Below you will find a list of all civilizations and leaders in Vox Populi, as well as their unique abilities, improvements, units, and buildings.
Below you will find a list of all civilizations and leaders in Vox Populi, as well as their unique abilities, improvements, units, and buildings.
|Civilization||Leader||Unique Ability||Unique Unit||Unique Building/Improvement|
All land military units have +1 sight. 50% discount when purchasing tiles. +20 Production when buying Tiles (scales). Can Purchase tiles already owned by other Civilizations, though at a much higher Gold cost than normal.
|Minuteman, replaces Musketman.
+3 CS. Starts with Accuracy I.
Can move through difficult terrain as though it were clear.
Earns points towards a Golden Age when it defeats an enemy.
|The Smithsonian, replaces Hermitage.
5 Culture, 1 Happiness
+25% Culture in the city, and 50% of the culture from Great Works, World Wonders, Natural Wonders and improvements is added to the Tourism output of the city. Boosts Culture and Science output of Museums and Broadcast Towers in all Cities by +5. Contains 3 Slots for Great Works of Art or Artifacts. +5 Science and +5 Culture if Themed.
Does not require the Opera House in the City
|Arabian||Harun al-Rashid||One Thousand and One Nights
When you complete a Historic Event, your Capital gains +1 Science and +1 Culture, and 20% towards the progress towards a random Great Person. Tourism from Historic Events increased by 15%.
|Camel Archer, replaces Heavy Skirmisher.
Splash Damage II. Can withdraw before melee attacks.
|Bazaar, replaces the Market.
+4 Gold, +1 Faith. +1 Food, +1 Science and +1 Production from Spices and +1 Food and +1 Gold from Sugar worked by the city.
Trade Routes gain 50% range.
+1 Gold to Trade Routes to or from the City.
|Assyrian||Ashurbanipal||Treasures of Nineveh
When you conquer a City, gain either a Technology already known by the owner or, if impossible, a large Science boost. All Great Works produce +2 Science.
May only be built by the Assyrians. Unique support unit. Nearby owned units gain +40% combat strength versus cities when ST is adjacent to city, and +20% when it is two tiles from city. Starts with Medic 1 & 2 and Extra Sight. May only have two active at a time.
|Royal Library, replaces School of Philosophy.
+5 Culture, +3 Science and, +1 Great Scientist Points. +1 Science for every 2 Citizens in the city, and all Libraries produce +3 Science.
Every Great Work of Writing you control grants +5 XP to units created in any City (maximum of +45 XP).
Has 3 slots for Great Works of Writing, comes with Flood Tablet, and is available earlier than the School of Philosophy. +3 Production if Themed.
|Austrian||Maria Theresa||Habsburg Diplomacy
+50% rewards from City State quests. Use Gold to arrange Marriages to City-States. While at peace with the City-State, Marriages eliminate Influence decay, grant +1 Delegate to World Congress, and +15% Great Person Rate in the Capital.
|Hussar, replaces Curaissier.
+2 CS and +4 RCS.
Starts with Promotions that give +1 Sight, +15% combat bonus when attacking, +1 Movement, and ability to ignore Zone of Control.
|Coffee House, replaces Grocer.
+3 Food. +33% Great People generation in this City. 10% of this city's culture is converted into science every turn. Carries over 15% of Food after City growth. Reduces Poverty. Nearby Tobacco provides +3 Gold, Coffee +1 Gold and +2 Production, and Tea +2 Gold and +1 Production.
1 Merchant Specialist.
Receive a free Great Scientist when you discover Writing. Earn Great Scientists 50% faster. Gold investments in Buildings reduce their Production cost by an additional 15%.
|Bowman, replaces Composite Bowman.
+2 Combat and +3 Ranged Combat. Starts with Indirect Fire Promotion (allows ranged attacks over obstacles. -10% RCS).
|Walls of Babylon, replaces Walls.
Increase Defense Strength by 15 and Hit Points by 75. +1 Science. 1 Scientist Specialist slot.
+10% supply cap from Pop.
When a Golden Age begins, 50% of Golden Age points convert into gold and tourism, and cities gain ten turns of Carnaval. +25% Culture and -50% unhappiness from needs in cities during Carnaval.
|Bandeirantes, Replaces Explorer.
+4 CS. +1 Movement. Generates Gold, Science and Culture in the nearest owned City whenever you reveal tiles with this unit. Can build mines, quarries, brazilwood camps, and Forts in owned territory.
Brute Force promotion (+33% Combat Bonus vs Barbarians) and Survivalism III. Ignores Terrain Cost.
Can only be built on Jungle or Forest and not adjancent. +2 Gold, +1 Culture.
+2 Culture with Acoustics, Radio, and Physics.
Provides 1 Brazilwood Resource.
Unlocks at Calendar.
Monopoly yields +1 Gold to base resource yield
Another +1 Gold (tied to Hexxon Refineries Corp)
|Byzantine||Theodora||Patriarchate of Constantinople
Is always eligible to found a Religion, and receives an additional Belief when founding a Religion. Is allowed to choose from Beliefs already in other Religions.
|Cataphract, replaces Knight.
+5 CS,has Cover I, and gains defensive terrain bonuses. Slightly smaller of a Penalty vs Cities and can move after attacking.
|Basilica, replaces Temple.
+2 Culture, +3 Faith
+1 Faith for every 2 Citizens. +1 Culture and +1 Gold from Incense, Wine and Amber. Reduces Religious Unrest and doubles Religious Pressure generated by Trade Routes, and generates religious pressure. Does not require maintenance.
Cities produce 175 Gold when founded. Bonus scales with Era. All owned coastal Cities receive a free Lighthouse. Resource diversity triples the gold value of trade routes.
|Quinquereme, replaces Trireme.
Available earlier. +4 Combat. Starts with the Reconnaissance Promotion (gains experience from exploration).
|Great Cothon, replaces East India Company.
+5 Gold for outgoing Trade Routes, +3 Gold for incoming Trade Routes, and all Harbours gain +3 Production and all Lighthouses gain +2 Culture.
Receive a free copy of all Luxury Resources around the City.
Reduces Poverty. Available earlier.
Grants two additional trade routes.
|Chinese||Wu Zetian||Mandate of Heaven
Creating Great Works or gaining Cities grants "We love the Empress" and +1 Food and Culture in all Cities. These bonuses decline with every new era due to dynastic transition.
"WLTED" grants +10% Food.
|Chu-Ko-Nu, replaces Crossbowman.
+1 CS. Starts with Logistics.
|Paper Maker, replaces Library.
2 Science, 1 Culture
1 Gold for every 4 citizens in the city. Reduces Illiteracy slightly.
1 Scientist specialist.
15% more Gold in city during WLTKD.
|Danish||Harald Bluetooth||Viking Fury
Embarked units have +1 Movement and pay just 1 movement point to move from sea to land. All Melee units pillage without movement cost and plunder Gold when they assault a City.
|Berserker, replaces Longswordsman.
Is available earlier. Has +1 movement and gets Amphibious and Charge I Promotions.
|Runestone, replaces Lighthouse.
+2 Culture. Instant boost of 25 Culture.
Gain 5 Culture/Production in City when you pillage a tile, scaling with Era. scaling with Era.
+1 Food and +1 Gold from Coast and Ocean Tiles, and can make city connections over water.
Does not require a Coastal Tile.
|Egyptian||Ramesses II||Monument Builders
+20% Production towards Wonder construction, +40% during Golden Ages. Artifacts gain +5 Science and Culture, and Landmarks gain +5 Gold and Tourism.
|War Chariot, replaces Chariot Archer.
Does not require horses. +1 Combat and Ranged Combat, and Movement. Receives Gift of the Pharaoh Promotion (Receive Production in the Capital when you defeat an enemy unit).
|Burial Tomb, replaces Caravansary.
+1 Faith. 1 Great Work of Art of Artifact slot. Receive a free unique Egyptian Artifact when constructed.
Receive a Tourism boost with the Civ based on your recent Culture output when a Land Trade Route originating here and targeting another Civ is completed. Land Trade Routes gain +50% range and +2 Gold. Nearby Truffles provide +2 Gold, Cotton +1 Production and +1 Culture, and Furs +1 Gold and +1 Production.
All Naval and Embarked Units gain +1 Movement, Naval Unit Gold maintenance reduced by 25%. Starts with a spy, gains additional spies in the Renasissance, and spies begin at the rank of Agent.
|Ship of the Line, replaces Frigate.
Starts with Logistics. +2 CS, +1 Sight.
|Steam Mill, replaces Factory.
+3 Production. +1 Production for every 2 Citizens in the City. +3 Production from Coal worked by this City.
Trade Routes other players make to this City generate +3 Gold for the City owner and +3 Gold for the Trade Route owner.
All Engineer specialists in the city gain +2 Gold. All Merchant specialists in the city gain +2 Production.
Does not require Coal to build.
|Ethiopian||Haile Selassie||Solomonic Wisdom
When you complete a Policy Branch, adopt a Belief, or choose your first Ideology, receive a free Technology.
|Mehal Sefari, replaces Fusilier.|
Slightly cheaper. + 5 CS. Starts with Cover I,
and Promotions that give bonuses when fighting in their own territory and near the Capital.
+50% vs Mounted
|Stele, replaces Monument.
+2 Culture, +2 Faith. Culture costs of acquiring new tiles reduced by 33% in the City. +25% Faith during Golden Ages.
|French||Napoleon||Esprit de Corps
When you conquer an enemy City, you have a chance to plunder Great Works from their other Cities and gain a temporary boost to Culture and Production.
+10% Damage versus Units and Cities for every attack against them during a turn.
|Musketeer, replaces Tercio.
+50% vs Mounted.
Starts with Lightning Warfare Promotion (+15% Combat Bonus when attacking.
+1 Movement. Ignore enemy Zones of Control).
Must be built adjacent to a Luxury resource, but not adjacent to another Chateau. +2 Culture, +3 Gold, +3 Food.
Provides a +50% defense bonus to units stationed on its tile.
Gains +2 Gold +1 Culture with Flight. +1 Culture with Printing Press. Unlocks at Chivalry.
Receive +3 Golden Age Points, +3 Science and +3 Culture in the Capital for every City-State you are allied with, and +1 for each per CS friend. Bonus scales with era. For every 2 City-State alliances, receive 1 additional Delegate in the World Congress.
|Panzer, replaces Tank.
+5 Combat and +1 Movement. Starts with Armor Plating I Promotion (+25% Combat Bonus when defending). Available Earlier.
|Hanse, replaces Customs House.
+3 Culture, +5 Gold.
+5% Production for each Trade Route your Civilization has with a City-State.
When any Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent Culture output.
Trade routes to or from this City gain +2 Gold.
10% of the city's gold output is added to the city's science every turn.
2 Merchant Specialist
City-State Influence degrades at half and recovers at twice the normal rate. Each City-State alliance boosts the Strength of owned and allied Units by +4% (up to 20% total).
|Hoplite, replaces Spearman.
+3 CS. Starts with Great Generals II and Discipline (+5% CS and +5 CS% when adjacent to a friendly unit) Promotions.
|Acropolis, replaces Amphitheater.
+ 3 Culture, +10 Defense. +2 Tourism with Philosophy.
+33% Great Writer rate in the City, and all Writers' Guilds produce +1 Gold.
Gain +5 Culture when you destroy an enemy unit, scaling with era.
Nearby Dye and Silk provide +1 Culture and +1 Gold, and Lapis Lazuli +2 Culture.
|Indian||Gandhi||Font of Dharma
Starts with a Pantheon and Great Prophets require 50% less Faith. Each Follower of your majority or founded Religion in a City increases Religious Pressure and Growth in that City. Cannot build Missionaries.
|Naga-Malla, replaces Cuirassier.
+5 Combat, +4 Ranged Combat and cannot move after attacking. Does not require Horses, and is available earlier. Starts with Feared Elephant Promotion (Enemy units receive -10% CS when adjacent to any unit with this promotion).
|Harappan Reservoir, replaces Aqueduct.
+4 Food, +2 Production. Carries over 20% of Food after City growth and +25% of the City's Production is added to current Production.
+1 Production from Flood Plains and +2 Food from Lakes, Oasis, and Farms. Reduces Poverty Slightly.
|Indonesian||Gajah Mada||Spice Islanders
Every time you found a City, one of three unique Luxuries will appear next to or under the City. No Unhappiness from Isolation.
|Kris Swordsman, replaces Swordsman.
Starts with Mystic Blade Promotion (Promotion is replaced with a randomly chosen new promotion after the unit completes its first combat).
|Candi, replaces Garden.
+2 Faith and +2 Culture.
A Clove, Pepper or Nutmeg Resource will appear near or under this City when built. +25% Great People generation in the City, and +20% to Culture and Faith during We Love the King Day.
+1 Food and +1 Gold from Citrus and Cocoa worked by this city.
When a Unit levels up, gain Culture and Science base on its current level. Recieve -50% Tourism from Civs that don't have a Trade Route with you, and they cannot send you Trade Routes
[Tourism from historic events and concert tours reduced by 50%]
|Samurai, replaces Longswordsman.
+4 Combat. Starts with the Great Generals II and Quick Study (earns experience toward promotions 50% faster) Promotions.
|Dojo, replaces Armory.
Does not require a Barracks to be built. Grants +25 Experience to all military units trained in the City. +2 Culture +4 Science. Reduces Crime.
All Melee, Gun, Mounted, and Armored units trained in the city gain the Eight Virtues of Bushido Promotion (Promotion is replaced with a randomly chosen new promotion after the unit completes its first combat).
+2 Supply Cap.
|Korean||Sejong||Scholars of the Jade Hall
+2 Science from Great Person tile improvements and +1 Science from all Specialists, increasing by +1 in the Medieval, Industrial, and Atomic Eras.
Great People earned 30% faster during Golden Ages.
+50 GAP from GP birth (Scaling).
|Hwach'a, replaces Trebuchet.
-1 RCS. Stronger against land units but weaker against cities. Starts with the Cover I and Logistics (may attack twice -20% CS) Promotions.
|Seowon, replaces University.
+2 Faith, +3 Science. Has 2 Scientists.
15% more science during GAs.
+1 Science from Jungle and Forest tiles worked by the City.
Gain 50% of the Science output of the City as an instant boost when a Citizen is born in this City. Reduces Illiteracy.
|Mongolian||Genghis Khan||Mongol Terror
Mounted Ranged units (and Helicopter Gunships/Armored Cars) gain +2 Movement and ignore Zone of Control. Forcefully annex City-States instead of exacting Heavy Tribute, and receive Golden Age Points when you conquer or annex a City-State.
Added 50 turn (scaling with gamespeed) hard cooldown on CS annexation.
|Khan, replaces Great General.
+3 Movement and heals adjacent units.
|Ger, replaces Granary.
1 Food, +1 Faith and no Maintenance cost.
15% of food is carried over after a new citizen is born.
Gold and Culture Cost of acquiring new tiles reduced by 25% in the City. +1 Food from Cattle, Sheep, Horses, Wheat, Bananas, Deer, and Bison worked by the City.
|Moroccan||Ahmad al-Mansur||Gateway to Africa
Receives +4 Gold, Golden Age Points and Culture for each Trade Route to or from a different Civ or City-State. Bonuses scale with Era (or even from different players to you). Trade Route owners receive +2 Gold for each Trade Route sent to Morocco.
|Berber Cavalry, replaces Cavalry.
+2 CS and +3 RCS. Receives combat bonuses when fighting in Moroccan territory. Ignores terrain penalties.
+1 Food, +2 Production, +2 Gold, +2 Culture. Provides a +30% defense bonus to units stationed on its tile, and connects any resources underneath it to your trade network. Can only be built adjacent to an owned City.
+1 Culture and
+1 Gold at Architecture. +1 Culture at Radio Unlocks at Chivalry.
|Persian||Darius I||Achaemenid Legacy
Golden Ages last 50% longer, and 10% of your Tourism output converts into Golden Age Points every turn. During a Golden Age, units receive +1 Movement and +15% combat Strength.
|Immortal, replaces Spearman.
+2 Combat. Heals more quickly, and starts with the Armour Plating I (+25% Combat Bonus when defending) promotion.
|Satrap's Court, replaces Courthouse.
Can be built in any City.
+1 Gold, +1 Happiness. +1 Gold and +1 Golden Age Points for every 5 Citizens in the City. Eliminates Extra Unhappiness from an Occupied City.
1 Merchant Specialist slot.
Starting in the Classical Era, gain a free Social Policy every other Era, and gain two additional free Tenets when you adopt an Ideology for the first time.
Unhappiness from Crime reduced in all Cities by 10%.
|Winged Hussar, replaces Lancer.
+5 Combat and +1 Movement. Starts with Heavy Charge (Forces defenders to retreat when it inflicts more damage than it receives. If a defender cannot retreat it takes extra damage.) and Formation Promotions.
|Ducal Stable, replaces Stable.
+3 Production. +50% Production towards and +15 XP for Mounted Melee Units. Nearby Horses, Sheep and Cattle Provide +3 Production and +3 Gold.
+10% supply cap from Pop.
Provides 1 Horse.
Embarked Units gain +1 Sight. Can embark and move over Oceans immediately. +2 Food from Fishing Boats and Atolls; Melee Naval Units can build Fishing Boats.
|Maori Warrior, replaces Pikeman.
+5 CS. Slightly cheaper. Unlocks at Chivalry instead of Steel. Starts with the Haka War Dance Promotion (-10% Combat Strength for adjacent enemy units). But no +50% vs Mounted.
+1 Culture and +1 Production. +1 Culture and Production for each adjacent Moai. +20% CS to nearby Units (3 tiles).
+1 Production at Engineering. +1 Culture at Astronomy.+1 Culture at Architecture. +1 Gold at Flight. Unlocks at Construction.
|Portuguese||Maria I||Mare Clausum
When your Trade Units move, receive +4 Science, Gold, and Great Admiral Points (for Cargo Ships), or Great General Points (for Caravans), scaling with era.
|Nau, replaces Caravel.
+5 CS. Starts with +1 Sight, and Withdraw Before Melee Promotions. Can perform an ability when adjacent to City-States or a peaceful Civ to earn Gold and XP, based on distance from capital.
Each Nau can perform this action twice. If possible, when a Nau sells its exotic cargo to a city state, a Feitoria is automatically created in its territory.
+3 Production, +3 Gold. Defense +25%.
+2 Culture at Printing Press. +2 Gold at Astronomy. +2 Production at Industrialization. Can only be built on a coastal tile without a resource, and not adjacent to another Feitoria.
If built in owned lands by a worker, adjacent coastal water and lake tiles gain +1 gold and adjacent Fishing Boats gain +1 Production.
If built by Naus in a city state, Provides 1 copy of each Luxury Resource type that City-State has connected, regardless of status. The copy cannot be traded. Trade Routes to City-States with a Feitoria produce bonus Production and Food based on your Gold income from the Trade Route. Provides a 25% defense bonus, as well as vision of its tile and all tiles within a radius of 2.
Unlocks at Compass.
|Roman||Augustus Caesar||The Glory of Rome
When you conquer a City, the City retains all valid Buildings and you immediately acquire additional territory around the City. +15% production towards Buildings present in the Capital.
|Legion, replaces Swordsman.
+2 Combat. Can build roads and forts. Starts with the Cover I Promotion.
Pilum - 10 damage to adjacent enemies every turn you are fortified
|Colosseum, replaces Arena.
+3 Culture, +3 Production, 2 Tourism. Gain +5 Great General or Great Admiral points and +5 Golden Age points when you destroy an enemy unit. City connections produce +2% more Gold. +2 Production for Barracks, Forge and Armory. Nearby Perfume provide +2 Culture, and Olives +1 Food and +1 Gold. Reduces Boredom Slightly.
All Strategic Resources prove +1 Science and double their normal quantity. Receive +25 Science when you acquire a tile naturally, scaling with Era.
|Cossack, replaces Cavalry.
+5 Combat and Ranged Combat. +33% Combat bonus battling damaged units. 20% Chance to force an enemy unit to retreat after taking ranged damage. If the unit cannnot retreat, it takes 50% more damage than normal.
|Ostrog, replaces Arsenal.
+3 Production, +25 Defense, +200 HP. +1 Production and +1 Gold from Camps, Mines and Lumbermills. Decreases tile costs in the City by 50%.
Enemy Land Units must expend 1 extra Movement per Tile if they move into a Tile worked by the City.
Reduced Maintenance cost and Production.
+10% supply cap from Pop.
|Siamese||Ramkhamhaeng||Father Governs Children
Yields from friendly and allied City-States increased by 75%. The Combat Strength of Allied City-State Capitals is increased by +25%. Influence when you meet a CS starts at 35.
|Naresuan's Elephant, replaces Knight.
+2 Combat, -1 Movement. +50% Combat Strength against other mounted units. Starts with the Feared Elephant promotion (Enemy units receive -10% CS when adjacent to any unit with this promotion).
|Wat, replaces Constabulary.
+4 Culture, +1 Faith, +2 Science. Reduces enemy spy stealing rate by 50%. +2 Science from Temples and Shrines in this City, and +1 Culture from Jungle and Forest tiles worked by the City. Reduces Crime. 1 Scientist Specialist slot.
Triple Gold from pillaging Encampments and Cities. Land Units gain the War Canoe and Amphibious promotions, and move faster along Rivers. Rivers can create City Connections.
|Mandekalu Cavalry, replaces Knight.
No penalty versus cities. Starts with the Raider Promotion (Flank attack bonus increased by 100%. Steal gold equal to 50% of the damage inflicted on a city. Is able to use enemy roads).
|Tabya, replaces Stone Works.
+3 Production. Grants +1 Culture to all River tiles near the city, and +10% Production when constructing Buildings in the City.
Nearby Marble, Salt, and Jade provide +1 Production and +1 Gold, and Stone +2 Production.
Religions cannot spread to owned Cities or allied City-States with your majority or founded Religion. Gaining or founding cities after your capital generates faith and food and converts them to your religion.
|Conquistador, replaces Knight.
+5 CS. +2 Sight. Can found new cities on a foreign continent that does not contain the Spanish Capital. Has the Defensive Embarkation Promotion that allows it to defend itself against Naval Units. No penalty when attacking cities.
|Mission, replaces Castle.
+18 Defense, +125 HP. Gain 3x the Faith and Gold output of the City, respectively, as an Instant Boost every time a Citizen is born in the City.
Boosts Pressure of Religious Majority emanating from the city by 15%
. Does not require Walls in order to be built, and can be purchased with Faith.
+10% supply cap from Pop.
|Swedish||Gustavus Adolphus||Lion of the North
Land Melee Units receive +10% Strength when Attacking, and Siege Units gain +1 Movement. If a Great General is born, all Military Units are healed and receive +10 XP.
Great Generals give +10% more.
|Carolean, replaces Tercio.
+2 Combat. Starts with the March Promotion. +15% CS when stacked w/ a Great General
'Grenadier' promotion - when you advance from killing a unit, all newly-adjacent units immediately take 10 damage.
|Skola, replaces Public School.
Reduced maintenance and Production cost. +1 Culture for every 3 Citizens, +1 Science for every Citizen in the City. Reduces Illiteracy. 2 Scientists.
Receive Gold and Faith (100% of Unit's Strength) for each enemy unit you kill. When you complete a favorable Peace Treaty, a Golden Age begins.
|Jaguar, replaces Warrior.
+2 CS. +33% Combat Strength when battling in Jungles or Forests. Heals 25 when it destroys enemy units. Starts with the Woodsman Promotion.
|Floating Gardens, replaces Water Mill.
+3 Food, +3 Production. +2 Food and +2 Production for every 5 Citizens in the City.
Each worked Lake tile provides +2 Food, and River tiles produce +1 Food.
Has a unique set of Pantheon Beliefs. Cities with your Pantheon or founded Religion neither generate nor receive foreign Religious Pressure.+3 Faith in owned Cities where your Pantheon (or Religion, if a Founder) is the majority.
|Pictish Warrior, replaces Spearman.
+2 Combat. Comes earlier. Double movement and +25% defense in Hills, Snow and Tundra. Can pillage enemy improvements at no additional movement cost. Earns 200% of opponents' strength as Faith for kills.
|Ceilidh Hall, replaces Circus.
+3 Culture, +1 Faith, +1 Happiness. Provides a modest sum of Culture when completed and 10 turns of WLTKD.
Nearby Ivory provides +3 Culture. Reduces Boredom.
Contains 1 Great Work of Music slot, and 1 Musician Specialist slot.
|Hunnic||Atilla||Scourge of God
Mounted melee units deal more flanking damage and can capture units, and defeated Barbarians in Encampments join you.When you gain Grassland or Plains tiles naturally, adjacent unowned tiles of the same type are also claimed.
|Horse Archer, replaces Skirmisher.
+2 CS and RCS. Starts with the Accuracy I promotion. Does not require Horses.
+1 Production +1 Food +1 Culture. Can only be built on flat Grassland or Plain tiles without access to Fresh Water. Gains additional Production if adjacent to two other Eki. Removes any features on the tile. Can be built in or adjacent to Hunnic territory. +1 Food and +1 Production at Chivalry. +1 Production at Ecology. +1 Gold at Econmics. +1 Food at Fertilizer. Unlocks at Trade.
|Incan||Pachacuti||Great Andean Road
Units ignore terrain costs when on Hills and may cross Mountains. Cities, Roads and Railroads may be built on Mountains. Mountains provide Science and Faith scaling with Era.
|Slinger, replaces Archer.
-1 CS. Can attack twice in one turn. Starts with the Withdraw Before Melee Promotion.
+1 Food, +2 Production, and 1 Culture. Can only be built on Hills. +1 Food per adjacent Mountain. +1 Food per adjacent Terrace Farm, and all adjacent farms gain +1 food. Civil Service +1 Food if fresh water. Fertilizer +1 Food if not fresh water. Unlocks at Masonry.
|Iroquois||Hiawatha||The Great Warpath
Units move through Forest and Jungle in as if it is Road, and can be used to establish City Connections. Land military units start with the Woodsman promotion.
|Mohawk Warrior, replaces Swordsman.
+1 Combat. +33% Combat when fighting on Forest and Jungle tiles. Does not require Iron.
|Longhouse, replaces Herbalist.
+2 Food, +1 Culture.
+1 Production and +1 Food from Forest and Jungle Tiles and Plantions. worked by the City.
Requires a nearby, workable Forest or Jungle tile to be constructed. 1 Maintenance
|Mayan||Pacal||The Long Count
After researching Mathematics, receive a bonus Great Person at the end of every Maya Long Count cycle (every 394 years). Each bonus person can only be chosen once.
|Atlatlist, replaces Composite Bowman.
+1 Ranged Combat. Available earlier. Receives the Atlatl Strike Promotion (+50% Ranged Combat Strength VS Wounded Units).
+1 Science, +2 Faith. Can only be constructed in Forest or Jungles, and not adjacent to another Kuna.
+2 Science at Mathematics. +2 Science at Astronomy. +2 Science at Archaeology. +2 Culture at Flight.
Unlocks at Construction.
|Dutch||William||Dutch East India Company
+4 Culture for each different Luxury Resource you import from other Civilizations and City-States, +6 Gold for each different Luxury Resource you export to other Civilizations. Bonuses scale with Era.
|Sea Beggar, replaces Corvette.
+5 Combat. Starts with the Coastal Raider I and II, Prize Ships (Defeated enemy naval units may join your side), and Supply Promotions.
+3 Food, +2 Gold, +1 Production. May be built on tiles with access to fresh water. +1 Gold for each adjacent Village or Town (Colonia). + 1 Production +2 Gold at Economics. +1 Culture at Chemistry. Unlocks at Guilds.
Completing a Trade Route grants +100 Science, Production and Food to the origin City if international, or culture and and gold if internal. Bonuses scale with era.
|Janissary, replaces Musketman.
+3 Combat and Ranged Combat. +25% Combat Strength when attacking, and starts with the March Promotion.
|Siege Foundry, replaces Forge.
+3 Production. +1 Science. +50% Production towards Siege units. All Siege units trained in the City receive the Volley Promotion for free. Nearby Iron and Copper provide +1 Production and +1 Gold. +1 Production from mines worked by this city. When you construct a Unit in this City, gain 20% of Production as Science, scaling with Era.
Founded cities start with additional territory. Units receive a combat bonus when fighting within their own territory.
All recon units can choose goody huts.
|Comanche Rider, replaces Cavalry.
Can Pillage without spending 1 Move, Chance to Withdraw before Melee.
+2 Food, +1 Production, +1 Culture. Can not be built adjacent to other Encampments. +15% Defense. Enemy units take 5 damage if they end their turn next to an Encampment. +1 Culture and +1 Food at Rifling. +1 Production and +1 Science at Ecology. Unlocks at Military Theory.
Melee and Gun units cost 50% less maintenance, units require 25% less experience to earn their next promotion.
Your military is 50% more effective at intimidating City-States, and you recieve 25% more yields from demanding tribute.
|Impi, replaces Tercio.
+3 Combat. Has a bonus against mounted units. Starts with Spear Throw Promotion (before engaging in melee, this unit has an extra attack).
|Ikanda, replaces Barracks.
+1 Culture, +2 Science. Grants Buffalo promotions to melee units trained in the City (Buffalo Horns: +1 Move, +25% Flank, +10% Defense vs Ranged). +15 XP for all units. Reduces Crime slightly.
+2 Supply Cap.
Cannot found or annex cities, but can purchase units, buildings, and tiles in puppeted cities. Trade route maximum doubled, and receive a free Merchant of Venice after researching Trade. +20% Great Merchant Rate in every city per owned Puppet City.
|Merchant of Venice, replaces Great Merchant.
Can purchase City-States, bringing them under Venetian control as a Puppet. Can construct a Colonia, 4 Food, 4 Gold, 3 Culture, acquires all tiles adjacent to itself when constructed, can constructed on unowned tiles adjacent to owned territory, and the normal road/trade routes boosts of the Town. +2 Gold at Guilds. +2 Culture at Economics. +2 Food at Fertilizer.
|Piazza San Marco, replaces National Monument.
1 Culture, 2 Food, 2 Gold, 1 Science, 2 Production. +33% Great People rate in city. Enemy spies cannot perform Advanced Spy Actions in this city. Only buildable in the Capital. Unlocks access to Murano Glassworks, Arsenale di Venezia, and Rialto District once Guilds is researched.
Murano Glassworks: Great Person Improvemets and villages worked by city gain 2 food and 2 tourism . Provides 2 Great Wor Slots for Art or Artifacts, 5 Science if themed. 1 Artist Specialist.
Rialto District: Cost of Gold purchases in this city reduced by 10%. Provided 1 World Congress Delegate for every 100 per Gold per turn produced, caps at 25% of all City States ever alive. Trade routes to and from this city produce +3 gold. 1 Merchant specialist.
Arsenale di Vezezia: +15% Production in city. +6 Defense. Naval units constructed in city receive the Venetian Craftsmanship promotion, boosting combat strength by 10% and Movement by 1.1 Engineer specialist