This thread is moderator approved.
So, we continue elimination games in which we try to rank the best unique features of civ6 civilizations.
Previous Gathering Storm Elimination Threads
https://forums.civfanatics.com/threads/civ-unique-ability-elimination-thread.648643/
https://forums.civfanatics.com/threads/gathering-storm-leader-ability-elimination-thread.649233/
https://forums.civfanatics.com/threads/unique-unit-elimination-thread.647892/
Before GS Elimination Threads
https://forums.civfanatics.com/threads/civilization-ability-elimination-thread.639612/
https://forums.civfanatics.com/threads/leader-ability-elimination-thread.637762/
https://forums.civfanatics.com/threads/unique-unit-elimination-thread.631713/
https://forums.civfanatics.com/threads/unique-infrastructure-elimination-thread.638688/
Rules:
- Roughly every 24 hours you may vote. You add one point to one feature and take away three points from another.
- Posts with missing upvote or downvote are skipped. Only voting posts are allowed in this thread.
- You must write a reason for each upvote and downvote. We are rating unique infrastructure (unique improvements, buildings or districts) mainly regarding power but flavour is also taken into account.
- Voting many times for the same thing is allowed, though it is really recommended to spread your votes among many civs if possible because at some point it starts being annoying and unfair.
- Delete the previous voters comments, and indicate your comments in some way (bold, italicize, color, something that will draw attention)
- We only vote basing on CURRENT power of unique features based on MOST RECENT PATCH for Gathering Storm.
FINAL RANKING:
Top 10
1. Greece - Acropolis
2. Russia - Lavra
3. Korea - Seowon
4. Mali - Suguba
5. Germany - Hansa
6. Indonesia - Kampung
7. Persia - Paridaeza
8. Phoenicia - Cothon
9. Inca - Terrace Farm
10. Maori - Marae
Top 11-20
11. Cree - Mekewap
12. Sumeria - Ziggurat
13. Australia - Outback Station
14. England - Royal Navy Dockyard
15. Macedon - Basilikoi Paides
16. Arabia - Madrasa
17. Khmer - Prasat
18. Poland - Sukiennice
19. Rome - Bath
20. Spain - Mission
21. Egypt - Sphinx
22. Sweden - Open Air Museum
23. Mapuche - Chemamull
24. China - Great Wall
25. Zulu - Ikanda
26. Ottomans - Grand Bazaar
27. Kongo - Mbanza
28. Netherlands - Polder
29. Mongolia - Ordu
30. Canada - Ice Hockey Rink
31. Scotland - Golf Course
32. India - Stepwell
33. Sweden - Queen's Bibliotheque
34. Brazil - Street Carnival / Copacabana
35. Georgia - Tsikhe
Bottom 10
36. Inca - Qhapaq Ñan
37. Hungary - Thermal Bath
38. Japan - Electronics Factory
39. America - Film Studio
40. Norway - Stave Church
41. Nubia - Nubian Pyramid
42. Scythia - Kurgan
43. Maori - Pa
44. France - Chateau
45. Aztec - Tlachtli
Descriptions of Unique Infrastructure effects
Buildings
America - Film Studio, replaces Broadcast Center. +100% Tourism pressure from this city starting from the Modern Era.
Arabia - Madrasa, replaces University. Provides bonus Faith equal to the adjacency Science bonus of its district. +5 base Science yield instead of +4.
Aztec - Tlachtli, replaces Arena. +2 faith, +1 Great General point per turn.
DOWNSIDE - loses bonus of normal Arena: +1 Tourism after researching Conservation civic.
Georgia - Tsikhe, replaces Renaissance Walls, +4 faith. +200 Defense instead of +100. When in a Golden Age, +100% Tourism and Faith from this city. Also keep in mind Georgian civ gets +50% production towards Walls.
Hungary - Thermal Bath, replaces Zoo. +2 Amenities instead of +1. +2 Production. +3 Tourism and +2 additional Amenities to this city if there is at least one Geothermal Fissure within its borders. DOWNSIDE - loses "+1 Science for every Rainforest and Marsh tile in this city" bonus of normal Zoo.
Japan - Electronics Factory, replaces Factory. +4 culture after researching Electricity. +5 bonus Production when Powered instead of +3. +4 Production to all City Centers within 6 tiles from district (instead of +3).
Khmer - Prasat, replaces Temple. Units trained get Martyr promotion and spawn Relic after death in theological combat. +1 Relic slot.
Macedon - Basilikoi Paides - replaces Barracks. Gain Science equal to 25% of the unit's cost when combat unit is created in this city.
Maori - Marae - replaces Amphitheater. Loses base culture, citizen slot, writer point and slot.
+1 Culture and Fait to all of this city's tiles with a passable feature.
+1 Tourism to all of this city's tiles with a feature (with Flight).
Mongolia - Ordu - replaces Stable.
+1 Movement for all light and heavy cavalry units trained in this city.
Norway - Stave Church - replaces Temple. Holy Site gets Adjacency bonus +1 from Woods. +1 production from sea resources.
Ottomans - Grand Bazaar - replaces Bank. Accumulate one extra Strategic resource for every different type of Strategic resources this city has improved. Receive 1 Amenity for every Luxury resource this city has improved.
Poland - Sukiennice - replaces Market. International Trade Routes from this city gain +2 Production. Domestic Trade Routes from this city gain +4 Gold.
Sweden - Queen's Bibliotheque - replaces nothing, tier 2 alternate building in the Government Plaza district. +1 Governor Title, +2 Great Writer, Artist and Musician points per turn, +2 Great Work of Art and Music slots.
Districts - keep in mind all of them in addition have halved costs when compared with normal districts which is already an advantage.
Brazil - Street Carnival/Copacabana - Replaces Entertainment Complex/Water Park. Gives +2 Amenities instead of +1. Allows the city to start the Carnival city project, which turns Production into extra Amenities. Completing the project provides additional Great Person points.
England - Royal Navy Dockyard - Replaces Harbor. +1 Movement for all units built in Dockyard. +2 Gold when built on a foreign continent. +2 Great Admiral points per turn instead of +1.
Germany - Hansa - Replaces Industrial District. +2 Production if adjacent to a Commercial Hub. +1 Production from all adjacent Resources (instead of just Quarry and strategic).
DOWNSIDE - loses adjacency bonus for Mines and Lumber Camps.
Greek - Acropolis - Replaces Theatre Square. +1 Culture from each adjacent District
+2 Culture from being adjacent to the City Center. DOWNSIDE - must be on Hill.
Kongo - Mbanza - Replaces Neighborhood. Unlocked in Medieval Era instead of Industrial. Always gives +5 Housing (not 2-6 depending on appeal like normal). Also gives +2 food, +4 gold. DOWNSIDE - must be in jungle or forest.
Korea - Seowon - Replaces Campus. Always gives +4 science (normal gives no base science, just adjacency bonuses). Korean UA uses it to boost mines and farms.
DOWNSIDE : must be built on hill, has no adjacency bonuses and -1 penalty for each neighboring district.
Mali - Suguba - Replaces Commercial. 20% discount on all Gold and Faith purchases in this city. Instead of usual Harbor adjacency bonus has adj bonus for Holy Site.
Phoenicia - Cothon - Replaces Harbor. +50% Production towards naval units and Settlers in this city. All wounded naval units in the city's borders heal +100 HP each turn.
Rome - Bath - Replaces Aqueduct. Additional +2 Housing and +1 Amenity.
Russia - Lavra - Replaces Holy Site. +2 Prophet points instead of +1. Expands the city's borders whenever a Great Person is used in the city. +1 Great Writer, Artist, Musician points.
Zulu - Ikanda - Replaces the Encampment. +1 Housing. 25% faster training of Corps and Armies. Allows Corps and Armies to be built without the Military Academy building.
Tile Improvements
Australia - The Outback Station - Unlocked by Guilds civic of the Medieval era. Must be built on Grassland, Plains, Desert, or Desert Hills tiles.
+1 Food
+1 Production
+0.5 Housing
+1 Food from every adjacent Pasture
+1 Production to every adjacent Pasture (with Steam Power, Industrial era)
+1 Production from every 2 adjacent Outback Stations (with Steam Power, Industrial era)
+1 Food from every 2 adjacent Outback Stations (with Rapid Deployment, Information era)
China - Great Wall - Unlocked by Masonry civic of the Ancient era. It can only be built in a line on the current border of your territory and cannot be built on top of resources.
Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification (+6 Defense Strength).
+2 Gold
+2 Gold from each adjacent Great Wall
+2 Culture from each adjacent Great Wall (requires Castles, Medieval era tech)
India - Stepwell - Unlocked by Irrigation, Ancient era tech. Can't be adjacent to another Stepwell or on hills.
+1 Food
+1 Food if adjacent to a Farm
+1 Faith if adjacent to a Holy Site
+1 Housing
+1 Faith (with Feudalism, Medieval era civic)
+1 Housing (with Sanitation, Industrial era civic)
+1 Food (with Professional Sports, Atomic era civic)
Canada - Ice Hockey Rink - Unlocked by Colonialism, Industrial era civic. Must be built on Tundra or Snow flat/hill tiles. Limit of one per city.
+1 Amenity
+2 Appeal to surrounding tiles
+1 Culture for each adjacent Tundra and Snow tile
+2 Food and +2 Production (with Professional Sports, Atomic era civic)
+4 Culture if adjacent to a Stadium
Cree - The Mekewap - Unlocked by Pottery tech of the Ancient era. Must be built adjacent to a Bonus or Luxury Resource, not adjacent to another Mekewap, not on Floodplains.
+1 Production
+1 Housing
+1 Production and Housing (with Civil Service, Medieval era)
+1 Gold if adjacent to a Luxury Resource
+2 Gold for each adjacent Luxury Resources (with Cartography, Renaissance era)
+1 Food for every two adjacent Bonus Resources (obsolete with Conservation)
+1 Food for each adjacent Bonus Resource (with Conservation, Modern era civic)
Dutch - The Polder - Unlocked by Guilds civic of the Medieval era. Must be built on Coast or Lake tiles with at least three adjacent land tiles.
+1 Food
+1 Food for every adjacent Polder (+3 with Replaceable Parts, Atomic era tech)
+1 Production
+0.5 Housing
+4 Gold (with Civil Engineering, Industrial era civic)
+1 Production for every adjacent Polder (with Replaceable Parts, Atomic era tech)
Egypt - The Sphinx - Unlocked by Craftmanship civic of the Ancient Era. Cannot be built on Snow or Snow Hills. Can be built adjacent to another Sphinx.
+1 Culture
+1 additional Culture if built on Floodplains
+2 Appeal
+1 Faith
+2 additional Faith if placed next to a Wonder
France - The Chateau - Unlocked by Humanism civic of the Renaissance era.
Must be built adjacent to a River.
+2 Culture
+1 Appeal
+1 Culture for each adjacent Wonder, doubling to +2 with Flight tech.
+1 Gold for each adjacent luxury resource
Inca - Qhapaq Ñan - Requires Foreign Trade tech of the Ancient era. Must be built on Mountail tile. Acts as a movement portal on a mountain range, allowing units to move into it and exit from another portal at the cost of 2 Movement.
Inca - The Terrace Farm - Available without any technological research and must be built on Grassland Hills, Plains Hills, or Desert Hills tiles. It can also be built on Volcanic Soil.
+0.5 Housing
+1 Food
+1 Food for each adjacent Mountain
+1 Production if adjacent to fresh water and not an Aqueduct
+2 Production for each adjacent Aqueduct
Indonesia - The Kampung - Unlocked by Shipbuilding technology of the Ancient era.
Must be built on Coast or Lake tiles adjacent to sea resources but cannot be built on Reefs.
+1 Production
+1 Housing
+1 Food from every adjacent Fishing Boats
+1 Housing (with Mass Production, Renaissance era)
+1 Production (with Civil Engineering, Industrial era)
+1 Tourism from every bonus Food (with Flight, Modern era)
Maori - Pā - No tech requirement, may only be built by Toa unique unit. Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification.
A Māori unit occupying a Pā heals even if they just moved or attacked (10HP in neutral or enemy territory, 15HP in friendly territory - doesn't stack with fortify healing).
Mapuche - The Chemamull - Unlocked by Craftmanship civic of the Ancient era. Must be built on a tile with an Appeal of Breathtaking (4 or more). Provides Culture equal to 75% of its tile's Appeal.
Nubia - The Nubian Pyramid - Unlocked by Masonry technology of the Ancient Era.
Must be built on Desert, Desert Hills or Desert Floodplains
+1 Faith
+1 Food if adjacent to a City Center
+1 Science if adjacent to a Campus
+1 Gold if adjacent to a Commercial Hub or Harbor
+1 Faith if adjacent to a Holy Site
+1 Production if adjacent to an Industrial Zone
+1 Culture if adjacent to a Theater Square
Persia - The Pairidaeza - Unlocked by Early Empire civic of the Ancient Era. Cannot be built on Tundra or Snow tiles, or adjacent to another Pairidaeza.
+1 Culture
+2 Gold
+2 Appeal
+1 Culture for every adjacent Holy Site and Theater Square
+1 Gold for every adjacent Commercial Hub and City Center
+1 Culture (with Diplomatic Service)
Scotland - The Golf Course - Unlocked by Reformed Church civic of Renaissance era.
One per city, cannot be placed on Desert or Desert Hills tiles.
+1 Amenity
+2 Gold
+1 Appeal
+1 Culture if adjacent to a City Center
+1 Culture if adjacent to an Entertainment Complex
+1 Housing (with Globalization)
Scythia - The Kurgan - Unlocked by Animal Husbandry tech. Cannot be built on Hills.
+1 Gold
+1 Gold (requires Guilds civic of Medieval Era)
+1 Gold (requires Capitalism civic of Modern Era)
+1 Faith
+1 Faith for each adjacent Pasture
Spain - The Mission - Unlocked by Exploration civic of Renaissance era.
+2 Faith
+2 Faith additionally, +1 Food, +1 Production if on a different continent than your Capital.
+1 Science for every adjacent Campus and Holy Site.
+2 Science (with Cultural Heritage civic of the Atomic era)
Sweden - The Open-Air Museum - Unlocked by Nationalism civic of the Industrial era. Limit of one per city. May be built on any passable land tile.
+2 Loyalty per turn in this city.
+2 Culture and +2 Tourism for each type of terrain (Snow, Tundra, Desert, Plains, or Grassland) in which at least one Swedish city is founded.
Sumer - The Ziggurat - Available without any technological research and cannot be built on Hills.
+2 Science
+1 Culture if placed adjacent to a River
+1 Culture (with Natural History civic of Industrial era)
So, we continue elimination games in which we try to rank the best unique features of civ6 civilizations.
Previous Gathering Storm Elimination Threads
https://forums.civfanatics.com/threads/civ-unique-ability-elimination-thread.648643/
https://forums.civfanatics.com/threads/gathering-storm-leader-ability-elimination-thread.649233/
https://forums.civfanatics.com/threads/unique-unit-elimination-thread.647892/
Before GS Elimination Threads
https://forums.civfanatics.com/threads/civilization-ability-elimination-thread.639612/
https://forums.civfanatics.com/threads/leader-ability-elimination-thread.637762/
https://forums.civfanatics.com/threads/unique-unit-elimination-thread.631713/
https://forums.civfanatics.com/threads/unique-infrastructure-elimination-thread.638688/
Rules:
- Roughly every 24 hours you may vote. You add one point to one feature and take away three points from another.
- Posts with missing upvote or downvote are skipped. Only voting posts are allowed in this thread.
- You must write a reason for each upvote and downvote. We are rating unique infrastructure (unique improvements, buildings or districts) mainly regarding power but flavour is also taken into account.
- Voting many times for the same thing is allowed, though it is really recommended to spread your votes among many civs if possible because at some point it starts being annoying and unfair.
- Delete the previous voters comments, and indicate your comments in some way (bold, italicize, color, something that will draw attention)
- We only vote basing on CURRENT power of unique features based on MOST RECENT PATCH for Gathering Storm.
FINAL RANKING:
Top 10
1. Greece - Acropolis

2. Russia - Lavra

3. Korea - Seowon

4. Mali - Suguba
5. Germany - Hansa
6. Indonesia - Kampung
7. Persia - Paridaeza
8. Phoenicia - Cothon
9. Inca - Terrace Farm
10. Maori - Marae
Top 11-20
11. Cree - Mekewap
12. Sumeria - Ziggurat
13. Australia - Outback Station
14. England - Royal Navy Dockyard
15. Macedon - Basilikoi Paides
16. Arabia - Madrasa
17. Khmer - Prasat
18. Poland - Sukiennice
19. Rome - Bath
20. Spain - Mission
21. Egypt - Sphinx
22. Sweden - Open Air Museum
23. Mapuche - Chemamull
24. China - Great Wall
25. Zulu - Ikanda
26. Ottomans - Grand Bazaar
27. Kongo - Mbanza
28. Netherlands - Polder
29. Mongolia - Ordu
30. Canada - Ice Hockey Rink
31. Scotland - Golf Course
32. India - Stepwell
33. Sweden - Queen's Bibliotheque
34. Brazil - Street Carnival / Copacabana
35. Georgia - Tsikhe
Bottom 10
36. Inca - Qhapaq Ñan
37. Hungary - Thermal Bath
38. Japan - Electronics Factory
39. America - Film Studio
40. Norway - Stave Church
41. Nubia - Nubian Pyramid
42. Scythia - Kurgan
43. Maori - Pa
44. France - Chateau
45. Aztec - Tlachtli
Descriptions of Unique Infrastructure effects
Buildings
Spoiler :
America - Film Studio, replaces Broadcast Center. +100% Tourism pressure from this city starting from the Modern Era.
Arabia - Madrasa, replaces University. Provides bonus Faith equal to the adjacency Science bonus of its district. +5 base Science yield instead of +4.
Aztec - Tlachtli, replaces Arena. +2 faith, +1 Great General point per turn.
DOWNSIDE - loses bonus of normal Arena: +1 Tourism after researching Conservation civic.
Georgia - Tsikhe, replaces Renaissance Walls, +4 faith. +200 Defense instead of +100. When in a Golden Age, +100% Tourism and Faith from this city. Also keep in mind Georgian civ gets +50% production towards Walls.
Hungary - Thermal Bath, replaces Zoo. +2 Amenities instead of +1. +2 Production. +3 Tourism and +2 additional Amenities to this city if there is at least one Geothermal Fissure within its borders. DOWNSIDE - loses "+1 Science for every Rainforest and Marsh tile in this city" bonus of normal Zoo.
Japan - Electronics Factory, replaces Factory. +4 culture after researching Electricity. +5 bonus Production when Powered instead of +3. +4 Production to all City Centers within 6 tiles from district (instead of +3).
Khmer - Prasat, replaces Temple. Units trained get Martyr promotion and spawn Relic after death in theological combat. +1 Relic slot.
Macedon - Basilikoi Paides - replaces Barracks. Gain Science equal to 25% of the unit's cost when combat unit is created in this city.
Maori - Marae - replaces Amphitheater. Loses base culture, citizen slot, writer point and slot.
+1 Culture and Fait to all of this city's tiles with a passable feature.
+1 Tourism to all of this city's tiles with a feature (with Flight).
Mongolia - Ordu - replaces Stable.
+1 Movement for all light and heavy cavalry units trained in this city.
Norway - Stave Church - replaces Temple. Holy Site gets Adjacency bonus +1 from Woods. +1 production from sea resources.
Ottomans - Grand Bazaar - replaces Bank. Accumulate one extra Strategic resource for every different type of Strategic resources this city has improved. Receive 1 Amenity for every Luxury resource this city has improved.
Poland - Sukiennice - replaces Market. International Trade Routes from this city gain +2 Production. Domestic Trade Routes from this city gain +4 Gold.
Sweden - Queen's Bibliotheque - replaces nothing, tier 2 alternate building in the Government Plaza district. +1 Governor Title, +2 Great Writer, Artist and Musician points per turn, +2 Great Work of Art and Music slots.
Districts - keep in mind all of them in addition have halved costs when compared with normal districts which is already an advantage.
Spoiler :
Brazil - Street Carnival/Copacabana - Replaces Entertainment Complex/Water Park. Gives +2 Amenities instead of +1. Allows the city to start the Carnival city project, which turns Production into extra Amenities. Completing the project provides additional Great Person points.
England - Royal Navy Dockyard - Replaces Harbor. +1 Movement for all units built in Dockyard. +2 Gold when built on a foreign continent. +2 Great Admiral points per turn instead of +1.
Germany - Hansa - Replaces Industrial District. +2 Production if adjacent to a Commercial Hub. +1 Production from all adjacent Resources (instead of just Quarry and strategic).
DOWNSIDE - loses adjacency bonus for Mines and Lumber Camps.
Greek - Acropolis - Replaces Theatre Square. +1 Culture from each adjacent District
+2 Culture from being adjacent to the City Center. DOWNSIDE - must be on Hill.
Kongo - Mbanza - Replaces Neighborhood. Unlocked in Medieval Era instead of Industrial. Always gives +5 Housing (not 2-6 depending on appeal like normal). Also gives +2 food, +4 gold. DOWNSIDE - must be in jungle or forest.
Korea - Seowon - Replaces Campus. Always gives +4 science (normal gives no base science, just adjacency bonuses). Korean UA uses it to boost mines and farms.
DOWNSIDE : must be built on hill, has no adjacency bonuses and -1 penalty for each neighboring district.
Mali - Suguba - Replaces Commercial. 20% discount on all Gold and Faith purchases in this city. Instead of usual Harbor adjacency bonus has adj bonus for Holy Site.
Phoenicia - Cothon - Replaces Harbor. +50% Production towards naval units and Settlers in this city. All wounded naval units in the city's borders heal +100 HP each turn.
Rome - Bath - Replaces Aqueduct. Additional +2 Housing and +1 Amenity.
Russia - Lavra - Replaces Holy Site. +2 Prophet points instead of +1. Expands the city's borders whenever a Great Person is used in the city. +1 Great Writer, Artist, Musician points.
Zulu - Ikanda - Replaces the Encampment. +1 Housing. 25% faster training of Corps and Armies. Allows Corps and Armies to be built without the Military Academy building.
Tile Improvements
Spoiler :
Australia - The Outback Station - Unlocked by Guilds civic of the Medieval era. Must be built on Grassland, Plains, Desert, or Desert Hills tiles.
+1 Food
+1 Production
+0.5 Housing
+1 Food from every adjacent Pasture
+1 Production to every adjacent Pasture (with Steam Power, Industrial era)
+1 Production from every 2 adjacent Outback Stations (with Steam Power, Industrial era)
+1 Food from every 2 adjacent Outback Stations (with Rapid Deployment, Information era)
China - Great Wall - Unlocked by Masonry civic of the Ancient era. It can only be built in a line on the current border of your territory and cannot be built on top of resources.
Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification (+6 Defense Strength).
+2 Gold
+2 Gold from each adjacent Great Wall
+2 Culture from each adjacent Great Wall (requires Castles, Medieval era tech)
India - Stepwell - Unlocked by Irrigation, Ancient era tech. Can't be adjacent to another Stepwell or on hills.
+1 Food
+1 Food if adjacent to a Farm
+1 Faith if adjacent to a Holy Site
+1 Housing
+1 Faith (with Feudalism, Medieval era civic)
+1 Housing (with Sanitation, Industrial era civic)
+1 Food (with Professional Sports, Atomic era civic)
Canada - Ice Hockey Rink - Unlocked by Colonialism, Industrial era civic. Must be built on Tundra or Snow flat/hill tiles. Limit of one per city.
+1 Amenity
+2 Appeal to surrounding tiles
+1 Culture for each adjacent Tundra and Snow tile
+2 Food and +2 Production (with Professional Sports, Atomic era civic)
+4 Culture if adjacent to a Stadium
Cree - The Mekewap - Unlocked by Pottery tech of the Ancient era. Must be built adjacent to a Bonus or Luxury Resource, not adjacent to another Mekewap, not on Floodplains.
+1 Production
+1 Housing
+1 Production and Housing (with Civil Service, Medieval era)
+1 Gold if adjacent to a Luxury Resource
+2 Gold for each adjacent Luxury Resources (with Cartography, Renaissance era)
+1 Food for every two adjacent Bonus Resources (obsolete with Conservation)
+1 Food for each adjacent Bonus Resource (with Conservation, Modern era civic)
Dutch - The Polder - Unlocked by Guilds civic of the Medieval era. Must be built on Coast or Lake tiles with at least three adjacent land tiles.
+1 Food
+1 Food for every adjacent Polder (+3 with Replaceable Parts, Atomic era tech)
+1 Production
+0.5 Housing
+4 Gold (with Civil Engineering, Industrial era civic)
+1 Production for every adjacent Polder (with Replaceable Parts, Atomic era tech)
Egypt - The Sphinx - Unlocked by Craftmanship civic of the Ancient Era. Cannot be built on Snow or Snow Hills. Can be built adjacent to another Sphinx.
+1 Culture
+1 additional Culture if built on Floodplains
+2 Appeal
+1 Faith
+2 additional Faith if placed next to a Wonder
France - The Chateau - Unlocked by Humanism civic of the Renaissance era.
Must be built adjacent to a River.
+2 Culture
+1 Appeal
+1 Culture for each adjacent Wonder, doubling to +2 with Flight tech.
+1 Gold for each adjacent luxury resource
Inca - Qhapaq Ñan - Requires Foreign Trade tech of the Ancient era. Must be built on Mountail tile. Acts as a movement portal on a mountain range, allowing units to move into it and exit from another portal at the cost of 2 Movement.
Inca - The Terrace Farm - Available without any technological research and must be built on Grassland Hills, Plains Hills, or Desert Hills tiles. It can also be built on Volcanic Soil.
+0.5 Housing
+1 Food
+1 Food for each adjacent Mountain
+1 Production if adjacent to fresh water and not an Aqueduct
+2 Production for each adjacent Aqueduct
Indonesia - The Kampung - Unlocked by Shipbuilding technology of the Ancient era.
Must be built on Coast or Lake tiles adjacent to sea resources but cannot be built on Reefs.
+1 Production
+1 Housing
+1 Food from every adjacent Fishing Boats
+1 Housing (with Mass Production, Renaissance era)
+1 Production (with Civil Engineering, Industrial era)
+1 Tourism from every bonus Food (with Flight, Modern era)
Maori - Pā - No tech requirement, may only be built by Toa unique unit. Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification.
A Māori unit occupying a Pā heals even if they just moved or attacked (10HP in neutral or enemy territory, 15HP in friendly territory - doesn't stack with fortify healing).
Mapuche - The Chemamull - Unlocked by Craftmanship civic of the Ancient era. Must be built on a tile with an Appeal of Breathtaking (4 or more). Provides Culture equal to 75% of its tile's Appeal.
Nubia - The Nubian Pyramid - Unlocked by Masonry technology of the Ancient Era.
Must be built on Desert, Desert Hills or Desert Floodplains
+1 Faith
+1 Food if adjacent to a City Center
+1 Science if adjacent to a Campus
+1 Gold if adjacent to a Commercial Hub or Harbor
+1 Faith if adjacent to a Holy Site
+1 Production if adjacent to an Industrial Zone
+1 Culture if adjacent to a Theater Square
Persia - The Pairidaeza - Unlocked by Early Empire civic of the Ancient Era. Cannot be built on Tundra or Snow tiles, or adjacent to another Pairidaeza.
+1 Culture
+2 Gold
+2 Appeal
+1 Culture for every adjacent Holy Site and Theater Square
+1 Gold for every adjacent Commercial Hub and City Center
+1 Culture (with Diplomatic Service)
Scotland - The Golf Course - Unlocked by Reformed Church civic of Renaissance era.
One per city, cannot be placed on Desert or Desert Hills tiles.
+1 Amenity
+2 Gold
+1 Appeal
+1 Culture if adjacent to a City Center
+1 Culture if adjacent to an Entertainment Complex
+1 Housing (with Globalization)
Scythia - The Kurgan - Unlocked by Animal Husbandry tech. Cannot be built on Hills.
+1 Gold
+1 Gold (requires Guilds civic of Medieval Era)
+1 Gold (requires Capitalism civic of Modern Era)
+1 Faith
+1 Faith for each adjacent Pasture
Spain - The Mission - Unlocked by Exploration civic of Renaissance era.
+2 Faith
+2 Faith additionally, +1 Food, +1 Production if on a different continent than your Capital.
+1 Science for every adjacent Campus and Holy Site.
+2 Science (with Cultural Heritage civic of the Atomic era)
Sweden - The Open-Air Museum - Unlocked by Nationalism civic of the Industrial era. Limit of one per city. May be built on any passable land tile.
+2 Loyalty per turn in this city.
+2 Culture and +2 Tourism for each type of terrain (Snow, Tundra, Desert, Plains, or Grassland) in which at least one Swedish city is founded.
Sumer - The Ziggurat - Available without any technological research and cannot be built on Hills.
+2 Science
+1 Culture if placed adjacent to a River
+1 Culture (with Natural History civic of Industrial era)
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