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Civilizations are playable factions in Civilization VII and its expansions, each of which represents a historical nation, empire, or cultural group.

For the first time in the entire Civilization franchise, your choice of civilizations is no longer static. At the dawn of a new era, your civilization is given a choice of "evolving" into a different, more modern and advanced civilization. The options you are given depend not only on your starting civilization (e.g., Egypt is always given the choice of evolving into the Songhai), but also on the actions you took and the prerequisites you completed during the previous age (e.g., Egypt may be given the choice of evolving into Mongolia if they develop enough Horses). Thus, in theory, any civilization can become any other civilization as long as the prerequisites are satisfied, although every civilization will have one guaranteed choice due to their cultural similarities and geographical adjacency. This also means, for the first time ever, a civilization is now locked to their predetermined age: Egypt and Rome can only be played in the Age of Antiquity, the Songhai and Mongolia can only exist in the Age of Exploration, and so on.

Civilizations have also become even more unique and distinct from one another than ever before. Each comes with a unique ability, two unique units (one military and one civilian), two pieces of unique infrastructure, and unique civics; they also have an associated wonder and receive a Production bonus when building it. When combined with the ability to evolve through time, these unique features allow for almost endless possibilities and more replayability.

List of civilizations[]

Antiquity age civilizations[]

Civilization Unique ability Attributes & civics Unique units Unique infrastructure Associated wonder Starting biases
Aksumite
Aksumite
Kingdom of Natural Wealth

Increased Gold on resources.

Cultural
Economic

Periplus of the Erythraean Sea
Monumentum Adulitanum
Book of the Himyarites

Dhow
Tankwa
Hawilt Great Stele Hill
Grassland
Egyptian
Egyptian
Gifts of Osiris

Increased Production on Navigable Rivers.

Cultural
Economic

Arrival of Hapi
Scales of Anubis
Light of Amun-Ra

Medjay
Tjaty
Necropolis
Mastaba
Mortuary Temple
Pyramids Navigable Rivers
Desert
Greek
Greek
Demokratia

Increased Influence Influence per turn on the Palace.

Cultural
Diplomatic

Ekklesia
Agoge
Symmachia

Hoplite
Logios
Acropolis
Parthenon
Odeon Building
Oracle Rough
Grassland
Mauryan
Mauryan
Dhamma Lipi

You can choose an additional Pantheon after unlocking Mysticism.

Militaristic
Scientific

Acharya
Vyuham
Ayurveda
Mantriparishad

Purabhettarah
Nagarika
Matha
Dharamshala
Vihara
Sanchi Stupa Vegetated
Mayan
Mayan
Skies of Itzamna

The Palace gains Science for adjacent Vegetated tiles.

Diplomatic
Scientific

Rain of Chaac
Lords of Xibalba
Calendar Round

Hul'che
Jaguar Slayer
Uwaybil K'uh
Jalaw
K'uh Nah
Mundo Perdido Vegetated
Tropical
Roman
Roman
Twelve Tables

Adds Culture on Districts in the Capital and Towns.

Cultural
Militaristic

Exercitus Romanus
Civis Romanus
Legatus Pro Praetore
Senatus Populusque Romanus

Legion
Legatus
Forum
Temple of Jupiter
Basilica
Colosseum Grassland

Exploration age civilizations[]

Civilization Unique ability Attributes & civics Unique units Unique infrastructure Associated wonder Starting biases
Abbasid
Abbasid
Cultural
Scientific
Chola
Chola
Diplomatic
Economic
Mongolian
Mongolian

Norman
Norman
Normannitas

Land Units receive +1 Movement when Embarked and Land Units adjacent to Coast receive +5 Combat Strength.

Diplomatic
Militaristic
White Tower
Shawnee
Shawnee
Nepekifaki

Settlements built adjacent to Navigable Rivers gain increased Food on River tiles, but Cities not built adjacent to a Navigable River receive less Food.

Economic
Political

Wyehi Simekofi
Miyaska Latoweki
Telwatiki
Maleki Kintake

Kispoko Nena’to
Hoceepkileni
Mawaskawe Skote Serpent Mound Rivers
Grassland
Plains
Coast
Songhai
Songhai
Tarikh al-Sudan

+15 Trade Route range to Cities on Navigable Rivers and your Trade Ships cannot be Plundered on Navigable Rivers.

Economic
Militaristic
Gold Bangles Infantry
Tajiro
Caravanserai Tomb of Askia

Modern age civilizations[]

Civilization Unique ability Attributes & civics Unique units Unique infrastructure Associated wonder Starting biases
Buganda
Buganda

French
French

Japanese
Japanese

Mughal
Mughal

See also[]

External links[]

Civilization VII [edit]
Lists
Concepts
  • Age
  • Building
  • City
    • Capital
    • Population
    • Town
  • Civic
  • Combat
  • Difficulty level
  • Diplomacy
  • Government
  • Improvement
  • Map
    • Tile
  • Resource
  • Speed
  • Technology
  • Terrain
  • Unit
    • Movement
    • Range
    • Sight
    • Strength
    • Unique unit
  • Victory
  • Wonder
Miscellaneous
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