Modes
Apocalypse
Heroes & Legends
Industries, Monopolies & Corporations
Secret Societies
Tech and Civic Shuffle Mode
Dramatic Ages
Zombie Defense
Barbarian Clans
Flatland Clan
Woodland Clan
Hills Clan
Rover Clan
Jungle Clan
Chariot Clan
Seafaring Clan
Gathering Storm
Consumable Resources
Power
Environmental Effects
Global Temperature
Grievances
World Congress
Diplomatic Victory
Rise and Fall
Historic Moments
Golden and Dark Ages
Dedications
Loyalty
Governors
Alliances
Emergencies
Free Cities
Cities
Introduction
How to Build Cities
Where to Construct Cities
Growth
Food
Housing
Water
Districts
Neighborhoods and Appeal
Buildings
Wonders
The Palace
Citizens
Happiness
Amenity Sources
Specialists
Combat
Introduction
Declaring War
War Weariness
Ending a War
Unit Combat Statistics
Line of Sight
Combat Bonuses
Experience and Promotions
City Combat
Conquering a City
Formations
Pillaging
Faith and Religion
Introduction
Earning Faith
Pantheons
Great Prophets
Founding Your Religion
Religious Units and Pressure
Theological Combat
Diplomacy
Introduction
Diplomacy with Civilizations
Diplomatic Relationships
Trade, Demand, and Discuss
Delegations and Embassies
Open Borders
Defensive Pact
Joint War
Territory
Casus Belli
Agendas
Diplomatic Visibility and Gossip
Spies and Espionage
Tourism
Introduction
Great Works, Relics, and Artifacts
Themes and Theming
Seaside Resorts
National Parks
Cultural Dominance


Great Person individual has a different effect, inspired by history. Most effects are strongly linked to a particular era of play, and are not optimal for use outside of that time. The effects fall into two broad categories, Passive Effects and Action Effects.
Great Person is spawned on the map. These are mostly found on Great Generals and Great Admirals.
Great Person by using a “charge” at a certain location. The number of charges, the type of location needed, and the effect activated will vary based on the individual. Most individuals only have 1 charge and can only activate at a district matching its type (ex. most
Great Scientists have 1 charge and must use it at a Campus). Like other charge-based units, the individual will disappear when all charges are depleted.
Great Person individual has a different effect, inspired by history. Most effects are strongly linked to a particular era of play, and are not optimal for use outside of that time. The effects fall into two broad categories, Passive Effects and Action Effects.
Great Person is spawned on the map. These are mostly found on Great Generals and Great Admirals.
Great Person by using a “charge” at a certain location. The number of charges, the type of location needed, and the effect activated will vary based on the individual. Most individuals only have 1 charge and can only activate at a district matching its type (ex. most
Great Scientists have 1 charge and must use it at a Campus). Like other charge-based units, the individual will disappear when all charges are depleted.