Civ Tradition Bonuses by Civilization: Strategy Guide
Table of Contents
- Aksum
- Egypt
- Greece
- Oracle
- Han
- Khmer
- Maurya
- Maya
- Mundo Perdido
- Mississipian
- Persia
- Rome
- Abassid
- Chola
- Hawai'i
- Inca
- Majapahit
- Ming
- Forbidden City
- Mongolia
- Normans
- White Tower
- Shawnee
- Songhai
- Spain
- America
- Buganda
- France
- Meiji Japan
- Dogo Onsen
- Mexico
- Mughal
- Prussia
- Brandenburg Gate
- Qing
- Russia
- Hermitage
- Siam
- Doi Suthep
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Aksum
- Port of Nations: +2 Culture and Gold for every active trade route
- Throne of My Fathers: +15% Gold in cities adjacent to the coast
- May This Please the People: +2 Culture on resources on or adjacent to the coast
- "+1 Resource Capacity in settlements on coast or navigable rivers"
- "+1 Gold on quarters adjacent to the coast"
- "The Altar and Monuments gain +1 Culture adjacency with Hawilti"
- "The Dhow ignores zone of control"
- The Great Steele 0 0
Egypt
- Akhet: +1 Food on navigable rivers
- Riches of the Duat: +15% Production to constructing Wonders
- Kemet: +1 Culture on navigable rivers
- "Minor rivers do not end unit movement"
- "Medjay generate +1 Gold when stationed in a settlement you control"
- "+5 Gold on the Palace"
- "+1 Settlement Limit"
- Pyramids 1 0
Greece
- Xenia: +50% influence to initiating and progressing befriend independent project
- Strategoi: +25% Army Commander experience
- Delian League: +30% influence to initiating endeavors
- Peloponnesian League: +30% influence to initiating sanctions
- "+2 Culture per active endeavors, sanctions, and projects you started or supported"
- "Hoplites gain +1 combat strength for each city-state you are suzerain of"
- "+2 Culture for each city-state you are suzerain of"
- "+1 Settlement Limit"
- Oracle 1 0
Han
- Guanxi: +1 Influence on science buildings
- Jiu Qing: +1 Influence on happiness buildings
- Tianxi: +1 Science from specialists
- "Science buildings gain +1 adjacency for quarters"
- "+1 Settlement Limit"
- "+ Influence on the palace"
- "The Chu-Ko- Nu gains +5 combat strength when defending"
- "+10% science in the capital"
Khmer
- Pithi Chrat: +4 combat strength for units on floodplains
- Varna: +1 Gold from specialists
- Kambu-Mera: +100% Food and Happiness towards maintaining specialists
- "Improvements, Buildings, and Districts do not get pillaged by floods"
- "The Yuthahathi get +1 Movement"
- "+50% growth rate in the capital. -5 Happiness in every other city"
- "+3 Codex slots in the palace"
- Angkor Wat 0
Maurya
- Charvaka: +3 Happiness on science buildings
- Shreni: +1 Gold for every 5 surplus happiness in cities
- Kshatriya: +4 Happiness on military buildings
- Arthashastra: +1 Science for every 5 surplus happiness in cities
- "Units adjacent to the Purabhettarah heal +5 HP per turn"
- "Infantry and Cavalry units gain +3 combat strength when adjacent to each other"
- "+10% to all yields in settlements not founded by you"
- "+1 Settlement Limit"
- Sanchi Stupa 1
Maya
- Miracles of the Twins: All units gain the Poison ability, +3 combat strength against wounded units
- Pet Kot: +1 Science on vegetated terrain in cities
- Tzolk'in: +2 Science on happiness buildings
- Haab': +2 Culture on happiness buildings
- "Hul'Che and Jaguar Slayers gain Stealth in vegetated terrain"
- "The Altar gains +1 Science adjacency from vegetated terrain"
- "After researching a technology, gain culture equal to 10% of its cost"
- "After studying a civic, gain science equal to 10% of its cost"
- +1 Settlement Limit
- Mundo Perdido 1
Mundo Perdido
- Shell Tempered Pottery: All buildings receive +1 Gold adjacency for resources
- Atassa: +4 combat strength for ranged units when defending
- Gift Economy: +1 Gold and Happiness for every imported resource
- "+10% Production towards constructing buildings"
- "+1 Settlement Limit"
- "Burning Arrows can pillage within 2 tiles for 1 movement"
- "+2 Resource Capacity in the capital"
- Monks Mound 1
Mississipian
- ???
Persia
- Kara: +50% Production towards training infantry units
- Angarium: +3 Gold for every town
- Shahanshah: +3 Combat strength for units in enemy territory
- "-1 maintenance for units"
- "The Pairidaeza gains +1 Happiness from adjacent quarters"
- "+1 Settlement Limit"
- "+5 Gold for every civilization you have captured a settlement from"
- "+1 Settlement Limit"
- Gate of All Nations 2
Rome
- Auxillia: +5% Production towards military units in the capital for every town
- Cursus Honorum: Training an infantry unit grants Culture equal to 25% of its production cost
- Latinitas: +10% Food, Gold, and Culture in towns with a specialization
- Princeps Civitas: +1 Production on urban districts in your capital
- "The Legatus gains the Bulwark promotion for free"
- "+2 Gold in the Capital for every town you own"
- "Gain a free infantry unit in settlements you founded"
- "+1 Settlement Limit"
- "+1 Social Policy Slot"
- "+1 Settlement Limit"
- Colosseum 2 1
Abassid
- City of Peace: All buildings recieve +1 Science adjacency with the city hall and palace
- Sales and Trade: +3 Gold and Science for each resource assigned to cities with at least 8 urban population
- Compendious Book: +4 Science in towns
- "+50% Production towards constructing buildings in cities with at least 8 urban population"
- "+4 Food on science buildings"
- "+2 Happiness on resources in a settlement with a temple"
- "Earn Science equal to 25% of trade income"
- "Mamluks gain the Skirmish ability, +50% bonus from flanking"
- "+15% Science in cities with at least 8 urban population"
- "+33% Happiness towards maintaining specialists"
- House of Wisdom 0
Chola
- Devakoshta: +3 Culture on gold buildings
- Marakkalam: -2 Gold maintenance for naval units
- Angadi: +4 Gold in settlements other than your capital if they have a water building
- "+50% Influence towards initiating the improve trade relations action"
- "+2 Resource Capacity in the capital"
- "+1 Gold for each active diplomatic actions they started or supported"
- "The Kalam receives +1 movement and sight"
- "+1 Settlement Limit"
- Ottru receives the Convoy promotion
- Brihadeeswarar Temple 1
Hawai'i
- Kapa: +50% Production towards constructing culture buildings
- Ahupua'a: +4 Culture on food buildings
- Ho'okupa: +2 Culture on marine terrain
- "+2 Culture for every time a storm, flood, or volcanic eruption has provided fertility this age"
- "When you defeat an enemy unit with a Leiomano, gain Culture equal to 25% of the defeated unit's strength"
- "+2 Culture for Lo'I Kalo improvements in settlements with a pavillion"
- "+2 Relics"
- "+1 Settlement Limit"
- "+2 Culture on marine terrain in settlements following your religion"
- The Kahuna receives a second healing charge
- Hale o Keawe 1
Inca
- Tirakuna: +15% Food in settlements with their city center adjacent to a mountain tile or with 3 worked mountain tiles
- Quilqa: Receive +25% of the Gold from trade income as Food
- Quipi: Settlements receive +0.5 Gold for every urban population and +0.5 Production for every rural population
- "+1 Happiness to mountain tiles"
- "Rough terrain does not end the movement of Incan units"
- "The Warak'aq receives the Poison ability, +5 combat strength against wounded units"
- "+2 Food on Terrace Farms in a settlement with a Granary"
- "Farms and Terrace Farms receive +3 Food if adjacent to at least one mountain"
- Machu Picchu 0
Majapahit
- Negarakertagama: +33% Food towards maintaining specialists
- Panji: +1 Culture from specialists not in your capital
- Subak: +1 Culture and +1 Production on marine terrain
- "The Pedanda grants an extra 25 Culture when it converts a settlement"
- "+25% Production to overbuilding"
- "Exploration Age culture buildings receive a Culture adjacency for coast"
- "+5 Combat strength to naval units against land units"
- "+4 Culture on quarters"
- "+1 Settlement Limit"
- Borobudur 1
Ming
- Divine Engine Division: +2 Science in settlements with a garrisoned unit
- Baojia: +1 Science for each resource assigned to a city. This becomes +2 in cities other than your capital
- Grand Secretariat: +2 Science on gold buildings and +2 Gold on science buildings
- "The Ming Great Wall receives +2 Gold in settlements with a Bank"
- "+3 combat strength to ranged units adjacent to the Xunleichong"
- "+25% Gold towards purchasing buildings in towns"
- "+2 Resource Capacity in the capital"
- "Mandarins receive +25 Science when they use the Create a Road action"
- "+1 Settlement Limit"
Forbidden City
- 1
Mongolia
- Gerege: +4 Happiness in Settlements not founded by you for each resource assigned to them
- Baghatur: +5 combat strength for cavalry units
- Jarlig: +25% Production in cities not founded by you
- "Captured Towns do not cost double to convert into cities"
- "+1 Settlement Limit"
- "+1 Settlement Limit"
- "Receives 1 Noyan in your capital"
- "+1 Movement to cavalry units"
- "+1 Settlement Limit"
- "The Ortoo receives +4 Gold in settlements you did not found"
- "+1 Settlement Limit"
- Erdene Zuu 4
Normans
- Palisading: +50% Production towards constructing fortification buildings
- Jure: +4 Culture from the palace and +2 Happiness from city halls
- Servitium Debitum: -2 Gold maintenance for cavalry units
- Familia Regis: +2 Culture for every tradition slotted into the government
- Bayeaux Tapestry: +4 Culture in settlements not founded by you
- "+1 combat strength to the Chevaler for every tradition slotted in your government"
- "+1 Social Policy Slot"
- "+1 Settlement Limit"
- "+2 Gold from Farms. This is doubled during a celebration"
- "+1 Settlement Limit"
- White Tower 2
Shawnee
- Bread Dance: +4 Culture to all farming towns and +4 Food to fishing towns
- Kakawfe Pafkotaweta: Every time a storm, flood, or volcanic eruption has provided fertility this age receive +1 Culture and +2 Gold. Improvements, buildings, and urban districts do not get pillaged by storms
- Helikhilenawewipe: +50% influence to initiating and progressing befriend independent project
- Takesiyake Yepepoki: Cities receive +2 Production on tundra, desert, and plains tiles
- "+1 Settlement Limit"
- Mawaskawe Skote receives +1 Culture per allied city state
- "+2 Gold per trade route while you have at least 3 endeavors active"
- "+1 Resource cap in your capital per allied city-state"
- "You can support other player\'s wars 3 times instead of 1"
- "+2 Influence per turn"
- The Kispoko Nena\'to receives +1 combat strength per positive war support
- "+2 Food on Farms and Camps" Serpent Mound 1
Songhai
- Timbuktu: +2 Gold on Mines if there is at least 1 gold building in that city
- Mud Brick: +50% Production towards constructing gold buildings
- Isa: +2 movement to all units on navigable rivers
- "The Caravansari receives +2 Gold in settlements with a bazaar"
- "Combat units receive +5 strength on navigable rivers"
- "Rivers do not end movement"
- "+1 Settlement Limit"
- "Tajiro\'s Gold becomes 200"
- "Cities in homelands on navigable rivers generate treasure fleets worth 1 Treasure Fleet point each"
- Tomb of Askia 1
Spain
- Conquista: +4 combat strength for all units in distant lands
- Cerro Rico: +2 Gold for each resource
- Great and Most Fortunate Navy: +50% Production towards naval units. -1 Gold maintenance for naval units
- "+1 movement to all treasure fleets"
- "+10% Food and Production in settlements in distant lands"
- "+1 Settlement Limit"
- "Fleet Commanders receive the Flotilla promotion"
- "All land units receive +2 movement when embarked"
- El Escorial 1
America
- Gold Rush: +5 Gold in settlements for every resource assigned to them
- Robber Baron: +2 Influence in settlements for every resource assigned to them
- Lend-Lease: +25 Gold and +5 Influence for every trade route
- "+25% Gold towards purchasing Prospectors"
- "+2 Production on resources"
- "+1 Settlement Limit"
- "Units receive +3 combat strength for having more than one adjacent enemy unit"
- "+25% Production towards training military units when fighting in a war in which your war support is higher than your opponent"
- Statue of Liberty 1
Buganda
- Clan Society: +3 Happiness in settlements for each other friendly settlements within 6 tiles
- Ng\'oma: +6 combat strength when units are adjacent to a lake
- Interlacustrine: All buildings gain adjacency from lakes
- "+2 Culture and Food on lakes and navigable rivers"
- "+1 movement for embarked units"
- "+50% yields and healing from pillaging buildings"
- "Pillaging grants experience to friendly commanders when within their command radius"
- "+1 Culture and Happiness on quarters adjacent to lakes and navigable rivers"
- "Settlements adjacent to lakes gain +1 population"
- Muzibu Azaala Mpanga 0
France
- Style Empire: Constructing a building grants Culture equal to 25% of its production cost
- Cocorico: When you defeat an enemy unit, gain Culture equal to 25% of its combat strength
- Bataillon-Carre: Infantry units gain the Swift ability, allowing them to ignore zone of control
- "+2 Culture on happiness buildings and wonders"
- "+2 Happiness on military buildings and wonders"
- "+1 Settlement Limit"
- "Commanders immediately gain a promotion. New commanders start with a promotion"
- "+2 combat strength for each adjacent friendly military unit"
- "+2 Culture for every social policy slotted in the government"
- Eiffel Tower 1
Meiji Japan
- Fukoku Kyohei: When you train an aircraft or naval unit, receive Science equal to 25% of its production cost
- O-yatoi Gaikokujin: +1 Production and Science from specialists
- Shusei Kokubo: Military buildings receive a Production adjacency from coast
- Kokutai: +6 combat strength for aircraft attacking an enemy unit engaged by a naval unit
- "+50% Production towards constructing military and production buildings"
- "+50% Production towards constructing science buildings"
- "+25% Production towards training naval and aircraft units"
- "+3 combat strength for units on or adjacent to the coast"
- Dogo Onsen 0
Mexico
- Corridos: +2 Happiness in settlements for every tradition slotted into the government
- Order and Progress: +1 Science in cities for every tradition slotted into the government
- Cry of Dolores: +1 combat strength for land and naval units in friendly territory for every tradition slotted into the government
- La Reforma: +1 Culture in towns for every tradition slotted into the government
- "+1 Social Policy Slot"
- "Unlock an additional celebration effect, +30% Science for 10 turns"
- "Unlock an additional celebration effect, +40% Production towards training military units for 10 turns"
- "Unlock an additional celebration effect, +50% Influence towards initiating all diplomatic actions for 10 turns"
- 0
Mughal
- Jins-i Kamil: +1 Food and Gold on Farms for each adjacent Plantation, and on Plantations for each adjacent Farm
- Qilachas: +2 Gold on quarters with walls
- Gunpowder Empire: +3 combat strength for all units
- Mayurasana: +25% Gold towards purchasing anything
- "+1 Gold on Farms"
- "+1 Happiness on Farms"
- "+1 Settlement Limit"
- "+25% Gold towards purchasing infantry units"
- "You can purchase wonders with gold"
- Red Fort 1
Prussia
- Coking: +1 Production in cities for every resource assigned to them
- Mediatization: +10% Culture in cities not founded by you
- Realpolitik: +10% Production in all cities while at war
- Iron Cross: +3 combat strength for units within the command radius of a commander with a commendation
- "+1 Production adjacency to all buildings on navigable rivers"
- "+2 Science on resources"
- "You may establish and retain trade routes with civilizations that you are at war with"
- "+1 Settlement Limit"
- "+25% trade yield in cities connected with the Staatseisenbahn"
- "+25% relationship change from diplomatic actions"
- Cavalry units gain the Skirmish ability, +50% combat strength from flanking
- Brandenburg Gate 1
Qing
- Chuang Guandong: +25% growth rate in towns with a resource assigned to them
- Cohong: +50% trade income
- Farmland Assessment: +5% Production towards training land units
- Banner Army: +3 combat strength against land units
- "+1 combat strength for all units for every civilization and city state you have a trade route with"
- "+2 Culture from imported resources"
- "+1 Settlement Limit"
- "+2 Food from resources assigned to cities"
- "+2 Happiness from resources assigned to cities"
- Chengde Mountain Resort 1
Russia
- Emancipation Reform: +15% Production and -15% growth in cities
- Westernization: +15% Science and -15% Culture in cities
- General Moroz: +5 combat strength for units in tundra
- "+1 Food on Farms in towns"
- "+1 Production on Farms in towns in tundra"
- "+1 Gold on districts in cities"
- "+1 Culture on districts in cities in tundra"
- "+1 Settlement Limit"
- "Your units are immune to damage from blizzards. Enemy units in your territory take double damage from blizzards"
- "+1% total Culture for every city, or +2% if the city is in tundra"
- Hermitage 1
Siam
- State Railway: +2 Influence from gold buildings
- Sakdina: +2 Happiness in cities for each city state you are suzerain of
- Prathetsarat: +20% Influence towards initiating diplomatic actions with city states
- Mueang: +5 Gold for each allied city state
- "+2 Culture for every civilization above friendly status"
- "+2 Influence for every civilization above friendly status"
- "Chang Beun gain +6 combat strength in or adjacent to city states you are suzerain of"
- "+3 Culture on the palace for every city state you are suzerain of"
- "+2 Culture for every active diplomatic action with another civilization"
- "+5 Culture and +2 Gold for every trade route with another civilization"
- Doi Suthep 0
Doi Suthep
-
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Additional Notes
- This document preserves the exact text lines as provided for each Civilization entry, including the listing of traditions, bonus abilities, wonders, and settlement/policy slots where available. Entries that appear to be missing data in the source are represented here with placeholders or left as-is to reflect the original structure. If you need a cleaned or normalized dataset (e.g., consistent missing value handling, normalization of quotes, or separation of wonder names from caps), I can restructure accordingly.
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Table of Contents anchors and structure
- The main title includes an anchor {#civ-tradition-bonuses-by-civ} to enable in-page linking.
- Each civilization title uses anchors like {#aksum}, {#egypt}, etc. for in-page navigation.
- The content is organized in sections with the following hierarchy: H2 main title, H3 table and section headers, and bulleted lines detailing the traditions, bonuses, and wonders.
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This document is intended as a definitive reference for the tradition-based bonuses across civilizations, including culture, gold, science, production, and city-management related bonuses, as well as the associated wonders and settlement constraints.