Unique Ability, Unit and Building List for Choosing a Civ to Play
This list of all 43 Civilizations and Leaders available in Civ 5, Gods and Kings, Brave New World and Steam DLC/Scenario Packs shows the bonuses you get when playing each Civ - from their Leader's Unique Ability (UA), to the Unique Units' Stats (UU), Unique Buildings (UB), and Terrain Improvements available to them. What is special about this list is that it shows the difference between each UU/UB and the original Building or Unit it replaces. This should help you come up with ideas for how you might like to play a certain Civilization. The ultimate goal of this list is to help you choose which Civilization to play by giving you a rundown of the bonuses you'll get when playing as that Leader. It is intended to be better than the in-game menu for choosing a Civ. Many players return to this list to pick who they'll play in their next game. You can press Control + D to bookmark the list.
DLC and Civilization Selection: Brave New World and Civ 5 Complete Edition
Not all Civs in this list will appear in your selection menu if you have Vanilla or only one or two of the Expansion Packs. There are several DLC available on Steam for Civilization 5 that add Scenarios and new Civilizations to the game. In the list below, these are labeledDLC (Steam). Civilizations that come from Gods and Kings are labeled G&K, and those from Brave New World, BNW. Players who own the Brave New World Expansion Pack get all features of Gods and Kings except for the Civilizations - so if you want to buy one of the DLC, this is the one to get. It also makes Civ 5 one of the best Turn-Based Strategy games ever made. Civilization 5 Complete Edition is also available, so players can get the Gods and Kings and Brave New World Expansions along with all of the Steam-only DLC/Scenario Packs in one package.
Not all Civs in this list will appear in your selection menu if you have Vanilla or only one or two of the Expansion Packs. There are several DLC available on Steam for Civilization 5 that add Scenarios and new Civilizations to the game. In the list below, these are labeledDLC (Steam). Civilizations that come from Gods and Kings are labeled G&K, and those from Brave New World, BNW. Players who own the Brave New World Expansion Pack get all features of Gods and Kings except for the Civilizations - so if you want to buy one of the DLC, this is the one to get. It also makes Civ 5 one of the best Turn-Based Strategy games ever made. Civilization 5 Complete Edition is also available, so players can get the Gods and Kings and Brave New World Expansions along with all of the Steam-only DLC/Scenario Packs in one package.
& Leader | vs Replaced Unit | Compared to Original | DLC? | ||
Morocco Ahmad al-Mansur | Gateway to Africa - +3 Gold and +1 Culture for each trade route with a different Civ/CS. Other Civs get +2 gold for each route sent to Morocco | Berber Cavalry (Cavalry) - +25% Combat Bonus in your territory, +50% Combat Strength fighting in Desert | Kasbah (Tile Improvement) - Food, Gold, Production +1 and +50% Defense for units stationed there. May only be built on Desert tiles, after Chivalry. | BNW | |
Greece Alexander | Hellenic League - City-State Influence degrades at half and recovers at twice the normal rate, also eliminates Trespassing penalties. | Companion Cavalry (Horseman) - Combat is more likely to produce Great Generals, +1 moves (5), +2 Strength (14). | Hoplite (Spearman) - +2 Combat Strength (13) | Vanilla | |
Assyria Ashurbanipal | Treasures of Nineveh - Gain a free Tech discovered by the owner of the city when Conquering it through War. (Trade doesn't count, and only once per city). | Siege Tower (Catapult) - Strength +5 (12), No set-up, Cover I Promotion (ranged defense), +1 sight, +200% bonus vs Cities itself and Units within 2 hexes get +50% attack bonus on Cities. | Royal Library (Library) - Great Work of Writing slot that, when filled, will give +10XP to newly trained units in addition to benefits provided by Barracks, etc. | BNW | |
Songhai Askia | River Warlord - Triple gold from pillaging Barb encampments and Cities. Land units gain War Canoe and Amphibious promotions - attack better from water with better sight and Combat Strength while embarked. | Mandekalu Cavalry (Knight) - 10 less Cost in Production, -33% Penalty to Attacking Cities Removed | Mud Pyramid Mosque (Temple) - Culture +2 in addition to usual +2 Faith. 0 Gold Maintenance. | Vanilla | |
The Huns Attila | Scourge of God - Double Raze speed. Uses City Names from other Civs. Starts with Animal Husbandry and earns +1 Production per Pasture | Horse Archer (Chariot Archer) - +1 Melee Strength (7), Rough Terrain Penalty Removed. Starts with Accuracy I upgrade - +15% against units in Open Terrain | Battering Ram (Spearman) - City Attack Only so no Bonus vs Mounted. -1 Strength over normal, yet gets a +300% Bonus vs Cities. -33% Defense against attackers, so keep it safe. | G&K | |
Rome Augustus Caesar | The Glory of Rome - +25% Production in other Cities toward any Building that exists in the Capital. | Ballista (Catapult) - +2 Ranged Strength (10), +1 Melee Defense (8). Simply a stronger Catapult that still has to set up. | Legion (Swordsman) - +3 Combat Strength (17). Capable of building Roads and Forts, the only Non-Worker that can do this. Use them to connect new Cities and help your workers in times of peace. | Vanilla | |
Germany Bismarck | Furor Teutonicus - Defeating a Barbarian in an Encampment gives you a 67% chance they join your side. Land unit maintenance costs 25% less. | Panzer (Tank) - Has +1 move and +10 combat strength compared to a regular Tank. It is merely a faster, more powerful version that Germany will be able to mass-produce easily thanks to their unique building. | Hanse (Bank) - All the regular benefits of a Bank, but with a great perk - +5% production per Trade Route with a unique City-State in every City with a Hanse. | Vanilla | |
The Celts Boudicca | Druidic Lore - +1 Faith per city with adjacent unimproved Forest tiles. Increases to +2 when 3 or more Forest are present. | Pictish Warrior (Spearman) - Removed bonus to Mounted, but gain +20% Combat Bonus when outside Friendly territory. Also, no Movement Cost to Pillage Tile Improvements and earns 50% of a slain enemy's strength as Faith. | Ceilidh Hall (Opera House) - Gives +3 Happiness, vs 0 on a regular Opera House | G&K | |
Poland Casimir III | Solidarity - Free Social Policy each time you advance an Era | Winged Hussar (Lancer) - Heavy Charge forces defenders to retreat if it deals more damage than the Lancer. When they can't flee, they take more damage. Comes with Shock I (+15% Combat in Open Terrain). | Ducal Stable (Stable) - Gives +15XP to mounted units in addition to the usual production bonus. Pastures provide +1 Gold in addition to the usual +1 Production, also requires no Gold maintenance. | BNW | |
Russia Catherine | Siberian Riches - Strategic Resources give +1 Production. Horse, Iron, and Uranium give double quantity for larger armies or more trading. | Cossack (Cavalry) - +33% Combat Bonus when fighting damaged enemies, so have your ranged tap them first! | Krepost (Barracks) - Usual +15XP of Barracks but reduces Culture and Gold Costs of acquiring new tiles by 25%, expanding your lands. | Vanilla | |
Persia Darius I | Achaemenid Legacy - Golden Ages last 50% longer. Units get +1 Movement and +10% Combat Strength during Golden Ages. | Immortal (Spearman) - +1 Combat Strength (12), Heals at Double Rate - 20 outside friendly territory to 50 in a City. | Satrap's Court (Bank) - Gives +2 Happiness unlike a Bank (0), along with an additional +1 Gold, bringing it to +3 | Vanilla | |
Carthage Dido | Phoenician Heritage - Coastal Cities get a free Harbor. Units may cross mountain after the first Great General is born, but will take 50 damage if ending a turn on a Mountain. | African Forest Elephant (Horseman) - Doesn't require Horses, but costs 100 instead of 75 like a Horseman. Enemies nearby take a -10% Combat penalty. Loses 1 Move (3) but gains 2 Strength (14). Comes with Great Generals II Upgrade, making them spawn more quickly from using this unit in combat. | Quinquereme (Trireme) - +3 Combat Strength over usual Trireme, bringing it to 13. | G&K | |
England Elizabeth | Sun Never Sets - +2 Naval unit Movement and +1 Extra Spy when introduced in the Renaissance | Longbowman (Crossbowman) - Range +1, which is a huge advantage | Ship of the Line (Frigate) - +7 Ranged Strength (35), +5 Defense (30), +1 Sight - a big bonus with the native Movement of English Ships. | Vanilla | |
Venice Enrico Dandolo | Serenissima - No Building of Settlers nor Annexing of Cities - you can only fully control one City, but get double the Trade Routes your tech level would normally provide. Your only method of taking control over other cities is to Puppet them with the Merchant of Venice UU. Venice gets the ability to purchase in Puppeted Cities. | Merchant of Venice - May buy City-States for Gold. Has Trade Missions like a regular Great Merchant, but they are 100% more effective. These are spawned instead of Great Merchants, and you'll get a free one when you research Optics. | Great Galleass (Galleass) - Costs 10 more than a regular Galleass at 110 Production, but has +3 Ranged Strength (20 total) and +2 Defense (18 total). | BNW | |
Indonesia Gajah Mada | Spice Islanders - First 3 Cities founded on continents other than where Indonesia started each provide 2 unique Luxury Resources and can never be Razed. | Kris Swordsman (Swordsman) - Gets a random upgrade after Combat. Most of these are incredible bonuses, like fully healing after a non-barbarian kill or 1 extra attack+move per turn. Unfortunately, some Units may get cursed blades that reduce their effectiveness in Combat but in general, the Mystic Blades rock and you'll want to be careful not to lose Units with certain upgrades. | Candi (Garden) - The usual great person generation of a Garden, but with +2 Faith for each World Religion with at least 1 follower in the City. | BNW | |
India Gandhi | Population Growth - Unhappiness from number of Citizens halved, while unhappiness from number of Cities doubled. | War Elephant (Chariot Archer) - Loses 1 move (down to 3) but also ditches the Rough Terrain Penalty that costs a Chariot's moves should it move into rocky terrain. Its Ranged Strength is +1 (11 total) with a hefty boost to melee defense, up to 9 from the Chariot's 6. | Mughal Fort (Castle) - Gives +2 Culture where a Castle gives none. After Flight is researched, it'll give +2 Tourism as well. The cost is about 8% cheaper, from 160 to 150 Production. | Vanilla | |
Mongolia Genghis Khan | Mongol Terror - +30% Combat Strength when fighting City-State units or City-States themselves. All mounted units get +1 movement. | Keshik (Knight) - Like a Knight, but with +1 moves (5) and ranged, being unable to Melee but able to fire from 2 tiles away. Combat with these will generate Great Generals faster, while the unit simultaneously gets a 50% boost to XP earned from combat. The Knight's penalty to attacking Cities is gone, while they retain the ability to move after attacking - a very potent City raiding unit of the early-mid game. | Khan (Great General) - Gets the usual Great General uses, but also comes with Enhanced Medic, healing adjacent units by 15 hp per turn. They can also move 5 hexes as opposed to the usual 2. Note the unit beneath the Khan will not be healed, so it's best to position them with units around to maximize the effect. Khans along with other mounted can retreat, wait a few turns outside combat range, and return fully healed. | DLC (Steam) | |
Sweden Gustavus Adolphus | Nobel Prize - Gain 90 Influence gifting Great People to City-States. Declarations of Friendship give Sweden and the friendly Civ a +10% GPP boost toward Great People. | Hakkapeliitta (Lancer) - Great Generals give +30% combat bonus if in the same tile. This is easy to accomplish, as a GG stacked with the Hakkapeliitta will inherit the same moves (4). | Carolean (Rifleman) - Starts with March, which will heal it every turn, even if it performs an action. Keep a Medic nearby for maximum effect, so that it can get larger heals every turn, helping it last longer in combat and when attacking Cities. | G&K | |
Ethiopia Haile Selassie | Spirit of Adwa - +20% Combat Bonus to all Units when fighting a Civ with more Cities than Ethiopia. | Mehal Sefari (Rifleman) - Costs 200 vs 225 for a Rifleman. Starts with Drill I, giving a bonus in Rough Terrain and good opportunity for upgrades straight out of a Military Academy. Gets a +30% Combat Bonus while fighting from inside the Capital, which diminishes in power as it gets a few hexes away. | Stele (Monument) - Gives +2 Faith in addition to the regular +2 Culture of a Monument. | G&K | |
Denmark Harald Bluetooth | Viking Fury - Embarked units gain 1 movement and pay only 1 movement to move from sea to land. Melee units do not lose movement to Pillage, providing them ample healing near enemy Cities. | Berserker (Longswordsman) - Gets +1 Movement (3 total) and begins with the Amphibious promotion, eliminating combat penalties for attacking from sea or across a river. | Norweigan Ski Infantry (Rifleman) - 25% combat bonus in unforested Hills, Snow, and Tundra tiles. Also moves double through those tiles. | DLC (Steam) | |
Arabia Harun al-Rashid | Ships of the Desert - Caravans gain +50% extended range. Land/sea trade routes spread the home city's religion at double effectiveness. Get double Oil Strategic Resources. | Camel Archer (Knight) - Ranged unit replacing the Knight. Gets -3 defensive strength (17) but has a ranged combat strength of 21. Removes the penalty for attacking Cities while retaining the ability to move after attacking. | Bazaar (Market) - Gives 1 extra copy of each Luxury Resource near the city. Oil and Oasis provide +2 Gold. Bazaars give +1 base gold as well. | Vanilla | |
Iroquois Hiawatha | The Great Warpath - Units and Caravans move through forest/jungle in your territory as if they were roads and these tiles can be used to establish City Connections (build roads in between). | Mohawk Warrior (Swordsman) - Gains +33% Combat Bonus in Forest/Jungle (even if on hill) and doesn't require Iron unlike the Swordsman it replaces. | Longhouse (Workshop) - Gives the flat +2 Production of a Workshop, but changes the +10% Production bonus to instead give +1 production to each worked Forest Tile. It's great with Lumber Mills, but you have to leave the Forests until that Tech is researched. Gives much more Production when you have plenty of Forest around your Cities. | Vanilla | |
Spain Isabella | Seven Cities of Gold - Gold Bonus from discovering Natural Wonders. All tile yields from Natural Wonders doubled if you can get one within workable range. | Tercio (Musketman) - +50% Bonus vs Mounted Units. Has +2 higher Combat Strength than Musketmen, at 26 vs 24 but costs 10 more Production (160). | Conquistador (Knight) - City attack penalty removed. Double defense when Embarked, +2 sight range and can settle Cities on other Continents. | G&K | |
Polynesia Kamehameha | Wayfinding - Units can Embark over Oceans immediately. +1 sight when Embarked. +10% Combat Strength if within 2 tiles of a Moai. | Maori Warrior (Warrior) - Haka War Dance Upgrade makes all enemies in adjacent tiles suffer -10% Combat Strength penalty. | Moai (Tile Improvement) - Build on land along coast. Gives +1 culture, up to +3 if adjacent to other Moai. When Flight is researched, Moai receive +1 gold each. | DLC (Steam) | |
Portugal Maria I | Mare Clausum - Resource diversity grants double gold for Portugal in each trade route, which can amount to a lot of extra Gold. | Nau (Caravel) - Can use Exotic Cargo ability to generate gold and XP, more the further it is from the Capital. You may only use this ability once per unit. | Feitoria (Tile Improvement) - Build along a City-State's coast in a spot without a resource. This will give you a copy of each Luxury resource the CS has connected, but can't be traded. Units defending in the Feitoria will get a +50% defensive bonus as though using a Fort. | BNW | |
Austria Maria Theresa | Diplomatic Marriage - Allows you to spend gold to Annex or Puppet a City-State that has been an ally for 5 turns. This will cost you about 1500 gold or less. | Hussar (Cavalry) - +1 Movement, Flank Attack bonuses increased +50% and gets +1 Extra Sight. | Coffee House (Windmill) - Loses the flat terrain requirement and the +10% production toward buildings, but gets 5% flat production and provides +25% Great People generation in the city | G&K | |
Aztec Montezuma | (Sacrificial Captives) - Gains culture for the empire for each enemy unit killed | Jaguar (Warrior) - A great UU. Heals 25 damage when it kills a unit, gets a +33% combat bonus in forest/jungle giving it freedom to choose the open terrain upgrades for versatility, and moves through forest and jungle at double the usual rate. | Floating Gardens (Water Mill) - Allows construction in cities near lakes in addition to rivers. Provides a whopping +15% growth to the city, reduces gold maintenance from 2 to 1. A great UB all-around that you will want to try to slip in early for maximum effect. | Vanilla | |
France Napoleon | City of Light - Museum and World Wonder theming bonuses are doubled in their Capital | Musketeer (Musketman) - +28 instead of +24 Combat Strength. Perhaps the most straightforward UU bonus out there. | Chateau (Tile Improvement) - May be built adjacent to luxury improvement, but not another Chateau. Acts as a fort, but must be built in French Territory. Starts with +1 Gold/+2 Culture to the tile when worked, rises to +3 Culture/+3 Gold with Flight. | Vanilla | |
Babylon Nebuchadnezzar II | Ingenuity - Free Great Scientist at the invention of Writing. Even better, earn Great Scientists 50% faster. | Bowman (Archer) - Bowmen have better stats over the Archer they replace. 9 Ranged Strength vs 7 and 7 Defensive Strength vs 5 - nearly the defense of a Warrior. They're great for clearing Barbarians and even waging early war thanks to their cheap cost. | Walls of Babylon (Walls) - Gives a City +6 Defense (Combat Strength) as opposed to 5, 100 HP instead of 50. | DLC (Steam) | |
Japan Oda Nobunaga | Bushido - Units fight at full strength, even when damaged, a very powerful Military bonus. | Samurai (Longswordsman) - Starts with Shock I (open terrain bonus) and the Great Generals II upgrade meaning using them will raise the GG spawn rate. They are also able to build Fishing Boats when embarked, which can help when settling new Cities or developing around newly conquered Cities. | Zero (Fighter) - Gets a +33% bonus vs other Fighters and does not require Oil. | Vanilla | |
The Maya Pacal | The Long Count - After researching Theology, get a free Great Person of your choice every 394 years. You may choose only one of each type throughout the ages. | Atlatlist (Archer) - Costs 10% less than a regular Archer at 36 Production and does not require Archery, meaning you can start the game with Archers. | Pyramid (Shrine) - Gives +2 Faith as opposed to 1 and a nifty +2 Science! | G&K | |
The Inca Pachacuti | Great Andean Road - Units ignore terrain costs when moving into any tile with Hills. There are no maintenance costs for improvements in hills, meaning roads, and half cost elsewhere. | Slinger (Archer) - Has 4 Defensive Strength as opposed to 5, but may Withdraw Before Melee if there is room to escape and the enemy is not fast (horseback) | Terrace Farm (Terrain Improvement) - Build farms on hills without fresh water. All other Civs can do this so long as the Hill is next to a River or Lake. What's unique about this is that it also gives +1 Food for each adjacent Mountain tile. | DLC (Steam) | |
Brazil Pedro II | Carnival - Double Tourism output during Golden Ages. Earns Great Artists, Musicians, and Writers 50% faster during Golden Ages. | Pracinha (Infantry) - Kills grant points toward Golden Ages, allowing Brazil to boom Tourism late-game if they choose to go to War | Brazilwood Camp - Can be built on Jungle tiles only. Gives +2 Gold, +2 Culture. Brazil can use these Jungle tiles for Science as well, with Universities. All other Civs must either chop them down or go for Science/Trading Post. This is much, much better. | BNW | |
Shoshone Pocatello | Great Expanse - Founded Cities start with additional territory. Units receive a combat bonus when fighting within friendly territory. | Pathfinder (Scout) - Native Tongue lets you choose among benefits when discovering Ancient Ruins, also has 8 strength making it as strong as a Warrior - however they also cost nearly double at 45 vs 25. Still, worth it. | Comanche Riders (Cavalry) - Costs 200 vs 225 for Cavalry. They gain +1 Movement, also. Just a little cheaper, just a little faster . | BNW | |
Egypt Ramesses II | Monument Builders - +20% Production towards Wonder Construction | War Chariot (Chariot Archer) - Gets 5 moves instead of 4 and doesn't require Horses to be built, leaving you free to trade them away or save them for Horsemen later. | Burial Tomb (Temple) - Gives +2 Happiness in addition to the +2 Faith, while eliminating the Gold maintenance of a Temple. Additionally, any enemy that conquers a City with a Burial Tomb will get double pillage Gold. | Vanilla | |
Siam Ramkhamhaeng | Father Governs Children - 50% more Food, Culture, and Faith from Friendly or Allied City-States | Naresuan's Elephant (Knight) - +50% bonus vs Mounted units, killing its own kind. They lose 1 move, falling to 3, but get 25 strength, up from 20 - a 25% increase. | Wat (University) - Gives +3 Culture in addition to the usual University Building benefits. | Vanilla | |
Korea Sejong | Scholars of the Jade Hall - Each Specialist produces +2 Science, as do all Great Person Tile Improvements. Each time a scientific building/Wonder is built in the Capital, Korea gets a Research boost similar to a Research Agreement's completion. | Turtle Ship (Caravel) - Gets 36 strength, up from 20 but with some drawbacks. They can't enter deep ocean, meant to be coastal defenders. They also lose 1 sight and cannot withdrawal from melee like a Caravel. | Hwach'a (Trebuchet) - Gets 26 ranged strength as opposed to 14 and gains 1 sight, but loses the 200% bonus against Cities. This makes it a Unit killer, though not entirely useless against Cities compared to a Trebuchet, it's about 33% weaker (roughly). | DLC (Steam) | |
The Zulu Shaka | Iklwa - Melee units cost 50% less maintenance and all units require 25% less experience to earn promotions. | Impi (Pikeman) - Gets a spear throw attack before engaging in melee combat, which weakens the enemy before the real combat begins. This often results in them dealing much more damage than stated, although the spear throw will diminish in power as opposing units gain Combat Strength - it seems to be about half the unit's usual damage. | Ikanda (Barracks) - Gives the usual experience of a Barracks, but also a unique Promotion line for pre-Renaissance Melee units. All units coming from an Ikanda start with Buffalo Horns, which give +1 Movement, +25% flank attack bonus and +10% ranged attack defense. You can then immediately choose to upgrade these when promoted, giving further flank attack bonuses and more Combat Strength. | BNW | |
The Ottomans Suleiman | Barbary Corsairs - All melee naval ships have the Prize Ships promotion, allowing them to capture defeated ships. Naval unit maintenance only 1/3 the usual cost. | Janissary (Musketman) - +25% Combat Bonus when attacking, gets 50 healing if it kills a non-barbarian Unit. | Sipahi (Lancer) - Gets +1 Sight, +1 Movement and no movement cost to Pillage. | Vanilla | |
Byzantium Theodora | Patriarchate of Constantinople - Choose one more Belief than normal when you found a Religion. | Cataphract (Horseman) - Penalty to attacking Cities reduced from 33% to 25% and these units can get terrain bonuses unlike Horsemen. They lose 1 movement but gain +3 strength, putting them at 15 vs the Horseman's 12. | Dromon (Trireme) - Costs 56 instead of 45, but is a ranged attacker that may not melee. Their 10 melee defense is reduced to 8, and gain 10 Ranged strength with a range of 2. | G&K | |
America Washington | Manifest Destiny - All land military units have +1 sight. 50% discount when purchasing tiles. | Minuteman (Musketman) - This is a better Unique Unit than first meets the eye thanks to its mobility and that any kills made with Minutemen will grant points toward Golden Ages. Gets Drill I, giving them a bonus in rough terrain and starting them out with great promotion opportunities. They also ignore terrain cost - literally nothing can slow them down except Mountains. | B17 (Bomber) - Gets +70 Ranged Strength instead of 65, but more importantly starts with the Evasion promotion, which gives it 50% less damage from air interceptors. They also start with Siege I, giving them a 33% bonus vs Cities and enabling some great promotions for newly produced units. | Vanilla | |
The Netherlands William | Dutch East India Company - Keep 50% of the Happiness benefits (+2 out of 4) from a Luxury Resource if your last copy is traded away. | Sea Beggar (Privateer) - Comes with Coastal Raider II, giving it another +20% strength vs Cities. Their Supply upgrade allows them to heal outside friendly territory unlike other Ships (+15/turn). Additionally, defeated enemy ships may join your side after combat. | Polder (Tile Improvement) - Gives +3 Food on Flood Plains or Marsh, something not possible with Farms until Civil Service. This nifty improvement also picks up +2 Gold and +1 Production for the tile when Economics is Researched. | G&K | |
China Wu Zetian | Art of War - Great Generals give +30% instead of +15% Combat Bonuses and their spawn rate is 50% faster. | Chu-Ko-Nu (Crossbowman) - Loses 4 Ranged Strength, down to 14 from 18, but that hardly matters for their ability to attack twice in a single turn so long as they have not consumed a move. The Chu-Ko-Nu is easily one of the best Unique Units in the game and its double attack upgrade is kept when you later promote the unit. | Paper Maker (Library) - This is a pretty great Unique Building. Gives +2 Gold in addition to the usual benefits of a Library, as opposed to costing 1 per turn in Maintenance. | Vanilla |
Share Tips and FAQs (10)
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Joe says..Some Civs could use a bit of attention. I know this won't happen, but consider the following changes to these civs:ROME
The Glory of Rome - +25% Production in other Cities toward any Building that exists in the Capital. Pay 50% less maintenance on roads and railroads.GERMANY
Blitzkrieg - Defeating a Barbarian in an Encampment gives you a 67% chance they join your side. For the first 12 turns after declaring war on a civilization, all land military units gain +2 movement. Starting in the industrial era, gain +5 production, food and science in the capital.RUSSIA
Krepost (Barracks) - Usual +15XP of Barracks but reduces Culture and Gold Costs of acquiring new tiles by 25%, expanding your lands. As long as a unit is garrisoned in a city with a Krepost, the building also generates +2 culture.CARTHAGE
Phoenician Heritage - Coastal Cities get a free Harbor, +2 production and +1 happiness. Units may cross mountain after the first Great General is born, but will take 50 damage if ending a turn on a Mountain.(Also CARTHAGE)
Quinquereme (Trireme)- +2 (was 3) Combat Strength over usual Trireme, bringing it to 12. +1 vision range.DENMARK
Viking Fury - Embarked units gain 1 movement and pay only 1 movement to move from sea to land. Melee units do not lose movement to Pillage, providing them ample healing near enemy Cities. Conquering a city through war grants a permanent +2 Global Happiness to the empire, rising to +4 Happiness if the conquered city is razed. Trade deals don’t count and only once per city.SPAIN
Seven Cities of Gold - Gold Bonus from discovering Natural Wonders. All tile yields from Natural Wonders doubled if you can get one within workable range. Start the game with one free scout.BYZANTIUM
Patriarchate of Constantinople - Choose one more Belief than normal when you found a Religion. Start with Pottery technology researched. +2 Faith for every non-occupied city connected to the capital.AMERICA
Manifest Destiny - All land military units have +1 sight. 50% discount when purchasing tiles. Start with Liberty tree unlocked. If you are the only civilization remaining on your starting continent (not including city states), gain +3 local happiness for every non-occupied city on the continent.
Germany's bonus is pretty great at this point, as well as Rome's. Neither of those Civs are on the bottom.The Glory of Rome - +25% Production in other Cities toward any Building that exists in the Capital. Pay 50% less maintenance on roads and railroads.GERMANY
Blitzkrieg - Defeating a Barbarian in an Encampment gives you a 67% chance they join your side. For the first 12 turns after declaring war on a civilization, all land military units gain +2 movement. Starting in the industrial era, gain +5 production, food and science in the capital.RUSSIA
Krepost (Barracks) - Usual +15XP of Barracks but reduces Culture and Gold Costs of acquiring new tiles by 25%, expanding your lands. As long as a unit is garrisoned in a city with a Krepost, the building also generates +2 culture.CARTHAGE
Phoenician Heritage - Coastal Cities get a free Harbor, +2 production and +1 happiness. Units may cross mountain after the first Great General is born, but will take 50 damage if ending a turn on a Mountain.(Also CARTHAGE)
Quinquereme (Trireme)- +2 (was 3) Combat Strength over usual Trireme, bringing it to 12. +1 vision range.DENMARK
Viking Fury - Embarked units gain 1 movement and pay only 1 movement to move from sea to land. Melee units do not lose movement to Pillage, providing them ample healing near enemy Cities. Conquering a city through war grants a permanent +2 Global Happiness to the empire, rising to +4 Happiness if the conquered city is razed. Trade deals don’t count and only once per city.SPAIN
Seven Cities of Gold - Gold Bonus from discovering Natural Wonders. All tile yields from Natural Wonders doubled if you can get one within workable range. Start the game with one free scout.BYZANTIUM
Patriarchate of Constantinople - Choose one more Belief than normal when you found a Religion. Start with Pottery technology researched. +2 Faith for every non-occupied city connected to the capital.AMERICA
Manifest Destiny - All land military units have +1 sight. 50% discount when purchasing tiles. Start with Liberty tree unlocked. If you are the only civilization remaining on your starting continent (not including city states), gain +3 local happiness for every non-occupied city on the continent.
That is a REALLY good suggestion for Denmark, as well as the Byzantines - both of those Civs need something to help them in upper levels, badly. In particular, I think you chose fairly balanced bonuses for them and unique ones as well! However, on lower difficulties things even out a bit such that it's easier to found a Religion with the Byzantines and potentially use Sacred Sites to win a really early cultural victory. However, when thinking of Immortal+ I don't even want to try those Civs, but will have to cover them when vacation is over :P
Carthage and America are both near bottom-tier Civs along with the Byzantines and Denmark, so your suggestions would also greatly improve play for them. Just that I don't like the idea of shoehorning America into wide play with Liberty. They can do well to go tall and transition to that later in the game when their UU becomes available - but this would help for sure.
Here is a link to the Civfanatics Deity Tier list, which pretty much ranks Civs according to their bonuses/UUs/UBs and how those synergize with play: http://forums.civfanatics.com/showthread.php?t=505057
12th July 2014 2:04pm
Sanfos says..I think this would be better if it was alphabetized by nation not ruler. nobody remembers the specific character names, at least not all of them.
I did it the same way the game does it. I mirrored the list in-game, as it's not going to be any easier to find them there. It was just simpler for me to do the list in the same order I got it.. control + F can help you find a civ quickly, and would be better even if it were alphabetized.
26th August 2014 2:35pm
Bryan says..The table at the bottom of each page is alphabetized by civilization. It might not be a bad idea to just append that table to the bottom of this page, as well, when you have time to come back to this guide.
5th September 2014 2:54pm
Samuel K says..I think those extra bonuses sound great but Rome, Germany and Russia are already very strong and played a lot. I think the others would be a great idea for someone to make a mod so we can play with them :)
27th July 2014 8:57pm
AlbinoPenguin says..I might be wrong but I think the Celts only get +2 faith with 3 unimproved forest tiles.
You're right - fixed and thanks.
31st July 2014 1:44am
Redmond Jennings says..The Hunnic Battering Ram also starts with Cover I.
29th June 2014 4:08pm
Nemo says..Why can't I build a wall anywhere I like?
Why can't I travel by river or be able to build canals to connect two bodies of water?
Why can't I travel by river or be able to build canals to connect two bodies of water?
I, too, wish we could do that. Rivers are just a hindrance in terms of moving troops and making canals would be great and sensible :(
8th January 2016 2:04pm
just made this to fix Austria says..Isn't 5% LESS than 10% instead of different? Did you mean 5 production?
I enjoy your site greatly by the way,other than that.I have forged a lasting bond of friendship with carlsguides.com
I enjoy your site greatly by the way,other than that.I have forged a lasting bond of friendship with carlsguides.com
28th January 2016 7:22pm
Rouzbeh says..I played with basil (Byzantium). And I think its the most powerful leader in the game. Because the amount of money increases when you have lots of army and happy civilization.
16th August 2016 2:52am
Elliot says..Great guide! Helped me beat the slightly annoying Shaka.
4th May 2016 7:20pm
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No new entries may be made.Some of the DLCs just give new civilizations. I realize there's a good chance the 'DLC' is already downloaded for everyone, it just needs to be activated by throwing more money at them.
So, if I buy a new civilization, but I'm playing with someone who hasn't bought that civilization yet, can I still use it?
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4 Answers
All players are required to have the DLC according to this Steam forum discussion. I believe DLC wasn't usable at all for multiplayer until a patch early 2011; see this discussion.
NelsonNelson
Unfortunately, you cant use it. You can have it activated in the multiplayer game, but the moment that you try to use one of those civilizations, and someone else on your game doesn't have that DLC, the game won't be able to launch.
Like Sentry said, in the game setup, the host can choose which DLC are activated in a multiplayer game.
As another note, if you try to join a public game, there is a column that shows which expansion packs and DLC are active for that specific game, so there won't be any confusion later. Since private games, are invite-only, you don't get the luxury of seeing that before joining the game, so I suggest that you communicate with the other players before hand.
hanatoshaniahanatoshania
A DLC can only be used if all players own it.
But you can then simply deactivate that DLC for this game and still play together.
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For non-hotseat multiplayer games, the host's DLC determines what all players can use, regardless of what the people the host invites own. I have personally verified this in my own games.
vhgamesvhgames
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What will be the next Civilization VI DLC? The game has been out over a year now, and post-launch content has been steadily rolling out of Firaxis. The first expansion, Rise and Fall, added plenty to our beloved strategy giant, and we don’t expect it to be the final one. Historically, Civ DLC has been crucial to unleashing each game’s potential, as the devs chuck in new content to fill out the faction roster, or to plug the pacing or mechanical gaps that inevitably arise in a game attempting to chart pretty much everything that’s ever happened.
With some new civs having already been added, and Rise and Fall having introduced a solid variety of exciting new mechanics, we wondered what other great cultures from history are missing, and what larger gameplay features we’d like to see when Civ VI gets its next major expansion. This is our lengthy wish list for new Civ 6 DLC.
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New civs
Civ VI’s post-launch DLC has so far added only civs. John Curtin’s Australia are debuting for the first time, while Persia and Poland are old favourites with a new spin, as Civ V’s leaders Darius and Casimir III are replaced by Cyrus the Great and Jadwiga. Rise and Fall further adds Korea, The Netherlands, Mongolia, and The Cree. We’re really liking this mix of the old and new, so we present a few of our own suggestions that have either been under-represented in the series, or could really benefit from a fresh take.
The Hittites
Last seen in Civ III’s Conquests expansion, the Hittites were a major military power of ancient Mesopotamia. They were suspected by archaeologists to be the first people to smelt iron, staking a major claim in history that could be reflected in a unique ability (double copies of iron resources? Bonus combat strength for all units that use iron? I’m just spitballing.) They caused the Egyptians and Babylonians no end of headaches, winning several major victories thanks to their heavier model of chariot – a clear choice for the unique unit.
In the meantime, Civ V players can check out Tomatekh and Janboruta’s Hittite mod for that game.
The Apache
The Apache have yet to appear in a mainline Civilization game. They were present in Sid Meier’s Colonization, a 1994 offshoot of the series, and thus were also present in the Colonization remake that was made in the Civ IV engine, but come on, that hardly counts. Some Civ VI DLC would be a great way to debut this famous native American tribe, which were one of the most fiercely resistant to American expansion. An Apache Warrior is the obvious unique unit, and could be designed to synergise with a faction unique ability that reflected the Apaches’ fierceness and their ambush-based, agile fighting style.
Wessex
England have been in every Civ game. They generally have bonuses focusing on their maritime or industrial history, and are led by the monarchs most associated with those periods – Elizabeth I and Victoria.
But how’s this for a fresh take: Alfred, unifier of England and one of only two English monarchs to be styled ‘the Great’. You could have him either as a new leader for the English or as leader of his own kingdom: Wessex. The bundled scenario where you unify the crown and repel the invading Vikings is the icing on the cake.
A polymath who improved his people’s quality of life in many areas, Alfred’s bonuses could focus on his reorganisation of England’s dark age armies, his diplomatic shrewdness, or his concern for the country’s legal and educational systems (such as they were).
Proving that no matter how inventive we think we are, a modder has got there first, here’s JFD, Janboruta and Viregel’s Anglo-Saxon civ for Civ V, led by Alfred.
Babylon
Babylon was periodically the world’s largest city, home of famous architecture, and one of the ancient era’s most important settlements, but I mainly want to see them brought back because of how ludicrously overpowered they were in Civ V. Breaking from our ‘fresh take’ theme, in this case, don’t change a thing Firaxis – give me cheaper walls with double HP and a +50% bonus to Great Scientist points, and we’ll be fine. I’ll go revise my arguments for why I shouldn’t be banned from picking them in multiplayer.
Near future era
Civ has had a pretty unstable relationship with taking things interstellar or orbital. After the magnum opus (or Great Work?) that was Alpha Centauri, we’ve had the maligned Call to Power spin-offs dabble with space colonisation, while Beyond Earth didn’t introduce enough interesting mechanics to really exploit its space setting.
It’s time for Civ to reclaim that frontier with a worthy expansion that takes us out to orbit. Say what you will about Call to Power II, but its use of an extra ‘space’ layer of map over the old one was interesting, allowing you to attack earth-based units from orbit, set up space colonies and mine asteroids. This era could also bring back wackier future technologies and new hazards to contend with like global warming.
Naturally all this cosmic malarkey should be optional, as the concept of Gandhi raining nukes from his Death Star may be a tad unpalatable for some.
Migration Mechanics
Immigration – bit of a buzzword these days, innit? And despite what the Daily Mail say, it’s always going to play a big part in shaping nations, seeing as it’s been occurring ever since the first stick-huts were washed away by a landslide, forcing the tribesfolk to go crash round their neighbouring village’s fire.
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The series has dabbled in this area before. In Civ IV, border cities would have mixed-nationality populations, and if the neighbouring civ had a stronger culture then they could take over the city. But this never ran very deep. The fact of peoples from poorer civs migrating to wealthier civs – or refugees fleeing wars – should be ever-present with all the accompanying issues it brings – economics, happiness, culture-clashing, integration policies, and so on.
The notion of ‘people moving around’ has defined the world as much as war and Wonders, so it’s time Sid or Ed or whoever’s actually in charge to accommodate it.
Colonisation
The Civ series is well aware of this concept, having released two standalone Colonization games but never elaborated on any of their mechanics in the main series. It’s a controversial topic, but again it shouldn’t be ignored in a game that purports to broadly capture the ups and downs of human history.
Settling uncharted shores should present you with new challenges and mechanics, making it more of an event rather than just another piece of land to turn your colour. You should work to come to agreements with other colonising nations about splitting the land, have colonial wars with them that don’t affect the home front, as well as have the option to work with the indigenous people of the land (or just destroy them).
Perhaps this could be integrated with Barbarians. Those savages have been nothing but a thorn in the side of fledgling empires in all Civ games to this point. That’s fine, but let’s vary them up a bit. We could still have brutes who want nothing but to pillage our lands, but also introduce ‘indigenous people’ who you can trade with, integrate into your society and recruit special units from.
Break-up of nations and empires
The Civilization series could just as easily be known as ‘Imperialism’ based on how the late-game pans out. Sure, in Civ V they tried making small, tall empires viable, but this was rarely as effective as making the blob of your empire spread like a virus across as much of the globe as possible.
Civ’s empire-centric leanings fail to reflect the world post-WW2. As the game goes on and people in far corners of your empire start getting big ideas about autonomy, it should get tougher to hold onto foreign lands. Wars of independence and civil wars – like in Civ II – could make a return here, with the possibility of spawning new nations, particularly late on, preventing games from going stagnant.
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Such a system could be used to the advantage of the nation getting broken up, too. You could grant your distant and culturally detached cities independence peacefully, for example, turning them into a city-state that’s permanently your ally unless someone pulls off a coup.
Political Unions
Unions – whether voluntary or forced – have shaped human history. From imperial unions such as the Austro-Hungarian Empire, ideological, autocratic unions like the USSR, federal ones like the United States, or… whatever the EU is, they’ve all changed the world dramatically.
In an inverse way to my previous point, this would make the mid-late game more volatile, as suddenly nations could hyper-expand through joining together, potentially forcing you to have a completely different relationship with them. If you entered a union, there would of course be trade-offs, as you’d need to run key decisions by your fellow union leaders and would effectively be splitting power, but such a setup could be a great way for smaller nations to get some economic and tech boosts as they cosy up to bigger nations, or for medium nations to unite into a formidable superpower.
(What you see in the picture is not a political union, just PCGN’s Phil dealing with some macemen in the Dark Ages – clearly wishing he was in a union with someone like Big Teddy Roosevelt so he could fend them off.)
Global Councils
Most of the features that we saw in the ‘complete’ version of Civ V made it over into Civ VI, with the one notable exception being the World Congress. While a nice idea, it never worked previously due to the awful AI, and I don’t think I could deal with another game in which some halfwit rival Civ decides to impose a global ban on sugar just ‘because’.
Despite that, the idea of a system where all nations (who choose to opt in) can have a say in global matters in the later game is a good one. As in Civ V, it should let you make sweeping suggestions like a global ideology or global religion, but sanctions should only be imposed with good reason.
Something like the World Congress or UN could be expanded to various crises as well, like nuclear attacks and wars. So perhaps an emergency session could be called to embargo a bullish nation preying on its neighbours, or have everyone chip in to send economic aid or even ‘peacekeeping’ (yeah, right) troops into warzones.
More interesting economics
Firaxis doesn’t go on about this, but many of the ideas in Civ VI can be traced back to the Civ V Community Balance Patch, which overhauls much of the main game (I highly recommend you squeeze in a couple of games on it before Civ VI!). One of the more intriguing additions is the idea of monopolies, so if your nation has the lion’s share of a certain resource within its borders, that resource offers bigger benefits, increasing its value.
Essentially, that old economic chestnut of supply and demand actually becomes a thing, as other nations are willing to offer more for your resources that can’t be obtained elsewhere. Something like this should appear in Civ VI down the line in a future expansion, so that the value of luxury resources fluctuates with their availability. Also, let’s chuck loans in there. Big nasty loans in which you can set the interest rates on and exploit/assist developing nations that need a bit of a leg up in the world, like the benevolent leader you’ll no doubt be.
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Generating Faith and Founding a Religion in G&K and BNW
Converting & Religious Pressure | Pantheons | Founder Beliefs | Follower Beliefs | Enhancers | Reformation |
This Guide to Religion in Civilization V Gods and Kings and Brave New World will teach you how the Religion gameplay mechanic works and provide tips to using it to your advantage. I'll cover how to get Faith and the process of Founding a Religion and spreading it through Religious Pressure. The formation of Religious Pantheons and the birth of Great Prophets are also explained, along with a detailed list of Founder, Follower, and Enhancer Beliefs that provide tips to using them, good combinations, and ideas for gameplay strategies you might try.
Religion is very useful in a Cultural Victory as it boosts Tourism with other Civs if you share a Religion. Otherwise, it's a nice feature that you can use to benefit your Civilization in many ways. It can aid in any other victory type through indirect bonuses, making your people happier, helping you to get more Social Policies, or allowing you to afford a larger Military by helping you to raise money.
Starting a Religion Early: Maximum Religions and Duplicate Beliefs
There is a max to the number of religions that can be founded in a game, based on Map size. About 2/3 of Civs can found a religion in any game if you do not add more players to a custom game.
There is a max to the number of religions that can be founded in a game, based on Map size. About 2/3 of Civs can found a religion in any game if you do not add more players to a custom game.
- Huge maps offer 12 players 7 religions
- Large 10 players with 6 Religions
- Standard 8 Players with 5 Religions
- Small 6 Players with 4 Religions
- Tiny 4 Players with 3 Religions
- Duel 2 Players with 2 Religions
You can find the number of remaining religions by clicking Additional Information in the top right > Religion Overview > World Religions. Players coming late will spend more Faith founding their Pantheon but the first Great Prophet costs the same.
If you want the best pick of beliefs for your Religion, it's wise to found one early for each Pantheon Belief, Founder Belief, and all other Beliefs are unique to the Civ that picks them. So if you want a specific set of Beliefs that go well together, you'd best get a Shrine built early on and get to Philosophy Technology for Temples.
Getting Faith
Faith is the resource that drives the Religion system in Civ 5 Gods and Kings. While a couple of Civs get direct bonuses to Faith generation, all will need higher amounts of Faith to effectively utilize Religion. Faith is a resource that is easier to generate in Wide Civilizations, those with more Cities. It scales very well with the size of your empire, and those many smaller Cities will put out more combined Religious Pressure than a few, taller Cities can. The following is not meant to be an exhaustive list of all means of getting Faith, but gives you an idea of some of your options:
Faith is the resource that drives the Religion system in Civ 5 Gods and Kings. While a couple of Civs get direct bonuses to Faith generation, all will need higher amounts of Faith to effectively utilize Religion. Faith is a resource that is easier to generate in Wide Civilizations, those with more Cities. It scales very well with the size of your empire, and those many smaller Cities will put out more combined Religious Pressure than a few, taller Cities can. The following is not meant to be an exhaustive list of all means of getting Faith, but gives you an idea of some of your options:
- Shrines and Temples - these buildings provide +1/+2 Faith and are unlocked with Pottery and Philosophy, respectively.
- Religious City-States - Religious City-States can provide a large chunk of Faith each turn, and befriending or Allying with one in the early game can almost guarantee you get to Found a Religion. Being first to meet them, you'll get 8 Faith, but meeting them after other Civs will still give you 4 toward your Pantheon. Early on, this Alliance will get you quickly to the total of 510 Faith minimum you need to get a fully enhanced Religion. Though the amount they give will seem less impressive later in a game, having them through the ages will give you many more opportunities to purchase units, buildings, or Great People for your Civilization. To get an Alliance going early, watch for the Religious City-State to offer Quests and complete them. Typically, you can do this in the early-game by waiting for them to need assistance with Barbarian Encampments, want Trade Routes, specific Wonders, or Roads constructed to connect them to your network.
- Holy Sites - Holy Sites are placed by Great Prophets on a tile of your choice. This will make the tile give +6 Faith per turn and can be enhanced to also give +3 Culture/Gold with the Piety Social Policies. If you will use Faith heavily, then this is a wise use of a Great Prophet.
- World Wonders - World Wonders like Stonehenge, the Hagia Sophia, Great Mosque of Djenne, Notre Dame, and Borobodur all give some benefit to Religion. There are no National Wonders that produce Faith aside from the Grand Temple, which gives +8 Faith and doubles Religious Pressure emanating from the Holy City, where it must be built. To make this, you must research Theology and have a Temple in all your Cities.
- Natural Wonders - Some Natural Wonders may produce a large amount of faith per turn when worked by a City. These are rare enough that they can't be relied upon, and there may be competition to control that land. When you get one, it's very helpful!
Piety Social Policies
Piety is a pretty poor starting tree for any Civilization, Religious or not. It is better to start with Tradition, Liberty, or Honor then transition into Piety once you've got what lands and Cities you need to help your Civilization thrive. The build time reduction for Shrines/temples is nice and all, just not necessary until you have multiple cities trying to build them. Once you've got a few Cities, the additional Faith from Shrines and Temples will make a much larger difference. The 20% discount on religious unit/building purchases doesn't apply to the spawning of Great Prophets, so it's really an unused Social Policy for a long time - time best spent on other Social Policies that give your Civilization a boost in growth so they are more capable of enjoying Religion's perks. Look at the +10% gold from Temples. Temples have a 2 gold maintenance cost, so you won't even make a profit until you're at over 20 gold generation in the City, it merely offsets the cost a touch, and in the early-game that is not much. Really, this tree is awful unless you will make at least a few Holy Sites and want a Reformation Belief.
Piety is a pretty poor starting tree for any Civilization, Religious or not. It is better to start with Tradition, Liberty, or Honor then transition into Piety once you've got what lands and Cities you need to help your Civilization thrive. The build time reduction for Shrines/temples is nice and all, just not necessary until you have multiple cities trying to build them. Once you've got a few Cities, the additional Faith from Shrines and Temples will make a much larger difference. The 20% discount on religious unit/building purchases doesn't apply to the spawning of Great Prophets, so it's really an unused Social Policy for a long time - time best spent on other Social Policies that give your Civilization a boost in growth so they are more capable of enjoying Religion's perks. Look at the +10% gold from Temples. Temples have a 2 gold maintenance cost, so you won't even make a profit until you're at over 20 gold generation in the City, it merely offsets the cost a touch, and in the early-game that is not much. Really, this tree is awful unless you will make at least a few Holy Sites and want a Reformation Belief.
Microsoft store downloads stuck on pending. How to Create a Religion: The Founding of Pantheons
Pantheons are earned automatically by expending Faith. The First player to reach 10 Faith will found a Pantheon, with the next costing 15, 20, and so on. Founding a Pantheon will give your early Cities a bonus in the form of a Pantheon Belief. You can find a list of Pantheon Beliefs further into this guide.
Pantheons are earned automatically by expending Faith. The First player to reach 10 Faith will found a Pantheon, with the next costing 15, 20, and so on. Founding a Pantheon will give your early Cities a bonus in the form of a Pantheon Belief. You can find a list of Pantheon Beliefs further into this guide.
Select Pantheon Beliefs based on your surroundings first. You can earn big bonuses if your first City has access to many Camps (+Food), Culture (Jungle or Pastures), or Sea Resources for Fishing Boats (Production). You may also go for permanent Growth for your Cities, or faster production of Ancient/Classical Wonders - certainly helpful for getting Stonehenge, Hanging Gardens, and some other great options that can greatly aid your Civilization.
Once you've Founded your Pantheon, your Civilization is on its way to Founding its own Religion with more advanced Beliefs and Bonuses to aid your quest for Victory.
Founding a Religion: Great Prophets and Holy Cities
Your first Great Prophet will be born in the Capital at around 200 Faith, independent of other Civs Founding their own Religions. You may move this Great Person to the City you'd like to create as your Holy City. Most choose the Capital, but if you have a great City closer to other Civs and more City-States, or even Coastal with great potential to reach out to other Civs, then Found your Holy City there. Holy City position is relevant to the spread of Religion. For now just know that Religious Pressure will emanate from this City to all Cities within 10 tiles, effectively spreading the religion throughout your Civilization as turns go by. Those Cities will then spread them to others in range, and so on.
Your first Great Prophet will be born in the Capital at around 200 Faith, independent of other Civs Founding their own Religions. You may move this Great Person to the City you'd like to create as your Holy City. Most choose the Capital, but if you have a great City closer to other Civs and more City-States, or even Coastal with great potential to reach out to other Civs, then Found your Holy City there. Holy City position is relevant to the spread of Religion. For now just know that Religious Pressure will emanate from this City to all Cities within 10 tiles, effectively spreading the religion throughout your Civilization as turns go by. Those Cities will then spread them to others in range, and so on.
When Founding your Religion, you will get to choose a Founder Belief that affects only your Civilization and usually scales based on the size of your Religion and its Spread through foreign Cities. Additionally, you'll pick the first of two Follower Beliefs which will affect those Cities that have this Religion as the Majority and may provide cumulative benefits to your Empire.
The next Great Prophet will be born at 300 Faith, and you should generally use them to Enhance the Religion because other Civs may get the second Follower Belief or Enhancer Belief that you wanted. Once your Religion has been Enhanced, you may then feel free to use Great Prophets to spread the Religion to other Cities and City States, or to construct a Holy Site on a tile, which provides +6 Faith and may later provide +3 Gold and +3 Culture with the Piety Social Policies. Great Prophets will continue to be born regularly after this first at a ramping cost, automatically spending Faith to birth another in the Holy City when you reach that threshold.
It's worth noting here that you cannot use a Great Prophet's Construct Holy Site or Enhance Religion after using Spread Religion, so if you use Spread, expect to use that on multiple Cities until you run out.
Enhancing the Religion
You may use your second or later Great Prophet (who must be in the Holy City) to Enhance the Religion and gain an additional Follower belief. You will also get an Enhancer Belief which boosts the Religion as a whole in a big way, increasing the spawn rate of Great Prophets and enhancing them, extending the range of Religious Pressure, or giving Combat Bonuses to Units near Cities of the same religion. Head to that section of the Religion Guide to learn about all your options and see those you may have missed out on by founding your Religion too late.
You may use your second or later Great Prophet (who must be in the Holy City) to Enhance the Religion and gain an additional Follower belief. You will also get an Enhancer Belief which boosts the Religion as a whole in a big way, increasing the spawn rate of Great Prophets and enhancing them, extending the range of Religious Pressure, or giving Combat Bonuses to Units near Cities of the same religion. Head to that section of the Religion Guide to learn about all your options and see those you may have missed out on by founding your Religion too late.
Automatic Faith Purchases
Once you've founded and Enhanced your Civ's Religion, go to Additional Information in the top right of the screen > Religion Overview > Your Religion > and select how you want Automatic Faith Purchases to be handled. If you chose a building such as Mosques, then those can be automatically built in your Cities each time you hit 200 Faith. Some players may choose Holy Warriors, and this allows you to purchase units automatically. All Civs with a Religion may automatically make Missionaries. If you want Manual Control, put it on Remind Me Later but Great Prophets may still be born at set Faith prices - automatic spending sort of prevents that from happening.
Once you've founded and Enhanced your Civ's Religion, go to Additional Information in the top right of the screen > Religion Overview > Your Religion > and select how you want Automatic Faith Purchases to be handled. If you chose a building such as Mosques, then those can be automatically built in your Cities each time you hit 200 Faith. Some players may choose Holy Warriors, and this allows you to purchase units automatically. All Civs with a Religion may automatically make Missionaries. If you want Manual Control, put it on Remind Me Later but Great Prophets may still be born at set Faith prices - automatic spending sort of prevents that from happening.
Converting & Religious Pressure | Pantheons | Founder Beliefs | Follower Beliefs | Enhancers | Reformation |
Share Tips and FAQs (13)
Our Sims Forum is the place to go for faster answers to questions and discussions about the game. Use the form below to share your own experiences and provide helpful tips to other readers.
Shawn says..Hey good job, on all the guides, sims included. A big thank you for all your hard work!
Thanks for the compliment, and you're welcome!
23rd March 2014 11:09pm
Hiep Pham says..Another motivation for chasing and spreading the religion is your relationship with CS following your relation will degrade slower. I don's think the 15 extra resting point on CS is important because you will spend a lot of money to offset that initial amount. Tithe is VERY important and fortunately, most AI ignore this belief when founding the religion. They only focus on religious buildings. So make sure when 1 of your cities is converted, check if you can buy any religious building from other AI's belief. I can's stress this enough. It will give you a lot of money to gift the CS. Try to choose the right time when they have a quest to gift your gold for your long term benefit. CS ally is more important than rushing a building.
Another important factor when spreading the religion is whether to choose prophet or missionary and where to spread it.
Another important factor when spreading the religion is whether to choose prophet or missionary and where to spread it.
I notice that about Tithe too! It's almost always available. I pick it in 90% of my games, because Gold is simply the most flexible option and works well when you're tall and can't spread your religion into nearby Civs' lands.
Someone else just said the same thing about religious buildings on the Follower Beliefs page - it really is a great tip. The buildings continue to function after the conversion, and you get faith, culture and happiness.
I have even had the fortune of having a 3-4 Wine City converted, and they had Monasteries. so that was a nice boost :)
Someone else just said the same thing about religious buildings on the Follower Beliefs page - it really is a great tip. The buildings continue to function after the conversion, and you get faith, culture and happiness.
I have even had the fortune of having a 3-4 Wine City converted, and they had Monasteries. so that was a nice boost :)
26th April 2014 3:12pm
Creek says..Hi, Carl. I enjoy and follow your guides, thank you for taking the time to write them. I notice the religious section here is mostly g&k. Is it equally valid for BNW, or will you be updating this section?
I am playing and writing about Brave New World and never played it with just Gods and Kings installed, although I do own it to have the Civs that came with it - so this Guide is for BNW.
I wrote a Guide to Vanilla that did not include Religion, as it was written before G&K came out and did not return to development until Brave New World. At first, I didn't know what feature came from what, but now know that the only thing you lack without G&K are the Civs.
I wrote a Guide to Vanilla that did not include Religion, as it was written before G&K came out and did not return to development until Brave New World. At first, I didn't know what feature came from what, but now know that the only thing you lack without G&K are the Civs.
10th February 2014 2:06pm
Deadhead says..You do a fantastic job with you're guides. Top notch!!
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Thank you, I try to be as clear as I can. Covering Civ was actually the most difficult of all my projects, ever! So much can happen in the game that it became challenging to write about, especially when I was pushing myself to higher difficulties.
29th December 2015 5:01pm
melissa says..Hi Carl, Thanks for this very helpful guide. I have a question: if you capture a holy city, what happens to the ownership of the religion? I founded a religion and now captured the holy city of my obnoxious neighbour, but I do not seem to control his religion: my own religious screen only informs me about my religion. Is that possible at all? (his religion is stronger so I would not mind switching)
I think that the founder still gets benefits, but is likely to gradually fail without a holy city so long as you make an effort to spread your own. It's not possible to fully benefit from another's religion, as you didn't found it - but if you like the other benefits, can certainly encourage it in your lands.
23rd August 2014 10:00am
Curse says..I don't know when they changed it, but a the Temple Piety belief now gives +25% gold instead ot +10%.
Fall Patch 2013. I need to edit that I suppose, but Theocracy is indeed much better now.
28th July 2014 3:01am
Redmond Jennings says..Am I correct in understanding that you cannot convert your empire to a Religion as you could in Civ4 or as you do wit Ideologies? It's simply city-by-city?
City-by-City.
8th July 2014 9:46am
civfan says..Hi Carl, thank you for these great guides! When I access this website from my phone however, even though it says 'Mobile Friendly', it is completely blocked by very fishy ads, to the point where I can't even access your content. You might want to look into that.
9th December 2015 3:50pm
Graham842 says..I have used religion a lot now and am very comfortable with it. I find it an awesome power for political/social success and of good use scientifically. For dominance it can be ignored but when I start a game I do not know what tack I will take until have at least checked out the neighborhood and so tend to try and get in the top 2/3 starters if not first because it affects gameplay soo much.There is too much to mention here and most has been mentioned in some way by Carl (superb guides) so something not directly mentioned but key is the effect on CS. The bonuses CS give you throughout the game regardless of strategy are important and there are always CS looking for science, culture and religion growth.
I started by using tithe a lot but now 100% go for Mosques at least. If you get your religion points up fast and earlyish it just snowballs with sending out missionaries to key CS so the spread becomes infectious.. leave the other players alone to a large degree but a well placed prophet against their holy city can shatter their religion.
For Dominance the 20% attacking a city that is of your faith is an AWESOME enhancement when you take a prophet to war with you.. or a missionary or two.
Do not start with the Religion tree but consider it, if you can rack up huge points and produce units cheaper your religion is hard to stop and once players have your religion they are nicer to you.Some of the funnest games I have played are dominance games where I start with the left hand of honor, get 2 of each until and keep them weak but get their skills up initially with barbs then farming a CS, dominate religion and especially if the enemies have religion they get peed off and declare war then bang, I upgrade a few units and even with a weaker army just take them to bits.. the fun bit is the getting to war stage.. the war bit is just too easy
I started by using tithe a lot but now 100% go for Mosques at least. If you get your religion points up fast and earlyish it just snowballs with sending out missionaries to key CS so the spread becomes infectious.. leave the other players alone to a large degree but a well placed prophet against their holy city can shatter their religion.
For Dominance the 20% attacking a city that is of your faith is an AWESOME enhancement when you take a prophet to war with you.. or a missionary or two.
Do not start with the Religion tree but consider it, if you can rack up huge points and produce units cheaper your religion is hard to stop and once players have your religion they are nicer to you.Some of the funnest games I have played are dominance games where I start with the left hand of honor, get 2 of each until and keep them weak but get their skills up initially with barbs then farming a CS, dominate religion and especially if the enemies have religion they get peed off and declare war then bang, I upgrade a few units and even with a weaker army just take them to bits.. the fun bit is the getting to war stage.. the war bit is just too easy
22nd January 2016 7:00am
Ub책denCiv 5 Multiplayer Dlc Download
says..Hi carl, thx for your guides! Im currently trying to get my head around religious pressure. It seems as if wonders create a large deal of pressure? Or is the pressure entirely based on faith pr turn? Also, why are enemy cities not getting trade route pressure when Im opening a trade route to them from a city with my religion?Best regards Ub책den
16th September 2014 3:24am
Sparkopolis says..I'm trying to adopt the world religion that exists in my current BNW game. I need it to get the extra two delegates in the world congress that come from following the world religion. Somebody on another site said that you get the delegates when you've established the world religion as the dominant religion in your civilization. Does that mean it must outnumber any of the other individual religions in your civ or that you must have the majority of your cities following the world religion overall?
The majority of your Cities need to have it as the dominant Religion (as in, the symbol changes to that Religion).
19th June 2014 4:32pm
Khan says..I find with religon i either realy push for it and get the first or seccond religon or i dont invest much but still find my self fluking the last religon In the first case i always find it hard to choose which beliefs to choose i feal overwhelmed with the choice i can differentiate the good beliefs from the bad but i allways end up struggling with two realy good beliefs In the seccond case i end up trying to pick the best i can from the trash thats left usaly i just let it get wiped outWhen i get a realy good religon i realy want to make my religon the world religon without pissing everyone off i usaly suck in the civs who could found their own but then i send my missonarys and prophets to civs who have a religon and the hate me for it and go nuts when i propose it in the congress is there anyway of making o world religon without pissing everyone off
Ive tried several time with just pressure however i find that my religon doesnt realy spread to anyone one else i end up with a strong religon self contained in my empire any tips
Ive tried several time with just pressure however i find that my religon doesnt realy spread to anyone one else i end up with a strong religon self contained in my empire any tips
22nd December 2015 4:28am
Khan says..Edit
i usualy suck in the civs who could not found their own religon
i usualy suck in the civs who could not found their own religon
22nd December 2015 4:30am
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