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A list of all Civics in Civilization VII (Civ 7). Read on to learn all unique and non-unique Civics, as well as their Unlocks and Mastery Unlocks.
List of Contents
| Click to Jump to a Section | ||
|---|---|---|
| Antiquity | Exploration | Modern |
| Civic | Unlocks | Mastery |
|---|---|---|
Chiefdom
|
Charismatic Leader
Charismatic Leader +2 Culture on the Palace (Policy) Tool Making
Tool Making +1 Production and Science on the Palace (Policy) |
None |
Mysticism
|
Priesthood
Priesthood +2 Gold in all Settlements (Policy) Altar
Altar Base Yield: +2 Happiness. +1 Happiness for each adjacent Wonder. Receives additional benefits from Pantheons. Antiquity Happiness Building. Can be purchased in Towns. (Building)Unlocks founding a Pantheon
|
Clan Networks
Clan Networks +2 Food in all Settlements. (Policy) Mundo Perdido
Mundo Perdido +1 Happiness and Science on Tropical Terrain in this Settlement. Ageless. Must be placed on Tropical. (Wonder) |
Discipline
|
Survey
Survey +1 Scout movement and sight. (Policy) Dur-Sharrukin
Dur-Sharrukin Acts as a Fortified District that must be conquered. +3 Combat Strength to Fortified Districts in all Settlements. Ageless. Must be placed adjacent to a District. (Wonder) Army Commander
Army Commander Land Support Unit capable of assembling and commanding a collection of Land Military Units as an Army. (Unit)Gain a free Army Commander
|
Gate of All Nations
Gate of All Nations +2 Support on all wars. Ageless. Must be placed adjacent to a District. (Wonder) Honor
Honor +3 Combat Strength against Independent Powers. (Policy) |
Public Life
|
City Guard
City Guard +3 Combat Strength for Fortified Districts. (Policy) Oracle
Oracle +2 Culture. When gaining rewards from a Narrative Event, gain 10 Culture per Age. Ageless. Must be placed on a Rough Terrain. (Wonder) |
None |
Code of Laws
|
Improve Trade Relations
Improve Trade Relations If action accepted, permanently increase the number of Trade Rouse you can establish with a Civilization (Diplomatic Action)Gain a free Merchant
Petra
Petra +2 Gold. +1 Gold and Production on Desert Terrain in this Settlement. Ageless. Must be placed on Desert. (Wonder) Oratory
Oratory +2 Infulence per turn. (Policy) Merchant
Merchant Civilian who can establish a Trade Route to import Resources from a foreign Settlement. (Unit) |
Steal Government Secrets
Steal Government Secrets Gain a Civic from the target that you have not studied. If the Civilization has no eligible Civics, gain Culture instead. (Diplomatic Action) Emile Bell
Emile Bell Gain a unique Diplomatic Endeavor called Ginseng Agreement that grands Food to both Leaders' Capitals. +1 Diplomatic Attribute Point. Ageless. Must be placed on Rough Terrain. (Wonder) Ethics
Ethics +1 Culture from Specialists (Policy) |
Tactics
|
Drills
Drills +30% Production towards training Infantry and Ranged Units (Policy) Terracotta Army
Terracotta Army +2 Production. Grants a free Army Commander when built. +25% Army Experience. Ageless. Must be placed on Grassland. (Wonder) |
None |
Entertainment
|
Rites and Rituals
Rites and Rituals +2 Happiness in all Settlements. (Policy) Colosseum
Colosseum +3 Culture. +2 Happiness on Quarters in this Settlement. Ageless. Must be placed adjacent to a District. (Wonder)+1 Settlement Limit
|
None |
Citizenship
|
Cultural Festival
Cultural Festival Continuously generate Culture equal to 25% of this City's Production. You can cancel this at any time. Weiyang Palace
Weiyang Palace +6 Influence. Ageless. Must be placed on a Grassland. (Wonder) Drama and Poetry
Drama and Poetry +50% Production towards constructing Culture Buildings. (Policy) Castes
Castes +25% Food in Towns. (Policy) |
Wonder Construction
Wonder Construction Grants a bonus to Wonder construction. (Diplomatic Action) Sanchi Stupda
Sanchi Stupda +2 Happiness. +1 Culture for every 5 excess Happiness in this Settlement. Ageless. Must be placed on Plains. Hospitality
Hospitality +3 Culture for every City-State you are Suzerian of. (Policy) |
Organized Military
|
Conscription
Conscription -1 Maintenance for Units (Policy) Mausoleum of Theodoric
Mausoleum of Theodoric +3 Production. +100% yields and HP from pillaging. +1 Militaristic Attribute Point. Ageless. Must be placed adjacent to Coast. (Wonder)+1 Settlement Limit
|
None |
Literacy
|
Literature
Literature +50% Production towards constructing Science Buildings. (Policy) Nalanda
Nalanda +3 Science. Gain 1 Codex. Has 2 Codex slots. +1 Scientific Attribute Point. Ageless. Must be placed on Plains. (Wonder)Gain 1 Codex
|
None |
Skilled Trades
|
Coinage
Coinage +1 Gold for each imported Resource. (Policy) Colossus
Colossus +3 Gold. +3 Resource Capacity in this Settlement. +1 Economic Attribute Point. Ageless. Must be placed on Coast adjacent to land. (Wonder) |
None |
Philosophy
|
Scholars
Scholars +1 Science from Specialists. (Policy) Angkor Wat
Angkor Wat +3 Happiness. +1 Specialist Limit in this Settlement. Ageless. Must be placed adjacent to a River tile. (Wonder)+1 Social Policy Slot
|
None |
Commerce
|
Commodities
Commodities +1 Resource Capacity in Cities. (Policy) Medicine
Medicine Units Heal +5 HP. (Policy) Monks Mound
Monks Mound +3 Food. +4 Resource Capacity in this Settlement. Ageless. Must be placed adjacent to a River. (Wonder) |
None |
Future Civic (Antiquity)
|
+1 Wildcard Attribute Point
A boost for a non-Civilization-unique starting Civic in the Next age
+10 Age Progress
|
None |
| Civic | Unlocks | Mastery |
|---|---|---|
Monumentum Adulitanum
|
The Altar and Monument gain a +1 Culture adjacency with Hawlit.
Throne of My Fathers
Throne of My Fathers +2 Culture on Resources Adjacent to Coast. (Policy) |
None |
Book of the Himyarites
|
The Dhow ignores Zone of Control.
May This Please The People
May This Please The People +15% Gold in Cities Adjacent to Coast. (Policy) |
None |
Periplus of the Erythraean Sea
|
Great Stele
Great Stele Gain 200 Gold when you construct a Wonder in this Settlement, including this one. Ageless. Must be placed on Flat Terrain. (Wonder)Settlements on Coast or Rivers gain increased Resource Capacity
Hawlit
Hawlit Unique Improvement. Gold base. Increased Culture for each adjacent Wonder or Hawilt. Must be built on a Flat tile. |
Port of Nations
Port of Nations Increased Culture and Gold for every active Trade Route. (Policy)Increased Gold on Quarters adjacent to Coast tiles
|
Arrival of Hapi
(Egypt) |
Mortuary Temple
Mortuary Temple Unique Building. Gold base. Happiness adjacency for Navigable Rivers. (Building)Minor Rivers do not end Unit Movement.
Akhet
Akhet +1 Food on Navigable Rivers. (Policy) |
Mortuary Temple
Mortuary Temple Unique Building. Gold base. Happiness adjacency for Navigable Rivers. (Building)Minor Rivers do not end Unit Movement.
Akhet
Akhet +1 Food on Navigable Rivers. (Policy) |
Scales of Anubis
(Egypt) |
Mastaba
Mastaba Unique Building. Culture base. Gold adjacency for Desert tiles. (Building)Medjay generate +1 Gold when stationed in a Settlement on your own.
Riches of the Duat
Riches of the Duat +15% Production towards constructing Wonders. (Policy) |
Mastaba
Mastaba Unique Building. Culture base. Gold adjacency for Desert tiles. (Building)Medjay generate +1 Gold when stationed in a Settlement on your own.
Riches of the Duat
Riches of the Duat +15% Production towards constructing Wonders. (Policy) |
Light of Amun-Ra
(Egypt) |
+5 Gold on the Palace.
+1 Settlement Limit
Kemet
Kemet +1 Culture on Navigable Rivers. (Policy) Pyramids
Pyramids +1 Gold and Productionon Minor and Navigable River tiles in this Settlement. Ageless. Must be placed on Desert and adjacent to a Navigable River. (Wonder) |
None |
Ekklesia
(Greece) |
Odeon
Odeon Unique Building. Happiness base. Culture adjacency for Quarters. (Building) Xenia
Xenia +50% Influence towards the initiating and progressing the Befriend Independent Project. (Policy) |
+2 Culture for active Endeavors, Sanctions, and Proijects you started or supported
|
Agoge
(Greece) |
Parthenon
Parthenon Unique Building. Culture base. Gains Influence if placed on Rough Terrain. (Building) Strategoi
Strategoi +25% Army Commander experience. (Policy) |
Hopilites gain +1 Combat Strength for each City-State you are Suzerian of.
|
Symmachia
(Greece) |
+1 Settlement Limit
+2 Culture for each City-State you are Suzerian of.
|
Oracle
Oracle +2 Culture. When gaining rewards from a Narrative Event, gain 10 Culture per Age. Ageless. Must be placed on a Rough Terrain. (Wonder)Delian League (Policy)
Peloponnesian League (Policy)
|
Zhi
(Han China) |
Han Great Wall
Han Great Wall Unique Improvement. Counts as a Fortification. Adds Culture. Increased Happiness for adjacent Great Wall segments. Increased Combat Strength for any Units defending on this tile. Can only be built in a line. +1 Settlement Limit
Science Buildings gain a +1 Science Adjacency for Quarters.
|
None |
Junzi
(Han China) |
+10% Science on the Capital.
Tianxia
Tianxia +1 Science from Specialists. (Policy) Weiyang Palace
Weiyang Palace +6 Influence. Ageless. Must be placed on a Grassland. (Wonder) |
None |
Yi
(Han China) |
The Chu-Ko-Nu gains +5 Combat Strength when defending.
Jiu Qing
Jiu Qing +1 Influence on Happiness Buildings. (Policy) |
None |
Li
(Han China) |
+2 Influence on the Palace
Guanxi
Guanxi +1 Influence on Science Buildings. (Policy) |
None |
Mousong
(Khmer) |
Baray (Building)
Improvements, Buildings, and Districs do not get pillaged by floods
Pithi Chrat
Pithi Chrat +4 Combat Strength for Units on Floodplains. (Policy) |
None |
Amnach
(Khmer) |
The Yuthahathi gets +1 Movement
Varna
Varna +1 Gold from Specialists. (Policy) Angkor Wat
Angkor Wat +3 Happiness. +1 Specialist Limit in this Settlement. Ageless. Must be placed adjacent to a River tile. (Wonder) |
None |
Chakravarti
(Khmer) |
+50% Growth Rate in the Capital, -5 Happiness in every other City
Kambu-Mera
Kambu-Mera +100% Food and Happiness Towards maintaining Specialists. (Policy) |
+3 Codex slots in the Palace
|
Acharya
(Maurya India) |
Vihara
Vihara Unique Building. Happiness base. Culture adjacency for Mountains. (Building) Dharamshala
Dharamshala Unique Building. Happiness base. Science adjacency for Quarters. (Building) Charvaka
Charvaka +3 Happiness on Science Buildings. (Policy) |
None |
Mantriparishad
(Maurya India) |
+1 Settlement Limit
Sanchi Stupda
Sanchi Stupda +2 Happiness. +1 Culture for every 5 excess Happiness in this Settlement. Ageless. Must be placed on Plains. +50% yields and healing from pillaging Buildings.
|
None |
Ayurveda
(Maurya India) |
Shreni
Shreni +1 Gold for every 5 surplus Happiness in Cities. (Policy)Units adjacent to the Purabhettarah heal +5 HP per turn.
|
None |
Vyuham
(Maurya India) |
Kshatriya
Kshatriya +4 Happiness on Military Buildings (Policy)Infantry and Cavalry Units gain +3 Combat Strength when adjacent to each other.
|
None |
Rain of Chaac
(Maya) |
K'uh Nah
K'uh Nah Unique Building. Science base. Science adjacency for Vegetated tiles. (Building) Pet Kot
Pet Kot +1 Science on Vegetated Terrain in Cities. (Policy) |
None |
Lords of Xibalba
(Maya) |
Jalaw
Jalaw Unique Building. Happiness base. Culture adjacency for Quarters. (Building)Hui'che and Jaguar Slayers gain Stealth in Vegetated Terrain.
Miracles of the Twins
Miracles of the Twins All units gain the Poison ability, +3 Combat Strength against wounded Units. (Policy) |
None |
Calendar Round
(Maya) |
After Researching Technology, gain Culture equal to 10% of its cost.
After studying a Civic, gain Science equal to 10% of its cost.
|
+1 Settlement Limit
Mundo Perdido
Mundo Perdido +1 Happiness and Science on Tropical Terrain in this Settlement. Ageless. Must be placed on Tropical. (Wonder) Tzolk'in
Tzolk'in +2 Science on Happiness buildings. (Policy) Haab'
Haab' +2 Culture on Happiness buildings. (Policy) |
Earthworks
(Mississippian) |
+10% Production towards contructing Buildings
Potkop
Potkop Unique Improvement. Adds Gold. Adds Food for each adjacent Resource. Must be built on a flat tile. (Building) |
+1 Settlement Limit
Monks Mound
Monks Mound +3 Food. +4 Resource Capacity in this Settlement. Ageless. Must be placed adjacent to a River. (Wonder) Shell-Tempered Pottery
Shell-Tempered Pottery All buildings receive a +1 Gold Adjacency for Resources. (Policy) |
Cah-nah-ha
(Mississippian) |
+2 Resource Capacity in the Capital.
Gift Economy
Gift Economy +1 Gold and Happiness for every imported Resource. (Policy) |
None |
Waahih
(Mississippian) |
Burning Arrows can pillage within 2 tiles for 1 Movement.
Atassa
Atassa +4 Combat Strength for Ranged Units when defending. (Policy) |
None |
Spada
(Persia) |
-1 Maintenance for Units
Kara
Kara +50% Production towards Infantry Units. (Policy) |
None |
Satrapies
(Persia) |
Gate of All Nations
Gate of All Nations +2 Support on all wars. Ageless. Must be placed adjacent to a District. (Wonder) Pairidaeza
Pairidaeza Unique Improvement. Adds Culture and Gold. Cannot be built adjacent to another Pairidaeza Improvement. (Building) Angarium
Angarium +3 Gold for every Town. (Policy) |
+1 Settlement Limit
The Pairidaeza gains +1 Happiness from Adjacent Quarters
|
Achaemenid Empire
(Persia) |
+5 Gold for every different Civilization you captured a Settlement from.
|
+1 Settlement Limit
Shahanshah
Shahanshah +3 Combat Strength for Units in enemy territory. (Policy) |
Exercitus Romanus
(Rome) |
Temple of Jupiter (Building)
Auxilia
Auxilia 5% Production towards Military Units in the Captial for every Town. (Policy) |
The Legatus gains the Bulwark Promotion for free
|
Civis Romanus
(Rome) |
Basilica (Building)
Cursus Honorum
Cursus Honorum Training an Infantry Unit grants Culture equal to 25% of its Production cost. (Policy) |
+2 Gold in the Capital for every Town you own
|
Legatus Pro Praetore
(Rome) |
Gain a free Infantry Unit in new Settlements that you found
+1 Settlement Limit
Latinitas
Latinitas +10% Food, Gold, and Culture in Towns with a Specialization. (Policy) |
None |
Senatus Populusque Romanus
(Rome) |
+1 Social Policy slot.
+1 Settlement Limit
Colosseum
Colosseum +3 Culture. +2 Happiness on Quarters in this Settlement. Ageless. Must be placed adjacent to a District. (Wonder) |
None |
| Click to Jump to a Section | ||
|---|---|---|
| Antiquity | Exploration | Modern |
| Civic | Unlocks | Mastery |
|---|---|---|
Piety
|
Commune
Commune +20% Production towards Overbuilding, +3 Combat Strength for Fortified Districts (Policy) Temple
Temple Base Yield: +4 Happiness. +1 Happiness for each adjacent Mountainous Terrain. +1 Happiness for each adjacent Natural Wonder. +1 Happiness for each adjacent Wonder. Has 1 Relic slot. Allows the creation of Missionary Units in this Settlement. Exploration Happiness Building. Can be purchased in Towns. (Building) |
None |
Economics
|
Maritime Law
Maritime Law +30% Production towards training Naval Units. (Policy) Merchant
Merchant Civilian who can establish a Trade Route to import Resources from a foreign Settlement. (Unit) |
None |
Inspiration
|
Renaissance
Renaissance +10% Production constructing Wonders. +2 Culture Displayed on Great Works. (Policy) Hale o Keawe
Hale o Keawe +2 Culture. Constructing a Building on Coast Terrain grants Culture equal to 50% of its cost. Has 3 Relic Slots. Ageless. Must be adjacent to Coast, but not adjacent to Tundra. (Wonder) |
None |
Authority
|
Vassaiage
Vassaiage +3 Culture and Gold for every City-State you are Suzerain off. (Policy) Counter Spy
Counter Spy Activate Counter Espionage activities to hamper any covert actions you suspect after you suspect another Leader is taking against you. |
Levies
Levies +25% Gold towards purchasing Military Units. -1 Gold Maintenance for Units. (Policy) Forbidden City
Forbidden City +2 Culture. +2 Culture and Gold on all Fortification Buildings in this Settlement. Ageless. Must be placed adjacent to a District. (Wonder) |
Mercantilism
|
Trade Winds
Trade Winds +1 Gold and Happiness for every imported Resource. (Policy) Tomb of Askia
Tomb of Askia +2 Gold. +2 Resource Capacity in this Settlement. +2 Gold and +1 Production in this Settlement for every Resource assigned to it. Ageless. Must be placed on Desert. (Wonder) |
None |
Society
|
Patronage
Patronage +1 Culture on Each Culture adjacency. (Policy) Uposatha
Uposatha +1 Happiness on Each Happiness adjacency. (Policy) |
House of Wisdom
House of Wisdom +3 Science. Gain 3 Relics. Has 3 Relic slots. +2 Science from Great Works. Ageless. Must be placed adjacent to a District. (Wonder)+1 Settlement Limit
Sabotage Specialist Morale
Sabotage Specialist Morale Disable Specialists in the target Settlement. |
Diplomatic Service
|
Heqin
Heqin +5 Culture per Alliance. (Policy) Brihadeeswarar Temple
Brihadeeswarar Temple +3 Influence. All Buildings gain +1 Happiness Adjacency with Navigable Rivers. Ageless. Must be placed adjacent to a Navigable River or on a Minor River. (Wonder)+1 Social Policy slot.
|
None |
Bureacracy
|
Constitution
Constitution +50% Food and Happiness towards maintaining Specialists. (Policy) Borobudur
Borobudur +3 Happiness. +2 Food and Happiness on Quarters. Ageless. Must be placed adjacent to Coast. (Wonder)+1 Social Policy slot.
|
None |
Colonialism
|
Charters
Charters +1 Gold on Each Gold adjacency. (Policy) Colonial Surplus
Colonial Surplus +1 Production on Each Production adjacency. (Policy) |
El Escorial
El Escorial +3 Happiness. Has 3 Relic slots. +1 Settlement Limit. +4 Happiness on Cities within 7 tiles of this Wonder. Ageless. Must be placed on Rough Terrain. (Wonder)+1 Settlement Limit
|
Social Class
|
+1 Settlement Limit
Chivalry
Chivalry +40% Production towards training Cavalry Units. (Policy) Enlightenment
Enlightenment +1 Science on Each Science adjacency. (Policy) |
Receive 1 Relic
Bourgeoisie
Bourgeoisie +4 Culture and Gold in Cities in your Homelands. (Policy) Yeomanry
Yeomanry +4 Food and Production in Towns in Distant Lands. (Policy) Notre Dame
Notre Dame +4 Happiness. When in a Celebration all Specialists provide +3 Culture. Start a Celebration immediately after constructing this Wonder. Ageless. Must be Adjacent to a River and a District. (Wonder) |
Sovereignty
|
+1 Settlement Limit
Divine Right
Divine Right +10 Happiness and +4 Influence on the Palace. (Policy) Regulars
Regulars +40% Production towards training Infantry and Ranged Units. (Policy) |
Receive 1 Relic
De Facto
De Facto +3 Combat Strength for all Units in Distant Lands. Units heal +5 HP. (Policy) De Jure
De Jure +3 Combat Strength for all Units in Homelands. (Policy) White Tower
White Tower +4 Happiness. +4 Happiness in this Settlement for every Tradition slotted in the Government. Ageless. Must be placed adjacent to a City Hall. (Wonder) |
Imperialism
|
+1 Settlement Limit
Indenture
Indenture +1 Food on Each Food adjacency. (Policy) Tariffs
Tariffs +50% Trade Income, but -3 Happiness in Cities. (Policy) |
Receive 1 Relic
Commissioned Officers
Commissioned Officers +30% Commander Experience. +1 movement for Fleets and Armies. (Policy) Metropole
Metropole +1 Resource Capacity in all Cities in Homelands. +10 range for all Trade Routes. (Policy) Erdene Zuu
Erdene Zuu +4 Culture. Creating a Cavalry Unit grants Culture equal to 25% of its cost. Ageless. Must be placed on Flat Desert, Plains, or Tundra. (Wonder) |
Future Civic (Exploration)
|
+1 Wildcard Attribute Point
A boost for non-Civilization unique starting Civic in the next age.
+10 Age Progress
|
None |
| Civic | Unlocks | Mastery |
|---|---|---|
Al-Jabr
(Abbasid) |
+15% Science in Cities with at least 8 Urban Population.
Compendious Book
Compendious Book +4 Science in Towns. (Policy) |
House of Wisdom
House of Wisdom +3 Science. Gain 3 Relics. Has 3 Relic slots. +2 Science from Great Works. Ageless. Must be placed adjacent to a District. (Wonder)+33% Happiness towards maintaining Specialists.
|
Mawla
(Abbasid) |
Madrasa
Madrasa Unique Building. Science Base. Science adjacency for Quarters and Science Buildings. (Building)+2 Happiness on Resources and Settlements with a Temple.
Earn Science equal to 25% of the Trade Income.
|
Mamluks gains the Skirmish ability, +50% bonus from Flanking.
Sales and Trade
Sales and Trade +3 Gold and Science for each Resource assigned to Cities with at least 8 Urban Population. (Policy) |
Round City
(Abbasid) |
Mosque
Mosque Unique Building. Happiness base. Happiness Adjacency for Culture Buildings and Culture Adjacency for Happiness Buildings. Unlocks the ability to found a Religion. (Building)+50% Production towards constructing Buildings in Cities with at least 8 Urban Population.
|
City of Peace
City of Peace All Buildings receive a +1 Science adjacency with the Town Hall and Palace. (Policy)+4 Food on Science Buildings
|
Kanakam
(Chola) |
+1 Gold from active Diplomatic Actions they started or supported.
|
None |
Nagaram
(Chola) |
+50% Influence towards initiating the Improve Trade Relations Action.
Manigramam
Manigramam Unique Building. Happiness base. Happiness adjacency for Trade Buildings. Gold adjacency for Quarters. (Building) |
+2 Resource Capacity in the Capital
Anjuvannam
Anjuvannam Unique Building. Gold Base. Gold Adjacency for Coast and Navigable Rivers. Increased Production towards Naval Units. Must be placed adjacent to a Coast tile. (Building) |
Monsoon Winds
(Chola) |
+1 Settlement Limit
Angadi
Angadi +4 Gold in Settlements other than your Capital if they have a Water Building. (Policy)Ottru receives the Convoy's Promotion.
Brihadeeswarar Temple
Brihadeeswarar Temple +3 Influence. All Buildings gain +1 Happiness Adjacency with Navigable Rivers. Ageless. Must be placed adjacent to a Navigable River or on a Minor River. (Wonder) |
None |
Digvijaya
(Chola) |
The Kalam receives +1 Movement and Sight.
Marakkalam
Marakkalam -1 Gold Maintenance for Naval Units. (Policy) |
None |
Mana
(Hawai'i) |
+2 Culture for every time a Storm, Flood, or Volcanic Eruption has provided Fertility this Age.
|
Kapa
Kapa +50 Production towards constructing Culture Buildings. (Policy)When you defeat an enemy Unit with a Leiomano, gain Culture equal to 25% of the defeated Unit's Strength.
|
Ohana
(Hawai'i) |
Lo'i Kalo
Lo'i Kalo Unique Improvement. Food and Production Base. Adjacent Farms receive increased Culture. Must be placed on Grassland or Tropical tiles. (Building) Ahupuaʻa
Ahupuaʻa +4 Culture on Food Buildings. (Policy) |
+2 Culture for Lo'i Kalo Improvements in Settlements with a Pavilion.
|
Heʻe nalu
(Hawai'i) |
+1 Settlement Limit
Ho'okupu
Ho'okupu +2 Culture on Marine Terrain. (Policy)+2 Relics.
|
Hale o Keawe
Hale o Keawe +2 Culture. Constructing a Building on Coast Terrain grants Culture equal to 50% of its cost. Has 3 Relic Slots. Ageless. Must be adjacent to Coast, but not adjacent to Tundra. (Wonder)+2 Culture on Marine Terrain in Settlements following your Religion.
The Kahuna Receives a Second Healing Charge.
|
Mit'a
(Inca) |
Terrace Farm
Terrace Farm Improvement. Gains a high yield of Food, but can only be built on a Rough tile adjacent to a Mountain. (Building) Tirakuna
Tirakuna +15 Food in Settlements with their City Center adjacent to a Mountain or with 3 worked Mountain tiles. (Policy) |
Machu Pikchu
Machu Pikchu Gold Base. Increased Resource Capacity in this Settlement. Increased Culture and Gold on all tiles adjacent to this Wonder. Must be built on a Tropical Mountain tile. (Wonder) |
Ayllu
(Inca) |
+2 Food on Terrace Farms in Settlements with a Granary.
|
Farms and Terrace Farms receive +3 Food if adjacent to at least one Mountain.
|
Qhapaq Ñan
(Inca) |
Qullqa
Qullqa Receive 25% of the Gold from Trade Income as Food. (Policy)Rough Terrain does not end the movement of any Inca unit.
|
The Warak'aq gains the Poison abilty, +5 Combat Strength against Wounded Units.
Quipu
Quipu Settlements receive +0.5 Gold based on Urban Population and increased Production based on Rural Population. (Policy) |
Wayang
(Majapahit) |
Candi Bentar
Candi Bentar Unique Building. Happiness base. Receive a Culture Adjacency for Coast and Navigable River tiles. (Building) Panji
Panji +1 Culture from Specialists not in your Capital. (Policy) |
+25% Production towards Overbuilding.
|
Aliran Kepercayaan
(Majapahit) |
Meru
Meru Unique Building. Happiness base. Ageless. Receive a Happiness Adjacency for Mountains and Wonders. Increased Happiness on Natural Wonder tiles. (Building) Negarakertagama
Negarakertagama +33% Food towards maintaining Specialists. (Policy) |
The Pedanda grants an extra 25 Culture when it converts a Settlement.
|
Nusantara
(Majapahit) |
Subak
Subak +1 Culture and Production on Marine Terrain. (Policy)Exploration Age Culture Buildings receive a Culture Adjacency for Coast.
|
+5 Combat Strength to Naval Units against Land Units.
|
Gamelan
(Majapahit) |
+4 Culture on Quarters.
Borobudur
Borobudur +3 Happiness. +2 Food and Happiness on Quarters. Ageless. Must be placed adjacent to Coast. (Wonder) |
None |
Da Ming Lu
(Ming China) |
Mandarins receive +25 Science when they create a Road Action.
Grand Secretariat
Grand Secretariat +2 Science on Gold Buildings and +2 Gold on Science buildings. (Policy) |
+1 Settlement Limit
Forbidden City
Forbidden City +2 Culture. +2 Culture and Gold on all Fortification Buildings in this Settlement. Ageless. Must be placed adjacent to a District. (Wonder) |
Nine Garrisons
(Ming China) |
Ming Great Wall
Ming Great Wall Unique Improvement. Ageless. Counts as a Fortification. Receive additional Gold for adjacent Fortifications. Can only be built in a line. Divine Engine Division
Divine Engine Division +2 Science for Settlements with a Garrisoned Combat Unit. (Policy) |
The Ming Great Wall receives a +2 Gold in Settlements with a Bank.
+3 Combat Strength to Ranged Units adjacent to the Xunleichong.
|
Lijia
(Ming China) |
+25% Gold towards purchasing Buildings in Towns.
Baojia
Baojia +2 Science for each Resource assigned to a City. This becomes +2 in Cities other than your Capital. (Policy) |
+2 Resource Capacity in the Capital.
|
Ulus
(Mongolia) |
Ortöö
Ortöö Unique Improvement. Gold base. When a Unit moves on to this tile, its Movement is restored. Cannot be placed on Rough, River, or a tile with a Feature. (Building) Gerege
Gerege +4 Happiness Settlements not founded by you for each Resource assigned to them. (Policy) |
Captured Towns do not cost double to convert into Cities.
+1 Settlement Limit
|
Four Hounds
(Mongolia) |
+1 Settlement Limit
Receive 1 Noyan in your Capital.
|
+1 Settlement Limit
+1 Movement to Cavalry Units.
Baghatur
Baghatur +5 Combat Strength for Cavalry Units. (Policy) |
Yassa
(Mongolia) |
The Ortöö receives a +4 Gold in Settlements you did not found.
|
None |
Consuetudines et Justicie
(Norman) |
Motte
Motte Unique Building. Gains Happiness if placed on Rough Terrain. Counts as a Fortification. (Building) Palisading
Palisading +50% Production towards constructing Fortification Buildings. (Policy) |
Bailey
Bailey Unique Building. Culture adjacency with Walls. Counts as a Fortification. (Building)+1 Combat Strength to the Chevelar for every Tradition slotted in your Government.
|
Common Law
(Norman) |
+1 Social Policy slot.
Juré
Juré +4 Culture from the Palace and +2 Happiness from City Hall. (Policy) |
+1 Settlement Limit
Servitium Debitum
Servitium Debitum -2 Gold Maintenance for Cavalry Units. (Policy) Familia Regis
Familia Regis +2 Culture for every Tradition slotted into the Government. (Policy) |
Domesday Book
(Norman) |
+2 Gold from Farms. This is doubled during a Celebration.
Bayeux Tapestry
Bayeux Tapestry +4 Culture in Settlements not founded by you. (Policy) |
White Tower
White Tower +4 Happiness. +4 Happiness in this Settlement for every Tradition slotted in the Government. Ageless. Must be placed adjacent to a City Hall. (Wonder)+1 Settlement Limit
|
Telwatiki
(Shawnee) |
Helikhilenawewipe
Helikhilenawewipe +50% Influence Efficiency towards the initiating Befriend Independent Project. (Policy)You can support other player's wars 3 times instead of 1.
|
+2 Influence Per turn.
The Kispoko Nena'to receives +1 Combat Strength per Positive War Support.
|
Maleki Kintake
(Shawnee) |
Takesiyake Yepepoki
Takesiyake Yepepoki Cities receive '+2 Production on Tundra, Desert, and Plains tiles. (Policy)+2 Food on Farms and Camps.
|
None |
Miyaska Latoweki
(Shawnee) |
+2 Gold for each trade route while you have at least 3 Endeavors active.
Kakawfe Pafkotaweta
Kakawfe Pafkotaweta Every time a Storm, Flood, or Volcanic Eruption has provided Fertility this Age receive +1 Culture and +2 Gold. Improvements, Buildings, and Urban Districts do not get Pillaged by Storms. (Policy) |
+1 Resource Cap in your Capital per Allied City-State.
|
Wyehi Simekofi
(Shawnee) |
Serpent Mound
Serpent Mound Base Yield: +4 Influence. +3 Science and +2 Production to all Unique Improvements in this Settlement. Must be placed in Grassland. (Wonder) Mawaskawe Skote
Mawaskawe Skote Unique Improvement. Adds Food. Increased Gold for each adjacent Resource. Must be placed on a Vegetated tile not adjacent to another Mawaskawe Skote. (Building) Bread Dance
Bread Dance +4 Culture to all Farming Towns and '+4 Food to all Fishing Towns. (Policy) |
+1 Settlement Limit
Mawaskawe Skote receives +1 Culture per allied City State.
|
Ships of the Desert
(Songhai) |
Tomb of Askia
Tomb of Askia +2 Gold. +2 Resource Capacity in this Settlement. +2 Gold and +1 Production in this Settlement for every Resource assigned to it. Ageless. Must be placed on Desert. (Wonder) Caravanserai
Caravanserai Unique Improvement. Gold base. Gold Adjacency for Rivers and Resources. Must be built on a Desert or Plains tile. (Building) Timbuktu
Timbuktu +2 Gold on Mines if there is 1 Gold Building in that City. (Policy) |
Mud Brick
Mud Brick +50% Production towards constructing Gold Buildings. (Policy)The Caravanserai receives +2 Gold in Settlements with a Bazaar.
|
Hi-Koi
(Songhai) |
Combat Units receive +5 Combat Strength on Navigable Rivers
|
Isa
Isa +2 Movement to all Units on Navigable Rivers. (Policy)Rivers do not end movement.
|
Kanta
(Songhai) |
+1 Settlement Limit
Tajiro's Gold becomes 200.
Cities in Homelands on Navigable Rivers generate Treasure Fleets worth 1 Treasure Point each.
|
None |
Council of the Indies
(Spain) |
Casa Consistorial
Casa Consistorial Unique Building. Culture Base. Culture adjacency for Quarters. Cannot be built in Distant Lands, and must be built adjacent to a Coast tile. (Building) Conquista
Conquista +4 Combat Strength for all Units Distant Lands. (Policy) |
Casa de Contratación
Casa de Contratación Unique Building. Gold Base. Gold Adjacency with Navigable River and Resource tiles. Cannot be built in Distant Lands. (Building)+1 Movement to Treasure Fleets.
|
Armada
(Spain) |
Fleet Commanders receive the Flotilla Promotion.
Great and Most Fortunate Navy
Great and Most Fortunate Navy Increased Production training Naval Units, and Naval Units cost less Maintenance. (Policy) |
All Land Units receive +2 Movement when Embarked.
|
New World Riches
(Spain) |
Cerro Rico
Cerro Rico +2 Gold for each Resource. (Policy)+10% Food and Production Settlements in Distant Lands.
|
+1 Settlement Limit
El Escorial
El Escorial +3 Happiness. Has 3 Relic slots. +1 Settlement Limit. +4 Happiness on Cities within 7 tiles of this Wonder. Ageless. Must be placed on Rough Terrain. (Wonder) |
Theology
|
Evangelism
Evangelism +1 Civilian movement. +1 charge for Missionaries. (Policy)Receive 1 additional Belief.
Receive 1 Relic.
|
None |
Reformation
|
Rationalism
Rationalism +15% Gold and Science in your own Cities that are converted to your Religion. (Policy) Religious Orders
Religious Orders +15% Culture and Happiness in your own Cities that are converted to your Religion. (Policy) Convert Population
Convert Population Convert the target Settlement to your founded Religion. |
None |
| Click to Jump to a Section | ||
|---|---|---|
| Antiquity | Exploration | Modern |
| Civic | Unlocks | Mastery |
|---|---|---|
Social Questions
|
Humanism
Humanism +2 Culture from Specialists, but +50% Specialist Happiness Maintenance. (Policy) Social Science
Social Science +2 Science from Specialists, but +50% Specialist Food Maintenance. (Policy) Dogo Onsen
Dogo Onsen +4 Happiness. This Settlement gains a Population every time you enter a Celebration. Ageless. Must be placed adjacent to a Coast. (Wonder) |
None |
Modernization
|
Civil Engineering
Civil Engineering +30% Production towards Overbuilding. (Policy) Living Standards
Living Standards +25% Gold and Happiness towards maintaining Buildings. (Policy) Hermitage
Hermitage +4 Culture. +10% Culture in Cities that have a Great Work on display. Has 3 Artifact Slots. Ageless. Must be placed on Tundra. (Wonder) |
None |
Natural History
|
Land Heritage
Land Heritage +2 Happiness on Mountains. +6 Culture on Natural Wonders. (Policy)Museum (Building)
Muzibu Azaala Mpanga
Muzibu Azaala Mpanga +4 Food. +2 Food on all Lake tiles. +2 Culture and Happiness on Lake tiles in this Settlement. Ageless. Must be placed adjacent to a Lake. (Wonder) Explorer
Explorer Support Unit that finds and extracts Artifacts buried in an earlier age. (Unit)Explorers can Research Artifacts buried since the Exploration Age.
|
None |
Political Theory
|
Free Speech
Free Speech +100% Food and Happiness Towards maintaining Specialists. (Policy)+1 Social Policy Slot
Unlocks Ideology Trees.
Doi Suthep
Doi Suthep +4 Influence. +5 Culture and Gold every City-State you are Suzerian of. Ageless. Must be placed on Rough Terrain. (Wonder) |
None |
Nationalism
|
Demagogy
Demagogy Gain Happiness on the Palace equal to your Cultural Attribute. (Policy)+1 Settlement Limit
|
People's Army
People's Army +25% Production towards Land Military Units, but +1 Gold Maintenance for those units. (Policy) Taj Mahal
Taj Mahal +5 Gold. +50% Celebration Duration. +1 Wildcard Attribute Point. Ageless. Must be placed on Plains. (Wonder) Infiltrate Enemy Positions
Infiltrate Enemy Positions Your siege units will use their Bombard Combat Strength against all units belonging to the target. |
Globalism
|
Ambassadors
Ambassadors +6 Influence per turn. (Policy)+1 Settlement Limit
|
Preservation Societies
Preservation Societies +3 Science from Great Works. (Policy) Palacio de Bellas Artes
Palacio de Bellas Artes +5 Culture. +2 Happiness on Great Works. +10% Happiness in this City. Has 3 Artifact Slots. Ageless. Must be placed adjacent to a District. (Wonder) Spread Rumors of Fake Artifacts
Spread Rumors of Fake Artifacts Removes all yields from the target Civilization's displayed Artifacts. |
Hegemony
|
Explorers can Research Artifacts buried since the Antiquity Age.
Cultural Imperialism
Cultural Imperialism +6 Culture and Gold for every City-State you are Suzerain of. (Policy)+1 Settlement Limit
|
Sphere of Influence
Sphere of Influence Gain Culture equal to your Diplomatic Attribute for every alliance you have. (Policy) Chengde Mountain Resort
Chengde Mountain Resort +6 Gold. +5% Culture for every other Civilization with which you have a Trade Route. Ageless. Must be placed adjacent to a Mountain. (Wonder) |
Militarism
|
Materiel
Materiel Units heal +10% HP. +1 Movement for Armies and Fleets. (Policy) Trenchworks
Trenchworks +3 Combat Strength for Fortified Units and Districts. (Policy) |
Draft
Draft +25% Gold towards purchasing Units and -1 Gold Maintenance Units. (Policy) Projection of Force
Projection of Force +50% Production towards training Naval Units. but +1 Gold Maintenance for those units. (Policy) Brandenburg Gate
Brandenburg Gate +6 Production. This settlement suffers no Happiness penalties from War Weariness. +5 Happiness in conquered Settlements. Ageless. Must be placed adjacent to a District. (Wonder) |
Capitalism
|
Laissez-faire
Laissez-faire +2 Gold and +1 Happiness for every imported Resource. (Policy)+1 Specialist Limit in all Cities
|
Monopolies
Monopolies +3 Gold in every Settlement with a Factory. +1 Resource stat. (Policy) Statue of Liberty
Statue of Liberty +6 Happiness. Spawns 4 Migrants. Ageless. Must be placed on Coast adjacent to land. (Wonder) |
Future Civic (Modern)
|
+1 Wildcard Attribute Point
+10 Age Progress
|
None |
| Civic | Unlocks | Mastery |
|---|---|---|
Captains of Industry
(America) |
Railyard
Railyard Unique Building. Gold base. Receive a Production Adjacency for Quarters. (Building) Robber Baron
Robber Baron +2 Influence for in Settlements for every Resource assigned to them. (Policy) |
+2 Production on Resources
+1 Settlement Limit
|
Wartime Manufacturing
(America) |
Units receive +3 Combat Strength for having more than one adjacent enemy Unit.
Statue of Liberty
Statue of Liberty +6 Happiness. Spawns 4 Migrants. Ageless. Must be placed on Coast adjacent to land. (Wonder) |
+25% Production towards training Military units when fighting a war in which your War Support is higher than your opponent.
Lend-Lease
Lend-Lease +25 Gold and '+5 Influence for every Trade Route. (Policy) |
Yankee Ingenuity
(America) |
Steel Mill
Steel Mill Unique Building. Production base. Receive a Gold Adjacency for Resources. (Building) Gold Rush
Gold Rush +5 Gold for in Settlements for every Resource assigned to them. (Policy) |
25% Gold towards purchasing Prospectors.
|
Nnalubaale
(Buganda) |
Kabaka's Lake
Kabaka's Lake Unique Improvement. Increased Happiness. Receives Lake yield bonuses, including yields for all Buganda's abilities and the Muzibu Azaala Mpanga Wonder. (Building)+2 Culture and Food on Lakes with Navigable Rivers
|
Muzibu Azaala Mpanga
Muzibu Azaala Mpanga +4 Food. +2 Food on all Lake tiles. +2 Culture and Happiness on Lake tiles in this Settlement. Ageless. Must be placed adjacent to a Lake. (Wonder)+1 Movement for Embarked Units.
Clan Society
Clan Society +3 Happiness in Settlements for every other nearby Settlement within 6 tiles. (Policy) |
Nyanza
(Buganda) |
+1 Culture and Happiness on Quarters adjacent to lakes and Navigable Rivers.
|
Settlements adjacent to Lakes gain +1 Population.
Interlacustrine
Interlacustrine All Buildings gain an adjacency from Lakes. (Policy) |
Blutabaalo
(Buganda) |
+50% yields and healing from pillaging Buildings.
|
Pillaging grants experience to friendly Commanders when within their Command Radius.
Ng'oma
Ng'oma +5 Combat Strength when Units are adjacent to a Lake. (Policy) |
Voie Triomphale
(French Empire) |
Jardin à la Française
Jardin à la Française Unique Building. Culture base. Happiness adjacency with Culture buildings. (Building) Cocorico
Cocorico When you defeat an enemy Unit, gain Culture equal to 25% of its Combat Strength. (Policy) |
+2 Happiness on Military Buildings and Wonders.
+1 Settlement Limit
|
Grande Armée
(French Empire) |
Commanders immediately gain a Promotion. New Commanders start with a Promotion.
|
Bataillon-Carré
Bataillon-Carré Infantry Units gain the Swift keyword, allowing them to ignore Zone of Control. (Policy)+2 Combat Strength for each adjacent friendly Military Unit.
|
Belle Époque
(French Empire) |
Salon
Salon Unique Building. Happiness base. Culture adjacency with Happiness buildings. (Building) Style Empire
Style Empire Constructing a Building grants Culture equal to 25% of its Production cost. (Policy) |
+2 Culture on Happiness Buildings and Wonders.
|
Code Civil des Français
(French Empire) |
+2 Culture for every Social Policy slotted in the Government.
Eiffel Tower
Eiffel Tower Base Yield: +5 Culture. +2 Culture and Happiness on Quarters in this City. Ageless. Must be placed adjacent to a District. (Building) |
None |
Liberalism
|
Free Press
Free Press Towns gain Culture equal to your Cultural Attribute. -5 Science in Cities. (Policy) Welfare State
Welfare State Towns gain Happiness equal to your Diplomatic Attribute. -5 Production in Cities. (Policy) |
None |
Democracy
|
Fireside Chats
Fireside Chats +4 Happiness from Specialists. -3 Gold in Towns. (Policy) Suffrage
Suffrage +3 Culture from Specialists. -3 Production in Towns. (Policy)+4 Infantry Units.
Gain 1 Cultural Attribute Point
Gain 1 Diplomatic Attribute Point
|
None |
Progressivism
|
Avant Garde
Avant Garde +2 Culture and Happiness on displayed Great Works. (Policy) New Deal
New Deal + 30% Production towards Constructing Wonders. (Policy) Their Finest Hour
Their Finest Hour +25% production towards training Air Units. +5 Combat Strength for Air Units in your own territory. (Policy) |
None |
Fascism
|
Assembly Line
Assembly Line +3 Production from Specialists. -3 Food in Towns. (Policy) Dirigisme
Dirigisme +6 Gold from Specialists. -3 Happiness in Towns. (Policy)+3 Cavalry Units
Gain 1 Economic Attribute Point
Gain 1 Militaristic Attribute Point
|
None |
Radicalism
|
Martial Law
Martial Law Towns gain Production equal to Militaristic Attribute. -5 Happiness in Cities. (Policy) Propaganda
Propaganda Towns gain Gold equal to your Economic Attribute. -5 Culture in Cities. (Policy) |
None |
Absolutism
|
Military-Industrial Complex
Military-Industrial Complex +50% Production towards training all Military Units, but +1 Gold maintenance for all Units. (Policy) Strategic Railways
Strategic Railways +20% Production towards constructing Buildings and Improvements in Cities with a Rail Station. (Policy) Scorched Earth
Scorched Earth +5 Combat Strength for all Units when attacking. +25% yields and HP from pillaging. (Policy) |
None |
Communism
|
Productive Forces Determinism
Productive Forces Determinism +3 Science from Specialists. -3 Gold in Towns. (Policy) Proletariat
Proletariat +6 Food from Specialists. -3 Happiness in Towns. (Policy)+3 Ranged Units
Gain 1 Expansionist Attribute Point
Gain 1 Scientific Attribute Point
|
None |
Centralism
|
Collectivization
Collectivization Town gains Food equal to your Expansionist Attribute. -5 Happiness in Cities. (Policy) Naukograd
Naukograd Town gains Scientific equal to your Scientific Attributes. -5 Culture in Cities. (Policy) |
None |
Socialism
|
Public Works
Public Works +30% Production towards completing Projects. (Policy) Police State
Police State +8 Happiness in Cities while at war. (Policy) Defense of the Motherland
Defense of the Motherland +3 Combat Strength for all Land Units in your own territory. (Policy) |
None |
Bunmei Kaika
(Meiji Japan) |
Jukogyo
Jukogyo Unique Building. Production base. Production adjacency with Coast. Increased Resource Slots. (Building)+50% Production towards constructing Military and Production Buildings.
Fukoku Kyōhei
Fukoku Kyōhei When you train a Naval or Aircraft Unit, receive Science equal to 25% of its Production cost. (Policy) Dogo Onsen
Dogo Onsen +4 Happiness. This Settlement gains a Population every time you enter a Celebration. Ageless. Must be placed adjacent to a Coast. (Wonder) |
None |
Kantai Kessen
(Meiji Japan) |
+3 Combat Strength for units on or adjacent to Coast.
Kōkūtai
Kōkūtai +6 Combat Strength for Aircraft Units attacking an enemy Unit engaged by a Naval Unit. (Policy) |
None |
Supreme War Council
(Meiji Japan) |
+25% Production towards training Naval and Aircraft Units.
Shusei Kokubō
Shusei Kokubō Military Buildings receive a Production adjacency bonus from Coast. (Policy) |
None |
Oath in Five Articles
(Meiji Japan) |
Ginkō
Ginkō Unique Building. Gold base. Gain Gold adjacency bonus with Gold buildings. (Building)+50% Production towards constructing Science Buildings.
O-yatoi Gaikokujin
O-yatoi Gaikokujin +1 Production and Science from Specialists. (Policy) |
None |
Planes Políticos
(Mexico) |
Catedral
Catedral Unique Building. Culture base. Receive a Happiness Adjacency from Culture Buildings. (Building) Portal de Mercaderes
Portal de Mercaderes Unique Building. Culture base. Receive a Gold Adjacency from Gold Buildings. (Building) Corridos
Corridos +2 Happiness in Settlements for every Tradition slotted into the Government. (Policy) |
Palacio de Bellas Artes
Palacio de Bellas Artes +5 Culture. +2 Happiness on Great Works. +10% Happiness in this City. Has 3 Artifact Slots. Ageless. Must be placed adjacent to a District. (Wonder)Gain 1 Social Policy Slot.
|
Plan of Iguala
(Mexico) |
Unlock an additional Celebration effect, +40% Production towards training Military Units for 10 Turns.
Cry of Dolores
Cry of Dolores +1 Combat Strength for the Land and Naval Units in friendly Territory for every Tradition slotted into the Government. (Policy) |
None |
Plan of Ayutla
(Mexico) |
Unlock an additional Celebration effect, +50% Influence towards initiating all Diplomatic Actions for 10 Turns.
La Reforma
La Reforma +1 Culture in Towns for every Tradition slotted into the Government. (Policy) |
None |
Plan of Tuxtepec
(Mexico) |
Unlock an additional Celebration effect, +30% science for 10 turns.
Order and Progress
Order and Progress +1 Science in Cities for every Tradition slotted in the Government. (Policy) |
None |
Zabt
(Mughal) |
+1 Gold on Farms.
Jins-i Kamil
Jins-i Kamil +1 Food and Gold on Farms for each adjacent Plantation, and on Plantations for each adjacent Farm. (Policy)Stepwell (Building)
|
None |
Ruhr
(Prussia) |
+1 Production adjacency to all Buildings on Navigable Rivers.
|
+2 Science on Resources.
Coking
Coking +1 Production in Cities for every Resource assigned to them. (Policy) |
Zollverein
(Prussia) |
You may establish and retain Trade Routes with Civilizations that you are at war with.
+1 Settlement Limit
|
+25% Trade Yield in Cities connected ith the Staatseisenbahn.
Mediatization
Mediatization +10% Culture in Cities not founded by you. (Policy) |
Ems Dispatch
(Prussia) |
Realpolitik
Realpolitik +10% Production in all Cities while at war. (Policy) Brandenburg Gate
Brandenburg Gate +6 Production. This settlement suffers no Happiness penalties from War Weariness. +5 Happiness in conquered Settlements. Ageless. Must be placed adjacent to a District. (Wonder)+25% Relationship Change from Diplomatic Actions.
|
None |
Bewegungskrieg
(Prussia) |
Cavalry Units gain the Skirmish ability, +50% Combat Strength from Flanking.
Iron Cross
Iron Cross +3 Combat Strength for Units within the Command Radius of a Commander with a Commendation. (Policy) |
None |
Stabilizing Frontier
(Qing China) |
+2 Happiness from Resources assigned to Cities.
Banner Army
Banner Army +3% Combat Strength against Land Units. (Policy) Chengde Mountain Resort
Chengde Mountain Resort +6 Gold. +5% Culture for every other Civilization with which you have a Trade Route. Ageless. Must be placed adjacent to a Mountain. (Wonder) |
None |
Kang Xi Tax Reformation
(Qing China) |
Shiguan
Shiguan Unique Building. Science base. Happiness adjacency with Happiness buildings. (Building)+2 Food from Resources assigned to Cities.
Farmland Assessment
Farmland Assessment +5% Production towards training Land Units. (Policy) |
None |
Open Customs
(Qing China) |
Qianzhuang
Qianzhuang Unique Building. Gold base. Gold adjacency with Gold buildings. (Building)+2 Culture from imported Resources.
Cohong
Cohong +50% Trade Income. (Policy)+1 Settlement Limit
|
None |
Ten Great Campaigns
(Qing China) |
+1 Combat Strength for all Units for every Civilization and City-State you have a Trade Route with.
Chuang Guandong
Chuang Guandong +25% Growth Rate in Towns with a Resource assigned to them. (Policy) |
None |
Serfdom
(Russia) |
Obshchina
Obshchina Unique Improvement. Ageless. Increased Food from adjacent Farms. Increased Culture if built on a Tundra tile. Does not remove Warehouse bonuses on a tile. Cannot be built adjacent to another Obshchina Unique Improvement. (Building)+1 Food on Farms in Towns
|
+1 Production on Farms in Towns in Tundra.
Emancipation Reform
Emancipation Reform +15% Production and -15% Growth in Cities. (Policy) |
Table of Ranks
(Russia) |
Hermitage
Hermitage +4 Culture. +10% Culture in Cities that have a Great Work on display. Has 3 Artifact Slots. Ageless. Must be placed on Tundra. (Wonder)+1 Gold on Districts and Cities.
|
+1 Settlement Limit
+1 Culture on Districts with Tundra.
Westernization
Westernization +15% Science and -15% Culture in Cities. (Policy) |
Samoderzhaviye
(Russia) |
Your Units are immune to damage from blizzards. Enemy Units in your territory take double damage from Blizzards.
General Moroz
General Moroz +15% Combat Strength for Units in Tundra. (Policy) |
+1% total Culture for every City, or 2% if the City is in Tundra.
|
Sriwilai
(Siam) |
+2 Culture for every active Diplomatic Action with another Civilization.
|
+5 Culture and +2 Gold for every Trade Route with another Civilization.
|
Nine Gems
(Siam) |
Bang
Bang Unique Improvement. Culture and Happiness base. Must be placed on a Navigable River. (Building)+2 Culture for every Civilization Relationship above Friendly status.
State Railway
State Railway +2 Influence per Gold Buildings. (Policy) |
Sakdina
Sakdina +2 Happiness in Cities for each City State you are Suzerain of. (Policy)+2 Influence for every Civilization Relationship above Friendly status.
|
Mandala
(Siam) |
Chang Beun gain +6 Combat Strength in or adjacent to City-States you are Suzerain of.
Prathetsarat
Prathetsarat +20% Influence towards initiating Diplomatic Actions with City-States. (Policy) |
Doi Suthep
Doi Suthep +4 Influence. +5 Culture and Gold every City-State you are Suzerian of. Ageless. Must be placed on Rough Terrain. (Wonder)+3 Culture on the Palace for every City-State you are Suzerain of.
Mueang
Mueang +5 Gold for each allied City-State. (Policy) |
| Civilization VII Guides | |
|---|---|
News and Game Info |
Civilizations |
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Technologies |
Victory Types |
Units |
Buildings |
Resources |
Tips and Tricks |
Wonders |
Civics |
Great People |
Civ 7 List of Civics



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