π 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.
| Rule | Value |
|---|---|
| Maximum border radius | 3 hexes from the City Center β a hard cap, with no way to extend it |
| Border growth | Improving a tile claims it plus surrounding unowned tiles, within the 3-hex limit |
| Tile ownership | Permanent once claimed |
| Growth | Food accumulates to a threshold that rises with every citizen gained |
| Growth event options | Improve a rural tile, or place a Specialist (Cities only) |
| No room to place a citizen | A free Migrant is produced instead |
| Town Focus unlocks | At 7 Population; locked for the rest of the Age |
| Choosing a Focus | Halts Town growth; accumulated Food redistributes to connected Cities |
| Town Production | Converts entirely to Gold; no build queue, no Wonders or Projects |
| Town β City cost | Rises with the number of Cities owned; falls as the Town grows; doubled for captured Towns |
| Specialist cost | 2 / 4 / 6 Food and Happiness by Age; 1 on Warehouse or obsolete Buildings |
| Specialist yield | 100% of the tile's adjacency; no base yield |
| Unhappiness penalty | β5% yields per point, to a maximum of β80% |
| Settlement Limit penalty | Uncapped 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 β 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.
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 β check this list rather than the yield line.
π° Gold Buildings
Adjacency: Coast Β· Navigable Rivers Β· Wonders. Gold Buildings pay no Gold maintenance.
| Age | Building | Unlocked by | What it gives |
|---|---|---|---|
| πΊ Antiquity | Market | Currency | +3 Gold, +1 Resource slot |
| β | Lighthouse | Navigation | +4 Gold, +2 Resource slots |
| β | Ancient Bridge | Engineering II | +4 Gold; land units cross without embarking |
| β΅ Exploration | Bazaar | β | +6 Gold, +1 Resource slot |
| β | Bank | Urban Planning | +8 Gold, +1 Gold on Quarters |
| β | Guildhall | Guilds | +6 Gold, +6 Influence |
| β | Medieval Bridge | Feudalism | +4 Gold |
| π Modern | Port | Steam Engine | +9 Gold, +2 Resource slots, trains Naval Units |
| β | Rail Station | Industrialization | +9 Gold, +9 Production; builds Railroads |
| β | Stock Exchange | Computation | +12 Gold, +1 Gold on Quarters |
| β | Modern Bridge | Urbanization II | +6 Gold; immune to Floods |
GDP accrues each turn from slotted Resources and Gold Buildings in your Cities. Note how many of these also carry Resource slots β 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.
π¬ Science Buildings
Adjacency: Resources Β· Wonders.
| Age | Building | Unlocked by | What it gives |
|---|---|---|---|
| πΊ Antiquity | Library | Writing | +3 Science, 2 Great Work slots |
| β | Academy | Mathematics | +4 Science, 3 Great Work slots |
| β΅ Exploration | Observatory | Astronomy | +6 Science |
| β | University | Education | +8 Science, +1 Science on Quarters |
| π Modern | Schoolhouse | Academics | +9 Science |
| β | Laboratory | Electricity | +12 Science, +1 Science on Quarters |
| β | Launch Pad | Rocketry | +18 Science; unlocks the Launch Satellite Project |
π Culture Buildings
Adjacency: Mountains Β· Natural Wonders Β· Wonders.
| Age | Building | Unlocked by | What it gives |
|---|---|---|---|
| πΊ Antiquity | Monument | Masonry | +3 Culture, +2 Influence |
| β | Amphitheater | Engineering | +4 Culture, +10% Wonder Production |
| β΅ Exploration | Kiln | Guilds | +6 Culture, +10% Wonder Production |
| β | Pavilion | Architecture | +8 Culture, +1 Happiness on Quarters |
| π Modern | Museum | Natural History | +9 Culture, 3 Great Work slots |
| β | Opera House | Urbanization | +12 Culture, +6 Influence |
π Happiness Buildings
Adjacency: Mountains Β· Natural Wonders Β· Wonders. Happiness Buildings pay no Happiness maintenance.
| Age | Building | Unlocked by | What it gives |
|---|---|---|---|
| πΊ Antiquity | Altar | Mysticism | +3 Happiness; benefits from your Pantheon |
| β | Arena | Military Training | +4 Happiness, +1 Happiness on Quarters |
| β | Garden | Irrigation | +3 Food, +2 Happiness |
| β | Villa | The Wheel | +3 Influence, +3 Happiness |
| β΅ Exploration | Temple | Piety | +6 Happiness, 1 Great Work slot; trains Missionaries |
| β | Menagerie | Architecture | +8 Happiness, +1 Happiness on Camps and Pastures |
| β | Inn | Feudalism | +6 Food, +4 Happiness |
| π Modern | City Park | β | +9 Happiness, +1 Happiness on Vegetation |
| β | Department Store | Urbanization | +12 Happiness, +1 Resource slot |
| β | Radio Station | Radio | +9 Influence, +9 Happiness |
βοΈ Production Buildings
Adjacency: Resources Β· Wonders. The Military ones are also where units spawn.
| Age | Building | Unlocked by | What it gives |
|---|---|---|---|
| πΊ Antiquity | Barracks | Bronze Working | +3 Production; trains Land Units |
| β | Blacksmith | Military Training | +4 Production, +1 Production on Quarters |
| β΅ Exploration | Armorer | Metallurgy | +8 Production; trains Land Units |
| β | Dungeon | Castles | +6 Production, +4 Influence |
| β | Shipyard | Shipbuilding | +8 Production; trains Naval Units |
| π Modern | Military Academy | Military Science | +9 Production; Commanders trained here gain a free level |
| β | Factory | Mass Production | +12 Production; enables a Factory Resource |
| β | Aerodrome | Flight | +9 Production; trains Air Units |
πΎ Food Buildings
Adjacency: Coast Β· Navigable Rivers Β· Wonders.
| Age | Building | Unlocked by | What it gives |
|---|---|---|---|
| πΊ Antiquity | Bath | Currency | +4 Food, +10% Growth Rate |
| β | Garden | Irrigation | +3 Food, +2 Happiness |
| β΅ Exploration | Hospital | Urban Planning | +8 Food, +15% Growth Rate |
| β | Wharf | Cartography | +6 Food, +2 Resource slots |
| β | Inn | Feudalism | +6 Food, +4 Happiness |
| π Modern | Cannery | Mass Production | +9 Food, +10% Growth Rate |
| β | Tenement | Radio | +12 Food, +1 Happiness on Quarters |
π¦ Warehouse Buildings (Ageless)
Ageless β 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.
| Building | Age | What it gives |
|---|---|---|
| Granary | πΊ Antiquity | +1 Food on Farms, Pastures, Plantations |
| Brickyard | πΊ Antiquity | +1 Production on Clay Pits, Mines, Quarries |
| Fishing Quay | πΊ Antiquity | +1 Food on Fishing Boats |
| Saw Pit | πΊ Antiquity | +1 Production on Camps and Woodcutters |
| Harbor | πΊ Antiquity | +1 Production; +1 Production on Fishing Boats |
| Gristmill | β΅ Exploration | +4 Food; +1 Food on Farms, Pastures, Plantations |
| Sawmill | β΅ Exploration | +3 Production; +1 Production on Camps and Woodcutters |
| Stonecutter | β΅ Exploration | +3 Production; +1 Production on Mines and Quarries |
| Grocer | π Modern | +4 Food; +1 Food on most rural tiles |
| Ironworks | π Modern | +4 Production; +1 Production on Mines, Quarries, Woodcutters, Clay Pits, Mountains |
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 β another reason to overbuild promptly. See The overbuilding system.
Appendix C: Wonders
Every Wonder in the game, by Age. All Wonders are Ageless β they never obsolete and keep paying for the whole game β 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 β marks the picks worth reordering your plans around.
When an Age ends, every Wonder still under construction is removed from the map permanently β 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.
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 β 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.
πΊ Antiquity Age Wonders
Available to everyone
| Wonder | Placement | What's notable |
|---|---|---|
| Colossus | Coast adjacent to land | β 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 Library | Adjacent 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 Lighthouse | Coast adjacent to land | +3 Gold, a free Merchant, +15 Naval Trade Route Range, +1 Naval Sight. Community opinion is split β strong for a naval trade empire, thin otherwise |
| Mausoleum at Halicarnassus | Flat adjacent to Coast | +3 Production; your first destroyed Cavalry Unit respawns. Niche insurance |
| Mausoleum of Theodoric | Adjacent to Coast | +3 Production and +100% Pillage yields. Narrow, but genuinely strong in a raiding game |
| Mireuksa | Adjacent to a Mountain | Culture and Production on Happiness-providing Districts |
| Nalanda | Plains | β Top pick for Science. +3 Science, a free Codex, 2 Great Work slots, a Scientific Attribute Point, and 3 Innovation outright |
| Petra | Desert | Turns Desert from dead ground into real yield. Situational by definition β excellent on a desert start, pointless without one |
| Pyramid Of The Sun | Flat, adjacent to a District | β Top pick for Culture. +3 Culture and +2 Culture on every Quarter in the Settlement β it scales with how densely you build, so put it in your best city |
| Terracotta Army | Grassland | +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.
| Wonder | Civ | Placement | What's notable |
|---|---|---|---|
| Angkor Wat | Khmer | Adjacent to a River | +3 Happiness and +1 Specialist Limit in this Settlement |
| Byrsa | Carthage | Adjacent to Coast | Trade Routes here cannot be plundered, and coastal tiles gain Walls |
| Colosseum | Rome | Adjacent to a District | +3 Culture, plus Happiness and Gold on Quarters. Strong in a dense capital, unremarkable in a sprawling one |
| Dur-Sharrukin | Assyria | Adjacent to a District | Acts as a Fortified District and gives +5 Combat Strength to Fortified Districts everywhere. A defensive pick |
| Emile Bell | Silla | Rough | +2 Influence and a unique Endeavor. Diplomatic niche |
| Gate of All Nations | Persia | Adjacent to a District | β +1 War Support on all Wars, permanently, plus +2 Happiness. Small number, enormous reach β it applies to every war for the rest of the game |
| Great Stele | Aksum | Flat | +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 Maui | Tonga | Adjacent to Coast | Culture and Food on Fishing Boats, plus a Cultural Attribute Point |
| Hanging Gardens | Babylon | Adjacent to a River | +1 Food on Farms here and +10% Growth Rate in all Cities β quiet, empire-wide, and best taken early |
| Hoo-do Hall | Heian Japan | Flat adjacent to a River | Wonders provide Appeal to adjacent tiles β the enabler for an Appeal-based Culture game |
| Monks Mound | Mississippian | Adjacent to a River | +4 Food and +4 Resource Capacity β the largest single Capacity boost in the Age |
| Mundo Perdido | Maya | Tropical | Science and Happiness on Tropical tiles. Entirely map-dependent |
| Oracle | Greece | Rough | +2 Culture and +20 Culture per Age from every Narrative Event, plus a Wildcard Attribute Point |
| Pyramids | Egypt | Adjacent to a Navigable River, any biome but Tundra | Yields on river Improvements and Districts. Good with a river-heavy capital, weak otherwise |
| Sanchi Stupa | Maurya | Plains | +3 Happiness and Culture from excess Happiness. Fine in a Celebration empire, skippable elsewhere |
| Weiyang Palace | Han China | Grassland | +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
| Wonder | Placement | What's notable |
|---|---|---|
| Grand Bazaar | Adjacent to a District in the homelands | +2 Gold, +2 Resource slots, and Gold on homeland Treasure Resources |
| Nan Madol | An Island City on Coast | Large yields on the Palace and City Hall of island Cities. Superb on Archipelago, useless inland |
| Notre Dame | Adjacent to a River and a District | β Starts a Celebration on completion and gives all Specialists +3 Culture during Celebrations. The Celebration engine's best single purchase |
| Shwedagon Zedi Daw | Adjacent to a Lake | +4 Science, Science on Appeal tiles, a Wildcard Attribute Point, and 3 Innovation |
| Wat Xieng Thong | Adjacent to a River | 200 Gold every time you obtain a Great Work. Pairs with any Relic engine |
Civilization-specific
| Wonder | Civ | Placement | What's notable |
|---|---|---|---|
| Borobudur | Majapahit | Adjacent to Coast | +3 Happiness, plus Food and Happiness on Quarters. Widely rated the best Wonder in the game for Specialist upkeep |
| Brihadeeswarar Temple | Chola | On or adjacent to a River | +3 Influence and a Happiness adjacency for Navigable Rivers on every Building in the Settlement |
| Buseoksa | Goryeo | Tropical or Grassland adjacent to a Mountain | Influence and Gold on Unique Improvements in nearby Joyous and Ecstatic Settlements |
| El Escorial | Spain | Rough | +1 Settlement Limit and +4 Happiness to Cities within 7 tiles, plus 3 Great Work slots |
| Erdene Zuu | Mongolia | Flat | Culture per Cavalry Unit trained. Niche, but banks Wildcard points in a cavalry game |
| Forbidden City | Ming China | Adjacent to a District | +4 Culture and yields on all Fortifications, plus Tourism on them here |
| Hale o Keawe | Hawai'i | Adjacent to Coast, not Tundra | +2 Culture, Culture on water Buildings, and 3 Great Work slots β display capacity is the real constraint on a Culture game |
| Havana Harbor | Republic of Pirates | Distant Lands Coast | +3 Gold and generates Treasure Convoys worth 3 Cargo |
| Himeji Castle | Sengoku Japan | Rough | Culture on Fortifications and +5 Combat Strength for Fortified Districts everywhere. Acts as a Fortified District |
| House of Wisdom | Abbasid | Adjacent to a District | β 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 Pikchu | Inca | Grassland or Tropical Mountain tile | +4 Gold and Culture and Gold adjacency from Mountains for all Buildings. Turns dead terrain into yield |
| Reykjaholt | Iceland | Tundra | Production toward Military Units scaling with Great Works held, plus 3 Great Work slots |
| Rila Monastery | Bulgaria | Not adjacent to a District | A Relic every time you build a Wonder, including this one, plus 3 Great Work slots |
| Serpent Mound | Shawnee | Flat Grassland | +4 Influence and strong yields on Unique Improvements |
| ThΓ nh HuαΊΏ | Dai Viet | Adjacent to Medieval Walls in a heavily walled City | +4 Culture and a Specialist Limit increase in fortified Cities |
| Tomb of Askia | Songhai | Desert | +2 Gold, +2 Resource Capacity, and yields per assigned Resource. Community favorite for free money and Production |
| White Tower | Norman | Adjacent to a City Hall | +4 Happiness per Tradition slotted in your Government β scales with a Tradition-heavy build |
π Modern Age Wonders
Available to everyone
| Wonder | Placement | What's notable |
|---|---|---|
| Manhattan Project | β | +5 Science, 3 Innovation, and unlocks Nuclear Weapons. Buildable by multiple civilizations, so it is not a race you can lose outright |
| Nirayama Reverberatory Furnace | Adjacent to a Mine on a Resource | +5 Production, plus large Production and Science on Mines |
| Oxford University | Adjacent to a District | Two free Technologies, +4 Science, a Wildcard point, and 3 Innovation. Expensive, but the free techs usually justify it |
| Taj Mahal | Plains | +5 Gold, +50% Celebration duration, and a Wildcard Attribute Point |
| Ubudiah Mosque | Wet terrain | +4 Happiness and +50% to all yields on Improvements in this Settlement |
| World's Fair | β | β 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
| Wonder | Civ | Placement | What's notable |
|---|---|---|---|
| Battersea Power Station | Great Britain | Land adjacent to Coast | +4 Production and a second Naval Unit each time you train one. Complete it before queuing an expensive fleet |
| Boudhanath | Nepal | Grassland or Tropical adjacent to a Mountain | +6 Influence and +20 Relationship with every other leader β best before treaties and sanctions are settled |
| Brandenburg Gate | Prussia | Adjacent to a District | β +6 Production, +1 War Support in all Wars, and +1 Settlement Limit |
| Chengde Mountain Resort | Qing China | Adjacent to a Mountain | +6 Gold and +5% Culture per other civilization connected by your Trade Routes |
| Dogo Onsen | Meiji Japan | Adjacent to Coast | +4 Happiness and +1 Population in this Settlement per Celebration |
| Doi Suthep | Siam | Rough | +4 Influence and +5 Culture and Gold per City-State suzerainty |
| Eiffel Tower | French Empire | Adjacent to a District | +5 Culture, plus +4 Culture and +2 Tourism on every Quarter in the City |
| Eram Garden | Qajar | Desert | +4 Food and +1 Specialist Limit in this Settlement |
| Hermitage | Russia | Tundra | +4 Culture, +5 Culture in every Settlement displaying a Great Work, and 3 Great Work slots |
| Hwaseong | Joseon | Flat adjacent to Rough | +4 Culture, a Social Policy slot and Tradition slot, and acts as a Fortified District |
| Muzibu Azaala Mpanga | Buganda | Adjacent to a Lake | +4 Food, +4 Culture and Food on Lake Improvements and Districts, and +1 Population in lake-adjacent Settlements |
| Palacio de Bellas Artes | Mexico | Adjacent to a District | +5 Culture, a free Artifact, 3 Great Work slots, and +3 Happiness on Great Works |
| Red Fort | Mughal | Adjacent to a District | +4 Gold and Production, acts as a Fortified District, and grants +50 HP to itself and all City Centers |
| Statue of Liberty | America | Coast adjacent to land | +6 Happiness and spawns 4 Migrants β prepare housing or workable tiles before completion |
| Sultanahmet Camii | Ottoman | Adjacent 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 β 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.
β¨ 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.
π‘οΈ Actions every unit has
| Action | Available to | What it does | Cost |
|---|---|---|---|
| Fortify | Land military | Adds Combat Strength while defending. The Bulwark promotion completes it a turn sooner. | All |
| Alert | Most units | Sleeps the unit but wakes it automatically when an enemy comes near. | Free |
| Sleep | All | Standby β the unit stops appearing in your turn cycle until woken. | Free |
| Heal | All | Sleeps the unit and wakes it at full HP. | Free |
| Skip Turn | All | Cycles past the unit, keeping any unspent Movement. | Free |
| Range Attack | Ranged Β· Siege | A ranged attack on a unit or fortified district in Range. | All |
| Naval Attack | Naval | A ranged attack against a land target in Range. | All |
| Air Strike | Air | Damages a unit or fortified district anywhere in Range. | All |
| Pillage | Land Β· Naval Β· Commanders | Damages the improvement or district underneath, granting 30 HP or yields. | 3 |
| Plunder Trade Route | Land Β· Naval Β· Commanders | Destroys an enemy Trade Route and grants Gold. | 3 |
| Add To Army | Land Β· Naval Β· Civilian | Joins an adjacent Commander with an open slot. | 1 |
| Leave Army | Packed units | Disbands from the Commander onto an adjacent tile. | All |
| Reinforce Army | Land Β· Naval | Sends the unit to a Commander invisibly and untargetably, joining on arrival. | All |
| Upgrade Unit | Military | Spends Gold to upgrade in friendly territory. | All |
| Rebase Aircraft | Air | Relocates to an Aerodrome, Squadron, or Carrier with a free slot. | All |
| Move By Rail | Land civilian | Enters the rail network and travels instantly to a connected Rail Station in range. | All |
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.
βοΈ 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:
- 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.
- 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 β there is no penalty and no warning, it just does not take part.
- 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.
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.
ποΈ Commander commands
The bonus column is the reason to use a Command instead of attacking with each unit by hand.
| Command | Commander | What it does | When to press it |
|---|---|---|---|
| Assemble Army | Army Β· Fleet | Pulls 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 Army | Army Β· Fleet | Unpacks 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 Attack | Army | Orders 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 Fire | Army | Orders 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 Attack | Fleet | The naval melee equivalent, +2 Combat Strength each. | Closing on an enemy fleet or a coastal district. |
| Barrage Land Target | Fleet | Orders 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 Perimeters | Army | Orders every eligible land unit in radius to Fortify at once. | Ending a turn in the open, or holding ground against a counterattack. |
| Scorched Earth | Army Β· Fleet | Orders 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 Wind | Army Β· Fleet | Restores 2 Movement to one friendly unit in radius that already attacked this turn. Requires the Valor Commendation. | The exception to rule 2 β it is how you get a second swing out of a unit that is already spent. |
| Heroic Assault | Army Β· Fleet | The 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 Units | Army Β· Fleet Β· Air | Upgrades 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. |
| Airdrop | Squadron | Deploys all packed land units to any eligible tile in Range. | Seizing an objective behind the front line. |
| Cargo Drop | Squadron | Drops 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 Bomb | Aerodrome Β· Squadron Β· Carrier | Orders all packed Bombers to strike one land unit or fortified district. | Pre-invasion softening of a defended settlement. |
| Ground Attack | Aerodrome Β· Squadron Β· Carrier | Orders all packed Ground Attackers to strike one land target. | Same role as Carpet Bomb for the ground-attack airframes. |
| Fighter Sweep | Aerodrome Β· Squadron Β· Carrier | Orders all packed Fighters to strike any tile in Range. | Clearing enemy air cover before committing bombers. |
π Commander-only actions
These are things the Commander does itself, rather than orders others to do.
| Action | Commander | What it does | Cost |
|---|---|---|---|
| Overrun | Army | The 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 |
| Promote | All | Spends earned experience on an available Promotion. | Free |
| Fortify | Army | Builds a temporary fortification over two turns, granting Combat Strength when defending that tile. | All |
| Disperse Independent | Army | Removes an Independent Power from the map and triggers a Narrative Event. Grants the Commander experience. | Free |
| Convert Independents | Army | Places all adjacent Independent military units under your control. Unique to Genghis Khan. | All |
| Aerial Reconnaissance | Air | Fully reveals a tile within 8 Range and its surroundings for a turn, exposing Stealth units and hidden reinforcements. | Free |
| Establish Air Base | Squadron | Relocates and builds a temporary airbase to operate from. | All |
| Coastal Raid | Fleet | Damages an adjacent land improvement or district for 30 HP or yields. | All |
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
| Crisis | Pre-Crisis Prep | During Crisis |
|---|---|---|
| Plague (Antiquity) | Build Happiness infrastructure; stockpile Food | Move units off infected tiles; accept losses; focus on healthy cities |
| Revolt | Maximize Happiness across all Settlements | Use Crisis Policies to redirect impact; avoid wars; maintain high Happiness |
| Invasion | Maintain standing army; fortify borders | Treat as free Commander XP; garrison key settlements; rush enemy camps |
| Plague (Exploration) | Pre-build Physicians; position near trade hubs | Use Physicians to Treat the Sick; Cordon Sanitaire with Commanders; Lazarettos for coastal cities |
| Wars of Religion | Spread your religion broadly; convert strategic cities | Leverage religious buildings; defend converted Settlements |
Natural Disaster quick reference
| Disaster | Where | Net effect |
|---|---|---|
| Flood | Coast, navigable rivers, floodplains | Damages rural tiles and Fishing Boats; fertilizes rural tiles |
| Volcanic Eruption | Adjacent to an active Volcano | Damages, then fertilizes with Production, Food, and often Science |
| Storm | Terrain-dependent β Hurricane, Tornado, Blizzard, Dust Storm, Squall Line | Travels 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 β 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 | π Cultural | ποΈ Diplomatic | π° Economic | π Expansionist | βοΈ Militaristic | π¬ Scientific |
|---|---|---|---|---|---|---|
| 1 | Palace/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 Limit | Captured 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 Towns | Commanders start with a free promotion | +1 Science per Age per Quarter |
| 5 | +1 Culture per Age from Resources | β1 Influence cost on Diplomatic Actions | +1 Gold per Age in Towns | β1 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 suzerainty | β1 Gold maintenance on Buildings | Distant Lands bonuses (Food, Production, Gold) | +1 Settlement Limit | β1 Gold maintenance on Buildings |
| 7 | +1 Culture per Age from Alliances | +25% Production toward Levy Units | β | β | β1 Gold maintenance on Military Units | +1 Science per Age in Towns |
| 8 | +2 Culture per Age in Towns | β | β | β | β | β |
| Repeatable | 9+ β +5 Culture per Age | 8+ β +3 Influence and +5 Happiness per Age | 7+ β +2 Gold per Age on Palace | 7+ β +1 Settlement Limit | 8+ β +5 HP for all units | 8+ β +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 β 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
| Collection | π Leaders | πΊοΈ Civilizations |
|---|---|---|
| Crossroads of the World | Ada Lovelace Β· SimΓ³n BolΓvar | πΊ Carthage Β· β΅ Bulgaria Β· π Great Britain Β· π Nepal |
| Right to Rule | Genghis Khan Β· Lakshmibai | πΊ Assyria Β· πΊ Silla Β· β΅ Dai Viet Β· π Qajar |
| Tides of Power | Edward Teach Β· Sayyida al Hurra | πΊ Tonga Β· β΅ Republic of Pirates Β· β΅ Iceland Β· π Ottoman |
| Brush & Blade | Toyotomi Hideyoshi Β· Yi Sun-sin | πΊ Heian Japan Β· β΅ Sengoku Japan Β· β΅ Goryeo Β· π Joseon |
| Hall of History | Elizabeth I Β· George Washington | πΊ Babylon Β· πΊ Gauls Β· β΅ England |
Each Collection also carries a Wonder Pack adding Wonders and Natural Wonders to the shared pool β 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:
| Source | Contents |
|---|---|
| Deluxe & Founders editions | π Tecumseh and β΅ Shawnee |
| Deluxe Content Pack | Leader personas: Friedrich (Baroque), Xerxes (Achaemenid) |
| Founders Content Pack | Leader personas: Ashoka (Conqueror), Himiko (High Shaman) |
Personas are alternate versions of a leader you may already have β 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
| Term | Definition |
|---|---|
| Apex Civilization | A civilization played during its designated historical Age, receiving full unique bonuses (Units, Infrastructure, Civic Tree, Wonder). |
| Time-Tested | A civilization played outside its Apex Age (before or after), receiving reduced bonuses but access to Syncretism. |
| Syncretism | A mechanic allowing Time-Tested civs to adopt another Apex civ's Unique Military Unit or Infrastructure. |
| Affirmation | An alternative to Syncretism that strengthens the civ's own identity with a unique Tradition and free Tradition slot. |
| Dedication | A powerful bonus earned from Major Triumphs; up to 3 can be selected at each Age Transition. |
| Triumph | An optional objective (Major or Minor) that provides bonuses upon completion. The primary progression system between Ages. |
| Triumph Set | A preset collection of Triumphs selected in Advanced Settings (Default, Trailblazer, Explorer, Conqueror, Classic, None). |
| Celebration | An empire-wide event triggered by accumulating surplus Happiness; grants a Social Policy slot and Government-dependent bonuses. |
| Crisis Policy | A negative Social Policy that must be slotted during an active Crisis; more slots unlock as the Crisis deepens. |
| Commander | A special unit that leads armies; provides aura bonuses within a Command Radius; earns XP and Promotions. |
| Specialist | A citizen placed on a building to generate additional yields (100% of tile Adjacency Yields). |
| Quarter | A grouping of related buildings within a Settlement; provides adjacency bonuses. |
| Progression | The title-screen record of your overall level and each individual leader's level. Completing Challenges earns XP; gaining levels unlocks Mementos and cosmetic rewards. |
| Memento | An 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 Progress | A percentage tracker showing how close the game is to an Age Transition; advanced by Triumphs and Future research. |
| Dominion / Tourism / GDP / Innovation | The four victory scoring categories (Military, Cultural, Economic, Scientific respectively). |
| Distant Lands | Continents or landmasses separate from your starting continent; settling here provides unique bonuses and scores Military points. |
| Warehouse | An Ageless building with no adjacency of its own that raises the yield of rural tiles across the Settlement (Granary, Brickyard, Sawmillβ¦). Never obsoletes, never overbuilt. |
| Obsolete building | A 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 Focus | A 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. |