Civilization Wiki
Tag: Visual edit
m (→‎List of Civilizations: replaced: {{TradeRoute6}} → {{TradeRouteIcon6}} (15), {{TradingPost6}} → {{TradingPostIcon6}} (2), {{Housing6}} → {{HousingIcon6}} (3), {{Moves6}} → {{MovesIcon6}} (3), {{Movement6}} → {{MovesIcon6}}, {{Ameniti...)
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==List of Civilizations==
 
==List of Civilizations==
<onlyinclude>
+
<onlyinclude>{| class="article-table sortable"
[[Wonder (Civ6)|<nowiki/>]]
 
{| class="article-table sortable"
 
 
! class="unsortable" | Icon
 
! class="unsortable" | Icon
 
! Civilization
 
! Civilization
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
+3 {{Housing6}} Housing in [[Coastal (Civ6)|coastal]] [[City (Civ6)|cities]]. Building a [[Pasture (Civ6)|Pasture]] triggers a Culture Bomb, claiming surrounding [[Tile (Civ6)|tiles]]. [[Campus (Civ6)|Campus]], [[Commercial Hub (Civ6)|Commercial Hub]], [[Holy Site (Civ6)|Holy Site]], and [[Theater Square (Civ6)|Theater Square]] [[District (Civ6)|districts]] gain +1 to their yields in [[Tile (Civ6)|tiles]] with Charming [[Appeal (Civ6)|Appeal]], and +3 in tiles with Breathtaking Appeal.
+
+3 {{HousingIcon6}} Housing in [[Coastal (Civ6)|coastal]] [[City (Civ6)|cities]]. Building a [[Pasture (Civ6)|Pasture]] triggers a Culture Bomb, claiming surrounding [[Tile (Civ6)|tiles]]. [[Campus (Civ6)|Campus]], [[Commercial Hub (Civ6)|Commercial Hub]], [[Holy Site (Civ6)|Holy Site]], and [[Theater Square (Civ6)|Theater Square]] [[District (Civ6)|districts]] gain +1 to their yields in [[Tile (Civ6)|tiles]] with Charming [[Appeal (Civ6)|Appeal]], and +3 in tiles with Breathtaking Appeal.
 
</div>
 
</div>
 
|[[Digger (Civ6)|Digger]]
 
|[[Digger (Civ6)|Digger]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
Gains +1 {{TradeRoute6}} Trade Route capacity and a free [[Trader (Civ6)|Trader]] with [[Pottery (Civ6)|Pottery]]. Unclaimed [[Tile (Civ6)|tiles]] within three tiles of a Cree [[City (Civ6)|city]] come under Cree control when a Trader first moves into them.
+
Gains +1 {{TradeRouteIcon6}} Trade Route capacity and a free [[Trader (Civ6)|Trader]] with [[Pottery (Civ6)|Pottery]]. Unclaimed [[Tile (Civ6)|tiles]] within three tiles of a Cree [[City (Civ6)|city]] come under Cree control when a Trader first moves into them.
 
</div>
 
</div>
 
|[[Okihtcitaw (Civ6)|Okihtcitaw]]
 
|[[Okihtcitaw (Civ6)|Okihtcitaw]]
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|-
 
|-
 
|[[File:Ethiopian (Civ6).png|link=Ethiopian (Civ6)|32px]]
 
|[[File:Ethiopian (Civ6).png|link=Ethiopian (Civ6)|32px]]
|[[Ethiopian (Civ6)|Ethiopian]]
+
|[[Ethiopian (Civ6)|Ethiopian]]<ref name=":10">Added in [[Ethiopia Pack (Civ6)|Ethiopia Pack]] (23 July 2020).</ref>
  +
| data-sort-value="Menelik II" |{{SurePageIcon6|Menelik II}}<ref name=":10">Added in [[Ethiopia Pack (Civ6)|Ethiopia Pack]] (23 July 2020).</ref>
|
 
  +
| data-sort-value="Aksumite Legacy" class="mw-collapsible mw-collapsed" data-expandtext="Expand" data-collapsetext="Collapse" |'''Aksumite Legacy '''
|
 
  +
|
 
  +
<div class="mw-collapsible-content">
|
 
  +
+1 {{Faith6}} from improved [[Resources (Civ6)|resources]]. International {{TradeRouteIcon6}} Trade Routes grant +0.5 {{Faith6}} for each resource in the origin city. Can purchase [[Archaeologist (Civ6)|Archaeologists]] and [[Archaeological Museum (Civ6)|Archaeological Museums]] with {{Faith6}}.
  +
</div>
  +
|[[Oromo Cavalry (Civ6)|Oromo Cavalry]]
  +
|[[Rock-Hewn Church (Civ6)|Rock-Hewn Church]]
 
|-
 
|-
 
| rowspan="2" |[[File:French (Civ6).png|link=French (Civ6)|32px]]
 
| rowspan="2" |[[File:French (Civ6).png|link=French (Civ6)|32px]]
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|[[File:Gran Colombian (Civ6).png|link=Gran Colombian (Civ6)|32px]]
 
|[[File:Gran Colombian (Civ6).png|link=Gran Colombian (Civ6)|32px]]
 
|[[Gran Colombian (Civ6)|Gran Colombian]]<ref name=":7">Added in [[Maya & Gran Colombia Pack (Civ6)|Maya & Gran Colombia Pack]] (21 May 2020).</ref>
 
|[[Gran Colombian (Civ6)|Gran Colombian]]<ref name=":7">Added in [[Maya & Gran Colombia Pack (Civ6)|Maya & Gran Colombia Pack]] (21 May 2020).</ref>
|{{PageIcon6|Simón Bolívar}}
+
|{{PageIcon6|Simón Bolívar}}<ref name=":7"/>
 
|data-sort-value="Ejército Patriota" class="mw-collapsible mw-collapsed" data-collapsetext="Collapse" data-expandtext="Expand" |'''Ejército Patriota'''
 
|data-sort-value="Ejército Patriota" class="mw-collapsible mw-collapsed" data-collapsetext="Collapse" data-expandtext="Expand" |'''Ejército Patriota'''
   
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
Receive the Follower Beliefs of all [[Religion (Civ6)|religions]] that have at least one follower in a [[City (Civ6)|city]], not just the majority religion.
+
Indian cities receive the [[Religion (Civ6)#Follower Beliefs|Follower Beliefs]] of all [[Religion (Civ6)|religion]]s with at least one follower in them, not just the majority religion.
   
{{GS}} Receive the Follower Beliefs of all [[Religion (Civ6)|religions]] that have at least one follower in a [[City (Civ6)|city]], not just the majority religion. Cities receive +1 {{Amenities6}} Amenity for each religion with at least one follower in them. +2 Spread Religion charges for Missionaries. +100% Religious pressure from Indian Trade Routes.
+
{{GS}} Indian cities receive the [[Religion (Civ6)#Follower Beliefs|Follower Beliefs]] of all [[Religion (Civ6)|religion]]s with at least one follower in them, not just the majority religion, and gain +1 {{Amenity6}} Amenity for each religion with at least one follower in them. +2 Spread Religion charges for [[Missionary (Civ6)|Missionaries]]. +100% Religious pressure from Indian {{TradeRouteIcon6}} Trade Routes.
 
</div>
 
</div>
 
| rowspan="2" |[[Varu (Civ6)|Varu]]
 
| rowspan="2" |[[Varu (Civ6)|Varu]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
[[Coast (Civ6)|Coast]] and [[Lake (Civ6)|Lake]] [[Tile (Civ6)|tiles]] provide a +0.5 adjacency bonus for [[Holy Site (Civ6)|Holy Site]], [[Campus (Civ6)|Campus]], [[Industrial Zone (Civ6)|Industrial Zone]], and [[Theater Square (Civ6)|Theater Square]] [[District (Civ6)|districts]]. [[Entertainment Complex (Civ6)|Entertainment Complexes]] built adjacent to a Coast or Lake tile provide +1 {{Amenities6}} Amenity.
+
[[Coast (Civ6)|Coast]] and [[Lake (Civ6)|Lake]] [[Tile (Civ6)|tiles]] provide a +0.5 adjacency bonus for [[Holy Site (Civ6)|Holy Site]], [[Campus (Civ6)|Campus]], [[Industrial Zone (Civ6)|Industrial Zone]], and [[Theater Square (Civ6)|Theater Square]] [[District (Civ6)|districts]]. [[Entertainment Complex (Civ6)|Entertainment Complexes]] built adjacent to a Coast or Lake tile provide +1 {{AmenitiesIcon6}} Amenity.
 
</div>
 
</div>
 
|[[Jong (Civ6)|Jong]]
 
|[[Jong (Civ6)|Jong]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{{Link6|Districts}} recieve a +1 adjacency bonus for each adjacent district, instead of +0.5.
+
{{Link6|Districts}} receive a +1 adjacency bonus for each adjacent district, instead of +0.5.
 
</div>
 
</div>
 
|[[Samurai (Civ6)|Samurai]]
 
|[[Samurai (Civ6)|Samurai]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
[[City (Civ6)|Cities]] with an [[Aqueduct (Civ6)|Aqueduct]] gain +3 {{Faith6}} and +1 {{Amenities6}} Amenity. [[Farm (Civ6)|Farms]] receive +2 {{Food6}} if adjacent to an Aqueduct.
+
+3 {{Faith6}} and +1 {{AmenitiesIcon6}} Amenity from [[Aqueduct (Civ6)|Aqueducts]]. +2 {{Food6}} for [[Farm (Civ6)|Farms]] adjacent to an Aqueduct.
 
</div>
 
</div>
 
|[[Domrey (Civ6)|Domrey]]
 
|[[Domrey (Civ6)|Domrey]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{{Relic6}} [[Great Work (Civ6)#Relics|Relic]]s, {{Artifact6}} [[Great Work (Civ6)#Artifacts|Artifact]]s and {{Sculpture6}} [[Great Work (Civ6)#Great Works of Art|Sculpture]]s provide +2 {{Food6}}, +2 {{Production6}}, and +4 {{Gold6}}. The [[Palace (Civ6)|Palace]] has four extra slots for Great Works. Receive +50% {{Writer6}}, {{Artist6}}, {{Musician6}}, and {{Merchant6}} points from all sources.
+
{{Relic6}} [[Great Work (Civ6)#Relics|Relic]]s, {{Artifact6}} [[Great Work (Civ6)#Artifacts|Artifact]]s and {{Sculpture6}} [[Great Work (Civ6)#Great Works of Art|Sculpture]]s grant +2 {{Food6}}, +2 {{Production6}} and +4 {{Gold6}}. The [[Palace (Civ6)|Palace]] has four extra slots for Great Works. Receive +50% {{Writer6}}, {{Artist6}}, {{Musician6}}, and {{Merchant6}} points from all sources.
 
</div>
 
</div>
 
|[[Ngao Mbeba (Civ6)|Ngao Mbeba]]
 
|[[Ngao Mbeba (Civ6)|Ngao Mbeba]]
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|-
 
|-
 
|[[File: Mali (Civ6).png |link=Mali (Civ6)|32px]]
 
|[[File: Mali (Civ6).png |link=Mali (Civ6)|32px]]
|[[Mali (Civ6)|Mali]] {{GS}}
+
|[[Malian (Civ6)|Malian]] {{GS}}
 
| data-sort-value="Mansa Musa" |{{SurePageIcon6|Mansa Musa}} {{GS}}
 
| data-sort-value="Mansa Musa" |{{SurePageIcon6|Mansa Musa}} {{GS}}
 
| data-sort-value="Songs of the Jeli" class="mw-collapsible mw-collapsed" data-collapsetext="Collapse" data-expandtext="Expand" |'''Songs of the Jeli'''
 
| data-sort-value="Songs of the Jeli" class="mw-collapsible mw-collapsed" data-collapsetext="Collapse" data-expandtext="Expand" |'''Songs of the Jeli'''
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
Starts the game with [[Sailing (Civ6)|Sailing]] and [[Shipbuilding (Civ6)|Shipbuilding]] unlocked and the ability to enter [[Ocean (Civ6)|Ocean]] [[Tile (Civ6)|tiles]]. [[Embarkation (Civ6)|Embarked]] units gain +5 {{Strength6}} Combat Strength and +2 {{Movement6}} Movement. Unimproved [[Woods (Civ6)|Woods]] and [[Rainforest (Civ6)|Rainforest]] provide +1 {{Production6}}, increased to +2 {{Production6}} with [[Mercantilism (Civ6)|Mercantilism]] and +3 {{Production6}} with [[Conservation (Civ6)|Conservation]]. [[Fishing Boats (Civ6)|Fishing Boats]] provide +1 {{Food6}}. Building a Fishing Boat triggers a Culture Bomb, claiming surrounding tiles. [[Resources (Civ6)|Resources]] cannot be harvested. {{Writer6}}s cannot be earned.
+
Starts with [[Sailing (Civ6)|Sailing]] and [[Shipbuilding (Civ6)|Shipbuilding]] unlocked and the ability to enter [[Ocean (Civ6)|Ocean]] [[Tile (Civ6)|tiles]]. +5 {{Strength6}} Combat Strength and +2 {{MovesIcon6}} Movement for [[Embarkation (Civ6)|embarked]] units. Unimproved [[Woods (Civ6)|Woods]] and [[Rainforest (Civ6)|Rainforests]] grant +1 {{Production6}}, increasing to +2 {{Production6}} with [[Mercantilism (Civ6)|Mercantilism]] and +3 {{Production6}} with [[Conservation (Civ6)|Conservation]]. +1 {{Food6}} from [[Fishing Boats (Civ6)|Fishing Boats]]. Building a Fishing Boat triggers a [[Culture Bomb (Civ6)|Culture Bomb]], claiming surrounding tiles. [[Resources (Civ6)|Resources]] cannot be harvested. {{Writer6}}s cannot be earned.
 
</div>
 
</div>
 
|[[Toa (Civ6)|Toa]]
 
|[[Toa (Civ6)|Toa]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
All [[Units (Civ6)|units]] trained in [[City (Civ6)|cities]] with an established [[Governor (Civ6)|Governor]] gain +25% combat experience. +10 {{Strength6}} Combat Strength bonus against civilizations that are in a [[Golden Age (Civ6)|Golden Age]].
+
All [[Units (Civ6)|units]] trained in [[City (Civ6)|cities]] with an established [[Governor (Civ6)|Governor]] gain +25% combat experience. +10 {{Strength6}} Combat Strength when fighting civilizations that are in a [[Golden Age (Civ6)|Golden or Heroic Age]].
 
</div>
 
</div>
 
|[[Malón Raider (Civ6)|Malón Raider]]
 
|[[Malón Raider (Civ6)|Malón Raider]]
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|-
 
|-
 
|[[File:Mayan (Civ6).png|link=Mayan (Civ6)|32px]]
 
|[[File:Mayan (Civ6).png|link=Mayan (Civ6)|32px]]
|[[Mayan (Civ6)|Mayan]]<ref name=":7">Added in [[Maya & Gran Colombia Pack (Civ6)|Maya & Gran Colombia Pack]] (21 May 2020).</ref>
+
|[[Mayan (Civ6)|Mayan]]<ref name=":7"/>
| {{PageIcon6|Lady Six Sky}}
+
| {{PageIcon6|Lady Six Sky}}<ref name=":7"/>
 
| data-sort-value="Mayab" class="mw-collapsible mw-collapsed" data-collapsetext="Collapse" data-expandtext="Expand" |'''Mayab'''
 
| data-sort-value="Mayab" class="mw-collapsible mw-collapsed" data-collapsetext="Collapse" data-expandtext="Expand" |'''Mayab'''
   
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
Cities receive no additional {{Housing6}} [[Housing (Civ6)|Housing]] from being adjacent to fresh water or coast. Cities gain +1 {{Amenities6}} [[Amenities (Civ6)|Amenity]] for each [[Luxury Resources (Civ6)|Luxury Resource]] adjacent to the [[City Center (Civ6)|city center]]. +1 {{Housing6}} Housing and +1 {{Gold6}} from [[Farm (Civ6)|Farms]].
+
[[City (Civ6)|Cities]] don't receive additional {{HousingIcon6}} Housing from being adjacent to fresh water or [[Coast (Civ6)|coast]]. Cities gain +1 {{AmenitiesIcon6}} Amenity for each [[Resources (Civ6)#Luxury Resources|Luxury Resource]] adjacent to the [[City Center (Civ6)|City Center]]. [[Farm (Civ6)|Farms]] grant +1 {{HousingIcon6}} Housing and +1 {{Gold6}}.
 
</div>
 
</div>
 
|[[Hul'che (Civ6)|Hul'che]]
 
|[[Hul'che (Civ6)|Hul'che]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
Sending a {{TradeRoute6}} Trade Route immediately creates a {{TradingPost6}} Trading Post in the destination [[City (Civ6)|city]], instead of when the {{TradeRoute6}} Trade Route is finished. Gains an extra level of {{VisibilityIcon6}} [[Diplomacy (Civ6)#Diplomatic Visibility|Diplomatic Visibility]] with civilizations they have a {{TradingPost6}} Trading Post with. Mongolian [[Units (Civ6)|Units]] receive +6 {{Strength6}} Combat Strength for each level of {{Visibility6}} Diplomatic Visibility they have over their opponents, instead of the usual +3.
+
Sending a {{TradeRouteIcon6}} Trade Route immediately creates a {{TradingPostIcon6}} Trading Post in the destination [[City (Civ6)|city]], instead of when the {{TradeRouteIcon6}} Trade Route is completed. Gains an extra level of {{VisibilityIcon6}} [[Diplomacy (Civ6)#Diplomatic Visibility|Diplomatic Visibility]] with civilizations that have a Mongolian {{TradingPostIcon6}} Trading Post. +6 {{Strength6}} Combat Strength for all [[Units (Civ6)|units]] for each level of {{Visibility6}} Diplomatic Visibility Mongolia has over the other civilization, instead of the usual +3 {{Strength6}}.
 
</div>
 
</div>
 
|[[Keshig (Civ6)|Keshig]]
 
|[[Keshig (Civ6)|Keshig]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
Norwegian [[Units (Civ6)|units]] gain the ability to enter [[Ocean (Civ6)|Ocean]] tiles with [[Shipbuilding (Civ6)|Shipbuilding]], instead of [[Cartography (Civ6)|Cartography]], and pay no additional {{Moves6}} Movement costs to embark or disembark. [[Units (Civ6)#Naval Melee|Naval melee units]] can heal in neutral territory.
+
Norwegian [[Units (Civ6)|units]] gain the ability to enter [[Ocean (Civ6)|Ocean]] tiles with [[Shipbuilding (Civ6)|Shipbuilding]], instead of [[Cartography (Civ6)|Cartography]], and pay no additional {{MovesIcon6}} Movement costs to embark or disembark. [[Units (Civ6)#Naval Melee|Naval melee units]] can heal in neutral territory.
 
</div>
 
</div>
 
|[[Berserker (Civ6)|Berserker]]
 
|[[Berserker (Civ6)|Berserker]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
+50% {{Production6}} toward [[Units (Civ6)#Siege|Siege units]]. Siege units gain +5 {{Strength6}} Combat Strength when attacking defensible [[District (Civ6)|districts]]. Conquering a [[City (Civ6)|city]] doesn't cause that city to lose {{Population6}} Population. +1 {{Amenities6}} Amenity and +4 [[Loyalty (Civ6)|Loyalty]] per turn for cities not founded by the Ottomans.
+
+50% {{Production6}} toward [[Units (Civ6)#Siege|Siege units]]. Siege units gain +5 {{Strength6}} Combat Strength when attacking defensible [[District (Civ6)|districts]]. Conquering a [[City (Civ6)|city]] doesn't cause that city to lose {{Population6}} Population. +1 {{AmenitiesIcon6}} Amenity and +4 [[Loyalty (Civ6)|Loyalty]] per turn for cities not founded by the Ottomans.
 
</div>
 
</div>
 
|[[Barbary Corsair (Civ6)|Barbary Corsair]]
 
|[[Barbary Corsair (Civ6)|Barbary Corsair]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
Gains +1 {{TradeRoute6}} Trade Route capacity with [[Political Philosophy (Civ6)|Political Philosophy]]. Domestic {{TradeRoute6}} Trade Routes provide +2 {{Gold6}} and +1 {{Culture6}}. [[Tile improvement (Civ6)#Roads|Roads]] built inside Persian territory are one level more advanced than usual.
+
Gains +1 {{TradeRouteIcon6}} Trade Route capacity with [[Political Philosophy (Civ6)|Political Philosophy]]. Domestic {{TradeRouteIcon6}} Trade Routes provide +2 {{Gold6}} and +1 {{Culture6}}. [[Tile improvement (Civ6)#Roads|Roads]] built inside Persian territory are one level more advanced than usual.
 
</div>
 
</div>
 
|[[Immortal (Civ6)|Immortal]]
 
|[[Immortal (Civ6)|Immortal]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
Starts with the {{Eureka6}} [[Eureka moment (Civ6)|Eureka]] for [[Writing (Civ6)|Writing]]. [[Coastal (Civ6)|Coastal]] [[City (Civ6)|cities]] founded by Phoenicia and in the same [[Continent (Civ6)|continent]] as their {{Capital6}} Capital always have full [[Loyalty (Civ6)|Loyalty]]. [[Settler (Civ6)|Settlers]] receive +2 {{Moves6}} Movement and sight radius while [[Movement (Civ6)#Embarking|embarked]], and pay no {{Moves6}} Movement costs to embark or disembark.
+
Starts with the {{Eureka6}} [[Eureka moment (Civ6)|Eureka]] for [[Writing (Civ6)|Writing]]. [[Coastal (Civ6)|Coastal]] [[City (Civ6)|cities]] founded by Phoenicia and in the same [[Continent (Civ6)|continent]] as their {{Capital6}} always have full [[Loyalty (Civ6)|Loyalty]]. [[Settler (Civ6)|Settlers]] receive +2 {{MovesIcon6}} Movement and sight radius while [[Movement (Civ6)#Embarking|embarked]], and pay no {{MovesIcon6}} Movement costs to embark or disembark.
 
</div>
 
</div>
 
|[[Bireme (Civ6)|Bireme]]
 
|[[Bireme (Civ6)|Bireme]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
Founded or conquered [[City (Civ6)|cities]] start with a {{Link6|Trading Post}} and, if within {{TradeRoute6}} Trade Route range of the {{Capital6}} Capital, a [[Roads (Civ6)|road]] to it. {{TradeRoute6}} Trade Routes generate +1 additional {{Gold6}} from Roman {{Link6|Trading Post}}s they pass through.
+
Founded or conquered [[City (Civ6)|cities]] start with a {{Link6|Trading Post}} and, if within {{TradeRouteIcon6}} Trade Route range of the {{Capital6}}, a [[Roads (Civ6)|road]] to it. {{TradeRouteIcon6}} Trade Routes generate +1 additional {{Gold6}} from Roman {{Link6|Trading Post}}s they pass through.
 
</div>
 
</div>
 
|[[Legion (Civ6)|Legion]]
 
|[[Legion (Civ6)|Legion]]
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Founded [[City (Civ6)|cities]] start with eight additional [[Tile (Civ6)|tiles]]. [[Tundra (Civ6)|Tundra]] [[Tile (Civ6)|tiles]] provide +1 {{Faith6}} and +1 {{Production6}}, in addition to their usual yields.
 
Founded [[City (Civ6)|cities]] start with eight additional [[Tile (Civ6)|tiles]]. [[Tundra (Civ6)|Tundra]] [[Tile (Civ6)|tiles]] provide +1 {{Faith6}} and +1 {{Production6}}, in addition to their usual yields.
   
{{GS}} Founded [[City (Civ6)|cities]] start with eight additional [[Tile (Civ6)|tiles]]. [[Tundra (Civ6)|Tundra]] [[Tile (Civ6)|tiles]] provide +1 {{Faith6}} and +1 {{Production6}}, in addition to their usual yields. Units are immune to [[Blizzard (Civ6)|Blizzards]]. Units of civilizations who are at war with Russia take 100% extra damage from Blizzards while in Russian territory.
+
{{GS}} Founded [[City (Civ6)|cities]] start with eight additional [[Tile (Civ6)|tiles]]. [[Tundra (Civ6)|Tundra]] [[Tile (Civ6)|tiles]] provide +1 {{Faith6}} and +1 {{Production6}}, in addition to their usual yields. [[District (Civ6)|Districts]], [[Tile improvement (Civ6)|improvements]] and [[Units (Civ6)|units]] are immune to damage from [[Storm (Civ6)#Blizzard|Blizzards]]. +100% damage from Blizzards inside Russian territory to civilizations at war with Russia.
 
</div>
 
</div>
 
|[[Cossack (Civ6)|Cossack]]
 
|[[Cossack (Civ6)|Cossack]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
May form [[Combat (Civ6)#Combining Units|Fleets and Armadas]] with [[Mercantilism (Civ6)|Mercantilism]], instead of [[Nationalism (Civ6)|Nationalism]] and [[Mobilization (Civ6)|Mobilization]]. {{TradeRoute6}} Trade Routes between [[City (Civ6)|cities]] on different [[Continent (Civ6)|continents]] gain +1 {{Food6}} and +1 {{Production6}} for domestic {{TradeRoute6}} Trade Routes, and +6 {{Gold6}} for international {{TradeRoute6}} Trade Routes. {{R&F}} +2 [[Loyalty (Civ6)|Loyalty]] per turn for cities outside their home [[Continent (Civ6)|continent]] if they have a [[Mission (Civ6)|Mission]] adjacent to the [[City Center (Civ6)|City Center]].
+
May form [[Combat (Civ6)#Combining Units|Fleets and Armadas]] with [[Mercantilism (Civ6)|Mercantilism]], instead of [[Nationalism (Civ6)|Nationalism]] and [[Mobilization (Civ6)|Mobilization]]. {{TradeRouteIcon6}} Trade Routes between [[City (Civ6)|cities]] on different [[Continent (Civ6)|continents]] gain +1 {{Food6}} and +1 {{Production6}} for domestic {{TradeRouteIcon6}} Trade Routes, and +6 {{Gold6}} for international {{TradeRouteIcon6}} Trade Routes.
  +
  +
{{R&F}} May form [[Combat (Civ6)#Combining Units|Fleets and Armadas]] with [[Mercantilism (Civ6)|Mercantilism]], instead of [[Nationalism (Civ6)|Nationalism]] and [[Mobilization (Civ6)|Mobilization]]. {{TradeRouteIcon6}} Trade Routes between [[City (Civ6)|cities]] on different [[Continent (Civ6)|continents]] gain +1 {{Food6}} and +1 {{Production6}} for domestic {{TradeRouteIcon6}} Trade Routes, and +6 {{Gold6}} for international {{TradeRouteIcon6}} Trade Routes. +2 [[Loyalty (Civ6)|Loyalty]] per turn for cities outside of Spain's home [[Continent (Civ6)|continent]] if they have a [[Mission (Civ6)|Mission]] adjacent to the [[City Center (Civ6)|City Center]].
 
</div>
 
</div>
 
|[[Conquistador (Civ6)|Conquistador]]
 
|[[Conquistador (Civ6)|Conquistador]]
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
Capturing a [[Barbarian (Civ6)|Barbarian Outpost]] also grants a [[Tribal Village (Civ6)|Tribal Village]] reward. May [[Suzerain (Civ6)|levy]] [[City-state (Civ6)|city-state]] [[Units (Civ6)|units]] at 50% of the usual {{Gold6}} cost.
+
Capturing a [[Barbarian (Civ6)|Barbarian Outpost]] also grants a [[Tribal Village (Civ6)|Tribal Village]] reward. [[Suzerain (Civ6)|Levying]] [[City-state (Civ6)|city-state]] [[Units (Civ6)|units]] costs 50% less {{Gold6}}.
 
</div>
 
</div>
 
|[[War-Cart (Civ6)|War-Cart]]
 
|[[War-Cart (Civ6)|War-Cart]]

Revision as of 12:14, 6 August 2020

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Civilizations are playable factions, each of which represents a historical nation, empire or cultural group. Each civilization in Civilization VI has a unique ability (a.k.a. "trait") and two unique components: a unit and a piece of infrastructure, which may be a building, a district, or a tile improvement.

Civilization VI makes a distinction between a civilization and its leader, not unlike Civilization IV - each civilization can now have multiple leaders, and each leader comes with his or her own unique ability, which is added to the other unique traits of the civilization (and, in some cases, provides an additional unique unit, piece of infrastructure, and/or Governor that further augments that civ's and leader's specifics). When controlled by AI, each leader also pursues a specific agenda throughout the game, which modifies the AI behavior of this civilization. Thus the same civilization may behave quite differently throughout the game, depending on which leader leads it. A wise player will learn not only all different civilizations' special abilities and units, but also their leaders' special traits and agendas, which will allow him or her to anticipate the AI behavior during the game.

Vanilla Civilization VI included 18 different civilizations at the launch, with the Aztecs (19th) as a pre-order bonus that became available to everyone 90 days after the launch. The Poles, Australians, Persians, Macedonians, Nubians, Khmers, and Indonesians were later added as DLC. The Rise and Fall and Gathering Storm expansions added 8 new civilizations each, bringing the total number of playable civilizations to 42. The New Frontier Pass will add another 8, for a total of 50 playable civilizations, the largest number in any game in the franchise to date.

Originally there was only one civilization with multiple leaders: the Greeks, who may be led by either Pericles or Gorgo. The Rise and Fall expansion added Chandragupta as an alternative leader to Gandhi for the Indians. The Gathering Storm expansion added Eleanor of Aquitaine, who can lead either the English or the French.

List of Civilizations

Icon Civilization Leader(s) Civilization Ability Unique Unit Unique Infrastructure
American (Civ6) American Teddy Roosevelt Teddy Roosevelt Founding Fathers

Government legacy bonuses accumulate in half the usual number of turns.
R&F-Only All Diplomatic policy slots in the current government are converted to Wildcard slots.
GS-Only All Diplomatic policy slots in the current government are converted to Wildcard slots. +1 Diplomatic Favor Diplomatic Favor per turn for each Wildcard slot in the current government.

P-51 Mustang Film Studio
Arabian (Civ6) Arabian Saladin Saladin The Last Prophet

Automatically receives the final Great Prophet Great Prophet when the next-to-last one is claimed (unless one has already been earned through other means). +1 Science Science per foreign city following Arabia's Religion.

Mamluk Madrasa
Australian (Civ6) Australian[1] John Curtin John Curtin[1] Land Down Under

+3 Housing Housing in coastal cities. Building a Pasture triggers a Culture Bomb, claiming surrounding tiles. Campus, Commercial Hub, Holy Site, and Theater Square districts gain +1 to their yields in tiles with Charming Appeal, and +3 in tiles with Breathtaking Appeal.

Digger Outback Station
Aztec (Civ6) Aztec[2] Montezuma Montezuma[2] Legend of the Five Suns

Can spend Builder charges to complete 20% of a district's Production Production cost.

Eagle Warrior Tlachtli
Brazilian (Civ6) Brazilian Pedro II Pedro II Amazon

Rainforest tiles provide a +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts, and provide +1 Appeal to adjacent tiles, instead of the usual -1.

Minas Geraes Street Carnival
Copacabana R&F-Only
Canadian (Civ6) Canadian GS-Only Wilfrid Laurier Wilfrid Laurier GS-Only Four Faces of Peace

Cannot declare Surprise Wars or war on City-States. Surprise Wars cannot be declared on Canada. For every 100 Tourism Tourism earned, gain 1 Diplomatic Favor Diplomatic Favor. +100% Diplomatic Favor Diplomatic Favor gained from successfully completing Emergencies or Scored Competitions.

Mountie Ice Hockey Rink
Chinese (Civ6) Chinese Qin Shi Huang Qin Shi Huang Dynastic Cycle

Eureka Eureka Eurekas and Inspiration Inspiration Inspirations provide an extra 10% of the Science Science and Culture Culture cost for researching technologies and civics.

Crouching Tiger Great Wall
Cree (Civ6) Cree R&F-Only Poundmaker Poundmaker R&F-Only Nîhithaw

Gains +1 Trade Routes Trade Route capacity and a free Trader with Pottery. Unclaimed tiles within three tiles of a Cree city come under Cree control when a Trader first moves into them.

Okihtcitaw Mekewap
Dutch (Civ6) Dutch R&F-Only Wilhelmina Wilhelmina R&F-Only Grote Rivieren

Rivers provide a +2 adjacency bonus for Campus, Theater Square, and Industrial Zone districts. Building a Harbor triggers a Culture Bomb, claiming surrounding tiles.

GS-Only Rivers provide a +2 adjacency bonus for Campus, Theater Square, and Industrial Zone districts. Building a Harbor triggers a Culture Bomb, claiming surrounding tiles. +50%  Production Production towards the Dam district and Flood Barrier building.

De Zeven Provinciën Polder
Egyptian (Civ6) Egyptian Cleopatra Cleopatra Iteru

+15% Production Production towards districts and wonders built next to a River. Floodplains don't prevent placement of districts and wonders.

GS-Only +15% Production Production towards districts and wonders built next to a River. Districts, improvements and units are immune to damage from floods.

Maryannu Chariot Archer Sphinx
English (Civ6) English[3] Victoria Victoria Vanilla and R&F-Only: British Museum
Each Archaeological Museum can hold six Artifact Artifacts instead of three and can build two Archaeologists instead of one. Archaeological Museums are automatically themed when they have six Artifact Artifacts.

GS-Only: Workshop of the World
Iron and Coal Mines accumulate 2 more resources per turn. +100% Production Production towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when Powered receive +4 of that yield. +20% production towards Industrial Zone buildings. Harbor buildings increase Strategic Resource Stockpiles by +10.
Sea Dog Royal Navy Dockyard
Eleanor of Aquitaine Eleanor of Aquitaine[4] GS-Only
Ethiopian (Civ6) Ethiopian[5] Menelik II Menelik II[5] Aksumite Legacy

+1 Faith Faith from improved resources. International Trade Routes Trade Routes grant +0.5 Faith Faith for each resource in the origin city. Can purchase Archaeologists and Archaeological Museums with Faith Faith.

Oromo Cavalry Rock-Hewn Church
French (Civ6) French Catherine de Medici Catherine de Medici Grand Tour

+20% Production Production towards Medieval, Renaissance, and Industrial Wonders. Double Tourism Tourism from all Wonders.

Garde Impériale Château
Eleanor of Aquitaine (French) Eleanor of Aquitaine (French)[4] GS-Only
Georgian (Civ6) Georgian R&F-Only Tamar Tamar R&F-Only Strength in Unity

Dedications chosen at the beginning of a Golden Age or Heroic Age also grant their Normal Age bonuses towards improving Era Score, in addition to their regular bonuses. +50% Production Production towards walls.

Khevsur Tsikhe
German (Civ6) German Frederick Barbarossa Frederick Barbarossa Free Imperial Cities

Each city can build one more district than the population level would normally allow.

U-Boat Hansa
Gran Colombian (Civ6) Gran Colombian[6] Simón Bolívar Simón Bolívar[6] Ejército Patriota

+1 Moves Movement for all units. Promoting a unit does not end that unit's turn.

Llanero Hacienda
Greek (Civ6) Greek Pericles Pericles Plato's Republic

Gain an additional Wildcard policy slot in all Governments.

Hoplite Acropolis
Gorgo Gorgo
Hungarian (Civ6) Hungarian GS-Only Matthias Corvinus Matthias Corvinus GS-Only Pearl of the Danube

+50% Production Production for districts and buildings built across a river from a City Center.

Huszár Thermal Bath
Incan (Civ6) Incan GS-Only Pachacuti Pachacuti GS-Only Mit'a

Citizens may work Mountain tiles. Mountain tiles provide +2 Production Production, and +1 Food Food for each adjacent Terrace Farm.

Warak'aq Terrace Farm
Indian (Civ6) Indian Gandhi Gandhi Dharma

Indian cities receive the Follower Beliefs of all religions with at least one follower in them, not just the majority religion.

GS-Only Indian cities receive the Follower Beliefs of all religions with at least one follower in them, not just the majority religion, and gain +1 Amenity Amenity Amenity for each religion with at least one follower in them. +2 Spread Religion charges for Missionaries. +100% Religious pressure from Indian Trade Routes Trade Routes.

Varu Stepwell
Chandragupta Chandragupta R&F-Only
Indonesian (Civ6) Indonesian[7] Gitarja Gitarja[7] Great Nusantara

Coast and Lake tiles provide a +0.5 adjacency bonus for Holy Site, Campus, Industrial Zone, and Theater Square districts. Entertainment Complexes built adjacent to a Coast or Lake tile provide +1 Amenities Amenity.

Jong Kampung
Japanese (Civ6) Japanese Hojo Tokimune Hojo Tokimune Meiji Restoration

Districts receive a +1 adjacency bonus for each adjacent district, instead of +0.5.

Samurai Electronics Factory
Khmer (Civ6) Khmer[7] Jayavarman VII Jayavarman VII[7] Grand Barays

+3 Faith Faith and +1 Amenities Amenity from Aqueducts. +2 Food Food for Farms adjacent to an Aqueduct.

Domrey Prasat
Kongolese (Civ6) Kongolese Mvemba a Nzinga Mvemba a Nzinga Nkisi

Relic Relics, Artifact Artifacts and Sculpture Sculptures grant +2 Food Food, +2 Production Production and +4 Gold Gold. The Palace has four extra slots for Great Works. Receive +50% Great Writer Great Writer, Great Artist Great Artist, Great Musician Great Musician, and Great Merchant Great Merchant points from all sources.

Ngao Mbeba Mbanza
Korean (Civ6) Korean R&F-Only Seondeok Seondeok R&F-Only Three Kingdoms

Farms receive +1 Food Food and Mines receive +1 Science Science if adjacent to a Seowon.

Hwacha Seowon
Macedonian (Civ6) Macedonian[8] Alexander Alexander[8] Hellenistic Fusion

Conquering a city grants a free Eureka Eureka Eureka for each Encampment and Campus district in the conquered city and a free Inspiration Inspiration Inspiration for each Holy Site and Theater Square district.

Hypaspist Basilikoi Paides
Mali (Civ6) Malian GS-Only Mansa Musa Mansa Musa GS-Only Songs of the Jeli

City Centers receive +1 Faith Faith and +1 Food Food for every adjacent Desert and Desert Hills tile. Mines receive -1 Production Production and +4 Gold Gold. May purchase Commercial Hub buildings with Faith Faith. -30% Production Production towards buildings and units.

Mandekalu Cavalry Suguba
Māori (Civ6) Māori GS-Only Kupe Kupe GS-Only Mana

Starts with Sailing and Shipbuilding unlocked and the ability to enter Ocean tiles. +5 Strength Combat Strength and +2 Moves Movement for embarked units. Unimproved Woods and Rainforests grant +1 Production Production, increasing to +2 Production Production with Mercantilism and +3 Production Production with Conservation. +1 Food Food from Fishing Boats. Building a Fishing Boat triggers a Culture Bomb, claiming surrounding tiles. Resources cannot be harvested. Great Writer Great Writers cannot be earned.

Toa Marae
Mapuche (Civ6) Mapuche R&F-Only Lautaro Lautaro R&F-Only Toqui

All units trained in cities with an established Governor gain +25% combat experience. +10 Strength Combat Strength when fighting civilizations that are in a Golden or Heroic Age.

Malón Raider Chemamull
Mayan (Civ6) Mayan[6] Lady Six Sky Lady Six Sky[6] Mayab

Cities don't receive additional Housing Housing from being adjacent to fresh water or coast. Cities gain +1 Amenities Amenity for each Luxury Resource adjacent to the City Center. Farms grant +1 Housing Housing and +1 Gold Gold.

Hul'che Observatory
Mongolian (Civ6) Mongolian R&F-Only Genghis Khan Genghis Khan R&F-Only Örtöö

Sending a Trade Routes Trade Route immediately creates a Trading Posts Trading Post in the destination city, instead of when the Trade Routes Trade Route is completed. Gains an extra level of Visibility Diplomatic Visibility with civilizations that have a Mongolian Trading Posts Trading Post. +6 Strength Combat Strength for all units for each level of Visibility Diplomatic Visibility Mongolia has over the other civilization, instead of the usual +3 Strength.

Keshig Ordu
Norwegian (Civ6) Norwegian Harald Hardrada Harald Hardrada Knarr

Norwegian units gain the ability to enter Ocean tiles with Shipbuilding, instead of Cartography, and pay no additional Moves Movement costs to embark or disembark. Naval melee units can heal in neutral territory.

Berserker Stave Church
Nubian (Civ6) Nubian[9] Amanitore Amanitore[9] Ta-Seti

+50% Production Production toward Ranged units. Ranged units gain +50% combat experience. +1 Production Production for Mines over strategic resources, and +2 Gold Gold for Mines over bonus and luxury resources.

Pítati Archer Nubian Pyramid
Ottoman (Civ6) Ottoman GS-Only Suleiman Suleiman GS-Only Great Turkish Bombard

+50% Production Production toward Siege units. Siege units gain +5 Strength Combat Strength when attacking defensible districts. Conquering a city doesn't cause that city to lose Citizen Population. +1 Amenities Amenity and +4 Loyalty per turn for cities not founded by the Ottomans.

Barbary Corsair Grand Bazaar
Persian (Civ6) Persian[8] Cyrus Cyrus[8] Satrapies

Gains +1 Trade Routes Trade Route capacity with Political Philosophy. Domestic Trade Routes Trade Routes provide +2 Gold Gold and +1 Culture Culture. Roads built inside Persian territory are one level more advanced than usual.

Immortal Pairidaeza
Phoenician (Civ6) Phoenician GS-Only Dido Dido GS-Only Mediterranean Colonies

Starts with the Eureka Eureka Eureka for Writing. Coastal cities founded by Phoenicia and in the same continent as their Capital Capital always have full Loyalty. Settlers receive +2 Moves Movement and sight radius while embarked, and pay no Moves Movement costs to embark or disembark.

Bireme Cothon
Polish (Civ6) Polish[10] Jadwiga Jadwiga[10] Golden Liberty

Building an Encampment or Fort triggers a Culture Bomb, claiming surrounding tiles. One Military policy slot in all governments is converted into a Wildcard policy slot.

Winged Hussar Sukiennice
Roman (Civ6) Roman Trajan Trajan All Roads Lead to Rome

Founded or conquered cities start with a Trading Post and, if within Trade Routes Trade Route range of the Capital Capital, a road to it. Trade Routes Trade Routes generate +1 additional Gold Gold from Roman Trading Posts they pass through.

Legion Bath
Russian (Civ6) Russian Peter Peter Mother Russia

Founded cities start with eight additional tiles. Tundra tiles provide +1 Faith Faith and +1 Production Production, in addition to their usual yields.

GS-Only Founded cities start with eight additional tiles. Tundra tiles provide +1 Faith Faith and +1 Production Production, in addition to their usual yields. Districts, improvements and units are immune to damage from Blizzards. +100% damage from Blizzards inside Russian territory to civilizations at war with Russia.

Cossack Lavra
Scottish (Civ6) Scottish R&F-Only Robert the Bruce Robert the Bruce R&F-Only Scottish Enlightenment

Happy cities gain +5% Science Science and +5% Production Production, and generate +1 Great Scientist Great Scientist points in their Campuses and +1 Great Engineer Great Engineer points in their Industrial Zones. Ecstatic cities double these bonuses.

Highlander Golf Course
Scythian (Civ6) Scythian Tomyris Tomyris People of the Steppe

Building a light cavalry unit or Saka Horse Archer grants a free second copy of that unit.

Saka Horse Archer Kurgan
Spanish (Civ6) Spanish Philip II Philip II Treasure Fleet

May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. Trade Routes Trade Routes between cities on different continents gain +1 Food Food and +1 Production Production for domestic Trade Routes Trade Routes, and +6 Gold Gold for international Trade Routes Trade Routes.

R&F-Only May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. Trade Routes Trade Routes between cities on different continents gain +1 Food Food and +1 Production Production for domestic Trade Routes Trade Routes, and +6 Gold Gold for international Trade Routes Trade Routes. +2 Loyalty per turn for cities outside of Spain's home continent if they have a Mission adjacent to the City Center.

Conquistador Mission
Sumerian (Civ6) Sumerian Gilgamesh Gilgamesh Epic Quest

Capturing a Barbarian Outpost also grants a Tribal Village reward. Levying city-state units costs 50% less Gold Gold.

War-Cart Ziggurat
Swedish (Civ6) Swedish GS-Only Kristina Kristina GS-Only Nobel Prize

Gains 50 Diplomatic Favor Diplomatic Favor whenever a Great Person is earned. +1 Great Engineer Great Engineer points from Factories and +1 Great Scientist Great Scientist points from Universities. Sweden's presence in the game adds three unique World Congress competitions in the Industrial Era.

Carolean Open-Air Museum
Zulu (Civ6) Zulu R&F-Only Shaka Shaka R&F-Only Isibongo

Capturing a city will upgrade the conquering unit into a Corps or Army, if the necessary civics are unlocked. +3 Loyalty per turn to cities with a garrisoned unit, increasing to +5 if the garrisoned unit is a Corps or Army.

Impi Ikanda
  1. 1.0 1.1 Added in Australia Civilization & Scenario Pack (23 February 2017).
  2. 2.0 2.1 Preorder DLC. Became available for all players free of charge 90 days after the release of the game.
  3. The English in the vanilla game and the Rise and Fall expansion have the special ability British Museum while in the expansion Gathering Storm they have the ability Workshop of the World.
  4. 4.0 4.1 Eleanor of Aquitaine is both an English and a French leader.
  5. 5.0 5.1 Added in Ethiopia Pack (23 July 2020).
  6. 6.0 6.1 6.2 6.3 Added in Maya & Gran Colombia Pack (21 May 2020).
  7. 7.0 7.1 7.2 7.3 Added in Khmer and Indonesia Civilization & Scenario Pack (19 October 2017).
  8. 8.0 8.1 8.2 8.3 Added in Persia and Macedon Civilization & Scenario Pack (28 March 2017).
  9. 9.0 9.1 Added in Nubia Civilization & Scenario Pack (27 July 2017).
  10. 10.0 10.1 Added in Poland Civilization & Scenario Pack (20 December 2016).

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.


Videos

CIVILIZATION_VI_-_How_To_Choose_a_Civilization

CIVILIZATION VI - How To Choose a Civilization

See also

Civilization VI [edit]
Rise and FallGathering StormNew Frontier PassLeader Pass
Lists
Concepts
Miscellaneous
R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.