Civilization 6 Features
Civilizations
There will be 18 civilizations in the base game
America
Leader Theodore Roosevelt
Historical Agenda The Big Stick Policy - Does not like people who start wars on his continent
Civilization Ability Founding Fathers - Shortens the time needed to obtain Governmental Legacy Bonuses
Leader Ability Can build the Rough Rider, Bonus to fighting on its home continent, Bonus tourism for National Parks
Unique Unit P-51 Mustang
Unique Building Film Studio - Increases Tourism Yields
China
Leader Qin Shi Huang
Historical Agenda Hates people with more Wonders than him
Civilization Ability
Leader Ability Builders get one extra use before disappearing, and can use that to help rush Ancient/Classical wonders
Unique Unit
Unique Tile Improvement Great Wall
Egypt
Leader Cleopatra
Historical Agenda Queen of the Nile - Does not like Militarily weak Civilizations
Civilization Ability
Leader Ability
Unique Unit Maryannu Chariot Archers
Unique Tile Improvement Sphinx Monument
England
Leader Victoria
Historical Agenda
Civilization Ability British Museum - Archeological Museums have extra artifact slots and each museum gives more archeologists
Leader Ability Red Coat - fighting stronger when fighting away from the capital's continent. They can disembark without using a movement point.
Unique Unit Sea Dog - a unique naval unit that can bully weaker units and capture enemy ships
Unique District Royal Navy Dockyard - provides bonus movement for naval units built there, bonus gold for dockyards on other continents and great admiral points
India
Leader
Historical Agenda
Civilization Ability
Leader Ability
Unique Unit Elephant Archers
Unique Building
Japan
Leader - Hojo Tokimune
Historical Agenda
Civilization Ability
Leader Ability
Unique Unit Samurai
Unique Building
Spain
Leader
Historical Agenda
Civilization Ability
Leader Ability
Unique Unit Conquistador
Unique Building
Aztecs
India
France
Mongols
Not Civilizations in Base Game due to City State inclusion
Hittites
Israeli
Olmecs
Swahili
Cities
For the first time in the series you will not be building buildings and wonders in a single city tile, instead you will be building/placing 'districts' on a tile (in a similar vein to Endless Legend). This will require you to defend not just the city center but the whole area.
Wonders
Alhambra
Big Ben of London
Chichen Itza (city of)
Colossus of Rhodes +Gold, +Great Admiral Points, + Trade Route output
Colosseum of Rome +Culture, +Amenity, +Culture/Amenity for all cities, Must: Flat Land, next to Entertainment Complex
Eiffel Tower of Paris +Appeal on each tile of your Civ, Must: on flat land, next to City Centre
Great Library of Alexandria +Science, 2 Great Writing slots, +Research on Ancient and Classical Era Techs, Must: next to Campus with Library
Great Lighthouse of Alexandria
Hagia Sophia of Istanbul +Faith, +Great Prophet points, Apostles and Missionaries have one extra charge, Must: next to Holy Site, have founded a Religion
Hanging Gardens of Babylon +growth in all cities, Must: next to River
Mahabodhi Temple of Bodh Gaya +Faith, 2 free Apostles, Must: on Woods, next to Holy Site with Temple, have founded a Religion
Mont St. Michel of Normandy +Faith, 2 Relic slots, apostles get Martyr Ability, Must: on Floodplains/Marsh
Oracle of Delphi +Faith, +1 point to all Great People, Must: on hills
Pyramids of Giza +Culture, one free Builder, Builders get extra charge, Must: on Desert/Flood Plains
Stonehenge of Wiltshire +Faith, Free Great Prophet, Must: on flat land, next to Stone
Terracotta Army of Xi'an +Great General Points, free promotion for all land Units, Archeologists can enter territory without a Open Boarders agreement, Must: on grasslands/plains, next to Encampment with Barracks or Stable
Venetian Arsenal of Venice +Great Engineer points, receive a second navel vessel when every you build one in this city, Must: next to Coast, next to Industrial Zone
Districts & Buildings
There will be 12 types of districts, each with a different role and different bonuses with the terrain, limited by population, It looks like you can have 1 district per 3 people
Housing is a soft cap on the size of your cities you can have more population than housing but that will create unhappiness
City Centre
Ancient walls Walls around City Centre and Encampment, adds ranged attack, must be defeated before you can take the city
Granary
Monument +Culture
Water Mill +Food, +Food for Rice and Wheat, +Housing/Production
Aqueduct Brings water from Rivers/Oasis/Mountains to boost population
Sewers
Commercial Hub - Bonuses if built next to Rivers
Entertainment Complex
Harbor
Lighthouse
Shipyard +Great Admiral points, +Combat experience for new Naval Units, +Production = to the adjacency bonus of the Harbor district, Must: have already built a Lighthouse
Holy Site +Great Prophet Points, Major Bonus next to Natural Wonders, Standard bonus next to Mountains, Minor bonus next to Woods and adjacent Districts
Cathedral
Meeting House
Shrine +faith, +Great Prophet points
Industrial Zone Standard bonus next to Mine/Quarry, Minor bonus adjacent Districts
Military Encampment +Great General Points, Must: not be next to the City Centre
Barracks +Production, +Housing, +25% production of Melee/Ranged, Must: no Stables in encampment
Military Academy
Stable Must: no Barracks in encampment
Research Campus Bonuses if built near Jungle, Rainforest and Mountains
Library
University
Research Lab
Spaceport Required for the Science Victory
Theater Square +Great Artist points, Standard bonus next to Wonders, Minor bonus adjacent Districts
Projects
Holy Site Prayers Converts Production into Faith. Earn Great Prophet Points upon completion.
Terrain Buildings
Farm +food, +Housing, adjacency bonus next to other farms
National Park for Culture victory
Plantation + gold, +housing
Quarry +Production
Units
You can combine certain units together to increase the number of units per tile, this can include more of the support units that use to be their own unit in past games.
You can also combine units of the same type to create armies
Units can embark without the need for transport vessels
Military Units
Bombers - can attack districts
Catapult
Heavy Chariot
Infantry
Pikemen
Slinger
Warriors
Support Units
Anti-tank Artillery
Battering Ram melee units can damage city walls
Field Medics
Civilian Units
Builders Insta-builds but only has limited charges
Scout
Settler more view range than Civ 5
Trader Builds roads
Religious Units
Apostles
Inquisitors
Missionaries
The Map
Terrain
Cliffs stop Units from Embarking
Coast
Deserts
Floodplains
Grassland
Marsh
Mountains
Oasis
Plains
Rainforests
Woods
Resources
Bananas
Chocolate
Cinnamon - Luxury - Only from Zanzibar City State
Citrus
Cloves - Luxury - Only from Zanzibar City State
Coal
Coffee
Cotton
Copper
Cows
Crabs
Deer
Fish
Gems
Horses
Iron
Ivory
Oil
Pearls
Rice
Salt
Sheep
Stone
Tea
Tobacco
Whales
Wheat
Wine
Natural Wonders
Crater Lake
Great Barrier Reef
Pantanal
Systems
Archeology
City States & Envoys
City States are back but slightly different to Civ 5. Now quests only appear when you have sent an Envoy to a city state, completing the quests will add more envoys to the City State. The more Envoys you have the bigger the bonus until you become the Suzerain and unlock their special unique bonus.
All City States have a unique Suzerain Bonus
Hattusa (Scientific) +1 strategic resource you have uncovered but do not own
Jerusalem (Religious) Converts to your religion and exerts the same pressure as a holy city.
La Venta (Religious)
Zanzibar (Trade) Gives you access to Cloves and Cinnamon Luxury resources
Civics
Civics are now a research tree all unto themselves, using Culture, here you will unlock some buildings and Wonders as well as new Governments and Social Policies
Diplomacy
Becomes more complicated as time progresses
Espionage
You get your first bit of information by trading with Civs, you can then follow this up with a delegation and then a proper spy
Happiness
Happiness will now be local rather than global
Governments
In Civ 6 you have a choice of many governments, you start off as a chiefdom and over time you can unlock new government types from the Civic Tree. Each government has a different number of card slots which you can insert social policies which you can unlock in the Civic Tree, some may have more military slots, or more culture slots or more wild card slots. When you unlock a government or social policy from the Civic Tree you can swap it out for free, if you want to change later it costs gold.
Autocracy - 2 military slots, 1 economic slot & 1 wildcard slot, bonus to unit melee strength and XP
Chiefdom - 1 economic slot & 1 military slot
Classical Republic - 2 economic slots, 1 diplomatic slot & 1 wildcard slot, bonus to Amenities and Great People generation
Communism
Democracy
Fascism
Merchant
Monarchy
Oligarchy - 1 military slot, 1 economic slot, 1 diplomatic slot & 1 wildcard slot, bonus to yields in capital and Wonder production
Theocracy
Great Works
Great People
Once you get enough points for a Great Person you get to pick the next available Great Person, however they all have slightly different bonuses, so you may want to wait for someone else to get them, and see if the next one works better for you.
Great Admiral
Great Artist
Great Engineer
Great Merchant
Great Prophet Used to found a Religion
Great Scientist
Religion
Can be founded at Holy sites or some World Wonders
You keep your pantheon no matter which religion you adopt
Known religious option at this time are Christianity and Judaism
Research
Your location will be playing a larger role in what area's you will be researching, for example if you are researching masonry and you build a stone quarry you will get a bonus, this is called a Eureka Moment and can be up to 50% of the technology. Conversely this will make if difficult for you to research techs for things you don't have experience with, like seafaring when you are in the middle of an continent not near the sea.
Social Policies
Social policies which you can unlock in the Civic Tree are used to insert into Governments (each Government has a different number of slots you can use)
Social policies come in four different types Military, Economic, Diplomatic, Wildcard
Some examples include
Retainers - +1 Amenity for cities with a garrisoned unit.
Maritime Industries - +100% Production towards Ancient and Classical era naval units
Survey - Double experience for Recon Units
Discipline - +5 Combat Strength when fighting Barbarians
Meritocracy - Each City receives +1 Culture for each specialist district it constructs.
Caravansaries - +2 Gold from all Trade Routes
Urban Planning - +1 Production in all cities.
God King - +1 Faith and +1 Gold in Capital.
Land Surveyors - Reduces cost of purchasing a plot by 20%
Colonization - +50% Production towards Settlers
Diplomatic League - The first Envoy you send to each City State counts as two Envoys
Charismatic Leader - +2 Influence Points per turn towards earning City State Envoys
Literary Tradition - +2 Great Artist Points per turn.
Revelation - +2 Great Prophet points per turn.
Inspiration - +2 Great Scientist Points per turn.
Trade Routes
The turn length of Trade Routes depend on distance
Tourism
Seems to have something to do with the Appeal rating on tiles
Victory Types
Culture Victory
Will involve tourism and things such as National Parks, Tile Appeal, Museums etc
Religious Victory
Science Victory
War
There are now Just and Unjust wars and as time goes on the diplomatic penalty for unjust wars increases significantly
All information from
2k/Firaxis media releases, Lets Play videos, Gaming Site previews and from aggregate sites
Reddit and
Well of Souls