*This page last updated: 13 April, 2013 22:02 PST.
Civilizations
- Each civilization has only one Leader choice. Leaders no longer have Traits; instead, each civilization has a unique Special Ability (for a list, see below the table).
- Each civilization has two colors (primary and secondary) and a distinctive icon/badge instead of a flag.
- Each civilization has at least one Unique Unit, and some also have a Unique Building or Unique Improvement, but roughly half have a second Unique Unit instead.
- Civilization V shipped with 18 civilizations plus two available as downloadable content (DLC).
- 5 more civilizations have since been released as downloadable content (DLC).
- 9 more civilizations have been released with the Gods & Kings expansion.
- 9 more civilizations are due to be released with the Brave New World expansion, bringing the total to 43.
| Civilization | Icon | Leader | Capital | Unique Unit | Unique U/B/I | Special Ability |
| America | Washington | Washington | Minuteman | B-17 UU | Manifest Destiny | |
| Arabia | Harun al-Rashid | Mecca | Camel Archer | Bazaar UB | Trade Caravans | |
| Aztec | Montezuma | Tenochtitlan | Jaguar | Floating Gardens UB | Sacrificial Captives | |
| China | Wu Zetian | Beijing | Chu-Ko-Nu | Paper Maker UB | Art of War | |
| Egypt | Ramesses II | Thebes | War Chariot | Burial Tomb UB | Monument Builders | |
| England | Elizabeth I | London | Longbowman | Ship of the Line UU | Sun Never Sets | |
| France | Napoleon | Paris | Musketeer | Foreign Legion UU | Ancien Regime | |
| Germany | Otto von Bismarck | Berlin | Landsknecht | Panzer UU | Furor Teutonicus | |
| Greece | Alexander | Athens | Hoplite | Companion Cavalry UU | Hellenic League | |
| India | Gandhi | Delhi | War Elephant | Mughal Fort UB | Population Growth | |
| Iroquois | Hiawatha | Onondaga | Mohawk Warrior | Longhouse UB | The Great Warpath | |
| Japan | Oda Nobunaga | Kyoto | Samurai | Zero UU | Bushido | |
| Ottomans | Suleiman | Istanbul | Sipahi | Janissary UU | Barbary Corsairs | |
| Persia | Darius | Persepolis | Immortal | Satrap's Court UB | Achaemenid Legacy | |
| Rome | Augustus Caesar | Rome | Legion | Ballista UU | The Glory of Rome | |
| Russia | Catherine | Moscow | Cossack | Krepost UB | Siberian Riches | |
| Siam | Ramkhamhaeng | Sukhotai | Naresuan's Elephant | Wat UB | Father Governs Children | |
| Songhai | Askia | Gao | Mandekalu Cavalry | Mud Pyramid Mosque UB | River Warlord | |
| Mongolia* |
|
Genghis Khan | Karakorum | Keshik | Khan UU | Mongol Terror |
| Babylon** |
|
Nebuchadnezzar II | Babylon | Bowman | Walls of Babylon UB | Ingenuity |
| Spain¹ |
|
Isabella | Madrid | Conquistador | Tercio UU | Seven Cities of Gold |
| Inca** |
|
Pachacuti | Cusco | Slinger | Terrace Farm UB | Great Andean Road |
| Polynesia** |
|
Kamehameha | Honolulu | Maori Warrior | Moai UI | Wayfinding |
| Denmark** |
![]() |
Harald Bluetooth | Copenhagen | Berserker | Ski Infantry UU | Viking Fury |
| Korea** |
|
Sejong | Seoul | Hwach'a | Turtle Ship UU | Scholars of the Jade Hall |
| Austria¹ |
|
Maria Theresa | Vienna | Hussar | Coffee House UB | Diplomatic Marriage |
| Byzantium¹ |
|
Theodora | Constantinople | Dromon | Cataphract UU | Patriarchate of Constantinople |
| Carthage¹ |
|
Dido | Carthage | African Forest Elephant | Quinquereme UU | Phoenician Heritage |
| Celts¹ |
|
Boudicca | Edinburgh | Pictish Warrior | Ceilidh Hall UB | Druidic Lore |
| Ethiopia¹ |
|
Haile Selassie | Addis Ababa | Mehal Safari | Stele UB | Spirit of Adwa |
| Huns¹ |
|
Attila | Attila's Court | Battering Ram | Horse Archer UU | Scourge of God |
| Mayans¹ |
|
Pacal the Great | Palenque | Atlatlist | Pyramid UB | Long Count |
| Netherlands¹ |
|
William I of Orange | Amsterdam | Sea Beggar | Polder UI | East India Company |
| Sweden¹ |
|
Gustavus Adolphus | Stockholm | Hakkapeliitta | Carolean UU | Nobel Prize |
| Sumerians† |
|
Gilgamesh | Ur | Phalanx | Ziggurat UB | Land of Two Rivers |
| Hittites† |
|
Muwatallis | Hattusa | Heavy Chariot | Lion's Gate UB | First to Iron |
| Saxons† |
|
Harold Godwinson | London | Huscarl | (none) | Briton Allies |
| Normans† |
|
William I | Caen | Norman Knight | Motte and Bailey UI | Castle Builders |
| Goths† |
|
Alaric I | Árheimar | Gadrauht | Hov UB | Healthy Pillaging |
*Free DLC. **Paid DLC only. †Scenario only. ¹Gods & Kings expansion pack ²Brave New World expansion pack
Special Abilities
- Manifest Destiny (America): All land military units have +1 sight range. 50% discount when purchasing tiles.
- Trade Caravans (Arabia): +1 gold from each Trade Route, and Oil resources provide double quantity.
- Sacrificial Captives (Aztecs): Gains Culture for the empire from each enemy unit killed.
- Art of War (China): Effectiveness and spawn rate of Great Generals increased.
- Monument Builders (Egypt): +20% production towards Wonder construction.
- Sun Never Sets (England): +2 movement for all naval units.
- Ancien Regime (France): +2 culture per turn from Cities before discovering Steam Power.
- Furor Teutonicus (Germany): Upon defeating a Barbarian unit inside an encampment, there is a 50% chance you earn 25 gold and they join your side. Pay 25% less for land unit maintenance.
- Hellenic League (Greece): City-State influence degrades at half and recovers and twice the normal rate.
- Population Growth (India): Unhappiness from number of cities doubled, Unhappiness from number of Citizens halved.
- The Great Warpath (Iroquois): Units move through Forest and Jungle in friendly territory as if it is Road. These tiles can be used to establish Trade Routes upon researching The Wheel.
- Bushido (Japan): Units fight as though they were at full strength even when damaged.
- Barbary Corsairs (Ottomans): 50% chance of converting a Barbarian naval unit to your side and earning 25 Gold. Pay only one-third the usual cost for naval unit maintenance.
- Achaemenid Legacy (Persia): Golden Ages last 50% longer. During a Golden Age, units receive +1 Movement and a +10% Combat Strength bonus.
- The Glory of Rome (Rome): +25% production towards any buildings that already exist in the Capital.
- Siberian Riches (Russia): Strategic Resources provide +1 Production, and Horse, Iron and Uranium Resources provide double quantity.
- Father Governs Children (Siam): Food and Culture from friendly City-States increased by 50%.
- River Warlord (Songhai): Receive triple Gold from Barbarian encampments and pillaging Cities, Embarked units can defend themselves.
- Mongol Terror (Mongolia): Combat Strength +30% when fighting City-State units or attacking a City-State itself. All mounted units have +1 Movement.
- Ingenuity (Babylon): Receive a free Great Scientist when you discover Writing. Earn Great Scientists at double the normal rate.
- Seven Cities of Gold (Spain): Gold bonus for discovering a Natural Wonder (bonus enhanced if first to discover it). Culture, happiness, and tile yields from Natural Wonders doubled.
- Great Andean Road (Inca): Units ignore terrain costs when moving into any tile with Hills. No maintenance costs for improvements in Hills; half cost elsewhere.
- Wayfinding (Polynesia): Can embark and move over Oceans immediately. +1 Sight when embarked. +10% Combat Strength bonus if within 2 tiles of a Moai.
- Viking Fury (Denmark): Embarked Units have +1 Movement and pay just 1 movement point to move from sea to land. Melee units pay no movement point cost to pillage.
- Scholars of the Jade Hall (Korea): +2 science for all specialists and for all Great Person tile improvements. Receive a tech boost each time a scientific building/Wonder is built in the Korean capital.
- Diplomatic Marriage (Austria): Can spend Gold to annex or puppet an allied City-State.
- Patriarchate of Constantinople (Byzantium): Choose one more Belief than normal when you found a Religion.
- Phoenician Heritage (Carthage): All coastal Cities get a free Harbor. Units may cross mountains after the first Great General is earned, taking 50 HP damage if they end a turn on a mountain.
- Druidic Lore (Celts): +1 Faith per city with an adjacent unimproved Forest. Bonus increases to +2 Faith in Cities with 3 more more adjacent unimproved Forest tiles.
- Spirit of Adwa (Ethiopia): Combat bonus (+20%) when fighting units from a Civilization with more Cities than Ethiopia.
- Scourge of God (Huns): Raze cities at double-speed. Borrow City names from other in-game Civs. Start with Animal Husbandry technology. +1 Production from Pasture.
- Long Count (Maya): (something to do with the calendar, which appears to award bonus Great People)
- East India Company (Netherlands): (retains 50% of the Happiness from a Luxury resource even if the last copy is traded)
- Nobel Prize (Sweden): Gain 90 Influence with a Great Person gift to a City-State. When declaring friendship, Sweden and their friend gets a +10% boos to Great Person generation.
- Land of Two Rivers (Sumeria): Receive free Great Scientist when you discover Writing. All units pay just 1 movement point to enter any tile adjacent to a river.
- First to Iron (Hittites): Strategic Resources provide +1 Production and Horse and Iron Resources provide double quantity.
- Briton Allies (Anglo-Saxons): City-State Influence degrades at half and recovers at twice the normal rate.
- Castle Builders (Normans): Swordsmen can construct the Motte and Bailey unique improvement in the same time it takes a Worker to build a Fort.
City-States
-
City-States are single-city civilizations that do not
found new cities or try to "win"
the game. They will seek protection from one or more of the major civilizations. - There are five types: Cultured, Maritime, Militaristic, Mercantile, and Religious. The type determines what kind of rewards the city-state can give.
- The nameplate UI (shown at right) for a city state is similar to that of a regular city, except that the icon on the right shows the Type and is color-coded for status (red for war, green for friendly, blue for allied), and there is a bar underneath showing current Influence.
- When you first make contact with a City-State, it will give you a gift of gold (15). If you are the first civilization to contact them, the gift is larger (30). Religious city-states will give Faith rather than gold.
- Your empire has an Influence rating with each city-state, which starts at Neutral. Hostile acts (such as trespassing, stealing territory with a Culture Bomb or declaring war) will reduce influence, and friendly acts (giving gifts of gold or units, or performing favors) will increase it. Influence decays rapidly over time, and so must be maintained, or it will drop back to Neutral.
- With sufficient Influence, the city-state will become Friends with your empire, and will provide bonuses according to type: Culture for Cultured, Food for Maritime, Happiness for Mercantile, Faith for Religious, and a Militaristic state will periodically give you military units (unless you ask them to stop).
- With even more Influence, the city-state may Ally with you. Alliance provides more of the same kind of bonus as Friendship, but an Allied city-state also gives you any Strategic or Luxury Resources they have access to, provides you visibility in their territory, and will join you in war if you are attacked (similar to a Vassal state in Civ IV). Allies will also vote for you in a UN election (each city-state has one vote, just like a regular civilization).
- City-States can be friends with any civilization, but can only be allied with one at a time.
- City-States can be conquered, in which case bonuses are lost and it becomes a normal city in your empire. Except that it cannot be razed, and other civilizations may have an incentive to try to recapture it from you and liberate it. If you recapture a city-state that was previously conquered by someone else, you will have an option to liberate it. If you do, the city-state will automatically ally with you, and you will receive a huge influence boost, but then it will decay over time just as normal.
- City-States may periodically ask for favors (quests/missions) from friends. Missions might include clearing barbarians, defending against another civilization, connecting via road, building a Wonder, generating a specific type of Great Person, gaining access to a particular Luxury Resource, discovering a particular civilization's territory, or attacking a rival city-state. Completing missions will grant additional influence points.
- City-States can capture enemy cities, but they will raze them unless this is not possible (cities cannot be razed if they were city-state or civilization capitals) and in this way they can have more than one city. I once saw Florence capture several rival city-states in the New World continent of a Terra map (where there were no civilizations to separate them). However, they can't found new cities.
- City-State units will not enter a civilization's territory unless they are at war and attacking that civilization, even if they are friendly or allied. This makes allied city-states of limited use in many wars, since their units often can't get to the site of battle, and they won't attack enemies in your territory.
- City-States do not appear to explore ruins or to attack Barbarian encampments.
- Some Social Policies (notably in the Patronage tree) add to City-State influence or reduce the rate at which influence decays.
- City-States have a Personality category: Friendly, Hostile, Neutral, or Irrational. Personality appears to be random from game to game.
- A befriended Friendly city-state will usually make requests that require some peaceful action, like building a Wonder or constructing a road to them.
- Influence with a Hostile city-state drops more quickly than normal. They will also make requests to bully neighboring city-states more often.
- Neutral city-states are fairly even keel, and try to mind their own business.
- City-States are very numerous; there are typically twice as many city-states as civilizations in a normal game.
- City-State color scheme always has black as the secondary color.
- If you are not friends with a city-state, trespassing in their territory causes a loss of Influence (unless you are Greece).
-
Since
the release of the Gods & Kings expansion, City-States
will no longer request that you conquer a rival; instead you may now "Bully" or
Demand Tribute from a City-State. By moving a military force close to a
City-State's borders, you can intimidate them (the icon will turn orange) and
you will unlock the option to "Ask For Tribute", in which you can demand gold or
a worker, with appropriate Influence penalties. Bullying a City-State will
reduce your Influence and cause that City-State to cancel any available quests
that it has offered you, and may incur diplomatic penalties with any
civilization that has pledged protection to that City-State. - You can Pledge to Protect a city-state, which will increase the Influence "resting point" with that city-state by a small amount (instead of decaying all the way to zero). This does not appear to prevent or even deter other civilizations from bullying or attacking the city-state, but when they do, you will be offered a choice of ignoring the action (and losing Influence with the city-state), or issuing a stern reprimand and taking a small diplomatic hit with the civilization in question.
- If a city-state is attacked by a rival civilization, sometimes you can try to bargain for peace using the "Make Peace With" diplomatic option (see below), but sometimes the city-state is locked in permanent war with the civilization and this is not possible.
- List of City-State names by type:
| Maritime | Cultured | Militaristic | Mercantile | Religious |
| Cape Town | Brussels | Almaty | Antwerp | Geneva |
| Jakarta | Bucharest | Belgrade | Cahokia | Jerusalem |
| Lisbon | Florence | Budapest | Colombo | La Venta |
| Manila | Kathmandu | Hanoi | Genoa | Lhasa |
| Mombasa | Kuala Lumpur | Sidon | Hong Kong | Vatican City |
| Quebec City | Milan | Valetta | Marrakech | Wittenburg |
| Ragusa | Monaco | Singapore | ||
| Rio de Janeiro | Prague | Tyre | ||
| Sydney | Warsaw | Zanzibar | ||
| Venice | Yerevan | Zurich |
Barbarians
-
Spawn from camps in fog-of-war territory. Camps provide gold when
destroyed. - Are interested only in destruction. Will not build cities or occupy captured cities, only raze and pillage.
- Camps on the coast will generate naval units. Seaborn barbarian units will blockade naval improvements, but don't appear to destroy them.
- Civilian units (Workers and Settlers) attacked by barbarians will be captured and taken to the nearest encampment. There they can be recovered by any civilization that destroys the encampment. If you recover a unit belonging to another civilization, you will have the option to return it or take it for yourself.
- Barbarian unit types allegedly can progress with that of the most advanced civilization, but most often lag behind.
- Barbarian units are never upgraded, and do not appear to heal.
- Germany and Ottomans have special abilities that allow them to convert Barbarian units to their own cause.
- Civilization units can't gain more than 30 XP from fighting barbarians.
- If your civilization's Happiness meter reaches -20 or less, elements of your population will periodically stage revolts, with barbarian units appearing inside your borders.
