The Civilization VI Tier List is a classification of the game’s civilizations based on their overall power and advantage in the game. Each civilization is ranked into tiers, indicating their strength and potential. The tiers range from S (the most powerful) to D (the weakest). The list takes into account factors like unique abilities, units, and infrastructure, as well as their synergy with various victory conditions. This tier list helps players understand which civilizations are stronger and more likely to succeed in the game, providing valuable insights for strategic decision-making..
In this article, we decided to put together the ultimate Civ 6 Tier List.
We will be ranking everything from leaders and civilizations, to pantheons, to wonders and natural wonders for the complete game (vanilla plus Rise and Fall, Gathering Storm, and New Frontier).
With so many expansions added, Civilization 6 players can now pick from a long list of civilizations and leaders before starting the game.
As of Gathering Storm (and New Frontier Pass), there are 58 leaders/civilizations in the game if you take into account all of the expansions.
Clearly, different leaders have different strengths and weaknesses, and when you compound other elements of this gameplay (such as which victory condition you are pursuing, or which pantheon you should select), this game becomes all the more complex… which prompted us to prepare this Civ 6 Tier List.
This, of course, is not a bad thing: Civilization is notoriously addictive and one of the most re-playable games we’ve ever enjoyed, largely due to its layers of depth and freedom to play your own way. Throw in some randomness each time you start on a new map, and you have a compelling experience every time you hit “Start Game”.
Civ 6 Introduction
Civ 6 Tier List (Civilization 6)
Without further ado, see below for the ultimate Civ 6 Tier List where we have ranked 58 leaders and civilizations in order to see who is the best and worst. Scroll down further to see a breakdown by victory type.
- Japan (Hojo Tokimune)
- Russia (Peter)
- Portugal (João III)
- Australia (John Curtin)
- Maori (Kupe)
- America (Bullmoose Teddy)
- Greece (Gorgo)
- Hungary (Matthias Corvinus)
- Egypt (Cleopatra)
- Gran Columbia (Simon Bolivar)
- Brazil (Pedro II)
- Persia (Cyrus)
- Arabia (Saladin)
- America (Rough Rider Teddy)
- Korea (Seondeok)
- Greece (Pericles)
- Ethiopia (Menelik II)
- Maya (Lady Six Sky)
- Phoenician (Dido)
- Sumeria (Gilgamesh)
- Babylon (Hammurabi)
- Khmer (Jayavarman VII)
- Mali (Mansa Musa)
- China (Qin Shi Huang)
- China (Kublai Khan)
- Spain (Phillip II)
- Inca (Pachacuti)
- Dutch (Wilhelmina)
- Nubia (Amanitore)
- Aztec (Montezuma)
- Byzantium (Basil II)
- Polish (Jadwiga)
- Georgia (Tamar)
- Vietnam (Bà Triệu)
- Indonesia (Gitarja)
- Germany (Frederick Barbarossa)
- Rome (Trajan)
- Sweden (Kristina)
- Canada (Wilfrid Laurier)
- France (Catherine de Medici)
- Ottoman (Suleiman)
- England (Victoria)
- France (Magnificence Catherine)
- Mongolia (Genghis Khan)
- Mongolia (Kublai Khan)
- Zulu (Shaka)
- Macedon (Alexander)
- Gaul (Ambiorix)
- Mapuche (Lautaro)
- England (Eleanor of Aquitaine)
- Scythia (Tomyris)
- Kongo (Mvemba a Nzinga)
- France (Eleanor Aquitaine)
- Scotland (Robert the Bruce)
- Cree (Poundmaker)
- India (Ghandi)
- Norway (Harald Hardrada)
- India (Chandragupta)
Civ 6 Tier List: Best Leaders and Civilizations by Victory Condition
So firstly, before you jump up and down screaming how “Gold” is not a victory condition: we know. However, Gold is one of those elements in the game that can substantially boost your path towards any victory type if utilized correctly. It can help you defend, buy buildings and barter. Due to its significance, it is important that it is considered when ranking the overall ability of Civs.
Once you decide which type of victory you want to pursue, you need to choose a proper civilization and a good leader. Some civilizations excel in certain victory types, so be careful what you choose. For example, according to our Civ 6 Tier List, if you choose an S-Tier leader that specializes in science and religion like Arabia, that doesn’t necessarily mean it is the best Civ if you are going for global domination. So, be sure to consider how you intend to play: what is your ultimate goal?
Victory Type Legend:
- Dom: Domination
- Sci: Science
- Cul: Culture
- Reli: Religion
- Dipl: Diplomacy
- Gol: Gold
- Tot: Total
|Japan (Hojo Tokimune)||7||7||7||7||4||6||38||S|
|Portugal (João III)||5||8||7||4||5||8||37||S|
|Australia (John Curtin)||5||8||7||6||5||6||37||S|
|America (Bullmoose Teddy)||5||7||8||5||8||4||37||S|
|Hungary (Matthias Corvinus)||8||7||4||4||7||6||36||A|
|Gran Columbia (Simon Bolivar)||8||6||6||6||4||6||36||A|
|Brazil (Pedro II)||4||7||8||7||4||6||36||A|
|America (Rough Rider Teddy)||6||6||7||4||8||5||36||A|
|Ethiopia (Menelik II)||6||6||6||8||5||4||35||B|
|Maya (Lady Six Sky)||6||8||5||5||5||6||35||B|
|Khmer (Jayavarman VII)||6||6||7||8||4||4||35||B|
|Mali (Mansa Musa)||3||5||6||8||5||8||35||B|
|China (Qin Shi Huang)||4||7||8||5||5||6||35||B|
|China (Kublai Khan||4||7||7||5||5||7||35||B|
|Spain (Phillip II)||7||7||4||6||4||7||35||B|
|Byzantium (Basil II)||8||5||5||8||3||5||34||C|
|Vietnam (Bà Triệu)||7||6||8||4||4||4||33||D|
|Germany (Frederick Barbarossa)||8||7||6||4||2||6||33||D|
|Canada (Wilfrid Laurier)||4||5||8||4||8||4||33||D|
|France (Catherine de Medici)||6||5||8||4||4||5||32||D|
|France (Magnificence Catherine)||5||5||8||4||4||5||31||F|
|Mongolia (Genghis Khan)||8||6||6||5||2||4||31||F|
|Mongolia (Kublai Khan)||6||6||6||5||3||5||31||F|
|England (Eleanor of Aquitaine)||5||6||6||3||3||7||30||F|
|Kongo (Mvemba a Nzinga)||5||6||7||1||4||7||30||F|
|France (Eleanor Aquitaine)||5||4||8||4||4||4||29||LOL|
|Scotland (Robert the Bruce)||5||8||4||3||4||5||29||LOL|
|Norway (Harald Hardrada)||6||4||4||6||1||7||28||LOL|
Who Is the Best Leader in Civ 6?
Firstly, it’s important to emphasize that this is a subjective selection. Depending on your playstyle, and the typical strategies you employ, you could get more utility out of an F-Tier Civ than someone who misuses an S-Tier Civ. In our editorial opinion, of the S-Tier Civs, we would choose Hojo of Japan as the single best leader in Civ 6.
Our selection for Japan as the top Civilization in this game would be on the basis of their well-roundedness. Japan’s varying abilities appear throughout the early, mid, and late game. Japan’s abilities are also wide-ranging and can be useful regardless of the Victory condition that you are pursuing. This allows for an additional degree of flexibility for players who need to pivot into another direction should the game go in an unexpected direction.
Our choice for the second-best Civ would be Russia. Russia is also relatively well-rounded (a bit weaker on Science), but has an important advantage when it comes to starting bias. Since Russia starts near (or on) Tundra, this means that you will start on the edge of your continent and there won’t be anyone to your North (or South). Often, you can expand your early Civs in one direction and then also cover your West (or East). This means that during the early game, Russia is less likely to have issues where they are facing opposition from every direction. Of course, this issue fades during the later game when Naval warfare enters into the game.
Nevertheless, this gives players confidence that they have fewer fronts to worry about when they get started.
What Do All These Tiers Mean?
While the definitions below primarily apply to Civs and Leaders, you will notice that there are Civ Tier Lists further down in this article that address other elements of the game. To keep things simple, S is considered the best, followed by A, B, C, D, F, and finally LOL.
Another very important consideration is that sometimes civilizations and leaders have bonuses that do not fit under any victory condition. For example, Kublai Khan of Mongolia has the benefit of having an additional economic card slot. This is a great ability but does not fit under any of the victory conditions. So, we recommend that you check out the abilities on the next page to see which ones the official tier list above might be missing.
Civilization VI S-Tier Description
The S-Tier Civs are the best civilizations in the game.
They are always highly proficient in more than one way, allowing the player to approach the game in a more flexible manner. If, for example, you play as a very well-rounded Japan, you are not going to have many disadvantages in pursuing Domination, Science, Culture, or Religion.
S-Tier is great for new players and casual players.
Civilization VI A-Tier & B-Tier Description
Similar to S-Tier, these Civs are also flexible.
However, they are more notably disadvantaged in certain spaces. While they may still be great for certain game-play strategies, they may have notable disadvantages as well. As an example, Pedro II of Brazil is great for Culture and Religion, but it’s best to avoid domination gameplay with this Civ unless you are looking for a challenge. B-Tier is a continuation of A-Tier; these civs are slightly less well-rounded, and also have notable disadvantages.
They are still suitable for most players.
Civilization VI C-Tier, D-Tier & F-Tier Description
C-Tier is where it gets interesting because this is where pre-planning becomes important.
When selecting one of these leaders, it is ideal to know what you are pursuing from the get-go and to carefully consider each turn, because if your options are limited, you can’t afford to fall behind. D-Tier and F-Tier are similar but are more challenging.
Civilization VI LOL-Tier Description
Alright, we admit it, we invented “LOL-Tier”. However, there’s nothing funny about them. These are the most challenging Civs to play in the game because they do not have any significant advantages.
These civs are great if you are looking to test your overall ability because well-roundedness is critical.
Does the Civ 6 Tier List Apply to Both Single Player and Multiplayer?
In short, yes. This tier list is equally applicable to both multiplayer and single-player games. It ultimately depends on your competitiveness.
For a casual single-player game, if you are just relaxing and not trying to execute a perfect game plan, then don’t sweat it. The differences between the Civs are not dramatic enough to flip the game in your favor if you aren’t meticulously taking advantage of all of your Civ’s bonuses.
On the flip side, against a strong opponent, you need to utilize as many of the bonuses associated with your Civ as possible. Study up!
Civ 6 Tier List: Civ Ability Rankings
Now that we’ve shared our overall rankings, here is the breakdown of how we reached those conclusions. Categories for your reference are as follows:
- UA: Unique Ability
- LA: Leader Ability
- UB: Unique Building
- UD: Unique District
- UI: Unique Improvement
- UU: Unique Unit
|America / Teddy Roosevelt||LA||Roosevelt Corollary||Units receive a +5 Combat Strength bonus on their home continent. +1 Appeal to all tiles in a city with a National Park.||Domination||7|
|America||UU||P-51 Mustang||Fighter replacement. Higher Combat Strength (105 vs. 100) and Ranged Strength (105 vs. 100). Higher Movement (6 vs. 4). Gains +5 attack against fighter aircraft. Gains +50% experience.||Domination||3|
|America||UA||Founding Fathers||All Diplomatic policy slots in the current government are converted to Wildcard policy slots. +1 Diplomatic Favor per turn for each Wildcard slot in their government.||Diplomatic||8|
|America||UB||Film Studio||Broadcast center replacement. 100% Tourism pressure from this city towards other civilizations starting from the Modern Era.||Culture||8|
|America / Rough Rider Teddy||LA||Roosevelt Corallary||Units receive a +5 Combat Strength bonus on their home continent. Envoys sent to City-States you have a Trade-Route to count as two Envoys. Gain the Rough Rider unique unit with Rifling.||Diplomatic||7|
|America / Rough Rider Teddy||UU||Rough Rider||Unique Heavy Cavalry. Earns Culture from kills on its Capital’s continent. Gains +10 Combat Strength when fighting on Hills. Low Gold maintenance cost. No strategic resource requirement.||Culture||4|
|Arabia||UA||The Last Prophet||Automatically receives the final Great Prophet when the next-to-last one is claimed (if one has not been earned already). +1 Science per foreign city following Arabia’s Religion.||Science||5|
|Arabia||UU||Mamluk||Knight replacement. Heals at the end of every turn, even if it moves or attacks an enemy unit.||Domination||6|
|Arabia||UB||Madrasa||University replacement. +5 Science. Provides bonus Faith equal to the adjacency Science bonus of its district||Science||7|
|Arabia / Saladin||LA||Righteousness of the Faith||The Worship building for Arabia’s Religion can be purchased at 10% of the usual Faith cost, and grants Arabian cities with it +10% Science, Faith, and Culture.||Science||8|
|Australia||UI||Outback Station||+1 Food +1 Production +0.5 Housing +1 Food from every adjacent Pasture. +1 Production to every adjacent Pasture (with Steam Power) +1 Production from every 2 adjacent Outback Stations (with Steam Power) +1 Food from every 2 adjacent Outback Stations (with Rapid Deployment)||Any||6|
|Australia / John Curtin||LA||Citadel of Civilization||+100% Production in all cities if they have either received a declaration of war or liberated a city in the past 10 turns.||Any||7|
|Australia||UA||Land Down Under||+3 Housing in coastal cities. Building a Pasture triggers a Culture Bomb, claiming surrounding tiles. Campus, Commercial Hub, Holy Site, and Theater Square districts gain +1 to their yields in tiles with Charming Appeal, and +3 with Breathtaking Appeal.||Any||8|
|Australia||UU||Digger||Infantry replacement. Higher Combat Strength (72 vs. 70). +10 Combat Strength on coastal tiles. +5 Combat Strength outside Australian territory. No strategic resource requirement.||Domination||8|
|Aztec||UB||Tlachtli||Arena with +2 Faith +1 Great General point per turn.||Any||2|
|Aztec / Montezuma||LA||Gifts for the Tlatoani||Improved Luxury resources provide an Amenity to 2 extra cities. +1 Combat Strength for all units for each different improved Luxury resource in Aztec territory.||Domination||8|
|Aztec||UA||Legend of the Five Suns||Can spend Builder charges to complete 20% of a district’s Production cost.||Any||8|
|Aztec||UU||Eagle Warrior||Warrior replacement. Higher Production cost (65 vs. 40). Higher Combat Strength (28 vs. 20). Can capture defeated enemy units, turning them into Builders for the Aztecs.||Domination||8|
|Brazil||UU||Minas Geraes||Battleship replacement. Higher Combat Strength (70 vs. 60), Ranged Strength (80 vs. 70), and Anti-Air Strength (95 vs. 90).||Domination||4|
|Brazil||UD||Street Carnival / Copacobana||Entertainment/Water park district replacement. +2 Amenities from entertainment to parent city. Special Project which provides +1 additional Amenities Amenity while developed and earns Engineer Great Engineer, Merchant Great Merchant, Writer Great Writer, Artist Great Artist, & Musician Great Musician points upon completion.||Culture||5|
|Brazil / Pedro II||LA||Magnanimous||Recruiting or patronizing a Great Person refunds 20% of their point cost.||Culture||6|
|Brazil||UA||Amazon||Rainforest tiles provide a +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts, and grant +1 Appeal to adjacent tiles, instead of the usual -1.||Culture||7|
|Canada / Wilfrid Laurier||LA||The Last Best West||Can build Farms on Tundra tiles, and on Tundra Hills tiles with Civil Engineering. Snow, Snow Hills, Tundra Hills, and Tundra tiles cost 50% less Gold to purchase. On those tiles, resources accumulate twice as fast, Mines and Lumber Mills receive +1 Production and Camps receive +1 Food.||Any||5|
|Canada||UA||Four Faces of Peace||Cannot declare Surprise Wars or war on City-States. Surprise Wars cannot be declared on Canada. For every 100 Tourism earned, gain +1 Diplomatic Favor. +100% Diplomatic Favor gained from succesfully completing Emergencies and Competitions.||Diplomatic||5|
|Canada||UI||Ice Hockey Rink||+1 Amenity +2 Appeal to surrounding tiles +1 Culture for each adjacent Tundra, Tundra Hills, Snow, and Snow Hills tile. +2 Food and Production (with Professional Sports) +4 Culture if adjacent to a Stadium||Culture||7|
|Canada||UU||Mountie||Unique light cavalry. +5 Combat Strength when within 2 tiles of a National Park. +5 additional Combat Strength if the park is Canadian. Low Gold maintenance cost. Can establish a National Park.||Domination||8|
|China||UU||Crouching Tiger||Unique ranged unit. Range of 1 and 50 combat strength.||Domination||3|
|China||UA||Dynastic Cycle||Eurekas and Inspirations provide an extra 10% of the Science and Culture cost for researching technologies and civics.||Culture||7|
|China / Qin Shi Huang||LA||The First Emperor||Builders receive an additional build charge. Can spend Builder charges to complete 15% of the Production cost for Ancient and Classical wonders. Canals are unlocked with Masonry, instead of Steam Power.||Culture||7|
|China / Kublai Khan||LA||Gerege||Gain an additional Economic policy slot in all Governments. Gain a random Eureka and Inspiration Inspiration upon first establishing a Trading Post in another major civilization’s city.||Any||8|
|China||UI||Great Wall||Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification (+6 Defense Strength). +2 Gold +2 Gold for each adjacent Great Wall +2 Culture for each adjacent Great Wall (with Castles). Can only be pillaged but never removed by disasters.||Culture||7|
|Cree||UA||Nîhithaw||Gains +1 Trade Route capacity and a free Trader with Pottery. Unclaimed tiles within three tiles of a Cree city come under Cree control when a Trader first moves into them.||Any||5|
|Cree||UU||Okihtcitaw||Scout replacement. Higher Production cost (40 vs. 30). Higher Combat Strength (20 vs. 10). Starts with one free promotion.||Any||5|
|Cree / Poundmaker||LA||Favorable Terms||All Alliance types provide Shared Visibility. Trade Routes gain +1 Food per Camp or Pasture at the destination city. Trade Routes sent to Cree cities grant +1 Gold per Camp or Pasture at the destination city.||Any||6|
|Cree||UI||Mekewap||+1 Production +1 Housing +1 Gold if adjacent to a Luxury Resource +1 Food for every two adjacent Bonus Resources. +1 additional Production and Housing (with Civil Service) +2 additional Gold for each adjacent Luxury Resources (with Cartography) +1 Food for each adjacent Bonus Resource (with Conservation)||Any||7|
|Dutch / Wilhelmina||LA||Radio Oranje||Domestic Trade Routes provide +1 Loyalty per turn for the starting city. Trade Routes sent to or received from a foreign civilization grant +1 Culture to the Netherlands.||Culture||3|
|Dutch||UU||De Zeven Provinciën||Higher Combat Strength (50 vs. 45) and Ranged Strength (60 vs. 55). Receives a +7 bonus when attacking defensible districts.||Domination||5|
|Dutch||UI||Polder||+1 Food +1 Food for every adjacent Polder +1 Production +0.5 Housing +4 Gold (with Civil Engineering) +2 Food for every adjacent Polder (with Replaceable Parts) +1 Production for every adjacent Polder (with Replaceable Parts) Increases Movement cost of tile to 3.||Any||6|
|Dutch||UA||Grote Rivieren||Rivers provide a +2 adjacency bonus for Campus, Theater Square, and Industrial Zone districts. Building a Harbor triggers a Culture Bomb, claiming surrounding tiles. +50% Production toward the Dam district and Flood Barrier building.||Science||8|
|Egypt / Cleopatra||LA||Mediterranean ‘s Bride||International Trade Routes grant +4 Gold. Trade Routes sent to Egypt from other civilizations provide +2 Food for them and +2 Gold for Egypt. +100% Alliance Points from trading with allies.||Diplomatic||5|
|Egypt||UA||Iteru||+15% Production towards districts and wonders built next to a River. Floodplains don’t prevent placement of districts and wonders. Districts, improvements and units are immune to damage from floods.||Culture||7|
|Egypt||UI||Sphinx||+1 Culture +2 Appeal +1 Faith +2 additional Faith if placed next to a Wonder +1 additional Culture if built on Floodplains +1 Culture (requires Natural History)||Culture||7|
|Egypt||UU||Maryannu Chariot Archer||Unique ranged unit. Higher Production cost (120 vs. 60). Higher maintenance cost (2 vs. 1). Higher melee strength (25 vs. 15).Higher ranged strength (35 vs. 25). Gains +2 Movement points if it starts on flat terrain.||Domination||8|
|England||UU||Sea Dog||Privateer replacement. Can capture adjacent enemy naval units. (Doesn’t work for Barbarian or city-state ships.)||Domination||4|
|England / Eleanor of Aquitane||LA||Court of Love||Each Great Work in her cities causes foreign cities within 9 tiles to lose 1 Loyalty per turn. Any foreign city that leaves its civilization due to loss of Loyalty and is receiving the most Loyalty pressure from Eleanor instantly joins her empire, instead of becoming a Free City.||Domination||5|
|England||UA||Workshop of the World||Iron and Coal Mines accumulate +2 resources per turn. +100% Production towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when powered receive +4 of their respective yields. +20% Production towards Industrial Zone buildings. Harbor buildings grant +10 Strategic Resource stockpiles.||Science||6|
|England||UD||Royal Navy Dockyard||+1 Movement for all units built in Dockyard. +2 Gold when built on a foreign continent. +2 Great Admiral points per turn. +4 Loyalty when built on a foreign continent.||Domination||6|
|England / Victoria||LA||Pax Britannica||The first city founded on each continent other than their home continent grants a free melee unit in that city and +1 Trade Route capacity. Building a Royal Navy Dockyard grants a free naval unit in that city. Gain the Redcoat unique unit with Military Science.||Domination||7|
|England / Victoria||UU||Redcoat||Unique melee unit. +10 Combat Strength when fighting on a continent other than the English Capital’s. No cost to disembark.||Domination||7|
|France / Eleanor of Aquitane||LA||Court of Love||Each Great Work in her cities causes foreign cities within 9 tiles to lose 1 Loyalty per turn. Any foreign city that leaves its civilization due to loss of Loyalty and is receiving the most Loyalty pressure from Eleanor instantly joins her empire, instead of becoming a Free City.||Domination||5|
|France||UU||Garde Impériale||Unique melee unit. ‘+10 Combat Strength on the starting Capital’s home continent. Earns Great General points from kills.||Domination||6|
|France||UA||Grand Tour||+20% Production towards Medieval, Renaissance, and Industrial Wonders. Double Tourism from Wonders of any era.||Culture||6|
|France / Catherine De Medici||LA||Catherine’s Flying Squadron||Has an extra level of Diplomatic Visibility with every civilization she’s met. Receives a free Spy (and extra Spy capacity) with Castles. All Spies start with a free promotion.||Domination||7|
|France||UI||Château||+2 Culture +1 Appeal +1 Culture for each adjacent Wonder, doubling to +2 with Flight. +1 Gold for each adjacent luxury resource||Culture||7|
|France / Magnificence Catherine||LA||Catherine’s Magnificence||Improved Luxury resources adjacent to Theater Square districs or Chateaux receive +2 Culture. May initiate the Court Festival project in any city with a Theater Square district||Culture||8|
|Georgia||UB||Tsikhe||Lower Production cost (265 vs. 305). +4 Faith +200 Outer Defense Strength. When in a Golden Age, Tourism and Faith are +100%.||Culture||3|
|Georgia||UU||Khevsur||Unique melee unit. 45 combat strength +7 Combat Strength and no Movement penalties in Hills.||Domination||3|
|Georgia||UA||Strength in Unity||When making Dedications at the beginning of a Golden Age or Heroic Age, receive the Normal Age bonus towards improving Era Score in addition to the other bonus. Construct walls 50% faster.||Any||5|
|Georgia / Tamar||LA||Glory of the World, Kingdom and Faith||+100% Faith for the next 10 turns after declaring a Protectorate War. Each Envoy sent to a city-state of Georgia’s majority Religion counts as two Envoys.||Diplomatic||7|
|Germany||UU||U-Boat||Lower Production cost (430 vs. 480). Gains +1 Sight and +10 Combat Strength when fighting on Ocean tiles.||Domination||3|
|Germany / Frederick Barbarossa||LA||Holy Roman Emperor||Gain an additional Military policy slot in all Governments. All units gain +7 Combat Strength when attacking city-states.||Domination||6|
|Germany||UA||Free Imperial Cities||Each city can build one more district than the population limit would normally allow.||Any||8|
|Germany||UD||Hansa||Major bonus (+2) to Production yield for each adjacent Commercial Hub. Standard bonus (+1) to Production yield for each adjacent resource.||Science||8|
|Greece||UU||Hoplite||Spearman replacement. +10 Combat Strength when adjacent to at least one other Hoplite.||Domination||5|
|Greece / Gorgo||LA||Thermopylae||Killing a unit provides Culture equal to 50% of its Combat Strength.||Culture||8|
|Greece / Pericles||LA||Surrounded by Glory||+5% Culture per city-state Greece has Suzerainty over.||Culture||8|
|Greece||UA||Plato’s Republic||Gain an additional Wildcard policy slot in all Governments.||Any||8|
|Greece||UD||Acropolis||Theater Square replacement. Receives a Major bonus (+2) to Culture yield for being adjacent to the City Center Awards 1 Envoy when completed +1 Culture from each adjacent District||Culture||8|
|Hungary||UU||Huszár||Coursier replacement. Higher Production cost (335 vs. 330). Higher Combat Strength (65 vs. 62). +3 Combat Strength for every active Alliance.||Domination||4|
|Hungary||UB||Thermal Bath||+2 Amenities from entertainment +2 Production. This bonus extends to each City Center within 6 tiles. +3 Tourism and +2 additional Amenities to this city if there is at least one Geothermal Fissure within its borders.||Domination||6|
|Hungary / Matthias Corvinus||UU||Black Army||Cavalry replacement. Higher Production cost (205 vs. 200). Higher Combat Strength (47 vs. 44). +3 Combat Strength for each adjacent Levied unit.||Domination||7|
|Hungary||UA||Pearl of the Danube||+50% Production for districts and buildings built across a river from a City Center.||Any||7|
|Hungary / Matthias Corvinus||LA||Raven King||Levied city-state units gain +2 Movement and +5 Combat Strength, and can be upgraded at a 75% discount in Gold and resources. Levying troops from a city-state grants 2 Envoys with that city-state. Gain the Black Army unique unit with Castles.||Domination||8|
|Inca / Pachacuti||LA||Qhapaq Ñan||Domestic Trade Routes gain +1 Food for every Mountain tile in the origin city. Gain the Qhapaq Ñan unique improvement with Foreign Trade.||Any||6|
|Inca / Pachacuti||UI||Qhapaq Ñan||Allows units to move into it and exit through another Qhapaq Ñan at the cost of 2 Movement.||Any||6|
|Inca||UA||Mit’a||Citizens may work Mountain tiles. Mountain tiles provide +2 Production, and +1 Food for each adjacent Terrace Farm.||Any||7|
|Inca||UU||Warak’aq||Skirmisher replacement. Higher Production cost (165 vs. 150). Higher Ranged Strength (40 vs. 30). Can make 1 additional attack per turn if Movement allows.||Domination||7|
|Inca||UI||Terrace Farm||Unique farm. +1 Food for each adjacent Mountain +2 Production for each adjacent Aqueduct +1 Production if adjacent to fresh water and not an Aqueduct||Any||8|
|India / Ghandi||LA||Satyagraha||+5 Faith for each met civilization (including India) that has founded a Religion and is not at war. Enemies receive double war weariness from fighting against Gandhi.||Religion||5|
|India||UI||Stepwell||+1 Food +1 Housing +1 Faith if adjacent to a Holy Site +1 Food if adjacent to a Farm +1 Faith (requires Feudalism) +1 Housing (requires Sanitation) +1 Food (requires Professional Sports) Prevents Food loss from droughts.||Religion||5|
|India||UU||Varu||Unique Heavy Cavaly. Lower Combat Strength (40 vs. 48). Lower Movement (2 vs. 4). Lower Production cost (120 vs. 220). Reduces the Combat Strength of adjacent enemy units by 5||Domination||6|
|India||UA||Dharma||Cities receive +1 Amenity for each religion with at least one follower in them. +2 Spread Religion charges for Missionaries. +100% Religious pressure from Indian Trade Routes.||Religion||7|
|India / Chandragupta||LA||Arthashastra||Can declare a War of Territorial Expansion with Military Training, instead of Mobilization. +2 Movement and +5 Combat Strength for all units for the next 10 turns after declaring a War of Territorial Expansion.||Domination||8|
|Indonesia||UA||Great Nusantara||Coast and Lake tiles provide a +0.5 adjacency bonus for Holy Site, Campus, Industrial Zone, and Theater Square districts. Entertainment Complexes built adjacent to a Coast or Lake tile provide +1 Amenity.||Any||6|
|Indonesia / Gitarja||LA||Exalted Goddess of the Three Worlds||May purchase naval units with Faith. Religious units pay no movement cost to embark or disembark. City Centers adjacent to Coast or Lake tiles gain +2 Faith.||Religion||7|
|Indonesia||UI||Kampung||+1 Production +1 Housing +1 Food from every adjacent Fishing Boats +1 Housing (with Mass Production) +1 Production (with Civil Engineering) +1 Tourism from every bonus Food (with Flight)||Any||7|
|Indonesia||UU||Jong||Higher Production cost (300 vs. 280). Higher Movement (5 vs. 4). When in formation, +5 Combat Strength and shares its Movement with all units in the formation. No strategic resource requirement.||Domination||7|
|Japan||UU||Samurai||Unique melee unit. Higher production cost (160 vs. 90). Higher combat strength (48 vs. 36). Does not suffer combat penalties when damaged.||Domination||4|
|Japan||UB||Electronics Factory||Factory replacement. +3 Production to all City Centers within 6 tiles of the Electronics Factory’s Industrial Zone. +5 Production additionally when Powered. +4 Culture (after researching Electricity)||Science||5|
|Japan / Hojo Tokimune||LA||Divine Wind||Land units in Coastal tiles and naval units in Coast tiles receive +5 Combat Strength. +50% Production towards Encampment, Holy Site and Theater Square districts. Districts, improvements and units are immune to damage from Hurricanes. +100% damage from Hurricanes in Japanese territory to civilizations at war with Japan.||Culture||8|
|Japan||UA||Meiji Restoration||Districts recieve a +1 adjacency bonus for each adjacent district, instead of +0.5.||Any||8|
|Khmer / Jayavarman VII||LA||Monasteries of the King||Holy Sites provide +2 Food and +1 Housing if adjacent to a river. Building a Holy Site triggers a Culture Bomb, claiming surrounding tiles.||Religion||4|
|Khmer||UA||Grand Barays||Aqueducts provide +3 Faith and +1 Amenity. Farms receive +2 Food if adjacent to an Aqueduct.||Any||5|
|Khmer||UB||Prasat||Temple replacement. +2 Relic slots Missionaries purchased in this city receive the Martyr promotion.||Religion||6|
|Khmer||UU||Domrey||Unique Seige unit. Lower combat strength (45 vs. 55). Lower production cost (220 vs. 280). Can move and attack on the same turn. Exerts Zone of Control.||Domination||7|
|Kongo / Mvemba a Nzinga||LA||Religious Convert||Can’t build Holy Sites or found a religion, but receives all the beliefs of any religion that has established itself as Kongo’s majority religion, not just the Follower beliefs. Building a Mbanza or Theater Square grants a free Apostle of the city’s majority religion.||Any||3|
|Kongo||UD||Mbanza||Neighborhood replacement +5 Housing +2 Food +4 Gold||Culture||3|
|Kongo||UU||Ngao Mbeba||Swordsman replacement. Higher Production cost (110 vs. 90). Does not suffer Movement or sight penalties in Woods or Rainforests. +10 Combat Strength when defending against ranged attacks.||Domination||6|
|Kongo||UA||Nkisi||Relics, Artifacts and Sculptures provide +2 Food, +2 Production, and +4 Gold. The Palace has four extra slots for Great Works. +50% Great Writer, Great Artist, Great Musician, and Great Merchant points from all sources.||Culture||7|
|Korea||UU||Hwacha||Field Cannon replacement. Lower Production cost (250 vs. 330). Lower Combat Strength (45 vs. 50). Lower maintenance cost (3 vs. 5). Cannot move and attack in the same turn.||Domination||5|
|Korea / Seondeok||LA||Hwarang||Cities with an established Governor receive +3% Culture and +3% Science for each promotion that Governor has.||Science||8|
|Korea||UA||Three Kingdoms||Farms receive +1 Food and Mines receive +1 Science if adjacent to a Seowon.||Science||8|
|Korea||UD||Seowon||Campus replacement. +4 Science with no adjacency bonus. -1 penalty to Science for each adjacent district tile.||Science||8|
|Macedon / Alexander||LA||To the World’s End||Macedonian cities never incur war weariness. All military units heal completely when a city with a Wonder is captured. Gain the Hetairoi unique unit with Horseback Riding.||Domination||6|
|Macedon||UU||Hypaspist||Swordsman replacement. Higher Production cost (100 vs. 90). +5 Combat Strength when besieging a district. +50% support bonuses.||Domination||7|
|Macedon||UA||Hellenistic Fusion||Conquering a city grants a free Eureka for each Encampment and Campus district in the conquered city and a free Inspiration for each Holy Site and Theater Square district.||Domination||7|
|Macedon||UB||Basilikoi Paides||Barracks replacement. +25% combat experience for all melee, ranged land units, and Hetairoi trained in this city. Gain Science equal to 25% of the unit’s cost when a non-civilian unit is created in this city.||Domination||7|
|Macedon / Alexander||UU||Hetairoi||Unique Heavy Cavalry unit. Higher Combat strength (36 vs. 28). Higher Production cost (100 vs. 65). +5 additional Combat Strength when adjacent to a Great General. +5 Great General points from kills. Starts with a free promotion.||Domination||8|
|Mali||UU||Mandekalu Cavalry||Higher Combat Strength (49 vs. 48). Prevents friendly Traders within 4 tiles from being plundered as long as they are on a land tile. Provides Gold equal to 100% of the base Combat Strength of each defeated enemy unit.||Domination||4|
|Mali||UA||Songs of the Jeli||City Centers gain +1 Faith and +1 Food for every adjacent Desert and Desert Hills tile. Mines receive -1 Production and +4 Gold. May purchase Commercial Hub buildings with Faith. -30% Production towards buildings and units.||Any||6|
|Mali / Mansa Musa||LA||Sahel Merchants||International Trade Routes gain +1 Gold for every flat Desert tile in the sending city. Entering a Golden Age permanently grants +1 Trade Route capacity.||Any||7|
|Mali||UD||Suguba||Commercial Hub replacement. Receives Major (+2 Gold) Adjacency bonus for a nearby River or Holy Site 20% discount on all Gold and Faith purchases in this city||Any||8|
|Maori||UI||Pā||Unique fort. A Māori unit occupying a Pā heals even if they just moved or attacked.||Domination||4|
|Maori||UU||Toa||Swordsman replacement. Higher Production cost (120 vs. 90). No Gold maintenance cost. Reduces the Combat Strength of adjacent enemy units by 5 (non-cumulatively). No strategic resource requirement. Can construct a Pā.||Domination||6|
|Maori / Kupe||LA||Kupe’s Voyage||Starts the game in the Ocean. +2 Science and +2 Culture per turn before the first city is settled. Their first settled city receives a free Builder and +1 Population. The Palace grants +3 Housing and +1 Amenity.||Any||7|
|Maori||UA||Mana||Starts with Sailing and Shipbuilding unlocked and the ability to enter Ocean tiles. Embarked units gain +5 Combat Strength and +2 Movement. Unimproved Woods and Rainforests provide +1 Production, additional +1 Production with Mercantilism and +2 Production with Conservation. Fishing Boats provide +1 Food. Building a Fishing Boat triggers a Culture Bomb, claiming surrounding tiles. Resources cannot be harvested. Great Writers cannot be earned.||Any||8|
|Maori||UB||Marae||Ampitheater replacement. +1 Culture and Faith to all of this city’s tiles with a passable feature. No maintenance cost. No Great Work slots.||Culture||8|
|Mapuche||UI||Chemamull||It must be built on a tile with an Appeal of Breathtaking Provides Culture equal to 75% of its tile’s Appeal.||Culture||4|
|Mapuche / Lautaro||LA||Swift Hawk||Defeating an enemy unit within the borders of an enemy city causes that city to lose 20 Loyalty. Pillaging a tile within the borders of an enemy city causes that city to lose 5 Loyalty.||Domination||4|
|Mapuche||UU||Malón Raider||Unique Light Cvalry unit. Lower production cost (250 vs. 330). Lower combat strength (55 vs. 62). Lower movement speed (4 vs. 5). Lower maintenance (4 vs. 5). +5 Combat Strength within 4 tiles of friendly territory. Pillaging only costs 1 Movement.||Domination||7|
|Mapuche||UA||Toqui||All units trained in cities with an established Governor gain +25% combat experience. +10 Combat Strength bonus against civilizations that are in a Golden Age.||Domination||8|
|Mongolia||UU||Keshig||Unique Ranged unit. Higher movement (4 vs. 2) When in formation, shares its Movement with all units in the formation. Requires horses.||Domination||6|
|Mongolia||UB||Ordu||Stable replacement. +1 Movement for all light and heavy cavalry units trained in this city||Domination||7|
|Mongolia / Genghis Khan||LA||Mongol Horde||All cavalry class units gain +3 Combat Strength and have a chance to capture defeated cavalry class enemy units.||Domination||8|
|Mongolia / Kublai Khan||LA||Gerege||Gain an additional Economic policy slot in all Governments. Gain a random Eureka and Inspiration Inspiration upon first establishing a Trading Post in another major civilization’s city.||Any||7|
|Mongolia||UA||Örtöö||Sending a Trade Route immediately creates a Trading Post in the destination city, instead of when the Trade Route is finished. Gains an extra level of Diplomatic Visibility with civilizations they have a Trading Post with. Mongolian units receive +6 Combat Strength for each level of Diplomatic Visibility they have over their opponents, instead of the usual +3.||Domination||8|
|Norway||UU||Berserker||Unique Melee unit. Higher production cost (160 vs. 90). Higher combat strength (40 vs. 36). Higher maintenance cost (3 vs. 2). Uses one less movement to pillage tiles. Has 4 Movement if this unit starts in enemy territory. +10 Combat Strength when attacking and -5 Combat Strength when defending.||Domination||4|
|Norway||UB||Stave Church||Temple replacement. Holy Site gets an additional Standard Adjacency bonus (+1) from Woods. +1 Production for every coastal resource worked by the city||Domination||4|
|Norway / Harald Hardrada||LA||Thunderbolt of the North||+50% Production toward naval melee units. All naval melee units gain the ability to perform coastal raids. Gain the Viking Longship unique unit with Sailing. Pillaging and coastal raiding grants additional yields: Science in addition to Gold for Mines, and Culture in addition to Faith for Quarries, Pastures, Plantations, and Camps.||Domination||5|
|Norway||UA||Knarr||Can enter enter Ocean tiles with Shipbuilding, instead of Cartography. All units pay no movement cost to embark or disembark. Naval melee units can heal in neutral territory.||Domination||5|
|Norway / Harald Hardrada||UU||Viking Longship||Galley replacement. Higher Combat Strength (30 vs. 25). 4 Movement while in coastal waters.||Domination||6|
|Nubia||UI||Nubian Pyramid||+1 Faith +1 Food if adjacent to a City Center +1 yield for any adjacent district||Any||5|
|Nubia||UA||Ta-Seti||+50% Production toward Ranged units. Ranged units gain +50% combat experience. +1 Production for Mines over strategic resources, and +2 Gold for Mines over bonus and luxury resources.||Any||7|
|Nubia / Amanitore||LA||Kandake of Meroë||+20% Production towards districts, increasing to +40% Production if there’s a Nubian Pyramid adjacent to the City Center.||Any||8|
|Nubia||UU||Pítati Archer||Archer replacement. Higher Production cost (70 vs. 60). Higher Combat Strength (17 vs. 15). Higher Ranged Strength (30 vs. 25). Higher Movement (3 vs. 2).||Domination||8|
|Ottoman||UU||Barbary Corsair||Privateer replacement. Lower Production cost (240 vs. 280). Lower Gold maintenance cost (3 vs. 4). Uses no Movement to perform coastal raids.||Domination||6|
|Ottoman||UB||Grand Bazaar||Bank replacement. +5 Gold Lower production cost (220 vs. 290). 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.||Domination||7|
|Ottoman / Suleiman||UU||Janissary||Musketman replacement. Lower Production cost (120 vs. 240). Higher Combat Strength (60 vs. 55). Starts with one free promotion. Can only be trained in cities with a Population of 2 or more. If trained in a city that was founded by the Ottomans, subtracts 1 from its Population.||Domination||8|
|Ottoman / Suleiman||LA||Grand Vizier||Has access to a unique Governor, Ibrahim, the Grand Vizier. Gain the Janissary unique unit with Gunpowder.||Domination||8|
|Ottoman||UA||Great Turkish Bombard||+50% Production toward Siege units. Siege units gain +5 Combat Strength when attacking defensible districts. Conquering a city doesn’t cause that city to lose Population. +1 Amenity and +4 Loyalty per turn for cities not founded by the Ottomans.||Domination||8|
|Persia / Cyrus||LA||Fall of Babylon||+2 Movement for all units for the next 10 turns after declaring a Surprise War. Surprise Wars count as Formal Wars for the purposes of warmongering penalties and greivances. +5 Loyalty per turn in occupied cities with a garrisoned unit.||Domination||7|
|Persia||UA||Satrapies||Gains +1 Trade Route capacity with Political Philosophy. Domestic Trade Routes provide +2 Gold and +1 Culture. Roads built inside Persian territory are one level more advanced than usual.||Culture||7|
|Persia||UU||Immortal||Swordsman replacement. Higher Production cost (100 vs. 90). Lower Combat Strength (30 vs. 36). Can make melee and ranged attacks (25 strength).||Domination||8|
|Persia||UI||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)||Culture||8|
|Phoenician||UU||Bireme||Galley replacement. Higher Combat Strength (30 vs. 25). Higher Movement (4 vs. 3). Prevents friendly Traders within 4 tiles from being plundered as long as they are on a water tile.||Domination||6|
|Phoenician / Dido||LA||Founder of Carthage||Cities with a Cothon gain the unique Move Capital project, which moves the Phoenician Capital to that city. Gains +1 Trade Route capacity after building the Government Plaza or any Government Plaza building. +50% Production towards districts in the city with the Government Plaza.||Any||6|
|Phoenician||UA||Mediterranean Colonies||Starts with the Eureka for Writing. Coastal cities founded by Phoenicia and in the same continent as their Capital always have full Loyalty. Settlers receive +2 Movement and sight radius while embarked, and pay no Movement costs to embark or disembark.||Any||6|
|Phoenician||UD||Cothon||Harbor replacement. +50% Production towards naval units and Settlers in this city. All wounded naval units in the city’s borders heal +100 HP each turn.||Any||8|
|Polish / Jadwiga||LA||Lithuanian Union||Taking territory from a foreign city with a Culture Bomb converts it to Poland’s religion. Relics provide +4 Gold, +2 Culture and +2 Faith. Holy Sites receive a +1 adjacency bonus from districts, instead of +0.5.||Religion||6|
|Polish||UA||Golden Liberty||Building an Encampment or Fort triggers a Culture Bomb, claiming surrounding tiles. One Military policy slot in all governments is converted into a Wildcard policy slot.||Any||6|
|Polish||UB||Sukiennice||Market replacement. +3 Gold. +4 Gold from domestic Trade Routes and +2 Production from international Trade Routes||Any||7|
|Polish||UU||Winged Hussar||Unique Heavy Cavalry unit. Higher production cost (250 vs. 220). Higher combat strength (55 vs. 48). Pushes back enemies if it does more damage than it takes when attacking. Defenders that cannot be pushed back take additional damage.||Domination||8|
|Rome||UA||All Roads Lead to Rome||Founded or conquered cities start with a Trading Post and, if within Trade Route range of the Capital, a road to it. Trade Routes generate +1 additional Gold from Roman Trading Posts they pass through||Domination||6|
|Rome||UD||Bath||Aqueduct replacement. Provides an additional bonus of +2 Housing and +1 Amenity in either case.||Any||6|
|Rome||UU||Legion||Swordsman replacement. Higher Production cost (110 vs. 90). Higher Combat Strength (40 vs. 36). Has one build charge. Can construct a Roman Fort||Domination||7|
|Rome / Trajan||LA||Trajan’s Column||All founded cities start with a free building in the City Center. (A Monument if the game is started in the Ancient Era)||Culture||7|
|Russia / Peter||LA||The Grand Embassy||Trade Routes to more advanced civilizations grant Russia +1 Science for every three technologies that civilization is ahead of them, and +1 Culture for every three civics.||Any||5|
|Russia||UU||Cossack||Cavalry replacement. Higher Production cost (340 vs. 330). Higher Combat Strength (67 vs. 62). +5 Combat Strength when fighting in or next to home territory. Can move after attacking.||Domination||7|
|Russia||UA||Mother Russia||Founded cities start with eight additional tiles. Tundra tiles provide +1 Faith and +1 Production, in addition to their usual yields. Districts, improvements and units are immune to damage from Blizzards. +100% damage from Blizzards inside Russian territory to civilizations at war with Russia.||Any||8|
|Russia||UD||Lavra||Holy Site replacement. +2 Great Prophet points per turn (vs. +1). +1 Great Writer, Great Artist and Great Musician point per turn. (Not affected by the Oracle.) Expands the city’s borders whenever a Great Person is used in the city.||Culture||8|
|Scotland||UU||Highlander||Ranger replacement. Higher Strength (50 vs. 45) and Ranged Strength (65 vs. 60). +5 Combat Strength in Hills and Woods.||Domination||3|
|Scotland / Robert the Bruce||LA||Bannockburn||Can declare a War of Liberation with Defensive Tactics, instead of Diplomatic Service. +100% Production and +2 Movement for all units for the next 10 turns after declaring a War of Liberation.||Any||4|
|Scotland||UA||Scottish Enlightenment||Happy cities gain +5% Science and +5% Production, and generate +1 Great Scientist points in their Campuses and +1 Great Engineer points in their Industrial Zones. Ecstatic cities double these bonuses.||Science||6|
|Scotland||UI||Golf Course||+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)||Science||6|
|Scythia||UU||Saka Horse Archer||Unique Ranged unit. Higher production cost (100 vs. 60). Higher maintenance cost (2 vs. 1). Higher movement (4 vs. 2). Has a range of 1||Domination||2|
|Scythia||UI||Kurgan||+1 Faith +1 Gold +1 Faith for each adjacent Pasture +1 Gold (requires Guilds) +1 Gold (requires Capitalism)||Religion||4|
|Scythia||UA||People of the Steppe||Building a light cavalry unit or Saka Horse Archer grants a free second copy of that unit.||Domination||6|
|Scythia / Tomyris||LA||Killer of Cyrus||All units receive +5 Combat Strength when attacking wounded units, and heal up to 30 hit points after killing a unit.||Domination||8|
|Spain / Phillip II||LA||El Escorial||All units receive +4 Combat Strength against civilizations following a different Religion. Inquisitors have one extra use of their Remove Heresy ability. Inquisitors eliminate 100% presence of other Religions.||Domination||4|
|Spain||UA||Treasure Fleet||May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. Trade Routes between cities on different continents gain +1 Food and +1 Production for domestic Trade Routes, and +6 Gold for international Trade Routes. +2 Loyalty per turn for cities outside their home continent if they have a Mission adjacent to the City Center.||Domination||8|
|Spain||UI||Mission||+2 Faith. +2 Faith , 1 Food, 1 Production if on a different continent than your Capital. +1 Science for every adjacent Campus and Holy Site. +2 Science (requires Cultural Heritage)||Science||6|
|Spain||UU||Conquistador||Musketman replacement. Higher Production cost (250 vs. 240). +10 Combat Strength when escorting (or when in the same tile with) a religious unit. Converts cities to Spain’s religion (if they have founded one) if it captures a city or is adjacent to the city when it is captured.||Domination||7|
|Sumeria / Gilgamesh||LA||Adventures of Enkidu||May declare war on anyone at war with his allies without incurring warmonger penalties. When at war with a common foe, Sumerian and allied units share pillage rewards and combat experience if within 5 tiles of each other. Gains Alliance Points per-turn for being at war with a common foe.||Domination||6|
|Sumeria||UA||Epic Quest||Capturing a Barbarian Outpost also grants a Tribal Village reward. May levy city-state units at 50% of the usual Gold cost.||Any||7|
|Sumeria||UI||Ziggurat||+2 Science +1 Culture if placed adjacent to a River +1 Culture (with Natural History)||Science||8|
|Sumeria||UU||War Cart||Unique Heavy Cavalry. Lower production cost (55 vs. 65). Higher combat strength (30 vs. 28). Higher movement (3 vs. 2). Lower maintenance (0 vs. 1). No combat penalties against anti-cavalry units.||Domination||8|
|Sweden||UU||Carolean||Pike and Shot replacement. Lower Gold maintenance cost (3 vs. 4). Higher Movement (3 vs. 2). +3 Combat Strength per point of unused Movement.||Domination||5|
|Sweden / Kristina||LA||Minerva of the North||Buildings with at least three Great Work slots and wonders with at least two Great Work slots are automatically themed when all slots are filled. Gains the Queen’s Bibliotheque unique building in the Government Plaza.||Culture||7|
|Sweden / Kristina||UB||Queen’s Bibliotheque||+2 Great Writer points per turn. +2 Great Artist points per turn. +2 Great Musician points per turn. +2 Great Work of Writing slots. +2 Great Work of Art slots. +2 Great Work of Music slots.||Culture||7|
|Sweden||UA||Nobel Prize||+50 Diplomatic Favor whenever a Great Person is earned. +1 Great Engineer points from Factories and +1 Great Scientist points from Universities. Sweden’s presence in the game adds three unique World Congress competitions in the Industrial Era.||Diplomatic||8|
|Sweden||UI||Open-Air Museum||+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.||Culture||8|
|Zulu||UA||Isibongo||Conquering a city will upgrade the conquering unit into a Corps or Army, if the proper civics are unlocked. +3 Loyalty per turn to cities with a garrisoned unit, increasing to +5 Loyalty per turn if the garrisoned unit is a Corps or Army.||Domination||8|
|Zulu||UD||Ikanda||Encampment replacement. +1 Housing. 25% faster training of Corps and Armies. Allows Corps and Armies to be built without the Military Academy building.||Domination||7|
|Zulu||UU||Impi||Pikeman replacement. Lower Production cost (125 vs. 200). Lower maintenance cost (1 vs. 3). Increased flanking bonus. Gains XP faster.||Domination||8|
|Zulu / Shaka||LA||Amabutho||May form Corps with Mercenaries, instead of Nationalism, and Armies with Nationalism, instead of Mobilization. Corps and Armies gain an additional +5 Combat Strength.||Domination||8|
|Maya||UA||Mayab||Settling adjacent to fresh water and coast do not provide extra housing. Instead each farm provides an additional +1 housing and +1 gold. +1 amenity for every luxury adjacent to the city center.||Any||6|
|Maya||UD||Observatory||+2 science bonus for adjacent plantations. +1 science bonus for every two adjacent farm or district tiles.||Science||8|
|Maya||UU||Hul’che||Replaces the archer. Strong ranged attack. +5 combat strength when fighting a wounded opponent.||Domination||6|
|Maya / Lady Six Sky||LA||Ix Mutal Aiaw||Non capital cities within 6 tiles of the capital gain +10% to all yields. Other non capital cities recieve -15% to all yields. +5 combat strength to units within 6 tiles of the capital.||Any||8|
|Gran Columbia||UI||Hacienda||+2 Gold, +1 Production, and +1 Housing. +1 Food for every two adjacent Plantations (increased to every plantation with replaceable parts). Plantations and Haciendas (increased to every Hacienda with Rapid Deployment).||Any||6|
|Gran Columbia||UA||Eiercito Patriota||+1 movement to all units. Promoting a unit does not end that units turn.||Domination||8|
|Gran Columbia / Simon Bolivar||UU||Comandante General||A special type of Great Person only available to Simon Bolivar||Domination||6|
|Gran Columbia / Simon Bolivar||LA||Campana Admirable||Earn a Comandante General when the game enters a new era||Domination||8|
|Gran Columbia||UU||Llanero||Replaces the Calvary. Low maintenance cost. +4 combat strength for every adjacent Llanero. Fully heals when when in range of a Comandante General that activates its retire ability.||Domination||8|
|Ethiopia / menelik II||LA||Council of Ministers||Receive science and culture equal to +15% of your faith generation in cities founded on hills. Units receive +4 combat strength on hills.||Religion||7|
|Ethiopia||UA||Askumite Legacy||Ethipoia’s International Trade Routes grant +0.5 faith per resource at the origin. Improved resources provide +1 faith for each copy the city owns. Can purchase Archaelogical Museums and Archeologists with faith.||Faith||5|
|Ethiopia||UI||Oromo Cavalry||Ethiopian unique Medieval era light cavalry unit. Stronger and greater sight than the Courser that it replaces. Receives no movement penalties from moving on hills.||Domination||5|
|Ethiopia||UU||Rock-Hewn Church||+1 faith. +1 faith for every adjacent mountain and hill tile. Provides tourism after researching flight from faith. +1 appeal. Can only be built on hills or volcanic soil not adjacent to another Rock-Hewn Church.||Faith||6|
|Byzantium||UA||Taxis||Units receive +3 combat strength for each Holy City converted to Byzantium’s religion. Byzantium’s religion is spread to nearby cities when defeating an enemy unit belonging to a civilization or city-state. +1 Gret Prophet point from cities with a Holy Site.||Faith||8|
|Byzantium||UU||Dromon||Classical Era unit that replaces the quadrireme. Has +1 range and +10 combat strength against units.||Domination||4|
|Byzantium||UI||Hippodrome||Replaces the Entertainment Complex. Provides +3 amenities, and cheaper to build. When the Hippodrome and its buildings are constructed, receive a heavy cavalry unit. Units granted from this district do not have a resource management cost.||Domination||7|
|Byzantium / Basil II||LA||Porphyro- génnētos||Heavy and Light Cavalry do full damage against cities following the same religion as Byzantium. Gain the Tagma unique unit when the Divine Right civic is discovered.||Domination||8|
|Byzantium / Basil II||UU||Tagma||Medieval Era unit that replaces the Knight. Land units within 1 tile of the Tagma receive +4 Combat Strength or Religious Strength.||Domination||7|
|Gaul||UA||Hallstatt Culture||Mines provide a minor adjacency bonus for all districts, a Culture Bomb of unowned territory, and receive +1 Culture. Specialty districts do not receive a minor adjacency for being adjacent to another district and cannot be built adjacent to the City Center.||Any||4|
|Gaul||UU||Gaesatae||Ancient era unit that replaces the Warrior. This unit has increased cost and receives +10 Combat Strength when fighting units with a higher base Combat Strength. +5 Combat Strength against district defenses.||Domination||7|
|Gaul||UI||Oppidum||Cheaper and available earlier than the district it replaces, the Industrial Zone. The Oppidum district is defensible with a ranged attack. When the first Oppidum is constructed, the Apprenticeship technology is unlocked. Major adjacency bonus from Quarries and strategic resources.||Any||6|
|Gaul / Ambiorix||LA||King of the Eburones||Gain Culture equal to 20% of the unit’s cost when a non-civilian is trained. Anti-Cavalry, Melee, and Ranged Units receive +2 combat for every adjacent military unit.||Domination||8|
|Babylon||UA||Enuma Anu Enlil||Eurekas provide all of the science for technologies. -50% science per turn||Science||7|
|Babylon / Hammurabi||LA||Ninu Ilu Sirum||When each specialty district type except the Goverment Plaza is constructed for the first time receive the lowest production cost building that can currently be constructed in that district. Receive an Envoy when any other district is constructed for the first time||Any||6|
|Babylon||UU||Sabum Kibittum||Unique ancient era melee unit. +17 combat strength against Heavy and Light Cavalry promotion class units. This unit has 3 movement and sight.||Domination||5|
|Babylon||UB||Palgum||+1 housing and +2 production. Freshwater tiles receive +1 food. City must be adjacent to a river.||Any||5|
|Vietnam||UA||Nine Dragon River Delta||All land specialty Districts can only be built on Rainforest, Marsh, or Woods tiles. Buildings on these features receive additional yields: +1 Culture in Woods, +1 Science in Rainforest, and +1 Production in Marsh. Woods can be planted with Medieval Faires, instead of Conservation.||Any||4|
|Vietnam / Bà Triệu||LA||Drive out the Aggressors||All units gain +5 Strength Combat Strength when fighting in Rainforest, Marsh, and Woods tiles, and +1 Movement if they start their turn there. Both of these bonuses are doubled in tiles inside Vietnamese territory.||Domination||8|
|Vietnam||UU||Voi Chiến||Ranged Medieval Era unit. Can move after attacking. Slightly improved sight and movement (+1) and increased combat strength from 35 to 30.||Domination||8|
|Vietnam||UD||Thành||Replaces encampment. +2 Culture for adjacent districts. Provides culture and tourism bonus after researching flight.||Culture||8|
|Portugal||UA||Casa Da India||International Trade Routes can only reach cities on the coast or with a Harbor, but receive +50% towards all yields. Trader units have +50% range over water, and can embark as soon as they are unlocked.||Any||8|
|Portugal||UU||Nau||Portuguese unique navel melee unit that replaces the Caravel. Starts with 1 free Promotion and is less maintenance. Has two charges to build Feitorias.||Domination||7|
|Portugal||UA||Feitoria||Unlocks the Nau ability to construct a Feitoria, unique to Portugal. Provides +4 Gold and +1 Production. Trade routes sent to this city from Portugal gain +4 Gold and +1 Production. Can only be built adjacent to luxury or Bonus resources in territory belonging to other Civilizations or City-States that you have Open Borders with. Must be built on a Coast or Lake tile adjacent to land and not adjacent to another Feitoria. Feitorias cannot be removed.||Any||7|
|Portugal||UB||Navigation School||A building unique to Portugal. +25% Production towards navel units in this city. +1 Science for every two coast or lake tiles in this city. +1 Great Admiral points.||Science||8|
|Portugal / João III||LA||Porta Do Cerco||All units receive +1 sight. +1 Trade Route capacity when civilization is met. Open Borders with all city-states.||Domination||7|
Civ 6 Tier List: All Pantheons Ranked
Do not underestimate the value of Pantheons. This is one of the most important considerations of the early game. One consideration is doing the Shrine Rush, where you get Pottery first, then build A Scout and Shrine. This will allow you a greater choice of Pantheons, which is critically important, as these benefits last you the entirety of the game.
|God of the Open Sky||+1 Culture from Pastures. Especially Australia/Scythia.||A|
|Divine Spark||+1 Great Person Points from Holy Sites (Prophet), Campuses with a Library (Scientist), and Theater Squares with an Amphitheater (Writer).||A|
|God of the Forge||+25% Production toward Ancient and Classical military units.||A|
|Goddess of Festivals||+1 Culture from Plantations.||A|
|Religious Settlements||When chosen receive a Settler in your capital. Border expansion rate is 15% faster. Especially Russia.||A|
|Fertility Rites||When chosen receive a Builder in your capital. City growth rate is 10% higher. Especially China.||A|
|Earth Goddess||+2 Faith from tiles with Breathtaking Appeal. Especially Inca.||B|
|God of the Sea||+1 Production from Fishing Boats. Especially Indonesia/Norway/Maori.||B|
|Goddess of the Hunt||+1 Food and +1 Production from Camps. Especially Canada.||B|
|God of Craftsmen||+1 Production and +1 Faith from improved Strategic resources. Especially Mongolia.||B|
|Desert Folklore||Holy Site districts get +1 Faith from adjacent Desert tiles. Especially Mali.||B|
|Dance of the Aurora||Holy Site districts get +1 Faith from adjacent Tundra tiles. Especially Russia.||B|
|City Patron Goddess||+25% Production toward districts in cities without a specialty district.||C|
|Religious Idols||+2 Faith from Mines over Luxury and Bonus resources. Especially Nubia.||C|
|Fire Goddess||+2 Faith from Geothermal Fissures and Volcanic Soil. Especially Hungary.||C|
|Monument to the Gods||+15% Production to Ancient and Classical era Wonders. Especially China.||C|
|Sacred Path||Holy Site districts get +1 Faith from adjacent Rainforest tiles. Especially Brazil.||C|
|Lady of the Reeds and Marshes||+2 Production from Marsh, Oasis, and Desert Floodplains. Especially Egypt.||C|
|Initiation Rites||+50 Faith for each Barbarian Outpost cleared. The unit that cleared the Barbarian Outpost heals +100 HP. Especially Sumeria.||D|
|River Goddess||+2 Amenities and +2 Housing to cities if they have a Holy Site district adjacent to a River. Especially Khmer||D|
|God of Healing||Increases Healing by +30 in your Holy Site district, or any adjacent tiles.||D|
|God of War||Bonus Faith equal to 50% of the strength of each enemy unit killed within 8 tiles of a Holy Site district you own.||D|
|Stone Circles||+2 Faith from Quarries.||D|
Which Pantheon in Civ 6 is the Best?
When choosing a Pantheon, it is best to select one that has an ongoing benefit regardless of your location or what geographical benefits are within your vicinity.
The best Pantheon in Civ 6 is “Religious Settlements” because you are able to capture more ground with fewer cities. This enables more flexible location selection for new Cities and allows you to grab vital strategic resources more easily (horses, iron).
Fertility Rites is a close second, but growing indefinitely isn’t necessary for Civ 6, as many of the benefits are capped at specific population numbers (ie, you need 7 populations for a successful City, and no more than 10 is necessary).
Civ 6 Tier List: Best Places of Worship
Just a friendly reminder that this is purely game-related! We are not judging anyone’s religion! The Mosque takes the cake. The additional spread by Missionaries and Apostles can add up significantly if you are actively spreading your faith across the world.
|Mosque||Worship||+3 Faith; Missionaries and Apostles +1 Spread Religion charge||S|
|Meeting House||Worship||+3 Faith; +2 Production||A|
|Wat||Worship||+3 Faith; +2 Science||A|
|Pagoda||Worship||+3 Faith; +1 Diplomatic Favor||B|
|Stupa||Worship||+3 Faith; +1 Amenity||B|
|Gurdwara||Worship||+3 Faith, +2 Food, +1 housing||B|
|Dar-e Mehr||Worship||+3 Faith; +1 additional Faith for each era since constructed or last repaired. Immune to environmental effects||C|
|Cathedral||Worship||+3 Faith; 1 slot for religious art||C
Civ 6 Tier List: Best Founder Beliefs
If you founded a religion, you are privy to some additional benefits. More specifically, you receive perks from all followers of your religion, even if they’re not part of your Civ.
|Pilgrimage||Founder||+2 Faith for every city following this Religion.||A|
|Tithe||Founder||+3 gold for each city following this religion||A|
|Sacred Places||Founder||+2 Science, Culture, Gold and Faith for each city following this religion that has a world wonder||A|
|Cross-Cultural Dialogue||Founder||+1 Science for every 4 followers of this Religion in other civilizations.||B|
|World Church||Founder||+1 Culture for every 4 followers of this Religion in other civilizations.||B|
|Lay Ministry||Founder||Each Holy Site or Theater Square district in a city following this Religion provides +1 Faith or +1 Culture respectively.||C|
|Stewardship||Founder||Each Campus or Commercial Hub district in a city following this Religion provides +1 Science or +1 Gold respectively.||C|
|Papal Primacy||Founder||When you send an Envoy to a City-State it adds 200 Religious pressure to that City-State.||D|
|Religious Unity||Founder||+1 Envoy at each city-state when it first adopts this religion, in addition to any envoy from a city-state quest.||D|
Civ 6 Tier List: Best Follower Beliefs
Much less potent than the Founder beliefs, the Follower beliefs can still add a boost to your gameplay.
|Work Ethic||Follower||Holy site district’s faith adjacency provides equal production||S|
|Choral Music||Follower||Shrines and Temples provide Culture equal to their intrinsic Faith output.||A|
|Divine Inspiration||Follower||All world wonders provide +4 Faith.||A|
|Jesuit Education||Follower||May purchase Campus and Theater Square district buildings with Faith.||B|
|Reliquaries||Follower||Relics have triple yield of both Faith and Tourism.||B|
|Warrior Monks||Follower||Allows spending Faith to train Warrior Monks, medieval land combat units with a unique promotion tree. May only be purchased in a city with a Temple in its Holy Site. Holy sites culture bomb adjacent tiles||C|
|Feed the World||Follower||Shrines and Temples provide +3 food and +3 housing each||C|
|Zen Meditation||Follower||+1 Amenity in cities with 2 specialty districts.||C|
|Religious Community||Follower||International trade routes provide +1 gold for every Temple and Shrine in the origin city||D|
Wrapping up our section on Religion, Enhancer Beliefs come later in game and has mostly to do with combat and spreading your religion further.
|Religious Colonization||Enhancer||Cities start with this religion in place if founded by a player who has this as their majority religion.||S|
|Scripture||Enhancer||Religious spread from adjacent city pressure is 25% stronger. Boosted to 50% once Printing Press is researched.||S|
|Itinerant Preachers||Enhancer||Religion spreads to cities 30% further away.||A|
|Missionary Zeal||Enhancer||Religious units ignore movement costs of terrain and features.||B|
|Monastic Isolation||Enhancer||Your Religion’s pressure never drops due to losses in Theological Combat.||B|
|Defender of the Faith||Enhancer||Combat units gain +5 Combat Strength near friendly cities that follow this Religion.||B|
|Holy Waters||Enhancer||Increases healing of your religious units by +10 in Holy Site districts belonging to cities with your majority religion, or any adjacent tiles||C|
|Crusade||Enhancer||Combat units gain +10 Combat Strength near foreign cities that follow this Religion.||C|
|Holy Order||Enhancer||Missionaries and Apostles are 30% cheaper to Purchase.||C|
|Early Game||The first thing you need to do is determine if you will be going to war early, or not. If you choose to go to war, then choose Oligarchy. If not, then choose Classical Republic|
|Early-ish game||Merchant Republic is a safe bet for any win type. If you are choosing to go for religion, then go for Theology. Monarchy is good for a few select Civs like Hungary and Poland.|
|Mid Game||Fascism for domination, Communism for Science, and Democracy for everything else.|
|Late Game||Synthetic Technocracy for Science, Corporate for Domination, and Digital Democracy for everything else.|
Similar to the Pantheons, Wonders allow ongoing benefits throughout the entirety of the game (so long as you are in control of it!). Planning around Wonders is important, because of the high amount of turns it takes to build them.
In that same amount of time, you can build several scouts, settlers, warriors, or builders, so you need to consider the opportunity cost. Is that wonder worth the trade-off, especially in the early game?
In short, some of them are worth it. Some of them are not. This list will help you see that distinction.
|Forbidden City||+5 Culture +1 Wildcard policy slot||8||8||8||8||8||S|
|Pyramids||+2 Culture Grants a free Builder. All Builders can build one extra improvement.||7||8||8||7||7||S|
|Taj Mahal||+1 Era Score from Historic Moment earned after the wonder is complete if that Moment is usually worth 2 or more Era Score.||7||7||8||3||7||A|
|Colosseum||+2 Culture, +2 Amenities and +2 Loyalty to each City Center within 6 tiles||8||8||8||3||8||A|
|Big Ben||+6 Gold +3 Great Merchant points per turn +1 Economic policy slot Upon construction the treasury is increased by 50%.||6||8||8||4||5||A|
|Apadana||+2 Great Work slots +2 Envoys when you build a wonder, including Apadana, in this city.||5||6||8||5||8||A|
|Kilwa Kisiwani||+3 Envoys when built When you are the Suzerain of a City-state this city gains a +15% boost to the yield provided by that City-state. If you are the Suzerain of 2 or more City-states of that type an additional 15% boost is given to all your cities.||6||7||7||7||7||A|
|Oxford University||+3 Great Scientist points per turn +2 Great Works of Writing slots +20% Science in city, and awards 2 randomly chosen free technologies when completed.||6||8||7||2||6||A|
|Mausoleum at Halicarnassus||Coastal tiles in this city gain +1 science, culture and faith. All Great Engineers have an additional charge.||4||8||8||5||7||A|
|Temple of Artemis||+4 Food +3 Housing Each Camp, Pasture, and Plantation within 4 tiles provides +1 Amenity.||6||7||7||5||7||A|
|Petra||+2 Food, +2 Gold, and +1 Production on all Desert tiles for this city (non-Floodplains)||7||7||7||3||7||B|
|Ruhr Valley||+20% Production in this city, and +1 Production for each Mine and Quarry in this city.||7||8||5||4||7||B|
|Great Library||+2 Science +1 Great Scientist point per turn +1 Great Writer point per turn +2 Great Works of Writing slots Receives boost to all Ancient and Classical era technologies. Receive a random tech boost after another player recruits a Great Scientist.||7||5||8||4||5||B|
|Oracle||=+1 Culture +1 Faith Patronage of Great People costs 25% less Faith. Districts in this city provide +2 Great Person points of their type.||4||6||8||3||4||B|
|Jebel Barkal||Awards 4 Iron per turn. Provides +4 Faith to your cities that are within 6 tiles.||7||4||7||8||4||C|
|Bolshoi Theatre||+2 Great Writer points per turn. +2 Great Musician points per turn. +1 Great Work of Writing slot. +1 Great Work of Music slot. Awards 2 randomly-chosen free civics when completed.||4||4||8||4||5||C|
|Hanging Gardens||Increases Growth by 15% in all cities. +2 Housing||5||5||5||5||5||C|
|Colossus||+3 Gold +1 Great Admiral point per turn +1 Trade Route capacity Grants a Trader unit.||5||5||6||4||4||C|
|St. Basil’s Cathedral||+3 Relic slots. +100% Religious Tourism from this city. +1 Food, +1 Production and +1 Culture from all Tundra tiles for this city.||4||5||7||4||5||C|
|Statue of Zeus||Grants 3 Archers, 3 Spearmen, and a Battering Ram. +50% Production towards anti-cavalry units. +3 Gold per turn.||8||5||5||4||4||C|
|Potala Palace||+2 Culture +3 Faith +1 Diplomatic policy slot +1 Diplomatic Victory Point when built.||3||5||7||3||8||C|
|Broadway||+3 Great Writer points per turn. +3 Great Musician points per turn. +1 Great Work of Writing slot. +2 Great Work of Music slot. +20% Culture in that city Gain a free random Atomic Era civic boost||3||4||8||3||5||C|
|Chichen Itza||+2 Culture and +1 Production to all Rainforest tiles for this city||3||6||7||3||5||C|
|Alhambra||+2 Amenities +1 Great General point per turn +1 Military policy slot Provides the same defensive bonuses as the Fort improvement.||7||7||4||4||4||C|
|Machu Picchu||+4 Gold Mountain tiles provide a standard adjacency bonus to Commercial Hub, Theater Square and Industrial Zone districts in all cities.||6||6||7||4||6||C|
|Terracotta Army||+2 Great General points per turn All current land units gain a promotion level. All Archaeologists from the owner may enter foreign lands without Open Borders.||8||4||5||4||4||C|
|Eiffel Tower||All tiles in your civilization gain +2 Appeal||3||3||8||6||3||C|
|Casa de Contratación||+3 Great Merchant points per turn Gain 3 Governor promotions All your cities on your non-home continent with a Governor gain +15% Production, +15% Faith and +15% Gold.||8||6||5||5||4||D|
|Kotoku-in||+20% Faith in this city Grants 4 Warrior Monks.||6||3||5||8||3||D|
|Estádio do Maracanã||+6 Culture in each city of your civilization +2 Amenities in each city of your civilization||4||4||5||4||5||D|
|Great Zimbabwe||+5 Gold +2 Great Merchant points per turn. +1 Trade Route capacity. Your Trade Routes from this city get +2 Gold for every Bonus resource in this city’s territory.||3||6||6||3||6||D|
|Hermitage||+3 Great Artist points per turn +4 Great Works of Art slots||2||3||8||2||2||D|
|Amundsen-Scott Research Station||+5 Great Scientist points per turn +20% Science and +10% Production in all cities. Yields are doubled if there are 5 Snow or Snow Hill tiles within 3 tiles of a city owned by this player.||6||8||3||4||4||D|
|Stonehenge||+2 Faith Grants a free Great Prophet. Great Prophets may found a religion on Stonehenge instead of a Holy Site.||5||5||5||7||5||D|
|Cristo Redentor||+4 Culture Tourism output from Relics and Holy Cities is not diminished by other civilizations who have researched The Enlightenment civic. Doubles Tourism output of Seaside Resorts across your civilization.||2||2||8||2||3||D|
|Great Lighthouse||+3 Gold +1 Great Admiral point per turn. +1 Movement for all naval units.||7||3||3||2||2||D|
|Biosphère||Receive +200% Power for all Offshore Windfarms, Solar Farms, Wind Farms, Geothermal Plants, and Hydroelectric Dams. This building and these improvements provide Tourism equal to their Power. +1 Appeal to tiles adjacent to Rainforest and Marsh in your empire.||1||7||8||1||6||D|
|Statue of Liberty||+4 Diplomatic Victory points when built. All your cities within 6 tiles are 100% Loyal.||6||2||2||1||8||F|
|Great Bath||+3 Housing +1 Amenity from entertainment The Floodplains tiles along the river containing the Wonder become immune to Flood damage at the cost of reducing Food and Production bonuses from flooding by 50% Floodplains tiles belonging to this city gain +1 Faith for each time Flood damage is mitigated||5||5||5||6||5||F|
|Huey Teocalli||+1 Amenity from Entertainment for each adjacent lake tile. +1 Food and +1 Production for each Lake tile in your empire||3||4||4||3||4||F|
|Angkor Wat||+2 Faith +1 Population in all current cities when built. +1 Housing in all cities.||2||6||4||5||2||F|
|University of Sankore||+3 Science +1 Faith +2 Great Scientist points per turn +2 Science for every Trade Route to this city Domestic Trade Routes grant an additional +1 Faith to this city. Other Civilizations’ Trade Routes to this city grant them +1 Science and +1 Gold.||3||6||4||4||4||F|
|Sydney Opera House||+8 Culture +5 Great Musician points per turn +3 Great Works of Music slots||1||2||7||1||3||F|
|Venetian Arsenal||+2 Great Engineer points per turn Receive a second naval unit each time you train a naval unit.||7||4||3||2||3||F|
|Golden Gate Bridge||+3 Amenities from entertainment +4 Appeal to all tiles in this city +100% Tourism from improvements and National Parks in this city Acts as a Modern Road and creates Modern Roads in land tiles on either end if not present Land units can cross without needing to disembark||3||3||8||3||3||F|
|Hagia Sophia||+4 Faith Missionaries and Apostles can spread religion 1 extra time.||4||1||3||8||3||F|
|Panama Canal||Upon completion 1 or 2 adjacent Canal districts are automatically constructed. The Canal wonder tile can now be crossed by naval units. +10 Gold||7||3||3||2||3||F|
|Országház||+4 Culture +100% Diplomatic Favor per turn from starting a turn as a Suzerain of a city-state.||2||2||2||1||8||F|
|Mont St. Michel||+2 Faith +2 Relic slots All Apostles you create gain the Martyr ability in addition to a second ability you choose normally.||1||2||5||5||1||LOL|
|Mahabodhi Temple||+4 Faith Grant 2 Apostles +2 Diplomatic Victory Points when built||1||2||4||7||8||LOL|
|Meenakshi Temple||+3 Faith Grants 2 Gurus Gurus are 30% cheaper to purchase. Religious units adjacent to Gurus gain +5 Religious Strength in Theological Combat and +1 Movement.||1||2||3||8||1||LOL|
Pyramids are the best wonder in Civ 6. The ongoing benefit of having an extra improvement from each worker cannot be understated. Across an entire game, consider how many fewer workers you will need. If you need fewer workers, consider how many turns you can allocate to building something else in your Cities.
Natural Wonders are less important than Pantheons and normal wonders because the benefits are localized, so the benefits only apply to the nearby tiles. Nevertheless, when settling, any one of these natural wonders can be beneficial, especially if you really milk its benefits. For example, if you were located near the Fountain of Youth, which has science and faith benefits, then it would be strongly advisable to place a Campus district and Holy Site district, which could compound the benefits. Each one of these has its perks, but it’s really a matter of luck with respect to which of these will end up near your Cities.
We would suggest checking this list whenever you run into one, so you can adjust your gameplay around the natural wonder accordingly.
|Paititi||+3 gold and +2 culture per adjacent tile. Major adjacency bonus for commercial hubs and theater squares. +4 gold for outgoing international trade routes.||A|
|Fountain of Youth||+4 science and +4 faith. Units that move next to it gain a unique promotion that allows them to heal +10 a turn.||A|
|Eyjafjallajökull||+1 Culture and +2 Food to adjacent tiles. Is considered a Volcano. On eruption grants medium yields and is most likely to damage buildings and districts. Infrequently erupts, but is always active.||A|
|Matterhorn||+1 Culture to adjacent tiles. Land units are given a permanent bonus when they move adjacent to Matterhorn wonder for the first time – this bonus lets them move more quickly on Hill tiles, and grants +3 Combat Strength when fighting in hills.||A|
|Mount Roraima||+1 Faith and +1 Science to adjacent tiles.||A|
|Torres del Paine||Doubles the base terrain yields of all adjacent tiles. Tile feature bonuses (such as Forest, Rainforest, and Marsh yields) are not modified.||A|
|Uluru||+2 Culture and +2 Faith to adjacent tiles. +4 Appeal to adjacent tiles (instead of the usual +2)||A|
|Zhangye Danxia||+2 Great General and +2 Great Merchant points if you own at least one of the tiles.||A|
|Giant’s Causeway||Grants a permanent +5 Combat Strength bonus to land units when they move adjacent to the wonder for the first time. The bonus is reset when the unit is upgraded.||A|
|Tsingy de Bemaraha||+1 Culture and +1 Science to adjacent tiles.||B|
|Galápagos Islands||+2 Science to adjacent tiles.||B|
|Gobustan||+3 Culture and +1 Production on wonder tiles||B|
|Hạ Long Bay||3 Food, 1 Production, and 1 Culture on wonder tiles. +15 Combat Strength when defending on wonder tiles.||B|
|Lake Retba||1 Production, 2 Gold and 2 Culture on wonder tiles.||B|
|Mount Kilimanjaro||2 Food to adjacent tiles. Is considered a Volcano. On eruption it gives low yields and is most likey to damage improvements and buildings. Infrequently erupts, but is always active.||B|
|Mount Vesuvius||+1 Production to adjacent tiles Acts as a Volcano. On eruption it gives high yields to adjacent tiles, but large Population loss. Always active.||B|
|Pamukkale||+1 Amenity. Provides an additional Amenity if adjacent to an Entertainment Complex. Major adjacency bonus to Theater Square, Campus and Commercial Hub districts. Standard adjacency bonus to the Holy Site district.||B|
|Piopiotahi||+1 Gold and +1 Culture to adjacent tiles.||B|
|Sahara el Beyda||1 Science, 1 Culture and 4 Gold on wonder tiles.||B|
|Cliffs of Dover||3 Culture and 2 Gold on wonder tiles and +4 appeal to adjacent tiles||C|
|Yosemite||+1 Gold, +1 food, and +1 Science to adjacent tiles||C|
|Chocolate Hills||1 Food, 2 Production and 1 Science on wonder tiles.||C|
|Dead Sea||2 Faith and 2 Culture on wonder tiles. Units healing on adjacent tiles are healed completely.||C|
|Great Barrier Reef||3 Food and 2 Science on wonder tiles.||C|
|Ik-Kil||+50% Production when producing wonders and districts in the adjacent tiles.||C|
|Lysefjord||Naval units are granted a free promotion when they move adjacent to the wonder for the first time.||C|
|Mount Everest||+1 Faith to adjacent tiles. Religious units are given a permanent bonus whem they move adjacent to Mount Everest for the first time – this bonus lets them move on hills more quickly.||C|
|Pantanal||2 Food, 2 Culture on wonder tiles.||C|
|Mato Tipila||1 Faith and 1 Production to adjacent tiles||C|
|Bermuda Triangle||Naval units that pass through it receive a movement bonus and get teleported to another ocean tile. +5 science for each adjacent tile||D|
|Crater Lake||1 Science and 4 Faith on wonder tile.||D|
|Delicate Arch||+2 Faith and +1 Gold to adjacent tiles.||D|
|Eye of the Sahara||+2 Production and +1 Science on wonder tiles. Additional 1 Production and 3 Science on wonder tiles after the game reaches the Atomic Era.||D|
|Ubsunur Hollow||2 Faith, 1 Food and 1 Production on wonder tiles.||D|
Most Commonly Searched Questions
In doing all of the research for this article, we learned that there are a lot of elements to this game that people find confusing. So, here are some of the most searched questions and their answers that can hopefully shed some light on the nuances of the game.
How do you do a Culture Bomb in Civ 6?
Firstly, not every Civilization can do a Culture Bomb out of the gate. The Civs that have this ability are Poland, Australia, the Dutch, Maori, Gaul and Khmer.
- Poland: Golden Liberty (build Encamptments or Forts)
- Australia: Land Down Under (build Pastures)
- Dutch: Grote Rivieren (build harbors)
- Maori: Mana (build fishing boats)
- Gaul: Hallstatt Culture (build mines)
- Khmer: Jayavarman VII leader ability, Monasteries of the King (build holy sites)
You can also do a Culture Bomb by achieving the Enhancer Belief “Burial Grounds”, by building a Holy Site (changed in Gathering Storm to Follower Belief “Warrior Monks”.
Other methods of achieving the Culture Bomb:
- A great Engineer Mimar Sinan can grant it when building an Industrial Zone
- The World Congress resolution Border Control Treaty can also trigger a Culture Bomb upon competition of any district, to whomever wins it.
What’s the use of a National Park in Civ 6?
There are several benefits, but its best to check out our Civ 6 National Park article on the subject to get a full breakdown. In short, its an effective feature when pursuing a Cultural Victory as it boosts tourism.
Does War Weariness Go Away in Civ 6?
War Weariness typically lasts approximately 10 turns. However, there are some complicating factors. It occurs quicker in cities that you did not originally build and it can also last longer.
Further, it won’t just go away on it’s own. You need to ensure you stop losing units, especially in foreign lands (2 for foreign lands, 1 in allied lands). One way to mitigate the effect is by working towards happiness with various amenities.
How long does the Warmonger penalty last in Civ 6 and how do you get rid of it?
The Warmonger penalty in Civ 6 depends on the level of your aggression. It decays at a rate of 0.5 per turn, so it could take hundreds of turns if you have been particularly aggressive! Consider that the declaration of a formal war costs 200 points, and you can see that this can be a very long-term problem.
In order to get rid of the Warmongering penalty in Civ 6, you need to liberate cities (instead of annexing or destroying), and if you return a city to the original owner, the penalty is erased.
Is there an optimal Build Order in Civ 6?
Yes, we have prepared an extensive guide on this subject. If you are new, we suggest playing through this guide as Trajan of Rome and this will show you the fundamentals. If you are experienced, it’s worth a read to see how your style compares!
How do you use a battering ram in Civ 6?
In order to use a Battering Ram in Civ 6, simply place it beside a City with walls, and then attack the City with other units. The battering ram is not a stand-alone unit that attacks, but rather, it enhances the strength of other units when attacking a City with walls.
The battering ram does not do anything if the City does not have walls. However, it can be devastating to a walled city as every attacking unit will receive a significant boost.
What’s an inquisition in Civ 6?
An inquisition in Civ 6 removes other religions from your cities. It is an incredibly valuable unit if you are pursuing a religious victory.
What does an Apostle do in Civ 6?
An apostle is a unit that spreads religion like missionaries but can also engage in Theological Combat. In Theological Combat, your apostle can battle other religions’ apostles and missionaries which reduces their spread accordingly. The apostle also has special abilities like launching Inquisitions (explained above) or Evangelizing Beliefs. Evangelizing beliefs involves consuming the unit but providing a very significant religious boost to the tile where he is located.
What’s the difference between the difficulty levels in Civ 6?
Generally speaking, Prince is the “normal” level where you nor the AI have any advantages.
Unfortunately, in Civ, the AI does not play more intelligently or less intelligently at different difficulty levels. Instead, what happens is that at lower difficulty levels, you end up receiving various bonuses, and at higher levels, the AI starts receiving different bonuses.
Here is a detailed breakdown of the difficulty levels in Civ 6.
How do you use a Military Engineer in Civ 6?
A military engineer builds roads, forts, railroads, silos, airstrips, and tunnels. In order to use the Military Engineer, place them on a tile that can support one of these improvements, and execute the action.
How do you form an Alliance in Civ 6?
In order to form an Alliance in Civ 6, you need to continually improve relations with another Civ until you are able to declare each other as friends. Once this is done, options will appear that allow requesting alliances. There are 5 types of alliances: Religious, Economic, Military, Research and Cultural.
How do you get an Archaeologist in Civ 6 and how do you use one?
An archaeologist can only be built in a Theater Square with an Archaeological Museum in the Industrial Era. The archaeologist can extract artifacts that are placed in the Archaeological Museum which boosts Culture and Tourism.
What’s better, Civ 5 or Civ 6?
The gameplay between the two games is not extremely different, however, Civ 6 has better late-game performance and there is a notable visual graphical style between the two genres.
In Civ 5, you will notice that in the late game on large maps, your computer will slow to a crawl even if you have a very powerful computer. In Civ 6, this simply does not occur. It appears that Civ 5 was not optimized to use your hardware to its maximum potential. For this reason alone, we would recommend Civ 6 as the better game of the two.
The second key difference is the graphical style. Civ 6 is notably more “cartoony” and Civ 5 appears more realistic. This is a matter of preference.
The gameplay itself is remarkably robust in both games. We have spent hundreds of hours in both games we cannot pick one as more fun than the other. You can check out our Civ 5 Tier List here.
Going back to the meat and potatoes of this article, we ultimately recommend playing with whatever Tier you want! It’s a game, it’s meant to be fun. Whether you’re playing as an S-Tier civ or a LOL-Tier civ, you can rest assured you will still utter “just… one… more.. turn..” under your breath, as you play into the middle of the night. Have fun!
Some background information:
Sid Meier’s Civilization VI was released in 2016 and is still a popular game, with a Metacritic score of 88 and 9.5 scores from different publications. So far, Civilization 6 received four major expansions: Rise and Fall, Gathering Storm, Red Death, and New Frontier.
The last expansion, New Frontier was released this year in May, and it has brought four downloadable content packs. Pack five will be added in January 2021 and Pack six will be available in March 2021.
The purpose of the game is to:
- Found cities and manage them so that they continually grow;
- Create various improvements around the cities to promote growth and productivity, such as farms and mines;
- Explore randomly generated maps with scouts and other units;
- Develop a military to defend against and attack roaming barbarians and other civilizations;
- Advance your technology, government structure and culture between the Ancient Era and Future Eras; and,
- Manage diplomatic relations and trade with other civilizations
Civilization 6 is available for a long list of platforms: Nintendo Switch, PlayStation 4, Xbox One, Android, macOS, iOS, Windows PC, Linux, Classic Mac OS, and the next-generation platforms PlayStation 5 and Xbox Series X.
Special Thanks to Twitch Streamer CivCenturion who undertook some truly exceptional analysis in preparing some of the rankings for this Civ 6 Tier List. ProClockers modified some of these tables for easy reading.
Want more Civilization content? Check out our Civ 5 Tier List here, and our detailed Civ 6 Guide here.
If you enjoyed this list, don’t forget to check out our other tier lists:
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Who’s your favorite Civ 6 Leader? Leave a comment below.
This article provides a comprehensive tier list for Civilization 6, ranking leaders and civilizations based on their strengths and weaknesses. With 58 leaders and civilizations available in the game, the list helps players make informed decisions on which ones to choose for different victory conditions. The S-Tier Civs, such as Japan and Russia, are considered the best and most well-rounded options, while the LOL-Tier Civs, like Scotland and India, are the most challenging to play. The tier list applies to both single-player and multiplayer games, depending on the player’s competitiveness and strategy.
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