Sid Meier's Civilization VII: New Order

Sid Meier's Civilization VII: New Order is a 4X game for the PC & Nintendo Switch, developed by Firaxis & published by 2K Games. The game features 24 civilizations, each with 2 unique leaders, as well as 7 unique victory conditions: Time, Domination, Space, Culture, Religious, Economic & Diplomatic.
== Overview ==
Sid Meier's Civilization VII: New Order is a turn-based strategy game, where each player represents the leader of a certain nation or ethnic group ("civilization") and must guide its growth over the course of thousands of years. The game starts with the foundation of a small settlement and ends after achieving one of the victory conditions—or surviving until the number of game turns end, at which point the highest-scoring civilization, based on several factors, such as population, land, technological advancement, and cultural development, is declared the winner.
During their turn, the player must manage units representing civilian and military forces. Civilian units can be directed to find new cities, improve land, and spread religion while military units can go into battle to take over other civilizations. The player controls production in their cities to produce new units and buildings, handles diplomacy with other civilizations in the game, and directs the civilization's growth in technology, culture, food supply, and economics. The player ends the game when a victory condition is met. Victory conditions include taking over the entire world by force, convincing the other civilizations to acknowledge the player as a leader through diplomacy, entrenching yourself deep enough into the world economy, becoming influential with all civilizations through tourism, winning the space race to building a colony spaceship to reach a far-off galaxy, becoming the dominant organized religion, or being the most powerful civilization on the globe after a set number of turns.
Villages, Corporations, City-States, Great People, Ideologies & the World Congress return from previous entries in the Civilization series, allowing for further depth & strategy during the game.
New additions to the series include Events & Decisions, Boons, Embargoes, a reworked religion & government system, the new Enlightenment and Future Eras, and a new mechanic called "Rebirth".
== Eras ==
Every game in Sid Meier's Civilization VII: New Order is split up into 10 consecutive eras of history.
=== Ancient Era ===
The beginnings of human civilization. The earliest empires rise out of small tribal villages that look to their rulers & their gods for protection against roaming barbarian hordes. Agriculture is now the new norm of society, allowing for newer innovations like the domestication of animals, the creation of bronze, fishing for food, or a written language. Around this time, nations that come across each other will seek to define their own identities separate from one another.
=== Classical Era ===
An era of free thought & political theory. Now the world is being slowly unraveled before the eyes of the various civilizations, ushering in the age of great empires that span across continents & even the seas themselves. Religion has become organized & an important matter of the state & as a part of daily life, its stories are told in many a drama. Discoveries like iron, philosophy & optics will come to define the age as the world embraces this age of intellectualism.
=== Medieval Era ===
An age of honor & betrayal, romance & tragedy, chivalry & feudal lords. Nations fight it out against each other to fight for land, supremacy & devotion to their faith. Trade with the outside world brings in luxuries & theories unheard of, brought in from all over by the various guilds of merchants. Revolutionary concepts such as science & physics are frequently discussed by our scholars, and basic education is now taught to the masses. The myriad powers are now locked in seemingly endless conflict.
=== Renaissance Era ===
The spiritual rebirth of the people has begun. The corruption within the many religious institutions has been identified & have begun reforming themselves. Empires now look beyond the horizon for new territory to conquer in the name of their sovereign, no longer held back by the vastness of the great seas that stretch between the lands. The discovery of gunpowder has forever revolutionized warfare, but no longer is brute force the only way to fight an enemy however, as the advent of Espionage has created a form of war where a secret can be deadlier than a sword.
=== Enlightenment Era ===
An age of rational thought & skepticism is dawning. Ideas of liberty, equality & strength are being echoed around the globe, and the empires of the world must now pick a side in this conflict of Ideologies. No longer do people live in fear of the gods, but make their own choices and decide their own destinies. Science has made leaps & bounds since its inception, and now humanity is much closer to understanding the world around it than ever before.
=== Industrial Era ===
The world has been brought to a new age: an age of fire & steel. Great locomotives carry goods & people throughout the countryside at breakneck speeds, improving both trade & industry exponentially. The factories have turned the city skies black with soot as gas lanterns light the busy streets. Militaries are now professionally trained, equipped with state-of-the-art weaponry & supplies, and are quickly mobilized to the front lines.
=== Modern Era ===
The nations of the world are gearing up for war. The ideological conflict has grown too great to let fester any longer, as all sides prepare to exterminate the radicals. All people from all walks of life are now brought together by the radio. Powerful & mobile artillery is the newest battlefield innovation, mowing down any & all who stand in their way. As humanity conquers the skies at last, it seems its only fate is this current arms race.
=== Atomic Era ===
War has changed. No longer can a nation simply declare war, ever since the creation of the Atomic Bomb, war is now an existential threat to the entire world. As tensions grow colder, advances in fields like medicine and other sciences increase further & further, seemingly with no end in sight. Television now delivers information and entertainment alike to the populace to better inform them. Nuclear energy now powers the world with clean, emissions-free energy, but is humanity ready to wield this power just yet?
=== Information Era ===
The internet has revolutionized the way society functions. Information is now so readily available, the average person has access to all of humanity's collective information and can communicate with anyone from anywhere in the world all in the palm of their hand. The very means of industry used to spring the species forward is now killing the very planet it lives on, and a solution must be found quickly before it's too late.
=== Future Era ===
Who knows what the future holds? Perhaps humanity rectifies its mistakes & becomes an enlightened species, perhaps it wipes itself out. It could roam the stars and mark a new chapter in the universe's history, encounter new life, or even create it. There is no way of truly knowing what society or technology in the years, decades, or centuries to come will be, but one thing's for certain: humanity has made a long & arduous journey from stones to stars.
== Events & Decisions ==
A new mechanic to the Civilization series is Events & Decisions. Decisions relating to governing a civ's empire can be enacted from the menu to gain various benefits for a cost. Every Civ, Religion & Government has at least one Decision unique to them.
The game also adds Events, which occur at random and have one or more outcomes to choose from, each with different effects.
== Boons ==
"Boons" are a bonus given to a civ before the beginning of the game that affects a civ's start. A boon is chosen when setting up the game, either by the player or by random.
There are 8 boons to choose from.
=== List of Boons ===
Boon	Effect
Benevolent	
Start with 2 Population in your Capital instead of 1
Cultured	
Start with a Monument already built in your Capital
Devout	
Gain a Pantheon belief upon founding the Capital
Honorable	
+10% Combat Strength against Barbarians
Industrious	
Start with a Worker
Ingenious	
Start with a free Technology
Magnanimous	
Start with +5 more Happiness than usual
Prosperous	
Start with 100 Gold
== Religion ==
Civilization VII offers 12 unique religions for cats to adopt. After selecting a Pantheon belief by gaining enough faith or by building the Göbekli Tepe Wonder, a religion may be founded by a Great Prophet in a city with at least one Religious Building or Wonder. Upon enhancing a religion with a second Great Prophet, one of 3 Denominations is chosen, alongside the Enhancement Belief (assuming all 3 have not already been taken). Other civilizations with the same majority religion may also consume a Great Prophet of their own to form their own Denomination.
After researching the State Religion Technology, a civ may declare a State Religion. State Religions are either strengthened, or weakened by the total faith output, number of followers and religious pressure of the religion declared the State Religion. Civs with strong devotion are labeled Devout and are able to spread their religion further. Civs with a poor faith output are classified as Heretical, weakening their loyalty output. Civs with a Neutral State Religion don't receive any benefits or penalties. After researching the Humanism Technology, a civ may declare themselves Secular via the "Declare a Secular State" Decision available with the Humanism Technology, essentially dismantling the State Religion.
Civs with a State Religion may change their government type to Theocracy.
=== List of Religions & Denominations ===
				
Christianity	
Catholicism	
Protestantism	
Eastern Orthodoxy	
Commission a Biblical Manuscript
Write a Confession of Faith
Islam	
Sunni	
Shi'a	
Khawarij	
Obtain a Qur'anic Manuscript
Go on Haj to the Holy City
Judaism	
Samaritanism	
Rabbinism	
Karaism	
Commission a Sefer Torah
Celebrate Passover
Hinduism	
Vaishnavism	
Shaivism	
Shaktism	
Create the Bhagavad Gita
Hold a Diwali Feast
Buddhism	
Theravāda	
Vajrayāna	
Mahayana	
Acquire the Tripitaka
Reform the Sangha
Taoism	
Wǔdǒumǐ	
Tiānshī	
Zhèngyī	
Patronise the compilation of the Daozang
Perform the Chiao
Confucianism	
Mencius	
Xunzi	
Dong Zhongshu	
Gather the Four Books and Five Classics
Perform the Grand Ceremony
Shinto	
Kōshin	
Shugendō	
Tsuchimikado	
Compile the Kojiki
Rebuild the Ise-Jingu
Sikhism	
Ravidassia	
Udasi	
Ramraiyas	
Initiate the Guru Granth Sahib
Gurpurab of Guru Nanak
Zoroastrianism	
Masdayasni	
Parsee	
Khshnoomi	
Compose the Avesta
Celebrate Sadeh
Vodou	
Dahomean	
Makaya	
Kongo	
Draw a Veve
Celebrate Fet Gede
Esotericism	
Hermeticism	
Wicca	
Thelema	
Locate the Emerald Tablet
Perform Theurgy
== Government ==
The system of government in Civilization VII has been reworked to accommodate factions within the legislature. Each government type has 2 subtypes with a different bonus and different requirements for unlocking them.
=== Government Types ===
Government 	Main Bonus 	Subtype 1 	Sub Bonus 1 	Subtype 2 	Sub Bonus 2 	Requirement 	Wonder Unlocked 	Decision
Tribalism 	N/A 	N/A 	N/A 	N/A 	N/A 	N/A 	N/A 	N/A
Monarchy 	+3 Culture in the Capital 	Aristocratic	+20% Food output 	Parliamentary	Farms generate +1 Production 	Philosophy Technology 	Westminster 	Initiate Royal Prerogative
Republic 	+1 Culture per City 	Democratic 	Unhappiness output from Population halved 	Oligarchic 	+5 Gold from Trade Routes 	Philosophy Technology 	Forum Magnum 	Enact Emergency Powers
Theocracy 	State Religion cannot become Heretical 	Autocephaly 	Gain Enhancement bonuses of other Denominations of your Religion	Ecumenism 	Missionary Conversion Strength +25% 	Enhanced State Religion 	St. Peter's Basilica	Holy Decree
Holy Roman Empire	Increase City-State resting rate by 15 	N/A 	N/A 	N/A 	N/A 	Build the Hofburg Palace Wonder	Reichstag 	Revoke Holy Rome
Dictatorship 	Ignore Ideological Pressure from other civs	One-Party 	Ideological Pressure is Doubled 	Military 	City Happiness +3 if City has a Garrison	Adopted Ideology 	Jueche Tower 	Purge Enemies
=== Social Policies ===
Social policies are unlocked by researching Technologies and are divided into one Government, Legal, Scientific, Cultural, Religious, Economic, Industrial & Military.
=== Political Factions ===
Factions will either support or oppose the implementation of certain types of social policies based on their own agendas. Different Factions arise out of different governments, different outputs, and different circumstances. Every set number of turns, Factions will be reshuffled based on the criteria they gain political power from.
==== The Parliament ====
The Monarchic Government, known as The Parliament has Factions based on the Social Classes of your citizens, with agendas based on said class's interests. After selecting an ideology, Revolutionaries may appear, who will oppose any Policy you implement, regardless of what kind it is. If they gain enough support, they will throw your empire into Anarchy & spawn Rebels.
Faction 	Conditions 	Favored Policies 	Opposed Policies
Clergy 	Proportion of Faith & Science 	Religious & Scientific Policies	Economic & Industrial Policies
Merchants 	Proportion of Gold & Culture 	Economic & Cultural Policies 	Government & Military Policies
Nobles 	Proportion of Food & Production 	Government & Military policies 	Religious & Scientific policies
Revolutionaries	Ideology chosen, Proportion of Unhappiness	None 	All
==== The Senate ====
The Republican Government, known as The Senate has Factions based on the professions of your citizens. After selecting an ideology, certain Factions may merge together to create a larger, Extremist Faction. If sufficiently angered, Extremist Factions have a chance of throwing your empire into Anarchy, much like Revolutionaries.
Faction 	Conditions 	Favored Policies 	Opposed Policies
Civic 	Number of National Wonders 	Legal Policies 	Religious Policies
Communist 	Communism Ideology, combines Industrialists & Mercantile 	Industrial and Economic Policies	Religious & Military Policies
Fascist 	Fascism Ideology, combines Civic & Military 	Legal & Military Policies 	Industrial & Cultural Policies
Industrialist	Number of Industrial Specialists 	Industrial Policies 	Economic Policies
Libertarian 	Liberalism Ideology, combines Populist & Religious 	Cultural & Religious Policies 	Legal & Economic Policies
Mercantile 	Number of Merchant Specialists 	Economic Policies 	Industrial Policies
Military 	Number of active Wars 	Military Policies 	Cultural Policies
Populists 	Number of Writer, Artist, Musician & Director Specialists	Cultural Policies 	Military Policies
Religious 	Number of Priest Specialists 	Religious Policies 	Legal Policies
==== The Holy Synod ====
The Theocratic Government is called The Holy Synod, and the factions are Divided into the 3 Denominations of a civ's State Religion. After Enhancing the State Religion, the chosen Denomination will support whatever policies you select, while the other 2 Denominations will favor Policies based on the various outputs of the cities they originate from. Other Religions in the Empire will oppose all Policies.
==== The Imperial Diet ====
The Holy Roman Government is called The Imperial Diet, and is only available to the civ that builds the Hofburg Palace Wonder. The Factions in the Diet are based on the City-State Allies of the Empire. Each City-State favors & opposes based on the type of City-State they are, and their power comes from their Population size.
City-State Type	Favored Policies 	Opposed Policies
Cultured 	Cultural Policies 	Military Policies
Industrious 	Industrial Policies	Economic Policies
Mercantile 	Economic Policies 	Industrial Policies
Militaristic 	Military Policies 	Cultural Policies
Religious 	Religious Policies 	Scientific Policies
Scientific 	Scientific Policies	Religious Policies
==== The Junta ====
The Dictatorial Government is The Junta, and has only one Faction based on your Ideology. Said Faction favors & opposes policies based on how the Ideology operates.
Faction 	Ideology 	Favored Policies 	Opposed Policies
Communist 	Communism 	Industrial and Economic Policies	Religious & Military Policies
Fascist 	Fascism 	Legal & Military Policies 	Industrial & Cultural Policies
Libertarian	Liberalism	Cultural & Religious Policies 	Legal & Economic Policies
== Ideologies ==
Ideologies form the backbone of a civ's political system from the Enlightenment Era onwards. Ideologies not only unlock special Social Policies for a civ, but they can influence how diplomacy is formed between civilizations.
There are 3 Ideologies in Sid Meier's Civilization VII: New Order: Liberalism, Communism & Fascism.
=== Liberalism ===
Liberalism is the idea that the Free Market must be maintained for healthy competition and that political and moral philosophy must be based on liberty, consent of the governed, and equality before the law. Liberal Social Policies focus on improving a civ's Culture & Faith output.
Adopting the Liberalism Ideology allows the production of the Statue of Liberty Wonder.
=== Communism ===
Communism is the idea that the "proletariat" (the working class) must become class-conscious to overthrow the bourgeois (the upper classes) in order to gain control of the means of production, so an equal, classless society can be created. Communist Social Policies focus on improving a civ's Production & Gold output.
Adopting the Communism Ideology allows the production of the Motherland called Wonder.
=== Fascism ===
Fascism is the idea that people are inherently unequal and that a state must be ruled through strength, militarism, nationalism & the subjugation of "the other", usually a minority of some description. Fascist Social Policies focus on improving a civ's Military & Science output.
Adopting the Fascism Ideology allows the production of the Prora Wonder.
== Embargoes ==
Embargoes are penalties that can be applied to a civ that surrenders after a war. If a civ gains more cities in a war than the civ they're fighting against, they may declare one of a handful of Embargoes against them, such as preventing them from Declaring War, downsizing their military, ending all Trade Routes with them, or forcibly changing their government ideology to another type. All Embargoes have cooldown time, ending it naturally. Though a civ may forcibly remove it for a cost as a Decision, however, it will damage diplomatic relations with the civ(s) that placed the Embargo in the first place.
== Victory Types ==
There are 7 Victory Types in this game: Domination, Scientific, Cultural, Religious, Economic, Diplomatic & Score.
=== Domination Victory ===
To attain a Domination Victory, one Civ must control all Original Capitals on the map.
=== Scientific Victory ===
To attain a Scientific Victory, a Civ must first build a Space Shuttle, then after the International Space Station is built via the World Congress, a civ must Enact the "Send Shuttle to Another Galaxy" Decision available from the beginning of the Future Era, which will launch the Shuttle in a set number of turns, based on their total Production output. After successfully launching the Shuttle, a Scientific Victory will be attained.
=== Cultural Victory ===
To attain a Cultural Victory, a civ must increase their Tourism Modifier to a high enough level so that they become influential over every other civ.
=== Religious Victory ===
To attain a Religious Victory, a civ's religion must be 70% of the global population & be in control of enough Holy Cities proportional to the number of civilizations in the game.
=== Economic Victory ===
To attain an Economic Victory, a civ's GDP must be worth at least 1 Million Gold for 10 turns.
=== Diplomatic Victory ===
To attain a Diplomatic Victory, a civilization must gain enough votes in the World Congress to be declared World Leader.
=== Score Victory ===
To attain a Score Victory, a civ must have more points by the year 3000 C.E. than any other civ.
== Rebirth ==
"Rebirth" is a mechanic that allows a civ to come back under a second leader. If certain conditions are met, or if a civ is revived after being defeated, a civ may swap their leader with another relating to their civ mid-game.
Rebirth may be toggled on & off from the settings.
== Expansions ==
Sid Meier's Civilization VII: New Order has 2 Expansion packs: Colonial Legacies and World at War.
=== Colonial Legacies ===
The first expansion: Colonial Legacies returns the concepts of Health & Plagues, Colonies and Vassalge from Civilization IV to the series, as well as introducing Jamaica, Brazil & Scotland to the game. It also features the new Mercenaries mechanic a reworked naval battle system.
==== Mercenaries ====
Mercenaries introduce a system of recruitment for high-leveled and sometimes unique Mercenary units. Mercenaries are recruited by spending Gold (or Faith) on 'Contracts,' time-sensitive periods during which you gain control of a particular unit, for a particular maintenance cost. Mercenaries do not gain levels nor can they upgrade, but they are often more powerful than standard units (though expensive), and sometimes come en masse.
Mercenary Contracts may be purchased after researching the Banking Technology.
=== World at War ===
The second expansion: World at War introduces Poland, Korea & New Zealand to the game, as well as the new concept of Factions.
==== Factions ====
Factions allow 2 or more civilizations to create a powerful alliance together to gain benefits, such as Open Borders, increased rewards from trade routes, and Research & Defensive Pacts between member civilizations. After a set number of turns, a faction's leader is able to set certain bonuses that affect every civ in their faction equal to the number of non-leader civilizations.
Factions may be formed after researching the Sovereignty Technology.
== Civilizations ==
There are a total of 33 Civilizations in Civilization: New Order: 24 in the base game, 3 from individual DLC packs, and 6 from expansions, each represented by 2 leaders across the civilization's history. The new civilizations of Mexico, Romania, New Zealand, Ireland, Israel & Jamaica are introduced in this game.
=== Basegame ===
Civilization	Civ Ability	Leader 1	Leader 2	Unique Unit	Unique Building	Unique Decision
American 	
Manifest Destiny	
Abraham Lincoln 
Emancipation Proclamation	
Theodore Roosevelt
New Deal	
Minuteman
Rifleman	
Saloon
Tavern	
Draft the American Constitution
Arabic 	
One Thousand and One Nights	
Harun al-Rashid
House of Wisdom	
Umar
Righteously Guided	
Mamluk
Knight	
Madrasa
University	
Formalise the Musharakah
Australian 	
A Fair Go 	
Yagan
Songlines	
Henry Parkes
Father of Federation	
Digger
Great War Infantry	
Cattle Station
Granary	
Restore Land Rights
Babylonian 	
Babylonian Ingenuity	
Hammurabi
Code of Hammurabi	
Nebuchadnezzar II
Bakhat Nasar	
Bowman
Archer	
Walls of Babylon
Walls	
Construct the Ishtar Gate
Chinese 	
Mandate of Heaven	
Liu Bei
Long Divided, Must Unite	
Sun Yat-sen
Three Principles of the People	
Chu-Ko-Nu
Crossbowman	
Paper-Maker
Mint	
Establish Imperial Exams
Danish 	
Kalmar Union	
Harald Bluetooth
Viking Fury	
Christian IV
Dominium Maris Baltici	
Longboat
Trireme	
Longhouse
Barracks	
Go on a Viking against (City State)
Egyptian 	
Blessings of the Nile	
Hatshepsut
Expedition to Na Netjer	
Saladin
Righteousness of the Faith	
Chariot Archer
Horseman	
Obelisk
Monument	
Develop Heiroglyphs
English 	
Sun Never Sets	
Arthur Pendragon
Knights of the Round Table	
Winston Churchill
Never Surrender	
Redcoat
Musketman	
Teahouse
Tavern	
Patronise the East India Company
French 	
City of Light	
Vercingetorix
Master Metalworkers	
Napoleon Bonaparte
Continental System	
Musketeer
Longswordsman	
Chateau
Castle	
Hold a Masquerade Ball
German 	
Blood & Iron	
Arminius
Furor Teutonicus	
Otto von Bismarck
Kaiserreich	
Panzer
Tank	
Hanse
Bank 	
Consolidate the German Confederation
Greek 	
Hellenic League	
Leonidas
Three Hundred	
Alexander
Horseman of Macedon	
Hoplite
Spearman	
Acropolis
Amphitheater	
Consult the Oracle
Indian 	
Dharma 	
Chandragupta
Mayura Empire	
Mahatma Ghandi
Give Peace a Try	
War Elephant
Knight	
Mandir
Temple	
Found the House of Worship
Irish 	
Saint Patrick's Legacy	
Brian Brou
Book of Armagh	
Michael Collins
August Destiny	
Kern
Swordsman	
Ceilidh Hall
Opera Theatre	
Appoint the Chief Olam
Israeli 	
Kingdom Under God	
David
Chosen People	
Josiah
Book of the Law	
Maccabee
Swordsman	
Kibbutz
Temple	
Build the Temple of Jerusalem
Japanese 	
Land of the Rising Sun	
Tokugawa Ieyasu
Bushido	
Meiji
Meiji Restoration	
Samurai
Knight	
Kabuki Theatre
Opera House	
Subsidise the Railways
Mexican 	
Valliants of Chapultepec	
Montezuma
Battlefield Sacrifices	
Guadalupe Victoria
Plan of Iguala	
Rurales
Rifleman	
Altar
Temple 	
Establish the National Museum
Mongolian 	
Mongol Hordes	
Genghis Khan
Great Khan	
Kublai Khan
Mandate Lost	
Keshik
Knight	
Yurt
Stable 	
Establish the Yam
Ottoman 	
Suzerainty	
Mehmed II
Tribute in Blood	
Suleiman
The Magnificent	
Janissary
Musketman	
Hammamm
Aqueduct	
Become a Gunpowder Empire
Persian 	
Achaemenid Legacy	
Cyrus I
Savior-King	
Darius
Eight Lying Kings	
Immortal
Spearman	
Satrap's Court
Judiciary Court	
Establish the Satrapies
Romanian 	
Old Kingdom	
Vlad III
Son of the Dragon	
Carol I
Nihil Sine Deo	
Lefegii
Longswordsman	
Painted Monastery
Temple	
Adopt Early Firearms
Roman 	
Pax Romana	
Gaius Julius Caesar
Casting the Die	
Trajan
Trajan's Column	
Legionnaire
Swordsman	
Forum
Judiciary Court	
Bread & Circuses
Russian 	
Motherland	
Peter I
Petrine Reformation	
Vladimir Lenin
Dictatorship of the Proletariat	
Cossack
Cavalry	
Krepost
Barracks	
Create the Table of Ranks
Spanish 	
Treasure Fleet	
Isabella I
Reconquista	
Francisco Franco
For Whom the Bell Tolls	
Conquistador
Musketman	
Seminary
Temple	
Fund Columbus's Voyage
Zulu 	
Isibongo 	
Shaka
Iklwa	
Dinuzulu
Dinuzulu's Volunteers	
Impi
Spearman	
Ikanda
Barracks	
Implement Amabutho Conscription
=== DLC Pack ===
Civilization	Civ Ability	Leader 1	Leader 2	Unique Unit	Unique Building	Unique Decision
Cree 	
Nîhithaw 	
Big Bear
Treaty Six	
Poundmaker
Iron Confederacy	
Gunstock Warrior
Longswordsman	
Sabtuan
Caravansary	
Grand Council of the Crees
Ethiopian 	
Spirit of Adwa	
Gudit
Fields of Judith	
Haile Selassie
Lion of Judah	
Mehal Sefari
Rifleman	
Stele
Monument	
Mint Aksumite Coinage
Indonesian 	
Garuda di Dadaku	
Gajah Mada
Great Nusantara	
Sukarno
Pancasila	
Kris Swordsman
Swordsman	
Kampung
Garden	
Take Control of the Spice Trade
=== Colonial Legacies ===
Civilization	Civ Ability	Leader 1	Leader 2	Unique Unit	Unique Building	Unique Decision
Brazilian 	
Carnivale 	
Pedro II
Magnanimous	
Lula
Father of the Poor	
Prachina
Marine	
Street Carnival
Circus	
Develop Ethanol Fuel
Jamaican 	
Reggae 	
Henry Morgan
The Last Pirate	
Marcus Garvey
One Love	
Maroon Rebel
Gatling Gun	
Sugar Mill
Workshop	
Acknowledge Rastafarianism
Scottish 	
Scottish Enlightenment	
William Wallace
Braveheart	
James VI
Reulis and Cautelis	
Highlander
Musketman	
College
University	
Call the Clans to Arms
=== World at War ===
Civilization	Civ Ability	Leader 1	Leader 2	Unique Unit	Unique Building	Unique Decision
Korean 	
Miracle of the Han River	
Sejong
Scholars of the Jade Hall	
Seonjo
Disturbance of Imjin	
Turtle Ship
Caravel	
Seowon
University	
Introduce Hangul
New Zealandic	
Land of the Long White Cloud	
Kupe
Haka Wardance	
Michael Joseph Savage
Where she goes	
Māori Warrior
Swordsman	
Cenotaph
Monument	
Promulgate Imperial Plans
Polish 	
Golden Liberty	
Casimir III
From Wood to Brick	
Jadwiga
Lithuanian Commonwealth	
Winged Hussar
Lancer	
Ducal Stables
Stables	
Establish the Main Crown School
=== City-States ===
City-State
Shangri La
Byzantium
Vatican
La Venta
Amsterdam
Geneva
Stockholm
Santiago
Venice
Zanzibar
Singapore
Zurich
Florence
Vilnius
Nan Madol
Mohenjo-Daro
Toronto
Cape Town
Algiers
Cusco
Preslav
Valletta
Genoa
Thebes
== Scenarios ==
:Main Article: /Scenarios/
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