I personally main Rome in my playthroughs.
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What has happened to the page that was called "Board:C-evo"? It is the target of a link on [[C-evo]] - "C-evo wiki forum - An alternative to the official C-evo forum, primarily for discussing content of this wiki, but open to all questions and ideas and more easily searchable than the official forum."
Hello there! I have some news to share on something that Fandom is beginning to work on.
We recently released the Table Progress Tracking feature, which allows users to check their own personal progress in tables (and which can now be used by all wikis). Previously, we also included the ability to mark progress in Interactive Maps.
The next update is that we are beginning work on a Page-Level Progress Tracking feature, which is for individual pages (rather than tables or maps). We would love to hear any feedback on this before the team starts building it.
Page-Level Progress Tracking idea:
This feature would allow for users to have personal progress tracking on article pages - not every page, but specific ones that perhaps cover a single entity which is something that is part of game progression. For example, something like one quest or mission, one item, one collectible.
The idea right now is to allow for adding a checkbox module on such pages, so that readers can make the topic as done / collected / purchased, etc.
You can see some images of what this might look like below (these are examples, and not a finalized version of anything). It includes:
A small module at the top of the page
Expandable to show related pages in the same category (e.g. “Archer quests”, “Obtainable pets”)
Readers could check them off or jump directly to others in the group
Think of it as a checklist spread across multiple pages
We would likely use categories to group these related pages, so that the progress tracking feels connected and purposeful, not random.
What we’d love to know:
Do you think readers would find this useful?
What do you think of the above example images?
What kinds of pages would you want to see it on (and NOT see it on)?
What are your thoughts on using categories to cluster relevant sets of pages?
Where this will go (if tests go well):
First, we’ll add tools for you to control which pages/categories are trackable
Probably: Syncing between map markers and location pages
Maybe: Progress bars for each group
Other ideas welcome!
If you have any thoughts or questions to share on this feature, that would be very welcome - this is the ideal time to share anything as the team is only just getting started with it. Any feedback is appreciated!
So I've been offline for a while, but I just randomly had the urge to work on a Persona Pack I came up with about four years ago. Doing this for Civ6, not Civ7, as I do not have Civ7 and probably will not have Civ7 until it goes on sale. Original post here.
Leader: Gandhi
Personas: Mahatma and Hatya
Mohandas Gandhi, often referred to by the honorific Mahatma (Great Soul), is remembered largely for his non-violent methods. But some remember him for a more... violent approach to conflict. Enter Hatya Gandhi.
Leader ability (Mahatma): Satyagraha
+5 Faith for each met civilization (including India) that has founded a Religion and is not at war. Enemies receive double war weariness from fighting against Gandhi.
Leader agenda (Mahatma): Peacekeeper
Never declares wars for which he can be branded a warmonger, and likes peaceful civilizations. Heavily dislikes warmongers.
Leader ability (Hatya): Pokhran
Unlock the Manhattan Project with Military Science and Operation Ivy with Nuclear Fission. Uranium is revealed with Military Science. +40% Production increase to all nuclear armament projects, and nuclear weapons are 50% cheaper to maintain. Cities can launch nuclear weapons. Using nuclear weapons does not incur war weariness (or Grievances in Gathering Storm).
Leader agenda (Hatya): Smiling Buddha
Likes civilizations that use nuclear weapons whenever possible, and will try to do the same. Dislikes civilizations that do not use nuclear weapons.
Dialogue:
Gandhi is voiced by Pawan Shukla. He speaks Hindi, but switches to English in some of his lines.
Agenda Based Approval (Mahatma): "There is no shame in deterrence. Having a weapon is very different from actually using it."
Agenda Based Disapproval (Mahatma): "If you are so bloodthirsty, maybe it is better to put an end to your leadership." (यदि आप खून के इतने प्यासे हैं, तो आप के नेतृत्व को समाप्त करना ही बेहतर होगा. / Yadi aap khoon ke itne pyaase hain, toh aap ke netritva ko samaapt karna hi behtar hoga.)
Quote from Civiliopedia (Mahatma): "Live as if you were to die tomorrow; learn as if you were to live forever."
Agenda Based Approval (Hatya): "You and I are of one mind, and we will shake the world in our own way."
Agenda Based Disapproval (Hatya): "It is a sign of weakness to take up lesser arms to fight our battles. Strength lies in a far greater power."
Quote from Civiliopedia (Hatya): "First they ignore you, then they laugh at you, then you nuke them, then you win."
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
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.
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.