Civilization VI: Cultures and Leaders Information (Up to date for 2020)

Civilization VI is an extremely dense game with innumerable bonuses for seemingly banal things. Of all the ways to improve your Civ VI skills, the most important thing is to understand cultures and leaders. After all, you don't want to push Kristina from Sweden to win with a domination win, or worse, push Suleiman from the Ottoman Empire for a scientific win (Huch). To get you on the right track, we've put together all 42 civilizations, including those from DLC, to help you understand the best leader in your style of play.

Note: Leader agendas only apply to civilizations that are not controlled by the player. Player-led leaders cannot act independently and therefore have no agenda.

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Leader: Teddy Roosevelt

Advantage: Founding fathers

Unit: P-51 Mustang

Infrastructure: film studio

The Founding fathers Thanks to the benefit, Americans can get legacy government bonuses twice as fast, so players can benefit more if they stay with a single type of government over a large number of rounds. America's unique entity is that P-51 Mustang, a modern fighter jet with bonuses for flight range, experience and attack against combat aircraft. The Mustang is best suited to eliminating enemy fighter jets. America's unique infrastructure that film studio, offers a cultural bonus, adds extra slots for citizens and great music, and earns points for great artists and great musicians every round. It also creates + 100% tourism pressure against other civilizations and encourages tourists to visit the American city instead.

Teddy Roosevelt, the 26th President of the United States, leads the Americans. Because of its unique agenda, Big Stick PolicyTeddy doesn't like belligerent civilizations and civilizations that harass city-states on his continent. His unique leadership ability Roosevelt conclusion, grants units on the American continent combat strength bonuses and appeal bonuses for tiles in a city with a national park. The inference also allows America to build the Rough Rider unit – as long as Rifling technology is researched – that creates culture with every kill and offers a combat strength bonus when fighting on hills. Teddy's bonuses are particularly beneficial in early play and help the player expand easily on their home continent.


Leader: Saladin

Advantage: The last prophet

Unit: Mamluk

Infrastructure: Madrasa

The Last prophet perk automatically grants Arabia the last great prophet who automatically finds a religion in a holy place or a Stonehenge miracle. It is a powerful advantage, but difficult to plan because it is impossible to know when it will be activated. Arabia's unique entity, the Mamlukis a heavy medieval cavalry unit that automatically restores full health at the end of each turn so players can use it more aggressively. Arabia's unique infrastructure Madrasa, offers science and housing bonuses, adds an additional Citizen slot and earns Great Scientist points every round. The madrasa also offers additional belief based on the campus adjacency bonuses.

Saladin, the first Sultan of Egypt and Syria, acts as the Arab leader. Saladin's unique agenda, Ayyubid dynasty, causes Saladin to like civilizations with its worship building, while civilizations that follow other religions and civilizations that wage war against followers of his religion dislike. His unique leadership ability Justice of faith, reduces the cost of worship buildings and offers bonuses for culture, belief and science from those buildings. Many of Arabia's bonuses and skills are related to religion and science, meaning that it may be easier for players to win a religious or scientific victory with Saladin.


Leader: John Curtin

Advantage: Australia

Unit: Digger

Infrastructure: Outback station

Land Down Under offers a number of bonuses that Australia can use to expand rapidly, including +3 coastal town homes and district production bonuses based on the tile appeal. Building willows also creates a “culture bomb” effect that immediately tends to stress the surrounding tiles. Outback stations will help to further milk the value of these pastures by adding food and production as well as bonus feed for each adjacent pasture. The Digger Replaces infantry in modern times and helps you to secure this fertile land with a slightly higher base strength and bonuses for fighting on coastal tiles (+10) and outside the Australian borders (+5).

John Curtin was Australia's 14th prime minister and led the country through World War II and now the rest of world history in Civ. His Always on guard feature makes Curtin a friend of peace who wants to make defense pacts with allies and likes civilizations that liberate cities (while rejecting those who occupy them). Curtin can play passively aggressively and expand quickly, even if it provokes his neighbors because of his unique ability to attack. Citadel of civilization. It grants him a 100% production bonus for ten rounds after someone declares war on Australia or liberates a city. Australia's robust and flexible ability kit makes it suitable for almost any type of winner.


Leader: Montezuma

Advantage: Legend of the five suns

Unit: Eagle warrior

Infrastructure: Tlachtli

The Legend of the five suns The bonus allows the player to sacrifice builder units to speed up the building of districts within cities. The unique unity of the Aztecs Eagle warrior, offers a bonus for anti-cavalry units and can conquer defeated enemy units and convert them into builder units for the Aztecs. This has a positive effect on the Aztecs' cultural advantage and enables the culture to steadily sacrifice builder units to accelerate progress. The unique infrastructure of the Aztecs is Tlachtliwhich can be built into the entertainment complex and offers equipment, beliefs and general points in every round.

Montezuma, the fifth emperor of Tenochtitlan, leads the Aztecs. Montezuma's unique agenda, Tlatoanicauses him to like civilizations with the same luxury resources as the Aztecs, while rejecting civilizations with different luxury resources. His unique leadership ability Gifts for the Tlatoanicauses luxury resources in Aztec territory to offer convenience to two additional cities. Military units also receive combat strength bonuses for each luxury resource that has been upgraded in Aztec territory. Most of the Aztec bonuses and abilities are related to military power and expand the Aztec empire at the start of the game.


Leader: Pedro II

Advantage: Amazon

Unit: Minas Geraes

Infrastructure: Carnival area // Copacabana

The Amazon perk offers bonuses for districts and neighborhoods that were built next to Rainforest tiles. The unique unity of the Brazilians is that Minas Geraes, an industrial-era naval unit with improved ranged and defense values ​​that require players to invest in the Nationalist Civic first. The unique infrastructure of the Brazilians Carnival district, offers amenities from entertainment to the mother city and can house the zoo and stadium buildings. The carnival offers additional amenities during construction, and when it is completed, you earn points for great engineers, artists, writers and musicians.

Pedro II, the last emperor of Brazil, acts as the Brazilian leader. Pedro's unique agenda, Patron of the Artsdrives Pedro to persecute tall people while rejecting civilizations that try to persecute tall people. His unique leadership ability Generousallows him to keep 20% of the Great Person points used after recruiting or patronizing a Great Person. This has a positive effect on the carnival district and allows Brazil to recruit several great people from different disciplines and eras. Brazil's focus on great leaders makes it a candidate for cultural victory.

Canadians (collect storm)

Leader: Wilfrid Laurier

Advantage: Four faces of peace

Unit: Mountie

Infrastructure: Ice hockey rink

Canada's unique advantage is that Four faces of peace This protects you from surprise wars, but does not require you to declare a surprise war. Because of your peace, Canada earns 1% of its tourism as a diplomatic favor, which doesn't do much in the early game. Later, however, when you have enough infrastructure, the extra boost means that Canada has a greater say at the World Congress table. Canada's unique infrastructure, Ice hockey rink, Adds a convenience and strengthens your culture depending on how many tundra and snow tiles surround it. Don't build this structure next to tundra tiles to get the best bonus. Later in the game, you can promote your culture from these tiles by building stadiums next to them.

The unique entity that Mountie, is also suitable for the tourist mindset and allows you to build national parks for 400 productions of 1,600 gold instead of meeting the usual requirements of 1,600 beliefs. At the top of Canada is Wilfrid Laurier, who has the unique agenda of the Canadian Expeditionary Force. Basically, this means that you want to take part in emergencies and competitions if possible. This will promote your diplomatic influence, which should be high with Canada's advantage. Wilfrid's Leader Bonus is The last best west This allows you to build farms on tundra tiles. Tundra tiles also cost half the gold to buy and produce twice as many resources.


Leader: Qin Shi Huang

Advantage: Dynastic cycle

Unit: Squatting tiger

Infrastructure: Great Wall

The Dynastic cycle The bonus offers a bonus on the cost savings for citizens and technology achieved through inspiration and Eurekas. The unique Chinese entity that Squatting tiger (Yes, really) is a ranged fighting machine unit from the Middle Ages, for whose construction no resources are required. The Chinese unique infrastructure is that Great Wall, a tile upgrade that offers a defense rating for Chinese units and bonuses for gold, culture, and tourism when segments are built side by side.

Qin Shi Huang, the first emperor of China and founder of the Qin dynasty, acts as the Chinese leader. Qin's unique agenda, Wall of 10,000 limakes Qin dislike cultures that have built more miracles than he does. His unique leadership ability The first emperor, allows him to spend extra time with builder units and spend a builder fee to speed up the building of great wonders of the ancient or classic. These skills, along with the Great Wall, work together to enable the Chinese to produce great miracles and collect culture points faster than any other faction without expanding their borders.

Cree (Rise & Fall)

Leader: Poundmaker

Advantage: Nihithaw

Unit: Okihtcitaw

Infrastructure: Mekewap

The Nihithaw The bonus offers a bonus on the capacity of the trade routes as well as a free trader once the ceramic has been examined. All unused tiles within three squares of a Cree town belong to them as soon as a trader enters the town for the first time. Okihtcitaw Replace the standard cree scout and are available from the start of the game. The unit is much stronger than its usual variant and starts with a free unit promotion. The cree Mekewap is a unique building that provides additional production and living space as standard and offers additional benefits when placed near bonus or luxury resources.

Poundmaker, the Cree leader, was known as a powerful and influential figure and protector. He strived for peace in life and was an exceptional shepherd who was able to collect buffaloes in an artificial enclosure known as Pound with a song. His unique ability Favorable conditions, grants bonuses for trade routes, including additional groceries and gold for each pasture or camp in a receiving city. In addition, any type of alliance with the Cree grants shared visibility. Poundmaker's unique agenda, Iron Confederationwill encourage him to build alliances with as many others as possible and strongly reject those who don't do the same. Poundmaker is a strong, business-oriented market leader who can use the increased trading capacity and good land to quickly mine food and gold. Early, advanced scout units also allow for rapid expansion and capitalization of key resources.

Dutch (rise & fall)

Leader: Wilhelmina

Advantage: Grote Rivieren

Unit: De Zeven Provincien

Infrastructure: Polder

The Grote Rivieren perk offers big bonuses for campuses, theaters and industrial zones if these structures are placed near rivers. Ports can also cultivate nearby tiles after completion. De Zeven Pronvincien is a unique Renaissance unit that receives a massive bonus to combat the strength in attacking districts. Polder are the unique Dutch building. They have stacking bonuses that maximize food and production when placed side by side. However, they are limited to coastal and sea tiles that border flat land.

Wilhelmina led the Netherlands through both world wars as the longest serving monarch in the Netherlands. With a cheerful demeanor, she is still very much regarded today. billionaireWilhelmina's unique agenda will make her dislike those civilizations that don't develop trade routes with it and those that really do. Your unique ability Radio Orangeoffers additional loyalty if they come from a Dutch city and additional culture if they are connected to a foreign city. Combined with the polder premiums, the Netherlands can rapidly expand coastal coastal trade networks, recover habitable farmland from the sea's edge and quickly support cultural production through additional trade.



Leader: Cleopatra

Advantage: Iteru

Unit: Maryannu Chariot Archer

Infrastructure: sphinx

The Iteru The advantage speeds up the construction of districts and wonders next to rivers and enables the construction of districts and wonders on floodplain tiles. The unique unity of the Egyptians, the Maryannu Chariot Archeris a mounted ranged combat unit from antiquity that receives movement bonuses when starting curves in open terrain. The unique infrastructure of the Egyptians is that sphinx, a tile improvement that offers faith and culture bonuses and can only be built on Egyptian-controlled floodplain tiles. The Sphinx offers additional bonuses when placed next to a miracle or when the Natural History Civic has been researched.

Cleopatra, the last Pharaoh of Ptolymic Egypt, leads Egypt. Because of Cleopatra's unique agenda Queen of the NileIt prefers civilizations with strong military. Your unique leadership ability, Mediterranean brideoffers bonuses for trade routes; In particular, Egypt earns additional gold for the trade routes it launches and bonus food and gold for the trade routes of other civilizations to Egypt. Egypt is best equipped to thrive as a trading country and is therefore suitable for score or domination victories. The Chariot Archer also offers Egypt an early combat advantage.


Leader: Victoria // Eleanor of Aquitaine

Advantage: British Museum // workshop of the world

Unit: See dog

Infrastructure: Shipyard of the Royal Navy

The British Museum With perk, archaeological museums controlled by English can keep 3 additional artifacts and support an additional archaeologist. The unique English unit is that See dog, a Renaissance naval unit that can only be seen by adjacent units and is capable of conquering enemy naval units. The unique English infrastructure that Shipyard of the Royal Navy, offers multiple bonuses including Great Admiral Points per turn and increased trading route capacity. Units built at the Royal Navy shipyard also receive a movement bonus. Together with the seal, the Royal Navy Dockyard offers the English a significant advantage in the movement and combat of the Navy.

Victoria, the Queen of England between 1837 and 1901, is the English leader in the vanilla version and at Rise & Fall. Victoria's unique agenda, The sun never setscauses her to favor civilizations on her home continent while rejecting civilizations on continents where she has no cities. Your unique leadership ability, Pax Britannicaoffers free melee units to all cities founded or conquered on a continent that is not Victoria's home continent. Pax Britannica also allows the English to build the redcoat unit – as long as military science technology is researched – that will receive a significant combat combat bonus if used on a continent that is not Victoria's home continent. The English are uniquely suited to dominance victories, with several advantages associated with naval and land combat units.

With Gathering Storm you can also lead England with Eleanor of Aquitaine. your Angevin Empire Agenda wants you to have a large population in your cities. Your leader bonus, Court of love, Cities with nine tiles lose one loyalty per turn for each large work you produce. Cities that leave a civilization due to loss of loyalty will join the English Empire instead of becoming a free city. With Eleanor, you get the same unit and infrastructure, but a different unique advantage. Your advantage is Workshop of the world, This gives mines two additional resources each turn: + 100% production for military engineers, +4 yields for powered buildings, and + 20% production for buildings in industrial areas.


Leader: Catherine de Medici // Eleanor of Aquitaine

Advantage: great tour

Unit: Guard Imperial

Infrastructure: chateau

The great tour Discount accelerates the production of wonders from the Middle Ages, the Renaissance and industry and doubles the tourism premiums of all wonders controlled by France. The unique French unit is that Guard Imperial, an industrial-era melee unit that receives bonuses for battles on the French continent, earns Great General points for all killings, and does not require strategic resources to build. The unique French infrastructure that chateauis a tile improvement that can only be built next to a river. The castle offers a bonus for culture, with additional bonuses for being close to a miracle or a luxury resource. In combination, the Grand Tour advantage and Chateau infrastructure can be powerful tools to support a cultural victory.

Catherine de Medici, Queen of France between 1547 and 1559, acts as a French leader in Vanilla Civ VI and Rise & Fall. Katharina's unique agenda, Black queenleads her to win as many spies as possible while rejecting civilizations that ignore her espionage. Your unique leadership ability, Katharina's flying squadrongrants Catherine 1 additional diplomatic visibility to every culture she's hit. Katharina's flying squadron also allows the French to build an additional spy when they research Castles technology. The French are well suited for cultural victories, as their increased diplomatic visibility and large number of available spies can effectively keep an eye on enemy civilizations, while the combination of Grand Tour advantage and castle is a powerful tool for collecting cultural points.

If you have the Gathering Storm expansion, you can also choose Eleanor of Aquitaine as your leader. Everything is the same as Catherine de Medici, except that Eleanor has a different agenda and leader bonus (the same one that she has in England).


Leader: Friedrich Barbarossa

Advantage: Free imperial cities

Unit: Submarine

Infrastructure: Hansa

The Free imperial cities The advantage enables the Germans to build an additional district in each city. The unique German unity, the Submarineis a modern-day ranged combat unit with stealth abilities. The submarine receives vision and combat strength bonuses in the ocean and can detect enemy stealth units. The unique German infrastructure is that Hansa, a district that offers smaller bonuses to neighboring districts, Great Engineer points every round, adjacency bonuses for all resources (not just mines and quarries) and a production bonus when placed next to a trade center. The Hansa also does not lower the attraction of nearby tiles.

Friedrich Barbarossa, the Holy Roman Emperor between 1155 and 1190, acts as the German leader. Friedrich's unique agenda, Iron crowndrives him to dislike civilizations related to city-states. His unique leadership ability Roman-German emperor, grants a significant bonus to combat strength when attacking city-states as well as additional space for military policy. The Germans are of course suitable for dominance victories, since the submarine and the advantage of the Holy Roman Emperor together ensure military strength all along the line. Synergies between the advantage of the Free Imperial Cities and the Hansa can also be used for scientific or cultural victories.

Georgian (Rise & Fall)

Leader: Tamar

Advantage: Strength in unity

Unit: Khevsur

Infrastructure: Tsikhe

The Strength in unity The benefit offers additional benefits as you dedicate yourself to a new Golden Age and allows additional bonuses for Era Score. Khevsur, the unique Georgian unit, is a land-based unit from the Middle Ages that receives massive bonuses when fighting in hills. You will also not receive a movement penalty for moving over hill tiles. Georgians get for the infrastructure Tsikhe, a special type of wall that is both cheaper than standard walls and brings city defense to the highest possible level. There is also trust and brings significant tourism premiums in later epochs – so the structures remain relevant even in the late game.

Narikala fortressThe Georgian agenda will push A.I. controlled players to build strong walls and criticize those who don't. Tamar & # 39; s unique ability Glory to the world, kingdom and belief, offers double faith for 10 turns after a protectorate war is declared. In addition, each envoy sent to a city-state that shares your primary religion counts as two. Tamar was canonized as a saint and as such is a very faith-based leader. It can build massive defenses and use its faith bonuses to maintain strong ties with the city-states. Protective wars will be widespread, but maintaining extensive trade networks and working with other, smaller civilizations will allow Tamar to support a variety of game styles.

Gran Colombians

Leader: Simon Bolivar

Advantage: Ejército Patriota

Unit: Llanero

Infrastructure: hacienda

The Gran Colombian civilization is all about rule. Its unique advantage Ejército Patriota, is simple but powerful and gives +1 movement to all units. You can also use it to move a unit without ending your turn. Instead of the cavalry, the Gran Colombian civilization receives the Llanero. These units are inexpensive to maintain and receive significant bonuses when placed side by side. You want to train small armies of these units and send them in batches. The unique infrastructure of this civilization, the Hacienda, is not very powerful and offers slight increases in gold, production, housing and food. Worse, you can only use tile improvement in the Renaissance.

At the head of the Gran Colombian Empire is Simón Bolívar, who thanks to his agenda wants to focus on the promotion of units with camps. Carabobo. His leader is bonus Campaña admirable, This grants you a general commander at the beginning of each new era, a unique kind of tall person.


Leader: Pericles // Gorgo

Advantage: Plato's Republic

Unit: Hoplite

Infrastructure: acropolis

The Plato's Republic The benefit gives the Greeks an extra wildcard wildcard regardless of government type. The unique Greek unity is that Hoplite, an ancient unit that gains a significant combat strength bonus when placed next to another hoplite unit. The unique Greek infrastructure that acropolisis a district that gives culture bonuses to neighboring Wonder and District tiles and receives points for great writers, artists and musicians every round. The Acropolis also receives a significant cultural bonus if it is built next to the city center and requires the construction of the Drama and Poetry Civic.

The Greeks are led by one of two famous figures; Pericles, an Athenian general between the Persian and Peloponnesian War, is the first. Pericles unique agenda, Delian Leagueleads to the fact that he dislikes civilizations that compete directly for the same city-state. His unique leadership ability Surrounded by fame, offers a significant cultural bonus for all city-states, of which Pericles is Suzerain. Pericles is best suited for cultural victories by establishing trade routes and involving city-states.

Gorgo, the Spartan queen in the mid-400s BC BC, is the second Greek leader. Gorgo's unique agenda, With your sign or on it, causes her to avoid handing over items in peace agreements while rejecting civilizations that have surrendered or never waged war. Your unique leadership ability, Thermoplyae, offers a culture bonus when defeating enemy units. Gorgo is great for cultural victories through military strength and defense.

Hungarian (collect storm)

Leader: Matthias Corvinus

Advantage: Pearl of the Danube

Unit: Huszár

Infrastructure: thermal bath

The Hungarian empire focuses on rule, mainly due to the skills of its leader. Raven King. Matthias Corvinus's unique ability grants +2 movement and +5 combat strength to units raised by a city-state. You can also upgrade these units with a 75% discount. The unique unity Black army is also working on this issue and earns a buff of combat strength for each unit you control. The civilization ability, Pearl of the Danube, does not focus directly on rule, although it is still powerful. It's simple and offers an additional 50% production for neighborhoods and buildings built across a river from a city center.

For one unit, you have access to the Huszár instead of cavalry. These units are slightly more expensive than standard cavalry (five gold more), but have significant improvements in the combat strength department. In particular, the Huszár receive +3 combat strength for each active alliance you have. Hungary's unique infrastructure is that Thermal bath, This offers two amenities and two production for all city centers within six tiles and +3 tourism.


Inca (collect storm)

Leader: Pachacuti

Advantage: With & # 39; a

Unit: Warak’aq

Infrastructure: terrace farm

Above all, the Inca Empire wants to play it safe. His civic ability is With & # 39; a, This enables citizens to work on mountain tiles. Mountain tiles also provide +2 production and +1 food for each neighbor Terrace farm. Speaking of which, the terrace farm is unique to the Incas. It is a tile improvement that you can build on Grassland Hills, Plains Hills, Desert Hills and Volcanic Soil by offering +1 food, +0.5 dwellings and +2 production for each neighboring aqueduct. The unique unity is that Warak’aq, which skirmisher replaces. These units have a higher ranged strength and can make an additional attack each round.

At the head of the empire is Pachacuti, who likes to settle near Bergen and wants to be left alone with them thanks to his agenda. Sapa Inca. Sein Anführer Bonus ist Qhapaq Ñan, Dies gewährt +1 Lebensmittel für Inlandshandelsrouten für jedes Bergplättchen in der Ursprungsstadt. Später im Spiel können Sie auch eine gleichnamige Kachelverbesserung freischalten, sodass sich Einheiten für zwei Bewegungen zwischen zwei von ihnen bewegen können.


Führer: Gandhi // Chandragupta

Vorteil: Dharma

Einheit: Varu

Infrastruktur: Stepwell

The Dharma Vergünstigung bedeutet, dass alle von Indien kontrollierten Städte die Anhänger-Überzeugungen aller darin praktizierten Religionen erlangen. Die einzigartige indische Einheit ist die Varu Kriegselefant, eine in der Klassik montierte Einheit, die die Kampfstärke benachbarter feindlicher Einheiten stapelt und erheblich reduziert. Die einzigartige indische Infrastruktur, die Stepwellist eine Fliesenverbesserung, die nicht auf Hügeln oder neben einem anderen Stepwell gebaut werden kann. Der Stepwell bietet Prämien für Wohnen und Essen, mit zusätzlichen Boni für Essen, wenn es neben einer Farm gebaut wird, und für Glauben, wenn es neben einer heiligen Stätte gebaut wird. Varu und Stepwell arbeiten gut zusammen, um im frühen Spiel schnell voranzukommen, entweder durch militaristische Eroberung oder durch den Aufbau einer starken religiösen Basis.

Mohandas Gandhi, die Speerspitze der indischen Unabhängigkeitsbewegung im späten 19. und frühen 20. Jahrhundert, fungiert als indischer Führer. Aufgrund der einzigartigen Agenda von Gandhi FriedenswächterEr vermeidet Kriege und zieht friedliche Zivilisationen kriegstreibenden Zivilisationen vor. Seine einzigartige Führungsfähigkeit, Satyagraha, bietet der Religion einen bedeutenden Bonus für jede Zivilisation, die er trifft und die eine Religion gegründet hat (es sei denn, diese Zivilisation befindet sich im Krieg mit den Indianern), und führt zu Strafen für das Glück von Zivilisationen, die sich im Krieg mit den Indianern befinden. Die Indianer sind natürlich für den religiösen Sieg geeignet, da der Dharma-Vorteil und die Satyagraha-Fähigkeit zusammenarbeiten, um Gandhis Religion auf der Karte zu verbreiten.

Indiens zweiter Führer, Chandraguptaist neu in der Civ VI-Erweiterung Rise and Fall. Seine einzigartige Fähigkeit, Arthashastra, erlaubt ihm, einen Expansionskrieg zu erklären, nachdem er die "militärische Ausbildung" Civic erworben hat. Chandraguptas Einheiten erhalten in den ersten 10 Runden nach der Erklärung eines Expansionskrieges ebenfalls bedeutende Boni. Maurya-Reich ermutigt Chandragupta, nahe gelegene Städte zu erobern und sich mit fernen Zivilisationen anzufreunden. Diejenigen, die entweder mit oder gegen Chandragupta spielen, werden feststellen, dass er als Antithese zu Gandhi gebaut wurde – weitaus kriegerischer und territorialer. Spieler sollten im frühen Spiel als Chandragupta extrem aggressive Taktiken anwenden, um seine Boni in expansiven Kriegen zu maximieren.


Führer: Gitarja

Vorteil: Großer Nusantara

Einheit: Jong

Infrastruktur: Kampung

Das indonesische Imperium zwingt Sie nicht auf einen bestimmten Siegesweg und tauscht Synergien gegen rohe Kraft mit Fähigkeiten. Die Zivilisationsfähigkeit Großer Nusantara gibt einen Nachbarschaftsbonus von +0,5 für Kacheln an der Küste und am See, neben denen eine heilige Stätte, ein Campus, eine Industriezone und / oder ein Theaterplatzviertel errichtet wurden. In ähnlicher Weise bieten Unterhaltungskomplexe eine Annehmlichkeit von +1, wenn sie neben einer Kachel an der Küste oder am See platziert werden. Dank der können Sie diese Kacheln auch viel nutzen Jong einzigartige Einheit. Diese Marine-Kraftpakete haben im Vergleich zur Standard-Fregatte eine höhere Bewegung und sind in der Formation mit einem Kampfstärkeschub ausgestattet. The Kampung Die Fliesenverbesserung ist eine der wenigen, die Sie auf Wasser bauen können. Sie bietet +1 Produktion, +1 Unterkunft, +1 Nahrung für benachbarte Fischerboote und +1 Tourismus für jede Bonusnahrung. Mit den Technologien Massenproduktion und Tiefbau können Sie Wohnraum und Produktion zusätzlich um +1 steigern.

An der Spitze steht Gitarja, der die Agenda des Führers hat Archipelstaat. Grundsätzlich mag sie Zivilisationen mit mehreren Städten auf kleinen Inseln nicht. Ihr Anführer Bonus ist Erhabene Göttin der drei Welten, Das bietet mehrere Buffs für religiöse Einheiten. Damit können Sie Marineeinheiten mit Faith kaufen, religiöse Einheiten müssen keine Bewegungskosten bezahlen, um ein- oder auszusteigen, und Stadtzentren erhalten +2 Faith, wenn sie an einer Küste oder einem See liegen.


Führer: Hojo Tokimune

Vorteil: Meiji Restaurierung

Einheit: Samurai

Infrastruktur: Elektronikfabrik

The Meiji Restaurierung perk gewährt nebeneinander angeordneten japanischen Distrikten Adjazenzboni, was bedeutet, dass Japan dichte Städte bauen kann, ohne sich um den Verlust von Adjazenzboni für die Umwelt sorgen zu müssen. Die einzigartige japanische Einheit ist die Samurai, eine Nahkampfeinheit aus dem Mittelalter, die sich durch hohe Kampfstärke auszeichnet, bei Beschädigung keine Kampfstrafen erleidet und für deren Aufbau keine strategischen Ressourcen benötigt werden. Die einzigartige japanische Infrastruktur, die Elektronikfabrik, bietet einen Produktionsbonus für nahe gelegene Stadtzentren, einen zusätzlichen Bürgerplatz und verdient in jeder Runde Great Engineer-Punkte. The Electronics Factory also provides a passive bonus to Production, as well as a Culture bonus once the Electricity Technology has been researched.

Hojo Tokimune, the eighth shikken of the Kamakura shogunate, leads the Japanese. Hojo’s unique agenda, Bushido, leads him to prefer militaristic civilizations with strong Faith or Culture. His unique leader ability, Divine Wind, provides significant Combat Strength bonuses to land units in tiles adjacent to coastal tiles, as well as naval units in shallow water tiles. Divine Wind also halves the time required to build Encampment, Holy Site, and Theater Square Districts. Japan is well suited for any type of victory, though the Meiji Restoration perk, along with the Electronics Factory and Divine Wind ability, make it uniquely ideal for a Production-based economy leaning toward a Scientific victory.


Leader: Jayavarman VII

Perk: Grand Barays

Unit: Domrey

Infrastructure: Prasat

The Khmer Empire, like the Indonesian Empire, is a strong civ in a general sense, rather than focusing on one specific victory path. The civ ability is Grand Barays, which gives you +3 Faith and +1 Amenity from Aqueducts. Farms also get +2 Food if they’re adjacent to an Aqueduct. The Domrey is a unique siege unit that doesn’t directly replace any other unit. It comes after the Catapult, and although significantly more expensive, these units boast much higher Combat Strength. Plus, they can move and attack in the same turn. On the home front, you can build the Prasat unique structure, which replaces the Temple in Holy Site districts. It’s the same as a Temple, though comes with an extra Relic slot and grants Missionaries with the Martyr promotion automatically.

Jayavarman VII is the leader of the Khmer Empire, who takes well to civs with a high Population and multiple Holy Sites, thanks to his An End to Suffering Agenda. His leader bonus is Monasteries of the King, which provides +2 Food and +1 Housing for Holy Sites set adjacent to a river. Setting a Holy Site also triggers a Culture Bomb, expanding your territory immediately.


Leader: Mvemba a Nzinga

Perk: Nkisi

Unit: Ngao Mbeba

Infrastructure: Mbanza

The Nkisi perk provides bonuses to Food, Gold, and Production for completed relics, artifacts, and Great Works of Sculpture, and grants the Kongolese extra Great Artist and Great Merchant points each turn. The unique Kongolese unit is the Ngao Mbeba, a Classical era unit which gets a significant bonus to Combat Strength when defending against ranged units, and does not suffer movement or sight penalties in Forests and Jungles. The Ngao Mbeba also does not require Iron to build. The unique Kongolese infrastructure, the Mbanza, is a District that can only be built on woods or rainforest tiles. The Mbanza provides a bonus to Housing, Food and Gold, and its yield is not dependent upon the tile’s Appeal rating. Additionally, when construction of the Mbanza is completed, an Apostle unit will spawn as long as the city has a dominant Religion.

Mvemba a Nzinga, Manikongo of the Kingdom of Kongo in the early 16th century, acts as the Kongolese leader. Mvemba’s unique agenda, Enthusiastic Disciple, drives him to like civilizations have have spread Religion to his cities, and to dislike civilizations that have founded Religions but not sent Apostles to his cities. His unique leader ability, Religious Convert, prevents the Kongolese from building Holy Sites, gaining Great Prophets, or founding Religions; however, Mvemba gains all Beliefs held by Religions that have established themselves in a majority of his cities. Furthermore, constructing a Mbanza or a Theater District will grant the Kongolese additional Apostle units. The Kongolese are well suited for Culture victories through establishing trade routes and building Great Artists and Works of Sculpture.

Korea (Rise & Fall)

Leader: Seondeok

Perk: Three Kingdoms

Unit: Hwacha

Infrastructure: Seowon

Korea is a scientific powerhouse with its Three Kingdoms perk. Mines receive extra science when placed near Korea’s unique district, Seowon. Farms also gain bonus food with that adjacency. On their own, Seowon provide massive bonuses to science, and must be built on hills and replace traditional campuses. The Hwacha, Korea’s unique combat unit, is a Renaissance-Era ranged attacker. It is are far more powerful than its contemporaries, but at the cost of attacking and moving within the same turn.

Seondeok was an influential leader specializing as a patron of arts and culture during her reign. As such, her special ability, Hwarang, provides an additional 10-perecent bonus to culture and science in cities with an established governor. Cheomseongdae, Korea’s historic agenda, reflects this as well. Seondeok will maintain strong relationships with civs that pursue science, and will spurn those that don’t. Because of Seondeok’s unique powers, Korea is a one-track civilization that can leverage massive research bonuses for an early tech victory.


Leader: Alexander the Great

Perk: Hellenistic Fusion

Unit: Hypaspist // Hetairoi

Infrastructure: Basilikoi Paides

Macedon lives up to its conquering reputation with the Hellenistic Fusion perk, providing Eureka and Inspiration boosts when you conquer a city, depending on its districts. The Hypaspists (replacing swordsmen) help with this by dealing increased damage when besieging city districts and greater flanking bonuses. The Basilikoi Paides, replacing the Barracks in the Encampment District, helps maintain the conquering momentum as well by offering a science boost whenever that city creates non-civilian units.

Alexander the Great, 4th century king of the Greek kingdom of Macedon and one of history’s greatest conquerors, loves waging war as much as anyone else in the whole game. His Short Life of Glory agenda means that Alexander likes anyone at war with someone besides Macedon, and has a lot of disdain for anyone at peace. Alexander’s unique ability, To the World’s End, will go a long way toward making warfare sustainable, since it means his cities do not suffer War Weariness, and his units heal any time they conquer a city with a wonder. He also comes packing a second unique unit, the horseman-replacing Hetairoi, who are more affected by Great Generals than the unit they replace, and also generate more Great General Points. Hetairoi start with a free promotion, and are classified as Heavy Cavalry, rather than Light, so they can be upgraded into Knights. Just as the real Alexander famously unified Greece and took down the monolithic Persian empire, so too does the Macedonian civ excel at conquering, likely aiming for a quick Domination victory with all of their abilities synergizing to keep the pressure up on their opponents.

Mali (Gathering Storm)

Leader: Mansa Musa

Perk: Songs of the Jeli

Unit: Mandekalu Cavalry

Infrastructure: Suguba

The Mali Empire specializes in religion and trade, allowing you to quickly expand your cities as long as you’re surrounded by Desert tiles. The perk Song of the Jeli provides +1 Faith and +1 Food to City Centers for each adjacent Desert tile. Mines take a -1 Production hit, though gain +4 Gold. The biggest advantage of this perk comes in construction, though. The Mali Empire has -30% Production costs toward buildings and units. The unique unit, the Mandekalu Cavalry, is a strict upgrade from a standard Knight, with higher combat Strength and a disregard for enemy Zone of Control. Mandekalu Cavalry also provide Gold equal to their Strength for each enemy unit they defeat and protect friendly Traders within four tiles. The unique Suguba district replaces the Commercial Hub, offering a Great Merchant point each turn, a 20% discount on all Gold and Faith purchases within the city, a much lower Production cost, and a Gold bonus for nearby Rivers, Holy Sites, and other districts.

Mansa Musa leads the Mali Empire, and thanks to his Lord of the Mines agenda, dislikes civs with low Gold output, while favoring those with high output. His leader bonus Sahel Merchants provides a boost to International Trade Routes, offering +1 Gold for every Desert tile in the sending city. Once you reach the Golden Age, all of your Trade Routes gain +1 capacity, too.

Māori (Gathering Storm)

Leader: Kupe

Perk: Mana

Unit: Toa

Infrastructure: Marae

The Māori Empire plays differently than most other civs in Civilization VI. It is Mana ability grants you the Sailing and Shipbuilding technologies from the start of the game. On top of that, it offers +5 Combat Strength and +2 Movement for embarked units, +1 Production to Woods and Rainforests, and +1 Food from Fishing Boats. Building a Fishing Boat will also trigger a Culture Bomb. Clearly, the Mana perk is absurdly powerful, so to balance it, you can’t earn Great Writers and you can’t harvest Resources. Your civ begins at sea with Kupe leading. He’s very concerned about the environment and denounces civs who aren’t thanks to his Kaitiakitanga Agenda. Even at sea, his leader bonus, Kupe’s Voyage, is in effect. You’ll earn +2 Science and Culture for each turn before you settle a city. The first city you settle will also earn a free Builder and a +1 boost to Population.

Once on land, you can work on the unique unit and infrastructure. For a unit, you have the Toa, which replaces a standard Swordsman. These units have no maintenance cost, a Combat Strength boost against anti-cavalry units, and can construct a Pā, which is just a Fort that heals Māori units. The Marae building replaces the Amphitheater, and you can only construct it in a Theater Square district. Like the Toa, this building has no maintenance costs, and provides a +1 boost to Culture and Faith for all city tiles with a passable feature (those being Woods, Rainforests, Marshes, Oases, Reefs, Geothermal Fissures, Floodplains, and Volcanic Soil). Unfortunately, though, there are no Great Work slots for the Marae.

Mapuche (Rise & Fall)

Leader: Lautaro

Perk: Toqui

Unit: Malon Raider

Infrastructure: Chemamull

The Mapuche are a versatile civilization, focusing on combat and culture. Toqui, the Mapuche ability, grants additional combat experience to units trained in cities with a Governor, and a massive combat bonus when fighting against a civilization in its Golden Age. Malon Raiders are a unique Renaissance Era unit that excels at defending territory close to home. If you’re positioned well, Chemamull can help boost culture production, offering a bonus that scales with a tiles appeal and boosts tourism in latter eras.

Lautaro led his people against the Spanish when he was just a teenager, but he was a brilliant commander and a talented general despite his age. His ability, Swift Hawk, can demoralize a foe with ease. If a Mapuche unit defeats an enemy unit inside the borders of a city, that city will take a staggering hit to loyalty, potentially opening it up for capture. As the leader of a resistance against Spanish colonizers, Lautaro’s Spirit of Tucapel encourages him to keep loyalty high in his civilization and distrust those who don’t do the same. Successful Mapuche tactics will hinge on defense, protecting your core cities while organizing targeted strikes to dismantle your enemies. Given the powerful bonus against prosperous civs, the Mapuche are also somewhat opportunistic, but can easily topple a far stronger civilization with careful planning.


Leader: Lady Six Sky

Perk: Mayab

Unit: Hul’che

Infrastructure: Observatory

The Mayan Empire is all about Science. Its civ ability is Mayab, which doesn’t offer any boost to Housing for cities next to fresh water (normally, this would be the case). You’ll want to settle away from water, as cities earn +1 Amenity for each Luxury Resource adjacent to the City Center, and Farms offer +1 Housing and +1 Gold. In place of a Campus, the Mayans can set an Observatory district, which boosts your Science for each adjacent Plantation and Farm, as well as gives you a Great Scientist point each turn. Otherwise, it’s the same as a Campus, though with a much cheaper Production cost. The Hul’che unit replaces Archers, boasting higher Ranged Strength overall, as well as a damage boost against wounded units. In combination with Lady Six Sky’s leader ability, these units can be very powerful, but only if you use them defensively.

Lady Six Sky leads the Mayan Empire, and she likes to keep her cities as close to the Capital as possible. She also dislikes civs that approach her borders thanks to her Solitary Agenda. Her Ix Mutal Ajaw ability offers +5 Combat Strength to units within six tiles of the Mayan Capital, as well as +10% yields for all cities within six tiles of the Capital. Consistently, cities that fall outside of the six-tile radius have -15% yields.

Mongolian (Rise & Fall)

Leader: Genghis Khan

Perk: Ortoo

Unit: Keshig

Infrastructure: Ordu

The Mongols are infamous for their speed and power in combat, as well as the extensive network of trade routes within their burgeoning, albeit short-lived empire. Ortoo, the Mongolian special ability, allows for the immediate creation of a Trading Post in the destination city, and allows for higher levels of diplomatic visibility in that city. Moreover, Mongolian combat units gain extra combat bonus for diplomatic visibility. The Keshig is a unique Medieval Ranged Cavalry unit. It can escort civilians, boosting their movement speed. For infrastructure, the Mongolians can construct the special Ordu, a unique military structure that gives extra movement and combat experience to units trained in the city.

Genghis Khan, the legendary conqueror, comes with the Mongol Horde special ability, giving his cavalry additional strength and a chance to capture enemy cavalry. As a foe, Genghis Khan will try to outdo everyone else using cavalry, and likes civilizations that recognize his mounted supremacy thanks to his Horse Lord Agenda. Playing as the Mongols is all about careful expansion, and close collaboration between military and civilian units. A great tactic is to press trade routes early to target cities, gaining as much intelligence as you can before swarming with your Mongol Horde.


Leader: Harald Hardrada

Perk: Knarr

Unit: Berserker

Infrastructure: Stave Church

The Knarr perk allows Norwegian units to enter deep ocean once Shipbuilding Technology has been researched, and units ignore additional movement costs associated with embarking and disembarking. The unique Norwegian unit, the Berserker, is a Medieval era melee unit that receives Combat Damage bonuses for attacking enemies and movement bonuses for starting turns in enemy territories.  The Berserker also uses less movement to pillage tiles. The unique Norwegian infrastructure is the Stave Church, which provides a Faith bonus, as well as slots for relics and Citizens, and Great Prophet points each turn. Additionally, the Stave Church receives extra adjacency bonuses when built next to a Woods tile.

Harald Hardrada, the King of Norway in the mid-11th century, acts as the Norwegian leader. Harald’s unique agenda, Last Viking King, drives him to desire a strong navy and to favor other civilizations with strong navies. His unique leader ability, Thunderbolt of the North, allows coastal raiding for all naval melee units, and grants use of the unique Viking Longship unit. The Viking Longship, replacing the Galley, is able to pillage land tiles from shallow water and capture civilian units. The Norwegians are best suited for Domination victory, as practically all of their abilities and perks are geared toward attacking coastal settlements from the water.


Leader: Aminatore

Perk: Ta-Seti

Unit: Pítati Archer

Infrastructure: Nubian Pyramid

Egypt’s great rival to the south the Nubian Empire will have a strong and wealthy start due to the Ta-Seti perk, which gives all ranged units 50% more experience and a 50% production bonus, in addition to extra gold and production from mines over luxury and strategic resources, respectively. The Pítati Archer is a brutal (maybe even overpowered?) replacement for the standard archer, with more strength and one additional movement in exchange for a slightly higher production cost. The Nubian Pyramids tile improvement can only be built on desert or flood plains, adding faith and various other yields depending on adjacent districts, encouraging careful city planning to get the most out of them.

Aminatore was Kandake of the Nubian people around the turn of the 1st century CE. Famous for leading a period of great construction, her City Planner agenda means that she tries to have as many districts as possible in her cities, and likes other players that do the same. Her unique ability, Kandake of Meroë, reflects this by providing a 20% production boost toward building districts, with an additional 20% added on in cities with a Nubian Pyramid adjacent to the city center. Nubia’s abilities lend themselves to a very strong start, either focusing on conquest with its proficiency in ranged combat, or on domestic affairs with its ability to quickly build high-yield cities.

Ottoman (Gathering Storm)

Leader: Suleiman

Perk: Great Turkish Bombard

Unit: Barbary Corsair

Infrastructure: Grand Bazaar

Exclusive to Gathering Storm, the Ottoman Empire is focused on war above all else. Its civ ability is Great Turkish Bombard, which grants +50% Production toward Siege units. Siege units also gain +5 Combat Strength against districts, and capturing a city doesn’t cause it to lose any Population. Cities that you’ve captured, not founded, also contribute +1 Amenity and +4 Loyalty each turn. You don’t just have to conquer cities on land, either. With the Barbary Corsair unit, you can take the fight to the seas. These naval units replace the Privateer Corsair, with a lower Production cost and lower maintenance. Additionally, Barbary Corsairs doesn’t use Movement to perform a coastal raid. The Grand Bazaar building replaces the Bank, offering the same boost to Gold and Citizenship, as well as a Great Merchant point each turn. Additionally, the Grand Bazaar gathers an extra Strategic Resource for each type the city has improved, as well as one Amenity for every Luxury Resource.

Suleiman, the leader of the Ottoman Empire, is all about Happiness and Loyalty thanks to his Lawgiver Agenda. His leader bonus is Grand Vizier, which allows you to recruit a unique Governor. Ibrahim is a diplomat who specializes in influencing the military operations of foreign powers. Additionally, he’s the only Governor in the game that you can assign to another civ’s Capital. Grand Vizier also allows you to construct Janissary units, which replace the Musketman unit. These units have a lower Production cost, higher Combat Strength, and start with a free promotion. Unfortunately, though, you can only train them in cities with two or more Population, and you have to subtract one from that number if training in a city founded by the Ottomans.


Leader: Cyrus

Perk: Satrapies

Unit: Immortal

Infrastructure: Pairidaeza

The Satrapies perk helps Persia build up a strong, internal economy early on, providing an extra trade route on unlocking Political Philosophy, adding gold and culture yields to domestic trade routes, and upgrading roads one more level than where they would otherwise be at any given moment. Persia’s unique unit, the Immortal, replaces the swordsman: It is slightly less powerful, but a ranged attack instead of melee. Be sure to bring Warriors or cavalry units along with them to conquer cities in the early game, since they don’t have a melee attack option. The Pairidaeza (or “paradise garden”) is a unique Persian tile improvement that adds culture, gold, and appeal, plus additional culture and gold depending on adjacent districts.

Cyrus the Great founded the Achaemenid Empire in the 6th century BCE, to that point that largest empire in world history. His Opportunist agenda means that Cyrus likes leaders that spring Surprise Wars, and doesn’t care about those that don’t. Cyrus’ unique bonus, Fall of Babylon, grants his units an extra +2 movement for the first 10 turns after declaring a Surprise War. Occupied cities don’t suffer any reduction to their yields, and War Weariness is reduced as if it were a Formal War instead. Persia’s bonuses to internal trade routes and roads makes them a very independent civ, which means they have even fewer consequences to worry about when declaring wars, making them a strong choice for the Domination victory, although their cultural production is good as well.

Phoenician (Gathering Storm)

Leader: Dido

Perk: Mediterranean Colonies

Unit: Bireme

Infrastructure: Cothon

The Phoenician Empire starts with a Eureka Moment, automatically unlocking the Writing technology thanks to its civ ability, Mediterranean Colonies. The perk also grants full Loyalty to cities within the same continent as the Phoenician Capital and +2 Movement to Settlers. The Phoenician Empire is all about expansion, on land and on sea. For the latter, you’ll need the Cothon district, which replaces the Harbor. It’s mostly the same, just with a significantly lower Production cost and a Production bonus toward naval units and Settlers in the city. Out of this district, you can send a Bireme, a naval unit that replaces the Galley. Over the Galley, the Bireme has higher Combat Strength and Movement, plus it protects friendly Traders within four tiles (so long as they’re on a water tile).

Dido leads the Phoenician Empire, and she has the agenda Sicilian Wars. She likes civs that settle inland, leaving coastal cities for the Phoenicians. Her leader ability, Founder of Carthage, allows you to use the Move Capital project to move your Capital to any city with a Cothon. It also grants you +1 Trade Route capacity after you’ve constructed a Government Plaza, as well as +50% Production toward districts in a city with a Government Plaza.


Leader: Jadwiga

Perk: Golden Liberty

Unit: Winged Hussar

Infrastructure: Sukiennice

The Golden Liberty perk allows the player to aggressively expand by triggering a “culture bomb” (claiming surrounding foreign tiles, even controlled by another player) every time they build a Fort or Encampment District. One of their military policy slots is also replaced with a wildcard instead, giving more flexibility. The Sukiennice is an upgrade over the standard Market building, adding a bonus of four gold to domestic trade routes and two production to international. Winged Hussars are a powerful, unique heavy cavalry unit that don’t replace anything, and are unlocked with the Mercenaries civic. Hussars ignore zone of control and push back enemies that take more damage than they dish out, making them excellent for controlling the battlefield.

Jadwiga ruled Poland in the 14th century as its first female monarch, famous for unifying the country’s pagans under the Catholic church. Her agenda, Saint, means that she simply tries to accumulate faith and likes other civs that do the same. Her unique ability, Lithuanian Union, reflects that piety with a bonus to Holy Relics, greater adjacency bonuses from Holy Site Districts, and culture bombs from the Polish civ’s special ability cause the assaulted city to convert to Jadwiga’s religion. Poland’s abilities are generally pretty flexible, but Jadwiga’s perks mean you’ll want a religion to help out. The early wildcard policy slot is especially helpful toward that end, allowing you to start accumulating Great Prophet points before most other civs.



Leader: Trajan

Perk: All Roads Lead to Rome

Unit: Legion

Infrastructure: Bath

The All Roads Lead to Rome perk means that all cities start with a trading post, and new cities within range of the Roman capital start with a road to the capital. Additionally, trade routes provide bonus Gold for each Roman city they pass through. The unique Roman unit is the Legion, a Classical era melee unit that boasts a higher Combat Strength rating than the basic Swordsman, and costs more to build (though it does not require any Iron). The Legion unit is also capable of building Roman Forts and roads, though it only has a single build charge. The unique Roman infrastructure is the Bath, a District which must be placed between a City Center and a water source, and provides a Housing bonus based upon whether the City Center had a fresh water source already. The Bath also provides additional bonuses to Housing and Amenities.

Trajan, the Emperor of Rome between 93 and 117 A.D., leads the Romans. Trajan’s unique agenda is called Optimus Princeps, which leads him to try and control as much territory as possible, while disliking civilizations that control little territory. His unique leader ability, Trajan’s Column, grants each Roman city an additional City Center building. There’s no “right” way to play with the Romans, though the All Roads Lead to Rome perk promotes Cultural progression.


Leader: Peter

Perk: Mother Russia

Unit: Cossack

Infrastructure: Lavra

The Mother Russia perk adds tiles to cities built under Russian control. In addition, Tundra tiles provide bonuses to Production and Faith. The unique Russian unit, the Cossack, is an Industrial era mounted unit with a higher Combat Strength rating than the basic Cavalry unit, and can move after attacking. The unique Russian infrastructure is the Lavra, a District which provides bonuses to Faith for adjacent Natural Wonders, Mountains, Woods, and District tiles. The Lavra also generates Great Writer, Artist, Prophet, and Musician points each turn, and adds tiles to cities’ cultural borders when a Great Person is used in the city. Religious units heal while in the Lavra, and it does not count toward a city’s District total.

Peter, Tsar of the Russian Empire between 1682 and 1725, leads the Russians. Peter’s unique agenda is called Westernizer, causing him to favor civilizations that are advanced in Science and Culture. His unique leader ability, The Grand Embassy, allows the Russians to receive bonuses to Science and Culture from trade routes with more advanced civilizations. The Russians are well balanced, and players can take them in nearly any direction, though they’re best suited using the Cossack defensively and attempting a Religious or Scientific victory.

Scottish (Rise & Fall)

Leader: Robert the Bruce

Perk: Scottish Enlightenment

Unit: Highlander

Infrastructure: Golf Course

The Scots bring some powerful and versatile abilities to play. To start, Scottish Enlightenment gives moderate bumps to Science and Production on top of boosts to Great Scientist and Engineer creation. If your cities are Ecstatic, these bonuses are doubled. Rounding out their military, the Scots have the Highlander, an Industrial Era unit that replaces Rangers. Highlanders get extra combat strength in rough terrain like Hills and Forests. In the late game, Scots can create the Golf Course, which offers Gold, Amenities, and Culture. As you progress through the tech tree, these bonuses increase and will eventually generate additional tourism.

Robert the Bruce is a relatively peaceful leader, disliking war with his neighbors, as well as anyone at war with his neighbors. His ability, Bannockburn, allows him to declare an early War of Liberation, gaining double production and boosted movement for 10 turns after declaring such wars. The Flower of Scotland Agenda will prevent him from declaring war on his neighbors — unless they break a promise to him. Scotland has a diverse set of tactics open to it, but with happy citizens, Scots will excel at science victories. In the late game, Golf Courses can provide extra amenities and gold to keep people happy and coffers bursting.


Leader: Tomyris

Perk: People of the Steppe

Unit: Saka Horse

Infrastructure: Kurgan

The People of the Steppe perk gives the Scythians two units instead of one when building Light Cavalry or Saka Horse Archer units. The unique Scythian unit is the Saka Horse Archer, a Classical era ranged cavalry unit that does not require horses to build and is invulnerable to anti-cavalry units. The unique Scythian infrastructure is the Kurgan, a tile improvement that grants passive bonuses to Faith and Gold, with additional bonuses available if placed adjacent to Pastures. The Kurgan cannot be built on hills.

Tomyris, queen of the Massagetae, acts as the Scythian leader. Because of Tomyris’ unique agenda, Backstab Averse, she dislikes surprise declarations of war from other civilizations — especially neighboring civilizations. Her unique leader ability, Killer of Cyrus, provides a significant Combat Strength bonus to units when attacking wounded enemy units. Additionally, when Scythian units kill enemy units, they regain health. The Scythians are best suited for Domination victories, as nearly all of their perks and abilities favor mounted combat offensives against weakened enemies.


Leader: Philip II

Perk: Treasure Fleet

Unit: Conquistador

Infrastructure: Mission

The Treasure Fleet perk yields bonus rewards from intercontinental trade routes, and allows the Spanish to form ships into Fleets earlier than other civilizations. The unique Spanish unit, the Conquistador, is a Renaissance era unit which receives a significant Combat Strength bonus when accompanied by a religious non-combat unit, and automatically converts captured cities to the Spaniards’ religion. The unique Spanish infrastructure is the Mission, a tile improvement that provides passive bonuses to Faith and Science, as well as extra bonuses if built adjacent to a Campus District, or on a different continent than the home continent of the Spanish.

Philip II, King of Spain during the 16th century, leads the Spanish. Philip’s unique agenda is called Counter Reformer, and leads him to like civilizations that practice the same religion as him, while disliking civilizations attempting to spread their religion into his territory. His unique leader ability, El Escorial, allows Inquisitors to Remove Heresy one extra time, and provides a Combat Strength bonus to units attacking an enemy that follows a different religion from the Spanish. The Conquistador and the El Escorial ability make the Spanish an absolute powerhouse as a religious crusade state.


Leader: Gilgamesh

Perk: Epic Quest

Unit: War Cart

Infrastructure: Ziggurat

The Epic Quest perk yields a tribal village reward each time the Sumerians conquer a barbarian outpost. The unique Sumerian unit is the War Cart, an Ancient era heavy cavalry unit that receives movement bonuses for starting turns in open terrain and suffers no combat penalties against Spearmen. The War Cart is available early in the game, requiring no Civic or Technological advancements to be built. The unique Sumerian infrastructure is the Ziggurat, a tile improvement that provides bonuses to Science and Culture when placed next to a river; it cannot be built on hills.

Legendary hero Gilgamesh acts as the Sumerian leader. Gilgamesh’s unique agenda is called Ally of Enkidu, and causes him to favor civilizations willing to form long-term alliances, while disliking civilizations that denounce or attack Sumeria and its allies. His unique leader ability, Adventures with Enkidu, allows Sumeria to share pillage rewards and combat experience with nearby allies. Adventures with Enkidu also removes warmongering penalties when Sumeria attacks a civilization that’s at war with an ally, and allows Gilgamesh to levy city-state military units for half the regular cost. Sumeria is best suited for a Domination victory, as it makes for a powerful ally and receives an early-game combat advantage in the form of the War Cart.

Swedish (Gathering Storm)

Leader: Kristina

Perk: Nobel Priza

Unit: Carolean

Infrastructure: Open-Air Museum

Sweden can easily achieve a Cultural or Diplomatic victory with the right focus. Its civ ability is Nobel Prize, which offers +50 Diplomatic Favor for each Great Person you recruit. Additionally, you’ll earn a Great Engineer point from Factories and a Great Scientist Point from Universities. No matter if you’re playing as Sweden or not, if it’s present in the game, there are three unique World Congress competitions during the Industrial Era. The Carolean unit replaces the Pike and Shot unit, earning a boost to Combat Strength for each point of unused Movement. They also have a Movement speed of three versus two and a lower maintenance cost. The Open-Air Museum tile improvement offers +2 Loyalty each turn, as well as +2 Culture and Tourism for each type of terrain that you found a city on.

Kristina, the Swedish leader, has the Bibliophile agenda, which drives her to collect as many Great Works as possible. Her leader ability is Minerva of the North, which automatically themes buildings and wonders that have all of their Great Work slots filled. Her ability also allows you to construct the Queen’s Bibliotheque building, which offers a whole host of buffs. It grants two Great Writer, Great Artist, and Great Musician points per turn, as well as two slots each for Great Works of Writing, Great Works of Art, and Great Works of Music.

Zulu (Rise & Fall)

Leader: Shaka

Perk: Isibongo

Unit: Impi

Infrastructure: Ikanda

Shaka Zulu was a brilliant military commander, and his unique ability, Isibongo, references his historical prowess. Each of your garrisoned cities earns extra loyalty and, when conquering, your units will automatically upgrade to a Corps or an Army, dramatically increasing your military might as you expand. The Impi, the Zulu’s special unit, works well with this: Replacing the Medieval Pikeman, Impi are cheap to produce and maintain, plus they get huge flanking bonuses and advance quickly. Replacing the Encampment, the Zulu Ikanda provide additional housing and allow the Zulu to build Corps and Army without having to manually combine like units.

Shaka’s ability, Amabutho, unlocks Corps and Army early (sensing a pattern here?) and gives them both bonus combat strength. Horn, Chest, Loins is Shaka’s agenda, and compels him to create as many Corps and Armies as possible and dislike those that don’t follow his lead. Shaka is an aggressive leader who can overwhelm foes quickly with massive numbers of Impi units. Players will need to keep close watch on their economies, as well as their war-weariness, with the Zulu. Thankfully, the low-maintenance Impi can be assembled into powerful, swarming armies, and will help keep you from breaking the bank supporting wars.

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