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 |
---|---|---|---|---|---|
American | George Washington | Forest | Manifest Destiny | Minuteman, replaces the Musketman. Special traits: Has more Combat Strength (23 vs. 22) and 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 Golden Age Points when destroying enemy units. The amount of Golden Age Points earned is based on either the Combat Strength or 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: 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 Culture and +3 Gold if Themed (rather than +4 Culture and +4 Gold). Does not require an Opera House in this City.
+1 for every 4 Citizens in they City. Further +10% Culture in the City . -1 Unhappiness from Boredom in all Cities.The Production cost and Population requirements increase based on the number of Cities you own. |
Arabian |
Harun al-Rashid | Desert | One Thousand and One Nights | Camel Archer, replaces the Heavy Skirmisher.
Special traits: Has more Combat Strength (17 vs. 15) and 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 Gold, 2 Faith, and 2 Science. When any Trade Route originating here and targeting another Civilization is completed, receive a Tourism boost with that Civilization based on your recent Culture and Tourism output. Increases the Range of this City's Land Trade Routes by 50%. Common traits: Incoming Trade Routes generate +1 Gold for this City and +1 Gold for the Trade Route owner. Internal Trade Routes to or from this City generate 25 Food in their Origin City when completed, scaling with Era. Has 1 Merchant Specialist slot. +1 Food and +1 Production from nearby Spices in addition to +1 Food and +1 Gold to Sugar Tiles worked by this City. |
Assyrian |
Ashurbanipal | River and Avoid Tundra | Treasures of Nineveh | Siege Tower.
Unique support Unit. Does not replace any existing Unit. Only Assyria may build it. Is incapable of either attacking or defending. When the Siege Tower is adjacent to a City, other Units you own that are two tiles away from the Siege Tower gain +40% 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% 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 Culture (3 up from 1), but less 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 Science for every 2 Citizens in this City, and all Libraries in every City you own produce +3 Science. +3 Production and +3 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: +20% Science in this City during Golden Ages. 1 Specialist in this City no longer creates Unhappiness from Urbanization. The Production cost and Population requirements increase based on the number of Cities you own. |
Austrian |
Maria Theresa | No Starting Bias | Habsburg Diplomacy | Hussar, replaces the Curaissier.
Special traits: Has more Combat Strength (25 vs. 23) but lower 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% Combat boost when attacking, +1 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: +33% Great Person Rate in this City. 10% of the Culture output of this City is converted into Science every turn. Has 1 Merchant Specialist slot. Common traits: 15% of Food is carried over after a new Citizen is born in this City (effect stacks with the Aqueduct). Nearby Tobacco provides +3 Gold, Coffee +1 Gold and +2 Production, Bananas +2 Gold, and Tea +2 Gold and +1 Production. Requires an Aqueduct in this City. |
Aztec |
Montezuma | Jungle | Sacrificial Captives | Jaguar, replaces the Warrior.
Special traits: Has more Combat Strength (10 vs. 8). Obsoletes at Steel rather than Bronze Working. Special abilities: Starts with a promotion that grants this Unit a +33% 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 Food (up from 2) and 2 Culture. +1 Food and +1 Production for every 4 Citizens in this City, and 10% Food in this City during Golden Ages. Each Lake Tile worked by this City provides +2 Food, and nearby River Tiles produce +1 Food. Common traits: Requires this City to be adjacent to a Lake. |
Babylonian | Nebuchadnezzar II | River and Avoid Tundra | Ingenuity | Bowman, replaces the Composite Bowman.
Special traits: Has more Combat Strength (12 vs. 11) and Ranged Combat Strength (13 vs. 11). Obsoletes at Metallurgy rather than Machinery. Special abilities: Starts with the Indirect Fire (-10% 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: Increases the City's Defense by 15 (up from 10) and the HP of the City by 75 (up from 50). Scientist Specialists in this City generate +2 Gold. Has 1 Scientist Specialist slot. Common traits: Increases the Ranged Strike Range of this City by 1. Costs 1 Maintenance. |
Brazilian |
Pedro II | Jungle | Carnival | Bandeirantes, Replaces the Explorer.
Special traits: Has more Combat Strength (19 vs. 17) and 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 Gold, Science, and 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 Gold to the tile it is built on. The Acoustics, Radio, and Physics Technologies all provide the Brazilwood Camp +2 Culture. Unlocks at Calendar. Brazilwood: Luxury Resource. Can only acquired by building Brazilwood Camps. The monopoly bonus for Brazilwood grants +2 Culture to all Resource Tiles. The Hexxon Refineries Corporation grants an additional +1 Production to the Brazilwood Luxury Resource. |
Byzantine | Theodora | No Starting Bias | Patriarchate of Constantinople | Cataphract, replaces the Knight.
Special traits: Has more Combat Strength (28 vs. 24). Has less 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 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: +1 Faith for every 3 Citizens. Doubles Religious Pressure generated by Trade Routes. Common traits: Generates +25% Religious Pressure. Contains 1 Great Work of Music slot. Provides +1 Culture and +1 Gold to all Incense, Wine, and Amber Tiles worked by this City. |
Carthaginian | Dido | Coastal | Phoenician Heritage | Quinquereme, replaces the Trireme.
Special traits:
Is available earlier, arriving at Fishing rather than Sailing. Is slightly cheaper, costing only 80 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 Combat bonus when attacking and an additional +25% Offensive 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 Trade Routes. Incoming Trade Routes generate more Gold for this City (+5 up from +4) as well as more Gold for the Trade Route owner (+3 up from +2). The Resource Diversity Modifier for 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 Production and all of your Lighthouses gain +2 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. The Production cost and Population requirements increase based on the number of Cities you own. |
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 Faith in all the Cities you own where your Religion is the majority. |
Pictish Warrior, replaces the Spearman.
Special traits: Has more 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 Movement points and +25% 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 Movement cost. When this Unit kills an enemy Unit, your Civilization earns 200% of either the defeated opponents' Combat Strength or Ranged Combat Strength as Faith. No Formation I Promotion. |
Ceilidh Hall, replaces the Circus.
Special traits: Provides 4 Culture and 2 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: Grants a modest sum of Culture when completed. Nearby Ivory provides +3 Culture. Requires an Arena in this City. |
Chinese |
Wu Zetian | River | Mandate of Heaven | Chu-Ko-Nu, replaces the Crossbowman. | Paper Maker, replaces the Library. |
Danish |
Harald Bluetooth | Coastal | Viking Fury
Embarked Units have +1 Movement points and pay just 1 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 Movement point cost to Pillage tiles. +25% Combat Strength when on Pillaged Tiles. +5 HP when healing in Neutral Territory. Longboat promotion: Has no Movement point cost to Pillage tiles. +15% 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 Movement points (3 vs. 2). Is available earlier, unlocking at Metal Casting rather than Steel. Is slightly cheaper, costing only 140 Production or 200 Faith as opposed to 160 Production or 300 Faith. Obsoletes at Rifling rather than Gunpowder. Special abilities: Starts with the Amphibious and Charge I promotions. |
Runestone, replaces the Lighthouse.
Special traits: When a Unit that was created by this City Pillages a tile (excluding Roads and Railroads), gain 30 Gold and Culture in this City, scaling with Era. +25% Production towards Land and Naval Melee Units. +2 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 City Connection with other Cities via water provided that they also have Lighthouses (Runestones). |
Dutch |
William | Coastal, River, and Grassland | Dutch East India Company | Sea Beggar, replaces the Corvette.
Special traits: Has more Combat Strength (42 vs. 40). Available at Astronomy rather than Navigation. Obsoletes at Rocketry rather than Industrialization. Special abilities: Starts with the Vanguard (+100% 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 Food, +2 Gold, and +1 Production. +1 Gold for each adjacent Village or Town (Colonia). +1 Production and +2 Gold at Economics, and +1 Culture at Chemistry. Unlocks at Guilds. |
Egyptian | Ramesses II | Desert, River, and Avoid Forest/Jungle | Monument Builders | War Chariot, replaces the Chariot Archer.
Special traits: Has more Combat Strength (9 vs. 8 ). Has more 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 Production in your Capital based on either the Combat Strength or Ranged Combat Strength of the defeated Unit) promotion. |
Burial Tomb, replaces the Caravansary.
Special traits: Contains 1 Great Work of Art or Artifact slot. Receive a free unique Egyptian Artifact when constructed. +1 Gold and +1 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: External Land based Trade Routes gain +3 Gold. When any Land Trade Route originating here and targeting another Civilization is completed, receive a Tourism boost with that Civilization based on your recent Culture and Tourism output. Increases the Range of this City's Land Trade Routes by 50%. Merchant Specialists in this City generate +1 Gold. Truffles worked by this City provide +2 Gold, Cotton +1 Production and +1 Culture, and Furs +1 Gold and +1 Production. |
English |
Elizabeth | Coastal | Perfidious Albion | Ship of the Line, replaces the Frigate.
Special traits: Has more Combat Strength (28 vs. 25) and Ranged Combat Strength (38 vs. 35). Obsoletes at Electronics rather than Dynamite. Special abilities: Starts with the Indomitable (+25% 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 Culture and increases the City's Defense by 15. Contains 1 Great Work of Art or Artifact slot. Provides "The Crown Jewels" Great Work of Art for free. Receive +100 Science and Gold (down from 400) when you steal a Great Work or Technology, complete a City-State coup or Election Rigging, or kill a foreign Spy in this City. Also gain +25 / 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 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 Population of 35 or greater in order to be built (down from 60). Common traits: Slows enemy Spy effectiveness by 15%. Owned Spies are much more likely to assassinate Great People via Advanced Actions. Reduces the Unhappiness Needs Modifier for / Distress by 10% in all Cities. The Production cost and Population Requirements increase based on the number of Cities you own. |
Ethiopian | 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 Combat Strength (42 vs. 38). Is slightly cheaper to produce than the Fusilier which it replaces (costing 600 Production down from 625). Obsoletes at Combined Arms rather than Replaceable Parts. Special abilities: Starts with the Homeland Guardian (this Unit receives a +25% Combat boost when fighting in Ethiopian Territory) promotion. Starts with a promotion that gives this Unit an additional Defensive Combat bonus when fighting near the Capital. The effectiveness of this promotion degrades the further away from the Capital the Unit in question is. |
Stele, replaces the Monument. |
French |
Napoleon Bonaparte | No Starting Bias | Esprit de Corps | Musketeer, replaces the Tercio.
Special traits: Has more Combat Strength (30 vs. 25). Costs slightly more 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% Combat boost when attacking, +1 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 Culture, +3 Gold, and +3 Food. Provides the same +50% Defense bonus to Units stationed on its tile that a standard Fort does. +1 Culture with Printing Press, +2 Gold and +2 Culture with Flight. Unlocks at Chivalry. |
German | Otto Von Bismarck | No Starting Bias | Realpolitik | Panzer, replaces the Tank.
Special traits:
Has more Combat Strength (80 vs. 75) and 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 Combat boost when defending) promotions. |
Hanse, replaces the Customs House.
Special traits: Provides 3 Culture (up from 2) and 5 Gold. All Cities with a Hanse receive +4% Production for each City-State Trade Route in your Civilization. 10% of this City's Gold output is added to the City's Science every turn. Common traits: When any Trade Route originating here and targeting another Civilization is completed, receive a Tourism boost with that Civilization based on your recent Culture output. Incoming Trade Routes generate +2 Gold for this City and +2 Gold for the Trade Route owner. Has 1 Merchant Specialist slot. Requires a Market in this City. |
Greek |
Alexander the Great | Coastal and Hills | Hellenic League
City-State Influence degrades at half and recovers at twice the normal rate. Each Friendly or Allied City-State boosts the Strength of owned and allied Units by 5% (up to a maximum of +25% 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 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% Combat Strength, and an additional +5% Combat Strength when adjacent to a friendly Unit) promotion. |
Acropolis, replaces the Amphitheater.
Special traits: Provides 3 Culture (up from 2), 3 Tourism, and increases the City's 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 Culture, scaling with Era. Common traits: +33% Great Writer Rate in this City. All Writers' Guilds produce +1 Gold. Has 2 slots for Great Works of Writing. Nearby Dye and Silk provide +1 Culture and +1 Gold, and all sources of Lapis Lazuli worked by this City provide +2 Culture. |
Hunnic |
Atilla | Plains and Avoid Forest/Jungle | Scourge of God | Horse Archer, replaces the Skirmisher. | 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 Production, +1 Food, and +1 Culture. Gains additional Production if adjacent to two other Eki. +1 Food and +1 Production at Chivalry, +1 Production at Ecology, +1 Gold at Economics, and +1 Food at Fertilizer. Unlocks at Trade. |
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] |
Slinger, replaces the Archer. | 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. Each adjacent Mountain Tile grants a bonus of +1 Food to the Tarrace Farm. All adjacent Farms gain +1 Food. The Civil Service, Ecology, and Fertilizer Technologies all provide the Terrace Farm +1 Food. Unlocks at Masonry. |
Indian |
Gandhi | River | Font of Dharma | Naga-Malla, replaces the Cuirassier.
Special traits: Has more 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% Combat Strength when adjacent to this Unit) promotion. This promotion is lost on Upgrade. |
Harappan Reservoir, replaces the Aqueduct.
Special traits: Provides 3 Food (up from 1) and 3 Production. 20% of Food is carried over after a new Citizen is born (up from 15%). +1 Production from nearby Flood Plains and +1 Food and +1 Production from Farms worked by this City. Common traits: +25% of the Production of this City is added to the City's current Production after City growth. +2 Production from Lakes and Oases Tiles worked by this City. |
Indonesian | 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 Gold. +1 Science and +2 Food when improved. Monopoly Bonus: +6 Happiness is added to the Empire-Wide Luxury value. Pepper: Provides a base +1 Food and +1 Gold. +2 Food and +2 Gold when improved. Monopoly Bonus: +3 Food to all Resource Tiles. Nutmeg: Provides a base +2 Gold. +1 Culture and +2 Food when improved. Monopoly Bonus: +2 Production to all Resource Tiles. The Trader Sid's, Inc. Corporation grants an additional +1 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 Faith and 2 Culture. A Clove, Pepper or Nutmeg Luxury Resource will appear near or under this City when built. Grants a +20% boost to the Culture and Faith output of this City during 'We Love the King Day'. Does not require an Aqueduct in this City. Costs 2 Maintenance (down from 3). Common traits: +25% Great Person Rate in this City. Oasis Tiles worked by this City provide +2 Gold. +1 Food and +1 Gold from Citrus and Cocoa worked by this City. 1 Specialist in this City no longer creates Unhappiness from Urbanization. |
Iroquois | Hiawatha | Forest | The Great Warpath | Mohawk Warrior, replaces the Swordsman. | Longhouse, replaces the Herbalist.
Special traits: Provides 2 Food (up from 1) and 1 Culture. +1 Production and +1 Food from every Forest and Jungle Tile worked by this City (as opposed to +1 Food for every 2 Forest or Jungle Tiles worked by this City). +1 Production and +1 Food from Plantations worked by this City. Common traits: Requires a nearby, workable Forest or Jungle Tile in this City. |
Japanese | Oda Nobunaga | No Starting Bias | Shogunate | Samurai, replaces the Longswordsman.
Special traits: Has more 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 Culture and 5 Science (up from 2 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 Culture and 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: |
Korean |
Sejong the Great | No Starting Bias | Scholars of the Jade Hall | Hwach'a, replaces the Trebuchet.
Special traits: Has more (13 vs 12) 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% Ranged Combat Strength and may attack twice in one turn) promotion. |
Seowon, replaces the University.
Special traits: +15% Science in this City during Golden Ages. Gain 50% of this City's Science output as an instant boost to your current Research when a Citizen is born in this City (up from 25%). +1 Science and +1 Production from Great Works in this City. Available Earlier than the University which it replaces, arriving at Philosophy rather than Education. Common traits: +1 Science from Jungle Tiles worked by this City. Has 1 Scientist Specialist slot. City must have a Library. |
Mayan |
Pacal | Jungle | The Long Count | Atlatlist, replaces the Composite Bowman. | Kuna. |
Mongolian | Genghis Khan | Plains | Mongol Terror | Khan, replaces the Great General. | Ger, replaces the Granary.
Special traits: The Gold and Culture cost of acquiring new tiles is reduced by 25% in this City. +1 Food from Cattle, Sheep, and Horses worked by this City. Common traits: 15% of Food is carried over after a new Citizen is born in this City. Allows Food to be moved from this City along Trade Routes inside your Civilization. +1 Food from Wheat, Bananas, Deer, and Bison worked by this City. |
Moroccan | Ahmad al-Mansur | Desert | Gateway to Africa | Berber Cavalry, replaces the Cavalry.
Special traits: Has more Combat Strength (34 vs. 33) and 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% Combat boost when fighting in Moroccan Territory) promotion. Starts with a promotion that gives this Unit the ability to ignore Movement penalties in Rough Terrain. |
Kasbah.
Unique Improvement. May only be built by Morocco. Can only be constructed adjacent to an owned City. +1 Food, +2 Production, +2 Gold, and +2 Culture. +2 Gold to adjacent Fishing Boats and +1 Culture to adjacent Coastal Tiles. Provides a +30% 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 Culture and +1 Gold at Architecture, and +1 Culture at Radio. Unlocks at Chivalry. |
Ottoman | Suleiman | Hills | Tanzimat | Janissary, replaces the Musketman.
Special traits: Has more Combat Strength (24 vs. 22) and 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 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% Combat Strength penalty when defending) promotion. |
Siege Foundry, replaces the Forge.
Special traits: +50% Production towards Siege Units. All Siege Units trained in the City receive the Volley (+50% Combat Strength vs. Fortified Units and Cities) promotion for free. When you construct a Unit in this City, gain Science equal to 20% of the Unit's Production cost. Nearby Copper provides +1 Production and +1 Gold, rather than +2 Gold. Common traits: +2 Production from Mines worked by this City. Nearby Iron provides +1 Production and +1 Gold. |
Persian |
Darius I | No Starting Bias | Achaemenid Legacy | Immortal, replaces the Spearman.
Special traits: Has more 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 Combat boost when defending) promotion. |
Satrap's Court, replaces the Courthouse.
Special traits: Provides 1 Gold and 1 Happiness. +1 Gold and +1 Golden Age Points for every 5 Citizens in this City. +1 Gold for each Scientist, Engineer, and Merchant Specialist in this City. Has 1 Merchant Specialist slot. 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 Unhappiness from an Occupied City (if this City is Occupied). |
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 Combat Strength (40 vs. 35) and 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. |
Polynesian | Kamehameha | Coastal | Wayfinding | Maori Warrior, replaces the Pikeman.
Special traits: Has more Combat Strength (21 vs. 17). Slightly cheaper to produce than the standard Pikeman which it replaces, costing 120 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% 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 Culture for each adjacent Moai. If within 3 tiles of a Moai, Polynesian Units gain +20% Combat Strength. +1 Production at Engineering, +1 Culture at Astronomy, +1 Culture at Architecture, and +1 Gold at Flight. Unlocks at Construction. |
Portuguese | Maria I | Coastal | Mare Clausum | Nau, replaces the Caravel.
Special traits: Has more 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 Gold and XP when adjacent to City-State lands. The amount of Gold and XP gained is based on the distance from the Portuguese 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. Adjacent Fishing Boats provide +2 Production and nearby Coastal Tiles gain +1 Gold. Provides vision of its tile and all the other tiles around it within a radius of 2. Provides a +25% Defense bonus to Units stationed on its tile. +2 Culture at Printing Press, +2 Gold at Astronomy, and +2 Production at Industrialization. If built in owned lands by a Worker, adjacent Coastal Water and Lake Tiles gain +1 Gold and nearby Fishing Boats gain +1 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. Trade Routes to City-States with a Feitoria produce additional Production and Food based on your Gold income from the Trade Route. Unlocks at Compass. |
Roman |
Augustus Caesar | No Starting Bias | The Glory of Rome | Legion, replaces the Swordsman.
Special traits: Has more 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 Culture (up from 1) and 3 Production. When one of your Units defeats an enemy Unit, gain +5 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 Gold. Nearby Perfume provides +1 Gold. Common traits: +2 Production from Barracks, Forge, and Armory Buildings in this City. Nearby Perfume provides +1 Culture, and Olives worked by this City grant +1 Food and +1 Gold. |
Russian | Catherine | No Starting Bias | Siberian Riches | Cossack, replaces the Cavalry.
Special traits: Has more Combat Strength (35 vs. 33) and Ranged Combat Strength (44 vs. 41). Obsoletes at Mobile Tactics rather than Ballistics. Special abilities: Starts with a promotion that grants a 33% Offensive 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: Increases the City's Defense by 25 (up from 20) and the HP of the City by 200 (up from 150). Enemy Land Units must expend 1 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 Production down from 1000. +1 Production and +1 Gold from Camps, Mines, Lumber Mills, Logging Camps, and Strategic Resources. Costs 5 Maintenance (down from 6). Common traits: Increases the City's Ranged Strike Range by 1, and allows Indirect Fire. Units garrisoned in this City receive +10 HP when healing. Foreign Spies cannot Steel Science from this City. Increases the Military Unit Supply Cap from Population in this City by 15%. |
Shoshone | Pocatello | Grassland | Great Expanse | Comanche Rider, replaces the Cavalry.
Special traits: Has more Combat Strength (34 vs 33) and 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 Movement point. Starts with a promotion that grants this Unit the ability to Pillage tiles without any 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 Food, +1 Production, and +1 Culture. +15% 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 Culture and +1 Food at Gunpowder, +1 Production and +1 Science at Rifling. Unlocks at Military Theory. |
Siamese | Ramkhamhaeng | Jungle and Forest | Father Governs Children | Naresuan's Elephant, replaces the Knight.
Special traits: Has more Combat Strength (26 vs. 24). Has less Movement points (3 vs. 4). Obsoletes at Military Science rather than Metallurgy. Special abilities: Starts with a promotion that grants this Unit a +50% Strength bonus against other mounted Units. This promotion is lost on Upgrade. Starts with the Feared Elephant (enemy Units receive -10% 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 Culture, 1 Faith, and 2 Science. Reduces enemy Spy stealing rate by 50% (up from 25%). Prevents the destruction of Building construction by Spy Advanced Actions. +2 Science from Temples and Shrines in this City, and +1 Culture from Jungle and Forest Tiles worked by this City. Has 1 Scientist Specialist slot. Costs 2 Maintenance (down from 4). Common traits: |
Songhai | Askia | River and Avoid Tundra | River Warlord | 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 Gold equal to 50% of the Damage inflicted on a City, capping at the City's Defense x 10. Is able to use enemy Roads. |
Tabya, replaces the Stone Works.
Special traits: +1 Production to all River Tiles worked by this City. +10% Production when constructing Buildings in this City. Nearby Salt provides +1 Production and +1 Gold (rather than +2 Gold). Common traits: Allows Production to be moved from this City along Trade Routes inside your Civilization. Nearby Marble and Jade provide +1 Production and +1 Gold, and Stone worked by this City provides +2 Production. |
Spanish | Isabella | Coastal | Reconquista | Conquistador, replaces the Knight.
Special traits: Has more 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 Combat Strength while Embarked. Can found new Cities on a foreign continent that does not contain the Spanish Capital. Cities founded using the Conquistador start with 3 Citizens, claim additional territory, and automatically receive the same selection of prebuilt Buildings provided. *4 |
Mission, replaces the Castle.
Special traits: Increases the City's Defense by 18 (up from 15) and HP by +125 (up from +100). Gain 3x the Faith and Gold output of this City, respectively, as an Instant Boost every time a Citizen is born in this City. Boosts the Religious Pressure and Resistance of this City by 15%. Costs less Production than the Castle which it replaces, requiring 275 Production down from 300. Does not require Walls in this City in order to be built. Common traits: Contains 1 Great Work of Art or Artifact slot. Increases the City's Ranged Strength by 100%. +1 Production form Quarries worked by this City. Reduces the Empire Needs Modifier by 5% in this City. Increases the Military Unit Supply Cap from Population in this City by 10%. |
Swedish | Gustavus Adolphus | No Starting Bias | Lion of the North | Carolean, replaces the Tercio.
Special traits: Common traits: Has more Combat Strength (29 vs. 25). Obsoletes at Replaceable Parts rather than Rifling. Special abilities: Starts with a promotion that grants this Unit a +15% 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% Combat Strength penalty when defending) promotion. |
Skola, replaces the Public School.
Special traits: Provides +1 Science for every Citizen in this City (up from +1 Science for every 4 Citizens in this City), in addition to +1 Culture for every 3 Citizens in this City. Has 2 Scientist Specialist slots (up from 1). Costs 800 Production in order to be built (down from 1000). Costs 5 Maintenance (down from 6). Common traits: -1 Unhappiness from Illiteracy. Requires a University in this City. |
Venetian | Enrico Dandolo | Coastal | Serenissima | Merchant of Venice, replaces the Great Merchant.
Special traits: Has +2 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 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 Food, 2 Gold, 1 Science, and 2 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% Great Person Rate in this City (up from +25%). Enemy Spies cannot perform Advanced Spy Actions in this City. Only buildable in the 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: Choose one: Murano Glassworks: Great Person Tile Improvements and Villages worked by all of your Cities gain 2 Food and 2 Tourism. Contains 2 Great Work of Art or Artifact slots. Rialto District: The cost of Gold purchases in all of your Cities is reduced by 10% (15% in your Capital). Provides 1 World Congress Delegate for every 100 Gold per turn produced (caps at 25% of all City-States ever alive. Incoming Trade Routes generate +3 Gold for this City and +3 Gold for the Trade Route owner. Has 1 Merchant specialist slot. Arsenale di Venezia: +15% Production and increases the City's Defense by 6. All of your Naval Units receive the Venetian Craftsmanship promotion, which increases their Combat Strength by 10% and Movement points by 1. Increases the Military Unit Supply Cap by 5 and inc. |
Zulu |
Shaka | Plains and Avoid Jungle | Iklwa | Impi, replaces the Tercio.
Special traits: Has more Combat Strength (28 vs. 25). Obsoletes at Replaceable Parts rather than Rifling. Special abilities: Starts with the Spear Throw (+25% 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: 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% Combat Strength. Flank attack bonus increased by 25%. +5% 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 Movement. Flank attack bonus increased by 25%. +5% Defense against Ranged Attacks. Common traits: -1 Unhappiness from / Distress. +15 XP for all newly produced Units. |
- ↑ 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 Faith output as their Unique Ability already provides +3 Faith to owned Cities where their Religion is the majority. No other Civilizations may benefit from the bonuses provided by these unique Pantheons.
- ↑ 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.
- ↑ 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).