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TABLE OF CONTENTS
SECTION 1: IN THE BEGINNING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
About this Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
The Civilopedia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
The Tutorials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Starting a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
The Civilization VI Web Site . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Saving and Loading a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Game Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
The Options Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
SECTION 2: THE BASICS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Civilization VI Turn Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Civilizations and Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Advisor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Fog of War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Game Info Screens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Unit Action List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Barbarians and Tribal Villages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Food and City Growth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Culture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Builders and Improvements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Builder Action List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Governments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Social Policies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Religion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
City-States . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Great People . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Gold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Amenities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Wonders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Victory and Defeat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
SECTION 3: ADVANCED RULES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Air Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
Nukes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Corps and Armies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Multiplayer Civilization VI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
CREDITS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
TECH SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
SECTION 1:

IN THE
BEGINNING
INTRODUCTION
Welcome to Sid Meier’s Civilization VI! In this game, you will take on the roles of the greatest
leaders in world history in an unending battle of warfare, diplomacy, technology, culture, and
economics. There are many paths to take in Civilization VI, and all of them without certainty.
Can you lead your people to a military, cultural, religious, or technological victory, or will you
be crushed beneath your enemies’ chariot wheels, just another forgotten ruler of a vanquished
people?

Great ruler, your people look to you for guidance! Can you lead them on to greatness and build
an empire to stand the test of time?

Enjoy, and good luck!


ABOUT CIVILIZATION VI
Civilization VI is the sixth title of the classic game first released in the early 1990s. It is the
longest-lived and best world history computer simulation ever published, renowned for its
depth of play and uniquely addictive nature.

We trust that Civilization VI lives up to its predecessors, and offers new ways to engage with
your world: Cities that physically expand across the map, technological and cultural research
paths that unlock the true potential of your developing empire, and competing world leaders
who will pursue their own agendas based on their historical traits
ABOUT THIS MANUAL
The manual will tell you everything you need to know to play Civilization VI. It is divided
into three sections: “In the Beginning” (which you’re now reading), “The Basics,” which
contains everything you need to start and enjoy a game of Civilization VI (at least through the
Industrial Era), and “Advanced Rules,” which contains information about air combat, nukes,
multiplayer, credits, tech support, and the always-popular copyright info.

As always, we think that the best way to learn how to play Civilization VI is to check out the
Tutorial which is accessible from the Main Menu, or to jump right in and play. Either way,
refer to this manual or the in-game Civilopedia (see below) when you need any clarification
or information. You can, of course, read this fine document from cover to cover, but you really
don’t need to do so to play, or even win.
THE CIVILOPEDIA
The Civilopedia is an in-game knowledge resource for Civilization VI. You can reach it by
pressing the “?” icon located in the RIGHT TRAY menu that is accessed by pressing the “R”
Button.

The Civilopedia is broken into main topics, each of which is listed down the left side of the
screen. Select one of the topics to go to that section’s entries, then find your specific topic.

The Concepts section of the Civilopedia contains a slightly condensed version of this manual,
broken into smaller chunks.

THE TUTORIAL
The tutorial is a special game experience designed to help you learn how to play. After
completing the tutorial, you will have learned the basics, but your knowledgeable advisor will
still be around to help you out as you continue to play Civilization VI. You can control how
often your advisor appears in game through the Options menu.
ACCESSING THE TUTORIAL
After you’ve installed the software, start a game (see next section). On the Main Menu, Select
“Tutorial”.

You’ll see the following menu:

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STARTING A GAME
Launch the game after it has been installed.

After you’ve enjoyed the opening animation sequence (or pressed any button to bypass it), use
the Right Stick to navigate to and select the Single Player button on the Main Menu, then
select “Play Now” to begin the game with our preset default play values. The game will start
immediately.

If you’d like to personalize your experience, select “Create Game” to set the game’s difficulty,
map size, to pick a civilization to play, and so forth. Then select “Start Game” to start a game.

These steps will get you playing in a hurry. If you want to know more about your game
options, read on.

THE MAIN MENU


The Main Menu appears after the opening animation. It provides the following options:

SINGLE PLAYER
Select this to play a single player game. (See below.)

MULTIPLAYER
Sets up a multiplayer game. See the section on Multiplayer Games in the “Advanced Rules”.

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GAME OPTIONS
Select this to adjust your gameplay options.

DOWNLOADABLE CONTENT
Select this to manage your installed DLC packs.

TUTORIAL
Select this to learn to play. We’ll walk you through every aspect of the game.

CREDITS
Select this to view a list of those responsible for making Sid Meier’s Civilization VI.

THE SINGLE PLAYER MENU


This screen is accessible from the Main Menu (see above) and provides the following options:

PLAY NOW
Select this to play with the current “default” settings. If you’ve changed the settings from
the default during a game session, any new games started from then on will carry over those
settings.
SCENARIOS
This button brings you to the “Choose Scenario” screen, where you can choose a preset
scenarios, leader, and game difficulty.
CREATE GAME
This button brings you to the “Create Game” screen, where you can choose a civilization,
game difficulty, map size, etc. See below.

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THE CREATE GAME SCREEN
This screen allows you to personalize your game according to your specific preferences.

CHOOSE CIVILIZATION
Scroll through the Civilization menu to choose a leader and their associated civilization. The
Civilization menu displays all of the leaders/civilizations available. It also displays the leader’s
“trait” (special ability) and the civilization’s unique units and buildings. Scroll through the list
and pick the civilization you want to build and command. The “?” Icon at the begining of the
list is the “Random Leader” button. Pick this to play a random leader.

Once you’ve made your choice, move on to the next menu to continue customizing
your game.
CHOOSE GAME DIFFICULTY
This allows you to set the difficulty level of the game, from “Settler,” the easiest, to “Deity,” the
most difficult. Difficulty controls a variety of factors, from the smartness of your opponents’
artificial intelligence to the rewards from the tribal villages. See the section on “Difficulty
Levels,” page 14, for more details.
CHOOSE GAME SPEED
This determines the length of turns for various game tasks to be completed, such as
constructing buildings, researching technologies, and so forth. The “Online” level is just that,
and it makes for an extremely rapid and frenetic game. “Standard” is the default pace, and we
encourage it for new players. “Epic” and “Marathon” extend the times it takes to do almost
anything; we encourage that you check these out after you’ve played a few “Standard” Games.

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CHOOSE MAP TYPE
Select this to choose a map type: you have several available, including a Random Map Type
option.

CONTINENTS
Feels like home. Choose this option to create an Earthlike world, featuring several large
continents and some smaller islands.

FRACTAL
This an unpredictable world may feature many large or small landmasses.

INLAND SEA
Creates a world with one large ocean in the center of the map.

ISLAND PLATES
This world contains many large and medium islands, as well as some small islands.

PANGAEA
This a world generates one huge continent and possibly some smaller islands.

SHUFFLE
This a randomly generated world for those that like to be surprised!
CHOOSE MAP SIZE
Once you’ve chosen the type of world you want to play in, you can then change how large it
spans. There are several map size options. The size of the map you choose also determines
the number of civilizations and city-states appear in the game. “Duel” is the smallest size and
“Huge” is the largest.

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THE ADVANCED SETTINGS
The Advanced Setup Screen gives you additional customization options when setting up your
game. Access this screen by selecting “Advanced Setup” at the bottom of the Create Game
Screen.

From here you can add the exact amount of AI players you wish to play with, change the game
pace, map size, victory types, and many other more minute details. Select “Start Game” when
you’re finished, or “Back” to return to the main Setup Game Screen.
START GAME
Press the “+” button to begin a game with the settings you’ve chosen.

BACK
The “B” button takes you back to the previous “Single Player” screen.

LOAD CONFIGURATION
This will allow you to load any saved configurations you have made.

SAVE CONFIGURATION
Here you can save your favorite game configurations.

THE CIVILIZATION VI WEB SITE


The Civilization web site is a valuable resource for game features and tips, developers’ blogs,
community interaction, and modding. Check the website for the latest news, patches and
information on the Civilization VI universe!

WWW.CIVILIZATION.COM
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SAVING AND LOADING A GAME
You can save or load a Civilization VI game at any time during play.

SAVING A GAME
To save a game press the “+” button to open the Game Menu and then select “Save Game” to
create a new save game file.
THE SAVE GAME SCREEN

Select “Save Game” to save the game with the default name, or give it a new name. The game
will be saved and you’ll be returned to your game in progress.
LOADING A GAME
AT THE START OF A GAME
In the Main Menu, select “Single Player,” then “Load Game.” This will take you to the Load
Game screen.

DURING PLAY
Click on the “+” button, then select “Load Game.”

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THE LOAD GAME SCREEN

Once on this screen, select the name of the save file you wish to load, then press “A” or touch
“Load Game.” The game will load and you will resume play at the point you saved.
SPECIAL SAVES
AUTO-SAVE
The game automatically saves your progress every other turn. (You can alter the frequency of
these auto-saves in the Options screen.) To load an auto-save, bring up the Load Game screen,
select the the “Auto-Save” button, then on the auto-saved game you want to play, and then
select “Load Game.” The auto-saved game will load and you’ll resume play at the point of the
auto-save.

QUICK SAVE
One other save/load option is available to you: “Quick Save,” which is especially useful when
you’re in a hurry. To save a game press the “+” button to open the Game Menu and then select
“Quick Save”. The game is then saved without requiring any further input from you. Only one
game can be quick-saved at a time: any future quick saves will overwrite the current one.

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GAME DIFFICULTY
The game difficulty determines a number of things, including the starting power of your AI
opponents, the speed at which your civilization grows, and so forth.
DIFFICULTY LEVELS
These are Difficulty Levels in order from easiest to hardest:

SETTLER

CHIEFTAIN

WARLORD

PRINCE

KING

EMPEROR

IMMORTAL

DEITY

EFFECTS OF DIFFICULTY
“Prince” is the middle level. On that level neither you nor your AI opponents get any
particular bonuses. For example, on levels below Prince you get bonuses in unit combat
strength and experience level. Barbarians are less aggressive and not as smart on lower levels,
as well.

On levels higher than Prince, the AIs receive increasing bonuses including bonuses in all
yields, unit combat strength and technology. They may get additional starting units and techs
and also play more aggressively than on lower levels.

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THE GAME OPTIONS SCREEN
The Game Options Screen allows you to change a number of game parameters. Press the “L”
and “R” buttons to toggle the tabs and modify the options from that section.

GAME
The “Game Options” has the following entries:
Quick Combat: This will enable speedy combat animation.
Quick Movement: This will enable speedy unit movement animation.
Auto End Turn: This will cycle the game turn automatically when there are no actions left for
the player to take.
City Ranged Attack Turn Blocking: This will enable/disable the turn blocking during a city
ranged attack.
Advisor: This will enable/disable the advisor information in game.
Turns between autosaves: This will set how often you want the game to create a save for you.
Number of autosaves to keep: This sets a maximum number of saves to keep, automatically
deleting the oldest as it creates new save.
Time of Day: This slider bar will adjust the Animated Time of Day.
Animated Time of Day: This will toggle Animated Time of Day off and on.
Camera Movement Friciton: This slider bar will adjust the camera movement.

Zoom Speed: This slider bar will adjust the zoom speed.
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AUDIO
This screen lets you set the volume of various audio streams in the game.

Master Volume: Sets the volume for the entire game.

Music Volume: Sets the volume of the background music.

Sound Effects Volume: Sets the volume of effects – explosions, war cries, etc.

Ambient Sound Volume: Sets the volume of the ambient noise – birds, waves, etc.

Speech Volume: Set the volume of the speech of advisors and other leaders.

INTERFACE
This screen lets you configure different interface modes and options.

Cinematic Subtitles: This check box will enable/disable subtitles.

Clock Format: This will toggle between a 12-hour and 24-hour time format.

Show Intro Video: The Intro Video will play at launch of a new game when this is enabled.

Auto Unit Cycling: The next available unit will be selected automatically when this is enabled.

Minimap Size: This slider will adjust the size of the minimap.

Touch Tooltip Delay: This slider will adjust the length of time a tooltip is displayed.

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SECTION 2:

THE BASICS

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INTRODUCTION
This section of the manual provides an overview of Sid Meier’s Civilization VI, detailing all you
need to get started. When you’re ready, check out the Advanced Rules section for info on late
game tactics, multiplayer, and more.

Don’t forget to check the in-game Civilopedia, either. See page 6 for more details on the
Civilopedia.

CIVILIZATION VI TURN STRUCTURE


OVERVIEW
Civilization VI can be played in two different turn formats. The standard single-player game
is “turn-based,” (see below), while multiplayer games are played in “simultaneous turns.”
TURN-BASED GAMES
A solo game of Civilization VI is turn-based: you take your turn (move your units, conduct
diplomacy, manage your cities, and so forth). Each of your opponents take their turns, and it’s
your turn again. This continues until someone wins.
SIMULTANEOUS TURN GAMES
A multiplayer game is a “simultaneous turn game.” In this style of game, you and your
opponents take their turns simultaneously. Each player moves their units, conducts diplomacy,
maintains their cities, etc., all at the same time. When everyone is done inputting their orders,
the turn ends and another begins. If you want, you can set up a Turn Timer, which limits how
long players have to input their orders each turn.

Simultaneous Turn games can be a lot of fun, but they are not for everybody. We recommend
that you practice turn-based games in Civilization VI before you jump into a simultaneous
game.

CIVILIZATIONS AND LEADERS


Every civilization in Civilization VI is unique, each having their own “trait,” fighting units,
and infrastructure. A civilization’s leader also has their own special trait—some traits appear
early-on in a match, while others might only show up later.

All of a civilizations’ and leaders’ traits, unique units, and infrastructure are displayed during
game setup when choosing a civilization. You can also check them out in the Civilizations
section of the Civilopedia.

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CIVILIZATION TRAITS
As described above, each civilization has a unique trait, which gives it a special advantage
during a game. These bonuses are powerful and often help with a specific victory type. For
example, France receives extra Tourism for their Wonders, which makes them powerful when
targeting a Culture victory.
LEADER TRAITS
Every civilization has a leader. Some civilizations only have one choice for a leader, while
others have multiple leaders from which to choose. Like civilizations, each leader has a unique
trait. These traits are different from civilization traits and are specific to each leader even
leaders from within the same civilization.

UNIQUE UNITS
Each civilization possesses one or more “unique units.” These units have an array of different
effects, from extra combat strength to additional abilities. These units are only available in
specific eras, and some unique units replace the standard units available to other civilizations.
Some leader traits give additional unique units on top of a civilization’s units.
UNIQUE INFRASTRUCTURE
All civilizations have their own unique infrastructure. This can be in the form of a unique
building, like the American Film Studio, a unique District, like the Brazilian Carnival,
or even tile improvements, like the Egyptian Sphinx. Some of this unique infrastructure
replaces the standard infrastructure in the game (The Carnival district, for example, replaces
the Entertainment district), while other infrastructure is completely unique, like the Sphynx
improvement.

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THE ADVISOR
As the leader of a mighty civilization, you have an able Advisor at your side to provide
guidance and advice. She will point out factors that she believes are important or that you
might have forgotten.

CONTACTING THE ADVISOR


During play, the Advisor will appear in “popups” with advice, often providing links to other
information that relates to the current topic. You can follow these links or dismiss the Advisor
by pressing “A” button or tapping the screen with three fingers.

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TURNING OFF THE ADVISOR
You can determine how much assistance you get from the Advisor in the “Game Options”
screen under the “Game” tab. You can set the advice level to “New to Nintendo Switch”,
“New to Civilization”, “New to Civilization VI” or “Disabled”. “New to Nintendo Switch” will
give advice suited to a knowledgeable Civilization player who would like direction on how to
play on Nintendo Switch. “New to Civilization” will give advice suited to a brand new player
and explains all the basics of the game. With “New to Civilization VI”, the Advisor assumes
you have played a Civilization game before and tailors her advice to only highlight the new
features that appear in this game. Choosing “Disabled” disables Advisor popups.

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THE INTERFACE
THE MAIN SCREEN
The Main Screen is where you will spend the bulk of your time. Here you move your units,
engage in combat, and build cities.

THE MAIN MAP


The Main Map displays the “known world”: the places you have explored, your cities, the
terrain, resources and improvements within them, your units, and all neutral and foreign lands
that are “visible” to you.
NAVIGATING THE MAIN MAP
There are a number of ways that you can change your point of view on the Main Map:

PAN AND SELECT


Use the Left Stick to move the selection highlight. Use the Right Stick to pan around the
main map. Press the Right Stick to bring the selection highlight to the area you are in.

ZOOM IN AND OUT


Use your “ZL” and “ZR” buttons to zoom in and out.

RE-CENTER
Tap on a City Banner to center your view.

AUTO-CENTER UPON UNIT ACTIVATION


When a unit becomes “active” during your turn, the Main Map automatically centers upon
that unit.

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MINI MAP
Tap on a space on the Mini Map to center the Main Map on that space.
THE MINI MAP
The Mini Map is a much smaller representation of the world, but gives a general overview of
the explored world. As described above, you can re-center the Main Map by touching on a
location on the Mini Map.

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CONTROLS
Civilization VI is best played with the Joy-Con™ Controllers or Nintendo Switch™ Pro
Controller but also maybe played by touch control.

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FOG OF WAR
In Civilization VI, until you explore the world, the map is hidden in the “fog of war.”

The fog of war is represented by the blank parchment that covers much of the world at the
start of the game. As you move units around, the fog of war will pull back, revealing more of
the world. Once you have uncovered the fog of war from a tile, it does not come back.
THE THREE STATES OF KNOWLEDGE

VISIBLE
If a tile is currently visible to a unit or your territory, you can see its terrain, any improvements
on it, if it is within any borders, whether it is part of a city, and any unit occupying that space.
Subject to technology limitations, you will see the resources in visible tiles as well.
REVEALED
If you have uncovered the fog of war from a tile but cannot see it at the present moment, the
tile will be in “mid-fog” and look like a hand-drawn map. You can still see the terrain in the
tile and any other permanent features like cities or tile improvements that were there, but you
will not see any units on those tiles. You will also not see anything added to the tile after you
lose visibility on it, like new improvements or recently-constructed cities.

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FOG OF WAR
Tiles under the blank parchment of the fog of war are totally unknown to you. You do not
know what kind of terrain is there, who occupies that land, or anything else about the tiles.
WHAT IS SEEN
You can always see everything within your borders plus one tile away from your borders. Most
units can see everything within 2 tiles. Terrain can affect visibility – units behind mountains
and blocking tiles cannot see over them, while units on hills can see over blocked tiles. Certain
promotions will extend a unit’s sight by 1 tile, and a number of mid- to late-game naval units
have extended sight as well.
OBSCURING TERRAIN
Mountains and Natural Wonders are impenetrable: they totally bar visibility of what is beyond
them (except for flying units).

Forests, rainforests, and hills are all “blocking” terrain. Units can see into such tiles, but they
cannot see past them – unless they occupy a hill. Units on hills can see over blocking terrain
into the tiles beyond, unless the neighboring tile has both a forest or rainforest and a hill.
INDIRECT FIRE
Some ranged units are capable of “indirect fire,” which means that they can shoot at targets
they cannot see as long as another friendly unit can see them.

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GAME INFO SCREENS
Civilization VI contains the following information screens that contain summaries and
breakdowns of information about your civilization. The screens are accessible from buttons on
the Left and Right Tray menus by pressing “L” and “R” Buttons or via touch.

We’ll start at the top

INFORMATION BAR
The Information Bar is the blue stripe across the top of the game that contains important
information like yields (Science, Culture, Faith, Gold, etc.), as well as information about
Resources you currently possess, the turn number, date, and time.

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TECHNOLOGY TREE BUTTON
Within the Left Tray Menu the first button on the top of the panel toggles the “Technology
Tree” screen, which displays a “tree” of all of the “Techs” available throughout the game, as
well as your current research project, and what other “Techs” this research will lead to. See the
Technology section for more details.

CIVICS TREE BUTTON


Within the Left Tray Menu the second button from the top of the panel toggles the “Civics
Tree” screen, which displays a “tree” of all of the Civics available throughout the game, as well
as your current Civic research, and what other Civics this research will lead to. See the Civics
section for more details.

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GOVERNMENTS BUTTON
Within the Left Tray Menu the third button from the top of the panel once unlocked by the
Code of Laws Civic, toggles the Governments screen. This screen allows you to view your
current Government, assign policies to your Government, as well as choose a new, more
advanced Government as they become available. See the Governments section for more
details.

RELIGION BUTTON
Within the Left Tray Menu the fourth button from the top of the panel toggles the Religion
screen. This screen allows you to view your current Pantheon and Religion progress, assign
Beliefs to your Pantheon and Religion, and view the details of Religion already founded in the
game. See the Religion section for more details.
GREAT PEOPLE BUTTON
Within the Left Tray Menu the fifth button from the top of the panel toggles the Great
People screen. This screen allows you to view all the current Great People available in the
game, as well as view the archieve of all the Great People that have been already been claimed.
Once you accumulate enough Great People points in a specific class (Great Scientist points
from the Campus district, for example), you will be able to come to this screen and “claim”
that Great Person. See the Great People section for more details.
GREAT WORKS BUTTON
Within the Left Tray Menu the sixth and final button from the top of the panel toggles the
Great Works screen. This screen allows you to view and manage all of the Great Works you’ve
created (Great Works of Art, Music, and Writing, as well as Artifacts and Relics). You can
move Great Works to different buildings to try and achieve theming bonuses based on how
you match them up. This screen is very important to achieving a Culture Victory. See the
Great Works section for more details.
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DIPLOMACY MENU
Within the Right Tray Menu a panel contains portraits of yourself, as well as all the leaders
you’ve met during the game. Selecting on these portraits will bring up that leader’s information
panel, which will allow you to view important information about that leader, as well as
interaction options, like making deals, sending delegations, etc. See the Diplomacy section for
more details.
WORLD RANKINGS BUTTON
This button on the top-right panel brings up the “Victory Progress” screen. This shows your
current progress on the various paths to victory available in the game. See the section on
Victory for details.
CITY-STATES BUTTON
This is the second button on the Right Tray Menu and allows you to view and manage all the
city-states you’ve met in the game, as well as any bonuses you’ve earned from Envoys, and your
Suzerain status (if you are allied with them). This is also where you go to declare war on a city-
states. See city-state section for more details.
ESPIONAGE OVERVIEW BUTTON
This is the third button on the Right Tray Menu and allows you to view and manage all of
your espionage activities, manage your spies, and their current status. See the Espionage
section for more details.
TRADE OVERVIEW BUTTON
This is the fourth button on the Right Tray Menu and allows you to view all of your current
Trade Routes, as well as the history of past Trade Routes. See the Trade Routes section for
more details.

TERRAIN
In Civilization VI, the world is made up of hexagonally-shaped “tiles” (also occasionally
known as hexes and spaces). These tiles come in a variety of “terrain types” such as Desert or
Grassland and that can include “features” such as Woods. A tile’s terrain and features have
important effects upon movement and the combat that occurs there.
RESOURCES
Resources appear in certain hexes and are the source of food, Production, or gold. Some can
even provide special bonuses to a civilization. Some resources are visible at the start of the
game, while others require the acquisition of specific technologies before you can see them.
See the section on Resources for more details.
TERRAIN TYPES
There are nine basic terrain types in the game, though you might not see all nine
in a given game.

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EXPLANATION OF TERRAIN VALUES:
City Yield: This is how much food, gold, or productivity a nearby city can acquire from an
unimproved tile of that type.

Movement Cost: The cost in movement points (MPs) to enter the tile type.

Combat Modifier: The change in attack or defense strength placed on a unit occupying that
tile type.

COAST
Coast hexes are shallow ocean hexes directly adjacent to land and provide food and gold to a
nearby city. Only naval units and “embarked” land units may enter coastal hexes.

Cannot build cities on coasts; only naval units or embarked units may enter this kind of tile.

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DESERT
Desert hexes have multiple uses for a civilization. They may provide religious and yield benefits
depending on the districts and wonders built by the owning civilization. Other features such
as floodplains may also be present on Desert tiles which can increase their value.

GRASSLAND
Generally, grassland produces the most food of any terrain type. Cities constructed near
grasslands will tend to grow faster than cities built elsewhere. This tile’s major drawback is that
there is no defensive bonus for unprepared units.

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HILLS
Hills are, well, hilly. They’re difficult to farm and hard to move through, but they provide good
defensive bonuses and hold a variety of different resources. In addition, units atop hills can see
over “blocking terrain.”

Hills provide increased productivity to a nearby city, as well as important combat bonuses.

MOUNTAIN
Mountains are tall upthrusts of terrain that are impossible for non-flying units to move
through. They may provide fresh water or other adjacency bonuses to districts and cities.

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OCEAN
Oceans are only useful for Food and Gold once the nearby city has the proper technologies to
access them.

PLAINS
Plains provide a combination of food and production to a nearby city. A city surrounded by
plains will grow more slowly than one in grassland, but it will be far more productive.

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SNOW
Snow is quite unproductive, offering no food or production benefits to a nearby city.
Of course a snow hex might contain a useful resource, but otherwise they’re just cold
and barren.

TUNDRA
Tundra is partially frozen land found in the world’s colder climates. It is less useful than plains
or grassland, but slightly more useful than Snow. Nobody builds cities in the tundra unless
they’re desperate for resources – or if they have nowhere else to go. The exception for this, of
course, is if the Civ you are playing benefits from Tundra, like Russia.

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FEATURES
Features are elements of terrain or vegetation that may appear atop the hex’s terrain. For
example, a grassland hex might have forest or marsh on it. Features modify a hex’s productivity
and might also alter the amount of “movement points” (MP) a unit expends when entering the
hex. Features may also provide defensive combat bonuses or penalties to a unit occupying the
hex.

FEATURE VALUES
Like terrain, features also have values that determine city yield, movement, and combat.

CONTAMINATION
Contamination from nuclear fallout is a special “feature” (more of an anti-feature, really) that
appears after the nukes have fallen. Fallout badly reduces the output of a tile until it is cleaned
up by a Builder.

Fallout must be cleared by a Builder before any Repairs can be made, or Improvements can be
built.

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FLOOD PLAINS
Flood Plains are low-lying areas adjacent to rivers. Every year the river floods, providing
natural irrigation and rich nutrients to the land, making Flood Plains incredibly fertile and the
most productive farmland in the world. Ancient Egypt owed most of its wealth and power to
the annual flood of the mighty Nile River.

Flood Plains are only found in Desert tiles bordering a river.

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WOODS
For the early peoples, the Woods were a great source of bounty, providing wood for fire,
tools and shelter, and many animals for sustenance and provisions. As a city grows there is
a great temptation to cut down the Woods for farmland, but a wise leader will always leave
some standing − for productivity, and to lift their people’s spirits. Furthermore, military units
stationed in the Woods receive a significant defensive bonus.

ICE
Ice is just that: ice. It’s almost entirely useless to civilization. It is impassable and provides no
yields. Stay away from ice.

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RAINFOREST
Dark, forbidding, and deadly to the uninitiated, Rainforests are a rich source of food to those
with the skill and knowledge to live within them. However, Rainforests do not provide much
in the way of materials, and a growing civilization may be tempted to mine them or turn them
into cropland. On the other hand, military units situated in Rainforests receive a significant
defensive bonus. When chopped down, Rainforests tiles become Plains.

MARSH
Although rich in biodiversity, Marshes have little to offer a hungry, growing civilization.
Marshes can be drained or farmed to increase their yield. Note that military units in Marshes
receive a significant penalty when attacked.

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OASIS
An oasis is an especially lush and verdant area within a desert, usually because it sits atop a
source of clean and plentiful water. Oases are extremely valuable resources in an otherwise
barren and lifeless desert, and countless battles have been fought between desert tribesmen
desperate to possess them.

Oases may only be found on Desert tiles.

NATURAL WONDERS
Natural Wonders are the great and glorious creations of nature that awe and inspire us all.
From Crater Lake to the Great Barrier Reef, Natural Wonders display the unmatched beauty
of the natural world.

All natural wonders provide unique benefits to your civilization, and some even have
additional special effects – for instance, fortifying adjacent to the Dead Sea will refill a unit’s
health instantly.
RIVERS
Traditionally, cities are built alongside rivers, and for good reason. Rivers provide irrigation,
improve the farmlands around the city, add bonuses to Commercial districts. A river can be
critical for the growth of a city, as it’s a welcome supply of fresh water.

RIVER LOCATIONS
Unlike other features, rivers run along the sides of the tiles rather than inside them, so rivers
provide their benefits to the tiles/units adjacent to them without taking up valuable room for
production.

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OFFENSIVE PENALTY
When attacking across a river, the attacking unit gets a -5 modifier to its combat strength.

MOVEMENT EFFECT
River crossing costs 3 movement points, and units can move again if they have points
remaining. There is no additional cost for crossing a river once a medieval road passes over
the river.

RESOURCES
Resources are sources of food, productivity, or culture, and they can provide special bonuses
to a civilization. Your civilization’s wealth and power will be determined by the number and
kinds of resources you control to a large degree. To utilize a resource, it first must be within
your civilization’s borders, and then you must construct the appropriate “improvement”
in that hex, or found a city on top of it. For example, you must construct the “plantation”
improvement to get the benefit from a “banana” resource.

There are three different kinds of resources: Bonus, Strategic, and Luxury. All three provide
yield benefits to nearby cities, but strategic and luxury resources have additional important
benefits (see below).

While you may not have access to every kind of resource within your own borders, you can
trade for some resources with other civilizations.
BONUS RESOURCES
Bonus resources increase the output of a hex. Bonus resources cannot be traded to other
civilizations.

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BANANAS DEER

CATTLE FISH

COPPER RICE

CRABS SHEEP

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STONE WHEAT

LUXURY RESOURCES
Luxury resources provide a small bonus to the hex’s output and increase your civilization’s
happiness by providing them amenities when improved. Only one source of a specific
luxury provides amenities, shared with the four neediest cities in your empire. For
example, if you have 2 Citrus resources improved around your capital, only the first will
be providing amenities to your empire. You can choose to trade the second Citrus with
another civilization for something else you need, like Gold, or another resource.

COFFEE
CITRUS

COTTON
COCOA

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DIAMONDS INCENSE

DYES IVORY

FURS JADE

GYPSUM MARBLE

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MERCURY SILVER

PEARLS SPICES

SALT SUGAR

SILK TEA

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TRUFFLES WHALES

TOBACCO WINE

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STRATEGIC RESOURCES
Strategic resources are not always visible at the start of the game; they may require knowledge
of a particular technology before they appear on a map. For example, researching the Bronze
Working technology will reveal Iron on the map.

Strategic resources allow you to build certain units. When you construct an improvement
on a strategic resource hex, it provides you with that resource.

To produce a strategic resource unit in a city, the player needs 2 of the resource. If the city has
an appropriate military district (Encampment for land units, Harbor for sea units, Aerodrome
for air units), the player only needs 1 of the resource. To purchase a strategic resource unit, the
player needs 2 of the resource.

You can see how many units of each strategic resource you have available on the top of the
main screen.

ALUMINUM HORSES

COAL IRON

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NITER URANIUM

OIL

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UNITS
In Civilization VI, the term “unit” refers to anything that can move around the map. There
are a number of types of units in play – land combat units, naval combat units, civilian units,
support units, and the like. Land and naval combat units form the bulk of available units.
CONSTRUCTING UNITS
Units are built in cities. Each unit has a certain “Production Cost” which determines how many
units of Production a city must expend to produce the unit. In addition, in order to construct a unit
your civilization must have knowledge of the requisite technology – for example, you must know
the “Archery” technology to construct Archer units. Some units also require that your civilization
have access to certain resources to construct them (Swordsmen require Iron, for instance).

UNIT CHARACTERISTICS
All units have three basic statistics (“stats”): movement speed, combat strength, and
promotions.

MOVEMENT SPEED
A unit’s Movement Points (MPs) determines how many unhindered tiles a unit can move
through. Most early units have 2 MPs. See the section on Movement for more details.

MELEE STRENGTH
A unit’s Melee Strength (MS) determines how powerful it is in combat. A unit’s combat
strength determines how powerful it is in combat; combat strength is displayed as either melee
strength or ranged strength. The Warrior, The earliest combat unit available, has a Melee
Strength of 20. Non-combat units like Settlers and Builders do not have any combat strength,
so they are defeated, captured or destroyed when attacked by any military unit.

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PROMOTIONS
A military unit may earn “promotions” through advanced training or from hard-won
experience gained through battle.
UNIT SPECIAL ABILITIES
Many units have special abilities granting that unit a unique perk – some do things that other
units cannot do at all. For example, only Settler units can found new cities, and Archer units
can deal “ranged” damage to attack enemies that are not adjacent to them. Check out a unit’s
Civilopedia entry to see its special abilities.
UNIQUE UNITS
Each civilization in Civilization VI has one or more special “unique units” that are in some
way superior to the standard version of that unit. The American civilization, for example, has
a P-51 Mustang and replaces the Fighter unit. The Greek civilization has the Hoplite unit,
which replaces the Spearman unit.

See each civilization’s Civilopedia entry to see its special unit.


UNIT MOVEMENT
Generally, units move from hex to hex, paying the “Movement Cost” required to enter the
new hex. Units are required to have the full allotment of movement points (MP) for a tile
before they can move into it, unless they have not moved yet for the turn; in this case a unit
will always be able to move at least one hex.

Units are subject to “Stacking” limitations – two land combat units of the same class may not
end their turn in the same hex, nor can two civilian units (Settlers, Builders, Great People,
etc.). Most units are limited in where they can move – land units cannot enter mountain
hexes, while naval units cannot enter land hexes. Road improvements speed a unit’s movement
through land hexes.

You can also link up different classes of units in formations on the same hex. For example,
You can have a Warrior (land combat unit) occupy the same hex as a Builder (civilian unit),
and a Battering Ram (support unit).

Check out the section on Movement for details.

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UNIT COMBAT
Military units can engage in combat against other units or against cities. Most military units
are “melee units,” meaning that they can attack only enemies in hexes directly adjacent to
them. Other military units are “ranged units,” meaning that they can attack enemies one or
more hexes away.

See the section on Combat for details.

UNIT PROMOTIONS
If a military unit survives combat, it may gain “Experience Points” (XPs), which can be used to
purchase “promotions” for the unit. Promotions may improve a unit’s combat ability in certain
circumstances – say, when defending in Woods – or give it some other advantage in battle.
NON-COMBAT UNITS
There are multiple types of non-combat units: Settlers, Builders, Traders, Religious units, and
Great People. Each is critically important to a civilization’s success. As the name “civilian”
would suggest, these units cannot fight. Each is critically important to a civilization’s success.
As the name “civilian” would suggest, these units cannot fight. If attacked by an enemy
unit while alone in a hex they are automatically captured, sent back to friendly territory or
destroyed. Therefore, it usually makes sense to escort them with a military unit when sending
them out past the city borders.

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LAND COMBAT UNITS
Combat units are divided into several classes with distinct abilities and uses.

RECON UNITS
Recon units are used for exploration and reconnaissance. They tend to have an extended
movement range, and their promotions will afford them terrain, sight, and stealth abilities.
While these units can attack, they tend to be weaker in combat. Recon units include the Scout
and Ranger.

MELEE UNITS
Melee units are land units which can attack enemies in adjacent land hexes. They cannot attack
enemies at sea, nor can they attack enemies more than one hex away. Melee units include
Warriors, Musketmen, Infantry, and more.

RANGED UNITS
Ranged units are units that can attack enemies in adjacent hexes, or in hexes one or more
spaces away. The distance a unit can attack is determined by its “Range” statistic, while the
strength of its ranged attack is determined by its “Ranged Combat” statistic.

Note that Ranged units always employ Ranged combat when attacking another unit, even
if that unit is adjacent. The Ranged unit uses its Melee Strength only when it is defending
against an attack by another unit.

SIEGE UNITS
These are “heavy” ranged units which have a distinct bonus when attacking cities and districts.
Siege units include the Catapult, Bombard, Artillery, and more.

ANTI-CAVALRY UNITS
Anti-Cavalry units are the pike and spear wielding units, which always have a combat bonus
versus both light and heavy cavalry units.

LIGHT CAVALRY UNITS


Units such as the Horseman and Cavalry are considered light cavalry units. These are mounted
flanking units which always ignore zone of control and are the fastest land units in the game.

HEAV Y CAVALRY UNITS


Like the light cavalry, these are fast land units that ignore zone of control. These units have
more armor than the light cavalry, and include units such as the Knight and Heavy Chariot.

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NAVAL UNITS
Naval units can move through water hexes and cannot enter land hexes. Depending upon its
type and technological advancement, a naval unit may be limited to travel in Coastal waters,
or it can enter deep water Ocean hexes. There are four types of naval units: Melee, Ranged,
Raider, and Carrier.

NAVAL MELEE
These are basic naval units which can combat against Ranged and Carrier naval units, or may
be used to capture cities. Units such as the Caravel and Galley fall into this class.

NAVAL RANGED
These ranged naval units have a combat bonus against district defenses and include units such
as the Quadrireme and Battleship.

NAVAL RAIDER
With stealth capacity in later eras, and the ability to plunder gold from attacks, this is the
perfect “hit-and-run” unit and includes the Privateer and Submarines.

NAVAL CARRIER
This is a special naval unit that acts as an ocean based mobile airstrip.

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AIR UNITS
Air units are units which, unsurprisingly, travel through the air. They are critically important
in late game matches, as control of the skies can often determine victory or defeat in modern
warfare.

FIGHTER
This combat unit receives a bonus against bomber aircraft.

BOMBER
Acting as a siege unit, this class of aircraft receives a combat bonus against city and district
defenses and can “pillage” improvements.

UNIT ACTION LIST


When a unit is active, it may have one or more “actions” available to it. Select the unit’s action
icon to order it to perform that action.

Create Escort Formation: Order 2 different unit types to “link” and move as one (military
and civilian, military and support, etc.).

Move to: Order the current unit to move to the selected tile.

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Sleep: Order the unit to remain inactive until the player provides it new orders. It will not
become active again the next turn and must be manually selected.

Fortify: The Unit remains inactive until the player provides it new orders. The unit receives a
defensive bonus.

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Fortify Until Healed: The unit remains inactive until it heals back to full strength. The unit
receives a defensive bonus and heals every turn.

WMD Strike-Nuclear Weapon: Launches a nuclear weapon at the chosen tile. The target
and all surrounding tiles in the radius of the weapon will receive massive damage.

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WMD Strike-Thermonuclear Weapon: Launches a thermonuclear weapon at the chosen tile.
The target and all surrounding tiles in the radius of the weapon will receive massive damage.

Rebase: Order the air unit to rebase to a different city.

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Range Attack: Perform a ranged attack on the selected tile.

Pillage: Order the unit to destroy the improvement on the current tile. The improvement,
road, or building must be repaired before it can be used again.

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Found City: Order a settler unit to found a new city in the current tile. The Settler is
consumed in the process.

Activate Great Person: Activating certain Great People activates the Great Person’s special
ability which varies depending on the Great Person. This consumes the Great Person after one
or more uses.

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Automate Explore: Order the unit to explore uncharted regions of the map. This unit will
continue to move every turn until you cancel its automation.

Cancel: Cancel the last order given to the unit. You may find this to be very useful if you
accidentally queue up the wrong order or actions.

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Wake: Wake up the sleeping unit.

Delete: Permanently delete the active unit and receive a small amount of gold in return.

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MOVEMENT
During a game of Civilization VI, much of your time will be spent moving units around the
world. You’ll be marching your military units off to discover the land or to fight with your
neighbors. Your Builders will be moving to new tiles to improve terrain. Your Settlers will be
moving to good locations on which to build new cities.

The following are rules about moving land and naval units. Air units have their own special
rules; since they don’t occur until late in the game, they’re in “Advanced Strategy.”
HOW TO ORDER A UNIT TO MOVE
LEFT STICK & A BUTTON
When a unit is selected and the “Move Mode” Action button is engaged using the Left Stick
you can move a unit anywhere on the map by panning the selection highlight and pressing “A”.

LEGAL AND ILLEGAL MOVES


If the location is illegal for the unit, you will be unable to issue the order (for example, trying
to move onto a Mountain hex).

If the location is legal, your unit will move to the target hex as long as the unit has movement
points remaining. If the unit is out of movement points, the order will queue until the next
turn, when it will move automatically.
MULTIPLE-TURN MOVE ORDERS
If the unit requires multiple turns to reach the location, it will pick the shortest route and
proceed on its way. It will continue to move each turn until it gets to the assigned spot.

If it becomes impossible for the unit to reach its assigned location − say, because exploration
reveals that the tile is across the ocean and the moving unit can’t embark, or perhaps because
another unit has sat down in the target location – the unit will stop and request new orders.

You can change a unit’s orders at any time by selecting the unit and either giving it new orders,
or by selecting the “Cancel Orders” action.

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MOVEMENT POINTS
All mobile units have a certain number of “Movement Points” (MPs) that they can expend on
movement every turn. Once they’ve expended those MPs, they can’t move any more until the
next turn (except for a few very special units that are carried by other units).

Most early land units have 2 MPs; cavalry and naval units have more.

EXPENDING MOVEMENT POINTS


Units expend MPs to enter tiles. The terrain of the tile a unit is entering determines the MP
cost of the move. In other words, it doesn’t cost anything to leave your current tile; the MP
cost is determined by the tile you’re entering.

See the terrain rules for details on MP costs, but generally, open terrain like Grassland and
Plains costs 1 MP to enter, while Woods and Rainforest costs 2. It also expends 3 MP’s to
cross a river (unless a bridge is there).

Once the unit has expended all of its MPs, or the hex they’re moving into requires more MPs
than the unit has remaining, it must stop moving.

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ROADS
Roads reduce or remove the movement penalty for a unit’s movement cost in friendly or
neutral territory. If the unit moves from one tile containing a road into another tile containing
a road, the unit will expend just a fraction of the normal cost to move. As long as the unit has
any MPs left, it can continue to move along the road.

ILLEGAL MOVES
Certain tiles cannot be entered by certain units. A naval unit can’t enter a non-city land tile,
for example, and a land unit cannot enter a mountain or ocean tile. If a unit can’t enter a tile,
you won’t be able to order it to move there. Sometimes a move is revealed as illegal during a
unit’s move. If that is the case, the unit will stop when it discovers the illegality and wait for
new orders.

STACKING LIMITATIONS
Until the Industrial era, only one of each type of unit class (combat, support, civilian, and
trade) can end its turn in a tile – though a single combat unit with a support unit, and a single
civilian unit can end their turn “stacked” in the same tile.

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A unit may pass through another unit as long as it has enough movement to complete the full
move, and does not end up on top of another unit of the same type.

However, after researching the Nationalism civic, you will able to combine units. For more
information, see the section on Corps and Armies.
MOVEMENT DURING COMBAT
ATTACK ORDERS
Generally, if you order a unit to move into a space occupied by an enemy unit, the unit will
interpret that order as instructions to attack the enemy unit. If the moving unit is non-combat,
the unit will stop and ask for new orders.

ZONES OF CONTROL
Combat units exert a “zone of control” (ZOC) over the tiles around them. When a unit moves
into a tile within an enemy’s ZOC it expends all of its MPs. Cavalry units are the exception, as
they are quick enough to avoid getting locked into ZOC.
NAVAL MOVEMENT
Generally, naval units follow the same rules as land units, except that they move in the water
rather than on land. Early naval units are often limited to coastal waters (those adjacent to land
tiles) and coastal cities. Eventually, you’ll produce naval units that can enter deep Ocean tiles,
and thus explore across the seas. Naval units cannot enter ice tiles.

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EMBARKING LAND UNITS
At the start of the game, your land units cannot enter any water tiles. However, once you’ve
learned the Sailing technology, Builders will be able to move into coastal water tiles–after
Shipbuilding, all units will be able to embark. To embark a unit, order the unit to move out
into the water just as you would on land. All movement points are used by a land unit when
embarking (except when playing as Norway, or when embarking from a Coastal City or
Harbor District).

In the water, the embarked unit is very slow and helpless. It is unable to fight, and any enemy
naval vessel can easily destroy it. It’s critical to accompany embarked land units with a strong
naval defense.

When the unit is adjacent to a land tile, you can order it to move onto dry land.

COMBAT
Combat occurs between two political entities that are at war with each other. A civilization
may be at war with another civilization or with a city-state. Barbarians are always at war with
all civilizations and city-states.

There are four major forms of military combat: melee, ranged, naval, and air combat. The first
two occur throughout most of the game, while air combat does not happen until somebody
discovers flight.

Since it occurs so late in the game, you need not be concerned with how to conduct air combat
when you begin play. Air combat is discussed in its own section in “Advanced Strategy” (see
the Air Combat section).

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DECLARING WAR
War against another civilization may be declared in a couple of different ways, or you may find
yourself on the receiving end of an enemy’s declaration.

DIPLOMATICALLY DECLARING WAR


You may declare war on a civilization through the Diplomacy panel (see that section). Declare
war on a city-state by highlighting the city-state and press A, or selecting them from the city-
state menu within the R tray menu and select the “Declare War” button. There are two types
of war declarations: A “Surprise War,” and a “Formal War.”

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DECLARING A SUPRISE WAR
Declaring a “Surprise War” means you are giving no denouncement, and have no valid reason,
you just really want to attack. Surprise Wars have a higher warmongering penalty than formal
wars, because you’re acting uncivilized. Surprise Wars in the later eras of the game will hurt
you more diplomatically than wars earlier in the game.

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DECLARING A FORMAL WAR
Declaring a formal war by denouncing another civilization first is considered more “civilized”
in the eyes of your neighbors. While they may still consider you a warmonger, the penalty will
not be as severe as a Surprise War.

You can further reduce warmonger diplomatic penalties by having a reason to go to war. For
example, if you’ve been “wronged” by another civilization, you are considered to have a “Casus
Belli,” a justification for war. There are many triggers for this, some of which are having your
cities converted by another’s religion, coming to the defense of a city-state ally,
or perhaps a friend of yours has had cities conquered.

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ATTACKING ANOTHER UNIT
You can order one of your units to attack another civilization’s units. If you are not currently at
war with the civilization you are attacking, a pop-up will appear asking if you want to declare
war on that civilization (or city-state); if you choose to do so, the attack occurs and war is
declared. If you decline, the attack is aborted.

ENTERING A CIVILIZATION’S TERRITORY


Early in the game, units can move freely through a civilization’s territory until they unlock the
“Early Empire” Civic. After that, it’s an act of war to enter a civilization’s territory if you do
not have an “Open Borders” agreement with that civilization. A pop-up will appear and ask
you to confirm your move.

RECEIVING AN ENEMY DECLARATION OF WAR


At any time, another civilization or city-state may declare war on you. If so, you will be
informed by a popup or notification, or by the other leader. See the Diplomacy section for
details.

Barbarians are always at war with you, so you will never get a declaration of war from them.

ENDING A WAR
Wars end automatically when one side has been destroyed because it has lost its last city, or the
combatants can agree to halt hostilities through diplomatic negotiations. You or your opponent
may choose to initiate such discussions. See the section on Diplomacy for details.

Barbarians cannot be negotiated with. You will remain at war with them as long as they
are around.

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WHICH UNITS CAN FIGHT
Any military unit may attack an enemy unit. Civilian units such as Builders, Settlers, and
Great People cannot initiate attacks. If attacked while on their own, these types of units are
sent back to their territory of origin. Builders may be liberated by the original owner if they get
captured. Support units, such as the Battering Ram or the Siege Tower cannot initiate attacks,
but they help other units they are grouped with. If attacked while on their own, they are
destroyed. A city may attack an enemy military unit that is within the city’s Ranged Combat
Range and a combat unit may in turn attack an enemy city.

A city may attack an enemy military unit that is within the city’s Ranged Combat Range,
and a combat unit may in turn attack an enemy city.
UNIT COMBAT STATISTICS
A military unit’s combat abilities are determined by its combat statistics. There are five basic
combat stats:

COMBAT STRENGTH
All military units have this stat. Melee units use their Melee strength when attacking or
defending. Ranged units only use their Melee strength while defending.

HIT POINTS
A unit’s health is measured in “Hit Points.” When at full health, all combat units have 100
hit points. As it takes damage, it loses hit points. If a unit’s hit points reach 0, it is destroyed.
Health can be recovered outside of combat.

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RANGED COMBAT STRENGTH
Only units able to engage in “Ranged Combat” have this stat. Ranged Combat strength is
used while it is attacking.

RANGE
Only ranged combat units have this stat. It is the distance, in tiles, within which the ranged
combat unit can attack the enemy, as long as their line of sight is not blocked.

BOMBARD
Only ranged siege units have this this stat. It is the unit’s combat strength when it is attacking
districts. This is different than Ranged Combat Strength.
MELEE COMBAT
Melee combat occurs when a melee unit (any military unit which does not have the ranged
combat or bombard ability) attacks an enemy unit or city. It does not matter if the defender has
ranged combat; as long as the attacker does not have ranged combat the resulting battle will be
melee.

COMBAT STRENGTH
When two units engage in melee combat, the result is determined by relative strengths of the
two units—e.g., if a powerful unit fights a weak one, the powerful unit is likely to do a lot
more damage to its enemy, possibly destroying it altogether.

However, many different factors may affect a unit’s strength in battle. Many units receive
“defensive bonuses” that will increase their melee strength when they are attacked while
occupying Woods or Hills tiles, or if they are Fortified. Some units get bonuses when fighting
other specific unit types—Spearmen get bonuses when fighting mounted units, for example.
Also, a unit’s injuries may reduce its current combat strength. (See the section on Combat
Bonuses for details).

The Combat Information Table (see below) will help you determine the relative strengths of
two melee units during your turn.

MULTIPLE UNITS IN COMBAT


Units receive a “flanking” attack bonus for each allied unit adjacent to the enemy target
unit. Some promotions and social policies give an attacking unit additional bonuses beyond
the basic flanking bonus. These bonuses can be incredibly powerful when enough units are
involved.

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COMBAT PREVIEW
When one of your units is active, hover the cursor over an enemy unit to bring up the “Combat
Preview” and learn of the probable outcome of any battle between the two units. This table
shows your unit’s modified combat strength on the right and your enemy’s on the left. The box
at the bottom of the screen tells you the likely outcome of the battle, and the bars in the center
of the box tell you how much damage each side will take if combat occurs.

INITIATING MELEE COMBAT


The attacking unit initiates the melee by attempting to move into the enemy’s hex. The
attacker cannot engage in melee unless it can enter the defender’s hex. For example, a
Spearman cannot engage in melee combat against a Galley since it can’t enter that space except
when embarked.

To order an active unit to attack, move your unit on the target’s hex. The active unit will initiate
the combat.

MELEE COMBAT RESULTS


At the end of melee combat, one or both units may have sustained damage and lost “hit
points.” If a unit’s Hit Points are reduced to 0, that unit is destroyed.

If the defending unit has been destroyed after melee combat and the attacker survives, the
attacking unit moves into the defender’s hex, capturing any non-military units in that hex. If
the defending unit survives, it retains possession of its hex and any other units in the hex.

Most units use up all of their movement when attacking. Some, however, have the ability to
move after combat if they survive the battle and have Movement Points left to expend.

Any surviving units involved in the combat will receive “Experience Points” (XP), which may
be expended to give the unit promotions.
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RANGED COMBAT
Some units, such as Archers, engage in ranged combat when attacking rather than melee
combat. Such units have two distinct advantages over melee units: first, they can attack enemy
units that are not adjacent to them, and second, they do not take damage when they attack.
However, they are weak when attacked by adjacent melee units.

RANGED COMBAT STRENGTH


Any unit that can engage in ranged combat has a Ranged Combat Strength statistic. This
number is compared with the target’s Combat Strength to determine the results of the attack.

To see the potential effects of a ranged attack with the enemy unit, hover the cursor over the
potential target. The “Combat Preview” will appear, showing you the losses (if any) the target
will take from a ranged attack by the active unit.

RANGE
The unit’s “Range” stat determines the distance at which a unit can launch a ranged attack. A
range of “2” means that the target can be in an adjacent tile or one tile distant. A range of “1”
would mean that the target has to be adjacent to attack.

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LINE OF SIGHT
Generally, a ranged unit must be able to “see” its target in order to be able to fire at it. A unit
cannot see a target if a blocking object is between the two units, such as a Mountain, Hill, or a
Woods tile. A unit can always see into a tile, even if it contains blocking terrain, but it cannot
see objects in tiles past the blocking terrain. Units on Hills can see over blocking terrain,
unless the blocking terrain contains both Hills and Woods or Hills and Rainforest. Flying
units can see over blocking terrain.

Most units have a line of sight of 2 tiles.

INITIATING RANGED COMBAT


When a ranged unit is active, highlight the target and press A to commence the attack.
Alternatively, you can select the “Ranged Attack” button and then Press A on the target to
attack.

RANGED COMBAT RESULTS


At the end of ranged combat, the target unit may have sustained no damage, some damage, or
it may have been destroyed. Remember that the attacking unit will never suffer any damage
during ranged combat. If the target is destroyed, the attacking unit does not automatically
enter the now-vacant tile, unlike during melee combat.

The attacking and defending units may receive “Experience Points” (XP) as a result of the
combat. See the section on Promotions for details.
COMBAT BONUSES
Units receive a variety of benefits during combat, such as the terrain the unit is occupying,
from fortified, or a variety of other special circumstances. Some bonuses apply only to an
attacking unit, some only to a defending unit, and some might apply to both.

TERRAIN BONUSES
When engaging the enemy, consider the terrain. Defending units get important bonuses for
occupying Woods, Rainforest, or Hills tiles. Attacking melee units are penalized if they attack
an enemy across a river.

See the section on Terrain for more details.

FORTS
Once a civilization has acquired the Military Engineering technology, Military Engineers
can construct the Fort tile improvement in friendly or neutral territory. Forts provide a hefty
defensive bonus to units occupying them. Forts cannot be constructed in enemy territory.

FORTIFICATION
Many units have the ability to “fortify.” This means that the unit creates temporary defensives

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within its current location. The unit gains defensive bonuses, which increases every turn for 2
turns, making it much tougher to kill. However, fortification is strictly defensive—if the unit
moves or attacks, the bonus goes away.

While fortified, a unit will not activate. It will remain inactive until you manually activate it by
selecting the unit.

Which Units Can Fortify


Most melee and ranged units can fortify. Non-military, mounted, naval, armored, and air
units cannot fortify. These latter units can instead “Sleep,” which means that they will remain
inactive until attacked or you manually activate them, but they do not receive the defensive
bonus.

Fortification Bonuses

The amount of the bonus depends upon the length of time the unit has been fortified. The unit
receives a smaller defensive bonus on the first turn it is fortified and a larger bonus during all
subsequent turns.
NAVAL COMBAT
Like land units, there are military and non-military naval units. The military naval units also
come in the melee and ranged varieties. Attacking with these types of naval units works the
same way as attacking with land units.

There are certain late-era naval units that merit special attention: the Carrier, Missile Cruiser
and the Submarines. Each of these have special abilities. For example, the Carrier can carry
air units, the Missile Cruiser can launch nuclear weapons, and the submarine is invisible to
non-adjacent units.
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CITY COMBAT
Cities are big, important targets, and if fortified and defended by other units, can be quite
difficult to capture. However, doing so can reap rich rewards – in fact, the only way to knock
another civilization out of the game is to capture or destroy all of its cities. Do this to enough
opponents and you can win a mighty domination victory (see the section on Victory).

CITY COMBAT STATS


Garrison Defense Strength
Cities have Combat Strength, just like units. The city’s Combat Strength is based upon
the city’s size, its location (cities on hills receive extra bonuses), and whether its owner has
constructed defensive works within the city, such as walls.

The city’s Strength represents its Combat Strength and Ranged Combat Strength. During
the combat, a city’s hit points may decline due to enemy attacks, but its Combat and Ranged
Combat strengths remain equal to its initial Strength no matter how much damage the city
has taken.

City Health
A city at full health has 200 hit points. As it takes damage, the city’s hit points are reduced. If
a city’s hit points reach 0, an enemy melee unit can capture the city by entering its tile. At this
point, the player can choose to keep the city, or destroy it. Keep in mind that destroying a city
will not be looked upon favorably by other civilizations

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ATTACKING CITIES WITH RANGED UNITS
To target a city with a ranged unit, move the unit so that the city falls within the unit’s range,
then highlight the city and press A. Depending upon the power behind the attack, the city’s
hit points may be reduced by the attack. (The attacking ranged unit is not damaged, as they do
not come in direct contact with the city.) Note that a ranged attack cannot drop a city below 1
HP the city must be captured by a melee unit.

ATTACKING CITIES WITH MELEE COMBAT


When a unit engages in melee combat with a city, the city may take damage to its hit points,
and the melee unit may suffer damage as well. No matter how few hit points the city has
remaining, it always defends itself at its full combat strength.

GARRISON UNITS IN CITIES


A city’s owner may “garrison” a military unit inside the city to bolster its defenses. A portion
of the garrisoned unit’s combat strength is added to the city’s strength. The garrisoned unit
will take no damage when the city is attacked; however, if the city is captured, the garrisoned
unit is destroyed.

A unit stationed in the city may attack surrounding enemy units, but if it does so the city loses
its garrison bonus. If it’s a melee attack, the unit may take damage during the combat as if it
were normal combat.

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CITIES FIRING AT ATTACKERS
Once a city has constructed Walls, it will gain a Ranged Combat Strength equal to its full
Strength at the start of combat. It may attack any one enemy unit within that range. Note that
the city’s Ranged Combat Strength doesn’t decline as the city takes damage; it remains equal
to the city’s initial Strength until the city is captured.

HEALING DAMAGE TO CITIES


A city heals a small amount every turn, even during combat, as long as it has a supply line. A
supply line is any hex adjacent to the city that is not within an enemy unit’s Zone of Control. If
your city has a Wall, you can only repair it using the Production menu, and only after 3 turns
of taking no damage.

CAPTURING CITIES
When a city’s hit points reach “0”, an enemy melee unit may enter the city regardless of any
units already inside. When this occurs, the city is captured. The attacker usually has the option
of destroying the city, or adding the city to his empire. Whichever option they choose to
execute, the civilization which loses the city has taken a huge blow. The exception to this rule
is the Capital City of any civilization. The Capital cannot be destroyed, only captured.

See the City section for more details.

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SIEGE WEAPONS
Certain ranged weapons are classified as “siege weapons” – Catapults, Bombards, and so forth.
These units get combat bonuses when attacking enemy cities. They are vulnerable to melee
combat, and should be accompanied by melee units to fend off enemy assault.

Siege weapons are important – it’s challenging to capture a well-defended city without them!

GREAT GENERALS
Great Generals are “Great People” skilled in the art of warfare. They provide combat bonuses
– both offensive and defensive − to any friendly units within one tile of their location. A Great
General itself is a non-combat unit, so it may be stacked with a combat unit for protection. If
an enemy unit ever enters the tile containing a Great General, the General is destroyed.

A Great General gives a +1 Movement bonus, and a +5 Combat Strength bonus to all friendly
land combat units within 2 tiles of the General. They have an additional one-time “retire”
ability that is unique to each Great General. For example, Sun Tzu creates a Great Work of
Writing called “The Art of War”. Once used, the Great General is expended and is removed
from play.

Great Generals are earned by gaining Great General points. These points are primarily earned
from building Encampment districts, but they can be earned other ways as well. See the
section on “Great People” for more details.

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GREAT ADMIRALS
Great Admirals are “Great People” skilled in the art of naval warfare. They provide combat
bonuses – both offensive and defensive − to any friendly naval units within one tile of their
location. A Great Admiral itself is a non-combat unit, so it may be stacked with a combat unit
for protection. If an enemy unit ever enters the tile containing a Great Admiral, the Admiral is
destroyed.

A Great Admiral gives a +1 Movement bonus, and a +5 Combat Strength bonus to all friendly
naval combat units within 2 tiles of the Admiral. They have an additional one-time “retire”
ability that is unique to each Great Admiral. For example, Themistocles creates a Quadrireme.
Once used, the Great Admiral is expended and it removed from play.

Great Admirals are earned by gaining Great Admiral points. These points are primarily
earned from building Harbors, but there are other ways to earn points as well. See the section
on “Great People” for more details.
COMBAT DAMAGE
A unit at full health has 100 “hit points” (HPs). When a unit takes damage during combat it
loses HPs, and if it reaches 0 HPs, it is destroyed.

A unit that has taken damage is weaker than a healthy unit, and it is closer to destruction.
Wherever possible, it’s a good idea to “rotate out” damaged units from battle to allow them to
heal up before reentering the fray. This, of course, is not always possible.

EFFECTS OF DAMAGE
A damaged unit is less effective when attacking than a fully-healed unit. The more damaged
the unit, the less its attack – melee or ranged – will damage an opponent.

HEALING DAMAGE
To heal damage, a unit must remain inactive for a turn. The amount of damage that a unit
heals depends upon the unit’s location.

In a City: A unit heals 20 HPs per turn.


In Friendly Territory: 15 HPs per turn.
In Neutral: 10 HP per turn.
Enemy Territory: 5 HP per turn.
Note that certain promotions will accelerate a unit’s healing rate.

NAVAL UNITS HEALING DAMAGE


Naval units cannot heal unless in Friendly territory, where they heal 2 HPs per turn.

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THE “FORTIFY UNTIL HEALED” BUTTON
If a unit is damaged, the “Fortify Until Healed” button appears in its Action buttons. If you
select this button, the unit will fortify and remain in its present location until it is fully healed.
See the section on Fortifications for details of the defensive benefits of fortification.
EXPERIENCE POINTS AND PROMOTIONS
A unit that survives combat will gain “experience points” (XP). Once the unit has acquired
enough XP, you may expend them to acquire “Promotions” for that unit. There are a large
variety of promotions in Civilization VI. Each gives a unit special advantages in battle.

ACQUIRING XP THROUGH COMBAT


A unit gains XP for surviving a round of combat. The unit doesn’t have to win the combat or
destroy the enemy to get the experience; it accrues each round that the unit lives through.

Generally, units receive XP for being involved in combat with another military unit, and will
similarly receive XP for being involved in combat versus a city.

Barbarian Limitations: Once a unit has reached a certain XP level, it no longer gets any
additional XP for fighting Barbarians.

OTHER METHODS OF GETTING XPS


A unit constructed in an Encampment district containing a Barracks (for regular units),
Stables (for cavalry units), or other military buildings will begin with extra XP as soon as
construction of the unit is completed. The bonus depends upon the buildings constructed
(Barracks, Stables, and Armories all provide their own bonuses). Also, certain governments,
policies, and other special effects may also provide XP to units. Recon units receive XP from
discovering natural wonders while exploring.

EXPENDING XPS
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 select
that button, a list of the promotions available to the unit will display. Select a promotion to
choose it for that unit. The XP are expended and the unit acquires the promotion immediately.
This takes up a turn. After a unit is promoted twice, you will also be able to give it a custom
name by selecting “Name Unit” on the unit panel.

PROMOTIONS LIST
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 select “Promote Unit”.

See the Civilopedia Section on Promotions for a full list of all promotions.
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BARBARIANS & TRIBAL VILLAGES
During the early portion of the game – say, the first 25-50 turns – much of your energy should
be involved in exploring the world. During your exploration you will be encountering tribal
villages and barbarians. Tribal villages are good, barbarians are not.
TRIBAL VILLAGES
Tribal Villages are less civilized than other civilizations, but are friendly nonetheless. Visiting
tribal villages provide a random benefit to the civilization when the unit first enters their tile.
The village disappears after its gifts have been claimed.

VILLAGE BENEFITS
Survivors
The village provides you with a Builder or Trader in your nearest city, or increases the
population of your nearest city.

Science
The village provides your civilization with a free technology (for example, Bronze Working
or Masonry), a technology boost (50% of the needed research towards a technology), or even
multiple technology boosts.

Military
If discovered by a wounded military unit, your unit receives a health bonus. This village may
also provide a free scout or XP to the discovering unit.

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Faith
Depending on your era, the village provides a small, medium, or large amount of faith.

Treasure
The village provides gold to your civilization!

Culture
The village provides a free relic, or one or two free civic boosts (50% of the needed culture
towards a civic).
BARBARIANS
Barbarians are roving bands of villains who hate civilization and everything that goes with it.
They attack your units and cities and pillage your improvements. They’re just not very nice at all.

As your civilization grows, the barbarians become much less menacing, but early in the game
they can be a huge problem.

BARBARIAN OUTPOSTS
Barbarians come from “outposts” that can appear randomly in any tile not seen by a unit. Each
barbarian unit belongs to its own home camp; destroying that camp will stop the spawn of
barbarians in that area.

There are three types of barbarian camps:

Naval
A camp on a coast that spawns naval units.

Cavalry
A inland camp near a Horse resource.

Melee
All other camps.

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REWARDS FOR DESTROYING AN OUTPOST
A civilization will earn a gold reward for dispersing a barbarian camp. Additionally, clearing
the outpost will help you work towards the “boost” for the Bronze Working technology,
making it faster to research. There is also the additional benefit of stopping the spawn of more
barbarian units, which is, of course, the primary reward.

NEW OUTPOST
Barbarian camps may spring up in any neutral space which cannot be seen by a civilization’s
city or unit. If you want to keep barbarian outpost from popping up around your civilization,
expand your borders and place units on hills to keep as much terrain in sight as possible.
BARBARIAN UNITS
Barbarian outposts can create almost any kind of unit in the game – from Warriors and
Spearmen to Cannon and Tanks. Barbarians are capable of building units equal to those of the
most advanced civilizations.

Every outpost will first generate a scout that searches for targets. If you’re spotted by a
barbarian scout, it will return to its outpost and begin building units for an invasion or raid.
Watch out, because you’re going to be the next target! If you don’t move fast, you’ll soon see a
party of barbarians at your borders, ready to destroy your improvements or conquer your city.

This is why it’s important to periodically sweep the countryside around your civilization to
destroy encampments before they become a threat.

BARBARIAN NAVAL UNITS


Barbarian encampments on the coastline can create naval units (again, equal to those that can
be created by an advanced civilization). These units will menace your coastline, destroy naval

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improvements, attack hapless land units which stray too near the coastline, or even lay siege to
your coastal cities. It’s important to maintain a navy to keep them off your back, but the best
way to stop these attacks is to destroy nearby coastal encampments.

Warning: If a barbarian ship comes across an embarked unit, it will destroy it!

CAPTURED CIVILIANS
If a barbarian unit comes upon a non-combat unit – Settler or Builder – the barbarians capture
that unit. They will take it off to their nearest encampment, and the unit may be recovered by
any player in the game. Should one of your civilians be captured in this manner, be sure to
pursue and retrieve them before somebody else does!

THE END OF BARBARIANS


Barbarians can remain in the game right up until the end. However, as more territory is
acquired, barbarians will have less land available for their barbarian encampments.
If the entire world is civilized, the barbarians will disappear.

CITIES
Cities are vital to your civilization’s success. They allow you to build units, districts, buildings,
wonders, and projects, and are where your civilization will research new technologies and
civics or gather wealth. You cannot win without powerful, well-situated cities.
HOW TO BUILD CITIES
Cities are constructed by Settler units. If the Settler is in a location where a city can be
constructed, the “Found City” action button will appear. Select the button and the Settler will
disappear, replaced by the new city.
WHERE TO CONSTRUCT CITIES
Cities should be constructed in locations with plenty of food and production, and with
accessible resources. It’s also critical early in the game to build a city on a hex with access
to water, like a river or coastal hex, as sources of water are very important to a growing
population. Without water, you doom your people to a harsh existence in a small city. Cities
constructed on hills gain a defensive bonus, making it harder for enemies to capture them.

Later in the game, when city settlement locations near water become more scarce due to the
number of cities on the map, you can provide water to a new city by building an Aqueduct
district, provided there are mountains, rivers, or an oasis within 2 hexes of your new city.
Choose your city locations wisely!

There is one main restriction, and that’s that you cannot build a city within 3 hexes of another
city or adjacent to another Civ’s City borders.

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THE CITY BANNER
The city banner appears on the Main Map. It provides a useful snapshot of the goings-on
in the city. It displays information about the strength of the city, if it has walls, the amount
of turns left until it grows, what the city is producing, as well as what religion it’s following. If
you press A while highlighting the city banner of another civilization, you will be taken to that
civilization’s diplomacy screen.
THE CITY SCREEN
Select a city’s banner to reach the city screen. Here, you can “fine tune” your control over each
city. The city screen contains the following elements:

CITY OPTIONS BUTTONS


The top of city panel features buttons for “City Details”, “Purchase Tile”, “Manage Citizens”,
“Purchase an item with Gold”, “Purchase an item with Faith”, and “Change Production”.

CITY DETAILS
This toggles an incredibly helpful panel providing the details for everything in your city,
including Citizens and Growth, Amenities, Housing, Buildings, Districts, Wonder, and more.

CITIZEN GROWTH
This panel displays your population growth, how much food you’ve got coming in, and
how much you’re consuming. Always make sure your people are well fed. If you have more
population than food, your population will start to decline.

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AMENITIES
This panel displays how happy your population is, as well as a breakdown of any Amenities.
Happiness measures the contentment of your people in a single city, and is measured by seeing
if the Population of that city has as many Amenities as expected. 1 Amenity is required for
each 2 Population, starting at a Population of 3. A content city will not have any modifier
applied to it, but a happy city will have a 10% growth increase and a 5% yield increase.
Furthermore, an Ecstatic city will have a 20% growth increase and 10% yield increase.
Likewise, having too few Amenities will create displeasure among your Citizens, and the
growth and yields will receive negative modifiers. At the level of unrest, your growth will stop
and you may find rebel partisans in your city.

Amenities can come from a wide variety of sources. Each Luxury resource can contribute 1
Amenity to a city. The number of cities it provides this bonus to vary based on the era for
the resource. The Arena, built in the Entertainment Complex, provides Amenities to its local
city. The Zoo and Stadium also provide Amenities, but regionally. Some wonders also provide
Amenities. Furthermore, there are a few Religious Beliefs and policies that provide Amenities.

HOUSING
This panel displays how much population your city can support. If your population is growing
too close to your housing limit, growth can slow drastically. You can gain more Housing from
many different sources, such as certain buildings, civics, and districts. Additionally, you can
gain housing from farms, access to fresh water, and certain great people.

CITY BREAKDOWN
This panel displays all of the districts, buildings, wonders, and trading posts that are contained
within the city and its surrounding territory.

RELIGION
This panel displays a detailed list of any religion that exists within your city, including your
pantheon and religion, as well as any “intruding” religion.

PURCHASE TILE
The toggles the Purchase Tile lens, which allows you to buy a tile when you can afford it.
Select this button and it will show you how much the next tile will cost. (Remember that the
price goes up for each tile you purchase. The tiles available for purchase will have symbols, and
the cursor will change to a “purchase tile” cursor. Select an available tile to purchase it.

MANAGE CITIZENS
This toggles the Manage Citizens lens, which allows you to reassign citizens to different tiles.
See “Your Citizens at Work” below for more details.

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PURCHASE AN ITEM WITH GOLD
If you have enough Gold, you can buy a unit or building outright.

CHANGE PRODUCTION
If you’ve changed your mind, or need to reprioritize production due to a change in your
situation, you can do this by pressing A on the Production icon..

CITY YIELDS
This horizontal bar just below the City Options Buttons, shows how much food, production,
faith, gold, science, and culture the city is producing. Each of these is a radial button that
allow you to “focus” your citizens if you want to prioritize one yield over another. Scroll to a
radial button by pressing the “L” stick and press “A” to prioritize, press it again to restrict it,
and press it a third time to revert it to default.

CITY TITLE
The city title displays the city’s name.

CITY STATISTICS
This shows the current statistics for number of Buildings, number of Religious Citizens,
Amenities, and Housing Capacity.

THE PRODUCTION MENU


This shows the item (unit, building, Wonder, or project) currently under production, as well
as its effects/stats and the number of turns required to complete construction. Select the
Production icon to order the city to halt production on the current item and switch to another.

PURCHASE
Select “Purchase” to order the city to purchase an item. The Purchase Menu will appear: Select
an item to purchase it. Note that the city isn’t purchasing the item it is presently working on,
and after the purchase, the city will continue to construct the item (unless unable to do so). So
for example, if a city is working on an Archer and has 4 turns left and you purchase another
Archer, you’ll get the purchased Archer immediately and the one that’s under construction 4
turns later – unless, of course, you change production after purchasing the first Archer.

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UNITS IN CITIES
COMBAT UNITS
Only one of each combat unit type may occupy a city at a time (naval, land, or support). That
military unit is set to “Garrison” the city and adds a significant defensive bonus. Additional
combat units may move through the city, but they cannot end their turn there. (So if you build
a combat unit in a city with a garrison, you have to move one of the two units out before you
end your turn.)

NON-COMBAT UNITS
Only one non-combat unit (Builder, Settler, unassigned Trader, or Great Person) may occupy
a city at a time. Others can move through, but they cannot end their move in the city.

SUPPORT UNITS
Only one support unit (Battering Ram, Siege Tower, Anti-Air, etc.) may occupy a city at a
time. Others can move through, but they cannot end their move in the city.

Thus, a city may have at most 3 units in it at the end of a turn: one combat unit, one support
unit, and one non-combat unit.
CONSTRUCTION IN CITIES
You may construct buildings, wonders, or units in a city, but only one can be constructed at a
time. When construction is complete the “CHOOSE PRODUCTION” alert message will
appear; Select this to access the “City Build Menu” and choose the next item to construct.

THE CITY BUILD MENU


The City Build Menu displays all of the units, buildings, and wonders that you can construct
in that city at that time. As your technology and civics progress, new items will be added to
the list, while obsolete items will disappear. Each entry tells you how many turns it will take
until construction is complete.

If an entry is grayed-out, then you are currently unable to construct the item. Highlight the
entry to see what you’re missing.

CHANGING CONSTRUCTION
If you wish to change what a city is constructing, you may do so on the City Screen, or by
pressing A on the icon of the item on the right side of the city banner. The production already
expended on the original item is not applied to the new item; however, it remains “on the
books”, so if you later order that city to resume construction on the original item, you will
continue where you left off.

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CONSTRUCTING UNITS
You can build any number of units in a city (as long as you have the required resources and the
unit hasn’t become obsolete). Since you can only have one combat, one support, and one non-
combat unit inside a city at a time, you may have to move the newly-constructed unit out of
the city immediately after it’s built.
DISTRICTS AND BUILDINGS
In Civilization VI, buildings are no longer trapped in your city center, but may sprawl across
your territory as part of Districts. The map is more important than ever as you are faced with
important strategic placement decisions. Campuses and Holy Sites alike receive special yield
boosts from placement near Mountains (Science for the Campus, and Faith for the Holy Site),
but only the former also benefits from a nearby source of Rainforest.
CONSTRUCTING DISTRICTS
When a city is ready to construct a new item, the city’s “Production Menu” will appear. If a
district is available to be constructed, it will appear on this menu. Select the district to order
the city to begin construction, opening the district placement lens. Here, you will be given an
overview of the different yield outcomes available on the tiles surrounding your city center so
you can better make a decision about where to place your new district. This lens will also show
you which tiles are unavailable, as some districts have very specific build requirements (for
example, the Encampment cannot be built adjacent to a city center). If you see a great location
nearby, but do not yet own it, you can purchase the tile from within the lens, and then start
construction of the district.
ADJACENCY BONUSES
As mentioned above, every district can receive adjacency bonuses based on where it is placed
on the map.

Campus
Standard bonus for placement adjacent to mountains, and a minor bonus for placement next to
rainforest.

Holy Site
Major bonus for placement adjacent to a natural wonder, a standard bonus for placement next
to mountains, and a minor bonus for placement next to woods.

Commercial Hub
Major bonus for placement adjacent to a river or a harbor, and a minor bonus for placement
next to other districts.
Theater Square
Standard bonus for placement adjacent to wonders, and a minor bonus for placement next to
rainforest or to another district.

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Harbor
Standard bonus for placement adjacent to sea resources, and a minor bonus for placement next
to other districts.

Industrial Zone
Standard bonus for placement adjacent to mines and quarries, and a minor bonus for
placement next to other districts.

Encampment
Cannot be built adjacent to the city center or another Encampment district.

Aqueduct
Must be placed in a single hex between the city center and a water source, which includes
mountains, rivers, and lakes. The target water source may not touch the city center.

Aerodrome
Cannot be built on a hill.

Spaceport
Cannot be built on a hill.

BUILDINGS
After your District has been built, you can begin populating it with buildings. Buildings
can be built through the “Production Menu” similarly to how you build your District. Some
buildings have prerequisites, such as other buildings or technology or civic requirements; these
buildings will not be visible in your Production menu.

You may notice that you have some buildings available to build before you place any Districts,
such as the Monument. These buildings reside in the City Center.
WONDERS
Wonders are a special type of building that fills an entire hex and has a significant impact on
gameplay.
THE PALACE
The palace is a special building. Part building, part wonder, the palace appears in the first
city you build, which makes that city the capital of your empire. If your capital city is
captured, your palace will be rebuilt in another city, making that city your new capital. If you
subsequently retake your original capital, the palace will move back to its original location.

The palace provides a small amount of production, science, gold, and culture to your
civilization, as well as a single Great Work slot.

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MAINTENANCE
Most buildings have a per-turn maintenance cost to keep them in prime shape. You can review
the different maintenance costs in the Buildings section of the Civilopedia, or within the
tooltip of each building in the production menu. You can also review the maintenance costs of
all your buildings by mousing over the gold icon at the very top
of the screen.
WORKING THE LAND
Cities thrive based upon the land around them. Their citizens “work” the land, harvesting
food, wealth, production, and science from the tiles. Citizens can work tiles that are within
three tiles’ distance from the city and that are within your civilization’s borders. Only one city
can work a single tile even if that tile is within three tiles’ distance from more than
one City.

ASSIGNING CITIZENS TO WORK THE LAND


As your city grows, it automatically assigns its citizens to work the lands around it. The city
automatically seeks to provide a balanced amount of food, production, and wealth. You may
order a city’s citizens to work other tiles – for example, if you want a certain city to concentrate
on generating wealth, or production. See the City Screen section, above.

IMPROVING THE LAND


While certain tiles naturally provide good amounts of food, wealth, and various factors, many
can be “improved” to provide even more. You need to create “Builders” to improve the lands.
Once you have a Builder unit, you can order it to construct improvement, such as farms,
mines, or plantations, to make the land around your cities far more productive. Each Builder
can perform 3 actions (like building an improvement). Some civilizations have special abilities
that allow your Builders to do more. Builders created by China, for example, have 4 build
actions, and can also contribute production directly to a wonder.

See the section on Builders for more details.


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SPECIALISTS
When a city is first created, 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 section in the Civilopedia.)

There are four different classes of specialists. The type of specialist a citizen becomes depends
on the type of building 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.

ASSIGNING SPECIALISTS
To assign a specialist, go to the City Screen and select “Manage Citizens”.
Then, select the district Citizen icon to add a specialist. A citizen will be removed from
working a tile and assigned to work in the district. If you select the slot again, the citizen
will be removed from the building and reassigned to work in the fields.

See the City Screen section for more details on assigning citizens to work tiles and as specialists.

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EFFECTS OF ASSIGNING SPECIALISTS UPON CITY OUTPUT
Remember that a citizen working in a tile is generating something for the city–whether it’s
food, production, gold, culture, or science. Once that citizen is assigned as a specialist, they are
not working in the tile, and whatever they were producing will be lost. Therefore, it’s a good
idea to check your city’s food, gold, and production generation after creating specialists to
ensure that your city can afford the output lost.

UNEMPLOYED CITIZENS
If a Citizen is not assigned to work in the fields and is not a specialist, that Citizen is
“unemployed.” They still provide 1 gold to the city, but consume as much food as employed
citizens.
CITY COMBAT
Cities can be attacked and captured by enemy units. Each city has a “Combat Strength” stat
which is determined by the city’s location, size, military units “garrisoned” inside the city,
and defensive buildings such as walls. The higher the city’s defensive value, the harder it is to
capture the city. Unless the city is extremely weak or the attacking unit is extremely strong, it
will take multiple units many turns to capture a city.

See the section on Combat for details on warfare in general.

ATTACKING A CITY
To attack an enemy city, order your melee unit to enter the city’s hex, which will initiate
combat between the unit and the city. Both the unit and the city may take damage. If your
unit’s hit points are reduced to zero, it is destroyed. If the city’s hit points are reduced to zero,
your unit captures the city.

ATTACKING WITH RANGED UNITS


Although you can attack a city and wear it down with ranged units, they cannot capture
cities; you must move a melee unit into the city to take it. Similarly, water and air units cannot
capture a city, though they can wear down its defenses to nothing.

See the sections on Air and Sea combat for more info.

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DEFENDING A CITY
There are a number of things you can do to improve a city’s defenses. You can “garrison” a
strong military unit within the city. A melee unit will greatly increase the city’s defensive
strength, while a ranged unit will fire at nearby enemy units.

You may also construct Walls to improve the city’s strength, and allow it to bombard enemy
units. A city on a hill gets a defensive bonus as well.

No matter how powerful a city is, however, it is very important to have units outside the
city. These units can support the city, attack the enemy units, and prevent those units from
surrounding the city, cutting off your supply line, which will stop the city from healing.

See the section on Combat for more details.


CONQUERING A CITY
When your unit enters an enemy city, you have two choices: you can destroy the city, or annex
it as part of your empire. Be aware that both have potential consequences when it comes to
your relationship with other civs.

DESTROYING THE CITY


If you destroy the city, it’s gone. For good. All of its buildings, wonders, and citizens are
destroyed. Destroying a city, while it may make you feel good, can have dramatic diplomatic
consequences. Your warmongering score is tripled with other civs if you raze a city.

Indestructible Cities
You can’t destroy cities that you created. Also, capital cities cannot be destroyed by anyone.

ANNEXING THE CITY


If you annex the city, you make it a part of your empire. You have total control over the city,
just as if you had constructed the city yourself. The one downside to annexation is that it
increases your warmongering score with other civilizations. For example, in the Classical
era, it only increases a little, as war was a part of life, but in the Industrial era, the increase is
significant, because you’re acting “uncivilized”. The higher your warmongering score, the more
the other civs will not trust you. If your score gets high enough, they may decide to denounce
you, or even take military action against you, so weigh your decision carefully.

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FOOD, WATER, AND GROWTH
Plentiful food and water is vital to the rise of human civilization. Early humans had to spend
virtually every waking moment hunting and gathering food for themselves, their families or
their tribe, leaving them little time or energy for other pursuits, such as making cave paintings,
constructing a written language, or discovering muons. Once surplus food and water is
available to a people, anything is possible.
CITIES AND FOOD
A city requires 2 food per citizen (another term for “population”) per turn to avoid starvation.
A city acquires food (as well as production and gold) by assigning its citizens to “work” the
land around the city. The city can work any tile within three spaces of the city that is also
within the civilization’s borders as long as it is not being worked by another city. Left to its
own devices, the city will assign as many citizens as needed to acquire its food. If not enough
is available, the city will starve, and the city will begin to lose its population until the city can
support itself once more.

MANUALLY ASSIGNING CITIZENS TO WORK THE LAND


You can manually assign a city’s citizens to work specific tiles—for example, you can demand a
city to concentrate its efforts on food to grow its population, or on production or gold instead.
See the City Screen section for more details.

FOOD AND AMENITIES


While you can use Food to keep your population fed and growing, if you are not providing
enough Amenities to keep your people happy, your growth will be slowed, regardless of the
amount of food you’re providing.
GETTING MORE FOOD
Certain tiles provide more food than others, and cities near to one or more of these tiles will
grow faster. In addition, Builders can “improve” many tiles with farms, which increases their
output of food.

BEST FOOD TILES


Bonus Resources
Tiles with “bonus” resources provide a lot of food once a Builder constructs the appropriate
improvement on the resource. These include bananas, cattle, deer, fish, and wheat. See the
sections on Builders and resources for more details.

Oasis Tiles
Oases provide a lot of food, especially when compared with the desert in which they’re usually
found.

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Flood Plains
Flood plains provide a lot of food, as floods create fertile lands.

Grassland and Rainforests


These tiles also provide a good amount of food.

Improvements
Builders can construct farms on most available tiles, which improves their food output.

BUILDINGS, WONDERS AND SOCIAL POLICIES


Certain buildings, wonders and policies will affect the amount of food a city produces or how
much it needs in its “City Growth Bucket” to increase (see below).
CITY GROWTH
Each turn, a city’s citizens gather a certain amount of food from the surrounding land, or from
the various sources described above. A city’s citizens have first call on that food, and consume
2 food for each population point (so a city of population 7, it consumes 14 food each turn). Any
food left over is put into the “City Growth Bucket.”

THE CITY GROWTH “BUCKET”


The city growth bucket contains all excess food produced by a city each turn. When the
quantity of food reaches a specific amount, the city’s population (citizens) will increase by 1;
the city growth bucket is then emptied, and the process begins all over again. The amount of
food needed for population growth increases significantly as the city’s population gets larger.

The City Details panel on the City Screen indicates how many turns are left until the
city grows; and the “Food” entry in that box tells you how much food the city is currently
producing each turn.
SETTLERS AND FOOD PRODUCTION
Settlers can only be constructed in cities of size 2 or larger. When completed, the city
population is reduced by 1

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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.

You acquire technology by accumulating “science,” which represent the amount of science your
civilization possesses. Every turn your 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
you generate each turn the shorter the amount of time it takes to research each technology.

TECHNOLOGY AND SCIENCE


In Civilization VI, each technology you acquire gives your civilization access to an advanced
unit, building, resource, or wonder, as well as other tangible benefits, making your civilization
that much more powerful.

You acquire technology by accumulating “science,” which represent the amount of science your
civilization possesses. Every turn your civilization adds a number of science to its science pool.
Each technology costs a certain number of science to learn; when you’ve accumulated enough
science, you acquire that technology. New tech depletes your science pool, so you must start
accumulating science all over again to save up for the next tech.

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WHERE DOES SCIENCE COME FROM?
Science comes from your citizens (the population of your cities). Each turn you get a base
amount of Science equal to the combined population of all of your cities. The larger your cities,
the more science you generate. In addition to the Science generated by your base population,
you gain 2 Science from your Palace. You can earn additional Science by constructing specific
buildings or wonders, or by adopting certain policies

INCREASING SCIENCE AND SPEEDING UP RESEARCH


Here are some ways you can speed up your research (or your acquisition of technology).

Tribal Villages
Some Tribal Villages will give you new technology. This is not guaranteed, but it’s another
good reason to search them out and claim them before anybody else does.

Trade
Trade routes can yield Science from Scientific city-states, or other civilizations’ cities that
contain Campus districts.

Districts and Buildings


You can construct a Campus district in each city with buildings that increase your acquisition
of science. The Library, for example, gives you +2 science per turn, a great scientist point per
turn, and allows a scientist specialists to be assigned (see the section on specialists for more
information).

Wonders
A number of wonders will greatly enhance your civ’s technology. The Great Library wonder
will award +2 Science per turn, and you receive fee boosts to all Ancient and Classical era
technologies. See the Wonder section of the Civilopedia for more details.

Great Scientist
A Great Scientist, when earned, can provide all sorts of science bonuses, depending which one
you claim. For example, Albert Einstein triggers a boost for 1 random Modern or Atomic era
technology, and also provides +4 science to all your Universities.

Policies
Various policies in the game will award additional Science when applies to your government.
For example, the Military Research policy awards +1 Science to each Military Academy and
Seaport.

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CHOOSING A TECHNOLOGY TO STUDY
When you have constructed your first city, the “Choose Research” menu appears and you must
select a technology to study. Eventually, you’ll acquire enough Science to learn that tech, and
the “Choose Research” menu will reappear. You’ll have to decide on the next tech. There are
over 65 techs to study, and if you get them all, you can begin researching “Future Techs” to
increase your game score.

THE RESEARCH CHOOSER MENU


When you need to pick a new technology, the Research Chooser Icon appears in the lower
right circle on the screen. Then you press X to open the Research Chooser Menu. At the top,
it displays the technology you’ve just finished learning. Below that is the “Open Technology
Tree” button (more about that later), and beneath that is a list of the technologies available
to you at that time. Each technology displays the number of turns it will take you to get that
tech, as well as icons representing the various buildings, improvements, wonders, etc. that the
technology allows or “unlocks”. You can press the “-” button after you have selected an icon or
technology to learn more info about it.

Select a tech to choose to research that tech. The Choose Research menu will disappear, and a
large icon will appear in the upper left-hand corner of the screen, showing you which tech you
are currently researching and how long until completion.

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CHANGING RESEARCH
You can change which tech you are researching at any time. To do so, select the tech icon in
the left tray menu after opening the menu by pressing the L button. The Choose Research
menu will reappear, and you can choose any of the available techs on the list. You can then
continue to research the original tech later at the point you stopped; the previous research, and
subsequent turns spent on that research, is not lost.
WHICH TECHNOLOGIES ARE AVAILABLE
At the start of the game, there are only a few technologies available to research, such as
Animal Husbandry, Astrology, Pottery, Mining, and Sailing. All other technologies have
one or more prerequisite techs that must be learned before they can be studied. When you’ve
learned the prerequisite techs, the newly-available tech will appear on the Choose Research
menu.

For example, the techs of Irrigation and Writing require knowledge of Pottery before they
can be learned. If you choose to study Pottery, that tech will be removed from the Choose
Research menu (because you already know it) and Irrigation and Writing will be added.

There are some technologies that require knowledge of 2 or 3 prerequisite technologies to


unlock. Those techs will not appear until you’ve learned all of the required techs.
THE MIGHTY TECHNOLOGY TREE
To see how all of this works in the game, check out the amazing Technology Tree. It
displays all obtainable technologies and how they each intertwine. Select a tech to order your
civilization to research it – if your civilization doesn’t know the prerequisite techs, it will
research them first. The Tech Tree will plot the quickest route to the requested tech, and you
will research the necessary precursors in the order it displays.

The Tech Tree can be reached from the Choose Research menu or by by opening the Left tray
menu by pressing “L” button, then pressing “A” to select the technology icon.
THE SCIENCE VICTORY
Once you have learned enough technology, you can construct a series of rockets that
culminates in a colony on Mars. If you do this before any other civilization achieves any other
kind of victory, you win a Science Victory.

See the section on Victory for more details about the various ways to achieve victory in
Civilization VI.

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CULTURE
Culture is a measurement of your civilization’s commitment to and appreciation of the arts
and humanities – everything from cave paintings to Tiki heads. In this game, culture is the
way that you advance through the Civics tree, which unlocks new policies and governments.
It’s also how you increase the size of your cities’ territories. The more Culture you generate, the
faster your borders will grow.

Most importantly, culture can be another path to victory.


CIVICS AND CULTURE
In Civilization VI, each Civic you acquire gives your civilization access to policies or
governments, as well as certain buildings, districts, and diplomatic advancements.

Like the Tech Tree and Science, you acquire Civics by accumulating culture. Every turn your
civilization adds some amount of culture to its pool. Each Civic costs a certain amount of
culture to learn; when you’ve accumulated enough culture, you acquire the Civic. Once you
earn the new Civic, your pool is depleted and you start accumulating all over again to save up
for the next Civic.

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WHERE DOES CULTURE COME FROM?
Much like other yields, culture comes from a variety of sources:

Buildings and Districts


Beginning with the palace and the monument, there are a variety of buildings and districts
that increase a city’s culture yield. The Theater Square district, for example, can hold multiple
Culture generating buildings.

Wonders
A number of wonders will provide culture to your city.

Policies
Some policies will increase your culture income, such as the Trade Confederation.

Leader Abilities
Some leaders have special abilities that allow them to pull ahead in the culture game quicker
than others, such as Peter the Great or Gorgo.

Natural Wonders
Several natural wonders provide a culture yield.

City-States
All Cultural City-States provide culture when sending them envoys.

Beliefs
Many beliefs provide boosts to earned culture.

Trade Routes
Trading with a civilization that has a theater square will provide culture.
CHOOSING A CIVIC TO STUDY
When you have reached enough culture in your pool to finish your first Civic, the “Choose
Civic” Icon appears in the lower right hand side circle. After you press “X” the Choose Civic
menu appears. You then must select which civic you wish to study next. Eventually you’ll
acquire enough culture to learn that civic, and the “Choose Civic” menu will reappear for you
to choose your next Civic. There are many civics to study, and if you earn them all you can
start on “Globalization and Social Media” to increase your game score

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THE CHOOSE CIVIC MENU
When you need to pick a new Civic, the Choose Civic menu appears on the left edge of the
screen. At the top it displays the Civic you’ve just finished learning (“Code of Laws” is the
first available Civic). Below that is the “Open Civics Tree” button (more about that later), and
beneath that is a list of the Civics available to you at that time. Each Civic displays the number
of turns it takes to acquire that Civic, as well as the icon representing the various governments,
policies, buildings, etc. that the civic allows or “unlocks”. You can press the “-” button after you
have selected an icon or Civic to learn more about it.

Press A on a Civic to choose to research that civic. The Choose Civic menu will disappear, and
a large icon will appear in the upper left-hand corner of the screen, showing you which Civic
you are currently researching and how long until it’s completed.

CHANGING RESEARCH
You can change which Civic you are researching at any time. To do so, select the tech icon in
the left tray menu after opening the menu with the L button. The Choose Civic menu will
reappear, and you can choose any of the available Civics on the list. You can later continue to
research the original civic at the point you stopped; the previous research, and the subsequent
turns spent, is not lost.
WHICH CIVICS ARE AVAILABLE
At the start of the game, there is only one Civic to research, Code of Laws. All other Civics in the
game have one or more prerequisite Civics that must be learned before they can be studied. When
you’ve learned the prerequisite Civic, the newly-available Civic appears on the Choose Civic menu.
For example, the Civics of Early Empire and Mysticism require knowledge of Foreign Trade
before they can be learned. So if you study Foreign Trade, that Civic will be removed from the
Choose Civic menu (since you already know it) and Early Empire and Mysticism are added.

Some Civics require knowledge of 2 or 3 prerequisite Civics, not just one. Those Civics do not
appear until you’ve learned their required Civics.
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THE MIGHTY CIVICS TREE
To see how all of this works in the game, check out the amazing Civics Tree. It displays all
obtainable Civics and how they intertwine. Select a Civic to order your civilization to research
it – if your civ doesn’t know the prerequisite Civics, it will research those first. The Civics Tree
will plot the quickest route to the requested Civic, researching the necessary precursors in the
order it displays.
The Civics Tree can be reached from the Choose Civic menu or by opening the Left tray menu
by pressing “L” button, then pressing “A” to select the civics icon.
THE CULTURE VICTORY
If you aim to be the cultural epicenter of the world, this is the victory for you. The first
civilization to possess a total number of Visiting Tourists that exceeds the Domestic Tourists
of each other civilization in the game wins the Culture Victory.
Tourism is generated by Trade Routes, shared (or conflicting) late game Governments, open
borders, Great Works housed in your civilization, Relics housed in your civilization, Holy
Sites, National Parks, Artifacts, and wonders.
See the section on Victory for more details about the various ways to achieve victory in
Civilization VI.

BUILDERS AND IMPROVEMENTS


Builders represent the men and women who build your empire. They clear the Woods or
Rainforests to build the farms that feed your cities. They dig the mines that provide you with
precious gold or mighty iron. They may not be military units, but Builders are important.
A Builder’s improvements can increase the production, gold, and food output of your tiles.
They also provide access to special bonuses provided by certain resources. If you do not
improve your land, your civilization will almost certainly be overwhelmed by more established
civilizations.
CREATING BUILDERS
Builders are built in cities, just like other units.
BUILDERS IN COMBAT
Builders are non-military units. They are captured when an enemy unit enters their tile (they
heal like other units, but they do not gain experience or promotions). Builders cannot attack or
damage other units, so it’s a really good idea to stack a military unit with a builder if they’re in
dangerous territory.

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THE BUILDER ACTION PANEL
When an active Builder is in a location where it can do something – say, build an
improvement, or clear land—the Builder Action Panel is visible. This panel displays all actions
available to the builder at that location. Select an action by continuing to scroll with the “R”
Stick to the suggested actions and press “A” to order the Builder to start building. Builder
actions are completed immediately, but builders only have a certain number of charges (shown
on the Action Panel) before they retire.
CLEARING LAND
Once their civilization has learned the Mining technology, Builders can remove Woods from
tiles. Once they have learned Bronze Working, they can remove Rainforest. And once they
have learned Irrigation, Builders can drain Marshes.

Remember, while clearing away terrain to access the resources around a city can be a profitable
tactic, there are some benefits to keeping some of the natural terrain around your city. See
Terrain for more details.
BUILDING ROADS
Builders cannot construct roads. Roads are constructed by Traders to establish Trade Routes
are sent between cities, or by Military Engineers later in the game. Roads can be built in any
terrain and across any features, excluding mountains, Natural Wonders, ice, and water (Ocean,
Lake, or Coast. Roads can be constructed in tiles with resources and/or improvements. Roads
work in conjunction with existing improvements, wonders, etc.

See the section on Roads for more details.


CONSTRUCTING IMPROVEMENTS
Once a civilization has learned the appropriate technology, its Builders can construct
improvements.

WHERE IMPROVEMENTS CAN BE CONSTRUCTED


Improvements can be built only in appropriate locations. For example, farms may not be built
on ice, while mines cannot be built atop Cattle resources. The Builder Action Panel displays
improvements that your civilization has the technology for and are appropriate for the tile the
active Builder is currently occupying.

Airstrip
This modern improvement can be built on any tile without Hills after researching Flight.
Only Military Engineers can build airstrips, which yield two aircraft slots.

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Camp
The camp improvement requires Animal Husbandry; camps may be built on Deer, Furs, Ivory,
or Truffles resources to increases the gold output of that tile.

Farm
The farm is the earliest and most commonly-constructed improvement. All civilizations begin
knowing how to farm. Farm improvements can be constructed in Plains and Grassland, or
atop Rice or Wheat tiles.

Fishing Boats
After researching Sailing, fishing boats may be built on Whales, Fish, Crabs, and Pearls.

Fort
The Fort is a special improvement that is constructed by Military Engineers or Roman legions
and unlocked by Iron Working; they provide protection to military units when fighting
from within the Fort. The fort may only be constructed in a friendly or neutral tile atop any
resource or terrain, but constructing a fort atop another improvement will destroy the previous
improvement. The fort is destroyed when a non-friendly unit enters the space, or if the space
becomes owned by another civilization.

Lumber Mill
Lumber Mills increase a Woods tile’s output by 1 production without destroying the Woods
feature. Building a lumber mill next to a river will further increase the tile’s yield by 1
production. This improvement is unlocked by Machinery.

Mine
The mine improvement is acquired when your civilization learns the Mining tech. It can be
used to increase the production output of many tiles, and may be built on Hills or mineral
Luxury and Strategic resources.

Oil Well & Offshore Platform


Oil wells and offshore platforms are modern improvements to oil tiles that increase the tile’s
output by 2 production.

Pasture
Unlocked by Animal Husbandry, this improvement can be built on Cattle, Horses, and Sheep
to increase the tile output by 1 production.

Plantation
This improvement is unlocked by Irrigation and can be built on Bananas, Citrus, Cocoa,
Coffee, Cotton, Dyes, Incense, Silk, Spices, Sugar, Tea, Tobacco, and Wine to increase the
output by 1 Gold.

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Quarry
After researching Mining, you can build a quarry on Gypsum, Marble, or Stone to increase
the tile output by 1 production.

Seaside Resort
The Seaside Resort may be built on Grass, Plains, or Desert tiles without Hills after
researching Radio. They must be a on the Coast and have an appeal of 4 or higher.. Resort
tiles provide gold and tourism equal to appeal.
PILLAGING ROADS AND IMPROVEMENTS
Certain units can “pillage” roads, buildings, and improvements, rendering them temporarily
useless – that means no resource, no movement bonus, and so forth. A unit may even pillage
its own civilization’s roads (typically to deny another civ from benefiting from them).

PLUNDER REWARDS
A unit that pillages an improvement may gain a “plunder” bonus based on what was pillaged.
Rewards scale based on game speed and era.

REPAIRING ROADS AND IMPROVEMENTS


A builder may repair a pillaged road or improvement. This takes one turn, but does not
consume a Builder “charge.”

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BUILDER ACTION LIST

Build Farm: Construct a Farm improvement on the current tile. Farms increase the Food
production of the tile. Some resources, like Wheat, require Farms to be built on them before
they can be accessed.

Build Mine: Construct a Mine improvement on the current tile to improve its production.
Some resources, like Iron or Diamonds, require Mines before they can be accessed.

Build Lumber Mill: Build a Lumber Mill on a current tile with the terrain Woods.
Lumber Mills provide extra Production.

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Build Pasture: Construct a Pasture on the occupied tile for resources like Horses and Cattle.

Build Camp: Construct a Camp on the occupied tile to access resources like Furs and Deer.

Build Plantation: Construct a Plantation on the current tile. Plantations are needed in order
to access many Luxury Resources.

Build Quarry: Construct a Quarry on the current tile. Marble resources require Quarries to
be built on them in order to be accessed.

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Build Oil Well: Construct an oil well on the current land tile to access the Oil resource there.

Remove Rainforest: Order the Builder to clear the occupied tile of its Rainforest Feature.
This removes any benefits provided by the Rainforest.

Remove Woods: Order the Builder to clear the occupied tile of any Woods Feature. This
removes any benefits provided by the Woods.

Remove Marsh: Order the Builder to clear the selected tile of any Marsh Feature.

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Repair: Repair any damage caused by unit pillaging. The improvement and any resources on
this tile cannot be utilized until it is repaired.

Delete: Permanently delete the active unit and receive a small amount of gold in return.

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MILITARY ENGINEER ACTION LIST

Build Road: Build a road improvement on the current tile. Roads can be built on any passable
land tile.

Build Airstrip: Construct an Airstrip improvement to provide Aircraft slots.

Build Fort: Construct a Fort improvement to provide combat defenses.

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GOVERNMENTS
Governments let you customize your civilization to match your play style. They offer different
combinations of slots that hold different types of Social Policies, as well as offer distinct
bonuses. Military slots, for example, house military social policies, as well as economic and
diplomatic slots. Finally, some governments offer wildcard slots, which can house wildcard
policies or any other policy type.

Unlocked through the Civics Tree, the available governments will change as you progress
through time. In the beginning, you will have a simple government with only a handful
of slots. But as you reach later eras, more slots in different combinations will be unlocked.
Additionally, Governments have their own special bonuses: for instance, while active, the
Theocracy government allows you to purchase land units with accumulated Faith and offers a
discount on Faith purchases.

Additionally, all Governments have Legacy bonuses that unlock when a Government type
has been active within your empire for a number of turns. For example, though you may have
moved past the Theocracy government long ago, you receive a Legacy bonus of Faith discounts
based on how long that Government was active during your empire’s history.

You may change governments at any time, but it is free on the turn where you have unlocked a
civic. Any other turn, you will have to pay a gold cost. If you choose to revert to a government
you had previously activated, your city will incur Anarchy, losing all yields and government
bonuses for a number of turns.

The Government you establish changes the number of Social Policy slots available for you to
set. Read below for more information.

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SOCIAL POLICIES
Social Policies represent the way you choose to govern your people. Will you be an
authoritarian ruler, sacrificing a little freedom for discipline and increased productivity? Will
you organize your civilization to have a strong military, or will you concentrate your efforts
on expanding culture and borders? Do you want to set up your civilization as a monarchy or
democracy?

Social policies have concrete effects on gameplay. Some increase your cities’ production, while
others generate more wealth; still others establish a more effective military. There is no right
or wrong policy in the game, and one policy may be better for a given circumstance or your
personal playing style than another. Try them out and see what works.

There are 4 types of Policies, each of which may be slotted into a corresponding slot in a given
Government. Slotting these individual policies will give you the benefits described, thus
enhancing your game.
GAINING SOCIAL POLICIES
You can choose to adopt social policies once you have gained enough Culture to unlock your
first Government. Social Policies will be unlocked as you progress through the Civics Tree,
and changing your Government will allow you to slot different combinations of policies to
better suit your play style.

Any time a new Government or Policy is unlocked from the Civics tree, you will have the
opportunity to re-slot or change your Government for free. Otherwise, there will be a cost to
make these changes.
SOCIAL POLICY TYPES
There are 4 different policy types to explore, each attributing to a different style of
government. All types must be applied to an empty slot of the same type in the government,
but a Wildcard slot can house any type of policy.

Military: These policies are best for players who want a strong military on land and sea.

Economic: These policies can increase all sorts of yields, whether through increasing district
adjacency bonuses or reducing costs.

Diplomatic: These policies are best for players with a strong interest in building relationships,
and can help strengthen the bonds with City-States or improve espionage operations.

Wildcard: These policies accelerate the rate of Great Person production and other bonuses.

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RELIGION
Religion has returned to Civilization VI. Although similar to the Religion systems of past
Civilization titles, there is now more riding on your religious choices than ever. With the
introduction of the brand new Religious Victory and Theological Combat, you have new and
exciting tools at your disposal to spread your beliefs to other cities and civilizations.
ACCUMULATING FAITH
Faith is the currency of Religion, and may be acquired in a number of different ways:

Civilization and Leader Abilities: Some Civilizations and Leaders have special abilities that
allow you to earn Faith from sources that would not otherwise grant this yield.

Social Policies: Slotting certain policies can yield a passive income of Faith.

City-States: Partnering with religious City-States will allow you to accumulate Faith more
quickly.

The World: Some Tribal Villages award lump Faith bonuses when investigated, and Natural
Wonders can provide Faith yields.
Buildings: The Holy Site and religious buildings (such as Shrines or Temple) are natural
choices to increase your Faith income.
PANTHEONS
Once you accumulate enough Faith, you’ll be prompted to Found a Pantheon, a precursor to
the full-blown Religions founded later. Choosing which Pantheon to found depends on your
short- and long-term goals for your civilization. After earning a Pantheon, you are well on
your way to establishing your Religion.
GREAT PROPHETS
In Civilization VI, you may found your Religion once you have earned (or purchased) a Great
Prophet. Religious buildings will accumulate the Great Prophet Points necessary to bring
this special unit to your civilization. After the Great Prophet has been earned, send the unit
to your Holy Site, and then found your Religion. Great Prophets may also be earned from
Stonehenge.
FOUNDING YOUR RELIGION
After founding your Religion, you will be prompted to choose a name and icon to represent
your beliefs. You may choose a historical religion, or create one of your own!

A newly established religion will consist of two beliefs: a Follower belief, and one of three
additional types of beliefs that can be tailored to your play style. Once your religion is founded,
all of your cities with Holy Sites will automatically convert to the religion.
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Any future Holy Sites built will immediately adopt your religion.

Note: A maximum of 7 religions can ever be created in any game. Try to get one early so you
don’t miss out!
RELIGIOUS UNITS
There are three types of religious “combat” units: Missionaries, Apostles, and Inquisitors.
Religious units may be purchased through your city with Faith and will adopt the majority
Religion of the city in which they are built.

Missionaries may be built in any city with a Shrine, and have the ability to spread your religion
to any City Center in an adjacent hex.

Apostles may be built in any city with a Temple, and are stronger than Missionaries. In
addition to being able to spread your religion to more cities (and remove some of another
player’s religion while doing so!). Apostles possess a special attribute that make them uniquely
powerful in one specific area, such as having more charges to spread or having Medic abilities.
Furthermore, Apostles may initiate Theological Combat against enemy Missionaries or
Apostles. Theological Combat is the best way to defend against other religions trying to spread
across the map.

Inquisitors are special units that are good for defending against other religions in your own
territory. You may gain these units after choosing to launch an inquisition with an Apostle.

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CITY-STATES
City-States are the smaller political entities in Civilization VI. They cannot win a game
because they’re not competing against you – but they can greatly assist or impede your progress
towards victory. There are a few options to deal with these city-states. You can befriend them
and gain a number of important benefits, you can ignore them and concentrate on bigger and
more important foes, or you can conquer them and take their stuff. The choice is up to you.

TYPES OF CITY-STATES
There are six different “flavors” of city-states. Each can provide you with different benefits if
you befriend or ally with them.

TRADE
A trade city-state can provide gold to your civilization.

RELIGIOUS
A religious city-state can provide faith to your civilization.

MILITARISTIC
A militaristic city-state can provide production to your army.

SCIENTIFIC
A scientific city-state can provide science to your civilization.

CULTURAL
A cultural city-state can help you improve your culture.

INDUSTRIAL
An industrial city-state can provide production to your civilization.

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COMMUNICATING WITH CITY-STATES
In order to communicate with a city-state, you must find it first. When one of your units
encounters a city-state, the city-state will tell you what type it is (see above), and it will often
give you a gift as well. (This is another good reason to explore the world!)

Once you have met, the city-state may periodically offer you “Quests” (see below). If you want
to get in touch with the city-state, you can select the city itself, or you can go through the
Diplomacy Panel.
ENVOYS
The bonuses you earn from a city-state depend on how many Envoys you have sent to the city-
state.

After earning Envoys, you will be able to choose which city-state to send them to.
If you have multiple Envoys, you may divide them between city-state as you desire. You may
even choose to send Envoys to a city-state you are at war with (unless you were the one that
declared the war originally), potentially changing the city-state’s allegiance in the middle
of a war.

Declaring war directly on a city-state removes all Envoys you had there; otherwise, Envoys
stay in the city-state permanently. Envoys at a city-state are visible to all players, and placing
them may have diplomatic consequences.

The bonuses earned are based on how many Envoys you have present, regardless of who
else has Envoys there. City-states of the same type share the same Type Bonuses. They are
cumulative, so as a player places more and more Envoys in a city-state, they stack with the
bonuses from before.

There are three ways to earn Envoys:

Civics
Some Civics, particularly ones that are not on the “main path” of the tree, award an Envoy as
soon as they are finished. Later Civics will award multiple Envoys.

Quests
City-States can broadcast quests which allow you to earn free Envoys at the City-State. The
number of Envoys rewarded depends on quest type and game progression. Quests are always
assigned to individual players, and only to players that have at least one Envoy already in place.
The type of City-State determines which quests are more likely to be given.

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Governments
Governments, and some policies in a government, contribute “influence points” which award
Envoys to spend once a threshold is reached.
INFLUENCE LEVELS
WAR
While at war with a City-State, your influence will remain negative and they certainly won’t
give you anything. However, a city-state will always accept a peace deal as long as the suzerain
of the city-state is not at war with you.

NEUTRAL
The city-state doesn’t especially like or hate you. You can do quests to receive and send Envoys,
or you can go to war.

SUZERAIN
The civilization with the most tokens on a City-State (must be at least 3 tokens) is considered
that City-State’s Suzerain. There can be at most one Suzerain; ties are not allowed. If nobody
has tokens on a City-State, there is no Suzerain. The Suzerain gets several significant benefits:

Unique City-State bonus. This is a powerful bonus which no other City-State will provide
(ex. Jerusalem acts as a second Holy City for your religion.)

Diplomatic allegiance. The City-State will automatically follow its Suzerain into war and
peace, matching the diplomatic state of the Suzerain.

Military levy. The Suzerain can pay the City-State a sum of gold to gain control of the City-
State’s military units on the map for a limited time.

City-States have limited autonomy. City-states have limited autonomy. They cannot declare
war on a civilization, except indirectly by having a suzerain who does declare war.
WAR OF THE CITY-STATES
You can declare war on a City-State at any time. You can do so through the Diplomatic Panel
or by ordering one of your units to attack a city-state’s unit or city. You can offer peace to a
city-state through the Diplomatic Panel or by pressing A on the city.

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GREAT PEOPLE
Great People are the artists, merchants, engineers, scientists, or warriors who can
singlehandedly change the course of a civilization. In Civilization VI, each Great Person is an
individual with their own name and effect based on their historical influence.

There are many types of Great People, some examples are: Great Artists (or Writers or
Musicians), Great Engineers, Great Merchants, Great Scientists, Great Prophets, Great
Admirals, and Great Generals.

GENERATING GREAT PEOPLE


Great People can be earned by earning enough of the right type of points, and can only be
earned by civilizations (not Barbarians or city-state). Unlike the Civilization V system, Great
People are global: they are visible to all players, and they can be visibly competed over between
all players.

Each type of Great Person has their own points that are tracked separately. Great Scientist
Points cannot count as Great Artist Points, and so on.

The number of points needed to earn a particular Great Person depends on that Great Person’s
era. A Renaissance-era Great Scientist will cost much less Great Scientist Points than a
Modern-era one. These points come from a variety of sources:

Districts
Each district, and the buildings within it, provide points towards its associated Great Person
type. This is the slow, but steady source of points.

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City Projects
This is an active approach for players to aim for a particular Great Person they want and
overtake competing players. For each available Great Person type, any city with its associated
district has access to a special project in its production queue. For example, when a Great
Prophet is available, cities with Holy Site districts can choose “Holy Site Prayers – 5 Turns”
in their production queue. Choosing one of these projects greatly increases the Great People
points for that type once it is completed. These projects also provide yields when they are
underway, and can be repeated multiple times.

Other Bonuses
Points can also be generated through government policies, Wonders, unique civilization
abilities, etc.
USING GREAT PEOPLE
Each individual Great Person has a different effect inspired by history. Most effects are
strongly linked to a particular era of play and are not optimal for use outside of that time. The
effects fall into two broad categories:

Birth Effects
A Birth Effect happens as soon as the Great Person is spawned on the map and do not need
to be activated. These are mostly used for Generals and Admirals (ex. +5 combat strength for
units within 2 tiles of a General).

Action Effects
An Action Effect must be activated by the Great Person by using a “charge” at a certain
location. The number of charges, the type of location needed, and the effect activated will vary
based on the individual. Most individuals only have 1 charge and can only activate at a district
matching its type (ex. most Great Scientists have 1 charge and must use it at a Campus). Like
other charge-based units, the individual will disappear when all charges are depleted.

Note: The Prophets do not have a different effect, as they can only create a religion.

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GREAT GENERALS AND ADMIRALS

The main effect of Great Generals and Admirals is to provide bonuses to military units near
them on the battlefield. Generals and Admirals have this effect by default. Regardless of who
the individual is, all Generals and Admirals provide +1 Movement and +5 Combat Strength
for land or naval military units (respectively) within 2 tiles.

They also have an action which provides a bonus unique to the history of the individual.

Note: Great Generals’ and Admirals’ bonus unique ability is used by retiring the unit.

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GREAT ARTISTS

Great Artists, Musicians and Writers are special people who produce Great Works – paintings
or sculptures – that you can house in your civilization to attract tourists.

For more on Great Work storage and Tourism, see the Culture Victory section of the manual.

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GREAT PROPHETS

Great Prophets are a special type of Great Person that are limited from the game’s start, and
are used to found a religion. Great Prophets do not have individualized effects.

Once you have earned a Great Prophet, send them to your Holy Site to found your religion.
For more on this, see the Religion section of this manual.

Great Prophets are no longer available when starting the game in the Industrial Era or later.

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GREAT ENGINEERS

Great Engineers are primarily about buildings, production, and especially Wonders. Many
Engineers will assist in progressing construction of a Wonder much more quickly than
otherwise possible, sometimes triggering a secondary effect as well. Other Engineers use
charges to produce buildings in districts, sometimes above the current tech level.
GREAT MERCHANTS

Great Merchants have a variety of effects, but most are related to gold, trade routes,
or City-States.

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GREAT SCIENTISTS

Great Scientists have a variety of possible effects, but many are focused on the triggering
of tech boosts or otherwise speeding scientific advancement. These tech boosts will not
stack with the ones earned from normal play. This means, for example, that you cannot
get one boost on a tech from a Great Scientist for 50% its cost and then boost it with its
normally available game trigger to complete it.
MOVING GREAT PEOPLE
Great People can move about the board like any other units. They are non-combat units,
which means that they cannot stack in a tile with other non-combat units (Builders,
Settlers), but they can stack with one military unit. If an enemy unit enters a Great
Person’s tile, that Great Person is automatically sent back to the user’s territory (the enemy
cannot take a Great Person for their own).

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GOLD
Ah, Gold! Gold is the lifeblood of civilizations. It may be true that “money can’t buy you love,”
but it can purchase a submarine armed with nuclear missiles, and that’s not bad.
WHERE TO GET GOLD
Gold comes from a variety of sources. You’ll get most of your gold by working the tiles around
your cities, but other sources are available as well.

TERRAIN TYPES
These tiles provide gold when your citizens work them:
• Coast Tiles
• Some Natural Wonders
• Oasis

IMPROVEMENTS
Some improvements provide gold when worked, such as:
• Camps
• Plantations
• Seaside Resorts

TRADING POSTS
Trading Posts are built in cities along Trade Routes. They provide a gold benefit to the City
that owns the Trading Post as well as the host city.

DISTRICTS AND BUILDINGS


Many districts and buildings increase a city’s output of gold, especially the Commercial Hub
and the buildings it houses.

WONDERS
Some Wonders provide or increase a city’s output of gold, such as the Great Lighthouse
or Big Ben.

TRADE ROUTES
Creating a Trade Route with any city will provide gold, and cities with Harbors and
Commercial Hubs will provide even more.

BARBARIAN ENCAMPMENTS
You earn gold each time you disperse a Barbarian Encampment

TRIBAL VILLAGES
Some tribal villages offer a gift of gold when explored.

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CITY-STATES
A city-state may give you gold later if you befriend it, depending on its type. (See the section
on city-states for details.)

PILLAGE ENEMY IMPROVEMENTS


Pillaging certain enemy improvements and districts will give you a modest amount of gold.

DIPLOMACY
You can negotiate for gold – lump sum or an amount each turn for a number of turns – during
negotiations with another civ.
EXPENDING GOLD
There are a lot of ways to earn gold. Likewise, there are plenty of places to spend it:

UNIT AND BUILDING MAINTENANCE


Units and buildings both have “maintenance costs” that must be paid every turn.
See the individual entries on the units and buildings for specific amounts. (Note that these
maintenance costs are dependent upon the game speed at which you’re playing.)

PURCHASE TILES
You can extend your civilization’s territory by purchasing individual tiles. Go to a City Screen,
and then select “Buy a Tile.” The map will display all tiles available for purchase. Select the tile
to expend the requisite gold and purchase the tile. When choosing where to place a district,
you will also have the option to purchase a tile.

PURCHASING UNITS, BUILDINGS, OR WONDERS


You can spend gold to purchase units or buildings in a city. Select an item (if you can afford
it!) and it will be immediately constructed in the city, with the amount deducted from your
treasury.

UPGRADING OBSOLETE UNITS


Over time, you’ll learn new technologies that allow you to create better military units than
those you previously could. When this occurs, you’ll have the option to “upgrade” the older
units, turning them into the newer, more powerful models. (For example, once you learn
Archery, you can upgrade any Slinger units you possess into Archers.) Each upgrade costs
some gold – the more powerful the upgrade, the more expensive it will be.

A unit must be in your territory to be upgraded. When an upgrade is available for a unit, the
“Upgrade” button will appear in the unit’s Action list.

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DIPLOMACY
You can exchange gold with other civilizations for any number of reasons – trading it
for resources or to get the other civ to make peace with you. Gold is extremely useful in
negotiations.

There are two different ways to exchange gold: flat fee and per turn.

Flat Fee
A “Flat Fee” exchange is just that. You give or receive a one-time lump sum of gold, and then
you’re done.

Per Turn
You can also negotiate an exchange that occurs over a number of turns (usually 30). For
example, you might agree to pay the other civ 5 gold per turn for 30 turns. These agreements
are rendered null and void if the two civilizations go to war.

LOSING A CITY
If a civilization or city-state captures one of your cities, they take some of your gold (as well as
the city).
BANKRUPTCY
If your treasury is at zero and you’re running a negative budget, you will begin to receive a -1
penalty to your Amenities per every 10 Gold you drop below 0. Additionally, at -10 Gold you
will automatically disband a unit, at -20 Gold, two units will be disbanded, and so forth.

AMENITIES
Amenities are like a currency for happiness – the higher your amenities, the more content your
citizens. Additionally, the more amenities you have, the more your citizens will grow and the
better your yields will be. Of course, an unhappy city will not grow very much at all, and you’ll
see a negative impact on your yields.

Amenities are always tracked at a per-city level, and as your population grows you will need to
ensure that your amenities do as well.
POSITIVE AMENITY SOURCES
Luxury Resources: Each Luxury resource can contribute up to 4 Amenities to your empire (1
per city) to the 4 cities that need them most. Distribution happens automatically, as long as the
Luxury resource is improved (a Plantation improvement built on Spices, for example).

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Entertainment: The first building in the entertainment complex district (arena) provides
amenities to the local city. The next two buildings (zoo and stadium) provide amenities
regionally to all city-centers within 6 tiles. Two wonders (Colosseum and Estadio do
Maracena) provide amenities to all cities in a player’s empire.

Religion: Some religious beliefs can increase amenities.

Civics: Some specific social policies will have a positive effect on your amenities when slotted
in your government.
NEGATIVE AMENITY SOURCES
War Weariness: Fighting a lot of wars (especially in the later eras) will trigger war weariness.
Losing units compounds this effect.

Bankruptcy: Not having enough Gold to cover your expenses in a turn will put negative
amenities on all of your cities (as well as forcing some of your military units to disband).

WONDERS
Wonders are the spectacular buildings, inventions, and concepts that have stood the test of
time and changed the world forever. Wonders require time, energy, and effort to complete, but
once constructed, they provide your civilization with many benefits.
CONSTRUCTING WONDERS
Wonders are unique: only one of each can be constructed during a game. For example,
whichever civilization completes the Great Lighthouse first is the only one who can build it.
Wonders tend to be extremely powerful and expensive, as well.
EFFECTS OF WONDERS
A Wonder can have a huge variety of effects. One might greatly increase a city’s productivity,
while another might grant you free technology. A third might give your Builders additional
charges, and a fourth might grant you a significant gold increase.

Check the Civilopedia’s Wonder entries for more details.


CAPTURING WONDERS
If you capture a city, you will capture all of the World Wonders constructed in it.

PROJECTS
Projects are a special kind of construction akin to Wonders in that they perform special
functions unlike other buildings. Some Projects may be constructed only once per civilization,
like the Manhattan Project, or multiple times over the course of the game,
such as the Campus Research Grants.

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Unlike Wonders, which give your civ immediate bonuses upon completion, Projects help
unlock other features or units in the game (like the ability to build nuclear weaponry ), or
are necessary components to complete a Victory. See the sections on the Culture and Science
Victories for more information.

Also, unlike any other production item in a city, Projects cannot be purchased or hurried.

DIPLOMACY
Diplomacy is important in Civilization VI. The world is huge and filled with other civilizations
whose leaders are just as cunning and determined as you are. Some are honest, others are liars.
Some are warlike, others prefer peace. But they all want to win.

You can accomplish a lot through diplomacy, such as gaining allies or isolating your enemies.
You can create defensive and offensive pacts or increase your technological advancements
through cooperative research ventures. You can end wars that are going badly for you, bluff the
credulous, or bully the timid.

It’s a big, tough world out there, and you won’t last long if you automatically attack everybody
you meet. Sometimes it really is better to talk than to fight.

WHO CAN CONDUCT DIPLOMACY


You can speak to another civilization’s leader at any time after you’ve established diplomatic
relations with them. This happens automatically when one of your cities or units encounters
one of their cities or units. (In fact, the desire to establish diplomatic relations is one of the
driving forces behind world exploration.)

Note that another civ may attempt to open negotiations with you as well once you’ve
established diplomatic relations.

INITIATING DIPLOMACY
Once you’ve met another civilization, to initiate diplomacy, select any leader portrait on the
diplomacy ribbon at the top-center of the screen. The leader will appear, displaying possible
diplomatic options, information about your current relationship, diplomatic visibility level,
their agendas, gossip, and more. If you want to switch to a different leader, you can do so by
selecting him in the diplomatic ribbon in the right tray.

If you want to speak with a city-state, you can do so by opening the city-states menu in the
right tray, which will display a full list of all city-states you’ve met.

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DIPLOMACY WITH CIVILIZATIONS
When you engage in diplomacy with civilizations, you will have a number of options available
depending on your current relationship.

DECLARE WAR (SURPRISE WAR)


Select this button to declare war against the civilization. You can use this option to declare war
without warning. This option will have the greatest negative impact on the opinion that others
civs have of your civ (warmonger score).

DECLARE WAR (FORMAL WAR)


Select this button to declare a formal war. This option requires you to denounce another civ
before declaring war. This option has less of an impact on your warmonger score with other
civs. Additional circumstances can eliminate a negative score altogether, like defending an ally
or targeting a civ who is trying to displace your religion in your own cities.

NEGOTIATE PEACE
If you’re at war with the civ, you can discuss peace.

DEAL
You can negotiate a trade deal with the civilization. Selecting this button will bring up the
Trade Screen. From here, you can trade, make a demand, or even give a gift.

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DENOUNCE
If you are unhappy with another civ, or you are preparing to declare a formal war, you can
denounce them by pressing A on “Denounce”.

SEND DELEGATION
Select this button to send a delegation to another civ. If they accept, this will increase your
diplomatic visibility (access level).

DECLARE FRIENDSHIP
Select this button to ask to make a declaration of friendship. If the other civ accepts, your
relationship will improve, which is also the next step towards an alliance. Additionally, a
positive relationship will give you better terms when negotiating deals.

PROPOSE ALLIANCE
Select this button to propose an alliance. Once an alliance is achieved, you will unlock the
ability to propose Defensive Pacts, and Joint Wars.

PROPOSE DEFENSIVE PACT


Select this button to propose a defensive pact. If either side of the pact get attacked, it will
trigger an automatic declaration of war against the aggressor. Requires an alliance.

PROPOSE JOINT WAR


Select this button to propose a joint war. If they accept, both the player and accepting
civilization will declare war against a common enemy. Requires an alliance.

DISCUSS
This button allows you to open up dialog on possible disagreements between you and the
leader. Depending upon circumstances you may do any of the following:

• Request that the leader stop spying on you.


• Request that the leader not convert your cities to their religion.

• Request that the leader not dig up artifacts on your land.

• Request that the leader not build any more new cities near you.

EXIT
Press this to exit diplomacy with the leader.

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THE TRADE SCREEN
The Trade Screen allows you to trade items, or enter into other kinds of treaties. Many options
require knowledge of certain technologies or civics before you use them. If you cannot trade
something, it will not be included in the list of possible trade items.

The Trade Screen is divided into two sides. Your civ’s reserves are on the left side, and the
other civ’s are on the right. To open your available trade resources press “L” button. To open
the other civ’s available trade resources press “R” button.

Select items on your side to offer them to your trading partner; select items from their side
to indicate what you want in return. You might, for example, offer to them “Open Borders”
(permission for his units to enter your territory) in return for “Open Borders” (permission for
your units to enter his territory).

However, trades do not need to be equal: you can, for example, ask for “Open Borders” in
return for gold, or nothing. If the other civ accepts, you will see a green “Accept Trade” button
appear. If the other civ rejects it (the button does not appear), you can select “Make this deal
more equitable” to ask what the leader wants. (Note: there are times when the AI will never
give
up a certain item, no matter how good your offer.)

Sometimes the other leader will make you an offer. You can accept the offer, make a counter-
offer, or decline it altogether.

Select the Nevermind button to leave this screen.

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OPEN BORDERS AGREEMENT
At the start of the game, all civs have Open Borders by default. Once you have unlocked
the Early Empires civic, your borders will close, and you can enter into an Open Borders
agreement with another civ. (City-States can’t make Open Borders agreements.) While an
Open Borders agreement is in effect, the other civ’s units can enter your territory without
automatically triggering war. If the agreement is mutual, either civ’s units can enter the other’s
territory freely. However, it doesn’t have to be mutual: one civ can grant another Open Borders
without automatically receiving it in return.

An Open Borders agreement lasts for 30 turns. When 30 turns have passed, the agreement
must be renegotiated or it lapses. Any foreign units in a territory when Open Borders expires
are automatically expelled.

DEFENSIVE PACT
Once you have acquired the Mobilization civic, you may engage in a Defensive Pact.
Defensive Pacts are always mutual. If a signatory to a Defensive Pact is attacked, the other
partner is automatically at war with the attacker. There is no requirement for you to stay at war
with the third party.

A Defensive pact lasts for 30 turns. When that time has elapsed, the pact lapses unless it is
renegotiated. The defensive pact is nullified if one of the participants declares war on anybody.
RESEARCH AGREEMENTS
Once you have acquired the Scientific Theory tech, you may engage in a Research Agreement
with another civ that also has the Scientific Theory tech. A research agreement costs each side
gold (if you don’t have the required gold, you can’t be part of an agreement). For the duration
of the Agreement, each civ gets a bonus to its research.

The Research Agreement lasts 30 turns. You must make a new Agreement (and pay additional
gold) if you want to extend it for another 30.

TRADING CITIES
Sometimes, two civilizations can trade a city. Generally, civilizations will not trade cities unless
in dire circumstances or in exchange for huge payouts. You cannot trade your capital city.

City trades are not permanent. After trading the city, the user is able to request it back in later
trade deals.

OTHER PLAYERS
You can ask your trading partner to interact with other civs that you both know. You can also
ask them to declare war with another player.

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RESOURCES
Strategic and Luxury resources can be traded between civilizations. The receiving civ is given
all of the benefits of that resource for the duration of the trade (30 turns).
NEGOTIATING WITH CITY-STATES
City-States negotiations are considerably less complicated than civilizations since there are
fewer options. Generally, you can send them Envoys, Levy their Military (if you’re their
suzerain), declare war, or offer peace. Sometimes they will offer quests. See the section on
City-States for more details.
DECLARING WAR
You can declare war on a city-state or another civilization through the Diplomacy Panel or
the City-State panel, or by simply attacking one of their units. You can declare war on a civ by
entering their territory without an Open Borders agreement, as well.

Remember, they can declare war on you in the same fashion.


WARMONGERING
Other Civs will consider a player a warmonger if they do not manage their wars carefully.

NEGOTIATING PEACE
While at war, you can offer to negotiate peace through the Diplomacy Panel. Your opponent
may refuse to negotiate altogether, in which case the war continues.

If it’s willing to negotiate at all, a city-state will always accept an offer of peace without pre-
conditions.

If your opponent is a civilization who is willing to discuss peace, you may negotiate the price
for peace on the Trade Table. Depending upon circumstances one side or the other may give
the opponent gold, treaties, cities, and/or resources in exchange for peace.

Note that your opponent can also offer to negotiate peace. It’s usually a good idea to at least see
what they’re offering before deciding upon your response.

Note: You cannot offer peace until 10 turns after a war was started. Also, once you make
peace, you cannot declare war with the same Civ for an additional 10 turns.

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VICTORY AND DEFEAT
There are multiple paths to victory in Civilization VI. You can win through scientific
dominance by becoming the first civ establish a colony on Mars. You can overwhelm the other
civilizations through cultural superiority, or by spreading your religious beliefs to every single
civilization until yours is the dominant religion on the planet. Or, you can employ the ever-
popular “crush all of your enemies beneath the wheels of your chariot” tactic and win a mighty
domination victory. Whichever civilization achieves a set of victory conditions first, wins.

It’s important to keep an eye on your opponents’ progress toward victory as you advance your
own civilization. There’s nothing quite as maddening as to be on the verge of capturing your
last surviving enemy’s final capital, only to watch helplessly as they complete their spaceship
and win an upset scientific victory.

CITY-STATES AND VICTORY


City-States cannot win a game of Civilization VI. Only major civilizations can do so.

HOW TO LOSE
There are three paths to failure in Civilization VI:

LOSING YOUR LAST CITY


If you lose your last city, whether to another civilization or an angry city-state, then you
lose immediately. This is quite embarrassing, so don’t let it happen to you, but if it does, be
comforted knowing you’re not the first civilization to be wiped off the map and subsequently
forgotten.

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ANOTHER CIVILIZATION WINS
If another civilization achieves one of the victories explained below, game over: you lose. It
doesn’t matter if you were about to achieve your own victory, whoever wins first wins, and
everybody else loses.

2050 ARRIVES
If the year 2050 arrives and nobody has won one of the victories below, the game ends
automatically and the civilization with the highest score wins (see below).
HOW TO WIN
There are several paths to victory available to you in Civilization VI:

DOMINATION VICTORY
If you capture all other civs’ capitals and hang onto your own, you’ve achieved victory.

If you’ve lost your original capital, but still possess other cities, you can still win another type
of victory: culture, scientific, or religious. However, you cannot win a conquest victory until
and unless you recapture your own original capital – this will also prevent another player from
winning a Domination Victory.

Destroying an Original Capital


Simply: can’t be done. A capital cannot be destroyed by any means. It can be captured, but not
destroyed. Dropping a nuke on the city will at worst reduce its population to 1, but the city
will not be destroyed. Accept it and move on. (Remember that you can drive another civ out of
the game by destroying or capturing all of its cities, so you can still wipe your foes off the map
even if you can’t erase their capital from the face of the earth…)

Current Capital vs. Original Capital


If your original capital has been captured, another of your cities will automatically be assigned
as a replacement capital. This city functions in all ways like the original, except that it can be
destroyed, and it does not count towards a Conquest victory.

If you ever retake your original capital, it will resume its leadership position in your
civilization.

SCIENCE VICTORY
The Science Victory is achieved by the first player to establish a colony on the planet Mars.
Once the Space Race is underway and someone has launched their first satellite, all players
will know who is attempting this victory. Players receive bonuses for reaching each milestone
along the way to Victory.

The following steps must be completed in order:

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Launch a satellite into space
Reminiscent of Sputnik in 1957, you can build a satellite to launch into space after researching
Rocketry and building a Spaceport. After completing the Launch Satellite project, your
satellite will be launched: you will be awarded visibility of the entire map.

Land a human on the moon


Just like the Apollo 11 mission in 1969, you can send a human to the moon. This is unlocked
after researching the tech Satellites, and can be built in any city with a Spaceport. Choose to
produce the Launch Moon Landing project to begin this mission. After the rocket has been
launched, you will immediately be rewarded a lump sum of culture.

Establish a colony on Mars


Science fiction for now, perhaps – but in this game, you can be the first to send your people to
Mars. After researching Robotics, Nuclear Fusion, and Nanotechnology, you may build the
Mars Reactor Module, Hydroponics Module, and Habitation Module projects in any city with
a Spaceport. Note that more than one Spaceport means parallel production!

Once every piece is launched, you have won the game!

CULTURAL VICTORY
If you aim to be the cultural epicenter of the world, this is the victory for you. The first
civilization to possess a total number of visiting tourists that exceeds the domestic tourists of
every other civilization in the game wins the culture victory.

Tourists and Domestic Tourists


Tourists are visiting people from other civilizations, however your own civilization also has
a pool of citizens called 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.

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• 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 give you a culture bonus.

RELIGIOUS VICTORY
In order to obtain a Religious Victory in Civilization VI, you must make your religion the
predominant religion of every Civilization. While your religion will spread passively simply by
settling near other players, it is your Missionaries, Apostles, and Inquisitors who offer the best
chance at victory.

Through the strategic use of religious units and a strong accumulation of Faith, you will be
well on your way to winning a game of Civilization VI with your religion!

THE END OF TIME


If no one has achieved victory, the game automatically ends on the last day of 2050. The Scores
of all surviving civs will be tallied, and a victor announced. You may continue playing the
game after this point, but victory will no longer be a factor.
YOUR SCORE
In many Civilization VI matches, one of the players will win the game by achieving one of
the possible victories. However, if no one achieves one of these victories by the year 2050, the
winner is determined by the surviving civilization’s “score.”

And if someone does win outright before 2050, their score will determine their place on the
“Hall of Fame” screen. Here’s how scores are calculated:

ELIMINATION
If you are eliminated from the game, your score is zero. (Sorry.)

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TIME TO VICTORY
If you achieve victory before 2050, you receive a “score multiplier.” The earlier the victory, the
better.

MAP SIZE AND GAME DIFFICULTY


The size of the map that you play on will determine the Score each civ receives for tiles,
number of cities, and population. The game difficulty you choose will determine the overall
value of all points in the game: the higher the difficulty, the more everything’s worth. (In other
words, winning a crushing victory on the easiest level will probably be worth fewer points than
eking out a marginal victory on the toughest level.)
YOUR CURRENT SCORE
You can see everybody’s current score on the Diplomacy Panel. If you press the “-” button,
you’ll see where your points are coming from.

Note that the Score is not permanent: they can come and go across the course of a game. If
you construct a Wonder, you then get the points for it. But if somebody else captures the city
it’s in, they get those points.

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SECTION 3:

A D VA N C E D
RULE S
AIR COMBAT
Air units have become essential components of every military force in the world, starting from
their importance for reconnaissance in the early part of the 20th century, evolving all the way
top strategic bombing and air superiority in the latter half of the century.

Likewise, air power is helpful to victory in Civilization VI.

AIR UNITS
There are three main types of air units in Civilization VI support reconnaissance, fighters,
and strategic bombers. These can be produced in any city that has built an aerodrome and
researched the prerequisite techs.

SUPPORT RECONNAISSANCE
In the early modern era, observation balloons become available after researching flight,
allowing you to extend your sight radius and increase the effective range of your artillery. Any
artillery units in the same hex as or adjacent to an Observation Balloon gain a +1 attack range.
Attackers will want these observation balloons to be able to attack units and cities from a ‘safe’
distance, and defenders will want these units for the same reason. Observation balloons can
only be destroyed by eliminating the unit with a melee attack or by using aircraft.

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FIGHTERS
Fighters and Jet Fighters may intercept incoming attacks, and engage in dogfighting with
other aircraft.

STRATEGIC BOMBERS
Bombers and Jet Bombers do not engage in dogfighting, but are responsible for air strikes,
pillaging the ground beneath them.

AIR BASES
Air units do not move around the map like ground and naval units. They must be “based”
somewhere. The city center can always hold one air unit, but building an aerodrome, airstrip,
or naval carrier can increase your available slots. An aerodrome can have up to 8 slots and an
airstrip 6. The carrier begins with 2, but can gain more through promotions.
COMBAT STATS
All air units have two stats: combat, ranged (Fighter), or bombard (Bomber).

COMBAT
Used in evaluating combat between two air units. Think of this as the ‘dogfighting’ stat.

RANGED
Used in evaluating combat between the air unit and a ground unit or district. Think of this as
the ‘ground strafing’ stat. This stat suffers the same debuff vs. district defenses that land ranged
units do.

BOMBARD
Used in evaluating combat between the air unit and a district or ground unit. Think of this as
the ‘carpet bombing’ stat. This stat suffers the same debuff vs. land units that land bombard
units do.
PATROLS
Fighter aircraft can be deployed to a valid hex within their movement range from a friendly air
base. After it is deployed, the aircraft will begin flying an orbiting pattern around its effective
intercept range (1 hex radius). This should make it clear to both the attacker and defender the
status of the fighters in the patrol state.

The patrol state is continuous, somewhat like the ‘Fortify’ unit operation. Once an aircraft has
been set to patrol it will do so until it is ordered otherwise or it is destroyed.

While patrolling, the aircraft will continue to intercept and defend against multiple attackers.

At any time during the player’s turn, Fighter aircraft can ‘Return to Base’ (station at a friendly
air base) in order to heal. Aircraft stationed at an air base do not intercept attacking aircraft.

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Aircraft can only heal at the end of the game turn when stationed on a city center, aerodrome,
airfield, or naval carrier if they have not been involved in combat (either offensive, or
defensive). Healing is ‘fastest’ on an Aerodrome District, and less so on Airfields and Carriers.
These values can be increased through promotions and/or policies.
AIR STRIKES
Heavy Bomber aircraft cannot deploy on patrols. They are instead considered ‘stationed’ at a
friendly air base, and can carry out attacks from that base.

Unlike fighter aircraft, bombers do not engage in dogfighting; they can only head straight for
their target and attack. However, if there are fighters or anti-air units defending the target,
then combat must be resolved before the bomber reaches the target (in other words, the
bomber must survive any defending fighters and anti-air units). After combat is resolved with
air units and damage is applied, the bomber attack resumes against the district or unit in the
target hex.

Bomber aircraft can ‘pillage’ district buildings and city improvements by attacking them
directly. The effect is the same as a ground unit pillage action with one exception: the
attacking air unit does not get any material reward resulting from the pillage action like a
ground unit would. In order for a pillage to occur, the attacking air unit must be at 50% health
or higher.
INTERCEPTIONS
Fighters and jet fighters can be set to “intercept” enemy air attacks (AA gun and mobile SAM
automatically intercept; they don’t need to be given a special mission). If an air unit tries an
air strike against a target within the range of an intercepting unit, the interceptor will fire on
the attacker and do damage to it. Unless the attacker is killed by the interceptor, the air strike
proceeds.

Only one unit can intercept an air strike; once it does, it cannot intercept any more that turn
(though certain promotions can increase this). So if you’re expecting multiple air attacks on a
target, you might want to pile multiple fighters and AA units on and around that target.
WMDS
WMDs (Nuclear or Thermonuclear) are one-shot weapons. They perform a single air strike
mission against a target, and then, win or lose, they are destroyed.

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NUKES
Nuclear Weapons are extremely powerful weapons. They blow a lot of stuff up and poison
the land and sea. They should only be used as a last resort − or if you’re absolutely sure that
you’re the only one who has them – because once they start flying, the whole world can quickly
become an extremely unpleasant place to be.

As someone once said, “One nuclear bomb can ruin your whole day.”
CONSTRUCTION AND DELIVERY
There are 2 categories of atomic weapons: the Nuclear Device and the Thermonuclear Device.
Nuclear Devices can be created in any city as long as the prerequisite technology has been
researched, Uranium is available, and the Manhattan Project or Operation Ivy is completed.
There is no limit on the number that a player can build, however Nuclear Devices are expensive
to produce and have a very high maintenance cost. Once a Nuclear Device is created, it is added
to the player’s inventory and can then be used by any unit or improvement capable of deploying
it on the map. This includes Bomber aircraft, Nuclear Submarine. For example, if you position a
Nuclear Submarine off the coast of an enemy, you can launch as many Nuclear Missiles at your
opponent (1 per turn) as you have Nuclear Devices in your inventory.
USAGE
When an atomic weapon is detonated, several things happen to all the hexes within the blast
radius. Citizens “working” the affected tiles are eliminated, units occupying the affected
tiles are destroyed, and all tile improvements are pillaged. Any districts and buildings in the
affected tiles are also pillaged and must be repaired to be used again. All tiles affected are
contaminated with radioactive fallout.
NUCLEAR DEVICES
The first nuclear weapon available in the game, a nuclear device is a very powerful unit that
can quickly alter the world’s balance of power. The damage radius for a nuclear device is 1
tile in every direction outside of the drop zone. Units caught in the blast will be damaged
or destroyed, Wonders, improvements, and districts will be pillaged, and cities will lose
population if hit.

Like ranged units, a nuclear device cannot totally destroy a city. No matter how many times
a city is hit by nukes, it will not be destroyed.

Nuclear devices can be delivered by many different methods, as mentioned above.

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THERMONUCLEAR DEVICES
The second nuclear weapon available in the game, a thermonuclear device is even more
powerful than the older nuclear device. The damage radius for nuclear device is 2 tiles in every
direction outside of the drop zone. Units caught in the blast will be damaged or destroyed,
Wonders, improvements, and districts will be pillaged, and cities will lose population if hit.

Like ranged units, a thermonuclear device cannot totally destroy a city. No matter how many
times a city is hit by nukes, it will not be destroyed.

Thermonuclear devices can be delivered by many different methods, as mentioned above.


CONTAMINATION
After a nuclear attack, fallout will contaminate every tile affected by the blast. Any units that
end their turn in a contaminated tile take 50 damage each turn. Production cannot be applied
to anything in tiles containing contamination, such as repairing buildings and districts. Tiles
that are contaminated cannot be worked by the city until the contamination timer expires or
until the tile is “cleaned.”

Nuclear contamination can be “cleaned” from affected tiles by Builder units. Builder units
that are able to clean contaminated hexes will take less damage if they end their turn in such
a hex. Any city tiles not directly affected by the nuclear blast will still function normally and
contribute to the city’s yield.

CORPS AND ARMIES


If you play deep into the Civics tree, you will have some options that a technology-focused
player will not have. Starting in the Industrial Era after completing the Nationalism civic,
players will be able to unlock the ability to combine multiple military units of the same
type into a single stronger unit. Two military units of the same type will be able to combine
to create a Corps, giving them +10 to their base Combat Strength. After researching
Mobilization, three units of the same type may be combined into an Army, giving +7 to their
base Combat Strength.

Once a Corps or Army has been formed, the units may not be broken apart into individual
units again. The experience and promotions of the highest experience unit is preserved when
creating this type of formation, so it is beneficial to combine rookies with more experienced
units. Naval units may also be combined into Fleets and Armadas.

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MULTIPLAYER CIVILIZATION VI
Multiplayer games let you pit your skills directly against other players rather than against just
computer-controlled AI. Multiplayer games can be accessed from the Main Menu, and can be
enjoyed over a LAN (Local Area Network) with friends.
MULTIPLAYER MENU
From the Main Menu, select the “Multiplayer” button to navigate to the Multiplayer games
options screen.

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LOCAL GAMES
From here, select the Local Network game option to browse for available LAN (Local Area
Network) games. A list of available local games will populate the browser view: select any of
these games to join. If you don’t see any games (or none you’re interested in) you can select
the “Host Game” button to create your own. Select the “Refresh” button to refresh the list of
available games at any time.

When you choose to Host a game, you’ll be taken to the Setup Multiplayer Game screen.
From here you can choose your leader, set the map type and size, and select your game pace.
You can also load a previously saved Multiplayer game (more on that later), or return to the
Browser to see the list of available games again. Select “Start Game” once you’ve finalized your
selections.

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From here you’ll enter the Staging Room where you can see what leaders everyone has chosen
and which players are ready. An AI player will be denoted with the name “AI”, whereas
human players will be denoted using their Nintendo nickname.

Note that if two or more players attempt to select the same civ or leader, the game will change
the duplicated leader’s team color to a new one to avoid any possible confusion. In this way,
two or more (or all) players can play the same civ or leader.

Once all players have selected “Ready,” the host may select the button “Launch Game” to start
up the game.

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HOSTING, SAVING, AND LOADING GAMES
When hosting a game, it’s possible to save your game’s progress and load it up at a later date.
This is especially useful for long-running games that can span longer than a day. From within
the Setup Multiplayer Game Screen, select the “Load Game” button to browse your list of
saved games.

If for any reason you become disconnected while playing a Multiplayer game, the system will
try to reconnect you automatically. If the host of a game leaves (for whatever reason), the game
will attempt to migrate the host controls to a different player.

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CREDITS Additional Production
Amy Pickens, Technical
Graphics Engineers
Navjot Garg
FIRAXIS GAMES Animation Group Arthur Gould
Stuart Zissu, Systems and Kevin Jones
SID MEIER’S IHV Support John Kloetzli
CIVILIZATION VI Theodore Maselko
Writers David Raabe
TEAM LEADERSHIP Alexander Horn Jeremy Shopf
Lead Designer Rex Martin Kiran Sudhakara
Ed Beach Additional Writing Marek Vojtko

Lead Engineer Peter Murray Lead Database/Modding


Ken Grey Scott Wittbecker Engineer
Maurice Suckling Shaun Seckman
Art Director
Brian Busatti PROGRAMMING Lead Interface Engineer
TEAM Tronster
Senior Producer Lead Engineer
Dennis Shirk Ken Grey Interface Engineers
Sam Batista
DESIGN TEAM Gameplay Engineers Whitney Bell
Lead Designer Eric Jordan Joe Cortese
Ed Beach Adam Sherburne
Scott Spanburg Additional Interface
Designer/Programmers Engineers
Matthew Beach Additional Gameplay Keaton Vanaukan,
Brian Feldges Engineers Ghostpunch
Andrew Garrett Jeff Hiebert, Ghostpunch
Anton Strenger Olex Lozitskiy, Ghostpunch Lead Multiplayer Engineer
Bradley Olson
Lead AI Engineer Lead Systems Engineer
Andrew Garrett Greg Osefo Multiplayer Engineers
Todd Smith
PRODUCTION TEAM Systems Engineers
Senior Producer Ian Schmidt Lead Tools Engineer
Dennis Shirk Adam Sherburne Brian Whitman

Associate Producer Lead Graphics Engineer Tools Engineers


Sarah Darney Josh Barczak David Gurley

154
Additional UI and Additional Animators Tommy Cox
Gameplay Support Jason Johnson Alex Llivicura
Blind Squirrel Games Matt MacAuliffe
Chris Wade – Gameplay Technical Animation Rambo Siu
Engineer Group
Leo Simkin – Gameplay Brian Evans Additional Structure
Engineer John Stewart Modelers
David Baker – Executive John Dunford
Lead Character Modeler
Producer Matthew Kean Lead Visual Effects Artist
Amanda Khoury – Associate Troy Adam
Producer Lead Unit Modeling
David Jones Visual Effects Artists
ART TEAM Michael Bazzell
Art Director Character and Unit Rick Menkhaus
Brian Busatti Modelers
John Fitzgerald Additional Visual Effects
Lead Interface Designer Ryan Jackson Artists
Whitney Bell David Jones Todd Bilger
Interface Designers Michael Unkrich
Lead Concept Artist
David Cory Additional Unit Modelers Sang Han
Interface Artists Benjamin McArdle
Gameshastra Solutions Concept Artists
Rob Sugama Kat Berkley
Private Limited
Lead Animator Taylor Fischer
Hector Antunez Lead Environment Artist Sam Gauss
Jason Johnson Michael Tassie
Animators
Rachel Anchors Environment Artists Additional Concept Artists
Aaron Andersen Clark Coots Andrew Bosley
Grant Chang Eric Ehoff
Lead Structure Modeler Jeff Paulsrud
Lou Ferina Matthew Quickel
Alex Kim Colleen Peck
Greg Marlow Structure Modelers AUDIO
Dennis Moellers Jerome Atherholt Lead Audio Designer
Daniel Perry Michael Bates Roland Rizzo
David Senita Todd Bergantz
Justin Thomas Andrew Clark
Bryan Twomey Clark Coots

155
Associate Lead Audio Concertmistress Fiddle
Designer Rita Cepurcenko Patrick McAvinue
Griffin Cohen Kühn Mixed Choir
Cavaquinho
Sound Designers Choir Conductor Kahil Nayton
Griffin Cohen Marek Vorlícek
Dan Costello 7-string guitar
Roland Rizzo Orchestra and Choir
Recording Engineer Cesar Garabini
Christopher D’Ambrosio
Dan Price Jan Holzner
Norwegian Bukkehorn
In-Game Music Orchestra Contractor Sissel Morken Gullord
Geoff Knorr Petr Pycha
Roland Rizzo Balalaika
Tim Wynn Orchestra Librarian Andrei Saveliev
Tomás Kirschner
Opening Cinematic and Sitar
Main Menu Music Orchestrator Mathew Poovan
Christopher Tin Geoff Knorr
Orchestral Parts Tabla
End Game Cinematic Souvik Ghosh
Music
Geoff Knorr Preparation
Chris Whittaker Mandolin
Christopher Tin Chris Reber
Orchestra Recorded at
Additional Electronics and Smecky Music Studios
Dobro
Arrangements
Bass Viol, Vielle, Kemençe Dave Hadley
Phill Boucher
Deepak Ram, Bansuri
Audio Programmer Niccolo Seligmann Classical Guitar
Ian Schmidt Benjamin Beirs
Guzheng
PERFORMERS Duduk, Hotchiku,
Bing Xia
Recorder, Bombarde,
PRAGUE Pivava, Tenor Pivana,
Oud, Ney, Kawala
FILMHARMONIC Schwegel, Occorsoflute,
Chakib Hilali
ORCHESTRA Kaval, Ciaramella,
Qanun Bass Recorder, Bena,
Orchestra conducted by Erdklangfloete, Ocarina,
Kylie Hilali
Andy Brick Floyera, Doucaine, Tin
Banjo Whistle
Brad Kolodner Sandro Freidrich

156
Shakuhachi Vocals and Kongolese music Recording Engineer
Ronnie Nyogetsu Reishin researcher Giorgi Hristovski
Seldin Sebastian Sala
Pro Tools Operator
South American Flutes Recording Engineer Atanas Babaleski
Roland Rizzo Candice Bowkers
Stage Manager
ADDITIONAL Riste Trajkovski
9-String Golden Lyre of VOCALS
Erato African vocals Mixed by Leslie Ann Jones
Geoff Knorr Kyle du Preez at Skywalker Sound

Norwegian Bukkenhorn Mixing and Mastering Assistant Mix Engineer


Recording Engineer Geoff Knorr Dann Thompson
Jon Anders Narum
CINEMATIC AND Pro Tools Editor
KONGOLESE MAIN MENU SCORE Andre Zweers
INSTRUMENTAL Main Menu Additional Arrangements by
RECORDING BY “Sogno di Volare Alex Williamson
REGULUS SOUND (The Dream of Flight)”
PRODUCTIONS (PTY) Additional Orchestrations by
LTD – SOUTH AFRICA Opening Movie Jerome Leroy
“A New Course”
Producer, Recording Special Thanks
Composed by
Engineer, double bass,
Christopher Tin Radio Active Productions
nyunganyunga, mbira
Publishing Studio
Caleb Vaughn-Jones Lyrics by Leonardo da Vinci, Peabody Institute Recording
adapted by Chiara Cortez Arts and Sciences
Production assistant,
African instruments PERFORMED BY Actors
Simphiwe Funde CAPPELLA SF Narrator/Father
Music Director Sean Bean
Production assistant and
Ragnar Bohlin
language transcriber
Advisor/Daughter
Brent Kennedy ORCHESTRA: Natasha Loring
MACEDONIAN
Guitar
SYMPHONIC Teddy Roosevelt
Joe Van Der Linden
ORCHESTRA Richard Tatum
Vocals and Kongolese music F.A.M.E.’S. Project - Skopje
Queen Victoria
researcher
Conductor Lucy Briggs Owen
Massi Bambino
Oleg Kondratenko

157
Pericles Catherine de Medici Testers
Konstantinos Stelloudis Lara Valentina Parmiani Daron Carlock
Steffen Drees
Hōjō Tokimune Peter the Great Carlton Harrison
Yoshi Ando Mikhail Danilyuk Jen Kraft
Hardrada Tomyris Dominic “Bull” Mancuso
Atli Rafn Sigurdsson Alina Irbekov Berezova Kelsey Orem

Frederick Barbarossa Pedro II Additional Testing


Bert Coll Renato Belschansky Albert Briggs
Bennett Kauffman
Qin Shi Huang SIGNAL SPACE Santiago Loane
Junchao Hunag Creative Director Joseph Walker
Jose Aguirre Chloe Wright
Saladin
Alhan Gharam Researcher Testing Interns
Inga Knoth
Cleopatra Steven Eisner
Nirvana Hisham Audio Editor James Hopkins
Sam McNear
Gilgamesh Valentino Lercher
FIRAXIS LIVE TEAM
Jorge Badillo Galvan Audio Editor Producer
Matthew Knutson Clint McCaul
Mvemba a Nzinga
Mamengi Alfredo Lombisi Project Manager Senior Network
Christopher Fox Programmer
Gorgo
Michael Springer
Angeliki Dimitrakopoulou SOLID AIR
VO EDITORS Senior Online Services
Gandhi Transatlantic Audio Engineer
Pawan Shukla Dante Fazio Robert Dye
Montezuma Austin Krier
Garrett Montgomery FIRAXIS
Irwin Daayan
M.P.S.E MANAGEMENT
Rosenthal Sarli
Stephen Selvaggio CEO / President
Philip II Steve Martin
Anton Carmano Vega QUALITY ASSURANCE
QA Supervisor Creative Director
Trajan Timothy McCracken Sid Meier
Gianmarco Ceconi
QA Lead Studio Art Director
Carl Harrison Arne Schmidt

158
Director of Software FRANKENSTEIN TEST Josh Davies
Development GROUP Josh Knorr
Steve Meyer Sam “SamBC” Barnett- Tristan Locke
Cormack Werner Gradwell
Director of Gameplay David “Browd” Brown Brett Sinclair
Development Gloria “Nolan” Carson
Barry Caudill Sean “Gorbles” Hickman Lead Animator
Executive Producer MadDjinn Wes Adams
Kelley Gilmore Adam “Pouakai” Partridge
Anthony “Ztaesek” Seekatz Animators and Rigging
Director of Marketing Stephen “WarningU2” Mitch Coote
Lindsey Riehl Warner Damian Paon
Frithjof Nikolai Wilborn Cam Ralph
Marketing Associate Onno “donald23” Zaal Tom Janson
Peter Murray Gareth Rhodes
CINEMATICS Zarvan Kotwal
Community Manager Phil Hook
Kevin Schultz CINEMATIC Sina Azad
PRODUCTION
Human Resources Director SERVICES Lead Lighter
Shawn Kohn PLASTIC WAX Ben Malter
Office Manager
PTY LTD
Creative Leads Lighting and Rendering
Donna Milesky Nigel Waddington
Nathan Maddams
Dane Maddams Owen Gillman
IT Manager
Tyrone Maddams Ben Shearman
Josh Scanlan
Production Management Lead VFX TD
IT Technicians
Mick Hammell Sidney Cheng
Matt Baros
David McFall Carly Glover VFX
Toby Alderton Steven Cheah
Special Projects Terry Mickaiel Dave Frodsham
Susan Meier
Lead Modeler Fernando Flores Gonzales
Special Thanks Dean Wood Lead Compositor
Joanne Miller
Modelling Daniel Loui
Beth Petrovich
Ben Mikhaiel Compositors
Josh Shahinian Jad Haber
Alexia Zantides Ryan Trippensee
Vee Ng Modeller Yoav Dolev
Dan Horsfall

159
ADDITIONAL NVIDIA PUBLISHED BY 2K
CINEMATIC Timofey Cheblokov
PRODUCTION Alex Dunn 2K is a publishing label
SERVICES Amanpreet Grewal of Take-Two Interactive
SECTION STUDIOS Software, Inc.
Production INTEL
Raja Bala 2K PUBLISHING
Justin Yun President
Kami Talebi Chris Seitz
David Ismailer
Concept QUIXEL
Teddy Bergsman Chief Operating Officer
Gabriel Yeganyan Phil Dixon
Cuba Lee Eric Ramberg
Brian Kim WWISE 2K PRODUCT
Howard Pak Martin Dufour DEVELOPMENT
Hyunjae Lee Adrien Lavoie
Lucas Helmintoller VP, Product Development
Mohammad Chowdhury FORK John Chowanec
Animation Noor Khawaja Sr. Director of Product
Cameron Mott Development
Judson Morgan VALVE Melissa Miller
Justin York
ADDITIONAL Senior Producer
CINEMATIC PRODUCTION Kirsten Kennedy
PRODUCTION BABIES
SERVICES Alan Associate Producer
APPLIED CINEMATICS Dominic Casey Coleman
Mike O’Rourke Eleanor
Graham Assistant Producer
Jason Flynn
Gwendolyn and MacArthur Kelsey Mabbott
VENDOR SUPPORT Ian Digital Release Manager
Leah Tom Drake
AMD Luca
Cristian Cutocheras Owen Associate Release Manager
Raul Aguaviva Owen Myles Murphy
Josh Salem
To all of our families and Sr. Director, Business
loved ones! Thank you for Development
your patience and support! Tim Holman

160
2K CREATIVE User Research Manager Software Engineers
DEVELOPMENT Francesca Reyes Jason Howard
VP, Creative Development Harry Hsiao
Josh Atkins Sr. User Researcher
Michael DeFreest Associate Software
Design Director Engineer
Francois Giuntini User Research Coordinator Labhesh Deshpande
Julian O’Neal
Director of Creative 2K CORE TECH
Services 2K CORE TECH - ONLINE
Rob Clarke VP, Technology ENGINEERING

Sr. Director, Creative Mark James Sr. Software Engineer


Production Operations Manager Scott Barrett
Jack Scalici Peter Driscoll Sr. Server Engineer
Sr. Director of Story and Senior Technical Product Kritika Kaul
Creative Development Manager
Chad Rocco Dev Ops Engineer
Jason Johnson Tim Lynch
Sr. Manager, Creative Associate Technical
Production Software Engineer
Product Manager Taylor Owen-Milner
Josh Orellana Greg Vargas
Creative Production Jr. Software Engineers
Director of Engineering Alec Brownlie
Coordinator Adam Lupinacci
William Gale James Dryden
Technical Director Associate Software
Outsourcing Coordinator Tim Haynes
Cathy MacPherson Engineers
Online Technical Director Shweta Moholkar
Media Producer Louis Ewens Vivian Zou
Mike Read
Technical Art Director Software Engineer Intern
Capture Team Lead Jonathan Tilden Pengcheng Pan
Luke McCarthy
Principal Technical Artist QA Manager
Sr. Capture Specialist Kris DeMartini Casey DeWitt
Dana Koerlin
Principal Software QA Associate Lead
Lead User Researcher Engineer William Youney
Gina Smith Mitchell Fisher

161
QA Testers Community and Social Video Editors
Mackenzie Hume Media Manager Dom Hassett
Keith Vedol David Hinkle
Jordan Youney Video Editor/Capture
Creative Director, Specialist
2K MARKETING Marketing Shane McDonald
Gabe Abarcar
SVP, Head of Global Jr. Video Editor/Capture
Marketing Sr. Director, Marketing Specialist
Melissa Bell Production Evan Falco
Jackie Truong
VP, Marketing Sr. Web Designer
Matt Gorman Project Manager Keith Echevarria
Heidi Oas
Director, Marketing Sr. Web Developer
Matt Knoles Marketing Production Gryphon Myers
Manager
Brand Manager Ham Nguyen Web Developer
Benji Han Charles Park
Production Designer
Director of Marketing, Nelson Chao Sr. Web Producer
North America Tiffany Nelson
Kelly Miller Sr. Graphic Designer
Christopher Maas Director, Channel
Marketing Manager Marketing
Jonathan Goodwin Graphic Designer Anna Nguyen
Chris Cratty
Director of Digital Channel Marketing
Marketing Director, Video Production Manager
Adam Krause Kenny Crosbie Marc McCurdy
Digital Marketing Associate Video Production Channel Project Manager
Technology Manager Manager Dustin Choe
Brian Kim Nick Pylvanainen
Partner Marketing
Sr. Communications Sr. Video Editor & Motion Specialist
Manager Graphics Designer Kelsie Lahti
Richie Churchill Michael Regelean
Events Manager
Content Manager Video Editor & Motion David Iskra
Jason Babler Graphics Designer
Camille Galejs Event Tech Manager
Social Video Producer Mario Higareda
Anthony Snyder

162
Director, Customer Service Manager, Music Data Scientist
Ima Somers Partnerships & Licensing Mo Lin
David Kelley
Sr. Manager, Customer Manager, Game Analytics
Service Manager, First Party Kyle Bishop
David Eggers Partnerships
Matthew Freedman Director of Monetization
Manager, Customer Service Dennis Ceccarelli
Crystal Pittman Associate Manager,
Partnerships & Licensing Sr. User Research Analyst
Knowledge Base Ashley Landry David Rees
Coordinator
Mike Thompson Sr. Coordinator, Data Analytics Engineer
Partnerships & Licensing Alvin Li
Associate Supervisor, Megan Reyes
Customer Service Data Scientist
Alicia Nielsen 2K OPERATIONS Robin Luo

Sr. Customer Service SVP, Senior Counsel Strategy Analyst


Associates Peter Welch Benjamin Simonett
Dominic Hurton 2K ADMINISTRATION
Ryosuke Kurosawa Director & Counsel
Aaron Epstein Administrative Services
Customer Service Justyn Sanderford Manager
Associates Ariel Owens-Barham
Reginald Clark VP, Publishing Operations
Annastasia Larsen Steve Lux Sr. Administrative
Chad Morton Director of Operations Assistant
Liana Piedra Dorian Rehfield Megan Grunenwald-Rohr
Sierra Roberts
Adam Schaefer Sr. Paralegal, Immigration Executive Assistant
Ciera Scott & Employment Nicole Hillenbrand
Landen Scott Karla Duarte Administrative Assistants
Leo Shaverdian
Paralegal Jessica Hurst
Sr. Director, Partnerships Xenia Mul Trey Mosteller
& Licensing
2K ANALYTICS 2K FINANCE
Jessica Hopp
Sr. Director, Analytics and Head of Finance
Sr. Manager, Partnerships
Data Science David Boutry
& Licensing
Greg Brownstein Mehmet Turan Sr. Director of Finance
Barry Charleton

163
Financial Planning & Sr. NOC Manager IT Analyst
Analysis Manager Vaclav Dolezal Michael Caccia
Mary Bolanos
Systems Engineering 2K QUALITY
Sr. Accountant Director ASSURANCE
Rajesh Joseph Jon Heysek
SVP of Quality Assurance
Finance Coordinator IT Director, Novato & Submissions
Juan Chavez Bob Jones Alex Plachowski
Finance Analyst Technical Director 2K VEGAS QUALITY
Gaurav Singh Russ Mains ASSURANCE
Finance Assistant Network Engineers QA Director
Alexander Raney Don Claybrook Scott Sanford
Fernando Ramirez
2K HUMAN QA Test Manager
RESOURCES Sr. Systems Engineer Doug Rothman
Petr Fiala
VP Global HR QA Test Lead
Gail Hamrick Systems Engineers Steven Johnson
Michal Bernat
Director, Human Joseph Davila QA Testers
Resources Manish Patel Ian Bennett
Tony MacNeill Peter Pribylinec Tyler Ford
Radek Trojan Kristian Garcia
Human Resources Manager Marisa Ghilarducci
Christina Vu Helpdesk Supervisor Jerico Javier
Human Resources Scott Alexander Christian Ramos
Generalist IT Supervisor Support QA Leads
Daniella Gutierrez Tareq Abbassi Nathan Bell
Human Resources Jordan Wineinger
Systems Administrators Ashley Fountaine
Coordinator Davis Krieghoff
Kate Stricker Filip Safar Support QA Associate
2K IT Joseph Thompson Leads
Hugo Dominguez
Sr. Director, 2K IT Jr. Systems Administrators Ezra Paredes
Rob Roudebush Razmik Abrahamian
Brandon McMurray
Sr. Manager, Online Christopher Smith
Operations Jan Zahradnik
Scott Darone
164
Support Sr. QA Testers Head of International Localisation and Creative
Robert Klempner Brand Services Assistant
Bryan Fritz David Halse Matt Lamplugh
David Dalie
Douglas Reilly Jr. International Brand Sr. Manager, Design
Zachary Little Manager Tom Baker
Maria-Pia Raggio
Support QA Testers Graphic Designer
Julian Molina Head of International James Quinlan
Communications
IT Manager Wouter van Vugt Video Content Editor
Chris Jones Barney Austin
Sr. International
2K Las Vegas IT Communications Manager EXTERNAL
Travis Allen Roisin Doyle LOCALISATION
Cameron Steed TEAMS
International Community
Special Thanks & Social Manager Around the Word
Alexandria Belk Arthur Tolmie Effective Media GmbH
David Barksdale Synthesis Iberia
Joe Bettis Head of International Synthesis International srl
Leslie Cullum Territory & Export QLOC S.A.
Jeremy Ford Marketing
Warner Guinée Localisation tools and
Candace Javellonar support provided by XLOC
Josh Lagerson 2K INTERNATIONAL Inc.
Rachel McGrew PRODUCT
Louis Napolitano DEVELOPMENT 2K INTERNATIONAL
Jeremy Richards TERRITORY
Michael Weber International Producer MARKETING AND
Sajjad Majid COMMUNICATIONS
2K INTERNATIONAL Adam Perry
PUBLISHING 2K INTERNATIONAL Agnès Rosique
CREATIVE SERVICES Alison Gram
VP Publishing, Operations
Murray Pannell Director of Creative Anne Speth
Services and Localisation Belinda Crowe
Sr. Director, International Nathalie Mathews Ben Seccombe
Marketing and Callum Cuming
Communications Localisation Project Carlo Volz
Jon Rooke Manager Carlos Villasante
Cara Lacey Caroline Rajcom
Dave Blank
Dennis de Bruin

165
François Bouvard Localisation QA Julio Calle Arpon
Gemma Woolnough Senior Lead Koso Suzuki
Jan Sturm Oscar Pereira Luca Panaccione
Javier Sastre Luca Rungi
Jean Paul Hardy Localisation QA Marcus Focht
Julien Brossat Project Lead Melissa Roth
Margaux Duval Adriana Cervantes Mirko Barbesino
Matt Gardner Localisation QA Leads Natsue Bun
Maria Martinez Florian Genthon Nicolas Bonin
Mikey Foley Jose Olivares Patricia Ramón
Roger Langford Sergio Accettura Samuel França
Sandra Mauri Seon Hee C. Anderson
Sandra Melero Localisation QA Stefania L. Monaco
Sean Phillips Associate Lead Yury Fesechka
Shelly van Seventer Manuel Aguayo
Simon Turner 2K ASIA TEAM
Stefan Eder Senior Localisation
QA Technicians Asia General Manager
Yoona Kim Jason Wong
Zaida Gómez Christopher Funke
Daniel Im Asia Marketing Directors
TAKE-TWO Pablo Menéndez Diana Tan
INTERNATIONAL Sarah Dembet Tracy Chua
OPERATIONS Timothy Cooper
Kevin Smith Asia Sr. Marketing
Nisha Verma Localisation QA Manager
Phil Anderton Technicians Daniel Tan
Richard Kelly Alessandra Mazzarella
Alexander Onesti Japan Marketing Manager
2K INTERNATIONAL Antoine Grelin Kyoko Fuke
QUALITY ASSURANCE Benny Johnson
David Sung China Marketing Manager
Localisation QA Manager Dimitri Gerard Leo Li
José Miñana Dmitry Kuzmin Asia Associate Marketing
Mastering Engineer Ernesto Rodriguez Cruz Manager
Wayne Boyce Etienne Dumont Rohan Ishwarlal
Frédéric Créhin
Mastering Technician Gabriele Cesarini Asia Product Executive
Alan Vincent Hannah Carrillo Wayne Ng
Javier Vidal
Jean-Luc Brebant Japan Marketing Assistant
Julien Cohen David Anderson

166
Korea Marketing Assistant QA Lead Cho Hyunmin
Park Sangmin Qi Ke Lei Hu Meng MengTang Shu
Jin Xiong Jie
Sr. Localization Manager Sr. QA Testers Bai Xue
Yosuke Yano Xin De Hua
Hu Die Localisation QA Testers
Localization Coordinator Bai Gui Long Wang Ce
Pierre Guijarro Zhao Jin Yi
QA Testers Li Ling Li
Localization Coordinator Zhang Biao
Mao Iwai Tan Liu Yang
Jiang Meng Chuan Zhao Yu
TAKE-TWO ASIA Wu Di
OPERATIONS Junior Localisation QA
Yang Hui Testers
Eileen Chong Yang Wen Jing
Veronica Khuan Xu Le Le
Li Si Lei Tian Qi Feng
Chermine Tan Lan Shi Bo
Takako Davis Yang Pei Xi
Wan Yue Jiang Xiang Yuan
Yuki Suhara
2K China IT Chen Xue Mei
TAKE-TWO Zhao Hong Wei Zhang Yi Hang
ASIA BUSINESS Wang Peng Tong Yi Feng
DEVELOPMENT Hu Xiang Li Zong Yu
Erik Ford Zheng Xing
Syn Chua Very Special Thanks
Paul Adachi Special Thanks Strauss Zelnick
Hidekatsu Tani Li Hua SPECIAL THANKS
Aiki Kihara Su Wan Qing Pete Anderson
Ken Tilakaratna Xie Ya Xi Chris Bigelow
Anna Choi Shao Bang Zhu Siobhan Boes
Hyun Jookyoung Nicholas Bublitz
Felix Ng Localisation QA Manager
Du Jing Chris Burton
Dustin Zhao David Cox
2K CHINA QUALITY Lead Localisation QA Marquis Danner
ASSURANCE Testers Hank Diamond
Zhu Jian Daniel Einzig
QA Director Chu Jin Dan Dan Emerson
Zhang Xi Kun Shigekazu Tsuuchi Christopher Fiumano
Greg Gibson
QA Manager Senior Localisation QA Steve Glickstein
Stephen Manners Testers Lainie Goldstein
Kan Liang Ross Graber

167
Brooke Grabrian Gary Talent Quality Assurance Testers
Kristle Hill John Butler Diego Alcocer
Jordan Katz Ken Cobb Kenneth Justice
Jenn Kolbe Sugu Lee Brandon Ortiz
Alan Lewis Thomas Klovert Jacqueline Rocha
Katie Nelson Tim McDaniel Jeremy Scheihing
Pedram Rahbari Tom Oliphant Joseph Cowan
Betsy Ross Kat White
Karl Slatoff UI/UX Design Lead Kevin Ramos
Take-Two Digital Sales Maggie Duvall Scott Brunelle
Team Dillon Pierce
Take-Two Channel PRODUCTION Ethan Corpus
Marketing Team SERVICES TEAM Joseph Nixon
Take-Two Legal Team
Take-Two Sales Team Director of Support Certification Team
Danielle Williams Services Rockie Knittel
Maria Zamaniego Andrew Brazell
Clifford Lim Compatibility Lead
Production Services Clement Yeung
ASPYR MEDIA Manager
Jacky Coiro Assistant Compatibility
President Lead
Michael Rogers Senior Project Lead Collin Post
Ryan Stocks
Executive Vice President James Vicari Compatibility Core Tester
Ted Staloch Jordan Barrera
Project Lead
Director of Production Matt Krous PUBLISHING &
Dave Prout Marshall Peterson MARKETING TEAM
DEVELOPMENT Assistant Project Lead
TEAM Geoff Hills Vice President of
Nathan Rodriguez Publishing
Technical Director Elizabeth Howard
Jez Sherlock
Core Quality Assurance
Testers Senior Product and Sales
Software Engineers Manager
Alex Ni Mark Montry
Robert Bass Michael Blair
Alex Talbot
Andy Molloy Product Strategist
Dave Idemoto Kellen Kincaid

168
Producer Agencies
Jonathan Woo Access Brand
Communications
Art Director Hamagami/Carroll, Inc.
Devin Cox Liquid Advertising

Junior Designer
Lee Bolton

Video and Motion Graphics


Editor
Philip Hagen

Community Manager
Chris Bashaar

Community Specialist
Lucy Fernandez

Web Developer
Micah Frazier
Stephen Hughes

IT TEAM

IT Manager
Daniel Hagen

IT Help Desk
Tyler Kloss

Special Thanks
Anabel Balderas
Roxie Garza
Lauren Salinas
Kirsten Hagen

169
TECH SUPPORT
Visit HTTP://SUPPORT.2K.COM for the latest on help and support for Civilization VI,
including resolutions to common error messages, for information regarding my2K accounts, or
to change your my2K profile.

170
VFX Powered by Fork Particle

Uses Granny Animation. Copyright (C) 1999-2010 by RAD Game Tools, Inc.
Civilization VI includes the following open source elements, which are freely distributable
pursuant to the MIT License, as follows:
Lua Copyright (C) 1994–2010 Lua.org, PUC-Rio.
Rapid XML Copyright (C) 2006-2010 Marcin Kalicinski.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software
and associated documentation files (the “Software”), to deal in the Software without
restriction, including without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
The Software is provided “AS IS”, without warranty of any kind, express or implied, including
but not limited to the warranties of merchantability, fitness for a particular purpose and
non-infringement. In no event shall the authors or copyright holders be liable for any claim,
damages or other liability, whether in an action of contract, tort or otherwise, arising from, out
of or in connection with the Software or the use or other dealings in the Software.
Trademarks are properties of their respective owners. Nintendo Switch is a trademark of
Nintendo. © 1991-2018 Take-Two Interactive Software, Inc. Developed by Firaxis Games.
2K, Firaxis Games, Sid Meier’s Civilization VI, Sid Meier’s Civilization, Civilization, Civ,
and their respective logos are trademarks of Take-Two Interactive Software, Inc. ©2018
Aspyr is a registered trademark of Aspyr Media, Inc., and the Aspyr star logo is a trademark
of Aspyr Media. Uses Bink Video. Copyright © 1997-2018 by RAD Game Tools Inc. Uses
Granny Animation. Copyright © 1999-2018 by RAD Game Tools Inc. Powered by Wwise ©
2006-2018 Audiokinetic Inc. All rights reserved. Fork Copyright © 2018 Fork Particle, Inc.
Sid Meier’s Civilization VI uses Havok®. © Copyright 1999-2018 Havok.com, Inc. (and its
Licensors). All rights reserved. See www.havok.com for details. Copyright © 1994-2018 Lua.
org, PUC-Rio. The content of this videogame is fictional and is not intended to represent or
depict an actual record of the events, persons or entities in the game’s historical setting.

171
LIMITED SOFTWARE WARRANTY AND LICENSE AGREEMENT
This limited software warranty and license agreement (this “Agreement”) may be periodically updated and the current version will be posted at www.take2games.com/eula/ (the “Website”). Your
continued use of the Software after a revised Agreement has been posted constitutes your acceptance of its terms.
THE “SOFTWARE” INCLUDES ALL SOFTWARE INCLUDED WITH THIS AGREEMENT, THE ACCOMPANYING MANUAL(S), PACKAGING, AND OTHER WRITTEN FILES, ELECTRONIC OR ON-LINE MATERIALS
OR DOCUMENTATION, AND ANY AND ALL COPIES OF SUCH SOFTWARE AND ITS MATERIALS.
THE SOFTWARE IS LICENSED, NOT SOLD. BY OPENING, DOWNLOADING, INSTALLING, COPYING, OR OTHERWISE USING THE SOFTWARE, AND ANY OTHER MATERIALS INCLUDED WITH THE
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AS WELL AS THE PRIVACY POLICY LOCATED AT www.take2games.com/privacy AND TERMS OF SERVICE LOCATED AT www.take2games.com/legal.
PLEASE READ THIS AGREEMENT CAREFULLY. IF YOU DO NOT AGREE TO ALL THE TERMS OF THIS AGREEMENT, YOU ARE NOT PERMITTED TO OPEN, DOWNLOAD, INSTALL, COPY, OR USE THE SOFTWARE.
LICENSE
Subject to this Agreement and its terms and conditions, Licensor hereby grants you a nonexclusive, non-transferable, limited, and revocable right and license to use one copy of the Software for your
personal, non-commercial use for gameplay on a single Game Platform (e.g. computer, mobile device, or gaming console) as intended by Licensor unless otherwise expressly specified in the Software
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The Software is licensed, not sold, to you, and you hereby acknowledge that no title or ownership in the Software is being transferred or assigned and this Agreement should not be construed as a sale
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titles, computer codes, audiovisual effects, themes, characters, character names, stories, dialog, settings, artwork, sounds effects, musical works, and moral rights. The Software is protected by
U.S. copyright and trademark law and applicable laws and treaties throughout the world. The Software may not be copied, reproduced, altered, modified, or distributed in any manner or medium, in
whole or in part, without prior written consent from Licensor. Any persons copying, reproducing, or distributing all or any portion of the Software in any manner or medium, will be willfully violating
the copyright laws and may be subject to civil and criminal penalties in the U.S. or their local country. Be advised that U.S. copyright violations are subject to statutory penalties of up to $150,000 per
violation. The Software contains certain licensed materials and Licensor’s licensors may also protect their rights in the event of any violation of this Agreement. All rights not expressly granted under
this Agreement are reserved by Licensor and, as applicable, its licensors.
LICENSE CONDITIONS
You agree not to, and not to provide guidance or instruction to any other individual or entity on how to:
• commercially exploit the Software;
• distribute, lease, license, sell, rent, convert into convertible currency, or otherwise transfer or assign the Software, or any copies of the Software, including but not limited to Virtual Goods or Virtual
Currency (defined below) without the express prior written consent of Licensor or as expressly set forth in this Agreement;
• make a copy of the Software or any part thereof (other than as set forth herein);
• make a copy of the Software available on a network for use or download by multiple users;
• except as otherwise specifically provided by the Software or this Agreement, use or install the Software (or permit others to do same) on a network, for on-line use, or on more than one computer
or gaming unit at the same time;
• copy the Software onto a hard drive or other storage device in order to bypass the requirement to run the Software from the included CD-ROM or DVD-ROM (this prohibition does not apply to copies
in whole or in part that may be made by the Software itself during installation in order to run more efficiently);
• use or copy the Software at a computer gaming center or any other location-based site; provided, that Licensor may offer you a separate license agreement to make the Software available for
commercial use;
• reverse engineer, decompile, disassemble, display, perform, prepare derivative works based on, or otherwise modify the Software, in whole or in part;
• remove or modify any proprietary notices, marks, or labels contained on or within the Software;
• restrict or inhibit any other user from using and enjoying any online features of the Software;
• cheat (including but not limited to utilizing exploits or glitches) or utilize any unauthorized robot, spider, or other program in connection with any online features of the Software;
• violate any terms, policies, licenses, or code of conduct for any online features of the Software; or
• transport, export, or re-export (directly or indirectly) into any country forbidden to receive the Software by any U.S. export laws or regulations or U.S. economic sanctions or otherwise violate any
laws or regulations, or the laws of the country in which the Software was obtained, which may be amended from time to time.
ACCESS TO SPECIAL FEATURES AND/OR SERVICES, INCLUDING DIGITAL COPIES: Software download, redemption of a unique serial code, registration of the Software, membership in a third-
party service and/or membership in a Licensor service (including acceptance of related terms and policies) may be required to activate the Software, access digital copies of the Software, or access
certain un-lockable, downloadable, online, or other special content, services, and/or functions (collectively, “Special Features”). Access to Special Features is limited to a single User Account (as
defined below) per serial code and access to Special Features cannot be transferred, sold, leased, licensed, rented, converted into convertible virtual currency, or re-registered by another user unless
otherwise expressly specified. The provisions of this paragraph supersede any other term in this Agreement.
TRANSFER OF PRE-RECORDED COPY LICENSE: You may transfer the entire physical copy of pre-recorded Software and accompanying documentation on a permanent basis to another person as
long as you retain no copies (including archival or backup copies) of the Software, accompanying documentation, or any portion or component of the Software or accompanying documentation, and
the recipient agrees to the terms of this Agreement. Transfer of the pre-recorded copy license may require you to take specific steps, as set forth in the Software documentation. You may not transfer,
sell, lease, license, rent, or convert into convertible virtual currency any Virtual Currency or Virtual Goods except as expressly set forth in this Agreement or with Licensor’s prior written consent. Special
Features, including content otherwise unavailable without a single-use serial code, are not transferrable to another person under any circumstances, and Special Features may cease functioning if
the original installation copy of the Software is deleted or the pre-recorded copy is unavailable to the user. The Software is intended for private use only. NOTWITHSTANDING THE FOREGOING, YOU
MAY NOT TRANSFER ANY PRE-RELEASE COPIES OF THE SOFTWARE.
TECHNICAL PROTECTIONS: The Software may include measures to control access to the Software, control access to certain features or content, prevent unauthorized copies, or otherwise attempt
to prevent anyone from exceeding the limited rights and licenses granted under this Agreement. Such measures may include incorporating license management, product activation, and other security
technology in the Software and monitoring usage, including, but not limited to, time, date, access, or other controls, counters, serial numbers, and/or other security devices designed to prevent the
unauthorized access, use, and copying of the Software, or any portions or components thereof, including any violations of this Agreement. Licensor reserves the right to monitor use of the Software
at any time. You may not interfere with such access control measures or attempt to disable or circumvent such security features, and if you do, the Software may not function properly. If the Software
permits access to Special Features, only one copy of the Software may access those Special Features at one time. Additional terms and registration may be required to access online services and to
download Software updates and patches. Only Software subject to a valid license can be used to access online services, including downloading updates and patches. Licensor may limit, suspend,
or terminate the license granted hereunder and access to the Software, including, but not limited to, any related services and products, on thirty days’ notice, or immediately for any reason beyond
the Company’s reasonable control or if you breach any term of an agreement or policy governing the Software, including this Agreement, Licensor’s Privacy Policy and/or Licensor’s Terms of Service.
USER CREATED CONTENT: The Software may allow you to create content, including, but not limited to, a gameplay map, scenario, screenshot, car design, character, item, or video of your game
play. In exchange for use of the Software, and to the extent that your contributions through use of the Software give rise to any copyright interest, you hereby grant Licensor an exclusive, perpetual,
irrevocable, fully transferable, and sub-licensable worldwide right and license to use your contributions in any way and for any purpose in connection with the Software and related goods and services,
including, but not limited to, the rights to reproduce, copy, adapt, modify, perform, display, publish, broadcast, transmit, or otherwise communicate to the public by any means whether now known
or unknown and distribute your contributions without any further notice or compensation to you of any kind for the whole duration of protection granted to intellectual property rights by applicable
laws and international conventions. You hereby waive and agree never to assert any moral rights of paternity, publication, reputation, or attribution with respect to Licensor’s and other players’ use
and enjoyment of such assets in connection with the Software and related goods and services under applicable law. This license grant to Licensor, and terms above regarding any applicable moral
rights, will survive any termination of this Agreement.
INTERNET CONNECTION: The Software may require an internet connection to access internet-based features, authenticate the Software, or perform other functions.
USER ACCOUNTS: In order to use the Software or a software feature, or for certain features of the Software to operate properly, you may be required to have and maintain a valid and active user
account with an online service, such as a third-party gaming platform or social network account (“Third-Party Account”), or an account with Licensor or a Licensor affiliate, as set forth in the Software
documentation. If you do not maintain such accounts, then certain features of the Software may not operate or may cease to function properly, either in whole or in part. The Software may also require

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you to create a Software-specific user account with Licensor or a Licensor affiliate (“User Account”) in order to access the Software and its functionality and features. Your User Account log-in may be
associated with a Third-Party Account. You are responsible for all use and the security of your User Accounts and any Third-Party Accounts that you use to access and use the Software.
VIRTUAL CURRENCY AND VIRTUAL GOODS
If the Software allows you to purchase and/or earn through play a license to use Virtual Currency and Virtual Goods, the following additional terms and conditions apply.
VIRTUAL CURRENCY & VIRTUAL GOODS: The Software may enable users to (i) use fictional virtual currency as a medium of exchange exclusively within the Software (“Virtual Currency” or “VC”) and
(ii) gain access to (and certain limited rights to use) virtual goods within the Software (“Virtual Goods” or “VG”). Regardless of the terminology used, VC and VG represent a limited license right governed
by this Agreement. Subject to the terms of and compliance with this Agreement, Licensor hereby grants you the nonexclusive, non-transferable, non-sublicensable, limited right and license to use
VC and VG obtained by you for your personal, non-commercial gameplay exclusively within the Software. Except as otherwise prohibited by applicable law, VC and VG obtained by you are licensed to
you, and you hereby acknowledge that no title or ownership in or to VC and VG is being transferred or assigned hereunder. This Agreement should not be construed as a sale of any rights in VC and VG.
VC and VG do not have an equivalent value in real currency and do not act as a substitute for real currency. You acknowledge and agree that Licensor may revise or take action that impacts the perceived
value of or purchase price for any VC and/or VG at any time except as prohibited by applicable law. VC and VG do not incur fees for non-use; provided, however, that the license granted hereunder to VC
and VG will terminate in accordance with the terms and conditions of this Agreement and the Software documentation, when Licensor ceases providing the Software, or this Agreement is otherwise
terminated. Licensor, in its sole discretion, reserves the right to charge fees for the right to access or use VC or VG and/or may distribute VC or VG with or without charge.
EARNING & PURCHASING VIRTUAL CURRENCY & VIRTUAL GOODS: You may have the ability to purchase VC or to earn VC from Licensor for the completion of certain activities or accomplishments
in the Software. For example, Licensor may provide VC or VG upon the completion of an in-game activity, such as attaining a new level, completing a task, or creating user content. Once obtained, VC
and/or VG will be credited to your User Account. You may purchase VC and VG only within the Software, or through a platform, participating third-party online store, application store, or other store
authorized by Licensor (all referred to herein as “Software Store”). Purchase and use of in-game items or currency through a Software Store are subject to the Software Store’s governing documents,
including but not limited to, the Terms of Service and User Agreement. This online service has been sublicensed to you by the Software Store. Licensor may offer discounts or promotions on the purchase
of VC, and such discounts and promotions may be modified or discontinued by Licensor at any time without notice to you. Upon completing an authorized purchase of VC from an Application Store, the
amount of purchased VC will be credited to your User Account. The Licensor shall establish a maximum amount you may spend to purchase VC per transaction and/or per day, which may vary depending
on the associated Software. Licensor, in its sole discretion, may impose additional limits on the amount of VC you may purchase or use, how you may use VC, and the maximum balance of VC that may
be credited to your User Account. You are solely responsible for all VC purchases made through your User Account regardless of whether or not authorized by you.
BALANCE CALCULATION: You can access and view your available VC and VG in your User Account when logged into your User Account. Licensor reserves the right, in its sole discretion, to make all
calculations regarding the available VC and VG in your User Account. Licensor further reserves the right, in its sole discretion, to determine the amount of and manner in which VC is credited and debited
from your User Account in connection with your purchase of VG or for other purposes. While Licensor strives to make all such calculations on a consistent and reasonable basis, you hereby acknowledge
and agree that Licensor’s determination of the available VC and VG in your User Account is final, unless you can provide documentation to Licensor that such calculation was or is intentionally incorrect.
USING VIRTUAL CURRENCY AND VIRTUAL GOODS: All purchased in-game Virtual Currency and/or Virtual Goods may be consumed or lost by players in the course of gameplay according to the
game’s rules applicable to currency and goods, which may vary depending on the associated Software. VC and VG may only be used within the Software, and Licensor, in its sole discretion, may limit
use of VC and/or VG to a single game. The authorized uses and purposes of VC and VG may change at any time. Your available VC and/or VG as shown in your User Account will be reduced each time
you use VC and/or VG within the Software. The use of any VC and/or VG constitutes a demand against and withdrawal from your available VC and/or VG in your User Account. You must have sufficient
available VC and/or VG in your User Account in order to complete a transaction within the Software. VC and/or VG in your User Account may be reduced without notice upon the occurrence of certain
events related to your use of the Software: For example, you may lose VC or VG upon the loss of a game or the death of your character. You are responsible for all uses of VC and/or VG made through
your User Account, regardless of whether or not authorized by you. You must notify Licensor immediately upon discovering the unauthorized use of any VC and/or VG made through your User Account
by submitting a support request at www.take2games.com/support or, for Social Point products, at www.socialpoint.es/community/#support.
NON-REDEEMABLE: VC and VG may only be redeemed for in-game goods and services. You may not sell, lease, license, or rent VC or VG, convert them into convertible VC. VC and VG may only be
redeemed for in-game goods or services and are not redeemable for any sum of money or monetary value or other goods from Licensor or any other person or entity at any time, except as expressly
provided herein or otherwise required by applicable law. VC and VG have no cash value, and neither Licensor nor any other person or entity has any obligation to exchange your VC or VG for anything
of value, including, but not limited to, real currency.
NO REFUND: All purchases of VC and VG are final and under no circumstances will such purchases be refundable, transferable, or exchangeable. Except as prohibited by applicable law, Licensor
has the absolute right to manage, regulate, control, modify, suspend, and/or eliminate such VC and/or VG as it sees fi t in its sole discretion, and Licensor shall have no liability to you or anyone else
for the exercise of such rights.
NO TRANSFERS: Any transferring, trading, selling, or exchanging of any VC or VG to anyone, other than in game play using the Software as expressly authorized by Licensor (“Unauthorized Transactions”),
including, but not limited to, among other users of the Software, is not sanctioned by Licensor and is strictly forbidden. Licensor reserves the right, in its sole discretion, to terminate, suspend, or
modify your User Account and your VC and VG and terminate this Agreement if you engage in, assist in, or request any Unauthorized Transactions. All users who participate in such activities do so at
their own risk and hereby agree to be responsible and liable to Licensor, its partners, licensors, affiliates, contractors, officers, directors, employees, and agents for all damages, losses and expenses
arising directly or indirectly from such actions. You acknowledge that Licensor may request that the applicable Application Store stop, suspend, terminate, discontinue, or reverse any Unauthorized
Transaction, regardless of when such Unauthorized Transaction occurred (or has yet to occur) when it suspects or has evidence of fraud, violations of this Agreement, violations of any applicable law
or regulation, or any intentional act designed to interfere or that otherwise has the effect of or may have the effect of intervening in any way with the operation of the Software. If we believe or have
any reason to suspect that you have engaged in an Unauthorized Transaction, you further agree that Licensor may, in its sole discretion, restrict your access to your available VC and VG in your User
Account or terminate or suspend your User Account and your rights to any VC, VG, and other items associated with your User Account.
LOCATION: VC is only available to customers in certain locations. You may not purchase or use VC if you are not in an approved location.
SOFTWARE STORE TERMS
This Agreement and the provision of the Software through any Software Store (including the purchase of VC or VG) is subject to the additional terms and conditions set forth on or in or required by the
applicable Software Store and all such applicable terms and conditions are incorporated herein by this reference. Licensor is not responsible or liable to you for any credit card or bank-related charges
or other charges or fees related to your purchase transactions within the Software or through a Software Store. All such transactions are administered by the Software Store, not Licensor. Licensor
expressly disclaims any liability for any such transactions, and you agree that your sole remedy regarding all transactions is from or through such Software Store.
This Agreement is solely between you and Licensor, and not with any Software Store. You acknowledge that the Software Store has no obligation to furnish any maintenance or support services to
you in connection with the Software. Except for the foregoing, to the maximum extent permitted by applicable law, the Software Store will have no other warranty obligation whatsoever with respect
to the Software. Any claim in connection with the Software related to product liability, a failure to conform to applicable legal or regulatory requirements, claims under consumer protection or similar
legislation or intellectual property infringement are governed by this Agreement, and the Software Store is not responsible for such claims. You must comply with the Software Store Terms of Service
and any other Software Store applicable rules or policies. The license to the Software is a non-transferable license to use the Software only on an applicable device that you own or control. You represent
that you are not located in any U.S.-embargoed countries or other geographical areas or on the U.S. Treasury Department’s list of Specially Designated Nationals or the U.S. Department of Commerce
Denied Person’s list or Entity List. The Software Store is a third-party beneficiary to this Agreement and may enforce this Agreement against you.
INFORMATION COLLECTION & USAGE
By installing and using the Software, you consent to the information collection and usage terms set forth in this section and Licensor’s Privacy Policy, including (where applicable) (i) the transfer of any
personal information and other information to Licensor, its affiliates, vendors, and business partners, and to certain other third parties, such as governmental authorities, in the U.S. and other countries
located outside Europe or your home country, including countries that may have lower standards of privacy protection; (ii) the public display of your data, such as identification of your user-created
content or displaying your scores, ranking, achievements, and other gameplay data on websites and other platforms; (iii) the sharing of your gameplay data with hardware manufacturers, platform
hosts, and Licensor’s marketing partners; and (iv) other uses and disclosures of your personal information or other information as specified in the above-referenced Privacy Policy, as amended from
time to time. If you do not want your information used or shared in this manner, then you should not use the Software.
For the purposes all data privacy issues, including the collection, use, disclosure, and transfer of your personal information and other information, the Privacy Policy located at www.take2games.com/
privacy, as amended from time to time, takes precedence over any other statement in this Agreement.
WARRANTY
LIMITED WARRANTY: Licensor warrants to you (if you are the initial and original purchaser of the Software but not if you obtain the pre-recorded Software and accompanying documentation as
a transfer from the original purchaser) that the original storage medium holding the Software is free from defects in material and workmanship under normal use and service for 90 days from the
date of purchase. Licensor warrants to you that the Software is compatible with a personal computer meeting the minimum system requirements listed in the Software documentation or that it has
been certified by the gaming unit producer as compatible with the gaming unit for which it has been published. However, due to variations in hardware, software, internet connections, and individual

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usage, Licensor does not warrant the performance of the Software on your specific computer or gaming unit. Licensor does not warrant against interference with your enjoyment of the Software;
that the Software will meet your requirements; that operation of the Software will be uninterrupted or error-free; or that the Software will be compatible with third-party software or hardware or that
any errors in the Software will be corrected. No oral or written statement or advice provided by Licensor or any authorized representative shall create a warranty. Because some jurisdictions do not
allow the exclusion of or limitations on implied warranties or the limitations on the applicable statutory rights of a consumer, some or all of the above exclusions and limitations may not apply to you.
If for any reason you find a defect in the storage medium or Software during the warranty period, Licensor agrees to replace, free of charge, any Software discovered to be defective within the warranty
period as long as the Software is currently being manufactured by Licensor. If the Software is no longer available, Licensor retains the right to substitute a similar piece of Software of equal or greater
value. This warranty is limited to the storage medium and the Software as originally provided by Licensor and is not applicable to normal wear and tear. This warranty shall not be applicable and shall
be void if the defect has arisen through abuse, mistreatment, or neglect. Any implied warranties prescribed by statute are expressly limited to the 90-day period described above.
Except as set forth above, and provided that if you are a resident of an EU member state Licensor warrants that the Software will be fi t for purpose and of satisfactory quality, this warranty is in lieu of
all other warranties, whether oral or written, express or implied, including any other warranty of merchantability, fi tness for a particular purpose, or non-infringement, and no other representations
or warranties of any kind shall be binding on Licensor.
When returning the Software subject to the limited warranty above, please send the original Software only to Licensor address specified below and include: your name and return address; a photocopy
of your dated sales receipt; and a brief note describing the defect and the system on which you are running the Software.
YOUR RESPONSIBILITY TO LICENSOR
To the fullest extent of applicable law, you agree to be responsible and liable to Licensor, its partners, licensors, affiliates, contractors, officers, directors, employees, and agents in respect of all
damages, losses, and expenses arising directly or indirectly from your acts and omissions to act in using the Software pursuant to the terms of the Agreement.
TO THE FULLEST EXTENT OF APPLICABLE LAW, LICENSOR SHALL NOT BE LIABLE FOR SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE, OR
MALFUNCTION OF THE SOFTWARE, INCLUDING, BUT NOT LIMITED TO, DAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER FAILURE OR MALFUNCTION, AND, TO THE EXTENT PERMITTED
BY LAW, DAMAGES FOR PERSONAL INJURIES, PROPERTY DAMAGE, OR LOST PROFITS OR PUNITIVE DAMAGES FROM ANY CAUSES OF ACTION ARISING OUT OF OR RELATED TO THIS AGREEMENT
OR THE SOFTWARE, WHETHER ARISING IN TORT (INCLUDING NEGLIGENCE), CONTRACT, STRICT LIABILITY, OR OTHERWISE, WHETHER OR NOT LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY
OF SUCH DAMAGES. TO THE FULLEST EXTENT OF APPLICABLE LAW, LICENSOR’S LIABILITY FOR ALL DAMAGES (EXCEPT AS REQUIRED BY APPLICABLE LAW) SHALL NOT EXCEED THE ACTUAL
PRICE PAID BY YOU FOR USE OF THE SOFTWARE.
IF YOU ARE A RESIDENT OF AN EU MEMBER STATE, NOTWITHSTANDING ANYTHING TO THE CONTRARY SET OUT ABOVE, LICENSOR IS RESPONSIBLE FOR LOSS OR DAMAGE YOU SUFFER THAT
IS A REASONABLY FORESEEABLE RESULT OF LICENSOR’S BREACH OF THIS AGREEMENT OR ITS NEGLIGENCE, BUT IT IS NOT RESPONSIBLE FOR LOSS OR DAMAGE THAT IS NOT FORESEEABLE.
WE DO NOT AND CANNOT CONTROL THE FLOW OF DATA TO OR FROM OUR NETWORK AND OTHER PORTIONS OF THE INTERNET, WIRELESS NETWORKS, OR OTHER THIRD-PARTY NETWORKS. SUCH
FLOW DEPENDS IN LARGE PART ON THE PERFORMANCE OF THE INTERNET AND WIRELESS SERVICES PROVIDED OR CONTROLLED BY THIRD PARTIES. AT TIMES, ACTIONS OR INACTIONS OF SUCH
THIRD PARTIES MAY IMPAIR OR DISRUPT YOUR CONNECTIONS TO THE INTERNET, WIRELESS SERVICES, OR PORTIONS THEREOF. WE CANNOT GUARANTEE THAT SUCH EVENTS WILL NOT OCCUR.
TO THE FULLEST EXTENT OF APPLICABLE LAW, WE DISCLAIM ANY AND ALL LIABILITY RESULTING FROM OR RELATED TO THIRD-PARTY ACTIONS OR INACTIONS THAT IMPAIR OR DISRUPT YOUR
CONNECTIONS TO THE INTERNET, WIRELESS SERVICES, OR PORTIONS THEREOF OR THE USE OF THE SOFTWARE AND RELATED SERVICES AND PRODUCTS.
TERMINATION
This Agreement is effective until terminated by you or by the Licensor. This Agreement automatically terminates when Licensor ceases to operate the Software servers (for games exclusively operated
online), if Licensor determines or believes your use of the Software involves or may involve fraud or money laundering or any other illicit activity, or upon your failure to comply with terms and conditions
of this Agreement, including, but not limited to, the License Conditions above. You may terminate this Agreement at any time by (i) requesting Licensor to terminate and delete your User Account that is
used to access or use the Software using the method set forth in the Terms of Service or (ii) destroying and/or deleting any and all copies of all Software in your possession, custody, or control. Deleting
the Software from your Game Platform will not delete the information associated with your User Account, including any VC and VG associated with your User Account. If you reinstall the Software using
the same User Account, then you may still have access to your prior User Account information, including any VC and VG associated with your User Account. However except as otherwise prohibited
by applicable law, if your User Account is deleted upon termination of this Agreement for any reason, all VC and/or VG associated with your User Account will also be deleted, and you will no longer be
available for use the Software or any VC or VG associated with your User Account. If this Agreement terminates due to your violation of this Agreement, Licensor may prohibit you from re-registering
or re-accessing the Software. Upon any termination of this Agreement, you must destroy or return the physical copy of Software to Licensor, as well as permanently destroy all copies of the Software,
accompanying documentation, associated materials, and all of its component parts in your possession or control, including from any client server, computer, gaming unit, or mobile device on which
it has been installed. Upon termination of this Agreement, your rights to use the Software, including any VC or VG associated with your User Account, will terminate immediately, and you must cease
all use of the Software. The termination of this Agreement will not affect our rights or your obligations arising under this Agreement.
U.S. GOVERNMENT RESTRICTED RIGHTS
The Software and documentation have been developed entirely at private expense and are provided as “Commercial Computer Software” or “restricted computer software.” Use, duplication, or
disclosure by the U.S. Government or a U.S. Government subcontractor is subject to the restrictions set forth in subparagraph (c)(1)(ii) of the Rights in Technical Data and Computer Software clauses
in DFARS 252.227-7013 or as set forth in subparagraph (c)(1) and (2) of the Commercial Computer Software Restricted Rights clauses at FAR 52.227-19, as applicable. The Contractor/Manufacturer
is Licensor at the location listed below.
EQUITABLE REMEDIES
You hereby agree that if the terms of this Agreement are not specifically enforced, Licensor will be irreparably damaged, and therefore you agree that Licensor shall be entitled, without bond, other
security, or proof of damages, to appropriate equitable remedies with respect any of this Agreement, including temporary and permanent injunctive relief, in addition to any other available remedies.
TAXES AND EXPENSES
You shall be responsible and liable to Licensor and any and all of its affiliates, officers, directors, and employees for all taxes, duties, and levies of any kind imposed by any governmental entity with
respect to the transactions contemplated under this Agreement, including interest and penalties thereon (exclusive of taxes on Licensor’s net income), irrespective of whether included in any invoice
sent to you at any time by Licensor. You shall provide copies of any and all exemption certificates to Licensor if you are entitled to any exemption. All expenses and costs incurred by you in connection
with your activities hereunder, if any, are your sole responsibility. You are not entitled to reimbursement from Licensor for any expenses, and will hold Licensor harmless therefrom.
TERMS OF SERVICE
All access to and use of the Software is subject to this Agreement, the applicable Software documentation, Licensor’s Terms of Service, and Licensor’s Privacy Policy, and all terms and conditions of
the Terms of Service are hereby incorporated into this Agreement by this reference. These agreements represent the complete agreement between you and Licensor relating to use of the Software
and related services and products and supersede and replace any prior agreements between you and Licensor, whether written or oral. To the extent there is a conflict between this Agreement and
the Terms of Service, this Agreement shall control.
MISCELLANEOUS
If any provision of this Agreement is held to be unenforceable for any reason, such provision shall be reformed only to the extent necessary to make it enforceable and the remaining provisions of this
Agreement shall not be affected.
GOVERNING LAW
This Agreement shall be construed (without regard to conflicts or choice of law principles) under the laws of the State of New York, as such law is applied to agreements between New York residents
entered into and to be performed within New York, except as governed by federal law. Unless expressly waived by Licensor in writing for the particular instance or contrary to local law, the sole and
exclusive jurisdiction and venue for actions related to the subject matter hereof shall be the state and federal courts located in Licensor’s principal corporate place of business (New York County, New
York, U.S.A.). You and Licensor consent to the jurisdiction of such courts and agree that process may be served in the manner provided herein for giving of notices or otherwise as allowed by New York
state or federal law. You and Licensor agree that the UN Convention on Contracts for the International Sale of Goods (Vienna, 1980) shall not apply to this Agreement or to any dispute or transaction
arising out of this Agreement. However, if you are a resident of a European Union member state, you will benefi t from any mandatory provisions of consumer protection law in the member state in which
you are resident, and you can bring legal proceedings in relation to this Agreement in the courts of the member state in which you are resident.
IF YOU HAVE ANY QUESTIONS CONCERNING THIS AGREEMENT, YOU MAY CONTACT US IN WRITING AT: TAKE-TWO INTERACTIVE SOFTWARE, INC., 110 W 44th Street, New York, NY 10036
UNITED STATES OF AMERICA.
All other terms and conditions of the EULA apply to your use of the Software.

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