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


Tourism and
Amenities. National Parks are designated by Naturalist units, which may be purchased in your city with
Faith after researching the Conservation civic.
Tourism output is equal to the total Appeal of all the tiles included in the park. Additionally, the city that owns the park receives 2
Amenities, and the four closest cities in your civilization receive 1
Amenity.
Tourism and
Amenities. National Parks are designated by Naturalist units, which may be purchased in your city with
Faith after researching the Conservation civic.
Tourism output is equal to the total Appeal of all the tiles included in the park. Additionally, the city that owns the park receives 2
Amenities, and the four closest cities in your civilization receive 1
Amenity.