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
Rise and Fall
Cities
The World
Combat
Air Combat
Unit Movement
Science and Technology
Culture and Civics
Gold and the Economy
Faith and Religion
Diplomacy
City-States
Trade
Governments and Policies
Great People
Nukes
Tourism
Victory and Defeat
Teams
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?