Civ 5 CBP Wikia
Advertisement

BackArrowGreen Back to Vox Populi Front Page

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 Starting Biases Unique Ability Unique Unit Unique Building/Improvement
AmericanAmerican George Washington Forest Manifest Destiny

All Land Military Units begin with the Sentry Promotion (+1 Sight).

25% discount when purchasing tiles, resets upon founding a City.

Tile purchases grant +20 20xProduction Production, scaling with Era.

Can purchase tiles already owned by other Civilizations, though at a much higher 20xGold Gold cost than normal.

Minuteman, replaces the Musketman.

Special traits:

Has more 20xStrength5 Combat Strength (23 vs. 22) and 20xRangedStrength5 Ranged Combat Strength (31 vs. 30).

Obsoletes at Ballistics rather than Dynamite.

Special abilities:

Starts with a promotion ignores terrain movement costs.

Starts with an additional promotion that allows this Unit earn GoldenAge5 Golden Age Points when destroying enemy units. The amount of GoldenAge5 Golden Age Points earned is based on either the 20xStrength5 Combat Strength or 20xRangedStrength5 Ranged Combat Strength of the defeated Unit.

Starts with the Accuracy I promotion.

Independence Hall, replaces the National Wonder known as the Hermitage.

Special traits:

20xCulture Culture cost of adopting new Policies reduced by 5%. Unlocks access to the Hoover Dam, West Point, and Smithsonian Institute in the Modern Era.

Contains 2 Slots for Great Works of Art or Artifacts (rather than 3 slots)

+3 20xCulture Culture and +3 20xGold Gold if Themed (rather than +4 20xCulture Culture and +4 20xGold Gold).

Does not require an Opera House in this City.


Common traits:

Provides 2 20xCulture Culture.

+1 20xCulture for every 4 20xPopulation Citizens in they City. Further +10% 20xCulture Culture in the City .

-1 20xUnhappiness5 Unhappiness from 20xCulture Boredom in all Cities.The 20xProduction Production cost and 20xPopulation Population requirements increase based on the number of Cities you own.

Arabian

Arabian

Harun al-Rashid Desert One Thousand and One Nights

When you complete a Historic Event, your Capital Capital gains +1 20xScience5 Science and 20xCulture Culture. In addition, you also gain 15% towards the progress of a random GreatPeople Great Person.

Camel Archer, replaces the Heavy Skirmisher.

Special traits:

Has more 20xStrength5 Combat Strength (17 vs. 15) and 20xRangedStrength5 Ranged Combat Strength (19 vs. 18).

Does not require Horses.

Obsoletes at Military Science rather than Metallurgy.

Special abilities:

Starts with the Splash Damage (deals 5 Damage to all enemy Units adjacent to the targeted Unit) promotion.

Starts with the Withdraw Before Melee promotion.

Bazaar, replaces the Market.

Special traits:

Provides 3 20xGold Gold, 2 20xFaith Faith, and 2 20xScience5 Science.

When any TradeRoute Trade Route originating here and targeting another Civilization is completed, receive a 20xTourism Tourism boost with that Civilization based on your recent 20xCulture Culture and 20xTourism Tourism output.

Increases the Range of this City's Land TradeRoute Trade Routes by 50%.

Common traits:

Incoming TradeRoute Trade Routes generate +1 20xGold Gold for this City and +1 20xGold Gold for the Trade Route owner.

Internal TradeRoute Trade Routes to or from this City generate 25 20xFood Food in their Origin City when completed, scaling with Era.

Has 1 Merchant (Civ5) Merchant Specialist slot.

+1 20xFood Food and +1 20xProduction Production from nearby Spices in addition to +1 20xFood Food and +1 20xGold Gold to Sugar Tiles worked by this City.

Assyrian

Assyrian

Ashurbanipal River and Avoid Tundra Treasures of Nineveh

When you conquer a City, gain either a Technology already known by the owner and not you or, if impossible, a large 20xScience5 Science boost.

All Great Works produce +3 20xScience5 Science.

Siege Tower.

Unique support Unit. Does not replace any existing Unit. Only Assyria may build it.

Is incapable of either attacking or defending.

Has 4 20xMovement5 Movement points.

When the Siege Tower is adjacent to a City, other Units you own that are two tiles away from the Siege Tower gain +40% 20xStrength5 Combat Strength versus Cities. When the Siege Tower itself is two tiles away from a City, other Units you own that are two tiles away from the Siege Tower gain +20% 20xStrength5 Combat Strength versus Cities. These bonuses do not stack.

Starts with the Medic I and Medic II promotions.

Starts with an Extra Sight promotion.

Is available at Military Theory and obsoletes at Gunpowder.

Cannot be Upgraded.

May only have two Siege Towers active at a time.

Royal Library, replaces the National Wonder known as the School of Philosophy.
Special traits:

Provides more 20xCulture Culture (3 up from 1), but less GreatPeople Great Scientist Points (1 down from 2).

Every Great Work of Writing you control grants +5 XP to Units created in any City you own (up to a maximum of +45 XP).

Has more slots for Great Works of Writing (3 up from 1), and comes with "The Flood Tablet" Great Work.

+1 20xScience5 Science for every 2 20xPopulation Citizens in this City, and all Libraries in every City you own produce +3 20xScience5 Science.

+3 20xProduction Production and +3 20xScience5 Science if Themed.

Provides a free Library, rather than requiring one in order to be built as is the case for the original School of Philosophy.

Is available earlier than the School of Philosophy which it replaces, arriving at Writing rather than Philosophy.

Common traits:

Provides 5 20xScience5 Science.

+20% 20xScience5 Science in this City during GoldenAge5 Golden Ages.

1 Specialist in this City no longer creates Unhappiness from 20xUnhappiness5 Urbanization.

The 20xProduction Production cost and 20xPopulation Population requirements increase based on the number of Cities you own.

Austrian

Austrian

Maria Theresa No Starting Bias Habsburg Diplomacy

+50% rewards from City-State Quests.

Can use 20xGold Gold to arrange Marriages with Allied City-States. While at peace with the City-State, Marriages eliminate Influence Influence decay, grant an additional World Congress Delegate, and provide a +15% GreatPeople Great Person Rate boost in the Capital Capital.

Hussar, replaces the Curaissier.

Special traits:

Has more 20xStrength5 Combat Strength (25 vs. 23) but lower 20xRangedStrength5 Ranged Combat Strength (26 vs. 27).

Obsoletes at Mobile Tactics rather than Military Science.

Special abilities:

Starts with the Lightning Warfare (this Unit receives a +15% 20xStrength5 Combat boost when attacking, +1 20xMovement5 Movement, and the ability to ignore enemy Zones of Control) promotion.

Starts with an Extra Sight promotion. This promotion is lost on Upgrade.

Coffee House, replaces the Grocer.

Special traits:

Provides 3 20xFood Food (up from 1).

+33% GreatPeople Great Person Rate in this City.

10% of the 20xCulture Culture output of this City is converted into 20xScience5 Science every turn.

Has 1 Merchant (Civ5) Merchant Specialist slot.

Common traits:

15% of 20xFood Food is carried over after a new Citizen 20xPopulation is born in this City (effect stacks with the Aqueduct).

Nearby Tobacco provides +3 20xGold Gold, Coffee +1 20xGold Gold and +2 20xProduction Production, Bananas +2 20xGold Gold, and Tea +2 20xGold Gold and +1 20xProduction Production.

-1 20xUnhappiness5 Unhappiness from 20xGold Poverty.

Requires an Aqueduct in this City.

Costs 4 20xGold Maintenance.

Aztec

Aztec

Montezuma Jungle Sacrificial Captives

Receive 20xGold Gold and 20xFaith Faith for each enemy Unit you kill (the amount of 20xGold Gold and 20xFaith Faith earned is equal to 150% of either the defeated enemy Unit's 20xStrength5 Combat Strength or 20xRangedStrength5 Ranged Combat Strength).

When you complete a favorable Peace Treaty (War Score of 25+), a GoldenAge5 Golden Age begins.

Jaguar, replaces the Warrior.

Special traits:

Has more 20xStrength5 Combat Strength (10 vs. 8).

Obsoletes at Steel rather than Bronze Working.

Special abilities:

Starts with a promotion that grants this Unit a +33% 20xStrength5 Combat Strength boost when battling in Jungles or Forests.

Starts with a promotion that heals this Unit 25 HP when it kills an enemy Unit.

Starts with the Woodsman promotion.

Floating Gardens, replaces the Water Mill.

Special traits:

Provides 3 20xFood Food (up from 2) and 2 20xCulture Culture.

+1 20xFood Food and +1 20xProduction Production for every 4 20xPopulation Citizens in this City, and 10% 20xFood Food in this City during GoldenAge5 Golden Ages.

Each Lake Tile worked by this City provides +2 20xFood Food, and nearby River Tiles produce +1 20xFood Food.

Common traits:

Provides 3 20xProduction Production.

Requires this City to be adjacent to a Lake.

Costs 1 20xGold Maintenance.

BabylonianBabylonian Nebuchadnezzar II River and Avoid Tundra Ingenuity

Receive a free Great Scientist when you discover Writing.

Great Scientists are earned 50% faster than normal.

20xGold Gold investments in Buildings reduce their 20xProduction Production cost by an additional 15%.

Bowman, replaces the Composite Bowman.

Special traits:

Has more 20xStrength5 Combat Strength (12 vs. 11) and 20xRangedStrength5 Ranged Combat Strength (13 vs. 11).

Obsoletes at Metallurgy rather than Machinery.

Special abilities:

Starts with the Indirect Fire (-10% 20xRangedStrength5 Ranged Combat Strength and allows ranged attacks to fire over obstacles provided that at least one friendly Unit can see the target) promotion.

Walls of Babylon, replaces the standard Walls.

Special traits:

Provides +1 20xScience5 Science.

Increases the City's 20xStrength5 Defense by 15 (up from 10) and the HP of the City by 75 (up from 50).

Scientist (Civ5) Scientist Specialists in this City generate +2 20xGold Gold.

Has 1 Scientist (Civ5) Scientist Specialist slot.

Common traits:

Increases the 20xRangedStrength5 Ranged Strike Range of this City by 1.

Increases the Military Unit Supply Cap from 20xPopulation Population in this City by 10%.

Reduces the Empire 20xUnhappiness5 Needs Modifier by 5% in this City.

Costs 1 20xGold Maintenance.

Brazilian

Brazilian

Pedro II Jungle Carnival

When a GoldenAge5 Golden Age begins, 40% of your Civilizations GoldenAge5 Golden Age Points are converted into 20xGold Gold and 20xTourism Tourism, and your Cities gain ten turns of Carnival. +25% 20xCulture Culture and -50% 20xUnhappiness5 Unhappiness from needs in your Cities during Carnival.

Bandeirantes, Replaces the Explorer.

Special traits:

Has more 20xStrength5 Combat Strength (19 vs. 17) and 20xMovement5 Movement points (4 vs. 3).

Obsoletes at Rocketry rather than Steam Power.

Special abilities:

Starts with the Flag Bearers promotion, which will grant your nearest owned City 20xGold Gold, 20xScience5 Science, and 20xCulture Culture whenever you reveal tiles with this Unit.

Starts with the Survivalism III promotion.

Can build Mines, Quarries, Brazilwood Camps, and Forts in owned territory as if it were a standard Worker.

Starts with all of the promotions that the standard Explorer has, however it does not have the Embarkation with Defense (can Embark onto Water Tiles and this Unit defends at double strength while Embarked) promotion.

Brazilwood Camp.

Unique Improvement. Only Brazil may build it. Can only be built on Jungle or Forest Tiles that are next to a Luxury Resource and cannot be adjacent to another Brazilwood Camp.

Provides 1 Brazilwood, a Luxury Resource unique to Brazil.

Provides a base +1 20xGold Gold to the tile it is built on.

The Acoustics, Radio, and Physics Technologies all provide the Brazilwood Camp +2 20xCulture Culture.

Unlocks at Calendar.

Brazilwood:

Luxury Resource. Can only acquired by building Brazilwood Camps.

Provides a base +1 20xGold Gold.

The monopoly bonus for Brazilwood grants +2 20xCulture Culture to all Resource Tiles.

The Hexxon Refineries Corporation grants an additional +1 20xProduction Production to the Brazilwood Luxury Resource.

ByzantineByzantine Theodora No Starting Bias Patriarchate of Constantinople

Is always eligible to found a Religion, and receives an additional Belief when founding a Religion. Is also allowed to choose Beliefs already present in other Religions.

-15% 20xFaith Faith purchase costs, and may purchase unlocked GreatPeople Great People with 20xFaith Faith as early as the Classical Era.

Cataphract, replaces the Knight.

Special traits:

Has more 20xStrength5 Combat Strength (28 vs. 24).

Has less 20xMovement5 Movement points (3 vs. 4).

Obsoletes at Combustion rather than Metallurgy.

Special abilities:

Starts with a promotion which allows this Unit to benefit from Defensive Terrain bonuses.

Starts with a promotion that grants this Unit a +30% Offensive and Defensive 20xStrength5 Combat boost when on Open Terrain.

Starts with the Cover I promotion.

Has a promotion which grants this Unit slightly smaller of a Damage Penalty vs. Cities (-25% as opposed to the standard -33%). This promotion is lost on Upgrade.

Basilica, replaces the Temple.

Special traits:

Provides 2 20xCulture Culture.

+1 20xFaith Faith for every 3 20xPopulation Citizens.

Doubles Religious Pressure generated by TradeRoute Trade Routes.

Common traits:

Provides 3 20xFaith Faith.

Generates +25% Religious Pressure.

Contains 1 Great Work of Music slot.

Provides +1 20xCulture Culture and +1 20xGold Gold to all Incense, Wine, and Amber Tiles worked by this City.

-1 20xUnhappiness5 Unhappiness from 20xFaith Religious Unrest.

Costs 1 20xGold maintenance.

CarthaginianCarthaginian Dido Coastal Phoenician Heritage

+125 20xGold Gold when founding Cities, scaling with Era.

All owned Coastal Cities receive a free Lighthouse.

The TradeRoute Trade Route Resource Diversity modifier is either doubled if the value is positive or halved if negative.

Quinquereme, replaces the Trireme.
Special traits:

Is available earlier, arriving at Fishing rather than Sailing.

Is slightly cheaper, costing only 80 20xProduction Production as opposed to 90.

Obsoletes at Astronomy rather than Compass.

Special abilities:

Starts with the Reconnaissance (gains experience from revealing tiles) promotion.

Starts with the Heavy Assault (Receives a +25% Offensive 20xStrength5 Combat bonus when attacking and an additional +25% Offensive 20xStrength5 Combat bonus versus Cities) promotion. This promotion is lost on Upgrade.

Great Cothon, replaces the National Wonder known as the East India Company.

Special traits:

Grants two additional TradeRoute Trade Routes.

Incoming TradeRoute Trade Routes generate more 20xGold Gold for this City (+5 up from +4) as well as more 20xGold Gold for the TradeRoute Trade Route owner (+3 up from +2).

The Resource Diversity Modifier for TradeRoute Trade Routes from this City is either increased by 25% if the modifier is positive or decreased by 25% if negative.

All Harbors in every City you own gain +3 20xProduction Production and all of your Lighthouses gain +2 20xCulture Culture.

Requires a Market as opposed to a Customs House in this City.

Is available earlier than the East India Company National Wonder which it replaces, unlocking at Currency as opposed to Guilds.

Common traits:

Provides a free copy of all Luxury Resources around this City.

-1 20xUnhappiness5 Unhappiness from 20xGold Poverty.

The 20xProduction Production cost and 20xPopulation Population requirements increase based on the number of Cities you own.

Celtic

Celtic

Boudicca No Starting Bias Druidic Lore

Has a unique set of Pantheon Beliefs that no one else can benefit from.[1]

Owned Cities with your Religion generate nor receive foreign Religious Pressure.

+3 20xFaith Faith in all the Cities you own where your Religion is the majority.

Pictish Warrior, replaces the Spearman.

Special traits:

Has more 20xStrength5 Combat Strength (13 vs. 11).

Is available earlier, arriving at Mining rather than Bronze Working.

Obsoletes at Gunpowder rather than Steel.

Special abilities:

Starts with a promotion that grants this Unit double 20xMovement5 Movement points and +25% 20xStrength5 Defense in Hills, Snow, and Tundra (if Forests or Jungle are not present).

Has a promotion which lets this Unit Pillage enemy Improvements at no additional 20xMovement5 Movement cost.

When this Unit kills an enemy Unit, your Civilization earns 200% of either the defeated opponents' 20xStrength5 Combat Strength or 20xRangedStrength5 Ranged Combat Strength as 20xFaith Faith.

No Formation I Promotion.

Ceilidh Hall, replaces the Circus.

Special traits:

Provides 4 20xCulture Culture and 2 20xFaith Faith.

Grants 15 turns of 'We Love the King Day' in this City when completed (up from 10 turns).

Contains 1 Great Work of Music slot.

Has 1 Musician Specialist slot.

Common traits:

Provides 1 20xHappiness Happiness.

Grants a modest sum of 20xCulture Culture when completed.

Nearby Ivory provides +3 20xCulture Culture.

-1 20xUnhappiness5 Unhappiness from 20xCulture Boredom.

Requires an Arena in this City.

Costs 2 20xGold Maintenance.

Chinese

Chinese

Wu Zetian River Mandate of Heaven

Creating Great Works or gaining Cities grants +1 20xFood Food and +1 20xGold Gold in all of your Cities. In addition, "We Love the Empress Day" begins in all of your Cities. These bonuses decline by 50% every Era.

"We Love the Empress Day" provides a bonus +10% 20xFood Food.

Chu-Ko-Nu, replaces the Crossbowman.

Special traits:

Has higher 20xRangedStrength5 Ranged Combat Strength (20 vs 19).

Obsoletes at Dynamite rather than Metallurgy.

Special abilities:

Starts with the Siege Volleys Promotion (+25% 20xStrength5when adj. or in a City. Deals 5 damage to Enemy Units adj to targeted Unit (within in Range)).

Paper Maker, replaces the Library.

Special traits:

Provides 1 20xCulture Culture.

+1 20xGold Gold for every 4 20xPopulation Citizens in this City.

+10% 20xGold Gold generated in this City during "We Love the Empress Day".

Common traits:

Provides 2 20xScience5 Science.

Has 1 Scientist (Civ5) Scientist specialist slot.

-1 20xUnhappiness5 Unhappiness from Illiteracy.

Requires a Council in this City.

Costs 1 20xGold Maintenance.

Danish

Danish

Harald Bluetooth Coastal Viking Fury

Embarked Units have +1 20xMovement5 Movement points and pay just 1 20xMovement5 Movement point to Disembark.

All Melee Land Units gain the Viking promotion, and all Melee Naval Units gain the Longboat promotion.

Viking promotion:

Has no 20xMovement5 Movement point cost to Pillage tiles.

+25% 20xStrength5 Combat Strength when on Pillaged Tiles.

+5 HP when healing in Neutral Territory.

Longboat promotion:

Has no 20xMovement5 Movement point cost to Pillage tiles.

+15% 20xStrength5 Combat Strength when attacking or defending on Coastal Tiles.

Recovers HP twice as fast when healing on Coastal Tiles.

Berserker, replaces the Longswordsman.

Special traits:

Has more 20xMovement5 Movement points (3 vs. 2).

Is available earlier, unlocking at Metal Casting rather than Steel.

Has less 20xStrength5 (20 vs 22).

Is slightly cheaper, costing only 140 20xProduction Production or 200 20xFaith Faith as opposed to 160 20xProduction Production or 300 20xFaith Faith.

Obsoletes at Rifling rather than Gunpowder.

Special abilities:

Starts with the Amphibious and Charge I promotions.

Runestone, replaces the Lighthouse.

Special traits:

Provides 2 20xCulture Culture.

When a Unit that was created by this City Pillages a tile (excluding Roads and Railroads), gain 30 20xGold Gold and 20xCulture Culture in this City, scaling with Era.

+25% 20xProduction Production towards Land and Naval Melee Units.

+2 20xFood Food to Coast and Ocean Tiles (up from +1).

This City does not have to be on a Coastal Tile in order for a Runestone to be built in it, unlike the Lighthouse which the Runestone replaces.

Common traits:

Forms a 20xCityConnection City Connection with other Cities via water provided that they also have Lighthouses (Runestones).

+1 20xGold Gold from Coastal and Ocean Tiles.

Costs 1 20xGold Maintenance.

Dutch

Dutch

William Coastal, River, and Grassland Dutch East India Company

+3 20xCulture Culture and 20xGold Gold for each different Luxury Resource you import or export from/to other Civilizations and City-States, scaling with Era.

Can import duplicate Resources, and Major Civilization imports count towards Monopolies.

Sea Beggar, replaces the Corvette.

Special traits:

Has more 20xStrength5 Combat Strength (42 vs. 40).

Available at Astronomy rather than Navigation.

Obsoletes at Rocketry rather than Industrialization.

Special abilities:

Starts with the Vanguard (+100% 20xStrength5 Combat Strength vs. Cities and Damage taken from Cities is reduced by 50%) promotion.

Starts with the Prize Ships (defeated enemy Naval Units may join your side) promotion.

Starts with the Supply (can heal outside Friendly Territory and +5 HP on heal) promotion.

Polder.

Unique Improvement. Only the Dutch may build it. Can only be built on Flood Plains, Marshes, and tiles with access to Fresh Water.

+3 20xFood Food, +2 20xGold Gold, and +1 20xProduction Production.

+1 20xGold Gold for each adjacent Village or Town (Colonia).

+1 20xProduction Production and +2 20xGold Gold at Economics, and +1 20xCulture Culture at Chemistry.

Unlocks at Guilds.

EgyptianEgyptian Ramesses II Desert, River, and Avoid Forest/Jungle Monument Builders

+20% 20xProduction Production towards constructing Wonders, increasing to +40% during GoldenAge5 Golden Ages.

Artifacts provide +5 20xScience5 Science and 20xCulture Culture, and Landmarks gain +5 20xGold Gold and 20xTourism Tourism.

War Chariot, replaces the Chariot Archer.

Special traits:

Has more 20xStrength5 Combat Strength (9 vs. 8 ).

Has more 20xMovement5 Movement points (5 vs. 4).

Does not require Horses.

Obsoletes at Physics rather than Mathematics.

Special abilities:

Starts with the Gift of the Pharaoh (when this Unit defeats an enemy Unit, receive a specific amount of 20xProduction Production in your Capital Capital based on either the 20xStrength5 Combat Strength or 20xRangedStrength5 Ranged Combat Strength of the defeated Unit) promotion.

Burial Tomb, replaces the Caravansary.

Special traits:

Provides 1 20xFaith Faith.

Contains 1 Great Work of Art or Artifact slot.

Receive a free unique Egyptian Artifact when constructed.

+1 20xGold Gold and +1 20xFood Food for every 2 Tundra or Desert Tiles worked by this City (up from +1 of the same Yields for every 3 Dessert Tiles worked by this City).

Common traits:

Provides 1 20xGold Gold.

External Land based TradeRoute Trade Routes gain +3 20xGold Gold.

When any Land TradeRoute Trade Route originating here and targeting another Civilization is completed, receive a 20xTourism Tourism boost with that Civilization based on your recent 20xCulture Culture and 20xTourism Tourism output.

Increases the Range of this City's Land TradeRoute Trade Routes by 50%.

Merchant (Civ5) Merchant Specialists in this City generate +1 20xGold Gold.

Truffles worked by this City provide +2 20xGold Gold, Cotton +1 20xProduction Production and +1 20xCulture Culture, and Furs +1 20xGold Gold and +1 20xProduction Production.

English

English

Elizabeth Coastal Perfidious Albion

All Naval and Embarked Units have +1 20xMovement5 Movement.

Naval Unit 20xGold Gold maintenance is reduced by 25%.

Foreign Spy Spies operate 25% slower in owned Cities.

Your Spy Spies are faster and operate at one Rank higher than normal.

Starts the game with a Spy Spy.

Ship of the Line, replaces the Frigate.

Special traits:

Has more 20xStrength5 Combat Strength (28 vs. 25) and 20xRangedStrength5 Ranged Combat Strength (38 vs. 35).

Obsoletes at Electronics rather than Dynamite.

Special abilities:

Starts with the Indomitable (+25% 20xStrength5 when Defending. Immune to Boarding effects) promotion.

Starts with an Extra Sight promotion. This promotion is lost on Upgrade.

White Tower, replaces the National Wonder known as the National Intelligence Agency.

Special traits:

Provides 2 20xCulture Culture and increases the City's 20xStrength5 Defense by 15.

Contains 1 Great Work of Art or Artifact slot.

Provides "The Crown Jewels" Great Work of Art for free.

Receive +100 20xScience5 Science and 20xGold Gold (down from 400) when you steal a Great Work or 20xScience5 Technology, complete a City-State coup or Election Rigging, or kill a foreign Spy Spy in this City. Also gain +25 20xGold / 20xScience5 for Advanced Actions (down from 100). All of these bonuses scale with Era.

All Constabularies, Castles, and Armories in every City you own each gain +3 20xCulture Culture.

Does not require a Police Station in this City.

Available much earlier than the National Intelligence Agency National Wonder which it replaces, unlocking at Machinery rather than Computers.

Requires a base nation wide 20xPopulation Population of 35 or greater in order to be built (down from 60).

Common traits:

Slows enemy Spy Spy effectiveness by 15%.

Provides an additional Spy Spy.

Levels up all existing Spy Spies.

Owned Spy Spies are much more likely to assassinate GreatPeople Great People via Advanced Actions.

Reduces the 20xUnhappiness5 Unhappiness Needs Modifier for 20xFood / 20xProduction Distress by 10% in all Cities.

The 20xProduction Production cost and 20xPopulation Population Requirements increase based on the number of Cities you own.

EthiopianEthiopian Haile Selassie No Starting Bias Solomonic Wisdom

When you complete a Policy Branch, adopt a Belief, or choose your first Ideology, receive a free Technology.

Mehal Sefari, replaces the Fusilier.

Common traits:

Has more 20xStrength5 Combat Strength (42 vs. 38).

Is slightly cheaper to produce than the Fusilier which it replaces (costing 600 20xProduction Production down from 625).

Obsoletes at Combined Arms rather than Replaceable Parts.

Special abilities:

Starts with the Homeland Guardian (this Unit receives a +25% 20xStrength5 Combat boost when fighting in Ethiopian Territory) promotion.

Starts with a promotion that gives this Unit an additional Defensive 20xStrength5 Combat bonus when fighting near the Capital Capital. The effectiveness of this promotion degrades the further away from the Capital Capital the Unit in question is.

Stele, replaces the Monument.

Special traits:

Provides 2 20xFaith Faith.

+25% 20xFaith Faith during GoldenAge5 Golden Ages.

Common traits:

Provides 2 20xCulture Culture. The 20xCulture Culture costs of acquiring new tiles is reduced by 25% in this City.

French

French

Napoleon Bonaparte No Starting Bias Esprit de Corps

+10% Damage for each subsequent attack against a single target during a turn.

When you conquer a City, gain Great Artist, Writer, and Musician Points Points in your Capital Capital and a temporary boost to 20xCulture Culture and 20xProduction Production in all Cities.

Musketeer, replaces the Tercio.

Special traits:

Has more 20xStrength5 Combat Strength (30 vs. 25).

Costs slightly more 20xProduction Production than the Tercio which it replaces (325 up from 300).

Obsoletes at Replaceable Parts rather than Rifling.

Special Abilities:

Starts with the Lightning Warfare (this Unit receives a +15% 20xStrength5 Combat boost when attacking, +1 20xMovement5 Movement, and the ability to ignore enemy Zones of Control) promotion.

Chateau.

Unique Improvement. Only the French may build it. Must be built next to a Luxury Resource and cannot be adjacent to another Chateau.

+2 20xCulture Culture, +3 20xGold Gold, and +3 20xFood Food.

Provides the same +50% 20xStrength5 Defense bonus to Units stationed on its tile that a standard Fort does.

+1 20xCulture Culture with Printing Press, +2 20xGold Gold and +2 20xCulture Culture with Flight.

Unlocks at Chivalry.

GermanGerman Otto Von Bismarck No Starting Bias Realpolitik

Receive +2 GoldenAge5 Golden Age Points and 20xCulture Culture in your Capital Capital for every City-State Ally or Friend. Bonuses scale with Era.

For every 3 City-State Alliances, receive 1 additional Delegate in the World Congress.

Panzer, replaces the Tank.
Special traits:

Has more 20xStrength5 Combat Strength (80 vs. 75) and 20xMovement5 Movement points (6 vs. 5).

Is available earlier than the Tank which it replaces, arriving at Ballistics rather than Combined Arms.

Never becomes obsolete, whereas the standard Tank obsoletes at Lasers.

Special abilities:

Starts with the Armor Plating II (receives a +25% Defensive 20xStrength5 Combat boost when defending) promotions.

Hanse, replaces the Customs House.

Special traits:

Provides 3 20xCulture Culture (up from 2) and 5 20xGold Gold.

All Cities with a Hanse receive +4% 20xProduction Production for each City-State Trade Route in your Civilization.

10% of this City's 20xGold Gold output is added to the City's 20xScience5 Science every turn.

Common traits:

When any TradeRoute Trade Route originating here and targeting another Civilization is completed, receive a 20xTourism Tourism boost with that Civilization based on your recent 20xCulture Culture output.

Incoming TradeRoute Trade Routes generate +2 20xGold Gold for this City and +2 20xGold Gold for the Trade Route owner.

Has 1 Merchant (Civ5) Merchant Specialist slot.

-1 20xUnhappiness5 Unhappiness from 20xGold Poverty.

Requires a Market in this City.

Greek

Greek

Alexander the Great Coastal and Hills Hellenic League

City-State Influence Influence degrades at half and recovers at twice the normal rate.

Each Friendly or Allied City-State boosts the 20xStrength5 Strength of owned and allied Units by 5% (up to a maximum of +25% 20xStrength5 Strength).

All City-State Territory treats your Units as friendly Units, allowing them to gain the Friendly Territory healing bonus within the borders of any City-State even if the one in question is at war with you.

Hoplite, replaces the Spearman.

Special traits:

Has more 20xStrength5 Combat Strength (14 vs. 12).

Obsoletes at Gunpowder rather than Steel.

Special abilities:

Starts with the Great Generals II (100% increased contribution to Great General generation) promotion.

Starts with the Discipline (+5% 20xStrength5 Combat Strength, and an additional +5% 20xStrength5 Combat Strength when adjacent to a friendly Unit) promotion.

Acropolis, replaces the Amphitheater.

Special traits:

Provides 3 20xCulture Culture (up from 2), 3 20xTourism Tourism, and increases the City's 20xStrength5 Defense by 10.

When any of your Units defeat another Unit, gain 5 Border Growth Only Culture, scaling with Era. If a Unit that was created by this City defeats another Unit, also receive 25 20xCulture Culture, scaling with Era.

Common traits:

+33% Great Writer Rate in this City.

All Writers' Guilds produce +1 20xGold Gold.

Has 2 slots for Great Works of Writing.

Nearby Dye and Silk provide +1 20xCulture Culture and +1 20xGold Gold, and all sources of Lapis Lazuli worked by this City provide +2 20xCulture Culture.

+2 20xCulture Culture if Themed.

Costs 1 20xGold Maintenance.

Hunnic

Hunnic

Atilla Plains and Avoid Forest/Jungle Scourge of God

Friendly and enemy 20xUnhappiness5 War Weariness is modified by 50%.

Your Mounted Melee and Armor Units can capture defeated enemy Units.

Your Cities claim adjacent unowned Land Tiles when they earn a tile of the same type.

Horse Archer, replaces the Skirmisher.

Special traits:

Has more 20xStrength5 Combat Strength (13 vs. 12) and 20xRangedStrength5 Ranged Combat Strength (13 vs. 10).

Does not require Horses.

Obsoletes at Metallurgy rather than Physics.

Special abilities:

Starts with the Accuracy I promotion.

Eki.

Unique Improvement. Only the Huns may build it. Can only be built on flat Grassland or Plains Tiles without access to Fresh Water. Removes any features on the tile it is constructed on, and can be built in or adjacent to Hunnic Territory.

+1 20xProduction Production, +1 20xFood Food, and +1 20xCulture Culture.

Gains additional 20xProduction Production if adjacent to two other Eki.

+1 20xFood Food and +1 20xProduction Production at Chivalry, +1 20xProduction Production at Ecology, +1 20xGold Gold at Economics, and +1 20xFood Food at Fertilizer.

Unlocks at Trade.

Incan

Incan

Pachacuti Hills Great Andean Road

Units ignore terrain costs when on Hills and may cross Mountains.

Cities, Roads, and Railroads may be built on Mountains.[2]

Mountains produce 20xScience5 Science and 20xFood Food, scaling with Era.

Slinger, replaces the Archer.

Special traits:

Has more 20xRangedStrength5 Ranged Combat Strength (7 vs. 6).

Obsoletes at Machinery rather than Engineering.

Special abilities:

Starts with the Concussive Hits Promtion (Ranged Attacks by this Unit inflict -15% 20xStrength5 for 5 Turns. Ignores Zone of Control).

Starts with the Withdraw Before Melee promotion.

Terrace Farm.

Unique Improvement. Only the Inca may build it. Can only be built on Hills and does not require a source of Fresh Water.

+1 20xFood Food and +2 20xProduction Production.

Each adjacent Mountain Tile grants a bonus of +1 20xFood Food to the Tarrace Farm.

All adjacent Farms gain +1 20xFood Food.

The Civil Service, Ecology, and Fertilizer Technologies all provide the Terrace Farm +1 20xFood Food.

Unlocks at Masonry.

Indian

Indian

Gandhi River Font of Dharma

Starts the game with a Pantheon and Great Prophets require 35% less 20xFaith Faith.

Each Follower of your primary Religion in a City increases Religious Pressure and 20xFood Growth.

Cannot build Missionaries.

Naga-Malla, replaces the Cuirassier.

Special traits:

Has more 20xStrength5 Combat Strength (25 vs. 23).

Does not require Horses.

Is available earlier, unlocking at Gunpowder rather than Metallurgy.

Obsoletes at Combustion rather than Military Science.

Special abilities:

Starts with the Feared Elephant (enemy Units receive -10% 20xStrength5 Combat Strength when adjacent to this Unit) promotion. This promotion is lost on Upgrade.

Harappan Reservoir, replaces the Aqueduct.

Special traits:

Provides 3 20xFood Food (up from 1) and 3 20xProduction Production.

20% of 20xFood Food is carried over after a new 20xPopulation Citizen is born (up from 15%).

+1 20xProduction Production from nearby Flood Plains and +1 20xFood Food and +1 20xProduction Production from Farms worked by this City.

Common traits:

+25% of the 20xProduction Production of this City is added to the City's current Production after City growth.

+2 20xProduction Production from Lakes and Oases Tiles worked by this City.

-1 20xUnhappiness5 Unhappiness from 20xGold Poverty.

Costs 1 20xGold Maintenance.

IndonesianIndonesian Gajah Mada No Starting Bias Spice Islanders

When you found or conquer a City, one of three unique Luxury Resources will appear next to or under the City. The three possible Luxury Resources that can appear are Clove, Pepper, and Nutmeg.

Clove:

Provides a base +1 20xGold Gold. +1 20xScience5 Science and +2 20xFood Food when improved. Monopoly Bonus: +6 20xHappiness Happiness is added to the Empire-Wide Luxury value.

Pepper:

Provides a base +1 20xFood Food and +1 20xGold Gold. +2 20xFood Food and +2 20xGold Gold when improved. Monopoly Bonus: +3 20xFood Food to all Resource Tiles.

Nutmeg:

Provides a base +2 20xGold Gold. +1 20xCulture Culture and +2 20xFood Food when improved. Monopoly Bonus: +2 20xProduction Production to all Resource Tiles.

The Trader Sid's, Inc. Corporation grants an additional +1 20xGold Gold to the Clove, Pepper, and Nutmeg Luxury Resources.

Kris Swordsman, replaces the Swordsman.

Special traits:

Obsoletes at Gunpowder rather than Steel.

Special abilities:

Starts with the Mystic Blade (promotion is replaced with a randomly chosen unique promotion after this Unit completes its first combat) promotion. The Mystic Blade promotion allows this Unit access to the unique Ambition, Ancestral Protection, Enemy Defection, Heroism, Invulnerability, Recruitment, Restlessness, and Sneak Attack promotions.

Candi, replaces the Garden.

Special traits:

Provides 2 20xFaith Faith and 2 20xCulture Culture.

A Clove, Pepper or Nutmeg Luxury Resource will appear near or under this City when built.

Grants a +20% boost to the 20xCulture Culture and 20xFaith Faith output of this City during 'We Love the King Day'.

Does not require an Aqueduct in this City.

Costs 2 20xGold Maintenance (down from 3).

Common traits:

+25% GreatPeople Great Person Rate in this City.

Oasis Tiles worked by this City provide +2 20xGold Gold.

+1 20xFood Food and +1 20xGold Gold from Citrus and Cocoa worked by this City.

1 Specialist in this City no longer creates Unhappiness from 20xUnhappiness5 Urbanization.

IroquoisIroquois Hiawatha Forest The Great Warpath

Units ignore terrain costs in Forests and Jungles, and these tiles establish 20xCityConnection City Connections.

Land Military Units start with the Woodsman promotion, and all of your Units gain +20% 20xStrength5 Strength if within 3 tiles of a Natural Wonder.

Mohawk Warrior, replaces the Swordsman.

Special traits:

Does not require Iron.

Obsoletes at Gunpowder rather than Steel.

Special abilities:

Starts with a promotion that gives this Unit a +33% Offensive and Defensive 20xStrength5 Combat bonus when fighting on Forest and Jungle Tiles.

Longhouse, replaces the Herbalist.

Special traits:

Provides 2 20xFood Food (up from 1) and 1 20xCulture Culture.

+1 20xProduction Production and +1 20xFood Food from every Forest and Jungle Tile worked by this City (as opposed to +1 20xFood Food for every 2 Forest or Jungle Tiles worked by this City).

+1 20xProduction Production and +1 20xFood Food from Plantations worked by this City.

Common traits:

Requires a nearby, workable Forest or Jungle Tile in this City.

Costs 1 20xGold Maintenance.

JapaneseJapanese Oda Nobunaga No Starting Bias Shogunate

+1 20xCulture Culture and 20xFaith Faith from Defense and Military Training Buildings.

When a Great Admiral or Great General is born, receive Great Artist, Writer, and Musician Points in your Capital Capital.

Samurai, replaces the Longswordsman.

Special traits:

Has more 20xStrength5 Combat Strength (23 vs. 22).

Obsoletes at Rifling rather than Gunpowder.

Special abilities:

Starts with the Great Generals II (100% increased contribution to Great General generation) promotion.

Starts with the Quick Study (earns experience toward promotions 50% faster) promotion.

Dojo, replaces the Armory.

Special traits:

Provides 3 20xCulture Culture and 5 20xScience5 Science (up from 2 20xScience5 Science).

All Mounted, Melee, Gun, and Armor Units trained in this City gain the Eight Virtues of Bushido (promotion is replaced with a randomly chosen unique promotion after this Unit completes its first combat) promotion. This allows these Units access to the unique Benevolence, Courage, Honor, Loyalty, Respect, Righteousness, Self Control, and Sincerity promotions.

When Units that were produced in this City promote, gain 20xCulture Culture and 20xScience5 Science based on their current level in this City.[3]

+25 XP to all Military Units trained in this City (up from +20 XP).

Increases the Military Unit Supply Cap by 2 (up from 1).

Does not require a Barracks in this City.

Common traits:

-1 20xUnhappiness5 Unhappiness from 20xFood / 20xProduction Distress.

Costs 2 20xGold Maintenance.

Korean

Korean

Sejong the Great No Starting Bias Scholars of the Jade Hall

+1 20xScience5 Science from all Specialists, increasing by +1 in the Medieval, Industrial, and Atomic Eras.

+30% GreatPeople Great Person Rate during GoldenAge5 Golden Ages.

Gain 50 GoldenAge5 Golden Age Points when a GreatPeople Great Person is born, scaling with Era.

Hwach'a, replaces the Trebuchet.

Special traits:

Has more 20xStrength5 (13 vs 12) 20xRangedStrength5 Ranged Combat Strength (21 vs. 20).

Obsoletes at Dynamite rather than Gunpowder.

Special abilities:

Starts with a somewhat different set of promotions that ultimately makes this Unit stronger against Land Units, but weaker against Cities than the standard Trebuchet which it replaces. However, the Hwach'a will regain the standard line of promotions typical of most Siege Units after being Upgraded into a Cannon.

Starts with the Logistics (-30% 20xRangedStrength5 Ranged Combat Strength and may attack twice in one turn) promotion.

Seowon, replaces the University.

Special traits:

Provides 2 20xFaith Faith.

+15% 20xScience5 Science in this City during GoldenAge5 Golden Ages.

Gain 50% of this City's 20xScience5 Science output as an instant boost to your current Research when a 20xPopulation Citizen is born in this City (up from 25%).

+1 20xScience5 Science and +1 20xProduction Production from Great Works in this City.

Available Earlier than the University which it replaces, arriving at Philosophy rather than Education.

Common traits:

Provides 3 20xScience5 Science.

+1 20xScience5 Science from Jungle Tiles worked by this City.

Has 1 Scientist (Civ5) Scientist Specialist slot.

City must have a Library.

-1 20xUnhappiness5 Unhappiness from 20xScience5 Illiteracy.

Costs 2 20xGold Maintenance.

Mayan

Mayan

Pacal Jungle The Long Count

After researching Mathematics, receive a bonus GreatPeople Great Person at the end of every Maya Long Count calendar cycle (every 394 years). Each bonus GreatPeople Great Person can only be chosen once.

Atlatlist, replaces the Composite Bowman.

Special traits:

Is slightly cheaper, costing only 80 20xProduction Production as opposed to 90.

Obsoletes at Rifling rather than Machinery.

Special abilities:

Receives the Atlatl Strike (+50% 20xRangedStrength5 Ranged Combat Strength versus Wounded Units) promotion. This promotion is lost on Upgrade.

Kuna.

Unique Improvement. Only the Maya may build it. Can only be constructed in Forests or Jungles, and not adjacent to another Kuna.

+1 20xScience5 Science and +2 20xFaith Faith.

+2 20xScience5 Science at Mathematics, +2 20xScience5 Science at Astronomy, +2 20xScience5 Science at Archaeology, and +2 20xCulture Culture at Flight.

Unlocks at Construction.

MongolianMongolian Genghis Khan Plains Mongol Terror

Mounted Ranged Units (including Helicopter Gunships, Light Tanks, and other similar Units) gain +2 20xMovement5 Movement and ignore enemy Zones of Control.

+100% Tribute Yields from City-State bullying. Ignores Alliance and Protection penalties when bullying.

Khan, replaces the Great General.

Special traits:

Has more 20xMovement5 Movement points (5 vs. 2).

Special abilities:

Heals adjacent Units for an additional 10 HP per turn.

Ger, replaces the Granary.

Special traits:

Provides 1 20xFaith Faith.

The 20xGold Gold and 20xCulture Culture cost of acquiring new tiles is reduced by 25% in this City.

+1 20xFood Food from Cattle, Sheep, and Horses worked by this City.

Has no 20xGold Maintenance cost.

Common traits:

Provides 1 20xFood Food.

15% of 20xFood Food is carried over after a new Citizen 20xPopulation is born in this City.

Allows 20xFood Food to be moved from this City along TradeRoute Trade Routes inside your Civilization.

+1 20xFood Food from Wheat, Bananas, Deer, and Bison worked by this City.

MoroccanMoroccan Ahmad al-Mansur Desert Gateway to Africa

+1 to all Yields in your Capital Capital per unique TradeRoute Trade Route partner, scaling with Era.

TradeRoute Trade Route Yields to or from Moroccan Cities are not affected by distance.

Can plunder Trade Units connected to unowned Cities without needing to declare war.

Berber Cavalry, replaces the Cavalry.

Special traits:

Has more 20xStrength5 Combat Strength (34 vs. 33) and 20xRangedStrength5 Ranged Combat Strength (42 vs. 41).

Obsoletes at Mobile Tactics rather than Ballistics.

Special abilities:

Starts with the Homeland Guardian (this Unit receives a +25% 20xStrength5 Combat boost when fighting in Moroccan Territory) promotion.

Starts with a promotion that gives this Unit the ability to ignore 20xMovement5 Movement penalties in Rough Terrain.

Kasbah.

Unique Improvement. May only be built by Morocco. Can only be constructed adjacent to an owned City.

+1 20xFood Food, +2 20xProduction Production, +2 20xGold Gold, and +2 20xCulture Culture.

+2 20xGold Gold to adjacent Fishing Boats and +1 20xCulture Culture to adjacent Coastal Tiles.

Provides a +30% 20xStrength5 Defense bonus to Units stationed on its tile.

Deals 5 Damage to adjacent enemy Military Units.

Connects any Luxury or Strategic Resources underneath it to your trade network.

+1 20xCulture Culture and +1 20xGold Gold at Architecture, and +1 20xCulture Culture at Radio.

Unlocks at Chivalry.

OttomanOttoman Suleiman Hills Tanzimat

Completing a TradeRoute Trade Route grants +150 20xScience5 Science and 20xFood Food to the origin City if International, or 20xCulture Culture and 20xGold Gold if Internal. Bonuses scale with Era.

Janissary, replaces the Musketman.

Special traits:

Has more 20xStrength5 Combat Strength (24 vs. 22) and 20xRangedStrength5 Ranged Combat Strength (31 vs. 30).

Is available earlier, unlocking at Gunpowder rather than Metallurgy.

Obsoletes at Ballistics rather than Dynamite.

Special abilities:

Starts with a promotion that grants this Unit a +25% Offensive 20xStrength5 Combat Strength boost when attacking.

Starts with the March (this Unit will heal every turn, even if it performs an action, but receives a -15% 20xStrength5 Combat Strength penalty when defending) promotion.

Siege Foundry, replaces the Forge.

Special traits:

Provides 3 20xProduction Production.

+50% 20xProduction Production towards Siege Units.

All Siege Units trained in the City receive the Volley (+50% 20xStrength5 Combat Strength vs. Fortified Units and Cities) promotion for free.

When you construct a Unit in this City, gain 20xScience5 Science equal to 20% of the Unit's 20xProduction Production cost.

Nearby Copper provides +1 20xProduction Production and +1 20xGold Gold, rather than +2 20xGold Gold.

Common traits:

Provides 1 20xScience5 Science.

+2 20xProduction Production from Mines worked by this City.

Nearby Iron provides +1 20xProduction Production and +1 20xGold Gold.

Has 1 Engineer (Civ5) Engineer Specialist slot.

Costs 1 20xGold Maintenance.

Persian

Persian

Darius I No Starting Bias Achaemenid Legacy

GoldenAge5 Golden Ages last 50% longer, and 10% of your 20xGold Gold income (after expenses) is converted into GoldenAge5 Golden Age Points every turn.

During a GoldenAge5 Golden Age, your Units receive +1 20xMovement5 Movement and a +15% 20xStrength5 Combat Strength bonus.

Immortal, replaces the Spearman.

Special traits:

Has more 20xStrength5 Combat Strength (13 vs. 11).

Obsoletes with Gunpowder rather than Steel.

Unique abilities:

Starts with the Faster Healing (allows this Unit to heal an additional +10 HP per turn) promotion.

Starts with the Armour Plating I (receives a +25% Defensive 20xStrength5 Combat boost when defending) promotion.

Satrap's Court, replaces the Courthouse.

Special traits:

Provides 1 20xGold Gold and 1 20xHappiness Happiness.

+1 20xGold Gold and +1 GoldenAge5 Golden Age Points for every 5 20xPopulation Citizens in this City.

+1 20xGold Gold for each Scientist (Civ5) Scientist, Engineer (Civ5) Engineer, and Merchant (Civ5) Merchant Specialist in this City.

Has 1 Merchant (Civ5) Merchant Specialist slot.

Has no 20xGold Maintenance cost.

Can be built in any City, including non-Occupied ones.

The cost to build a Satrap's Court increases by 5% for each City in your Civilization (down from 10% as is the case for the standard Courthouse).

Common traits:

Eliminates extra 20xUnhappiness5 Unhappiness from an Occupied City (if this City is Occupied).

Polish

Polish

Casimir III Plains and Grassland Solidarity

Gain a free Social Policy in the Classical Era, and every other Era after.

Gain two additional free Tenets when you adopt an Ideology for the first time.

Winged Hussar, replaces the Lancer.

Special traits:

Has more 20xStrength5 Combat Strength (40 vs. 35) and 20xMovement5 Movement points (5 vs. 4).

Obsoletes at Combined Arms rather than Combustion.

Special abilities:

Starts with the Heavy Charge (forces defenders to retreat when this Unit inflicts more Damage than it receives, and if a defender cannot retreat it takes extra Damage) promotion.

Starts with the Formation I promotion.

Ducal Stable, replaces the Stable.

Special traits:

+50% 20xProduction Production (up from +33%) and +15 XP for Mounted Melee Units produced in this City.

Nearby Horses, Sheep, and Cattle provide +3 20xProduction Production (up from +2) and +3 20xGold Gold.

Provides 1 free Horse.

Common traits:

Provides 3 20xProduction Production.

Increases the Military Unit Supply Cap from 20xPopulation Population in this City by 10%.

Costs 2 20xGold Maintenance.

PolynesianPolynesian Kamehameha Coastal Wayfinding

Your Units can always Embark and move over Oceans, and Embarked Units have +1 Sight.

+2 20xFood Food from Fishing Boats and Atolls, and Melee Naval Units can construct Fishing Boats.

No 20xUnhappiness5 Unhappiness from Isolation.

Maori Warrior, replaces the Pikeman.

Special traits:

Has more 20xStrength5 Combat Strength (21 vs. 17).

Slightly cheaper to produce than the standard Pikeman which it replaces, costing 120 20xProduction Production down from 135.

Unlocks at Chivalry instead of Steel.

Obsoletes at Rifling rather than Gunpowder.

Special abilities:

Starts with the Haka War Dance (-15% 20xStrength5 Combat Strength for adjacent enemy Units) promotion.

Unlike the standard Pikeman which this Unit replaces, the Maori Warrior does not receive the Formation I Promotion. This bonus will be regained after Upgrading the Maori Warrior into a Tercio

Moai.

Unique Improvement. Can only be built on Coastal Tiles. May only be built by Polynesia.

+1 20xCulture Culture and +1 20xProduction Production.

+1 20xCulture Culture for each adjacent Moai.

If within 3 tiles of a Moai, Polynesian Units gain +20% 20xStrength5 Combat Strength.

+1 20xProduction Production at Engineering, +1 20xCulture Culture at Astronomy, +1 20xCulture Culture at Architecture, and +1 20xGold Gold at Flight.

Unlocks at Construction.

PortuguesePortuguese Maria I Coastal Mare Clausum

When a Trade Route Unit moves, receive +4 20xScience5 Science, 20xGold Gold, and Great Admiral Points (for Cargo Ships) or Great General Points (for Caravans), scaling with Era.

Nau, replaces the Caravel.

Special traits:

Has more 20xStrength5 Combat Strength (30 vs. 25).

Obsoletes at Industrialization rather than Navigation.

Special abilities:

Starts with the unique Exotic Cargo promotion, which gives this ship the ability to sell Exotic Goods for 20xGold Gold and XP when adjacent to City-State lands. The amount of 20xGold Gold and XP gained is based on the distance from the Portuguese Capital Capital, with the yields increasing the further away the City-State is. If possible, when a Nau sells its Exotic Cargo to a City-State, a Feitoria is automatically created in its territory. Each Nau can only perform the Exotic Cargo ability twice. This promotion is lost on Upgrade.

Starts with an Extra Sight promotion. This promotion is lost on Upgrade.

Starts with the Withdraw Before Melee promotion.

Feitoria.

Unique Improvement. May only be built by Portugal. Can only be built on a Coastal Tile without a Resource, and not adjacent to another Feitoria.

+3 20xProduction Production and +3 20xGold Gold.

Adjacent Fishing Boats provide +2 20xProduction Production and nearby Coastal Tiles gain +1 20xGold Gold.

Provides vision of its tile and all the other tiles around it within a radius of 2.

Provides a +25% 20xStrength5 Defense bonus to Units stationed on its tile.

+2 20xCulture Culture at Printing Press, +2 20xGold Gold at Astronomy, and +2 20xProduction Production at Industrialization.

If built in owned lands by a Worker, adjacent Coastal Water and Lake Tiles gain +1 20xGold Gold and nearby Fishing Boats gain +1 20xProduction Production.

If built by a Nau within the territory of a City-State, provides your Civilization 1 copy of each Luxury Resource type that City-State owns. These Luxury Resource copies cannot be traded.

TradeRoute Trade Routes to City-States with a Feitoria produce additional 20xProduction Production and 20xFood Food based on your 20xGold Gold income from the TradeRoute Trade Route.

Unlocks at Compass.

Roman

Roman

Augustus Caesar No Starting Bias The Glory of Rome

When you conquer a City, the City retains all its Buildings and you immediately acquire additional territory around the City.

+15% 20xProduction Production towards Buildings already present in your Capital Capital.

Legion, replaces the Swordsman.

Special traits:

Has more 20xStrength5 Combat Strength (18 vs. 17).

Obsoletes at Gunpowder rather than Steel.

Special abilities:

Starts with the Pilum (deals 10 Damage to all adjacent enemy Units every turn you are fortified) promotion. This promotion is lost on Upgrade.

Starts with the Cover II promotion.

Can build Roads and Forts as if it were a standard Worker Unit.

Colosseum, replaces the Arena.

Special traits:

Provides 3 20xCulture Culture (up from 1) and 3 20xProduction Production.

When one of your Units defeats an enemy Unit, gain +5 GoldenAge5 Golden Age Points in this City, scaling with Era; if the Unit was created by this City, also gain +10 Great General points (if land) or Great Admiral points (if sea), scaling with Era.

All City connections produce +2% more 20xGold Gold.

Nearby Perfume provides +1 20xGold Gold.

Common traits:

Provides 2 20xTourism Tourism.

+2 20xProduction Production from Barracks, Forge, and Armory Buildings in this City.

Nearby Perfume provides +1 20xCulture Culture, and Olives worked by this City grant +1 20xFood Food and +1 20xGold Gold.

-1 20xUnhappiness5 Unhappiness from 20xCulture Boredom.

Costs 1 20xGold Maintenance.

RussianRussian Catherine No Starting Bias Siberian Riches

All Strategic Resources provide double their normal quantity.

Border growth rate is 25% faster.

Receive +20 20xScience5 Science when your Cities acquire a tile naturally, scaling with Era.

Cossack, replaces the Cavalry.

Special traits:

Has more 20xStrength5 Combat Strength (35 vs. 33) and 20xRangedStrength5 Ranged Combat Strength (44 vs. 41).

Obsoletes at Mobile Tactics rather than Ballistics.

Special abilities:

Starts with a promotion that grants a 33% Offensive 20xStrength5 Combat bonus when attacking damaged Units.

Starts with the Withering Fire (this Unit has a 25% chance to force an enemy Unit to retreat after taking ranged Damage and if the target cannot retreat, it takes 50% more Damage than normal) promotion.

Ostrog, replaces the Arsenal.

Special traits:

Provides 3 20xProduction Production.

Increases the City's 20xStrength5 Defense by 25 (up from 20) and the HP of the City by 200 (up from 150).

Enemy Land Units must expend 1 20xMovement5 extra Movement per tile if they move onto a tile worked by this City.

Does not require a Castle in this City.

Is available earlier, arriving at Metallurgy rather than Rifling.

Is cheaper to produce and than the Arsenal which it replaces, costing 800 20xProduction Production down from 1000.

+1 20xProduction Production and +1 20xGold Gold from Camps, Mines, Lumber Mills, Logging Camps, and Strategic Resources.

Costs 5 20xGold Maintenance (down from 6).

Common traits:

Increases the City's 20xRangedStrength5 Ranged Strike Range by 1, and allows Indirect Fire.

Units garrisoned in this City receive +10 HP when healing.

Foreign Spies cannot Steel 20xScience5 Science from this City.

Increases the Military Unit Supply Cap from 20xPopulation Population in this City by 15%.

Reduces the Empire 20xUnhappiness5 Needs Modifier by 5% in this City.

ShoshoneShoshone Pocatello Grassland Great Expanse

Founded Cities start with additional territory, and your Land Units receive a 20xStrength5 Combat bonus when fighting within their own territory.

All Recon Units can choose rewards from Ancient Ruins.

Comanche Rider, replaces the Cavalry.

Special traits:

Has more 20xStrength5 Combat Strength (34 vs 33) and 20xRangedStrength5 Ranged Combat Strength (42 vs. 41).

Obsoletes at Mobile Tactics rather than Ballistics.

Special abilities:

Starts with a promotion that grant this Unit an additional 20xMovement5 Movement point.

Starts with a promotion that grants this Unit the ability to Pillage tiles without any 20xMovement5 Movement point cost.

Starts with the Withdraw Before Melee promotion.

Encampment.

Unique Improvement. Only the Shoshone may build it. Can only be built on Flat Terrain, and no two Encampments can be adjacent to one another.

+2 20xFood Food, +1 20xProduction Production, and +1 20xCulture Culture.

+15% 20xStrength5 Defense to friendly Units stationed on them.

Enemy Units will take 5 Damage if they end their turn on or next to an Encampment.

+1 20xCulture Culture and +1 20xFood Food at Gunpowder, +1 20xProduction Production and +1 20xScience5 Science at Rifling.

Unlocks at Military Theory.

SiameseSiamese Ramkhamhaeng Jungle and Forest Father Governs Children

Influence Influence with City-States starts at 40.

Yields from Friendly and Allied City-States increased by 75%.

The 20xStrength5 Strength of Allied City-State Capital Capitals is increased by 25%.

+10 XP to Units gifted from City-States.

Naresuan's Elephant, replaces the Knight.

Special traits:

Has more 20xStrength5 Combat Strength (26 vs. 24).

Has less 20xMovement5 Movement points (3 vs. 4).

Obsoletes at Military Science rather than Metallurgy.

Special abilities:

Starts with a promotion that grants this Unit a +50% 20xStrength5 Strength bonus against other mounted Units. This promotion is lost on Upgrade.

Starts with the Feared Elephant (enemy Units receive -10% 20xStrength5 Combat Strength when adjacent to any Unit with this promotion) promotion. This promotion is also lost on Upgrade.

Wat, replaces the Constabulary.

Special traits:

Provides 4 20xCulture Culture, 1 20xFaith Faith, and 2 20xScience5 Science.

Reduces enemy Spy Spy stealing rate by 50% (up from 25%).

Prevents the destruction of Building construction by Spy Spy Advanced Actions.

+2 20xScience5 Science from Temples and Shrines in this City, and +1 20xCulture Culture from Jungle and Forest Tiles worked by this City.

Has 1 Scientist (Civ5) Scientist Specialist slot.

Costs 2 20xGold Maintenance (down from 4).

Common traits:

Increases the City's 20xStrength5 Defense by 5.

-1 20xUnhappiness5 Unhappiness from 20xFood / 20xProduction Distress.

SonghaiSonghai Askia River and Avoid Tundra River Warlord

Triple 20xGold Gold from pillaging Encampments and Cities.

Land Units gain the War Canoe and Amphibious promotions, and ignore terrain costs when adjacent to Rivers.

Rivers create 20xCityConnection City Connections.

Mandekalu Cavalry, replaces the Horseman.

Special traits:

Obsoletes at Metallurgy rather than Chivalry.

Special abilities:

Has no Combat penalty vs. Cities.

Starts with the Raider promotion.

Raider promotion:

Flank attack bonus increased by 150%. Steal 20xGold Gold equal to 50% of the Damage inflicted on a City, capping at the City's 20xStrength5 Defense x 10. Is able to use enemy Roads.

Tabya, replaces the Stone Works.

Special traits:

Provides 1 20xCulture Culture.

+1 20xProduction Production to all River Tiles worked by this City.

+10% 20xProduction Production when constructing Buildings in this City.

Nearby Salt provides +1 20xProduction Production and +1 20xGold Gold (rather than +2 20xGold Gold).

Common traits:

Allows 20xProduction Production to be moved from this City along TradeRoute Trade Routes inside your Civilization.

Nearby Marble and Jade provide +1 20xProduction Production and +1 20xGold Gold, and Stone worked by this City provides +2 20xProduction Production.

Costs 1 20xGold Maintenance.

SpanishSpanish Isabella Coastal Reconquista

Only your Religion can spread to owned Cities or Allied City-States.

Gaining or founding Cities generates 20xFaith Faith and 20xFood Food, and converts them to your official Religion.

May purchase Naval Units with 20xFaith Faith.

Conquistador, replaces the Knight.

Special traits:

Has more 20xStrength5 Combat Strength (26 vs. 24).

Obsoletes at Military Science rather than Metallurgy.

Special abilities:

Has no Combat penalty vs. Cities.

Starts with two Extra Sight promotions. These promotions are lost on Upgrade.

Starts with a promotion that allows this Unit to Embark and doubles its 20xStrength5 Combat Strength while Embarked.

Can found new Cities on a foreign continent that does not contain the Spanish Capital Capital. Cities founded using the Conquistador start with 3 20xPopulation Citizens, claim additional territory, and automatically receive the same selection of prebuilt Buildings provided. *4

Mission, replaces the Castle.

Special traits:

Increases the City's20xStrength5 Defense by 18 (up from 15) and HP by +125 (up from +100).

Gain 3x the 20xFaith Faith and 20xGold Gold output of this City, respectively, as an Instant Boost every time a 20xPopulation Citizen is born in this City.

Boosts the Religious Pressure and Resistance of this City by 15%.

Costs less 20xProduction Production than the Castle which it replaces, requiring 275 20xProduction Production down from 300.

Does not require Walls in this City in order to be built.

Can be purchased with 20xFaith Faith.

Has no 20xGold Maintenance cost.

Common traits:

Contains 1 Great Work of Art or Artifact slot.

Increases the City's 20xRangedStrength5 Ranged Strength by 100%.

+1 20xProduction Production form Quarries worked by this City.

Reduces the Empire 20xUnhappiness5 Needs Modifier by 5% in this City.

Increases the Military Unit Supply Cap from 20xPopulation Population in this City by 10%.

SwedishSwedish Gustavus Adolphus No Starting Bias Lion of the North

Land Melee Units receive +20% 20xStrength5 Strength when attacking, and Siege Units have +1 20xMovement5 Movement points.

When a Great General is born, all of your Military Units are fully healed and receive +15 XP.

The 20xStrength5 Combat bonus provided by Great Generals is increased by 15%.

Carolean, replaces the Tercio.

Special traits:

Common traits:

Has more 20xStrength5 Combat Strength (29 vs. 25).

Obsoletes at Replaceable Parts rather than Rifling.

Special abilities:

Starts with a promotion that grants this Unit a +15% 20xStrength5 Combat Strength boost when stacked on the same tile as a Great General.

Starts with the Grenadier (when this Unit advances after killing another Unit, all newly-adjacent enemy Units immediately take 10 Damage) promotion.

Starts with the March (this Unit will heal every turn, even if it performs an action, but receives a -15% 20xStrength5 Combat Strength penalty when defending) promotion.

Skola, replaces the Public School.

Special traits:

Provides +1 20xScience5 Science for every 20xPopulation Citizen in this City (up from +1 20xScience5 Science for every 4 20xPopulation Citizens in this City), in addition to +1 20xCulture Culture for every 3 20xPopulation Citizens in this City.

Has 2 Scientist (Civ5) Scientist Specialist slots (up from 1).

Costs 800 20xProduction Production in order to be built (down from 1000).

Costs 5 20xGold Maintenance (down from 6).

Common traits:

-1 20xUnhappiness5 Unhappiness from 20xScience5 Illiteracy.

Requires a University in this City.

VenetianVenetian Enrico Dandolo Coastal Serenissima

Cannot found/annex Cities.

TradeRoute Trade Route cap doubled and all target restrictions are removed.

Receives a free Merchant of Venice after researching Trade.

Puppet Cities have -30% to their yield penalties, and you can spend 20xGold Gold in them.

All Puppet Cities gain 20xHappiness Happiness like normal Cities.

Merchant of Venice, replaces the Great Merchant.

Special traits:

Has +2 20xMovement5 Movement while Embarked.

Special abilities:

Can purchase City-States outright, bringing them under Venetian control as a Puppet City.

Can also construct a Puppet City called a Colonia. A Colonia begins with 3 Population, 3 extra tiles, a Monument, and a Market.

Is able to perform an improved Trade Mission that functions in a similar manner to the ability of the standard Great Merchant which it replaces. The Trade Missions performed by a Merchant of Venice receive +100% more 20xGold Gold and +100% more City-State influence than a normal Trade Mission.

Piazza San Marco, replaces the National Wonder known as the National Monument.

Special traits:

Provides 2 20xFood Food, 2 20xGold Gold, 1 20xScience5 Science, and 2 20xProduction Production. Increases the Military Unit Supply Cap by 5.

Unlocks access to the Murano Glassworks, Arsenale di Venezia, and Rialto District Buildings once Guilds is researched, although only one of those can be built.

+33% GreatPeople Great Person Rate in this City (up from +25%).

Enemy Spy Spies cannot perform Advanced Spy Actions in this City.

Only buildable in the Capital Capital.

Requires a Palace in this City in order to be built (rather than a Monument).

Available sooner than the Natural Monument which it replaces, arriving at Writing rather than Drama and Poetry.

Common traits:

Provides 1 20xCulture Culture.

Choose one:

Murano Glassworks:

GreatPeople Great Person Tile Improvements and Villages worked by all of your Cities gain 2 20xFood Food and 2 20xTourism Tourism.

Contains 2 Great Work of Art or Artifact slots.

+5 20xScience5 Science if themed.

Has 1 Artist (Civ5) Artist Specialist slot.

Rialto District:

The cost of 20xGold Gold purchases in all of your Cities is reduced by 10% (15% in your Capital Capital).

Provides 1 World Congress Delegate for every 100 20xGold Gold per turn produced (caps at 25% of all City-States ever alive.

Incoming TradeRoute Trade Routes generate +3 20xGold Gold for this City and +3 20xGold Gold for the Trade Route owner.

Has 1 Merchant (Civ5) Merchant specialist slot.

Arsenale di Venezia:

+15% 20xProduction Production and increases the City's 20xStrength5 Defense by 6.

All of your Naval Units receive the Venetian Craftsmanship promotion, which increases their 20xStrength5 Combat Strength by 10% and 20xMovement5 Movement points by 1.

Increases the Military Unit Supply Cap by 5 and inc.

Has 1 Engineer (Civ5) Engineer specialist slot.

Zulu

Zulu

Shaka Plains and Avoid Jungle Iklwa

Melee and Gun Units cost 25% less 20xGold Maintenance, and all Units require 25% less XP for promotions.

Your military is 50% more effective at intimidating City-States, and you receive 25% more Yields from demanding Tribute.

Impi, replaces the Tercio.

Special traits:

Has more 20xStrength5 Combat Strength (28 vs. 25).

Obsoletes at Replaceable Parts rather than Rifling.

Special abilities:

Starts with the Spear Throw (+25% 20xStrength5 Combat Strength vs. Gunpowder Units and, before engaging in melee, this Unit has an extra attack) promotion. This promotion is lost on Upgrade.

Ikanda, replaces the Barracks.

Special traits:

Provides 1 20xCulture Culture.

Grants the unique Buffalo Loins promotion to all melee and Gunpowder Units trained in this City.

+2 to the Military Unit Supply Cap (up from +1).

Arrives at Bronze Working rather than Military Theory.

Buffalo Loins:

+5% 20xStrength5 Combat Strength. Flank attack bonus increased by 25%. +5% 20xStrength5 Defense against Ranged Attacks. Leads to the unique Buffalo Chest promotion

Buffalo Chest:

Provides the same bonuses as the Buffalo Loins promotion, as the Ikanda alone grants newly produced Units enough XP to earn their first promotion. Leads to the unique Buffalo Horns promotion.

Buffalo Horns:

+1 20xMovement5 Movement. Flank attack bonus increased by 25%. +5% 20xStrength5 Defense against Ranged Attacks.

Common traits:

Provides 1 20xScience5 Science.

-1 20xUnhappiness5 Unhappiness from 20xFood / 20xProduction Distress.

+15 XP for all newly produced Units.

Costs 1 20xGold Maintenance.

  1. The unique Celtic Pantheons include: "Bran, the Sleeping Guardian", "Cernunnos, the Horned Stag", "Dagda, the All-Father", "Epona, the Great Mare", "Lugh, the Skilled One", "Mannanan, Son of the Sea", "Morrigan, Harbinger of Strife", "Nuada, the Silver-Handed King", "Ogma, the Learned", and "Rhiannon, Goddess of Sovereignty". None of these unique Pantheons provide a direct bonus to the Celt's 20xFaith  Faith output as their Unique Ability already provides +3 20xFaith  Faith to owned Cities where their Religion is the majority. No other Civilizations may benefit from the bonuses provided by these unique Pantheons.
  2. Note that any Incan Mountain City surrounded entirely by Mountain tiles with a Road or Railroad connected to it is accessible by other Civilizations through use of the aforementioned Road or Railroad (provided that the Road/Railroad is not also surrounded entirely by Mountain tiles) and can be captured by their Melee Land Units.
  3. The formula used to calculate the Dojo's yields on Unit promotion is as follows: yields = {x, (y - 1)² * 4}, whereas the value of x is the global modifier towards instant yields determined by the current Game Speed and the value of y is equal to the former level of the Unit being promoted. In situations where the result of the aforementioned formula were to equal 0, the value of x is instead used to determine the amount of yields earned. The total amount of yields is always rounded down.

4. The list of Buildings that Conquistadors come with: Council, Granary, Market, Monument, Barracks, Shrine, Watermill/ Well, Forge, Library, and Mission (Castle).

Advertisement