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Sid Meier's Civilization VI (called Civilization VI or Civ6 for short) 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. The game's first expansion pack, Rise and Fall, was released on February 8, 2018.

New Features Edit

  • New game engine with support for a day/night cycle and camera rotation.
  • Cities 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 can build religious-oriented buildings in your Holy Sites. Inquisition can have a more important role in the game. A unit called an Apostle 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" and "armadas."
  • 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.
  • Leaders now have their own unique bonuses, along with the bonuses that their Civilization provides.

Civilizations & Leaders Edit

Main article: Civilizations (Civ6)

There are eighteen civilizations included in the base game at launch. In addition, the Aztec civilization was available exclusively to pre-order customers for the first ninety days after launch. After this ninety day period, the Aztec civilization was made 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.


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

Government legacy bonuses accumulate in half the usual number of turns.
R&F-Only All Diplomatic policy slots in the current government are converted to Wildcard slots.

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 one has not been earned already). +1 Civ6Science Science per foreign city following Arabia's Religion.

Mamluk Madrasa
Australian (Civ6) Australian3 John Curtin (Civ6) John Curtin3 Land Down Under

+3 Housing6 Housing in coastal cities. Building a Pasture triggers a Culture Bomb, claiming surrounding tiles. Campuses, Commercial Hubs, Holy Sites, and Theater Squares gain +1 to their yields in tiles with Charming Appeal, and +3 with Breathtaking Appeal.

Digger Outback Station
Aztec (Civ6) Aztec1 Montezuma (Civ6) Montezuma1 Legend of the Five Suns

Can spend Builder charges to complete 20% of a district's Civ6Production Production cost.

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

Rainforest tiles provide a +1 adjacency bonus for Campuses, Commercial Hubs, Holy Sites, and Theater Squares, and provide +1 Appeal to adjacent tiles, instead of the normal -1.

Minas Geraes Street Carnival/Copacabana
Chinese (Civ6) Chinese Qin Shi Huang (Civ6) Qin Shi Huang Dynastic Cycle

Eureka6 Eurekas and Inspiration6 Inspirations provide an extra 10% of the cost for researching technologies and civics.

Crouching Tiger Great Wall
Cree (Civ6) Cree R&F-Only Poundmaker (Civ6) Poundmaker R&F-Only Nîhithaw

Gains +1 TradeRoute6 Trade Route capacity and a free Trader with Pottery. Unclaimed tiles within three tiles of a Cree city come under Cree control when a Trader first moves into them.

Okihtcitaw Mekewap
Dutch (Civ6) Dutch R&F-Only Wilhelmina (Civ6) Wilhelmina R&F-Only Grote Rivieren

Rivers provide a +2 adjacency bonus for Campuses, Theater Squares, and Industrial Zones. Building a Harbor triggers a Culture Bomb, claiming surrounding tiles.

De Zeven Provinciën Polder
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 can hold six Artifact6 Artifacts instead of three and can build two Archaeologists instead of one. Archaeological Museums are automatically themed when they have six Artifact6 Artifacts.

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

+20% Civ6Production Production towards Medieval, Renaissance, and Industrial Wonders.
Double Tourism6 Tourism from Wonders of any era.

Garde Impériale Château
Georgian (Civ6) Georgian R&F-Only Tamar (Civ6) Tamar R&F-Only Strength in Unity

When making Dedications at the beginning of a Golden Age or Heroic Age, receive the Normal Age bonus towards improving Era Score in addition to the other bonus.

Khevsur Tsikhe
German (Civ6) German Frederick Barbarossa (Civ6) Frederick Barbarossa Free Imperial Cities

Each city can build one more district than the population level would normally allow.

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

Gain an additional Wildcard policy slot in all Governments.

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

Receive the Follower Beliefs of all religions that have at least one follower in a city, not just the majority religion.

Varu Stepwell
Chandragupta (Civ6) Chandragupta R&F-Only
Indonesian (Civ6) Indonesian6 Gitarja (Civ6) Gitarja6 Great Nusantara

Coast and Lake tiles provide a +0.5 adjacency bonus for Holy Sites, Campuses, Industrial Zones, and Theater Squares. Entertainment Complexes adjacent to Coast or Lake tiles provide +1 Amenities6 Amenity.

Jong Kampung
Japanese (Civ6) Japanese Hojo Tokimune (Civ6) Hojo Tokimune Meiji Restoration

Districts recieve a +1 adjacency bonus for each adjacent district, instead of +0.5.

Samurai Electronics Factory
Khmer (Civ6) Khmer6 Jayavarman VII (Civ6) Jayavarman VII6 Grand Barays

Cities with an Aqueduct gain +3 Civ6Faith Faith and +1 Amenities6 Amenity. Farms receive +2 Civ6Food Food if adjacent to an Aqueduct.

Domrey Prasat
Kongolese (Civ6) Kongolese Mvemba a Nzinga (Civ6) Mvemba a Nzinga Nkisi

Relic6 Relics, Artifacts and Sculpture6 Sculptures provide +2 Civ6Food Food, +2 Civ6Production Production, and +4 Civ6Gold Gold. The Palace has four extra slots for Great Works. Receive +50% Writer6 Great Writer, Artist6 Great Artist, Musician6 Great Musician, and Merchant6 Great Merchant points from all sources.

Ngao Mbeba Mbanza
Korean (Civ6) Korean R&F-Only Seondeok (Civ6) Seondeok R&F-Only Three Kingdoms

Farms receive +1 Civ6Food Food and Mines receive +1 Civ6Science Science if adjacent to a Seowon.

Hwacha Seowon
Macedonian (Civ6) Macedonian4 Alexander (Civ6) Alexander4 Hellenistic Fusion

Conquering a city grants a free Eureka6 Eureka for each Encampment or Campus in the conquered city and a free Inspiration6 Inspiration for each Holy Site or Theater Square.

Hypaspist Basilikoi Paides
Mapuche (Civ6) Mapuche R&F-Only Lautaro (Civ6) Lautaro R&F-Only Toqui

All units trained in cities with an established Governor gain +25% combat experience. +10 Civ6StrengthIcon Combat Strength bonus against civilizations that are in a Golden Age.

Malón Raider Chemamull
Mongolian (Civ6) Mongolian R&F-Only Genghis Khan (Civ6) Genghis Khan R&F-Only Örtöö

Sending a TradeRoute6 Trade Route immediately creates a Trading Post (Civ6) Trading Post in the destination city, instead of when the TradeRoute6 Trade Route is finished. Gains an extra level of DiplomaticVisibility6 Diplomatic Visibility with civilizations they have a Trading Post (Civ6) Trading Post with. Mongolian Units receive +6 Civ6StrengthIcon Combat Strength for each level of DiplomaticVisibility6 Diplomatic Visibility they have over their opponents, instead of the usual +3.

Keshig Ordu
Norwegian (Civ6) Norwegian Harald Hardrada (Civ6) Harald Hardrada Knarr

Norwegian units gain the ability to enter Ocean tiles with Shipbuilding, instead of Cartography, and pay no additional Civ6Movement Movement costs to embark or disembark. Naval melee units can heal in neutral territory.

Berserker Stave Church
Nubian (Civ6) Nubian5 Amanitore (Civ6) Amanitore5 Ta-Seti

+50% Civ6Production Production toward Ranged units. Ranged units gain +50% combat experience. +1 Civ6Production Production for Mines over strategic resources, and +2 Civ6Gold Gold for Mines over bonus and luxury resources.

Pítati Archer Nubian Pyramid
Persian (Civ6) Persian4 Cyrus (Civ6) Cyrus4 Satrapies

Gains +1 TradeRoute6 Trade Route capacity with Political Philosophy. Internal TradeRoute6 Trade Routes provide +2 Civ6Gold Gold and +1 Civ6Culture Culture. Roads built in Persian territory are one level more advanced than usual.

Immortal Pairidaeza
Polish (Civ6) Polish2 Jadwiga (Civ6) Jadwiga2 Golden Liberty

Building an Encampment or Fort triggers a Culture Bomb, claiming surrounding tiles. One Military policy slot in all governments is converted into a Wildcard policy slot.

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

Founded or conquered cities start with a Trading Post and, if within TradeRoute6 Trade Route range of your Capital6 Capital, a road to it. Your TradeRoute6 Trade Routes generate +1 Civ6Gold Gold for each Roman Trading Post they pass through.

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

Founded cities start with eight additional tiles. Tundra tiles provide +1 Civ6Faith Faith and +1 Civ6Production Production, in addition to their usual yields.

Cossack Lavra
Scottish (Civ6) Scottish R&F-Only Robert the Bruce (Civ6) Robert the Bruce R&F-Only Scottish Enlightenment

Happy cities gain +5% Civ6Science Science and +5% Civ6Production Production, and generate +1 Scientist6 Great Scientist points in their Campuses and +1 Engineer6 Great Engineer points in their Industrial Zones. Ecstatic cities double these bonuses.

Highlander Golf Course
Scythian (Civ6) Scythian Tomyris (Civ6) Tomyris People of the Steppe

Building a light cavalry unit or Saka Horse Archer grants a free second copy of that unit.

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

May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. TradeRoute6 Trade Routes between cities on different continents grant +1 Civ6Food Food and +1 Civ6Production Production for internal TradeRoute6 Trade Routes, and +6 Civ6Gold Gold for international TradeRoute6 Trade Routes.

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

Capturing a Barbarian Outpost also grants a Tribal Village reward. May levy city-state units at 50% of the usual Civ6Gold Gold cost.

War-Cart Ziggurat
Zulu (Civ6) Zulu R&F-Only Shaka (Civ6) Shaka R&F-Only Isibongo

Conquering a city will upgrade the conquering unit into a Corps or Army, if the proper civics are unlocked. +3 Loyalty per turn to cities with a garrisoned unit, increasing to +5 Loyalty per turn if the garrisoned unit is a Corps or Army.

Impi Ikanda

1 Preorder DLC. Became available for all players free of charge 90 days after the release of the game.
2 Added in Poland Civilization & Scenario Pack (20 December 2016).
3 Added in Australia Civilization & Scenario Pack (23 February 2017).
4 Added in Persia and Macedon Civilization & Scenario Pack (28 March 2017).
5 Added in Nubia Civilization & Scenario Pack (27 July 2017).
6 Added in Khmer and Indonesia Civilization & Scenario Pack (19 October 2017).
R&F-Only Added in the Rise and Fall expansion pack.

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 can be unlocked via technological or civic research.  

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


The names of unique districts and buildings are italicized in the table.

District Buildings Adjacency Bonuses/Effects
City Center (Civ6) City Center Granary

Monument
Water Mill
Ancient Walls
Medieval Walls
Renaissance Walls
Tsikhe
Sewer

5 Housing6 Housing if adjacent to a River, Lake, or Oasis. 3 Housing6 Housing if adjacent to a Coast. 2 Housing6 Housing otherwise.

Aircraft Capacity: 1

Tile is always worked for free. Yields are at least 2 Civ6Food Food and 1 Civ6Production Production.

Campus (Civ6) Campus

Seowon (Civ6) Seowon R&F-Only

Library

University
Madrasa
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

Shrine

Temple
Stave Church
Prasat
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

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

Ikanda (Civ6) Ikanda R&F-Only

Barracks

Basilikoi Paides
Stable
Ordu
Armory
Military Academy

Cannot be built next to the City Center.

Produced military units appear here.

Has a defense value and can attack nearby enemies.

Harbor (Civ6) Harbor

Royal Navy Dockyard (Civ6) Royal Navy Dockyard

Lighthouse

Shipyard
Seaport

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

+1 TradeRoute6 Trade Route capacity.

Must be built on Coast or Lakes Terrain adjacent to land.

Removes the Movement penalty for embarking and disembarking to and from this tile.

Commercial Hub (Civ6) Commercial Hub Market

Sukiennice
Bank
Stock Exchange

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

+1 TradeRoute6 Trade Route capacity.

Industrial Zone (Civ6) Industrial Zone

Hansa (Civ6) Hansa

Workshop

Factory
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 (Civ6) Street Carnival

Arena

Tlachtli
Zoo
Stadium

+1 Amenities6 Amenity

Mutually exclusive with Water Park.

Aqueduct (Civ6) Aqueduct

Bath (Civ6) Bath

Housing6 Housing from water is increased by 2 or set to 6, whichever is higher.

Does not require population.

Must be built adjacent to both the City Center and one of the following: River, Lake, Oasis, or Mountain.

Neighborhood (Civ6) Neighborhood

Mbanza (Civ6) Mbanza

Food Market R&F-Only

Shopping Mall R&F-Only

Gives Housing6 Housing based on tile's Appeal:

  • Breathtaking: +6
  • Charming: +5
  • Average: +4
  • Uninviting: +3
  • Disgusting: +2

Does not require population.

The Mbanza treats all tiles as Charming.

Aerodrome (Civ6) Aerodrome Hangar

Airport

Aircraft Capacity: +4

Cannot be built on Hills.

Spaceport (Civ6) Spaceport

Enables projects leading to the Science Victory.

Cannot be built on Hills.

Government Plaza (Civ6) Government Plaza R&F-Only Ancestral Hall

Audience Chamber
Warlord's Throne
Foreign Ministry
Grand Master's Chapel
Intelligence Agency
National History Museum
Royal Society
War Department

+8 Loyalty to this city.

+1 adjacency bonus to all adjacent districts.

+1 Governor Title.

May only be built once per civilization.

Water Park (Civ6) Water Park R&F-Only

Copacabana (Civ6) Copacabana R&F-Only

Ferris Wheel

Aquarium
Aquatics Center

+1 Amenities6 Amenity

Mutually exclusive with Entertainment Complex.

R&F-Only Added in the Rise and Fall expansion pack.


Wonders Edit

Main article: Wonder (Civ6)


Wonder Era Req. Civ6Production Prod. Bonus Placement
Alhambra (Civ6) Alhambra Medieval 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.
Amundsen-Scott Research Station (Civ6) Amundsen-Scott Research Station R&F-Only Atomic Cold War 1620 Must be built on a Snow or a Snow Hills tile next to Campus with a Research Lab.
Angkor Wat (Civ6) Angkor Wat Medieval Medieval Faires 710
  • +2 Civ6Faith Faith
  • +1 Citizen6 Population in all current cities when built.
  • +1 Housing6 Housing in all cities.
Must be built adjacent to an Aqueduct district.
Apadana (Civ6) Apadana Classical 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 (Civ6) Big Ben Industrial Economics 1450
  • +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 (Civ6) Bolshoi Theatre Industrial Opera and Ballet 1240
  • +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 (Civ6) Broadway Modern Mass Media 1620 Must be built on flat land next to a Theater Square district.
Casa de Contratación (Civ6) Casa de Contratación R&F-Only Renaissance Cartography 920 Must be built adjacent to a Government Plaza.
Chichen Itza (Civ6) Chichen Itza Medieval Guilds 710 Must be built on Rainforest.
Colosseum (Civ6) Colosseum Classical Games and Recreation 400 Must be built on flat land adjacent to an Entertainment Complex district.

R&F-Only Must be built on flat land adjacent to an Entertainment Complex district with an Arena.

Colossus (Civ6) Colossus Classical Shipbuilding 400 Must be built on coast and adjacent to a Harbor district.
Cristo Redentor (Civ6) Cristo Redentor Modern Mass Media 1620 Must be built on Hills.
Eiffel Tower (Civ6) Eiffel Tower Modern Steel 1620
  • All tiles in your civilization gain +2 Appeal
Must be built on flat land adjacent to City Center.
Estádio do Maracanã (Civ6) Estádio do Maracanã Atomic Professional Sports 1850
  • +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 (Civ6) Forbidden City Renaissance Printing 920
  • +5 Civ6Culture Culture
  • Gain a permanent Wild Card policy slot
Must be built on flat land adjacent to City Center.
Great Library (Civ6) Great Library Classical 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.
  • R&F-Only +1 Writer6 Great Writer point per turn
  • R&F-Only Receive a random tech boost after another player recruits a Great Scientist.
Must be built on flat land adjacent to a Campus with a Library.
Great Lighthouse (Civ6) Great Lighthouse Classical Celestial Navigation 290 Must be built on the coast and adjacent to a Harbor district with a Lighthouse.
Great Zimbabwe (Civ6) Great Zimbabwe Renaissance 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 Cattle and a Commercial Hub district with a Market.
Hagia Sophia (Civ6) Hagia Sophia Medieval Education 710 Must be built on flat land adjacent to a Holy Site district, and player must have founded a religion.
Hanging Gardens (Civ6) Hanging Gardens Ancient Irrigation 180
  • Increases Growth by 15% in all cities.
  • +2 Housing6 Housing[1]
Must be built next to a river.
Hermitage (Civ6) Hermitage Industrial Natural History 1450
  • +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 (Civ6) Huey Teocalli Medieval 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.
Jebel Barkal (Civ6) Jebel Barkal Classical Iron Working 400
  • Awards 2 Iron (Civ6) Iron.
  • Provides +4 Civ6Faith Faith to your cities that are within 6 tiles.
Must be built on a Desert Hills tile.
Kilwa Kisiwani (Civ6) Kilwa Kisiwani R&F-Only Medieval Machinery 710
  • +3 Envoy6 Envoys when built
  • When you are the Suzerain of a City-state this city gains a +15% boost to the yield provided by that City-state.
  • If you are the Suzerain of 2 or more City-states of that type an additional 15% boost is given to all your cities.
Must be built on a flat tile adjacent to a Coast.
Kotoku-in (Civ6) Kotoku-in R&F-Only Medieval Divine Right 710 Must be built adjacent to a Holy Site with a Temple.
Mahabodhi Temple (Civ6) Mahabodhi Temple Classical 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 (Civ6) Mausoleum at Halicarnassus Classical 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 (Civ6) Mont St. Michel Medieval 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.
  • Provides the same defensive bonuses as the Fort improvement
Must be built on Floodplains or Marsh.
Oracle (Civ6) Oracle Ancient 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 (Civ6) Oxford University Industrial Scientific Theory 1240 Must be built on flat[2] Grasslands or Plains adjacent to a Campus district with a University.
Petra (Civ6) Petra Classical Mathematics 400 Must be built on desert or floodplains without hills.
Potala Palace (Civ6) Potala Palace Renaissance Astronomy 1060 Must be built on a hill adjacent to a Mountain.
Pyramids (Civ6) Pyramids Ancient 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.
Ruhr Valley (Civ6) Ruhr Valley Industrial Industrialization 1240 Must be built along a River adjacent to an Industrial Zone district with a Factory.
Statue of Liberty (Civ6) Statue of Liberty R&F-Only Industrial Civil Engineering 1240
  • Grants 2 Settlers.
  • All your cities within 6 tiles are 100% Loyal.
Must be built on a Coast adjacent to land and a Harbor.
St. Basil's Cathedral (Civ6) St. Basil's Cathedral R&F-Only Renaissance Reformed Church 920 Must be built adjacent to a City Center
Stonehenge (Civ6) Stonehenge Ancient Astrology 180 Must be built on flat land adjacent to Stone.
Sydney Opera House (Civ6) Sydney Opera House Atomic Cultural Heritage 1740 Must be built on coast adjacent to a Harbor. Cannot be built on a lake.
Taj Mahal (Civ6) Taj Mahal R&F-Only Renaissance Humanism 920
  • +1 Era Score from Historic Moment earned after the wonder is complete if that Moment is usually worth 2 or more Era Score
Must be built next to a River.
Temple of Artemis (Civ6) Temple of Artemis R&F-Only Ancient Archery 180 Must be built next to a Camp.
Terracotta Army (Civ6) Terracotta Army Classical Construction 400 Must be built on flat Grassland or Plains adjacent to an Encampment district with a Barracks or Stable.
Venetian Arsenal (Civ6) Venetian Arsenal Renaissance Mass Production 920
  • +2 Engineer6 Great Engineer points per turn
  • Receive a second naval unit each time you train a naval unit.[3]
Must be built on the coast[4] and adjacent to an Industrial Zone district.
All Wonders - Civilization 6 - Some Wonders of the World 🗼

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

  1. This effect was added in the Summer 2017 Update.
  2. Note that "flat" is not specified in-game.
  3. This bonus applies to any city.
  4. Note that in-game it lists the requirement as "adjacent to the coast", but this is not correct.
R&F-Only Added in the Rise and Fall expansion pack.

Natural Wonders Edit

Main article: Natural wonder (Civ6)


BackArrowGreen Back to Civilization VI
Delicate Arch discovery (Civ6)

The discovery of a breathtaking natural wonder.

In Civilization VI, Natural Wonders are unique terrain features that may be found scattered throughout the world. All natural wonders cover between 1 and 4 tiles, and provide powerful bonuses which are of great strategic importance to nearby civilizations. Though players cannot build districts or improvements on wonder tiles, the bonuses they provide to their surroundings make them attractive locations for constructing cities.

Finding WondersEdit

Natural wonders are relatively uncommon, and are scattered randomly around the map. As a result, natural wonders are strategically valuable, and should be played around carefully. They may generally be found in terrain that is similar to their real-life environment: stand-alone wonders are usually situated in open regions of a suitable type (e.g. Uluru is always circled by desert tiles), and wonders that are part of larger structures tend to be placed in their appropriate surroundings (e.g. Mount Everest is always part of a range of mountains).

Though many natural wonders have similar properties to their ordinary terrain counterparts, this is not always the case. For instance, all mountainous wonders are impassable, but they are not treated as mountain tiles unless specified otherwise in their in-game notes. Mount Everest and Mount Kilimanjaro are considered mountains, and provide adjacency bonuses to Campus and Holy Site districts, while Eyjafjallajökull and Torres del Paine are not, despite being described as mountains in their introductory quotes.

Torres del Paine closeup

Torres del Paine is not considered a mountain in-game.

Bonuses and EffectsEdit

Natural wonder adjacency demo (Civ6)

An illustration of how adjacency bonuses stack with Mount Roraima. Wonder tiles are shown in brown.

Though each natural wonder is unique, all wonders have a few things in common. Natural wonder tiles cannot be improved, nor can the player construct districts or wonders on them. All natural wonders provide +2 Appeal to adjacent tiles, which makes them ideal spots for Neighborhoods and National Parks.

Natural wonders can be broadly categorized into "passable" and "impassable" wonders (depending on whether or not units can move on the wonder tiles). Generally speaking, passable wonders provide bonuses to the wonder tiles themselves, while impassable wonders provide bonuses to the surrounding landscape.

Passable wonders are usually modified forms of ordinary terrain features that provide extra Civ6Culture Culture, Civ6Science Science, Civ6Gold Gold, or Civ6Faith Faith in addition to the normal yields from a tile of their type. Passable wonder tiles share some traits with terrain: Marsh wonders (such as Pantanal and Ubsunur Hollow) have a higher Civ6Movement Movement cost, and Lake wonders (such as Crater Lake and the Dead Sea) provide fresh water to adjacent tiles.

Most impassable wonders are modified forms of impassable terrain such as mountains and rock formations. Their bonuses extend to adjacent tiles, often providing extra Civ6Culture Culture, Civ6Science Science, or Civ6Faith Faith to their surroundings. (Note that these bonuses stack for each adjacent tile - see diagram for a visual explanation.) Many impassable wonders also grant units a one-time bonus, such as a free promotion.

In Rise and Fall, each natural wonder grants +1 Era Score when it is discovered, or +3 Score if the player is the first to do so.

StrategyEdit

Because natural wonders are relatively scarce, they should be used strategically. Each natural wonder has unique advantages and abilities (as well as disadvantages), so no single strategy is effective in all cases. Natural wonders always provide +2 Appeal to adjacent tiles, and many offer additional Civ6Culture Culture, Civ6Science Science, and/or Civ6Faith Faith. Players looking for a Culture Victory may wish to look out for nearby wonders, and should compete to incorporate them into their cities whenever possible. (National Parks are one of the best sources of Tourism6 Tourism later in the game.)

Impassable wonders are perhaps the easiest to use effectively. Impassable wonder tiles offer no benefits, and cannot be worked by citizens or be otherwise developed. Large impassable wonders are most effective when they are on the outskirts of cities (or even slightly beyond the city's border), since the wonder tiles are essentially dead space. If a city is strategically placed in this fashion, it receives the adjacency benefits of the wonder without sacrificing valuable development space. Note that impassable wonder tiles can be incorporated into National Parks - if a player seeks to create a Park, then placing the City Center closer to the wonder might be more helpful.

Passable wonders are somewhat harder to use. Their bonuses almost always apply to the wonder tiles themselves, so they are most effective when incorporated within city limits. Since Civ6Culture Culture, Civ6Science Science, and Civ6Faith Faith production are slower in the early game, placing a city adjacent to a wonder like Crater Lake can give the player an enormous head start towards founding a Pantheon. However, later in the game, natural wonders may be more of a hindrance than an asset - a natural wonder near the City Center can spoil adjacency bonuses for Farms and districts. In short, passable wonder tiles are significantly better than an unimproved tile of any kind, but are often less productive than an ordinary tile with an improvement or a district.

List of Natural WondersEdit

 
Icon Wonder Description Size
Cliffs of Dover (Civ6) Cliffs of Dover

3 Civ6Culture Culture and 2 Civ6Gold Gold on wonder tiles.

Only found on coastal Grassland and Plains Hills tiles, sometimes next to normal Cliffs.

2 tiles,

passable

"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 on wonder tile.

Acts as a Lake, providing adjacent tiles with fresh water.

1 tile,

passable

"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 and 2 Civ6Culture Culture on wonder tiles. Units healing on adjacent tiles are healed completely.

Acts as a Lake, providing adjacent tiles with fresh water.

2 tiles,

passable

"Like to the apples on the Dead Sea's shore, all ashes to the taste." -Lord Byron
Delicate Arch (Civ6) Delicate Arch R&F-Only

+2 Civ6Faith Faith and +1 Civ6Gold Gold to adjacent tiles.

Appears in Desert regions.

1 tile, impassable
"If Delicate Arch has any significance it lies, I will venture, in the power of the odd and unexpected to startle senses and surprise the mind out of their ruts of habit." -Edward Abbey
Eye of the Sahara (Civ6) Eye of the Sahara R&F-Only

1 Civ6Production Production on wonder tiles. Additional 1 Civ6Production Production and 3 Civ6Science Science on wonder tiles after the game reaches the Atomic Era.

Appears in Desert regions.

3 tiles, passable
"Oddly, it appears not to be the scar of a meteorite but a deeply eroded dome, with a rainbow-inspired color scheme" -Chris Hadfield
Eyjafjallajökull (Civ6) Eyjafjallajökull1

+1 Civ6Culture Culture and +2 Civ6Food Food to adjacent tiles.

Not considered a Mountain in-game. Found standing alone.

2 tiles,

impassable

"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 adjacent tiles.

Appears on Coast tiles.

2 tiles, impassable
"The natural history of this archipelago is very remarkable: it seems to be a little world within itself." -Charles Darwin
Giant's Causeway (Civ6) Giant's Causeway1

Grants a permanent +5 Civ6StrengthIcon Combat Strength bonus to land units when they move adjacent to the wonder for the first time. The bonus is reset when the unit is upgraded.

Appears on Coasts, with one land and one water tile.

2 tiles,

impassable

"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 and 2 Civ6Science Science on wonder tiles.

Appears on Coast tiles.

2 tiles,

passable

"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
Hạ Long Bay (Civ6) Hạ Long Bay3

3 Civ6Food Food, 1 Civ6Production Production, and 1 Civ6Culture Culture on wonder tiles.

+15 Civ6StrengthIcon Combat Strength when defending on wonder tiles.

Appears on Coast tiles.

2 tiles,

passable

"Behold the wonders of the Heavens and Earth. The clear aqua blue serves as a looking glass, thousands of turquoise crows tinged with a touch of black." -Nguyễn Trãi
Lake Retba (Civ6) Lake Retba R&F-Only

1 Civ6Production Production, 2 Civ6Gold Gold and 2 Civ6Culture Culture on wonder tiles.

Acts as a Lake, providing adjacent tiles with fresh water.

2 tiles, passable
"Water, water, everywhere, nor any drop to drink" -Samuel Taylor Coleridge, The Ancient Mariner
Lysefjord (Civ6) Lysefjord1

Naval units are granted a free promotion when they move adjacent to the wonder for the first time.

Appears on land tiles by the Coast.

3 tiles,

impassable

"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
Matterhorn (Civ6) Matterhorn R&F-Only

+1 Civ6Culture Culture to adjacent tiles.

Land units are given a permanent bonus when they move adjacent to Matterhorn wonder for the first time - this bonus lets them move more quickly on Hill tiles, and grants +3 Civ6StrengthIcon Combat Strength when fighting in hills.

Acts as a Mountain.

1 tile, impassable
"Let me ask leave, then, to pay a tribute of respect and admiration to the once desired Matterhorn, before his head has lost the last rays of a sun departing to gild loftier and more deitant ranges." -F. Crauford Grove
Mount Everest (Civ6) Mount Everest

+1 Civ6Faith Faith to adjacent tiles.

Religious units are given a permanent bonus whem they move adjacent to Mount Everest for the first time - this bonus lets them move on hills more quickly.

Acts as a Mountain. Found in mountain ranges.

3 tiles, impassable
"It is not the mountain we conquer but ourselves." -Sir Edmund Hillary
Mount Kilimanjaro (Civ6) Mount Kilimanjaro

+2 Civ6Food Food to adjacent tiles.

Acts as a Mountain. Found standing alone.

1 tile, impassable
"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
Mount Roraima (Civ6) Mount Roraima R&F-Only

+1 Civ6Faith Faith and +1 Civ6Science Science to adjacent tiles.

Acts as a Mountain. Found standing alone.

4 tile, impassable
"It was a fantastic landscape, for all around were rocks of the weirdest forms standing in apparently impossible positions, some placed on or next to others, in ways that seemed to defy every law of gravity." -Goldthwaite's Geographical Magazine
Pantanal (Civ6) Pantanal

2 Civ6Food Food, 2 Civ6Culture Culture on wonder tiles.

Acts as a Marsh.

Does not actually count as a Marsh in-game.

4 tiles,

passable

"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 and +1 Civ6Culture Culture to adjacent tiles.

Appears on Coast tiles.

3 tiles; impassable
"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. Tile feature bonuses (such as Forest, Rainforest, and Marsh yields) are not modified.

Not considered a Mountain in-game. Found standing alone.

2 tiles, impassable
"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 and +1 Civ6Science Science to adjacent tiles.

Found standing alone.

1 tile, impassable
"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
Ubsunur Hollow (Civ6) Ubsunur Hollow R&F-Only

2 Civ6Faith Faith, 1 Civ6Food Food and 1 Civ6Production Production on wonder tiles.

Acts as a Marsh.

4 tiles, passable
"The rising world of waters dark and deep, won from the void and formless infinte." -John Milton
Uluru (Civ6) Uluru2 +2 Civ6Culture Culture and +2 Civ6Faith Faith to adjacent tiles.

+4 Appeal to adjacent tiles (instead of the usual +2)

Not considered a Mountain in-game. Appears in Desert regions.

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

Not considered a Mountain in-game. Found standing alone.

2 tiles, impassable
"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
Zhangye Danxia (Civ6) Zhangye Danxia R&F-Only

+2 General6 Great General and +2 Merchant6 Great Merchant points if you own at least one of the tiles.

Acts as a Mountain. Found in mountain ranges.

3 tiles, impassable
"With the sun shining brightly, then dusk's mists falling, at every turn, the scenery changes like magic." -Fan Zhongyan

1 Available with the Vikings Scenario Pack DLC
2 Available with the Australia Civilization & Scenario Pack DLC
3 Available with the Khmer and Indonesia Civilization & Scenario Pack DLC
R&F-Only Added in the Rise and Fall expansion pack.

Additional WondersEdit

Outback TycoonEdit

 
Icon Wonder Effects Size
Kakadu (Civ6) Kakadu

+2 Civ6Food Food, +2 Civ6Culture Culture on wonder tiles.

Acts as a Marsh.

4 tiles, passable
"A people without the knowledge of their past history, origin and culture is like a tree without roots." -Marcus Garvey
Pinnacles (Civ6) Pinnacles

+1 Civ6Culture Culture, +1 Civ6Science Science to adjacent tiles

Found standing alone.

1 tile, impassable
"We shall not cease from exploration, and the end of all our exploring will be to arrive where we started and know the place for the first time." –T.S. Eliot

Vikings, Traders, and Raiders!Edit

 
Icon Wonder Effects Size
Vinland (Civ6) Vinland

+1 Civ6Culture Culture, +1 Civ6Gold Gold to adjacent tiles. Provides VP points for activating Great Admirals adjacent to the wonder.

Found in the middle of the ocean on the western edge of the map.

3 tiles,

impassable

"Not all who wander are lost." -J. R. R. Tolkien
Civilization VI [edit]
Rise and Fall

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

Eras
AncientClassicalMedievalRenaissanceIndustrialModernAtomicInformation

Concepts
AgesR&F-OnlyAmenitiesBarbariansCity (CapitalGovernorsR&F-OnlyHousingLoyaltyR&F-OnlyPopulation) • CombatDiplomacy (EmergenciesR&F-OnlyGossipWarmongering) • Eureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTimelinesR&F-OnlyTrade RoutesVictory

Statistics
Civ6Culture CultureCiv6Faith FaithCiv6Food FoodCiv6Gold GoldCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

Miscellaneous
DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cardsUpdates

R&F-Only Added in the Rise and Fall expansion pack.

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.

Type City-State Suzerain Bonus
Amsterdam colored (Civ6) Amsterdam Your TradeRoute6 Trade Routes to foreign cities earn +1 Civ6Gold Gold for each Luxury resource at the destination.
Antananarivo colored (Civ6) AntananarivoExtra 2% Civ6Culture Culture with every Great Person ever earned.
Antioch colored (Civ6) Antioch2 R&F-Only Your TradeRoute6 Trade Routes to foreign cities earn +1 Civ6Gold Gold for each Luxury resource at the destination.
Armagh colored (Civ6) ArmaghBuilders can construct the Monastery improvement, which provides Civ6Faith Faith and heals religious units.
Auckland colored (Civ6) AucklandAdditional Civ6Production Production for Coastal tiles.
Babylon colored (Civ6) Babylon3 R&F-Only +2 Civ6Science Science from each GreatWorkWriting6 Great Work of Writing. +1 Civ6Science Science from each Relic6 Relic and Artifact6 Artifact.
Bandar Brunei colored (Civ6) Bandar Brunei1 Your Trading Post (Civ6) Trading Posts in foreign cities provide +1 Civ6Gold Gold to your TradeRoute6 Trade Routes passing through or going to the city.
Buenos Aires colored (Civ6) Buenos Aires Your Bonus resources behave like Luxury resources, providing 1 Amenities6 Amenity per type.
Brussels colored (Civ6) Brussels Your cities get +15% Civ6Production Production towards wonders.
Carthage colored (Civ6) Carthage Your Encampment districts provide +1 TradeRoute6 Trade Route capacity each.

R&F-Only Land combat units are 20% cheaper to purchase with Civ6Gold Gold for each Encampment district building in that city.

Geneva colored (Civ6) Geneva Your cities earn +15% Civ6Science Science whenever you are not at war with any civilization.
Granada colored (Civ6) GranadaBuilders can construct the Alcazar improvement, which protects military units and provides Civ6Culture Culture.
Hattusa colored (Civ6) Hattusa Provides you with 1 of each Strategic resource you have revealed but do not own.
Hong Kong colored (Civ6) Hong Kong Your cities get +20% Civ6Production Production towards city projects.
Jakarta colored (Civ6) Jakarta Your trading posts at international destinations grant +1 additional Civ6Gold Gold to all trade routes that pass through them.
Jerusalem colored (Civ6) Jerusalem Automatically converts to the Religion you founded, and exerts pressure for that Religion as if it were a Holy City.

R&F-Only Your cities with Holy Sites exert pressure as if they were Holy Cities (4x Religion pressure in all cities within 10 tiles).

Kabul colored (Civ6) Kabul Your units receive double experience from battles they initiate.
Kandy colored (Civ6) Kandy Receive a Relic6 Relic every time you discover a new natural wonder, and earn +50% Civ6Faith Faith from all Relic6 Relics.
Kumasi colored (Civ6) Kumasi Your TradeRoute6 Trade Routes to any city-state provide +2 Civ6Culture Culture and +1 Civ6Gold Gold for every specialty district in the origin city.
La Venta colored (Civ6) La Venta Your Builders can now make Colossal Head improvements. (A tile improvement that produces +2 Civ6Faith Faith)
Lisbon colored (Civ6) Lisbon Your Trader units are immune to being plundered on water tiles.
Mohenjo Daro colored (Civ6) Mohenjo Daro Your cities have full Housing6 Housing from water, as if they were all next to a River.
Muscat colored (Civ6) MuscatBonus Amenities6 Amenities in cities with a Commercial Hub.
Nan Madol colored (Civ6) Nan Madol Your districts on or next to Coast tiles provide +2 Civ6Culture Culture.
Palenque colored (Civ6) PalenqueImproved City growth for cities with a Campus.
Preslav colored (Civ6) Preslav Your light and heavy cavalry units have +5 Civ6StrengthIcon Strength when fighting on hill tiles.

R&F-Only You receive +2 Loyalty per turn in cities for each Encampment district building.

Seoul colored (Civ6) Seoul When you enter a new era, earn 1 random Eureka6 Eureka from that era.
Stockholm colored (Civ6) Stockholm Your districts provide +1 GreatPerson6 Great Person point of their type (Writer6 Great Writer, Artist6 Great Artist, and Musician6 Great Musician for Theater Square districts).

R&F-Only Your districts with a building provide +1 GreatPerson6 Great Person point of their type (Writer6 Great Writer, Artist6 Great Artist, and Musician6 Great Musician for Theater Square districts with a building).

Toronto colored (Civ6) Toronto Regional effects from your Industrial Zone and Entertainment Complex districts reach 3 tiles farther.
Valletta colored (Civ6) Valletta City Center buildings and Encampment district buildings can be bought with Civ6Faith Faith. Cost of purchasing Ancient, Medieval, and Renaissance Walls is reduced, but they can only be bought with Civ6Faith Faith.
Vilnius colored (Civ6) Vilnius When you enter a new era, earn 1 random Inspiration6 Inspiration from that era.

R&F-Only For the highest active Alliance Level all your Theater Square districts receive +50% adjacency bonus.

Yerevan colored (Civ6) Yerevan Your Apostle units can choose from any possible promotion instead of receiving a random promotion.
Zanzibar colored (Civ6) Zanzibar Receive the Cinnamon (Civ6) Cinnamon and Cloves (Civ6) Cloves Luxury resources. These cannot be earned any other way in the game, and provide 6 Amenities6 Amenities each.

† Available with the Vikings Scenario Pack DLC.
1 Replaced Jakarta in the Fall 2017 Update.
2 Replaced Amsterdam in the Rise and Fall expansion.
3 Replaced Seoul in the Rise and Fall expansion.

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 can 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.

R&F-Only +1 to all yields for each government building and Palace in a city. +10% Production toward Wonders.

Additional +1% Bonus to wonder production every 20 turns.
Classical Republic Political Philosophy 0 2 1 1 All cities with a district receive +1 Amenities6 Amenity. 15% Bonus to Great People point generation.

R&F-Only All cities with a district receive +1 Housing6 Housing and +1 Amenities6 Amenity. +15% Great Person points.

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.

R&F-Only All land melee, anti-cavalry, and naval melee class units gain +4 Civ6StrengthIcon Combat Strength. +20% Unit Experience.

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.

R&F-Only +10% Civ6Gold Gold in all cities with an established Governor. +15% Production toward Districts.

Additional +1% Discount on gold purchases every 15 turns.
Monarchy Divine Right 3 1 1 1 +2 housing in any city with medieval walls. 20% Bonus influence points.

R&F-Only +1 Housing6 Housing per level of Walls. +50% 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.

R&F-Only +5 ReligiousStrength6 Religious Strength in Theological Combat. +.5 Civ6Faith Faith per Citizen6 Citizen in cities with Governors. 15% Discount on Purchases with Civ6Faith Faith.

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.

R&F-Only +0.6 Civ6Production Production per Citizen6 Citizen in cities with Governors. +15% Production.

Additional +1% bonus on all production every 20 turns.
Democracy Suffrage 1 3 2 2 Patronage of Great People costs 50% less gold. 30% bonus yields from district projects.

R&F-Only +1 Civ6Production Production, +1 Housing6 Housing per District. 25% Discount on Purchases with Civ6Gold Gold.

Additional +1% bonus yields from district projects every 10 turns.
Fascism Totalitarianism 4 1 1 2 All combat units gain +4 combat strength. 20% bonus on unit production.

R&F-Only All units gain +5 Civ6StrengthIcon Combat Strength. War Weariness reduced by 15%. +20% Production toward Units.

Additional +1% bonus on unit production every 10 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.

Military

Economic

Diplomatic

Wild

Pantheons Edit

Main article: Pantheons (Civ6)
Name Description
City Patron Goddess +25% Civ6Production Production toward districts in cities without a specialty district.
Dance of the Aurora Holy Site districts get +1 Civ6Faith Faith from adjacent Tundra tiles.
Desert Folklore Holy Site districts get +1 Civ6Faith Faith from adjacent Desert tiles.
Divine Spark +1 GreatPerson6 Great Person point from Holy Site (Prophet), Campus (Scientist), and Theater Square (Writer) districts.
Earth Goddess +1 Civ6Faith Faith from tiles with Charming or better Appeal.
Fertility Rites City growth rate is 10% higher.
God of Craftsmen +1 Civ6Production Production from Mines over Strategic resources.
God of Healing Increases Healing by +30 in your Holy Site district, or any adjacent tiles.
God of the Forge +25% Civ6Production Production toward Ancient and Classical military units.
God of the Open Sky +1 Civ6Culture Culture from Pastures.
God of the Sea +1 Civ6Production Production from Fishing Boats.
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.
Goddess of Festivals +1 Civ6Food Food from Wine (Civ6) Wine, Incense (Civ6) Incense, Cocoa (Civ6) Cocoa, Tobacco (Civ6) Tobacco, Coffee (Civ6) Coffee, and Tea (Civ6) Tea Plantations.

R&F-Only +1 Civ6Food Food from Wine (Civ6) Wine, Incense (Civ6) Incense, Cocoa (Civ6) Cocoa, Tobacco (Civ6) Tobacco, Olives (Civ6) Olives, Coffee (Civ6) Coffee, and Tea (Civ6) Tea Plantations.

Goddess of the Harvest Harvesting a resource or removing a feature receives Civ6Faith Faith equal to the other yield's quantity.
Goddess of the Hunt +1 Civ6Food Food from Camps.
Initiation Rites +50 Civ6Faith Faith for each Barbarian Outpost cleared.
Lady of the Reeds and Marshes +1 Civ6Production Production from Marsh, Oasis, and Floodplains.
Monument to the Gods +15% Civ6Production Production to Ancient and Classical era Wonders.
Oral Tradition +1 Civ6Culture Culture from Bananas (Civ6) Banana, Citrus6 Citrus, Cotton (Civ6) Cotton, Dyes (Civ6) Dyes, Silk (Civ6) Silk, Spices (Civ6) Spices, and Sugar (Civ6) Sugar Plantations.
Religious Idols +2 Civ6Faith Faith from Mines over Luxury and Bonus resources.
River Goddess +1 Amenities6 Amenity to cities if they have a Holy Site district adjacent to a River.
Religious Settlements Border expansion rate is 15% faster.
Sacred Path Holy Site districts get +1 Civ6Faith Faith from adjacent Rainforest tiles.
Stone Circles +2 Civ6Faith Faith from Quarries.


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.

ScreenshotsEdit

VideosEdit

External linksEdit

Civilization VI [edit]
Rise and Fall

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

Eras
AncientClassicalMedievalRenaissanceIndustrialModernAtomicInformation

Concepts
AgesR&F-OnlyAmenitiesBarbariansCity (CapitalGovernorsR&F-OnlyHousingLoyaltyR&F-OnlyPopulation) • CombatDiplomacy (EmergenciesR&F-OnlyGossipWarmongering) • Eureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTimelinesR&F-OnlyTrade RoutesVictory

Statistics
Civ6Culture CultureCiv6Faith FaithCiv6Food FoodCiv6Gold GoldCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

Miscellaneous
DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cardsUpdates

R&F-Only Added in the Rise and Fall expansion pack.

Civilization Series
Game Expansion packs
Civilization None
Civ II Conflicts in Civilization  •  Fantastic Worlds  •  Test of Time
Civ III Play the World  • Conquests
Civ IV Warlords  •  Beyond the Sword  •  Colonization (Total conversion)
Civ V Gods & Kings  •  Brave New World
Beyond Earth Rising Tide
Civ VI Rise and Fall
Official Spinoffs Sid Meier's Colonization • Sid Meier's Alpha Centauri (Alien Crossfire)  • Civilization Revolution • CivWorld • Civilization Revolution 2 • Sid Meier's Starships
Other games: Freeciv • Imperialism • Civilization: Call to Power • Call to Power II FreeCol • CivCity: Rome • C-evo • NewCol
Comparisons Comparison between Civilization games • Civilizations