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UNCIV · CIVILIZATIONS

All 34 Civilizations

Every ability and unique, read directly from Unciv's data — plus a stat comparison that shows why numbers alone don't tell the whole story.

01

Conclusion

The built-in ruleset has 34 civilizations. Each has one ability and usually two unique units or buildings that replace a standard one.

Reading the data side by side, one thing stands out: 24 of the 49 unique units have exactly the same strength and ranged strength as the unit they replace (a few differ in movement or cost). Their edge is in promotions and special abilities, which a plain stat table doesn't show — so don't judge a civilization by the numbers alone. The comparison table below lists those extra abilities next to each unit.

An analysis-based guide: this guide is based on our analysis of Unciv's Nations, Units and Buildings data files. It describes what the data shows and is not a guarantee of results.
02

All Civilizations

CivilizationAbilityUnique units & buildings (replaces)AI's preferred victory
Babylon
Nebuchadnezzar II
Ingenuity
  • Free Great Scientist appears (upon discovering Writing technology)
  • Great Scientist is earned 50% faster
Bowman (Archer)
Walls of Babylon (Walls)
Scientific
Greece
Alexander
Hellenic League
  • -50% City-State Influence degradation
  • City-State Influence recovers at twice the normal rate
  • City-State territory always counts as friendly territory
Hoplite (Spearman)
Companion Cavalry (Horseman)
Diplomatic
China
Wu Zetian
Art of War
  • Great General provides double combat bonus
  • Great General is earned 50% faster
  • Great Admiral is earned 50% faster
Chu-Ko-Nu (Crossbowman)
Paper Maker (Library)
Scientific
Egypt
Ramesses II
Monument Builders
  • +20% Production when constructing All wonders in all cities
War Chariot (Chariot Archer)
Burial Tomb (Temple)
Cultural
England
Elizabeth
Sun Never Sets
  • +2 Movement (for Water units)
  • Gain an extra spy (upon entering the Renaissance era)
Longbowman (Crossbowman)
Ship of the Line (Frigate)
Diplomatic
France
Napoleon
Ancien Régime
  • +2 Culture in all cities (before discovering Steam Power)
Musketeer (Musketman)
Foreign Legion (Great War Infantry)
Cultural
Russia
Catherine
Siberian Riches
  • +1 Production from every Strategic resource
  • +100% Horses resource production
  • +100% Iron resource production
  • +100% Uranium resource production
Cossack (Cavalry)
Krepost (Barracks)
Scientific
Rome
Augustus Caesar
The Glory of Rome
  • +25% Production towards any buildings that already exist in the Capital
Ballista (Catapult)
Legion (Swordsman)
Scientific
Arabia
Harun al-Rashid
Trade Caravans
  • +1 Gold from each Trade Route
  • +100% Oil resource production
Camel Archer (Knight)
Bazaar (Market)
Scientific
America
George Washington
Manifest Destiny
  • +1 Sight (for Military Land units)
  • -50% Gold cost of acquiring tiles in all cities
Minuteman (Musketman)
B17 (Bomber)
Scientific
Japan
Oda Nobunaga
Bushido
  • No damage penalty for wounded units (for non-Air units)
Samurai (Longswordsman)
Zero (Fighter)
Domination
India
Gandhi
Population Growth
  • +100% unhappiness from the number of cities
  • -50% Unhappiness from Population in all cities
War Elephant (Chariot Archer)
Mughal Fort (Castle)
Cultural
Germany
Otto von Bismarck
Furor Teutonicus
  • When conquering an encampment, earn 25 Gold and recruit a Barbarian unit (with 67% chance)
  • -25% maintenance costs (for Land units)
Landsknecht (Pikeman)
Panzer (Tank)
Scientific
The Ottomans
Suleiman I
Barbary Corsairs
  • -66% maintenance costs (for Water units)
  • When defeating a Barbarian Water unit, earn 25 Gold and recruit it (with 50% chance)
Janissary (Musketman)
Sipahi (Lancer)
Domination
Korea
Sejong
Scholars of the Jade Hall
  • +2 Science from every specialist in all cities
  • +2 Science from every Great Improvement
  • Receive a tech boost when scientific buildings/wonders are built in capital
Hwach'a (Trebuchet)
Turtle Ship (Caravel)
Scientific
Iroquois
Hiawatha
The Great Warpath
  • All units move through Forest and Jungle Tiles in friendly territory as if they have roads. These tiles can be used to establish City Connections upon researching the Wheel.
Mohawk Warrior (Swordsman)
Longhouse (Workshop)
Scientific
Persia
Darius I
Achaemenid Legacy
  • +50% Golden Age length
  • +1 Movement (for All units) (during a Golden Age)
  • +10% Strength (for All units) (during a Golden Age)
Persian Immortal (Spearman)
Satrap's Court (Bank)
Scientific
Polynesia
Kamehameha I
Wayfinding
  • Enables embarkation for land units (starting from the Ancient era)
  • Enables All units to enter ocean tiles (starting from the Ancient era)
  • +1 Sight (for Embarked units)
  • +10% Strength (within 2 tiles of a Moai)
Maori Warrior (Warrior)Cultural
Siam
Ramkhamhaeng
Father Governs Children
  • +50% Food from City-States
  • +50% Culture from City-States
  • +50% Faith from City-States
  • Military Units gifted from City-States start with +10 XP
Naresuan's Elephant (Knight)
Wat (University)
Diplomatic
Spain
Isabella
Seven Cities of Gold
  • +100 Gold for discovering a Natural Wonder (bonus enhanced to +500 Gold if first to discover it)
  • +1 Happiness for every known Natural Wonder
  • +100% Yield from every Natural Wonder
Conquistador (Knight)
Tercio (Musketman)
Domination
Songhai
Askia
River Warlord
  • Receive +200% Gold from Barbarian encampments and pillaging Cities
  • +100% Strength (when defending) (for Embarked units)
  • Military Land units gain the Amphibious promotion
Mandekalu Cavalry (Knight)
Mud Pyramid Mosque (Temple)
Domination
Mongolia
Genghis Khan
Mongol Terror
  • +30% Strength (vs City-States)
  • +1 Movement (for Mounted units)
Keshik (Knight)
Khan (Great General)
Domination
Aztecs
Montezuma I
Sacrificial Captives
  • Earn 100% of killed Military unit's Strength as Culture
Jaguar (Warrior)
Floating Gardens (Water Mill)
Domination
Inca
Pachacuti
Great Andean Road
  • Units ignore terrain costs when moving into any tile with Hills
  • -50% maintenance on road & railroads
  • No Maintenance costs for improvements in Hill tiles
Slinger (Archer)Cultural
Denmark
Harald Bluetooth
Viking Fury
  • +1 Movement (for Embarked units)
  • 1 Movement point cost to disembark (for All units)
  • No movement cost to pillage (for Melee units)
Berserker (Longswordsman)
Norwegian Ski Infantry (Rifleman)
Cultural
The Huns
Attila the Hun
Scourge of God
  • +1 Production from every Pasture
  • Cities are razed 2 times as fast
  • Starts with Animal Husbandry
  • "Borrows" city names from other civilizations in the game
Horse Archer (Chariot Archer)
Battering Ram (Spearman)
Domination
The Netherlands
William of Orange
Dutch East India Company
  • Retain 50% of the happiness from a luxury after the last copy has been traded away
Sea Beggar (Privateer)Cultural
Sweden
Gustavus Adolphus
Nobel Prize
  • Gain 90 Influence with a Great Person gift to a City-State
  • When declaring friendship, both parties gain a 10% boost to great person generation
Hakkapeliitta (Lancer)
Carolean (Rifleman)
Diplomatic
Austria
Maria Theresa
Diplomatic Marriage
  • Can spend Gold to annex or puppet a City-State that has been your Ally for 5 turns
Hussar (Cavalry)
Coffee House (Windmill)
Diplomatic
Carthage
Dido
Phoenician Heritage
  • Gain a free Harbor in all coastal cities
  • Land units may cross Mountain tiles after the first Great General is earned
Quinquereme (Trireme)
African Forest Elephant (Horseman)
Domination
Byzantium
Theodora
Patriarchate of Constantinople
  • May choose 1 additional belief(s) of any type when founding a religion
Dromon (Trireme)
Cataphract (Horseman)
Cultural
Celts
Boudicca
Druidic Lore
  • +1 Faith in all cities (with 1 to 2 neighboring unimproved Forest tiles)
  • +2 Faith in all cities (with 3 to 6 neighboring unimproved Forest tiles)
Pictish Warrior (Spearman)
Ceilidh Hall (Opera House)
Domination
Ethiopia
Haile Selassie
Spirit of Adwa
  • +20% Strength (when fighting units from a Civilization with more Cities than you)
Mehal Sefari (Rifleman)
Stele (Monument)
Cultural
The Maya
Pacal
The Long Count
  • Receive a free Great Person at the end of every Maya Long Count calendar cycle (every 394 years), after researching Theology. Each bonus person can only be chosen once.
  • Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count.
Atlatlist (Archer)
Pyramid (Shrine)
Scientific

“AI's preferred victory” is the preferredVictoryType field the AI uses for that leader — a hint at the design intent, not a rule for you. Data from the game's own files (Civ V: Gods & Kings ruleset that ships with Unciv), read from the source at the commit of 2026-10-02. Updates and mods can change these numbers.

03

Unique Units vs What They Replace

Unique unitCivilizationReplacesStrengthRangedMoveCostExtra abilities (vs the unit it replaces)
AtlatlistThe MayaArcher±0±0±0-4—
BowmanBabylonArcher+2+2±0±0—
JaguarAztecsWarrior±0±0±0±0
  • +33% Strength (when fighting in Forest tiles)
  • +33% Strength (when fighting in Jungle tiles)
  • Heals 25 damage if it kills a unit
  • Double movement in Forest
  • Double movement in Jungle
Maori WarriorPolynesiaWarrior±0±0±0±0
  • -10% Strength for enemy Military units in adjacent All tiles
SlingerIncaArcher-1±0±0±0
  • Withdraws before melee combat (with 80% chance)
QuinqueremeCarthageTrireme+3±0±0±0—
DromonByzantiumTrireme-2+10±0+11
  • +50% Strength (vs Water units)
HopliteGreeceSpearman+2±0±0±0—
Horse ArcherThe HunsChariot Archer+1±0±0±0
  • +15% Strength (when fighting in Open terrain tiles) (when attacking)
Persian ImmortalPersiaSpearman+1±0±0±0
  • +10 HP when healing
Pictish WarriorCeltsSpearman±0±0±0±0
  • Earn 50% of killed Military unit's Strength as Faith
  • No movement cost to pillage
  • +20% Strength (when fighting in Foreign Land tiles)
War ChariotEgyptChariot Archer±0±0+1±0—
War ElephantIndiaChariot Archer+3+1-1+14—
Battering RamThe HunsSpearman-1±0±0+19
  • +300% Strength (vs cities) (when attacking)
  • No defensive terrain bonus
  • -33% Strength (when defending)
  • -1 Sight
  • Can only attack City units
  • +33% Strength (vs Ranged units) (when defending)
BallistaRomeCatapult+1+2±0±0—
CataphractByzantiumHorseman+3±0-1±0
  • -25% Strength (vs cities) (when attacking)
Companion CavalryGreeceHorseman+2±0+1±0
  • Great General is earned 50% faster
LegionRomeSwordsman+3±0±0±0
  • Can build Road improvements on tiles
  • Can build Fort improvements on tiles
Mohawk WarriorIroquoisSwordsman±0±0±0±0
  • +33% Strength (when fighting in Forest tiles)
  • +33% Strength (when fighting in Jungle tiles)
African Forest ElephantCarthageHorseman+2±0-1+25
  • -10% Strength for enemy Military units in adjacent All tiles
  • Great General is earned 100% faster
LandsknechtGermanyPikeman±0±0±0-45
  • Can move immediately once bought
Mandekalu CavalrySonghaiKnight±0±0±0-10—
BerserkerDenmarkLongswordsman±0±0+1±0
  • Eliminates combat penalty for attacking over a river
  • Eliminates combat penalty for attacking across a coast
Camel ArcherArabiaKnight-3+21±0±0—
Chu-Ko-NuChinaCrossbowman±0-4±0±0
  • 1 additional attacks per turn
  • Can move after attacking
Hwach'aKoreaTrebuchet-1+12±0±0—
KeshikMongoliaKnight-5+16+1±0
  • Great General is earned 50% faster
  • +50% XP gained from combat
LongbowmanEnglandCrossbowman±0±0±0±0
  • +1 Range
Naresuan's ElephantSiamKnight+5±0-1±0
  • +50% Strength (vs Mounted units)
SamuraiJapanLongswordsman±0±0±0±0
  • Can instantly construct a Fishing Boats improvement
  • +15% Strength (when fighting in Open terrain tiles)
  • Great General is earned 100% faster
ConquistadorSpainKnight±0±0±0+15
  • Founds a new city (on foreign continents)
  • +2 Sight
  • +100% Strength (when defending) (when Embarked)
Turtle ShipKoreaCaravel+16±0±0±0
  • Cannot enter ocean tiles
JanissaryThe OttomansMusketman±0±0±0±0
  • Heals 50 damage if it kills a unit
  • +25% Strength (when attacking)
MinutemanAmericaMusketman±0±0±0±0
  • Ignores terrain cost
  • +15% Strength (when fighting in Rough terrain tiles)
MusketeerFranceMusketman+4±0±0±0—
Sea BeggarThe NetherlandsPrivateer±0±0±0±0
  • May heal outside of friendly territory
  • +15 HP when healing (in Foreign Land tiles)
TercioSpainMusketman+2±0±0+10
  • +50% Strength (vs Mounted units)
HakkapeliittaSwedenLancer±0±0±0±0
  • Transfer Movement to Great General
  • +15% Strength (when stacked with a Great General unit)
Ship of the LineEnglandFrigate+5+7±0±0
  • +1 Sight
SipahiThe OttomansLancer±0±0+1±0
  • +1 Sight
  • No movement cost to pillage
Mehal SefariEthiopiaRifleman±0±0±0-25
  • +15% Strength (when fighting in Rough terrain tiles)
  • +30% Strength decreasing with distance from the capital
CaroleanSwedenRifleman±0±0±0±0
  • Unit will heal every turn, even if it performs an action
CossackRussiaCavalry±0±0±0±0
  • +50% Strength (vs Wounded units)
HussarAustriaCavalry±0±0+1±0
  • +1 Sight
  • +50% to Flank Attack bonuses
Norwegian Ski InfantryDenmarkRifleman±0±0±0±0
  • +25% Strength (when fighting in Snow tiles)
  • +25% Strength (when fighting in Tundra tiles)
  • +25% Strength (when fighting in Hill tiles)
  • Double movement in Snow
  • Double movement in Tundra
  • Double movement in Hill
Foreign LegionFranceGreat War Infantry±0±0±0±0
  • +20% Strength (when fighting in Foreign Land tiles)
B17AmericaBomber+5+5±0±0
  • Damage taken from interception reduced by 50%
  • +33% Strength (vs cities)
PanzerGermanyTank+10±0+1±0—
ZeroJapanFighter±0±0±0±0
  • +33% Strength (vs Fighter units)
  • Biggest raw upgrades: Korea's Turtle Ship (+16 strength), Germany's Panzer (+10 strength, +1 move), England's Ship of the Line (+5 / +7 ranged), America's B17 (+5 / +5) and Korea's Hwach'a (+12 ranged).
  • Cheaper instead of stronger: Germany's Landsknecht costs 45 less than a Pikeman, and Ethiopia's Mehal Sefari 25 less than a Rifleman.
  • Different role: Arabia's Camel Archer and Mongolia's Keshik replace the melee Knight but are ranged units, so their “−strength / +ranged” numbers reflect a role change, not a downgrade.
04

Picking a Civilization (a Reading of the Data)

  • Bonuses that work with no setup are the easiest to feel as a new player: Egypt's +20% production on wonders, Babylon's free Great Scientist on Writing, Korea's +2 science per specialist, Rome's +25% production on buildings your capital already has.
  • Situational bonuses depend on the map or your plan: Spain needs natural wonders, Polynesia and Denmark shine with water, Celts need unimproved forest next to cities, Austria and Greece revolve around city-states.
  • The AI's preferences split 11 scientific, 9 cultural, 9 domination and 5 diplomatic — a rough map of what each civ was built for.
05

FAQ

Which civilization is the strongest?

The data can't settle that by itself — many unique units' strengths are in abilities, and map and difficulty matter a lot. Bonuses that need no setup are a sensible start.

Why do some unique units look identical to the normal unit?

Their advantage is a promotion or ability (for example extra combat bonuses), not base stats. Check the unit's details in the in-game Civilopedia.

Are these the same as Civ V?

They follow Civ V: Gods & Kings closely, but Unciv's data is the authority for Unciv.

Where do the Japanese ability texts come from?

The Japanese version of this page uses the game's own Japanese translation file.

More Unciv guides

Unciv guide home · City Growth and Happiness · City-States: Bonuses and Quests · Combat: Damage Formula and Calculator · Difficulty Levels Explained · Early Game: Key Numbers and Ancient Ruins · Every Building: Cost, Upkeep and Effects · Every Promotion and Effect · Every Religion Belief · Every Unit's Stats by Era · Every World and National Wonder · Game Speed and Starting Era · Great People: Points and the Shared Pool · Mods: Installing and Popular Picks · Multiplayer: Playing Online · Social Policies and Policy Cost · Tech Tree: Every Tech and Unlock · Terrain, Resources and Improvements · Unciv vs Civilization V · Victory Conditions