List of civilization abilities in Civ6

The following is a list of civilization abilities in Civilization VI and its expansions.
== Civilization abilities ==
Ability 	Civilization	Effects
Aksumite Legacy 	 	Improved resource tiles receive +1 for each copy of the resource the city owns. International s grant +0.5 for each resource in the origin city. Can purchase Archaeologists and Archaeological Museums with .
All Roads Lead to Rome 	 	Founded or conquered cities start with a and, if within range of the , a road to it. s generate +1 additional from Roman s they pass through.
Amazon 	 	s provide a +1 adjacency bonus for , , , and s. Owned Rainforests provide +1 Appeal to adjacent tiles, instead of the usual -1.
British Museum 	 	Each Archaeological Museum can hold six Artifacts instead of three and can build two Archaeologists instead of one. Archaeological Museums are automatically themed when they have six Artifacts.
Casa da Índia 	 	International s can only be sent to cities on the coast or with a Harbor, but gain a +50% increase to all yields. Traders have +50% range over water, and can embark as soon as they are unlocked.
Dharma 	 	Indian cities receive the Follower Beliefs of all religions with at least one follower in them, not just the majority religion. 
 Indian cities receive the Follower Beliefs of all religions with at least one follower in them, not just the majority religion, and gain +1 for each religion with at least one follower in them. +2 Spread Religion charges for Missionaries. +100% Religious pressure from Indian s.
Dynastic Cycle 	 	s and s provide an extra 10% of the and cost for researching and . Completing a Wonder grants a and from that Wonder's era.
Ejército Patriota 	 	+1 for all units. Promoting a unit does not end that unit's turn.
Enuma Anu Enlil 	 	s instantly unlock their respective . -50% per turn.
Epic Quest 	 	Capturing a Barbarian Outpost also grants a Tribal Village reward. Levying city-state units costs 50% less .
Founding Fathers 	 	Government legacy bonuses accumulate in half the usual number of turns.
 All Diplomatic policy slots in the current government are converted to Wildcard slots.
 All Diplomatic policy slots in the current government are converted to Wildcard slots. +1 per turn for each Wildcard slot in the current government.
Four Faces of Peace 	 	Cannot declare Surprise Wars or war on city-states. Surprise Wars cannot be declared on Canada. For every 100 earned, gain 1 . +100% gained from successfully completing Emergencies or Scored Competitions.
Free Imperial Cities 	 	Each can build one more specialty than the Population limit would normally allow.
Golden Liberty 	 	Building 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.
Grand Barays 	 	Cities with an Aqueduct receive +1 , and +1 for every Population. Farms receive +2 when adjacent to an Aqueduct, and +1 when adjacent to a Holy Site.
Grand Tour 	 	+20% towards Medieval, Renaissance and Industrial Era Wonders. Double from Wonders of any Era.
Great Nusantara 	 	Coast 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 .
Great Turkish Bombard 	 	+30% 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 and +4 Loyalty per turn for cities not founded by the Ottomans.
Grote Rivieren 	 	Rivers provide a +2 adjacency bonus for Campus, Theater Square, and Industrial Zone districts. Building a Harbor triggers a Culture Bomb, claiming surrounding tiles.
 Rivers provide a +2 adjacency bonus for Campus, Theater Square, and Industrial Zone districts. Building a Harbor triggers a Culture Bomb, claiming surrounding tiles. +50% towards the Dam district and Flood Barrier building.
Hallstatt Culture 	 	Mines gain +1 , provide a +0.5 adjacency bonus for all districts and trigger a Culture Bomb when built, claiming surrounding unowned tiles. Specialty districts do not receive an adjacency bonus from other districts and cannot be built next to the City Center.
Hellenistic Fusion 	 	Conquering a city grants a free for each Encampment and Campus district in the conquered city and a free for each Holy Site and Theater Square district.
Isibongo 	 	Capturing a city will upgrade the capturing unit, as long as the necessary civics are unlocked: from a normal unit into a Corps or Fleet, and from a Corps or Fleet into an Army or Armada. Cities with a garrisoned unit gain +3 Loyalty per turn, increasing to +5 Loyalty if the garrisoned unit is a Corps or Army.
Iteru 	 	+15% towards districts and wonders built next to a River. Floodplains do not prevent placement of districts and wonders.
 +15% towards districts and wonders built next to a River. Districts, improvements and units are immune to damage from floods.
Knarr 	 	Norwegian units gain the ability to enter Ocean tiles with Shipbuilding, instead of Cartography, and pay no additional costs to embark or disembark. Naval melee units can heal in neutral territory.
Land Down Under 	 	+3 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 in tiles with Breathtaking Appeal.
Legend of the Five Suns	 	Can spend charges to complete 20% of a 's cost.
Mana 	 	Starts with Sailing and Shipbuilding unlocked and the ability to enter Ocean tiles. +5 Combat Strength and +2 for embarked units. Unimproved Woods and Rainforests grant +1 , increasing to +2 with Mercantilism and +3 with Conservation. +1 from Fishing Boats. Building a Fishing Boat triggers a Culture Bomb, claiming surrounding tiles. Resources cannot be harvested. s cannot be earned.
Mayab 	 	Cities do not receive additional from being adjacent to fresh water or coast. Cities gain +1 for each Luxury Resource adjacent to the City Center. Farms grant +1 , +1 if adjacent to an Observatory, and +1 .
Mediterranean Colonies 	 	Starts with the for Writing. Coastal cities founded by Phoenicia and in the same continent as their always have full Loyalty. Settlers receive +2 and while embarked, and pay no costs to embark or disembark.
Meiji Restoration 	 	receive a +1 adjacency bonus for each adjacent district, instead of +0.5.
Mit'a 	 	Citizens may work Mountain tiles. Mountain tiles provide +2 , and +1 for each adjacent Terrace Farm. Mountain tiles provide an additional +1 when Inca reaches the Industrial Era.
Mother Russia 	 	Founded cities start with five additional tiles. Tundra tiles provide +1 and +1 , in addition to their usual yields.
 Founded cities start with five additional tiles. Tundra tiles provide +1 and +1 , in addition to their usual yields. Units are immune to damage from Blizzards. +100% damage from Blizzards inside Russian territory to civilizations at war with Russia.
Nîhithaw 	 	Gains +1 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.
Nine Dragon River Delta	 	Land specialty s can only be built on , or tiles. Buildings on these features receive additional yields: +1 in Woods, +1 in Rainforest, and +1 in Marsh. Can plant Woods with , instead of .
Nkisi 	 	Relics, Artifacts and Sculptures grant +2 , +2 , +1 , and +4 . The Palace has four extra slots for Great Works. +50% , , and points gained from all sources.
Nobel Prize 	 	Gains 50 whenever a Great Person is earned. +1 points from Factories and +1 points from Universities. Sweden's presence in the game adds three unique World Congress competitions in the Industrial Era.
Örtöö 	 	Sending a immediately creates a Trading Post in the destination city, instead of when the is completed. Gains an extra level of Diplomatic Visibility with civilizations that have a Mongolian Trading Post. +6 Combat Strength for all units for each level of Diplomatic Visibility Mongolia has over the other civilization, instead of the usual +3 Combat Strength.
Pearl of the Danube 	 	+50% for and built across a from a .
People of the Steppe 	 	Building a light cavalry unit or grants a free second copy of that unit.
Plato's Republic 	 	Gains an additional Wildcard policy slot in all s.
Satrapies 	 	Gains +1 capacity with Political Philosophy. Domestic s provide +2 and +1 . Roads built inside Persian territory are one level more advanced than usual.
Scottish Enlightenment 	 	Happy cities gain +5% and +5% , and generate +1 point in their Campuses and +1 point in their Industrial Zones. Ecstatic cities double these bonuses.
Songs of the Jeli 	 	City Centers receive +1 and +1 for every adjacent Desert and Desert Hills tile. Mines receive -1 and +4 . May purchase Commercial Hub buildings with . -30% towards buildings and units.
Strength in Unity 	 	Dedications chosen at the beginning of a Golden Age or Heroic Age also grant their Normal Age bonuses towards improving Era Score, in addition to their regular bonuses. +50% towards walls.
Ta-Seti 	 	+30% toward Ranged units. Ranged units gain +50% combat experience. +1 for Mines over strategic resources, and +2 for Mines over bonus and luxury resources.
Taxis 	 	+3 Combat and Religious Strength for all units for each Holy City converted to Byzantium's Religion (including Byzantium's own Holy City). Byzantium's Religion is spread to nearby cities when a unit from an enemy civilization or city-state is defeated. +1 point from Holy Sites.
The Last Prophet 	 	Automatically receives the final when the next-to-last one is claimed (unless one has already been earned through other means). +1 per foreign following Arabia's .
Three Kingdoms 	 	Farms receive +1 and Mines receive +1 for each adjacent Seowon.
Toqui 	 	Cities with an established Governor gain +5% , +5% , and +10% combat experience towards all units trained in the city. These numbers are tripled in cities not founded by the Mapuche. All cities within 9 tiles of a city with your Governor gain +4 Loyalty per turn towards your civilization.
Treasure Fleet 	 	May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. s receive 3 , 2 and 1 . Trade Routes between cities on different continents gain triple these yields. Cities not on your original 's continent receive 25% extra towards s and a when founded.
Workshop of the World 	 	and Mines accumulate +2 resources per turn. +100% towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when powered receive +4 of their respective yields. +20% towards Industrial Zone buildings. Harbor buildings grant +10 Strategic Resource stockpiles.
Category:Lists (Civ6)
Category:Unique ability lists