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.
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