Modes
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
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
Warmongering
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


Inspiration. +1 Era Score for constructing a building with a Great Work Slot. If chosen at the start of a Golden Age,
Inspirations provide an additional 10% of civic costs. Each city receives +1
Culture for each specialty district.
Trade Route. If chosen at the start of a Golden Age, your Traders cannot be plundered. International
Trade Routes provide +3
Gold per specialty district in the foreign city.
Population for cities settled on a different continent than your first city. +2
Movement for naval and embarked units. +2 Loyalty per turn for cities not on your original
Capital's continent.
Production toward Industrial era and later wonders. Campus district's
Science adjacency bonus provides
Production as well.
Movement for all Builders. May purchase civilian units with
Faith. Builders and Settlers are 30% cheaper to purchase with
Faith and
Gold.
Production towards military units.
Movement for all Missionaries, Apostles, and Inquisitors. Additionally, newly trained ones get +2 Charges. +4
Great Prophet points per turn.
Eureka. +1 Era Score for constructing a building that provides Science as a base yield. If chosen at the start of a Golden Age,
Eurekas provide an additional 10% of technology costs. Commercial Hub and Harbor district's
Gold adjacency bonus provides
Science as well.
Great Person is earned or purchased. If chosen at the start of a Golden Age, unlocks the
Eurekas for Advanced Flight, Nuclear Fission, and Rocketry if in the Atomic Era. If in the Information Era the Eurekas for Satellites, Robotics, Nuclear Fusion, and Nanotechnology are unlocked. +100% XP earned for all Air Units.
Governors receive +50%
Tourism from World Wonders. +100%
Tourism to all National Parks.
Uranium per turn.
Uranium mines accumulate +1 more resource per turn. Information and Future Era.
Inspiration. +1 Era Score for constructing a building with a Great Work Slot. If chosen at the start of a Golden Age,
Inspirations provide an additional 10% of civic costs. Each city receives +1
Culture for each specialty district.
Trade Route. If chosen at the start of a Golden Age, your Traders cannot be plundered. International
Trade Routes provide +3
Gold per specialty district in the foreign city.
Population for cities settled on a different continent than your first city. +2
Movement for naval and embarked units. +2 Loyalty per turn for cities not on your original
Capital's continent.
Production toward Industrial era and later wonders. Campus district's
Science adjacency bonus provides
Production as well.
Movement for all Builders. May purchase civilian units with
Faith. Builders and Settlers are 30% cheaper to purchase with
Faith and
Gold.
Production towards military units.
Movement for all Missionaries, Apostles, and Inquisitors. Additionally, newly trained ones get +2 Charges. +4
Great Prophet points per turn.
Eureka. +1 Era Score for constructing a building that provides Science as a base yield. If chosen at the start of a Golden Age,
Eurekas provide an additional 10% of technology costs. Commercial Hub and Harbor district's
Gold adjacency bonus provides
Science as well.
Great Person is earned or purchased. If chosen at the start of a Golden Age, unlocks the
Eurekas for Advanced Flight, Nuclear Fission, and Rocketry if in the Atomic Era. If in the Information Era the Eurekas for Satellites, Robotics, Nuclear Fusion, and Nanotechnology are unlocked. +100% XP earned for all Air Units.
Governors receive +50%
Tourism from World Wonders. +100%
Tourism to all National Parks.
Uranium per turn.
Uranium mines accumulate +1 more resource per turn. Information and Future Era.