Civ 6 Tier List: Civs, Leaders, Pantheons, Wonders (November 2021)

Civ 6 Tier List: Civ Ability Rankings

Now that we’ve shared our overall rankings, here is the breakdown of how we reached those conclusions. Categories for your reference are as follows:

  • UA: Unique Ability
  • LA: Leader Ability
  • UB: Unique Building
  • UD: Unique District
  • UI: Unique Improvement
  • UU: Unique Unit

 

CivilizationCat.NameAbilityVictory Score
America / Teddy RooseveltLARoosevelt CorallaryUnits receive a +5 Combat Strength bonus on their home continent. +1 Appeal to all tiles in a city with a National Park.Domination7
AmericaUUP-51 MustangFighter replacement. Higher Combat Strength (105 vs. 100) and Ranged Strength (105 vs. 100). Higher Movement (6 vs. 4). Gains +5 attack against fighter aircraft. Gains +50% experience.Domination3
AmericaUAFounding FathersAll Diplomatic policy slots in the current government are converted to Wildcard policy slots. +1 Diplomatic Favor per turn for each Wildcard slot in their government.Diplomatic8
AmericaUBFilm StudioBroadcast center replacement. 100% Tourism pressure from this city towards other civilizations starting from the Modern Era.Culture8
America / Rough Rider TeddyLARoosevelt CorallaryUnits receive a +5 Combat Strength bonus on their home continent. Envoys sent to City-States you have a Trade-Route to count as two Envoys. Gain the Rough Rider unique unit with Rifling.Diplomatic7
America / Rough Rider TeddyUURough RiderUnique Heavy Cavalry. Earns Culture from kills on its Capital’s continent. Gains +10 Combat Strength when fighting on Hills. Low Gold maintenance cost. No strategic resource requirement.Culture4
ArabiaUAThe Last ProphetAutomatically receives the final Great Prophet when the next-to-last one is claimed (if one has not been earned already). +1 Science per foreign city following Arabia’s Religion.Science5
ArabiaUUMamlukKnight replacement. Heals at the end of every turn, even if it moves or attacks an enemy unit.Domination6
ArabiaUBMadrasaUniversity replacement. +5 Science. Provides bonus Faith equal to the adjacency Science bonus of its districtScience7
Arabia / SaladinLARighteousness of the FaithThe Worship building for Arabia’s Religion can be purchased at 10% of the usual Faith cost, and grants Arabian cities with it +10% Science, Faith, and Culture.Science8
AustraliaUIOutback Station+1 Food +1 Production +0.5 Housing +1 Food from every adjacent Pasture. +1 ​ Production to every adjacent ​Pasture (with Steam Power) +1 Production from every 2 adjacent Outback Stations (with Steam Power) +1 Food from every 2 adjacent Outback Stations (with Rapid Deployment)Any6
Australia / John CurtinLACitadel of Civilization+100% Production in all cities if they have either received a declaration of war or liberated a city in the past 10 turns.Any7
AustraliaUALand Down Under+3 Housing in coastal cities. Building a Pasture triggers a Culture Bomb, claiming surrounding tiles. Campus, Commercial Hub, Holy Site, and Theater Square districts gain +1 to their yields in tiles with Charming Appeal, and +3 with Breathtaking Appeal.Any8
AustraliaUUDiggerInfantry replacement. Higher Combat Strength (72 vs. 70). +10 Combat Strength on coastal tiles. +5 Combat Strength outside Australian territory. No strategic resource requirement.Domination8
AztecUBTlachtliArena with +2 Faith +1 Great General point per turn.Any2
Aztec / MontezumaLAGifts for the TlatoaniImproved Luxury resources provide an Amenity to 2 extra cities. +1 Combat Strength for all units for each different improved Luxury resource in Aztec territory.Domination8
AztecUALegend of the Five SunsCan spend Builder charges to complete 20% of a district’s Production cost.Any8
AztecUUEagle WarriorWarrior replacement. Higher Production cost (65 vs. 40). Higher Combat Strength (28 vs. 20). Can capture defeated enemy units, turning them into Builders for the Aztecs.Domination8
BrazilUUMinas GeraesBattleship replacement. Higher Combat Strength (70 vs. 60), Ranged Strength (80 vs. 70), and Anti-Air Strength (95 vs. 90).Domination4
BrazilUDStreet Carnival / CopacobanaEntertainment/Water park district replacement. +2 Amenities from entertainment to parent city. Special Project which provides +1 additional Amenities Amenity while developed and earns Engineer Great Engineer, Merchant Great Merchant, Writer Great Writer, Artist Great Artist, & Musician Great Musician points upon completion.Culture5
Brazil / Pedro IILAMagnanimousRecruiting or patronizing a Great Person refunds 20% of their point cost.Culture6
BrazilUAAmazonRainforest tiles provide a +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts, and grant +1 Appeal to adjacent tiles, instead of the usual -1.Culture7
Canada / Wilfrid LaurierLAThe Last Best WestCan build Farms on Tundra tiles, and on Tundra Hills tiles with Civil Engineering. Snow, Snow Hills, Tundra Hills, and Tundra tiles cost 50% less Gold to purchase. On those tiles, resources accumulate twice as fast, Mines and Lumber Mills receive +1 Production and Camps receive +1 Food.Any5
CanadaUAFour Faces of PeaceCannot declare Surprise Wars or war on City-States. Surprise Wars cannot be declared on Canada. For every 100 Tourism earned, gain +1 Diplomatic Favor. +100% Diplomatic Favor gained from succesfully completing Emergencies and Competitions.Diplomatic5
CanadaUIIce Hockey Rink+1 Amenity +2 Appeal to surrounding tiles +1 Culture for each adjacent Tundra, Tundra Hills, Snow, and Snow Hills tile. +2 Food and Production (with Professional Sports) +4 Culture if adjacent to a StadiumCulture7
CanadaUUMountieUnique light cavalry. +5 Combat Strength when within 2 tiles of a National Park. +5 additional Combat Strength if the park is Canadian. Low Gold maintenance cost. Can establish a National Park.Domination8
ChinaUUCrouching TigerUnique ranged unit. Range of 1 and 50 combat strength.Domination3
ChinaUADynastic CycleEurekas and Inspirations provide an extra 10% of the Science and Culture cost for researching technologies and civics.Culture7
China / Qin Shi HuangLAThe First EmperorBuilders receive an additional build charge. Can spend Builder charges to complete 15% of the Production cost for Ancient and Classical wonders. Canals are unlocked with Masonry, instead of Steam Power.Culture7
China / Kublai KhanLAGeregeGain an additional Economic policy slot in all Governments. Gain a random Eureka and Inspiration Inspiration upon first establishing a Trading Post in another major civilization’s city.Any8
ChinaUIGreat WallOccupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification (+6 Defense Strength). +2 Gold +2 Gold for each adjacent Great Wall +2 Culture for each adjacent Great Wall (with Castles). Can only be pillaged but never removed by disasters.Culture7
CreeUANîhithawGains +1 Trade Route capacity and a free Trader with Pottery. Unclaimed tiles within three tiles of a Cree city come under Cree control when a Trader first moves into them.Any5
CreeUUOkihtcitawScout replacement. Higher Production cost (40 vs. 30). Higher Combat Strength (20 vs. 10). Starts with one free promotion.Any5
Cree / PoundmakerLAFavorable TermsAll Alliance types provide Shared Visibility. Trade Routes gain +1 Food per Camp or Pasture at the destination city. Trade Routes sent to Cree cities grant +1 Gold per Camp or Pasture at the destination city.Any6
CreeUIMekewap+1 Production +1 Housing +1 Gold if adjacent to a Luxury Resource +1 Food for every two adjacent Bonus Resources. +1 additional Production and Housing (with Civil Service) +2 additional Gold for each adjacent Luxury Resources (with Cartography) +1 Food for each adjacent Bonus Resource (with Conservation)Any7
Dutch / WilhelminaLARadio OranjeDomestic Trade Routes provide +1 Loyalty per turn for the starting city. Trade Routes sent to or received from a foreign civilization grant +1 Culture to the Netherlands.Culture3
DutchUUDe Zeven ProvinciënHigher Combat Strength (50 vs. 45) and Ranged Strength (60 vs. 55). Receives a +7 bonus when attacking defensible districts.Domination5
DutchUIPolder+1 Food +1 Food for every adjacent Polder +1 Production +0.5 Housing +4 Gold (with Civil Engineering) +2 Food for every adjacent Polder (with Replaceable Parts) +1 Production for every adjacent Polder (with Replaceable Parts) Increases Movement cost of tile to 3.Any6
DutchUAGrote RivierenRivers provide a +2 adjacency bonus for Campus, Theater Square, and Industrial Zone districts. Building a Harbor triggers a Culture Bomb, claiming surrounding tiles. +50% Production toward the Dam district and Flood Barrier building.Science8
Egypt / CleopatraLAMediterranean ‘s BrideInternational Trade Routes grant +4 Gold. Trade Routes sent to Egypt from other civilizations provide +2 Food for them and +2 Gold for Egypt. +100% Alliance Points from trading with allies.Diplomatic5
EgyptUAIteru+15% Production towards districts and wonders built next to a River. Floodplains don’t prevent placement of districts and wonders. Districts, improvements and units are immune to damage from floods.Culture7
EgyptUISphinx+1 Culture +2 Appeal +1 Faith +2 additional Faith if placed next to a Wonder +1 additional Culture if built on Floodplains +1 Culture (requires Natural History)Culture7
EgyptUUMaryannu Chariot ArcherUnique ranged unit. Higher Production cost (120 vs. 60). Higher maintenance cost (2 vs. 1). Higher melee strength (25 vs. 15).Higher ranged strength (35 vs. 25). Gains +2 Movement points if it starts on flat terrain.Domination8
EnglandUUSea DogPrivateer replacement. Can capture adjacent enemy naval units. (Doesn’t work for Barbarian or city-state ships.)Domination4
England / Eleanor of AquitaneLACourt of LoveEach Great Work in her cities causes foreign cities within 9 tiles to lose 1 Loyalty per turn. Any foreign city that leaves its civilization due to loss of Loyalty and is receiving the most Loyalty pressure from Eleanor instantly joins her empire, instead of becoming a Free City.Domination5
EnglandUAWorkshop of the WorldIron and Coal Mines accumulate +2 resources per turn. +100% Production towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when powered receive +4 of their respective yields. +20% Production towards Industrial Zone buildings. Harbor buildings grant +10 Strategic Resource stockpiles.Science6
EnglandUDRoyal Navy Dockyard+1 Movement for all units built in Dockyard. +2 Gold when built on a foreign continent. +2 Great Admiral points per turn. +4 Loyalty when built on a foreign continent.Domination6
England / VictoriaLAPax BritannicaThe first city founded on each continent other than their home continent grants a free melee unit in that city and +1 Trade Route capacity. Building a Royal Navy Dockyard grants a free naval unit in that city. Gain the Redcoat unique unit with Military Science.Domination7
England / VictoriaUURedcoatUnique melee unit. +10 Combat Strength when fighting on a continent other than the English Capital’s. No cost to disembark.Domination7
France / Eleanor of AquitaneLACourt of LoveEach Great Work in her cities causes foreign cities within 9 tiles to lose 1 Loyalty per turn. Any foreign city that leaves its civilization due to loss of Loyalty and is receiving the most Loyalty pressure from Eleanor instantly joins her empire, instead of becoming a Free City.Domination5
FranceUUGarde ImpérialeUnique melee unit. ‘+10 Combat Strength on the starting Capital’s home continent. Earns Great General points from kills.Domination6
FranceUAGrand Tour+20% Production towards Medieval, Renaissance, and Industrial Wonders. Double Tourism from Wonders of any era.Culture6
France / Catherine De MediciLACatherine’s Flying SquadronHas an extra level of Diplomatic Visibility with every civilization she’s met. Receives a free Spy (and extra Spy capacity) with Castles. All Spies start with a free promotion.Domination7
FranceUIChâteau+2 Culture +1 Appeal +1 Culture for each adjacent Wonder, doubling to +2 with Flight. +1 Gold for each adjacent luxury resourceCulture7
France / Magnificence CatherineLACatherine’s MagnificenceImproved Luxury resources adjacent to Theater Square districs or Chateaux receive +2 Culture. May initiate the Court Festival project in any city with a Theater Square districtCulture8
GeorgiaUBTsikheLower Production cost (265 vs. 305). +4 Faith +200 Outer Defense Strength. When in a Golden Age, Tourism and Faith are +100%.Culture3
GeorgiaUUKhevsurUnique melee unit. 45 combat strength +7 Combat Strength and no Movement penalties in Hills.Domination3
GeorgiaUAStrength in UnityWhen making Dedications at the beginning of a Golden Age or Heroic Age, receive the Normal Age bonus towards improving Era Score in addition to the other bonus. Construct walls 50% faster.Any5
Georgia / TamarLAGlory of the World, Kingdom and Faith+100% Faith for the next 10 turns after declaring a Protectorate War. Each Envoy sent to a city-state of Georgia’s majority Religion counts as two Envoys.Diplomatic7
GermanyUUU-BoatLower Production cost (430 vs. 480). Gains +1 Sight and +10 Combat Strength when fighting on Ocean tiles.Domination3
Germany / Frederick BarbarossaLAHoly Roman EmperorGain an additional Military policy slot in all Governments. All units gain +7 Combat Strength when attacking city-states.Domination6
GermanyUAFree Imperial CitiesEach city can build one more district than the population limit would normally allow.Any8
GermanyUDHansaMajor bonus (+2) to Production yield for each adjacent Commercial Hub. Standard bonus (+1) to Production yield for each adjacent resource.Science8
GreeceUUHopliteSpearman replacement. +10 Combat Strength when adjacent to at least one other Hoplite.Domination5
Greece / GorgoLAThermopylaeKilling a unit provides Culture equal to 50% of its Combat Strength.Culture8
Greece / PericlesLASurrounded by Glory+5% Culture per city-state Greece has Suzerainty over.Culture8
GreeceUAPlato’s RepublicGain an additional Wildcard policy slot in all Governments.Any8
GreeceUDAcropolisTheater Square replacement. Receives a Major bonus (+2) to Culture yield for being adjacent to the City Center Awards 1 Envoy when completed +1 Culture from each adjacent DistrictCulture8
HungaryUUHuszárCoursier replacement. Higher Production cost (335 vs. 330). Higher Combat Strength (65 vs. 62). +3 Combat Strength for every active Alliance.Domination4
HungaryUBThermal Bath+2 Amenities from entertainment +2 Production. This bonus extends to each City Center within 6 tiles. +3 Tourism and +2 additional Amenities to this city if there is at least one Geothermal Fissure within its borders.Domination6
Hungary / Matthias CorvinusUUBlack ArmyCavalry replacement. Higher Production cost (205 vs. 200). Higher Combat Strength (47 vs. 44). +3 Combat Strength for each adjacent Levied unit.Domination7
HungaryUAPearl of the Danube+50% Production for districts and buildings built across a river from a City Center.Any7
Hungary / Matthias CorvinusLARaven KingLevied city-state units gain +2 Movement and +5 Combat Strength, and can be upgraded at a 75% discount in Gold and resources. Levying troops from a city-state grants 2 Envoys with that city-state. Gain the Black Army unique unit with Castles.Domination8
Inca / PachacutiLAQhapaq ÑanDomestic Trade Routes gain +1 Food for every Mountain tile in the origin city. Gain the Qhapaq Ñan unique improvement with Foreign Trade.Any6
Inca / PachacutiUIQhapaq ÑanAllows units to move into it and exit through another Qhapaq Ñan at the cost of 2 Movement.Any6
IncaUAMit’aCitizens may work Mountain tiles. Mountain tiles provide +2 Production, and +1 Food for each adjacent Terrace Farm.Any7
IncaUUWarak’aqSkirmisher replacement. Higher Production cost (165 vs. 150). Higher Ranged Strength (40 vs. 30). Can make 1 additional attack per turn if Movement allows.Domination7
IncaUITerrace FarmUnique farm. +1 Food for each adjacent Mountain +2 Production for each adjacent Aqueduct +1 Production if adjacent to fresh water and not an AqueductAny8
India / GhandiLASatyagraha+5 Faith for each met civilization (including India) that has founded a Religion and is not at war. Enemies receive double war weariness from fighting against Gandhi.Religion5
IndiaUIStepwell+1 Food +1 Housing +1 Faith if adjacent to a Holy Site +1 Food if adjacent to a Farm +1 Faith (requires Feudalism) +1 Housing (requires Sanitation) +1 Food (requires Professional Sports) Prevents Food loss from droughts.Religion5
IndiaUUVaruUnique Heavy Cavaly. Lower Combat Strength (40 vs. 48). Lower Movement (2 vs. 4). Lower Production cost (120 vs. 220). Reduces the Combat Strength of adjacent enemy units by 5Domination6
IndiaUADharmaCities receive +1 Amenity for each religion with at least one follower in them. +2 Spread Religion charges for Missionaries. +100% Religious pressure from Indian Trade Routes.Religion7
India / ChandraguptaLAArthashastraCan declare a War of Territorial Expansion with Military Training, instead of Mobilization. +2 Movement and +5 Combat Strength for all units for the next 10 turns after declaring a War of Territorial Expansion.Domination8
IndonesiaUAGreat NusantaraCoast and Lake tiles provide a +0.5 adjacency bonus for Holy Site, Campus, Industrial Zone, and Theater Square districts. Entertainment Complexes built adjacent to a Coast or Lake tile provide +1 Amenity.Any6
Indonesia / GitarjaLAExalted Goddess of the Three WorldsMay purchase naval units with Faith. Religious units pay no movement cost to embark or disembark. City Centers adjacent to Coast or Lake tiles gain +2 Faith.Religion7
IndonesiaUIKampung+1 Production +1 Housing +1 Food from every adjacent Fishing Boats +1 Housing (with Mass Production) +1 Production (with Civil Engineering) +1 Tourism from every bonus Food (with Flight)Any7
IndonesiaUUJongHigher Production cost (300 vs. 280). Higher Movement (5 vs. 4). When in formation, +5 Combat Strength and shares its Movement with all units in the formation. No strategic resource requirement.Domination7
JapanUUSamuraiUnique melee unit. Higher production cost (160 vs. 90). Higher combat strength (48 vs. 36). Does not suffer combat penalties when damaged.Domination4
JapanUBElectronics FactoryFactory replacement. +3 Production to all City Centers within 6 tiles of the Electronics Factory’s Industrial Zone. +5 Production additionally when Powered. +4 Culture (after researching Electricity)Science5
Japan / Hojo TokimuneLADivine WindLand units in Coastal tiles and naval units in Coast tiles receive +5 Combat Strength. +50% Production towards Encampment, Holy Site and Theater Square districts. Districts, improvements and units are immune to damage from Hurricanes. +100% damage from Hurricanes in Japanese territory to civilizations at war with Japan.Culture8
JapanUAMeiji RestorationDistricts recieve a +1 adjacency bonus for each adjacent district, instead of +0.5.Any8
Khmer / Jayavarman VIILAMonasteries of the KingHoly Sites provide +2 Food and +1 Housing if adjacent to a river. Building a Holy Site triggers a Culture Bomb, claiming surrounding tiles.Religion4
KhmerUAGrand BaraysAqueducts provide +3 Faith and +1 Amenity. Farms receive +2 Food if adjacent to an Aqueduct.Any5
KhmerUBPrasatTemple replacement. +2 Relic slots Missionaries purchased in this city receive the Martyr promotion.Religion6
KhmerUUDomreyUnique Seige unit. Lower combat strength (45 vs. 55). Lower production cost (220 vs. 280). Can move and attack on the same turn. Exerts Zone of Control.Domination7
Kongo / Mvemba a NzingaLAReligious ConvertCan’t build Holy Sites or found a religion, but receives all the beliefs of any religion that has established itself as Kongo’s majority religion, not just the Follower beliefs. Building a Mbanza or Theater Square grants a free Apostle of the city’s majority religion.Any3
KongoUDMbanzaNeighborhood replacement +5 Housing +2 Food +4 GoldCulture3
KongoUUNgao MbebaSwordsman replacement. Higher Production cost (110 vs. 90). Does not suffer Movement or sight penalties in Woods or Rainforests. +10 Combat Strength when defending against ranged attacks.Domination6
KongoUANkisiRelics, Artifacts and Sculptures provide +2 Food, +2 Production, and +4 Gold. The Palace has four extra slots for Great Works. +50% Great Writer, Great Artist, Great Musician, and Great Merchant points from all sources.Culture7
KoreaUUHwachaField Cannon replacement. Lower Production cost (250 vs. 330). Lower Combat Strength (45 vs. 50). Lower maintenance cost (3 vs. 5). Cannot move and attack in the same turn.Domination5
Korea / SeondeokLAHwarangCities with an established Governor receive +3% Culture and +3% Science for each promotion that Governor has.Science8
KoreaUAThree KingdomsFarms receive +1 Food and Mines receive +1 Science if adjacent to a Seowon.Science8
KoreaUDSeowonCampus replacement. +4 Science with no adjacency bonus. -1 penalty to Science for each adjacent district tile.Science8
Macedon / AlexanderLATo the World’s EndMacedonian cities never incur war weariness. All military units heal completely when a city with a Wonder is captured. Gain the Hetairoi unique unit with Horseback Riding.Domination6
MacedonUUHypaspistSwordsman replacement. Higher Production cost (100 vs. 90). +5 Combat Strength when besieging a district. +50% support bonuses.Domination7
MacedonUAHellenistic FusionConquering a city grants a free Eureka for each Encampment and Campus district in the conquered city and a free Inspiration for each Holy Site and Theater Square district.Domination7
MacedonUBBasilikoi PaidesBarracks replacement. +25% combat experience for all melee, ranged land units, and Hetairoi trained in this city. Gain Science equal to 25% of the unit’s cost when a non-civilian unit is created in this city.Domination7
Macedon / AlexanderUUHetairoiUnique Heavy Cavalry unit. Higher Combat strength (36 vs. 28). Higher Production cost (100 vs. 65). +5 additional Combat Strength when adjacent to a Great General. +5 Great General points from kills. Starts with a free promotion.Domination8
MaliUUMandekalu CavalryHigher Combat Strength (49 vs. 48). Prevents friendly Traders within 4 tiles from being plundered as long as they are on a land tile. Provides Gold equal to 100% of the base Combat Strength of each defeated enemy unit.Domination4
MaliUASongs of the JeliCity Centers gain +1 Faith and +1 Food for every adjacent Desert and Desert Hills tile. Mines receive -1 Production and +4 Gold. May purchase Commercial Hub buildings with Faith. -30% Production towards buildings and units.Any6
Mali / Mansa MusaLASahel MerchantsInternational Trade Routes gain +1 Gold for every flat Desert tile in the sending city. Entering a Golden Age permanently grants +1 Trade Route capacity.Any7
MaliUDSugubaCommercial Hub replacement. Receives Major (+2 Gold) Adjacency bonus for a nearby River or Holy Site 20% discount on all Gold and Faith purchases in this cityAny8
MaoriUIUnique fort. A Māori unit occupying a Pā heals even if they just moved or attacked.Domination4
MaoriUUToaSwordsman replacement. Higher Production cost (120 vs. 90). No Gold maintenance cost. Reduces the Combat Strength of adjacent enemy units by 5 (non-cumulatively). No strategic resource requirement. Can construct a Pā.Domination6
Maori / KupeLAKupe’s VoyageStarts the game in the Ocean. +2 Science and +2 Culture per turn before the first city is settled. Their first settled city receives a free Builder and +1 Population. The Palace grants +3 Housing and +1 Amenity.Any7
MaoriUAManaStarts with Sailing and Shipbuilding unlocked and the ability to enter Ocean tiles. Embarked units gain +5 Combat Strength and +2 Movement. Unimproved Woods and Rainforests provide +1 Production, additional +1 Production with Mercantilism and +2 Production with Conservation. Fishing Boats provide +1 Food. Building a Fishing Boat triggers a Culture Bomb, claiming surrounding tiles. Resources cannot be harvested. Great Writers cannot be earned.Any8
MaoriUBMaraeAmpitheater replacement. +1 Culture and Faith to all of this city’s tiles with a passable feature. No maintenance cost. No Great Work slots.Culture8
MapucheUIChemamullIt must be built on a tile with an Appeal of Breathtaking Provides Culture equal to 75% of its tile’s Appeal.Culture4
Mapuche / LautaroLASwift HawkDefeating an enemy unit within the borders of an enemy city causes that city to lose 20 Loyalty. Pillaging a tile within the borders of an enemy city causes that city to lose 5 Loyalty.Domination4
MapucheUUMalón RaiderUnique Light Cvalry unit. Lower production cost (250 vs. 330). Lower combat strength (55 vs. 62). Lower movement speed (4 vs. 5). Lower maintenance (4 vs. 5). +5 Combat Strength within 4 tiles of friendly territory. Pillaging only costs 1 Movement.Domination7
MapucheUAToquiAll units trained in cities with an established Governor gain +25% combat experience. +10 Combat Strength bonus against civilizations that are in a Golden Age.Domination8
MongoliaUUKeshigUnique Ranged unit. Higher movement (4 vs. 2) When in formation, shares its Movement with all units in the formation. Requires horses.Domination6
MongoliaUBOrduStable replacement. +1 Movement for all light and heavy cavalry units trained in this cityDomination7
Mongolia / Genghis KhanLAMongol HordeAll cavalry class units gain +3 Combat Strength and have a chance to capture defeated cavalry class enemy units.Domination8
Mongolia / Kublai KhanLAGeregeGain an additional Economic policy slot in all Governments. Gain a random Eureka and Inspiration Inspiration upon first establishing a Trading Post in another major civilization’s city.Any7
MongoliaUAÖrtööSending a Trade Route immediately creates a Trading Post in the destination city, instead of when the Trade Route is finished. Gains an extra level of Diplomatic Visibility with civilizations they have a Trading Post with. Mongolian units receive +6 Combat Strength for each level of Diplomatic Visibility they have over their opponents, instead of the usual +3.Domination8
NorwayUUBerserkerUnique Melee unit. Higher production cost (160 vs. 90). Higher combat strength (40 vs. 36). Higher maintenance cost (3 vs. 2). Uses one less movement to pillage tiles. Has 4 Movement if this unit starts in enemy territory. +10 Combat Strength when attacking and -5 Combat Strength when defending.Domination4
NorwayUBStave ChurchTemple replacement. Holy Site gets an additional Standard Adjacency bonus (+1) from Woods. +1 Production for every coastal resource worked by the cityDomination4
Norway / Harald HardradaLAThunderbolt of the North+50% Production toward naval melee units. All naval melee units gain the ability to perform coastal raids. Gain the Viking Longship unique unit with Sailing. Pillaging and coastal raiding grants additional yields: Science in addition to Gold for Mines, and Culture in addition to Faith for Quarries, Pastures, Plantations, and Camps.Domination5
NorwayUAKnarrCan enter enter Ocean tiles with Shipbuilding, instead of Cartography. All units pay no movement cost to embark or disembark. Naval melee units can heal in neutral territory.Domination5
Norway / Harald HardradaUUViking LongshipGalley replacement. Higher Combat Strength (30 vs. 25). 4 Movement while in coastal waters.Domination6
NubiaUINubian Pyramid+1 Faith +1 Food if adjacent to a City Center +1 yield for any adjacent districtAny5
NubiaUATa-Seti+50% Production toward Ranged units. Ranged units gain +50% combat experience. +1 Production for Mines over strategic resources, and +2 Gold for Mines over bonus and luxury resources.Any7
Nubia / AmanitoreLAKandake of Meroë+20% Production towards districts, increasing to +40% Production if there’s a Nubian Pyramid adjacent to the City Center.Any8
NubiaUUPítati ArcherArcher replacement. Higher Production cost (70 vs. 60). Higher Combat Strength (17 vs. 15). Higher Ranged Strength (30 vs. 25). Higher Movement (3 vs. 2).Domination8
OttomanUUBarbary CorsairPrivateer replacement. Lower Production cost (240 vs. 280). Lower Gold maintenance cost (3 vs. 4). Uses no Movement to perform coastal raids.Domination6
OttomanUBGrand BazaarBank replacement. +5 Gold Lower production cost (220 vs. 290). Accumulate one extra Strategic resource for every different type of Strategic resources this city has improved. Receive 1 Amenity for every Luxury resource this city has improved.Domination7
Ottoman / SuleimanUUJanissaryMusketman replacement. Lower Production cost (120 vs. 240). Higher Combat Strength (60 vs. 55). Starts with one free promotion. Can only be trained in cities with a Population of 2 or more. If trained in a city that was founded by the Ottomans, subtracts 1 from its Population.Domination8
Ottoman / SuleimanLAGrand VizierHas access to a unique Governor, Ibrahim, the Grand Vizier. Gain the Janissary unique unit with Gunpowder.Domination8
OttomanUAGreat Turkish Bombard+50% Production toward Siege units. Siege units gain +5 Combat Strength when attacking defensible districts. Conquering a city doesn’t cause that city to lose Population. +1 Amenity and +4 Loyalty per turn for cities not founded by the Ottomans.Domination8
Persia / CyrusLAFall of Babylon+2 Movement for all units for the next 10 turns after declaring a Surprise War. Surprise Wars count as Formal Wars for the purposes of warmongering penalties and greivances. +5 Loyalty per turn in occupied cities with a garrisoned unit.Domination7
PersiaUASatrapiesGains +1 Trade Route capacity with Political Philosophy. Domestic Trade Routes provide +2 Gold and +1 Culture. Roads built inside Persian territory are one level more advanced than usual.Culture7
PersiaUUImmortalSwordsman replacement. Higher Production cost (100 vs. 90). Lower Combat Strength (30 vs. 36). Can make melee and ranged attacks (25 strength).Domination8
PersiaUIPairidaeza+1 Culture +2 Gold +2 Appeal +1 Culture for every adjacent Holy Site and Theater Square +1 Gold for every adjacent Commercial Hub and City Center +1 Culture (with Diplomatic Service)Culture8
PhoenicianUUBiremeGalley replacement. Higher Combat Strength (30 vs. 25). Higher Movement (4 vs. 3). Prevents friendly Traders within 4 tiles from being plundered as long as they are on a water tile.Domination6
Phoenician / DidoLAFounder of CarthageCities with a Cothon gain the unique Move Capital project, which moves the Phoenician Capital to that city. Gains +1 Trade Route capacity after building the Government Plaza or any Government Plaza building. +50% Production towards districts in the city with the Government Plaza.Any6
PhoenicianUAMediterranean ColoniesStarts with the Eureka for Writing. Coastal cities founded by Phoenicia and in the same continent as their Capital always have full Loyalty. Settlers receive +2 Movement and sight radius while embarked, and pay no Movement costs to embark or disembark.Any6
PhoenicianUDCothonHarbor replacement. +50% Production towards naval units and Settlers in this city. All wounded naval units in the city’s borders heal +100 HP each turn.Any8
Polish / JadwigaLALithuanian UnionTaking territory from a foreign city with a Culture Bomb converts it to Poland’s religion. Relics provide +4 Gold, +2 Culture and +2 Faith. Holy Sites receive a +1 adjacency bonus from districts, instead of +0.5.Religion6
PolishUAGolden LibertyBuilding an Encampment or Fort triggers a Culture Bomb, claiming surrounding tiles. One Military policy slot in all governments is converted into a Wildcard policy slot.Any6
PolishUBSukienniceMarket replacement. +3 Gold. +4 Gold from domestic Trade Routes and +2 Production from international Trade RoutesAny7
PolishUUWinged HussarUnique Heavy Cavalry unit. Higher production cost (250 vs. 220). Higher combat strength (55 vs. 48). Pushes back enemies if it does more damage than it takes when attacking. Defenders that cannot be pushed back take additional damage.Domination8
RomeUAAll Roads Lead to RomeFounded or conquered cities start with a Trading Post and, if within Trade Route range of the Capital, a road to it. Trade Routes generate +1 additional Gold from Roman Trading Posts they pass throughDomination6
RomeUDBathAqueduct replacement. Provides an additional bonus of +2 Housing and +1 Amenity in either case.Any6
RomeUULegionSwordsman replacement. Higher Production cost (110 vs. 90). Higher Combat Strength (40 vs. 36). Has one build charge. Can construct a Roman FortDomination7
Rome / TrajanLATrajan’s ColumnAll founded cities start with a free building in the City Center. (A Monument if the game is started in the Ancient Era)Culture7
Russia / PeterLAThe Grand EmbassyTrade Routes to more advanced civilizations grant Russia +1 Science for every three technologies that civilization is ahead of them, and +1 Culture for every three civics.Any5
RussiaUUCossackCavalry replacement. Higher Production cost (340 vs. 330). Higher Combat Strength (67 vs. 62). +5 Combat Strength when fighting in or next to home territory. Can move after attacking.Domination7
RussiaUAMother RussiaFounded cities start with eight additional tiles. Tundra tiles provide +1 Faith and +1 Production, in addition to their usual yields. Districts, improvements and units are immune to damage from Blizzards. +100% damage from Blizzards inside Russian territory to civilizations at war with Russia.Any8
RussiaUDLavraHoly Site replacement. +2 Great Prophet points per turn (vs. +1). +1 Great Writer, Great Artist and Great Musician point per turn. (Not affected by the Oracle.) Expands the city’s borders whenever a Great Person is used in the city.Culture8
ScotlandUUHighlanderRanger replacement. Higher Strength (50 vs. 45) and Ranged Strength (65 vs. 60). +5 Combat Strength in Hills and Woods.Domination3
Scotland / Robert the BruceLABannockburnCan declare a War of Liberation with Defensive Tactics, instead of Diplomatic Service. +100% Production and +2 Movement for all units for the next 10 turns after declaring a War of Liberation.Any4
ScotlandUAScottish EnlightenmentHappy cities gain +5% Science and +5% Production, and generate +1 Great Scientist points in their Campuses and +1 Great Engineer points in their Industrial Zones. Ecstatic cities double these bonuses.Science6
ScotlandUIGolf Course+1 Amenity +2 Gold +1 Appeal +1 Culture if adjacent to a City Center +1 Culture if adjacent to an Entertainment Complex +1 Housing (with Globalization)Science6
ScythiaUUSaka Horse ArcherUnique Ranged unit. Higher production cost (100 vs. 60). Higher maintenance cost (2 vs. 1). Higher movement (4 vs. 2). Has a range of 1Domination2
ScythiaUIKurgan+1 Faith +1 Gold +1 Faith for each adjacent Pasture +1 Gold (requires Guilds) +1 Gold (requires Capitalism)Religion4
ScythiaUAPeople of the SteppeBuilding a light cavalry unit or Saka Horse Archer grants a free second copy of that unit.Domination6
Scythia / TomyrisLAKiller of CyrusAll units receive +5 Combat Strength when attacking wounded units, and heal up to 30 hit points after killing a unit.Domination8
Spain / Phillip IILAEl EscorialAll units receive +4 Combat Strength against civilizations following a different Religion. Inquisitors have one extra use of their Remove Heresy ability. Inquisitors eliminate 100% presence of other Religions.Domination4
SpainUATreasure FleetMay form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. Trade Routes between cities on different continents gain +1 Food and +1 Production for domestic Trade Routes, and +6 Gold for international Trade Routes. +2 Loyalty per turn for cities outside their home continent if they have a Mission adjacent to the City Center.Domination8
SpainUIMission+2 Faith. +2 Faith , 1 Food, 1 Production if on a different continent than your Capital. +1 Science for every adjacent Campus and Holy Site. +2 Science (requires Cultural Heritage)Science6
SpainUUConquistadorMusketman replacement. Higher Production cost (250 vs. 240). +10 Combat Strength when escorting (or when in the same tile with) a religious unit. Converts cities to Spain’s religion (if they have founded one) if it captures a city or is adjacent to the city when it is captured.Domination7
Sumeria / GilgameshLAAdventures of EnkiduMay declare war on anyone at war with his allies without incurring warmonger penalties. When at war with a common foe, Sumerian and allied units share pillage rewards and combat experience if within 5 tiles of each other. Gains Alliance Points per-turn for being at war with a common foe.Domination6
SumeriaUAEpic QuestCapturing a Barbarian Outpost also grants a Tribal Village reward. May levy city-state units at 50% of the usual Gold cost.Any7
SumeriaUIZiggurat+2 Science +1 Culture if placed adjacent to a River +1 Culture (with Natural History)Science8
SumeriaUUWar CartUnique Heavy Cavalry. Lower production cost (55 vs. 65). Higher combat strength (30 vs. 28). Higher movement (3 vs. 2). Lower maintenance (0 vs. 1). No combat penalties against anti-cavalry units.Domination8
SwedenUUCaroleanPike and Shot replacement. Lower Gold maintenance cost (3 vs. 4). Higher Movement (3 vs. 2). +3 Combat Strength per point of unused Movement.Domination5
Sweden / KristinaLAMinerva of the NorthBuildings with at least three Great Work slots and wonders with at least two Great Work slots are automatically themed when all slots are filled. Gains the Queen’s Bibliotheque unique building in the Government Plaza.Culture7
Sweden / KristinaUBQueen’s Bibliotheque+2 Great Writer points per turn. +2 Great Artist points per turn. +2 Great Musician points per turn. +2 Great Work of Writing slots. +2 Great Work of Art slots. +2 Great Work of Music slots.Culture7
SwedenUANobel Prize+50 Diplomatic Favor whenever a Great Person is earned. +1 Great Engineer points from Factories and +1 Great Scientist points from Universities. Sweden’s presence in the game adds three unique World Congress competitions in the Industrial Era.Diplomatic8
SwedenUIOpen-Air Museum+2 Loyalty per turn in this city. +2 Culture and +2 Tourism for each type of terrain (Snow, Tundra, Desert, Plains, or Grassland) in which at least one Swedish city is founded.Culture8
ZuluUAIsibongoConquering a city will upgrade the conquering unit into a Corps or Army, if the proper civics are unlocked. +3 Loyalty per turn to cities with a garrisoned unit, increasing to +5 Loyalty per turn if the garrisoned unit is a Corps or Army.Domination8
ZuluUDIkandaEncampment replacement. +1 Housing. 25% faster training of Corps and Armies. Allows Corps and Armies to be built without the Military Academy building.Domination7
ZuluUUImpiPikeman replacement. Lower Production cost (125 vs. 200). Lower maintenance cost (1 vs. 3). Increased flanking bonus. Gains XP faster.Domination8
Zulu / ShakaLAAmabuthoMay form Corps with Mercenaries, instead of Nationalism, and Armies with Nationalism, instead of Mobilization. Corps and Armies gain an additional +5 Combat Strength.Domination8
MayaUAMayabSettling adjacent to fresh water and coast do not provide extra housing. Instead each farm provides an additional +1 housing and +1 gold. +1 amenity for every luxury adjacent to the city center.Any6
MayaUDObservatory+2 science bonus for adjacent plantations. +1 science bonus for every two adjacent farm or district tiles.Science8
MayaUUHul’cheReplaces the archer. Strong ranged attack. +5 combat strength when fighting a wounded opponent.Domination6
Maya / Lady Six SkyLAIx Mutal AiawNon capital cities within 6 tiles of the capital gain +10% to all yields. Other non capital cities recieve -15% to all yields. +5 combat strength to units within 6 tiles of the capital.Any8
Gran ColumbiaUIHacienda+2 Gold, +1 Production, and +1 Housing. +1 Food for every two adjacent Plantations (increased to every plantation with replaceable parts). Plantations and Haciendas (increased to every Hacienda with Rapid Deployment).Any6
Gran ColumbiaUAEiercito Patriota+1 movement to all units. Promoting a unit does not end that units turn.Domination8
Gran Columbia / Simon BolivarUUComandante GeneralA special type of Great Person only available to Simon BolivarDomination6
Gran Columbia / Simon BolivarLACampana AdmirableEarn a Comandante General when the game enters a new eraDomination8
Gran ColumbiaUULlaneroReplaces the Calvary. Low maintenance cost. +4 combat strength for every adjacent Llanero. Fully heals when when in range of a Comandante General that activates its retire ability.Domination8
Ethiopia / menelik IILACouncil of MinistersReceive science and culture equal to +15% of your faith generation in cities founded on hills. Units receive +4 combat strength on hills.Religion7
EthiopiaUAAskumite LegacyEthipoia’s International Trade Routes grant +0.5 faith per resource at the origin. Improved resources provide +1 faith for each copy the city owns. Can purchase Archaelogical Museums and Archeologists with faith.Faith5
EthiopiaUIOromo CavalryEthiopian unique Medieval era light cavalry unit. Stronger and greater sight than the Courser that it replaces. Receives no movement penalties from moving on hills.Domination5
EthiopiaUURock-Hewn Church+1 faith. +1 faith for every adjacent mountain and hill tile. Provides tourism after researching flight from faith. +1 appeal. Can only be built on hills or volcanic soil not adjacent to another Rock-Hewn Church.Faith6
ByzantiumUATaxisUnits receive +3 combat strength for each Holy City converted to Byzantium’s religion. Byzantium’s religion is spread to nearby cities when defeating an enemy unit belonging to a civilization or city-state. +1 Gret Prophet point from cities with a Holy Site.Faith8
ByzantiumUUDromonClassical Era unit that replaces the quadrireme. Has +1 range and +10 combat strength against units.Domination4
ByzantiumUIHippodromeReplaces the Entertainment Complex. Provides +3 amenities, and cheaper to build. When the Hippodrome and its buildings are constructed, receive a heavy cavalry unit. Units granted from this district do not have a resource management cost.Domination7
Byzantium / Basil IILAPorphyro- génnētosHeavy and Light Cavalry do full damage against cities following the same religion as Byzantium. Gain the Tagma unique unit when the Divine Right civic is discovered.Domination8
Byzantium / Basil IIUUTagmaMedieval Era unit that replaces the Knight. Land units within 1 tile of the Tagma receive +4 Combat Strength or Religious Strength.Domination7
GaulUAHallstatt CultureMines provide a minor adjacency bonus for all districts, a Culture Bomb of unowned territory, and receive +1 Culture. Specialty districts do not receive a minor adjacency for being adjacent to another district and cannot be built adjacent to the City Center.Any4
GaulUUGaesataeAncient era unit that replaces the Warrior. This unit has increased cost and receives +10 Combat Strength when fighting units with a higher base Combat Strength. +5 Combat Strength against district defenses.Domination7
GaulUIOppidumCheaper and available earlier than the district it replaces, the Industrial Zone. The Oppidum district is defensible with a ranged attack. When the first Oppidum is constructed, the Apprenticeship technology is unlocked. Major adjacency bonus from Quarries and strategic resources.Any6
Gaul / AmbiorixLAKing of the EburonesGain Culture equal to 20% of the unit’s cost when a non-civilian is trained. Anti-Cavalry, Melee, and Ranged Units receive +2 combat for every adjacent military unit.Domination8
BabylonUAEnuma Anu EnlilEurekas provide all of the science for technologies. -50% science per turnScience7
Babylon / HammurabiLANinu Ilu SirumWhen each specialty district type except the Goverment Plaza is constructed for the first time receive the lowest production cost building that can currently be constructed in that district. Receive an Envoy when any other district is constructed for the first timeAny6
BabylonUUSabum KibittumUnique ancient era melee unit. +17 combat strength against Heavy and Light Cavalry promotion class units. This unit has 3 movement and sight.Domination5
BabylonUBPalgum+1 housing and +2 production. Freshwater tiles receive +1 food. City must be adjacent to a river.Any5
VietnamUANine Dragon River DeltaAll land specialty Districts can only be built on Rainforest, Marsh, or Woods tiles. Buildings on these features receive additional yields: +1 Culture in Woods, +1  Science in Rainforest, and +1 Production in Marsh. Woods can be planted with Medieval Faires, instead of Conservation.Any4
Vietnam / Bà TriệuLADrive out the AggressorsAll units gain +5 Strength Combat Strength when fighting in Rainforest, Marsh, and Woods tiles, and +1  Movement if they start their turn there. Both of these bonuses are doubled in tiles inside Vietnamese territory.Domination8
VietnamUUVoi ChiếnRanged Medieval Era unit. Can move after attacking. Slightly improved sight and movement (+1) and increased combat strength from 35 to 30.Domination8
VietnamUDThànhReplaces encampment. +2 Culture for adjacent districts.  Provides culture and tourism bonus after researching flight.Culture8
PortugalUACasa Da IndiaInternational Trade Routes can only reach cities on the coast or with a Harbor, but receive +50% towards all yields. Trader units have +50% range over water, and can embark as soon as they are unlocked.Any8
PortugalUUNauPortuguese unique navel melee unit that replaces the Caravel. Starts with 1 free Promotion and is less maintenance. Has two charges to build Feitorias.Domination7
PortugalUAFeitoriaUnlocks the Nau ability to construct a Feitoria, unique to Portugal. Provides +4 Gold and +1 Production. Trade routes sent to this city from Portugal gain +4 Gold and +1 Production. Can only be built adjacent to luxury or Bonus resources in territory belonging to other Civilizations or City-States that you have Open Borders with. Must be built on a Coast or Lake tile adjacent to land and not adjacent to another Feitoria. Feitorias cannot be removed.Any7
PortugalUBNavigation SchoolA building unique to Portugal. +25% Production towards navel units in this city. +1 Science for every two coast or lake tiles in this city. +1 Great Admiral points.Science8
Portugal / João IIILAPorta Do CercoAll units receive +1 sight. +1 Trade Route capacity when civilization is met. Open Borders with all city-states.Domination7

 

On the next page, we are talking all things Religion, including Pantheons. Alternatively, jump back to the Table of Contents to go to a different section. 

About James Sterling

James Sterling received both his undergraduate and graduate degrees from the University of Southern California (USC). His Bachelor of Science was completed in Computer Science (Games) and his Master of Science was completed in Game Development. James spends his free time contributing on popular forums such as Tom's Hardware and AnandTech while hanging out with his cat Jonathan. Humorously, his favorite youtube channel is Jimquisition by Jim Sterling.

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Austin COD
Member
10 months ago

Wow you guys went all out. This Civ 6 Tier List is incredible… actually its more like 10 tier lists. How long did this take you?? geeze

Phantom83
Member
7 months ago

Poundmaker is one of my favourites…. Maybe im just a sucker for punishment but here are my reasons: Strong scout that can assist in early capital taking (doesn’t get bonus versus arrows so you still want atleast a couple of warrior variants for later in the game). This scout lets you pick the reward from huts meaning you can sneak in a weapons upgrade and get an archer with double sight bonus or heaps of extra defence and heal. The scouts also can take more hits and less likely to get one shot prior to tech upgrade, meaning more of… Read more »