Sid Meier’s Civilization® VI Guide

Historica Mod - Civilization's Bonuses & Traits for Sid Meier's Civilization VI

Historica Mod – Civilization’s Bonuses & Traits

Overview

This guide contains civilization’s bonuses and traits for ‘Historica’ mod created by [ Paweu ]. Check Workshop for more details.

Introduction

Hello! This guide was created for ‘Historica’ mod created in Workshop of Civilization VI. It’s required because there are problems with showing off civilization’s bonuses & traits. This is a place for all ‘Historica’ players or players that found this guide and would like to play Historica. Let’s begin!

France


Leader: Catherine de Medici

Catherine’s Pressure: Has 1 level of Diplomatic Visibility greater than normal with
every civilization that she’s met. Receives capacity to build an extra Spy with the
Castles technology.
Grand Tour: +20% Production toward Medieval, Renaissance, and Industrial era
wonders. Tourism from wonder of any era is doubled.
Garde Imperiale: French unique Industrial era melee unit. +10 Combat Strength
when fighting on your capital’s continent. Great General points for killing units. -3
Combat Strength. -1 Maintenance.
Chateau: +2 Culture. +1 Appeal. +1 Culture if next to a wonder. Can only be built
adjacent to Rivers.

Egypt


Leader: Cleopatra

Mediterranean’s Bride: Your Trade Routes to other civilizations provide +2 Gold for
Egypt. Other civilizations’ Trade Routes to Egypt provide +2 Food for them and +1
Gold for Egypt.
Iteru: +15% Production towards district and wonder if placed next to a River.
Floodplains do not block placement of districts and wonders.
Maryannu Chariot Archer: Egyptian unique Ancient era ranged unit that replaces the
Heavy Chariot. 4 Movement when starting in open terrain.
Sphinx: +1 Faith and +1 Culture. +1 Appeal. +1 Faith if next to a wonder. Can be
built on Floodplains.

Germany (Holy Roman Empire)


Leader: Frederick Barbarossa

Holy Roman Emperor: Additional Military policy slot. +5 Combat Strength when
attacking city-states.
Free Imperial Cities: Each city can build one more district than usual (exceeding the
normal limit based on Population).
U-Boat: German unique Modern era naval unit that replaces the Submarine. Cheaper
to produce, +1 Sight, and +10 Combat Strength when fighting on Ocean tiles. Able to
reveal other stealthed units. -5 Combat Strength. -1 Maintenance.
Hansa: A district unique to Germany for Industrial activity. Replaces the Industrial
Zone district. BONUSES: 117% of Production Cost, +1 Maintenace, can’t be
adjacent to city, +1 Gold for adjacent Commercial Hub, +1 Production for 4 tiles of
adjacent resources.

India


Leader: Gandhi

Satyagraha: +5 Faith for each civilization they have met that has founded a Religion
and is not currently at war. Opposing civilizations receive double the war weariness
for fighting against Gandhi.
Dharma: Receives Follower Belief bonuses in a city from each Religion that has at least 1 follower.
Varu: Indian unique Classical era unit that replaces the Horseman. Adjacent enemy
units receive -5 Combat Strength.
Stepwell: +2 Food and +1 Housing. +1 Faith if adjacent to a Holy Site district.
Cannot be built on Hills or adjacent to another Stepwell.

Sumeria


Leader: Giglamesh

Adventures Of Enkidu: May declare war on anyone at war with their allies without
warmonger penalties. When at war with a common foe, they and their allies share
pillage rewards and share combat experience gains if within 5 tiles.
Epic Quests: When you capture a Barbarian Outpost, receive a Tribal Vilalge reward
in addition to the usual Gold. Pay half the usual cost to levy city-state units.
War-Cart: Sumerian unique Ancient era unit. Stronger than all other starting units.
No penalties against anti-cavalry units. 4 Movement if this unit starts in open terrain.
Ziggurat: +2 Science. +1 Culture if next to River. Cannot be build on Hills.

Greece (Gorgo)


Leader: Gorgo

Thermopylae: Combat victories provide Culture equal to 50% of the Combat Strength
of the defeated unit.
Plato’s Republic: One extra Wildcart policy slot in any government.
Hoplite: Greek unique Ancient era unit that replaces the Spearman. +10 Combat
Strength if there is at least one adjacent Hoplite unit. -3 Combat Strength.
Acropolis: A district unique to Greece for cultural sites. Replaces the Theater Square
district.

Norway


Leader: Harald Hardrada

Viking Power: Allows coastal raiding for all naval melee units.
Knarr: Units gain the ability to enter Ocean tiles after researching the Shipbuilding
technology. Naval melee units heal in neutral territory. Units ignore additional
Movement costs from embarking and disembarking.
Berserker: Norwegian unique Medieval era unit. 4 Movement if this unit starts in
enemy territory. +7 Combat Strength when attacking and -7 Combat Strength when
defending. +2 Combat Strength.
Viking Longship: Norwegian unique Ancient era naval unit that replaces the Galley.
Can pillage enemy coastal lands and capture civilians if adjacent using its coastal
raiding ability. 4 Movement while in coastal waters.
Stave Church: A building unique to Norway. Required to purchase Apostles and
Inquisitors with Faith. Holy Site districts get an additional standard adjacency bonus
from Woods.

Japan


Leader: Hojo Tokimune

The Rising Sun: Land units receive +5 Combat Strength in land tiles adjacent to
Coast; naval units receive +5 Combat Strength in shallow water tiles. Builds
Encampment, Holy Site and Theater Square district in half the time.
Meiji Restoration: All districts receive an additional standard adjacency bonus for
being adjacent to another district.
Samurai: Japanese unique Medieval era melee unit. Does not suffer combat penalties
when damaged.
Electronic Factory: A building unique to Japan. +3 Production to all cities within 5
tiles. After researching the Electricity technology this building provides an additional
+3 Culture to its city.

Kongo


Leader: Mvemba a Nzinga

Religious Convert: May not build Holy Site districts, gain Great Prophets, or found
Religions. Gains all Beliefs of any Religion that has established itself in a majority of
his cities. Receives an Apostle each time he finishes a M’banza or Theater Square
district (of that city’s majority Religion).
Nkisi: +3 Food, +2 Production and +3 Gold from each Relic, Artifact, and Sculpture.
Great Work of Art in addition to the usual Culture. Receive double Great Writer and
Great Artist points. Palace has slots for 5 Great Works.
Ngao Mbeba: Kongo unique classical era unit that replaces the Swordsman. +10
Combat Strength when defending against ranged attacks. Can move and see through
Woods and Rainforest. -2 Combat Strength.
Mbanza: A district unique to Kongo that can only be constructed in Rainforest or
Woods. Replaces the Neighborhood district but is available earlier. Provides +5
Housing, +2 Food, and +2 Gold, regardless of Appeal.

Brazil


Leader: Pedro II

Magnanimous: After recruiting or patronizing a Great Person, 20% of its Great
Person point cost is refunded.
Amazon: Rainforest tiles provide +1 adjacency bonus for Campus, Commercial Hub,
Holy Site, and Theater Square districts. Rainforest tiles provide +1 Housing for
Neighborhoods built adjacent to them.
Minas Geraes: Brazilian unique Modern era unit that replaces the Battleship.
Stronger than the Battleship. Unlocked by Nationalism.
Carnaval Do Brasil: A district unique to Brazil. Replaces the Entertainment Complex
district and provides +2 Amenities. Also unlocks the Carnival project, which grants
an additional +1 Amenity when underway and a variety of Great People points once
completed.

Greece (Pericles)


Leader: Pericles

Great Strategos: +5% Culture per city-state you are the Suzerain of.
Plato’s Republic: One extra Wildcart policy slot in any government.
Hoplite: Greek unique Ancient era unit that replaces the Spearman. +10 Combat
Strength if there is at least one adjacent Hoplite unit. -3 Combat Strength.
Acropolis: A district unique to Greece for cultural sites. Replaces the Theater Square
district.

Russia


Leader: Peter

The Grand Embassy: Receives Science or Culture from Trade Routes to civilizations
that are more advanced than Russia (+1 per 3 technologies or civics ahead).
Mother Russia: Extra territory upon founding cities. +1 Faith and +1 Production from
Tundra.
Cossack: Russian unique Industrial era unit that replaces Cavalry. Stronger than
Cavalry, and gains +5 Combat Strength when fighting in or adjacent to its home
territory. Can move after attacking if Movement points remain.
Lavra: A district unique to Russia for religious activity. Replaces the Holy Site
district. Your city border grows by one tile each time a Great Person is expended in
this city.

Spain


Leader: Philip II

El Escorial: Inquisitors can Remove Heresy one extra time. Combat units have a
bonus of +3 Combat Strength against players following other Religions.
Treasure Fleet: May form Fleets and Armades earlier than usual (Mercantilism).
Trade Routes between multiple continents receive bonus Gold for routes to other
civilizations, and bonus Food and Production for routes between your own cities.
Conquistador: Spanish unique Renaissance era unit that replaces the Musketman.
+10 Combat Strength when there is a Missionary, Inquisitor, or Apostle in the same
hex. If this unit captures a city or is adjacent to a city when it is captured, the city will
automatically adopt the Conquistador player’s Religion as the dominant Religion. -3
Combat Strength.
Mission: +2 Faith. +2 Faith if on a different continent than your Capital.

China


Leader: Qin Shi Huang

The First Emperor: When building Ancient and Classical wonders you may spend
Builder charges to complete 5% of the original wonder cost. Builders receive 2
additional charges.
Dynastic Cycle: Eurekas and Inspirations provide 60% of civics and technologies
instead of 50%.
Crouching Tiger: Chinese unique Medieval era unit. Ranged unit with a Range of 1
and high combat strength.
Great Wall: Provides an increase to Defense. Bonus to Gold if adjacent to other
segments. Additional Culture and Tourism as you advance through the Technology
Tree for adjacent segments. Must be built in a line along the borders of your empire.

Arabia


Leader: Saladin

Righteousness Of The Faith: The worship building for their Religion can be
purchased by any player for just one-tenth of the usual Faith cost. This worship
building is enhanced to add 10% to the Science, Faith and Culture output of Arabian
cities.
The Last Prophet: Automatically receive the final Great Prophet when the next-to-last
one is claimed (if you have not earned a Great Prophet already). +1 Science for each
foreign city following Arabia’s Religion.
Mamluk: Arabian unique Medieval era unit that replaces the Knight. Heals at the end
of every turn, even after moving or attacking.
Madrasa: A building unique to Arabia. Bonus Faith equal to the adjacency bonus of
the Campus district.

America


Leader: Teddy Roosevelt

Roosevelt Corollary: Units receive a +5 Combat Strength on their home continent. +1
Appeal to all tiles in a city with a National Park. Gain the Rough Rider unique unit
when they research the Rifling technology.
Founding Fathers: Earn all government legacy bonuses in half the usual time.
P-51
P-51 Mustang: American unique Modern era air unit that replaces the Fighter. Gains
+5 attack against fighter aircraft, has +2 flight range, and gains +50% experience.
Rough Rider: American unique Modern era unit when Teddy Roosevelt is their
leader. Culture is earned from kills on their Capital’s continent. +10 Combat Strength
when fighting on Hills. Lower maintenance cost. -4 Combat Strength.
Film Studio: A building unique to America. +4 Culture. +75% Tourism pressure from
this city towards other civilizations in the Modern era.

Scythia

Leader: Tomyris

Killer Of Cyrus: All units receive +5 Combat Strength when attacking wounded
units. When they eliminate a unit, they heal up to 25 hit points.
People Of The Steppe: Receive a second light cavalry unit or Saka Horse Archer each
time you train a light cavalry unit or Saka Horse Archer.
Saka Horse Archer: Scythian unique Classical era unit. Ranged unit with 4
Movement with a Range of 1.
Kurgan: +1 Faith. +1 Gold. +1 Faith for each adjacent Pasture. Cannot be built on
Hills.

Rome


Leader: Trajan

Trajan’s Column: All cities start with an additional City Center building. (Starts with
a Monument building in the Ancient era).
All Roads Lead To Rome: All cities you found or conquer start with a Trading Post. If
in Trade Route range of your capital, they also start with a road to it. Your Trade
Routes earn +1 Gold for passing through Trading Posts in your own cities.
Legion: Roman unique Classical era melee unit that replaces the Swordsman. Can
build a Roman Fort.
Bath: A district unique to Rome for city growth. Replaces the Aqueduct district. It
provides this city with a source of fresh water from an adjacent River, Lake, Oasis, or
Mountain. Cities that do not yet have existing fresh water receive up to 6 Housing.
Cities that already have existing fresh water will instead get +2 Housing. Must be
built adjacent to the City Center. In either case, the Bath provides an additional bonus
of +2 Housing and +1 Amenity. Must be built adjacent to the City Center.

England


Leader: Victoria

Where The Sun Never Sets: All found or conquered cities on a continent other than
your home continent receive +2 Science, +1 Culture and +3 Gold. Gain the Redcoat
uniqute unit when the Military Science technology is researched.
British Museum: Each Archaeological Musem holds 6 Artifacts instead of 3, and can
support 2 Archaeologists at once. Archaeological Museums are automatically themed
when they have 6 Artifacts.
Redcoat: English unique Industrial era unit when Victoria is their leader. +10
Combat Strength when fighting on a continent other than that of your capital’s. No
disembark cost. -2 Combat Strength.
Sea Dog: English unique Renaissance era naval unit that replaces the Privateer. Can
capture enemy ships. Cannot be seen unless adjacent to it.
Royal Navy Dockyard: A district unique to England for naval activity in your city.
Replaces the Harbor district. Also removes the Movement penalty for embarking and
disembarking to and from this tile. Must be built on Coast or Lake Terrain adjacent to
land.

Macedon


Leader: Alexander

Alexander’s Conquests: Cities do not incur war weariness.
Hellenistic Fusion: Receive boosts upon city conquest: an Eureka for each
Encampment or Campus in the conquered city and an Inspiration for each Holy Site
or Theater Square.
Hypasists: Macedonian unique melee unit that replaces the Swordsman. +5 Combat
Strength when besieging districts. 50% Additional Support Bonus.
Hetairoi: Macedonian unique heavy cavalry unit that replaces the Horseman.
Additional +5 Combat Strength when adjacent to a Great General. +5 Great General
points when killing an enemy unit. Starts with 1 free Promotion.
Basilikoi Paides: A building unique to Macedon. +25% combat experience for all
melee, ranged land units, and Hetairoi trained in this city. Gain Science equal to 10%
of the unit’s cost when a non civilian unit is created in this city. May not be built in an
Encampment district that already has a Stable.

Persia


Leader: Cyrus

Fall Of Babylon: +1 Movement for the first 10 turns after declaring a Surprise War.
No penalties to yields in occupied cities. Declaring a Surprise War only counts as a
Formal War for the purpose of warmongering and war weariness.
Satrapies: +1 Trade Route capacity with Political Philosophy civic. Receive +1 Gold
for routes between your own cities. Roads built in your territory are one level more
advanced than usual.
Immortal: Persian unique melee unit that replaces the Swordsman. Melee class unit
with a ranged attack, Range 1. Strong defense strength.
Pairidaeza: +1 Culture and +2 Gold. +1 Appeal. +1 Culture for each adjacent Holy
Site and Theater Square. Additional Culture and Tourism as you advanced through
the Technology and Civics Tree. Cannot be built on Snow, Tundra, Snow Hills, or
Tundra Hills or adjacent to another Pairidaeza.

Poland


Leader: Jadwiga

Union Of Krewo: +10% Production towards Medieval era buildings and Winged
Hussars. All Relics provide bonus Faith (+1), Culture (+1) and Gold (+2).
Golden Liberty: Constructs Encampment district in half the time. One Military policy
slot in the current government is converted to a Wildcard slot.
Winged Hussar: Polish unique Medieval era unit. Pushes defending enemy units back
from their hex in any battle where they score more damage. Defenders that cannot
retreat suffer additional damage. -3 Combat Strength.
Sukiennice: A building unique to Poland. +3 Gold, +1 Culture. International Trade
Routes from this city gain +1 Faith.

Australia


Leader: John Curtin

Prime Minister Of Australia: +100% Production if either they have received a
declaration of war in the past 20 turns or if they have liberated a city in past 15 turns.
Land Down Under: +4 Housing in coastal cities.
Digger: Australian unique Modern era unit that replaces Infantry. +10 Combat
Strength when fighting on Coastal tiles. +5 Combat Strength when fighting on
Neutral or Foreign Territory. -4 Combat Strength.
Outback Station: +1 Food and +1 Production. +1 Food for each adjacent Pasture. Can
only be built in Desert, Desert Hills, Grassland, and Plains tiles.

Aztec


Leader: Montezuma

The Tlatoani: Luxury resources in his territory provide an Amenity to 2 extra cities.
Military units receive +1 Combat Strength for each different Luxury resource
improved in Aztec lands.
The Five Suns: Spend Builder charges to complete 20% of original district cost.
+50% Production to Monument building.
Eagle Warrior: Aztec unique Ancient era unit that replaces the Warrior. Has a chance
to capture other civilziation’s military units by turning them into Builders.
Tlachtli: A building unique to the Aztecs. Provides an Amenity, +2 Faith and a Great
General Point.

Mod

Modification is called ‘Historica’ and it is available in Civilization VI Workshop. You can also download it from here.

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