The Scots' civilization ability is Scottish Enlightenment, which provides Happy cities with +5% Science and Production and +1 Great Scientist and Great Engineer point in the appropriate Districts (and doubles these bonuses in Ecstatic cities). Their unique unit is the Highlander (which replaces the Ranger), and their unique tile improvement is the Golf Course.
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Starting bias: None
Scotland is a Production and Science powerhouse that is geared towards a Science Victory, with a Domination Victory backup, thanks to their technological advantage. Their unique gameplay spins around keeping their loyal subjects happy with high level of Amenities, through which the empire accelerates into the future with scientific innovations.
Note: After numerous changes to Amenities in the Gathering Storm ruleset, the Amenity thresholds in Gathering Storm are much higher than in Rise and Fall, but bonuses from Amenities are also more bountiful in Gathering Storm. The following guide only uses the Amenity thresholds and bonuses of the Gathering Storm ruleset, since it is significantly harder to achieve Happy and Ecstatic cities now. However, any strategy discussed here (how to gather Amenities, how to check current Amenity status, etc.) still applies to Rise and Fall ruleset. This guide is written so you can achieve Happy and Ecstatic cities in Gathering Storm, so if you follow all these steps, achieving the same thing in Rise and Fall shouldn't be a problem.
If there is anything to learn about Scotland, it is this ability: it is what makes-or-breaks Scotland. Similar to Korea, Scotland only has one ability that is actually meaningful: you have a worthless unique unit, a leader ability that almost never comes into play since it relies so much on the behavior of others, and one of the worst unique improvements in the game that only serves as an extension of the civilization ability. Unlike the foolproof Seowon, Scottish Enlightenment is an ability that can fail, especially for players inexperienced with the Amenity system. Failing to activate this ability will leave you playing a vanilla civilization with no uniques or bonuses.
Amenities in Civilization VI is comparable to Happiness in Civilization V, but overall, the new Amenity system is a lot more forgiving. It is nowhere near as punishing as Happiness, which means you can safely ignore Amenities in most of the games you play, especially when you consider that extra cities may result in low Amenities, but the yields received from having satellites cities will always outweigh the penalties from Amenities (which partially explains why Entertainment Complexes and Water Parks are generally underused). Since Scotland is the only civilization in the game that is totally obsessed with Amenities, their gameplay is quite unique, despite many shortcomings from their other abilities.
In Gathering Storm, cities don't start with a free Amenity (they used to do in previous rulesets), with the exception of the Capital, as the Palace now provide 2 Amenities from entertainment (1 Amenity in previous rulesets). In order to calculate the amount of Amenities required for a city to be content, divide its Population by 2 and round up. The number of excess or deficient Amenities decides the status of your cities, as follows:
- Ecstatic starts at 5 additional Amenities or more, all of the city's yields increase by +20%.
- Happy requires 3-4 additional Amenities, all of the city's yields increase by +10%.
- Content starts at 0 to 2 additional Amenities, there are no bonuses or penalties applied.
- Displeased starts at 2 to 1 Amenities less than required. All non-food yields now decrease by 10%, its Population growth decreases by 15%.
- Unhappy starts at 4 to 3 Amenities less than required. All non-food yields now decrease by 20%, its Population growth decreases by 30%.
- Unrest starts at 6 to 5 Amenities less than required, all non-food yields decrease by 30%. In addition, Rebel units may begin to appear in the city's territory.
- Revolt starts at 7 Amenities less than required or below. All non-food yields now decrease by 40%, Rebel units will appear much more frequently and in greater numbers than ever before.
(Again, these are the thresholds and bonuses for the Gathering Storm ruleset. For previous rulesets, check the Amenities page.)
There are two main "types" of Amenities: Amenities from luxury resources and Amenities from entertainment. Though they are functionally identical, you can understand Amenities from luxury resources are empire-wide sources of Amenities, which will get automatically distributed to cities that require Amenities the most, while Amenities from entertainment are localized sources of Amenities, coming from either District, buildings, Wonders, policy cards, or unique abilities, and they cannot be moved freely to other cities.
With the basic mechanics out of the way, let's move to the main part: how to hunt for Amenities.
Euxury resources are obviously wonderful early sources of Amenities. Amenities from luxuries get allocated automatically to cities with low Amenities, forming the baseline level for Amenities. Looking at this baseline, you will recognize which cities require additional Amenities from entertainment, so that you can build Entertainment Complexes there without needlessly expending Production.
Early in the game, scout wide for valuable luxury resources and the other major civilizations for the boost for Writing. The wider the map is, the more luxury resources available. Each continent has 4 unique land luxury resources, with duel maps having only 1 continent up to huge maps having 6 continents. On top of that, duel and tiny maps have 2 water luxury resources, small and standard have 3, large and huge with 4. Amber can count as both a water and land resource so sometimes you can end up with 1 resource fewer than normal. With this in mind, play Scotland in the early game just like how you play Spain. Put a heavy emphasis on exploration to scout out new continents with other types of luxury resources that you don't have yet. Even if settling new cities on a different continent is impossible for whatever reasons (the locations would be too far from your empire, difficult to access, subject to strong foreign Loyalty pressure, etc.), scouting for new continents is great for meeting empires on other continents who have access to luxuries you don't have, which can facilitate trade. Also, since water luxuries are distributed a lot more randomly, you would want to put more emphasis on navigation technologies earlier than other non-naval civilizations, so you can send your Settlers away to colonize small landmasses where you have access to new water luxuries.
Besides Campuses and Industrial Zones which should be present in every city of yours, Commercial Hubs should also be prioritized, even for coastal cities. Harbors undoubtedly have stronger buildings that give more useful yields, but Commercial Hubs grant a more useful type of Great People. Great Merchants are incredibly helpful for Scotland, especially the four Great Merchants that grant unique luxuries: John Spilsbury ( Toys), Levi Strauss ( Jeans), Helena Rubinstein ( Cosmetics) and Estée Lauder ( Perfume). Also, Great Merchants that grant Envoys help Scotland establish strong diplomatic relationships with scientific and industrial city-states, especially when used in combination with Kilwa Kisiwani, an absolute must-build for Scotland on a large or huge map.
Amenities from entertainment
Since luxuries are limited in number, most Amenities you earn in your game will be from entertainment, given by Entertainment Complexes/Water Parks, wonders, policy cards and sometimes city-states.
Entertainment Complexes and Water Parks are obviously the most expensive investments you can make into Amenities, but also the most reliable one. An Entertainment Complex and an Arena gives 2 Amenities to its parent city, enough to bump that city from Content to Happy, or from Happy to Ecstatic. However, building an Entertainment Complex in every city is such an overkill, since its tier 2 and 3 buildings don't stack, similar to how the Factory and Power Plant work. One early Entertainment Complex and an Arena are an absolute must though, since they allow you to build the almighty Colosseum. The Colosseum grants all cities within 6 tiles 2 Amenities, which is the equivalent of building an Entertainment Complex and an Arena in all cities within 6 tiles, without having to dedicate extra Production or a district slot, which is massive for Scotland. This wonder is just as important to Scotland as the Pyramids to Qin Shi Huang. However, since Scotland doesn't have any Production bonus in the early game, as well as Culture to reach Games and Recreation fast, you need to build some Monuments, promote Pingala to Connoisseur and beeline that civic immediately after Political Philosophy. Although Classical Republic is clearly the better tier 1 government choice for Scotland, consider adopting Autocracy first just for the wonder Production bonus, slot in Corvée, since there is never enough emphasis on how crucial the Colosseum is to your gameplay. Remember, don't build the tier 1 government building right now, so you won't stuck with the Autocratic Legacy card, as the Republican Legacy card is way better for you down the road. Theater Squares gain a major adjacency bonus when next to Entertainment Complexes and Water Parks, as well as wonders, so remember to put at least a Theater Square down next to both the Entertainment Complex and the Colosseum for easy 4 Culture. Considering putting a Theater Square down next to any Entertainment Complex you intend to build, since Culture can take you a long way as a science civilization. You only need to build enough Entertainment Complexes to cover your empire, since its tier 2 and 3 buildings grant Amenities in an area, so you won't have to go overboard with Theater Square either.
Besides the Colosseum, the Temple of Artemis is also another wonder Scotland should definitely consider, since it grants an extra Amenity to all Camps, Pastures and Plantations within 4 tiles, which can be a lot. The best thing about this wonder is that you do have the relative flexibility to choose which cities will benefit from the extra Amenities by swapping tiles. The extra Amenities are not bound to the wonder itself, but directly to the tiles within its radius. Cities that own those tiles will benefit from Amenities, not the city that builds the wonder.
The two wonders above are crucial for Scotland, with the Colosseum being a must every game and the Temple of Artemis being slightly more situational depending on your spawn. Later in the game, building wonders with Scotland is very simple: they have absurd Production output and will dominate the race for Great Engineer. Kilwa Kisiwani is a wonder Scotland should definitely go for on a large or huge map, since those maps have overwhelming chances to have two industrial or scientific city-states. The Mausoleum at Halicarnassus is another must-have, an extremely powerful and unique wonder when owned by anyone, but plays into Scottish strength even more. Ruhr Valley, Oxford University, Amundsen-Scott Research Station are also worthy candidates. Amundsen-Scott Research Station is an incredible wonder for Scotland, since it adds another empire-wide layer of Production and Science on top of what you already have. Scotland also has a much easier time building it as well, since it most likely will have Gustave Eiffel, or the ridiculously powerful Shah Jahān.
In terms of city-states, besides industrial and scientific city-states to activate the Kilwa's bonus, Buenos Aires and Zanzibar are the two most powerful city-states for Scotland to control: pretty much as long as you control Buenos Aires and don't remove your bonus resources, Scotland's cities will always be Ecstatic, and Zanzibar grants a whopping 12 Amenities to your empire, allowing you to play a little wider than normal. Cahokia, with the Cahokia Mounds improvement, can grant up to 2 Amenities, plus Gold, Food, and Housing to all cities. Otherwise, Hong Kong is very useful if you are trying to win a Science Victory.
Bonuses from Amenities
Normally, a Happy city receives 10% extra in all yields, while an Ecstatic city receives 20%. A Happy Scottish city receives 15% extra in Science and Production and 30% extra if Ecstatic, on top of the normal bonuses to other yields. Scottish Ecstatic cities also receive 2 Great Scientist points from Campuses and 2 Great Engineer points from Industrial Zones, that is as strong as having the Oracle effect specifically for Campuses and Industrial Zones, but for every Ecstatic city. A Campus with a Library gets Great Scientist points, an Ecstatic Scottish city with a Campus and a Library gets twice as much. Once you finish constructing your Amenity-boosting infrastructure, you most likely will dominate the race for Great Scientists and Great Engineers to the end of the game.
There is one great Great Scientist that synergizes well with Scotland, Ibn Khaldun, introduced in the Babylon Pack. He increases extra non- Food yields from Amenities by 20% (not 40% like the tooltip says), meaning Ecstatic Scottish cities will gain 24% all non- Food yields and 34% Production and Science. Now, 4% all non- Food yields don't sound like much, that is true, but since Amenities will always be your focus when playing as Scotland, it doesn't hurt to get a bit more out of something you would have to do anyway.
Not much can be said about this ability, not because it is theoretically weak, but because the chance for this to come into play is too slim. In order to declare a Liberation War, you need to befriend a civilization and your friend needs to have at least one of his/her city taken away by a third civilization. As you can see, there is a lot of requirements and setup for this, most of which lies beyond your control.
Nevertheless, +100% Production is really powerful, especially for a scientific empire. If you manage to meet the requirement to declare a Liberation War, the best advice is to declare it immediately when you can, use the Production bonus without actually liberating the taken city, make peace after 10 turns and repeat. By doing this, you can have 10 turns of double Production every 20 turns, which allows you to go for any Victory you want. You can try to weaken the enemy so that your friend stops getting bullied, as long as you do not actually take and return the lost city to your friend, this can be done indefinitely.
In order to increase the likelihood you will be able to declare a war of liberation, it is better to play on a land map where empires start contesting for land and resources from the very beginning. Also, the more crowded the map is, the more higher the likelihood for conflicts. As Scotland, play as an isolationist civilization in the early game and refrain from establishing friendship too early. Ideally, you would want to befriend a civilization who has lost a city to another one. The good thing is your friend doesn't have to lose a city during the course of your friendship, they can lose a city before they become your friend, and you can still be able to declare a war of liberation. For this reason, exploration is quite important. Whenever you meet a new civilization, ask for Open Borders immediately so you can survey their territory. If you spot an oddly named city, like a city named "Victoria" belonging to Babylon, you know they must have taken that city away from someone (in this case, Canada). If you are not too experienced with city names in Civilization VI, make sure to check out the list of possible city names. Once you spot that, make every effort to befriend the bullied empire and denounce their bully, so you can declare wars of liberation. Since this casus belli is tough to satisfy, don't actually liberate the captured city, so you can rinse and repeat it; remember to peace out after the bonus Production runs out and declare war again when it is possible. Later in the game, after you finish Launch Earth Satellite, it is so much easier to get an aerial overview of every empire, which can allow you to receive the bonus Production in the last few steps toward a scientific victory.
In theory, Golf Courses bring revenue and happiness to the cities in which they're built, as well as Housing in the Information Era. For maximum Culture bonuses, build them next to City Centers and Entertainment Complexes. Golf Courses raise the Appeal of adjacent tiles and can even be built on Tundra and Snow, which tend to have higher Appeal than other types of terrain. This can help the Scots create places for National Parks if they need Tourism or additional Amenities.
However, remember the main selling point of the Golf Course are the Amenities, and because its (up to) 2 Culture per city is way too insignificant at this point of the game, don't go out of your way to build Entertainment Complexes, as they are often not worth your production and a district slot just for 1 extra Culture. Also, City Center adjacent tiles are also often very valuable, because they are the site for many powerful Wonders, most notably the Forbidden City, and in order to maximize the number of tiles receiving the Appeal bonus, it is often advised to just ignore the Culture bonus and build Golf Courses away from the City Center. By doing that, the Golf Courses still fulfill their sole purpose that Scotland cares about: supplying Amenities without requiring citizens to work their tiles.
The biggest downside of this improvement is its Civic requirement. Reformed Church is the last civic on the religious (bottom) branch of the Civic tree. Since this is a leaf Civic, meaning it is the last civic of its branch and not required to unlock later Civics, most civilizations with no religious tendency will ignore all three religious civics: Theology, Divine Right and Reformed Church. Scotland, however, has to unlock all three civics that they have no interest in just to unlock their unique improvement, and the improvement is underwhelming to say the least. In your game, if you get lucky with multiple types of Luxury Resources, are able to build the all-important Colosseum and your empire is not too wide, all your cities can reach Ecstatic status even without the extra Amenities from Golf Courses. Remember to constantly check City Status to see your Amenity level, so that you can decide for yourself when to unlock the Golf Course. If your Amenity is already at Ecstatic, there is no point in wasting your Culture on unlocking the three religious Civics, you can leave it until later in the game when your cities cannot reach Ecstatic just on Luxury Resources and the Colosseum alone.
In Gathering Storm, the number of bonus Amenities goes up from 1 to 2 (1 higher); however, the Amenity thresholds go up by 2 (Happy now requires 3 Amenities, which used to be 1, and Ecstatic requires 5 Amenities, which used to 3). This change to the Amenity threshold makes the Golf Course, an already terribly underwhelming improvement, somehow manage to be even worse. While the April 2021 Update buffs a lot of weak improvements like the Kurgan or Nubian Pyramid, the Golf Course is curiously left out. The Golf Course is, therefore, undoubtedly, the worst unique improvement in the game, and were it not for the Aztec Tlachtli, it would have been the worst piece of unique infrastructure as well. Think of this similarly to the civilization ability of Korea: it only serves as an extension of your strongest ability, and should never be your focus in any situation.
In addition to being stronger than the Ranger it replaces, the Highlander receives combat bonuses in rough terrain. Since it replaces a unit that does not seem to have a lot of use, the Highlander also has every problem that the Ranger has. (Read more here.) If you are playing Scotland for the first time and want a regular, most representative feel of the civilization, this unit should serve only as 4 Era Score and nothing else. If you are looking for a new and more challenging gameplay experience, continue reading.
Although it is possible to use the Highlander in combat, it is very hard to do so effectively. Your goal is to gain the Tier III Promotion, Ambush, but since earlier recon units do not do a lot of combat because that is not their purpose, it is not possible to get a lot of pre-built Scouts to earn this and upgrade them later, even if you run Survey. Here are a few tips to earn the infamously hard to achieve promotion so your Highlander can actually have a purpose instead of the mere 4 Era Score:
- Make sure every Tribal Village and Natural Wonder is discovered by a Scout. For Natural Wonders in particular, you can know if you are close to one without discovering it by turning on the tile yields. If you see uncommonly high yields, especially with irregular type of yields (like Science, Faith and Culture), on tiles that are not supposed to have those yields, stop going further and send a Scout that way. Make sure you have the Survey policy card running before discovering either Tribal Villages or Natural Wonders.
- If you are in a rather isolated region (like on an Island Plates or Archipelago map), make sure your Scout is level 2 by fighting Barbarians before letting them discover Tribal Villages. Since XP from fighting Barbarians after getting level 2 is drastically reduced, you can maximize your possible XP gain by doing this. However, if you know you are not alone, make sure to guard these Villages by patrolling other units next to them and remember to claim it, even not by Scouts, if you see other civs are close.
- The Terracotta Army gives a free promotion to every land unit. Make sure you amass a large army of Scouts and Highlanders before finishing this Wonder.
- ( only) With the Embrasure title, Victor can give a free starting promotion, though it is not very helpful since you can always do that by carefully alternating between fighting Barbarians and healing.
- ( only) The Skirmisher is not really a useful unit since you do not need your recon units fighting, but in Scotland's case, this unit is a helpful stepping stone to gain XP for your future Highlanders.
- Very important, but sometimes players forget: If you cannot gather enough XP for your Scouts to reach Ambush (which accounts for most, if not all, of your games), use your Highlanders to fight when running Survey. This works because Rangers are stronger than Musketmen with a ranged attack and not too bad on defense either, and your Highlanders are even stronger than that with situational bonuses on top.
Much like the Ranger it replaces, the Highlander does not seem to come into play too often, as scouting should definitely be demoted close to the bottom of your priority list in the Industrial Era and it does not do a better job at scouting than your regular Scout, either. Since Highlanders are worse than regular military units at fighting and require a prohibitive amount of setup to succeed, they should never be the factor you rely on to carry you to victory unless you are looking for something very, very unusual.
Unexpectedly, the Highlander exerts zone of control, despite being a unit with ranged attacks. This detail is not mentioned anywhere in the game, but is coded in the game files and still fully functional to date. Coupled with the fact that the Highlander likes to fight in Hills and Woods, enemies' Movement may be hindered even more when approaching the Highlander, so it can be somewhat meaningful in a defensive war, especially if you have many Hills and Woods tiles in your territory. However, as analyzed with great details above that this unit and the Ranger it replaces have little impact on the battlefield, this feature, whether intended or not, is nothing more than an interesting piece of trivia without actual gameplay implications.
Unlike Civilization V, in Civilization VI, the site of the battle is actually the tile of the defender, not the attacker. Therefore, similar to other bonuses that grant extra Combat Strength when "fighting on" certain terrain, the Highlander will receive extra Combat Strength when it attacks a unit standing on Woods or Hills, regardless of where the Highlander stands. Also, the Highlander will receive extra Combat Strength on defense if it gets attacked while standing on Woods or Hills. This bonus does not stack with itself when the Highlander fights on a Wooded Hills.
Scotland is clearly geared towards a Scientific Victory, and you can achieve this really easily. Domination Victory is not out of the question, due to the technological advantage you will most certainly have over your enemies. A Cultural Victory is a bit harder, but not impossible. Although the Golf Courses provide a low and very conditional Culture yields, it does give you Appeal for National Parks and Seaside Resorts, plus all the bonus Production you will have for constructing Theatre Squares and Wonders.
When playing against Scotland, you want to defeat them early. If you spawn beside them in the Ancient Era, it is a good idea to just run up to them and take one or more cities if possible to put them far behind everyone else. Alternatively, you can piggyback off their success with a Research Alliance, but you can be certain Scotland will not attack you as long as you have a city close by due to Robert the Bruce's agenda. In the mid-game, if Scotland has gotten ahead, try using light cavalry units to pillage Scotland's luxuries, Entertainment Complexes, Campuses and Golf Courses. Since all of their might revolves around their civilization ability, the more Amenity sources you can deny from them, the better. Suzerainty of Muscat and Zanzibar, the Colosseum, the 4 Great Merchants that grant Luxuries, these are the top contenders that Scotland wants in every game. They are not bad for other civilizations, so there is no harm done going a bit out of your way to snatch them from the hands of Scotland.
Once you have unlocked aerial units, if you still haven't put Scotland behind, use them to target the same areas as listed above. Regardless of era, if you notice that Scotland has placed Envoys in Militaristic or Scientific city-states, it might be worth your while sending Spies to remove them. Finally, whether you are playing as them or not, Scotland's unique unit, the Highlander, is not great. They won't be a priority target on the battlefield, or a unit that you'll want to produce more than once for the Era Score.
Occupying the northernmost reaches of the island of Great Britain, Scotland’s history has long been intertwined with that of its formidable neighbor to the south. Having fought repeatedly for independence throughout its history, the nation of Scotland often found itself the object of desire for invading forces from across the world.
Some of Scotland’s earliest recorded history comes from the conquests and travels of the Roman Empire, who seized large portions of England and Scotland at the turn of the 1st Century. At the time, Scotland was inhabited by various indigenous tribes known to the Romans as the “Caledonians.” Frequent skirmishes between the Romans and these local tribes are said to have inspired the construction of Hadrian’s famous wall to isolate the natives from the burgeoning empire (with debatable effectiveness).
By the mid-4th Century, the Romans had all but abandoned their attempts to control the British Isles, and over the next millennia the local kingdoms grew in strength and coordination. Among them were the Gaels and their kingdom of Dal Riata in the west, and the Picts and their kingdom to the east.
Although the Gaelic language (and much of their culture) prevailed over that of the Picts, by most accounts it was the Gaels who were slowly absorbed as the Pictish kingdom itself evolved into what became the Kingdom of Alba. In the Gaelic language the Kingdom of Alba translates as the Kingdom of Scotland, and over time all who inhabited their lands came to be known as Scots.
The arrival of the first Vikings from Denmark and Norway to the shores of Scotland around the turn of the 9th Century brought a new threat to the fledgling kingdom. However, while coastal settlements across western Scotland suffered from a number of raids by these Norsemen, it was England that suffered the majority of their wrath.
In 1124, King David I was crowned King of Scots, ushering in an era of sweeping changes so vast that historians came to refer to the period as the "Davidian Revolution." The rise of feudalism changed the Scottish approach to land ownership, local governance, and military structure.
It was under King David that Scotland constructed the first towns by royal charter. Known as burghs, these officially-sanctioned settlements provided a crucial source of income for Scottish monarchs for centuries to come. The commerce (and subsequent tax revenue) created in the burghs proved to be a critical factor in Scotland's ongoing development throughout the Middle Ages.
Some 200 years after David's reign, Scotland faced the growing specter of English rule over its lands and people. What came to be known as the First War of Scottish Independence began during the reign of notorious English King Edward "Longshanks", whose brutal tactics and disdain for the Scots incited a conflict that would last more than 20 years.
It was during this revolution that two of Scotland's most famous heroes, Sir William Wallace and Robert the Bruce, first rose to prominence. Both would lead Scotland's armies into battle against the English Kings, first Longshanks, and later his son Edward II.
Under the rule of Robert, the Declaration of Arbroath was signed in 1320 and delivered to the pope. Considered by many to be the world's first declaration of independence, and the later inspiration for the United States Declaration of Independence, this document claimed Scotland's status as a sovereign state. And for a time, it held true.
Robert the Bruce was succeeded by his son, David II, who in turn died childless in 1371. This led to the throne passing to Robert II, the grandson of Robert the Bruce (through his daughter Marjorie) and the high steward of Scotland, Walter Stewart.
As the first king of the royal house of Stewart, Robert's reign marked the beginning of the Stewart Dynasty (later changed to Stuart), a continuous line of rulers who lead Scotland until the early 17th century. Among the Stuart monarchs was the famous Mary, Queen of Scots, who was notably imprisoned and later beheaded after being convicted of planning the assassination of Queen Elizabeth of England in an attempt to usurp her throne.
In 1706, Scotland and England entered into negotiations to unite the two kingdoms in an effort to avoid the possibility of another protracted conflict, and to improve the financial security and trade arrangements of both sides. The agreed upon Treaty of Union led to the Acts of Union that officially brought both nations together as the United Kingdom of Great Britain on May 1, 1707.
Coinciding with the Industrial Revolution, the 18th Century marked the dawn of a period known as the "Scottish Enlightenment" when Scottish culture flourished. Advances in architecture and engineering, literature, music, and medicine all brought Scotland esteem and influence across the world. It was during this time that Scotland became famous for its shipwrights, who contributed greatly to the transition from wooden sailing ships to steamships made of iron.
In the modern day, Scotland has moved away from its industrial past with a greater reliance on financial services and the banking industry to lead economic growth. Scotland still relies on a variety of manufactured goods, with Scotch whisky (not to be confused with Irish whiskey) being among the most famous of the nation's exports. Still, it could be the said that Scotland's ongoing contributions to the world's scientific and cultural pursuits are its greatest gift to the world.
- Main article: Scottish cities (Civ6)
|Males||Females||Modern males||Modern females|
- The Scottish civilization's symbol is the thistle, which has been the national emblem of Scotland since the reign of Alexander III.
- The Scottish civilization ability references a period of Scottish history characterized by great intellectual and scientific accomplishments.
Build a Golf Course in a tile where you had previously attempted to build a Wonder, but got beaten to the Wonder by another Civ.
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