Modes
Heroes & Legends
Industries, Monopolies & Corporations
Tech and Civic Shuffle Mode
Zombie Defense
Barbarian Clans
Flatland Clan
Woodland Clan
Hills Clan
Rover Clan
Jungle Clan
Chariot Clan
Seafaring Clan
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
Research Agreements
Defensive Pact
Joint War
Territory
Casus Belli
Agendas
Diplomatic Visibility and Gossip
Spies and Espionage
Trade
Introduction
Increasing Trade Routes
Trade Range
Trading Posts
Yields for Trade Route Owner
Yields for Cities on Route
Tourism
Introduction
Great Works, Relics, and Artifacts
Themes and Theming
Seaside Resorts
National Parks
Cultural Dominance


Amber: +25%
Faith yield.
Citrus: +30%
Production toward military units.
Cocoa: +20% Growth and +3
Housing.
Coffee: +20%
Culture yield.
Cotton: +30%
Production toward military units.
Diamonds: +25%
Gold yield.
Dyes: +25%
Faith yield.
Furs: +30%
Production toward civilian units.
Gypsum: +30%
Production toward buildings.
Honey: +20% Growth and +3
Housing.
Incense: +25%
Faith yield.
Ivory: +30%
Production toward military units.
Jade: +25%
Gold yield.
Marble: +30%
Production toward buildings.
Mercury: +15%
Science yield.
Olives: +30%
Production toward civilian units.
Pearls: +25%
Faith yield.
Salt: +20% Growth and +3
Housing.
Silk: +20%
Culture yield.
Silver: +25%
Gold yield.
Spices: +20%
Culture yield.
Sugar: +20% Growth and +3
Housing.
Tea: +15%
Science yield.
Tobacco: +30%
Production toward military units.
Truffles: +25%
Gold yield.
Turtles: +15%
Science yield.
Whales: +30%
Production toward military units.
Wine: +20%
Culture yield.
Tourism to the owning player, based on the number of resources controlled, multiplied by the number of foreign civilizations that do not control an instance of the monopolized resource. Monopolies also provide a
Gold yield per turn, beginning at +5 for controlling the bare minimum but rising to +10 at 75%, and +25 for controlling all instances. Additional +5
Gold per turn is awarded for each major civilization the Monopoly holder is currently trading with. Once you research Mercantilism, you will be able to see the total number of Luxury resources in the world, as well as what percentage each player currently controls. You can control multiple Monopolies, but that seems a little cruel, doesn’t it?
Amber: +25%
Faith yield.
Citrus: +30%
Production toward military units.
Cocoa: +20% Growth and +3
Housing.
Coffee: +20%
Culture yield.
Cotton: +30%
Production toward military units.
Diamonds: +25%
Gold yield.
Dyes: +25%
Faith yield.
Furs: +30%
Production toward civilian units.
Gypsum: +30%
Production toward buildings.
Honey: +20% Growth and +3
Housing.
Incense: +25%
Faith yield.
Ivory: +30%
Production toward military units.
Jade: +25%
Gold yield.
Marble: +30%
Production toward buildings.
Mercury: +15%
Science yield.
Olives: +30%
Production toward civilian units.
Pearls: +25%
Faith yield.
Salt: +20% Growth and +3
Housing.
Silk: +20%
Culture yield.
Silver: +25%
Gold yield.
Spices: +20%
Culture yield.
Sugar: +20% Growth and +3
Housing.
Tea: +15%
Science yield.
Tobacco: +30%
Production toward military units.
Truffles: +25%
Gold yield.
Turtles: +15%
Science yield.
Whales: +30%
Production toward military units.
Wine: +20%
Culture yield.
Tourism to the owning player, based on the number of resources controlled, multiplied by the number of foreign civilizations that do not control an instance of the monopolized resource. Monopolies also provide a
Gold yield per turn, beginning at +5 for controlling the bare minimum but rising to +10 at 75%, and +25 for controlling all instances. Additional +5
Gold per turn is awarded for each major civilization the Monopoly holder is currently trading with. Once you research Mercantilism, you will be able to see the total number of Luxury resources in the world, as well as what percentage each player currently controls. You can control multiple Monopolies, but that seems a little cruel, doesn’t it?