Civilizations are playable factions, each of which represents a historical nation, empire or cultural group. Each civilization in Civilization VI has a unique ability and two unique components.
For civilizations with multiple leaders to choose from, the unique unit, infrastructure and ability remain unchanged regardless of the leader chosen; only the leader ability and AI agenda are affected.
List of CivilizationsEdit
|Civilization||Leader||Civilization Ability||Unique Unit||Unique Infrastructure|
|American||Teddy Roosevelt||Founding Fathers
Earn government legacy bonuses in half the usual time.
|P-51 Mustang||Film Studio|
|Arabian||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.
|Aztec||Montezuma||Legend of the Five Suns||Eagle Warrior||Tlachtli|
|Brazilian||Pedro II||Amazon||Minas Geraes||Carnival District|
|Chinese||Qin Shi Huang||Dynastic Cycle
Eurekas and Inspirations provide 60% of the cost of civics and technologies rather than 50%.
|Crouching Tiger||Great Wall|
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|
Each Archaeology Museum holds +3 Artifacts and can support an additional Archaeologist.
|Sea Dog||Royal Navy Dockyard|
|French||Catherine de Medici||Grand Tour||Garde Imperiale||Chateau|
|German||Frederick Barbarossa||Free Imperial Cities
Each city may construct one more district than its population would normally allow.
Receive +1 wildcard policy slot regardless of government type.
Cities gain the follower beliefs of all religions practiced within them.
|Japanese||Hojo Tokimune||Meiji Restoration
Districts receive +1 standard adjacency bonus if adjacent to another district.
|Kongolese||Mvemba a Nzinga||Nkisi||Ngao Mbeba||Mbanza|
Units may enter deep ocean after researching Shipbuilding. No additional movement cost to embark or disembark.
|Roman||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 Gold for each Roman city they pass through.
Founded cities begin with additional territory. Tundra tiles provide +1 Production and +1 Faith.
|Scythian||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||Treasure Fleet
Extra yields from inter-continental trade routes. May combine ships into fleets earlier than other civilizations.
Whenever Sumeria clears a barbarian outpost, receive a tribal village reward.
|Civilization VI |