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πŸ“š Quick-Reference Appendices

Everything here is built for mid-game lookup: open, find the number, get back to your turn.

Appendix A: Settlement quick reference

The numbers that decide how a Settlement develops. Placement rules are in Exploration & Settlement; development rules are in Improving Cities & Towns.

RuleValue
Maximum border radius3 hexes from the City Center – a hard cap, with no way to extend it
Border growthImproving a tile claims it plus surrounding unowned tiles, within the 3-hex limit
Tile ownershipPermanent once claimed
GrowthFood accumulates to a threshold that rises with every citizen gained
Growth event optionsImprove a rural tile, or place a Specialist (Cities only)
No room to place a citizenA free Migrant is produced instead
Town Focus unlocksAt 7 Population; locked for the rest of the Age
Choosing a FocusHalts Town growth; accumulated Food redistributes to connected Cities
Town ProductionConverts entirely to Gold; no build queue, no Wonders or Projects
Town β†’ City costRises with the number of Cities owned; falls as the Town grows; doubled for captured Towns
Specialist cost2 / 4 / 6 Food and Happiness by Age; 1 on Warehouse or obsolete Buildings
Specialist yield100% of the tile's adjacency; no base yield
Unhappiness penaltyβˆ’5% yields per point, to a maximum of βˆ’80%
Settlement Limit penaltyUncapped Happiness loss per Settlement over the limit

Appendix B: Buildings by class

Several systems in the game refer to a class of building rather than a named one – the Economic victory wants Gold Buildings, adjacency rules key off Culture Buildings, and abilities like Qing's Shiguan pay out per Happiness Building. This is the list of what actually counts.

Standard buildings only. Unique Buildings belong to whichever class their tooltip names and are Ageless; Warehouses are their own class and appear at the end. Placement strategy is in The adjacency system.

Key Insight – Class Is Fixed, Yield Is Not

A building's class is set by its type, not by everything it produces. The Guildhall gives +6 Influence alongside its +6 Gold and is still a Gold Building; the Inn gives +4 Happiness and is still a Food Building. When an ability or victory condition says "Gold Building," it means the class – check this list rather than the yield line.

πŸ’° Gold Buildings

Adjacency: Coast Β· Navigable Rivers Β· Wonders. Gold Buildings pay no Gold maintenance.

AgeBuildingUnlocked byWhat it gives
🏺 AntiquityMarketCurrency+3 Gold, +1 Resource slot
​LighthouseNavigation+4 Gold, +2 Resource slots
​Ancient BridgeEngineering II+4 Gold; land units cross without embarking
β›΅ ExplorationBazaar–+6 Gold, +1 Resource slot
​BankUrban Planning+8 Gold, +1 Gold on Quarters
​GuildhallGuilds+6 Gold, +6 Influence
​Medieval BridgeFeudalism+4 Gold
🏭 ModernPortSteam Engine+9 Gold, +2 Resource slots, trains Naval Units
​Rail StationIndustrialization+9 Gold, +9 Production; builds Railroads
​Stock ExchangeComputation+12 Gold, +1 Gold on Quarters
​Modern BridgeUrbanization II+6 Gold; immune to Floods
Pro Tip – The Economic Victory Runs on This Table

GDP accrues each turn from slotted Resources and Gold Buildings in your Cities. Note how many of these also carry Resource slots – Market, Lighthouse, Bazaar, and Port between them add seven. Building Gold Buildings raises both halves of the Economic score at once. See Playing for a victory.

πŸ”¬ Science Buildings

Adjacency: Resources Β· Wonders.

AgeBuildingUnlocked byWhat it gives
🏺 AntiquityLibraryWriting+3 Science, 2 Great Work slots
​AcademyMathematics+4 Science, 3 Great Work slots
β›΅ ExplorationObservatoryAstronomy+6 Science
​UniversityEducation+8 Science, +1 Science on Quarters
🏭 ModernSchoolhouseAcademics+9 Science
​LaboratoryElectricity+12 Science, +1 Science on Quarters
​Launch PadRocketry+18 Science; unlocks the Launch Satellite Project

🎭 Culture Buildings

Adjacency: Mountains Β· Natural Wonders Β· Wonders.

AgeBuildingUnlocked byWhat it gives
🏺 AntiquityMonumentMasonry+3 Culture, +2 Influence
​AmphitheaterEngineering+4 Culture, +10% Wonder Production
β›΅ ExplorationKilnGuilds+6 Culture, +10% Wonder Production
​PavilionArchitecture+8 Culture, +1 Happiness on Quarters
🏭 ModernMuseumNatural History+9 Culture, 3 Great Work slots
​Opera HouseUrbanization+12 Culture, +6 Influence

😊 Happiness Buildings

Adjacency: Mountains Β· Natural Wonders Β· Wonders. Happiness Buildings pay no Happiness maintenance.

AgeBuildingUnlocked byWhat it gives
🏺 AntiquityAltarMysticism+3 Happiness; benefits from your Pantheon
​ArenaMilitary Training+4 Happiness, +1 Happiness on Quarters
​GardenIrrigation+3 Food, +2 Happiness
​VillaThe Wheel+3 Influence, +3 Happiness
β›΅ ExplorationTemplePiety+6 Happiness, 1 Great Work slot; trains Missionaries
​MenagerieArchitecture+8 Happiness, +1 Happiness on Camps and Pastures
​InnFeudalism+6 Food, +4 Happiness
🏭 ModernCity Park–+9 Happiness, +1 Happiness on Vegetation
​Department StoreUrbanization+12 Happiness, +1 Resource slot
​Radio StationRadio+9 Influence, +9 Happiness

βš’οΈ Production Buildings

Adjacency: Resources Β· Wonders. The Military ones are also where units spawn.

AgeBuildingUnlocked byWhat it gives
🏺 AntiquityBarracksBronze Working+3 Production; trains Land Units
​BlacksmithMilitary Training+4 Production, +1 Production on Quarters
β›΅ ExplorationArmorerMetallurgy+8 Production; trains Land Units
​DungeonCastles+6 Production, +4 Influence
​ShipyardShipbuilding+8 Production; trains Naval Units
🏭 ModernMilitary AcademyMilitary Science+9 Production; Commanders trained here gain a free level
​FactoryMass Production+12 Production; enables a Factory Resource
​AerodromeFlight+9 Production; trains Air Units

🌾 Food Buildings

Adjacency: Coast Β· Navigable Rivers Β· Wonders.

AgeBuildingUnlocked byWhat it gives
🏺 AntiquityBathCurrency+4 Food, +10% Growth Rate
​GardenIrrigation+3 Food, +2 Happiness
β›΅ ExplorationHospitalUrban Planning+8 Food, +15% Growth Rate
​WharfCartography+6 Food, +2 Resource slots
​InnFeudalism+6 Food, +4 Happiness
🏭 ModernCanneryMass Production+9 Food, +10% Growth Rate
​TenementRadio+12 Food, +1 Happiness on Quarters

πŸ“¦ Warehouse Buildings (Ageless)

Ageless – they never obsolete and can never be overbuilt, and they have no adjacency of their own. They raise the yield of rural tiles across the whole Settlement, which is why they scale with the land you actually work. See Warehouse buildings.

BuildingAgeWhat it gives
Granary🏺 Antiquity+1 Food on Farms, Pastures, Plantations
Brickyard🏺 Antiquity+1 Production on Clay Pits, Mines, Quarries
Fishing Quay🏺 Antiquity+1 Food on Fishing Boats
Saw Pit🏺 Antiquity+1 Production on Camps and Woodcutters
Harbor🏺 Antiquity+1 Production; +1 Production on Fishing Boats
Gristmillβ›΅ Exploration+4 Food; +1 Food on Farms, Pastures, Plantations
Sawmillβ›΅ Exploration+3 Production; +1 Production on Camps and Woodcutters
Stonecutterβ›΅ Exploration+3 Production; +1 Production on Mines and Quarries
Grocer🏭 Modern+4 Food; +1 Food on most rural tiles
Ironworks🏭 Modern+4 Production; +1 Production on Mines, Quarries, Woodcutters, Clay Pits, Mountains
Watch Out – Maintenance Scales With the Age

Standard buildings cost 2 Gold and 2 Happiness in Antiquity, 3 and 3 in Exploration, and 4 and 4 in Modern. Gold Buildings are exempt from the Gold half and Happiness Buildings from the Happiness half; Warehouses cost nothing at all. An empire full of obsolete Modern buildings is paying full maintenance for a fraction of the yield – another reason to overbuild promptly. See The overbuilding system.

Appendix C: Wonders

Every Wonder in the game, by Age. All Wonders are Ageless – they never obsolete and keep paying for the whole game – which is why a Wonder is usually worth more than the building you gave up to fit it.

The What's notable column is written for decision-making rather than completeness: what the Wonder actually does for a strategy, and where one is especially strong or weak. A ⭐ marks the picks worth reordering your plans around.

Watch Out – Finish It or Lose It

When an Age ends, every Wonder still under construction is removed from the map permanently – no refund, no carry-over, and no civilization can build it again. Check Age Progress before starting an expensive one late. See Wonders and where to put them for placement strategy.

Key Insight – Read the Placement Column First

A Wonder you cannot legally site is not a choice. Several of the strongest below require Coast, a Mountain, a River, or a specific terrain – check whether your city can host it before you commit Production, and reserve the tile early if it can. Civilization-associated Wonders also build 30% faster for that civ and unlock early through its Unique Civics.

🏺 Antiquity Age Wonders

Available to everyone

WonderPlacementWhat's notable
ColossusCoast adjacent to land⭐ Top pick. +3 Gold, +3 Resource Capacity, and a free Economic Attribute Point. Resource Capacity is the scarcest thing in Antiquity and this is the cheapest way to buy it
Great LibraryAdjacent to a District+4 Science, +1 Science on Science Buildings across your whole empire, 3 Great Work slots, 3 Innovation. One of the few Antiquity effects that scales empire-wide
Great LighthouseCoast adjacent to land+3 Gold, a free Merchant, +15 Naval Trade Route Range, +1 Naval Sight. Community opinion is split – strong for a naval trade empire, thin otherwise
Mausoleum at HalicarnassusFlat adjacent to Coast+3 Production; your first destroyed Cavalry Unit respawns. Niche insurance
Mausoleum of TheodoricAdjacent to Coast+3 Production and +100% Pillage yields. Narrow, but genuinely strong in a raiding game
MireuksaAdjacent to a MountainCulture and Production on Happiness-providing Districts
NalandaPlains⭐ Top pick for Science. +3 Science, a free Codex, 2 Great Work slots, a Scientific Attribute Point, and 3 Innovation outright
PetraDesertTurns Desert from dead ground into real yield. Situational by definition – excellent on a desert start, pointless without one
Pyramid Of The SunFlat, adjacent to a District⭐ Top pick for Culture. +3 Culture and +2 Culture on every Quarter in the Settlement – it scales with how densely you build, so put it in your best city
Terracotta ArmyGrassland+2 Production, a free Army Commander, and +25% Commander experience. Commander XP crosses every Age, so this compounds for the whole game

Civilization-specific

Wonders that bend settlement limits, War Support, diplomacy, unit production, or population are summarized here rather than duplicated across the earlier rule-bender tables.

WonderCivPlacementWhat's notable
Angkor WatKhmerAdjacent to a River+3 Happiness and +1 Specialist Limit in this Settlement
ByrsaCarthageAdjacent to CoastTrade Routes here cannot be plundered, and coastal tiles gain Walls
ColosseumRomeAdjacent to a District+3 Culture, plus Happiness and Gold on Quarters. Strong in a dense capital, unremarkable in a sprawling one
Dur-SharrukinAssyriaAdjacent to a DistrictActs as a Fortified District and gives +5 Combat Strength to Fortified Districts everywhere. A defensive pick
Emile BellSillaRough+2 Influence and a unique Endeavor. Diplomatic niche
Gate of All NationsPersiaAdjacent to a District⭐ +1 War Support on all Wars, permanently, plus +2 Happiness. Small number, enormous reach – it applies to every war for the rest of the game
Great SteleAksumFlat+200 Gold per Age for every Wonder completed in any Settlement, including itself, plus +2 Production. Only worth it if you intend to build many Wonders
Ha'amonga 'a MauiTongaAdjacent to CoastCulture and Food on Fishing Boats, plus a Cultural Attribute Point
Hanging GardensBabylonAdjacent to a River+1 Food on Farms here and +10% Growth Rate in all Cities – quiet, empire-wide, and best taken early
Hoo-do HallHeian JapanFlat adjacent to a RiverWonders provide Appeal to adjacent tiles – the enabler for an Appeal-based Culture game
Monks MoundMississippianAdjacent to a River+4 Food and +4 Resource Capacity – the largest single Capacity boost in the Age
Mundo PerdidoMayaTropicalScience and Happiness on Tropical tiles. Entirely map-dependent
OracleGreeceRough+2 Culture and +20 Culture per Age from every Narrative Event, plus a Wildcard Attribute Point
PyramidsEgyptAdjacent to a Navigable River, any biome but TundraYields on river Improvements and Districts. Good with a river-heavy capital, weak otherwise
Sanchi StupaMauryaPlains+3 Happiness and Culture from excess Happiness. Fine in a Celebration empire, skippable elsewhere
Weiyang PalaceHan ChinaGrassland+3 Influence and +1 Tradition slot. Traditions outlive the civilization that granted them, so the slot is permanent value

β›΅ Exploration Age Wonders

Available to everyone

WonderPlacementWhat's notable
Grand BazaarAdjacent to a District in the homelands+2 Gold, +2 Resource slots, and Gold on homeland Treasure Resources
Nan MadolAn Island City on CoastLarge yields on the Palace and City Hall of island Cities. Superb on Archipelago, useless inland
Notre DameAdjacent to a River and a District⭐ Starts a Celebration on completion and gives all Specialists +3 Culture during Celebrations. The Celebration engine's best single purchase
Shwedagon Zedi DawAdjacent to a Lake+4 Science, Science on Appeal tiles, a Wildcard Attribute Point, and 3 Innovation
Wat Xieng ThongAdjacent to a River200 Gold every time you obtain a Great Work. Pairs with any Relic engine

Civilization-specific

WonderCivPlacementWhat's notable
BorobudurMajapahitAdjacent to Coast+3 Happiness, plus Food and Happiness on Quarters. Widely rated the best Wonder in the game for Specialist upkeep
Brihadeeswarar TempleCholaOn or adjacent to a River+3 Influence and a Happiness adjacency for Navigable Rivers on every Building in the Settlement
BuseoksaGoryeoTropical or Grassland adjacent to a MountainInfluence and Gold on Unique Improvements in nearby Joyous and Ecstatic Settlements
El EscorialSpainRough+1 Settlement Limit and +4 Happiness to Cities within 7 tiles, plus 3 Great Work slots
Erdene ZuuMongoliaFlatCulture per Cavalry Unit trained. Niche, but banks Wildcard points in a cavalry game
Forbidden CityMing ChinaAdjacent to a District+4 Culture and yields on all Fortifications, plus Tourism on them here
Hale o KeaweHawai'iAdjacent to Coast, not Tundra+2 Culture, Culture on water Buildings, and 3 Great Work slots – display capacity is the real constraint on a Culture game
Havana HarborRepublic of PiratesDistant Lands Coast+3 Gold and generates Treasure Convoys worth 3 Cargo
Himeji CastleSengoku JapanRoughCulture on Fortifications and +5 Combat Strength for Fortified Districts everywhere. Acts as a Fortified District
House of WisdomAbbasidAdjacent to a District⭐ The strongest Exploration Wonder by consensus. +3 Science, a free Relic, +2 Science on every Great Work, 3 Great Work slots, and 3 Innovation. Science and Culture at once
Machu PikchuIncaGrassland or Tropical Mountain tile+4 Gold and Culture and Gold adjacency from Mountains for all Buildings. Turns dead terrain into yield
ReykjaholtIcelandTundraProduction toward Military Units scaling with Great Works held, plus 3 Great Work slots
Rila MonasteryBulgariaNot adjacent to a DistrictA Relic every time you build a Wonder, including this one, plus 3 Great Work slots
Serpent MoundShawneeFlat Grassland+4 Influence and strong yields on Unique Improvements
ThΓ nh HuαΊΏDai VietAdjacent to Medieval Walls in a heavily walled City+4 Culture and a Specialist Limit increase in fortified Cities
Tomb of AskiaSonghaiDesert+2 Gold, +2 Resource Capacity, and yields per assigned Resource. Community favorite for free money and Production
White TowerNormanAdjacent to a City Hall+4 Happiness per Tradition slotted in your Government – scales with a Tradition-heavy build

🏭 Modern Age Wonders

Available to everyone

WonderPlacementWhat's notable
Manhattan Project–+5 Science, 3 Innovation, and unlocks Nuclear Weapons. Buildable by multiple civilizations, so it is not a race you can lose outright
Nirayama Reverberatory FurnaceAdjacent to a Mine on a Resource+5 Production, plus large Production and Science on Mines
Oxford UniversityAdjacent to a DistrictTwo free Technologies, +4 Science, a Wildcard point, and 3 Innovation. Expensive, but the free techs usually justify it
Taj MahalPlains+5 Gold, +50% Celebration duration, and a Wildcard Attribute Point
Ubudiah MosqueWet terrain+4 Happiness and +50% to all yields on Improvements in this Settlement
World's Fair–⭐ Top pick. +6 Culture, Influence, Happiness, and Science, plus +2 Tourism on all Wonders. The single best capstone for a Wonder-heavy empire

Civilization-specific

WonderCivPlacementWhat's notable
Battersea Power StationGreat BritainLand adjacent to Coast+4 Production and a second Naval Unit each time you train one. Complete it before queuing an expensive fleet
BoudhanathNepalGrassland or Tropical adjacent to a Mountain+6 Influence and +20 Relationship with every other leader – best before treaties and sanctions are settled
Brandenburg GatePrussiaAdjacent to a District⭐ +6 Production, +1 War Support in all Wars, and +1 Settlement Limit
Chengde Mountain ResortQing ChinaAdjacent to a Mountain+6 Gold and +5% Culture per other civilization connected by your Trade Routes
Dogo OnsenMeiji JapanAdjacent to Coast+4 Happiness and +1 Population in this Settlement per Celebration
Doi SuthepSiamRough+4 Influence and +5 Culture and Gold per City-State suzerainty
Eiffel TowerFrench EmpireAdjacent to a District+5 Culture, plus +4 Culture and +2 Tourism on every Quarter in the City
Eram GardenQajarDesert+4 Food and +1 Specialist Limit in this Settlement
HermitageRussiaTundra+4 Culture, +5 Culture in every Settlement displaying a Great Work, and 3 Great Work slots
HwaseongJoseonFlat adjacent to Rough+4 Culture, a Social Policy slot and Tradition slot, and acts as a Fortified District
Muzibu Azaala MpangaBugandaAdjacent to a Lake+4 Food, +4 Culture and Food on Lake Improvements and Districts, and +1 Population in lake-adjacent Settlements
Palacio de Bellas ArtesMexicoAdjacent to a District+5 Culture, a free Artifact, 3 Great Work slots, and +3 Happiness on Great Works
Red FortMughalAdjacent to a District+4 Gold and Production, acts as a Fortified District, and grants +50 HP to itself and all City Centers
Statue of LibertyAmericaCoast adjacent to land+6 Happiness and spawns 4 Migrants – prepare housing or workable tiles before completion
Sultanahmet CamiiOttomanAdjacent to another Wonder+4 Happiness and +4 Culture and Gold on local Wonders, doubled for Exploration and tripled for Antiquity Wonders

Appendix D: Unit actions and commands

Every unit carries a row of buttons. The game sorts them into two kinds, and knowing which is which tells you who spends their turn:

  • An Action is one unit doing one thing to itself or its tile – Fortify, Pillage, Range Attack. Commanders have a few of their own.
  • A Command is a Commander spending its turn to act across its Command Radius, usually ordering several units to strike at once with a bonus attached.

✨ Charged-unit actions

Activate spends a charge to produce the unit's effect. It is available only when the unit is standing on a qualifying tile and has Movement left, so a unit that spends its whole move arriving cannot activate until the next turn. Most charged units have one use, though a few have more. Activate is used by Great People and by specialized units including America's Prospector, Maya's Jaguar Slayer, Aksum's Dhow, the Republic of Pirates' Buccaneer, and Sengoku Japan's Shinobi.

πŸ›‘οΈ Actions every unit has

ActionAvailable toWhat it doesCost
FortifyLand militaryAdds Combat Strength while defending. The Bulwark promotion completes it a turn sooner.All
AlertMost unitsSleeps the unit but wakes it automatically when an enemy comes near.Free
SleepAllStandby – the unit stops appearing in your turn cycle until woken.Free
HealAllSleeps the unit and wakes it at full HP.Free
Skip TurnAllCycles past the unit, keeping any unspent Movement.Free
Range AttackRanged Β· SiegeA ranged attack on a unit or fortified district in Range.All
Naval AttackNavalA ranged attack against a land target in Range.All
Air StrikeAirDamages a unit or fortified district anywhere in Range.All
PillageLand Β· Naval Β· CommandersDamages the improvement or district underneath, granting 30 HP or yields.3
Plunder Trade RouteLand Β· Naval Β· CommandersDestroys an enemy Trade Route and grants Gold.3
Add To ArmyLand Β· Naval Β· CivilianJoins an adjacent Commander with an open slot.1
Leave ArmyPacked unitsDisbands from the Commander onto an adjacent tile.All
Reinforce ArmyLand Β· NavalSends the unit to a Commander invisibly and untargetably, joining on arrival.All
Upgrade UnitMilitarySpends Gold to upgrade in friendly territory.All
Rebase AircraftAirRelocates to an Aerodrome, Squadron, or Carrier with a free slot.All
Move By RailLand civilianEnters the rail network and travels instantly to a connected Rail Station in range.All
Key Insight – Reinforce Beats Marching

A unit sent with Reinforce Army travels invisible and untargetable until it reaches the Commander. Walking the same unit forward manually exposes it to interception for every turn of the journey. Once a war is running, reinforcements should almost always be sent, not marched.

βš”οΈ How a Command resolves

Commands are the part of the interface with rules that are never spelled out on screen. There are three, and they explain most of the surprises:

  1. It happens now, not next turn. A Command resolves immediately and simultaneously. Every eligible unit moves, fires, fortifies, or pillages the instant you press it.
  2. Only eligible units join. A unit participates if it is inside the Command Radius, is the right class for that Command, has a legal target in range, and still has Movement left. A unit that already attacked or spent its Movement this turn is simply skipped – there is no penalty and no warning, it just does not take part.
  3. Everyone who joins is finished for the turn. A Command depletes the Movement of the Commander and every participating unit. The two exceptions are Assemble Army and Upgrade All Units, which cost nothing.
Pro Tip – Command First, Cleanup Second

Because participants must still have Movement, press the Command before you start moving units by hand. Attack with one Cavalry unit first and it will sit out the Coordinated Attack you press a moment later, losing both its strike and the +2 bonus. Issue the Command, then spend whatever Movement is left on the units that were not eligible. With two Army Commanders, use Focus Fire to soften a target, then Coordinated Attack to finish it.

πŸŽ–οΈ Commander commands

The bonus column is the reason to use a Command instead of attacking with each unit by hand.

CommandCommanderWhat it doesWhen to press it
Assemble ArmyArmy Β· FleetPulls adjacent units that still have Movement into the Commander's slots. Costs no Movement.Any time units are adjacent. It is free, so gather on the move rather than waiting.
Deploy ArmyArmy Β· FleetUnpacks all carried units onto the Commander's tile and adjacent tiles.On arrival, one tile short of contact. Pair with Initiative so they can act the same turn.
Coordinated AttackArmyOrders every Infantry and Cavalry unit in radius with Movement left to close and melee one target, +2 Combat Strength each.Your standard opener against a stack or a defended tile.
Focus FireArmyOrders every Ranged and Siege unit in radius with the target in range to fire, +2 Ranged and +2 Bombard Strength each.Softening a fortified defender before the melee wave.
Coordinated Naval AttackFleetThe naval melee equivalent, +2 Combat Strength each.Closing on an enemy fleet or a coastal district.
Barrage Land TargetFleetOrders naval units in radius to bombard a land unit or fortified district, +2 Ranged and +2 Bombard.Shore support. This is how a fleet cracks a coastal city it cannot melee.
Defensive PerimetersArmyOrders every eligible land unit in radius to Fortify at once.Ending a turn in the open, or holding ground against a counterattack.
Scorched EarthArmy Β· FleetOrders every eligible unit in radius to Pillage at once.Deep in enemy land with improvements everywhere. Mass healing and yields in one press.
Grant Second WindArmy Β· FleetRestores 2 Movement to one friendly unit in radius that already attacked this turn. Requires the Valor Commendation.The exception to rule 2 – it is how you get a second swing out of a unit that is already spent.
Heroic AssaultArmy Β· FleetThe Commander itself makes a ranged attack on an adjacent enemy not behind walls, using its Defense Strength as Ranged Strength. Requires Duty.Free chip damage from a unit that normally cannot attack. Not usable against a walled settlement.
Upgrade All UnitsArmy Β· Fleet Β· AirUpgrades every eligible packed unit at once, if you have the Gold. Costs no Movement.The moment a new unit tier unlocks. Free to press, so never save it for later.
AirdropSquadronDeploys all packed land units to any eligible tile in Range.Seizing an objective behind the front line.
Cargo DropSquadronDrops a healing package: +25 HP to a friendly unit in Range and all units adjacent to it.Sustaining an army too far forward to rotate home.
Carpet BombAerodrome Β· Squadron Β· CarrierOrders all packed Bombers to strike one land unit or fortified district.Pre-invasion softening of a defended settlement.
Ground AttackAerodrome Β· Squadron Β· CarrierOrders all packed Ground Attackers to strike one land target.Same role as Carpet Bomb for the ground-attack airframes.
Fighter SweepAerodrome Β· Squadron Β· CarrierOrders all packed Fighters to strike any tile in Range.Clearing enemy air cover before committing bombers.

πŸ‡ Commander-only actions

These are things the Commander does itself, rather than orders others to do.

ActionCommanderWhat it doesCost
OverrunArmyThe packed Commander moves onto an enemy tile and eliminates the unit outright with minimal retaliation, provided combined Combat Strength is at least 5Γ— the target's.1 Movement
PromoteAllSpends earned experience on an available Promotion.Free
FortifyArmyBuilds a temporary fortification over two turns, granting Combat Strength when defending that tile.All
Disperse IndependentArmyRemoves an Independent Power from the map and triggers a Narrative Event. Grants the Commander experience.Free
Convert IndependentsArmyPlaces all adjacent Independent military units under your control. Unique to Genghis Khan.All
Aerial ReconnaissanceAirFully reveals a tile within 8 Range and its surroundings for a turn, exposing Stealth units and hidden reinforcements.Free
Establish Air BaseSquadronRelocates and builds a temporary airbase to operate from.All
Coastal RaidFleetDamages an adjacent land improvement or district for 30 HP or yields.All
Pro Tip – Overrun Is the Button You Are Forgetting

A packed Commander does not need to unpack to remove a lone Archer or a weakened straggler. If your combined Strength is 5Γ— theirs, Overrun deletes them for 1 Movement and keeps your army packed and moving.

Appendix E: Crisis survival checklist

CrisisPre-Crisis PrepDuring Crisis
Plague (Antiquity)Build Happiness infrastructure; stockpile FoodMove units off infected tiles; accept losses; focus on healthy cities
RevoltMaximize Happiness across all SettlementsUse Crisis Policies to redirect impact; avoid wars; maintain high Happiness
InvasionMaintain standing army; fortify bordersTreat as free Commander XP; garrison key settlements; rush enemy camps
Plague (Exploration)Pre-build Physicians; position near trade hubsUse Physicians to Treat the Sick; Cordon Sanitaire with Commanders; Lazarettos for coastal cities
Wars of ReligionSpread your religion broadly; convert strategic citiesLeverage religious buildings; defend converted Settlements

Natural Disaster quick reference

DisasterWhereNet effect
FloodCoast, navigable rivers, floodplainsDamages rural tiles and Fishing Boats; fertilizes rural tiles
Volcanic EruptionAdjacent to an active VolcanoDamages, then fertilizes with Production, Food, and often Science
StormTerrain-dependent – Hurricane, Tornado, Blizzard, Dust Storm, Squall LineTravels for multiple turns on an unpredictable path

Crisis mechanics, Crisis Policies, and full disaster detail are in Crises & Natural Disasters.

Appendix F: Attribute Tree reference

Every tree side by side. Levels are cumulative – reaching level 5 means you also hold 1 through 4. Once a tree's numbered bonuses run out, further points repeat the bonus in the final row. How to choose is in Attribute Points.

Level🎭 CulturalπŸ•ŠοΈ DiplomaticπŸ’° Economic🌍 Expansionistβš”οΈ MilitaristicπŸ”¬ Scientific
1Palace/City Hall gains Culture bonuses+2 Happiness on Palace+2 Gold on Palace+25% Production toward Settlers+2 Combat Strength for all units+2 Science on Palace
2+15% Production toward Wonders+1 Influence per Age on Palace+1 Gold per Age from Resources+1 Food per Age in Cities+25% Production toward Military Units+25% Science toward Tech Mastery
3+25% Culture toward Civic Mastery+1 Happiness from Resources; +50% Celebration duration+2 Gold from Trade Routes+1 Settlement LimitCaptured Settlements ignore Unrest for purchasing+15% Production toward Buildings
4+1 Culture per Age from Great Works+25% Influence toward Befriend Independent+1 Resource Capacity+1 Food & Production per Age in TownsCommanders start with a free promotion+1 Science per Age per Quarter
5+1 Culture per Age from Resourcesβˆ’1 Influence cost on Diplomatic Actions+1 Gold per Age in Townsβˆ’1 Food & Happiness Specialist maintenance+10 HP healed per turn for all units+1 Science per Age from Resources
6+2 Culture per Specialist+1 Culture & Science per City-State suzeraintyβˆ’1 Gold maintenance on BuildingsDistant Lands bonuses (Food, Production, Gold)+1 Settlement Limitβˆ’1 Gold maintenance on Buildings
7+1 Culture per Age from Alliances+25% Production toward Levy Unitsβ€“β€“βˆ’1 Gold maintenance on Military Units+1 Science per Age in Towns
8+2 Culture per Age in Towns–––––
Repeatable9+ – +5 Culture per Age8+ – +3 Influence and +5 Happiness per Age7+ – +2 Gold per Age on Palace7+ – +1 Settlement Limit8+ – +5 HP for all units8+ – +5 Science per Age

Appendix G: What's in the base game, and what isn't

21 of the 38 leaders and 30 of the 50 civilizations are in the base game. Everything else arrives through one of five Content Collections, each released as a set of small packs. The table below shows what each Collection contains.

Every Collection is also sold as individual packs, so you can buy a single leader or civilization on its own – check any digital store for current pricing. Each Collection is organized around a region and period rather than a power level, so its civilizations often fit naturally into the same historical combination. Alexander is free for all players, and so is Gilgamesh.

The five Content Collections

CollectionπŸ‘‘ LeadersπŸ—ΊοΈ Civilizations
Crossroads of the WorldAda Lovelace Β· SimΓ³n BolΓ­var🏺 Carthage Β· β›΅ Bulgaria Β· 🏭 Great Britain Β· 🏭 Nepal
Right to RuleGenghis Khan Β· Lakshmibai🏺 Assyria Β· 🏺 Silla Β· β›΅ Dai Viet Β· 🏭 Qajar
Tides of PowerEdward Teach Β· Sayyida al Hurra🏺 Tonga Β· β›΅ Republic of Pirates Β· β›΅ Iceland Β· 🏭 Ottoman
Brush & BladeToyotomi Hideyoshi Β· Yi Sun-sin🏺 Heian Japan Β· β›΅ Sengoku Japan Β· β›΅ Goryeo Β· 🏭 Joseon
Hall of HistoryElizabeth I Β· George Washington🏺 Babylon Β· 🏺 Gauls Β· β›΅ England

Each Collection also carries a Wonder Pack adding Wonders and Natural Wonders to the shared pool – those appear for every player in the game regardless of who is playing them, so they change the map rather than your roster.

Edition content

Two leaders and one civilization arrive with the Deluxe and Founders editions rather than a Collection. The personas are also sold individually, so you can buy any one of them without owning the edition or pack it was bundled with:

SourceContents
Deluxe & Founders editionsπŸ‘‘ Tecumseh and β›΅ Shawnee
Deluxe Content PackLeader personas: Friedrich (Baroque), Xerxes (Achaemenid)
Founders Content PackLeader personas: Ashoka (Conqueror), Himiko (High Shaman)

Personas are alternate versions of a leader you may already have – a different ability, agenda, and Mementos on the same historical figure. Napoleon's two personas ship the same way. They are additions to the roster rather than replacements: owning Ashoka (Conqueror) does not remove Ashoka (Renouncer).

Appendix H: Glossary of key terms

TermDefinition
Apex CivilizationA civilization played during its designated historical Age, receiving full unique bonuses (Units, Infrastructure, Civic Tree, Wonder).
Time-TestedA civilization played outside its Apex Age (before or after), receiving reduced bonuses but access to Syncretism.
SyncretismA mechanic allowing Time-Tested civs to adopt another Apex civ's Unique Military Unit or Infrastructure.
AffirmationAn alternative to Syncretism that strengthens the civ's own identity with a unique Tradition and free Tradition slot.
DedicationA powerful bonus earned from Major Triumphs; up to 3 can be selected at each Age Transition.
TriumphAn optional objective (Major or Minor) that provides bonuses upon completion. The primary progression system between Ages.
Triumph SetA preset collection of Triumphs selected in Advanced Settings (Default, Trailblazer, Explorer, Conqueror, Classic, None).
CelebrationAn empire-wide event triggered by accumulating surplus Happiness; grants a Social Policy slot and Government-dependent bonuses.
Crisis PolicyA negative Social Policy that must be slotted during an active Crisis; more slots unlock as the Crisis deepens.
CommanderA special unit that leads armies; provides aura bonuses within a Command Radius; earns XP and Promotions.
SpecialistA citizen placed on a building to generate additional yields (100% of tile Adjacency Yields).
QuarterA grouping of related buildings within a Settlement; provides adjacency bonuses.
ProgressionThe title-screen record of your overall level and each individual leader's level. Completing Challenges earns XP; gaining levels unlocks Mementos and cosmetic rewards.
MementoAn equippable bonus unlocked through Progression. Up to two are slotted at setup and may be changed at each Age Transition; once unlocked, any leader can use it.
Age ProgressA percentage tracker showing how close the game is to an Age Transition; advanced by Triumphs and Future research.
Dominion / Tourism / GDP / InnovationThe four victory scoring categories (Military, Cultural, Economic, Scientific respectively).
Distant LandsContinents or landmasses separate from your starting continent; settling here provides unique bonuses and scores Military points.
WarehouseAn Ageless building with no adjacency of its own that raises the yield of rural tiles across the Settlement (Granary, Brickyard, Sawmill…). Never obsoletes, never overbuilt.
Obsolete buildingA standard building from a previous Age. Loses adjacency entirely and its yield is capped at +2 until overbuilt. Specialists placed on one cost only 1 Food and 1 Happiness.
Town FocusA specialization chosen for a Town at 7 Population that grants yield bonuses, unlocks a limited subset of Buildings for purchase, and halts the Town's own growth. Locked for the rest of the Age.