Each civilization has it’s own unique Civilization Ability that provides them with a unique bonus in a certain area. Some of these are broad and complicated and some are small scale and simple but some are better than others.

10 America - Founding Fathers

The American Empire’s Civilization Ability changes depending on what expansion of the game you either have or don’t have. Actually depending on which expansion you have, or if you are playing the vanilla version of the game and you are playing as the United States, you will have a different Civilization Ability.

We are talking about the ability you get in the Gather Storm Expansion which makes all your diplomatic slots wildcard slots, which gives you a huge advantage in terms of being able to adapt. You also gain +1 Diplomatic Favor per turn for each Wildcard slot in the government that you’re using.

9 Canada - Four Faces Of Peace

Canada was added to the game in the Gathering Storm Expansion and was a welcome addition for many proud Canadians. Canada’s civilization ability comes with a limitation but with the playstyle that you are likely to have while playing as the Great White North, it’s one that you can live with. Canada cannot declare Surprise Wars or war on City-States and in return,

Canada cannot have a surprise war declared on it. Also, for every 100 tourism earned, Canada gains 1 Diplomatic Favor as well as +100% Diplomatic Favor gained from successfully completing Emergencies or Scored Competitions.

8 Cree - Nihithaw

The Cree civilization was added to the game in the Rise and Fall expansion. The Cree shine in the early game and their ability will really help with the expansion of their civilization. The Cree’s civilization ability gives them one trade route and a free trading caravan after researching pottery.

This isn’t that helpful on the surface but is good when you realize unclaimed tiles within three tiles of a Cree city come under Cree control when a trader first moves into them.

7 Norway - Knarr

Obviously, since the Norweigan Empire is mainly built around the Vikings, their Civilization Ability should be built around seafaring and raiding in someway right. If you think this, you would be right, as Norway’s Civilization ability allows their units to enter ocean tiles early after researching Shipbuilding, instead of Cartography.

Norwegian land units also have no additional movement costs to embark or disembark. Naval melee units can also heal in a neutral territory which is a big bonus to their naval power.

6 Zulu - Isibongo

The Zulu civilization was another one that was added to the game in the Rise and Fall expansion and they were a fairly strong addition for players who liked to win their games through domination victories, as conquering cities just make their unit stronger.

When you’re playing as the Zulu, capturing a city will upgrade the conquering unit into a Corps or Army if they are not already an Army and if the necessary civics are unlocked. Cities with garrisoned units will also gain +3 loyalty per turn, increasing to 5 with a corps or army.

5 Australia - Land Down Under

Civilization 6 is the first mainline game in the Civilization series to have the Land Down Under as a playable empire. So to honor this they named Australia’s civilization ability after its famous nickname.

The Land Down Under makes Australia a strong candidate for a cultural victory. A small bonus provides to Australia by its Civilization Ability is that it grants plus 3 housing to its coastal cites. For Australia, building Pastures triggers a Culture Bomb, which claims surrounding tiles. Campus, Commercial Hub, Holy Site, and Theater Square districts gain +1 to their yields in tiles with Charming Appeal and +3 in tiles with Breathtaking Appeal.

4 Sumeria - Epic Quest

Sumeria’s Civ Ability, Epic Quest, gives Sumeria and it’s legendary leader, Gilgamesh, a big boost to their already substantial early game power. Epic Quest Provides Sumeria with a good incentive to hunt down barbarian encampments, even more so than over Civs.

Capturing a Barbarian Outpost as Sumeria grants a Tribal Village reward. Sumeria may as levy city-state units at 50% of the usual Gold cost, which is a good incentive to keep City-States around, as appeased to conquering them.

3 Scythia - People Of The Steppe

Scythia’s Civilization ability, People Of The Steppe is tied in with their unique unit, the Saka Horse Archer. The Saka Horse Archer is one of the strongest unique units in the game, so that’s a fairly good thing. People Of The Steppe is a pretty simple Civ Ability.

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This ability gives you a copy of any light cavalry unit or Saka Horse Archer any time you train one. This allows for very fast construction of invading forces that can be used to take down more annoying ranged units.

2 Nubia - Ta-Seti

Nubia, similarly to the Australian Civilization, made their debut in Civilization 6 and their unique Civilization Ability, Ta-Seti, which gives a massive boost in production in different areas. Ta-Seti gives Nubia +50% Production toward Ranged units and Ranged units gain +50% combat experience.

This really helps boost their unique unit, the Pítati Archer, which is an early game replacement for the standard Archer. Nubia also gains +1  Production for Mines over strategic resources and +2 Gold for Mines over any bonus and luxury resources.

1 Mongolia - Örtöö

Mongolia’s Civilization ability, Örtöö tops off our list for its utility and its historical accuracy. Örtöö gives the Mongolian empire the ability to create a trading post immediately when starting a trade route with another Civ, instead of when the trade route finishes.

Mongolia gains an extra level of Diplomatic Visibility with civilizations they have a Trading Post with. This benefits Mongolia as their units receive +6 Combat Strength for each level of Diplomatic Visibility they have over their opponents, instead of the usual +3. So go on and conquer, make Genghis Proud!

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