I’m playing as Russia in civilisation 6 and my opponents are America and Greece . What do I need to do? We’re already in the renaissance era
What's on your mind?
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Hello guys, was active here years ago and wanted to see if the discussion boards are still active
This merging of all the different Civilization and related games into a single wiki has just made it extremely confusing.
It is hard to get information on a specific game. For example, I want details on unit equipment for Alpha Centauri. I can't find it.
It is extremely easy to wander from a page of info specific for one game (such as the Alpha Centauri overview page) into generalities, like the page on "health" that just mashes together stuff from 9 different games.
If I am looking up a specific term, like health, I want specific details about its implementation in a specific game. It is NOT helpful to instead get a summary generalization of how it is done in 9 different games. I don't care about the 8 other games, just the one I'm currently playing.
In short, this mass-merging of everything into one wiki encourages me to avoid this Civilization wiki and see out alternatives sources of information instead, because this place is basically useless for finding information that is reliably specific to an individual game.
If you *really* have to merge everything into one, then please at least break it up by similarities? Look at the name. Alpha Centauri doesn't even have "Civ" in the title. Despite having a few similarities, it's a sufficiently different game that it just makes everything confusing to lump it in with all the rest.
I went through and filled out the Leader Path sections for all of them except Ashoka World-Conqueror and Himiko High Shaman (Because I don't have them)
If somebody else could put those in there that would be helpful. Thanks. (I could probably guess what they are but it's always nice to be sure)
Just wondering how others feel. I am interesting in getting it, but not exactly now.
Pomoc s instalací české lokalizace
Ahoj
Zakoupil jsem Civilization IV: Colonization na Steamu a stáhl jsem si českou lokalizaci z ABC Games. Postupoval jsem podle všech kroků instalace: Rozbalil jsem soubory a zkopíroval je do složky hry. Nemohu však najít možnost aktivace češtiny
Může někdo poskytnout návod nebo postup, jak správně nainstalovat a aktivovat českou lokalizaci ve hře? Jakákoli pomoc od ostatních českých hráčů by byla velmi oceněna!
Děkuju
I haven't gotten the game yet but waiting for a discount. What do you all think of it? better than 6?
I started adding some missing Capital pictures to pages from Civ VI (So far Portuguese, the new Brazilian design, and Incan) and would just like some feedback/advice before I add any more (Most of GS and New Frontier are missing pictures)
In the new IGN trailer for civ 7 they showed a leader we haven't seen yet, 2 personas' bro looks like George Washington. Got that powdered wig and everything. who y'all
think this is.
(Edit: Whoops didn't realize but this is Friedrich Oblique the "Prussian" leader for civ 7 and his ability sounds way too strong, I mean it makes it to where your commanders now have double range and can hold like 20 units I think)
I'm watching Marbozir's video on Civ 7 and I'm noticing that there are requirements for every civ that isn't just playing as a certain leader/civ. I tried updating Spain's page, but the template formatted it like an image. Can we update it? Along with adding a template for Mementos as well.
I contacted fandom support about if and when this page would get a Civilization 7 refresh. They were super supportive.
Hi there! I'm the Fandom Community Manager assigned to the Civilization Wiki (ReverieCode). We would be more than happy to provide a design update for Civilization VII, as long as all admins at the wiki are in agreement with us doing that. If we proceed with this, we would show a preview to get the wiki's opinion, before we make any direct changes. Do you think the wiki would be interested in a home page update as well, or more a skin refresh (background image, etc.)? I'm asking as we could attempt to obtain access to official assets from the game for working on this. Please let me know what your thoughts are - and thanks for reaching out about this!
Lucas Melo
Community Manager, Gaming
Since there is a preview mode before any sort of release, I told them to make as many changes as they see fit. This has been discussed with the admins in private, but i figured I would put this in the open for community input. Thanks for all your hard work!
Does anyone know what happened to the SMAC Fandom wiki? It mysteriously disappeared about a month ago. https://alphacentauri.fandom.com
I was thinking about the availability to pick any leader with any civilization in civ 7 and was wondering that if you could do that in civ 6 what would be the most "Broken" Leader/Civ pair. Using Gathering storm ruleset.
I was thinking maybe Basil ll with Arabia, given the mamluks healing every turn, and with Arabia's ability Its guaranteed you get a religion, plus just having the bonus science from Arabia's ability will get you the mamluk faster. I really want to know what y'all's opinion on this is so give me your best civ 6 leader/civ combo's.
Part 2! Some quick notes: I didnt really mention in the last post but some civs i posted are represented by city-states in game, so those would have to be renamed, however, city-states that give unique improvements such as Cahokia would need to get removed, cuz i used their unique improvement (with some changes) in these concepts. Also, sorry for bad grammar (i had to correct a lot of spelling mistakes lmao)
They have a tier 1 starting bias towards Tundra and Tundra Hills, a tier 3 starting bias towards resources that can be improved by fishing boats, camps and pastures, and a tier 5 starting bias towards Snow and Snow Hills.
Inuit (Inuit Qaujimajatuqangit): Specialty districts gain +0.5 adjacency bonus from Tundra, Tundra Hills, Snow, Snow Hills and Ice. Fishing boats, camps and pastures gain +2 faith. Can work Ice tiles, and units can travel through them.
Kiviuq (Eternal Wanderer): Gain +50% production towards recon units. Units gain +5 combat strength if on Tundra, Tundra Hills, Snow, Snow Hills or Ice, gaining +1 movement if starting their turn there.
Agenda: Circumpolar People: Likes settling on Tundra, Tundra Hills, Snow and Snow Hills and dislikes civilizations that do the same. Likes civilizations who settle far away from Tundra, Tundra Hills, Snow and Snow Hills.
Kakivak: Unique unit of the Inuit that replaces the Scout. Costs 45 production, 180 gold and needs 0 gold to maintain. Has 3 movement, 5 combat strength and 2 sight. Costs 50% more production (45 vs 30) and has less combat strength (5 vs 10) than the scout, but ignores the movement cost and technological requirements of embarking and disembarking and has 1 charge, which is used to remove any bonus resource or luxury resource, giving a burst of +25 gold, +10 faith, +5 culture and +5 experience, all of these bonuses doubling if the resource was located on or adjacent to a coast or lake tile, this charge can only be used on your territory or on neutral territory and the unit isn't deleted when they are depleted.
Inuksuk: Unique tile improvement of the inuit. Is built by a builder, unlocked with Civil Service and gives faith from plunders. Gives +1 food and +1 production, additional +1 food and +1 production if built on Tundra, Tundra Hills, Snow or Snow hills; +1 faith for every 2 adjacent Tundra, Tundra Hills, Snow, Snow Hills and Ice, becoming +1 faith for every adjacent Tundra, Tundra Hills, Snow, Snow Hills and Ice with Reformed Church, and +1 appeal to adjacent tiles. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Tundra, Tundra Hills, Snow or Snow Hills and not adjacent to another Inuksuk.
They don't have a starting bias.
Iroquois (Gayanashagowa): Governments can be chosen earlier: tier 1 governments with Code of Laws, tier 2 governments with Political Philosophy, tier 3 governments with Urbanization and tier 4 governments with Cold War. Costs 0 gold to change your government configuration.
Jigonhsasee (Mother of Nations): Gain +1% culture for every major civilization and city-state that you have met, including you, that is at peace. Civilizations at war with you lose -1% culture for every major civilization and city-state that they have met, including themselves, that are at war.
Agenda: Mediator: Will favor civilizations that haven't caused grievances to any other civilization and those that earned grievances against other civilizations. Dislikes civilizations that have caused grievances to any leader. Grievances with this leader decay at half the usual rate.
Rotisken'rakéhte: Iroquois unique unit that replaces the Musketman. Costs 240 production, 960 gold, 5 nitre and needs 4 gold to maintain. Has 2 movement, 55 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units and against civilizations whose government is different from yours. Needs less nitre to train.
Longhouse: Iroquois unique building that replaces the granary. Costs 65 production and 260 gold. Only gives +2 housing, does not provide food. Whenever a citizen is born in this city, gain a burst of production equal to 5 times the new population of the city.
They don't have a starting bias.
Haida (Potlatch): Cities with a specialty district that yields great people points have access to the Potlatch project, which, while active, invests the city's positive gold output into the project, not granting gold to your empire, but doesn't invests the city's negative gold output, such as maintenance costs, however, it grants culture and faith per turn based on the gold invested and, when completed provides a burst of culture and faith based on its production cost and a burst of great people points, of the great person type of the city's specialty districts, based on the total amount of gold and production invested into the project.
Cuneah (Chief of Kiusta): The first great person recruited from each great person type grants a trade route capacity and a free trader.
Agenda: Cloak Bay: Tries to recruit every type of great person, and likes civilizations that do the same. Dislikes civilizations that focus on recruiting only a few types of great people, instead of all types, and civilizations that recruit few great people.
War Canoe: Haida unique naval raider unit that is unlocked with Shipbuilding. Costs 120 production, 480 gold and needs 2 gold to maintain. Has 3 movement, 20 combat strength, 30 ranged strength, 1 range and 2 sight. Can move after attacking; ignores enemy zone of control; is invisible except when within sight range of city centers, encampments, destroyers, other naval raiders, or when there is a unit in an adjacent tile, and can perform coastal raids.
Totem Pole: Unique building of the Haida that replaces the Monument. Costs 60 production and 240 gold. Gives +1 culture, giving an additional +1 culture if its city has full loyalty, and +1 loyalty. Gains additional yields everytime a great person is recruited after its construction, based on the great person's type. Each totem pole can only have a total of 5 of each yield obtained by this ability.
+1 gold from great admirals and great merchants.
+1 science from great scientists.
+1 culture from great writers, great artists and great musicians.
+1 production from great engineers.
+1 faith from great generals and great prophets.
Potlatch Project: Haida unique city project only available to cities with a specialty district that yields great people points. While active, it invests the city's positive gold output into the project, not granting gold to your empire, but it doesn't invest the city's negative gold output, such as maintenance costs. While active, it grants culture and faith equal to 25% of the gold invested that turn. When completed, it grants a burst of culture and faith equal to 10% of the production invested into it, and a burst of great people points, based on the great person type of the city's specialty districts, equal to 10% of the gold invested and the production invested into this project. Costs 65 production. Its production cost increases based on the amount of technologies and/or civics its civilization has discovered.
They have a tier 2 starting bias towards rivers.
Mississippians (Green Corn Ceremony): Cities founded adjacent to a river have access to the Green Corn Ceremony project, which grants food while being worked and a burst of influence points when completed.
Tuskaloosa (Mabila): Military units in a city's borders gain +3 combat strength for every level of walls there. Walls can be bought with gold and give +0.5 housing and +0.5 loyalty for every specialty district in their city.
Agenda: Equally Feared: Tries to build walls in all his cities, but dislikes civilizations that do the same. Likes civilizations whose cities don't have walls.
Falcon Dancer: Unique unit of the Mississippians that replaces the Man-at-Arms. Costs 160 production, 640 gold and needs 3 gold to maintain. Has 2 movement, 45 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units; +5 combat strength when attacking and, after defeating a unit, it gives faith, culture and influence points equal to 50% of the defeated unit's combat strength. Doesn't need iron.
Platform Mound: Unique improvement of the Mississippians. Is built by a builder, unlocked with Construction and gives gold from plunders. Gives +1 housing, additional +1 housing with Urbanization; +3 gold, additional +1 gold for every adjacent city-state unique improvement with Diplomatic Service, and +1 food for 2 every tiles located across the river if built on a river with Feudalism, turning into +1 food for every tile located across the river if built on a river with Replaceable Parts. Cities receive +1 amenity from the first Platform Mound built there, gaining +1 amenity from the second Platform Mound built there with Natural History. Can only be built on Plains, Grassland, Desert, Tundra, Plains Floodplains, Grassland Floodplains and Desert Floodplains and not adjacent to another Platform Mound.
Green Corn Ceremony Project: Unique city project of the Mississipians only available on cities built adjacent to a river. Converts 15% of the city's production into food while worked and, when completed, grants a burst of influence points equal to 11% of the production invested into it. Costs 25 production. Its production cost increases based on the amount of technologies and/or civics its civilization has discovered.
They have a tier 2 starting bias towards Desert, Desert Hills, Desert Floodplains and Desert Mountains, a tier 3 starting bias towards Plains Mountains and Grassland Mountains and a tier 5 starting bias towards Tundra Mountains.
Navajo (Hózhó): Tiles gain +1 appeal if adjacent to a mountain and if adjacent to a natural wonder. All tiles in a city founded on desert, desert hills or desert floodplains gain +1 appeal. All sources that provide negative appeal provide an additional -1 appeal.
Manuelito (Hashkeh Naabaah): Military units grant a burst of science and culture equal to 50% of their experience upon pillaging a tile, and gain +1 experience for doing so.
Agenda: Navajo Wars: Likes to pillage as many tiles as possible, but dislikes civilizations that do the same. Likes civilizations that don't pillage tiles.
Code Talkers: Navajo unique unit that replaces the spy. Costs 225 production, can't be bought with gold, and needs 4 gold to maintain. Has 3 sight. Can perform offensive espionage missions in foreign cities and defensive counter-espionage missions in your cities. Military units gain +1 combat strength against foreign civilizations for every Code Talker currently established in one of the foreign civilization's cities. Grants +2 diplomatic favor per turn while on a mission in a foreign city that is located on a foreign continent.
Hogan: Navajo unique improvement. Is built by a builder, unlocked with Craftsmanship and gives faith from plunders. Gives +1 housing, food equal to 50% of the tile's appeal (rounded down) and +2 faith, additional +1 faith if built on desert or desert hills and if adjacent to a mountain, this bonus doubling with Ideology, and additional +2 faith if built adjacent to a natural wonder, this bonus doubling with Ideology. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Desert or Desert Hills, on tiles with breathtaking appeal and not adjacent to another Hogan.
They have a tier 2 starting bias towards Plains and Grasslands and a tier 5 starting bias towards Plains Hills and Grassland Hills.
Mexico (Ejidos): Farms gain +1 culture, additional +1 culture for every 2 adjacent farms, +1 food if built on plains, plains hills or plains floodplains and +1 production if built on grassland, grassland hills or grassland floodplains.
Benito Juárez (La Reforma): Cities gain +3% gold and +3% production for every economic policy card in the current government. Has access to the Rulares unique unit with Military Science.
Agenda: Benémerito de las Americas: Tries to have lots of economic policy cards in his government, and likes civilizations that have the same number of economic policy cards or more. Dislikes civilizations that have less economic policy cards in their government than him.
Rurales: Mexican unique unit when Benito Juárez is their leader that replaces the Cavalry. Costs 330 production, 1320 gold, 10 horses and needs 5 gold to maintain. Has 5 movement, 65 combat strength and 2 sight. Has higher combat strength (65 vs 62), costs less horses (10 vs 20), gains +1 combat strength for every economic policy card in the current government and ignores the enemy zone of control.
Soldaderas: Mexican unique unit that replaces the infantry. Costs 430 production, 1720 gold and needs 6 gold to maintain. Has 2 movement, 75 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units, +5 combat strength on farms, this bonus doubling if on friendly territory, and needs no oil to train or to maintain.
Tianguis: Mexican unique building that replaces the food market but is unlocked earlier, with Urbanization. Costs 380 production, 1520 gold and needs 1 gold to maintain. Gives +6 food, granting +1 amenity if this city has 10 or more citizens, this bonus doubling in cities with 20 or more citizens. Neighbourhoods in a city with a Tianguis gain +2 gold for every citizen in that city. This building is unable to be powered, not being able to gain the +2 food for being powered that the food market normally gains, but gives more food (6 vs 4). Only one can be built per city, and it can't be built in a city with a shopping mall.
Shoshone - Sacagawea & Washakie
They don't have a starting bias.
Shoshone (One with the Land): Unimproved plains and grassland tiles gain +1 food, additional +1 food after the world enters the industrial era. Unimproved plains hills and grassland hills gain +1 production, additional +1 production after the world enters the industrial era. Unimproved resources gain +1 culture, additional +1 culture after the world enters the industrial era and giving tourism equal to their culture output with Conservation.
Sacagawea (Token of Peace): Gain a burst of 50 influence points when one of your recon units moves into a tile adjacent to a major civilization's territory or a city-state's territory, this can only happen once per major civilization or city-state. Entering a tribal village with a recon unit grants +1 era score.
Agenda: Corps of Discovery: Likes civilizations that have met a high amount of other civilizations and city-states. Dislikes civilizations that have met a low amount of other civilizations and city-states.
Washakie (Fort Bridger Treaties): Gain +1 diplomatic favor per turn for every major civilization that has one of your trading posts in their cities. Trade routes between you and your allies or suzerained city-states give +1 culture and +1 faith to both cities.
Agenda: Fur Trade: Likes civilizations that send trade routes to his cities. Dislikes civilizations don't send trade routes to his cities.
Yellow Brows: Shoshone unique unit that replaces the Cavalry. Costs 330 production, 1320 gold, 10 horses and needs 5 gold to maintain. Has 5 movement, 62 combat strength and 2 sight. Gains +5 combat strength while fighting in a tile without districts, world wonders or improvements, ignores the enemy zone of control and costs less horses to train (10 vs 20).
Tipi: Shoshone unique improvement. Is built by a builder, unlocked with Craftsmanship and gives health from plunders. Gives +1 housing; +1 food for every 2 adjacent flatland tiles without districts, world wonders or tile improvements; +1 production for every 2 adjacent hills without districts, world wonders or tile improvements, and +1 culture for every adjacent unimproved resource, additional +1 culture from this bonus with Conservation. Gives tourism equal to its culture output with flight. Is not considered an improvement, tiles with it are still considered to be unimproved. Can only be built on Plains, Plains Hills, Grassland or Grassland Hills, adjacent to a resource and not adjacent to another Tipi.
They don't have a starting bias.
Sioux (Seven Sacred Rites): Military units can spend faith to activate one of seven bonuses to help them in battle, the faith cost is equal to half their production cost, these units can choose more than one to be active and the bonus remains after they've upgraded. These bonuses are: Canupa, Inipi, Hanblecha, Wiwangwacipi, Hunkapi, Ishna Ta Awi Cha Lowan and Tapa Wanka Yap.
Sitting Bull (Little Bighorn): Military units gain +5 combat strength against units with a higher base combat strength than them and heal an additional 5 HP everytime they heal.
Agenda: Black Hills War: Likes civilizations with low military strength. Dislikes civilizations with high military strength.
Akicita: Sioux unique unit that replaces the Cavalry. Costs 330 production, 1320 gold, 10 horses and needs 5 gold to maintain. Has 5 movement, 62 combat strength and 2 sight. Gains +1 combat strength for every one of the Seven Sacred Rites bonuses this unit has activated, ignores the enemy zone of control and costs less horses to train (10 vs 20).
Sweat Lodge: Sioux unique improvement. Is built by a builder, unlocked with Craftsmanship and gives faith from plunders. Gives +1 housing, additional +1 housing with Military Engineering; +2 faith and +1 production. Cities gain +1 amenity for having at least one Sweat Lodge built there. Friendly military units on or adjacent to a Sweat Lodge heal at the end of every turn, even if they have moved or attacked, if the unit has the Inipi bonus active it heals an additional +10 HP. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Desert, Desert Hills, Tundra and Tundra Hills, and can't be built adjacent to another Sweat Lodge.
-Inípi: Heals at the end of every turn, even if it has moved or attacked.
-Haŋbléčheyapi: Grants +1 sight.
-Wiwáŋyaŋg Wačhípi: Grants +3 combat strength.
-Huŋkálowaŋpi: Grants +25% experience from combat.
-Išnáthi Awíčhalowaŋpi: Costs no gold to maintain.
-Wanáǧi Yuhápi: Defeating a unit grants faith equal to 50% of the defeated unit's combat strength.
-Tȟápa Waŋkáyeyapi: Grants +1 movement.
They have a tier 2 starting bias towards Desert, Desert Hills and Desert Floodplains and Desert Mountains and a tier 3 starting bias towards Plains Hills, Plains Mountains, Grassland Hills and Grassland Mountains.
Puebloans (Cliff Dwellings): Specialty districts gain +1 housing if adjacent to a mountain, if on desert, desert hills or desert floodplains and if on a hill, and buildings there gain +1 food if adjacent to a mountain, if on desert, desert hills or desert floodplains and if on a hill.
Popé (Pueblo Revolt): Gain +1 influence per turn for every city-state you have met and +0.5 faith per turn for every envoy in a city-state. Can use faith to levy a city-state's army, and doing so converts them to your religion.
Agenda: Knotted Cord: Likes civilizations with a high influence output and that are friendly to city-states, especially ones that he is suzerain of. Dislikes civilizations with a low influence output and that attack city-states, especially ones that he is suzerain of.
Runner: Puebloan unique unit that replaces the scout. Costs 30 production and 120 gold. Has 3 movement, 5 combat strength and 2 sight. Has lower combat strength (5 vs 10); reveals all tribal villages within 5 tiles; upon entering a tribal village, you can choose a tribal village type: one of the bonuses from that tribal village type is activated, in addition to whatever bonus you would normally gain from the tribal village you entered; everytime you train one, gain a burst of 5 influence.
Great Kiva: Puebloan unique improvement. Is built by a builder, unlocked with Theology and gives faith from plunders. Gives faith equal to the total amount of non-faith yields granted by its tile and +1 food, additional +1 food for every 2 adjacent districts with Feudalism, turning into +1 food for every adjacent district with Replaceable Parts; +2 science with Education; +1 science with Scientific Theory and with Rocketry; +2 culture with Civil Service; +1 culture with Colonialism and with Cultural Heritage. Gives tourism equal to its culture output with flight. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Desert and Desert Hills, adjacent to at least two specialty districts, only one can be built per city and tiles with it cannot be swapped.
"Old" in the title of this post means Civilizations no longer exist today.
Civ Ability: Druidic Lore
Campus, Theater Square, Commercial Hub, and Industrial Zone receive 1 Adjacency Bonus from each adjacent Woods tile. These Districts also provide +1 Faith per turn per adjacent Woods tile.
Holy Site receives 2 Adjacency Bonus from each adjacent Woods tile, instead of 1 Adjacency Bonus from every 2 adjacent Woods tiles.
Until the World Era enters the Medieval Era, the Districts stated above provide +1 Great Prophet point per turn if adjacent to more than 3 Woods tiles.
Upon developing Nationalism, the Districts stated above provide +1 additional Culture per turn from every 2 adjacent Woods tiles, and if adjacent to more than 3 Woods tiles, provide +1 Food per turn.
Leader Bonus: Hare of Andraste
May purchase melee and anti-cavalry units with Faith.
Units purchased with Faith provide double yields (other than healing) from pillaging.
Unique Unit: Karbantos
Light Cavalry unit of the Ancient Era. Unlocked by Wheel. 60 Production cost, 240 Gold cost, 1 Gold maintenance cost, 3 Movement, 20 Combat Strength, 2 Sight. Upgrades to Courser.
Ignores enemy zone of control.
Operates as a Medic, providing extra healing to units within 1 tile (including itself).
Unique Building: Nemeton
Replaces Grove. Grants +1 Production per turn to nearby Woods tiles with Charming Appeal. This bonus increases to +2 Production per turn for Woods tiles with Breathtaking Appeal.
Agenda: Goddess of Victory
Likes Civilizations that have many military units and often pillage. Dislikes Civilizations that have few military units or pillage rarely.
Burgundian - Charles I, Phillip III
Civ Ability: Golden Fleece
International Trade Routes provides Culture per turn instead of Gold per turn (the value is unchanged), and also provide Production per turn as the same number of the value during the sending city constructing District (Gold bonus such as Policy Card, Wonder, Suzerainty are increases Culture and Production bonuses).
Receives 10 Great Merchant points upon obtaining an Inspiration boost. This bonus increases to 20 upon entering the Medieval Era, 40 upon entering the Renaissance Era, 70 upon the Industrial Era, 110 upon the Modern Era, 160 upon the Atomic, and 220 upon the Information Era.
Doesn't pay Gold maintenance for every unit and building.
Gold per turn decreases by 90%.
Unique Unit: Lancer
Replaces Knight. Higher Production cost (250 vs. 220). Higher Combat Strength (55 vs. 50).
Receives +5 Combat Strength against anti-cavalry units.
Provides +5 Great Merchant points from kills (non-Barbarian units only).
Unique Building: Cloth Hall
Replaces Bank. Doesn't provide Gold. Instead, provides more Great Merchant points (3 vs. 1) per turn.
Receives 2 Great Works slots (can be filled with Great Work of Writing, Great Work of Art, or Great Work of Music). Upon filling, each slot provides +1 Great Person point of the type per turn (doesn't have to fill both slots).
Upon developing Capitalism, Great Works within this building provide +2 Tourism per turn.
Leader Bonus (Charles I): Le Téméraire
Receives +50% Production while crating heavy cavalry units. Every unit requires half Horses or Iron to be created (thus, Lancer requires 5 Iron).
Each improved luxury resource provides +2 Production per turn.
Upon recruiting a Great Merchant for the first time, receive a refund of 50% of the Great Merchant points spent as Great General points. This bonus is reactivated upon entering a new World Era.
Units receive +"number of previous attacks made to the unit in this turn X 2" Combat Strength when attacking the enemy unit.
Agenda (Charles I): League of the Public Weal
Likes Civilizations with a weak army and the same form of Government as he does. Dislikes Civilizations with a strong army or a different government, especially those with a different form of Government from the same era as his own. Will often propose establishing an Alliance to Civilizations he likes.
Leader Bonus (Phillip III): Treaty of Arras
City with the Industrial Zone receives +3 Production per turn per City-State Burgundy has Suzerainty over.
Upon recruiting a Great Merchant, receives a refund of 10% of spent Great Merchant points as Great Writer, Great Artist, and Great Musician points.
Receives double Diplomatic Favor from active Alliances.
Agenda (Phillip III): Grand Duke of the West
Tries to build up Culture and Tourism per turn. Likes Civilizations that have many cities and with high Culture per turn. Dislikes Civilizations that have few cities or with low Culture per turn.
Civ Ability: Harjis
Melee and anti-cavalry units pay only 1 Movement point to pillage.
Upon pillaging a tile improvement or District that doesn't provide a healing bonus, the pillaged unit recovers up to 10 hit points.
Yields from pillaging Districts are doubled (including healing bonus, and healing bonus from Civ Ability is also doubled).
Unique Unit: Gadrauht
Replaces Swordsman. Higher Combat Strength (40 vs. 35). No strategic resource requirement.
City that created this unit receives +50% Production during the creation of the next unit.
Unique Tile Improvement: Tumulus
Unlocked by Early Empire. Must be built on a flat land tile without terrain features and adjacent to the District.
Provides +2 Culture per turn and +1 Housing.
Provides +2 Science per turn (with Military Tactics).
Provides +1 Production per turn for the next 10 turns after losing a land military unit by combat (can be stacked up to +5).
Leader Bonus (Alaric I): Ruler of All
Upon destroying a city with at least 1 Wonder nearby, receives Gold equal to double the Wonders' Production costs and receives Science, Culture, Gold, and Faith the city provided during the entire game.
Agenda (Alaric I): No City is Eternal
Will often destroy cities. Dislikes Civilizations with many Wonders and will try to conquer them. Likes Civilizations with few or no Wonders.
Leader Bonus (Theodoric): Restorer of the Empire
Upon conquering the city, Unique Buildings and Districts remain as Unique and Unique Tile Improvements are not removed.
Districts, buildings, and tile improvements that the Goth can't construct provide +1 Science and Culture per turn.
Agenda (Theodoric): Pax Barbaricum
Dislikes Civilizations with many cities having many Districts and buildings and will try to conquer them. Likes Civilizations with many cities having few Districts and buildings.
Civ Ability: Hajib
Districts adjacent to the City Center are constructed 30% faster and receive +2 Adjacency Bonus.
Districts placed 2 tiles away from the City Center are constructed 45% slower and suffer a -3 Adjacency Bonus (this does not act as a penalty even if the value is below 0).
Receives a free Builder upon constructing a District adjacent to the City Center.
Leader Bonus: Glory of Al-Andalus
Specialists consume only half the normal amount of Food.
Gains the Imam unique unit.
Leader Unit: Imam
Civilian Unit. 2 Movement, 2 Sight.
Can't be created or purchased. Only becomes available by accumulating special points like Great People. This number of points is increased by Era (the amount is the same with Great People of the same Era).
Like Great People, cannot be captured by enemy military units and automatically retreat to the nearest City Center rather than being killed. Doesn't provide Era Score upon generation (because this is not a Great Person).
Don't receive an intrinsic name, unlike Great People, and every Imam has the same ability.
Each Campus, Holy Site, Theater Square, and Commercial Hub with at least 2 Specialists provide 1 Score for the generation of this unit.
Receives 1 charge. Upon using this, provides 1 random Eureka and Inspiration boost of Technology and Civic belonging to the Era that this unit was generated; also, every land unit that can make melee attacks (such as melee, anti-cavalry, heavy cavalry, and light cavalry units) and within 3 tiles from this unit gets a refund of every Movement point used during this turn and can make an additional attack.
Unique Unit: Zenata
Ranged Cavalry unit of the Medieval Era. Unlocked by Stirrups. 180 Production cost, 720 Gold cost, 3 Gold maintenance cost, 4 Movement, 30 Combat Strength, 40 Ranged Combat Strength, 2 Range, 2 Sight. Upgrades to Field Cannon.
Ignores enemy zone of control.
Receives refund bonus from Imam within 3 tiles and used its charge like melee-attacking units.
Unique District: Bimaristan
Replaces Entertainment Complex. Provides +2 Science per turn and +2 Housing on the tile with Charming Appeal. Also provides +2 Culture per turn and +1 additional Amenity (+2 in total) on the tile with Breathtaking Appeal.
Agenda: Caliph
Tries to assign as many Specialists as possible. Likes Civilizations who do the same and dislikes Civilizations who ignore Specialists.
Civ Ability: Lion of Brabant
If at least one active Alliance is at Level 2 or 3, newly formed Alliances start at that Level.
Every city receives the "sum of level of every active Alliance X 2"% Production.
Exerts +50% Loyalty pressure to the Free Cities.
Leader Bonus: Fortress of Liège
Fort is unlocked by Castles instead of Siege Tactics.
During the war declared by other Civilizations, units on or adjacent to the Fort receive +"number of active Alliance X 2" Combat Strength when defending.
Receives +25% Science and Culture for the next 10 turns after signing a peace treaty.
Unique Unit: Chasseur
Ranged unit of the Modern Era. Unlocked by Steel. 400 Production cost, 1600 Gold cost, 6 Gold maintenance cost, 2 Movement, 60 Combat Strength, 70 Ranged Combat Strength, 2 Range, 2 Sight. Upgrades to Machine Gun.
City creating this unit receives +5% Production per each active Alliance.
Receives +10% combat experience per each active Alliance.
Unique Building: Waffle Shop
Replaces Zoo. If this city is Happy or Ecstatic, buildings or Wonders that provide Amenity provide +2 Culture and Tourism per turn (including this building itself).
Doesn't Grant Science to nearby Rainforest and Marsh tiles. Instead, grants +1 Food per turn to nearby Farms on resources and +1 Culture per turn to nearby Plantations.
Agenda: Knight King
Will never attack Civilizations who didn't wage war with him or his Allies. Likes Civilizations that accumulate low Grievances and dislikes Civilizations that accumulate high Grievances.
Civ Ability: Šahovnica
Eureka/Inspiration boost also provides a 20% boost to a random Civic/Technology belonging to the same Era.
Receives a random Eureka upon constructing or purchasing a Bank. Receives a random Inspiration upon constructing or purchasing a Shipyard.
Leader Bonus: Crown of Zvonimir
Receives a random Eureka or Inspiration upon constructing or purchasing a Worship Building.
Each Holy Site owned provides +2% Gold and Culture (up to +30%).
Unique Unit: Uskok
Melee unit of the Renaissance Era. Unlocked by Mercantilism. 240 Production cost, 960 Gold cost, 4 Gold maintenance cost, 2 Movement, 60 Combat Strength, 2 Sight. Upgrades to Line Infantry.
Suffers no Movement penalty for embarking and disembarking.
While embarked, receives 60 Combat Strength instead of distinct value for embarked units and +2 Movement, and can attack and retaliate against the enemy unit's melee attack.
While embarked, becomes invisible except when within the Sight range of Destroyers, other naval raiders, or when there is a unit in an adjacent tile, reveals stealth units within Sight range, and can perform Coastal Raids.
Ignores enemy zone of control (including while embarked).
Unique Building: Bunja
Replaces Granary. Provides more Food (2 vs. 1) per turn and Housing (3 vs. 2).
Provides +2 Production per turn.
Upon creating units or constructing a building, District, or Wonder with Production, provides Gold equal to 10% of its Production cost.
Agenda: Baška Tablet
Likes Civilizations with a strong Gold and Culture output. Dislikes Civilizations with a weak Gold or Culture output.
Civ Ability: Metsähallitus
Upon construction of the District other than the City center, native yields of the tile are included in the District's yield instead of removed (this doesn't mean bonus resources will be spared, so resource value from it won't be included).
Each city receives +1 Housing and Amenity per each tile with Natural Wonder and within 3 tiles from the City Center.
Leader Bonus: Winter War
All units receive +4 Combat Strength when fighting in Tundra or Snow tiles. This bonus doubled in tiles inside Finnish territory.
All units receive +1 Movement when starting their turn on Tundra or Snow tiles within Finnish territory.
Unique Unit: Sissi
Replaces Field Cannon. Only adjacent enemy units can reveal this unit when on Tundra or Snow tiles. Suffers no Movement penalty on these tiles.
Unique Tile Improvement: Sauna
Unlocked by Medieval Faires. Must be built on Tundra or Snow. Cannot be adjacent to another Sauna.
Provides +1 Culture per turn per each adjacent Tundra or Snow.
Provides +1 Gold per turn per every 2 adjacent Tundra or Snow (with Natural History).
Provides +1 Production per turn per each Lake within 2 tiles from this tile improvement.
City with more than 3 of this tile improvement receives +1 Amenity, increasing to +2 Amenities (with Mass Media).
Agenda: Mannerheim Line
Focuses on building up the military. Likes Civilizations with a strong army and high Production. Dislikes Civilizations with a weak army or weak Production.
Icelander – Hallveig Fróðadóttir, Snorri Sturluson
Civ Ability: Alþingi
Upon adopting a Government of the higher tier for the first time, every military unit receives one free Promotion.
Upon unlocking a new form of Government, unlocks four random Policy cards ignoring Civic development (excluding Government legacy cards).
Government Plaza is not considered a specialty District and does not require Population. Specialty Districts adjacent to this District provide double Great Person points of their type (for Theater Square, Great Writer, Great Artist, and Great Musician points are all doubled).
Unique Unit: Einhleypingar
Replaces Man-At-Arms. Receives +7 Combat Strength when fighting in tiles adjacent to a River or land tiles within 2 tiles from the Coast.
Suffers no Movement penalty on tiles adjacent to a River (including crossing the River).
Unique District: Torfbæir
Replaces Neighborhood. Unlocked by Exploration instead of Urbanization. Can't be built on Desert (or its variants).
Provides +5 Housing regardless of the Appeal of the tile.
Provides +2 Food and +1 Production per turn.
Provides +2 Science per turn if adjacent to the Geothermal Fissure (does not stack even if adjacent to more than 2 Geothermal Fissures).
If this city has at least one Volcano nearby, it receives +1 Amenity for every 2 of this District (up to +3).
Leader Bonus (Hallveig Fróðadóttir): Landnámabók
Cities on foreign Continents receive double the bonuses from Amenity.
Cities on the home Continent suffer double penalties from Amenity. If the city has a Volcano or Geothermal Fissure nearby, this penalty decreases by 50% (stacks with each other but does not stack even if there are more than 2 Volcanoes or Geothermal Fissures nearby).
City with at least one Volcano or Geothermal Fissure nearby receives +1 Amenity (stacks to +2 if both are nearby). These terrain features grant +1 Appeal to adjacent tiles.
Districts, improvements, and units are immune to damage from Volcanic eruptions.
Agenda (Hallveig Fróðadóttir): Settlement of Iceland
Dislikes Civilizations that have many cities on their foreign Continent. Likes Civilizations that stay on their home Continent.
Leader Bonus (Snorri Sturluson): Lawspeaker
Receives +5% Production while constructing Districts per each Military policy card in the current Government (up to +30%).
Receives +5% Gold per each Economic policy card in the current Government (up to +30%)
Every city receives +1 Amenity per every 2 Diplomatic policy cards in the current Government (up to +3).
Agenda (Snorri Sturluson): Prose Edda
Refrains from using Wildcard policy cards. Likes Civilizations that do the same and dislikes Civilizations that use many Wildcard policy cards.
Maltese - Jean Parisot de la Valette
Civ Ability: Great Siege of Malta
Each level of Walls provides +2 Production, Science, Culture, and Faith per turn.
City with Ancient Walls receives +100% Production while creating Medieval Walls or Renaissance Walls.
Medieval Walls provides +100 Outer Defense Strength.
City with Renaissance Walls can make an additional Ranged Strike per turn (does not stack with Embrasure promotion).
Walls can still be built even after researching Steel (base defensive bonuses of Walls are still non-functional).
Leader Bonus: Construction of Valletta
Receives +100% Production for the next 10 turns after signing a peace treaty.
Land military units within 2 tiles from Fort within Maltese territory receive +7 Combat Strength.
Gains the Galiot unique unit with Reformed Church.
Leader Unit: Galiot
Replaces Privateer. Unlocked by Reformed Church instead of Mercantilism. May be purchased with Faith.
Receives +7 Ranged Combat Strength when attacking the enemy unit belonging to the Civilization or City-State following a different religion.
Provides additional Faith from pillaging or coastal raid.
Provides double yields from plundering Trade Route.
Unique Unit: Knight Hospitaller
Replaces Knight. Unlocked by Apprenticeship instead of Stirrups. May be purchased with Faith.
Lower Movement (2 vs. 4). Receives +15 Combat Strength against anti-cavalry units.
Operates as a Medic, providing extra healing to units within 1 tile (including itself).
Unique Building: Filigree Workshop
Replaces Workshop. No Gold maintenance cost.
Grants +1 Gold, Culture, and Faith to nearby Mines on luxury resources.
Agenda: Shield of Europe
Builds high-level walls around his cities. Likes Civilizations that follow the same religion and refrain from plundering Trade Routes. Dislikes Civilizations that follow the different religions or often plunder Trade Routes.
So, kinda a long post, but civ 7 is right around the corner (i guess?) soo i wanted to post all the concepts i wrote for civ 6 before civ 7 releases. Im gonna seperate them by regions (cuz there's a lot) and will try to post them once a week so i dont break the wiki guidelines (and also cuz im lazy).
They have a tier 5 starting bias towards resources improved by camps or pastures.
Argentina (La Reina del Plata): The capital gains +15% production towards districts, buildings and world wonders, and world wonders built there gain a great work slot for any great work.
Evita (La Madre de los Descamisados): Cities with a specialty district gain +1 amenity. +100% production towards neighbourhoods.
Agenda: Ciudad Evita: Tries to build lots of districts and wonders in her capital city, but dislikes leaders that do the same. Likes leaders with underdeveloped capitals.
Gaucho: Argentinian unique unit that replaces the cuirassier. Costs 330 production, 1320 gold, horses and needs 5 gold to maintain. Has 4 movement, 67 combat strengh and 2 sight. Gains +5 combat strengh and heals at the end of every turn, even if it has moved or attacked, if within 4 tiles of a camp or pasture; has 1 build charge, can build camps and pastures in their specific resources and can clear terrain, both these actions cost 1 build charge and can also remove tile improvements, this action doesn't cost a build charge but the Gaúcho needs to have atleast 1 build charge to do it; ignores enemy zone of control, and is unlocked with Nationalism.
Tanguería: Argentinian unique building that replaces the Broadcast Center and is unlocked earlier, with Opera and Ballet. Costs 440 production, 1760 gold and needs 3 gold to maintain. Gives +6 culture, (+4 culture more than the broadcast center), and additional +1 culture for every specialist in this district, but isn't able to be powered, not gaining the additional +4 culture if powered that the broadcast center normally gains; +2 great musician points, and +1 great artist point. Has one great work slot for great works of music. If it's home city is happy, all great works there give +1 culture and +1 tourism, these additional yeilds doubling if the city is ecstatic.
Has a tier 2 starting bias towards woods and rainforests.
Tupi (Cunhadismo): Having a declaration of friendship or alliance with a foreing leader grants you the ability to choose to construct the unique districts, buildings and tile improvements and obtain the unique military units that leader can normally obtain. All usual restrictions still apply, such as technological requirements or construction rules. Leaders that have a declaration of friendship or alliance with you can construct the Oca unique tile improvement.
Cunhambe (Tamoyo Confederation): All unique military units you control gain +3 combat strength. Obtaining a city from a foreing civilization doesn't remove or replace the unique districts, buildings and tile improvements there. Owning a major civilization's or city-state's capital grants you the ability to construct the unique districts, buildings and tile improvements and obtain the unique military units that major civilization's leader or city-state can normally obtain. All usual restrictions still apply, such as technological requirements or construction rules.
Agenda: Morubixaba: Always tries to declare friendships and establish alliances, and likes leaders that accept these. Refusing a declaration of friendship or an alliance request from this leader permanently damages your relationship with him.
Ibirapema: Tupi unique unit that replaces the Warrior. Costs 40 production, 160 gold and needs 0 gold to maintain. Has 2 movement, 20 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units, +3 combat strength against unique units, ignores the movement penalties of woods and rainforests and, upon defeating an enemy unit, it heals up to 30 HP.
Oca: Tupi unique tile improvement. Is built by a builder, unlocked with Craftsmanship and gives health from plunders. Gives +1 housing and +1 food, additional +1 food if built on woods or rainforest, gaining +1 food from this bonus with Mercantilism, and +1 culture for every different unique district, building or tile improvement adjacent to the it, including another Oca, gaining +1 culture from this bonus with Urbanization. Can only be built on Plains, Plains Hills, Grassland or Grassland hills, adjacent to a resource, and can improve woods or rainforests.
Doesn't have a starting bias.
Guarani (Land Without Evil): Settling a city grants +1 era score. The first shrine, opy and worship building that you construct grants a free settler in that city, without losing a population.
Sepé Tiaraju (Seven Reductions): Gain +1% faith in all cities for every city you own. Units bought with faith gain +1 movement.
Agenda: Indigenismo: Tries to settle lots of cities, and dislikes civilizations that own more cities than him. Likes civilizations that own less cities than him.
Ka'aguygua: Unique unit of the Guarani that replaces the scout. Costs 30 production and 120 gold. Has 3 movement, 10 combat strengh, 15 ranged strengh, 1 range and 2 sight. Has a ranged attack and, when escorting an unit, that unit is affected by this unit's promotions and inherits its higher movement speed.
Opy: Unique building of the Guarani that replaces the Temple. Costs 120 production, 480 gold and needs 2 gold to maintain. Gives +4 faith, +1 great prophet point and a citizen slot. Has 1 relic slot. Faith purchasing units in this city is 15% cheaper. Settlers don't remove a population if the city has this building. Allows the purchasing of apostles, gurus, inquisitors (after an apostle uses it's launch Inquisition ability) and warrior monks (with the proper belief).
Has a tier 3 starting bias towards resources that can be improved by mines, quarries, farms or plantations and a tier 5 starting bias towards lakes.
Muisca (Gwatibita): Lakes give +3 gold. Gain faith equal to 10% of your gold output. Resources improved by mines, quarries, farms or plantations give +1 gold.
Nemequene (Code of Nemequene): Military units gain +5 combat strengh in tiles that provide gold, including districts, buildings and wonders. Cities gain +0.2 loyalty for every district, building, wonder and tile improvement that give gold. Districts, buildings, wonders and tile improvements in your empire gain +1 gold for every foreign military unit defeated there.
Agenda: Zipa of Bacatá: Likes civilizations that have both a strong military and strong gold or faith outputs. Dislikes civilizations that are strong in military but weak in gold or faith.
Guecha Warrior: Unique unit of the Muisca that replaces the Crossbowman. Costs 180 production, 720 gold and needs 0 gold to maintain. Has 2 movement, 30 melee strengh, 40 ranged strengh, 2 range and 2 sight. Gains additional combat strength equal to half of the gold output of the tile that it occupies.
Bohío: Unique building of the Muisca that replaces the Granary. Costs 85 production and 340 gold. Gives +2 housing, but doesn't give +1 food, instead, districts, buildings, wonders and tile improvements that give gold gain +1 food. Costs more production (85 vs 65).
Has a tier 3 starting bias towards resources that can be improved by plantations.
Haiti (For Liberty): Can choose an extra dedication in Dark Ages and Heroic Ages.
Dramatic Ages game mode only:
Haiti (For Liberty): After entering a Dark Age, lose no cities and all your cities gain +4 loyalty and +1 amenity.
Touissaint Louverture (Father of Haiti):
While in a Dark Age or Heroic Age, gain +25% production towards all units, and upgrading military units costs 25% less gold and strategic resources. In all ages, your Citizens exert loyalty pressure as if you where in a golden age.
*In the Dramatic Ages game mode, the Heroic Age bonuses are removed.
Agenda: Haitian Revolution: Likes civilizations that are in a dark age or heroic age. Dislikes civilizations that are in a normal age or golden age.
Armée Indigène: Haitian unique unit that replaces the musketman. Costs 240 production, 960 gold, 5 nitre and needs 4 gold to maintain. Has 2 movement, 55 combat strengh and 2 sight. Gains +5 combat strengh against anti-cavalry units, has a chance of capturing non-barbarian units and transforming them into another Armée Indigène after defeating them and only need 5 nitre.
Hounfour: Unique building of Haiti that replaces all worship buildings. Costs 190 production and 380 faith. Gives +3 faith, +1 faith per specialist in this district, and a citizen slot. Gains the yields and special effects of worship buildings from religions with at least one citizen in this city (+3 faith and +2 food if it's a Gurdwara, +3 faith and a great work slot for great works of art if it’s a Cathedral…), and plantations in this city gain +2 faith, +2 culture and +1 production.
Has a tier 2 starting bias towards resources that can be improved by fishing boats, farms or plantations.
Taíno (Zemis): Shrines have a great work slot for relics. Fishing boats, farms and plantations gain +2 food and +1 faith if there is a relic in their home city.
Anacaona (Cacica's Areítos): Cities with a Batey have access to the Areíto Project, which costs a high amount of production and can only be performed once per city, but grants a relic upon completion.
Agenda: Golden Flower: Tries to have the maximum amount of relics, and likes leaders that have less relics than her. Dislikes leaders with more relics than her.
Areíto Project: Táino unique project when Anacaona is their leader that is performed in the Batey district. Can only be perfomed once per city but, upon completion, grants a relic. Costs 65 production. Its production cost increases based on the amount of technologies and/or civics its civilization has discovered.
Macana: Táino unique unit that replaces the Warrior. Costs 60 production, 240 gold and needs 0 gold to maintain. Has 2 movement, 23 combat strength and 2 sight. Has higher combat strength than the warrior (23 vs 20) and gains +5 combat strength against anti-cavalry units, barbarians and if on or adjacent to a coast or lake tile.
Batey: Táino unique district that replaces the entertainment complex. Gives +1 amenity, additional +1 amenity for every 2 adjacent districts, +1 housing for every adjacent district, and +1 appeal to adjacent tiles. Costs half the normal amount of production of an entertainment complex, and isn't considered a specialty district, not requiring population to build. Can only be built adjacent to the city center and cannot be built in a city that has already built a water park.
Additional Leaders:
Brazil - Juscelino Kubitschek & Pedro I
Juscelino Kubitschek (Cinquenta Anos em Cinco): The capital gains +1% production for every great person your civilization has ever recruited. Cities gain +30% production towards all projects.
Agenda: Anos Dourados: Tries to work on projects, and likes civilizations that do the same. Dislikes civilizations that don't work on projects.
Pedro I (Independência ou Morte): Gain a inspiration everytime you recruit a Great General and Great Admiral. +100% Great General points and Great Admiral points. Great Generals and Great Admirals have an extra charge and their passive effects affect units within 3 tiles of them.
Agenda: O libertador: Likes civilizations that don't recruit Great Generals and Great Admirals. Dislikes civilizations that recruit Great Generals and Great Admirals.
Maya - Pacal
Pacal (B'olon Yej Te' Naah): Cities gain +1% production towards districts, buildings and world wonders for every citizen there. Districts and world wonders gain +1 food for every adjacent farm and for every adjacent plantation, and gain +1 housing.
Agenda: K'uhul Baakel Ajaw: Likes civilizations that have built more districts, buildings and tile improvements than him. Dislikes civilizations that have built less districts, buildings and tile improvements than him.
I think we should add a table for the Tech list in Civ 7 instead of just the bullet points we have now. We know some of the technologies, what Age they're unlocked in, and what they unlock so I don't see why we shouldn't add it. Is it ok if I do so?
No one has posted anything on here in forever, so have a recommendation for a partially accurate historical movie. Kingdom of Heaven (Free if you have amazon prime) A movie about the crusades, taking place in and around Jerusalem.