+Aggressive
Free Combat 1 promotion for all Melee Units
½ cost Training Yard and Drydocks
+Agnostic
Can’t adopt State Religions
Cities resist religious spread
(Negative trait)
+Arcane
Arcane units earn XP faster
½ cost Mage Guid
+Barbarian
At peace with the barbarians
-10% research
+Creative
+2 Culture per turn per city
½ cost Obelisk and Theatre
+Defender
+15% Combat and +15% Withdrawal rate when the unit is in its own land
½ cost Archery Range
+Expansive
+2 Health per city
No Upkeep on Health Care Civics
½ cost Granary and Harbor
+Financial
+1 commerce on spaces generating 2 or more commerce
½ cost Market and Moneychanger
Hidden
Lands are always covered by the fog of war to other civs.
+Industrious
+50% Wonder production
½ cost Forge
+Ingenuity (woodelf)
Halves the cost of all upgrades
+Organized
-50% Civic upkeep cost
Can build the Command Post
½ cost Courthouse and Lighthouse
+Magic Resistant
All units gain the magic resistant promotion
Ring of Warding is twice as likely to desttory summoned attackers
+Philosophical
+50% Great People birth rate
No Upkeep on Education Civics
½ cost Elder Council and Library
+Raiders (Loki)
3 times as much gold from pillaging
+1 xp from each combat win
Archer, Melee, Mounted and Recon units start with the Commando promotion
+Scorched Earth (Loki)
Must Raze all Cities
(Negative trait)
+Spiritual
Free Mobility 1 promotion for all Disciple Units
½ cost Temples
No Anarchy
+Sprawling
Cities are able to work the 3rd plot ring instead of just the first 2
Cultural borders increased
+Summoners
Summoned creatures last for 3 turns instead of 1.
Free Combat 1 promotion for all Melee Units
½ cost Training Yard and Drydocks
+Agnostic
Can’t adopt State Religions
Cities resist religious spread
(Negative trait)
+Arcane
Arcane units earn XP faster
½ cost Mage Guid
+Barbarian
At peace with the barbarians
-10% research
+Creative
+2 Culture per turn per city
½ cost Obelisk and Theatre
+Defender
+15% Combat and +15% Withdrawal rate when the unit is in its own land
½ cost Archery Range
+Expansive
+2 Health per city
No Upkeep on Health Care Civics
½ cost Granary and Harbor
+Financial
+1 commerce on spaces generating 2 or more commerce
½ cost Market and Moneychanger
Hidden
Lands are always covered by the fog of war to other civs.
+Industrious
+50% Wonder production
½ cost Forge
+Ingenuity (woodelf)
Halves the cost of all upgrades
+Organized
-50% Civic upkeep cost
Can build the Command Post
½ cost Courthouse and Lighthouse
+Magic Resistant
All units gain the magic resistant promotion
Ring of Warding is twice as likely to desttory summoned attackers
+Philosophical
+50% Great People birth rate
No Upkeep on Education Civics
½ cost Elder Council and Library
+Raiders (Loki)
3 times as much gold from pillaging
+1 xp from each combat win
Archer, Melee, Mounted and Recon units start with the Commando promotion
+Scorched Earth (Loki)
Must Raze all Cities
(Negative trait)
+Spiritual
Free Mobility 1 promotion for all Disciple Units
½ cost Temples
No Anarchy
+Sprawling
Cities are able to work the 3rd plot ring instead of just the first 2
Cultural borders increased
+Summoners
Summoned creatures last for 3 turns instead of 1.