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Rani Lakshmibai

Type

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**Rani Lakshmibai** is an Industrial Era Great General in Civilization VI.

## Unique Ability

* Retire (1 charge): Instantly creates a Cavalry unit with 1 promotion level.
* Passive Effect: +5 Combat Strength and +1 Movement to Industrial and Modern era land units within 2 tiles.

## Civilopedia Historical Context

Born November 1828 AD in the holy city of Varanasi, she was married to the maharaja of Jhansi in May 1842, thus renamed Lakshmibai in honor of the goddess and made a Rani. Unconventionally, her dotting father had her trained in fencing, riding, shooting, even reading and writing - all martial skills that would server her well later. In 1853, upon the death of the Maharaja and the earlier passing of the couple's only son, the British East India Company - with typical Anglo greed - invoked the "Doctrine of Lapse" and annexed the state. A year later, the Rani was given an unwanted pension and ordered to depart the palace-fortress.

Lakshmibai attempted to seek legal restitution for her crown but, given that this was in British courts, without success. Somewhat fortuitously, it was at this point that the entire Indian army mutinied in June 1857. Taking advantage of the chaos, five days later the Rani escaped from house arrest, declared open revolt, and attacked the British fort at Jhansi. Although her role has been debated, the British population in the kingdom was massacred to the last child. While the fighting raged across India, Lakshmibai prepared her army. In early 1858 General Sir Hugh Rose invaded, bringing a few thousand regulars and many cannons.

The Rani managed to hold on for two weeks until a rebel relief column of some 20 thousand from an adjacent province approached. Unfortunately for the Rani, the British cannon blew apart her combined force. Having evacuated as many of her people as possible from the city and fortress, she led the survivors to join the hopeless effort to overthrow British rule. In June 1858, in Gwalior, she was killed in a stiff little battle with the 8th Hussars Regiment. Fulfilling her dying wish that her body not fall into the hands of the spiteful English, her loyal bodyguards built a funeral pyre on the spot.
Stonehenge

The **Stonehenge** is one of the wonders in Civilization VI. Stonehenge is unlocked by the Astrology technology.

 Era

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## Description

*Obtained from Civilopedia*

Whatever would motivate a bunch of Neolithic savages to build a circle out of fifty-ton slabs of rock - be it religious fervor, astrological curiosity, royal burial, or just for the fun of it - there's no denying that Stonehenge is an impressive feat of engineering, given the tools they had to work with. Begun in Southern England some 5,000 years ago, Stonehenge was concentric circles of stones surrounded by a moat (or "henge"). After the henge was in place, about a thousand years later an inner ring of "bluestones" were set in place, followed by an outer ring of larger, upright "sarsen" stones some 500 years after that. The 80 bluestones, coming in about four tons each, were transported from a quarry over 240 miles away; the sarsen stones were cut and transported about 30 miles to the site. However done, for whatever purpose, Stonehenge remains a "wondrous" achievement even after a few millennia.

*"Can you imagine trying to talk six hundred people into helping you drag a fifty-ton stone eighteen miles across the countryside and muscle it into an upright position, and then saying, 'Right, lads!' Another twenty like that...and then we can party!"*

## Traits

* Grants a free Great Prophet. Great Prophets may found a religion on Stonehenge instead of a Holy Site.
* Must be built on a tile adjacent to stone and on flat land.
* Provides +2 Faith.

## Placement

Desert, Grassland, Plains, Snow and Tundra

## Notes

* Only one player (including the A.I.) can have a Stonehenge *per game*. If two players are racing to get Stonehenge built, the person who does not get it built first will have resources returned to them.
* If the game is started after the Medieval Era, Stonehenge will not be available.
Promotion

*This article needs an update. You can help the Civ 6 Wiki by adding the latest info.*

Promotion are the ways to level up your Units in Civilization VI. Promotions are specific to each unit type. For example, Scouts might receive a bonus in their movement stats, whereas Warriors receive an early advantage against Barbarians. Accepting a promotion ends the unit's turn, but also heals the unit by up to 50 Health Points. Promotions can be saved from turn to turn, but the unit will not earn more experience while it has an unspent promotion.

## Promotions Info

→ See also: XP
* Promoting: When a unit has acquired enough XP to purchase a promotion, the "Promote Unit" button on the unit panel will be active (as long as the unit still has movement points left). If you click on that button, a list of the promotions available to the unit will display. Click on a promotion to choose it for that unit. The XP is expended and the unit acquires the promotion immediately. This takes up the rest of it's turn. After a unit is promoted twice, you will also be able to give it a custom name by clicking on the "Name Unit" button on the unit panel.

* Promotions: There are dozens of promotions available in Civilization VI. Each class of Unit (melee, cavalry, ranged, etc.), has their own promotion tree dedication them. Some promotions require that a unit have acquired other promotions before they become available. If a promotion is available to a unit, it will be listed when you click on the "Promote Unit" button.
* Corps and Armies inherit the promotions of its most experienced unit, i.e. the one with the highest promotion level at the time you create (or expand) the formation. Any other promotions which lower ranking units had before being added to the formation are lost. That means it's a good strategy to combine new, inexperienced units with your veteran ones. If the two units you're combining are the same level but have different promotions, the resultant Corps or Army inherits the promotions from the unit you are combining the current one *with* (i.e. the second unit you click on when creating the formation).

## List Of Promotions

### Air bomber

Template:Promotion tree air bomber

→ See also: XP
Saladin

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**Saladin** is the leader for Arabia in *Civilization VI*.

## History

Born in 1137, Saladin was the first sultan of Egypt and Syria, and led the Muslims during the Crusades.

Saladin initially began as a multilingual and knowledgeable scholar before beginning a military career under his uncle Asad al-Din Shirkuh. In Egypt, Saladin was but an obscure figure under ruler Nur al-Din, later ascending as a military expert and becoming Vizier of Cairo.

In 1171 Saladin became ruler of Egypt and conquered Damascus after the death of Nur al-Din. With newfound wealth, he went on to conquer Aleppo and Mosul in 1183 and 1186, and in 1187 he conquered the city of Jerusalem. This prompted the third crusade led by King Richard the Lionheart. After years of conflict, the Treaty of Ramla was signed in 1192, allowing Christian pilgrimages to Jerusalem although the holy city stayed under Muslim political control.

Saladin died of a fever in 1193 in Damascus, giving away his wealth to the people, and left behind a legacy as a powerful and honorable ruler respected by both his own people and adversaries alike.

## Leader bonus

**Righteousness Of The Faith** - The worship Building for Arabia's Religion cost very little  Faith to build and produces bonus  Science,  Faith and  Culture.

## Leader agenda

Wants to have his worship building in many cities, and likes a civilization with it. Dislikes civilizations following other Religions, or civilizations waging war on followers of his Religion.

## External links

* Civilization VI: Saladin Leads Arabia on civilization.com
System Requirements

The **System Requirements** for *Civilization VI* as listed below... *Civilization VI* will release on October 21. Publisher 2K Games kicks things up a notch from the minimum specs to the recommended specs, though not by a ton. Look for more information as the game comes closer to release.

*"We're happy to report that we've just locked down our system requirements for* Civilization VI*. Thank you for your patience while we tested a variety of systems to ensure* Civilization VI *is as optimized as it can be."* - 2K Games / Developers
## Minimum specs

* OS: Windows 7 - 64bit / 8.1 - 64bit / 10 - 64bit
* PROCESSOR: Intel Core i3 2.5 Ghz or AMD Phenom II 2.6 Ghz or greater
* MEMORY: 4 GB RAM
* HARD DRIVE: 12 GB or more
* DVD-ROM: Required for disc-based installation
* VIDEO CARD: 1 GB DirectX 11 Video Card (AMD 5570 or nVidia 450)

## Recommended specs

* OS: Windows 7 - 64bit / 8.1 - 64bit / 10 - 64bit
* PROCESSOR: Fourth generation Intel Core i5 2.5 Ghz or AMD FX8350 4.0 Ghz or greater
* MEMORY: 8 GB RAM
* HARD DRIVE: 12 GB or more
* DVD-ROM: Required for disc-based installation
* VIDEO CARD: 2 GB DirectX 11 Video Card (AMD 7970 or nVidia 770 or greater)

## Other requirements

Initial installation requires one-time Internet connection for Steam authentication; software installations required (included with the game) include Steam Client, Microsoft Visual C++ 2012 and 2015 Runtime Libraries, and Microsoft DirectX. Internet connection and acceptance of Steam™ Subscriber Agreement required for activation. See the Steam Agreement for details.
Poland civilization and scenario pack

This premium DLC adds Poland and leader Jadwiga to Civilization VI. Jadwiga was an expert mediator, champion of Catholicism and protected the poor.

Also included is a new scenario, “Jadwiga’s Legacy”, that tasks players with defending Poland, Prague and Vienna from invaders invading forces comprised of the Teutonic Knights and Ottoman Turks. Gain glory in battle and prove yourself the greatest defender of Poland!

## Contents

* Includes the complete Polish civilization with Jadwiga, Winged Hussar unique Unit, and Sukiennice unique Building
	+ Poland’s “Golden Liberty” unique ability allows them to gain territory when they build a Fort or an Encampment, even allowing them to steal territory from other civs; they also convert a Military Policy slot into a Wildcard slot, giving them extra flexibility in culture
	+ Jadwiga's Lithuanian Union allows you to spread your religion to the nearby city when you gain another civ’s territory with Golden Liberty; her relics provide bonus Faith, Culture, and Gold.
	+ The famous Winged Hussar is strong on the attack and can push back defending units
	+ The Sukiennice, or Cloth Hall, gives bonus Production from foreign Trade Routes, and Gold from internal Trade Routes

* Play as a great Polish noble lord in the “Jadwiga's Legacy” Scenario
	+ 60 Turn limit
	+ Defend Poland, Prague, and Vienna from invaders including the Teutonic Knights and Ottoman Turks
	+ Gain glory in battle and prove yourself the greatest defender of Poland
Sergei Gorshkov

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 Type

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Sergei Gorshkov is one of the  Great People specifically a  Great Admiral in Civilization VI.

## Unique ability

**Retire (1 charge)**

Grants 1 promotion level and a +100% combat experience to a military naval unit.

**Passive Effect**

+5  Combat Strength and +1  Movement to Atomic and Information era naval units within 2 units.
Russia

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**Russia** is one of the civilizations in *Civilization VI*.

## Description

In *Civilization VI*, each civilization has two abilities. One is based on what the nation has done throughout history and the other is tailored to what happened during the ruler's reign. Peter the Great leads Russia. Peter was a modernizing absolute monarch also famous for his tour of Europe in the age of the Enlightenment. Russia's special ability gives the civilization extra territory when they found their cities they also get extra  Faith and  Production from tundra tiles.

The Cossack is Russia's unique unit. Cossacks are stronger than the Cavalry they replace and can move after they attack. Russia's unique district is the Lavra. When you use a Great Person at a city with a Lavra, you add a tile to the city's  Culture border. Peter's ability is the Grand Embassy Russia receives  Science or  Culture from trade routes to more advanced civilizations.

Russia is a civilization built to expand and take territory. Their ability and the Lavra mean you can constantly add new land to your empire, grabbing up space faster than your rivals. The Grand Embassy ability means you can rely on trade to help with your shortcomings in  Science or  Culture. Got a friendly and smart neighbor? Have them help you out.

## Notes

* Cossack -
* Lavra - This Unique Building
* Mother Russia - The special ability
* Grand Embassy - Receives  [/civ6.gamepedia.com/Science] or  [/civ6.gamepedia.com/Culture] from [/civ6.gamepedia.com/Trade%20Routes] to more advanced [/civ6.gamepedia.com/Civilization].
Resource

**Resources** are special commodities found in limited quantities on the map. In *Civilization VI*, when a resource is worked (or there's production), it provides bonuses to an empire. To work a resource, players need to use a builder to either construct a specific tile improvement (on land) or build a  Fishing Boats (on water), or they can settle a City on top of the resource. Bonuses range from an increased yield (production, food, etc.) to gaining access to a number of strategic and luxury resources such as Iron, Uranium, and Gold, some of which are necessary for producing specific units and buildings. Resources also provide more happiness to  Citizens.

## Bonus resources

Bonus resources provide local yield boosts of  food,  production, or  gold when improved.

Bonus resources may be harvested, which permanently removes the resource in return for 25 times their yield (on Normal speed).

Founding a city on a bonus resource does not grant any additional resource yield beyond the resource yield already shown on the tile. This means a city does not act like an improvement on a bonus resource.

## Strategic resources

These resources are required to build certain units. Most are invisible until revealed by a particular technology.

Building the appropriate improvement on a strategic resource gives access to 1 copy of that resource. With 2 copies of a strategic resource any City may build any number of units requiring that strategic resource. A City with the appropriate district (Encampment, Harbor, or Aerodrome) or a civilization with the Resource Management policy (unlocked by Conservation) only requires 1 copy.

Unique units never require strategic resources.

Founding a city on a strategic resource provides the strategic resource but not the resource yields.

## Luxury resources

These resources provide  Amenities to cities. A city can only benefit from a single luxury resource once. By default each unique luxury resource provides 4  Amenities (i.e. +1  Amenities to each of up to 4 cities), however, a few provide 6. Having more than one copy of a luxury resource provides no additional direct benefit, but they may be traded away to other civilizations.

Founding a city on a luxury resource provides the luxury resource as well as the resource yields.

## Artifact resources

Artifacts can be unearthed by Archaeologists after building an Archaeological Museum. They function as Great Works and are stored in the Archaeological Museum of the City where the Archaeologist was built.

The Terracotta Army Wonder allows Archaeologists to enter foreign lands without Open Borders.

  Shipwreck |  Cultural Heritage | On water

1. ↑ https://gaming.stackexchange.com/questions/289301/are-there-any-consequences-of-placing-a-city-on-a-resource
Samori Touré

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 Type
**Retire:** Instantly creates an Infantry unit with 1 Promotion level.

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Samori Touré is one of the  Great People specifically a  Great General in Civilization VI.

## Unique ability

**Passive Effect**

+5  Combat Strength and +1  Movement to Modern Era and Atomic Era land units within 2 tiles.

**Retire (1 charge)**

Instantly creates an Infantry unit with 1 Promotion level.
Rough Rider

Americans unique Modern era unit when Teddy Roosevelt is their leader.  Culture is earned from kills on their Capital's continent. +10  Combat Strength when fighting on Hills. Lower Maintenance cost.

The **Rough Rider** is one of the Unique Units in Civilization VI. The Rough Rider Unit belongs to the Americans.

## Description

These mounted troops are effective in Hills, gain Culture from kills on their home continent and have a low Maintenance cost.
Specialists

**Specialists** are one of the Game Concepts in Civilization VI.

When a City is first created in Civilization VI, all of its Citizens (population) will work the Tiles around the city, generating  Food,  Production,  Gold, etc. Later on, you can construct Districts and Buildings which allow you to reassign some of the citizens to work in the districts as **Specialists**. For example, the  Campus can hold 3 Buildings, and you can assign one Scientist specialist for each building you have constructed in the Campus. So if you’ve constructed a Library and a University, you can assign 2 Scientist specialists.

→ Note that not all buildings create specialists; see the Buildings page for more information.
* To assign a specialist, click on the city, and you'll see the City Screen. Hit the the "Manage Citizens" button above the city info, and then, click on the district File:Citizens.png Citizen icon to add a specialist. A citizen will be removed from working a Tile and assigned to work in the newly assigned District. If you click on the slot again, the citizen will be removed from the building and reassigned to work in the fields (or wherever it was previously working depending on your city output).

→ See the Citizens page for more details on assigning citizens to work tiles and as specialists.
* Remember that a citizen working in a tile is generating something for the city. Once that citizen is assigned as a specialist, they are not working in the previous assigned tile, and whatever they were producing will be potentially lost. Therefore, it's a good idea to check your city's output generation after creating / assigning specialists to ensure that your city can afford the output lost.
* If a Citizen is not assigned to work in the fields and is not a specialist, that Citizen is "unemployed". They will continue to provide 1  Gold to the city regardless, but will continue to consume as much food as your other employed citizens.

## Specialist Types

There are five different classes of specialists. The type of specialist a citizen becomes depends on the type of building or district they are assigned to

* Artist - Artist specialists produce  Culture and are assigned to culture-related buildings like Museums.
* Engineer - Engineer specialists produce  Production and are assigned to an  Industrial Zone District that contains production related buildings like Workshops and Factories.
* Merchant - Merchant specialists produce  Gold and are assigned to a  Commercial Hub District that contains wealth-related buildings like Markets and Banks.
* Scientist - Scientist specialists generate  Science and are assigned to a  Campus District that contains science-related buildings like Libraries and Universities.
* Priest - Priest Specialists generate  Faith and are assigned to a  Holy Site District that contains  Faith based buildings such as Shrines and Temples.
Viking Longship

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The **Viking Longship** is a naval combat melee unique unit in *Civilization VI*. This unit is unique to Harald Hardrada.

## Description

Invented by Norsemen during the Viking Age, the Longship was used for commerce, trade, exploration and even war. Longships were categorized as speedy wooden vessels able to traverse waters only a meter in depth, and permitted Viking raiding parties to land on just about any beach. Its light weight allowed it to be easily carried over land, and the Longship’s symmetrical design meant its crew could reverse direction on water without conducting a full turn-around.
Rice

Resource Type
 Yield

**Rice** is a Bonus Resource in Civilization VI.

## Yields and Bonuses

* +1  Food
* Harvest: +25  Food (requires Pottery to Harvest)

## Cost and Requirements

* Requires Builder to build Farm Improvement.

## Civilopedia Historical Context

Rice is a dietary staple of more than half of the world's human population, mostly in Asia. Chinese legend attributes the first cultivation of rice to Shennong, who "invented" agriculture. Whatever the truth of that, it is known that the ancient Egyptians were exporting rice, and large deposits of preserved rice have been found in Roman camps dating to the 1st Century AD. Rice remains vital to stave off famine; world production of rice has risen steadily from about 200 million tons in 1960 to 600 million tons in 2000.
Themistocles

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 Type

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Themistocles is one of the  Great People specifically a  Great Admiral in Civilization VI.

## Unique ability

**Retire (1 charge)**

Instantly creates a Quadrireme unit.

**Passive Effect**

+5  Combat Strength and +1  Movement to Classical and Medieval era naval units within 2 units.
Peter Ilyich Tchaikovsky

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 Type

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Peter Ilyich Tchaikovsky is one of the  Great People specifically a  Great Musician in Civilization VI.

## Great Works

Activate at a district or wonder with an available Great Work slot.
Rome

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**Rome** is one of the civilizations in *Civilization VI*.

## Description

Trajan leads Rome in *Sid Meier's Civilization VI*. He ruled Rome at the height of its territorial expanse, built many public projects, and is remembered as one of the five good emperors.

All Roads Lead To Rome which is also the name of the Roman special ability. Not only do all cities start with the  Trading Post, but new cities within trade route range of your capital also start with a road to them. Your trade routes earn an extra gold for passing through trading posts in your own cities.

Rome's unique unit is the Legion, although more expensive than the Swordsman it replaces, it is stronger and can function as a military engineer to build  Roman Forts and  Roads, but keep in mind there's only a limited number of times that they can build.

The Baths are Rome's replacement for the Aqueduct, it provides Amenities and more housing than the aqueduct.

Trajan's Column is his Leader Bonus, all cities start with one free building in their city center, most of the time this will be a Monument. To make the most of Rome's abilities you're going to want to establish cities quickly then head for  Engineering as a Technology to take advantage of the Baths, after that you'll want to expand quickly across the world... well this might lead you into conflict with other Civilizations. Don't be afraid to rely on your mighty Legions, you'll have early access to Roman Forts to help you hold your territorial gains.

## Notes

* All Roads Lead To Rome - Roman Special Ability in which all cities start with the Trading Post, as well as new cities within trade route range of your capital also start with a road to them. Your trade routes are an extra gold for passing through trading posts in your own cities.
* Legion - Rome's Unique Unit which is slightly more expensive than the Swordsman it replaces, but is stronger and can function as a military engineer to build  Roman Forts and  Roads, however only a limited number of times of which they can build.
* Baths - Rome's replacement for the Aqueduct, it provides Amenities and more housing than the aqueduct.
* Trajan's Column - Trajan's Leader Bonus which grants cities to start with one free Building in their city center, most of the time this will be a Monument.
Sergei Korolev

Must be on a completed Spaceport.

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 Type

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Sergei Korolev is one of the  Great People specifically a  Great Engineer in Civilization VI. Grants 1500 production towards Space Race victory.
Stockholm

Type
 Your districts provide +1  Great Person point of their type (  Great Writer,  Great Artist, and  Great Musician for Theater Square District )

Stockholm is one of the City-States in Civilization VI.

## Benefits

1  Envoy: +2  Science in your capital.

3  Envoy: +2  Science in every campus district.

6  Envoy: Additional +2  Science in every campus district.

Suzerain bonus: Your districts provide +1  Great Person point of their type (  Great Writer,  Great Artist, and  Great Musician for Theater Square District ).
Roads

The Roads is one of the basic Tile Improvements in Civilization VI.

## Types Of Roads

* Ancient Roads
* Medieval Roads
* Industrial Roads
* Modern Roads

## Description

Roads are an important part of moving around the world. Placed by Trader units beginning in The Ancient Era, roads begin by reducing the  Movement cost of a tile to 1 when moving from one road tile to another. As technology progresses, you will unlock the abillity to build better and better roads, and even bridges. Modern Roads, for example, reduce  Movement to half  Movement point per tile, when moving from one road tile to another. All roads allow units to ignore terrain-based movement penalties.

Roads are placed by Traders, but may also be placed manually by Military Engineers.
Support unit

**Support units** are a type of unit in *Civilization VI*. Support units get their own layer of stacking. While a player can't have two support units in the same tile, they can be combined with military units, civilian units, or trade units, and not interfere with the stacking.

## List of support units

* Anti-Air Gun
* Battering Ram
* Medic
* Military Engineer
* Mobile SAM
* Observation Balloon
* Siege Tower
Surrounded By Glory

**Surrounded By Glory** is one of the Leader Bonuses from Pericles in Civilization VI.

Description Your mastery of the spoken word is a gift of great value, silver-tongued Pericles, leader of the Greeks. Through it you can attract the devotion of a league of states, surrounding yourself with their glory. Establish cultural sites along the rocky shores of Greece to unite your people behind your strong governance. If all goes well the Sirens will sing of the Age of Pericles!
Score victory

The **Score victory**, also known as **Time victory**, is a victory condition in **Civilization VI**.

## Description

A score victory occurs when no civilization has achieved any other victory by the end of the game. In this case the civilization with the overall highest score will win.

## Notes

A game lasts until the year 2050, or 500 turns on a standard game. A Score victory merely means that a player's civilization survived to the end of the game, and perhaps outlasted other leaders. This victory is least satisfying, although completing it on a high difficulty is still a challenge. While with other victories players may try to win the game earlier, with this victory, players are judged based on a variety of scoring factors and that is all. Controlling many Wonders, completing Research up to Future Tech and having a high population should all be heavily considered if a player wants to set a new high score for themselves.

## Details

The following factors affect a player's score:

* Civics
* Empire
* Great People
* Religion
* Technology
* Wonders

## See also

* Culture victory
* Domination victory
* Religious victory
* Science victory
Religious victory

The **Religious victory** is a victory condition new to *Civilization VI* and replaces the old Diplomatic victory from *Civilization V*. This victory requires mastering diplomatic relationships in order to convert civilizations.

## Description

To achieve a Religious victory, a player's Religion must become the predominant Religion for every civilization in the game.

A Religion is predominant if it is followed by more than 50% of the cities in a civilization.

## Notes

Religion allows players to build Inquisitors and Apostles . To achieve a Religious victory, a player's Religion must become the predominant Religion for every civilization in the game, both for major and minor civilizations.

## See also

* Culture victory
* Domination victory
* Science victory
* Score victory
Sea Dog

Melee Strength
 Production Cost

The Sea Dog is one of the Unique Units in Civilization VI.

## Description

From 1560 to 1605 AD, Queen Elizabeth I gave permission to her “Sea Dogs,” a force of privateers – armored ships owned and officered by private individuals – to attack the merchantmen of other nations, primarily the Spanish Empire. Their attacks were generally successful, even though they did little to disrupt the Spanish trade between Latin America and Spain. Their existence ended with the death of Elizabeth in 1604.

## Bonus

The Sea Dog is a unique naval Unit that can defeat weaker naval units and capture enemy ships.
War-Cart

Melee Strength
 Promotion Class
 Production Cost
 Sumerian unique Ancient era unit. Stronger than all other starting units. No penalties against anti-cavalry units. 4  Movement if this unit starts in open terrain.

**War-Cart** is a Sumerian unique Ancient Era heavy cavalry unit in *Civilization VI*.

## Commands

The War-Cart unit has the following commands available:
Winged Hussar

Movement
 Melee Strength
 Production Cost
 Maintenance Cost

More on this on Wikipedia:
→ ***Winged Hussar***

The **Winged Hussar** is a land combat heavy cavalry unique unit in *Civilization VI*. This unit is unique to Poland and replaces the [[]].

## Description

Polish unique Medieval era unit. Pushes defending enemy units back from their hex in any battle where they score more damage. Defenders that cannot retreat suffer additional damage.

## Historical Context

Polish military reforms of the late 1570s gave birth to the winged hussars, a fearsome heavy cavalry force who would enjoy their elite status for the next two centuries. Rather than fielding cavalry comprised of foreign mercenaries, Transylvanian prince Stephen Bathory (also Grand Duke of Lithuania, King-by-right-of-his-wife of Poland, and collector of increasingly impressive titles) filled the ranks of the winged hussars with Polish nobility and their retinues. The famed "wings" were wooden frames with feathers attached, borne on a rider's back to clearly distinguish them. It was said the distinctive sound of the wings startled enemy horses and demoralized enemy soldiers with an "evil hiss"—by novelists of later centuries, who likely romanticized a ceremonial accessory. Far less contentious a question are the lances, sabers, and pistols the winged hussars brought to the battlefield, which no doubt startled enemy horses and demoralized enemy soldiers.
Unique

A list of Unique Units, Buildings, Districts, Wonders and Tile Improvements in Civilization VI.

## Unique Units

* P-51 Mustang - Extended range, and bonuses against other fighter aircraft.
* Roughriders - These mounted troops are effective in Hills, gain Culture from kills on their home continent and have a low Maintenance cost.
* Crouching Tiger Cannon - This high power short-range unit doesn't require specific Resources to produce.
* Maryannu Chariot Archer - Unit which gets bonus movement when it starts the turn on open Terrain.
* Samurai - These Unique Units don't lose Combat Strength when they take damage making them hard hitting until the end.
* Redcoat - Redcoats are stronger when fighting away from the Capitals continent. They can also disembark without using a Movement Point.
* Sea Dog - The Sea Dog is a unique naval Unit that can bully weaker naval Units and capture enemy ships.
* Eagle Warrior - This powerful version of the basic Warrior Unit can turn defeated enemies into Builder Units.
* Garde Impériale -
* Minas Geraes -
* Saka Horse Archer -
* U-Boat -
* Conquistador -
* Varu -
* Ngao Mbeba -
* Berserker -
* Viking Longship -
* Hoplite -

## Unique Buildings

* Electronics Factory - This replaces the regular Factory in an Industrial Zone and provides bonus production as well as  Culture to nearby Cities, not just it's home city.
* Tlachtli - This Unique Building in the Entertainment Complex gives Amenities,  Faith, and Great General Points.
* Film Studio - A unique building that boosts the American  Tourism output during the Modern Era.
* Stave Church -
* Madrasa -

## Unique Districts

* Royal Navy Dockyard - Unique for England, replaces the Harbor.
* Street Carnival - Unique for Brazil, replaces the Entertainment Complex.

* Hansa - Unique for Germany, replaces the Industrial Zone.

* Mbanza - Unique for Kongo, replaces the Neighborhood.

* Bath - Unique for Rome, replaces the Aqueduct.

* Lavra - Unique for Russia, replaces the Holy Site.

* Acropolis -Unique for Greece, replaces the Theater Square.

## Unique Tile Improvement

 See also: Tile Improvements

* Great Wall - At the start of the game it will provide defense and  Gold and as you advance through time it will give you bonus  Culture and  Tourism.
* Sphinx - Sphinxes provide  Faith and  Culture and get bonuses when build adjacent to a Wonder.
* Château - The Château is a unique improvement for France which yields  Culture. Must be built near a River and gains bonuses from adjacency to Wonders. The Chateau also earns bonus gold when adjacent to luxury resources.
* Kurgan - Unique improvement of Scythia. Provides  Faith and  Gold, and receives an adjacency bonus from Pastures. Cannot be built on Hills or adjacent to other Kurgans.
* Mission - The Spanish unique improvement which provides  Faith. Provides increased Faith when built on a foreign continent, and bonus  Science when built adjacent to a Campus District.
* Stepwell - It provides  Food and Housing. It gives bonus Food if built adjacent to a Farm, and bonus  Faith if built adjacent to a Holy Site.
Tlachtli

Technology

The **Tlachtli** is one of the Unique Buildings from Aztec in Civilization VI.

## Description

When Aztecs weren't waging war, capturing prisoners and sacrificing them to the gods, they often enjoyed a bit of sport. The Tlachtli, a ball court shaped like a capital I, was home to many games, including one particular game similar to basketball in which the goal is to place a ball through the opposition’s stone hoop; however, in the Aztec version, you can’t use your hands.

## Notes

* This Unique Building in the Entertainment Complex gives Amenities,  Faith, and Great General Points.
* Replaces Arena
Trajan

More on this on Wikipedia:
→ ***Trajan***

**Trajan** is the leader for Rome in *Civilization VI*.

## History

As the 13th Emperor of Rome, Trajan was as successful a soldier as he was an overseer, responsible for a great expansion of territories for Rome unmatched by any Emperor to follow.

Born around the year AD 52, Marcus Ulpius Traianus held military renown and served as the governor of Upper Germany before being named Emperor in October 97 CE.

Trajan yielded military prowess in wars with Dacia, who had threatened Rome's economy for many years. Rome defeated Dacia in 101, and again in 105 with the razing of the Dacian capital. In 113 Trajan invaded Parthia after years of uneasy conflict, ultimately annexing Armenia and capturing the Parthian capital, Ctesiphon.

Trajan's incredible military skill was matched by the love his people garnered for him. He cared for the people by creating a welfare program for orphans and impoverished children. Trajan oversaw the creation of several enduring monuments and roads, including the aptly named Trajan's Column and the Forum of Trajan. He also hosted a gladiatorial festival with spectators ranging in the millions.

## Intro

Cast your net wide, oh Trajan, emperor of mighty Rome. Your legions stand at the ready to march out and establish the largest empire the world has ever seen. If you can truly get all roads to lead to Rome, yours will be an empire of greatest riches and luxuries. Surely then our citizens will proclaim you as their best ruler, the Optimus Princeps.

## Leader bonus

**Trajan's Column** - All cities start with an additional City Center building. (Starts with a Monument building in the Ancient Era).

## Leader agenda

Optimus Princeps - Tries to include as much territory as possible to his empire. Does not like Civilizations who control little territory.

Civilized - Hates barbarians. Likes Civilizations that clear out barbarians outposts. Does not like Civilizations that ignores barbarian outposts.

## Quotes

"Simile Iovis caelesti regno imperium tui late patet. Optime.": Translation= The reach of your empire is as Jupiter's over the heavens. Well done- Optimus Princeps- Agreed

"Insolentia ad mortem te ducet. A nulla vi Roma vinci potest": Translation= Your insolence will lead you to death. Rome is able to be defeated by no force.- Declares war as Defender

## External links

* Civilization VI: Trajan Leads Rome on civilization.com
We Are The Champions

Win a regular game with a Religious victory with your dominant religion being Zoroastrianism and at the time of victory you are the Suzerain of Zanzibar

**We Are The Champions** is one of the Achievements in the game Civilization VI.

The title is a reference to the song "We are the Champions", written by Freddie Mercury, the lead vocalist of the British rock band Queen, who grew up partially in the Sultanate of Zanzibar and practiced the Zoroastrian religion.
War weariness

**War weariness** is a war mechanic in Civilization VI which reduces  Amenities when you are actively engaged in combat with another nations units or cities. Due to war weariness lowering  Amenities, it will eventually cause cities to lose growth and productivity unless properly managed. This can also cause rebels to appear near cities with the lowest  Amenities who will attack your units and pillage your tile improvements.

## Modifiers

As part of the mechanic there are modifiers to all actions which cause war weariness. Depending on the modifier this can either increase or decrease the amount of weariness received when performing an action which would cause weariness to accumulate. These are based upon:

* Where the fighting is taking place. You will gain less war weariness when fighting battles in your own territory as opposed to fighting in neutral lands or enemy territory.
* The type of war you fight. Fighting a war through a Casus Belli or a Holy War will cause you to gain weariness slower than declaring a Surprise War.
* Fighting against India when their leader is Gandhi. His unique leader bonus Satyagraha causes aggressors to receive double the war weariness they would usually gain for all actions against India.
* The Great Admiral Joaquim Marques Lisboa. Retiring him will cause you to gain 25% less war weariness than you would usually gain for all actions.

## Increasing weariness

There are many actions that will increase war weariness. These actions will also increase it in varying amounts depending on the severity of the action and also the modifiers as listed above. These are:

* Engaging another unit or city in combat. This is a basic increase to war weariness. It is applied regardless of whether you were the attacker or defender.
* Losing a unit in combat. You will gain more war weariness for losing a unit in combat than simply attacking or defending. This gain is applied for losing civilian units such as a Builder or Settler as well as combat units such as a Warrior and Archer.
* Firing a nuclear weapon or being the target of one will cause war weariness. Firing it will cause more than being the recipient and carries the most severe penalty in the game. Firing one on yourself, therefore being the aggressor and target, will cause you to gain weariness for being both.
* Having your tile improvements pillaged.

## Reducing or stagnating weariness

There are various ways to reduce or stagnate war weariness as part of the mechanic. This is an integral part of dealing with war while keeping your civilization growing and productive:

* Capturing a city does not increase war weariness, regardless of whether you raze or keep the city. Consequences of these actions are instead dealt through diplomatic means such as warmonger penalties.
* It does not accumulate when your units or cities are not engaged in combat that turn even when you are at war. During this period weariness is reduced. Maintaining a balance between being aggressive and passive is essential to managing war.
* Being at peace will drastically reduce weariness. By some secret amount. We won't tell you how much, or what affects it. It's probably random.
Wilhelmina

*This article is a stub. You can help Civilization VI Wiki by expanding it.*

More on this on Wikipedia:
→ ***Wilhelmina of the Netherlands***

**Wilhelmina** is the leader for Netherlands in *Civilization VI* 's Rise and Fall DLC.

## Leader bonus

Radio Orange:
Trade routes to Netherlands cities provide +1 loyalty/turn for the starting city. Foreign trade routes to and from your city provide +1 culture to you.
Grote Rivieren:
Major adjacency bonuses for Industrial zones, campuses, and Theater Square zones next to a river. Adjacent tiles get Culture Bombed when completing the Harbor. +50% production toward the Dam district & flood barrier.
DeZeven Provincien:
Unique renaissance era unit. Replaces the frigate. +7 combat strength when attacking defensible districts.
Polder:
Unique building. +1 food, +1 production, and +0.5 housing. +1 food if adjacent to a Polder. Additional production, gold, and food as you advance through the civics/tech trees. Must be built on a coast or lake tile adjacent to3 or more passable land tiles. Increases movement cost to 3.
Armes

*Cet article est une ébauche. Vous pouvez aider Planet Centauri Wiki en ajoutant à l'article.*
Une **Arme** est l'objet nécessaire pour tuer les Monstres et les Boss dans Planet Centauri. Pour l'instant seules les épées ont été implémentées dans la dernière Version.
De plus, elles infligent plus de dégâts que les Outils. Il n'existe pour l'instant qu'un seul moyen de les obtenir: par l'Artisanat en utilisant un Établi ou une Enclume.
Unit

Game Features
The **Units** in *Civilization VI* use a "1 Unit Per Tile" system, but also adds a combined military system in which a normal arms unit can stack together with a support unit, such as a builder, settler, field medic, battering ram, missionary, siege tower, anti-tank or anti-aircraft unit (as well as others) to then protect the unit which would otherwise be left at the mercy of your foes. Beginning at the Industrial Era, two of the same units can be combined into a Corps, which is less powerful than two individual units, but more survivable and takes up less space on the map (to reduce overcrowding). Additionally, in the Modern Era, three units can combine to form an Army. The ability to form Corps and Armies are unlocked by researching (in the Civics tree) Nationalism and Mobilization, respectively.

## Unit info

* Units Earn experience and will receive Promotions when they level up.
* Units can be renamed (after receiving a second promotion). A random name generator is available.
* Most infantry units have 4 figures at full strength.
* Non-unique units will have some Civilization-specific details and ethnically appropriate skin color.
* Movement now requires that a unit has the full amount of movement points required to enter a Tile. So for example, if Warrior has a move of 2 but only 1 movement point left in a turn, it can't enter Hills (since Hills require 2 movement points). The change brings about an increase to the impact of Terrain on movement, because you'll now be forced to move first to rough terrain, since you won't be able to ignore rough terrain just by using your last movement point on it.
* Pillaging enemy Tile Improvements will heal units.
* Naval units are built as ranged and melee, and melee vessels can still attack Coastal cities.
* Some units (such as Settlers and Missionaries) become more expensive as you build or buy more of them.
* Support units get their own layer of stacking, while you can't have two support units in the same tile, they can be combined with military units, or civilian units, or trade units, and not interfere with the stacking.

## List of units

→  See also: Support Units, Military Units and Religious Units
Torres Del Paine

"Several closely situated granite peaks resembling tiger's teeth dramatically soar about a kilometer into the sky" - Howard Hillman

More on this on Wikipedia:
→ ***Torres Del Paine***

The **Torres Del Paine** is one of the Natural Wonders in Civilization VI.

## Notes

* Two Tiles, Impassable, Doubles the terrain yields of all adjacent tiles.
Tourism

*This article is a stub. You can help Civilization VI Wiki by expanding it.*

**Tourism** is one of the Game Concepts in *Civilization VI*.

## Tourists and domestic tourists

Tourists are visiting people from other civilizations, however your own civilization also has a pool of citizens Domestic Tourists which may prefer to stay local rather than be tourists in other civilizations.

## Generating tourism

Tourists may be drawn to your civilization in a number of ways:

* Trade Routes
* Shared (or conflicting) late game Governments
* Open Borders
* Great Works housed in your civilization.
* Holy Cities and  Relics housed in your civilization will draw tourists of your Religion.

Note that once Civilizations reach The Enlightenment Civic, their tourism towards  Relics and  Holy Sites will drop.
* National Parks in your territory (the higher the Appeal, the more tourism)
* Finding and housing  Artifacts in your civilization.
* Tourism Boosters
	+ Great Works of Writing double in Tourism once Printing is invented, and Great Works of Music triple in tourism if the Satellite Broadcasts social Policy is active.
	+ All tourism yields are doubled once the Computers Tech has been researched.
	+ The Themed Museums also provide a culture bonus.
Technology

**Technology** is one of the driving forces behind civilization. Technological advances in agriculture and fishing caused cities to grow and thrive. Technological advances in weaponry and masonry allowed cities to drive off jealous barbarians seeking to steal their food and plunder their wealth. And technological advances in medicine and sanitation fought off the other great threat to civilization – disease.

Players acquire technology by accumulating "science," which represent the amount of science a civilization possesses. Every turn a civilization generates an amount of science that can be used for research. Each technology costs a certain amount of science to learn; the more science generated each turn the shorter the amount of time it takes to research each technology. Players can also obtain technology from some Tribal Villages. This is not guaranteed, but it's another good reason to search them out and claim them before anybody else does.

Most technologies have a "Eureka" objective / bonus. This bonus is a sort of Quest (such as "Meet another Civilization" or "Build a Quarry") which when completed, will award a research credit worth 50% of the science previously needed to unlock that tech. Players can get the research credit whether or not they are currently researching the technology in question.