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''Civilization VI'' makes a distinction between a civilization and its [[Leaders (Civ6)|leader]], not unlike ''[[Civilization IV]]'' - each civilization can now have multiple leaders, and each leader comes with his or her own unique ability and pursues a specific [[Agenda (Civ6)|agenda]] throughout the game (when controlled by the [[AI]]). Some leader abilities also provide an additional [[Unique unit (Civ6)|unique unit]]. So, the civilization's unique unit, infrastructure and ability remain unchanged, while the leader ability and agenda are affected by the leader chosen. 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. |
''Civilization VI'' makes a distinction between a civilization and its [[Leaders (Civ6)|leader]], not unlike ''[[Civilization IV]]'' - each civilization can now have multiple leaders, and each leader comes with his or her own unique ability and pursues a specific [[Agenda (Civ6)|agenda]] throughout the game (when controlled by the [[AI]]). Some leader abilities also provide an additional [[Unique unit (Civ6)|unique unit]]. So, the civilization's unique unit, infrastructure and ability remain unchanged, while the leader ability and agenda are affected by the leader chosen. 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. |
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− | [[Vanilla]] ''Civilization VI'' included 18 different civilizations at the launch, with the [[Aztec (Civ6)|Aztecs]] (19th) as a pre-order bonus that became available to everyone 90 days after the launch. The [[Polish (Civ6)| |
+ | [[Vanilla]] ''Civilization VI'' included 18 different civilizations at the launch, with the [[Aztec (Civ6)|Aztecs]] (19th) as a pre-order bonus that became available to everyone 90 days after the launch. The [[Polish (Civ6)|Poles]], [[Australian (Civ6)|Australians]], [[Persian (Civ6)|Persians]], [[Macedonian (Civ6)|Macedonians]], [[Nubian (Civ6)|Nubians]], [[Khmer (Civ6)|Khmers]], and [[Indonesian (Civ6)|Indonesians]] have since been added as [[DLC (Civ6)|DLC]]. |
− | For now, there are only two civilizations with multiple leaders: [[Greek (Civ6)| |
+ | For now, there are only two civilizations with multiple leaders: the [[Greek (Civ6)|Greeks]], who may be led by either [[Pericles (Civ6)|Pericles]] or [[Gorgo (Civ6)|Gorgo]]; and the [[Indian (Civ6)|Indians]], who may be led by either [[Gandhi (Civ6)|Gandhi]] or [[Chandragupta (Civ6)|Chandragupta]] (in ''[[Civilization VI: Rise and Fall|Rise and Fall]]''). |
==List of Civilizations== |
==List of Civilizations== |
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− | Major adjacency bonus for Campus, Theater Squares, and Industrial Zones if next to a river. Culture Bomb adjacent tiles when completing a Harbor. |
+ | Major adjacency bonus for [[Campus (Civ6)|Campus]], [[Theater Square (Civ6)|Theater Squares]], and [[Industrial Zone (Civ6)|Industrial Zones]] if next to a [[River (Civ6)|river]]. Culture Bomb adjacent [[Tile (Civ6)|tiles]] when completing a [[Harbor (Civ6)|Harbor]]. |
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|[[De Zeven Provinciën (Civ6)|De Zeven Provinciën]] |
|[[De Zeven Provinciën (Civ6)|De Zeven Provinciën]] |
Revision as of 17:58, 28 December 2017
Back to Civilization VI
Go to the list of leaders
Civilizations are playable factions, each of which represents a historical nation, empire or cultural group. Each civilization in Civilization VI has a unique ability 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 and pursues a specific agenda throughout the game (when controlled by the AI). Some leader abilities also provide an additional unique unit. So, the civilization's unique unit, infrastructure and ability remain unchanged, while the leader ability and agenda are affected by the leader chosen. 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 have since been added as DLC.
For now, there are only two civilizations with multiple leaders: the Greeks, who may be led by either Pericles or Gorgo; and the Indians, who may be led by either Gandhi or Chandragupta (in Rise and Fall).
List of Civilizations
Icon | Civilization | Leader(s) | Civilization Ability | Unique Unit | Unique Infrastructure |
---|---|---|---|---|---|
American | Teddy Roosevelt | Founding Fathers
Earn all government legacy bonuses in half the usual time. |
P-51 Mustang | Film Studio | |
Arabian | Saladin | The Last Prophet
Automatically receives the final Great Prophet when the next-to-last one is claimed (if you have not earned a Great Prophet already). +1 Science for each foreign city following Arabia's Religion. |
Mamluk | Madrasa | |
Australian2 | John Curtin2 | Land Down Under
+3 Housing Housing in coastal cities. Pastures trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, Holy Sites, and Theater Squares are +1 in tiles with Charming Appeal, +3 in Breathtaking. |
Digger | Outback Station | |
Aztec | Montezuma | Legend of the Five Suns | Eagle Warrior | Tlachtli | |
Brazilian | Pedro II | Amazon
Rainforest tiles provide +1 adjacency bonus to Campus, Commercial Hub, Holy Site, and Theater Square districts. Rainforest tiles provide +1 Housing Housing for Neighborhoods build adjacent to them. |
Minas Geraes | Carnival District | |
Chinese | Qin Shi Huang | Dynastic Cycle
Eureka Eurekas and Inspiration Inspirations provide 60% of civics and technologies instead of 50%. |
Crouching Tiger | Great Wall | |
Dutch† | Wilhelmina† | Grote Rivieren
Major adjacency bonus for Campus, Theater Squares, and Industrial Zones if next to a river. Culture Bomb adjacent tiles when completing a Harbor. |
De Zeven Provinciën | Polder | |
Egyptian | Cleopatra | Iteru
+15% Production towards districts and wonders if placed next to a River. Floodplains do not block placement of districts and wonders. |
Maryannu Chariot Archer | Sphinx | |
English | Victoria | British Museum
Each Archaeological Museum holds 6 Artifacts instead of 3 and can support an 2 Archaeologists at once. Archaeological Museums are automatically themed when they have 6 Artifacts. |
Sea Dog | Royal Navy Dockyard | |
French | Catherine de Medici | Grand Tour
+20% Production toward Medieval, Renaissance, and Industrial era wonders. Tourism from wonders of any era is doubled. |
Garde Imperiale | Château | |
German | Frederick Barbarossa | Free Imperial Cities | U-Boat | Hansa | |
Greek | Pericles | Plato's Republic
One extra Wildcard policy slot in any government. |
Hoplite | Acropolis | |
Gorgo | |||||
Indian | Gandhi | Dharma | Varu | Stepwell | |
Chandragupta† | |||||
Indonesian5 | Gitarja5 | Great Nusantara
Coast and Lake tiles provide a minor adjacency bonus for Holy Site, Campus, Industrial Zone, and Theater Square districts. +1 Amenities Amenity from entertainment to each Entertainment Complex adjacent to a Coast or Lake tile. |
Jong | Kampung | |
Japanese | Hojo Tokimune | Meiji Restoration
All Districts receive an additional standard adjacency bonus for being adjacent to another district. |
Samurai | Electronics Factory | |
Khmer5 | Jayavarman VII5 | Grand Barays | Domrey | Prasat | |
Kongolese | Mvemba a Nzinga | Nkisi
+2 Food, +2 Production, and +4 Gold from each Relic, Artifact, and Sculpture Great Work of Art in addition to the usual Culture. Receive 50% more Great Writer, Great Artist, Great Musician, and Great Merchant points. Palace has slots for 5 Great Works. |
Ngao Mbeba | Mbanza | |
Korean† | Seondeok† | Three Kingdoms | Hwacha | Seowon | |
Macedonian3 | Alexander3 | Hellenistic Fusion
Receive boosts upon city conquest: a Eureka Eureka for each Encampment or Campus in the conquered city and an Inspiration Inspiration for each Holy Site or Theater Square. |
Hypaspist | Basilikoi Paides | |
Mongolian† | Genghis Khan† | Örtöö
Starting a Trade Route Trade Route immediately creates a Trading Post in the destination city. Receive an extra level of Diplomatic Visibility for possessing a Trading Post in any city of a civilization. All Mongolian units gain +3 Combat Strength for each level of Diplomatic Visibility on their opponent. |
Keshig | Ordu | |
Norwegian | Harald Hardrada | Knarr
Units gain the ability to enter Ocean tiles after researching the Shipbuilding technology. Units ignore additional Movement Movement costs from embarking and disembarking. |
Berserker | Stave Church | |
Nubian4 | Amanitore4 | Ta-Seti
+50% Production toward Ranged units. All Ranged units gain +50% combat experience. Mines over strategic resources provide +1 Production. Mines over bonus and luxury resources provide +2 Gold. |
Pítati Archer | Nubian Pyramid | |
Persian3 | Cyrus3 | Satrapies
+1 Trade Route Trade Route capacity with Political Philosophy civic. Receive +2 Gold and +1 Culture for routes between your own cities. Roads built in your territory are one level more advanced than usual. |
Immortal | Pairidaeza | |
Polish1 | Jadwiga1 | Golden Liberty
Culture Bomb adjacent tiles when completing an Encampment or Fort inside friendly territory. One Military policy slot in the current government is converted to a Wildcard slot. |
Winged Hussar | Sukiennice | |
Roman | Trajan | All Roads Lead to Rome
All cities you found or conquer start with a Trading Post. If in Trade Route Trade Route range of your Capital Capital, they also start with a road to it. Trade Route Trade Routes earn +1 Gold for passing through Trading Posts in your own cities. |
Legion | Bath | |
Russian | Peter | Mother Russia
Extra territory upon founding cities. +1 Faith and +1 Production from Tundra. |
Cossack | Lavra | |
Scythian | Tomyris | People of the Steppe
Receive a second light cavalry unit or Saka Horse Archer each time you train a light cavalry unit or Saka Horse Archer. |
Saka Horse Archer | Kurgan | |
Spanish | Philip II | Treasure Fleet
May build Fleets and Armadas earlier than usual (Mercantilism). Trade Route Trade Routes between multiple continents receive bonus Gold from routes to other civilizations, and bonus Food and Production for routes between your own cities. |
Conquistador | Mission | |
Sumerian | Gilgamesh | Epic Quest
When you capture a barbarian outpost, receive a tribal village reward in addition to the usual Gold. Pay half the usual cost to levy city-state units. |
War-Cart | Ziggurat |
1 Added in Poland Civilization & Scenario Pack (20 December 2016).
2 Added in Australia Civilization & Scenario Pack (23 February 2017).
3 Added in Persia and Macedon Civilization & Scenario Pack (28 March 2017).
4 Added in Nubia Civilization & Scenario Pack (27 July 2017).
5 Added in Khmer and Indonesia Civilization & Scenario Pack (19 October 2017).
† Added in Rise and Fall.
Civilization VI [edit] | |
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Rise and Fall • Gathering Storm • New Frontier Pass • Leader Pass | |
Lists | |
Concepts
| |
Miscellaneous | |
Added in the Rise and Fall expansion pack. Added in the Gathering Storm expansion pack. |