Bonuses for all Civilizations

Over the past couple months, I have released information about each leader and the civilization they rule. Now that all 16 leaders featured in Civilization Revolution have been detailed, I have compiled a list of every civilization's bonuses in one place for your use. A couple of these civilizations, such as the Mongols, have had their changed slightly since debuting on the site.

I hope this list helps you plan your strategies for each civilization a bit better, and I look forward to meeting you on the multiplayer battlefield.

Want even more information about civilization bonuses? Check out the latest IGN article on the topic, which also has insight into each civ from the team at Firaxis.

Check out the article on IGN.


ROMANS
Starting: Romans begin with Republic and Code of Laws
Ancient: Half-price Roads
Medieval: Half-price Wonders
Industrial: More Great People
Modern: New Cities have +1 population


EGYPTIANS
Starting: Begin the game with a Wonder
Ancient: +1 food and trade from desert regions
Medieval: Receive knowledge of Irrigation
Industrial: +1 Rifleman movement
Modern: +50% caravan gold


GREEKS
Starting: Begin the game with a Courthouse
Ancient: Receive knowledge of Democracy
Medieval: More Great People
Industrial: Half-price Libraries
Modern: +1 food from Sea regions


SPANISH
Starting: Begin with knowledge of Navigation
Ancient: exploration cash doubled
Medieval: +1 Naval combat
Industrial: +50% gold production
Modern: +1 production from hills


GERMANS
Starting: Elite units automatically upgrade
Ancient: New warrior units are automatically veterans
Medieval: +1 production from forests
Industrial: Half-price barracks
Modern: 2% interest on gold


RUSSIANS
Starting: Russians begin with more of the map visible
Ancient: +1 food from plains
Medieval: defensive units receive the Loyalty upgrade
Industrial: Half-price Riflemen
Modern: Half-price Spies


CHINESE
Starting: Chinese begin with knowledge of Writing
Ancient: New cities have +1 population
Medieval: Receive knowledge of Literacy tech
Industrial: Half-price Libraries
Modern: Cities not affected by Anarchy


AMERICANS
Starting: Begin the game with a Great Person
Ancient: 2% interest on gold
Medieval: Rush units at half-price
Industrial: +1 food from plains
Modern: Factories provide 3x production


JAPANESE
Starting: Knowledge of Ceremonial Burial
Ancient: +1 food from Sea Regions
Medieval: +1 Samurai Knight attack
Industrial: Cities not affected by Anarchy
Modern: Defensive units receive Loyalty upgrade


FRENCH
Starting: Begin the game with a Cathedral
Ancient: Receive knowledge of Pottery
Medieval: Half-price Roads
Industrial: +2 Cannon attack
Modern: +1 Riflemen movement


INDIANS
Starting: Begin with access to all resources
Ancient: Cities not affected by Anarchy
Medieval: Free Religion tech
Industrial: Half-price Settlers
Modern: Half-price Courthouse


ARABIANS
Starting: Begin with knowledge of Religion
Ancient: +50% caravan gold
Medieval: Free Mathematics tech
Industrial: +1 Horseman/Knight attack
Modern: 2% interest on gold


AZTECS
Starting: Aztecs begin with a wealth of gold
Ancient: Units heal after winning in combat
Medieval: Temples provide +3 science
Industrial: Half-price roads
Modern: +50% gold production


ZULU
Starting: Zulus can overrun their enemies more easily
Ancient: +1 Warrior movement
Medieval: Cities grow faster
Industrial: +50% gold production
Modern: Half-price Riflemen


MONGOLS
Starting: +50% trade from captured cities
Ancient: Barbarian villagers join us
Medieval: +1 Cavalry movement
Industrial: +2 production from mountain regions
Modern: Free Communism tech


ENGLISH
Starting: Start with knowledge of Monarchy
Ancient: +1 Longbow Archer defense
Medieval: +1 Naval combat
Industrial: +1 production from hills
Modern: 2x Naval Support