • Simultaneum
  • New Deal
  • Online Communities
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Monasticism (Dark Age)
  • Monumentality (Golden Age)
Pantheons
  • City Patron Goddess
  • Divine Spark
  • Fertility Rites
  • God of Healing
  • Lady of the Reeds and Marshes
  • River Goddess
Religious beliefs
  • Church Property
  • Crusade
  • Defender of the Faith
  • Holy Order
  • Monastic Isolation
  • Mosque
  • Pagoda
  • Pilgrimage
  • Religious Community
  • Reliquaries
  • Tithe
Key city-states
  • Babylon
  • Jerusalem
  • Kandy
  • Mitla*
  • Mohenjo Daro
Key wonders
  • Hanging Gardens
  • Oracle
  • Temple of Artemis
  • Pyramids
  • Stonehenge
  • Apadana*
  • Mahabodhi Temple
  • Angkor Wat
  • Hagia Sophia
  • Mont St. Michel
  • Kotoko-In
  • St. Basil's Cathedral
  • Cristo Redentor
Key Great People
  • Giovanni de Medici (Renaissance Merchant)
  • John Spilsbury (Industrial Merchant)
  • Sarah Breedlove (Modern Merchant)
  • Helena Rubenstein (Atomic Merchant)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)
  • Levi Strauss (Atomic Merchant)
  • Melitta Bentz (Atomic Merchant)
  • Estée Lauder (Information Merchant)
*This feature is only available via a DLC pack other than the one required to play as the Khmer.

Summary of key strengths

  • Closely intertwined cultural and religious strengths provide a lot of flexibility
  • Can win cultural victories considerably earlier than most civs
  • Potentially huge faith output
  • Strong city growth
Kongo


Start Bias

Rainforest (tier 2 - very likely)
Woods (tier 2 - very likely)

Uniques

Civilization Ability: Nkisi
  • The Palace has five slots for any kind of Great Work (including relics and artefacts), up from one.
  • Every relic, artefact and Great Work of Sculpture adds 2 food, 2 production and 4 gold to the city that contains it in addition to normal yields.
    • These yields are doubled if part of a theming bonus.
  • +50% Great Artist, Merchant, Musician and Writer Points.
    • This does not apply to Great Person Points received from completing district projects.

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

Unique Unit: Ngao Mbeba (Classical era, melee infantry, replaces Swordsman)
  • Costs 110 production, 440 gold or 220 faith, up from 90, 360 and 180 respectively (+22%)
  • Costs 110 gold, up from 80, to upgrade to from a Warrior (+38%)
  • 35 strength, down from 36
  • No resource requirement
  • +10 strength when defending against ranged attacks
  • Woods and rainforest tiles do not block sight or slow movement
  • Less expensive to upgrade to a Musketman

Unique District: Mbanza (Medieval era, replaces Neighbourhood)
  • Must be constructed on a woods or rainforest tile
    • The tile retains many of the features of woods/rainforest tiles, including the defensive bonus, appeal bonuses/penalties and adjacency bonuses.
  • Always provides 5 housing, regardless of appeal, instead of ranging from 2 to 6.
  • Available with the medieval-era Guilds civic, instead of the industrial-era Urbanisation civic.
  • -50% production cost
  • +4 gold
  • +2 food

Strategy

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

An unusual and complex civ, Kongo sacrifices the religious game but is among the best civs in the game for maximising tourism yields. Before all that, however, it's good to consider their early-arriving Swordsman UU, the Ngao Mbeba. Though weaker and more expensive than the unit it replaces, it's mobile and incredibly good at resisting Archer attacks. As such, it can be a good early-rushing unit to take out a neighbour's capital. Alternatively, just use it defensively to protect your forested cities from Barbarians and aggressive civs.

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

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

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

Governments
  1. Classical Republic or Oligarchy | Any
  2. Merchant Republic | Intelligence Agency
  3. Democracy or Communism | National History Museum
Key policy cards
  • Agoge
  • Conscription
  • Literary Tradition
  • Retainers
  • Travelling Merchants
  • Frescoes
  • Symphonies
  • Laissez-Faire
  • New Deal
  • Police State
  • Cryptography
  • Heritage Tourism
Key age bonuses
  • Free Inquiry (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Robber Barons (Dark Age)
Pantheons
  • City Patron Goddess
  • Divine Spark
  • God of the Forge
Religious beliefs
  • Church Property
  • Cross Cultural Dialogue
  • Crusade
  • Defender of the Faith
  • Reliquaries
  • Tithe
  • Work Ethic
  • World Church
  • Zen Meditation
Key city-states
  • Antananarivo*
  • Babylon
  • Kandy*
  • Mitla*
  • Muscat*
  • Stockholm
  • Yerevan
Key wonders
  • Hanging Gardens
  • Temple of Artemis
  • Oracle
  • Apadana*
  • Terracotta Army
  • Colosseum
  • Mont St. Michel
  • Forbidden City
  • Great Zimbabwe
  • St. Basil's Cathedral
  • Big Ben
  • Bolshoi Theatre
  • Hermitage
  • Ruhr Valley
  • Broadway
  • Cristo Redentor
  • Sydney Opera House
  • Estádio do Maracanã
Key Great People
  • Donatello (Renaissance Artist)
  • Giovanni de Medici (Renaissance Merchant)
  • Jeanne D'arc (Renaissance General)
  • Michelangelo (Renaissance Artist)
  • Sarah Breedlove (Modern Merchant)
  • Edmonia Lewis (Atomic Artist)
  • Marie-Anne Collot (Atomic Artist)
  • Mary Leakey (Atomic Scientist)
  • Melitta Bentz (Atomic Merchant)
  • Jamseth Tata (Information Merchant)
  • Masaru Ibuka (Information Merchant)
*This feature is only available via a DLC pack.

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


Start Bias

None.

Uniques

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

Seondeok's Leader Ability: Hwarang
  • Cities with established Governors receive +3% culture and +3% science, and an additional +3% of each for every promotion that Governor has.
    • With all promotions on a single Governor, this can offer a +18% culture and science bonus to a single city.

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

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

Strategy

Korea is best at scientific victories.

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

Seondeok's leader ability is a relatively small bonus, but it can nonetheless help you grab more science and culture in your key cities.

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

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

Governments
and Government Buildings
  1. Classical Republic | Audience Chamber
  2. Merchant Republic | Intelligence Agency
  3. Democracy or Communism | Royal Society
Key policy cards
  • Insulae
  • Natural Philosophy
  • Feudal Contract
  • Medina Quarter
  • Logistics
  • Machiavellianism
  • Rationalism
  • Five Year Plan
  • New Deal
  • Police State
  • Cryptography
Key age bonuses
  • Free Inquiry
  • Monasticism
  • Pen, Brush and Voice
  • Heartbeat of Steam
  • Sky and Stars
Pantheons
  • Divine Spark
  • God of Craftsmen
  • Lady of the Reeds and Marshes
Religious beliefs
  • Jesuit Education
  • Pagoda
  • Religious Community
  • Work Ethic
Key city-states
  • Geneva
  • Mitla*
  • Stockholm
Key wonders
  • Hanging Gardens
  • Temple of Artemis
  • Great Library
  • Petra
  • Casa de Contratación
  • Oxford University
  • Ruhr Valley
Key Great People
  • Euclid (Classical Scientist)
  • Hypatia (Classical Scientist)
  • Abu Al-Qasim Al-Zahrawi (Medieval Scientist)
  • Irene of Athens (Medieval Merchants)
  • Omar Khayyam (Medieval Scientist)
  • Emile du Chatelet (Renaissance Scientist)
  • Isaac Newton (Renaissance Scientist)
  • Leonardo da Vinci (Renaissance Engineer)
  • Ada Lovelace (Industrial Engineer)
  • Adam Smith (Industrial Merchant)
  • Dmitri Mendeleev (Industrial Scientist)
  • Alan Turing (Modern Scientist)
  • Albert Einstein (Modern Scientist)
  • Alfred Nobel (Modern Scientist)
  • Robert Goddard (Modern Engineer)
  • Erwin Schrodinger (Atomic Scientist)
  • Grace Hopper (Atomic Admiral)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)
  • Abdus Salam (Information Scientist)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Unrivalled early science output
  • Decent city growth
Macedon

Note: To play as Macedon, you must have the Persia and Macedon Civilization and Scenario Pack.

Start Bias

None.

Uniques

Civilization Ability: Hellenistic Fusion
  • When capturing a city, receive a eureka per Encampment or Campus district present, and an inspiration per Holy Site or Theatre Square district.
    • Eurekas and inspirations skew towards technologies and civics you can research before filling out the rest of the respective trees.

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

Alexander's Unique Unit: Hetairoi (Classical era, heavy cavalry, replaces Horseman)
  • Costs 100 production/400 gold/200 faith, up from 80/320/160 respectively (+25%)
  • Classified as heavy cavalry rather than light cavalry, providing a different set of promotions.
  • Upgrades to Knights instead of Cavalry
  • Obsoletes at Stirrups instead of Military Science
  • Does not require horse resources
  • +5 Strength if adjacent to or sharing a tile with a Great General
    • The era of the Great General does not matter.
    • This strength bonus does not stack if the unit is adjacent to multiple Great Generals
  • +5 Great General Points when it kills a unit
  • Starts with +1 promotion level
    • This works as if the unit got enough experience for the first promotion; subsequent ones are not any cheaper than they would be for other units.

Unique Unit: Hypaspist (Classical era, melee infantry, replaces Swordsman)
  • Costs 100 production/400 gold/200 faith, up from 90/360/180 respectively (+11%)
  • Costs 100 gold to upgrade into from a Warrior, up from 80 (+25%)
  • Does not require iron resources
  • +5 strength when attacking city centres and other districts
  • Receives 50% more support bonus
  • Cheaper to upgrade

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

Strategy

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

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

Hetairoi should generally be trained before Hypaspists so you have a bit of time to fight Barbarians for Great General Points. With a classical-era Great General, Hetairoi are nearly as strong as Knights, and even more so in certain situations when you take into account their free promotion. They're excellent at killing enemy units but can take on city defences if need be.

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

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

Governments and government buildings
  1. Oligarchy | Warlord's Throne
  2. Monarchy | Intelligence Agency
  3. Fascism | War Department or Royal Society
Key policy cards
  • (Any that offer production bonuses for units)
  • Agoge
  • Conscription
  • Manoeuvre
  • Urban Planning
  • Veterancy
  • Professional Army
  • Military Research
  • Levee en Masse
  • Police State
  • Cryptography
  • Integrated Space Cell
Key age bonuses
  • Twilight Valour (Dark Age)
  • Free Inquiry (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • To Arms! (Golden Age)
Pantheons
  • City Patron Goddess
  • God of the Forge
Religious beliefs
  • Church Property
  • Divine Inspiration
  • Meeting House
  • Tithe
  • Wat
  • Work Ethic
Key city-states
  • (Any militaristic City-State)
  • Auckland*
  • Kabul
Key wonders
  • Colosseum
  • Terracotta Army
  • Alhambra
  • Angkor Wat*
  • Forbidden City
  • Big Ben
  • Ruhr Valley
Key Great People
  • (Any classical-era Great General)
  • James Watt (Industrial Engineer)
  • Nikola Tesla (Industrial Engineer)
*This feature is only available via a DLC pack other than Macedon's.

Summary of key strengths

  • Very strong classical-era warfare
  • Can withstand non-stop warfare
  • Strong science output
Mapuche


Start Bias

Desert Mountains
Grassland Mountains
Plains Mountains
Tundra Mountains

All biases are tier 3, making it likely you'll get at least one of these.

Uniques

Civilization Ability: Toqui
  • All units trained in cities with an established Governor present gain experience 25% faster.
  • Gain +10 strength and religious strength against enemies in a Golden or Heroic Age.
    • Your cities can benefit from this when bombarding enemy units.
    • The bonus functions against enemy units and cities alike.

Lautaro's Leader Ability: Swift Hawk
  • Killing an enemy unit while both attacker and defender are within the corresponding civ's city limits causes the city to lose 20 loyalty.
    • This is applied based on where your unit is at the end of combat.
    • This works when killing a unit while defending, as well as when killing during an attack.
    • This does not apply when capturing civilian units without killing them, but can via actions such as theological combat.
  • Pillaging improvements or districts causes the tile's corresponding city to lose 5 loyalty.

Unique Unit: Malón Raider (Renaissance era, light cavalry, requires Gunpowder technology)
  • No resource requirement
  • Costs 250 production/1000 gold/500 faith (Knights cost 180/720/360 or 28% less; Cavalry cost 330/1320/660 or 32% more)
  • Has a maintenance cost of 4 (Knights cost 3 gold per turn, Cavalry 5)
  • Has 55 strength (medieval-era Knights have 48 strength; industrial-era Cavalry have 62)
  • +5 strength when fighting within four tiles of friendly territory
  • 4 movement points
  • Pillaging always costs just 1 movement point
    • The Depredation promotion does not stack with this bonus, making it useless for Malón Raiders.

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

Strategy

The Mapuche are great at domination victories, good at culture and (albeit to a lesser extent) decent at religious victories.

Get an army ready early in the game, and make sure it stays up to date. You'll want to be ready to react as soon as a civ enters a Golden Age, as a +10 strength bonus is too good to miss. You may even need to betray former allies, but it's often worth it.

When your units are within enemy territory, they can kill units of that civ or pillage tiles to weaken their cities' loyalty. Killing at least two enemy units in quick succession will give that city significant penalties to all yields until it recovers, helping to weaken the civ. Kill five in a single turn, and it'll become a free city - no matter how much loyalty pressure the enemy civ has there. That's mainly useful if the enemy has a large army which is hard to cut through.

Malón Raiders build on both the preceding advantages. Though they have the significant disadvantage that nothing upgrades to them so you have to train them from scratch, they're versatile units which are both reasonably strong and good at staying alive thanks to their cheap pillaging ability. Try to pillage enemy unique improvements where possible, seeing as you won't keep them when you capture them.

Be careful how you use your Governors. A high variety of Governors will help you to sustain loyalty in cities you capture, as well as provide the experience boost to more units you train, but alternatively, promoting Liang (the Surveyor) gets you access to city parks. City parks offer a lot of appeal, making them work brilliantly in conjunction with Chemamull for strong culture (and later tourism) yields.

A less obvious alternative route for the Mapuche is a religious victory. Both the strength bonus against civs in Golden Ages and the loyalty penalty when you kill enemy units work in theological combat; some Debater-promoted Apostles can cause significant trouble to unprepared religious rivals.

Governments and government buildings
  1. Oligarchy | Warlord's Throne
  2. Monarchy | Grand Master's Chapel
  3. Fascism or Democracy | War Department or National History Museum
Key policy cards
  • Conscription
  • Ilkum
  • Raid
  • Veterancy
  • Chivalry
  • Professional Army
  • Serfdom
  • Public Works
  • Levee en Masse
  • Martial Law
  • Propaganda
Key age bonuses
  • To Arms! (Golden Age)
Pantheons
  • Earth Goddess
  • God of the Forge
Religious beliefs
  • Defender of the Faith
  • Warrior Monks
Key city-states
  • Kabul
Key wonders
  • Pyramids
  • Colosseum
  • Mausoleum at Halicarnassus
  • Statue of Liberty
  • Eiffel Tower
Key Great People
  • Rajendra Chola (Medieval Admiral)
  • Francis Drake (Renaissance Admiral)
  • Ching Shih (Industrial Admiral)
  • Gustave Eiffel (Industrial Engineer)
  • Alvar Aalto (Modern Engineer)
  • Joaquim Marques Lisboa (Modern Admiral)
  • Charles Correa (Information Engineer)
*This feature is only available via a DLC pack.

Summary of key strengths

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


Start Bias

Horses (tier 2 - very likely)

Uniques

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

Genghis Khan's Leader Ability: Mongol Horde
  • All light and heavy cavalry units, as well as Keshigs, gain +3 strength.
  • All light and heavy cavalry units, as well as Keshigs, have a chance to capture other light and heavy cavalry units when they are killed.
    • The weaker the defeated unit is, the more likely they are to be captured.
    • Keshigs do not need to be adjacent to a unit to capture them.
    • Captured units start with 25 health and their moves depleted for the turn.
    • Eligible units to be captured include unique light and heavy cavalry units and Scythia's Saka Horse Archers, but not Egypt's Maryannu Chariot Archers.
  • Captured Scythian Saka Horse Archers do not gain these bonuses.

Unique Unit: Keshig (Medieval era, ranged land, requires Chivalry technology)
  • Costs 180 production/720 gold/360 faith
  • Maintenance cost of 3
  • 30 strength
  • 40 ranged strength
  • 4 movement points
  • 2 range
  • Ignores zone of control
  • Has a vulnerability to anti-cavalry units and bonuses
  • Allows formation units to inherit its movement speed
    • Units affected include attached civilian units (such as Great Generals) and support units (such as Siege Towers) but not religious units.
    • To use this ability, move the Keshig, not the unit it's in formation with.
    • This works even if the formation unit has no remaining movement points.
    • This works even if the units are embarked.

Unique Building: Ordu (Classical era, requires Encampment, replaces Stable)
  • Light cavalry, heavy cavalry and Keshig units trained in this city gain +1 movement point.
    • This is kept when the unit is upgraded.

Strategy

Mongolia is best at domination victories.

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

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

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

Governments and government buildings
  1. Autocracy | Warlord's Throne
  2. Monarchy | Intelligence Agency
  3. Fascism | War Department
Key policy cards
  • Caravansaries
  • Conscription
  • Manoeuvre
  • Raid
  • Veterancy
  • Chivalry
  • Feudal Contract
  • Professional Army
  • Trade Confederation
  • Logistics
  • Machiavellianism
  • Triangular Trade
  • National Identity
  • Total War
  • Levee en Masse
Key age bonuses
  • Twilight Valour (Dark Age)
  • Reform the Coinage (Golden Age)
  • To Arms! (Golden Age)
  • Bodyguard of Lies (Golden Age)
Pantheons
  • City Patron Goddess
  • God of the Forge
  • God of the Open Sky
Religious beliefs
  • Zen Meditation
Key city-states
  • Antioch
  • Bandar Brunei
  • Carthage
  • Hattusa
  • Lisbon
  • Muscat*
  • Valletta
Key wonders
  • Colossus
  • Terracotta Army
  • Alhambra
  • Great Zimbabwe
Key Great People
  • Zhang Qian (Classical Merchant)
  • Abu Al-Qasim Al-Zahrawi (Medieval Scientist)
  • El Cid (Medieval General)
  • Marco Polo (Medieval Merchant)
  • Joaquim Marques Lisboa (Modern Admiral)
  • John Rockefeller (Modern Merchant)
  • Mary Katherine Goddard (Modern Merchant)
  • Georgy Zhukov (Atomic General)
  • Melitta Bentz (Atomic Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths
  • Overwhelmingly strong medieval-era warfare
  • Particularly fast movement for a land-based warmonger
  • Strong counter to other cavalry-reliant civs
Netherlands


Start Bias

River (tier 2 - very likely)
Coastal (tier 4 - moderately likely)

Uniques

Civilization Ability: Grote Rivieren
  • Campuses, Theatre Squares and Industrial Zones gain a +2 adjacency bonus if next to at least one river tile.
    • This functions the same way as the +2 gold bonus Commercial Hubs get; it does not stack with multiple adjacent rivers.
  • Constructing a Harbour district causes a culture bomb, granting you all surrounding tiles.
    • Only tiles that are within the workable range of the tile's city will be granted (in other words, they must be within a 3-tile radius from the city centre).
    • This includes tiles from other civs, but will incur a diplomatic penalty if you steal tiles off them this way. Taking land from city-states has no penalty.
    • Tiles stolen containing non-unique tile improvements will retain them.
    • Tiles containing completed districts, wonders or national parks will not be stolen, but incomplete ones will be, destroying them.

Wilhelmina's Leader Ability: Radio Oranje
  • Domestic trade routes add +1 loyalty per turn each in the origin city.
  • International trade routes both to and from your cities provide you with +1 culture each.

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

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

Strategy

The Dutch are best at scientific and to a lesser extent domination victories.

Settle near rivers as much as possible, especially if they have lakes or sheltered bays as well. River adjacency makes for some strong early Campuses and hence an early scientific advantage. With culture from boosted Theatre Squares and production from boosted Industrial Zones as well, you can keep your empire up to date with ease.

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

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

Finally, the leader ability offers a minor bonus. A slight boost to loyalty may help here and there (particularly when securing new conquests), and a little culture early on can help give you an edge before Theatre Squares arrive.

Governments and government buildings
  1. Classical Republic | Ancestral Hall
  2. Merchant Republic | Intelligence Agency
  3. Any | Royal Society or War Department
Key policy cards
  • Caravansaries
  • Maritime Industries
  • Natural Philosophy
  • Aesthetics
  • Craftsmen
  • Professional Army
  • Serfdom
  • Trade Confederation
  • Colonial Offices
  • Press Gangs
  • Rationalism
  • Triangular Trade
  • Wisselbanken
  • Colonial Taxes
  • Grand Opera
  • Arsenal of Democracy
  • Collectivisation
  • Five Year Plan
  • Market Economy
  • New Deal
  • Sports Media
  • Ecommerce
Key age bonuses
  • Pen, Brush and Voice (Golden Age)
  • Hic Sunt Dracones (Golden Age)
  • Reform the Coinage (Golden Age)
  • Robber Barons (Dark Age)
  • Collectivism (Dark Age)
Pantheons
  • City Patron Goddess
  • Divine Spark
  • God of the Sea
Religious beliefs
  • Jesuit Education
Key city-states
  • Antioch
  • Auckland*
  • Bandar Brunei
  • Carthage
  • Geneva
  • Kumasi
  • Lisbon
  • Nan Madol
  • Stockholm
  • Vilnius
Key wonders
  • Colossus
  • Great Library
  • Great Lighthouse
  • Mausoleum at Halicarnassus*
  • Huey Teocalli
  • Casa de Contratación
  • Great Zimbabwe
  • Venetian Arsenal
  • Big Ben
  • Oxford University
  • Ruhr Valley
  • Broadway
  • Amundsen-Scott Research Station
Key Great People
  • Gaius Duilius (Classical Admiral)
  • Hypatia (Classical Scientist)
  • Zhang Qian (Classical Merchant)
  • Marco Polo (Medieval Merchant)
  • Mimar Sinan (Renaissance Engineer)
  • Raja Todar Mal (Renaissance Merchant)
  • Santa Cruz (Renaissance Admiral)
  • John Rockefeller (Modern Merchant)
  • Melitta Bentz (Atomic Merchant)
  • Jamseth Tata (Information Merchant)
  • Masaru Ibuka (Information Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Effective at technology and civic research alike
  • Reasonable city development from the medieval era
  • Good renaissance-era naval warfare
  • Decent gold output later in the game
Norway


Start Bias

Coastal (tier 3 - likely)
Woods (tier 5 - somewhat likely)

Uniques

Civilization Ability: Knarr
  • May cross ocean tiles with the classical-era Shipbuilding technology instead of the renaissance-era Cartography technology.
  • Naval melee units may heal 10 health per turn in neutral territory even without the Auxiliary Ships promotion
  • Embarking and disembarking land units costs just one movement point
    • Units always end up with fewer movement points remaining after embarking or disembarking regardless of whether or not their maximum movement points changed in the process.

Harald Hardrada's Leader Ability: Thunderbolt of the North
  • All melee naval units can perform coastal raids, an ability otherwise restricted to naval raider units.
  • +50% production bonus when constructing naval melee units.

Harald Hardrada's Unique Unit: Viking Longship (Ancient era, naval melee, replaces Galley)
  • 30 strength, up from 25.
  • +1 movement point if starting on a coast tile

Unique Unit: Berserker (Medieval era, melee infantry, requires Military Tactics)
  • Costs 160 production/640 gold/320 faith
  • Does not require resources to build
  • Maintenance cost of 3
  • Has 40 strength, 4 more than classical-era Swordsmen and 15 less than renaissance-era Musketmen
  • -5 strength when defending
  • +10 strength when attacking
  • Has 2 movement points
  • +2 movement points when starting a turn in enemy territory
    • If you capture the territory, Berserkers starting in that captured land will still have 2 extra movement points until the end of the turn.
  • -1 movement point cost to pillage

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

Strategy

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

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

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

In the medieval era, Berserkers arrive to tell your foes they don't just need to watch out on the seas, but on land as well. Berserkers in enemy land have the speed of Knights and with Oligarchy, notably better attack power. Their cheap pillaging means you can pillage and fight in the same turn, which aids in minimising the damage they take. Bring along a couple of Siege Towers so you can tear down city defences.

Governments and government buildings
  1. Oligarchy | Warlord's Throne
  2. Theocracy | Grand Master's Chapel
  3. Fascism | War Department
Key policy cards
  • Conscription
  • Limitanei
  • Maritime Industries
  • Praetorium
  • Raid
  • Scripture
  • Feudal Contract
  • Colonial Offices
  • Press Gangs
  • Simultaneum
  • Wars of Religion
  • Total War
  • Levee en Masse
  • Martial Law
  • International Waters
  • Communications Office
Key age bonuses
  • Monasticism (Dark Age)
  • Exodus of the Evangelists (Golden Age)
  • Monumentality (Golden Age)
  • Hic Sunt Dracones (Golden Age)
Pantheons
  • City Patron Goddess
  • Dance of the Aurora
  • God of Healing
  • God of the Sea
  • River Goddess
Religious beliefs
  • Choral Music
  • Church Property
  • Crusade
  • Meeting House
  • Missionary Zeal
  • Religious Community
  • Tithe
  • Wat
Key city-states
  • Auckland*
  • Kandy
  • Mohenjo Daro
  • Nan Madol
  • Valletta
Key wonders
  • Oracle
  • Great Lighthouse
  • Mausoleum at Halicarnassus*
  • Venetian Arsenal
Key Great People
  • (Any that provide loyalty)
  • Gaius Duilius (Classical Admiral)
  • Hildegard of Bingen (Medieval Scientist)
  • James of St. George (Medieval Engineer)
  • Santa Cruz (Renaissance Admiral)
  • Yi Sun-Sin (Renaissance Admiral)
*This feature is only available via a DLC pack.

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

Note: To play as Nubia, you must have the Nubia Civilization and Scenario Pack.

Start Bias

Desert (tier 1 - extremely likely)
Desert Hills (tier 1 - extremely likely)

Additionally, Nubia has tier 5 start biases for all of the following resources, giving you a good chance of starting near one:

Aluminium
Coal
Copper
Diamonds
Iron
Jade
Mercury
Nitre
Salt
Silver
Uranium

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

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

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

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

Strategy

Nubia is best at domination victories.

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

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

Nubian Pyramids have fairly strict placement requirements, but one next to a city centre will both provide equivalent food to a farm early in the game, some faith and a great district production bonus. Their other yields work much like getting bonus district adjacency, only on the tile improvement rather than the district itself. The science from Campuses and culture from Theatre Squares are particularly worth looking out for. Keep in mind there's no need to completely surround Nubian Pyramids with districts - while you might make a strong yield on that one tile, the districts may have had better yields if clustered together.

Governments and government buildings
  1. Classical Republic or Autocracy | Warlord's Throne
  2. Theocracy or Merchant Republic | Grand Master's Chapel or Intelligence Agency
  3. Fascism or Democracy | War Department or Royal Society
Key policy cards
  • Agoge
  • Conscription
  • Ilkum
  • Limitanei
  • Urban Planning
  • Insulae
  • Feudal Contract
  • Medina Quarter
  • Professional Army
  • Retainers
  • Serfdom
  • Liberalism
  • Grand Armée
  • Public Works
  • Levee en Masse
  • New Deal
  • After Action Reports
  • Military First
  • Ecommerce
Key age bonuses
  • Monasticism (Dark Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
Pantheons
  • City Patron Goddess
  • Desert Folklore
  • Divine Spark
  • God of Craftsmen
  • God of the Forge
  • Lady of the Reeds and Marshes
  • Religious Idols
  • River Goddess
Religious beliefs
  • Jesuit Education
  • Pagoda
  • Religious Community
  • Stupa
  • Warrior Monks
  • Zen Meditation
Key city-states
  • Kabul
  • Kumasi
  • Mitla*
  • Stockholm
  • Valletta
Key wonders
  • Hanging Gardens
  • Oracle
  • Pyramids
  • Temple of Artemis
  • Jebel Barkal
  • Petra
  • Terracotta Army
  • Ruhr Valley
Key Great People
  • Bi Sheng (Medieval Engineer)
  • Hildegard of Bingen (Medieval Scientist)
  • Ada Lovelace (Industrial Engineer)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)
*This feature is only available via a DLC pack other than Nubia's.

Summary of key strengths

  • Powerful early warfare
  • Rapid district construction makes developing new cities much easier
  • Can make more effective use of desert than most civs
Persia

Note: To play as Persia, you must have the Persia and Macedon Civilization and Scenario Pack.

Start Bias

None.

Uniques

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

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

Unique Unit: Immortal (Classical era, melee infantry, replaces Swordsman)
  • Costs 100 production/400 gold/200 faith, up from 90/360/180 respectively (+11%)
  • Costs 100 gold to upgrade into from a Warrior, up from 80 (+25%)
  • Does not require iron resources
  • 30 strength, down from 36
  • Has an optional ranged attack (25 strength, 2 range)
    • Ranged attack does not benefit from Battering Rams or Siege Towers
    • Ranged attack has -17 strength vs. city defences
  • Cheaper to upgrade

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

Strategy

Persia is best at domination and cultural victories.

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

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

Worried about an early war focus coming at the cost of economic development? Persia has a couple of bonuses to help with that. Firstly, you'll get an extra trade route at Political Philosophy, and secondly, the cities you occupy will produce and grow as effectively as ones you founded yourself. Stronger captured cities can be ready to start building wonders while you're still at war!

The Pairidaeza improvement offers another direction for Persia. Although you can build them in the ancient era, it's usually best to wait a bit so you can start exploiting district adjacency bonuses for them. Providing more appeal than anything else you can construct with a Builder, Pairidaezas are excellent for boosting the housing of your Neighbourhoods and tourism from National Parks and Seaside Resorts. While you can't construct them next to each other, you can fill gaps with Theatre Squares, Holy Sites or city parks to maximise appeal.

Governments and government buildings
  1. Oligarchy | Warlord's Throne
  2. Merchant Republic | Intelligence Agency or Grand Master's Chapel
  3. Democracy or Fascism | National History Museum or War Department
Key policy cards
  • Agoge
  • Caravansaries
  • Conscription
  • Retainers
  • Serfdom
  • Logistics
  • Triangular Trade
  • Public Works
  • Collectivisation
  • Ecommerce
  • Online Communities
Key age bonuses
  • Isolationism (Dark Age)
  • Monumentality (Golden Age)
  • Hic Sunt Dracones (Golden Age)
  • Wish You Were Here (Golden Age)
Pantheons
  • Dance of the Aurora
  • Desert Folklore
  • Earth Goddess
  • God of the Forge
Religious beliefs
  • Choral Music
  • Jesuit Education
  • Lay Ministry
  • Missionary Zeal
Key city-states
  • Kabul
  • Stockholm
Key wonders
  • Pyramids
  • Colossus
  • Great Lighthouse
  • Jebel Barkal*
  • Petra
  • Great Zimbabwe
  • Big Ben
  • Broadway
  • Cristo Redentor
  • Eiffel Tower
Key Great People
  • Zhang Qian (Classical Merchant)
  • Bi Sheng (Medieval Engineer)
  • Leif Erikson (Medieval Admiral)
  • Marco Polo (Medieval Merchant)
  • Raja Todar Mal (Renaissance Merchant)
  • Ada Lovelace (Industrial Engineer)
  • Gustave Eiffel (Industrial Engineer)
  • Horatio Nelson (Industrial Admiral)
  • Alvar Aalto (Modern Engineer)
  • John Rockefeller (Modern Merchant)
  • Sarah Breedlove (Modern Merchant)
  • Georgy Zhukov (Atomic General)
  • Melitta Bentz (Atomic Merchant)
  • Charles Correa (Information Engineer)
*This feature is only available via a DLC pack other than Persia's.

Summary of key strengths
  • Effective early warfare
  • Rapid results from warmongering - fast unit movement and full yields from occupied cities
  • Strong loyalty helps for holding onto captured cities.
  • Good at terrain-based cultural victory
Poland

Note: To play as Poland, you must have the Poland Civilization and Scenario Pack.

Start Bias

None.

Uniques

Civilization Ability: Golden Liberty
  • One military policy card slot is converted into a wildcard slot, assuming your government contains at least one.
  • Constructing an Encampment district or a fort improvement within your own territory causes a culture bomb, granting you all surrounding tiles.
    • Only tiles that are within the workable range of the tile's city will be granted (in other words, they must be within a 3-tile radius from the city centre).
    • This includes tiles from other civs, but will incur a diplomatic penalty if you steal tiles off them this way. Taking land from city-states has no penalty.
    • Tiles stolen containing non-unique tile improvements will retain them.
    • Tiles containing completed districts, wonders or national parks will not be stolen, but incomplete ones will be, destroying them.

Jadwiga's Leader Ability: Lithuanian Union
  • Holy Sites receive +1 faith per adjacent district, instead of from every two
  • Relics provide +4 gold, +2 faith and +2 culture each in addition to their usual yield of 4 faith and 8 tourism.
    • The faith bonus is affected by the Reliquaries belief.
  • If you take land off another civ's city via a culture bomb, it converts to your founded religion.

Unique Unit: Winged Hussar (Medieval era, heavy cavalry, requires Mercenaries civic)
  • Costs 250 production/1000 gold/500 faith, 39% more than Knights at 180 production/720 gold/360 respectively
  • Does not require resources to build
  • Maintenance cost of 3
  • Has 55 strength, 7 more than Knights
  • Has 4 movement points
  • When attacking, if the defending unit deals less damage than the Winged Hussar it retreats one tile either directly or diagonally backwards and the Winged Hussar advances into the space. If the unit can't manage that, it takes extra damage.
    • This ability works even for amphibious (embarked vs. land) attacks.

Unique Building: Sukiennice (Classical era, requires Commercial Hub, replaces Market)
  • Internal (domestic) trade routes from this city provide +4 gold each
  • International trade routes from this city provide +2 production each

Strategy

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

Either way, founding a religion is important. An early wildcard slot means you can pick up Mysticism's Revelation policy card before anyone else but Greece, which will really help with ensuring you can found a religion of your own. The Crusade and Reliquaries beliefs are very powerful for Poland - Reliquaries make your boosted relics even better, while Crusade pairs nicely with your ability to convert enemy cities by building forts near them.

The Sukiennice UB lets you compromise between the yields of internal and international trade. Internal trade offers gold, which is good for supporting the Winged Hussar UU with. International trade offers production. If you're emphasising relics to go for a cultural victory, you can trade externally for the tourism bonuses without having to sacrifice production for constructing wonders with. If you're after a religious victory, external trade routes can help you impose additional religious pressure on another civ. Although those routes won't offer you food, the fact you can get strong Holy Site bonuses without mountains allows you to settle in more open areas that are good for farms without sacrificing faith.

Expand rapidly early on and build plenty of Monuments, and you should be able to get Winged Hussars reasonably quickly. They're basically super-Knights, making a unit that's already strong even better - though that comes at a higher production cost. The knockback function can help you to break an enemy's lines, enemies to embark making them vulnerable to naval units, or deal extra damage to enemy units with strong support bonuses. You can even run around an enemy unit and use the knockback to drag the enemy towards you.

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

Governments and government buildings
  1. Autocracy or Classical Republic | Ancestral Hall or Warlord's Throne
  2. Any | Grand Master's Chapel or Intelligence Agency
  3. Any | National History Museum or War Department
Key policy cards
  • Caravansaries
  • God-King
  • Inspiration
  • Revelation
  • Scripture
  • Veterancy
  • Chivalry
  • Religious Orders
  • Simultaneum
  • Triangular Trade
  • Wars of Religion
  • Wisselbanken
  • Arsenal of Democracy
  • Collectivisation
  • Market Economy
  • Ecommerce
  • Online Communities
Key age bonuses
  • Isolationism (Dark Age)
  • Monasticism (Dark Age)
  • Twilight Valour (Dark Age)
  • Free Inquiry (Golden Age)
  • Monumentality (Golden Age)
  • Pen, Brush and Voice (Golden Age)
  • Reform the Coinage (Golden Age)
Pantheons
  • City Patron Goddess
  • Divine Spark
Religious beliefs
  • Burial Grounds
  • Choral Music
  • Crusade
  • Defender of the Faith
  • Jesuit Education
  • Meeting House
  • Monastic Isolation
  • Mosque
  • Pilgrimage
  • Reliquaries
  • Wat
  • World Church
Key city-states
  • Bandar Brunei
  • Carthage
  • Kumasi
  • Muscat*
  • Preslav
  • Valletta
  • Venice
  • Yerevan
Key wonders
  • Oracle
  • Colossus
  • Jebel Barkal*
  • Mahabodhi Temple
  • Alhambra
  • Hagia Sophia
  • Mont St. Michel
  • Forbidden City
  • Great Zimbabwe
  • St. Basil's Cathedral
  • Big Ben
  • Cristo Redentor
Key Great People
  • Zhang Qian (Classical Merchant)
  • Bi Sheng (Medieval Engineer)
  • Hildegard of Bingen (Medieval Scientist)
  • Marco Polo (Medieval Merchant)
  • Jeanne D'arc (Renaissance General)
  • Mimar Sinan (Renaissance Engineer)
  • Raja Todar Mal (Renaissance Merchant)
  • Ada Lovelace (Industrial Engineer)
  • John Rockefeller (Modern Merchant)
  • Sarah Breedlove (Modern Merchant)
  • Melitta Bentz (Atomic Merchant)
*This feature is only available via a DLC pack other than Poland's.

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


Start Bias

None.

Uniques

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

Trajan's Leader Ability: Trajan's Column
  • All founded cities receive a free building when founded.
    • In ancient or classical era starts, the free building will be a Monument.
    • In medieval era starts, the free building will be a Granary
    • In renaissance or industrial era starts, the free building will be a Water Mill for cities adjacent to a river, or Medieval Walls otherwise
    • In modern or atomic era starts, the free building will be a Water Mill for cities adjacent to a river, or a Sewer otherwise
    • In information era starts, the free building will be a Water Mill for cities adjacent to a river. You will not receive any more free buildings relative to other civs otherwise.

Unique Unit: Legion (Classical era, melee infantry, replaces Swordsman)
  • Costs 110 production/440 gold/220 faith, up from 90/360/180 respectively (+22%)
  • Costs 110 gold, up from 80, to upgrade to from a Warrior (+38%)
  • No resource requirement
  • 40 strength, up from 36
  • Less expensive to upgrade to a Musketman
  • Has one charge to build a Roman Fort or clear woods/rainforests with (keeps on upgrade)
    • Unlike Military Engineers, using up this charge will not expend the unit, but it will disable the ability to remove or repair tile improvements
  • May remove tile improvements in owned lands
  • May repair tile improvements in owned or neutral lands
    • This depletes the unit's moves for the turn but does not stop it from healing if it hasn't performed any other actions that turn.

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

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

Strategy

Rome is most effective at domination victories.

You can get to Iron Working pretty quickly if you kill a few Barbarians for the Bronze Working eureka and settle an extra city near iron for the Iron Working one. Build a few Warriors beforehand and you can immediately upgrade them to Legions. Meanwhile, free Monuments in every city gives you a considerable boost to culture which helps you get to Oligarchy and Oligarchic Legacy for a huge strength boost to Legions.

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

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

Governments and government buildings
  1. Oligarchy | Warlord's Throne
  2. Merchant Republic | Intelligence Agency
  3. Fascism | War Department
Key policy cards
  • Agoge
  • Caravansaries
  • Conscription
  • Limitanei
  • Raid
  • Professional Army
  • Triangular Trade
  • New Deal
Key age bonuses
  • Isolationism (Dark Age)
  • Reform the Coinage (Golden Age)
Pantheons
  • God of Healing
  • God of the Forge
Religious beliefs
  • Defender of the Faith
  • Feed the World
  • Gurdwara
Key city-states
  • Hattusa
  • Lisbon
  • Mitla*
Key wonders
  • Hanging Gardens
  • Temple of Artemis
  • Colosseum
  • Colossus
  • Terracotta Army
  • Angkor Wat*
  • Grand Zimbabwe
Key Great People
  • Zhang Qian (Classical Merchant)
  • El Cid (Medieval General)
  • Irene of Athens (Medieval Merchant)
  • Marco Polo (Medieval Merchant)
  • Raja Todar Mal (Renaissance Merchant)
  • John Rockefeller (Modern Merchant)
  • Melitta Bentz (Atomic Merchant)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Powerful early warfare
  • Decent recovery after wars
  • Strong early city development
Russia


Start Bias

Tundra (tier 3 - likely)
Tundra hills (tier 3 - likely)

Uniques

Civilization Ability: Mother Russia
  • Founded cities receive 8 additional tiles.
    • These tiles are typically those which would have been favoured by the city gaining those tiles via culture (strategic resources are strongly favoured)
    • These tiles do not increase the culture or gold cost of future tiles.
  • All tundra tiles provide +1 production and +1 faith on top of their normal yields.

Peter's Leader Ability: The Grand Embassy
  • All trade routes sent by Russia to another civ grant Russia +1 science for every three technologies the other civ is ahead by overall, and +1 culture for every three civics they are ahead by overall.
    • This does not affect trade routes from other civs to Russia.

Unique Unit: Cossack (Industrial era, light cavalry, replaces Cavalry)
  • Costs 340 production, 1360 gold or 680 faith, up from 330, 1320 and 660 respectively (+3%)
  • Slightly more expensive to upgrade to from a Horseman
  • Does not require horse resources
  • 67 strength, up from 62
  • +5 strength in or adjacent to friendly lands
    • This bonus is based on where the Cossack is at the start of the fight.
  • May move after attacking
    • This also allows use of pillaging and applying promotions.
  • Slightly cheaper to upgrade

Unique District: Lavra (Ancient era, replaces Holy Site)
  • -50% production cost
  • 2 Great Prophet Points per turn, up from 1
  • +1 Great Writer Point
  • +1 Great Artist Point
  • +1 Great Musician Point
  • Expending a Great Person in this city adds a free tile
    • This will give you the tile which would have been the next to be acquired by culture.
    • This does not work if all tiles within a five-tile radius of the city centre are already owned by you.
    • Great People with multiple charges add one tile per charge

Strategy

Russia is best at religious victories and also performs well at cultural victories.

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

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

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

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

Governments and government buildings
  1. Classical Republic | Ancestral Hall
  2. Theocracy | Grand Master's Chapel or Intelligence Agency
  3. Democracy | National History Museum or War Department
Key policy cards
  • Caravansaries
  • Manoeuvre
  • Scripture
  • Chivalry
  • Professional Army
  • Trade Confederation
  • Triangular Trade
  • Wars of Religion
  • Wisselbanken
  • Arsenal of Democracy
  • Market Economy
  • Heritage Tourism
  • Satellite Broadcasts
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Monasticism (Dark Age)
  • Monumentality (Golden Age)
  • Reform the Coinage (Golden Age)
Pantheons
  • Dance of the Aurora
  • Earth Goddess
  • Goddess of the Hunt
Religious beliefs
  • Burial Grounds
  • Cathedrals
  • Dar-e Mehr
  • Feed the World
  • Jesuit Education
  • Holy Order
  • Religious Colonisation
  • Scripture
Key city-states
  • Antananarivo*
  • Antioch
  • Armagh*
  • Babylon
  • Granada*
  • Jerusalem
  • Kumasi
  • La Venta
Key wonders
  • Temple of Artemis
  • Oracle
  • Great Library
  • Mausoleum at Halicarnassus*
  • Angkor Wat*
  • Kotoku-In
  • St. Basil's Cathedral
Key Great People
  • Zhang Qian (Classical Merchant)
  • Bi Sheng (Medieval Engineer)
  • Hildegard of Bingen (Medieval Scientist)
  • Irene of Athens (Medieval Merchant)
  • Marco Polo (Medieval Merchant)
  • Giovanni de Medici (Renaissance Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Can effectively settle in terrain other civs consider marginal
  • Mighty early religious power
  • Great at grabbing land
  • Reasonable flexibility
Scotland


Start Bias

None.

Uniques

Civilization Ability: Scottish Enlightenment
  • If a city is happy (has 1 or 2 surplus amenities), it gains:
    • +5% science.
    • +5% production.
    • +1 Great Scientist Point if it has a Campus district.
    • +1 Great Engineer Point if it has an Industrial Zone district.
  • If a city is ecstatic (has 3+ surplus amenities) these values are doubled.

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

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

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

Strategy

Scotland is best at scientific victories.

The key distinction of Scotland compared to other civs is their need for surplus amenities - you need at least three for a city to be ecstatic. Ecstatic Scottish cities have +20% science and production compared to cities that are not, but the +2 Great Scientist and Engineer Points on offer can be even more effective. Don't be afraid to settle additional cities later in the game if your amenities can handle it - you can get quite a lot of extra Great Scientist/Engineer Points by doing so.

Helping you in this task is the Golf Course. Though it can only be built once per city, it provides an amenity without even having to be worked - much like a National Park. The main downside is their awkward placement on the civics tree - you may want to head to Exploration first for a more appropriate government before going back to Reformed Church.

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

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

Governments
and Government Buildings
  1. Classical Republic | Audience Chamber
  2. Merchant Republic | Intelligence Agency
  3. Democracy or Communism | Royal Society
Key policy cards
  • Urban Planning
  • Craftsmen
  • Professional Army
  • Retainers
  • Liberalism
  • Wisselbanken
  • Arsenal of Democracy
  • Defence of the Motherland
  • Five Year Plan
  • New Deal
  • Sports Media
  • Ecommerce
Key age bonuses
  • Isolationism (Dark Age)
  • Heartbeat of Steam (Golden Age)
Pantheons
  • City Patron Goddess
  • Divine Spark
  • Lady of the Reeds and Marshes
  • River Goddess
Religious beliefs
  • Jesuit Education
  • Meeting House
  • Missionary Zeal
  • Stupa
  • Wat
  • Zen Meditation
Key city-states
  • Antananarivo*
  • Auckland*
  • Babylon
  • Buenos Aires
  • Kabul
  • Mitla*
  • Muscat*
  • Toronto
  • Stockholm
  • Zanzibar
Key wonders
  • Oracle
  • Temple of Artemis
  • Colosseum
  • Mausoleum at Halicarnassus*
  • Petra
  • Huey Teocalli
  • Ruhr Valley
  • Estádio do Maracanã
Key Great People
  • Hypatia (Classical Scientist)
  • Isaac Newton (Renaissance Scientist)
  • James Watt (Industrial Engineer)
  • Joesph Paxton (Industrial Engineer)
  • John Spilsbury (Industrial Merchant)
  • Albert Einstein (Modern Scientist)
  • Nikola Tesla (Modern Engineer)
  • Helena Rubenstein (Atomic Merchant)
  • Jane Drew (Atomic Engineer)
  • John Roebling (Atomic Engineer)
  • Levi Strauss (Atomic Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Best production potential in the game
  • Strong output of Great Scientists and Engineers
  • Versatile science bonus that helps no matter your main way of accumulating the yield.
Scythia


Start Bias

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

Uniques

Civilization Ability: People of the Steppe
  • Every time you produce a Saka Horse Archer, Horseman, Cavalry or Helicopter, receive two copies of the unit instead of one.
  • If the city has an Encampment district and both the City Centre and Encampment are free from units, one will be placed on the Encampment tile and one on the City Centre tile.

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

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

Unique Improvement: Kurgan (Ancient era, requires Animal Husbandry technology)
  • Must be constructed on a flat featureless tile within your own territory.
  • +1 faith, +1 gold
  • +1 faith per adjacent pasture
  • Guilds civic: +1 gold
  • Capitalism civic: +1 gold
  • Pillage yield: 25 faith

Strategy

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

Scythia's civ ability along with Saka Horse Archers and a good force of Horsemen make Scythia a terrifying threat in the classical era. Saka Horse Archers aren't stronger than Archers, and have a shorter range, but are slightly more cost-effective, faster, and can ignore zone of control. This makes them good at chasing down enemy units. Double quantities of Horsemen, meanwhile, makes overwhelming your enemies easy. Promoted enough, Horsemen and other light cavalry are very good pillagers, so war can be profitable even if you don't win much land.

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

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

Governments and government buildings
  1. Oligarchy or Autocracy | Warlord's Throne
  2. Theocracy | Grand Master's Chapel
  3. Fascism or Democracy | War Department
Key policy cards
  • Agoge
  • Conscription
  • Ilkum
  • Manoeuvre
  • Raid
  • Chivalry
  • Professional Army
  • Religious Orders
  • National Identity
  • Total War
  • Levée en Masse
  • Lightning Warfare
  • After Action Reports
Key age bonuses
  • Twilight Valour (Dark Age)
  • Exodus of the Evangelists (Golden Age)
  • Monumentality (Golden Age)
  • To Arms! (Golden Age)
Pantheons
  • Divine Spark
  • God of the Forge
  • God of the Open Sky
  • God of War
Religious beliefs
  • Church Property
  • Missionary Zeal
  • Monastic Isolation
  • Tithe
  • Warrior Monks
Key city-states
  • Hattusa
  • Kabul
  • Preslav
  • Valletta
  • Yerevan
Key wonders
  • Temple of Artemis
  • Jebel Barkal*
  • Mahabodhi Temple
  • Terracotta Army
  • Alhambra
  • Kotoko-In
Key Great People
  • Marcus Lacinius Crassus (Classical Merchant)
  • Bi Sheng (Medieval Engineer)
  • Georgy Zhukov (Atomic General)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Overwhelming classical era force
  • Tomyris' leader ability makes aggressive tactics less risky
  • Good at theological combat
Spain


Start Bias

Coastal (tier 3 - likely)

Uniques

Civilization Ability: Treasure Fleets
  • Trade routes between cities on different continents create additional yields:
    • International trade routes provide +6 gold
    • Domestic trade routes provide +1 food and +1 production
  • Can form fleets and armadas with the renaissance-era Mercantilism civic instead of needing the industrial-era Nationalism or modern-era Mobilisation civics respectively.
  • Cities on continents other than your starting continent gain +2 loyalty if at least one Mission improvement is adjacent to them.

Philip II's Leader Ability: El Escorial
  • All military and religious units gain +4 strength against units and cities of civilizations which have a different majority religion to you
    • You receive no bonus against civs with no majority religion, and no bonus if you lack a majority religion.
  • Inquisitors receive an additional charge for their Remove Heresy ability (4 instead of 3)

Unique Unit: Conquistador (Renaissance era, melee infantry, replaces Musketman)
  • Costs 250 production, 1000 gold or 500 faith, up from 240, 960 and 480 respectively (+4%)
  • More expensive to upgrade to from a Swordsman
  • No resource requirement
  • +10 strength if a Missionary, Inquisitor or Apostle occupies the same tile
  • Converts captured cities to the majority religion in your empire if this unit either gets the last hit on the city or is adjacent to the city when it is captured.
    • This is considered a conversion of an enemy city, and will grant you +3 era score accordingly if it's converted to your founded religion.
  • Less expensive to upgrade

Unique Improvement: Mission (Renaissance era, requires Exploration civic)
  • Must be constructed on a featureless land tile within your own territory
  • +2 faith
  • +2 faith if on a continent not containing your capital
  • +2 science if adjacent to a Campus district
  • Cultural Heritage civic: +2 science.
  • Pillage yield: 25 faith

Strategy

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

The advantages of Spain take a while to kick in, so use the first couple of eras to expand, get some Holy Sites, found a religion and get some Harbours for trade route capacity. Make use of the Monasticism wildcard (if you're in a Dark Age) or Free Inquiry dedication (if you're in a Golden Age) for science. Alternatively, de-emphasise Holy Sites in favour of Campuses, and take the Exodus of the Evangelists Golden Age dedication for Great Prophet Points.

Trading across continents can offer a strong amount of food and production once you've begun to settle beyond your home continent, helping you develop your colonies quickly. When they're reasonably developed, or you have some allies, you can switch to international trading and enjoy strong gold yields.

In the renaissance era, things get really interesting. Take a force of Conquistadors along with religious units to a different continent with a different religion, and enjoy a massive +14 strength boost over regular Musketmen, along with instant conversions of their cities once captured. You'll gain lots of era score in the process, making maintaining Golden Ages later in the game rather easy. Keep a hold of the good cities so you can spam Missions there for a huge amount of faith and a good load of science as well. Weaker cities may be handed back if you want to make religious victory a little easier.

From here, the choice is yours. Emphasise Conquistador warfare towards a domination victory (keep some around even after they obsolete as they can still convert cities if adjacent to them when they're captured), use the huge faith output and theological combat bonus towards a religious victory or beeline Cultural Heritage and enjoy a huge boost to science.

Governments and Government Buildings
  1. Oligarchy or Classical Republic | Ancestral Hall
  2. Merchant Republic or Theocracy | Grand Master's Chapel
  3. Any | War Department or Royal Society
Key policy cards
  • Agoge
  • God King
  • Relevation
  • Praetorium
  • Feudal Contract
  • Professional Army
  • Serfdom
  • Wisselbanken
  • Colonial Offices
  • Triangular Trade
  • Religious Orders
  • Wars of Religion
  • Colonial Taxes
  • Arsenal of Democracy
  • Collectivisation
  • Market Economy
  • Ecommerce
Key age bonuses
  • Exodus of the Evangelists (Golden Age)
  • Free Inquiry (Golden Age)
  • Inquisition (Dark Age)
  • Monasticism (Dark Age)
  • Pen, Brush and Voice (Golden Age)
  • Hic Sunt Dracones (Golden Age)
  • Reform the Coinage (Golden Age)
Pantheons
  • Divine Spark
  • God of the Sea
Religious beliefs
  • Choral Music
  • Church Property
  • Cross Cultural Dialogue
  • Crusade
  • Defender of the Faith
  • Holy Order
  • Jesuit Education
  • Tithe
Key city-states
  • Antioch
  • Bandar Brunei
  • Jerusalem
  • Kumasi
  • Lisbon
  • Nan Madol
  • Stockholm
  • Valletta
  • Yerevan
Key wonders
  • Great Pyramids
  • Oracle
  • Stonehenge
  • Colossus
  • Great Lighthouse
  • Jebel Barkal*
  • Mahabodhi Temple
  • Hagia Sophia
  • Casa de Contratación
  • Great Zimbabwe
  • Taj Mahal
  • Venetian Arsenal
  • Oxford University
Key Great People
  • Any that provide bonus loyalty
  • Zhang Qian (Classical Merchant)
  • Irene of Athens (Medieval Merchant)
  • Marco Polo (Medieval Merchant)
  • Raja Todar Mal (Renaissance Merchant)
  • Napoleon Bonaparte (Industrial General)
  • John Rockefeller (Modern Merchant)
  • Melitta Bentz (Atomic Merchant)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Intercontinental trade bonus makes setting up colonies easier
  • Powerful renaissance-era warfare
  • Very strong faith output from the renaissance era onwards
  • Strong science output late in the game
Sumeria


Start Bias

Rivers (tier 3 - likely)

Uniques

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

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

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

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

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

Strategy

Sumeria is best at domination and scientific victories.

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

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

Fighting alongside another can get you more experience and pillaging yields than normal. While you could spend the game fighting alongside a friend to share in the rewards and gain alliance points faster, you can also jump on a civ that's already heavily under attack, get a load of city-states to join you in a war or even just constantly switch sides so you're always fighting alongside another civ.

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

Governments and Government Buildings
  1. Oligarchy | Warlord's Throne
  2. Monarchy or Merchant Republic | Foreign Ministry
  3. Any | War Department or Royal Society
Key policy cards
  • Discipline
  • Ilkum
  • Limitanei
  • Manoeuvre
  • Charismatic Leader
  • Diplomatic League
  • Raid
  • Professional Army
  • Serfdom
  • Wisselbanken
  • Total War
  • Arsenal of Democracy
  • After Action Reports
Key age bonuses
  • Monasticism
  • Elite Forces
Pantheons
  • God of the Forge
  • Initiation Rites
Religious beliefs
  • Religious Unity
Key city-states
  • Kabul
Key wonders
  • Pyramids
  • Terracotta Army
  • Apadana*
  • Kilwa Kisiwani
  • St. Basil's Cathedral
  • Amundsen-Scott Research Station
Key Great People
  • (Any that offer envoys)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Very strong warfare at the start of the game
  • Decent exploration early in the game
  • Good early science output
Zulus


Start Bias

None.

Uniques

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

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

Unique Unit: Impi (Medieval era, anti-cavalry, replaces the Pikeman)
  • Costs 125 production/500 gold/250 faith, down from 200/800/400 respectively (-37.5%)
  • Less expensive to upgrade to
  • Flanking provides +2 strength per other adjacent owned unit, instead of +1.
  • Costs 195 gold to upgrade, up from 80 (+144%)

Unique District: Ikanda (Ancient era, replaces the Encampment)
  • -50% production cost
  • +1 housing
  • Allows the direct training of corps and armies, assuming you have the corresponding civics to unlock them
  • Corps and armies cost 25% less production to train
    • This does not stack with the 25% cost reduction offered by Military Academies.

Strategy

The Zulus are best at domination victories.

The Zulus become a terrifying military force in the medieval era, but your first goal is to develop your empire ready for that. Get Bronze Working fairly quickly so you can build up some Ikandas and Spearmen ready for upgrading later. Don't neglect culture - a lot of culture early on will get you to powerful corps and armies sooner, as well as the Oligarchy government.

While their direct combat advantages of Impi are fairly small, they're cheap to build and upgrade to, and cheap to maintain. Low-cost Ikandas will help you get early Great Generals for extra speed and combat strength, and with the medieval-era Mercenaries civic you can start forming corps for a +15 strength boost. Knight Corps are really powerful as well. Don't manually form all your units into corps and armies - those remaining single units can get the last hit on a city to become a corps for free, and corps can become armies that way. They may take a lot of damage in the process, but while they're healing up, they can provide loyalty to the cities they're stationed in.

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

Governments and Government Buildings
  1. Oligarchy | Warlord's Throne
  2. Merchant Republic | Grand Master's Chapel or Intelligence Agency
  3. Fascism | War Department
Key policy cards
  • Agoge
  • Conscription
  • Limitanei
  • Veterancy
  • Feudal Contract
  • Professional Army
  • Retainers
  • Levee en Masse
  • Martial Law
Key age bonuses
  • Reform the Coinage (Golden Age)
Pantheons
  • God of the Forge
  • God of the Open Sky
Religious beliefs
  • Church Property
  • Stewardship
  • Tithe
Key city-states
  • Kabul
  • Kumasi
  • Stockholm
  • Valletta
Key wonders
  • Colosseum
  • Terracotta Army
  • Venetian Arsenal
  • Great Zimbabwe
Key Great People
  • (There are none in particular - just aim for Great Generals and Admirals)
*This feature is only available via a DLC pack.

Summary of key strengths

  • Powerful medieval-era warfare
  • Snowballing potential - can make forces considerably stronger without contributing extra production
  • Strong loyalty helps hold onto captured cities
Other Guides
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Rise and Fall

These guides are for those with the Rise and Fall expansion, but not Gathering Storm.

Compilation Guides

Individual Civilization Guides

Vanilla

The Vanilla guides are for those without the Rise and Fall or Gathering Storm expansions. These guides are no longer updated. You can find these by scrolling to the top of this page, clicking "Zigzagzigal's Guides" and looking near the end of the list of guides. The "Other Guides" section of every Vanilla guide has links to every other Vanilla guide.
23 Comments
Zigzagzigal  [author] 6 Mar, 2021 @ 3:13pm 
Sorry, but I have a rule of not adding people on Steam I don't know in real life. Best of luck on your course though!
Gnomes 4 Mar, 2021 @ 1:52am 
Afternoon mate, I'm a student journalist writing a guide for the Civ games, add me back on steam for more details please.
Zigzagzigal  [author] 15 Jan, 2021 @ 8:48pm 
I get the icon images (the images at the beginning of each section in this guide) by screenshotting the appropriate page in the civilopaedia and editing the image in Paint.net .
Doctor G 13 Jan, 2021 @ 1:55pm 
Did you copy paste zigzag smoke? because it look like some gaming website information? just wondering since all those nice graphics do not look like something that was player made
TheGodfather626 6 Jul, 2019 @ 4:33pm 
Thanks Zigzagzigal, your help is much appreciated in this! I'll try out these guys you suggested, (maybe some other's as well).

I'll be reading for your (current and future) guides for the most recent version of Civ 6 soon. Take care!
Zigzagzigal  [author] 6 Jul, 2019 @ 4:13pm 
Given there's a lot of elements to the River Warlord UA, there's a few civs that could be worth looking at.

First of all, there's Sumeria. They get tribal village rewards for destroying Barbarian Encampments, so it's a lot like Songhai's extra gold bonus (only even better). They've also got a powerful early cavalry unit that's appropriately good for breaking city defences.

Alternatively, there's Macedon. They get eureka/inspiration boosts when capturing cities, making it the closest equivalent to Songhai's gold-on-city-captures I can think of. They also have a powerful classical-era cavalry unit and a melee unit good for dealing with cities.

That being said, both civs launch wars sooner than you might be used to with Civ 5's Songhai.
TheGodfather626 6 Jul, 2019 @ 4:54am 
Your guides are great! They have tactics and strategies I would have never of thought of using for some Civs back in Civ 5. Now that I got Civ 6 and all it's DLC, (via Summer Steam Sale), i'm a bit lost with this new game.

You see, I Mained Askia (Songhai) from the previous game and I loved them, especially the "River Warlord" UA he had. I tried to look up which of the Civs plays like Askia (via Google, Youtube, and Reddit). I know that that you are very busy and I apologize, but if you could point me in the direction of the Leader, (in your opinion), with the closest thing to the "River Warlord" UA, it would would be much appreciated!

If you think none of the Official Civs are close, then it's fine. At least I'll know to stick with Germany, since it is similar to another Leader from Civ 5 that I kinda Mained. Again, sorry for disturbing you, but any help would go a long way, thanks.

(P.S. I can't wait to read the guides you have for the current Civ game. :)
Diaz Ex Machina 8 Jun, 2019 @ 7:47am 
Understood. Well, thanks anyway for the amazing job, I hope you'll find the time to work on new guides soon.
Zigzagzigal  [author] 8 Jun, 2019 @ 5:29am 
As a side-note (partially for my own benefit as I need to remind myself), I never got around to updating upgrade costs for all the units in the game from the last update. I'd love to just know the upgrade cost formula so I don't have to spend ages working out every single individual upgrade in the game.
Zigzagzigal  [author] 8 Jun, 2019 @ 5:16am 
I decided back when making Civ 5 guides I didn't want to write general guides for the following reasons:

- Writing civ-specific guides already takes a long time

- The CivFanatics forums already handles these issues very well; I started writing civ-specific guides as the CivFanatics forums didn't cover a lot of civs

Unfortunately I've not been able to work on guides at all for the last few months, and I haven't played Civ 6 in a while. I do want to return at some point but I can't say for sure when that'll be.