AG's Yields Reduction Mod (AGYRM) Guide

amateurgamer88

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Hi everyone! This is amateurgamer88 and I'm creating this guide for my modmod, AG's Yields Reduction Mod (AGYRM). Given the scope of the modmod with all the components that come with it, I think it's helpful to have one location with all of the information. This guide will not only cover many aspects in the base modmod but it will also highlight what the components have to offer.

Below is the Table of Contents of what I hope to cover. The guide will be regularly updated as there is a lot to cover. If there is any topic that doesn't fit in any topics within the Table of Contents, feel free to make a post in this thread and I'll add it if it makes sense (or if I have enough information to fit into it). Please note that, if any changes were made in the modmod(s), I will update this guide to reflect that.

1. What is AG's Yields Reduction Mod?
2. What are the components of AGYRM (base overview)?
3. Civilizations
4. Ancient Era Techs, Buildings and Units
5. Classical Era Techs, Buildings, Units
6. Medieval Era Techs, Buildings, Units
7. Renaissance Era Techs, Buildings, Units
8. Enlightenment Era Techs, Buildings, Units
9. Industrial Era Techs, Buildings, Units
10. Modern Era Techs, Buildings, Units
11. Atomic Era Techs, Buildings, Units
12. Information Era Techs, Buildings, Units
13. Pantheon and Religion
14. Wonders and National Wonders
15. Social Policies and Ideology Tenets
16. Terrain, Features and Improvements
17. Resources, Specialists and Great People
18. AG Civ Pack Mod for AGYRM (component)
19. AG Passive Belief Mod for AGYRM (component)
20. AG Land Combat Mod for AGYRM (component)
21. AG Local Devt Mod for AGYRM (component)
22. AG Era Mod for AGYRM (component)
23. TBD
 
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What is AG's Yields Reduction Mod?

AG's Yields Reduction Mod, or AGYRM for short, is a modmod designed to tackle the following issues:
  • Too many bonuses for late game buildings, tenets, etc... To make late game components worthwhile, they must justify the cost to invest in them. Therefore, a late game building that provides less than something unlocked earlier wouldn't be worthwhile. Or an Ideology Tenet must be noticeably more powerful than Policies. Vox Populi late game becomes every single tile offering numerous yields.
  • Limitation to design space in the mid and late game. A good example is the Enlightenment Era modmod that works with Vox Populi. The modmod either provide buildings that are worthwhile to build but adds to the yield bloat or aren't worthwhile to build to avoid contributing to the yield bloat and just waste space on the UI. Both aren't great and, for a modmoder like myself, it's not a limitation I want to deal with.
  • Yield race starting in the early game. When you have Ancient Era social policies, pantheons, terrains, resources and early game buildings all providing lots of yields, it's not surprising other eras have to stay competitive. I see too many yields come into play too quickly.
What does the modmod focus on:
  • UA, UB and UI
  • Buildings, Improvements and Wonders
  • Resources, Terrain and Natural Wonders
  • All Beliefs
  • Policies and Ideologies
  • Technologies (Yield changes unlocked by researching certain techs)
  • Specialists and Great People
  • City-States (yields from befriending and allying along with quest rewards)
  • World Congress
How does the modmod address the issues:
  • Reduce the base yields.
  • Either limit to one or two bonuses (for policies and beliefs) or remove bonuses altogether (for most buildings).
  • Cut down on other sources of yields like quests and Trade Routes.
  • Greatly diminish yields that scale with Eras.
  • Limited yield modifiers to the late game.
  • Cut down on yields scaling with Population.
 
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What are the components of AGYRM (base overview)?

AGYRM serves as a foundation modmod. This means that the modmod has components that can be played with it. The idea is that one can either just play AGYRM by itself or pick the components to experience a different gameplay. The goal of this post is to list the various Components, Modmod Compatibility, Gameplay Change and What Component Offers. Modmod Compatibility indicates the compatibility (and balance) between this component and other components. Gameplay Change merely gives an indication of how different the gameplay is compared to Vox Populi and has small/medium/big. What Component Offers gives a summary of what is changed so you know which one you want to try.

ComponentModmod CompatibilityGameplay ChangeWhat Component Offers
AG Civ Pack Mod for AGYRMOnly compatible with AG Passive Belief Mod.
Not compatible and/or balanced with other components.
SmallMakes use of 4UC components & a few custom civilizations resulting in at least doubled the number of civilization available to the player. Some existing UA were changed too.
No other changes were made to the base mod except for very small tweaks. Therefore, the experience with AGYRM will remain the same.
AG Land Combat Mod for AGYRMNot compatible and/or balanced with other componentsBigComplete rework of land combat with Units and promotions all changed along with mechanics like healing, XP and City RCS. The changes include but not limited to:
-Archer Units split into Archer and Mounted Archer Units.
-Melee Units split into Blade, Blunt and Polearm Units.
-Mounted Units split into Light Cavalry, Heavy Cavalry and Elephant.
-Promotions reworked to reflect the change to the Unit Classes.
-XP and Military Unit Cap from buildings greatly nerfed.
-Units need more XP to be promoted and gain less XP from City-States and Barbarians.
-Healing reworked with some Units recovering faster (Polearm) and others take longer to replenish (Elephant). --
AG Local Devt Mod for AGYRMNot compatible and/or balanced with other componentsBigRework of City Management through the introduction of new yields (Health, Heresy, Corruption, Crime, Loyalty, Fervor)
Policies, terrains, resources and buildings readjusted to produce yields.
Three new Policy Trees (Ritual, Commerce and Underworld) added to provide more options to pick from existing policies.
AG Passive Belief Mod for AGYRMOnly compatible with AG Civ Pack ModMediumBeliefs reworked around the changed mechanics of no more active spreading of religion in the game.
Great Monk, Monk specialist, Sanctuary and Holy Relic added to make Religious Victory viable.
AG Era Mod for AGYRMNot compatible and/or balanced with other componentsSmallAdds Machine Era (after Industrial Era) with its own Techs and Buildings.
New Resources added: Energy, Steel, Ammunition, Explosives and Fuel.
Existing Buildings changed with new Resources in mind and new Buildings added to Industrial Era.
 
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Civilizations

Spoiler Civilizations :

CivilizationUnique AbilityUnique UnitUnique Building/Improvement
AmericaManifest Destiny:
  • 50% discount when purchasing Tiles, founding a City resets Tile purchase costs.
  • May purchase tiles owned by other Civilizations.
MinutemanIndependence Hall
ArabiaOne Thousand and One Nights:
  • When you complete a Historic Event, your Capital gains 20% towards the progress of a random Great Person.
Camel ArcherBazaar
AssyriaTreasures of Nineveh:
  • Kills give you +1% towards your Great Writer Progress in your Capital.
  • All Great Works produce +1 :c5science: Science
Siege TowerRoyal Library
AustriaHabsburg Diplomacy:
  • May arrange Marriages with Allied City-States using :c5gold: Gold. While at peace with the City-State, Marriages increase resting Influence by 200, grant 1 Extra WC Delegates, and boost Great People generation in the Capital by 15%.
HussarCoffee House
BabylonIngenuity:
  • Scientist Specialists provide +1 :c5food: Food. Great Scientists are earned 50% faster than normal.
BowmanWalls of Babylon
BrazilCarnival:
  • Has a unique WLTKD, Carnival, that gives -50% Unhappiness from Needs in Cities.
  • When a Golden Age begins, Cities gain 10 turns of Carnival.
BandeirantesBrazilwood Camp
ByzantiumPatriarchate of Constantinople:
  • Can always found a Religion, receive 1 Additional Belief when founding, and may select Beliefs present in other Religions.
CataphractTetraconch
CarthagePhoenician Heritage:
  • +120 :c5gold: Gold when founding Cities, scaling with Era.
QuinqueremeGreat Cothon
ChinaMandate of Heaven:
  • Creating Great Works grants a WLTED, and +2 :c5food: Food in all Cities
Chu-Ko-NuSiheyuan
DenmarkMycel Hæþen:
  • Embarked Units gain +1 Movement and pay just 1 Movement to Embark or Disembark.
  • Units with Melee Attacks Heal 10 HP, deal 10 damage to adjacent enemies, earn :c5gold: Gold and spend no movement when pillaging.
BerserkerRunestone
EgyptMonument Builders:
  • Artifacts gain +1 :c5science: Science and +2 :c5culture: Culture
War ChariotBurial Tomb
EnglandPerfidious Albion:
  • +1 Movement for Naval and Embarked Units
  • -25% Naval Unit Gold Maintenance.
First RateWhite Tower
EthiopiaSolomonic Wisdom:
  • When you complete a Policy Branch, adopt new Beliefs or choose your first Ideology, receive 1 Free Technology.
Mehal SefariStele
FranceLa Grande Armée:
  • +15% CS for each subsequent attack against a single target during a turn
MusketeerChateau
GermanyBlood and Iron:
  • +2 :c5science: Science in Capital per City-State Ally and +1 :c5culture: Culture per Friend, scaling with Era.
LandsknechtHanse
GreeceHellenic League:
  • City-State Influence degrades at half and recovers at twice the normal rate.
  • City-State territory treats owned Units as friendly Units
HopliteAcropolis
IndiaFont of Dharma
  • Great Prophets require 50% less :c5faith: Faith
  • Cannot build Missionaries
Naga-MallaHarappan Reservoir
IndonesiaSumpah Palapa
  • When you gain a City, one of 3 unique Luxuries will appear nearby
Kris SwordsmanCandi
JapanShogunate:
  • When a Great Admiral or Great General is born, receive Great Artist, Writer and Musician Points in your Capital.
SamuraiDojo
KoreaScholars of the Jade Hall:
  • +20% Great People during Golden Ages.
  • +25 :c5goldenage: Golden Age Points when a Great Person is born, scaling with Era.
Hwach'aSeowon
MongoliaMongol Terror:
  • +100% Tribute Yields from City-State bullying
KhanGer
MoroccoGateway to Africa:
  • +1 :c5gold: Gold in Capital per unique Trade Route partner, scaling with Era.
Berber CavalryKasbah
PersiaAchaemenid Legacy:
  • Golden Ages last 50% longer and 20% of your :c5gold: Gold income converts into :c5goldenage: Golden Age Points every turn.
ImmortalSatrap's Court
PolandSolidarity:
  • Gain 1 Free Social Policy in the Classical Era and in every other Era after.
  • Gain 2 additional Free Tenets when you adopt an Ideology for the first time.
Winged HussarDucal Stable
PolynesiaWayfinding:
  • +1 Sight to Embarked Units.
  • Units can always Embark and move over Oceans.
  • +1 :c5food: Food from Fishing Boats and Atolls
Maori WarriorMoai
PortugalMare Clausum:
  • When a Trade Unit moves, receive +1 :c5gold: Gold, :c5faith: Faith, Great Admiral Points (for Cargo Ships) and Great General Points (for Caravans), scaling with Era
NauFeitoria
RomeThe Glory of Rome:
  • +15% :c5production: Production towards Buildings present in Capital
LegionColosseum
RussiaSiberian Riches:
  • Iron, Coal and Aluminum provide double their normal quantity and +1 :c5production: Production
CossackOstrog
SiamFather Governs Children:
  • +100% yields from Friendly and Allies City-States
Naresuan's ElephantWat
SonghaiRiver Warlord:
  • Land Units gain the Amphibious Promotion
  • All Land Units move along Rivers as if they were Roads
  • River create City Connections
Mandekalu CavalryTabya
SpainReconquista:
  • +10 :c5faith: Faith and :c5gold: Gold when your borders expand naturally
ConquistadorHacienda
SwedenLion of the North:
  • Land Melee Units have +20% Strength when attacking
  • Siege Units have +1 Movement
  • Great General combat bonus increased by 15%
CaroleanSkola
The AztecsSacrificial Captives:
  • Receive :c5gold: Gold and :c5food: Food for each Enemy Unit you kill
JaguarFloating Gardens
The CeltsDruidic Lore:
  • Has a unique set of Pantheon Beliefs that no one else can benefit from
  • +1 :c5faith: Faith in owned Cities where your Pantheons or Religion is the Majority
Pictish WarriorCeilidh Hall
The HunsScourge of God:
  • Friendly and Enemy War Weariness is modified by 50%
  • Mounted Melee and Armor Units capture defeated Units
Horse ArcherEki
The IncaGreat Andean Road:
  • Units ignore terrain costs when on Hills and may cross Mountains
  • Cities, Roads and Railroads may be built on Mountains
  • Mountains produce :c5food: Food, scaling with Era
Waraq'AkPata-Pata
The IroquoisThe Great Warpath:
  • Units move through Forest and Jungle as if they were roads
  • Forest and Jungle tiles establish City Connections
  • Military, non-Recon, Land Units start with Woodsman Promotion
Mohawk WarriorLonghouse
The MayaThe Long Count:
  • After researching Mathematics, receive a bonus Great Person at the end of every Maya Long Count cycle (every 394 years). Each bonus Great Person can only be chosen once.
AtlatlistKuna
The NetherlandsDutch East India Company:
  • +2 :c5gold: Gold for each different exported Luxury Resource, scaling with Era
  • +1 :c5culture: Culture for each different imported Luxury Resource, scaling with Era.
Sea BeggarPolder
The OttomansKanuni:
  • Completing a Trade Route grants +50 :c5food: Food to the origin City if International, or :c5gold: Gold if Internal, scaling with Era.
JanissarySiege Foundry
The ShoshoneGreat Expanse:
  • Founded Cities start with additional territory
  • Land Units receive a combat bonus when fighting within their own territory
Comanche RidersEncampment
The ZulusIklwa:
  • 50% Maintenance for Melee and Gun Units
  • All Units require 25% less Experience for Promotions
ImpiIkanda
VeniceSerenissima:
  • Cannot create Settlers or Annex Cities
  • Free Merchant of Venice at Trade
  • Puppets have -30% Yield penalties, can use :c5gold: Gold and gain Happiness like normal Cities
Merchant of VenicePiazza San Marco
 
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Ancient Era Techs, Buildings and Units

Spoiler Ancient Era Tech Tree :

1694392185383.png


TechUnit(s) UnlockedBuilding(s)/Wonder(s) UnlockedResource(s) RevealedImprovement(s) UnlockedOther
PotterySettlerGranaryFishN/AEnables conversion of Production to Farming
TrappingN/A
  • Ger
  • Smokehouse
  • Deer
  • Bison
CampEnables Remove Jungle
The WheelWar Chariot
  • Council
  • Stonehenge
StoneRoadN/A
Animal HusbandryChariot ArcherN/A
  • Horses
  • Cattle
  • Sheep
PastureN/A
MiningPictish Warrior
  • Well
  • Pyramids
N/AMineEnables Chop Down Forest
Fishing
  • Work Boat
  • Galley
  • Quiquereme
N/AN/AFishing BoatAllows Land Units to embark and cross water Tiles.
TradeCaravan
  • Market
  • Petra
  • Bazaar
N/AEncampment
  • Enable conversion of Production to Wealth
  • +1 Trade Route
Calendar
  • Archer
  • Bowman
  • Herbalist
  • Longhouse
  • Temple of Artemis
N/A
  • Plantation
  • Brazilwood Camp
N/A
ConstructionN/A
  • Walls
  • Walls of Babylon
  • Stone Works
  • Tabya
  • Mausoleum of Halicarnassus
N/A
  • Quarry
  • Moai
  • Kuna
Enables Clear a Marsh.
Military Strategy
  • Horseman
  • War Elephant
  • Siege Tower
BarracksN/AEki+2 Border Growth Points to Citadel
Bronze Working
  • Spearman
  • Hoplite
  • Immortal
  • Ikanda
  • Statue of Zeus
IronN/A
  • +2 Turns to Remove Jungle
  • -2 Turns to Remove Forest
  • Chopping Forests/Jungles gives +40 Production

Spoiler Ancient Era Tech Guide :

In theory, all five starting techs are viable as the first tech. The decision depends heavily on the civilization involved and the starting location. Justifications for the starting techs are:
  • Pottery is an okay option for starting locations with good chances of Fish resources or locations with a good balance of Food and Production ensuring an early Settler can be built. Given the time needed to get to the population for Settlers to be unlocked, Pottery is generally not a first pick.
  • Trapping is a decent option for starting locations with many camp locations. Depending on the map, Deer and Bison near the capital can also be very beneficial if they do appear. Smokehouse can be a decent option if there are sufficient camps and one would like to grab other tiles faster. The Ger doesn't make this tech enticing enough unless one reveals a bunch of Pasture resources at which the building can give Mongolia a big boost.
  • The Wheel is a very appealing option if one is either pursuing Council (for science) or Stonehenge (for quick Pantheon). Council is one of the two early sources of Science and, while +1 doesn't seem like much, it can shave off turns on the earlier techs. Meanwhile, Stonehenge is nice for having more Pantheons to pick from due to being the first and Pantheons can at times be a difference between a good and amazing start.
  • Animal Husbandry may unlock the Chariot Archer but the Unit's window of usefulness is rather limited. Instead, the strength of the tech is the three resources revealed: Horse, Cattle and Sheep. These resources add valuable yields given how barebone empty terrain tiles are. Therefore, it can be a noticeable boost if the Capital happens to have any resources within working range. In addition, the information of Horses can also change how one plans expansion as Horses play a key role in the early to mid game warfare. Not only does the resources near the capital help but, with a Worker, the improved resources can further get the capital ahead.
  • Mining isn't a priority tech unless you are playing as The Celts. Pictish Warriors are very powerful and, once amassed, can help with early expansion and/or deal with barbarians. Wells and Pyramids are alright but, until those are buffed, they don't make the tech worthwhile as the first tech. Mines are useful but, with Workers unavailable immediately, they aren't necessities as the first tech.




Spoiler Ancient Era Buildings :

BuildingPrerequisites Maintenance
( :c5gold: )
Construction Cost
( :c5production: )
YieldsEffect(s)
BarracksTech: Military Strategy055N/A
  • +15 XP for all Units.
  • Increases Military Unit Supply Cap by 1.
  • -1 Unhappiness from Distress
BazaarTech: Trade
Civilization: Arabia
055+1 :c5faith: Faith and +3 :c5gold: Gold
  • Land trade routes gain 50% range. Incoming Trade Routes generate +2 :c5gold: Gold for the City, and +1 :c5gold: Gold for the Trade Route owner.
  • Nearby Cinnamon: +1 :c5gold: Gold
  • Nearby Sugar: +1 :c5gold: Gold
CouncilTech: The Wheel035+1 :c5science: ScienceN/A
Court ChapelPolicy: Sovereignty01+2 :c5faith: Faith
  • 1 Artist Specialist Slot
  • 1 Great Works Slot
GerTech: Trapping
Civilization: Mongolia
035N/A
  • +1 :c5production: Production from Camps
  • :c5gold: Gold Cost of acquiring new tiles reduced by 15% in this City.
  • +34% faster border growth in this City.
  • Nearby Cows: +1 :c5gold: Gold
  • Nearby Sheep: +1 :c5gold: Gold
  • Nearby Horses: +1 :c5gold: Gold
  • Nearby Deer: +1 :c5food: Food
  • Nearby Bison: +1 :c5food: Food
GranaryTech: Pottery035+2 :c5food: Food
  • +25 :c5food: Food when completed.
  • 5% of the :c5food: Food is carried over after a new Citizen is born.
  • Allows :c5food: Food to be moved from this City along trade routes inside your Civilization.
HerbalistTech: Calendar055+1 :c5food: Food+1 :c5production: Production from Marshes and Plantations.
IkandaTech: Bronze Working
Civilization: The Zulu
055+1 :c5culture: Culture
  • Grants unique Promotions to all Melee Units.
  • +15 XP for all Units.
  • Increase the Military Unit Supply Cap by 2.
  • -1 Unhappiness from Distress.
LonghouseTech: Calendar
Civilization: The Iroquois
055+1 :c5culture: Culture and +2 :c5food: Food+1 :c5production: Production from Forests, Jungles, Marshes and Plantation worked by this City.
MarketTech: Trade055+2 :c5gold: Gold
  • Trade Routes to this City generate +1 :c5gold: Gold
  • Nearby Cinnamon: +1 :c5gold: Gold
  • Nearby Sugar: +1 :c5gold: Gold
MonumentN/A035+1 :c5culture: Culture+34% faster border growth in this City.
Palace GardensPolicy: Splendor01+5 :c5food: Food
  • 1 Writer Specialist Slot
  • 1 Great Work of Writing Slot
Royal AstrologerPolicy: Ceremony01+2 :c5science: Science1 Scientist Specialist Slot
Royal GuardhousePolicy: Justice01+4 :c5production: Production
  • 3 Defense
  • +50 HP
  • 1 Engineer Specialist Slot
ShrineN/A035+1 :c5faith: FaithN/A
SmokehouseTech: Trapping035N/A
  • +1 :c5production: Production from Camps
  • +2 Border Growth in this City
State TreasuryPolicy: Majesty01+5 :c5gold: Gold
  • 1 Merchant Specialist Slot
  • +15% Great Person Rate in the City.
SteleCivilization: Ethiopia035+1 :c5culture: Culture and :c5faith: Faith
  • +34% faster border growth in this City.
  • +25% :c5faith: Faith during Golden Ages
Stone WorksTech: Construction055+1 :c5production: Production
  • Nearby Marble: +1 :c5production: Production
  • Nearby Stone: +1 :c5production: Production
  • Nearby Salt: +1 :c5gold: Gold
  • Nearby Jade: +1 :c5gold: Gold
TabyaTech: Construction
Civilization: Songhai
055+1 :c5production: Production
  • Grants +1 :c5production: Production to all River tiles near the City.
  • +10% :c5production: Production when constructing Buildings in this City.
  • Nearby Marble: +1 :c5production: Production
  • Nearby Stone: +1 :c5production: Production
  • Nearby Salt: +1 :c5gold: Gold
  • Nearby Jade: +1 :c5gold: Gold
Throne RoomPolicy: Tradition Finisher01N/A
  • 1 Musician Specialist Slot
  • 1 Great Work of Music Slot
  • +15% Golden Age duration
WallsTech: Construction055N/A
  • 6 Defense
  • +125 HP
  • Increases the City's Ranged Strike by 1.
  • Military Units Supplied by this City's population increased by 10%.
  • Empire Size Modifier is reduced by 5% in this City.
Walls of BabylonTech: Construction
Civilization: Babylon
055N/A
  • 8 Defense
  • +175 HP
  • Military Units Supplied by this City's population increased by 10%
  • Scientists in this City generate +1 :c5gold: Gold and :c5science: Science
  • Empire Size Modifier is reduced by 5% in this City
WellTech: Mining035+2 :c5food: FoodN/A


Spoiler Ancient Era Units :

UnitCost ( :c5production: / :c5faith: )Combat TypeCombatRanged CombatRangeMovementPromotionsPrerequisitesObsolete TechStrategic ResourceReplacesUpgrade To
Archer35/150Archery6922
  • May Not Melee Attack
  • Naval Target Penalty
Tech: CalendarCurrencyN/AN/AComposite Bowman
Bowman35/150Archery81022
  • May Not Melee Attack
  • Naval Target Penalty
  • Marksmanship
Tech: CalendarMachineryN/AArcherComposite Bowman
Brute20Melee8N/AN/A2Brute ForceN/ABronze WorkingN/AN/ASpearman
Caravan45CaravanN/AN/AN/A2Limited VisibilityTech: TradeN/AN/AN/AN/A
Chariot Archer25/100Archery8814
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • Beam Axle
Tech: Animal HusbandryMathematicsHorseN/ASkirmisher
Companion Cavalry0/150Mounted16N/AN/A5
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Great General I
  • Transfer Movement to General
  • Great General Combat Bonus
  • Military Strategy
  • Gifted by City-States
MetallurgyHorseN/AKnight
Galley70/150Naval Melee12N/AN/A3
  • Shallow Draft
  • Oceanic Perils
Tech: FishingPhilosophyN/AN/ATrireme
Galley (Barbarian)40/150Naval Melee12N/AN/A3
  • Shallow Draft
  • Oceanic Perils
Tech: FishingPhilosophyN/AN/ATrireme
Hand-Axe56/100Archery7712May Not Melee AttackTech: The WheelMathematicsN/AN/AComposite Bowman
Hoplite35/150Melee14N/AN/A2
  • Formation I
  • Unity
  • Great Generals II
Tech: Bronze Working
Civilization: Greece
GunpowderN/ASpearmanPikeman
Horseman45/150Mounted13N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
Tech: Military StrategyChivalryHorseN/AKnight
Immortal35/150Melee13N/AN/A2
  • Formation I
  • Faster Healing
  • Armor Plating I
Tech: Bronze Working
Civilization: Persia
GunpowderN/ASpearmanPikeman
Jaguar20/100Melee10N/AN/A2
  • Combat Bonus in Forest/Jungle (33)
  • Woodsman
  • Heals 25 Damage If Kills a Unit
  • Brute Force
Civilization: The AztecsSteelN/AWarriorSpearman
Pathfinder20/100Recon6N/AN/A2
  • Ignores Terrain Cost
  • Reconnaissance
N/ASailingN/AN/AScout
Pictish Warrior35/100Melee13N/AN/A2
  • Highlanders
  • No Movement Cost to Pillage
Tech: Mining
Civilization: The Celts
GunpowderN/ASpearmanPikeman
Quinquereme40/250Naval Melee13N/AN/A4
  • Shallow Draft
  • Oceanic Perils
  • Pincer
  • Heavy Assault
Tech: FishingPhilosophyN/AGalleyTrireme
Settler106SettlerN/AN/AN/A2N/ATech: PotteryBankingN/AN/APioneer
Siege Tower50/200N/AN/AN/AN/A4
  • Sapper
  • Extra Sight (1)
  • Medic
  • Medic II
Tech: Military Strategy
Civilization: Assyria
N/AN/AN/AN/A
Slinger20/100Archery5612
  • May Not Melee Attack
  • Naval Target Penalty
Tech: AgricultureCalendarN/AN/AArcher
Spearman35/150Melee12N/AN/A2Formation ITech: Bronze WorkingSteelN/AN/APikeman
War Chariot25/100Archery9914
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • Beam Axle
  • Gift of the Pharaoh
Tech: The Wheel
Civilization: Egypt
PhysicsN/AChariot ArcherSkirmisher
War Elephant65/150Mounted16N/AN/A3
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Fear Elephant
Tech: Military StrategyChivalryIvoryN/AKnight
Waraq'Ak20/100Archery6722
  • May Not Melee Attack
  • Concussive Hits
  • Naval Target Penalty
Tech: Agriculture
Civilization: The Inca
CurrencyN/ASlingerArcher
Warrior25/100Melee8N/AN/A2Brute ForceN/ABronze WorkingN/AN/ASpearman
Workboat20WorkboatN/AN/AN/A2
  • Domestic Focus
  • Limited Visibility
Tech: FishingN/AN/AN/AN/A
Worker40WorkerN/AN/AN/A2N/AN/AN/AN/AN/AN/A
 
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Classical Era Techs, Buildings and Units
Spoiler Classical Era Tech Tree :

1694927598902.png


TechUnit(s) UnlockedBuilding(s)/Wonder(s) UnlockedResource(s) RevealedImprovement(s) UnlockedOther
Sailing
  • Scout
  • Cargo Ship
  • Liburna
  • Dromon
  • Lighthouse
  • Runestone
  • Great Lighthouse
N/AN/A+1 Trade Route
WritingEmissary
  • Library
  • Royal Library
  • Piazza San Marco
  • Scrivener's Office
  • Great Library
PaperN/AAllows embassies to be established
Mathematics
  • Skirmisher
  • Atlatlist
  • Horse Archer
  • Hanging Garden
  • Roman Forum
N/AN/AN/A
Masonry
  • Catapult
  • Ballista
  • Floating Garden
  • Water Mill
  • Arena
  • Colosseum
  • Terracotta Army
N/APata-PataFaster Movement on Road
Iron Working
  • Swordsman
  • Mohawk Warrior
  • Legion
  • Battering Ram
  • Kris Swordsman
  • Forge
  • Heroic Epic
  • Siege Foundry
N/AN/AN/A
Drama and PoetryN/A
  • Amphitheater
  • Writer's Guild
  • Acropolis
  • National Monument
  • Pantheon
N/AN/AEnables conversion of Production to Arts
PhilosophyTrireme
  • Courthouse
  • Satrap's Court
  • Temple
  • School of Philosophy
  • Tetraconch
  • Oracle
N/AN/AN/A
CurrencyComposite Bowman
  • Burial Tomb
  • Caravansary
  • Great Cothon
  • Angkor Wat
N/A
  • Village
  • Siheyuan
  • +1 Trade Route
  • Merchants: +1 Gold
  • Town: +1 Gold
EngineeringN/A
  • Aqueduct
  • Harappan Reservoir
  • Great Wall
N/AFortAllows bridges over rivers
Metal CastingBerserker
  • Baths
  • Circus Maximus
  • Colossus
N/ALumber MillN/A


Spoiler Classical Era Buildings :

BuildingPrerequisitesMaintenance ( :c5gold: )Construction Cost ( :c5production: / :c5faith: )YieldsEffect(s)
AcropolisTech: Drama and Poetry
Civilization: Greece
Building: Monument
1100/100+2 :c5culture: Culture
  • +10% Great Writer Rate in the City
  • All Writers' Guilds produce +1 :c5gold: Gold
  • When a Unit defeat an Enemy Unit in battle, receive +2 Border Growth in this City, scaling with Era.
  • If the Unit was created by this City, also receive 5 :c5culture: Culture, scaling with Era.
  • Nearby Dyes: +1 :c5gold: Gold
  • Nearby Silk: +1 :c5culture: Culture
  • Nearby Lapis Lazuli: +1 :c5gold: Gold
  • +2 :c5culture: Culture if Themed
AmphitheaterTech: Drama and Poetry
Building: Monument/Stele
1100/100+1 :c5culture: Culture
  • +10% Great Writer Rate in the City.
  • All Writers' Guilds produce +1 :c5gold: Gold
  • Nearby Dyes: +1 :c5gold: Gold
  • Nearby Silk: +1 :c5culture: Culture
  • Nearby Lapis Lazuli: +1 :c5gold: Gold
  • +2 :c5culture: Culture if Themed
AqueductTech: Engineering
Building: Granary
1100N/A
  • +50 :c5food: Food when completed.
  • 10% of :c5food: Food is carried over after a new Citizen is born.
  • +1 :c5food: Food on Lakes worked by this City.
  • -1 Unhappiness from Poverty.
  • Nearby Wheat: +1 :c5food: Food
  • Nearby Maize: +1 :c5food: Food
  • Nearby Rice: +1 :c5food: Food
  • Nearby Bananas: +1 :c5food: Food
ArenaTech: Masonry175+1 :c5culture: Culture
  • Barracks and Armory in this City gain +1 :c5production: Production
  • -1 Unhappiness for Boredom
  • Nearby Olives: +1 :c5food: Food
  • Nearby Perfume: +1 :c5gold: Gold
BathsTech: Metal Casting1100+1 :c5culture: Culture
  • Temple, Amphitheater, and Garden in City: +1 :c5gold: Gold.
  • +10% :c5culture: Culture in the City during :c5goldenage: Golden Ages.
Burial TombTech: Currency
Civilization: Egypt
0100+1 :c5gold: Gold
  • Receive a free unique Egyptian Artifact when constructed.
  • Land Trade Routes gain +50% Range and +3 :c5gold: Gold
  • Merchant Specialists in this City gain +1 :c5gold: Gold
  • Nearby Truffles: +1 :c5gold: Gold
  • Nearby Cotton: +1 :c5production: Production
  • Nearby Furs: +1 :c5production: Production
CaravansaryTech: Currency
Building: Market/Bazaar
0100+1 :c5gold: Gold
  • Land Trade Routes gain +50% Range and +2 :c5gold: Gold
  • Merchant Specialists in this City gain +1 :c5gold: Gold
  • Nearby Truffles: +1 :c5gold: Gold
  • Nearby Cotton: +1 :c5production: Production
  • Nearby Furs: +1 :c5production: Production
ColosseumTech: Masonry
Civilization: Rome
175+1 :c5culture: Culture and :c5production: Production
  • When a Unit defeats an enemy Unit in battle, receive +3 :c5goldenage: Golden Age Points in this City, scaling with Era; if the Unit was created by this City, also receive +5 Great General Points (if Land) or +5 Great Admiral Points (if Sea), scaling with Era.
  • Barracks and Armory in this City gain +1 :c5production: Production
  • -1 Unhappiness from Boredom
  • Nearby Olives: +1 :c5food: Food
  • Nearby Perfume: +1 :c5gold: Gold
CourthouseTech: Philosophy3100N/AEliminates extra Unhappiness from an Occupied City.
Floating GardensTech: Masonry
Civilization: The Aztecs
175+2 :c5food: Food and :c5production: Production
  • +10% :c5food: Food during :c5goldenage: Golden Ages.
  • Each worked Lake tile provides +1 :c5food: Food
ForgeTech: Iron Working175+1 :c5production: Production
  • Engineer Specialists gain +1 :c5production: Production
  • Nearby Iron: +1 :c5gold: Gold
  • Nearby Copper: +1 :c5production: Production
Harappan ReservoirTech: Engineering
Civilization: India
Building: Granary
1100+2 :c5food: Food
  • +50 :c5food: Food when completed.
  • Carries over 10% of :c5food: Food after City growth.
  • +1 :c5food: Food from Lakes and Oases.
  • Farms worked by this City gain +1 :c5food: Food
  • -1 Unhappiness from Poverty
  • Nearby Wheat: +1 :c5food: Food
  • Nearby Maize: +1 :c5food: Food
  • Nearby Rice: +1 :c5food: Food
  • Nearby Bananas: +1 :c5food: Food
LibraryTech: Writing
Building: Council
175/100+1 :c5science: Science-1 Unhappiness from Illiteracy
LighthouseTech: Sailing175N/A
  • +1 :c5food: Food and :c5gold: Gold from Coast and Ocean Tiles.
  • Increases Military Unit Supply Cap by 1.
  • Forms a City Connection with other Cities via water if they also have Lighthouse
  • Can only be constructed in a Coastal City
RunestoneTech: Sailing
Civilization: Denmark
075N/A
  • When a Unit created by this City pillages a Tile, gain 10 :c5gold: Gold and :c5culture: Culture in this City, scaling with Era.
  • +1 :c5food: Food and +2 :c5gold: Gold from Coast and Ocean Tiles.
  • Form a City Connection with other Cities via water if they also have Runestones.
Satrap's CourtTech: Philosophy
Civilization: Persia
0100+1 :c5gold: Gold and :c5happy: Happiness
  • +1 :c5gold: Gold for Scientist, Engineer and Merchant Specialists in the City.
  • Eliminates extra Unhappiness from an Occupied City (if it is Occupied)
Siege FoundryTech: Iron Working
Civilization: The Ottomans
175+2 :c5production: Production
  • Engineer Specialists gain +1 :c5production: Production
  • +50% :c5production: Production towards Siege Units, and all Siege Units trained in this City receive the Volley Promotion for free.
  • Nearby Iron: +1 :c5gold: Gold
  • Nearby Copper: +1 :c5production: Production
TempleTech: Philosophy1100+2 :c5faith: Faith
  • -1 Unhappiness from Religious Unrest
  • +25% Religious Pressure
  • Nearby Incense: +1 :c5gold: Gold
  • Nearby Wine: +1 :c5culture: Culture
  • Nearby Amber: +1 :c5culture: Culture
TetraconchTech: Philosophy
Civilization: Byzantium
1100+3 :c5faith: Faith and +1 :c5culture: Culture
  • -1 Unhappiness from Religious Unrest
  • Doubles Religious Pressure generated by Trade Routes
  • +25% Religious Pressure
  • Nearby Incense: +1 :c5gold: Gold
  • Nearby Wine: +1 :c5culture: Culture
  • Nearby Amber: +1 :c5culture: Culture
Water MillTech: Masonry175+2 :c5food: Food and +1 :c5production: ProductionN/A
Writers' GuildTech: Drama and Poetry1100N/A
  • Provides 2 Great Person Points towards a Great Writer
  • 1 Specialist in this City no longer produces Unhappiness from Urbanization
  • Max of 3 in your Empire


Spoiler Classical Era Units :

UnitCost ( :c5production: / :c5faith: )Combat TypeCombatRanged CombatRangeMovementPromotionsPrerequisiteObsolete TechStrategic ResourceReplacesUpgrade To
Atlatlist50/100Archery131422
  • May Not Melee Attack
  • Indirect Fire
  • Naval Target Penalty
Tech: Mathematics
Civilization: The Maya
MetallurgyN/AComposite BowmanCrossbowman
Ballista0/70Siege61422
  • May Not Melee Attack
  • Siege Engine I
  • No Defensive Terrain Bonuses
  • Moves at half-speed in enemy territory
  • Cover I
  • Field I
Tech: Masonry
Gifted by City-State.
PhysicsN/AN/ATrebuchet
Battering Ram0/70Melee17N/AN/A2
  • Skeleton Key
  • No Defensive Terrain Bonuses
  • Forlorn Hope
  • Limited Visibility
  • Cover I
  • City Attack Only
Tech: Iron Working
Gifted by City-State.
GunpowderN/AN/ATercio
Berserker70/100Melee19N/AN/A3
  • Formation I
  • Amphibious
  • Charge I
Tech: Metal Casting
Civilization: Denmark
FlintlockN/APikemanTercio
Cargo Ship70Cargo ShipN/AN/AN/A4Limited VisibilityTech: SailingN/AN/AN/AN/A
Catapult50/100Siege51322
  • May Not Melee Attack
  • Siege Engine I
  • No Defensive Terrain Bonuses
  • Moves at half-speed in enemy territory
  • Limited Visibility
  • Siege Inaccuracy
  • Cover I
Tech: MasonryPhysicsN/AN/ATrebuchet
Composite Bowman55/100Archery121422
  • May Not Melee Attack
  • Naval Target Penalty
Tech: CurrencyMachineryN/AN/ACrossbowman
Dromon50/120Naval Ranged101814
  • Shallow Draft
  • Oceanic Perils
  • May Not Melee Attack
  • Naval Inaccuracy
  • Can Move After Attacking
  • Splash Damage
  • Targeting I
Tech: SailingGuildsN/AN/AGalleass
Emissary75DiplomacyN/AN/AN/A2
  • Limited Visibility
  • Initiate
Tech: WritingCivil ServicePaperN/AEnvoy
Horse Archer50/100Archery13915
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • Barrage I
Tech: Mathematics
Civilization: The Huns
MetallurgyHorseSkirmisherHeavy Skirmisher
Kris Swordsman50/100Melee16N/AN/A2
  • Discipline
  • Mystic Blade
Tech: Iron Working
Civilization: Indonesia
GunpowderIronSwordsmanLongswordsman
Legion50/100Melee18N/AN/A2
  • Discipline
  • Pilum
  • Cover I
Tech: Iron Working
Civilization: Rome
GunpowderIronSwordsmanLongswordsman
Liburna55/120Naval Ranged71514
  • Shallow Draft
  • Oceanic Perils
  • May Not Melee Attack
  • Naval Inaccuracy
  • Can Move After Attacking
Tech: SailingGuildsN/AN/AGalleass
Mohawk Warrior50/100Melee17N/AN/A2
  • Discipline
  • Combat Bonus in Forest/Jungle (33)
  • Woodsman
Tech: Iron Working
Civilization: The Iroquois
GunpowderN/ASwordsmanLongswordsman
Scout45/100Recon10N/AN/A2
  • Ignores Terrain Cost
  • Reconnaissance
Tech: SailingCompassN/AN/AExplorer
Skirmisher50/100Archery12815
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
Tech: MathematicsPhysicsHorseN/AHeavy Skirmisher
Swordsman50/100Melee16N/AN/A2DisciplineTech: Iron WorkingSteelIronN/ALongswordsman
Trireme55/120Naval Melee 19N/AN/A5
  • Shallow Draft
  • Oceanic Perils
Tech: PhilosophyCompassN/AN/ACaravel
 
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Medieval Era Techs, Buildings and Units

Spoiler Medieval Era Tech Tree :

1695591313846.png


TechUnit(s) UnlockedBuilding(s) / Wonder(s) UnlockedResource(s) RevealedImprovement(s) UnlockedOther
EducationN/A
  • University
  • Chancery
  • Seowon
  • Oxford University
  • University of Sankore
N/AN/A
  • Enables conversion of Production to Research
  • Academy: +1 Science
TheologyN/A
  • Garden
  • Wat
  • Candi
  • Grand Temple
  • Hagia Sophia
  • Borobudur
N/AN/AHoly Site: +1 Faith
Chivalry
  • Knight
  • Naresuan's Elephant
  • Mandekalu Cavalry
  • Maori Warrior
  • Cataphract
  • Stable
  • Castle
  • Ducat Stable
  • Alhambra
N/A
  • Kasbah
  • Chateau
  • Allows Defensive Pacts
  • Eki: -1 Turn Required
Physics
  • Trebuchet
  • Heavy Skirmisher
  • Camel Archer
  • Hwach'a
  • Circus
  • Ceilidh Hall
  • Machu Picchu
N/AN/AN/A
Steel
  • Longswordsman
  • Pikeman
  • Free Company
  • Samurai
  • Armory
  • Dojo
N/AN/AN/A
Civil ServiceEnvoy
  • Workshop
  • Forbidden Palace
N/AN/A
  • Allows Open Borders
  • Civil Servant: +1 Gold
  • Farm: +1 Food on Fresh Water
Guilds
  • Galleass
  • Great Galleass
  • Customs House
  • Artists' Guild
  • Hanse
  • East India Company
  • Arsenale di Venezia
  • Rialto District
  • Murano Glassworks
  • Karlstejn
N/APolder
  • Writers: +1 Culture
  • Artists: +1 Culture
  • Musicians: +1 Culture
  • Towns: +2 Food
Compass
  • Caravel
  • Explorer
  • Conquistador
  • Bandeirantes
  • Turtgle Ship
HarborN/AFeitoria
  • +1 Trade Route
  • Extends the range of sea trade routes
Machinery
  • Crossbowman
  • Chu-Ko-Nu
  • Longbowman
  • Tavern
  • Ironworks
  • White Tower
  • Notre Dame
N/AHacienda
  • Enables Public Works
  • Clear a Marsh: -2 Turns
  • Faster Movement on Road
  • Extends the range of land trade routes
  • Engineers: +1 Production
  • Manufactory: +1 Production


Spoiler Medieval Era Buildings :

BuildingPrerequisitesMaintenance ( :c5gold: )Construction Cost ( :c5production: / :c5faith: ) YieldsEffect(s)
ArmoryTech: Steel
Building: Barracks/Ikanda
1150N/A
  • +20 XP for all Units
  • Increases Military Unit Supply Cap by 1
  • -1 Unhappiness from Distress
Artists' GuildTech: Guilds1150N/A
  • Provides 2 Great Person Points towards a Great Artist
  • 1 Specialist in this City no longer produces Unhappiness from Urbanization
  • Max of 3 in your Empire
CandiTech: Theology
Civilization: Indonesia
1150N/A
  • A Clove, Pepper or Nutmeg Resource will appear near or under this City when built.
  • +20% Great People generation in this City
  • +10% to :c5faith: Faith in the City during "We Love the King Day"
  • 1 Specialist in this City no longer produces Unhappiness from Urbanization
  • Nearby Oases: +2 :c5gold: Gold
  • Nearby Citrus: +1 :c5food: Food and :c5gold: Gold
  • Nearby Cocoa: +2 :c5gold: Gold
  • Nearby Cloves: +1 :c5faith: Faith and :c5gold: Gold
  • Nearby Pepper: +1 :c5faith: Faith and :c5gold: Gold
  • Nearby Nutmeg: +1 :c5gold: Gold and :c5production: Production
CastleTech: Chivalry
Building: Walls/Walls of Babylon
1150N/A
  • 8 Defense
  • +150 HP
  • Military Units Supplied by this City's population increased by 10%
  • Empire Size Modifier is reduced by 5% in this City
Ceilidh HallTech: Physics
Civilization: The Celts
Building: Arena
1150N/A
  • +1 Happiness
  • +75 :c5culture: Culture when completed.
  • Starts 15 turns of "We Love the King Day" in the City.
  • -1 Unhappiness from Boredom
  • Nearby Ivory: +1 :c5culture: Culture and :c5gold: Gold
ChanceryTech: Education1150N/A
  • +10% :c5production: Production of Diplomatic Units
  • +2 Civil Servant Slot
CircusTech: Physics
Building: Arena/Colosseum
1150N/A
  • +1 Happiness
  • +50 :c5culture: Culture when completed.
  • Starts 10 turn of "We Love the King Day" in the City.
  • -1 Unhappiness from Boredom.
  • Nearby Ivory: +1 :c5culture: Culture and :c5gold: Gold
Customs HouseTech: Guilds
Building: Market/Bazaar
N/A175N/A
  • Incoming Trade Routes generate +2 :c5gold: Gold for the City, and +1 :c5gold: Gold for Trade Route owner.
  • Market in the City gain +1 :c5gold: Gold
  • -1 Unhappiness from Poverty
  • Nearby Bananas: +2 :c5gold: Gold
  • Nearby Coffee: +1 :c5production: Production and :c5gold: Gold
  • Nearby Tea: +2 :c5gold: Gold
  • Nearby Tobacco: +2 :c5gold: Gold
DojoTech: Steel
Civilization: Japan
1150N/A
  • Increases the Military Unit Supply Cap by 2.
  • Grants +25 Experience to all Military Units trained in this City.
  • All Mounted, Melee, Gun and Armor Units trained in this City receive the Eight Virtues of Bushido Promotion.
  • When Units are promoted, gain :c5culture: Culture and :c5science: Science based on their current Level
  • -1 Unhappiness from Distress
Ducal StableTech: Chivalry
Civilization: Poland
1150N/A
  • Provides 1 Free Horse
  • Grants +33% :c5production: Production and +15 XP for Mounted Melee Units
  • Increases the Military Unit Supply Cap from Population in the City by 10%
  • Nearby Horses: +2 :c5production: Production and +1 :c5gold: Gold
  • Nearby Sheep: +2 :c5production: Production and +1 :c5gold: Gold
  • Nearby Cattles: +2 :c5production: Production and +1 :c5gold: Gold
GardenTech: Theology1150N/A
  • +15% Great People generation in this City.
  • 1 Specialist in this City no longer produces Unhappiness from Urbanization
  • Nearby Oases: +2 :c5gold: Gold
  • Nearby Citrus: +1 :c5food: Food and :c5gold: Gold
  • Nearby Cocoa: +2 :c5gold: Gold
  • Nearby Cloves: +1 :c5faith: Faith or :c5gold: Gold
  • Nearby Pepper: +1 :c5faith: Faith or :c5gold: Gold
  • Nearby Nutmeg: +1 :c5gold: Gold and :c5production: Production
HanseTech: Guilds
Civilization: Germany
Building: Market
N/A175+2 :c5gold: Gold
  • +5% :c5production: Production in this City for each Trade Route your Civilization has with a City-State
  • Incoming Trade Routes generate +3 :c5gold: Gold for the City, and +1 :c5gold: Gold for the Trade Route owner.
  • Market in this City gain +2 :c5gold: Gold
  • -1 Unhappiness from Poverty
  • Nearby Bananas: +2 :c5gold: Gold
  • Nearby Coffee: +1 :c5production: Production and :c5gold: Gold
  • Nearby Tea: +2 :c5gold: Gold
  • Nearby Tobacco: +2 :c5gold: Gold
HarborTech: Compass
Building: Lighthouse/Runestone
1175N/A
  • +1 :c5production: Production from Sea Resources worked by this City
  • +1 additional :c5production: Production to Fish worked by this City
  • Sea Trade Routes gain +50% Range and +2 :c5gold: Gold
  • Increases Military Unit Supply Cap by 1
  • Can only be constructed in a coastal City
SeowanTech: Education
Civilization: Korea
Building: Library
1150/150+1 :c5science: Science
  • +15% :c5science: Science in the City during Golden Ages
  • Gain 25% of the :c5science: Science output of the City as an instant boost to your current Research when a Citizen is born in this City
  • -1 Unhappiness from Illiteracy
StableTech: Chivalry1150N/A
  • +25% :c5production: Production when building Mounted Melee Units
  • Increases the Military Unit Supply Cap from Population in the City by 10%
  • Nearby Horses: +1 :c5production: Production
  • Nearby Sheep: +1 :c5production: Production
  • Nearby Cattle: +1 :c5production: Production
  • City must have at least one of these resources improved with a Pasture
TavernTech: Machinery1175N/A
  • -1 Unhappiness from Boredom
  • Nearby Wheat, Deer, Fish, Wine, Bison, Rice and Maize: +1 :c5food: Food
UniversityTech: Education
Building: Library
1150/150+1 :c5science: Science
  • Gain 25% of the :c5science: Science output of the City as an instant boost to your current Research when a Citizen is born in this City
  • -1 Unhappiness from Illiteracy
WatTech: Theology
Civilization: Siam
1175N/A
  • +1 :c5science: Science from Temples and Shrines in this City.
  • +1 :c5culture: Culture from Jungle and Forest tiles worked by this City.
  • -1 Unhappiness from Distress
WorkshopTech: Civil Service
Building: Forge/Siege Foundry
1175+2 :c5production: ProductionAllows Production to be moved from this City along trade routes inside your civilization


Spoiler Medieval Era Units :

UnitCost ( :c5production: / :c5faith: )Combat TypeCombatRanged CombatRangeMovementPromotionsPrerequisiteObsolete TechStrategic ResourceReplacesUpgrade To
Bandeirantes80/150Recon20N/AN/A4
  • Ocean Explorer
  • Reconnaissance
  • Flag Bearers
  • Brute Force
  • Ignores Terrain Cost
  • Survivalism III
  • Embarkation with Defense
  • Extra Sight While Embarked
Tech: Compass
Civilization: Brazil
FlightN/AExplorerAdventurer
Camel Archer90/150Archery191615
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • Withdraw Before Melee
  • Splash Damage
Tech: Physics
Civilization: Arabia
Military ScienceN/AHeavy SkirmisherCuirassier
Caravel80/100Naval Melee25N/AN/A4N/ATech: CompassAstronomyN/AN/ACarrack
Cataphract100/150Mounted28N/AN/A3
  • Can Move After Attacking
  • Penalty Attacking Cities (25)
  • Open Terrain Bonus (30)
  • Cover I
Tech: Chivalry
Civilization: Byzantium
RiflingHorseKnightLancer
Chu-Ko-Nu80/150Archery152022
  • May Not Melee Attack
  • Siege Volleys
  • Naval Target Penalty
Tech: Machinery
Civilization: China
DynamiteN/ACrossbowmanMusketman
Conquistador90/150Recon23N/AN/A3
  • Embarkation with Defense
  • Extra Sight While Embarked
  • Ignores Terrain Cost
  • Reconnaissance
  • Ocean Explorer
  • Brute Force
  • Vanguard
  • Overrun
Tech: Compass
Civilization: Spain
FlightN/AExplorerAdventurer
Crossbowman80/150Archery151922
  • May Not Melee Attack
  • Naval Target Penalty
Tech: MachineryMetallurgyN/AN/AMusketman
Envoy75DiplomacyN/AN/AN/A3
  • Limited Visibility
  • Adept
Tech: Civil ServiceIndustrializationPaperN/ADiplomat
Explorer80/150Recon17N/AN/A3
  • Embarkation with Defense
  • Extra Sight While Embarked
  • Ignores Terrain Cost
  • Reconnaissance
  • Ocean Explorer
  • Brute Force
Tech: CompassExplorationN/AN/AAdventurer
Free Company65Melee19N/AN/A2
  • Formation I
  • City Plunder
  • No Movement Cost to Pillage
Tech: Steel
Policy: Authority Finisher
RiflingN/AN/ATercio
Galleass90/170Naval Ranged142414
  • Shallow Draft
  • May Not Melee Attack
  • Naval Inaccuracy
  • Can Move After Attacking
Tech: GuildsExplorationN/AN/AGalleon
Heavy Skirmisher90/150Archery171415
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
Tech: PhysicsMetallurgyHorseN/ACuirassier
Hwach'a80/150Siege92122
  • May Not Melee Attack
  • No Defensive Terrain Bonuses
  • Moves at half-speed in enemy territory
  • Cover I
  • Logistics
Tech: Physics
Civilization: Korea
RiflingN/ATrebuchetCannon
Knight100/150Mounted24N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
Tech: ChivalryMetallurgyHorseN/ALancer
Longbowman0/120Archery161922
  • May Not Melee Attack
  • Range
  • Assize of Arms
  • Naval Target Penalty
Tech: Machinery
Gifted by City-State
DynamiteN/AN/AMusketman
Longswordsman80/150Melee22N/AN/A2DisciplineTech: SteelChemistryIronN/ATwo-Handed Swordsman
Mandekalu Cavalry100/150Mounted25N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Raider
Tech: Chivalry
Civilization: Songhai
CombustionHorseKnightLancer
Maori Warrior70/150Melee22N/AN/A2
  • Discipline
  • Haka War Dance
Tech: Chivalry
Civilization: Polynesia
RiflingN/ALongswordsmanTwo-Handed Swordsman
Naresuan's Elephant110/150Mounted26N/AN/A3
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Great General Combat Bonus
  • Bonus vs Mounted (50)
  • Feared Elephant
Tech: Chivalry
Civilization: Siam
RiflingN/AKnightLancer
Pikeman70/150Melee17N/AN/A2Formation ITech: SteelGunpowderN/AN/ATercio
Samurai80/150Melee25N/AN/A2
  • Discipline
  • Great Generals II
  • Quick Study
Tech: Steel
Civilization: Japan
FlintlockIronLongswordsmanTwo-Handed Swordsman
Trebuchet90/150Siege82022
  • May Not Melee Attack
  • Siege Engine I
  • No Defensive Terrain Bonuses
  • Moves at half-speed in enemy territory
  • Limited Visibility
  • Siege Inaccuracy
  • Cover I
Tech: PhysicsGunpowderN/AN/ACannon
 
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Renaissance Era Techs, Buildings and Units

Spoiler Renaissance Era Tech Tree :

1695877028630.png


TechUnit(s) UnlockedBuilding(s) / Wonder(s) UnlockedResource(s) RevealedImprovement(s) UnlockedOther
BankingPioneer
  • Bank
  • Constabulary
N/AN/AMerchants: +2 :c5gold: Gold
Printing PressN/A
  • Printing Press
  • Globe Theatre
N/AN/AEnable founding of the World Congress once every other Civilization has been met.
Astronomy
  • Nau
  • Carrack
  • Sea Beggar
  • Observatory
  • Chichen Itza
N/AN/A
  • Faster embarked movement
  • Allows embarked units to cross oceans
  • Scientists: +1 :c5science: Science
Gunpowder
  • Cannon
  • Tercio
  • Musketeer
  • Janissary
  • Landsknecht
  • Naga-Malla
  • Impi
Himeji CastleN/AN/A
  • Faster movement on Road
  • Citadel: +2 :c5production: Production
ChemistryTwo-Handed Swordsman
  • Grocer
  • Coffee House
  • Leaning Tower of Pisa
N/AN/AEngineers: +1 :c5production: Production
ArchitectureN/A
  • Gallery
  • Royal Collection
  • Independence Hall
  • Porcelain Tower
  • Taj Mahal
N/AN/AN/A
SovereigntyN/A
  • Manor
  • Tower of Buddhist Incense
  • Versailles
  • Topkapi Palace
N/AN/AN/A
AcousticsN/A
  • Opera House
  • Musicians' Guild
  • Sistine Chapel
  • Summer Palace
N/AN/AN/A
Exploration
  • Adventurer
  • Galleon
N/AN/AN/A
  • Faster embarked movement
  • +1 Trade Route
Metallurgy
  • Musketman
  • Lancer
  • Cuirassier
  • Sipahi
  • Hussar
  • Hakkapeliitta
  • Winged Hussar
Red FortN/AN/AManufactory: +1 :c5production: Production


Spoiler Renaissance Era Buildings :

BuildingPrerequisitesMaintenance ( :c5gold: )Construction Cost ( :c5production: / :c5faith: )YieldsEffect(s)
BankTech: Banking
Building: Market/Bazaar
N/A250N/A
  • When you spend :c5gold: Gold to purchase Units or invest in Buildings in this City, 10% of the cost is converted into :c5science: Science.
  • Caravansaries and Custom Houses (or Hanse) in the City gain +2 :c5gold: Gold
  • Nearby Gold: +2 :c5gold: Gold
  • Nearby Silver: +1 :c5gold: Gold and :c5production: Production
  • Nearby Gems: +1 :c5culture: Culture and :c5gold: Gold
Coffee HouseTech: Chemistry
Building: Aqueduct
Civilization: Austria
2250+3 :c5food: Food
  • +25% Great People generation in this City.
  • 10% of this City's :c5culture: Culture is converted into :c5science: Science every turn
  • Carries over 15% of :c5food: Food after City growth (effect stacks with Aqueduct)
  • -1 Unhappiness from Poverty
  • Nearby Deer: +1 :c5food: Food
  • Nearby Bison: +1 :c5food: Food
ConstabularyTech: Banking2250N/A-2 Unhappiness from All Needs
GalleryTech: Architecture2300/175N/A
  • +1 :c5culture: Culture from Great Works in the City
  • +15% Great Artist Rate in the City.
  • All Artists' Guilds produce +1 :c5gold: Gold
GrocerTech: Chemistry
Building: Aqueduct/Harappan Reservoir
2250+2 :c5food: Food
  • Carries over 15% of :c5food: Food after City growth (effect stacks with Aqueduct)
  • -1 Unhappiness from Poverty
  • Nearby Deer: +1 :c5food: Food
  • Nearby Bison: +1 :c5food: Food
ManorTech: Sovereignty2300N/A
  • -1 Unhappiness from Distress
  • +25% Generation of Great People
Musicians' GuildTech: Acoustics2300N/A
  • Provides 2 Great Person Points towards a Great Musician
  • 1 Specialist in this City no longer produces Unhappiness from Urbanization
  • Max of 3 in your Empire
ObservatoryTech: Astronomy
Policy: Scientific Revolution
2250+2 :c5science: ScienceN/A
Opera HouseTech: Acoustics
Amphitheater/Acropolis
2300/175N/A
  • +5% :c5culture: Culture in the City
  • +25% Great Musician rate in the City.
  • Musicians' Guild in the City produces +1 :c5gold: Gold


Spoiler Renaissance Era Units :

UnitCost ( :c5production: / :c5faith: )Combat TypeCombatRanged CombatRangeMovementPromotionsPrerequisiteObsolete TechStrategic ResourceReplacesUpgrade To
Adventurer150/200Recon23N/AN/A3
  • Embarkation with Defense
  • Extra Sight While Embarked
  • Ignores Terrain Cost
  • Reconnaissance
  • Ocean Explorer
  • Brute Force
Tech: ExplorationRailroadN/AN/ACommando
Cannon175/200Siege112922
  • May Not Melee Attack
  • Siege Engine I
  • No Defensive Terrain Bonuses
  • Moves at half-speed in enemy territory
  • Limited Visibility
  • Siege Inaccuracy
  • Cover I
Tech: GunpowderFlintlockIronN/AField Gun
Carrack125/180Naval Melee32N/AN/A5N/ATech: AstronomyNavigationN/AN/ACorvette
Cuirassier175/200Archery272215
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
Tech: MetallurgyMilitary ScienceHorseN/ACavalry
Galleon155/200Naval Ranged202924May Not Melee AttackTech: ExplorationWarshipsN/AN/AFrigate
Hakkapeliitta0/180Mounted Units37N/AN/A5
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Scout Cavalry
  • Hakkaa Paalle!
Tech: Metallurgy
Gifted by City-State
Combined ArmsHorseN/AUhlan
Hussar175/200Archery282315
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • Extra Sight (1)
  • Lightning Warfare
Tech: Metallurgy
Civilization: Austria
BallisticsHorseCuirassierCavalry
Impi150/200Melee28N/AN/A2
  • Discipline
  • Bonus vs Gunpowder (25)
  • Ranged Support Fire
  • Formation I
Tech: Gunpowder
Civilization: The Zulus
RiflingN/ATercioLine Infantry
Janissary165/200Archery243122
  • March
  • Combat Bonus When Attacking (25)
  • Naval Target Penalty
  • May Not Melee Attack
Tech: Gunpowder
Civilization: The Ottomans
DynamiteN/AMusketmanLight Infantry
Lancer175/200Mounted37N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
Tech: MetallurgyRiflingHorseN/AUhlan
Landsknecht140/200Melee27N/AN/A2
  • Discipline
  • Doppelsoldner
  • Formation I
  • Formation II
Tech: Gunpowder
Civilization: Germany
Replaceable PartsN/ATercioLine Infantry
Musketeer165/200Gunpowder28N/AN/A2
  • Discipline
  • Lightning Warfare
  • Formation I
Tech: Gunpowder
Civilization: France
RiflingN/ATercioLine Infantry
Musketman165/200Archery223022
  • Naval Target Penalty
  • May Not Melee Attack
Tech: MetallurgyFortificationsN/AN/ALight Infantry
Naga-Malla175/200Archery303013
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval target Penalty
  • May Not Melee Attack
  • Feared Elephant
  • Accuracy I
  • Tech: Gunpowder
  • Civilization: India
BallisticsN/ACuirassierCavalry
Nau125/180Naval Melee36N/AN/A5
  • Exotic Cargo
  • Extra Sight (1)
  • Withdraw Before Melee
Tech: Astronomy
Civilization: Portugal
IndustrializationN/ACarrackCorvette
Pioneer106SettlerN/AN/AN/A3
  • Extra Sight (1)
  • Embarkation with Defense
Tech: BankingRailroadN/AN/AColonist
Sea Beggar175/220Naval Melee42N/AN/A4
  • Prize Ships
  • Supply
  • Vanguard
Tech: Astronomy
Civilization: The Netherlands
RocketryN/ACorvetteIronclad
Sipahi0/180Mounted39N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Superior Flank Attack
  • Overrun
Tech: Metallurgy
Gifted by City-State
CombustionHorseN/AUhlan
Tercio150/200Melee25N/AN/A2
  • Discipline
  • Formation I
Tech: GunpowderFlintlockN/AN/ALine Infantry
Two-Handed Swordsman150/200Melee26N/AN/A2
  • Cover I
  • Two Hander
Tech: ChemistryFlintlockIronN/ALine Infantry
Winged Hussar175/200Mounted38N/AN/A5
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Heavy Charge
  • Formation I
Tech: Metallurgy
Civilization: Poland
CombustionHorseLancerUhlan
 
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Enlightenment Era Techs, Buildings and Units

Spoiler Enlightenment Era Tech Tree :

1696095787741.png


TechUnit(s) UnlockedBuilding(s) / Wonder(s) UnlockedResource(s) RevealedImprovement(s) UnlockedOther
HumanismN/A
  • Academy
  • Salon
  • Uffizi
  • Wat Phra Kaew
N/AN/AN/A
EconomicsN/AWindmillN/AN/ATown: +2 :c5gold: Gold
Navigation
  • First Rate
  • Corvette
Torre Del OroN/AN/AEmbarking/disembarking in owned Cities expends just 1 Movement
Flintlock
  • Field Gun
  • Line Infantry
  • Minuteman
  • Carolean
GunsmithN/AN/AN/A
Scientific TheoryN/A
  • Zoo
  • Public School
  • Skola
N/AN/A
  • Scientists: +1 :c5science: Science
  • Academy: +1 :c5science: Science
ManufacturingN/A
  • Cloth Mill
  • Weigh House
CoalN/A
  • +1 Trade Route
  • Manufactory: +1 :c5production: Production
Warships
  • Frigate
  • Ship of the Line
  • Drydock
  • Kronborg
N/AN/AN/A
FortificationLight Infantry
  • Bastion Fort
  • Ostrog
  • Fasil Ghebbi
N/AN/AN/A


Spoiler Enlightenment Era Buildings :

BuildingPrerequisitesMaintenance ( :c5gold: )Construction Cost ( :c5production: / :c5faith: )YieldsEffect(s)
AcademyTech: Humanism
Building: No Salon
2375+2 :c5science: Science
  • -1 Unhappiness from Illiteracy
  • +15% Great Scientist, Great Engineer and Great Merchant rate in the City
Bastion FortTech: Fortification
Building: Castle
2450N/A
  • 10 Defense
  • +150 HP
  • Military Units Supplied by this City's population increased by 10%.
  • Allows the City's Ranged Strike to ignore Line of Sight.
  • Empire Size Modifier is reduced by 5% in this City.
Cloth MillTech: Manufacturing
Building: Workshop
2450+2 :c5production: Production
  • Nearby Cotton: +2 :c5gold: Gold
  • Nearby Sheep: +2 :c5gold: Gold
  • Nearby Silk: +2 :c5gold: Gold
DrydockTech: Warships
Building: Harbor
2450N/A
  • Naval Units trained in this City have +15% Combat Strength
  • +15% :c5production: Production for Naval Units in the City.
  • Increases the military Unit Supply Cap by 2
GunsmithTech: Flintlock2375N/A
  • +15 XP towards and +25% :c5production: Production when building Gunpowder, Armor and Siege Units
  • Increases the Military Unit Supply Cap by 2
OstrogTech: Fortification
Civilization: Russia
2450N/A
  • 12 Defense
  • +200 HP
  • -2 Damage
  • +1 :c5production: Production and :c5gold: Gold to Mines and Strategic Resources
  • Allows the City's Ranged Strike to ignore Line of Sight
  • Military Units Supplied by this City's population increased by 10%
  • Enemy Units must expend 1 extra Movement per tile if they move into a tile worked by this City
  • Empire Size Modifier is reduced by 5% in this City
Public SchoolTech: Scientific Theory
Building: University/Seowan
2450/200+2 :c5science: Science
  • Allows Archaeologists to be built in this City
  • -1 Unhappiness from Illiteracy
SalonTech: Humanism
Building: No Academy
2375+2 :c5culture: Culture
  • -1 Unhappiness from Boredom
  • +15% Great Artist, Great Musician and Great Writer rate in the City.
SkolaTech: Scientific Theory
Civilization: Sweden
Building: University
0400/200+3 :c5science: Science
  • Allows Archaeologists to be built in this City
  • +25% Great Person rate in this City
  • All Specialists generate +1 :c5science: Science in this City
  • -1 Unhappiness from Illiteracy
Weigh HouseTech: Manufacturing
Building: Bank
0450+2 :c5gold: Gold
+5% :c5gold: Gold
+1 Merchant Specialist
WindmillTech: Economics2375+2 :c5production: Production
  • +15% :c5production: Production when constructing Buildings
  • Grocer and Granary in the City produce +1 :c5food: Food
ZooTech: Scientific Theory
Building: Circus/Ceilidh Hall
0450+2 :c5science: Science and :tourism: Tourism-1 Unhappiness from Boredom


Spoiler Enlightenment Era Units :

UnitCost ( :c5production: / :c5faith: )Combat TypeCombatRanged CombatRangeMovementPromotionsPrerequisiteObsolete TechStrategic ResourceReplacesUpgrade To
Carolean200/250Gunpowder34N/AN/A2
  • Formation I
  • Field Works
  • March
  • Grenadiers
Tech: Flintlock
Civilization: Sweden
Replaceable PartsN/ALine InfantryFusilier
Corvette225/270Naval Melee40N/AN/A4N/ATech: NavigationIndustrializationN/AN/AIronclad
Field Gun225/250Siege213522
  • No Defensive Terrain Bonuses
  • May Not Melee Attack
  • Siege Engine I
  • Moves at half-speed in enemy territory
  • Limited Visibility
  • Cover I
  • Siege Inaccuracy
  • Indirect Fire
Tech: FlintlockRiflingIronN/AHowitzer
First Rate275/270Naval Ranged283824
  • May Not Melee Attack
  • Extra Sight (1)
  • Splash Damage
  • Splash Damage II
  • Flagship
Tech: Navigation
Civilization: England
Nuclear FissionN/AFrigateCruiser
Frigate250/270Naval Ranged253524May Not Melee AttackTech: WarshipsDynamiteN/AN/ACruiser
Light Infantry225/250Archery253722
  • Naval Target Penalty
  • May Not Melee Attack
  • Light Skirmish
Tech: FortificationDynamiteN/AN/AGatling Gun
Line Infantry200/250Gunpowder30N/AN/A2
  • Discipline
  • Formation I
Tech: FlintlockRiflingN/AN/AFusilier
Minuteman200/250Gunpowder32N/AN/A2
  • Ignores Terrain Cost
  • Golden Age from Victories
  • Discipline
  • Formation I
  • Drill II
Tech: Flintlock
Civilization: America
Replaceable PartsN/ALine InfantryFusilier
Ship of the Line275/270Naval Melee45N/AN/A5
  • Flagship
  • Extra Sight (1)
Tech: WarshipsIndustrializationN/AN/AIronclad
 
Industrial Era Techs, Buildings and Units

Spoiler Industrial Era Tech Tree :

1696222325451.png


TechUnit(s) UnlockedBuilding(s) / Wonder(s) UnlockedResource(s) RevealedImprovement(s) UnlockedOther
RomanticismN/A
  • Museum
  • Menagerie
  • Smithsonian Institute
N/AN/AN/A
Railroad
  • Commando
  • Colonist
  • Hotel
  • Train Station
  • Neuschwanstein
N/ARailroad
  • +1 Trade Route
  • Holy Site: +2 :tourism: Tourism
Steam PowerN/A
  • Seaport
  • Soho Foundry
N/AN/AFaster embarked movement
Rifling
  • Foreign Legion
  • Howitzer
  • Fusilier
  • Norwegian Ski Infantry
  • Mehal Sefari
  • Cossack
  • Uhlan
N/AN/AN/AN/A
ArchaeologyArchaeologist
  • Museum of Modern Art
  • Louvre
Antiquity SiteArchaeological DigN/A
FertilizerN/AAgribusinessN/AN/AN/A
Industrialization
  • Diplomat
  • Ironclad
  • Factory
  • Slater Mill
  • Palace of Westminster
N/AN/AN/A
Dynamite
  • Gatling Gun
  • Cruiser
Eiffel TowerN/AN/AN/A
Military Science
  • Cavalry
  • Berber Cavalry
  • Comanche Riders
  • Military Academy
  • West Point
  • Brandenburg Gate
N/AN/AAllows Map Trading


Spoiler Industrial Era Buildings :

BuildingPrerequisiteMaintenance ( :c5gold: )Construction Cost ( :c5production: / :c5faith: )YieldsEffect(s)
AgribusinessTech: Fertilizer
Resource: Horse (2)
3625N/A
  • +2 :c5food: Food from Farms and Pastures worked by the City
  • 5% of :c5food: Food created by the City counts as :c5gold: Gold Per Turn
FactoryTech: Industrialization
Building: Cloth Mill
Resource: Coal (1)
3625+4 :c5production: Production
+5% :c5production: Production
  • Manufactories worked by the City gain +3 :c5production: Production
  • 1 Specialist in this City no longer produces Unhappiness from Urbanization
HotelTech: Railroad0500+3 :c5gold: Gold and :tourism: TourismN/A
MenagerieTech: Romanticism
Building: Zoo
0625+3 :c5science: Science
  • -1 Unhappiness from Boredom
  • Nearby Jungle and Forest tiles gain +1 :tourism: Tourism
Military AcademyTech: Military Science
Building: Armory/Dojo
3625N/A
  • +15% :c5production: Production towards Land Units
  • +25 XP for all Units
  • Increases the Military Unit Supply Cap by 1
  • -1 Unhappiness from Distress
MuseumTech: Romanticism
Building: Gallery
3625/200+3 :c5culture: Culture
  • Great Works in the City produce +1 :c5culture: Culture and :tourism: Tourism
  • +25% Great Artist Rate in the City
  • -1 Unhappiness from Boredom
  • +4 :c5culture: Culture if Themed
SeaportTech: Steam Power
Building: Harbor, No Train Station
Resource: Coal (1)
3625+10% :c5production: Production
  • +1 :c5production: Production and :c5gold: Gold from all Coast and Ocean Tiles
  • Increases the Military Unit Supply Cap from Population in the City by 15%
Train StationTech: Railroad
Building: No Seaport
Resource: Coal (1)
Other: City Connection via Railroad Tiles to the Capital
3625+10% :c5gold: GoldInternal Trade Routes from this City generate +3 :c5food: Food and :c5production: Production


Spoiler Industrial Era Units :

UnitCost ( :c5production: / :c5faith: )Combat TypeCombatRanged CombatRangeMovementPromotionsPrerequisiteObsolete TechStrategic ResourceReplacesUpgrade To
Archaeologist225/220N/AN/AN/AN/A4N/ATech: Archaeology
Building: Public School
N/AN/AN/AN/A
Berber Cavalry350/300Archery423415
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • Homeland Guardian
  • Ignores Terrain Cost
Tech: Military Science
Civilization: Morocco
Mobile TacticsHorseCavalryLight Tank
Cavalry350/300Archery403115
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
Tech: Military ScienceBallisticsHorseN/ALight Tank
Colonist106SettlerN/AN/AN/A4
  • Extra Sight (1)
  • Embarkation with Defense
  • Naval Movement
Tech: RailroadN/AN/AN/AN/A
Comanche Riders350/300Archery413515
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • No Movement Cost to Pillage
  • Withdraw Before Melee
  • Full Moon Striker
Tech: Military Science
Civilization: The Shoshone
Mobile TacticsHorseCavalryLight Tank
Commando250/300Recon32N/AN/A3
  • Ignores Terrain Cost
  • Brute Force
  • Reconnaissance
  • Scavenger
  • Commando
  • Attack Bonus (25)
Tech: RailroadFlightN/AN/AParatrooper
Cossack350/300Mounted50N/AN/A5
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Damaged Enemy Bonus (33)
  • Bonus vs Mounted (50)
  • Heavy Charge
Tech: Rifling
Civilization: Russia
Combined ArmsHorseUhlanLandship
Cruiser450/320Naval Ranged405524May Not Melee AttackTech: DynamiteNuclear FissionIronN/ABattleship
Diplomat200DiplomacyN/AN/AN/A4
  • Limited Visibility
  • Professional
Tech: IndustrializationAtomic TheoryPaperN/AAmbassador
Foreign Legion275Gunpowder40N/AN/A2
  • Formation I
  • Field Works
  • Expeditionary Warfare
Tech: Rifling
Policy: Authority Finisher
PenicillinN/AN/ARifleman
Fusilier350/300Gunpowder38N/AN/A2
  • Formation I
  • Field Works
Tech: RiflingReplaceable PartsN/AN/ARifleman
Gatling Gun350/300Archery324422
  • May Not Melee Attack
  • Naval Target Penalty
  • Covering Fire I
Tech: DynamiteBallisticsN/AN/AMachine Gun
Howitzer450/300Siege174022
  • No Defensive Terrain Bonuses
  • May Not Melee Attack
  • Siege Engine I
  • Moves at half-speed in enemy territory
  • Limited Visibility
  • Cover I
  • Siege Inaccuracy
  • Indirect Fire
Tech: RiflingBallisticsIronN/AArtillery
Ironclad450/320Naval Melee60N/AN/A5N/ATech: IndustrializationRocketryN/AN/ADestroyer
Mehal Sefari300/300Gunpowder42N/AN/A2
  • Formation I
  • Field Works
  • Cover I
  • Near Capital Bonus
  • Homeland Guardian
Tech: Rifling
Civilization: Ethiopia
Combined ArmsN/AFusilierRifleman
Norwegian Sky Infantry0/600Gunpowder40N/AN/A2
  • Formation I
  • Field Works
  • Highlanders
Tech: Rifling
Gifted by City-States
Combined ArmsN/AN/ARifleman
Uhlan350/300Mounted45N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Bonus vs Mounted (50)
Tech: RiflingCombustionHorseN/ALandship
 
Modern Era Techs, Buildings and Units

Spoiler Modern Era Techs :

1699842414281.png


TechUnit(s) UnlockedBuilding(s) / Wonder(s) UnlockedResource(s) RevealedImprovement(s) UnlockedOther
BiologyN/A
  • Hospital
  • International Finance Center
  • Statue of Liberty
N/AN/A
  • Remove Jungle: -2 Turns
  • Chop Down a Forest: -2 Turns
  • Clear a Marsh: -2 Turns
ElectricityN/A
  • Stock Exchange
  • Empire State Building
AluminumN/A+1 Trade Route
CorporationN/AN/AN/AN/A
  • Enables conversion of Production to Propaganda
  • Enables Corporations to be founded
Replaceable PartsRifleman
  • Wire Service
  • Kremlin
N/AN/AN/A
Combustion
  • Landship
ArsenalOilWell
  • Faster Movement on Railroad
  • Extends the range of land Trade Routes
Plastics
  • Submarine
  • Research Lab
  • Refinery
  • Palace of Culture and Science
  • Cristo Redentor
N/AN/AN/A
Radio
  • Destroyer
  • Dreadnought
  • Broadcast Tower
  • Foreign Bureau
  • Broadway
N/AN/AN/A
Flight
  • Paratrooper
  • Triplane
  • Bomber
ProraN/AN/AN/A
Ballistics
  • Artillery
  • Anti-Aircraft Gun
  • Light Tank
  • Machine Gun
  • Mine Field
  • Hall of Honor
N/AN/AAllowed Units receive Engineering Corp Promotion.


Spoiler Modern Era Buildings :

BuildingPrerequisiteMaintenance ( :c5gold: )Construction Cost ( :c5production: / :c5faith: )YieldsEffect(s)
ArsenalTech: Combustion
Building: Bastion Fort/Ostrog
3900N/A
  • 12 Defense
  • +175 HP
  • Military Units supplied by this City's population increased by 100%
  • Increases the City's Ranged Strike Range by 1
  • Garrisoned Units receive an additional 5 Health when healing in this City.
  • Empire Size Modifier is reduced by 5% in this City.
  • -2 Unhappiness from Needs
Broadcast TowerTech: Radio
Building: Museum
31000/250+2 :c5culture: Culture and :tourism: Tourism
  • Great Work in the City produce +1 :tourism: Tourism
  • -1 Unhappiness from Boredom
  • +10 :c5gold: Gold if Themed
HospitalTech: Biology
Building: Grocer/Coffee House
3900+2 :c5food: Food
  • 5% of the City's :c5food: Food is converted into :c5science: Science every turn.
  • Land Units in this City heal 10 points per turn whether or not they take an action.
  • -1 Unhappiness from Poverty
Mine FieldTech: Ballistics
Building: Harbor
Resource: Iron (1)
3900N/AEnemy Naval Units and Embarked Units expend all Movement when entering water tiles owned by this City.
RefineryTech: Plastics31000+3 :c5production: Production
  • Produces 1 Iron, Coal and Oil
  • Can be built in up to 5 Cities max.
Research LabTech: Plastics
Building: Public School/Skola
31000/250N/A
  • +2 :c5science: Science from Hospitals, Factories, and Medical Labs.
  • Great Scientists are produced 33% more quickly in this City.
  • -1 Unhappiness from Illiteracy.
Stock ExchangeTech: Electricity
Building: Banks
3900+3 :c5gold: Gold
  • Cost of :c5gold: Gold purchasing in this City reduced by 20%.
  • +2 :c5gold: Gold in Town and Villages worked by this City.
Wire ServiceTech: Replaceable Parts
Building: Chancery
3900N/A
  • +20% :c5production: Production of Diplomatic Units
  • +1 :c5culture: Culture from every City-State Friend, and +1 :c5culture: Culture and :c5science: Science for every Ally (yields do not stack)


Spoiler Modern Era Units :

UnitCost ( :c5production: / :c5faith: )Combat TypeCombatRanged CombatRangeMovementPromotionsPrerequisiteObsolete TechStrategic ResourceReplacesUpgrade To
Anti-Aircraft Gun475/350Gunpowder40N/A33
  • Air Supremacy I
  • Interceptor I
  • Interceptor II
Tech: BallisticAdvanced BallisticsN/AN/AMobile Sam
Artillery650/350Siege275032
  • Indirect Fire
  • May Not Melee Attack
  • Siege Engine I
  • No Defensive Terrain Bonuses
  • Moves at half-speed in enemy territory
  • Limited Visibility
  • Siege Inaccuracy
  • Cover I
Tech: BallisticsAdvanced BallisticsIronN/ARocket Artillery
Bomber425/350BomberN/A506N/AN/ATech: FlightRadarOilN/AHeavy Bomber
Destroyer650/450Naval Melee70N/AN/A5
  • Depth Charges I
Tech: RadioNuclear FissionN/AN/AFleet Destroyer
Dreadnought650/450Naval Ranged506524
  • May Not Melee Attack
Tech: RadioNuclear FissionIronN/ABattleship
Landship500/350Armored60N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Armor Plating I
Tech: CombustionCombined ArmsOilN/ATank
Light Tank600/400Archery585215
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
Tech: BallisticsMobile TacticsAluminumN/AHelicopter Gunship
Machine Gun475/350Archery455822
  • May Not Melee Attack
  • Naval Target Penalty
  • Covering Fire I
Tech: BallisticMobile TacticsN/AN/ABazooka
Paratrooper475/350Recon42N/AN/A2
  • May Paradrop
  • No Movement Cost to Pillage
  • Ignores Terrain Cost
  • Scavenger
  • Attack Bonus (25)
Tech: FlightComputersN/AN/ASpecial Forces
Rifleman450/350Gunpowder50N/AN/A2
  • Entrenchments
Tech: Replaceable PartsCombined ArmsN/AN/AInfantry
Submarine800/500Submarines405514
  • Is Invisible (Submarine)
  • Can See Submarines
  • May Enter Ice Tiles
  • May Not Melee Attack
  • Bonus when Attacking (75)
  • Major Penalty Attacking Cities (75)
  • Can Move After Attacking
Tech: PlasticElectronicsAluminumN/AAttack Submarine
Triplane400/350FighterN/A456N/A
  • Air Sweep
  • Air Recon
  • Ace Pilot I
  • Air Supremacy I
  • Strafing Runs
Tech: FlightRadarOilN/AFighter
 
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Atomic Era Techs, Buildings and Units

Spoiler Atomic Era Techs :

1699842817837.png


TechUnit(s) UnlockedBuilding(s) / Wonder(s) UnlockedResource(s) RevealedImprovement(s) UnlockedOther
PenicillinMercenariesMedical LabN/AN/AAllowed Units receive Fallout Resistance Promotion.
RefrigerationN/AN/AN/AOffshore PlatformExtends the range of sea Trade Routes
Atomic TheoryAmbassadorStadiumUraniumN/AUnlocks Manhattan Project
Rocketry
  • Rocket Missile
AirportN/AN/AEmbarking/disembarking in owned Cities expends 0 Movement.
Combined Arms
  • Infantry
  • Tank
  • T-34
  • Pracinha
PentagonN/AN/AFaster movement on Railroad
Electronics
  • Attack Submarine
  • Recycling Center
  • Police Station
  • The Motherland Calls
N/AN/AN/A
Computers
  • Carrier
  • Special Forces
  • National Intelligence Agency
  • Bletchley Park
N/AN/A+1 Trade Route
Nuclear Fission
  • Fleet Destroyer
  • Battleship
  • Atomic Bomb
Strategic Defense SystemN/AN/AN/A
Radar
  • Heavy Bomber
  • Fighter
  • Zero
  • B17
Military BaseN/AN/AN/A


Spoiler Atomic Era Buildings :

BuildingPrerequisiteMaintenance ( :c5gold: )Construction Cost ( :c5production: / :c5faith: )YieldsEffect(s)
AirportTech: Rocketry41125N/A
  • Allows Airlifts to or from this City.
  • Increases Air Unit Capacity of the City from 2 to 6.
  • +10 Damage to Air Units during Air Strikes on City.
Medical LabTech: Penicillin
Building: Hospital
41125N/A
  • +2 Population when completed.
  • 15% of :c5food: Food is carried over after a new Citizen is born.
  • Scientist, Merchant, and Engineer Specialists in the City produce +1 of their base Yield.
  • -1 Unhappiness from Poverty.
Military BaseTech: Radar
Building: Arsenal
41125N/A
  • 20 Defense
  • +200 HP
  • +25% :c5production: Production of Air Units
  • +15 Damage to Air Units during Air Strikes on City
  • Increases the City's Ranged Strike Damage by 10%
  • Garrisoned Units receive an additional 15 Health when healing in this City
  • -1 Unhappiness from Distress
  • Empire Size Modifier is reduced by 5% in this City
Police StationTech: Electronics
Building: Constabulary/Wat
41125+10% :c5science: Science and :tourism:Tourism-1 Unhappiness from Distress, Poverty, Illiteracy and Boredom
Recycling CenterTech: Electronics41125N/A
  • Provides 2 Aluminum
  • Max of 5 of these buildings in your Empire
StadiumTech: Atomic Theory
Building: Zoo
41125/300N/A
  • +1200 :c5goldenage: Golden Age Points when completed.
  • +20 Influence with all City-States when completed. +1 :tourism: Tourism from Great Works
Strategic Defense SystemTech: Nuclear Fission41125N/A
  • 5 Defense
  • 50% chance to detonate nuclear weapons early.
  • Reduce population loss from nuclear attack by 75%.
  • +10 Damage to Air Units during Air Strikes on City.


Spoiler Atomic Era Units :

UnitCost ( :c5production: / :c5faith: )Combat TypeCombatRanged CombatRangeMovementPromotionsPrerequisiteObsolete TechStrategic ResourceReplacesUpgrade To
Ambassador500DiplomacyN/AN/AN/A4
  • Limited Visibility
  • Plenipotentiary
Tech: Atomic TheoryN/APaperN/AN/A
Atomic Bomb1750N/AN/AN/A6N/AN/ATech: Nuclear Fission
Project: Manhattan Project
N/AUraniumN/AN/A
Attack Submarine900/600Submarines506515
  • Is Invisible (Submarine)
  • Can See Submarines
  • May Enter Ice Tiles
  • Can Carry 1 Cargo
  • May Not Melee Attack
  • Bonus when Attacking (75)
  • Major Penalty Attacking Cities (75)
  • Can Move After Attacking
Tech: ElectronicsRoboticsAluminumN/ANuclear Submarine
B17750/400BomberN/A7010N/A
  • Evasion
  • Siege I
Tech: Radar
Tenet: Their Finest Hour
N/AOilN/AStealth Bomber
Battleship900/500Naval Ranged607525
  • Indirect Fire
  • May Not Melee Attack
Tech: Nuclear FissionN/AIronN/AN/A
Carrier900/500Carriers904525
  • Can Carry 2 Cargo
  • May Not Melee Attack
  • Interceptor I
  • Air Supremacy I
Tech: ComputersN/AOilN/AN/A
Fleet Destroyer800/500Naval Melee75N/AN/A5
  • Withdraw Before Melee
  • Interceptor I
  • Bonus vs Cities (33)
Tech: RocketryAdvanced BallisticsN/AN/AMissile Cruiser
Fighter700/400FighterN/A608N/A
  • Air Sweep
  • Air Recon
  • Ace Pilot I
  • Air Supremacy I
  • Strafing Runs
  • Air Recon range +1
Tech: RadarN/AOilN/AJet Fighter
Heavy Bomber750/400BomberN/A658N/AN/ATech: RadarN/AOilN/AStealth Bomber
Infantry650/400Gunpowder62N/AN/A2DFPsTech: Combined ArmsMobile TacticsN/AN/AMechanized Infantry
Mercenaries650Gunpowder66N/AN/A2
  • DFPs
  • Amphibious
  • Embarkation with Defense
  • Enhanced Flank Attack
Tech: Penicillin
Policy: Authority Finisher
N/AN/AN/AMechanized Infantry
Pracinha0/1000Gunpowder62N/AN/A2
  • DFPs
  • Pride of the Nation
  • Survivalism I
Tech: Combined Arms
Gifted by City-States
N/AN/AN/AMechanized Infantry
Rocket Missile300N/AN/A1208N/A
  • Siege I
Tech: RocketryN/AOilN/AGuided Missile
Special Forces875/500Recon65N/AN/A2
  • Amphibious
  • May Paradrop
  • Ignores Terrain Cost
  • Scavenger
  • Attack Bonus (25)
Tech: ComputerLasersN/AN/AXCOM Squad
T-34900/400Armored82N/AN/A5
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Armor Plating I
  • Mobility
Tech: Combined Arms
Tenet: Patriotic War
N/AOilN/AModern Armor
Tank900/400Armored75N/AN/A5
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Armor Plating I
Tech: Combined ArmsAdvanced BallisticsOilN/AModern Armor
Zero700/400FighterN/A608N/A
  • Eagle Hunter
  • Air Sweep
  • Air Recon
  • Ace Pilot I
  • Dogfighting I
  • Air Supremacy I
  • Strafing Runs
  • Air Recon range +1
Tech: Radar
Tenet: Air Supremacy
N/AN/AN/AJet Fighter
 
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Information Era Techs, Buildings and Units

Spoiler Information Era Techs :

1699842875884.png


TechUnit(s) UnlockedBuilding(s) / Wonder(s) UnlockedResource(s) RevealedImprovement(s) UnlockedOther
Alternative EnergyN/A
  • Hydroelectric Power Plant
  • Solar Farm
  • Nuclear Power Plant
  • Wind Farm
  • Tidal Power Plant
N/AN/AN/A
TelecommunicationN/A
  • Interpretive Center
  • CN Tower
N/AN/AN/A
SatellitesN/ASydney Opera HouseN/AN/A
  • Unlocked the Apollo Program.
  • Reveals the entire map
Advanced Ballistics
  • Missile Cruiser
  • Modern Armor
  • Mobile SAM
  • Rocket Artillery
  • Guided Missile
N/AN/AN/AN/A
Mobile Tactics
  • Helicopter Gunship
  • Mechanized Infantry
  • Bazooka
N/AN/AN/AFaster movement on Railroad
Robotics
  • Giant Death Robot
  • Nuclear Submarine
  • Supercarrier
  • Spaceship Factory
  • Hubble Space Telescope
N/AN/AN/A
The InternetN/AGreat FirewallN/AN/AGreatly increases empire-wide Tourism output
Lasers
  • Nuclear Missile
  • Jet Fighter
  • XCOM Squad
N/AN/AN/AN/A
Stealth
  • Sensor Combat Ship
  • Stealth Bomber
N/AN/AN/AN/A
NanotechnologySS Stasis ChamberN/AN/AN/AAllowed Units receive Fallout Immunity Promotion
Particle PhysicsSS EngineCERNN/AN/AN/A
GlobalizationSS CockpitN/AN/AN/AN/A
Nuclear FusionSS BoosterN/AN/AN/AN/A
Future TechN/AN/AN/AN/A1 extra Happiness in all Cities


Spoiler Information Era Buildings :

BuildingPrerequisiteMaintenance ( :c5gold: )Construction Cost ( :c5production: / :c5faith: )YieldsEffect(s)
Hydroelectric Power PlantTech: Alternative Energy
Building: No other energy-producing Plant
Resource: Aluminum (1)
41250+15% :c5production: Production
  • All City Processes are 10% more efficient at converting :c5production: Production into Yields
  • +1 :c5production: Production and :c5gold: Gold on every Lake Tile and tile next to a River.
Interpretative CenterTech: Telecommunication
Building: Hotel
41250N/A
  • +2 Happiness
  • +1 :c5culture: Culture and :tourism: Tourism from all Landmarks in Empire
Nuclear Power PlantTech: Alternative Energy
Building: No other energy-producing Plant
Resource: Uranium (1)
41250+50% :c5production: Production
  • All City Processes are 10% more efficient at converting :c5production: Production into Yields
Solar FarmTech: Alternative Energy
Building: No other energy-producing Plant
Resource: Aluminum (1)
41250+15% :c5production: Production
  • All City Processes are 10% more efficient at converting :c5production: Production into Yields
  • +1 :c5science: Science on all Land tiles.
Spaceship FactoryTech: Robotics
Building: Factory
Resource: Aluminum (1)
41250+10% :c5science: Science+50% :c5production: Production when building Spaceship Parts
Tidal Power PlantTech: Alternative Energy
Building: No other energy-producing Plant
Resource: Aluminum (1)
41250+15% :c5production: Production
  • All City Processes are 10% more efficient at converting :c5production: Production into Yields
  • +1 :c5production: Production and :c5food: Food on every Sea Tile
Wind FarmTech: Alternative Energy
Building: No other energy-producing Plant
Resource: Aluminum (1)
41250+15% :c5production: Production
  • All City Processes are 10% more efficient at converting :c5production: Production into Yields
  • +1 :c5culture: Culture on all Land tiles.


Spoiler Information Era Units :

UnitCost ( :c5production: / :c5faith: )Combat TypeCombatRanged CombatRangeMovementPromotionsPrerequisiteObsolete TechStrategic ResourceReplacesUpgrade To
Bazooka900/500Archery608032
  • May Not Melee Attack
  • Anti-Tank Rounds
  • Naval Target Penalty
  • Covering Fire II
Tech: Mobile TacticsN/AN/AN/AN/A
Giant Death Robot1500/620Armored125N/AN/A8
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Titanic
  • Armor Plating I
  • Amphibious
Tech: RoboticsN/AUraniumN/AN/A
Guided Missile600N/AN/A18012N/A
  • Siege I
Tech: Advanced BallisticsN/AOilN/AN/A
Helicopter Gunship1125/500Archery707016
  • Skirmisher Doctrine
  • Can Move After Attacking
  • All Tiles cost 1 Movement
  • Hovering Unit
  • Anti-Tank Rounds
  • No Defensive Terrain Bonuses
  • Naval Target Penalty
  • May Not Melee Attack
Tech: Mobile TacticsN/AAluminumN/AN/A
Jet Fighter1050/500FighterN/A7010N/A
  • Air Sweep
  • Air Recon
  • Ace Pilot I
  • Air Supremacy I
  • Strafing Runs
  • Bonus vs Helicopters (150)
  • Long Range Recon
Tech: LasersN/AAluminumN/AN/A
Mechanized Infantry900/500Gunpowder80N/AN/A3DFPsTech: Mobile TacticsN/AN/AN/AN/A
Missile Cruiser1200/620Naval Melee Units90N/AN/A6
  • Withdraw Before Melee
  • Can Carry 3 Cargo
  • Interceptor I
  • Bonus vs Cities (33)
Tech: Advanced BallisticsN/AN/AN/AN/A
Mobile SAM900/500Gunpowder55N/A43
  • Air Supremacy I
  • Interceptor I
  • Interceptor II
  • Interceptor III
Tech: Advanced BallisticsN/AN/AN/AN/A
Modern Armor1250/500Armored100N/AN/A5
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Armor Plating I
Tech: Advanced BallisticsN/AOilN/AGiant Death Robot
Nuclear Missile2800N/AN/AN/A24N/AShielded SiloTech: LasersN/AUraniumN/AN/A
Nuclear Submarine1125/620Submarines708016
  • Is Invisible (Submarine)
  • Can See Submarines
  • Can Carry 2 Cargo
  • May Enter Ice Tiles
  • May Not Melee Attack
  • Bonus when Attacking (75)
  • Extra Sight (1)
  • Major Penalty Attacking Cities (75)
  • Can Move After Attacking
Tech: StealthN/AAluminumN/AN/A
Rocket Artillery1125/500Siege Weapons377532
  • Indirect Fire
  • May Not Melee Attack
  • Siege Engine I
  • No Defensive Terrain Bonuses
  • Limited Visibility
  • Siege Inaccuracy
  • Cover I
Tech: Advanced BallisticsN/AIronN/AN/A
Sensor Combat Ship1250/800Naval Melee90N/AN/A6
  • Depth Charges II
  • Can Carry 3 Cargo
  • Interceptor I
  • Interceptor II
Tech: StealthN/AN/AN/AN/A
SS Booster4000N/AN/AN/AN/A2N/ATech: Nuclear FusionN/AAluminumN/AN/A
SS Cockpit4000N/AN/AN/AN/A2N/ATech: GlobalizationN/AAluminumN/AN/A
SS Engine4000N/AN/AN/AN/A2N/ATech: Particle PhysicsN/AAluminumN/AN/A
SS Stasis Chamber4000N/AN/AN/AN/A2N/ATech: NanotechnologyN/AAluminumN/AN/A
Stealth Bomber1100/500BomberN/A8012N/A
  • Air Recon
  • Stealth
Tech: StealthN/AAluminumN/AN/A
Supercarrier2000/800Carriers857026
  • Can Carry 2 Cargo
  • Can Carry 3 Cargo
  • May Not Melee Attack
  • Air Recon
  • Interceptor I
  • Interceptor II
  • Interceptor III
  • Air Supremacy I
  • Can See Submarines
Tech: RoboticsN/AUraniumN/AN/A
XCOM Squad1300/500Recon75N/AN/A2
  • Skyranger
  • Ignores Terrain Cost
  • Scavenger
  • Attack Bonus (25)
  • Amphibious
Tech: LasersN/AN/AN/AN/A
 
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Pantheon and Religion

Spoiler Pantheon Beliefs (Both standard and Celtic) :

BeliefTypeEffect(s)
Bran, the Sleeping GuardianCeltic
  • +25% increase in City RCS
  • +25% :c5food: Growth
  • +5 :c5culture: Culture when a Citizen is born, scaling with Era.
  • +2 :c5food: Food from Ceilidh Hall
Cernunnos, the Horned StagCeltic
  • +1 :c5food: Food from Forests and Jungles
  • +1 :c5gold: Gold from Camps
  • +1 :c5production: Production from Plantations
  • +1 :c5culture: Culture from Ceilidh Hall
Dagda, the All-FatherCeltic
  • +2 :c5culture: Culture, :c5food: Food, :c5gold: Gold, :c5production: Production and :c5science: Science in the Capital.
  • +5 HP healed per turn in Friendly Territory
  • +2 Happiness from Ceilidh Hall
Epona, the Great MareCeltic
  • +3 Border Growth in every City
  • Receive +5 :c5science: Science, :c5culture: Culture and :c5food: Food when your Borders expand, scaling with Era.
  • +3 Border Growth from Ceilidh Hall
Lugh, the Skilled OneCeltic
  • +1 :c5food: Food, :c5science: Science and :c5gold: Gold from World Wonders
  • +15% :c5production: Production towards Wonders
  • +2 :c5production: Production from Ceilidh Hall
Mannanan, Son of the SeaCeltic
  • +2 :c5food: Food, :c5production: Production and :c5gold: Gold in Coastal Cities
  • +2 Great Admiral Points from Ceilidh Hall
Morrigan, the HarbingerCeltic
  • Earn :c5gold: Gold, :c5culture: Culture and :c5goldenage: Golden Age Points if you kill a Unit
  • +2 Great General Points from Ceilidh Hall
Nuada, the Silver-HandedCeltic
  • +15% :c5gold: Gold and :c5science: Science from WLTKD
  • +3 :c5gold: Gold from Ceilidh Hall
Ogma, the LearnedCeltic
  • +1 :c5production: Production from Great Works in a City
  • +3 Great Scientist Points and Great Artist Points in Capital
  • +1 :c5science: Science from Ceilidh Hall
Rhiannon, the SovereignCeltic
  • +1 :c5culture: Culture in every City
  • +1 :c5gold: Gold from every Resource connected with a normal Improvement
  • +3 :c5goldenage: Golden Age Points from Ceilidh Hall
Ancestor WorshipStandard
  • +1 :c5faith: Faith from Councils
  • +1 :c5culture: Culture if you have at least one Specialist in the City
Earth MotherStandard
  • +1 :c5faith: Faith and :c5gold: Gold from Mines on Improved resources
God of AbundanceStandard
  • +2 :c5faith: Faith in Cities per active Trade Route to or from the City
  • +2 :c5gold: Gold from Merchant Specialists
God of All CreationStandard
  • +1 :c5food: Food, :c5production: Production and :c5gold: Gold in your Capital for every 2 Pantheons ever founded (caps at 8 Pantheons total)
God of CommerceStandard
  • +1 :c5faith: Faith and +2 :c5gold: Gold in Cities with a City Connection.
  • Capital/Holy City gains +1 :c5faith: and +2 :c5gold: Gold after your second City is founded.
God of ConstructionStandard
  • +1 :c5faith: Faith from Monuments
  • +2 :c5gold: Gold when a Building is constructed, scaling with Era
God of CraftsmenStandard
  • +1 :c5faith: Faith and :c5production: Production from Quarries and Stone Works
  • +1 :c5faith: from the Palace
God of EarthStandard
  • +1 :c5faith: Faith for every 4 Citizen in a City.
  • Natural Wonder gain +2 :c5faith: Faith
God of OasesStandard
  • +1 :c5food: Food and :c5gold: Gold from Oases
  • +2 :c5faith: Faith and :c5gold: from Markets
God of StormsStandard
  • +1 :c5faith: Faith in Coastal Cities
  • +1 :c5production: Production from Marshes and Atolls
God of the ExpanseStandard
  • +34% faster border growth in all Cities
  • Gain 15 :c5faith: Faith and 10 :c5production: Production every time a City expands its borders naturally, scaling with game speed
God of the Open SkyStandard
  • +1 :c5faith: Faith and :c5goldenage: Golden Age Points from Pastures
God of the SeaStandard
  • +1 :c5faith: Faith and :c5food: Food from Fishing Boats
God of the Stars and SkyStandard
  • +1 :c5faith: Faith and :c5food: Food from Tundra and Snow tiles with resources
God of the SunStandard
  • +1 :c5faith: Faith from Granaries
  • +1 :c5science: Science in Cities with at least 3 Citizens
God of WarStandard
  • +10% :c5production: Production towards Units
  • Gain :c5faith: Faith from killing military Units
God-KingStandard
  • +2 :c5faith: Faith and +4 :c5production: Production in Capital/Holy City
Goddess of BeautyStandard
  • +1 :c5faith: Faith from Palace and World Wonders.
  • +1 Great Engineer Points in your Capital/Holy City.
Goddess of CreativityStandard
  • +2 Great Artist Points in the Capital/Holy City
  • +2 :c5faith: Faith from Artist Specialist
Goddess of FestivalsStandard
  • +2 :c5gold: Gold and +1 :c5culture: Culture for every unique Luxury Resource owned or imported.
Goddess of NatureStandard
  • +1 :c5faith: Faith and :c5food: Food for every 2 Mountains within 3 tiles of a City (capping at the City's population)
Goddess of ProtectionStandard
  • +5 HP healed per turn in friendly territory
  • +2 :c5faith: and +1 :c5culture: Culture from Barracks
Goddess of PurityStandard
  • +1 :c5faith: Faith and :c5production: Production from Lakes
Goddess of RenewalStandard
  • +1 :c5faith: Faith for every 2 Jungle or 2 Forest tiles worked by a City
  • +1 :c5culture: Culture from Herbalist
Goddess of SpringtimeStandard
  • +1 :c5gold: Gold, :c5food: Food and :c5faith: Faith from Plantations
Goddess of the HomeStandard
  • +1 :c5faith: Faith from Shrines
  • 25% faster :c5food: Growth Rate
Goddess of the HuntStandard
  • +1 :c5gold: Gold from Camps
  • +1 :c5faith: Faith from Lodges
Goddess of WisdomStandard
  • +1 :c5faith: Faith in every City
  • +2 Great Scientist Points in Capital/Holy City
Spirit of the DesertStandard
  • +1 :c5faith: Faith from Desert tiles with resources
  • +1 :c5food: from Oases
Tutelary GodsStandard
  • +15% increase in City RCS
  • +2 :c5faith: and :c5production: Production from Walls


Spoiler Founder Beliefs :

BeliefEffect(s)Wonder Unlocked
Apostolic Tradition+10 :c5food: Food in Holy City when you spread this Religion, scaling with the number of new Followers of your ReligionApostolic Palace (+3 :c5faith: Faith; +5 :c5goldenage: Golden Age Points from Holy Sites; unlocks Reformation Belief)
Ceremonial BurialWhen a Great Person is expended, gain 3 :c5faith: Faith and :c5culture: Culture for every City following your Religion (max 10 Cities), scaling with Era.Mausoleum (Gain :c5faith: Faith when an owned Unit is killed in battle; +3 :c5faith: Faith from Holy Sites; unlocks Reformation Belief)
Council of EldersWhen a City adopts your Religion for the first time, gain 10 :c5science: Science and :c5production: Production in your Holy City, scaling gradually based on the number of Cities following your Religion (bonus caps at 20 Cities)Holy Council (+1 :c5faith: Faith; +2 :c5food: Food; +3 :c5science: Science from Holy Sites; unlocks Reformation Belief)
Divine InheritanceHoly City produces +15% of its Yields during a :c5goldenage: Golden AgeCelestial Throne (+1 :c5faith: Faith, :c5food: Food and :c5gold: Gold; +3 :c5faith: Faith from Holy Sites; unlocks Reformation Belief)
Hero WorshipReceive :c5faith: Faith and :c5goldenage: Golden Age Points when you conquer a City, as well as Great General Points (if City is landlocked) or Great Admiral Points (if City is Coastal). Bonus scale with City Population and Era.Great Altar (+2 :c5faith: Faith, +15% Military Unit :c5production: Production; +3 :c5production: Production from Holy Sites; unlocks Reformation Belief)
Holy LawWhen you unlock a Policy, gain 2 :c5faith: Faith, :c5science: Science and :c5gold: Gold for every Follower of your Religion (max 150 Followers).Divine Court (+3 :c5gold: Gold; +5 :c5gold: Gold from Holy Sites; unlocks Reformation Belief)
Theocratic RuleWLTKD boosts the :c5faith: Faith, :c5culture: Culture and :c5gold: Gold output of a City by 10%.Grand Ossuary (+3 :c5faith: Faith; +3 :c5culture: Culture from Holy Sites; unlocks Reformation Belief)
Transcendent ThoughtsWhen you enter a new Era, Holy City gains 6 of every Yield for each City following your Religion (max 25 Cities), scaling with Era.Sacred Garden (+1 :c5faith: Faith, +2 :c5culture: Culture; +3 :c5food: Food from Holy Sites; unlocks Reformation Beliefs)
Way of Noble TruthsReceive 15 :tourism: Tourism when you spread your Religion to foreign Cities, scaling with the number of Followers of other Religion.Reliquary (+3 :c5culture: Culture,4 Art/Artifact slows; +5 :tourism: Tourism from Holy Sites; unlocks Reformation Belief)


Spoiler Follower Beliefs :

BeliefEffect(s)Unlocked Building
Asceticism
  • +1 :c5food: Food for every 2 follower in the City (max +10 :c5food: Food)
N/A
Cathedrals
  • Use :c5faith: Faith to purchase Cathedrals
  • +1 :c5faith: Faith and +2 :c5gold: Gold
  • Boosts Pressure of Religious Majority emanating from this City by 25%
  • Increases the City's resistance to conversion by 10%
  • Gain +5 :c5gold: Gold in the City when its borders expand, scaling with Era
  • -1 Unhappiness from Poverty
Church
  • Use :c5faith: Faith to purchase Churches
  • +1 :c5culture: Culture and :c5faith: Faith
  • 10 turns of WLTKD in the City when constructed
  • Boosts Pressure of Religious Majority emanating from this City by 40%
  • Increases the City's resistance to conversion by 10%
  • -1 Unhappiness from Boredom
Cooperation
  • :c5food: Food and :c5production: Production Internal Trade Routes generate +1 of their respective yields, scaling with Era.
N/A
Creativity
  • +1 :c5culture: Culture for every 3 followers in the City (max +5 :c5culture: Culture)
  • +1 :c5faith: Faith if you have at least one Specialist in the City
N/A
Diligence
  • +1 :c5production: Production for every 2 followers in the City (max +10 :c5production: Production)
N/A
Gurdwaras
  • Use :c5faith: Faith to purchase Gurdwaras
  • +3 :c5food: Food
  • Boosts Pressure of Religious Majority emanating from this City by 25%
  • +10% :c5food: Food
  • +10% Defense
  • -1 Unhappiness from Distress
Gurukulam
  • +1 :c5faith: Faith, :c5production: Production and :c5food: Food in the City
  • 10% of the cost of :c5faith: Faith Purchases in this City is converted into :c5gold: Gold
N/A
Indulgences
  • Receive +2 to all City yields every time a Citizen is born in the City, scaling with Era.
N/A
Mandirs
  • Use :c5faith: Faith to purchase Mandirs
  • +1 :c5faith: and +2 :c5food: Food
  • +10% :c5food: Food
  • Boosts Pressure of Religious Majority emanating from this City by 25%
  • Increase the City's resistance to conversion by 10%
  • -1 Unhappiness from Poverty
Mastery
  • Specialists generate +1 of their primary Yield ( :c5science: / :c5gold: / :c5production: / :c5culture: )
N/A
Mosque
  • Use :c5faith: Faith to purchase Mosques
  • +1 :c5faith: Faith and :c5science: Science
  • Boosts Pressure of Religious Majority emanating from this City by 25%
  • Increase the City's resistance to conversion by 10%
  • +10% :c5culture: Culture during :c5goldenage: Golden Ages
  • -1 Unhappiness from Illiteracy
Orders
  • Use :c5faith: Faith to purchase Orders
  • When a Unit created by this City defeats an Enemy Units in battle, receive +1 :c5faith: Faith, scaling with Era.
  • +10 XP for all Military Units produced in the City
  • Boosts Pressure of Religious Majority emanating from this City by 25%
  • Increase the City's resistance to conversion by 10%
  • -1 Unhappiness from Distress
Pagodas
  • Use :c5faith: Faith to purchase Pagodas
  • +1 :c5faith: Faith
  • +1 to all City Yields for every World Religion that has at least one Follower in this City
  • -1 Unhappiness from Boredom
  • -2 Unhappiness from Religious Unrest
Scholarship
  • +1 :c5science: Science for every 3 followers in the City (max +5 :c5science: Science)
N/A
Stupas
  • Use :c5faith: Faith to purchase Stupas
  • +1 :c5faith: Faith, +2 :c5goldenage: Golden Age Points,+2 :tourism: Tourism and +1 Happiness
  • Boosts Pressure of Religious Majority emanating from this City by 25%
  • Increase the City's resistance to conversion by 10%
  • -1 Unhappiness from Illiteracy
Synagogues
  • Use :c5faith: Faith to purchase Synagogues
  • +1 :c5faith: Faith and +2 :c5production: Production
  • Boosts Pressure of Religious Majority emanating from this City by 25%
  • Increase the City's resistance to conversion by 10%
  • During WLTKD, City :c5science: Science increases by +5%
  • -1 Unhappiness from Distress
Teocallis
  • Use :c5faith: Faith to purchase Teocallis
  • Boosts Pressure of Religious Majority emanating from this City by 25%
  • Increase the City's resistance to conversion by 10%
  • Increases Military Unit Supply Cap by 2
  • When you construct a Unit in this City, gain :c5faith: Faith equal to 20% of the Unit's :c5production: Production cost
  • -1 Unhappiness from Distress
Thrift
  • +1 :c5gold: Gold for every 2 follower in the City (max +15 :c5gold: )
N/A


Spoiler Enhancer Beliefs :

BeliefEffect(s)
Abode of Peace
  • Your resting point for Influence with City-States following your Religion is increased by 35.
  • Quest rewards are increased by 50%
Inquisition
  • Inquisitors cost 25% less :c5faith: Faith
  • 10 :c5gold: Gold per converted Citizen when Removing Heresy
  • Removing Heresy no longer causes Resistance in Cities
Mendicancy
  • +1 :c5culture: Culture and +3 :c5faith: Faith in all owned Cities following this Religion
Orthodoxy
  • Religion spreads to Cities 25% further away
  • Pressure tripled to friendly City-States and foreign Cities connected via Trade Routes
Prophecy
  • Reduces minimum Policy requirement for Wonders by 1
  • Prophets of this Religion 25% strong and cost 25% less :c5faith: Faith
Sacred Calendar
  • +25% Great Person Rate in Holy City during :c5goldenage: Golden Ages
  • Missionaries of this Religion 25% stronger
Symbolism
  • Holy City gains +5 :c5goldenage: Golden Age Points and +1 Great Person Points per turn for all Great People
Syncretism
  • +1 :c5faith: Faith, :c5food: Food and :c5production: Production in Holy City for every 2 followers of other Religions in owned Cities
Zealotry
  • May spread :c5faith: Faith to purchase land Units in Cities
  • Strategic Resource quantities increase by 1% per following City (up to 25%)


Spoiler Reformation Beliefs :

BeliefEffect(s)
Crusader Spirit
  • Land Units gain +10% CS versus Land Units in enemy territory, and an additional +10% versus Land Units of players that do not follow your Religion.
  • Receive :c5gold: Gold when you conquer Cities
Defender of the Faith
  • Land Units gain +10% CS versus Land Units in friendly territory, and an additional +10% versus Land Units of players that do not follow your Religion
  • +1 :c5faith: Faith from all Defensive Buildings
Divine Teachings
  • May build Libraries, Universities, Public Schools and Research Labs with :c5faith: Faith
  • Above building gains +1 :c5science: Science
Faith of the Masses
  • May build Amphitheaters, Opera Houses, Museums, Broadcast Towers and Stadium with :c5faith: Faith
  • Above building gains +1 :c5culture: Culture
Global Commandments
  • +5 :c5science: Science, :c5culture: Culture, :c5gold: Gold, :c5faith: Faith and :c5goldenage: Golden Age Points per turn while the Host of the World Congress.
  • Receive 75 of these yields instantly when you pass a Proposal, scaling with Era.
Holy Land
  • Receive 1 additional Delegate in the World Congress for every 2 Holy Sites or 2 Landmarks you own.
  • +50% Yields from Friendly/Allied City-States following this Religion.
Inspired Works
  • Landmarks and Great Person Improvements produce +2 :c5faith: Faith and +1 :c5science: Science
Sacred Sites
  • Hotels and all buildings purchased with Faith provide +1 :tourism: Tourism each
  • World and Natural Wonders gain +2 :tourism: Tourism each
  • Hermitage provides +5 :c5culture: Culture and :tourism: Tourism
To the Glory of God
  • Use :c5faith: Faith to purchase any type of Great Person (in Industrial Era)
  • When you expend a Great Person, gain 1 :c5gold: Gold, :c5science: Science and :c5culture: Culture per City following your Religion (max 20 Cities)
 
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Wonders and National Wonders

Spoiler Wonders :

WonderCostPrerequisitesYieldsGreat People PointsEffects
Alhambra200Tech: Chivalry
Policy: Authority Finisher
+10% :c5culture: CultureN/A
  • Melee Units receive the Jinete Promotion
Angkor Wat125Tech: Currency
Needed Policies: 5
N/AN/A
  • Provides a free Mandir in the City
  • :c5culture: Culture and :c5gold: Gold costs of acquiring new tiles reduced by 25% in every City
Bletchley Park1200Tech: Computers
Policy: Rationalism Finisher
+25% :c5science: Science+5 Great Scientist Points
  • All Scientist specialists gain +2 :c5science: Science
Borobudur200Tech: Theology
City: Holy City
Needed Policies: 7
N/AN/A
  • Receive 2 Free Missionaries
  • Provides a free Stupa in the City
Brandenburg900Tech: Military Science
Needed Policies: 16
N/AN/A
  • Receive 1 Free Great General
  • +15 XP for Units built in all Cities
  • Increases the Military Unit Supply Cap by 7
  • -1 Distress
Broadway1200Tech: Radio
Policy: Industry Finisher
N/AN/A
  • Receive 2 Free Great Musicians
  • +50 :c5culture: Culture when you construct a building in this City, scaling with Era
  • +20 :c5gold: Gold if Themed
CERN2000Tech: Particle Physics
Needed Policies: 27
N/AN/A
  • Receive 2 Free Technologies
  • +100 Influence with all City-States in the World
Chichen Itza400Tech: Astronomy
Needed Policies: 10
N/AN/A
  • Length of Golden Ages increased by 50%
CN Tower1700Tech: Telecommunication
Needed Policies: 25
N/AN/A
  • +1 Happiness in every City
  • All Great Works gain +2 :c5gold: Gold and :tourism: Tourism
Colossus125Tech: Metal Casting
City: Must be Coastal
Needed Policies: 5
+2 :c5gold: GoldN/A
  • Gain 1 Additional Trade Route slow
  • Receive a free Cargo Ship
Cristo Redentor1200Tech: Plastics
Needed Policies: 21
+10 :tourism: TourismN/A
  • Hotels provide +2 :c5goldenage: Golden Age Points, :c5culture: Culture and :tourism: Tourism
Crystal Palace1875 per CivNeeds World CongressN/AN/A
  • Receive +2 :c5production: Production and :c5science: Science for all Factories in owned Cities
  • The Empire enters a Golden Age
Eiffel Tower900Tech: Dynamite
Needed Policies: 16
N/AN/A
  • :c5culture: Culture cost of adopting new Policies reduced by 20%
Empire State Building1000Tech: Electricity
Needed Policies: 19
N/AN/A
  • Receive a Free Great Person of your choice
  • Receive a free Stock Exchange in the City
  • Specialists in this City produce +1 :c5gold: Gold
Fasil Ghebbi575Tech: Fortification
Needed Policies: 13
N/AN/A
  • 5 Defense
  • +150 HP
  • Friendly military units within 3-tile range of the Fasil Ghebbi gain +25% CS
  • Increase the Military Unit Supply Cap by 5
Forbidden Palace200Tech: Civil Service
Policies: Progress Finisher
N/AN/A
  • Cost of :c5gold: Gold purchasing in all Cities reduced by 15%
  • -1 Unhappiness from Poverty in this City
Globe Theater400Tech: Printing Press
Needed Policies: 10
N/AN/A
  • Receive 1 free Great Writer
  • Writer, Artist and Musician Specialists in all Cities gain +1 :c5goldenage: Golden Age Points
  • -1 Unhappiness from Boredom in this City
  • +10 :c5gold: Gold if Themed
Grand Canal750 per CivNeeds World CongressN/AN/A
  • Receive 1 Additional Trade Route
  • Grants all Naval Units except Submarines and Carriers the Treasure Fleet Promotion
Great Firewall2000Tech: The Internet
Needed Policies: 27
+25% :c5science: Science and :c5culture: CultureN/A
  • All Research Labs and Police Stations gain +5 :c5gold: Gold and :c5science: Science
Great Library100Tech: Writing
Needed Policies: 4
N/AN/A
  • Receive 1 Free Technology
  • Receive a Free Library in the City
  • +3 :c5science: Science if Themed
Great Lighthouse100Tech: Sailing
City: Must be Coastal
Needed Policies: 4
+1 :c5production: ProductionN/A
  • Provides a free Lighthouse in the City
  • All Military Naval Units receive +1 Movement and +1 Sight
Great Wall125Tech: Engineering
Needed Policies: 5
N/AN/A
  • Receive 1 free Great General
  • Enemy Land Units must expend 1 extra Movement per tile if they move into a tile worked by this City
  • Increase the Military Unit Supply Cap by 2
Hagia Sophia200Tech: Theology
Needed Policies: 7
+2 :c5culture: Culture and +1 :c5faith: FaithN/A
  • Receive 1 free Great Prophet
  • Receive a free Church in the City
Hanging Garden100Tech: Mathematics
Needed Policies: 4
+6 :c5food: FoodN/A
  • Provides a free Garden in the City
Himeji Castle400Tech: Gunpowder
Needed Policies: 10
N/AN/A
  • Provides a Free Bastion Fort in the City
  • +15% CS for Units fighting in friendly Territory
  • +10% CS for all Cities
  • Increases the Military Unit Supply Cap by 3
Hubble Space Telescope2000Tech: Robotics
Needed Policies: 27
N/AN/A
  • Receive 1 free Great Scientist
  • Receive a free Spaceship Factory in the City
  • +25% :c5production: Production when building Spaceship parts in all Cities
International Space Station4125 per CivNeeds World CongressN/AN/A
  • +1 :c5production: Production from Scientists and +1 :c5science: Science from Engineers
  • Great Scientists provide 33% more :c5science: Science when used to discover new Technology
Karlstejn250Tech: Guilds
City: Holy City
Needed Policies: 8
N/AN/A
  • Provides a free Order in the City
  • Enables you to select a Reformation Belief at 5% below its normal Global Follower requirement (20% on standard)
Kremlin1000Tech: Replaceable Parts
Policies: Order Ideology
N/AN/A
  • +50% :c5production: Production when building Armor Units
  • 1 Free Social Policy
  • -1 Unhappiness from Distress in all Cities
Kronborg575Tech: Warships
City: Coastal
Needed Policies: 13
N/AN/A
  • +50 HP, +3 Defense and +1 Military Unit Supply Cap in all Coastal Cities
  • +25% :c5production: Production for Naval Units in the City
  • Free Great Admiral appears near the City
Leaning Tower of Pisa400Tech: Chemistry
Needed Policies: 10
N/AN/A
  • Receive 1 free Great Person of your choice near the Capital
  • +10% generation of Great People in all Cities
Louvre900Tech: Archaeology
Policies: Artistry Finisher
N/AN/A
  • Receive 1 free Great Artist
  • Receive 2 free Archaeologists
  • +1 :c5culture: Culture from all Museums
  • +15 :c5culture: If Themed
Machu Picchu200Tech: Physics
City: Within 2 tiles of a Mountain in your territory
Needed Policies: 7
N/AN/A
  • City gains +1 :c5food: Food, :c5production: Production and :c5faith: Faith for every 2 Mountains within 3 tiles of the City
Mausoleum of Halicarnassus90Tech: Construction
Needed Policies: 2
N/AN/A
  • Provides a free Stone Works
  • During WLTKD, City :c5production: Production, :c5science: Science and :c5gold: Gold increase by +10%
Menin Gate1650 per CivNeeds World CongressN/AN/A
  • +2 Happiness
  • Forts, Citadel and Landmarks provide +2 :c5culture: Culture and :c5goldenage: Golden Age Points when worked
Museum of Modern Art750Tech: Archaeology
Civilization: America
Building: Independence Hall
N/AN/A
  • :c5gold: Gold costs of acquiring new tiles reduced by 25% in every City.
  • +2 :c5culture: Culture and :c5science: Science to all Museums, Research Labs and World Wonders
Neuschwanstein800Tech: Railroad
City: Within 2 tiles of a Mountain inside your territory
Needed Policies: 15
N/AN/A
  • +1 :c5culture: Culture, :c5gold: Gold and Happiness from every Castle
  • City gains +1 :c5culture: Culture and :c5gold: Gold for every Mountain within3 tiles of the City
Notre Dame250Tech: Machinery
Needed Policies: 8
N/AN/A
  • Receive a free Cathedral in the City
  • Empire enters a Golden Age
  • +3 :c5faith: Faith and :c5goldenage: Golden Age Points if Themed
Olympic Village3375 per CivNeeds World Congress+10 :tourism: TourismN/A
  • +3 Happiness
  • All Stadiums receive +2 :c5gold: Gold and :tourism: Tourism
Oracle125Tech: Philosophy
Needed Policies: 5
N/AN/A
  • Provides a free Temple in the City
  • Instantly receive 200 :c5culture: Culture and :c5science: Science
  • -1 Unhappiness from Illiteracy in the City
Palace of Westminster900Tech: Industrialization
Policies: Statecraft Finisher
N/AN/A
  • Receive 1 free Great Merchant
  • Grants 2 Additional Delegates in the World Congress for every 8 City-States in the game
  • -1 Unhappiness from Poverty in this City
Parthenon125Tech: Drama and Poetry
Needed Policies: 5
N/AN/A
  • Provides a free Amphitheater in the City
  • Contains a prebuilt Great Work of Art
  • -1 Unhappiness from Boredom
  • +3 :c5culture: Culture if Themed
Pentagon1200Tech: Combined Arms
Policies: Imperialism Finisher
N/AN/A
  • Increases Military Unit Supply Cap by 1 in every City
  • Increase the Air Unit Cap by 2 in every City
  • Receive 2 free Jet Fighters in the City
  • +50% :c5production: Production of Air Unit in the City
  • Air Units created in the City gain +20 XP
Petra90Tech: Trade
City: On or next to Desert tile
Needed Policies: 2
+1 :c5gold: GoldN/A
  • Gain 1 Additional Trade Route
  • Gain a free Caravan
Porcelain Tower450Tech: Architecture
Needed Policies: 12
N/AN/A
  • Receive 1 free Great Scientist
  • 20% more :c5science: Science generated from Research Agreements
  • If Research Agreements are disabled, provides a +10% :c5science: Science bonus in the City
  • -1 Unhappiness from Illiteracy in this City
Prora1000Tech: Flight
Policies: Autocracy
N/AN/A
  • Receive 1 free Social Policy
  • +1 Happiness in Capital for every 2 Policies you have adopted
  • Receive 10 :c5culture: Culture when any owned Unit pillages a tile, scaling with Era
Pyramids75Tech: MiningN/AN/A
  • Receive 1 free Worker
  • +25 :c5goldenage: Golden Age Points when you expend a Great Person, scaling with Era
Red Fort450Tech: Metallurgy
Policies: Fealty Finisher
N/AN/A
  • 6 Defense
  • +200 HP
  • Receive 1 free Great Engineer
  • Receive a free Arsenal
  • City Ranged Strike Strength and Range increased by 10% and 1 respectively
Roman Forum75Tech: Mathematics
Needed Policies: 4
N/AN/A
  • Receive 1 free Great Diplomat
  • +20% :c5production: Production of Diplomatic Units
Sistine Chapel450Tech: Acoustics
Needed Policies: 12
N/AN/A
  • +10% :c5culture: Culture in all Cities
  • +3 :c5faith: Faith and :c5culture: Culture if Themed
Slater Mill750Tech: Industrialization
Civilization: America
Building: Independence Hall
City: Next to fresh water
N/AN/A
  • :c5gold: Gold costs of acquiring new tiles reduced by 25% in every City.
  • +4 :c5gold: Gold and :c5production: Production to all Factories, Stock Exchanges and World Wonders on Empire
Smithsonian Institute800Tech: Romanticism
Needed Policies: 15
+4 :c5science: ScienceN/A
  • Reduces Unhappiness Needs Modifier for Illiteracy by 10% in all Cities
  • Receive a free Museum
  • +1 :c5science: Science and :tourism: Tourism to all Museums
  • +3 :c5science: Science and :c5gold: Gold if Themed
Soho Foundry800Tech: Steam Power
Needed Policies: 15
+10% :c5production: ProductionN/A
  • Provides a free Factory
  • Grants 4 free Coal
Statue of Liberty1000Tech: Biology
Policies: Freedom
N/AN/A
  • Receive 1 free Social Policy
  • +1 :c5production: Production from Specialists in every City
Statue of Zeus90Tech: Bronze Working
Needed Policies: 2
N/AN/A
  • Provides a free Barracks in the City
  • Units gain +15% CS when attacking Cities
  • -1 Unhappiness from Distress in this City
Stonehenge75Tech: The WheelN/AN/A
  • Provides a free Council
  • Provides 30 :c5faith: Faith in the City
Summer Palace450Tech: Acoustics
Needed Policies: 12
N/AN/A
  • +1 Paper
  • +20% :c5production: Production of Diplomatic Units in this City
  • All Chanceries gain +2 :c5gold: Gold
Sydney Opera House1700Tech: Satellites
City: Must be Coastal
Needed Policies: 25
+25% :c5culture: CultureN/A
  • Receive 1 free Social Policy
  • +15 :c5culture: Culture if Themed
Taj Mahal450Tech: Architecture
Needed Policies: 12
N/AN/A
  • Empire enters a Golden Age
  • +1 :c5goldenage: Golden Age Points per 2 Citizens in the City
Temple of Artemis90Tech: Calendar
Needed Policies: 2
N/AN/A
  • Provides a free Herbalist in the City
  • +25% :c5production: Production when building Ranged Units in this City
  • 1 Specialist in this City no longer produce Unhappiness from Urbanization
Terracotta Army100Tech: Masonry
Needed Policies: 4
+1 :c5culture: CultureN/A
  • +5 :c5culture: Culture when you destroy an Enemy Unit in battle, scaling with Era
  • Increases the Military Unit Supply Cap by 2
The Motherland Calls1400Tech: Electronics
Needed Policies: 23
N/AN/A
  • Receive a free Police Station in the City
  • Building Maintenance reduced by 15% in all Cities
Topkapi Palace450Tech: Sovereignty
Needed Policies: 12
N/AN/A
  • +1 :c5faith: Faith from Defensive buildings. Does not apply to gifted ones.
Torre Del Oro500Tech: Navigation
City: Coastal
Needed Policies: 12
N/AN/A
  • Naval TR originating from this City have a 50% increase in range
  • +1 Trade Route
  • Grants a free Drydock
Uffizi500Tech: Humanism
Needed Policies: 12
N/AN/A
  • Receive 1 free Great Artist
  • +1 :c5culture: Culture from Great Works in all Cities
United Nations2550 per CivNeeds World CongressN/AN/A
  • Receive 1 additional Delegate in the World Congress for every 8 City-States in the game
  • When you expend a Great Person, earn 10 influence with all City-States you have met.
  • Triggers a Golden Age, as well as the United Nations Special Session of the WC
University of Sankore200Tech: Education
Policies: Tradition Finisher
+1 :c5science: ScienceN/A
  • Provides a free Mosque in the City
  • When you expend a Great Person, receive 25 :c5science: Science, scaling with Era
Versailles450Tech: Sovereignty
Needed Policies: 12
N/AN/A
  • Extends the length of WLTKD by 25% empire-wide
  • Receive a free Great Writer
Wat Phra Kaew500Tech: Humanism
Needed Policies: 12
N/AN/A
  • +1 :c5science: Science from Shrines and Temples
West Point750Tech: Military Science
Civilization: America
Building: Independence Hall
N/AN/A
  • 5 Defense
  • :c5gold: Gold costs of acquiring new tiles reduced by 25% in every City
  • +4 :c5production: Production and +2 :c5science: Science to all Military Academies, Military Bases and all World Wonders.


Spoiler National Wonder :

Total Cost = Base + [ 1 + ( # of City) * (Per City Scaler) / 100 ]

National WonderCost (Base/Per City Scaler)Population RequiredPrerequisitesYieldsEffect(s)
Apostolic Palace125/25N/ACity: Holy City
15% of Global Population follows the Religion (scaling with map size)
+3 :c5faith: Faith
  • +5 :c5goldenage: Golden Age Points from all Holy Sites
  • Boosts Pressure of Religious Majority by 25%
  • Increases the City's resistance to conversion by 10%
  • Reduces Religious Unrest
  • Allows you to select a Reformation Belief
  • +1 Vote per 10 Cities following the Religion
Arsenale di Venezia65/1015Tech: Guilds
Building: Piazza San Marco, Not Rialto District or Murano Glassworks
Civilization: Venice
+10% :c5production: Production
  • Increases the Military Unit Supply Cay by 5
  • Increases the Military Unit Supply Cap from Population in this City by 25%
Celestial Throne125/25N/ACity: Holy City
15% of Global Population follows the Religion (scaling with map size)
+1 :c5faith: Faith, :c5food: Food and :c5gold: Gold
  • +5 :c5faith: Faith from all Holy Sites
  • Boosts Pressure of Religious Majority by 25%
  • Increases the City's resistance to conversion by 10%
  • Reduces Religious Unrest
  • Allows you to select a Reformation Belief
  • +1 Vote per 10 Cities following the Religion
Circus Maximus65/2515Tech: Metal Casting
Building: Arena/Colosseum
N/A
  • +10% :c5culture: Culture and :c5gold: Gold during WLTKD
  • -1 Unhappiness from Boredom
Consulate2550 per CivN/ANeeds World Congress+1 :c5culture: Culture
  • Receive 1 Additional Delegate in the WC for every 8 City-States in the game.
Divine Court125/25N/ACity: Holy City
15% of Global Population follows the Religion (scaling with map size)
+3 :c5gold: Gold
  • +5 :c5gold: Gold from all Holy Sites
  • Boosts Pressure of Religious Majority by 25%
  • Increases the City's resistance to conversion by 10%
  • Reduces Religious Unrest
  • Allows you to select a Reformation Belief
  • +1 Vote per 10 Cities following the Religion
East India Company65/2525Tech: Guilds
Building: Customs House/Hanse
N/A
  • Receive an additional copy of all Luxury Resources around this City
  • Incoming TR generate +2 :c5gold: Gold for the City
  • -1 Unhappiness from Poverty in all Cities
Foreign Bureau65/2545Tech: Radio
Building: Wire Service
N/A
  • +1 Paper
  • +20% :c5production: Production of Diplomatic Units in this City
Grand Ossuary125/25N/ACity: Holy City
15% of Global Population follows the Religion (scaling with map size)
+3 :c5faith: Faith
  • +3 :c5culture: Culture from all Holy Sites
  • Boosts Pressure of Religious Majority by 25%
  • Increases the City's resistance to conversion by 10%
  • Reduces Religious Unrest
  • Allows you to select a Reformation Belief
  • +1 Vote per 10 Cities following the Religion
Grand Temple65/2520Tech: Theology
Building: Temple/Tetraconch
N/A
  • All Temples gain +1 :c5faith: Faith and +1 :c5gold: Gold
  • -1 Unhappiness from Religious Unrest in all Cities
Great Altar125/25N/ACity: Holy City
15% of Global Population follows the Religion (scaling with map size)
+2 :c5faith: Faith
  • +3 :c5production: Production from all Holy Sites
  • +15% Military Unit :c5production: Production in this City
  • Boosts Pressure of Religious Majority by 25%
  • Increases the City's resistance to conversion by 10%
  • Reduces Religious Unrest
  • Allows you to select a Reformation Belief
  • +1 Vote per 10 Cities following the Religion
Great Cothon65/1015Tech: Currency
Building: Market
Civilization: Carthage
N/A
  • Receive a free copy of all Luxury Resources around the City
  • Incoming TR generate +3 :c5gold: Gold for the City
  • Grants 2 additional TR
  • All Lighthouses gain +1 :c5culture: Culture
  • -1 Unhappiness from Poverty in all Cities
Hall of Honor65/2545Tech: Ballistics
Building: Military Academy
Policies: Autocracy
+10% :c5production: Production
  • Receive 1 additional Delegates in the WC for every Enemy Capital you control
Heroic Epic65/2510Tech: Iron Working
Building: Barracks/Ikanda
N/A
  • Receive 1 free Great Writer in the City
  • Increases the Military Unit Supply Cap from Population in the City by 10%
Holy Council125/25N/ACity: Holy City
15% of Global Population follows the Religion (scaling with map size)
+1 :c5faith: Faith and +2 :c5food: Food
  • +3 :c5science: Science from all Holy Sites
  • Boosts Pressure of Religious Majority by 25%
  • Increases the City's resistance to conversion by 10%
  • Reduces Religious Unrest
  • Allows you to select a Reformation Belief
  • +1 Vote per 10 Cities following the Religion
Independence Hall65/1030Tech: Architecture
Civilization: America
+2 :c5culture: Culture
+10% :c5culture: Culture
  • :c5culture: Culture cost of adopting new Policies reduced by 5%
  • Unlocks access to Hoover Dam, West Point and Smithsonian Institute
  • -1 Unhappiness from Boredom
  • +3 :c5culture: Culture and :c5gold: Gold if Themed
International Finance Center65/2545Tech: Biology
Building: Stock Exchange
Policies: Freedom
+5% :c5gold: Gold
+5% :c5food: Food
  • Receive 1 additional Delegates in the WC for every two Declaration of Friendship you currently have
Ironworks65/2525Tech: Machinery
Building: Forge/Siege Foundry
N/A
  • Provides 2 Iron
  • +10 :c5science: Science when you construct a Building in this City, scaling with Era.
Mausoleum125/25N/ACity: Holy City
15% of Global Population follows the Religion (scaling with map size)
N/A
  • Gain :c5faith: Faith when an owned Unit is killed in battle, scaling with Era
  • +3 :c5faith: Faith from all Holy Sites
  • Boosts Pressure of Religious Majority by 25%
  • Increases the City's resistance to conversion by 10%
  • Reduces Religious Unrest
  • Allows you to select a Reformation Belief
  • +1 Vote per 10 Cities following the Religion
Murano Glassworks65/1015Tech: Guilds
Building: Piazza San Marco
Civilization: Venice
N/A
  • GPTI and Villages worked by the Cities gain +2 :c5food: Food
National Intelligence Agency65/2560Tech: Computers
Building: Police Stations
N/A
  • +1 :c5science: Science to all Specialists
  • -1 Unhappiness from Distress in all Cities
National Monument65/2515Tech: Drama and Poetry
Building: Monument/Stele
N/A
  • +15% Great People generation in this City
  • Receive 25 :c5goldenage: Golden Age Points whenever you unlock a Policy, scaling with Era
Oxford University65/2520Tech: Education
Building: University/Seowon
N/A
  • A Great Scientist appears near the City
  • +25 :c5culture: Culture every time you research a Technology, scaling with Era
  • -1 Unhappiness from Illiteracy
  • +4 :c5science: Science if Themed
Palace1/25N/ACity: Must be Capital+1 :c5culture: Culture
+3 :c5gold: Gold
+3 :c5science: Science
+2 :c5production: Production
  • +1 :c5science: Science for every 3 Citizens in the City
  • 1 Specialist in this City no longer produces Unhappiness from Urbanization
  • -2 Unhappiness Reduction to Distress, Poverty, Illiteracy and Boredom in all Cities
  • When one of the following Historic Events is completed, receive a :tourism: Tourism boost with all known Civs based on your recent :c5culture: Culture and :tourism:Tourism output:
    • Earn a Great Person
    • Building a World Wonder
    • Win a War (Warscore 25+)
    • Enter a new Era
  • Connecting other Cities to the Capital by Road will produce additional :c5gold: Gold
Palace of Culture and Science65/2545Tech: Plastics
Building: Public School/Skola
Policies: Order
+5% :c5science: Science
+5 :c5culture: Culture
  • Receive 1 additional Delegate in the WC for every Defensive Pact or Vassal you currently have
Piazza San Marco65/1010Tech: Writing
Building: Palace
City: Capital
Civilization: Venice
N/A
  • +20% Great People rate in the City
  • Increases the Military Unit Supply Cap by 2
  • Unlocks Murano Glassworks, Asenale di Venezia and Rialto District
Printing Press65/2525Tech: Printing Press
Building: Chancery
N/A
  • +1 Paper
  • +15% :c5production: Production of Diplomatic Units in this City
Reliquary125/25N/ACity: Holy City
15% of Global Population follows the Religion (scaling with map size)
+3 :c5culture: Culture
  • +3 :tourism: Tourism from all Holy Sites
  • Boosts Pressure of Religious Majority by 25%
  • Increases the City's resistance to conversion by 10%
  • Reduces Religious Unrest
  • Allows you to select a Reformation Belief
  • +1 Vote per 10 Cities following the Religion
  • +6 :c5science: Science and +4 :c5faith: Faith if Themed
Rialto District65/1015Tech: Guilds
Building: Piazza San Marco, Not Arsenale di Venezia or Murano Glassworks
Civilization: Venice
N/A
  • Cost of :c5gold: Gold purchases in all Cities reduced by 10% (15% in Capital)
  • Provide 1 Additional Delegate in the WC for every 50 :c5gold: Gold Per Turn produced (caps at 25% of all City-States ever alive)
Royal Collection65/2535Tech: Architecture
Building: Opera House
+2 :c5culture: Culture
  • +10% :c5culture: Culture in this City
  • -1 Unhappiness from Boredom in all Cities
  • +4 :c5gold: Gold and :c5culture: Culture if Themed
Royal Library65/1010Tech: Writing
Civilization: Assyria
+2 :c5science: Science
  • +20% :c5science: Science in the City during Golden Ages
  • All Libraries produce +1 :c5science: Science
  • Grants a free Library in the City
  • -1 Unhappiness from Illiteracy in all Cities
  • +3 :c5production: Production and :c5science: Science if Themed
Sacred Garden125/25N/ACity: Holy City
15% of Global Population follows the Religion (scaling with map size)
+2 :c5culture: Culture and +1 :c5faith: Faith
  • +3 :c5food: Food from all Holy Sites
  • Boosts Pressure of Religious Majority by 25%
  • Increases the City's resistance to conversion by 10%
  • Reduces Religious Unrest
  • Allows you to select a Reformation Belief
  • +1 Vote per 10 Cities following the Religion
School of Philosophy65/2515Tech: Philosophy
Building: Library
+1 :c5science: Science
  • +10% :c5science: Science in the City during Golden Ages
  • -1 Unhappiness from Illiteracy in all Cities
Scrivener's Office65/2510Tech: WritingN/A
  • +1 Paper
  • Gain a free Emissary
  • +10% :c5production: Production of Diplomatic Units in this City
Tower of Buddhist Incense65/1030Tech: Sovereignty
Building: Garden/Candi and Manor
N/A
  • Provides a free Great Person of your choice
  • Reduces Religious Unrest in all Cities
White Tower65/1020Tech: Machinery
Building: Forge
Civilization: England
+2 :c5culture: Culture
  • Provides 2 free Iron
  • Contains a pre-built Great Work of Art
  • +10 :c5science: Science and :c5gold: Gold when you construct a building in this City, scaling with Era.
 
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Social Policies and Ideology Tenets

Spoiler Social Policies :

PoliciesPolicy TreePrerequisiteEffect(s)
Tradition OpenerTraditionAncient Era
  • +2 :c5food: Food, Population and Happiness in the Capital
  • +5% :c5food: Growth in all Cities
Tradition ScalerTraditionTradition Policies
  • +1 :c5culture: Culture in your Capital
JusticeTraditionTradition Opener
  • Royal Guardhouse built in Capital (1 Engineer Specialist, +3 Defense, +50 Hit Points, +4 :c5production: Production)
SovereigntyTraditionTradition Opener
  • Court Chapel built in Capital (1 Artist Specialist, 1 Great Work of Art slot, +2 :c5faith: Faith)
CeremonyTraditionJustice, Sovereignty
  • Court Astrologer built in Capital (1 Scientist Specialist, +2 :c5science: Science)
SplendorTraditionCeremony
  • Palace Garden built in Capital (1 Writer Specialist, 1 Great Work of Writing slot, +5 :c5food: Food)
MajestyTraditionCeremony
  • State Treasury built in Capital (1 Merchant Specialist, +5 :c5gold: Gold, +15% Great Person Rate in City)
Tradition FinisherTraditionAll Tradition Policies
  • Unlocks building the University of Sankore
  • Throne Room built in Capital (1 Musician Specialist Slot, 1 Great Work of Music slot and Golden Ages last 15% longer)
  • Allows for the purchase of Great Engineers with :c5faith: Faith starting in the Industrial Era
Progress OpenerProgressAncient Era
  • Receive 10 :c5science: Science when a Citizen is born in your Capital, scaling with Era
  • Receive 10 :c5science: Science for every Citizen already in your Capital, scaling with Era
  • Gain an additional 3 :c5culture: Culture when a Building is completed, scaling with Era
  • +2 :c5gold: Gold in every City
Progress ScalerProgressProgress Policies
  • Gain an additional 5 :c5culture: Culture when a Technology is researched, scaling with Era
OrganizationProgressProgress Opener
  • +1 Movement of all Civilian Units
  • +1 :c5production: Production in every City
LibertyProgressProgress Opener
  • A Work appears near the Capital
  • Tile improvement rate increased by 25%
ExpertiseProgressOrganization
  • +15% :c5production: Production towards Buildings
  • +1 :c5production: Production in every City
EqualityProgressLiberty
  • +1 Happiness in every City
  • -1 Unhappiness from Distress, Poverty, Illiteracy and Boredom in all Cities
  • +1 :c5science: Science in every City
FraternityProgressLiberty
  • +2 :c5food: Food in every City
  • +2 :c5goldenage: Golden Age Point from City Connection
Progress FinisherProgressAll Progress Policies
  • Unlocks building the Forbidden Palace
  • Receive 15 :c5gold: Gold when a Citizen is born in any City, scaling with Era.
  • Allows for the purchase of Great Writers with :c5faith: Faith starting in the Industrial Era.
Authority OpenerAuthorityAncient Era
  • +25% combat bonus vs Barbarians
  • Cities gain 5 :c5culture: Culture when their borders expand
  • +1 :c5production: Production in every City
Authority ScalerAuthorityAuthority Policies
  • +2 Border Growth Points in every City
TributeAuthorityAuthority Opener
  • Cities gain 10 :c5gold: Gold when their borders expand, scaling with Era.
  • +1 :c5production: Production in every City
DominanceAuthorityAuthority Opener
  • Cities gain 10 :c5faith: Faith when their borders expand, scaling with Era.
  • +1 :c5production: Production in every City
ImperiumAuthorityTribute
  • A free Settler appears near the Capital
  • +1 :c5production: Production in every City
MilitarismAuthorityDominance
  • +25% :c5production: Production when training Melee Units
  • :c5gold: Gold maintenance for Units reduced by 25%
  • Cities gain 10 :c5science: Science when their borders expand, scaling with Era
HonorAuthorityMilitarism
  • Melee Units heal for 15 points after killing a military Unit
  • War Weariness reduced by 25%
  • :c5gold: Gold Maintenance for Routes reduced by 50%
Authority FinisherAuthorityAll Authority Policies
  • Unlocks building Alhambra
  • Allows the purchasing of Free Companions, Foreign Legions and Mercenaries as their prerequisite technologies are researched
  • Allows for the purchase of Great Generals with :c5faith: Faith starting in the Industrial Era
Fealty OpenerFealtyMedieval Era
  • -25% :c5faith: Faith costs for purchasing Buildings, Missionaries and Inquisitors
Fealty ScalerFealtyFealty Policies
  • +1 :c5food: Food and +3 Strength in every City
NobilityFealtyFealty Opener
  • +100% :c5production: Construction Rate of Castles and Armories
  • Can purchase Monasteries with :c5faith: Faith (+1 :c5faith: Faith and :c5food: Food)
Divine RightFealtyNobility
  • +1 :c5gold: Gold from Castles and Armories
  • +1 :c5food: Food from Monastery
SerfdomFealtyNobility
  • Pastures generate +2 :c5production: Production and +1 :c5gold: Gold
  • +1 :c5food: Food from Monastery
Organized ReligionFealtyNobility
  • +50% Pressure in all nearby Cities without your majority Religion
  • +1 :c5faith: Faith from Monastery
FiefdomsFealtySerfdom
  • +15% :c5production: Production and City Border Growth doubled during WLTKD
  • +1 :c5science: Science from Monastery
Fealty FinisherFealtyAll Fealty Policies
  • Unlocks building the Red Fort
  • Cities that follow your Majority Religion generate +1 :c5science: Science, :c5faith: Faith, :c5production: Production and :c5culture: Culture
  • Allows for the purchase of Great Artists with :c5faith: Faith starting in the Industrial Era
Statecraft OpenerStatecraftMedieval Era
  • +2 :c5gold: Gold in every City
  • +10% Influence from Trade Missions
Statecraft ScalerStatecraftStatecraft Policies
  • +1 :c5gold: Gold in every City
Foreign ServiceStatecraftStatecraft Opener
  • +1 :c5production: Production to Civil Servants
  • Earn Great Diplomats 50% faster
Trade ConfederacyStatecraftStatecraft Opener
  • +25% Yields for Trade Routes
  • Trade Routes to City-States generate 1 Influence per turn (with the target City-State per each owned City-State Trade Route (up to +5)
Shadow NetworksStatecraftForeign Service
  • +1 :c5science: Science from Civil Servant and Merchant Specialists
  • +20% Influence from Trade Missions
ConsulatesStatecraftShadow Networks
  • +1 Delegate in the WC for every 8 City-States originally in the World
  • +20% Influence from Trade Mission
Exchange MarketsStatecraftShadow Networks, Trade Confederacy
  • Resources from City-States count towards Monopolies
  • +1 Trade Route
Statecraft FinisherStatecraftAll Statecraft Policies
  • Unlocks building the Palace of Westminster
  • World Wonders require 1 less unlocked Policy for every 3 City-State alliances you maintain
  • Allows for the purchase of Great Diplomats with :c5faith: Faith starting in the Industrial Era
Artistry OpenerArtistryMedieval Era
  • +100% :c5production: Construction rate of all Guilds
Artistry ScalerArtistryArtistry Policies
  • +1 :c5goldenage: Golden Age Points in every City
  • Earn Great Writers, Great Artists and Great Musicians 5% faster
HumanismArtistryArtistry Opener
  • The amount of :c5goldenage: Golden Age Points needed to trigger a Golden Age reduced by 15%
RefinementArtistryArtistry Opener
  • Great Works of Art gain +1 :c5culture: Culture
  • 2 Specialist in all Cities does not produce unhappiness from Urbanization
HeritageArtistryHumanism, Refinement
  • Great Works of Music gain +2 :c5gold: Gold
  • +2 :tourism: Tourism and :c5goldenage: Golden Age Points from Universities
National TreasureArtistryRefinement
  • Artifacts gain +1 :c5science: Science
  • A Great Person of your choice appears near your Capital
Cultural ExchangeArtistryHeritage
  • Great Works of Writing gain +3 :c5goldenage: Golden Age Points
  • +1 :c5culture: Culture and :c5production: Production from Amphitheaters and Opera Houses
Artistry FinisherArtistryAll Artistry Policies
  • Unlocks building the Louvre
  • Allows you to see Hidden Antiquity Sites
  • Allows for the purchase of Great Musician with :c5faith: Faith starting in the Industrial Era
Industry OpenerIndustryEnlightenment Era
  • +100% :c5production: Production speed of Train Stations and Seaports
Industry ScalerIndustryIndustry Policies
  • -5% :c5gold: needed for purchases
Free TradeIndustryIndustry Opener
  • +1 Additional Trade Route
  • +3 :c5gold: Gold from International Trade Routes
Division of LaborIndustryIndustry Opener
  • +2% :c5production: Production and :c5gold: Gold generated by Forges, Windmills, Workshops, Cloth Mills, Factories, Train Stations and Seaports
EntrepreneurshipIndustryFree Trade
  • +25% Yields when you expend Great Merchants or Great Engineers for their Instant Yield abilities
  • Great Merchants are earned 50% faster
MercantilismIndustryDivision of Labor
  • Markets, Caravansaries, Customs Houses, Banks, Weigh Houses and Stock Exchanges generate +2% :c5science: Science
ProtectionismIndustryEntrepreneurship, Mercantilism
  • :c5gold: Gold investments in Buildings reduce their :c5production: Production cost by an additional 10%
  • Cities earn +5 :c5science: Science when they construct Buildings, scaling with Era.
Industry FinisherIndustryAll Industry Policies
  • Unlocks building Broadway
  • Specialists gain +2 :c5gold: Gold
  • Allows for the purchase of Great Merchants with :c5faith: Faith starting in the Industrial Era
Imperialism OpenerImperialismEnlightenment Era
  • +10% :c5production: Production for Military Unit
  • -5% :c5gold: Gold required for upgrades
Imperialism ScalerImperialismImperialism Policies
  • -5% :c5gold: Gold required for upgrades
Civilizing MissionImperialismImperialism Opener
  • Puppet Cities and Cities with a Courthouse gain +10% :c5production: Production towards buildings, with an additional +10% :c5production: Production per Era difference between your current Era and the Building's Era
Regimental SystemImperialismImperialism Opener
  • Earn Great Generals and Great Admirals 33% more quickly
  • The Great General and Great Admiral Combat Bonus aura is increased by 10% and its radius by 1 Tile
ColonialismImperialismImperialism Opener
  • Each Unique Global Monopoly modifier is increased by an additional 5% if it's percentage-based, or +1 otherwise.
  • +1 Sight for Naval melee and Land melee Units
ExploitationImperialismCivilizing Mission
  • Farms, Camps, Plantations and Fishing Boats gain +2 :c5food: Food and +1 :c5production: Production
  • Military Units can be upgraded in territory owned by Vassals and friendly City-States
Martial LawImperialismColonialism
  • Yield penalties in puppeted Cities reduced to 60% (from 80%)
  • +1 Movement for Naval Units, Embarked Units and Great Generals
Imperialism FinisherImperialismAll Imperialism Policies
  • Unlocks building the Pentagon
  • All Naval Units gain the Ironsides Promotion (become stronger as they take damage)
  • Allows for the purchase of Great Admirals with :c5faith: Faith starting in the Industrial Era
Rationalism OpenerRationalismEnlightenment Era
  • +2 :c5production: Production from all Strategic Resources
Rationalism ScalerRationalism
Rationalism Policies
  • +3% :c5science: Science
Scientific RevolutionRationalismRationalism Opener
  • Allows for the construction of Observatories in all Cities
  • +1 :c5culture: Culture from all Strategic Resource
EnlightenmentRationalismRationalism Opener
  • Receive one free Technology
  • +1 :c5culture: Culture from Observatories
EmpiricismRationalismScientific Revolution
  • Improves Spy Resistance in all Cities by 34%
  • Specialists consume 1 less :c5food: Food than normal (minimum 1)
Free ThoughtRationalismEnlightenment
  • +25% Yields for Great Scientists
  • +1 :c5science: Science from Observatories
Rights of ManRationalismEmpiricism
  • +2 :c5production: Production and :c5gold: Gold from Villages
  • +1 :c5gold: Gold from Observatories
Rationalism FinisherRationalismAll Rationalism Policies
  • Unlocks building Bletchley Park
  • +33% Great Scientist rate in all Cities
  • Allows for the purchase of Great Scientists with :c5faith: Faith starting in the Industrial Era


Spoiler Ideology Tenets :

TenetIdeology BranchTenet LevelEffect(s)
Arsenal of DemocracyFreedom2
  • +15% :c5production: Production towards Military Units
  • +10 Influence with all known City-States when you expend Great People
Avant GardeFreedom1
  • The rate at which Great People are born is increased by 33%
  • -2 Unhappiness from Boredom in all Cities
CapitalismFreedom2
  • Specialists generate +1 :c5gold: Gold
Civil SocietyFreedom1
  • Specialists consume 1 :c5food: Food less than normal (minimum 1 :c5food: Fold)
Covert ActionFreedom1
  • +2 :c5gold: Gold and :c5production: Production to Constabulary and Police Stations
  • +15% :c5science: Science in the Capital
Creative ExpressionFreedom1
  • +1 :tourism: Tourism from Great Works.
  • Museums, Galleries, Broadcast Towers, Opera Houses and Amphitheaters gain +2 :c5goldenage: Golden Age Points
Draft RegistrationFreedom1
  • Military Units purchased with :c5gold: Gold receive full XP.
Economic UnionFreedom1
  • Receive one additional Trade Routes.
  • +6 :c5gold: Gold from TR with Civilizations following Freedom.
Media CultureFreedom3
  • +50% :tourism: Tourism generated by Cities with a Broadcast Tower
New DealFreedom2
  • Landmarks and GPTI produce +3 of the appropriate Yield, and +1 :tourism: Tourism
Self DeterminationFreedom2
  • Liberating a City gives 15 XP to all Units, 50 Influence with all City-States and 20 :c5science: Science, scaling with Era and City Population.
  • The liberated City gain an Arsenal and 6 Units.
Space ProcurementFreedom3
  • May invest in Spaceship parts with :c5gold: Gold
  • +10% :c5science: Science from Research Labs
Their Finest HourFreedom2
  • +25% :c5production: Production towards Air Units in all Cities
  • Can build B17 Bombers
TransnationalismFreedom2
  • Global Franchise maximum increased by 25%
  • Every Town counts as a Franchise
  • +2 :c5culture: Culture from all Corporation Offices
Treaty OrganizationFreedom3
  • +4 Delegates (scaling with map size) for the WC
Universal HealthcareFreedom2
  • Receive a free Hospital in every City
Universal SuffrageFreedom1
  • A Golden Age begins
  • Golden Ages last 50% longer
Academy of SciencesOrder2
  • -2 Unhappiness from Illiteracy in all Cities
  • Receive 5 free Research Labs in your Empire
CommunismOrder1
  • :c5gold: Gold cost of purchasing buildings reduced by 25%
Cultural RevolutionOrder2
  • +25% :tourism: Tourism to civilizations with less Happiness
  • +1 Happiness from Factories
Dictatorship of the ProletariatOrder2
  • +3 :c5food: Food, :c5science: Science, :c5gold: Gold and :c5culture: Culture per City
Double AgentsOrder1
  • +2 :c5science: Science to Constabulary and Police Station
  • +2 :c5science: Science to Civil Servants
Five-Year PlanOrder2
  • +1 :c5production: Production for every Mine, Quarry, Lumber Mill, Logging Camp and Unique Improvement
Great Leap ForwardOrder2
  • Receive two free Technologies
Hero of the PeopleOrder1
  • Great Person rate increases by 15%.
  • A Great Person of your choice appears near your Capital
Iron CurtainOrder3
  • Free Courthouse upon City Capture and immediate annexation
  • City Connections generate +3 :c5gold: Gold and :c5production: Production
NationalizationOrder2
  • Each Corporate Office counts as a Franchise
  • Foreign Franchises no longer benefit your Corporation
  • You can no longer construct Franchises in foreign Cities (except Vassals)
  • Foreign Corporations can no longer set up Franchises in your Cities (except Masters)
  • +2 :c5science: Science from all Corporation Offices
Patriotic WarOrder1
  • Land Units gain +20% Strength when in or adjacent to a City
  • Can build T-34s
Peace, Land, BreadOrder1
  • Building Maintenance reduced by 20%
People's ArmyOrder1
  • Public Schools produce +3 :c5culture: Culture and +1 Happiness
ResettlementOrder2
  • All Cities gain +1 Citizens immediately
  • No Partisan from razing enemy Cities
Socialist RealismOrder3
  • +25% :tourism: Tourism to other Order Civilization
  • +1 :tourism: Tourism from all Great Works
Spaceflight PioneersOrder3
  • Gain a free Great Engineer and Great Scientist
  • May finish Spaceship parts with Great Engineers
  • Hurrying :c5production: Production with Great Engineers now 50% more effective
Workers' FacultiesOrder1
  • Receive 5 free Factories immediately
Air SupremacyAutocracy3
  • Receive a free Airport in every City
  • Can build Zeroes
Commerce RaidersAutocracy2
  • +10% :c5production: Production from Seaports
  • Submarines and Melee Naval Units gain the Prize Rules Promotion
Cult of PersonalityAutocracy3
  • +50% :tourism: Tourism to civilizations fight a common enemy
  • Free Great Person of your choice
Elite ForcesAutocracy1
  • Newly created Military Units receive +15 XP
  • Military Units gain 50% more XP from combat
FuturismAutocracy1
  • Earn 25 :tourism: Tourism when you conquer a City for the first time, scaling with Era and City size
Iron FistAutocracy1
  • Vassals can no longer be liberated by other Civilizations or the WC, and capitulated vassals can no longer rebel
LebensraumAutocracy1
  • Citadel tile-acquisition radius doubled
Lightning WarfareAutocracy2
  • +3 Movement for Great Generals
  • Gun Units gain +15% attack and ignore enemy ZoC
  • Armor Units gain +15% attack and +1 Movement
Martial SpiritAutocracy2
  • +25% CS when attacking for 50 turns (applies only to melee Units), scaling with Gamespeed
  • War Weariness reduced by 25%, and Razing Speed is doubled
Military-Industrial ComplexAutocracy1
  • -33% :c5gold: Gold cost of purchasing/upgrading Units
New World OrderAutocracy1
  • -2 Unhappiness from Distress in all Cities
  • Police Stations and Constabularies provide +3 :c5culture: Culture and +5 :c5production: Production, and are constructed 100% more quickly
Police StateAutocracy2
  • +3 Local Happiness from every Courthouse
  • +1 Happiness from Police Stations
  • Build Courthouses in half the usual time
SyndicalismAutocracy2
  • Corporate Franchises count double in the Cities of Civilization you are at least Popular with
  • The extra Franchise does not count against your Global Franchise maximum
  • +2 :c5production: Production form all Corporation Offices
Third AlternativeAutocracy2
  • Quantity of Strategic Resources produced is increased by 100%
  • Reduces Unit :c5gold: Gold Maintenance costs by 25%
Total WarAutocracy2
  • +25% :c5production: Production when building Land Units
  • Warscore increases 25% more quickly
  • It is 25% easier to bully City-States
TyrannyAutocracy3
  • No penalty for bullying friendly City-States
  • Doing so decreases the Influence of all other Civs with that City-State by 10% and increases your Influence by 10%
United FrontAutocracy1
  • Unit Supply generated by Population increased by 50%
  • While at war, Influence with allied City-States does not decay
 
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Terrain, Features and Improvements

Spoiler Terrain :

TerrainBase YieldMovement CostCombat ModifierViable FeaturesPossible Resources
Coast1 :c5food: Food10%
  • Ice
  • Atoll
  • Oil
  • Fish
  • Whales
  • Pearls
  • Crab
  • Coral
DesertN/A20%
  • Oasis
  • Flood Plains
  • Iron
  • Oil
  • Aluminum
  • Uranium
  • Sheep
  • Stone
  • Gold
  • Silver
  • Gems
  • Marble
  • Cotton
  • Incense
  • Copper
  • Salt
  • Amber
  • Jade
  • Lapis Lazuli
Grassland1 :c5food: Food10%
  • Jungle
  • Marsh
  • Forest
  • Iron
  • Horses
  • Coal
  • Uranium
  • Cattle
  • Sheep
  • Stone
  • Gold
  • Gems
  • Marble
  • Cotton
  • Wine
  • Copper
  • Citrus
  • Bison
  • Nutmeg
  • Cloves
  • Pepper
  • Coffee
  • Tea
  • Tobacco
  • Amber
  • Jade
  • Olives
  • Perfume
  • Lapis Lazuli
  • Maize
  • Rice
Hill2 :c5production: Production210%N/A
  • Iron
  • Aluminum
  • Uranium
  • Coal
  • Sheep
  • Deer
  • Stone
  • Gold
  • Silver
  • Gems
  • Marble
  • Amber
  • Jade
  • Lapis Lazuli
MountainN/AImpassable+10%N/AN/A
Ocean+1 :c5food: Food10%
  • Ice
  • Atoll
  • Oil
Plains+1 :c5food: Food10%
  • Forest
  • Jungle
  • Iron
  • Horses
  • Coal
  • Aluminum
  • Uranium
  • Wheat
  • Sheep
  • Stone
  • Gold
  • Gems
  • Marble
  • Ivory
  • Cotton
  • Wine
  • Incense
  • Copper
  • Salt
  • Citrus
  • Bison
  • Nutmeg
  • Cloves
  • Pepper
  • Coffee
  • Tea
  • Tobacco
  • Amber
  • Jade
  • Olives
  • Perfume
  • Lapis Lazuli
  • Maize
SnowN/A20%N/A
  • Iron
  • Oil
  • Uranium
  • Stone
  • Copper
Tundra1 :c5food: Food10%Forest
  • Iron
  • Horses
  • Oil
  • Aluminum
  • Uranium
  • Deer
  • Stone
  • Silver
  • Gems
  • Marble
  • Fur
  • Copper
  • Salt
  • Amber
  • Jade
  • Lapis Lazuli


Spoiler Features and Natural Wonders :

Feature/Natural WonderBase YieldMovement CostCombat ModifierYield per EraEffect(s)
Atoll+1 :c5food: Food and :c5production: Production10%N/AN/A
Cerro de Potosi+2 :c5production: ProductionImpassable0%1 :c5gold: GoldN/A
El Dorado+2 :c5gold: Gold2+10%1 :c5gold: GoldN/A
Fallout-3 :c5food: Food, :c5production: Production and :c5gold: Gold2+5%N/ADeals 15 Damage to Units ending their turn on Fallout
Flood Plains+2 :c5food: Food1+5%N/AN/A
Forest+1 :c5production: Production2+25%N/AN/A
Fountain of YouthN/A2+10%1 :c5food: FoodAll Land Melee Units produced by the owner of this Natural Wonder gain the Everlasting Youth Promotion.
IceN/AImpassable0%N/AN/A
Jungle+1 :c5production: Production2+25%N/AN/A
King Solomon's Mines+2 :c5production: Production2+10%1 :c5faith: FaithN/A
Krakatoa+1 :c5culture: Culture and :c5production: ProductionImpassable0%1 :c5production: ProductionN/A
Lake Victoria+1 :c5science: Science and :c5food: FoodImpassable0%1 :c5food: FoodN/A
Lakes+1 :c5food: Food10%N/AN/A
Marsh+1 :c5food: Food35%N/AN/A
Mt. Fuji+1 :c5culture: Culture and :c5faith: FaithImpassable0%1 :c5faith: FaithN/A
Mt. Kailash+2 :c5faith: FaithImpassable0%1 :c5faith: FaithN/A
Mt. KilimanjaroN/AImpassable0%1 :c5production: ProductionAll Military Units produce by the owner of this Natural Wonder gain Altitude Training Promotion.
Mt. Sinai+2 :c5food: FoodImpassable0%1 :c5faith: FaithN/A
Oasis+1 :c5food: Food and :c5gold: Gold1+5%N/AN/A
Old Faithful+1 :c5science: Science and :c5gold: Gold2+10%1 :c5gold: GoldN/A
RiversN/AAll Remaining Points0%N/AN/A
Rock of Gibraltar+2 :c5production: productionImpassable0%1 :c5gold: GoldN/A
Sri PadaN/AImpassable0%1 :c5food: FoodWorkers, Work Boats, Missionaries, Inquisitors and Settlers produced by the owner of this Natural Wonder gain the Sacred Steps Promotion.
The Barringer Crater+2 :c5production: Production2+10%1 :c5production: ProductionN/A
The Grand Mesa+1 :c5culture: Culture and :c5food: Food2+10%1 :c5food: FoodN/A
The Great Barrier Reef+1 :c5science: Science2+10%1 :c5food: FoodTwo Great Barrier Reefs will spawn adjacent to one another.
Uluru+2 :c5faith: Faith2+10%1 :c5production: ProductionN/A


Spoiler Improvements :

ImprovementBase YieldPrerequisite(s)Resources ImprovedTerrain/FeatureYields from TechsEffect(s)
Academy+2 :c5science: Science
  • Unit: Great Scientist
  • Horses
  • Iron
  • Coal
  • Oil
  • Aluminum
  • Uranium
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
  • +1 :c5science: Science from Education
  • +1 :c5science: Science from Scientific Theory
N/A
Archaeological DigN/A
  • Tech: Archaeology
  • Unit: Archaeologist
  • Antiquity Site
  • Hidden Antiquity Site
N/AN/AN/A
Brazilwood Camp+1 :c5gold: Gold
  • Tech: Calendar
  • Civilization: Brazil
  • Unit: Worker
  • Placement: On tiles without fresh water, not adjacent to another Brazilwood Camp
  • Brazilwood
  • Jungle
  • Forest
N/AN/A
CampN/A
  • Trapping
  • Unit: Worker
  • Ivory
  • Fur
  • Deer
  • Truffles
  • Bison
N/AN/AN/A
Chateau+1 :c5culture: Culture, +1 :c5food: Food and +2 :c5gold: Gold
  • Tech: Chivalry
  • Civilization: France
  • Unit: Worker
  • Placement: adjacent to Luxury, not adjacent to another Chateau
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/A
  • +50% Defense Bonus
  • Contains Fortification
Citadel+1 :c5production: Production
  • Unit: Great General
  • Horses
  • Iron
  • Coal
  • Oil
  • Aluminum
  • Uranium
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
  • +2 Border Growth Points from Military Strategy
  • +2 :c5production: Production from Gunpowder
  • Increases Military Unit Supply Cap by 1 upon completion
  • +100% Defense Bonus
  • Contain Fortification and Canal
  • Enemy Units ending its turn adjacent to Citadel takes 30 Damage
  • Claims adjacent tiles
Eki+1 :c5production: Production
  • Tech: Military Strategy
  • Civilization: The Huns
  • Unit: Worker
  • Placement: flat land tiles without Fresh Water, in or adjacent to Hunnic territory
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/A
  • +1 :c5production: Production if adjacent to two other Eki
  • Removes features on the tile
Embassy+2 :c5gold: Gold
  • Unit: Great Diplomat
  • Placement: City-State territory
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/A
  • Only one Embassy within a City-State's land
  • Provides an extra vote in the WC
  • Cannot be pillaged
Encampment+1 :c5food: Food
  • Tech: Trade
  • Civilization: The Shoshone
  • Unit: Worker
  • Placement: Not adjacent to Encampment
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/A
  • Inflict 2 Damage to adjacent Enemy Units
  • +15% Defense Bonus
Farm+1 :c5food: Food
  • Tech: Agriculture
  • Unit: Worker
  • Wheat
  • Maize
  • Rice
  • Grassland
  • Plains
  • +1 :c5food: Food if Fresh Water from Civil Service
N/A
Feitoria+1 :c5gold: Gold
  • Tech: Compass
  • Civilization: Portugal
  • Unit: Worker, Nau
  • Placement: Not adjacent to Feitoria, Not on Resources
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/A
  • Adjacent Fishing Boats: +1 :c5production: Production
  • Adjacent Coast: +1 :c5gold: Gold
  • 2-tile radius vision
  • +25% Defense Bonus
  • Contain Canal
  • Provides an untradeable copy of each Luxury Resource owned by the City-State this improvement is built in, and generate bonus yields from TR
Fishing BoatsN/A
  • Tech: Fishing
  • Unit: Workboat
  • Fish
  • Whales
  • Pearls
  • Crab
  • Coral
  • Coast
N/AN/A
Fort+1 Border Growth Points
  • Tech: Engineering
  • Unit: Worker
  • Placement: Not adjacent to Fort
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/A
  • Contains Fortifications and Canal
  • +50% Defense Bonus
Hacienda+1 :c5faith: Faith
  • Tech: Machinery
  • Civilization: Spain
  • Unit: Worker
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/A
  • +1 :c5gold: Gold and :c5production: Production per adjacent Luxury Resource
  • +1 :c5culture: Culture if adjacent to a City
Holy Site+3 :c5faith: Faith
  • Unit: Great Prophet
  • Horses
  • Iron
  • Coal
  • Oil
  • Aluminum
  • Uranium
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
  • +1 :c5faith: Faith from Theology
  • +2 :tourism: Tourism from Railroad
N/A
Kasbah+1 :c5food: Food and :c5production: Production
  • Tech: Chivalry
  • Civilization: Morocco
  • Unit: Worker
  • Placement: adjacent to an owned City
N/AN/AN/A
  • Adjacent Fishing Boats: +1 :c5culture: Culture
  • +30% Defense Bonus
  • Deals 5 Damage to adjacent enemy Military Units
  • Connects any Luxury or Strategic resources
Kuna+1 :c5faith: Faith
  • Tech: Construction
  • Civilization: The Maya
  • Unit: Worker
  • Placement: Cannot be adjacent to Kuna
N/A
  • Forest
  • Jungle
N/AN/A
Landmark+3 :c5culture: Culture and :c5gold: Gold
  • Unit: Archaeologist
N/AN/AN/A
  • +3 Empire-Wide Happiness to the build and plot owner
  • +1 :c5culture: Culture and :c5gold: Gold per Era since the original Era of the Artifact
Lumber Mill+1 :c5production: Production
  • Tech: Metal Casting
  • Unit: Worker
N/A
  • Forest
  • Jungle
N/A
  • +1 :c5gold: Gold and :c5production: Production per two adjacent Lumbermill
Manufactory+2 :c5production: Production
  • Unit: Great Engineer
  • Horses
  • Iron
  • Coal
  • Oil
  • Aluminum
  • Uranium
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
  • +1 :c5production: Production from Machinery
  • +1 :c5production: Production from Metallurgy
  • +1 :c5production: Production from Manufacturing
N/A
Mine+1 :c5production: Production
  • Tech: Mining
  • Unit: Worker
  • Iron
  • Coal
  • Aluminum
  • Gems
  • Gold
  • Silver
  • Copper
  • Salt
  • Hill
N/AN/A
Moai+1 :c5production: Production
  • Tech: Construction
  • Civilization: Polynesia
  • Unit: Worker
  • Placement: adjacent to Coast tiles
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/A
  • +1 :c5culture: Culture per two adjacent Moai
  • Provides Units within 3 tiles of a Moai +20% CS
Offshore Platform+4 :c5gold: Gold
  • Tech: Refrigeration
  • Unit: Workboat
  • Oil
  • Coast
  • Ocean
N/AN/A
Oil Well+2 :c5gold: Gold and :c5production: Production
  • Combustion
  • Unit: Worker
  • Oil
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/AN/A
Ordo+1 :c5food: Food, :c5gold: Gold, :c5culture: Culture and :c5production: Production
  • Unit: Khan
  • Horses
  • Iron
  • Coal
  • Oil
  • Aluminum
  • Uranium
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
  • +2 Border Growth Points from Military Strategy
  • +2 :c5production: Production from Gunpowder
  • Claims adjacent tiles
  • Units standing on this improvement receive +1 Movement for that turn
  • +50% Defense Bonus
  • Contains Fortifications and Canal
PastureN/A
  • Tech: Animal Husbandry
  • Unit: Worker
  • Horses
  • Cattle
  • Sheep
N/AN/AN/A
Pata-Pata+1 :c5food: Food
  • Tech: Masonry
  • Civilization: The Inca
  • Unit: Worker
N/A
  • Hill
  • Mountain
N/A
  • Adjacent Farms: +1 :c5food: Food
  • Adjacent Pata-Pata: +1 :c5food: Food
PlantationN/A
  • Tech: Calendar
  • Unit: Worker
  • Bananas
  • Dyes
  • Silk
  • Cinnamon
  • Sugar
  • Cotton
  • Wine
  • Incense
  • Citrus
  • Cocoa
  • Nutmeg
  • Cloves
  • Pepper
  • Coffee
  • Tea
  • Tobacco
  • Olives
  • Perfume
N/AN/AN/A
Polder+1 :c5gold: Gold and :c5food: Food
  • Tech: Guilds
  • Civilization: The Netherlands
  • Unit: Worker
N/A
  • Marsh
  • Coast (if adjacent to at least 3 land tiles)
N/A
  • Adjacent Village: +1 :c5gold: Gold
  • Adjacent Town: +1 :c5gold: Gold
  • Can be walked on by Land Units
QuarryN/A
  • Tech: Construction
  • Unit: Worker
  • Uranium
  • Marble
  • Stone
  • Amber
  • Jade
  • Lapis Lazuli
N/AN/AN/A
RailroadN/A
  • Tech: Railroad
  • Unit: Worker
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/A
  • Can connect Cities to the Capital
RoadN/A
  • Tech: The Wheel
  • Unit: Worker
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/A
  • Can connect Cities to the Capital
Siheyuan+1 :c5gold: Gold and :c5production: Production
  • Tech: Currency
  • Civilization: China
  • Unit: Worker
  • Placement: flat land next to a City or to two other Siheyuan
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/A
  • +1 :c5culture: Culture when worked by a City experiencing WLTKD
Town+1 :c5food: Food and +2 :c5gold: Gold
  • Unit: Great Merchant
  • Horses
  • Iron
  • Coal
  • Oil
  • Aluminum
  • Uranium
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
  • +2 :c5food: Food from Guilds
  • +2 :c5gold: Gold from Economics
N/A
Village+1 :c5culture: Culture and :c5gold: Gold
  • Tech: Currency
  • Unit: Worker
  • Placement: Not adjacent to a Village
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
N/A
  • +1 :c5production: Production on Roads
  • +2 :c5production: Production and +1 :c5gold: Gold on Railroad
 
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Resources, Specialists and Great People

Spoiler Resources :

ResourceTypePrerequisiteBase YieldsImprovement YieldsBuilding YieldsMonopoly Bonus
Antiquity SiteBonus
  • Tech: Archaeology
  • Improvement: Archaeological Dig
N/AN/AN/AN/A
BananasBonus
  • Tech: Agriculture
  • Terrain: Jungle, Marsh
  • Improvement: Plantation
+1 :c5food: Food+1 :c5food: Food
  • Aqueduct: +1 :c5food: Food
  • Harappan Reservoir: +1 :c5food: Food
  • Customs House: +2 :c5gold: Gold
  • Hanse: +2 :c5gold: Gold
N/A
BisonBonus
  • Tech: Trapping
  • Terrain: Grassland, Plains
  • Improvement: Camp
+1 :c5food: Food+1 :c5food: Food
  • Tavern: +1 :c5food: Food
  • Ger: +1 :c5food: Food
  • Coffee House: +1 :c5food: Food
  • Grocer: +1 :c5food: Food
N/A
CattleBonus
  • Tech: Animal Husbandry
  • Terrain: Grassland
  • Improvement: Pasture
+1 :c5food: Food+1 :c5production: Production
  • Ger: +1 :c5gold: Gold
  • Ducal Stable: +1 :c5gold: Gold and +2 :c5production: Production
  • Stable: +1 :c5production: Production
N/A
DeerBonus
  • Tech: Trapping
  • Terrain: Forest, Tundra, Hill
  • Improvement: Camp
+1 :c5food: Food+1 :c5food: Food
  • Tavern: +1 :c5food: Food
  • Ger: +1 :c5food: Food
  • Coffee House: +1 :c5food: Food
  • Grocer: +1 :c5food: Food
N/A
FishBonus
  • Tech: Pottery
  • Terrain: Coast
  • Improvement: Fishing Boats
+1 :c5food: Food+1 :c5gold: Gold
  • Tavern: +1 :c5food: Food
  • Harbor: +1 :c5production: Production
N/A
Hidden Antiquity SiteBonus
  • Improvement: Archaeological Dig
N/AN/AN/AN/A
MaizeBonus
  • Tech: Agriculture
  • Terrain: Flood Plains, Grassland, Plains
  • Improvement: Farm
N/A+1 :c5food: Food
  • Tavern: +1 :c5food: Food
  • Aqueduct: +1 :c5food: Food
  • Harappan Reservoir: +1 :c5food: Food
N/A
RiceBonus
  • Tech: Agriculture
  • Terrain: Marsh, Grassland
  • Farm
N/A+1 :c5food: Food
  • Tavern: +1 :c5food: Food
  • Aqueduct: +1 :c5food: Food
  • Harappan Reservoir: +1 :c5food: Food
N/A
SheepBonus
  • Tech: Animal Husbandry
  • Terrain: Grassland, Plain, Desert, Hill
  • Improvement: Pasture
+1 :c5food: Food+1 :c5gold: Gold
  • Cloth Mill: +2 :c5gold: Gold
  • Ger: +1 :c5gold: Gold
  • Ducal Stable: +1 :c5gold: Gold and +2 :c5production: Production
  • Stable: +1 :c5production: Production
N/A
StoneBonus
  • Tech: The Wheel
  • Terrain: Grassland, Plains, Desert, Tundra, Snow, Hill
  • Improvement: Quarry
+1 :c5production: Production+1 :c5production: Production
  • Stone Works: +1 :c5production: Production
  • Tabya: +1 :c5production: Production
N/A
WheatBonus
  • Tech: Agriculture
  • Terrain: Floodplains, Plains
  • Improvement: Farm
N/A+1 :c5food: Food
  • Tavern: +1 :c5food: Food
  • Aqueduct: +1 :c5food: Food
  • Harappan Reservoir: +1 :c5food: Food
N/A
AluminumStrategic
  • Tech: Electricity
  • Terrain: Plains, Desert, Tundra, Hill
  • Improvement: Mine and GPTI
+1 :c5production: Production+1 :c5production: Production
  • Ostrog: +1 :c5gold: Gold and :c5production: Production
  • 25%: Units gain +5 HP when Healing
  • 50%: +2 :c5production: Production from Resource tile
CoalStrategic
  • Tech: Manufacturing
  • Terrain: Grassland, Plains, Hills
  • Improvement: Mine and GPTI
+1 :c5production: Production+1 :c5production: Production
  • Ostrog: +1 :c5gold: Gold and :c5production: Production
  • 25%: Naval Units gain +1 Movement
  • 50%: +3 :c5gold: Gold from Resource tile
HorsesStrategic
  • Tech: Animal Husbandry
  • Terrain: Grassland, Plains, Tundra
  • Improvement: Pasture and GPTI
+1 :c5production: Production+1 :c5production: Production
  • Ostrog: +1 :c5gold: Gold and :c5production: Production
  • Ger: +1 :c5gold: Gold
  • Ducal Stable: +1 :c5gold: Gold and +2 :c5production: Production
  • Stable: +1 :c5production: Production
  • 25%: Units gain +10% Strength when attacking
  • 50%: +2 :c5science: Science from Resource tile
IronStrategic
  • Tech: Bronze Working
  • Terrain: Forest, Grassland, Plains, Desert, Tundra, Snow, Hill
  • Improvement: Mine and GPTI
+1 :c5production: Production+1 :c5production: Production
  • Ostrog: +1 :c5gold: Gold and :c5production: Production
  • Forge: +1 :c5gold: Gold
  • Siege Foundry: +1 :c5gold: Gold
  • 25%: Units gain +10% Strength when defending
  • 50%: +2 :c5production: Production from Resource tile
OilStrategic
  • Tech: Combustion
  • Terrain: Jungle, Marsh, Desert, Tundra, Snow, Coast, Ocean
  • Improvement: Oil Well (if land), Offshore Platform (if sea) and GPTI
+1 :c5production: Production+1 :c5production: Production
  • Ostrog: +1 :c5gold: Gold and :c5production: Production
  • 25%: Units gain +2 XP after combat
  • +2 :c5science: Science from Resource tile
PaperStrategic
  • Tech: Writing
N/AN/AN/AN/A
UraniumStrategic
  • Tech: Atomic Theory
  • Terrain: Jungle, Forest, Marsh, Grassland, Plains, Desert, Tundra, Snow, Hill
  • Improvement: Quarry and GPTI
+1 :c5production: Production and :c5science: Science+1 :c5science: Science
  • Ostrog: +1 :c5gold: Gold and :c5production: Production
  • 25%: Units gain +10% Strength when attacking
  • 50%: +10% :c5science: Science in all Owned Cities
AmberLuxury
  • Terrain: Tundra, Grassland, Plains, Desert, Hill
  • Improvement: Quarry
+1 :c5production: Production+1 :c5gold: Gold
  • Temple: +1 :c5culture: Culture
  • Tetraconch: +1 :c5culture: Culture
  • +6 Empire-Wide Happiness
BrazilwoodLuxury
  • Improvement: Brazilwood Camp
+1 :c5gold: GoldN/AN/A
  • +1 :c5culture: Culture from Resource tile
CinnamonLuxury
  • Terrain: Jungle
  • Improvement: Plantation
+1 :c5gold: Gold+1 :c5food: Food
  • Bazaar: +1 :c5gold: Gold
  • Market: +1 :c5gold: Gold
  • +1 :c5culture: Culture from Resource tile
CitrusLuxury
  • Terrain: Grassland, Plains
  • Improvement: Plantation
+1 :c5food: Food+1 :c5gold: Gold
  • Candi: +1 :c5gold: Gold and :c5food: Food
  • Garden: +1 :c5gold: Gold and :c5food: Food
  • +1 :c5science: Science from Resource tile
ClovesLuxury
  • Terrain: Jungle, Flood Plains, Grassland, Plains
  • Improvement: Plantation
+1 :c5gold: Gold+1 :c5faith: Faith and :c5gold: Gold
  • Candi: +1 :c5gold: Gold and :c5faith: Faith
  • Garden: +1 :c5gold: Gold and :c5faith: Faith
  • +6 Empire-Wide Happiness
CocoaLuxury
  • Terrain: Jungle
  • Improvement: Plantation
+1 :c5food: Food+1 :c5gold: Gold
  • Candi: +2 :c5gold: Gold
  • Garden: +2 :c5gold: Gold
  • +1 :c5culture: Culture from Resource tile
CoffeeLuxury
  • Terrain: Grassland, Plains
  • Improvement: Plantation
+1 :c5gold: Gold+1 :c5science: Science
  • Customs House: +1 :c5gold: Gold and :c5production: Production
  • Hanse: +1 :c5gold: Gold and :c5production: Production
  • +5% :c5production: Production in all owned Cities
CopperLuxury
  • Terrain: Grassland, Plains, Desert, Tundra, Snow
  • Improvement: Mine
+1 :c5production: Production+1 :c5gold: Gold
  • Forge: +1 :c5production: Production
  • Siege Foundry: +1 :c5production: Production
  • +5% :c5production: Production in all owned Cities
CoralLuxury
  • Terrain: Coast
  • Improvement: Fishing Boats
+1 :c5gold: Gold+1 :c5gold: GoldN/A
  • +1 :c5science: Science from Resource tile
CottonLuxury
  • Terrain: Grassland, Plains, Desert
  • Improvement: Plantation
+1 :c5gold: Gold+1 :c5culture: Culture
  • Cloth Mill: +2 :c5gold: Gold
  • Burial Tomb: +1 :c5production: Production
  • Caravansary: +1 :c5production: Production
  • +1 :c5gold: Gold from Resource tile
CrabLuxury
  • Terrain: Coast
  • Improvement: Fishing Boats
+1 :c5food: Food+1 :c5food: FoodN/A
  • +1 :c5food: Food from Resource tile
DyesLuxury
  • Terrain: Jungle, Forest
  • Improvement: Plantation
+1 :c5gold: Gold+1 :c5culture: Culture
  • Acropolis: +1 :c5gold: Gold
  • Amphitheater: +1 :c5gold: Gold
  • +1 :c5gold: Gold from Resource tile
FursLuxury
  • Terrain: Tundra, Forest
  • Improvement: Camp
+1 :c5food: Food+1 :c5gold: Gold
  • Burial Tomb: +1 :c5production: Production
  • Caravansary: +1 :c5production: Production
  • +6 Empire-Wide Happiness
GemsLuxury
  • Terrain: Jungle, Grassland, Plains, Desert, Tundra, Hill
  • Improvement: Mine
+1 :c5gold: Gold+1 :c5production: Production
  • Bank: +1 :c5gold: Gold and :c5culture: Culture
  • +5% :c5gold: Gold in all owned Cities
GlassLuxury
  • City-State only
+1 :c5gold: GoldN/AN/A
  • +6 Empire-Wide Happiness
GoldLuxury
  • Terrain: Grassland, Plains, Desert, Hill
  • Improvement: Mine
+1 :c5gold: Gold+1 :c5gold: Gold
  • Bank: +2 :c5gold: Gold
  • +10% :c5goldenage: Golden Age Length, +1 :c5goldenage: Golden Age Points from Resource tile
IncenseLuxury
  • Terrain: Plains, Desert
  • Improvement: Plantation
+1 :c5gold: Gold+1 :c5faith: Faith
  • Temple: +1 :c5gold: Gold
  • Tetraconch: +1 :c5gold: Gold
  • +1 :c5faith: Faith from Resource tile
IvoryLuxury
  • Terrain: Plains
  • Improvement: Camp
+1 :c5production: Production+1 :c5gold: Gold
  • Ceilidh Hall: +1 :c5culture: Culture and :c5gold: Gold
  • Citrus: +1 :c5culture: Culture and :c5gold: Gold
  • +10% :c5goldenage: Golden Age Length, +1 :c5goldenage: Golden Age Points from Resource tile
JadeLuxury
  • Terrain: Grassland, Plains, Desert, Tundra, Hill
  • Improvement: Quarry
+1 :c5gold: Gold+1 :c5culture: Culture
  • Stone Works: +1 :c5gold: Gold
  • Tabya: +1 :c5gold: Gold
  • +10% :c5goldenage: Golden Age Length, +1 :c5goldenage: Golden Age Points from Resource tile
JewelryLuxury
  • City-State only
+1 :c5gold: GoldN/AN/A
  • +6 Empire-Wide Happiness
Lapis LazuliLuxury
  • Terrain: Grassland, Plains, Desert, Tundra, Hill
  • Improvement: Quarry
+1 :c5gold: Gold+1 :c5science: Science
  • Acropolis: +1 :c5gold: Gold
  • Amphitheater: +1 :c5gold: Gold
  • +10% :c5goldenage: Golden Age Length, +1 :c5goldenage: Golden Age Points from Resource tile
MarbleLuxury
  • Terrain: Grassland, Plains, Desert, Tundra, Hill
  • Improvement: Quarry
+1 :c5production: Production+1 :c5production: Production
  • Stone Works: +1 :c5production: Production
  • Tabya: +1 :c5production: Production
  • +5% :c5culture: Culture in all owned Cities
NutmegLuxury
  • Terrain: Jungle, Flood Plains, Grassland, Plains
  • Improvement: Plantation
+1 :c5production: Production+1 :c5culture: Culture and :c5gold: Gold
  • Candi: +1 :c5production: production and :c5gold: Gold
  • Garden: +1 :c5production: production and :c5gold: Gold
  • +5% :c5production: Production in all owned Cities
OlivesLuxury
  • Terrain: Grassland, Plains
  • Improvement: Plantation
+1 :c5food: Food+1 :c5gold: Gold
  • Arena: +1 :c5food: Food
  • Colosseum: +1 :c5food: Food
  • +5% :c5food: Food in all owned Cities
PearlsLuxury
  • Terrain: Coast
  • Improvement: Fishing Boats
+1 :c5gold: Gold+1 :c5production: ProductionN/A
  • +1 :c5faith: Faith from Resource tile
PepperLuxury
  • Terrain: Jungle, Flood Plains, Grassland, Plains
  • Improvement: Plantation
+1 :c5food: Food+1 :c5faith: Faith and :c5gold: Gold
  • Candi: +1 :c5gold: Gold and :c5faith: Faith
  • Garden: +1 :c5gold: Gold and :c5faith: Faith
  • +1 :c5food: Food from Resource tile
PerfumeLuxury
  • Terrain: Grassland, Plains
  • Improvement: Plantation
+1 :c5gold: Gold+1 :c5culture: Culture
  • Arena: +1 :c5gold: Gold
  • Colosseum: +1 :c5gold: Gold
  • +1 :c5gold: Gold from Resource tile
PorcelainLuxury
  • City-State only
+1 :c5gold: GoldN/AN/A
  • +30% :c5goldenage: Golden Age Length
SaltLuxury
  • Terrain: Plains, Desert, Tundra
  • Improvement: Mine
+1 :c5food: Food+1 :c5food: Food
  • Stone Works: +1 :c5gold: Gold
  • Tabya: +1 :c5gold: Gold
  • +5% :c5food: Food in all owned Cities
SilkLuxury
  • Terrain: Forest
  • Improvement: Plantation
+1 :c5gold: Gold+1 :c5gold: Gold
  • Cloth Mill: +2 :c5gold: Gold
  • Acropolis: +1 :c5culture: Culture
  • Amphitheater: +1 :c5culture: Culture
  • +5% :c5gold: Gold in all owned Cities
SilverLuxury
  • Terrain: Hills, Desert, Tundra
  • Improvement: Mine
+1 :c5gold: Gold+1 :c5gold: Gold
  • Bank: +1 :c5gold: Gold and :c5production: Production
  • +1 :c5culture: Culture from Resource tile
SugarLuxury
  • Terrain: Flood Plains, Marsh
  • Improvement: Plantation
+1 :c5food: Food+1 :c5gold: Gold
  • Bazaar: +1 :c5gold: Gold
  • Market: +1 :c5gold: Gold
  • +5% :c5food: Food in all owned Cities
TeaLuxury
  • Terrain: Grassland, Plains
  • Improvement: Plantation
+1 :c5production: Production+1 :c5production: Production
  • Customs House: +2 :c5gold: Gold
  • Hanse: +2 :c5gold: Gold
  • +5% :c5culture: Culture in all owned Cities
TobaccoLuxury
  • Terrain: Grassland, Plains
  • Improvement: Plantation
+1 :c5gold: Gold+1 :c5gold: Gold
  • Customs House: +2 :c5gold: Gold
  • Hanse: +2 :c5gold: Gold
  • +1 :c5faith: Faith from Resource tile
TrufflesLuxury
  • Terrain: Forest, Marsh, Jungle
  • Improvement: Camp
+1 :c5gold: Gold+1 :c5food: Food
  • Burial Tomb: +1 :c5gold: Gold
  • Caravansary: +1 :c5gold: Gold
  • +1 :c5food: Food from Resource tile
WhalesLuxury
  • Terrain: Coast
  • Improvement: Fishing Boats
+1 :c5production: Production+1 :c5science: ScienceN/A
  • +5% :c5science: Science in all owned Cities
WineLuxury
  • Terrain: Grassland, Plains
  • Improvement: Plantation
+1 :c5food: Food+1 :c5gold: Gold
  • Tavern: +1 :c5food: Food
  • Temple: +1 :c5culture: Culture
  • Tetraconch: +1 :c5culture: Culture
  • +1 :c5faith: Faith from Resource tile


Spoiler Specialists :

SpecialistBase YieldsBuilding with SlotsGlobal Yields SourceLocal Yields SourceTechnology Yields
Artist+1 :c5culture: Culture
  • Artists' Guilds (2)
  • Court Chapel (1)
  • Murano Glassworks (2)
  • National Intelligence Agency: +1 :c5science: Science
  • Globe Theatre: +1 :c5goldenage: Golden Age Points
  • Statue of Liberty: +1 :c5production: Production
  • Empire State Building: +1 :c5gold: Gold
  • Skola: +1 :c5science: Science
  • Giorgio Armeier Office: +1 :c5culture: Culture
  • Guilds: +1 :c5culture: Culture
Civil Servant+1 :c5gold: Gold
  • Chancery (2)
  • Wire Service (2)
  • Scrivener's Office (1)
  • National Intelligence Agency: +1 :c5science: Science
  • Statue of Liberty: +1 :c5production: Production
  • Empire State Building: +1 :c5gold: Gold
  • Skola: +1 :c5science: Science
  • Giorgio Armeier Office: +1 :c5culture: Culture
  • Civil Service: +1 :c5gold: Gold
Engineer+1 :c5production: Production
  • Seaport (1)
  • Forge (1)
  • Windmill (1)
  • Workshop (1)
  • Factory (1)
  • Royal Guardhouse (1)
  • Siege Foundry (1)
  • Arsenale di Venezia (2)
  • Train Station (1)
  • Drydock (1)
  • National Intelligence Agency: +1 :c5science: Science
  • Statue of Liberty: +1 :c5production: Production
  • International Space Station: +1 :c5production: Production
  • Empire State Building: +1 :c5gold: Gold
  • Forge: +1 :c5production: Production
  • Satrap's Court: +1 :c5gold: Gold
  • Siege Foundry: +1 :c5production: Production
  • Skola: +1 :c5science: Science
  • Medical Lab: +1 :c5production: Production
  • Giorgio Armeier Office: +1 :c5culture: Culture
  • Machinery: +1 :c5production: Production
  • Chemistry: +1 :c5production: Production
Laborer+1 :c5production: ProductionN/A
  • National Intelligence Agency: +1 :c5science: Science
  • Statue of Liberty: +1 :c5production: Production
  • Empire State Building: +1 :c5gold: Gold
  • Giorgio Armeier Office: +1 :c5culture: Culture
N/A
Merchant+1 :c5gold: Gold
  • Bazaar (1)
  • Satrap's Court (1)
  • Customs House (1)
  • Market (1)
  • Bank (1)
  • Stock Exchange (1)
  • Coffee House (1)
  • Hanse (1)
  • State Treasury (1)
  • Rialto District (2)
  • Weigh House (1)
  • National Intelligence Agency: +1 :c5science: Science
  • Statue of Liberty: +1 :c5production: Production
  • Empire State Building: +1 :c5gold: Gold
  • Burial Tomb: +1 :c5gold: Gold
  • Caravansary: +1 :c5gold: Gold
  • Satrap's Court: +1 :c5gold: Gold
  • Skola: +1 :c5science: Science
  • Medical Lab: +1 :c5gold: Gold
  • Giorgio Armeier Office: +1 :c5culture: Culture
  • Currency: +1 :c5gold: Gold
  • Banking: +2 :c5gold: Gold
Musician+1 :c5culture: Culture
  • Ceilidh Hall (1)
  • Musicians' Guild (2)
  • Throne Room (1)
  • National Intelligence Agency: +1 :c5science: Science
  • Globe Theatre: +1 :c5goldenage: Golden Age Points
  • Statue of Liberty: +1 :c5production: Production
  • Empire State Building: +1 :c5gold: Gold
  • Skola: +1 :c5science: Science
  • Giorgio Armeier Office: +1 :c5culture: Culture
  • Guilds: +1 :c5culture: Culture
Scientist+1 :c5science: Science
  • Wat (1)
  • Observatory (2)
  • Library (1)
  • University (1)
  • Public School (1)
  • Research Lab (1)
  • Royal Astrologer (1)
  • Seowon (1)
  • Skola (2)
  • National Intelligence Agency: +1 :c5science: Science
  • Statue of Liberty: +1 :c5production: Production
  • Bletchley Park: +2 :c5science: Science
  • International Space Station: +1 :c5science: Science
  • Empire State Building: +1 :c5gold: Gold
  • Walls of Babylon: +1 :c5gold: Gold and :c5science: Science
  • Satrap's Court: +1 :c5gold: Gold
  • Skola: +1 :c5science: Science
  • Medical Lab: +1 :c5science: Science
  • Giorgio Armeier Office: +1 :c5culture: Culture
  • Astronomy: +1 :c5science: Science
  • Scientific Theory: +1 :c5science: Science
Writer+1 :c5culture: Culture
  • Writers' Guild (2)
  • Palace Garden (1)
  • National Intelligence Agency: +1 :c5science: Science
  • Globe Theatre: +1 :c5goldenage: Golden Age Points
  • Statue of Liberty: +1 :c5production: Production
  • National Intelligence Agency: +1 :c5science: Science
  • Globe Theatre: +1 :c5goldenage: Golden Age Points
  • Statue of Liberty: +1 :c5production: Production
  • Guilds: +1 :c5culture: Culture


Spoiler Great People :

Great PeopleImprovementOther
Great AdmiralN/A
  • Provides +15% CS to all player-owned Naval Units within 2 tiles
  • Repair: Consumes the Great Admiral. Instantly heals every Naval and Embarked Units in the same and adjacent tiles of the Great Admiral.
  • Voyage of Discovery: Consumes the Great Admiral. Gives two copies of a Luxury Resource not available on the current map
  • When consumed, increase Military Unit Supply Cap by 1.
Great ArtistN/A
  • Create Great Work: Consumes the Great Artist. Create a Great Work of Art if there's an empty slot.
  • Start a Golden Age: Consumes the Great Artist. Generate a large sum of Golden Age Points.
Great DiplomatEmbassy
  • Diplomatic Mission: Consumes the Great Diplomat. Within border of a non-hostile City-State, receive Influence and reduce the same amount of Influence of other Civilizations.
  • When consumed, gain 1 Paper.
Great EngineerManufactory
  • Hurry Production: Consumes the Great Engineer Hurry the production of a Unit, Building or Wonder in a City.
Great GeneralCitadel
  • Provides +15% CS to all player-owned Land Units within 2 tiles.
  • When consumed, increase Military Unit Supply Cap by 1.
Great MerchantTown
  • Trade Mission: Consumes the Great Merchant. Produces a large sum of :c5gold: Goldand starts a WLTKD in all owned Cities.
Great MusicianN/A
  • Create Great Work: Consumes the Great Musician. Create a Great Work of Music if there's an empty slot.
  • Concert Tour: Consumes the Great Musician. Increases your :tourism: Tourism with the target Civilization (border which Great Musician is within) for 10 Turns. Receive 2 Happiness in your Capital.
Great ProphetHoly Site
  • Found Religion: Consumes the Great Prophet. Find a religion for the Civilization if there are still Religions available.
  • Enhance Religion: Consumes the Great Prophet. Enhances the religion if the Civilization has a Religion.
  • Spread Religion: Consumes the Great Prophet after four uses. Converts targeted Cities to the religion of the Great Prophet.
Great ScientistAcademy
  • Discover Technology: Consumes the Great Scientist. Provides a boost to :c5science: Science.
Great WriterN/A
  • Create Great Work: Consumes the Great Writer. Create a Great Work of Writing if there's an empty slot.
  • Political Treatise: Consumes the Great Writer. Provides a boost to :c5culture: Culture
KhanCitadel
  • Provides +15% CS to all player-owned Land Units within 2 tiles.
  • +3 Movement and has Promotion Enhanced Medic
  • When consumed, increase Military Unit Supply Cap by 1.
Merchant of VeniceTown
  • Found City: Consumes the Merchant of Venice. Can find a Colonia, a City that starts as a Puppet.
  • Buy City-State: Consumes the Merchant of Venice. Purchase City-States outright and make them a Puppet.
 
Last edited:
AG Civ Pack Mod for AGYRM (component)

Spoiler Civilizations :

CivilizationUnique AbilityUnique UnitUnique Building/NW/Wonder/Improvement
Achaemenid EmpireAchaemenid Tolerance:
  • +1 :c5culture: Culture for Scientist, Engineer and Merchant Specialists
  • +2 :c5production: Production from all Guilds
ImmortalSatrap's Court
ArabiaOne Thousand and One Nights:
  • When you complete a Historic Event, your Capital gains 20% towards the progress of a random Great Person.
Hashemite RaiderBazaar
Archduchy of AustriaHabsburg Diplomacy:
  • May arrange Marriages with Allied City-States using :c5gold: Gold. While at peace with the City-State, Marriages increase resting Influence by 200, grant 1 Extra WC Delegates, and boost Great People generation in the Capital by 15%.
GrenzerCoffee House
AssyriaTreasures of Nineveh:
  • Kills give you +1% towards your Great Writer Progress in your Capital.
  • All Great Works produce +1 :c5science: Science
Iron ChariotRoyal Library
Austrian EmpireImperial Army:
  • All Land Units gain +25% CS and Heal +10 HP in friendly territory
HussarSchützenstand
Ayutthaya KingdomTemple Builders:
  • +1 :c5faith: Faith from Wonders, Shrines and Temples
  • +3 :c5food: Food in owned Cities where your Pantheon or Religion is the majority
Naresuan's ElephantElephant Camp
Aztec EmpireFlower War:
  • Receive :c5goldenage: Golden Age Points for each Enemy Unit you kill
  • When you complete a favourable Peace Treaty (War Score of 25+), a Golden Age begins
EagleHuey Teocalli
BabylonIngenuity:
  • Scientist Specialists provide +1 :c5food: Food. Great Scientists are earned 50% faster than normal.
Sabum KibitumWalls of Babylon
BrazilCarnival:
  • Has a unique WLTKD, Carnival, that gives -50% Unhappiness from Needs in Cities.
  • +10% :c5gold: Gold, :c5culture: Culture and :c5science: Science during Golden Ages in all Cities.
  • When a Golden Age begins, Cities gain 10 turns of Carnival.
BandeirantesSambadrome
British EmpireSun Never Sets:
  • +1 Movement for Naval and Embarked Units
  • -25% Naval Unit Gold Maintenance.
  • When you complete a Historic Event, your Capital gains +2 :c5food: Food
First RateSteam Mill
Byzantine EmpireMajor Trade Hub:
  • Gain 5 turns of Golden Age when a Great Merchant is born
DromonHippodrome
ByzantiumPatriarchate of Constantinople:
  • Can always found a Religion, receive 1 Additional Belief when founding, and may select Beliefs present in other Religions.
CataphractTetraconch
CanadaNorthwest Passage:
  • Garrisons in Cities and Forts generate :c5gold: Gold and Great General Points
  • Garrisons in Citadels generate :c5culture: Culture
Coureur des BoisHudson's Bay Company
CarthagePhoenician Heritage:
  • +120 :c5gold: Gold when found Cities, scaling with Era.
QuinqueremeTophet
Carthaginian RepublicPhoenician Trade Network:
  • Trade Route cap doubled and all trade restrictions are removed
SuffetGreat Cothon
Celtic TribesSacred Trees:
  • +1 :c5food: Food and :c5production: Production to Forests/Jungles
Scythed ChariotOppidum
ChinaMandate of Heaven:
  • Creating Great Works grants a WLTED, and +2 :c5food: Food in all Cities
Chu-Ko-NuExamination Hall
ComancheHorse Mastery:
  • Double quantity of Horses
  • Mounted Melee Units gain the Horse Mastery Promotion (Damage reduced by 5 from all sources. Heal 10 HP upon killing an Enemy Unit)
Comanche RidersBuffalo Pound
DenmarkMycel Hæþen Here
  • Melee Land Units start with the Viking Promotion (Base CS increased by 25% while on Pillaged Tiles. Pillage costs no Movement. +1 Movement.)
BerserkerRunestone
Dutch EmpireDutch Finance:
  • Gain 25% Great Merchant Point Progress in the Capital whenever a Policy is unlocked
  • Merchant Specialists generate +1 :c5gold: Gold and :c5production: Production
Sea BeggarWaag
EgyptMonument Builders:
  • +25% :c5production: Production towards constructing Wonders
  • Wonders and Artifacts gain +1 :c5science: Science and +2 :c5culture: Culture
War ChariotBurial Tomb
EnglandPerfidious Albion:
  • Units within 2 tiles of a Fort gain +33% CS
  • Non-mounted Ranged Units before Renaissance Era gain Yeoman Promotion
LongbowmanWhite Tower
EthiopiaSpirit of Adwa:
  • +50% Combat Bonus when fighting Units from a Civilization with more Cities
  • Specialists generate +1 of their primary Yield
Mehal SefariStele
Ethiopian EmpireSolomonic Wisdom:
  • When you complete a Policy Branch, adopt new Beliefs or choose your first Ideology, receive 1 Free Technology.
ChewaMonolithic Church
FranceLa Grande Armée:
  • +10% CS for each subsequent attack against a single target during a turn
  • 25% Maintenance for Archer Units
MusketeerChateau
French RepublicCity of Light:
  • Free Great Artist when Guilds is researched
  • +50% Great Artist Points during Golden Ages
SPAD S. VIIFrench Salon
German RepublicCombined Arms:
  • Land Combat Units are given Combined Arms Promotion (+10% CS per Adjacent Friendly Unit when attacking. Flank attack bonus increased by 33%)
Krupp GunBräuhaus
GermanyBlood and Iron:
  • +2 :c5science: Science in Capital per City-State Ally and +1 :c5culture: Culture per Friend, scaling with Era.
LandsknechtHanse
GreeceDelian League:
  • City-State Influence degrades at half and recovers at twice the normal rate.
  • City-State territory treats owned Units as friendly Units
KlephtAgora
HaudenosauneeThe Confederacy:
  • Gain 20% Great Diplomat Point Progress in the Capital whenever a Policy is unlocked.
  • +50 :c5science: Science when a Great Diplomat is born, scaling with Era.
ProwlerSachem's Council
HawaiiLarge Scale Trade:
  • Completing a TR grants 50 :c5food: Food to the origin City if Internal, or :c5gold: Gold if International. Bonuses scale with Era.
KoaMarae
Hunnic EmpireSacking Marauders
  • All Land Units gain Marauder Promotion (Gain 10 :c5food: Food and :c5goldenage: Golden Age Points when pillaging tiles, scaling with Era)
  • Mounted Archer Units gain Terror Promotion (Enemy Units receive -25% CS when within 2 tiles of any Unit with this Promotion)
Horse ArcherEki
Inca EmpireDiverse Agriculture:
  • +1 :c5food: Food to all Food related Bonus Resources
  • +15% :c5food: Food in all Cities
ChasquiQullqa
IndiaFont of Dharma:
  • Great Prophets require 50% less :c5faith: Faith
  • Cannot build Missionaries
DhanurdharaHarappan Reservoir
IndonesiaSpice Islanders:
  • When you gain a City, one of 3 unique Luxuries will appear nearby
Kris SwordsmanCandi
JapanShogunate:
  • When a Great Admiral or Great General is born, receive Great Artist, Writer, and Musician Points in your Capital
YamatoKabuki Theater
Kievan Rus'From the Varangians to the Greeks:
  • TR with City-States generate +1 Influence per turn (with the target City-State) per each owned City-State TR (up to +5)
DruzhinaVeche Hall
KoreaScholars of the Jade Hall:
  • +1 :c5science: Science to Scientist Specialists
  • +25% Great Scientist Points during Golden Ages
Hwach'aSeowon
MacedonHellenistic Age:
  • Great General has additional combat aura range and strength
  • Subsequent Great General births increase aura strength and aura range
  • Cannot build Citadels
HetairoiStrategeion
Majapahit KingdomSumpah Palapa:
  • Coastal Cities gain +2 :c5food: Food and +1 Great Admiral Points
  • Naval Ranged Units gain +2 Movement and cost no Maintenance
DjongKampong
MaliTrans-Sahara Trade:
  • +5 :c5gold: Gold in the Capital
  • When a Golden Age begins, 100% of your Civilization's :c5goldenage: Golden Age Points are converted into :c5gold: Gold and 50% of your Civilization's :c5goldenage: Golden Age Points are converted into :c5science: Science.
SofaGumey
Mamluk EgyptBlessing of the Nile:
  • Each Plantation in the Empire gives +1 :c5food: Food to all Cities
MamlukNilometer
Mayan EmpireK'uh:
  • +1 :c5faith: Faith to all Bonus Resources revealed by technology and Maize
AtlatlistKuna
Medieval JapanWarrior Caste:
  • +1 :c5science: Science to Iron Strategic Resource
  • Melee and Gun Units are produced 50% faster
SamuraiDojo
Ming DynastyTrade Expansion:
  • Double the Base Yields of Markets, Caravansaries and Towns
BaochuanSiheyuan
Mongol EmpireBlack Banner:
  • Mounted Melee and Armor Units gain the Elite Cavalry Promotion (Flanking bonus increased by 25%. Earn experience towards promotions 50% faster. +50 Hit Points)
Black TugYassa Court
MongoliaMongol Terror:
  • Mounted Archer Units given the Steppe Nomads Promotion (+1 Range and -2 Movement. +50% RCS when attacking)
KhanGer
MoroccoGateway to Africa:
  • +1 :c5gold: Gold and :c5food: Food in Capital per unique TR partner, scaling with Era
Berber CavalryKasbah
Mughal EmpireMughal Painting:
  • Great Works of Art gain +2 :c5culture: Culture and :tourism: Tourism. Gain 5 turns of Golden Age when a Great Artist is born.
Naga-MallaQila
Neo-Assyrian EmpireConquer the World:
  • When conquering a City for the first time, gain 60 :c5science: Science, scaling with Era.
  • Siege Units gain Volley Promotion
Siege TowerLamassu Gate
Neo-Babylonian EmpireGreat Builders:
  • Investing :c5gold: Gold in Building reduces their :c5production: Production cost by an additional 15%
  • Great Engineers are 75% cheaper
BowmanE-temenanki
NubiaTa-Seti:
  • Cities with Garrisons gain +1 :c5production: Production and +15% :c5production: Production.
PitatiCenobium
Ottoman EmpireMediterranean Fleet:
  • Naval Melee and Naval Ranged Units gain the Mediterranean Fleet Promotion (+1 Movement. +50% Strength and double Movement in Coast Tiles)
JanissaryTersane
PersiaAchaemenid Legacy:
  • Golden Ages last 50% longer and 20% of your :c5gold: Gold income converts into :c5goldenage: Golden Age Points every turn.
QizibashPairidaeza
PhoeniciaMetropolis:
  • Captured and Settled Non-Capital Cities are converted to City-States with 45 minimum Influence with you.
  • Ignores National Wonder Population requirements
  • Cannot captured City-States
Merchant PrinceBeit Melqart
PolandSolidarity:
  • Gain 1 Free Social Policy in the Classical Era, and in every other Era after.
  • Gain 2 additional Free Tenets when you adopt an Ideology for the first time
Winged HussarDucal Stable
Polish CommonwealthGolden Liberty:
  • For every 3 City-State Alliances, receive 1 additional Delegate in the WC.
  • +50% rewards from City-State Quests.
PancernyBarbican
PolynesiaWayfinding:
  • +1 Sight for Embarked Units
  • Units can always Embark and move over Ocean
  • +1 :c5food: Food from Fishing Boats and Atolls
Maori WarriorMoai
PortugalMare Clausum:
  • When a Trade Unit moves, receive +1 :c5gold: Gold, :c5faith: Faith, Great Admiral Points (for Cargo Ships), and Great General Points (for Caravans), scaling with Era
CacadorFeitoria
Portuguese EmpireAge of Discovery:
  • Lighthouse, Harbor and Seaport gain +1 :c5culture: Culture and +2 :c5gold: Gold
  • All Naval Units gain +50 HP
NauUniversity of Coimbra
RashidunSacred Enclave:
  • +2 :c5faith: Faith to the Palace
  • Great Generals spawn twice as quickly
Camel ArcherBimaristan
Republic of BrazilRamming Speed:
  • All Naval Melee Units gain the Ramming Speed promotion (+25% CS when attacking and when on Coastal tiles. Damage from all sources reduced by 5)
AmazonasBrazilwood Camp
Republic of VeniceTrading Power:
  • Coast Tiles gain +1 :c5gold: Gold and :c5goldenage: Golden Age Points
  • +33% Great Merchant and Great Admiral Points during Golden Ages
FustaLaguna
Roman RepublicRoman Senate:
  • +2 :c5science: Science and :c5gold: Gold to Civil Servant, Chancery and Wire Services
BallistaLatifundium
RomeThe Glory of Rome:
  • +15% :c5production: Production towards Buildings present in Capital
  • When you complete a Historic Event, your Capital gains +2 :c5goldenage: Golden Age Points
LegionColosseum
RussiaSiberian Riches:
  • Iron, Coal and Aluminum provide double their normal quantity and +1 :c5production: Production
LicorneOstrog
Russian EmpireWesternization:
  • The Unique Building, Pogost, has a level 2 and level 3 stage once Architecture and Scientific Theory are researched respectively.
CossackPogost - Stage 1: Market
SiamFather Governs Children:
  • +100% yields from Friendly and Allied City-States
Seir MorbWat
SonghaiRiver Warlord:
  • Land Units gain the Amphibious Promotion
  • All Land Units move along Rivers as if they were Roads
  • Rivers create City Connections
Mandekalu CavalryTabya
South KoreaFive Year Plans:
  • +1 :c5gold: Gold to Strategic Resources and Engineer Specialists
  • Manufactory base yields are doubled
Turtle ShipChaebol
SpainReconquista:
  • +10 :c5faith: Faith and :c5gold: Gold when your borders expand naturally
ConquistadorHacienda
Spanish EmpireViceroyalties:
  • +1 :c5gold: Gold to all Luxury Resources
  • Gain 10 :c5science: Science and :c5culture: Culture for tiles obtained through Conquest or Stealing
ArmadaBullring
SpartaAgoge:
  • All Melee and Gun Units are given the Agoge Promotion (Earn EX towards Promotions 100% faster. Generates 50% more Great General Points from Combat)
HopliteAcropolis
Sultanate of MoroccoBarbary Pirates:
  • Can Plunder Trade Units connected to unowned Cities without needing to declare war
  • Gain 5 turns of Golden Age when a Great Admiral is born
  • All Naval Units gain additional Great Admiral Points from kills and resource pillaging
CorsairRiad
SwedenNobel Prize:
  • All Great People except for Great General, Great Admiral and Great Prophet are 33% cheaper
HakkapeliittaBastu
Swedish EmpireLion of the North:
  • Land Melee Units have +20% Strength when attacking
  • Siege Units have +1 Movement
  • Great General combat bonus increased by 15%
CaroleanSkola
The AinusFloating World:
  • Cities you've founded gain +1% (to a max of +20%) :c5culture: Culture (if connected) or :c5production: Production (if not connected) per tile away from Capital
MatagiKotan
The AztecsSacrificial Captives:
  • Receive :c5gold: Gold and :c5food: Food for each Enemy Unit you kill
JaguarFloating Gardens
The CajunsGreat Expulsion:
  • Cities reveal Shrimp resources on Coasts, Lakes and Bayou (Coastal Marshes) when founded.
Mi'kmaq MilitiaBayou Cabin
The CeltsDruidic Lore:
  • Has a unique set of Pantheon Beliefs that no one else can benefit from
  • +1 :c5faith: Faith in owned Cities where your Pantheons or Religion is the Majority
Pictish WarriorsCeilidh Hall
The HunsScourge of God:
  • Mounted Melee and Armor Units gain the Promotions March and Coercion (+2 Movement. This Unit heals +5 HP per turn in Hostile Territory)
TarkhanUlticur
The IncaGreat Andean Road:
  • Units ignore terrain costs when on Hills and may cross Mountains
  • Cities, Roads, and Railroads may be built on Mountains
  • Mountains produce :c5food: Food, scaling with Era
Waraq'AkPata-Pata
The InuitUntil the Ice Breaks:
  • Improved Fish Resources are converted into Seals Luxury Resource
  • Land Units have double movement in Snow and can cross Ice
UnatattikInuksuk
The IroquoisThe Great Warpath:
  • Units move through Forest and Jungle as if they were roads
  • Forest and Jungle tiles establish City Connections
  • Military, non-Recon, Land Units start with the Woodsman Promotion
Mohawk WarriorLonghouse
The MayaThe Long Count:
  • After researching Mathematics, receive a bonus Great Person at the end of every Maya Long Count cycle (every 394 years). Each bonus Great Person can only be chosen once.
HolkanPitz Court
The NetherlandsDutch East India Company:
  • +2 :c5gold: Gold for each different exported Luxury Resource, scaling with Era
  • +1 :c5culture: Culture for each different imported Luxury Resource, scaling with Era
GoedendagPolder
The OttomansKanuni:
  • +1 :c5production: Production and :c5gold: Gold from Engineers
  • All Melee and Gun Units gain the City Assault Promotion
Great BombardSiege Foundry
The ShoshoneGreat Expanse:
  • Founded Cities start with additional territory
  • Land Units receive a combat bonus when fighting within their own territory
Yellow BrowEncampment
The ZuluIklwa:
  • 50% Maintenance for Melee and Gun Units
  • All Units require 25% less XP for Promotions
ImpiIkanda
Thirteen ColoniesManifest Destiny:
  • 50% discount when purchasing Tiles, founding a City rests the Tile purchase costs
  • May purchases tiles owned by other Civilizations
MinutemanHomestead
USAIndustrial Economy:
  • Double the :c5production: Production Yield of Forge, Workshop and Cloth Mill in all Cities
MonitorIndependence Hall
VeniceSerenissima:
  • Cannot create Settlers or Annex Cities
  • Free Merchant of Venice at Trade
  • Puppets have -30% Yield penalties, can use :c5gold: Gold and gain Happiness like normal Cities.
Merchant of VenicePiazza San Marco
VikingRiver Raids:
  • Melee Naval Units start with the Longboat Promotion
  • Coastal Cities (or adjacent to a Lake) gain +2 :c5production: Production
LongshipAndelsbevægelse
Zulu KingdomIngungu:
  • Great Work of Music gain +3 :c5food: Food and :c5culture: Culture
  • Kills grant Great Musician Points in the Capital
InDunaIziko


Spoiler Unique Units :

UnitCost ( :c5production: / :c5faith: )Combat TypeCombatRanged CombatRangeMovementPromotionsPrerequisitesObsolete TechStrategic ResourceReplaces
Upgrade To
Atlatlist50/100Archery131422
  • May Not Melee Attack
  • Naval Target Penalty
  • Indirect Fire
  • Tech: Mathematics
  • Civilization: Mayan Empire
MetallurgyN/AComposite BowmanCrossbowman
Amazonas450/320Naval Melee58N/AN/A5
  • Riachuelo
  • Breacher
  • Tech: Dynamite
  • Civilization: Republic of Brazil
Advanced BallisticsN/AIroncladDestroyer
Armada225/270Naval Melee44N/AN/A4
  • Santa Maria
  • Invincible
  • Boarding Party I
  • Tech: Exploration
  • Civilization: Spanish Empire
RocketryN/ACorvetteIronclad
Ballista50/100Siege81522
  • May Not Melee Attack
  • Siege Engine
  • No Defensive Terrain Bonuses
  • Moves at half-speed in enemy territory
  • Cover I
  • Legatus Legionis
  • Tech: Masonry
  • Civilization: Roman Republic
GunpowderN/ACatapultTrebuchet
Bandeirantes80/150Recon20N/AN/A4
  • Ocean Explorer
  • Reconnaissance
  • Flag Bearers
  • Brute Force
  • Ignores Terrain Cost
  • Survivalism III
  • Embarkation with Defense
  • Extra Sight While Embarked
  • Tech: Compass
  • Civilization: Brazil
FlightN/AExplorerAdventurer
Baochuan250/270Naval Ranged303724
  • May Not Melee Attack
  • Kowtow
  • Tech: Warships
  • Civilization: Ming Dynasty
ElectronicsN/AFrigateCruiser
Berber Cavalry350/300Archery423415
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • Homeland Guardian
  • Ignores Terrain Cost
  • Tech: Military Science
  • Civilization: Morocco
Mobile TacticsHorsesCavalryLight Tank
Berserker70/100Melee19N/AN/A3
  • Formation I
  • Amphibious
  • Charge I
  • Tech: Metal Casting
  • Civilization: Denmark
FlintlockN/APikemanTercio
Black Tug100/150Mounted27N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Mingghan
  • Charge I
  • Tech: Chivalry
  • Civilization: Mongol Empire
CombustionHorsesKnightLancer
Bowman35/150Archery81022
  • May Not Melee Attack
  • Marksmanship
  • Naval Target Penalty
  • Tech: Calendar
  • Civilization: Neo-Babylonian Empire
MachineryN/AArcherComposite Bowman
Cacador225/220Archery283822
  • May Not Melee Attack
  • Naval Target Penalty
  • Light Skirmish
  • Fighting Cock
  • Tech: Fortification
  • Civilization: Portugal
Nuclear FissionN/ALight InfantryGatling Gun
Camel Archer90/150Archery191615
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • Withdraw Before Melee
  • Splash Damage I
  • Tech: Physics
  • Civilization: Rashidun
Military ScienceN/AHeavy SkirmisherCuirassier
Carolean200/250Gunpowder34N/AN/A2
  • Field Works
  • Formation I
  • March
  • Grenadiers
  • Tech: Flintlock
  • Civilization: Swedish Empire
Replaceable PartsN/ALine InfantryFusilier
Cataphract100/150Mounted28N/AN/A3
  • Can Move After Attacking
  • Cover I
  • Penalty After Attacking Cities (25)
  • Open Terrain Bonus (30)
  • Tech: Chivalry
  • Civilization: Byzantium
RiflingHorsesKnightLancer
Chaqui45/150Mounted13N/AN/A4
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Chasquiwasi
  • Medic
  • Tech: Fishing
  • Civilization: Inca Empire
MetallurgyN/AHorsemanKnight
Chewa70/150Melee24N/AN/A2
  • Discipline
  • Maim
  • Shotelai
  • Tech: Steel
  • Civilization: Ethiopian Empire
RiflingIronLongswordsmanTwo-Handed Swordsman
Chu-Ko-Nu80/150Archery152022
  • May Not Melee Attack
  • Naval Target Penalty
  • Siege Volleys
  • Tech: Machinery
  • Civilization: China
DynamiteN/ACrossbowmanMusketman
Comanche Riders350/300Mounted50N/AN/A4
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Bonus vs Mounted (50)
  • Full Moon Striker
  • Tech: Rifling
  • Civilization: Comanche
Mobiles TacticsHorsesUhlanLandship
Conquistador100/150Mounted28N/AN/A2
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Ocean Explorer
  • Penalty Attacking Cities (33)
  • Overrun
  • Tech: Chivalry
  • Civilization: Spain
FlightHorsesKnightLancer
Corsair225/270Naval Melee42N/AN/A4
  • Razzia
  • Tech: Navigation
  • Civilization: Sultanate of Morocco
RocketryN/ACorvetteIronclad
Cossack35/300Mounted50N/AN/A5
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Marksmanship
  • Bonus vs Mounted (50)
  • Heavy Charge
  • Tech: Rifling
  • Civilization: Russian Empire
Combined ArmsHorsesUhlanLandship
Coureur des Bois80/150Recon19N/AN/A3
  • Ocean Explorer
  • Reconnaissance
  • Brute Force
  • Ignores Terrain Cost
  • Survivalism III
  • Embarkation with Defense
  • Extra Sight While Embarked
  • Fur Trade
  • Tech: Company
  • Civilization: Canada
FlightN/AExplorerAdventurer
Dhanurdhara35/150Archery71122
  • May Not Melee Attack
  • Naval Target Penalty
  • Epic
  • Dhanurvidya
  • Tech: Calendar
  • Civilization: India
MachineryN/AArcherComposite Bowman
Djong90/170Naval Ranged152624
  • May Not Melee Attack
  • Cetbang
  • Tech: Guilds
  • Civilization: Majapahit Kingdom
DynamiteN/AGalleassGalleon
Dromon90/170Naval Ranged162614
  • Shallow Draft
  • May Not Melee Attack
  • Naval Inaccuracy
  • Can Move After Attacking
  • Splash Damage I
  • Greek Fire
  • Tech: Guilds
  • Civilization: Byzantine Empire
NavigationN/AGalleassGalleon
Druzhina120/150Mounted26N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Varangian Guard
  • Tech: Chivalry
  • Civilization: Kievan Rus'
CombustionHorsesKnightsLancer
Eagle50/100Melee17N/AN/A2
  • Discipline
  • Eagle
  • Tech: Ironworking
  • Civilization: Aztec Empire
GunpowderN/ASwordsmanLongswordsman
First Rate275/270Naval Ranged283824
  • May Not Melee Attack
  • Splash Damage I
  • Splash Damage II
  • Flagship
  • Tech: Navigation
  • Civilization: British Empire
RadioN/AFrigateCruiser
Fusta90/170Naval Ranged172715
  • May Not Melee Attack
  • Can Move After Attacking
  • Naval Inaccuracy
  • Shallow Draft
  • Sentry
  • Tech: Chivalry
  • Civilization: Republic of Venice
DynamiteN/AGalleassGalleon
Goedendag70/150Melee20N/AN/A2
  • Formation I
  • Goedendag!
  • Burgemeeste
  • Tech: Steel
  • Civilization: The Netherlands
FlintlockN/APikemanTercio
Great Bombard175/200Siege133522
  • Siege Inaccuracy
  • Sahi Topu
  • Skeleton Key
  • May Not Melee Attack
  • No Defensive Terrain Bonuses
  • Moves at half-speed in enemy territory
  • Cover I
  • Limited Visibility
  • Tech: Machinery
  • Civilization: The Ottomans
BallisticsIronCannonField Gun
Grenzer350/300Gunpowder36N/AN/A2
  • Field Works
  • Formation I
  • Grenzer
  • Homeland Guardian
  • Tech: Rifling
  • Civilization: Archduchy of Austria
Combined ArmsN/AFusilierRifleman
Hakkapeliitta175/200Mounted40N/AN/A5
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Hakkaa Paalle!
  • Extra Sight (1)
  • No Movement Cost to Pillage
  • Tech: Metallurgy
  • Civilization: Sweden
Combined ArmsHorsesLancerUhlan
Hashemite Raider350/300Mounted48N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Bonus vs Mounted (50)
  • Garland Mine
  • Desert Raider
  • Tech: Railroad
  • Civilization: Arabia
Combined ArmsN/AUhlanLandship
Hetairoi90/100Mounted16N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Great Generals I
  • Transfer Movement to General
  • Tech: Military Strategy
  • Civilization: Macedon
MetallurgyHorsesHorsemanKnight
Holkan25/100Melee10N/AN/A2
  • Brute Force
  • Last Codices
  • Woodsman
  • Civilization: The Maya
SteelN/ASwordsmanWarrior
Hoplite35/150Melee14N/AN/A2
  • Formation I
  • Unity
  • Great Generals II
  • Tech: Bronze Working
  • Civilization: Sparta
GunpowderN/ASpearmanPikeman
Horse Archer50/100Archery13915
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • Barrage I
  • Tech: Mathematics
  • Civilization: Hunnic Empire
MetallurgyHorseSkirmisherHeavy Skirmisher
Hussar175/200Archery282315
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • Lightning Warfare
  • Tech: Metallurgy
  • Civilization: Austrian Empire
BallisticsHorseCuirassierCavalry
Hwach'a80/150Siege132122
  • No Defensive Terrain Bonuses
  • May Not Melee Attack
  • Moves at half-speed in enemy territory
  • Cover I
  • Logistics
  • Tech: Physics
  • Civilization: Korea
RiflingN/ATrebuchetCannon
Immortal35/150Melee13N/AN/A2
  • Formation I
  • Faster Healing
  • Armor Plating I
  • Tech: Bronze Working
  • Civilization: Achaemenid Empire
GunpowderN/ASpearmanPikeman
Impi150/200Melee28N/AN/A2
  • Discipline
  • Formation I
  • Fasimba
  • Ranged Support Fire
  • Tech: Gunpowder
  • Civilization: The Zulu
RiflingN/ATercioLine Infantry
InDunaN/AN/AN/AN/AN/A3
  • Leadership
  • Military Tradition
  • Ibutho
  • Civilization: Zulu Kingdom
N/AN/AGreat GeneralN/A
Iron Chariot45/150Mounted13N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Beam Axle
  • Shock Cavalry
  • Hard and Fast
  • Tech: Trade
  • Civilization: Assyria
MetallurgyN/AHorsemanKnight
Jaguar20/100Melee10N/AN/A2
  • Brute Force
  • Combat Bonus in Forest/Jungle (33)
  • Woodsman
  • Tenacity
  • Civilization: The Aztecs
SteelN/AWarriorSpearman
Janissary165/200Archery243122
  • May Not Melee Attack
  • Naval Target Penalty
  • March
  • Combat Bonus When Attacking (25)
  • Tech: Gunpowder
  • Civilization: Ottoman Empire
DynamiteN/AMusketmanLight Infantry
KhanN/AN/AN/AN/AN/A5
  • Leadership
  • Military Tradition
  • Enhanced Medic
  • Civilization: Mongolia
N/AN/AGreat GeneralN/A
Klepht225/220Archery274022
  • May Not Melee Attack
  • Naval Target Penalty
  • Light Skirmish
  • Philhellenism
  • Ignores Terrain Cost
  • Tech: Fortification
  • Civilization: Greece
RocketryN/ALight InfantryGatling Gun
Koa70/150Melee19N/AN/A2
  • Formation I
  • Ku'ialua
  • Tech: Steel
  • Civilization: Hawaii
FlintlockN/APikemanTercio
Kris Swordsman50/100Melee16N/AN/A2
  • Discipline
  • Mystic Blade
  • Tech: Iron Working
  • Civilization: Indonesia
GunpowderIronSwordsmanLongswordsman
Krupp Gun650/350Siege275032
  • Indirect Fire
  • May Not Melee Attack
  • Siege Engine I
  • No Defensive Terrain Bonuses
  • Moves at half-speed in enemy territory
  • Cover I
  • Minenwerfer
  • Trommelfeuer
  • Tech: Replaceable Parts
  • Civilization: German Republic
N/AIronArtilleryRocket Artillery
Landsknecht140/200Melee27N/AN/A2
  • Discipline
  • Formation I
  • Formation II
  • Doppelsoldner
  • Tech: Gunpowder
  • Civilization: Germany
Replaceable PartsN/ATercioLine Infantry
Legion50/100Melee18N/AN/A2
  • Discipline
  • Cover I
  • Pilum
  • Praefectus Castrorum
  • Tech: Iron Working
  • Civilization: Rome
GunpowderIronSwordsmanLongswordsman
Licorne450/300Siege204522
  • No Defensive Terrain Bonuses
  • May Not Melee Attack
  • Siege Engine
  • Siege Inaccuracy
  • Cover I
  • Indirect Fire
  • Grapeshot
  • Can Move After Attacking
  • Tech: Fortification
  • Civilization: Russia
Advanced BallisticsIronHowitzerArtillery
Longboat80/100Naval Melee28N/AN/A4
  • Blockade
  • Shallow Draft Hull
  • Can Move After Attacking
  • Tech: Physics
  • Civilization: Vikings
NavigationN/ACaravelCarracks
Longbowman80/150Archery162122
  • May Not Melee Attack
  • Naval Target Penalty
  • Range
  • Tech: Machinery
  • Civilization: England
FortificationN/ACrossbowmanMusketman
Mamluk175/200Mounted40N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Vur Ha!
  • Tech: Metallurgy
  • Civilization: Mamluk Egypt
Combined ArmsHorsesLancerUhlan
Mandekalu Cavalry100/150Mounted25N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Raider
  • Tech: Chivalry
  • Civilization: Songhai
CombustionHorsesKnightLancer
Maori Warrior70/150Melee22N/AN/A2
  • Discipline
  • Haka War Dance
  • Tech: Chivalry
  • Civilization: Polynesia
RiflingN/ALongswordsmanTwo-Handed Swordsman
Matagi80/150Melee24N/AN/A2
  • Discipline
  • Soul Liberation
  • Tech: Theology
  • Civilization: The Ainus
FlightN/ALongswordsmanTwo-Handed Swordsman
Mehal Sefari300/300Gunpowder42N/AN/A2
  • Field Works
  • Formation I
  • Sentry
  • Near Capital Bonus
  • Homeland Guardian
  • Medic
  • Tech: Rifling
  • Civilization: Ethiopia
Combined ArmsN/AFusilierRifleman
Merchant of VeniceN/AN/AN/AN/AN/A4
  • Trade Mission Bonus
  • Civilization: Venice
N/AN/AGreat MerchantN/A
Merchant PrinceN/AN/AN/AN/AN/A5
  • Master Diplomat
  • Civilization: Phoenicia
N/AN/AGreat DiplomatN/A
Mi'kmaq Militia165/200Archery223222
  • May Not Melee Attack
  • Naval Target Penalty
  • Child of the Dawn
  • Tech: Metallurgy
  • Civilization: The Cajuns
BallisticsN/AMusketmanLight Infantry
Minuteman200/250Gunpowder32N/AN/A2
  • Ignores Terrain Cost
  • Golden Age from Victories
  • Discipline
  • Formation I
  • Drill I
  • Tech: Flintlock
  • Civilization: Thirteen Colonies
Replaceable PartsN/ALine InfantryFusilier
Mohawk Warrior50/100Melee17N/AN/A2
  • Discipline
  • Woodsman
  • Combat Bonus in Forest/Jungle (33)
  • Tech: Ironworking
  • Civilization: The Iroquois
GunpowderN/ASwordsmanLongswordsman
Monitor450/320Naval Melee Units59N/AN/A5
  • Harbor Defense
  • Hardened
  • Tech: Industrialization
  • Civilization: USA
Advanced BallisticsN/AIroncladDestroyer
Musketeer165/200Melee243222
  • May Not Melee Attack
  • Naval Target Penalty
  • Discipline
  • Lightning Warfare
  • Tech: Gunpowder
  • Civilization: France
DynamiteN/AMusketmanLine Infantry
Naga-Malla175/200Archery303013
  • Accuracy I
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • Feared Elephant
  • Tech: Gunpowder
  • Civilization: Mughal Empire
BallisticsN/ACuirassierCavalry
Naresuan's Elephant110/150Mounted26N/AN/A3
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Great General Combat Bonus
  • Bonus vs Mounted (50)
  • Feared Elephant
  • Tech: Chivalry
  • Civilization: Ayutthaya Kingdom
RiflingN/AKnightLancer
Nau125/180Naval Melee36N/AN/A5
  • Exotic Cargo
  • Withdraw Before Melee
  • Tech: Astronomy
  • Civilization: Portuguese Empire
IndustrializationN/ACarrackCorvette
Pancerny90/150Archery181615
  • Skirmisher Doctrine
  • Can Move After Attacking
  • No Defensive Terrain Bonuses
  • Penalty Attacking Cities (33)
  • Naval Target Penalty
  • May Not Melee Attack
  • Bogurodzica
  • Cover I
  • Tech: Physics
  • Civilization: Polish Commonwealth
Military ScienceHorsesHeavy SkirmisherCuirassier
Pictish Warrior35/100Melee13N/AN/A2
  • Highlanders
  • No Movement Cost to Pillage
  • Druidism
  • Tech: Mining
  • Civilization: The Celts
GunpowderN/ASpearmanPikeman
Pitati35/100Archery61122
  • Volley
  • Mercenary
  • May Not Melee Attack
  • Naval Target Penalty
  • Tech: Calendar
  • Civilization: Nubia
MachineryN/AArcherComposite Bowman
Prowler165/200Archery243122
  • May Not Melee Attack
  • Naval Target Penalty
  • In the Shadows
  • Tech: Metallurgy
  • Civilization: Haudenosaunee
DynamiteN/AMusketmanLight Infantry
Qizibash175/200Mounted40N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Safavi Agitator
  • Tech: Metallurgy
  • Civilization: Persia
Combined ArmsHorsesLancerUhlan
Quinquereme40/125Naval Melee13N/AN/A4
  • Shallow Draft
  • Oceanic Perils
  • Pincer
  • Heavy Assault
  • Tech: Fishing
  • Civilization: Carthage
PhilosophyN/AGalleyTrireme
Sabum Kibitum35/150Melee13N/AN/A2
  • Formation I
  • Legacy
  • Quick Study
  • Tech: Bronze Working
  • Civilization: Babylon
GunpowderN/ASpearmanPikeman
Samurai80/150Melee25N/AN/A2
  • Discipline
  • Great Generals II
  • Quick Study
  • Tech: Steel
  • Civilization: Medieval Japan
FlintlockIronLongsowrdsmanTercio
Scythed Chariot50/100Archery15914
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Beam Axle
  • May Not Melee Attack
  • Naval Target Penalty
  • Rend
  • Hit and Run
  • Carynx
  • Tech: Mathematics
  • Civilization: Celtic Tribes
MetallurgyHorseSkirmisherHeavy Skirmisher
Sea Beggar175/220Naval Melee42N/AN/A4
  • Supply
  • Vanguard
  • Dauntless
  • Tech: Astronomy
  • Civilization: Dutch Empire
RadioN/ACorvetteIronclad
Seir Morb450/300Siege194222
  • No Defensive Terrain Bonuses
  • May Not Melee Attack
  • Siege Inaccuracy
  • Moves at half-speed in enemy territory
  • Cover I
  • Indirect Fire
  • Coastal Cannon
  • Crouching Tiger
  • Tech: Rifling
  • Civilization: Siam
Advanced BallisticsIronHowitzerArtillery
Siege Tower50/200N/AN/AN/AN/A4
  • Sapper
  • Medic
  • Medic II
  • Tech: Military Strategy
  • Civilization: Neo-Assyrian Empire
N/AN/AN/AN/A
Sofa80/150Archery162122
  • May Not Melee Attack
  • Naval Target Penalty
  • Medic
  • Father of the Horse
  • Tech: Machinery
  • Civilization: Mali
FortificationN/ACrossbowmanMusketman
SPAD S. VII400/350FighterN/A506N/A
  • Air Sweep
  • Ace Pilot I
  • Air Recon
  • Air Supremacy I
  • Strafing Runs
  • Air Logistics
  • Tech: Flight
  • Civilization: French Republic
LasersN/ATriplaneFighter
SuffetN/AN/AN/AN/AN/A2
  • Leadership
  • Military Tradition
  • Punic Commander
  • Cannae and Drepana
  • Embarkation
  • Civilization: Carthaginian Republic
N/AN/AGreat GeneralN/A
Tarkhan45/150Mounted15N/AN/A4
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Bellum Alet
  • Tech: Military Strategy
  • Civilization: The Huns
MetallurgyHorsesHorsemanKnight
Turtle Ship80/100Naval Melee30N/AN/A4
  • Shallow Draft
  • Deck Spikes
  • Tech: Compass
  • Civilization: South Korea
IndustrializationN/ACaravelCorvette
Unatattik80/150Archery152122
  • Unaaq
  • Ignores Terrain Cost
  • Naval Target Penalty
  • May Not Melee Attack
  • Tech: Machinery
  • Civilization: The Inuit
MetallurgyN/ACrossbowmanMusketman
War Chariot25/100Archery9914
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Beam Axle
  • May Not Melee Attack
  • Naval Target Penalty
  • Gift of the Pharaoh
  • Tech: The Wheel
  • Civilization: Egypt
PhysicsN/AChariot ArcherSkirmisher
Waraq'Ak20/100Archery6722
  • May Not Melee Attack
  • Naval Target Penalty
  • Concussive Hits
  • Civilization: The Inca
CurrencyN/ASlingerArcher
Winged Hussar175/200Mounted38N/AN/A5
  • No Defensive Terrain Bonuses
  • Can Move After Attacking
  • Penalty Attacking Cities (33)
  • Formation I
  • Heavy Charge
  • Tech: Metallurgy
  • Civilization: Poland
CombustionHorsesLancerUhlan
Yamato900/500Naval Ranged708535
  • May Not Melee Attack
  • Indirect Fire
  • Taikan Kyohosyugi
  • Armor Plating I
  • Tech: Rocketry
  • Civilization: Japan
LasersIronBattleshipMissile Cruiser
Yellow Brow150/200Melee26N/AN/A2
  • Discipline
  • Formation I
  • Big Horse Dance
  • Tech: Gunpowder
  • Civilization: The Shoshone
Replaceable PartsN/ATercioLine Infantry


Spoiler Unique Buildings/NW/Wonders :

BuildingPrerequisitesMaintenance
( :c5gold: )
Construction Cost
( :c5production: / :c5faith: )
YieldsEffect(s)
Acropolis
  • Tech: Drama and Poetry
  • Civilization: Sparta
1100/100
  • +2 :c5culture: Culture
  • 3 Defense
  • +10% Great Writer Rate in the City
  • All Writers' Guilds produce +1 :c5gold: Gold
  • When a Unit defeat an Enemy Unit in battle, receive +2 Border Growth in this City, scaling with Era.
  • If the Unit was created by this City, also receive 5 :c5culture: Culture, scaling with Era.
  • Nearby Dyes: +1 :c5gold: Gold
  • Nearby Silk: +1 :c5culture: Culture
  • Nearby Lapis Lazuli: +1 :c5gold: Gold
  • +2 :c5culture: Culture if Themed
Agora
  • Tech: Trade
  • Civilization: Greece
055
  • +3 :c5gold: Gold
  • +1 :c5science: Science
  • +25% :c5production: Production towards Diplomatic Units
  • Great Diplomats from this City receive the Proxenos Promotion
  • TR other Players make to this City will generate +1 :c5gold: Gold for both the City owner and TR owner
  • Nearby Cinnamon: +1 :c5gold: Gold
  • Nearby Sugar: +1 :c5gold: Gold
Andelsbevægelse
  • Tech: Manufacturing
  • Civilization: Viking
  • Building: Workshop
1450
  • +4 :c5food: Food
  • +4 :c5production: Production
  • +15% :c5production: Production when constructing Buildings in this City
  • +1 :c5food: Food and :c5production: Production to nearby Farms and Pastures
  • Nearby Cotton: +2 :c5gold: Gold and :c5production: Production
  • Nearby Sheep: +2 :c5gold: Gold and :c5food: Food
  • Nearby Silk: +2 :c5gold: Gold and +1 :c5culture: Culture
Arsenale di Venezia
  • Tech: Guilds
  • Civilization: Venice
  • Building: not Rialto District or Murano Glassworks
065
  • +10% :c5production: Production
  • 2 Engineer Specialist Slot
  • Increases the Military Unit Supply Cap by 5
  • Increases the Military Supply Cap from Population in this City by 25%
Barbican
  • Tech: Physics
  • Civilization: Polish Commonwealth
  • Building: Walls
1200N/A
  • 11 Defense
  • +225 HP
  • Replaces both the Armory and the Castle
  • Empire Needs Modifier is reduced by 5% in this City
  • -1 Unhappiness from Distress
  • +30 XP for all new Units trained in this City
Bastu
  • Tech: Metal Casting
  • Civilization: Sweden
1100
  • +2 :c5culture: Culture
  • +1 :c5food: Food
  • +1 :c5gold: Gold and :c5culture: Culture to Temples, Amphitheaters and Gardens in this City
  • +25% :c5culture: Culture and :c5food: Food in the City during Golden Ages
Bayou Cabin
  • Tech: Sailing
  • Civilization: The Cajuns
175N/A
  • +1 :c5food: Food and :c5gold: Gold from Coast and Ocean tiles
  • Increases Military Units Supply Cap by 1
  • +0.5 Great Person Point towards a Great Musician from improved Sea Resources and Atolls in range of the City
  • Forms a City Connection with other Cities via water if they also have Bayou Cabin
Bazaar
  • Tech: Trade
  • Civilization: Arabia
055
  • +3 :c5gold: Gold
  • +1 :c5faith: Faith
  • 1 Merchant Specialist Slot
  • Land TR gain 50% range
  • Incoming TR generate +2 :c5gold: Gold for the City and +1 :c5gold: Gold for the TR owner
  • Nearby Cinnamon: +1 :c5gold: Gold
  • Nearby Sugar: +1 :c5gold: Gold
Beit Melqart
  • Tech: Trade
  • Civilization: Phoenicia
065
  • +2 :c5faith: Faith
  • +2 :c5food: Food
  • +2 Great Diplomat Points
  • 1 Civil Servant Specialist Slot
  • +25% City Defense
  • +10% :c5production: Production of Diplomatic Units
  • +1 :c5food: Food for each City State Friend
  • +1 :c5food: Food and :c5faith: Faith for each City-State Ally
Bimaristan
  • Tech: Education
  • Civilization: Rashidun
  • Building: Library
1150/150
  • +1 :c5food: Food
  • +2 :c5science: Science
  • 1 Scientist Specialist Slot
  • Gain 25% of the :c5science: Science output of the City as an instant boost to your current Research when a Citizen is born
  • Gain 15% of the Cost of any :c5faith: Faith purchase as :c5science: Science in this City
  • 10% of :c5science: Science created by the City is converted to :c5food: Food
  • -1 Unhappiness from Illiteracy
Bräuhaus
  • Tech: Economics
  • Civilization: German Republic
2375
  • +4 :c5production: Production
  • 1 Engineer Specialist Slot
  • +25% :c5production: Production when constructing Buildings and producing Land Combat Units
  • Grocers and Granaries produce +2 :c5food: Food and :c5culture: Culture
  • +20 XP to all Land Units produced in this City
Buffalo Pound
  • Tech: Trapping
  • Civilization: Comanche
035
  • +2 :c5food: Food
  • +1 :c5production: Production
  • A Bison resource appears near the City
  • Nearby Horses: +1 :c5food: Food
  • Nearby Sheep: +1 :c5food: Food
  • Nearby Cattle: +1 :c5food: Food
  • Nearby Bison: +1 :c5food: Food
Bullring
  • Tech: Navigation
  • Civilization: Spanish Empire
0450
  • +4 :c5science: Science
  • +4 :tourism: Tourism
  • +250 :c5science: Science when completed
  • Trigger a WLTKD in this City whenever a Public Works Project is completed
  • Gain 20 :c5culture: Culture, :c5faith: Faith and :c5gold: Gold whenever a WLTKD begins, scaling with Era
  • -1 Unhappiness from Boredom
Burial Tomb
  • Tech: Currency
  • Civilization: Egypt
0100
  • +1 :c5gold: Gold
  • Receive a free unique Egyptian Artifact when constructed.
  • Land Trade Routes gain +50% Range and +3 :c5gold: Gold
  • Merchant Specialists in this City gain +1 :c5gold: Gold
  • Nearby Truffles: +1 :c5gold: Gold
  • Nearby Cotton: +1 :c5production: Production
  • Nearby Furs: +1 :c5production: Production
Candi
  • Tech: Theology
  • Civilization: Indonesia
  • Building: Aqueduct
1150N/A
  • A Clove, Pepper or Nutmeg Resource will appear near or under this City when built.
  • +20% Great People generation in this City
  • +10% to :c5faith: Faith in the City during "We Love the King Day"
  • 1 Specialist in this City no longer produces Unhappiness from Urbanization
  • Nearby Oases: +2 :c5gold: Gold
  • Nearby Citrus: +1 :c5food: Food and :c5gold: Gold
  • Nearby Cocoa: +2 :c5gold: Gold
  • Nearby Cloves: +1 :c5faith: Faith and :c5gold: Gold
  • Nearby Pepper: +1 :c5faith: Faith and :c5gold: Gold
  • Nearby Nutmeg: +1 :c5gold: Gold and :c5production: Production
Ceilidh Hall
  • Tech: Physics
  • Civilization: The Celts
1150
  • +1 Happiness
  • +75 :c5culture: Culture when completed
  • Starts 15 turns of WLTKD in the City
  • -1 Unhappiness from Boredom
  • Nearby Ivory: +1 :c5culture: Culture and :c5gold: Gold
Cenobium
  • Tech: Civil Service
  • Civilization: Nubia
0175/175
  • +3 :c5faith: Faith
  • +3 :c5production: Production
  • Can be purchased with :c5faith: Faith
  • Boosts Religious Resistance by 25%
  • +25% City Defense
  • Internal :c5production: Production TR from this City generate +3 :c5production: Production
  • Allows :c5production: Production to be moved from this City along TR inside your civilization
Chaebol
  • Tech: Electricity
  • Civilization: South Korea
  • Building: Bank
0900
  • +5 :c5gold: Gold
  • 1 Merchant Specialist Slot
  • +3 :c5gold: Gold for Towns and Villages
  • +2 :c5gold: Gold and :c5production: Production to Manufactory near the City
  • Cost of :c5gold: Gold purchasing in this City reduced by 30%
  • +2 :c5science: Science to Merchant Specialists
  • +2 :c5culture: Culture to Engineer Specialists
  • +2% Great People Points for every internal TR controlled by the Empire
Coffee House
  • Tech: Chemistry
  • Civilization: Archduchy of Austria
2250
  • +3 :c5food: Food
  • 1 Merchant Specialist Slot
  • +25% Great People generation in this City
  • 10% of this City's :c5culture: Culture is converted into :c5science: Science every turn
  • Carries over 15% of :c5food: Food after City growth (effect stacks with Aqueduct)
  • -1 Unhappiness from Poverty
  • Nearby Deer: +1 :c5food: Food
  • Nearby Bison: +1 :c5food: Food
Colosseum
  • Tech: Masonry
  • Civilization: Rome
175
  • +1 :c5culture: Culture
  • +1 :c5production: Production
  • When a Unit defeats an enemy Unit in battle, receive +3 :c5goldenage: Golden Age Points in this City, scaling with Era; if the Unit was created by this City, also receive +5 Great General Points (if Land) or +5 Great Admiral Points (if Sea), scaling with Era.
  • Barracks and Armory in this City gain +1 :c5production: Production
  • -1 Unhappiness from Boredom
  • Nearby Olives: +1 :c5food: Food
  • Nearby Perfume: +1 :c5gold: Gold
Dojo
  • Tech: Steel
  • Civilization: Medieval Japan
1150N/A
  • Increases the Military Unit Supply Cap by 2.
  • Grants +25 Experience to all Military Units trained in this City.
  • All Mounted, Melee, Gun and Armor Units trained in this City receive the Eight Virtues of Bushido Promotion.
  • When Units are promoted, gain :c5culture: Culture and :c5science: Science based on their current Level
  • -1 Unhappiness from Distress
Ducal Stable
  • Tech: Chivalry
  • Civilization: Poland
1150N/A
  • Provides 1 Free Horse
  • Grants +33% :c5production: Production and +15 XP for Mounted Melee Units
  • Increases the Military Unit Supply Cap from Population in the City by 10%
  • Nearby Horses: +2 :c5production: Production and +1 :c5gold: Gold
  • Nearby Sheep: +2 :c5production: Production and +1 :c5gold: Gold
  • Nearby Cattles: +2 :c5production: Production and +1 :c5gold: Gold
Elephant Camp
  • Tech: Civil Service
  • Civilization: Ayutthaya Kingdom
  • Building: Forge
1175
  • +3 :c5faith: Faith
  • +3 :c5production: Production
  • +1 :c5faith: Faith to Camps
  • +1 :c5culture: Culture to Lumber Mills
  • Internal :c5production: Production TR from this City generate +1 :c5production: Production
  • Allows :c5production: Production to be moved from this City along TR inside your Civilization
E-temenanki
  • Tech: Writing
  • Civilization: Neo-Babylonian Empire
  • Building: Monument, Palace
065
  • +2 :c5science: Science
  • +25% GPP in the City
  • +25 :c5culture: Culture in the City as an instant boost whenever a Citizen is born, scaling with Era
  • +50 :c5goldenage: Golden Age Points whenever a Policy is unlocked, scaling with Era
  • Gain 15% of the City's :c5food: Food and :c5science: Science output whenever you invest in a Building on Empire
  • +1 :c5science: Science to all Monuments and +2 :c5food: Food to all Shrines
Examination Hall
  • Tech: Education
  • Civilization: China
1150N/A
  • 2 Civil Servant Slots
  • +20% :c5production: Production of Diplomatic Units
  • Whenever a Citizen is born, gain +15 Points towards Great Person with the highest progress, scaling with Era.
Floating Garden
  • Tech: Masonry
  • Civilization: The Aztecs
175
  • +2 :c5food: Food
  • +2 :c5production: Production
  • +10% :c5food: Food during Golden Ages
  • Each worked Lake tile provides +1 :c5food: Food
French Salon
  • Tech: Romanticism
  • Civilization: French Republic
3625/200+4 :c5science: Science and :c5culture: Culture
  • 2 Artist Specialist Slots
  • Great Works in the City produce +3 :c5culture: Culture and :tourism: Tourism
  • +50% Great Artist Rate in the City
  • -1 Unhappiness from Boredom
  • +6 :c5science: Science if Themed
Ger
  • Tech: Trapping
  • Civilization: Mongolia
035N/A
  • +1 :c5production: Production from Camps
  • +1 Horse
  • +34% faster border growth in this City.
  • Nearby Cows: +1 :c5gold: Gold
  • Nearby Sheep: +1 :c5gold: Gold
  • Nearby Horses: +1 :c5gold: Gold
  • Nearby Deer: +1 :c5food: Food
  • Nearby Bison: +1 :c5food: Food
Great Cothon
  • Tech: Currency
  • Civilization: Carthaginian Republic
  • Building: Market
065
  • +4 :c5gold: Gold
  • Receive a free copy of all Luxury Resources around the City
  • Incoming TR generate +3 :c5gold: Gold for the City
  • Grants 2 additional TR
  • All Lighthouses gain +1 :c5culture: Culture
  • -1 Unhappiness from Poverty in all Cities
Gumey
  • Tech: Currency
  • Civilization: Mali
  • Building: Market
0100
  • +2 :c5gold: Gold
  • Merchant Specialists in this City gain +2 :c5gold: Gold
  • TR gain +75% Range and +4 :c5gold: Gold
  • Incoming TR generate +2 :c5gold: Gold for the City and TR Owner
  • +2 :c5gold: Gold, :c5production: Production and :c5culture: Culture if a Trade Unit passes through the City.
  • Nearby Truffles: +1 :c5gold: Gold
  • Nearby Cotton: +1 :c5production: Production
  • Nearby Furs: +1 :c5production: Production
Hanse
  • Tech: Guilds
  • Civilization: Germany
  • Building: Market
0175
  • +2 :c5gold: Gold
  • +5% :c5production: Production in this City for each Trade Route your Civilization has with a City-State
  • Incoming Trade Routes generate +3 :c5gold: Gold for the City, and +1 :c5gold: Gold for the Trade Route owner.
  • Market in this City gain +2 :c5gold: Gold
  • -1 Unhappiness from Poverty
  • Nearby Bananas: +2 :c5gold: Gold
  • Nearby Coffee: +1 :c5production: Production and :c5gold: Gold
  • Nearby Tea: +2 :c5gold: Gold
  • Nearby Tobacco: +2 :c5gold: Gold
Harappan Reservoir
  • Tech: Engineering
  • Civilization: India
  • Building: Granary
1100
  • +2 :c5faith: Faith
  • +50 :c5food: Food when completed.
  • Carries over 10% of :c5food: Food after City growth.
  • +1 :c5food: Food from Lakes and Oases.
  • Farms worked by this City gain +1 :c5food: Food
  • -1 Unhappiness from Poverty
  • Nearby Wheat: +1 :c5food: Food
  • Nearby Maize: +1 :c5food: Food
  • Nearby Rice: +1 :c5food: Food
  • Nearby Bananas: +1 :c5food: Food
Hippodrome
  • Tech: Metal Casting
  • Civilization: Byzantine Empire
  • Building: Palace
065
  • +1 Happiness
  • Free Arena in the City.
  • +10% :c5gold: Gold and :c5culture: Culture on Empire during WLTKD
  • On construction of the Hippodrome, and at the beginning of every new Era, a WLTKD is triggered in all Cities
  • All Arenas gain +1 :c5gold: Gold
  • All Circuses gain +1 :c5culture: Culture
  • -1 Unhappiness from Boredom
Homestead
  • Tech: Chivalry
  • Civilization: Thirteen Colonies
1150
  • +1 :c5production: Production
  • Increases the Military Supply Cap from Population in the City by 10%
  • On completion, the city immediately claims all Horse, Sheep, Cattle and Bison within 3 tiles of the City and gain 10 :c5production: Production for each tile claimed, scaling with Era
  • Nearby Horses: +1 :c5food: Food, :c5production: Production and :c5gold: Gold
  • Nearby Sheep: +1 :c5food: Food, :c5production: Production and :c5gold: Gold
  • Nearby Cattle: +1 :c5food: Food, :c5production: Production and :c5gold: Gold
  • Nearby Bison: +1 :c5food: Food, :c5production: Production and :c5gold: Gold
Hudson's Bay Company
  • Tech: Guilds
  • Civilization: Canada
065N/A
  • Receive an additional copy of all Luxury Resources around this City
  • Incoming TR generate +2 :c5gold: Gold for the City
  • All Customs Houses and Banks gain +1 :c5culture: Culture
  • All Forts and Citadels on Empire gain +1 :c5food: Food and :c5production: Production
  • Free Customs House in the City
  • -1 Unhappiness from Poverty in all Cities
Huey Teocalli
  • Tech: Theology
  • Civilization: Aztec Empire
065N/A
  • +2 :c5faith: Faith and :c5gold: Gold to all Temples
  • -1 Unhappiness from Religious Unrest in all Cities
  • Whenever you enter a Golden Age, permanently gain +2 :c5food: Food and :c5faith: Faith in the City, and +2 XP for Units trained in all Cities on Empire (max +30)
Ikanda
  • Tech: Bronze Working
  • Civilization: The Zulu
055
  • +1 :c5culture: Culture
  • Grants unique Promotions to all Melee Units
  • +15 XP to all Units
  • Increases the Military Unit Supply Cap by 2
  • -1 Unhappiness from Distress
Independence Hall
  • Tech: Architecture
  • Civilization: USA
065
  • +2 :c5culture: Culture
  • +10% :c5culture: Culture
  • :c5culture: Culture cost of adopting new Policies reduced by 5%
  • Unlocks Hoover Dam, West Point and Smithsonian Institute
  • -1 Unhappiness from Boredom in all Cities
  • +3 :c5culture: Culture and :c5gold: Gold if Themed
Iziko
  • Tech: Drama and Poetry
  • Civilization: Zulu Kingdom
  • Building: Monument
0100/100
  • +2 :c5faith: Faith
  • +15% Great Writer and Great Musician Rate in the City
  • All Writers' Guilds produce +1 :c5gold: Gold
  • Whenever a Unit gains a level, receive :c5culture: Culture in the City, scaling with Unit level
  • Nearby Dyes: +1 :c5gold: Gold
  • Nearby Silk: +1 :c5culture: Culture
  • Nearby Lapis Lazuli: +1 :c5gold: Gold
  • +2 :c5culture: Culture when Themed
Kabuki Theater
  • Tech: Acoustics
  • Civilization: Japan
2300/175
  • +3 :c5culture: Culture
  • +5% :c5culture: Culture
  • Internal TR to or from this City generate 25 :c5culture: Culture when completed, scaling with Era.
  • +25% Great Musician Rate
  • All Musicians' Guilds produce +1 :c5gold: Gold
Laguna
  • Tech: Compass
  • Civilization: Republic of Venice
1175
  • +10% :c5gold: Gold
  • +15% :c5production: Production of Naval Units
  • Increases Military Supply by 2
  • +2 :c5production: Production from Sea Resources an an additional :c5production: Production to Fish worked by the City
  • Sea TR gain +75% Ranged and +4 :c5gold: Gold
  • 25% of the City's :c5gold: Gold is converted into :c5goldenage: Golden Age Points
Lamassu Gate
  • Tech: Military Strategy
  • Civilization: Neo-Assyrian Empire
055
  • +1 :c5faith: Faith
  • 6 Defense
  • +225 HP
  • Military Supplied by this City's population increased by 10%
  • Increases the City's Strike Ranged by 1
  • +3 :c5production: Production and :c5culture: Culture to Courthouse in the City
  • Empire Needs Modifier is reduced by 5% in this City
Longhouse
  • Tech: Calendar
  • Civilization: The Iroquois
055
  • +1 :c5culture: Culture
  • +2 :c5food: Food
  • +1 :c5production: Production from Forests, Jungles, Marshes and Plantations worked by this City
Marae
  • Tech: The Wheel
  • Civilization: Hawaii
035
  • +1 :c5science: Science
  • +1 :c5culture: Culture
  • +5 :c5science: Science and :c5goldenage: Golden Age Points whenever a Citizen is born in this City, scaling with Era.
Murano Glassworks
  • Tech: Guilds
  • Civilization: Venice
  • Building: Piazza San Marco, not Arsenale di Venezia or Rialto District
065N/A
  • 2 Artist Specialist Slot
  • GPTI and Villages worked by all Cities gain +2 :c5food: Food
  • +5 :c5science: Science if Themed
Museum of Modern Art
  • Tech: Archaeology
  • Civilization: USA
  • Building: Independence Hall, not West Point, not Hoover Dam
6750N/A
  • :c5gold: Gold costs of acquiring new tiles reduced by 25% in every City
  • +2 :c5culture: Culture and :c5science: Science to all Museums, Research Labs and World Wonders
Nilometer
  • Tech: Masonry
  • Civilization: Mamluks Egypt
075
  • +1 :c5culture: Culture
  • +2 :c5food: Food
  • +2 :c5production: Production
  • 1 Flax Resource spawns near the City
Ostrog
  • Tech: Fortification
  • Civilization: Russia
2450N/A
  • 12 Defense
  • +200 HP
  • -2 Damage
  • +1 :c5production: Production and :c5gold: Gold to Mines and Strategic Resources
  • Allows the City's Ranged Strike to ignore Line of Sight
  • Military Units Supplied by this City's population increased by 10%
  • Enemy Units must expend 1 extra Movement per tile if they move into a tile worked by this City
  • Empire Size Modifier is reduced by 5% in this City
Pairidaeza
  • Tech: Currency
  • Civilization: Persia
1150N/A
  • +25% Great People Points in the City
  • Musician, Writer and Artist Specialists produce +1 :c5culture: Culture
  • 1 Specialist in this City no longer produces Unhappiness from Urbanization
  • +20% :c5gold: Gold in the City during a Golden Age
  • Nearby Oases: +2 :c5gold: Gold
  • Nearby Citrus: +1 :c5food: Food and :c5gold: Gold
  • Nearby Cocoa: +2 :c5gold: Gold
  • Nearby Cloves: +1 :c5faith: Faith and :c5gold: Gold
  • Nearby Pepper: +1 :c5faith: Faith and :c5gold: Gold
  • Nearby Nutmeg: +1 :c5gold: Gold and :c5production: Production
Piazza San Marco
  • Tech: Writing
  • Civilization: Venice
  • Building: Palace
065N/A
  • +20% Great People rate in City
  • Increases the Military Unit Supply Cap by 2
  • Unlocks access to the Murano Glassworks, Arsenale di Venezia and Rialto District once Guilds is researched
Pitz Court
  • Tech: Masonry
  • Civilization: The Maya
175
  • +2 :c5culture: Culture
  • +2 :c5faith: Faith
  • Barracks and Armory in this City gain +1 :c5production: Production
  • Grants :c5science: Science and :c5faith: Faith at the end of every Long Count
  • Land Units trained in this City receive the k'atun Ahaw Promotion, which grants new abilities for every 15 turns the Unit has been alive
  • Nearby Perfume: +1 :c5gold: Gold
  • Nearby Olives: +1 :c5food: Food
Pogost - Stage 1: Market
  • Tech: Guilds
  • Civilization: Russian Empire
  • Building: Market
0175N/A
  • 1 Merchant Specialist Slot
  • +10% :c5gold: Gold from City Connection in this City
  • +1 :c5gold: Gold to Villages and Towns
  • Incoming TR grants +4 :c5gold: Gold to City Owner and +3 :c5gold: Gold to TR Owner
  • -1 Unhappiness
  • Unlocks two additional buildings
  • Nearby Bananas: +2 :c5gold: Gold
  • Nearby Coffee: +1 :c5production: Production and :c5gold: Gold
  • Nearby Tea: +2 :c5gold: Gold
  • Nearby Tobacco: +2 :c5gold: Gold
Pogost - Stage 2: Intendant's Residention
  • Tech: Architecture
  • Civilization: Russian Empire
  • Building: Pogost - Stage 1: Market
0Free
  • +2 :c5science: Science
  • +2 Great Scientist Points
  • +1 :c5production: Production to Villages and Towns
Pogost - Stage 3: Eastern Orthodox Church
  • Tech: Scientific Theory
  • Civilization: Russian Empire
  • Building: Pogost - Stage 2: Intendant's Residention
0Free
  • +2 :c5faith: Faith
  • 25% of the City's :c5faith: Faith is converted into :c5science: Science
  • +1 :c5faith: Faith to Villages and Towns
Qila
  • Tech: Chivalry
  • Civilization: Mughal Empire
  • Building: Walls
1150
  • +2 :c5culture: Culture
  • +1 Great Artist Points
  • 10 Defense
  • +150 HP
  • +50 City HP for every National Wonder and World World built in the City
  • Empire Needs Modifier is reduced by 10% in this City
Qullqa
  • Tech: Pottery
  • Civilization: Inca Empire
035
  • +3 :c5food: Food
  • +1 :c5production: Production
  • Units stationed in this City heal 5 HP every turn, regardless of any actions taken
  • +50 :c5food: Food when completed
  • 15% of :c5food: Food is carried over after a new Citizen is born
  • Allows :c5food: Food to be moved from this City along TR inside your civilization
Riad
  • Tech: Theology
  • Civilization: Sultanate of Morocco
0150
  • +2 Great Admiral Points
  • +25% Great People generation in this City.
  • 1 Specialist in this City no longer produces Unhappiness from Urbanization
  • Nearby Oases: +2 :c5gold: Gold
  • Nearby Citrus: +1 :c5food: Food and :c5gold: Gold
  • Nearby Cocoa: +2 :c5gold: Gold
  • Nearby Cloves: +1 :c5faith: Faith or :c5gold: Gold
  • Nearby Pepper: +1 :c5faith: Faith or :c5gold: Gold
  • Nearby Nutmeg: +1 :c5gold: Gold and :c5production: Production
Rialto District
  • Tech: Guilds
  • Civilization: Venice
  • Building: Piazza San Marco, not Arsenale di Venezia or Murano Glassworks
065N/A
  • 2 Merchant Specialist
  • Costs of :c5gold: Gold purchases in all Cities reduced by 10% (15% in the Capital)
  • Provides 1 Additional Delegate in the WC for every 50 :c5gold: Gold per turn produced (caps at 25% of all City-States ever alive)
Royal Library
  • Tech: Writing
  • Civilization: Assyria
065
  • +2 :c5science: Science
  • +20% :c5science: Science in the City during Golden Ages
  • All Libraries produce +1 :c5science: Science
  • Provides a free Library in the City
  • -1 Unhappiness from Illiteracy in all Cities
  • +3 :c5production: Production and :c5science: Science if Themed
Runestone
  • Tech: Sailing
  • Civilization: Denmark
075N/A
  • When a Unit created by this City pillages a Tile, gain 10 :c5gold: Gold and :c5culture: Culture in this City, scaling with Era.
  • +1 :c5food: Food and +2 :c5gold: Gold from Coast and Ocean Tiles.
  • Form a City Connection with other Cities via water if they also have Runestones.
Sachem's Council
  • Tech: Writing
  • Civilization: Haudenosaunee
065
  • +1 Great Diplomat Points
  • 2 Civil Servant Specialist Slots
  • All Civil Servants gain +1 :c5culture: Culture
  • All Chanceries gain +2 :c5gold: Gold
  • +10% :c5production: Production of Diplomatic Units
  • A free Emissary Unit appears on completion
Sambadrome
  • Tech: Acoustics
  • Civilization: Brazil
2300/175
  • +2 :c5culture: Culture
  • +10% :c5gold: Gold, :c5culture: Culture and :c5science: Science during Golden Ages
  • +33% Great Musician Points in the City
  • Musicians' Guilds in the City adds +1 :c5gold: Gold
  • Starts 10 turns of Carnival when completed
Satrap's Court
  • Tech: Philosophy
  • Civilization: Achaemenid Empire
0100
  • +1 :c5gold: Gold
  • +1 Happiness
  • 1 Merchant Specialist Slot
  • +1 :c5gold: Gold for Scientist, Engineer and Merchant Specialists in the City
  • Eliminates extra Unhappiness from Occupied City
Schützenstand
  • Tech: Fortification
  • Civilization: Austrian Empire
  • Building: Castle
2450N/A
  • 15 Defense
  • +250 HP
  • City has Indirect Fire
  • Military Units supplied by this City's population increased by 20%
  • Heals Garrisoned Units by 10 HP, regardless of action
  • +1 :c5production: Production and :c5culture: Culture from each City-State Ally.
  • 20 XP for Gunpowder Units
  • Empire Needs Modifier is reduced by 5% in this City
Seowon
  • Tech: Education
  • Civilization: Korea
  • Building: Library
1150/150
  • +1 :c5science: Science
  • +15% :c5science: Science in the City during Golden Ages
  • Gain 25% of the :c5science: Science output of the City as an instant boost to your current Research when a Citizen is born in this City
  • -1 Unhappiness from Illiteracy
Siege Foundry
  • Tech: Iron Working
  • Civilization: The Ottomans
175
  • +2 :c5production: Production
  • 1 Engineer Specialist Slot
  • Engineer Specialists gain +1 :c5production: Production
  • +50% :c5production: Production towards Siege Units
  • All Siege Units trained in this City receive the Volley Promotion
  • Nearby Iron: +1 :c5gold: Gold
  • Nearby Copper: +1 :c5production: Production
Skola
  • Tech: Scientific Theory
  • Civilization: Swedish Empire
  • Building: University
0400/200
  • +3 :c5science: Science
  • 2 Scientist Specialist Slot
  • Allows Archaeologists to be built in this City
  • +25% Great Person Rate in this City
  • All Specialists generate +1 :c5science: Science in this City
  • -1 Unhappiness from Illiteracy
Slater Mill
  • Tech: Industrialization
  • Civilization: USA
  • Building: Independence Hall
6750N/A
  • :c5gold: Gold costs of acquiring new tiles reduced by 25% in every City
  • +4 :c5gold: Gold and :c5production: Production to all Factories, Stock Exchanges and World Wonders on Empire.
Steam Mill
  • Tech: Steam Power
  • Civilization: British Empire
  • Building: Cloth Mill
3625
  • +6 :c5production: Production
  • +10% :c5production: Production
  • Manufactories worked by the City gain +4 :c5production: Production
  • 2 Specialists in this City no longer produce unhappiness from Urbanization
  • When you complete a building from the Industrial Era or later, gain 10% of its construct costs as Points towards a Great Engineer
  • +2 :c5production: Production to Engineer Specialists
Stele
  • Civilization: Ethiopia
035
  • +1 :c5culture: Culture
  • +2 :c5food: Food
  • +67% faster border growth in this City
  • +25% :c5food: Food during Golden Ages
  • +25% Great People generation in this City
Strategeion
  • Tech: Philosophy
  • Civilization: Macedon
0100N/A
  • Removes Unhappiness from Occupied Cities
  • On completion, spawns a Stratego, which can construct Katoikia
  • +1 :c5production: Production and :c5culture: Culture to Nearby Katoikia
Tabya
  • Tech: Construction
  • Civilization: Songhai
055
  • +1 :c5production: Production
  • Grants +1 :c5production: Production to all River tiles near the City.
  • +10% :c5production: Production when constructing Buildings in this City.
  • Nearby Marble: +1 :c5production: Production
  • Nearby Stone: +1 :c5production: Production
  • Nearby Salt: +1 :c5gold: Gold
  • Nearby Jade: +1 :c5gold: Gold
Tetraconch
  • Tech: Philosophy
  • Civilization: Byzantium
  • Building: Shrine
1100
  • +1 :c5culture: Culture
  • +3 :c5faith: Faith
  • -1 Unhappiness from Religious Unrest
  • Doubles Religious Pressure generated by Trade Routes
  • +25% Religious Pressure
  • Nearby Incense: +1 :c5gold: Gold
  • Nearby Wine: +1 :c5culture: Culture
  • Nearby Amber: +1 :c5culture: Culture
Tophet
  • Tech: Agriculture
  • Civilization: Carthage
035
  • +1 :c5culture: Culture
  • +1 :c5faith: Faith
  • Gain 10 :c5culture: Culture in the City whenever a Unit is purchased, scaling with Era.
  • Units purchased in this City receive 15 additional XP
Ulticur
  • Tech: Physics
  • Civilization: The Huns
065
  • +4 :c5production: Production
  • Gain +20 :c5science: Science as an instant boost whenever a Building is constructed in the City, scaling with Era
  • Provides 4 Iron
  • All Stables gain +2 :c5culture: Culture and :c5production: Production
  • +1 Great General Points to all GPTI
University of Coimbra
  • Tech: Education
  • Civilization: Portuguese Empire
065N/A
  • Provides a free Great Scientist
  • Provides a free University
  • All Universities gain +2 :c5gold: Gold and +1 :c5science: Science
  • +50 :c5culture: Culture every time you research a Technology, scaling with Era
  • -1 Unhappiness from Illiteracy
Veche Hall
  • Tech: Theology
  • Civilization: Kievan Rus'
1150N/A
  • 1 Civil Servant specialist slot
  • +15% Great People generation in this City.
  • 1 Specialist in this City no longer produces Unhappiness from Urbanization
  • Civil Servants in the City generate +1 :c5culture: Culture.
  • +25% :c5greatperson: Civil Servant generation
  • Nearby Oases: +2 :c5gold: Gold
  • Nearby Citrus: +1 :c5food: Food, +1 :c5gold: Gold
  • Nearby Cocoa: +2 :c5gold: Gold
  • Nearby Cloves: +1 :c5faith: Faith, +1 :c5gold: Gold
  • Nearby Pepper: +1 :c5faith: Faith, +1 :c5gold: Gold
  • Nearby Nutmeg: +1 :c5gold: Gold, +1 :c5production: Production
Waag
  • Tech: Civil Service
  • Civilization: Dutch Empire
  • Building: Market
0250N/A
  • When you spend :c5gold: Gold to purchase Units or invest in Buildings in this City, 15% of the cost is converted into :c5science: Science
  • Caravansaries and Customs House in the City gain +3 :c5gold: Gold
  • +1 :c5gold: Gold, :c5culture: Culture and :c5production: Production in this City for every Global Monopoly on Empire
  • -2 Unhappiness from Poverty
  • Nearby Gold: +2 :c5gold: Gold
  • Nearby Silver: +1 :c5gold: Gold and :c5production: Production
  • Nearby Gems: +1 :c5culture: Culture and :c5gold: Gold
Walls of Babylon
  • Tech: Construction
  • Civilization: Babylon
055N/A
  • 8 Defense
  • +175 HP
  • Military Units Supplied by this City's population increased by 10%
  • Scientists in this City generate +1 :c5gold: Gold and :c5science: Science
  • Empire Size Modifier Modifier is reduced by 5% in this City
Wat
  • Tech: Theology
  • Civilization: Siam
1175N/A
  • 1 Scientist Specialist Slot
  • +1 :c5science: Science from Temples and Shrines in this City
  • +1 :c5culture: Culture from Jungle and Forest tiles worked by this City
  • -1 Unhappiness from Distress
West Point
  • Tech: Military Science
  • Civilization: USA
  • Building: Independence Hall, not Hoover Dam, not Museum of Modern Art
6750N/A
  • :c5gold: Gold costs of acquiring new tiles reduced by 25% in every City
  • +4 :c5production: Production and +2 :c5science: Science to all Military Academies, Military Bases and all World Wonders
White Tower
  • Tech: Machinery
  • Civilization: England
065
  • +2 :c5culture: Culture
  • Provides 2 free Iron
  • Contains a pre-built Great Work of Art
  • +15 :c5science: Science and :c5gold: Gold when you construct a building in this City, scaling with Era.
  • +2 :c5production: Production to Armories and Castles in all Cities
Yassa Court
  • Tech: Philosophy
  • Civilization: Mongol Empire
3100N/A
  • 10 Defense
  • +200 HP
  • Automatically constructed in all Unoccupied Cities after discovering Philosophy
  • Eliminates Extra Unhappiness from an Occupied City
  • +20% :c5production: Production towards Ranged, Siege, Mounted and Armor Military Units
  • +10 :c5science: Science, :c5culture: Culture and :c5gold: Gold for every Yassa Court on Empire whenever you conquer a City, scaling with Era


Spoiler Unique Improvements :

ImprovementBase YieldPrerequisite(s)Resources ImprovedTerrain/FeatureYields from TechsEffect(s)
Brazilwood Camp+1 :c5gold: Gold
  • Tech: Calendar
  • Civilization: Republic of Brazil
  • Unit: Worker
  • Placement: on tiles without fresh water, not adjacent to another Brazilwood Camp
  • Brazilwood
  • Jungle
  • Forest
N/A
  • Provides 1 Copy of Brazilwood resource
  • Does not remove any features
Chateau+1 :c5culture: Culture, +2 :c5gold: Gold and +1 :c5food: Food
  • Tech: Chivalry
  • Civilization: France
  • Unit: Worker
  • Placement: adjacent to Luxury, not adjacent to another Chateau
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
N/A
  • +50% Defense Bonus
  • Contains Fortification
Eki+1 :c5production: Production
  • Tech: Military Strategy
  • Civilization: Hunnic Empire
  • Unit: Worker
  • Placement: flat land tiles without access to Fresh Water, in or adjacent to Hunnic territory
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
N/A
  • +1 :c5production: Production per Two-Adjacent Ekis
Encampment+1 :c5food: Food
  • Tech: Trade
  • Civilization: The Shoshone
  • Unit: Worker
  • Placement: flat tiles, not adjacent to another Encampment
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
N/A
  • +15% Defense Bonus
  • Deals 2 Damage to adjacent enemy Military Units
Feitoria+1 :c5gold: Gold
  • Tech: Compass
  • Civilization: Portugal
  • Unit: Worker
  • Placement: along the Coast and not adjacent to another Feitoria
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
N/A
  • Adjacent Fishing Boats: +1 :c5production: Production
  • Adjacent Coast: +1 :c5gold: Gold
  • 2-tile radius vision
  • +25% Defense Bonus
  • Contain Canal
  • Provides an untradeable copy of each Luxury Resource owned by the City-State this improvement is built in, and generate bonus yields from TR
Hacienda+1 :c5faith: Faith
  • Tech: Machinery
  • Civilization: Spain
  • Placement: not adjacent to another Hacienda
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
N/A
  • +1 :c5gold: Gold and :c5production: Production per adjacent Luxury Resource
  • +1 :c5culture: Culture if adjacent to a City
Inuksuk+1 :c5food: Food and :c5production: Production
  • Tech: Trapping
  • Civilization: The Inuit
  • Placement: not adjacent to another Inuksuk
N/A
  • Tundra
  • Snow
  • +2 :c5culture: Culture at Compass
  • Claims adjacent neutral tiles
  • Connects any Luxury or Strategic resources underneath it to your trade network.
Kampong+1 :c5culture: Culture and :c5food: Food
  • Tech: Sailing
  • Civilization: Majapahit Kingdom
  • Unit: Embarked Worker
  • Placement: not adjacent to another Kampong
N/A
  • Coast
N/A
  • +1 :c5gold: Gold for adjacent Fishing Boats
Kasbah+1 :c5food: Food and :c5production: Production
  • Tech: Chivalry
  • Civilization: Morocco
  • Unit: Worker
  • Placement: adjacent to an owned City
N/AN/AN/A
  • Adjacent Fishing Boats: +1 :c5culture: Culture
  • +30% Defense Bonus
  • Deals 5 Damage to adjacent enemy Military Units
  • Connects any Luxury or Strategic resources
Kotan+1 :c5gold: Gold
  • Tech: Trade
  • Civilization: The Ainus
  • Unit: Worker
  • Placement: near water (fresh water or coast) and not adjacent to another Kotan
N/AN/AN/A
  • Doesn't remove features
  • +25% Defense Bonus
  • +1 :c5gold: Gold per adjacent Resource
Kuna+1 :c5faith: Faith
  • Tech: Construction
  • Civilization: The Maya
  • Unit: Worker
  • Placement: Cannot be adjacent to Kuna
N/A
  • Forest
  • Jungle
N/AN/A
Latifundium+1 :c5gold: Gold and :c5food: Food
  • Tech: Calendar
  • Civilization: Roman Republic
  • Unit: Worker
  • Placement: on Resource requiring a Farm or Plantation, cannot be adjacent to another Latifundium
  • Resources improved by Farm
  • Resources improved by Plantations
N/AN/A
  • Spawns Figs Resource on a tile adjacent to Latifundium
  • Claims adjacent tile if not already owned by Rome
  • +1 :c5culture: Culture to adjacent Plantation
Moai+1 :c5production: Production
  • Tech: Construction
  • Civilization: Polynesia
  • Unit: Worker
  • Placement: along the Coast
N/A
  • Grassland
  • Plains
  • Desert
  • Tundra
N/A
  • +1 :c5culture: Culture for two adjacent Moai
  • all Polynesia Units gain +20% CS within 3 tiles of a Moai
Monolithic Church+1 :c5production: Production and :c5faith: Faith
  • Tech: Theology
  • Civilization: Ethiopian Empire
  • Unit: Worker
N/A
  • Hill
N/A
  • +1 :c5science: Science for every Medieval Policy Tree
  • +1 :c5faith: Faith for every Industrial Policy Tree
  • +1 :c5culture: Culture for reforming a Religion
  • +1 :c5production: Production for adopting an Ideology
Oppidum+1 :c5culture: Culture, :c5faith: Faith, :c5science: Science and Border Growth Points
  • Civilization: Celtic Tribes
  • Unit: Great Merchant, Great Engineer, Great Scientist, and Great General
  • Horses
  • Iron
  • Coal
  • Oil
  • Aluminum
  • Uranium
  • Grassland
  • Plains
  • Desert
  • Tundra
  • Snow
N/A
  • +1 :c5food: Food, :c5production: Production and :c5gold: Gold per adjacent Forests/Jungles
Pata-Pata+1 :c5food: Food
  • Tech: Masonry
  • Civilization: The Inca
N/A
  • Hill
  • Mountain
N/A
  • +1 :c5food: Food to adjacent Farm
  • +1 :c5food: Food to adjacent Pata-Pata
Polder+1 :c5food: Food and :c5gold: Gold
  • Tech: Guilds
  • Civilization: The Netherlands
  • Placement: on Coast tiles adjacent to at least 3 land tiles
N/A
  • Marshes
N/A
  • +1 :c5gold: Gold to adjacent Village
  • +1 :c5gold: Gold to adjacent Town
Siheyuan+1 :c5gold: Gold and :c5production: Production
  • Tech: Currency
  • Civilization: Ming Dynasty
  • Unit: Worker
  • Placement: flat tile next to a City or next to two other Siheyuan
N/AN/AN/A
  • +1 :c5culture: Culture and :c5production: Production worked by a City experience a WLTKD
Tersane+2 :c5gold: Gold, :c5science: Science and :c5production: Production
  • Civilization: Ottoman Empire
  • Unit: Great Admiral, embarked Great General
  • Placement: adjacent to City, not adjacent to another Tersane
  • Oil
  • Coast
N/A
  • +25% :c5production: Production and +25 XP for Naval Units built in the adjacent City (does not stack)
  • Claims adjacent tiles
  • +100% Defense
  • Deals 10 damage to adjacent Enemy Units
 
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