*This page last updated: 24 March, 2025 09:38 PST. (Log of recent changes)
Sid
Meier's CIVILIZATION
VII
On February 17 2023, Firaxis announced that they were working on the next Civilization game. On June 7 2024, they released the first teaser for Civilization VII. On August 20, the first looks at the game were shown and the release date announced. The base game released to early access on Feb 6 2025 and to general release on Feb 11 2025.
Features
Ages
The major new feature is civilization-switching similar to that in Humankind. There are three Ages (Antiquity, Exploration and Modern), and the player must choose a new civilization at the start of each new Age. The choice of which civilization to switch to will depend on which previous civilization was chosen, and certain achievements unlocked during the previous age.
The Antiquity Age begins at 4000 BCE and covers the Ancient and Classical
eras.
The Exploration Age begins at 400 CE and covers the Medieval and
Renaissance eras.
The Modern Age begins at 1750 CE and covers the Industrial Revolution
through the end of World War II.
The Postwar period (Cold War) up to the present day is NOT covered, though it
was hinted this will be added in post-release content.
- Certain game systems are only available during each Age.
- Some new resources will appear in a new Age, and some will disappear. Some persist across Ages.
- Ages determine the overall size and scope of the playable map, expanding as the player transitions into new Ages.
- Age Progression is tracked over the course of a Civilization VII campaign, where things like taking a turn, eliminating rival civs, and other gameplay actions add a certain amount of progress to the Age Progression meter. When the meter is filled, the Age concludes and all players will enter an Age Transition.
- Ages can be played each on its own, or stitched together into a regular full campaign.
- When you enter a new age, old buildings lose their special effects and adjacency bonuses, encouraging you to replace them with new buildings.
Legacy Paths
These are essentially mini victory conditions for each Age. The player is presented with quests to complete, and may choose bonuses but also must choose penalties (Crises). There are four Legacy Paths: Science, Culture, Military and Economic.
- Legacy Paths offer quests that, when completed, advance a meter toward a Golden Age. Completing a Legacy Path also unlocks a particular Wonder associated with that path (Great Library for the Antiquity Science path).
- Earning a Golden Age unlocks a special Legacy Trait. Only one such Golden Age trait can be unlocked per Age.
- All four Paths can be progressed simultaneously.
- Advancing on these paths earn Legacy Points, which can be spent at the end of the Age on Legacy Traits.
- Path advancement can also earn Leader Attribute points, and special perks.
- Dark Ages are possible, and have special (but currently unknown) characteristics.
Culture Legacy Paths:
- Wonders of the Ancient World (Antiquity Age): House 7 World Wonders in your empire.
- Toshakhana (Exploration Age): Display 12 Relics in your empire.
- Geographic Society (Modern Age): House 15 Artifacts in your empire. (When Completed, unlocks the World's Fair victory condition.)
Military Legacy Paths:
- Pax Imperatoria (Antiquity Age): Have 12 Towns or Cities in your empire. Conquered Settlements count as 2.
- Non Sufficit Orbis (Exploration Age): Gain 12 Points from Settlements in the Distant Lands. 1 Point for each Settlement (doubled if it is a conquered Settlement or follows your religion - quadrupled if both apply).
- Ideology (Modern Age): Gain 20 Ideology Points from conquering Settlements for the first time. Gain 1 Point before you have an Ideology, 2 Points with an Ideology, or 3 Points against an opponent with a different Ideology. (When Completed, unlocks the Operation Ivy victory condition.)
Science Legacy Paths:
- Great Library (Antiquity Age): Display 10 Codices in your empire.
- Enlightenment (Exploration Age): Have 5 Districts that are not the City Center with 40 total Yield each.
- Space Race Projects (Modern Age): Complete all 3 Space Race Projects. (When Completed, unlocks the First Staffed Space Flight victory condition.)
Economic Legacy Paths:
- Silk Roads (Antiquity Age): Assign 25 Resources to your Settlements.
- Treasure Fleet (Exploration Age): Gain 30 Treasure Fleet Points from returning Distant Land Treasures.
- Railroad Tycoon (Modern Age): Gain 500 Railroad Tycoon Points from manufacturing goods in your Factories. These Points are earned each turn for each Factory Resource that is slotted into a Settlement with a Factory and connected to your Rail or Port network. (When Completed, unlocks the World Bank victory condition.)
Crises
As the Age nears its end, each empire must endure a Crisis that occurs in three stages. For each one, you must select a negative Social Policy from an available pool. These penalties are cumulative and will stay with you until the end of the Age. A Crisis cannot occur in a final Age (or a single Age game), so there are currently no Modern crises... but this may change if they add a fourth Age in later DLC.
The crises follow a narrative theme. According to Ed there are three possible crises for each Age. Known crises:
- Antiquity Age
- Plague
- Barbarian invasion
- Revolts
- Exploration Age
- Plague
- Religious Schism
- Revolution
- Modern Age
- (none yet)
Ed beach: "We have several different crises. The one that we're demoing right now is an invasion crisis, sort of imagine you're the Roman Empire and you've gotten too big and everyone wants a little piece of your action. And so those barbarians are at your gate and knocking on down the door. So that's the one that we're demoing in the build we have here right now. But we're working on other types of crises, things like unrest in your population or plagues and some of those systems for crises use the same random event system that we use for the natural disasters."
Legacy Traits
As you begin a new Age, you can spend your Legacy Points to select from a list of Legacy Traits, which are perks with which to start the Age. These can include a free City or Town, Units, Buildings, Civics, Technologies, Population, Gold, or Leader Attribute Points.
Codexes
Codexes are Great Works generated from scientific activites that can be slotted into buildings and generate yields as well as points toward the Scientific Legacy Path. I think they may be limited to the Antiquity Age.
Artifacts
In the Modern Age, Explorer units can unearth Artifacts which can be installed as Great Works in Museums and Universites, similar to the Archaeology system in Civ6.
Happiness
- Happiness is again a yield. In addition to keeping population content, excess Happiness accumulates and will trigger a Celebration.
- There is a Settlement cap which will incur a Happiness per-Settlement over the cap. This cap can be raised by various civics, technologies and effects.
Celebrations
This is tied to happiness and provides a choice of bonuses depending on your chosen Government. (This is, presumably, an evolution of the "We Love the King Day!" of previous titles. It seems to be achieved in a city by filling a local Happiness meter.
Governments
Governments give different bonuses during a Happiness-induced Celebration.
- Classical Republic:+20% Culture for 10 Turns
+15% Production towards constructing Wonders for 10 Turns - Despotism: +20% Science for 10 Turns
+30% Production towards training Infantry Units for 10 Turns - Oligarchy: +20% Food for 10 Turns
+30% Production towards constructing Buildings for 10 Turns - Feudal Monarchy: +20% Food for 10 turns.
+30% Production towards training Cavalry and Naval units for 10 Turns. - Plutocracy: +20% Gold for 10 turns.
+30% Production towards Overbuilding for 10 turns. - Theocracy: +20% Culture for 10 turns.
+40% Production towards Civilian and Support units for 10 turns.
Diplomacy
- The diplomatic currency is called Influence, and it is used for a variety of interactions.
- All agreements now cost Influence.
- Influence can be used for positive actions, such as gaining the loyalty of city-states and making agreements with other civs, such a military pact which provides a bonus to the attack power of both civs' units
- Influence can also be used for negative actions, such as sanctioning a civilization, or attempting to infiltrate its military
- In some cases, you can spend Influence to avoid negative effects, for example to stop another leader's relationship with you from worsening
Endeavors
- Open Markets:
- Send Aid: Send Gold to an Ally. Lasts for X turns.
- Local Festival: Have Local Festivals with another Leader. Accepted: You receive +4 Happiness per turn in all Cities. Other Leader receives +4 Influence per turn. Supported: Both Leaders receive +6 Happiness per turn in Cities. Lasts for 10 turns. Relationship if accepted: 5. Relationship if supported: 12
- Reconciliation: Increase your Relationship with the other Leader. Lasts for 6 turns. Relationship change if accepted: 30. Relationship change if supported: 60.
Sanctions
- Hinder Finances: Other Leader loses 10% of their Gold per turn. Lasts for 6 turns. Relationship change if accepted: -15
- Hinder Public Morale: Hinder the morale of another Leader's people. They lose 10% of their Happiness per turn. Lasts for 6 turns. Relationship if accepted: -15%
- Denounce: Decrease your Relationship with the other Leader. Lasts for 6 turns. Relationship change if accepted: -60
Espionage
- Counter Spy
- Steal Technological Advancement: Steal a Technology another Civilization has researched that you have not. Can take at least 9-15 turns to execute. Execution time and reveal chance can both be increased if you are being counterspied by the target.
- Steal Government Secrets: Steal a Civic another Civilization has studied that you have not. Can take at least 9-15 turns to execute. Execution time and reveal chance can both be increased if you are being counterspied by the target.
- Military Infiltration: Gain vision of all of the target's Commanders. Can take at least 11-17 turns to execute. Once executed, the effect lasts 3 turns. Execution time and reveal chance can both be increased if you are being counterspied by the target.
- Open the Gates: Destroy the defenses of a District in a target Settlement. Can take at least 9-15 turns to execute. Execution time and reveal chance can both be increased if you are being counterspied by the target.
- Sabotage Specialist Morale: Disable Specialists in the target Settlement. Can take at least 9-15 turns to execute. Execution time and reveal chance can both be increased if you are being counterspied by the target.
Independent Powers
- You can befriend these entities on the map to improve your relationship over time, eventually transforming them into a City-State with you as Suzerain. But other leaders can spend Influence to befriend them as well and may become Suzerain before you, locking you out of those powerful bonuses!
- When an Independent Power becomes a City-State, you'll have even more options for diplomacy. Using Influence, you can promote their border growth and build up their military – potentially applying regional pressure to their neighbors. You can levy their Units, which are permanently yours afterward, and even incorporate them into your empire to become one of your Settlements. And for more dastardly players, you can incite an Independent Power to raid someone other than yourself!
See more in the official game guide developer diary on Diplomacy.
Disasters/Climate Effects
Environmental effects such as floods. tornadoes, hurricanes, blizzards, sandstorms, volcanoes and plague have returned. However, no mention yet of climate change effects.
Religion
Religion doesn't become a major factor until the Exploration Age, but Pantheons are founded in Antiquity, and they work pretty much the same way as in Civ 5 and 6.
Known Pantheons
- City Patron Goddess: +3 Influence on the Altar.
- Earth Goddess: The Altar receives a +1 Happiness adjacency for Mountains and Natural Wonders.
- Fertility Rites: +10% Growth Rate in Cities with an Altar.
- Goddess of Festivals: +1 Culture on Quarters in Settlements with an Altar.
- God of Healing: +5 healing for Units in Rural tiles.
- Goddess of the Harvest: +1 Food on Farms, Pastures, and Plantations in Settlements with an Altar. Warehouse bonus.
- God of the Forest: +1 Gold on Camps and Woodcutters in Settlements with an Altar. Warehouse bonus.
- God of the Forge: +10% Production towards constructing Buildings in Cities with an Altar.
- God of the Sea: +1 Production on Fishing Boats in Settlements with an Altar. Warehouse bonus.
- God of the Sun: +1 Culture, Food, Gold, Happiness, Production and Science on the Altar.
- God of War: +15% Production towards training Military Units in Cities with an Altar.
- God of Wisdom: +1 Science on Quarters in Settlements with an Altar.
- Monument to the Gods: +10% Production towards constructing Wonders in Cities with an Altar.
- Oral Tradition: +10% Production towards training Settlers in Cities with an Altar.
- Sacred Waters: The Altar receives a +1 Happiness adjacency for Coast, Lakes, and Navigable River tiles.
- Stone Circles: +1 Production on Clay Pits, Mines, and Quarries in Settlements with an Altar. Warehouse bonus.
Each empire can found a religion in the Exploration Age, but religion names and beliefs are first-come-first serve. Unfortunately, Pantheons cease to exist (either at the start of the Age or when a religion is founded; I'm not sure). Holy cities once established can never be converted by other religions, so an empire's religion can never be completely eliminated.
Each settlement has two population "points" representing the urban and rural populations which are tracked in terms of religion. Converting both points means that the settlement follows your religion.
Beliefs
Beliefs work similar to the previous two iterations. You can have one Enhancer Belief which improves spread of religion, and up to three Founder Beliefs that provide direct benefits, mostly from having converted other empires' settlements to your religion. You can also unlock a single Reliquary Belief, which gives you a unique method of generating Relics.
Known Enhancer Beliefs
- Conversion: Newly founded Towns in Distant Lands start with this Religion in place.
- Stella Maris: +2 movement to Missionaries when Embarked. All Naval and Embarked units receive +1 movement.
- Defender of the Faith: Units gain +5 Combat Strength in friendly Settlements that follow this Religion.
- Millenarianism: Conquered Settlements are converted to your Religion.
- Dawah: When a Trade Route is established to a Settlement, it is converted to your Religion.
- Zeal: Missionaries receive +1 Charge.
- Scripture: +10% Production towards training Missionaries for every Relic.
- Sanctum: +1 Relic slot in Temples in Cities.
Known Founder Beliefs
- Interfaith Dialogue: +4 Science for every foreign Settlement following your Religion.
- Stewardship: +8 Culture, Gold and Science for every tile that has a Natural Wonder in other Civilizations' Settlements following your Religion.
- Shrines of the Kami: +4 Culture, Gold and Science for every Wonder in other Civilizations' Settlements following your Religion.
- Tithe: +4 Gold for every foreign Settlement following your Religion.
- Holy Ecumene: +4 Culture for every foreign Settlement following your Religion.
- Reincarnation: +2 Science for every Tropical tile in other Civilizations' Settlements following your Religion.
- Shamanism: +2 Culture for every Tundra tile in other Civilizations' Settlements following your Religion.
- Desert Faith: +2 Gold for every Desert tile in other Civilizations' Settlements following your Religion.
- Vipassana: +4 Happiness for every foreign Settlement following your Religion.
- Holy Waters: +1 Happiness for every Marine tile in other Civilizations' Settlements following your Religion.
- Sacred Herds: +1 Science for every Grassland tile in other Civilizations' Settlements following your Religion.
- Sky Gods: +1 Culture for every Plains tile in other Civilizations' Settlements following your Religion.
Known Reliquary Beliefs
- Brahmanism: +2 Relics for first-time conversion of another Civilization's Capital city
- Icons: +2 Relic for first-time conversion of a City-State.
- Reliquaries: +1 Relic for first-time conversion of another Civilization's settlement with a Temple or Altar
- Apostolism: +2 Relic for first-time conversion of another Civilization's settlement with a Wonder from any Age
- Evangelism: +1 Relic for first-time conversion of another Civilization's settlement in Distant Lands that is not a City-State
- Charoen: +2 Relic for first-time conversion of another Civilization's settlement producing Treasure Fleets
- Lay Followers: +1 Relic for first-time conversion of another Civilization's settlement with at least 10 Rural Population
- Ecclesiasticism: +1 Relic for first-time conversion of another Civilization's settlement with at least 10 Urban Population
Relics
Similar to Codexes, Relics are Great Works that can be earned and slotted into buildings to generate +2 Happiness and +2 Culture. They also produce points toward the religious Legacy Path. I think Relics can only be earned in the Exploration Age.
Temples and Missionaries
Religion is spread by Missionaries which can be produced in cities containing a Temple, similar to previous iterations.
Civilizations
Unlike in previous versions, civilizations in Civ 7 are specific to a particular Age, and the player must switch to a new civilization at the beginning of each new Age. Leaders are now chosen independently from civilizations; see the list below.
- Each civilization gains +30% Production towards its associated Wonder.
- Not all civilizations have two unique structures, and so these also do not have a unique Quarter.
- There will be 31 civilizations at launch, including the preorder bonus (Shawnee), and 4 more in each of the first two DLC. There will be 39 (13 per Age) by the end of the second DLC.
- You can choose any Antiquity civilization to start the game, but choices in subsequent Ages are gated by which civilization and leader choice you have made, and whether you have unlocked certain gameplay goals.
- Civilizations have a symbol/icon, but no long have associated colors. These are assigned instead to Leaders.
# | Civilization | Icon | Era | Unique Ability | Attributes | Unique Military Unit | Unique Structure(s) | Unique Civilian Unit | Unique Quarter | Starting Bias |
Unlocks | Associated Wonder |
1 | Abbasids |
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Exploration | Medina | Cultural, Scientific | Mamluk | Madrasa, Mosque | Ālim (Great Person) | Ulema | Camels, Coast | House of Wisdom | |
2 | Aksum |
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Antiquity | Kingdom of Natural Wealth | Cultural, Economic | Dhow | Hawilt improvement | Tankwa (Trade Ship) | - | Coastal, Rough | Songhai | Great Stele |
3 | America |
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Modern | Frontier Expansion | Economic, Expansionist | Marine | Railyard, Steel Mill | Prospector | Industrial Park | Rough, Rivers | - | Statue of Liberty |
4 | Buganda |
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Modern | River Raids | Cultural, Expansionist | Abambowa | Kabaka's Lake(improvement | Mwami (Army Commander) | - | Lake, Tropical | -- | Muzibu Azaala Mpanga |
5 | Chola |
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Exploration | Samayam | Diplomatic, Economic | Kalam | Manigramam, Anjuvannam | Ottru (Naval Commander) | Five Hundred Lords | Coast, Tropical | Mughal | Brihadeeswarar Temple |
6 | Egypt |
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Antiquity | Gifts of Osiris | Cultural, Economic | Medjay | Mastaba, Mortuary Temple | Tjaty (Great Person) | Necropolis | Navigable Rivers, Desert | Abbasids, Songhai | Pyramids |
7 | France |
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Modern | Liberté, Egalité, Fraternité: | Militaristic, Diplomatic | Garde Impériale | Jardin à la Française, Salon | Jacobin (Great Person) | Avenue | Wine | - | Eiffel Tower |
8 | Greece |
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Antiquity | Demokratia | Cultural, Diplomatic | Hoplite | Odeon, Parthenon | Logios (Great Person) | Acropolis | Rough, Grassland | Normans, Spain, Russia | Oracle |
9 | Han |
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Antiquity | Nine Provinces | Diplomatic, Scientific |
Chu-Ko-Nu | Great Wall improvement | Shì Dàfū (Great Person) | - | Grassland | Ming, Mongolia Qing | Weiyang Palace |
10 | Hawai'i |
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Exploration | Moananuiākea | Cultural, Expansionist | Leiomano | Lo'i Kalo improvement | Kahuna (Missionary) | - | Marine, Coast | Hale o Keawe | |
11 | Inca |
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Exploration | Apus | Expansionist, Econimic | Warak'aq | Terrace Farm improvement | Chasqui (Scout) | - | Mountains, Desert, Plains, Coast | Machu Pikchu | |
12 | Khmer |
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Antiquity | Ksekam Chamnon | Expansionist, Scientific | Yuthahathi | Baray improvement | Vaishya (Merchant) | - | Floodplains, Tropical | Chola, Majapahit, Siam | Angkor Wat |
13 | Majapahit |
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Exploration | Negara | Economic, Cultural | Cetbang | Candi Bentar, Meru | Pedanda (Missionary) | Pura | Spices, Coast | Siam | Borodbudur |
14 | Maurya |
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Antiquity | Dhamma Lipi | Militaristic, Scientific | Purabhettarah | Dharamshala, Vihara | Nagarika (Settler) | Matha | Vegetated | Chola, Majapahit | Sanchi Stupa |
15 | Maya |
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Antiquity | Skies of Itzamna | Diplomatic, Scientific | Hul'che | Jalaw, K'uh Nah | Jaguar Slayer (Scout) | Uwaybil K'uh | Vegetated, Tropical | Hawai'i, Inca, Mexico | Mundo Perdido |
16 | Meiji Japan |
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Modern | Goisshin | Militaristic, Scientific | Mikasa, Zero | Ginkō, Jukogyo | - | Zaibatsu | Coast, Grassoland | - | Dogo Onsen |
17 | Mexico |
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Modern | Revolución | Cultural, Diplomatic | Soldaderas | Catedral, Portal de Mercaderes | Revolucionario (Great Person) | Zócalo | Desert, Plains | - | Palacio de Bella Artes |
18 | Ming |
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Exploration | Great Canon of Yongle | Economic, Scientific | Xunleichong | Great Wall improvement | Mandarin (Merchant) | - | Silk, Coast | Forbidden City | |
19 | Mississippian |
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Antiquity | Goose Societies | Economic, Expansionist | Burning Arrow | Potkop improvement | Watonathi (Merchant) | - | Flat, Rivers | Shawnee, Hawai'i, Inca | Monk's Mound |
20 | Mongolia |
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Exploration | Bokh | Expansionist, Military | Keshig | Ortöö improvement | Noyan (Army Commander) | - | Horses | Erdene Zuu | |
21 | Mughal |
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Modern | Paradise of Nations | Economic, Expansionist | Sepoy | Stepwell improvememt | Zamindar (Settler) | - | - | - | Red Fort |
22 | Normans |
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Exploration | Normannitas | Diplomatic, Militaristic | Chevaler | Motte, Bailey | Sokeman (Settler) | Donjon | Coast, Iron | France, America | White Tower |
23 | Persia |
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Antiquity | Hamarana Council | Economic, Militaristic | Immortal | Pairidaeza improvement | Hazarapatis (Army Commander) | - | Desert, Plains | Abbasids, Mongolia, Mughal | Gate of All Nations |
24 | Prussia |
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Modern | Blood and Iron | Militaristic, Diplomatic | Hussar, Stuka | Staatseisenbahn improvement | - | - | Niter | - | Brandenburg Gate |
25 | Qing |
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Modern | Kang Qian Shengshi | Economic, Expansionist | Gusa | Shiguan, Qianzhuang | Hangshang (Merchant) | Huiguan | Tundra | - | Chengde Mountain Resort |
26 | Rome |
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Antiquity | Twelve Tables | Cultural, Militaristic | Legion | Basilica, Temple of Jupiter | Legatus (Army Commander) | Forum | Grassland | Normans, Spain, America, France, Prussia | Colosseum |
27 | Russia |
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Modern | Prosveshchenie | Cultural, Scientific | Cossack, Katyusha | Obshchina improvement | - | - | Tundra, Furs | - | Hermitage |
28 | Siam |
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Modern | Itsaraphab | Cultural, Diplomatic | Chang Beun | Bang improvement | Uparat (Great Person) | - | Ivory | - | Doi Suthep |
29 | Songhai |
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Exploration | Tarikh al-Sudan | Economic, Militaristic | Gold Bangles Infantry | Caravanserai improvement | Tajiro (Merchant) | - | Navigable Rivers, Desert, Plains, Coast | Buganda | Tomb of Askia |
30 | Spain |
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Exploration | Siglo del Oro | Militaristic, Expansionist | Tercio | Casa Consistorial, Casa de Contratacion | Conquistador (Great Person) | Plaza | Coast | Mexico | El Escorial |
31 | Shawnee¹ |
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Exploration | Nepekifaki | Economic, Diplomatic | Kispoko Nena’to | Mawaskawe Skote improvement | Hoceepkileni (Missionary) | - | Rivers, Grassland, Plains, Coast | ? | Serpent Mound |
32 | Bulgaria² |
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Exploration | Krum's Dynasty | Expansionist, Militaristic | Bolyar | Hidden Fortress improvement | Tarkhan (Army Commander) | - | ? | ? | Rila Monastery |
33 | Carthage² |
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Antiquity | Phoenician Heritage | Militaristic, Economic | Numidian Cavalry | Cothon, Dockyard | Colonist (Settler) | Punic Port | Coast | Spain | Byrsa |
34 | Great Britain² |
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Modern | Workshop of the World | Economic, Expansionist | Revenge | Royal Exchange, Manufactory | Antiquarian (Explorer) | Financial Centre | None | - | Battersea Power Station |
35 | Nepal² |
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Modern | Roof of the World | Diplomatic, Cultural | Gurkha | Highland Power Station improvement | Sherpa (Scout) | - | ? | - | Boudhanath |
36 | (Assyria)³ | Antiquity | {Dur-Sharrukin} | |||||||||
37 | (Dai Viet)³ | {Exploration} | ||||||||||
38 | (Silla)³ | {Antiquity} | {Emile Bell} | |||||||||
39 | (Qajar)³ | {Modern} |
(Items in braces {} are unconfirmed.)
¹Preorder, Deluxe and Founders editions only
²Crossroads of the World DLC only
³Right to Rule DLC only
Special Abilities
- Abbasids: Medina: Receive Gold for each Rural Population of the City when you create a Specialist. Effect scales with Game Speed.
- Aksum: Kingdom of Natural Wealth: +2 Gold on Resources.
- America: Frontier Expansion: Gain Gold every time you Improve a Resource.
- Buganda: River Raids: Receive additional Culture when pillaging Buildings or Improvements equal to the Yield or Healing gained. Land Units gain the Amphibious keyword, granting no Combat penalties when attacking from Embarkation. Costs Movement to Embark and Disembark.
- Bulgaria: Krum's Dynasty: Receive Food in all Towns when pillaging Improvements equal to a percentage of the HP or yields gained.
- Carthage: Phoenician Heritage: Can only have one City. Towns cannot use Convert to City. When you create a Merchant or Colonist Unit, gain a copy of that Unit.
- Chola: Samayam: Gain an additional Trade Route from Trade Agreements.
- Egypt: Gifts of Osiris: +1 Production on Navigable Rivers.
- France: Liberté, Egalité, Fraternité: You can select the Golden Age effects of any Government in the Modern Age.
- Great Britain: Workshop of the World: Buildings are a set percentage cheaper to produce or purchase. Converting Towns into Cities costs a set percentage more.
- Greece: Demokratia: Increased Influence per turn on the Palace.
- Han: Nine Provinces: The Capital and new Towns gain an additional Population with their first growth event.
- Hawai'i: Moananuiākea: Gain Culture each time a Settlement expands to a Marine tile. Increased Happiness on Fishing Boats.
- Inca: Apus: Mountain tiles can be worked. Gain additional Food and Production on Mountains.
- Khmer: Ksekam Chamnon: Urban Districts on Rivers do not remove the natural yield of the tile.
- Majapahit: Negara: All Cities except the Capital have an increased Specialist Limit. After the Exploration Age, the Specialist Limit increase goes away, and the Specialists become inactive until you increase the Specialist Limit.
- Maurya: Dhamma Lipi: You can choose an additional Pantheon after unlocking Mysticism.
- Maya: Skies of Itzamna: The Palace gains Science for adjacent Vegetated tiles.
- Meiji Japan: Goisshin: When you Overbuild a Building, receive Science equal to a set percentage of the new Building's Production cost.
- Mexico: Revolución: Start with a unique Government type, Revolución. This Government has one Celebration effect, granting Increased Culture boost for a set number of turns. Cannot enter any other Government type.
- Ming: Great Canon of Yongle: Increased Science in the Capital. Receive reduced Science per turn for each Social Policy slotted.
- Mississippian: Goose Societies: All Buildings receive a Food Adjacency for Resources.
- Mongolia: Bokh: When you capture an opposing Settlement, gain the strongest Cavalry Unit you can currently train, but receive reduced Production towards Settlers. Gain a Victory Point toward the Non Sufficit Orbis Victory for controlled Settlements in the Distant Lands and conquered Settlements in the Homelands.
- Mughal: Paradise of Nations: +75% Gold from all source. -25% to all other yields.
- Normans: Normannitas: Land Units receive +1 Movement when Embarked and Land Units adjacent to Coast receive +5 Combat Strength.
- Nepal: Roof of the World: All Warehouse buildings apply to Mountain tiles, but they cost +1 Gold and Happiness Maintenance.
- Persia: Hamarana Council: Infantry Units receive increased Combat Strength when attacking.
- Prussia: Blood and Iron: Units receive increased Combat Strength for every Unfriendly or worse Relationship with other civilizations.
- Qing: Kang Qian Shengshi: Increase Gold, Culture, and Influence from Imported Resources, but decrease Science from Imported Resources.
- Rome: Twelve Tables: +1 Culture on Quarters in the Capital and Districts in Towns.
- Russia: Prosveshchenie: Increased Culture on Urban Districts in Cities. Increased Science on Urban Districts in Cities on Tundra tiles.
- Shawnee: Nepekifaki: Settlements built adjacent to Navigable Rivers gain +2 Food on River tiles, but Cities not built adjacent to a Navigable River receive -10% Food.
- Siam: Itsaraphab: Grants a Diplomatic Action to immediately become Suzerain of a City-State at a higher Diplomacy Cost than Befriending Independents.
- Songhai: Tarikh al-Sudan: Increased Resource capacity in Cities on Navigable Rivers. Your Trade Ships cannot be Plundered on Navigable Rivers.
- Spain: Siglo de Oro: Increased Gold efficiency towards converting a Town to a City, increased further in Distant Lands.
Gameplay Unlocks
Some civilizations can be unlocked through gameplay achievements rather than by leader or previous civilization. Where there are more than one criteria listed, only one is required.
- Abbasids
- Improve 3 Camels
- America
- Have 3 Distant Land Settlements in either Plains or Grasslands.
- Play as Benjamin Franklin.
- Play as Harriet Tubman.
- Play as Tecumseh.
- Play as Shawnee.
- Play as Normans.
- Buganda
- Have 2 Settlements with their City Center adjacent to a Lake.
- Play as Amina
- Play as the Abbasids
- Play as Songhai
- Chola
- Have 3 Settlements with CIty Centers adjacent to a Coastal Tile. Cities only adjacent to Lakes do not count.
- France
- Improve 3 Wine.
- Play as Layfayette.
- Play as Napoleon.
- Play as Normans.
- Hawai'i
- Have 2 Settlements on an island (a landmass with a maximum of 15 tiles)
- Inca
- have 3 Settlements with at least 3 Mountains each,
- Majapahit
- Improve 3 Pearls.
- Have 3 Naval Trade Routes.
- Meiji
- Improve 3 Tea.
- Play as Himiko.
- Play as Hawai'i.
- Play as Majapahit.
- Mexico
- Have 3 Distant Land Settlements in Desert or Tropical.
- Play as Isabella.
- Play as Tecumseh.
- Play as Inca.
- Play as Spain.
- Ming
- Improve 3 Silk.
- Have 8 resources slotted in one Settlement.
- Mongolia
- Improve 3 Horses.
- Have 3 Siege units.
- Mughal
- Improve 3 Salt.
- Have at least 4 Trade Routes with unique civilizations.
- Play as Abbasids
- Play as Chola
- Normans
- Improve 3 Iron.
- Build 5 Walls.
- Prussia
- Have 3 Army Commanders.
- Improve 3 Niter.
- Play as Friedrich.
- Qing
- Improve 3 Jade .
- Play as Ming.
- Play as Mongolia.
- Russia
- Have 3 Settlements on Tundra tiles.
- Play as Catherine.
- Play as Mongolia.
- Siam
- Have 4 Temples.
- Improve 3 Ivory .
- Play as Chola.
- Songhai
- Have 3 Settlements with at least 3 Navigable River tiles each..
- Spain
- Reconquer a lost Settlement..
Leaders
Leaders can now be selected independently from civilizations, and any leader can be paired with any civilization. Leaders level up over time and gain additional bonuses. Each player's empire retains the same leader throughout the game; leaders do not switch or change for each Age as civilizations do.
- Leaders do not change visually for each Age.
- Though any leader can start with any civilization in Antiquity, certain leaders unlock certain civilizations for switching in later Ages.
- There are leader "personas" that can be purchased or earned separately. These are effectively separate leaders and are listed below.
- The empire's teamcolors are based on the leader, not the current civilization. I have noticed that sometimes leaders have different colors than the ones listed below, but these appears to be alternate color schemes for use when the player's leader has a similar color. I have included these alternate schemes (where known) to the right of the regular scheme below.
- There are 26 leaders on release, including 5 personas.
- 4 additional leaders will be released in the first two DLC.
Name | Icon | Clrs | Attributes | Starting Bias | Unlocks | Unique Ability | Agenda |
Amina |
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Economic, Militaristic | Plains, Desert | Songhai, Buganda | +1 Resource Capacity in Cities. +1 Gold per Age for each Resource assigned to Cities. +5 Combat Strength on all units in Plains and Desert. |
If the player has more Settlements on Plains or Desert tiles than Amina, Decrease Relationship by a Medium Amount. If the player has no Settlements on Plains or Desert tiles, Increase Relationship by a Small Amount. |
Ashoka, World Renouncer |
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Diplomatic, Expansionist | none | Chola | +1 Food in Cities for every 5 excess Happiness. +10% Food in all Settlements during a Celebration. All Buildings gain a +1 Happiness Adjacency for all Improvements. |
Increase Relationship by a Medium Amount with the player with the highest Happiness yield. Decrease Relationship by a Medium Amount with the player that has the lowest Happiness yield. |
Ashoka, Conqueror³ |
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Diplomatic, Militaristic | none | Chola | +1 Production for every 5 excess Happiness in Cities. +10% Production in Settlements you did not found. +10% Combat Strength during a Celebration. Declaring Formal War grants a Celebration. |
Decrease Relationship by a Medium Amount with the Leader whose lands cover the most tiles and Increase Relationship by a Medium Amount for the one with the least. |
Augustus |
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Cultural, Expansionist | none | none | +1 Production in the Capital for every Town. Can purchase Culture Buildings in Towns. +50% Gold toward purchasing Buildings in Towns. |
Decrease Relationship by a Medium Amount for each Town in other players' empires. Increase Relationship by a Medium Amount for each City (excluding Capital) in other players' empires. |
Benjamin Franklin |
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Diplomatic, Scientific | none | America | +1 Science per Age on Production Buildings in Cities. +50% Production towards constructing Production Buildings. +1 Science per Age from active Endeavors you started or supported. Can have two Endeavors of the same type active at the same time. |
Increase Relationship gains with players that share a Government with him. Decrease Relationship with players that don't share a Government with him. |
Catherine |
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Cultural, Scientific | Tundra | Russia | +2 Culture per Age on displayed Great Works. Buildings with Great
Work slots gain an additional slot. Cities settled in Tundra gain Science equal to a 25% of their Culture per turn. |
Decrease Relationship by a Medium Amount with player who has the most Great Works. Increase Relationship by a Medium Amount with the player with the least. Catherine the Great must have a Great Work for this to take effect. |
Charlemagne |
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Militaristic, Scientific | Rivers | Normans | Military and Science Buildings receive a Happiness adjacency for
Quarters. Gain 2 free Cavalry Units, once unlocked, when entering a Celebration. +5 Combat Strength for Cavalry Units during a Celebration. |
Increase Relationship by Medium Amount with whichever player has triggered the most Celebrations. If there is a tie, Increase Relationship by Small Amount to tieholders. Decrease Relationship by a Medium Amount with whoever has triggered the fewest Celebrations. If there's a tie, Decrease Relationship by Small Amount to tieholders. |
Confucius |
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Expansionist, Scientific | Grassland | Ming, Qing | +25% Growth Rate in Cities.
+2 Science from Specialists. |
Increase Relationship by a Medium Amount for having the most Specialists in an empire. Decrease Relationship by a Small Amount for the leader with the least amount of Specialists in an empire. Only triggers if Confucius has at least one Specialist. |
Friedrich, Oblique |
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Militaristic, Scientific | none | Prussia | Army Commanders start with the Merit Commendation, granting +1
Command Radius. Gain an Infantry Unit when you construct a Science building. |
Decrease Relationship by a Medium Amount with the empire that has the least amount of Military Units on the map. Increase Relationship by a Small Amount with the empire that has the most amount of Military Units on the map. |
Friedrich, Baroque² |
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Cultural, Militaristic | none | Prussia | Gain a Great Work upon capturing a Settlement for the first time.
Gain an Infantry Unit when you construct a Culture Building. |
Increase Relationship per built Wonder in the Capital by a Medium Amount. Decrease Relationship per Building in the Capital by a Small Amount. |
Harriet Tubman |
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Diplomatic, Militaristic | Vegetated | America | +100% towards initiating Espionage Actions. Gain 5 War Support on all wars declared against you. Units ignore movement penalties from Vegetation. |
Increase Relationship by a Medium Amount once for each formal war the player declared. Decrease Relationship by a Medium Amount once for each surprise war the player declared. |
Hatshepsut |
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Cultural, Economic | Navigable Rivers, Desert | none | +1 Culture for every imported Resource. +15% Production towards constructing Buildings and Wonders in Cities adjacent to Navigable Rivers. |
Decrease Relationship by a Small Amount if you have more Wonders than Hatshepsut. Increase Relationship by a Medium Amount if you have less Wonders. |
Himiko, Queen of Wa |
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Diplomatic, Scientific | none | Meiji Japan | Receive unique Diplomatic Endeavor "Friend of Wei"
which can be initiated when in an Alliance. Grants +25% science to both
you and your ally. +4 Science per Age for each leader you're "Friendly" or "Helpful" with. Can support Diplomatic Endeavors for free. |
Decrease Relationship by a Small Amount per Settlement with constructed Culture and Happiness Buildings. Increase Relationship by a Small Amount per Settlement with constructed Science and Gold Buildings. |
Himiko, High Shaman³ |
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Cultural, Diplomatic | none | Meiji Japan | +2 Happiness per Age on Happiness Buildings. +50% Production towards constructing Happiness Buildings. Gain +20% Culture but -10% Science, with effects doubled during a Celebration. |
Decrease Relationship by a Small Amount per Settlement with constructed Science and Gold Buildings. Increase Relationship by a Small Amount per Settlement with Culture and Happiness Buildings. |
Ibn Battuta |
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Expansionist, Wildcard | Flat | Abbasids | +2 Attribute Points after the first Civic of every Age. +1 Sight for all Units. Gain a unique Endeavor called Trade Maps that lets you gradually see other Leaders' explore areas. |
Increase Relationship by a Large Amount with the player who has uncovered the most Fog of War tiles. If there is a tie, Increase Relationship by a Medium Amount to tieholders. Decrease Relationship by a Small Amount with the player who has uncovered the fewest Fog of War tiles. |
Isabella |
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Expansionist, Economic | Coast, Natural Wonders | Spain, Mexico | +300 Gold every time you discover a Natural Wonder, doubled if in
Distant Lands. +100% tile yields from Natural Wonders. +50% Gold towards purchasing Naval Units. -1 Gold maintenance costs for Naval Units. |
Decrease Relationship by a Large Amount per Natural Wonder in the player's borders. If no Natural Wonders are possessed by the player, Increase Relationship by a Small Amount. |
José Rizal |
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Cultural, Diplomatic | Tropical | {Hawai'i} | When receiving rewards from a narrative event, gain +20 Culture and
Gold per Age. Has additional narrative events. +50% Celebration duration. +50% Happiness towards Celebrations. |
Increase Relationship by a Medium Amount for the player with the most active Endeavors started. Decrease Relationship by a Medium Amount for the player with the most active Sanctions started. If there is a tie between the players with the most active Endeavors or Sanctions, then Increase or Decrease Relationship by a Small Amount accordingly. |
Lafayette |
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Cultural, Diplomatic | Coast | France | Gains a Unique Endeavor called 'Reform,' which grants an additional
Social Policy slot. Supporting this Endeavor also grants the other
Leader an additional Social Policy slot. +1 Combat Strength for every Tradition, but not Policy, slotted in the Government. +2 Culture and Happiness per Age in Settlements. These effects are increased further in Distant Lands. |
Increase Relationship by a Small Amount for the player with the most Urban Districts with all Building slots filled. Decrease Relationship by a Small Amount for the player with the least Urban Districts. |
Machiavelli |
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Diplomatic, Economic | none | none | Gain additional Influence per Age.
Gain a set amount of Gold per Age when your Diplomatic Action
proposals are accepted, or even more Gold per Age when they are
rejected. |
If not at war with Machiavelli, increase Relationship by Medium Amount for each other war. |
Napoleon, Emperor¹ |
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Economic, Diplomatic | none | France | Gain a unique Sanction called Continental System that reduces Trade
Route limit of the targeted Leader to all other Leaders by 1. Causes a
massive relationship penalty, and costs more to reject. +8 Gold per Age for every Leader you are Unfriendly or Hostile with. Can reject Endeavors for free. |
Increase Relationship by a Medium Amount with the player that has the smallest standing army. Decrease Relationship by a Medium Amount for the player that has the largest standing navy. |
Napoleon, Revolutionary¹ |
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Militaristic, Cultural | none | France | +1 Movement for all Land Units. Defeating an enemy Unit provides Culture equal to 50% of its Combat Strength. |
Decrease Relationship by Small Amount for every Alliance made between other players. Increase Relationship by a Medium Amount for the player with the highest Culture Per Turn score. |
Pachacuti |
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Economic, Expansionist | Mountains | Inca | All Buildings gain a Food adjacency for Mountains. Specialists adjacent to Mountains do not cost Happiness maintenance. |
Increase Relationship by a Medium Amount for the player with the least Mountains in their territory. Decrease Relationship by a Medium Amount for the player with the most Mountains in their territory. |
Tecumseh* |
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Diplomatic, Economic | Grassland, Plains | Shawnee, America, Mexico | +1 Food and Production per Age in Settlements for every City-State
you are Suzerain of. +1 Combat Strength for all your Units for every City-State you are Suzerain of. |
Decrease Relationship by a Large Amount when a player disperses an Independent, and Increase Relationship by a Small Amount if player does not have an active "Befriend Independent" Project active. |
Trung Trac |
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Militaristic, Scientific | Vegetated, Tropical | Majapahit | +3 Free promotions on her first Army Commander. +20% Commander experience. +10% Science in Cities in Tropical. This is doubled while in a Formal War she declares. |
Decrease Relationship by Medium Amount with the player who has the greatest amount of Promotions across all Commanders. If tied, Decrease Relationship a Small Amount with tie holders. Increase Relationship by Medium Amount with the player who has the least amount of Promotions across all Commanders. If tied, Increase Relationship a Small Amount with tie holders. |
Xerxes, King of Kings |
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Economic, Militaristic | Desert | none | +3 Combat Strength for Units that are attacking in neutral or enemy
territory. +100 Culture and Gold per Age upon capturing a Settlement for the first time. +10% Gold in all Settlements, doubled in Settlements not founded by you. +1 Settlement limit per Age. |
Decrease Relationship by a Medium Amount when a player is not at war. Increase Relationship by a Small Amount when a player is at war. |
Xerxes, the Achaemenid² |
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Cultural, Economic | Desert | none | +1 Trade Route limit with all other leaders. +50 Culture and 100 Gold per Age when you create a Trade Route or Road. +1 Culture & Gold per Age on Unique Buildings and Improvements. |
Decrease Relationship by a Medium Amount if player has a greater or equal number of Trade Routes compared to Xerxes. Increase Relationship by a Small Amount if player has fewer Trade Routes than Xerxes. |
Ada Lovelace† | Scientific, Cultural | None | (Britain) | Cities receive increased Science per Age when you complete a Civic
Mastery. This resets at the start of each Age. Gain Culture equal to a percentage of your total Science per turn when you complete a Technology Mastery. |
Increase Relationship by a Small Amount for the leader with the most Masteries. Decrease Relationship by a Small Amount for the leader with the fewest Masteries. | ||
Simón Bolívar† | Expansionist, Militaristic | ? | Mexico | Gain 1 free Support on your wars. When you conquer a Settlement for the first time it can purchase 1 Constructible for free. Unrest does not prevent Purchasing. |
Likes the Leader with the least Unhappy Settlements. Dislikes the one with the most Unhappy Settlements. | ||
(Genghis Khan)‡ | |||||||
(Lakshmibai)‡ |
*Preorder bonus
¹Napoleon Emperor persona with linked 2K account. Revolutionary persona with linked 2K
account and Civ VI login
²Deluxe and Founders Editions
³Founders Edition only
†Crossroads of the World DLC only
‡Right to Rule DLC only
Leader Attributes
Leaders earn Attribute Points to spend on attributes in six different skill trees: Cultural, Diplomatic, Economic, Expansionistic, Militaristic, and Scientific. Points can be earned that are specific to a particular tree, or that are wildcards and can be spent in any tree. The civilization's and leader's designated attributes influence what kind of points may be earned through random events.
- Cultural
- +1 Culture per Age on the Palace and City Halls.
- +10% Production towards constructing Wonders.
- +25% Culture towards studying Civic Masteries.
- +10% Culture in Cities with at least 1 Wonder.
- +1 Culture in Settlements for reach Resource assigned to them.
- +1 Culture per Age from Great Works on display.
- +1 Culture from Specialists, or +2 if you have 3 or fewer Cities.
- +10% Culture for every Alliance you have.
- +2 Culture per Age in Towns, or +3 in Distant Lands.
- +5% total Culture. Repeatable.
- ?
- Diplomatic
- +1 Happiness per Age on the Palace and City Halls.
- +1 Influence per Age on the Palace.
- +1 Happiness in Settlements for each Resource assigned to them.
- +50% Influence towards initiating and progressing the Befriend Independent action.
- +25% Influence towards supporting or rejecting Diplomatic Actions.
- +50% Celebration length.
- +2 Culture and Science per Age for each City-State you are Suzerain of.
- +1 Social Policy slot.
- Economic
- +1 Gold per Age on the Palace and City Halls.
- +2 Gold for every Tech and Civic Mastery completed.
- +2 Gold per Age for every active Trade Route.
- +1 Gold on Resources in Towns, or +2 in Towns in Distant Lands.
- +15% Gold towards purchasing in all Settlements.
- +1 Gold for every imported Resource.
- Expansionist
- +1 Food per Age on Warehouse buildings.
- +10% Growth Rate in Cities.
- +25% Production towards training Settlers.
- +25% of Food is refunded when a City grows by adding a Specialist.
- Gain +1 Population in Towns. New Towns start with an additional Population.
- +15% Food and Happiness towards maintaining Specialists, or +30% if you have 3 or fewer.
- +15% Yields in Towns with a Specialization, or +30% in Distant Lands.
- +1 Specialist Limit in all Cities. +1 Settlement Limit.
- +1 Settlement Limit.
- Militaristic
- +5 Combat Strength against Independents and City-States.
- Gain 1 free Support on all your wars.
- +50% Influence towards Levying Units from City-States.
- +15% Production towards training Military Units.
- Ignore Unrest from capturing Settlements.
- Garrisoned Commanders reduce Happiness penalties by an additional 10%.
- -1 Gold Maintenance for all Units.
- +1 Settlement Limit.
- Commanders gain a free Level. New Commanders start with a free level.
- Units receive +2 HP when healing. Repeatable.
- Scientific
- +1 Science per Age on the Palace and City Halls.
- +25% Science towards researching Tech Masteries.
- +15% Production towards constructing Buildings.
- +1 Science per Age on each Quarter.
- +1 Science in Settlements for each Resource assigned to them.
- +20% Gold and Happiness towards maintaining Buildings.
Mementos
This is a meta reward system linked to the "Legends" feature, which is analogous to Civ6's Hall of Fame, which are earned through repeated gameplay. Mementos are bonus cards that can be equipped on a leader (in max 2 slots per leader) at the start of the game. Mementos provide bonuses such as additional Leader Attribute points, free units, bonus gold or resources, etc. Specific Mementos are earned by playing a specific leader, but they can be equipped on any leader.
Independent Powers
These appear to be independent settlements that start as essentially barbarian camps similar to those in the Civ6 Barbarian Clans Mode, and which eventually evolve into city-states that appear to be very similar to those in Civ6. You can become a city-state's suzerain and levy troops like in Civ6.
- Independent Powers's units always start hostile to the player in the Antiquity Age and will attack the player like barbarians until the player has spent enough influence to pacify them.
- In the Exploration Age, the player can become suzerain of a city-state by spending enough Influence. You can then choose from a list of bonuses based on Type; Militaristic can give Foederati units, Cultural can give Stone Head improvements, etc.
- Independent Powers settlements are specific to an Age and disappear at the end of the Age (if they haven't been absorbed into your empire).
Known Independent Powers
Settlement | People | Type | Age |
Abalessa | Economic | ||
Abomey | Militaristic | 3 | |
Acmonia | Dacian | Econimoc | 1 |
Alachua | Militaristic | ||
Alice Springs | Arrernte | Cultural | |
Anuradhapura | Economic | 1 | |
Antananarivo | Economic | ||
Aritim | Etruscan | Scientific | 1 |
Arkaim | Sintashita | Cultural | 1 |
Arles | Burgundian | Economic | |
Arna | Lycian | Cultural | 1 |
Assur | Assyrian | Militaristic | 1 |
Ava | Ava | 1 | |
Ayutthaya | Ayutthaya | Scientific | 2 |
Babylon | Babylonian | Scientific | 1 |
Big Timbers | Militaristic | 3 | |
Birrarung | Kulin | Cultural | 2 |
Bogota | Colombian | Scientific | 3 |
Bucharest | Wallachian | Militaristic | 3 |
Bukhara | Bukharan | Economic | 3 |
Caithness | Picts | Militaristic | |
Camaguey | Taíno | Cultural | 2 |
Caral-Supe | Caral | Scientific | 2 |
Carantania | Slavs | 1 | |
Carthage | Carthaginian | Scientific | 1 |
Champa | Cham | Cultural | 1 |
Chan Chan | Chimú | Cultural | 1 |
Chiang Mai | Cultural | 2 | |
Cirta | Militaristic | 1 | |
Constantinople | Byzantine | Cultural | |
Damascus | Umayyad | Economic | 2 |
Dhar Tichitt | Tichitt | Cultural | |
Divodurum | Belgae | Militaristic | 1 |
Dzungaria | Oirat | Militaristic | 2 |
Etelkoz | Magyar | Militaristic | 2 |
Ezogashima | Ainu | Cultural | |
Funan | 1 | ||
Gaegyeong | Goryeow | Scientific | 2 |
Garama | Economic | ||
Geneva | Swiss | Scientific | 3 |
Gordium | Phrygian | Economic | 1 |
Gungnae | Goguryeo | Economic | 1 |
Gutthiuda | Gothic | Militaristic | 1 |
Hattusa | Hittite | 1 | |
Helsinki | Finnish | Militaristic | 3 |
Hyksos Village | Hyksos | 1 | |
Isfahan | Scientific | 2 | |
Istanbul | Ottoman | Scientific | 2 |
istakhr | Scientific | 2 | |
Jieshi | Jie | Militaristic | 1 |
Kamakura | Scientific | ||
Kath | Khwarazm | Economic | 2 |
Kathmandu | Cultural | 3 | |
Kerma | Economic | 1 | |
Khalchyan | Kushan | Economic | 1 |
Khotan | Saka | Militaristic | 1 |
Kiev | 2 | ||
Kuaiji | Yue | Economic | 1 |
Kumasi | Ashanti | Cultural | 3 |
Kumbi Saleh | Soninke | 1 | |
Kutai Martadipura | Militaristic | 1 | |
Indeislun Nakah | Nde | Militaristic | 3 |
3Istakhr | Sassanian | 2 | |
Izirtu | Cultural | 1 | |
La Venta | Olmec | Scientific | 1 |
Longcheng | Xiongnu | Militaristic | 1 |
Luang Prabang | Lan Xang | Cultural | 2 |
Maungakiekie | Maori | Cultural | |
Medina | Economic | 2 | |
Meroë | Kushite | Economic | 1 |
Mesa Verde | Pueblo | Scientific | 1 |
Moche | Moche | Cultural | 2 |
Mparntwe | Cultural | ||
Mwibele | Luba | Cultural | 3 |
Nagtipunan | Bugkalot | Militaristic | 1 |
Ngulu Mapu | Mapuche | Cultural | |
Niani | Mande | Economic | 2 |
Nijmi | Scientific | 2 | |
Nishapur | Seljuk | Militaristic | 2 |
Nukuleka | Tongan | Economic | 1 |
Ofunato | Jomon | Cultural | |
Opone | Oponean | Economic | 1 |
Pagan | Pagan | Cultural | 2 |
Painted Rock | Hohokam | Cultural | 1 |
Rajagriha | Scientific | ||
Rapa Nui | Anakena | ||
Retjenu | Caanaties | Economic | 1 |
Roskilde | Danish | Militaristic | 2 |
Samarkand | Sogdian | Economic | 1 |
Samarkand | Karakhanid | Economic | 2 |
Scythian Neapolis | Scythians | 1 | |
Seleucia | Seleucid | Economic | 1 |
Shangjing | Jurchen | 2 | |
Shengle | Xianbei | Militaristic | 1 |
Shomron | Cultural | 1 | |
Si Thep | Dvaravati | Cultural | 1 |
Sinhalese | Anuradhupara | 2 | |
Sorabeol | Silla | Scientific | 1 |
Su Nuraxi | Nuragic | Militaristic | 1 |
Sugunia | Urartu | Cultural | 1 |
Susa | Elamite | Scientific | 1 |
Stockholm | Swedish | Scientific | 2 |
Sundapura | Tarumanagara | Militaristic | 1 |
Syvash | Hun | Militaristic | 1 |
Tarnovo | Bulgar | Militaristic | 2 |
Taruga | Nok | Cultural | 1 |
Tashkent | Kokand | Militaristic | 3 |
Taunggyi | Shan | Cultural | 3 |
Tehran | Qajar | Scientific | 3 |
Tenochtitlan | Mexica | Militaristic | 2 |
Teotihuacan | Teotihuacan | ||
Ternate | Ternate | Cultural | 3 |
Tilantongo | Mixtec | Scientific | 2 |
Tiwanaku | Tiwanaku | Scientific | 1 |
Tollan-Xicocotitlan | Toltec | ||
Tondo | Tondo | ||
Troy | |||
Tucume | Scientific | 2 | |
Tyre | Phoenician | Econimic | 1 |
Ur | Sumerians | Scientific | 1 |
Vatican City | Papal State | Cultural | 2 |
Venice | Economic | 2 | |
Vienna | Austrian | Cultural | 3 |
Vilnius | 1 | ||
Vyadhapura | Funan | Cultural | 1 |
Wiryeseong | 1 | ||
Yamatai | Yayoi | Scientific | 1 |
Yilan | Kavalan | Economic | 1 |
Zimbabwe | Zimbabwe | Cultural | 2 |
Civilization Bingo
For those tracking which slots are yet to be filled for future DLC and would like to see an Age-separated layout:
Antiquity | Exploration | Modern |
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Preview Links
2024-06-07 2K Official Site
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Game Guide (2k.com)
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Developer Diary 1 - Ages (2k.com)
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Developer Diary 2 - Leaders and Civs (2k.com)
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