Civilization VI

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Civilization VI (full title: Sid Meier's Civilization VI) is a turn-based strategy game in the Civilization franchise that was released in 2016. The lead producer of the game is Dennis Shirk, and the lead designer is Ed Beach.

New Features Edit

  • New game engine with support for a day/night cycle and camera rotation.
  • Cities will now span multiple tiles, called "districts." Wonders are similarly constructed on tiles rather than within the city itself.
  • City growth is kept in check by a Housing metric, which is increased by certain buildings, fresh water, and tile improvements. Happiness is once again per-city, and improved through Amenities.
  • Workers have been replaced with Builders that complete their jobs instantly but have only a limited number of uses.
  • Civics are researched in a Civic tree parallel to the traditional scientific tech tree. Progress through this tree is made through Civ6Culture Culture, instead of Civ6Science Science.
  • Research has been changed with a Eureka mechanic that accelerates research time. If you haven't seen any sea, it'll be more difficult to research Sailing, for example. On the other hand, a coastal city would give you a boost for researching naval technologies. Civics research is likewise boosted through Inspirations.
  • Governments are back. Governments can be further customized by mixing and matching various policy cards that the Civic tree unlocks.
  • Diplomacy evolves through times. The designers remarked that Teddy Roosevelt put it very well when he said: "As civilization grows, warfare becomes less and less the normal condition of foreign relations."
  • Espionage and gossip are now the primary means of learning intel on rival civilizations' activities.
  • The Great Works system makes a return from Brave New World, with improvements.
  • Religion is back, more complex than ever. You will be able to build religious-oriented buildings in your Holy Sites. Inquisition will have a more important role in the game. A new unit called Apostles has been added.
  • The Diplomatic Victory condition has been replaced with a new Religious Victory condition.
  • Support units, such as Battering Rams or Anti-Air Guns, can be stacked with other types of units.
  • Civilian units can be assigned with military escorts.
  • Two land units can be merged in the Renaissance Era to form a "corps" that is 40% stronger. Later, a third unit can be added to form an "army" in the Modern Era. Naval units can likewise be merged into "fleets."
  • Roads are built automatically along trade routes.
  • Ships can be built not only in the City Center, but also in the Harbor district. This way, an inland city that is sufficiently close to the sea may also build ships!
  • Great People now have unique bonuses, similar to the Founding Fathers in Colonization.
  • AI players now follow Agendas; each civilization leader has a historical agenda that dictates playstyle, along with a randomized hidden agenda that can be learned through espionage.
  • Barbarians are more organized, sending out scouts to plan raids on cities.
  • City-States return, with each city-state having a unique bonus for their Suzerain.

Civilizations & Leaders Edit

Main article: Civilizations (Civ6)

There are eighteen civilizations included in the base game at launch. In addition, the Aztec civilization is available exclusively to pre-order customers for the first ninety days after launch. After this ninety day period, the Aztec civilization will be available to all players as free downloadable content.

Each civilization has three unique components: a unit, a piece of infrastructure (be it a building, a district or a tile improvement) and an ability. Furthermore, each leader has a distinct ability of their own, as well as a unique agenda which shapes the leader's playstyle and diplomatic personality when controlled by the AI. Abilities can be multi-faceted, and some leader abilities include a further unique unit, giving the civilization a total of two.

Emblem Civilization Leader(s) Civilization Ability Unique Unit Unique Infrastructure
American (Civ6) American Teddy Roosevelt (Civ6) Teddy Roosevelt Founding Fathers

Earn all government legacy bonuses in half the usual time.

P-51 Mustang Film Studio
Arabian (Civ6) Arabian Saladin (Civ6) Saladin The Last Prophet

Automatically receives the final Great Prophet when the next-to-last one is claimed (if you have not earned a Great Prophet already). +1 Civ6Science Science for each foreign city following Arabia's Religion.

Mamluk Madrasa
Australian (Civ6) AustralianJohn Curtin (Civ6) John CurtinLand Down Under

+3 Housing6 Housing in coastal cities. Pastures trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, Holy Sites, and Theater Squares are +1 in tiles with Charming Appeal, +3 in Breathtaking.

Digger Outback Station
Aztec (Civ6) Aztec Montezuma (Civ6) Montezuma Legend of the Five Suns

Spend Builder charges to complete 20% of the original district cost.

Eagle Warrior Tlachtli
Brazilian (Civ6) Brazilian Pedro II (Civ6) Pedro II Amazon

Rainforest tiles provide +1 adjacency bonus to Campus, Commercial Hub, Holy Site, and Theater Square districts. Rainforest tiles provide +1 Housing6 Housing for Neighborhoods build adjacent to them.

Minas Geraes Carnival District
Chinese (Civ6) Chinese Qin Shi Huang (Civ6) Qin Shi Huang Dynastic Cycle

Eureka6 Eurekas and Inspiration6 Inspirations provide 60% of civics and technologies instead of 50%.

Crouching Tiger Great Wall
Egyptian (Civ6) Egyptian Cleopatra (Civ6) Cleopatra Iteru

+15% Civ6Production Production towards districts and wonders if placed next to a River. Floodplains do not block placement of districts and wonders.

Maryannu Chariot Archer Sphinx
English (Civ6) English Victoria (Civ6) Victoria British Museum

Each Archaeological Museum holds 6 Artifact6 Artifacts instead of 3 and can support an 2 Archaeologists at once. Archaeological Museums are automatically themed when they have 6 Artifact6 Artifacts.

Sea Dog Royal Navy Dockyard
French (Civ6) French Catherine de Medici (Civ6) Catherine de Medici Grand Tour

+20% Civ6Production Production toward Medieval, Renaissance, and Industrial era wonders. Tourism6 Tourism from wonders of any era is doubled.

Garde Imperiale Chateau
German (Civ6) German Frederick Barbarossa (Civ6) Frederick Barbarossa Free Imperial Cities

Each city can build one more district than usual (exceeding the normal limit based on Citizen6 population).

U-Boat Hansa
Greek (Civ6) Greek Pericles (Civ6) Pericles Plato's Republic

One extra Wildcard policy slot in any government.

Hoplite Acropolis
Gorgo (Civ6) Gorgo
Indian (Civ6) Indian Gandhi (Civ6) Gandhi Dharma

Receive Follower Belief bonuses in a city from each religion that has at least 1 follower.

Varu Stepwell
Japanese (Civ6) Japanese Hojo Tokimune (Civ6) Hojo Tokimune Meiji Restoration

All Districts receive an additional standard adjacency bonus for being adjacent to another district.

Samurai Electronics Factory
Kongolese (Civ6) Kongolese Mvemba a Nzinga (Civ6) Mvemba a Nzinga Nkisi

+2 Civ6Food Food, +2 Civ6Production Production, and +4 Civ6Gold Gold from each Relic6 Relic, Artifact6 Artifact, and Sculpture Sculpture6 Great Work of Art. Receive double Great Writer, Great Artist, Great Musician, and Great Merchant points. Palace has slots for 5 Great Works.

Ngao Mbeba Mbanza
Macedonian (Civ6) MacedonianAlexander (Civ6) AlexanderHellenistic Fusion

Receive boosts upon city conquest: a Eureka6 Eureka for each Encampment or Campus in the conquered city and an Inspiration6 Inspiration for each Holy Site or Theater Square.

Hypaspist Basilikoi Paides
Norwegian (Civ6) Norwegian Harald Hardrada (Civ6) Harald Hardrada Knarr

Units gain the ability to enter Ocean tiles after researching the Shipbuilding technology. Units ignore additional additional Civ6Movement Movement costs from embarking and disembarking.

Berserker Stave Church
Persian (Civ6) PersianCyrus (Civ6) CyrusSatrapies

+1 TradeRoute6 Trade Route capacity with Political Philosophy civic. Receive +2 Civ6Gold Gold and +1 Civ6Culture Culture for routes between your own cities. Roads built in your territory are one level more advanced than usual.

Immortal Pairidaeza
Polish (Civ6) PolishJadwiga (Civ6) JadwigaGolden Liberty

Culture Bomb adjacent tiles when completing an Encampment or Fort inside friendly territory. One Military policy slot in the current government is converted to a Wildcard slot.

Winged Hussar Sukiennice
Roman (Civ6) Roman Trajan (Civ6) Trajan All Roads Lead to Rome

All cities you found or conquer start with a Trading Post. If in TradeRoute6 Trade Route range of your Capital6 Capital, they also start with a road to it. TradeRoute6 Trade Routes earn +1 Civ6Gold Gold for passing through Trading Posts in your own cities.

Legion Bath
Russian (Civ6) Russian Peter (Civ6) Peter Mother Russia

Extra territory upon founding cities. +1 Civ6Faith Faith and +1 Civ6Production Production from Tundra.

Cossack Lavra
Scythian (Civ6) Scythian Tomyris (Civ6) Tomyris People of the Steppe

Receive a second light cavalry unit or Saka Horse Archer each time you train a light cavalry unit or Saka Horse Archer.

Saka Horse Archer Kurgan
Spanish (Civ6) Spanish Philip II (Civ6) Philip II Treasure Fleet

May build Freets and Armadas earlier than usual (Mercantilism). TradeRoute6 Trade Routes between multiple continents receive bonus Civ6Gold Gold from routes to other civilizations, and bonus Civ6Food Food and Civ6Production Production for routes between your own cities.

Conquistador Mission
Sumerian (Civ6) Sumerian Gilgamesh (Civ6) Gilgamesh Epic Quest

When you capture a barbarian outpost, receive a tribal village reward in addition to the usual Civ6Gold Gold. Pay half the usual cost to levy city-state units.

War-Cart Ziggurat

† Only available as DLC.

Districts Edit

Main article: District (Civ6)

Cities take up multiple tiles, in that one district may be placed on one tile. Assuming that a city has several districts, this city now sprawls over several tiles.

Districts themselves act as containers for buildings of the same type. For example, the Campus district may contain buildings such as a Library, University, and Research Lab.

There are approximately 12 types of districts in the game, with two or three of them available from the beginning of the game. The rest will be unlocked via technological or civic research.  

The following lists all district types. Unique buildings and districts are in italics.

District Function Buildings Adjacency Bonuses
City Center (Civ6) City Center Core Granary
Water Mill
Ancient Walls
Medieval Walls
Renaissance Walls
Campus (Civ6) Campus Science Library
Research Lab

+1 Civ6Science Science from each adjacent Mountain
+1 Civ6Science Science from every 2 adjacent Rainforest and district tiles.

Holy Site (Civ6) Holy Site
Lavra (Civ6) Lavra
Religion and Faith Shrine
Stave Church
Worship Buildings

+2 Civ6Faith Faith from each adjacent natural wonder.
+1 Civ6Faith Faith from each adjacent Mountain.
+1 Civ6Faith Faith from every 2 adjacent Woods and district tiles.

Theater Square (Civ6) Theater Square
Acropolis (Civ6) Acropolis
Culture Amphitheater
Art Museum
Archaeological Museum
Broadcast Center
Film Studio

+1 Civ6Culture Culture from each adjacent wonder.
+1 Civ6Culture Culture from every 2 adjacent district tiles.

Encampment (Civ6) Encampment Military Barracks
Military Academy
Harbor (Civ6) Harbor
Royal Navy Dockyard
Maritime Lighthouse

+1 Civ6Gold Gold from each adjacent coastal resource.
+1 Civ6Gold Gold from every 2 adjacent district tiles.

+2 Civ6Gold Gold from adjacent City Center

Commercial Hub (Civ6) Commercial Hub Trade and Gold Production Market
Stock Exchange

+2 Civ6Gold Gold from each adjacent river and Harbor.
+1 Civ6Gold Gold from every 2 adjacent district tiles.

Industrial Zone (Civ6) Industrial Zone
Production Workshop
Electronics Factory
Power Plant

+1 Civ6Production Production from each adjacent Mine and Quarry.
+1 Civ6Production Production from every 2 adjacent district tiles.

Entertainment Complex (Civ6) Entertainment Complex
Street Carnival
Amenities Arena
Aqueduct (Civ6) Aqueduct
Fresh Water
Neighborhood (Civ6) Neighborhood
Aerodrome (Civ6) Aerodrome Aviation Hangar
Spaceport (Civ6) Spaceport Space

Wonders Edit

Main article: Wonder (Civ6)

Wonder Req. Civ6Production Prod. Bonus Placement
Alhambra Castles 710
  • +2 Amenities6 Amenities
  • +1 General6 Great General point per turn
  • +1 Military policy slot
  • Provides the same defensive bonuses as the Fort improvement
Must be built on Hills adjacent to an Encampment district.
Apadana Political Philosophy 400
  • +2 Great Work slots
  • +2 Envoy6 Envoys when you build a wonder, including Apadana, in this city.
Must be built adjacent to a Capital6 Capital.
Big Ben Economics 1760
  • +6 Civ6Gold Gold
  • +3 Merchant6 Great Merchant points per turn
  • +1 Economic policy slot
  • Doubles current treasury
Must be built next to a River adjacent to a Commercial Hub district with a Bank.
Bolshoi Theatre Opera and Ballet 1450
  • +2 Writer6 Great Writer points per turn.
  • +2 Musician6 Great Musician points per turn.
  • +1 GreatWorkWriting6 Great Work of Writing slot.
  • +1 GreatWorkMusic6 Great Work of Music slot.
  • Awards 2 randomly-chosen free civics when completed.
Must be built on flat land adjacent to a Theater Square district.
Broadway Mass Media 2100 Must be built on flat land next to a Theater Square district.
Chichen Itza Guilds 710 Must be built on Rainforest.
Colosseum Games and Recreation 400
  • +2 Civ6Culture Culture
  • +3 Amenities6 Amenities to this city and all cities in 6 tiles radius
Must be built on flat land adjacent to an Entertainment Complex district.
Colossus Shipbuilding 400 Must be built on coast and adjacent to a Harbor district.
Cristo Redentor Mass Media 2100 Must be built on Hills.
Eiffel Tower Steel 2100
  • All tiles in your civilization gain +2 Appeal
Must be built on flat land adjacent to City Center.
Estádio do Maracanã Professional Sports 2835
  • +6 Civ6Culture Culture in each city of your civilization
  • +2 Amenities6 Amenities in each city of your civilization
Must be built on flat land adjacent to an Entertainment Complex with a Stadium.
Forbidden City Printing 920
  • +5 Civ6Culture Culture
  • Gain a permanent Wild Card policy slot
Must be built on flat land adjacent to City Center.
Great Library Recorded History 400
  • +2 Civ6Science Science
  • +1 Scientist6 Great Scientist point per turn
  • +2 GreatWorkWriting6 Great Works of Writing slots
  • Receives boost to all Ancient and Classical era technologies.
Must be built on flat land adjacent to a Campus with a Library.
Great Lighthouse Celestial Navigation 290 Must be built on the coast and adjacent to a Harbor district with a Lighthouse.
Great Pyramids Masonry 220
  • +2 Civ6Culture Culture
  • Grants a free Builder. All Builders can build one extra improvement.
Must be built on desert (including floodplains) without hills.
Great Zimbabwe Banking 920
  • +5 Civ6Gold Gold
  • +2 Merchant6 Great Merchant points per turn.
  • +1 TradeRoute6 Trade Route capacity. Your TradeRoute6 Trade Routes from this city get +2 Civ6Gold Gold for every Bonus resource in this city's territory.
Must be built adjacent to a Commercial Hub district with a Market and adjacent to Cattle.
Hagia Sophia Education 710 Must be built on flat land adjacent to a Holy Site district, and player must have founded a religion.
Hanging Gardens Irrigation 180
  • Increases Growth by 15% in all cities.
Must be built next to a river.
Hermitage Natural History 1760
  • +3 Artist6 Great Artist points per turn
  • +4 Great Works of Art slots
Must be built next to a river on a non-desert and non-tundra tile.
Huey Teocalli Military Tactics 710
  • +1 Amenities6 Amenity from Entertainment for each adjacent lake tile. +1 Civ6Food Food and +1 Civ6Production Production for each Lake tile in your empire
Must be built on a Lake tile adjacent to land.
Mahabodhi Temple Theology 400 Must be built on woods adjacent to a Holy Site district with a Temple, and player must have founded a religion.
Mausoleum at Halicarnassus Defensive Tactics 400
  • Grants a free Great Admiral when the wonder is constructed.
  • All Great Admirals can use their retirement ability an additional time and Great Engineers have an additional charge.
Must be built on a coastal tile adjacent to a Harbor district.
Mont St. Michel Divine Right 710
  • +2 Civ6Faith Faith
  • +2 Relic6 Relic slots
  • All Apostles you create gain the Martyr ability in addition to a second ability you choose normally.
Must be built on Floodplains or Marsh.
Oracle Mysticism 290
  • +1 Civ6Culture Culture
  • +1 Civ6Faith Faith
  • Patronage of Great People cost 25% less Civ6Faith Faith. Districts in this city provide +2 Great Person points of their type
Must be built on hills.
Oxford University Scientific Theory 1450 Must be built on flat[1] Grasslands or Plains adjacent to a Campus district with a University.
Petra Mathematics 400 Must be built on desert or floodplains without hills.
Potala Palace Astronomy 1170 Must be built on a hill adjacent to a Mountain.
Ruhr Valley Industrialization 1450 Must be built along a River adjacent to an Industrial Zone district with a Factory.
Stonehenge Astrology 180 Must be adjacent to Stone and on flat land.
Sydney Opera House Cultural Heritage 3300 Must be built on coast adjacent to a Harbor. Cannot be built on a lake.
Terracotta Army Construction 400 Must be built on Grassland or Plains adjacent to an Encampment district with a Barracks or Stable.
Venetian Arsenal Mass Production 920
  • +2 Engineer6 Great Engineer points per turn
  • Receive a second naval unit each time you train a naval unit.[2]
Must be built on the coast[3] and adjacent to an Industrial Zone district.
All Wonders - Civilization 6 - Some Wonders of the World 🗼09:34

All Wonders - Civilization 6 - Some Wonders of the World 🗼

  1. Note that "flat" is not specified in-game.
  2. This bonus applies to any city.
  3. Note that in-game it lists the requirement as "adjacent to the coast", but this is not correct.

Natural Wonders Edit

Main article: Natural wonder (Civ6)

Wonder Effects Size Requirements
Cliffs of Dover (Civ6) Cliffs of Dover +3 Civ6Culture Culture and +2 Civ6Gold Gold on the Wonder tiles. They look like Grassland, but cannot be improved and provide no Civ6Food Food. 2 tiles Cliffs
"Under the White Cliff's battlemented crown, Hushed to a depth of more than Sabbath peace." -William Wordsworth
Crater Lake (Civ6) Crater Lake +1 Civ6Science Science and +4 Civ6Faith Faith in the Wonder tile; provides fresh water. 1 tile Lake
"Never again can I gaze upon the beauty spots of the Earth and enjoy them as being the finest thing I have ever seen. Crater Lake is above them all." -Jack London
Dead Sea (Civ6) Dead Sea +2 Civ6Faith Faith, +2 Civ6Culture Culture on wonder tiles, adjacent units completely heal when ending their turn on an adjacent tile 2 tiles Lake
"Like to the apples on the Dead Sea's shore, all ashes to the taste." -Lord Byron
Eyjafjallajökull1 Adjacent land tiles yield +1 Civ6Culture Culture and +2 Civ6Food Food.
"A number of stones rolled down the mountain, followed by an enormous and lofty column of flame, which allowed people in Holt to read as perfectly at night as if it had been day." -Liverpool Mercury
Galápagos Islands (Civ6) Galápagos Islands +2 Civ6Science Science to all adjacent tiles

(Two of the eight affected tiles gain a +4 bonus because of the overlap of adjacent tiles.)

2 tiles, impassable Coast
"The natural history of this archipelago is very remarkable: it seems to be a little world within itself." -Charles Darwin
Giant's Causeway1 Land combat units that enter adjacent plots receive the ability "Spear of Fionn" (+5 Civ6StrengthIcon Combat Strength).
"The remains of some mighty fabric, hurled into desolation by a tremendous earthquake, or some other equally terrible convulsion of nature." -Philip Dixon Hardy
Great Barrier Reef (Civ6) Great Barrier Reef +3 Civ6Food Food, +2 Civ6Science Science 2 tiles Coast
"Organisms don't think of CO2 as a poison. Plants and organisms that make shells, coral, think of it as a building block." -Janine Benyus
Lysefjord1 Naval combat units that enter adjacent plots are granted their next promotion.
"The water is black and heavy, and subject to intermitting storms. In this sea, and in the midst of this solitude, rises a great sombre street---a street for no human footsteps. None ever pass through there; no ship ever ventures in." -Victor Hugo
Mount Everest (Civ6) Mount Everest +1 Civ6Faith Faith to adjacent tiles, religious units who move to an adjacent tile ignore hills permanently

(Three of the nine affected tiles gain +2 bonuses because of the overlap of adjacent tiles.)

3 tiles, impassable Mountain
"It is not the mountain we conquer but ourselves." -Sir Edmund Hillary
Mount Kilimanjaro (Civ6) Mount Kilimanjaro +2 Civ6Food Food to adjacent tiles 1 tile, impassable Mountain
"As it turns out, Mount Kilimanjaro is not wi-fi enabled, so I had to spend two weeks in Tanzania talking to the people on my trip." -Nancy Bonds
Pantanal (Civ6) Pantanal +2 Civ6Food Food, +2 Civ6Culture Culture on wonder tiles 4 tiles Marsh
"The Pantanal is the most complex intertropical alluvional plain of the planet and perhaps the least known area of the world." -Aziz Ab'Saber
Piopiotahi (Civ6) Piopiotahi +1 Civ6Gold Gold, +1 Civ6Culture Culture and +2 Appeal to all adjacent tiles.

Breathtaking (5) Appeal

(Three of the nine affected tiles gain +2 bonuses because of the overlap of adjacent tiles.)

3 tiles; impassable Coast
"But as I headed into the heart of New Zealand's fiordland that same child-like feeling, long lost, of pure unadulterated awe came rushing back. I knew the road to Milford Sound was good - but this good?" -Darroch Donald
Torres del Paine (Civ6) Torres del Paine Doubles the (base) terrain yields of all adjacent tiles.

(Forest, Rainforest and Marsh bonus is unchanged.)

2 tiles, impassable Mountain
"Several closely situated granite peaks resembling tiger's teeth dramatically soar about a kilometer into the sky." -Howard Hillman
Tsingy de Bemaraha (Civ6) Tsingy de Bemaraha +1 Civ6Culture Culture, +1 Civ6Science Science to adjacent tiles 1 tile, impassable Mountain
"Tsingy is a 250-square-mile tiger trap made up on massive obelisks riddled with jagged spears. And yes, they will cut your pretty face." -Budd Erickson
Uluru2 +2 Civ6Culture Culture and +2 Civ6Faith Faith to adjacent tiles

+4 Appeal instead of the usual +2

1 tile, impassable
"What a grand sight this must present in the wet season; waterfalls in every direction!" -William Gosse
Yosemite (Civ6) Yosemite +1 Civ6Gold Gold, +1 Civ6Science Science to adjacent tiles

(Two of the eight affected tiles gain +2 bonuses because of the overlap of adjacent tiles.)

2 tiles, impassable Mountain
"Yosemite Valley, to me, is always a sunrise, a glitter of green and golden wonder in a vast edifice of stone and space." -Ansel Adams

1 Available with the Vikings Scenario Pack DLC
2 Available with the Australia Civilization & Scenario Pack DLC

City-States Edit

Main article: City-state (Civ6)

There are six types of city-states in the game. To influence city-states, civilizations can send Envoy6 Envoys, and receive larger bonuses (based on city-state type) for higher numbers of Envoy6 Envoys. The civilization with the most influence over any single city-state becomes the Suzerain, as long as that civilization has three or more Envoy6 Envoys present. If two or more civilizations are tied for influence (same number of Envoy6 Envoys), there is no Suzerain. The Suzerain receives a bonus unique to the city-state in question. Suzerains may pay Civ6Gold Gold to take control of their city-state's military units for 30 turns.

City-State Type Suzerain Bonus
Amsterdam Trade Your Trade Routes to foreign cities earn +1 Civ6Gold Gold for each luxury resource.
AntananarivoCultural Extra 2% Civ6Culture Culture with every Great Person ever earned.
ArmaghReligious Builders can construct the Monastery improvement, which provides Civ6Faith Faith and heals religious units.
AucklandIndustrial Additional Civ6Production Production for Coastal tiles.
Buenos Aires Industrial Your bonus resources behave like luxury resources, providing +1 Amenities6 Amenity per resource.
Brussels Industrial Your cities receive +15% bonus Civ6Production Production towards Wonders.
Carthage Militaristic Each Encampment in your cities provides a extra TradeRoute6 trade route.
Geneva Scientific Your cities earn +15% bonus Civ6Science Science output when you are not at war with any civilization.
GranadaMilitaristic Builders can construct the Alcazar improvement, which protects military units and provides Civ6Culture Culture.
Hattusa Scientific Provides you with 1 copy of each strategic resource you have revealed but do not own.
Hong Kong Industrial Your Cities get +20% bonus Civ6Production Production towards city projects
Jakarta Trade Your trading posts at international destinations grant +1 additional Civ6Gold Gold to all trade routes that pass through them.
Jerusalem Religious Automatically converts to the Religion you founded and exerts pressure for that religion as if it were a Holy City.
Kabul Militaristic Your units receive double experience from battles they initiate.
Kandy Religious Receive a Relic6 Relic every time you discover a new Natural Wonder, and earn +50% bonus Civ6Faith Faith from all Relic6 Relics.
Kumasi Cultural Your trade routes to any city-state provide +2 Civ6Culture Culture and +1 Civ6Gold Gold for every specialty district in the origin city.
La Venta Religious Your Builders can now make Colossal Heads improvements. (A tile improvement that produces +2 Civ6Faith Faith)
Lisbon Trade Your Trader units are immune to being plundered on water tiles.
Mohenjo Daro Cultural Your cities all have full Housing6 Housing from water, as if they were next to a river.
MuscatTrade Bonus Amenities6 Amenities in cities with a Commercial Hub.
Nan Madol Cultural Your districts on or next to Coast tiles provide +2 Civ6Culture Culture.
PalenqueScientific Improved City growth for cities with a Campus.
Preslav Militaristic Your light and heavy cavalry units have +5 Civ6StrengthIcon combat strength when fighting on Hill tiles.
Toronto Industrial Regional effects from your Industrial Zone and Entertainment Complex districts reach 3 tiles farther.
Seoul Scientific When you enter a new era, earn a random Eureka from that era.
Stockholm Scientific Your districts provide +1 GreatPerson6 Great Person point of their type (ex. Writer6 Great Writer, Artist6 Great Artist, and Musician6 Great Musician for Theater Square districts).
Valletta Militaristic Allows the Suzerain to consume Civ6Faith Faith to purchase urban centers and military buildings in their cities. Reduces Civ6Faith Faith costs.
Vilnius Cultural When you enter a new era, earn 1 random Inspiration from that era.
Yerevan Religious Your Apostle units can choose from any of their possible promotions instead of receiving a random promotion.
Zanzibar Trade Receive the Cinnamon and Cloves luxury resources. They cannot be earned any other way in the game, and provide 6 Amenities6 Amenities each.

† Available with the Vikings Scenario Pack DLC.

Envoys Edit

Main article: Envoy (Civ6)

Envoy6 Envoys are representatives of your civilization that can be sent to city-states that you've met. By default, one Envoy6 Envoy is earned for every 100 influence points that you accumulate. The bonuses you earn from a city-state depend on how many Envoy6 Envoys you have sent to the city-state. One bonus is earned for having 1 Envoy6 Envoy, the next bonus is at 3 Envoy6 Envoys, and the final bonus is at 6 Envoy6 Envoys. Declaring war directly on a city-state removes all Envoy6 Envoys you had there. Otherwise, Envoy6 Envoys stay on the city-state permanently.

City-states that you have met will periodically generate a quest, such as sending a TradeRoute6 Trade Route. Completing a quest automatically grants you 1 additional Envoy6 Envoy in that city-state.

Civics Edit

Main article: Civics (Civ6)

Social policies have been removed and replaced with civics, which are unlocked with culture via a research-style civics tree. Civics grant bonuses, unlock buildings and wonders, give you Policy Cards, and open up government types. In single-player games, the discovery of each civic (and tech) is accompanied by a famous quotation from history that is voiced by Sean Bean.

Policy Cards Edit

Main article: Policy Cards (Civ6)

Policy Cards, once unlocked via the civics tree, are placed in your Policy Card deck. From there they may be selected to customize your government. The government's card configuration can be changed at any time for a gold cost, or for free whenever a new civic is unlocked.

These cards come in four types:

  • Military
  • Economic
  • Diplomatic
  • Wild

Governments Edit

Main article: Government (Civ6)

All civilizations begin with the Chiefdom government upon researching Code of Laws; further government types are unlocked via the civics tree. Anarchy is not present when changing government types unless reverting to a government which has been previously chosen.

Each government has a unique bonus, an additional legacy bonus earned by keeping the government type for an extended and unbroken period, and a different configuration of Policy Card slots.

Government Required Civic Military Economic Diplomatic Wildcard Effects Legacy Bonus
Ancient (2 slots)
Chiefdom Code of Laws 1 1 0 0 No bonus. No bonus.
Classical (4 slots)
Autocracy Political Philosophy 2 1 0 1 Capital receives +1 boost to all yields. 10% Bonus to wonder production. Additional +1% Bonus to wonder production every ? turns.
Classical Republic Political Philosophy 0 2 1 1 All cities with a district receive +1 amenity. 15% Bonus to Great People point generation. Additional +1% Bonus to Great People point generation every 15 turns.
Oligarchy Political Philosophy 1 1 1 1 All land melee units gain +4 strength. 20% Bonus experience for units. Additional +1% Bonus experience for units every 5 turns.
Medieval / Renaissance (6 slots)
Merchant Republic Exploration 1 2 1 2 +2 trade routes. 15% Discount on gold purchases. Additional +1% Discount on gold purchases every ? turns.
Monarchy Divine Right 3 1 1 1 +2 housing in any city with medieval walls. 20% Bonus influence points. Additional +1% Bonus influence points every 10 turns.
Theocracy Reformed Church 2 2 1 1 Can buy land combat units with faith. All units gain +5 strength in theological combat. 15% Discount on faith purchases. Additional +1% Discount on faith purchases every 15 turns.
Modern (8 slots)
Communism Class Struggle 3 3 1 1 Land units gain +4 defense strength. Industrial Zone districts can defend. 10% bonus on all production. Additional +1% bonus on all production every ? turns.
Democracy Suffrage 1 3 2 2 Patronage of Great People costs 50% less gold. 30% bonus yields from district projects. Additional +1% bonus yields from district projects every ? turns.
Fascism Totalitarianism 4 1 1 2 All combat units gain +4 combat strength. 20% bonus on unit production. Additional +1% bonus on unit production every ? turns.

Additional slots Edit

Certain wonders and abilities award additional, free policy slots. These can be filled with cards of the appropriate type, regardless of a civilization's current government.





Pantheons Edit

Main article: Pantheons (Civ6)

Name Description
Dance of the Aurora Holy Site districts get +1 Civ6Faith Faith from adjacent Tundra tiles.
Sacred Path Holy Site districts get +1 Civ6Faith Faith from adjacent Rainforest tiles.
Monument of the Gods +15% Civ6Production Production to Ancient and Classical era Wonders.
Lady of the Reeds and Marshes +1 Civ6Production Production from Marsh, Oasis, and Floodplains.
God of the Open Sky +1 Civ6Culture Culture from Pastures.
Desert Folklore Holy Site districts get +1 Civ6Faith Faith from adjacent Desert tiles.
River Goddess +1 Amenities6 Amenity to cities if they have a Holy Site district adjacent to a River.
Divine Spark +1 Great Person point from Holy Site (Prophet), Campus (Scientist), and Theater Square (Writer) districts.
God of the Sea +1 Civ6Production Production from Fishing Boats.
Goddess of the Hunt +1 Civ6Food Food from Camps.
Fertility Rites City growth rate is 10% higher.
Religious Idols +1 Civ6Faith Faith from Mines over Luxury and Bonus resources.
God of the Craftsmen +1 Civ6Production Production from Mines over Strategic resources.
Goddess of Festivals +1 Civ6Food Food from Wine, Incense, Cocoa, Tobacco, Coffee, and Tea Plantations.
Oral Tradition 1 Civ6Culture Culture from Banana, Citrus, Cotton, Dyes, Silk, Spices, and Sugar Plantations.
God of the Forge +25% Civ6Production Production toward Ancient and Classical military units.
Initiation Rites +50 Civ6Faith Faith for each Barbarian Outpost cleared.
God of Healing Increases Healing by +30 in your Holy Site district, or any adjacent tiles.
Religious Settlements Border expansion rate is 15% faster.
Goddess of the Harvest Harvesting a resource or removing a feature receives Civ6Faith Faith equal to the other yield's quantity.
Stone Circles +2 Civ6Faith Faith from Quarries.
God of War Bonus Civ6Faith Faith equal to 50% of the strength of each enemy unit killed within 8 tiles of a Holy Site district you own

Strategy Edit

Note that adjacency bonuses from Mountain and Tundra don't stack, so for instance with Dance of the Aurora a mountain tile that's also tundra provides only +1 Civ6Faith Faith to an adjacent Holy Site. However, the effect of Woods and Natural Wonders do stack with Tundra.

Overall, if there's nothing obvious (for instance 4 related tiles) to give you a solid push in a particular direction when you found your pantheon, there are some things to bear in mind:

Name Strategy
Dance of the Aurora This is one of the Pantheons that rely solely on terrain, and could potentially turn out to be a really powerful Civ6Faith Faith generator. A Holy Site gets a +2 adjacency bonus on average, and even that requires some luck - mountains do tend to form chains, but you can rarely find a spot circled by more than 3 mountain tiles; woods are even worse, and Natural Wonder tiles are rare. With Dance of the Aurora and a suitable location, you can get up to a +6 adjacency bonus!

Needless to say, however, you need to found your cities next to or on tundra. Tundra tiles are not uncommon in the game, but they make really poor city locations. So, unless you're playing as Russia or you get a really crappy starting location, you may be unable to use this Pantheon unless you want to ruin your general game completely just so you can get Civ6Faith Faith. Of course, there will be a couple of good spots with lots of other resources nearby which will warrant the foundation of a city, but you can't rely on that when choosing a Pantheon.

Sacred Path Another terrain-related Pantheon, Sacred Path is in fact much more usable than Dance of the Aurora. Rainforests form a logical "belt" around the equator of the map, and if you happen to start next to it you can reliably forecast that you'll have access to numerous jungle tiles, and will indeed be able to use Sacred Path's bonus to the max. If that's the case, go for it and prepare to reap rich Civ6Faith Faith yields. But remember not to cut down the rainforests, and to build your Holy Sites right in their midst.
Desert Folklore The last terrain-related Pantheon is potentially the most powerful one. There are usually many deserts in the game, which are sprinkled in a wide variety of locations (unlike tundra, which is always found in polar regions at the edge of the completely uninhabitable snow). So, you may expect to find numerous good spots for founding cities in the desert, even if you're not playing a civ which specializes in deserts. Then, just pop that Holy Site in the middle of the waste where nothing else can be built anyway, and you can start converting!
Stone Circles Stone is all over the place. You'll probably find a lot of it, even if you can't see any at the start of the game. Expect to average more than one per city even if you aren't founding your cities to take advantage of this. So as it's +2 Civ6Faith Faith (not +1 like a slew of other Pantheons), it roughly doubles the worth of every Stone, Marble, or Gypsum resource (remembering that we need to compare each not to nothing, but to random resource-free terrain). This should be your go-to Pantheon when you have no idea which one to choose, but there are some good backup choices if another civ takes it first.

However, if you're not interested in pushing a religion, the Civ6Faith Faith generation isn't a particularly valuable resource. Yes, it can be used for patronage of Great People and some other non-religious uses, but by and large you'd benefit more from something else. For non-religious civs, see the comments on Religious Settlements below.

God of the Open Sky This Pantheon is a fairly good pick if Stone Circles has already been taken. It's safe to assume that you'll find Cattle, Sheep, and Horses as you explore the map, though they may not be common enough to justify choosing this unless you already have at least two or three of them available. It can be useful to get early Civ6Culture Culture to spend less Civ6Gold Gold on tiles, and to get Temples in time to get your pick of the third and fourth faiths or acquire more policies.
God of the Sea Even on an island-heavy map with high sea levels you won't get as many sea resources as you'd like. You'll probably get less than one per city on average, which could be a shock to you if you've played a lot of Civilization V. This isn't to say that there won't be starting positions that favor it, but if you get one you probably don't have enough land for districts. Of course, if you're using a maritime civ such as England or Spain and the map layout offers you lots of options, you should consider it.
God of the Forge This can be a solid choice if you're going for a fast aggressive start, especially if your unique unit is available in the Ancient or Classical Era. If not, it is doubtful that this will provide enough of an edge to make it worthwhile.
Divine Spark The headline is probably the Prophet6 Great Prophet points, but if you can take something that provides Civ6Faith Faith instead you'll get your two Apostles sooner and continue to reap the benefits throughout the game, so it's probably better to go that way and just lean on the more mundane ways of getting Prophet6 Great Prophet points. The other Great People points are mediocre - Great People aren't that great, because they come along too infrequently, even with this. Still, if you really want to found a Religion and you've had a late start (or are being outpaced by other civs), then you may choose this to have an additional edge in the Great Prophet race.
Initiation Rites In a best-case scenario - clearing one outpost every 4 turns - you'll be averaging 12.5 Civ6Faith Faith per turn. Not a scratch on what you'll probably get from Stone Circles eventually because it won't scale well - as the territory is taken up, the barbarian outposts stop appearing. Again, it could prove useful in an early race for some Great Person, and if you don't see other viable Pantheons.
Fertility Rites Really poor because it's based on modified Civ6Food Food per turn. Take only as a last resort.
Religious Settlements Probably the worst of all choices: you may have to buy 13% ((1 - 1 / 1.15) * 100) fewer tiles. Taking this would be worse than taking Fertility Rites, because population provides Civ6Culture Culture, so you'd gain more border expansion (and the Civ6Culture Culture, Civ6Science Science, etc.) from that over time.

However, the value of this Pantheon extends beyond it being treated as a replacement for purchasing tiles - specifically, EVERY civ and EVERY city can benefit from it. Instead of needing 10 turns to claim the next tile, you only need 9. It can offset poor Civ6Culture Culture generation for militaristic civs or maximize border growth for other civs. Yes, every tile claimed automatically is a tile that you didn't have to buy, but every tile claimed automatically will usually open up new tiles for purchase. It helps you reach key resources faster, and again, is passively applied to every city you've got. Moreover, this is a GREAT choice for any civ that doesn't really care much about pushing their own religion, as the primary (but not the only) purpose of Civ6Faith Faith is to purchase religious units. Unlike so many Pantheon beliefs which rely on having specific resources nearby (which you now shouldn't harvest or you lose the bonus), this is one that any civ and any victory type can benefit from at every stage of the game.

Victory Conditions Edit

Main article: Victory (Civ6)

There are five victory conditions in Civ6, corresponding to many of the major aspects of the game. You can win by focusing on scientific advancement and ultimately establishing a base on Mars. Cultural victory returns from its debut in Civ5 and looks similar to the incarnation in Brave New World; it triggers when you attract more visiting tourists than any country has domestic tourists. Religious victory replaces the diplomatic victory from Civ5 and requires that you become the predominant religion (followed by > 50% of cities) in every civilization in the game. Score and Domination victories return as well.



External linksEdit

Civilization VI [edit]

AgendasBeliefsBuildingsCity-StatesCivicsCivilizationsDistrictsImprovementsLeadersPantheonsPolicy CardsPromotionsResourcesScenariosTechnologiesTerrainUnits (Unique Units) • Wonders (Natural)


AmenitiesBarbariansCity (HousingPopulation) • CombatDiplomacy (GossipWarmongering) • EspionageEureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTrade RoutesVictory

Civ6Culture CultureCiv6Faith FaithCiv6Food FoodCiv6Gold GoldCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cards

Civilization Series

Official series:
Civilization II + Conflicts in Civilization + Fantastic Worlds + Test of Time
Civilization III + Play the World + Conquests
Civilization IV + Warlords + Beyond the Sword + Colonization (Total conversion)
Civilization V + Gods & Kings + Brave New World
Civilization: Beyond Earth + Rising Tide
Civilization VI

Official related games:
Sid Meier's Colonization
Sid Meier's Alpha Centauri+ Alien Crossfire
Civilization Revolution
Civilization Revolution 2
Sid Meier's Starships

Other games:
Civilization: Call To Power
Call to Power II
CivCity: Rome

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