Afghanistan - Akhshunwar
Unique Unit - Zamburak - Replaces Field Cannon
Moves Faster on Desert & Desert Hills
+8 Ranged Strength when attacking a unit on a flat tile
+6 Ranged Strength when attacking from Afghan Territory
Unique District - Kalle - Replaces Encampment
Trade Routes to this city get gold for each district in this city and this city gets Food for each district in it.
Get a free Melee unit the first time a foreign civ sends a trade route to this city.
Civ Ability - Graveyard of Empires
Spawn Pomegranates & Lapis Lazuli as unique Luxury Resources on some viable tiles when settling a new city. +50% Production towards units during a war you didn’t declare. Conquered Afghan founded cities get -3 Loyalty, getting an additional -2 Loyalty each era, and Governors cannot be established in Afghan founded cities. If an Afghan founded city loses all loyalty to a civ other than Afghanistan, it immediately joins Afghanistan (Or liberates Afghanistan) and receives no Loyalty pressure for 15 turns.
Leader Ability - Ally at War
Get the Hephthalite Bowman with Iron Working. Get Gold and Science after declaring a joint war, then, if you declared a joint war with an ally, increase your alliance level. For 10 turns after declaring a joint war, all your units get +1 movement , and all of your partner’s units get +5 combat strength. Get +5 Combat strength against units of a previous ally, +10 if they declared war on you.
Hephthalite Bowman - Replaces Skirmisher
Easier to Produce (110 vs 150)
+10 Combat strength when making an attack on an adjacent unit
Ukraine - Olga
Unique Unit - Antonov - Replaces Transport
Costs less Production
Higher Melee Strength
Grants your other aircraft with 5 tiles +8 Ranged and Melee Strength
Units released from this unit get +1 movement & +5 Combat strength for 5 turns.
Unique Building - Maidan - Replaces Stock Exchange
Can be built in the City Center as well as commercial hubs
Lower Production cost & Power Requirements
Standard Stock Exchange effects
Civ Ability - Druzhinas
Campuses, Holy Sites, & Commercial Hubs get standard adjacency from strategic resources. Get +1 Power from all buildings with Production as a base yield after Researching Electricity. Your trade routes accumulate strategic resources based on strategic resources in the destination city.
Leader Ability - Holy Retribution
Each of your districts gets +1 faith & exerts 2 loyalty pressure, decreasing by 10% for every tile. Multiply your loyalty pressure by 1.5 against civs when the world favors you over them. +10 Combat strength against free cities. Get faith and a burst of loyalty pressure when conquering a free city.
Portugal - Sebastião
Unique Unit - Nau - Replaces Caravel
6 Base Movement
Gets a promotion when it finds another major civilization, and experience when it discovers a city state.
Gets +2 Combat strength for each city state you are suzerain of.
When this unit takes a city, get +1 trade route capacity and a free trader unit.
Ignores civ and city state closed borders.
Unique Tile Improvement - Feitoria
Unlocks with Diplomatic Service
Must be built within 6 tiles of a city state.
+1 Influence point for each city state within 6 tiles of this improvement.
+1 Gold if there’s a harbor in this city, +2 if adjacent.
+1 Production if there’s an Industrial Zone in this city +2 if adjacent.
Only 1 per city.
Civ Ability - Mare Clausum
Get +1 Gold & Faith on shallow water tiles, & +1 Culture on reefs. Your trade routes get +15 Range, and Complete faster. Great Admirals provide +2 Movement and +10 Combat strength. Get +1 Great Admiral Point(s) on Harbors & Commercial Hubs.
Leader Ability - Pombaline Reforms
You can buy Civilian Units, District Repairs, & Building Repairs with Diplomatic Favor. +15% Culture & Science on Portugese Cities on the same continent as the capital. +15% Gold & Faith to cities on a different continent than the capital. Get a Diplomatic Victory point when you refuse to submit an Aid Request proposal.
Morocco - Abd el Krim
Unit Unit - Goumier - Replaces Musketmen
Unlocks with Diplomatic Service
Gets +10 Combat strength and heals at the end of each turn when adjacent to a mountain.
Can receive movement from allies’ Great Generals and Supply Convoys.
Pillages only require 1 movement.
Unique District - Kasbah - Replaces Neighborhood
Unlocks with Buttress
Military Engineers can be used to complete 50% of this district’s construction.
+2 Production towards units.
Provides 2 Turns of fortification to units on it.
Provides tourism equal to its housing after flight is unlocked.
Civ Ability - Gateway to Africa
+30% Production towards Harbors & Commercial Hubs. Your Sea Trade Routes get +1 Culture, and Sea trade routes to you provide +1 Food. International trade routes with your empire provide mutual +2 Gold. Your Lighthouses & Markets generate 2 Tourism, 4 if you have both in a city.
Leader Ability - The First Guerilla
Increase all percentages listed on Military Policy cards by 20%. Your Recon units come with a promotion. Your units get +2 Combat Strength for each military policy card in your government, and +20% Experience for each Economic Policy card in your government.
Ireland - St. Patrick
Unique Unit - Abbot - Replaces Missionary
Gets +20 Religious Strength when within 4 tiles of a city state or Irish city.
Gets Gold from religious victories, equal to the Religious strength of the defeated unit.
Unique Building - Scriptoria - Replaces Shrine
Gets +2 Culture, +4 if there’s a relic in the holy site, +6 if there’s a relic and you have the Reliquaries belief.
50% Chance of creating a relic when Produced (not when purchased or repaired).
Civ Ability - Fenian Brotherhood
Each City state offers you 2 quests instead of 1. Get +2 Food, +1 Gold, & +1 Faith in all cities for 5 turns after completing a city state quest. City States you are Suzerain of get +1 Trade Route capacity. +2 Gold from city-state trade routes.
Leader Ability - Epistola
Start the game next a Religious City State with 3 Envoys in it. Your districts get standard adjacency from Tile Improvements provided by City States. Your Abbots can choose an Apostle Promotion when purchased.
Nez Perce - Chief Joseph
Unique Unit - Appaloosa Cavalry - Unique Renaissance Light Cavalry
Unlocks with Exploration
Gives +1 Culture to all pastures in this city the first time this unit it trained in it.
Gets +5 Combat Strength against units from a civ with less culture per turn than you.
Unit Tile Improvement - River Fishery
Unlocks with Currency
Must be placed next to a river, and only 1 per river
Gets +2 Production (+3 With Mercantilism)
Trade routes to this city get +2 Gold
Trade routes to this city give this city +1 Food.
Civ Ability - Heart of the West
Get Culture equal to double the accumulated Strategic Resources you trade to other players. +1 Amenity from strategic resources. +10% Production in all Nez Perce founded cities.
Leader Ability - Red Napoleon
Other players lose 1 Wildcard Policy Slot while they are at war with you. Get Great General points when war is declared on you based on the military strength of your opponent. +1 Food & +1 Production to all tiles with Culture as a yield in your empire.
Shoshone - Pocatello
Unique Unit - Pathfinder - Replaces the Scout
Comes with 2 build charges.
Earns additional experience.
Unique Tile Improvement - Tipi
Unlocks with Animal Husbandry.
Must be built on a flat tile.
Gets +1 Food & +1 Faith, and an additional +1 Food with Apprenticeship
Culture bombs adjacent tiles when constructed
Civ Ability - The Great Expanse
You can improve any tile within 3 tiles of your city centers, doing so claims that tile.
You cannot close your borders. Light Cavalry & Recon units get +15 Strength in your territory. Your units get +2 Movement in neutral territory.
Leader Ability - Raiders of the Snake River
Get the Comanche Rider unit with Colonialism. +30% Yields from pillages, and your units get experience from pillaging. +5 Combat Strength when fighting on Districts or Tile Improvements.
Comanche Rider - Replaces Cavalry
Costs less than the Cavalry
Gets free Recon units from kills.
+4 Combat Strength in neutral territory.
Cherokee - Nanye-hi
Unique Unit - Aniwaya - Replaces Ranger
Unlocks with Gunpowder
+1 Range, +1 Sight, & +1 Movement
Adjacent Melee & Ranged units get +5 Combat Strength
Unique Building - Casino - Replaces Zoo
Unlocks with Banking, & Costs less Production
Gets Gold equal to this city’s loyalty pressure (rounded up).
+50% Production towards adjacent Commercial Hubs.
Gets +1 Amenity & +3 Gold Permanently after entering a Golden Age.
Gets +1 Housing from Globalism
Civ Ability - Chalaque
+1 Sight range to all units. Theatre Squares & Campuses get Gold & Housing equal to their adjacency. Get Science and Culture equal to half of your excess housing (rounded up). Gain a free Settler unit when you cede a city(s) during peace negotiations.
Leader Ability - Ghigau
+10 Loyalty instead of +3 in Happy Cities, +20 instead of +6 in ecstatic cities. After peace negotiations, get Gold for every city ceded to you, Faith for every city you cede, and Diplomatic Favor if no cities were ceded. Your purchased units get +1 Movement & +5 Religious/Combat strength for 5 turns after they’ve been purchased.
Pueblo - Po’pay
Unique Unit - Hopi Artisan - Unique Great Artist
Unique Great Artist, can provide Great Works of Pottery, a unique great work to the Pueblo
List of Hopi Artisans here.
Unique District - Kiva - Replaces Diplomatic Quarter
Unlocks with Astrology
Gets +3 Faith, +1 Science, & +2 Housing
Desert, Desert Hills, & Desert Floodplains Tiles in this city get +2 Food & +1 Faith
Exerts Religious Pressure
Get a Eureka when you accept a delegation, 2 for an Embassy
Your Delegations & Embassies can be paid for with faith
Civ Ability - Desert Artistry
Earn a Hopi Artisan unique unit after the first time you research an above era Civic or Technology for each era. Great Works of Sculpture & Pottery Provide +3 Science & +3 Faith. Artifacts & Relics Provide +1 Science & +1 Faith. You can move great works 5 turns after creating them instead of 10. Your Libraries have a Great Work Slot.
Leader Ability - Power of the Katsinam
You can Levy City-State units with faith (This is affected by the Foreign Ministry). Your builders can place farms on desert tiles. Your farms on Desert & Desert Floodplains get +1 Culture & +1 Production from adjacent mines. Get the Chiffoneti Unique City Project which provides Faith for each City-State you are Suzerain of, and Diplomatic Favor based on this city’s Faith output.
Inuit - Mikak
Unique Unit - Unaaq - Replaces Scout
Has a Ranged Attack (1 Range, 15 Ranged Strength)
Higher Combat Strength
Gets +5 Combat Strength against Heavy & Light Cavalry
Unique Tile Improvement - Inuksuk
Must be built adjacent to or on Snow or Tundra
Gets +1 Food & +1 Culture
Cannot be pillaged by natural disasters
Gets +1 Food from each adjacent Camp
Gets +1 Production from each adjacent Fishing Boats
Gets +1 Gold from each adjacent Mine
Gets +1 Culture From Medieval Faires & Cultural Heritage
Civ Ability - The People of Ice & Snow
Your Builders get +2 Movement, and spend no movement improving Snow, Tundra, or Coastal tiles. Your Trade Routes get +1 Food for each bonus resource at the destination city, & +1 Production for each Luxury Resource in the destination city. +50% Production towards Civilian units in cities with a Snow tile(s).
Leader Ability - Siqqitiq
Your Allies & Declared Friends provide +1 Amenity and +2 Loyalty per turn for each of your cities. Get Faith equal to your Gold Per Turn from deals with other civilizations. Your Holy Sites Provide +1 Food to adjacent tile improvements.