American ~ Byzantine
Canadian ~ French
Gallic ~ Indonesian
Japanese ~ Mongolian
Norwegian
New Unique Unit: Hulk
Naval Melee unit of the Medieval Era. Unlocked by Medieval Faires. 200 Production cost, 800 Gold cost, 3 Gold maintenance cost, 5 Movement, 45 Melee Combat Strength, 2 Sight. Upgrades to Caravel.
Can make 1 additional attack or move after attacking when starting its turn on or adjacent to a tile with the coastal resource or Reef and if Movement allows.
Heals at the end of the turn even if it moves or attacks when ending its turn on or adjacent to a tile with the coastal resource or Reef (doesn't stacked with Civ Ability of Auxiliary Ships promotion).
New Unique Unit: Ski Infantry
Replaces Infantry. Receives +10 Melee Combat Strength when fighting in Snow, Tundra, or Hills without Woods or Rainforest.
Receives +1 Movement when starting its turn on Snow, Tundra, or Hills without Woods or Rainforest.
No Movement penalty in Snow, Tundra, or Hills without Woods or Rainforest.
New Unique Building: Mead Hall
New Unique District: Royal Verft
Replaces Harbor. Lighthouse is given for free upon constructing this District.
Buildings in this District provide +2 Production while creating naval military units.
Provides "number of developed Civic / 2"% Culture per turn to this city.
Norway received two Unique Components for land and sea. Starting with land, it now can construct Mead Hall. This building is identical to Barracks except for giving melee or anti-cavalry units one free Promotion. Although there isn't much to say about this building, it doesn't mean it is unimportant.
Similar to its predecessors in Civ 5, this Ski Infantry is a master of combat in the Snow, Tundra, and Hills. While finding Snow or Tundra could be a little tricky, Hills are relatively common.
While on the sea, Norway can now create Hulk. Properly using this unit may be tricky because it requires coastal resources or Reefs to shine. Even so, this unit's substantially higher Combat Strength than Galley or Quadrireme will be sufficient to seize control of the sea. And let's not forget that Norway can support naval melee units by its Civ Ability.
Royal Verft is a tremendous replacement for Harbor for three reasons. First, it provides a free Lighthouse. Above all, this implies that when this District is built, the Trade Route capacity will increase by one, making the Norwegian Vikings as skilled traders as they were in actual history. Second, with this District and the Civ Ability, naval melee units, including Viking Longship and Hulk, will be created in lightspeed. Lastly, during the later stage of the game, this District will provide a considerable bonus on Culture yield.
The Norwegian wind, made from steel and song, will blow from the north if you wisely use its new Unique Components in Sid Meier's Civilization VI.
Nubian
New Unique Unit: Blemmyae Camel Archer
Ranged Cavalry unit of the Medieval Era. Unlocked by Stirrups. 160 Production cost, 640 Gold cost, 3 Gold maintenance cost, 4 Movement, 35 Melee Combat Strength, 45 Ranged Combat Strength, 2 Range, 2 Movement. Upgrades to Field Cannon.
Ignores enemy zone of control.
If starts its turn adjacent to ranged units, grants +5 Ranged Combat Strength and +1 Movement to those units. This bonus isn't applied to ranged cavalry units and doesn't stacked if adjacent to more than 2 of this unit.
New Unique Unit: Medjay
New Unique Building: Bloomery
Replaces Water Mill. Unlocked by Mining instead of Wheel. Lower Production cost (70 vs. 80). Provides more Food per turn (2 vs. 1).
Doesn't grant additional Food to Farms built on bonus resources. Instead, grants +1 Production to nearby Mines built on resources.
May be built in all cities, including those not adjacent to a River.
New Unique Tile Improvement: Hafir
Unlocked by Irrigation. Must be built on flat Desert tile or Desert Floodplains. Cannot be adjacent to another Hafir.
Provides +3 Food per turn.
Provides +1 Housing (with Metal Casting).
Farms can be built on flat Desert or Desert Hills tiles adjacent to this tile improvement (with Civil Engineering for Desert Hills).
Grants +1 Food per turn to adjacent Farm or Plantation on Desert tile. This bonus does not stack if adjacent to more than 2 Hafirs.
Changed Civ Ability: Ta-Seti
In this design, Nubia received two new Unique Units that support its ranged units. Although Medjay is not a ranged unit, it is ideal for protecting Pítati Archer from enemy units' melee attacks. This unit's zone of control can not be ignored, so create some of these and place Pítati Archer between them.
While Keshik of Civ 5 has returned as Keshig, Camel Archer, a similar unit, couldn't get the chance. Now, although it's not an Arabian unit, it has returned as Blemmyae Camel Archer. It has the same stats as Keshig but with a different ability. This unit buffs adjacent ranged units, making these even stronger.
Bloomery goes well with the other side of the Civ Ability of Nubia: enhanced Mines. This building offers a Production bonus at the expense of some food. Although Nubian cities will grow a little slower than others, Mines with this Production bonus will be the pride of Nubia. In addition to being less expensive than Water Mill, this building could be constructed in any city.
Lastly, Nubia has a Starting Bias toward the Desert. This may be due to the Nubian Pyramid and now Hafir. This tile improvement provides Food and Housing, but more than that, it enables the construction of Farms on adjacent Desert tiles. With +1 Food to Desert Farms and Plantations, it might be worthwhile to construct this tile improvement and Farms instead of the Nubian Pyramid on useless Desert tiles.
The skill of archers and knowledge of the desert will be the proud legacy of Nubia if you wisely use its new Unique Components in Sid Meier's Civilization VI.
Osman
New Unique Unit: Nizam-I Cedid
Replaces Line Infantry. Higher Melee Combat Strength (70 vs. 65).
City creating this unit receives +10% Production per each Religion spread in the city.
Gold and Faith purchasing cost is decreased by 10% per each Religion spread in the city.
Receives one free Promotion when first trained or purchased in the city where more than 3 Religions are spread.
New Unique Unit: Sipahi
Replaces Courser. Unlocked by Feudalism instead of Castles.
Receive a unique ability after the first battle, chosen randomly between the two listed below.
Has a ranged attack (36 Ranged Strength, 2 Range). Can still make melee attacks.
Receives +2 Melee Combat Strength per point of unused Movement. Heals 25 damage when kills the enemy unit.
New Unique Building: Hammam
Replaces Armory. Unlocked by Medieval Faires instead of Military Engineering.
Provides +1 Housing and Amenity.
Upon obtaining a Great Person, every land military unit heals 3 damage per each Hammam owned.
New Unique Tile Improvement: Külliye
Unlocked by Reformed Church. Must be built on or adjacent to a tile that yields Faith, or adjacent to Holy Site or Wonder. Cannot be adjacent to another Külliye.
Provides +1 Science and Culture. This bonus doubles if more than 3 Religions are spread in the city and triples if more than 5 Religions are spread in the city.
If constructed near the occupied city, provides Faith and Gold as the same number of Science and Culture.
Grants +1 Appeal to adjacent tiles.
Provides +1 Housing (with Industrialization).
Changed Leader Unit: Janissary
Upgrades to Line Infantry. → Upgrades to Nizam-I Cedid.
Now is a Unique Unit of the Osman Civilization, not a Leader Unit of Suleiman (Kanuni).
Changed Unique Unit: Barbary Corsair
Sipahi, the backbone of the classical Osman army, made its rightful return in this design. This unit resembles Kris Swordsman of Civ 5. It will obtain a useful unique ability at random after the first combat. With this unit and Trebuchet, the Osmans can launch their attack in the Medieval Era.
The Osmans also received two Unique Components that related to Religion. Külliye provides various yields such as Science, Culture, Faith, and Gold, and even more so when various Religions are spread in the city. Thanks to this tile improvement, you can save some Production for infrastructures such as Campuses, Theater Squares, or Commercial Hubs.
Nizam-I Cedid has higher Combat Strength than Line infantry and can be created quickly and cheaply when multiple Religions are spread. This unit receives one free Promotion, especially if there are more than 3 Religions in the city. With Külliye and Nizam-I Cedid, it would be wise to tolerate various good words.
Lastly, Hammam is a final piece of the magnificent Osman war machine. On the top of Housing and Amenity, this building heals land military units upon obtaining a Great Person. Although the Osmans have no direct bonus related to the Great People, obtaining some would not be difficult if the world-conquering project goes as planned.
The Osmans will conquer the world with their might, culture, and tolerance if you wisely use their new Unique Components in Sid Meier's Civilization VI.
Persian
New Unique Unit: Aswār
New Unique Unit: Qizilbash
Light Cavalry unit of the Renaissance Era. Unlocked by Reformed Church. 280 Production cost, 1120 Gold cost, 4 Gold maintenance cost, 4 Movement, 55 Melee Combat Strength, 2 Sight, Requires 10 Horses to train. Upgrades to Cavalry.
Ignores enemy zone of control.
Upon creating this unit by Production, get a refund of 5% of its Production cost as Faith. Upon purchasing this unit by Gold, get a refund of 20% of its Gold purchasing cost as Faith.
Provides 4 Faith per turn when starting its turn on hostile territory. This bonus increases by 1 whenever entering the next Era.
Provides Faith equal to 50% of the enemy unit's Combat Strength when killing it with this unit.
New Unique Building: Iwan Court
Replaces Bank. Unlocked by Diplomatic Service instead of Banking.
Provides more Gold per turn (7 vs. 5) and +2 Amenities.
Grants +1 Appeal to adjacent tiles.
New Unique District: Bimaristan
Replaces Aqueduct. Doesn't need to be built adjacent to the City Center and a source of fresh water.
Provides +3 Housing, regardless of fresh water.
Provides +3 Food per turn.
Provides 2 Adjacency Bonus to every kind of Specialty Districts.
Playing aggressively with Immortal in the early stage of the game is natural for Persia. And if this early offensive were quite a success, Aswār would provide a second opportunity in the Medieval Era. Although it's a little more expensive than Knight, it receives a Combat Strength bonus per occupied city. If used well, the enemies will find it a real challenge to stop the advancing of the Sassanian army.
Qizilbash is not an outstanding military unit, but it provides a good amount of Faith in multiple ways. It provides Faith just by creating, upon killing the enemy unit. And it even provides Faith per turn just existing in the hostile territory. If you aim for a Domination Victory, purchase additional military units with this Faith. Or, if you're challenging to achieve Cultural Victory, purchase Naturalist and Rock Band instead.
Satrap's Court of Civ5 made its return under the name Iwan Court. As Satrap's Court, this building provides additional Gold and Amenities. Also, this building is unlocked a little earlier than the Bank because it requires Civic instead of Technology, and Persia enjoys high Culture per turn thanks to Pairidaeza.
Bimaristan is another blessing to Persia. It replaces the Aqueduct but can be placed anywhere. In addition to Food, it provides 2 Adjacent Bonuses to every Specialty District, not just the Industrial Zone. Construct this and encircle it with Districts you like.
Persia will always remain at the center of the world if you wisely use its new Unique Components in Sid Meier's Civilization VI.
Phoenician
New Unique Unit: Numidian Cavalry
Ranged Cavalry unit of the Classical Era. Unlocked by Horseback Riding. 100 Production cost, 400 Gold cost, 2 Gold maintenance cost, 5 Movement, 15 Melee Combat Strength, 40 Ranged Combat Strength, 2 Range, 2 Sight. Upgrades to Crossbowman.
Ignores enemy zone of control.
Can move after attacking.
New Unique Unit: Sacred Band
Replaces Spearman. Receives +5 Melee Combat Strength in the Phoenician territory, on a land tile adjacent to the Coast, and on a land tile adjacent to the City Center. These bonuses can be stacked with each other (up to +15).
New Unique District: Tophet
Replaces Holy Site. When built on a tile next to Natural Wonder, the tile's native yields added to this District's yield.
Upon purchasing a Building or District by Gold in a City with this District, get a refund of 5% of the cost as Production.
Upon purchasing a Building or District by Faith in a City with this District, get a refund of 10% of the cost as Production.
New Unique District: Winery
Replaces Theater Square. International Trade Routes sent from this city provides +2 Gold per turn for each improved luxury resource nearby. This bonus increases to +3 Gold and +1 Culture per turn if the luxury resource improved by Plantation.
Provides a free naval melee unit upon constructing in the coastal city or city with Cothon. This unit requires no resources to create or maintain.
Along with Greece, Phoenicia boasts 3 Unique Districts in this design. In addition to the official Cothon, it can construct Tophet. This District provides a Production refund whenever purchasing a building or District by Gold or Faith, promotes the development of the city. Also, you can freely place this District next to the Natural Wonder because the yield that Wonder provides will not be lost.
Did you know that Phoenicia has something to say about wine? Winery provides additional Gold to International Trade Routes and Culture if there are Plantations on luxury resources, including Wine. This District will make Phoenicia as rich as it was in real history.
While in the military, Phoenicia received two Unique Units in this design. Sacred Band is a unit suited for defense, making capturing a Phoenician coastal city in the early stage of the game quite challenging. But this unit can also go on an attack if your neighbors also love the coast.
Using Numidian Cavalry properly requires a lot of caution, but when you do, this unit indeed earns its salt. This unit belongs to the Classical Era but has the same Ranged Combat Strength as the Medieval Crossbowman. Also, this unit can move after attacking. But beware. This unit has Melee Combat Strength equal to the Ancient Archer. Only a single hit can be critical to this unit. Still, if you handle this unit carefully, only a few units could hold out against this unit's javelin.
Phoenicia will vanquish any formidable foe who stands in its way if you wisely use its new Unique Components in Sid Meier's Civilization VI.
Polish
New Unique Unit: PZL. 37
New Unique Unit: Uhlan
Replaces Cavalry. Higher Production cost (350 vs. 330).
Can make 1 additional attack per turn if Movement allows. Receives +5 Melee Combat Strength for this second attack.
Receives +5 Melee Combat Strength when attacking the enemy siege units in Polish territory. Receives +5 Melee Combat Strength when attacking the enemy cavalry units in the enemy territory.
New Unique Building: Barbican
Replaces Renaissance Walls. Lower Production cost (250 vs. 300).
Expands the city's borders by 3 tiles upon construction.
Provides +1 Faith per turn per every 3 tiles the city has. Provides +1 Culture per turn per every 2 tiles the city has (up to 10/10).
Grants +1 Range to Ranged Strikes of City Center (not applied to Encampment).
New Unique Tile Improvement: Dwór
Unlocked by Humanism. Must be built on Grassland, Grassland (Hills), Plains, Plains (Hills), or Volcanic Soil. Cannot be adjacent to another Dwór.
Provides +1 Food and Production per turn.
Provides +1 Food for every two adjacent Bonus Resources, +1 Science for every two adjacent Strategic Resources, and +1 Culture for every two adjacent Luxury Resources.
If the city's majority Religion is founded by Poland, every bonus above is doubled.
Grants +1 Appeal to adjacent tiles.
Provides +1 Housing, increasing to +2 Housing (with Ideology).
Poland received two new Unique Units in this design. Uhlan is more expensive than Cavalry but can attack twice, and this second attack is stronger. There will be much room for this unit to thrive when combined with a Combat Strength bonus against siege/cavalry units.
PZL. 37 kicks in the later stage of the game, but it's indeed stronger than Bomber. Except for sight and expense, it outperforms Bomber in every regard, and in a way, it's cheaper than Bomber because it doesn't require Oil. Once this unit is mass-produced, Poland will own the sky itself.
Two new Unique Infrastructures fit well with Queen Jadwiga of Poland. By Civ Ability, Poland can quickly expand its territory. And Barbican provides Faith and Culture by the number of tiles belonging to the city. Construct some Encampment and Fort to maximize this bonus quickly.
It's slightly easier to found a Religion for Poland than many Civilizations, and it's highly recommended due to the Leader Bonus of Jadwiga. Now, with Dwór, the importance of founding a Religion is even greater. This tile improvement provides various yields such as Food, Production, Science, and Culture, which are all doubled if the city follows the Religion founded by Poland.
Poland will get on a horse and ride toward victory once again if you wisely use its new Unique Components in Sid Meier's Civilization VI.
Portuguese
New Unique Unit: Almogávar
Ranged unit of the Medieval Era. Unlocked by Machinery. 180 Production cost, 720 Gold cost, 3 Gold maintenance cost, 2 Movement, 35 Melee Combat Strength, 40 Ranged Combat Strength, 1 Range, 2 Sight. Upgrades to Caçador.
If ends its turn with Fortificated, deals 10 damage to every adjacent unit at the end of the turn. This bonus increases to 15 if ends its turn on a tile improvement that provides a defensive bonus (such as Fort). This bonus does not stack if the same enemy unit is adjacent to more than 2 Almogávars, and the higher value applies.
New Unique Unit: Caçador
Replaces Field Cannon. Higher Production cost (380 vs. 330).
Only adjacent enemy units can reveal this unit.
Can move after attacking.
New Unique Building: Azulejo Workshop
New Unique Building: Fado House
Portugal is a rich Civilization. It is challenging to refute this proposition. But now, they also have a rich Culture. In addition to providing Great Merchant points, Azulejo Workshop also provides Culture per each Economic Policy card in the current Government. If you want to make the most of this bonus, choosing a government that offers many Economic policy slots and/or Wildcard policy slots would be a good choice.
With another Unique Building, Fado House, Democracy might be the best Government for Portugal. Being the only Unique Building in the Water Park in this design, this building provides additional Culture and Amenity if the city is connected with the Trade Route.
While on land, Portugal received two new Unique Units in this design. Compared to the Crossbowman, Almogávar gave up 1 Range for 5 Melee Combat Strength and a unique ability that automatically attacks the enemy. This ability becomes more powerful when this unit is on a defensive tile improvement, so it would be wise to obtain a Suzerainty to the City-State that provides such tile improvement. Or, you should wait until the Fort is unlocked.
Caçador is more expensive than Field Cannon, but it has some kind of guerrilla ability. The enemy will find it hard to find this unit beforehand, and you can attack them relatively safely. But be warned, if the enemy is smart enough, they can read this unit's location. And even though this unit can move after attacking, you can't move anywhere with only 1 Movement.
Portugal will continue to be the trade center of the world as long as Portuguese songs don't end if you wisely use their new Unique Components in Sid Meier's Civilization VI.
Roman
New Unique Unit: Ballista
New Unique Unit: Comitatenses
New Unique Building: Basilica
Replaces Market. Provides +4 Loyalty per turn.
Provides +2 Culture per turn if the city has an Amphitheater. Provides +2 Production per turn if the city has a Workshop. Provides +2 Science if the city has a Library.
New Unique Building: Triumphal Arch
Changed Leader Bonus: Trajan's Column
Ballista, a forever friend of Legion in Civ 5, has returned in this design. Although it's not cheap and can't attack after moving, this unit can be used as an upgraded Archer. So, as it did before, this unit can be used effectively in the early offensive when used as a pair with Legion.
Triumphal Arch also encourages the early offensive. Not only does it provide more Culture than a Monument, but this building also provides Great General points. Rome will recruit the first Great General unless someone else founded their capital adjacent to the Zhangye Danxia.
After the early conquering, you may want to play defense and aim for victory other than Domination Victory. If so, you can find Comitatenses ready. It's stronger than Knight, even more so when it started its turn near the Fort in Roman territory. Roman Fort is considered a Fort for this since Roman Fort... is a Fort.
Thanks to the Bath, Roman cities can grow smoothly, leading to the construction of many Districts per city. Basilica fits well with this advantage. It's no better than Market alone but provides bonus yields from other buildings in the same city. Since Rome will have many cities, this bonus will grow significant enough to claim various types of victory.
The glory of the eternal city will be forever if you wisely use its new Unique Components in Sid Meier's Civilization VI.
Russian
New Unique Unit: Katyusha Rocket
Replaces Machine Gun. Unlocked by Robotics instead of Advanced Ballistics. Higher Production cost (600 vs. 540). Higher Movement (3 vs. 2). Higher Ranged Combat Strength (95 vs. 85). Requires 1 Oil to train and 1 Oil per turn to maintain.
Cannot attack after moving unless its maximum Movement is 4 or more.
Deals 10 damage to every enemy unit adjacent to the unit that had been attacked by this unit and within range of this unit.
Receives bonuses from Observation Balloon or Drone as if siege-class unit.
New Unique Unit: Streltsy
Replaces Musketman. Receives +7 Combat Strength when defending on Tundra, Tundra (Hills), Snow, and Snow (Hills), and recovers an additional 10 HP when healing on these tiles.
New Unique Building: Ostrog
Replaces Armory. Lower Production cost (180 vs. 195).
Upon construction, secures every Tundra and Snow tile adjacent to other Tundra or Snow tiles or Russian territory and within 3 tiles from this City Center.
New Unique District: Pogost
Russia received two new Unique Components that help it prosper in the cold area. Ostrog is cheaper than Armory and secures many Tundra and Snow tiles upon being built. Although this might be helpful, this building is nothing but a cheaper Armory if there isn't any ice nearby.
Streltsy fits well with ice. This unit receives a defensive bonus in Tundra or Snow and heals more damage. If you succeeded in securing many cities in polar regions, this unit will guarantee safety throughout the Renaissance Era.
Russia can accumulate an enormous amount of Faith, and thanks to the Pogost, it can now even save some of it. With this District, purchasing costs of District or building decrease, and even more so with buildings within. This bonus also applies to Gold cost, but don't forget to set up any means that allow purchasing with Faith.
At the final stage of the game, Katyusha Rocket guarantees the upper hand on the battlefield. It's a hybrid of ranged and siege units like the Korean Hwacha, but what sets it apart is that this unit deals splash damage. The drawback of this unit, however, is that it requires Oil. Furthermore, this is the only Unique Unit unlocked in the Information Era. This is a mighty unit, but there might not be enough room for it.
Russian Empire, the largest empire on earth, will show off its greatness if you wisely use its new Unique Components in Sid Meier's Civilization