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CivilizationVIILogo
Sid Meier's Civilization VII (often referred to as Civilization VII or simply Civ7) is a 4X Strategy video game and the seventh mainseries installment in the Civilization series. The game was developed by .lennongrad (tbc) and released on Microsoft Windows, OS X, and Linux on May 29th, 2021.

In Civilization VII, the player leads their chosen civilization from the dawn of agriculture through to the far future, hoping to achieve one of many victory conditions. The player must carefully handle many different variables and react t changing conditions, managing research, diplomacy, exploration, expansion, development, and conquest. The game is heavily based upon Civilization VI', retaining many of its changes, while also adding new features, such as new Tribe and Plague systems, a revamp of the combat system, and the return of some previously removed systems like the World Congress.

Notable Changes

CivGold Gold is used to buy items and barter with other nations.
CivFood Food increases a City's CivPop Population
CivProd Production contributes towards a City producing items.
CivCulture Culture contributes towards researching new Civics.
CivScience Science contributes towards researching new Technologies.
CivFaith Faith is used to buy Religious items/Patronage of Great People.
CivHapp Happiness is required to keep Population from Rebelling.
CivPop Population determines how many Tiles can be worked by a City.
  • New Civilization, new Wonders, new City-States, new content
  • New Plague system based upon the Health system of Civilization 4
    • Plagues can now start in Cities and spread to nearby ones through City Connections or Trade Routes
    • Plagues are more often to start in Cities with sources of water nearby
    • Plagues reduce the Population of a city heftily
    • Once a Plague is gone, it cannot reappear at the same city as before.
    • Buildings and Governmental Policies can prevent or diminish the effect of Plagues
  • A more advanced Reputation system
    • AI Civs now treat on the player based on how they have acted in general, rather than how they have specifically acted towards them.
  • Claiming of Borders
    • Civilizations are able to 'claim' Borders, which cannot be worked in until a City is built there. Other Civilizations may pass through it without an Open Border policy or build a City there, but doing so will result in Diplomatic penalties.
  • Movement returned to how it was in Civilization 5
  • Building and Housing
    • The amount of Buildings that can be built in a City is now equivalent to the amount of Tiles worked by a City
    • Like in Civilization 6, Housing is necessary for Growth of Population
    • Building limit introduced to encourage players to replace old Buildings with newer and more efficient ones.
  • Reduces the quality of Wide over Tall for Science
    • Technologies must now be 'spread'. Upon being researched, the city with the highest Science output put instantly recieve the Tech, and it will begin to spread to the rest of the empire. Cities with highest Science outputs will acquire these Technologies faster, as will Cities that are closer too and/or have a City Connection with another City that has the Tech.
    • Any Technologies researched instantly for free by a Great Scientist or Wonder will instantly spread to all cities which have the prerequisite technologies.
    • Technologies which have non-City specific effects must be in 75% of all Cities to work. Other effects, like building Buildings, Improvements, Units, or Districts, can only be performed by Cities with the Tech.
    • New Cities which are founded start with the Technology of whichever city created the Settler at the time when the Settler was Produced.
    • Certain Technologies boost the spreading of Technology, and the Internet Technology instantly spreads Technology to all Cities as after it is researched.
    • None of these features apply to the Civics systems

Expansions

Terra nullius

Terranullius
Terra nullius was the first Expansion for Civilization VII, adding many new gameplay features, tweaks to previous features, five new Civilizations to play as, four new city states, and new map types, units, and scenarios.
  • New Gameplay Elements
    • Introduction system allows players to move certain Resources for a high cost
      • After researching Ecology, players are able to send Ecologists to tiles with certain Luxuries to collect them; this Ecologist can them return and introduce the Luxury to a different Tile
      • Tile Improvements on Introduced Luxuries have a higher Maintenance cost
      • Introducing too many Luxuries can result in Diplomatic penalties
      • The Environmental Damage proposal punishes Civilizations who Introduce multiple Luxuries
    • Revolution system
    • Colonialism system
    • Tribal system
  • New Civilizations
  • New City-States
  • New Map Types
  • New Scenarios
  • New Units
  • Updates and Changes

Metropolis

Metropolis
Metropolis was the second Expansion for Civilization VII, adding many new gameplay features, tweaks to previous features, five new Civilizations to play as, four new city states, and new map types, units, and scenarios.
  • New Gameplay Elements
    • Environmental damage returns, expanding upon the Introduction system added in Terra nullius
      • Rapid Deforestation and Pollution can occur which result in loss of either Production or Growth. Ecologists can be produced to fix the issue, and the Environmental Damage Proposal at the World Congress can be used to punish those who damage the environment.
      • Nuclear Fallout reappears, and it can no longer be cleared with any amount of time. Usage of Nuclear Bombs and the ensuring Fallout results in large diplomatic penalties. The Hazmat bonus nullifies damage suffered by units in Fallout who have no attacked on the same turn as they would be damaged.
    • Total revamp of the Gold system
      • At the beginning of the game, Gold does not exist (except as a Luxury)
      • After researching the civic Bartering, cities are able to acquire Worth, a new variable; this Worth is equivalent to a certain amount of Production
      • After researching the civic Currency, a civilization is able to adopt a Currency, and each cities Worth is converted into the Currency
      • The Currency has a certain Worth based on the amount of Worth in all of the Cities accross the empire. This Worth determines how much Currency is required to buy a Unit or Building in a City or to buy a Tile.
      • In order for the Civilization to actually acquire Currency from the Cities, they must set a certain amount of Taxation, which converts local Currency into global Currency that can then be spent.
      • The Worth of a Currency fluctuates over time, depending on many factors
      • Civilizations may choose to Print Currency after building a Mint, which increases the amount of Currency owned by the Civilization but also decreases the Worth, potentially lowering Happiness
      • Later in the game, Civilizations can choose to adopt another Currency from different Civs
    • Total revamp of the Trading system
      • Trade Routes return, but are no longer reliant upon specific trading Units to function. Instead, any two Cities connected by Land can form a Trade Route after Currency is researched; any two Cities on the coast can form a Trade Route after Commerce is researched; any two Cities in the world can form a Trade Route after Flight is researched.
      • Trade Routes can no longer simply involve Currency; instead, they must contain other things, such as Resources, Products, or Science.
      • Trade Routes naturally spread things such as Technologies, Civics, and most importantly, Plagues.
    • New Corporation system
      • Plays heavily into Trading
      • After researching specific Techs, new 'Products' are unlocked
      • After a certain amount of time, Corporations appear to produce these Products, or can be established by the Civilization
      • These Corporations create Products using Resources
      • These Products can then be traded to other Civilizations for much more Currency than would otherwise be earned from the pure Luxury
      • Products that aren't traded will begin to naturally increase Happiness and the worth of the National Currency.
  • New Civilizations
  • New City-States
  • New Map Types
  • New Scenarios
  • New Units
  • Updates and Changes

Civilizations

These 25 Civilizations came with the original version of the game without any DLC and are compatible with any version. Later DLC Civilizations will only be compatible with Versions of the game that come afterward, e.g. the Iroquois cannot be used without Terra nullius.

Civ UA LA UU UC
American Manifest Destiny
Technologies travel between cities twice as fast. Cities on the same continent as the Capital gain 5% Growth
John F. Kennedy
Complete Science projects in 33% less time, but complete other projects in 20% more time.
Navy SEAL
Replaces Marines. Starts with the Amphibious III promotion, doubling it's attack power from the Coast or over a River.
Film Studio
Unlocked with Mass Media, built in the Cultural Center. Provides an additional 3 CivCulture , 2 CivHapp , and a unique Product, Movie
Aztecs Ritual Sacrifice
Gain ability to sacrifice 1 CivPop in a city to earn 15% of the current CivFaith Stockpile.
Montezuma I
CivGold output doubled in Puppeted cities.
Eagle Warrior
1 additional Movement Point. Earn CivFaith from initiating battles.
Chinapa
Improvement built on Lake tiles that provides 5 CivFood
Inca Sons of Inti
Bonus Resources that yield CivFood now yield an additional CivFood .
Pachacuti
Hills within 5 Tiles of Incan or allied territory force no Movement penalty to Incan units.
Hatun Runas
Replace Warriors. Slightly stronger and require no CivGold or CivFood maintenance fees.
Huaca
Replaces the Monument. Gives 2 CivCulture and 2 CivFaith
Songhai River Warlords Sonni Ali
Zulu Bull Formation Mpande
English Long Live the King Henry VIII
German Furor Teutonicus Angela Merkel
Russian Motherlands Nikita Khrushchev
Arabian Sharia Law Muhammad
Persian Religious Tolerance Cyrus the Great
Norwegian Viking Age Leif Erikson
Turkish Seljuk Heritage Mehmed II
Mongolian Nomadic Warriors Kublai Khan
Roman Caput Mundi Constantine I
Greek Hellenistic Lands Lycurgus
Byzantine Imperium Graecorum Justinian
French Liberty, Equality, Fraternity Charles de Gaulle
Indian Caste System Gandhi
Egyptian Land of the Nile Akhenaten
Babylonian Code of Laws Hammurabi
Chinese Civil Service Exams Zhu Yuanzhang
Japanese Rising Sun Itō Hirobumi
Korean Jangsu
Indonesian Sukarno
Khmer Jayavarman II

Expansion One: Terra nullius

These Civilizations were added in the first Expansion Pack, Terra nullius.

Civ UA LA UU UC
Spanish
Portugese
Mexico Santa Anna
Brazil
Colombia

Season One DLC

These Civilizations were added during the first Season of Downloadable Content, New World.

Civ UA LA UU UC
Iroquois Thayendanegea
Shoshone
Inuit
Mayan
Polynesian

Expansion Two: Metropolis

These Civilizations were added in the second Expansion Pack, Metropolis.

Civ UA LA UU UC
Kongolese
Nubian
Moroccan
Ethiopian
Merina

Season Two DLC

These Civilizations were added during the second Season of Downloadable Content, Europa.

Civ UA LA UU UC
Celtic
Dutch
Austrian
Polish
Venetian

Season Three DLC

These Civilizations were added during the third and final Season of Downloadable Content, Cradle of Civilization.

Civ UA LA UU UC
Hunnic
Assyrian
Georgian
Phoenician
Judean

Technology

Technology plays a huge part in the development of a civilization, just like in the real world. Technology allows a Civilization to take full control of its resources, explore, expand, and conquer. Researching Techs requires Science, so having a slow Science Per Turn value leads to having a less developed Civilization that can't succeed. While some Victories place more important on Science than others, all of them require some growth in this area.

Eras
Ancient
Classical
Post-Classical
Industrial
Modern
Information
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Agriculture
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Mining
 
 
 
 
 
A.H.
 
Pottery
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Archery
 
 
 
 
 
 
Writing
 
Irrigation
 
Astrology
 
Sailing
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Masonry
 
Bronze W.
 
The Wheel
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Iron W.
 
 
 
 
 
 
Horseback
 
Currency
 
 
 
 
 
Navigation
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Engineering
 
 
 
 
 
 
Construction
 
 
 
 
 
 
 
 
 
 
 
Math
 
 
 
 
 
Shipbuilding
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Machinery
 
 
 
 
 
 
 
 
 
 
 
Chivalry
 
Apprenticeship
 
 
 
 
 
 
Military T.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Castles
 
Military E.
 
 
 
 
 
 
 
 
 
 
 
Education
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Printing
 
 
 
 
 
 
 
 
 
 
Gunpowder
 
Banking
 
 
 
 
 
 
Mass P.
 
Cartography
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Siege T.
 
 
 
 
 
Metal C.
 
 
 
 
 
 
Astronomy
 
 
 
 
 
 
Square R.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Military S.
 
 
 
 
 
Ballistics
 
 
 
 
 
 
Scientific T.
 
Industrialization
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Rifling
 
 
 
 
 
 
 
 
 
 
Economics
 
Sanitation
 
 
 
 
 
 
Steam P.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Steel
 
R. Parts
 
 
 
 
 
 
Flight
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Combustion
 
 
 
 
 
 
 
 
 
 
 
Chemistry
 
Radio
 
Electricity
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Plastics
 
Com. Arms
 
Ad. Ballistics
 
Rocketry
 
Ad. Flight
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Synth. Mat.
 
N. Fission
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Computer
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
StealthTech
 
Composites
 
Lasers
 
Guidance S.
 
Satellites
 
 
 
 
 
 
Telecomm
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Nanotech
 
N. Fussion
 
 
 
 
 
 
 
 
 
 
Robotics
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Future Tech
 
 
 
 
 

Civics

Technology plays a huge part in the development of a civilization, just like in the real world. Technology allows a Civilization to take full control of its resources, explore, expand, and conquer. Researching Techs requires Science, so having a slow Science Per Turn value leads to having a less developed Civilization that can't succeed. While some Victories place more important on Science than others, all of them require some growth in this area.

Eras
Ancient
Classical
Post-Classical
Industrial
Modern
Information
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Laws
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Craftmanship
 
 
 
 
 
 
 
 
 
 
 
 
 
Trade
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Mysticism
 
 
 
 
 
Empire
 
Workforce
 
 
 
 
 
 
 
 
 
Military
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
R. History
 
 
 
 
 
Politics
 
 
 
 
 
Recreation
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Theology
 
 
 
 
 
Drama
 
 
 
 
 
 
 
 
 
 
 
 
 
 
M. Training
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Civil S.
 
 
 
 
 
Feudalism
 
Manorialism
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
D. Right
 
 
 
 
 
 
 
 
 
 
 
 
 
Guilds
 
 
 
 
 
Mercenaries
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
R. Church
 
 
 
 
 
Exploration
 
 
 
 
 
D. Service
 
 
 
 
 
Humanism
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Enlightenment
 
 
 
 
 
Mercantilism
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Finer Arts
 
Nationalism
 
Civil E.
 
Free Market
 
 
 
 
Colonialism
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
N. History
 
 
Mobilization
 
Mass Media
 
Urbanization
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Ideology
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Conservation
 
Totalitarianism
 
Suffrage
 
Marxism
 
 
 
 
 
Capitalism
 
Nuclear P.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
T.V. Sports
 
M.A.D.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Cultural H.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Social M.
 
Space E.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Globalization

City-States

Types of City-States

Every City-State falls into one of 6 types, which provide different bonuses based on the amount of Envoys sent to the City-State. These bonuses stack, and all three of them plus the Suzerain bonus can be in effect at the same time for the same City-State.

Type 1 Envoy 3 Envoys 6 Envoys
Religious +2 CivFaith in the CivCapital Capital +2 CivFaith in every Holy Site +1 CivFaith in every District
Scientific +2 CivScience in the CivCapital Capital +2 CivScience in every Campus +1 CivScience in every District
Trade +2 CivGold in the CivCapital Capital +2 CivGold in every Market +1 CivGold in every District
Cultural +2 CivCulture in the CivCapital Capital +2 CivCulture in every Threate Square +1 CivCulture in every District
Industrial +2 CivProd in the CivCapital Capital +2 CivProd in every Commercial Hub +1 CivProd in every District
Militaristic +2 CivProd in the CivCapital Capital +2 CivProd in every Encampment +1 CivProd in every District

List of City-States

City-State Suzerain Bonus
Kandy Apostle units start with two Promotions and Inquisitors with one
Yerevan Allows Pillar improvements for +2 CivFaith Faith and +1 CivCulture Culture
Karbala CivFaith Faith from Relics ×2, +1 CivFaith Faith per Great Work
Ouidah Converts to your religion and spreads it as if it were a CivFaith Holy City
Amsterdam +2 CivScience Science and +1 CivCulture Culture per District
Geneva 50% more Influence per turn.
Stockholm Earn 1 random CivScience Eureka! per turn.
Santiago Districts provide an additional Great Person point.
Milan +1 CivHapp Happiness per CivGold Trade Route earning 10+ CivGold Gold
Zanzibar Trader units are immune to being plundered
Singapore Trading Posts provide +2 CivGold Gold per CivGold Trade Route
Zurich CivGold Trade Routes provide +1 CivGold for every excess CivHapp Happiness
Florence Trade Routes provide +2 CivCulture Culture per District in the Target City
Vilinius Earn 1 random CivCulture Inspiration per era.
Nan Madol +3 CivCulture Culture for each District adjacent to the Coast.
Mohenjo-daro All Cities gain an extra level of CivFood Water Adequacy
Toronto Bonus Resources provides +½ CivHapp Happiness
Cape Town Harbour Buildings cost no CivGold Maintenence
Algiers Regional effects from Districts reach twice as far.
Sydney 25% CivProd Production towards current Era Wonders.
Preslav Cavalry units gain 5 Strength when fighting on Hills.
Valletta Units gain 25% more Experience in battles.
Genoa Navals units require 15% less CivProd when built in a Harbour
Pyongyang Purchasing units in an Encampment requires 15% less CivGold Gold

Resources

Eras
Farm
Plantation
Pasture
Camp
Fishing Boat
Mine
Oil Rig

Bonus Resources serve only to increase the Yield of a tile and do not apply any specific benefits otherwise, unlike the other two varieties of Resources. Strategic resources are different, however; in addition to the effects on Yields, Strategic Resources also provide a limited quantity of resources with which Units or Buildings may be constructed. In addition to the effects on Yields, Luxury Resources also provide a limited quantity of resources which provide Happiness CivHapp to the City and can be Traded or turned into Products.


Bonus Resources
Stategic Resources
Luxury Resources
Resource BYM IYM CYM
Wheat +1 CivFood +1 CivProd +1 CivFood
Bananas +1 CivFood +1 CivGold
Sheep +1 CivFood +1 CivProd +1 CivGold
Cattle +1 CivFood +1 CivProd +1 CivFood
Deer +1 CivProd +1 CivFood
Fish +1 CivFood +1 CivFood
Copper +2 CivProd +1 CivProd +1 CivGold
Resource BYM IYM
Horses +1 CivProd +1 CivProd
Iron +1 CivProd +1 CivScience
Nitre +1 CivFood +1 CivProd
Coal +1 CivProd +1 CivProd
Oil +1 CivProd +1 CivProd
Aluminum +1 CivProd
Uranium +1 CivProd -4 CivFood
Resource BYM IYM Product
Cinnamon +2 CivGold +1 CivCulture Rolls (+1 CivFood )
Cocoa +3 CivGold +1 CivGold Chocolate (+1 CivFood )
Coffee +1 CivCulture +2 CivGold Frappe (+1 CivScience )
Cotton +3 CivGold +1 CivGold Textile (+4 CivGold )
Dyes +1 CivFaith +2 CivGold Pigment (+1 CivCulture )
Incense +1 CivFaith +2 CivGold Candles (+1 CivCulture )
Sugar +2 CivFood +2 CivGold Candy (+4 CivGold )
Tea +1 CivScience +2 CivGold Drink (+4 CivGold )
Silk +1 CivCulture +1 CivFaith Cloth (+4 CivGold )
Wine +1 CivFaith +2 CivGold Drink (+2 CivCulture )
Crabs +2 CivGold +1 CivFood Seafood (+3 CivFood )
Whales +2 CivFood +1 CivGold W. Oil (+3 CivProd )
Pearls +2 CivGold +1 CivFaith Necklace (+3 CivGold )
Ivory +2 CivProd +2 CivGold Horn (+1 CivCulture )
Furs +1 CivGold +2 CivGold Jacket (+4 CivGold )
Marble +1 CivCulture +2 CivProd Granite (+3 CivProd )
Diamonds +3 CivGold +1 CivProd Ring (+4 CivGold )
Salt +2 CivFood +1 CivGold Pepper (+3 CivFood )
Silver +3 CivGold +2 CivProd Ring (+4 CivCulture )

Terrain

Terrain
Feature
Terrain BYM
Coast +1 CivFood , +1 CivGold
Desert
Grassland +2 CivFood
Lake +1 CivFood , +1 CivGold
Ocean +1 CivFood
Plains +1 CivFood , +1 CivProd
Tundra +1 CivFood
Snow
Feature BYM Notes
Cliffs Cannot embark
Hills +1 CivProd Defense bonus
Ice Impassable
Marsh +1 CivFood
Mountain Impassable
Oasis +3 CivFood Provides Fresh Water
Jungle +1 CivFood Decreases Appeal
River
Woods +1 CivProd

Natural Wonders

Wonder ABYM Notes
Cliffs of Dover +3 CivCulture Culture, +2 CivGold Gold Cannot embark, gives Fresh Water
Crater Lake +4 CivFaith Faith, +1 CivScience Science Defensive Bonus to Units
Dead Sea +2 CivScience Science, +2 CivCulture Culture +3 CivCulture Appeal for adjacent cities
Galapagos +3 CivScience Science, +1 CivCulture Culture Random CivScience Eureka! upon discovery
Great Reef +2 CivFood Food, +2 CivScience Science +3 CivScience Great Scientist points
Mt. Everest +3 CivFaith Faith, +1 CivCulture Culture CivFaith Religious Units ignore Hills
Mt. Kilimanjaro +3 CivFood Food, +1 CivCulture Culture +3 CivFaith Great Prophet points
Patanal +3 CivFood Food, +2 CivCulture Culture Four tiles rather than two tiles
Pippiotahi +2 CivGold Gold, +2 CivCulture Culture Three tiles rather than two tiles
Torres del Paine n/A 2× to yields on adjacent tiles
Tsingy +3 CivScience Science, +1 CivCulture Culture Attack Bonus to Units
Yosemite +3 CivGold Gold, +2 CivCulture Culture Free CivCulture Ecologist once available

Wonders

Wonder Unlock Bonus
Alhambra Castles +3 CivCulture Culture, +2 CivGold Gold
Big Ben Economics +4 CivFaith Faith, +1 CivScience Science
Boishoi Theatre Finer Arts +2 CivScience Science, +2 CivCulture Culture
Broadway Mass Media +3 CivScience Science, +1 CivCulture Culture
Chichen Itza Guilds +2 CivFood Food, +2 CivScience Science
Colosseum Recreation +3 CivFaith Faith, +1 CivCulture Culture
Colossus Shipbuilding +3 CivFood Food, +1 CivCulture Culture
Cristo Redentor Mass Media +3 CivFood Food, +2 CivCulture Culture
Eiffel Tower Steel +2 CivGold Gold, +2 CivCulture Culture
Forbidden Palace Printing n/A
Great Library Recorded History +3 CivScience Science, +1 CivCulture Culture
Great Lighthouse Navigation +3 CivGold Gold, +2 CivCulture Culture
Great Pyramids Masonry +3 CivScience Science, +1 CivCulture Culture
Great Zimbabwe Banking +3 CivGold Gold, +2 CivCulture Culture
Hagia Sophia Theology +3 CivScience Science, +1 CivCulture Culture
Hanging Gardens Irrigation +3 CivGold Gold, +2 CivCulture Culture
Hermitage Natural History +3 CivScience Science, +1 CivCulture Culture
Huey Teocalli Military Tactics +3 CivGold Gold, +2 CivCulture Culture
Mont St. Michel Divine Right +3 CivScience Science, +1 CivCulture Culture
Oracle of X Mysticism +3 CivGold Gold, +2 CivCulture Culture
Oxford University Education +3 CivScience Science, +1 CivCulture Culture
Petra Mathematics +3 CivGold Gold, +2 CivCulture Culture
Potala Palace Astronomy +3 CivScience Science, +1 CivCulture Culture
Stonehenge Astrology +3 CivGold Gold, +2 CivCulture Culture
Great Opera House Cultural Heritage +3 CivScience Science, +1 CivCulture Culture
Terracotta Army Construction +3 CivGold Gold, +2 CivCulture Culture

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