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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 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 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 (with Rise and Fall) Chandragupta.
List of Civilizations
Icon | Civilization | Leader(s) | Civilization Ability | Unique Unit | Unique Infrastructure |
---|---|---|---|---|---|
American | Teddy Roosevelt | Founding Fathers
Government legacy bonuses accumulate in half the usual number of turns. |
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 one has not been earned already). +1 Science per foreign city following Arabia's Religion. |
Mamluk | Madrasa | |
Australian[1] | John Curtin[1] | Land Down Under | Digger | Outback Station | |
Aztec[2] | Montezuma[2] | Legend of the Five Suns
Can spend Builder charges to complete 20% of a district's Production cost. |
Eagle Warrior | Tlachtli | |
Brazilian | 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 | |
Canadian | File:Wilfrid Laurier (Civ6) Icon.pngWilfrid Laurier | Four Faces of Peace
Cannot declare Surprise Wars or war on City-States. Surprise Wars cannot be declared on Canada. For every 100 Tourism earned, gain 1 Diplomatic Favor. +100% Diplomatic Favor gained from successfully completing Emergencies or Scored Competitions. |
Mountie | Ice Hockey Rink | |
Chinese | Qin Shi Huang | Dynastic Cycle
Eureka Eurekas and Inspiration Inspirations provide an extra 10% of the Science and Culture cost for researching technologies and civics. |
Crouching Tiger | Great Wall | |
Cree | Poundmaker | Nîhithaw
Gains +1 Trade Route 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 | Wilhelmina | 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. |
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 can hold six Artifacts instead of three and can build two Archaeologists instead of one. Archaeological Museums are automatically themed when they have six Artifacts. |
Sea Dog | Royal Navy Dockyard | |
French | Catherine de Medici | Grand Tour
+20% Production towards Medieval, Renaissance, and Industrial Wonders. |
Garde Impériale | Château | |
Georgian | Tamar | Strength in Unity
When making Dedications at the beginning of a Golden Age or Heroic Age, receive the Normal Age bonus towards improving Era Score in addition to the other bonus. |
Khevsur | Tsikhe | |
German | Frederick Barbarossa | Free Imperial Cities | U-Boat | Hansa | |
Greek | Pericles | Plato's Republic
Gain an additional Wildcard policy slot in all Governments. |
Hoplite | Acropolis | |
Gorgo | |||||
Hungarian | Matthias Corvinus | Pearl of the Danube
+50% Production for districts and buildings built across a river from a City Center. |
Huszár | Thermal Bath | |
Incan | Pachacuti | Mit'a
Citizens may work Mountain tiles. Mountain tiles provide +2 Production, and +1 Food for each adjacent Terrace Farm. |
Warak'aq | Terrace Farm | |
Indian | Gandhi | Dharma | Varu | Stepwell | |
Chandragupta | |||||
Indonesian[3] | Gitarja[3] | 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 | Hojo Tokimune | Meiji Restoration
Districts recieve a +1 adjacency bonus for each adjacent district, instead of +0.5. |
Samurai | Electronics Factory | |
Khmer[3] | Jayavarman VII[3] | Grand Barays | Domrey | Prasat | |
Kongolese | Mvemba a Nzinga | Nkisi
Relics, Artifacts and Sculptures provide +2 Food, +2 Production, and +4 Gold. The Palace has four extra slots for Great Works. Receive +50% Great Writer, Great Artist, Great Musician, and Great Merchant points from all sources. |
Ngao Mbeba | Mbanza | |
Korean | Seondeok | Three Kingdoms | Hwacha | Seowon | |
Macedonian[4] | Alexander[4] | Hellenistic Fusion
Conquering a city grants a free Eureka Eureka for each Encampment and Campus district in the conquered city and a free Inspiration Inspiration for each Holy Site and Theater Square district. |
Hypaspist | Basilikoi Paides | |
Mali | Mansa Musa | Songs of the Jeli
City Centers receive +1 Faith and +1 Food for every adjacent Desert and Desert Hills tile. Mines receive -1 Production and +4 Gold. May purchase Commercial Hub buildings with Faith. -30% Production towards buildings and units. |
Mandekalu Cavalry | Suguba | |
Māori | Kupe | Mana
Starts the game with Sailing and Shipbuilding unlocked and the ability to enter Ocean tiles. Embarked units gain +5 Combat Strength and +2 Movement Movement. Unimproved Woods and Rainforest provide +1 Production, increased to +2 with Conservation. Fishing Boats provide +1 Food. Building a Fishing Boat triggers a Culture Bomb, claiming surrounding tiles. Resources cannot be harvested. Great Writers cannot be earned. |
Toa | Marae | |
Mapuche | Lautaro | Toqui
All units trained in cities with an established Governor gain +25% combat experience. +10 Combat Strength bonus against civilizations that are in a Golden Age. |
Malón Raider | Chemamull | |
Mongolian | Genghis Khan | Örtöö
Sending a Trade Route Trade Route immediately creates a Trading Post Trading Post in the destination city, instead of when the Trade Route Trade Route is finished. Gains an extra level of Diplomatic Visibility with civilizations they have a Trading Post Trading Post with. Mongolian Units receive +6 Combat Strength for each level of Diplomatic Visibility they have over their opponents, instead of the usual +3. |
Keshig | Ordu | |
Norwegian | Harald Hardrada | Knarr
Norwegian units gain the ability to enter Ocean tiles with Shipbuilding, instead of Cartography, and pay no additional Movement Movement costs to embark or disembark. Naval melee units can heal in neutral territory. |
Berserker | Stave Church | |
Nubian[5] | Amanitore[5] | Ta-Seti
+50% Production toward Ranged units. Ranged units gain +50% combat experience. +1 Production for Mines over strategic resources, and +2 Gold for Mines over bonus and luxury resources. |
Pítati Archer | Nubian Pyramid | |
Ottoman | Suleiman | Great Turkish Bombard
+50% Production toward Siege units. Siege units gain +5 Combat Strength when attacking defensible districts. Conquering a city doesn't cause that city to lose Population. +1 Amenities Amenity and +4 Loyalty per turn for cities not founded by the Ottomans. |
Barbary Corsair | Grand Bazaar | |
Persian[4] | Cyrus[4] | Satrapies
Gains +1 Trade Route Trade Route capacity with Political Philosophy. Domestic Trade Route Trade Routes provide +2 Gold and +1 Culture. Roads built inside Persian territory are one level more advanced than usual. |
Immortal | Pairidaeza | |
Phoenician | Dido | Mediterranean Colonies | Bireme | Cothon | |
Polish[6] | Jadwiga[6] | 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 | Trajan | All Roads Lead to Rome
Founded or conquered cities start with a Trading Post and, if within Trade Route Trade Route range of the Capital Capital, a road to it. Trade Route Trade Routes generate +1 additional Gold from Roman Trading Posts they pass through. |
Legion | Bath | |
Russian | Peter | Mother Russia | Cossack | Lavra | |
Scottish | Robert the Bruce | Scottish Enlightenment
Happy cities gain +5% Science and +5% Production, and generate +1 Great Scientist points in their Campuses and +1 Great Engineer points in their Industrial Zones. Ecstatic cities double these bonuses. |
Highlander | Golf Course | |
Scythian | 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 | Philip II | Treasure Fleet
May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. Trade Route Trade Routes between cities on different continents gain +1 Food and +1 Production for domestic Trade Route Trade Routes, and +6 Gold for international Trade Route Trade Routes. +2 Loyalty per turn for cities outside their home continent if they have a Mission adjacent to the City Center. |
Conquistador | Mission | |
Sumerian | Gilgamesh | Epic Quest
Capturing a Barbarian Outpost also grants a Tribal Village reward. May levy city-state units at 50% of the usual Gold cost. |
War-Cart | Ziggurat | |
Swedish | Kristina | Nobel Prize
Gains 50 Diplomatic Favor whenever a Great Person is earned. +1 Great Engineer points from Factories and +1 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 | Shaka | Isibongo
Conquering a city will upgrade the conquering unit into a Corps or Army, if the proper civics are unlocked. +3 Loyalty per turn to cities with a garrisoned unit, increasing to +5 Loyalty per turn if the garrisoned unit is a Corps or Army. |
Impi | Ikanda |
- ↑ 1.0 1.1 Added in Australia Civilization & Scenario Pack (23 February 2017).
- ↑ 2.0 2.1 Preorder DLC. Became available for all players free of charge 90 days after the release of the game.
- ↑ 3.0 3.1 3.2 3.3 Added in Khmer and Indonesia Civilization & Scenario Pack (19 October 2017).
- ↑ 4.0 4.1 4.2 4.3 Added in Persia and Macedon Civilization & Scenario Pack (28 March 2017).
- ↑ 5.0 5.1 Added in Nubia Civilization & Scenario Pack (27 July 2017).
- ↑ 6.0 6.1 Added in Poland Civilization & Scenario Pack (20 December 2016).
Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.
Videos
See also
- Civilizations: A list of civilizations in all Civilization games.
Civilization VI [edit] | |
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Rise and Fall • Gathering Storm • New Frontier Pass • Leader Pass | |
Lists | |
Concepts
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Miscellaneous | |
Added in the Rise and Fall expansion pack. Added in the Gathering Storm expansion pack. |