Civilization 7: Ranking Modern Civilizations
In Civilization 7, the Modern Age is where the game reaches its climax, determining the ultimate winner. It's crucial to leverage your advantages and make strategic decisions as you transition from the Exploration Age. The civilization you select in this era can greatly influence your path to victory. With ten civilizations available in the base game, and an additional one with the Crossroads of the World DLC, choosing the right civilization paired with the appropriate leader can create powerful synergies. To help guide your decision, here's our tier list for the best Modern Age civilizations in Civilization 7.
Remember, your chosen leader will further enhance your gameplay with unique buffs. When considering a civilization, think about how it will interact with your leader to maximize your strategy. This tier list ranks civilizations based on their standalone power, without considering leader synergies.
### Best Civ 7 Modern CivsCiv 7 Modern Civs Tier List
S-tier: America, Meiji Japan
A-tier: French Empire, Mexico, Qing
B-tier: Buganda, Prussia, Russia, Siam
C-tier: Mughal
Note: We haven't ranked the new DLC Civ Great Britain yet - time will tell how it measures up!
S-Tier Modern Civs
These civilizations are the cream of the crop in Civilization 7, offering superior military units and exceptional resource access, enabling you to dominate the game map.
S-tier: America
Frontier Expansion - Gain 100 Gold every time you improve a Resource. +30% Production towards constructing the Statue of Liberty. Marine - American Unique Infantry Unit. Has the Amphibious ability. Cheaper to train. Prospector - American Unique Civilian Units. Claims a Land Resource outside of your regular Settlement radius. Industrial Park - American Unique Quarter. Created by constructing the Railyard and Steel Mill in the same district. +2 Food in this City for every Resource assigned to this City. Railyard - +5 Production. +1 Production Adjacency for Quarters and Wonders. American Unique Production Building. Ageless. Steel Mill - +6 Production. Gold adjacency for Resources and Wonders. American Unique Production Building. Ageless.
America stands out in the Modern Age due to its ability to efficiently utilize resources. The Frontier Expansion trait can significantly boost your gold reserves by improving resources. Additionally, combining the Railyard and Steel Mill to create the Industrial Park provides substantial Food, Production, and Gold, making the USA a versatile and powerful civilization capable of rapid expansion and robust production. The Prospector can secure crucial resources, further enhancing your yields, while the Marine unit's Amphibious ability adds tactical flexibility to your military strategy.
S-tier: Meiji Japan
Goisshin - When you Overbuild a Building, gain Science equal to 50% of the Building’s Production cost. +30% Production towards constructing Dogo Onsen. Mikasa - Meiji Japanese Unique Heavy Naval Unit. The first time this Unit is destroyed, it respawns in the closest Settlement you own at 50% HP. Zero - Meiji Japanese Unique Fighter Air Unit. Increased range. +4 Combat Strength against other Fighter Air Units. Can intercept enemy Air Units. Zaibatsu - Meiji Unique Quarter. Created by constructing the Ginko and Jukogyo in the same District. +1 Gold and Production on Buildings in adjacent Districts. Ginko - +5 Gold. +1 Gold Adjacency for Gold Buildings and Wonders. Meiji Japan Unique Gold Building. Ageless. Jukogyo - +5 Production. +1 Production Adjacency for Coastal Terrain and Wonders. Meiji Japan Unique Production Building. Ageless.
Meiji Japan offers a strategic advantage with the Goisshin trait, allowing you to adapt your buildings and districts to modern needs while gaining Science. The Zaibatsu Quarter, formed by combining the Ginko and Jukogyo, can generate significant Gold and Production, fueling your endgame push. The Mikasa and Zero units provide strong military options, with the Mikasa's respawn ability offering resilience in naval engagements, and the Zero dominating aerial combat.
A-Tier Modern Civs
A-Tier civilizations are reliable choices, offering diverse resources and potent military units that can help you achieve your victory goals.
A-Tier: French Empire
Liberte, Egalite, Fraternite - You can select the Celebration effects of any standard Government in the Modern Age. +30% Production towards constructing the Eiffel Tower. Garde Imperiale - French Imperial Unique Infantry Unit. Can make a Ranged attack. +2 Combat Strength when within a friendly Army Commander Radius. More expensive to train. Jacobin - A Great Person with one charge. Can only be trained in Cities with an Avenue, and the specific Jacobin received once. Cost increases per Jacobin trained. Avenue - French Imperial Quarter. Created by constructing the Jardin a la Francaise and Salon in the same District. +2 Happiness on Quarters in this City. Jardin a la Francaise - +5 Culture. +1 Happiness Adjacency for Culture Buildings and Wonders. French Empire Unique Culture Building. Ageless. Salon - +5 Happiness. +1 Culture Adjacency for Happiness Buildings and Wonders. French Empire Unique Happiness Building. Ageless.
The French Empire is ideal for those pursuing a Cultural victory. The synergy between the Avenue, formed by the Jardin a la Francaise and Salon, creates a powerful loop of Culture and Happiness, accelerating your progress through the Modern Age. The Liberte, Egalite, Fraternite trait enhances this further by allowing you to select Celebration effects from any standard government. The Garde Imperiale unit provides a solid defensive option, ensuring your cultural focus remains undisturbed.
A-Tier: Mexico
Revolucion - Starts with a unique Government, Revolucion. This Government has one Celebration effect, +30% Culture for 10 Turns. Cannot enter any other Government type. +30% Production towards constructing Palacio de Bellas Artes. Soldaderas - Mexican Unique Infantry Unit. Adjacent Units heal +10 HP. Does not stack. Revolucionario - A Great Person with one charge. Can only be trained in Cities with a Zocalo, and the specific Revolucionario received is random. Each Revolucionario can only be received once. Cost increases per Revolucionario trained. Zocalo - Mexican Unique Quarter. Created by constructing the Catedral and Portal de Mercanderes in the same District. +2 Culture for every Tradition slotted into the Government. Catedral - +5 Culture. +1 Happiness Adjacency for Culture Buildings and Wonders. Mexican Unique Culture Building. Ageless. Portal de Mercaderes - +5 Culture. +1 Gold Adjacency for Gold Buildings and Wonders. Mexican Unique Culture Building. Ageless.
Mexico is a strong contender for a Cultural victory, offering significant Culture and Gold bonuses. The Revolucion government provides a unique Celebration effect that boosts Culture, while the Zocalo Quarter, formed by the Catedral and Portal de Mercaderes, further amplifies your cultural output. The Soldaderas unit can enhance your military resilience, making it easier to maintain your cultural focus.
A-Tier: Qing
Kang Qian Shengshi - +4 Gold, +3 Culture, +2 Influence, but -1 Science from imported Resources. +30% Production towards constructing Chengde Mountain Resort. Gusa - Qing Unique Infantry Unit. +4 Combat Strength if adjacent to another Gusa. Hangshang - Qing Unique Merchant. Civilian who can establish a Trade Route to import Resources from a foreign Settlement. Gain 50 Gold for every Resource acquired when creating a naval Trade Route. Huiguan - Qing Unique Quarter. Created by constructing the Qianzhuang and Shiguan in the same District. +35% Influence in this Settlement. Shiguan - +6 Science. +1 Happiness Adjacency for Happiness Buildings and Wonders. Qing Unique Science Building. Ageless. Qianzhuang - +5 Gold. +1 Gold Adjacency for Gold Buildings and Wonders. Qing Unique Gold Building. Ageless.
The Qing civilization offers a balanced mix of Gold, Culture, and Influence, though it comes with a Science penalty from imported resources. Managing this trait effectively is key to staying competitive in the rapidly advancing Modern Age. The Shiguan building can help mitigate the Science drawback, while the Gusa unit provides strong military support when grouped together.
B-Tier Modern Civs
B-Tier civilizations offer solid benefits but may be more specialized, making them suitable for fewer victory paths.
B-Tier: Buganda
River Raids - Gain Culture when pillaging Buildings or Improvements equal to the yield or healing gained. Land Military Units gain the Amphibious ability. +30% Production towards constructing Muzibu Azaala Mpanga. Abambowa - Bugandan Unique Infantry Unit. Heals +10 HP from Pillaging any tile. Mwami - Bugandan Unique Army Commander. 50% yields from pillaging within its Command Radius. Kabaka’s Lake - +3 Happiness. Receives Lake yield bonuses, including yields for all Buganda’s abilities and the Muzibu Azaala Mpanga Wonder. Bugandan Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain. One per Settlement.
Buganda excels at pillaging, offering substantial Culture gains and the Amphibious ability for land units. The Abambowa and Mwami units further enhance your pillaging strategy, but this civilization requires constant warfare to thrive. While the Kabaka's Lake provides Happiness, Buganda lacks direct access to crucial Modern Age yields like Science and Culture, making it a unique and challenging choice.
B-Tier: Prussia
Blood and Iron - Units receive +1 Combat Strength for every Unfriendly or worse Civ Relationship. Hussar - Prussian Unique Cavalry Unit. Has +1 Movement. +1 Combat Strength for every Movement it has remaining. Stuka - Prussian Ground Attack Air Unit. +3 Combat Strength against Land Units. Staatseisenbahn - Prussian Unique Railroad. +2 Gold and Production on Rural tiles with a Staatseisenbahn.
Prussia is ideal for aggressive players who aim to dominate through military might. The Blood and Iron trait increases your units' combat strength based on your relationships with other civilizations, encouraging a belligerent approach. The Hussar and Stuka units are powerful in combat, but Prussia's focus on military prowess can be a double-edged sword if you cannot keep up with Science and Culture advancements.
B-Tier: Russia
Prosveshchenie - +1 Culture on Districts in Cities. +1 Science on Districts in Cities in Tundra. +30% Production towards constructing the Hermitage. Cossack - Russian Unique Cavalry Unit. +4 Combat Strength in friendly territory. Katyusha Rocket Launcher - Russian Unique Siege Unit. Has +1 Movement. Lower base Combat Strength but has the Splash ability. Dealing damage to enemy Units adjacent to the target Unit. Obschchina - +2 Food from adjacent Farms. +2 Culture in Tundra. Russian Empire Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Cannot be placed adjacent to another Obshchina.
Russia offers modest yield bonuses on Districts, with a focus on Culture and Science, particularly in Tundra regions. The Cossack and Katyusha Rocket Launcher provide defensive capabilities, but Russia's specialization may limit its effectiveness compared to more versatile civilizations.
B-Tier: Siam
Itsapharahab - Gains a unique Diplomatic Action to immediately become Suzerain of a City-State at a higher Influence cost than Befriend Independent. +30% Production towards constructing Doi Suthep. Chang Beun - Siamese Unique Ranged Unit. Has increased Ranged Strength and +1 Movement. Can move after attacking. Uparat - A Great Person with one charge. Can only be trained in Cities when an Independent Power has been befriended, and the specific Uparat received is random. Each Uparat can only be received once. Cost increases per Uparat trained. Bang - +3 Culture and Happiness. Siamese Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on a Navigable River.
Siam's unique ability to immediately become Suzerain of a City-State can be powerful if you manage to generate the necessary Influence. The Chang Beun unit offers strategic flexibility with its increased Ranged Strength and mobility, but Siam's effectiveness depends heavily on the right City-States and your ability to cultivate Influence.
C-Tier Modern Civs
C-Tier civilizations are not inherently weak but may require a more nuanced approach or specific game conditions to excel.
C-Tier: Mughal
Paradise of Nations - +75% Gold from all sources. -25% to all other yields. +30% Production towards constructing the Red Fort. Sepoy - Mughal Unique Infantry Unit. Can make a Bombard Ranged attack. Zamindar - Mughal Unique Settler. Civilian Unit capable of founding new Towns. +1 Population on new Settlements. Stepwell - +2 Food from adjacent Farms. Mughal Unique Improvement. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain. Cannot be placed adjacent to another Stepwell.
The Mughal civilization can be incredibly strong with its +75% Gold boost, but the -25% penalty to all other yields requires careful management. In the Modern Age, where Science and Culture are vital, you must ensure your Gold advantage compensates for these deficits. The Sepoy and Zamindar units offer unique capabilities, but the Mughal's success hinges on your ability to balance its economic strengths with the necessary technological and cultural advancements.
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