Civilization VI

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CIVILIZATION VI Official Announcement Trailer01:45

CIVILIZATION VI Official Announcement Trailer

Civilization VI (Six!) - Pre-Release Gameplay Footage! - Part 1 of 227:32

Civilization VI (Six!) - Pre-Release Gameplay Footage! - Part 1 of 2

Pre-Release Gameplay Footage by quill18!

Civilization VI was released on October 21, 2016. The lead designer of the game is Ed Beach.

New Features Edit

Civilization 6 Developer Rewind Theater - IGN First09:12

Civilization 6 Developer Rewind Theater - IGN First

Lead Designer Ed Beach and Lead Producer Dennis Shirk dissect the trailer, second by second

  • 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 Culture, instead of 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 that "As civilization grows, warfare becomes less and less the normal condition of foreign relations."
  • Espionage and gossip is now the primary means of learning intel on rival civilization 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 Napoleonic era to form a "corps" that is 40% stronger. Later a third unit can be added to form an "army" in the industrial era a century after. 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 which is sufficiently close to the sea may also build ships!
  • Great People now have unique bonuses, similar to the Founding Fathers in Colonization.
  • AI controlled players now follow Agendas; each civilization leader has a historical agenda which 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 settlements.
  • City-States return, with each individual 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.

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

Earn government legacy bonuses in half the usual time.

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

If Arabia has not founded a religion and only one more Great Prophet may be earned, Arabia immediately receives the final prophet.

Mamluk Madrasa
Aztec Montezuma (Civ6) Montezuma Legend of the Five Suns

May rush districts with builders. One builder charge is worth 20% of the total production cost.

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

Rainforest tiles provide +1 housing to adjacent neighborhoods and +1 adjacency bonus to Campus, Commercial Hub, Holy Site, and Theater Square districts.

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

Eurekas and Inspirations provide 60% of the cost of civics and technologies rather than 50%.

Crouching Tiger Great Wall
Egyptian Cleopatra (Civ6) Cleopatra Iteru

Districts and wonders are built 15% faster if adjacent to a River. Floodplains do not block the placement of districts and wonders.

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

Each Archaeology Museum holds +3 Artifacts and can support an additional Archaeologist.

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

+20% Civ6 24x production Production toward Medieval, Renaissance, and Industrial era wonders. Tourism from wonders of any era is doubled.

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

Each city may construct one more district than its population would normally allow.

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

Receive +1 wildcard policy slot regardless of government type.

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

Cities gain the follower beliefs of all religions practiced within them.

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

Districts receive +1 standard adjacency bonus if adjacent to another district.

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

Relics, artifacts and great works of sculpture provide +2 Civ6 24x food Food,4 Civ6 30x gold Gold and 2 Civ6 24x production Production. Gain additional Great Artist and Great Merchant points each turn.

Ngao Mbeba Mbanza
Norwegian Harald Hardrada (Civ6) Harald Hardrada Knarr

Units may enter deep ocean after researching Shipbuilding. No additional movement cost to embark or disembark.

Berserker Stave Church
Roman Trajan (Civ6) Trajan All Roads lead to Rome

All cities start with a Trading Post, and new cities within trade range of the capital start with a road. Trade routes provide extra Civ6 30x gold Gold for each Roman city they pass through.

Legion Bath
Russian Peter (Civ6) Peter Mother Russia

Founded cities begin with additional territory. Tundra tiles provide +1 Civ6 24x production Production and +1 Civ6 24x faith Faith.

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

Receive two units instead of one when building any Light Cavalry or the unique Saka Horse Archer.

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

Extra yields from inter-continental trade routes. May combine ships into fleets earlier than other civilizations.

Conquistador Mission
Sumerian Gilgamesh (Civ6) Gilgamesh Epic Quest

Whenever Sumeria clears a barbarian outpost, receive a tribal village reward.

War-Cart Ziggurat

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 instance, the Research 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.  

Known Districts Edit

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

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

+2 Civ6 24x science Science from each adjacent Mountain
+1 Civ6 24x science Science from every 2 adjacent Rainforest and district tiles.

Holy Site (Civ6) Holy Site
Religion and Faith Shrine

Stave Church
Worship Buildings

+2 Civ6 24x faith Faith from each adjacent natural wonder.
+1 Civ6 24x faith Faith from each adjacent Mountain.
+1 Civ6 24x faith 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 Civ6 24x culture Culture from each adjacent wonder.
+1 Civ6 24x culture Culture from every 2 adjacent district tiles.

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

+1 Civ6 30x gold Gold from each adjacent coastal resource.
+1 Civ6 30x gold Gold from every 2 adjacent district tiles.

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

+2 Civ6 30x gold Gold from each adjacent river and Harbor.
+1 Civ6 30x gold Gold from every 2 adjacent district tiles.

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

+1 Civ6 24x production Production from each adjacent Mine and Quarry.
+1 Civ6 24x production Production from every 2 adjacent district tiles.

Entertainment Complex
Street Carnival
Amenities Arena
Neighborhood (Civ6) Neighborhood
Housing House



Aerodrome Aviation Hangar
Spaceport Space

Wonders Edit

Main article: Wonder (Civ6)

Wonder Tech/or Civic Requirement Yield Bonus Tile Requirement
Alhambra Castles +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
Big Ben Economics +6 Civ6 30x gold 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 +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 Gain a free random Atomic Era civic boost On flat land next to a theatre district
Chichen Itza Guilds +2 Culture and +1 Production to all Rainforest Tiles for this city Must be built on Rainforest
Colosseum Games and Recreation +1 Culture, +1 Amenity +1 Amenity and +1 Culture for all cities. Must be built on flat land adjacent to an Entertainment Complex district.
Colossus Shipbuilding Grants a Trader unit. Must be built on coast and adjacent to a harbor district.
Cristo Redentor Mass Media +4 Civ6 24x culture Culture Tourism6 Tourism output from Relic6 Relics and Holy Cities is not diminished by other civilizations who have researched The Enlightenment civic.

Doubles Tourism6 Tourism output of Seaside Resorts across your civilization.

Must be built on Hills.
Eiffel Tower Steel All tiles in your civilization gain +2 Appeal Must be built on flat land adjacent to City Center.
Estadio Do Maracanã Professional Sports
Forbidden City Printing +5 Culture Gain a permanent Wild Card policy slot On flat land adjacent to city center
Great Library Recorded History +2 Science, +1 Great Scientist point per turn, 2 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 +3 Gold, +1 Great Admiral point per turn +1 Movement for all naval units. Must be built on the coast and adjacent to a harbor district with a lighthouse
Great Pyramids Masonry +2 Culture Grants a free Builder. All Builders can build one extra improvement. Must be built on desert (including floodplains) without hills.
Great Zimbabwe Banking +5 Gold+2 Great Merchant points per turn. +1 Trade Route capacity.Your Trade Routes from this city get +2 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 +4 Faith, +2 Great Prophet points per turn Missionaries and Apostles can spread religion 1 extra time. Must be built on flat land adjacent to a Holy Site district, and player must have founded a religion.
Hanging Gardens Irrigation Increases Growth by 15% in all cities. Must be built next to a river.
Hermitage Natural History +3 Great Artist points per turn+4 Great Works of Art slots Must be built next to a river.
Huey Teocalli Military Tactics +1 Amenity from Entertainment for each adjacent lake tile. +1 Food and +1 Production for each Lake tile in your empire Must be built on a Lake tile adjacent to land.
Mahabodhi Temple Theology +4 Faith Grant 2 Apostles. Must be built on woods adjacent to a Holy Site district with a Temple, and player must have founded a religion.
Mont St Michel Divine Right +2 Faith, +2 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 +1 Culture, +1 Faith Patronage of Great People cost 25% less Faith. Districts in this city provide +2 Great Person points of their type Must be built on hills.
Oxford University Scientific Theory +3 Great Scientist points per turn, +2 Great Works of writing slots +20% Science in city, and awards 2 randomly chosen free technologies when completed. Must be built on Grasslands or Plains adjacent to a Campus district with a University.
Petra Mathematics +2 Food, +2 Gold, and +1 Production on all Desert tiles for this city (non-Floodplains) Must be built on desert or floodplains without hills.
Potala Palace Astronomy +2 Culture, +3 Faith +1 Diplomatic Policy slot Must be built on a hill adjacent to a Mountain
Ruhr Valley Industrialization +30% Production in this city, and +1 Production for each Mine and Quarry in this city. Must be built along a River adjacent to an Industrial Zone district with a Factory
Stonehenge Astrology +2 Faith Grants a free Great Prophet. Great Prophets may found a religion on Stonehenge instead of a Holy Site. Must be adjacent to Stone and on flat land.
Sydney Opera House Cultural Heritage +8 Culture+5 Great Musician points per turn

+3 Great Works of Music slots

Must be built on coast adjacent to a Harbor. Cannot be built on a lake.
Terracotta Army Construction +2 Great General points per turn All current land units gain a promotion level. All Archaeologists from the owner may enter foreign lands without Open Borders Must be built on Grassland or Plains adjacent to an Encampment district with a Barracks or Stable.
Venetian Arsenal Mass Production +2 Great Engineer Points per turn Receive a second naval unit each time you train a naval unit. Must be built adjacent to the coast and adjacent to an Industrial zone district.

Natural Wonders Edit

Wonder Effects Appeal Size Requirements
Piopiotahi +1 gold, +1 culture and +2 appeal to all adjacent tiles. Breathtaking (5) 3 tiles; impassable Coast
White Cliffs of Dover +3 culture and +2 gold 2 tiles Cliffs
Mount Everest +1 faith to adjacent tiles, religious units who move to an adjacent tile ignore hills permanently 3 tiles, impassable Mountain
Crater Lake +1 Science and +4 Faith and fresh water source 1 tile Lake
Dead Sea +2 Faith, +2 Culture, adjacent units completely heal when ending their turn on an adjacent tile 2 tiles Lake
Galapagos Islands +2 science to all adjacent tiles 2 tiles, impassable Coast
Great Barrier Reef +3 food, +2 science 2 tiles Coast
Kilimanjaro +2 food to adjacent tiles 1 tile, impasssable Mountain
Pantanal +2 food, +2 culture 4 tiles Marsh
Torres del Paine Doubles yields of adjacent tiles 2 tiles, impassable Mountain
Tsingy de Bemahara +1 culture, +1 science to adjacent tiles 1 tile, impassable Mountain
Yosemite +1 gold, +1 science to adjacent tiles 2 tiles, impassable Mountain

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 envoys, and receive larger bonuses (based on city-state type) for higher numbers of envoys. The civilization with the most influence over any single city-state becomes the suzerain, as long as they have six or more envoys present. If two or more civilizations are tied for influence, there is no suzerain. The suzerain receives a suzerain bonus unique to the city-state in question. Suzerains may pay gold to assume control of their allied city-states' military units for a fixed number of turns.

City-state Type Unique Suzerain Bonus
Amsterdam Trade Your Trade Routes to foreign cities earn +1 Gold for each Luxury Resource.
Buenos Aires Industrial
Brussels Industrial Your cities receive +15% Production bonus towards wonders.
Carthage Militaristic
Geneva Scientific Your cities earn +15% Science when not at war with any civilization.
Hattusa Scientific Provides you with 1 of each Strategic resource you have revealed but do not own.
Hong Kong Industrial
Jakarta Trade Your trading posts in foreign cities provide +1 Gold to Trade routes passing through.
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 Relic every time you discover a new National Wonder, and earn +50% Faith from all Relics.
Kumasi Cultural
La Venta Religious Your Builders can now make Colossal Head improvements. (A tile improvement that produces +3 Civ6 24x faith Faith)
Lisbon Trade Your Trader units are immune to being plundered on water tiles.
Mohenjo Daro Cultural Your capital, wherever located, is considered an adequate source of water.
Nan Madol Cultural Your districts on or next to Coast tiles provide +2 Culture.
Preslav Militaristic Your light and heavy cavalry units have +5 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 Great Person point of their type (Great Writer, Great Artist, and Great Musician for Theater Square districts).
Valletta Military Allows the suzerain to consume faith to purchase urban centers and military buildings in your city. Reduces faith prices.
Vilnius Cultural When you enter a new era, earn 1 random Inspiration from that era.
Yerevan Religious Your Apostle units can choose from any 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 Amenities each.

Envoys Edit

Envoys are individuals that civilizations can send to a city-state. Sending one allows you to view that city-state's quests and gain a small amount of influence. Completing these quests grant you additional envoys to that city-state, which translates to greater influence.

Except for certain (currently unknown) circumstances, envoys may not be removed from a city-state except during times of war.

Influence Edit

Influence with a city-state grants benefits to your civilization, such as additional science, faith, unique luxuries, etc. With enough influence, the city-state will join you in war or even lend their units to you for a short time.

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.

Policy Cards Edit

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

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 combat 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

Name Description
Dance of the Aurora Holy Site district get +1 faith from adjacent Tundra tiles.
Sacred Path Holy Site district get +1 faith from adjacent Rainforest tiles.
Monument of the Gods Construct Ancient and Classical Wonders 15% faster.
Lady of the Reeds and Marshes +1 production from Marsh, Oasis, and Floodplains.
God of the Open Sky +1 culture from Pastures.
Desert Folklore Holy Site districts get +1 faith from adjacent Desert tiles.
River Goddess +1 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 production from Fishing Boats.
Goddess of the Hunt +1 food from Camps.
Fertility Rites City growth rate is 10% higher.
Religious Idols +1 faith from Mines over luxury and bonus resources.
God of the Craftsmen +1 production from Mines over strategic resources.
Goddess of Festivals +1 food from Wine, Incense, Cocoa, Tobacco, Coffee, and Tea Plantations.
Oral Tradition +1 culture from Banana, Citrus, Cotton, Dyes, Silk, Spices, and Sugar Plantations.
God of the Forge Construct Ancient and Classical military units 25% faster.
Initiation Rites +50 faith for each barbarian outpost cleared.
God of Healing Increases healing by +30 in your Holy Site district and adjacent tiles.
Religious Settlements Border expansion rate is 15% faster.
Goddess of the Harvest Harvesting a resource or removing a feature receives faith equal to the other yield's quantity.

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]

BeliefsBuildingsCity-StatesCivicsCivilizationsDistrictsDLCLeadersImprovementsPolicy CardsResourcesTechnologiesTerrainUnitsWonders

AgendaAmenitiesBarbariansCityDiplomacyEureka MomentGossipGovernmentGreat PeopleReligionScienceTrade RoutesTile

Sid Meier's Civilization

Official series:
Civilization (MicroProse, 1991)
Civilization II (MicroProse, 1996) + Conflicts in Civilization (1996)
+ Fantastic Worlds (1997) + Test of Time (1999)

Civilization III (Firaxis, 2001) + Play the World (2002) + Conquests (2003)
Civilization IV (Firaxis, 2005) + Warlords (2006) + Beyond the Sword (2007) + Colonization (2008) (Total conversion)
Civilization V (Firaxis, 2010) + Gods & Kings (2012) + Brave New World (2013)
Civilization: Beyond Earth (Firaxis, 2014) + Rising Tide (2015)
Civilization VI (Firaxis, 2016)

Official related games:
Sid Meier's Colonization (MicroProse, 1994)
Sid Meier's Alpha Centauri (Firaxis, 1999) + Alien Crossfire (1999)
Civilization Revolution (2008) (not for PCs)
CivWorld (2011) (on Facebook; discontinued as of May 29, 2013)
Civilization Revolution 2 (2014) (mobile), Civilization Revolution 2 Plus (2015/16) (PS Vita)
Sid Meier's Starships (2015) (PC and mobile)

Other games:
Freeciv (The Freeciv developers, 1996-2016)
Imperialism (Frog City Software, 1997)
Civilization: Call To Power (Activision, licensed from Hasbro, 1999)
Call to Power II (Activision, 2000)
FreeCol (The FreeCol developers, 2003-2016)
CivCity: Rome (Firefly Studios, 2006)
C-evo (Steffen Gerlach, 2006-2016)
NewCol (Frederic Vernier and associates, 2007-2011)

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