Shaping a Nation: Leaders and Countries
There are 18 different nations to play as and compete against in Civilization 5. Each has unique special abilities and units that will help guide you towards a certain victory goal. Each nation has one or more eras where they particularly excel. These time periods are the best opportunity to flourish or outright complete the game.


Washington - America
Unique Unit: B17 (Modern Bomber) 60 Range Combat, 10 Range, Penalty vs Naval, Evasion, Siege I
Unique Unit: Minuteman (Renaissance Musketman) 16 Combat, All Tiles Cost 1 Move
Manifest Destiny: All land military have +1 sight. 25% discount when purchasing tiles.
Suggested Victory: Domination, Points
Harun al-Rashid - Arabia
Unique Unit: Camel Archer (Medieval Knight) 10 Combat, 15 Ranged Combat, 2 Range, No Defensive Bonuses, Can Move After Attacking, May not Melee
Unique Building: Bazaar (Medieval Market) +25% Gold, +1 Extra Luxury, Merchant Specialists
Trade Caravans: +1 Gold from each Trade Route and Oil Resources provide double quantity.
Suggested Victory: Diplomatic, Points
Montezuma - Aztec
Unique Unit: Jaguar (Ancient Warrior) 6 Combat, Combat Bonus in Jungle, Heal 2 Damage after a kill
Unique Building: Floating Gardens (Ancient Watermill) +2 Food, +15% Food
Sacrificial Captives: Gains Culture for the empire from each enemy unit killed.
Suggested Victory: Domination, Diplomatic, Culture, Points
Wu Zetian - China
Unique Unit: Chu-Ko-Nu (Medieval Crossbowman) 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee, May Attack Twice
Unique Building: Paper Maker (Ancient Library) +1 Science for every 2 Citizens, Scientist Specialists, +4 Gold
Art of War: Effectiveness and spawn rate of Great Generals increased.
Suggested Victory: Domination, Diplomatic, Science
Ramesses II - Egypt
Unique Unit: War Chariot (Ancient War Chariot) 3 Combat, 6 Ranged Combat, 2 Range, Rough Terrain Penalty, No Defensive Bonuses, May Not Melee
Unique Building: Burial Tomb (Classical Temple) +2 Happiness, +2 Culture, Enemy Civ gains double Gold when capturing the city
Monument Builders: +20% Production towards Wonder construction.
Suggested Victory: Diplomatic, Points
Elizabeth - England
Unique Unit: Longbowman (Medieval Crossbowman) 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee, Range
Unique Unit: Ship of the Line (Renaissance Frigate) 30 Combat, 17 Ranged Combat, 2 Range, May Not Melee, Extra Sight
Sun Never Sets: +2 Movement for all naval units.
Suggested Victory: Domination, Diplomatic
Napoleon - France
Unique Unit: Foreign Legion (Industrial Infantry) 36 Combat, Foreign Lands Bonus
Unique Unit: Musketeer (Renaissance Musketman) 20 Combat
Ancient Regime: +2 Culture per turn from Cities before discovering Steam Power
Suggested Victory: Domination, Culture
Bismarck - Germany
Unique Unit: Landsknecht (Medieval Pikeman) 10 Combat, Bonus vs Mounted
Unique Unit: Panzer (Industrial Tank) 60 Combat, Penalty vs Cities, No Defensive Bonuses, Limited Visibility, Can Move After Attacking
Furor Teutonicus: Upon defeating a Barbarian unit inside an encampment, there is a 50% chance you earn 25 Gold and they join your side.
Suggested Victory: Domination, Points
Alexander - Greece
Unique Unit: Companion Cavalry (Classical Horseman)
Unique Unit: Hoplite (Ancient Spearman)
Hellenic League: City-State Influence degrades at half and recovers at twice the normal rate.
Original Capital: Athens
Suggested Victory: Domination, Culture, Points
Gandhi - India
Unique Unit: War Elephant (Ancient Chariot Archer) 14 Combat, No Defensive bonuses, Can Move After Attacking, Great Generals I
Unique Building: Mughal Fort (Medieval Castle) +2 Culture, +9 Defense, adds Gold with Flight Tech
Population Growth: Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved.
Suggested Victory: Diplomatic, Culture, Points
Hiawatha - Iroquois
Unique Unit: Mohawk Warrior (Classical Swordsman) 11 Combat, Combat Bonus in Forest and Jungle
Unique Building: Longhouse (Medieval Workshop) +1 Production from worked Forest, Engineer Specialists
The Great Warpath: Units move through Forest and Jungle in friendly territory as if it is Road. These tiles can be used to establish trade routes.
Suggested Victory: Diplomatic, Science, Points
Oda Nobunaga - Japan
Unique Unit: Samurai (Medieval Longswordsman) 18 Combat, Shock I, Great Generals II
Unique Unit: Zero (Industrial Fighter) 50 Ranged Combat, 8 Range, Interception, Bonus vs Fighters, Air Sweep, Weak Ranged Attack, Air Recon, bonus vs Helicopters
Bushido: Units fight as though they were at full strength even when damaged.
Suggested Victory: Domination, Diplomatic
Suleiman - Ottomans
Unique Unit: Janissary (Renaissance Musketman) 16 Combat, Heal if Destroy an Enemy, Combat Bonus when Attacking
Unique Unit: Sipahi (Renaissance Lancer) 22 Combat, Penalty on Defense, No Defensive bonuses, Can Move After Attack, No Movement Cost to Pillage, Extra Sight
Barbary Corsairs: 50% chance of converting a Barbarian unit to your side and earning 25 Gold.
Suggested Victory: Domination, Diplomatic, Points
Darius I - Persia
Unique Unit: Immortal (Ancient Spearman) 8 Combat, Bonus vs Mounted, Heals at Double Rate
Unique Building: Satrap's Court (Renaissance Bank) +2 Happiness, +25% Gold, Merchant Specialists
Achaemenid Legacy: Golden Ages last 50% Longer. During Golden Age, units receive +1 Movement and +10% Combat Strength bonus.
Suggested Victory: Diplomatic, Science, Points
Augustus Caesar - Rome
Unique Unit: Ballista (Classical Catapult) 4 Combat, 18 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility
Unique Unit: Legion (Classical Swordsman) 13 Combat. Builds Roads and Forts
The Glory of Rome: 25% Production towards any buildings that already exist in the Capital
Suggested Victory: Domination, Diplomatic, Science, Points
Catherine - Russia
Unique Unit: Cossack (Renaissance Cavalry) 25 Combat, Penalty vs Mounted, No Defensive Bonuses, Can Move After Attacking
Unique Building: Krepost (Ancient Barracks) +15 EXP. -50% Culture cost for new Tiles
Siberian Riches: Strategic Resources provide +1 Production and Horse, Iron, and Uranium Resources provide double quantity.
Suggested Victory: Domination, Diplomatic, Points
Ramkhamhaeng - Siam
Unique Unit: Naresuan's Elephant (Medieval Knight) 22 Combat, No Defensive Bonuses, Bonus vs Mounted, Can Move After Attacking
Unique Building: Wat (Medieval University) +3 Culture, +50% Science, Scientist Specialists
Father Governs Children: Food and Culture from friendly City States increased by 50%
Suggested Victory: Diplomatic, Culture
Askia - Songhai
Unique Unit: Mandekalu (Medieval Knight) 18 Combat, No Defensive Bonuses, Can Move After Attacking, Bonus vs Cities
Unique Unit: Mud Pyramid Mosque (Classical Temple) +5 Culture
River Warlord: Receive triple Gold from Barbarian encampments and pillaging Cities. Embarked units can defend themselves.
Suggested Victory: Domination, Diplomatic, Culture
Table of Contents
- Guide Feedback
- Forums:
- Game Info:


