In *Civilization 7*, the Modern Age is a pivotal era where the game's outcome is often determined. It's crucial to leverage your advantages and make strategic decisions as you transition from the Exploration Age. The civilization you select plays a significant role in securing your victory. With ten civilizations available in the Modern Age, and an additional one if you have the Crossroads of the World DLC, choosing the right one can create powerful synergies with the appropriate leaders. To help you make an informed decision, here's our tier list for the best Modern Age civilizations in *Civ 7*.
Note: Your chosen leader will enhance your gameplay with additional buffs, and when paired with the right civilization, can create strong synergies. This tier list ranks civilizations based on their standalone power, so consider how a civilization will interact with your leader when making your choice.
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!
These are the cream of the crop in Civilization 7. With access to superior military units and valuable resources, these civilizations can dominate the map.
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 excels in the Modern Age due to its ability to utilize a wide range of resources. The Frontier Expansion trait provides significant gold boosts from resource improvements, while the Railyard and Steel Mill combine to form the Industrial Park, boosting Food, Production, and Gold. This versatility allows the USA to expand rapidly and maintain high production levels. The Prospector can secure crucial resources, and the Marine's Amphibious ability adds tactical flexibility. America is a well-rounded civilization with a lot to offer.
Economic Victory: Learn how to use Factory Resources in Civilization 7.
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 is a powerhouse in the Modern Age, offering both resourcefulness and powerful military units. The Goisshin trait allows for efficient district and building management, providing a Science boost. The Zaibatsu Quarter can generate substantial Gold and Production, propelling you into the endgame. The Mikasa's ability to respawn after destruction adds resilience to your naval forces, while the Zero's enhanced combat capabilities make it a formidable air unit.
Learn more about all the Civ 7 Unit Types!
A-Tier civilizations offer a balanced mix of resource access and military strength, making them reliable choices.
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 aiming for a Cultural victory. The Avenue, formed by the Jardin a la Francaise and Salon, creates a synergistic loop of Culture and Happiness, accelerating your progress through the Modern Age. The Liberte, Egalite, Fraternite trait enhances this with flexible Celebration effects. While the Garde Imperiale isn't the strongest unit, it provides a defensive option to protect your cultural pursuits.
Learn more about Celebrations and Government Types in Civ 7!
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 another strong contender for a Cultural victory, offering a robust Culture output with additional Gold benefits. The Revolucion government provides a significant Culture boost during Celebrations, and the Zocalo Quarter further enhances this. The Soldaderas unit adds a defensive layer by healing adjacent units, making Mexico a solid choice for those focusing on Culture and Happiness.
Check out How to Win Civ 7 - every victory type explained!
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 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 fast-paced Modern Age. The Shiguan helps offset the Science penalty, and the Gusa unit provides strong military potential when grouped together. The Qing's diverse yields make it a versatile choice.
Starting up a new game? We've got all the Civ 7 Map Settings explained.
B-Tier civilizations are solid but may be more specialized, suitable for specific strategies.
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 is ideal for players who enjoy aggressive playstyles. The River Raids trait and units like the Abambowa and Mwami make pillaging highly rewarding, but you must maintain a strong military presence. The civilization lacks direct access to key Modern Age yields like Science and Culture, so pillaging becomes essential to compensate. It's a unique strategy that can be effective if executed well.
Waging war? Take a look at the best Civ 7 Commander Upgrades.
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 perfect for players who thrive on conflict. The Blood and Iron trait boosts combat strength based on poor relationships with other civilizations, making it ideal for aggressive expansion. The Hussar and Stuka units are strong in combat, but Prussia's focus on military might can leave it lagging in Science and Culture. The Staatseisenbahn helps with Gold and Production, but maintaining a balance is crucial to avoid being overwhelmed.
Prefer diplomacy? Find out How to Get and Use Civ 7 Influence.
Prosveshchenie - +1 Culture on Districts in Cities. +1 Science on Districts 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 Science and Culture, particularly in Tundra. While these bonuses are helpful, they may not be enough to outpace more specialized civilizations. The Cossack and Katyusha Rocket Launcher provide defensive capabilities, but Russia's overall strategy is more about steady growth than rapid expansion.
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 trait allows for immediate Suzerainty over City-States, which can be powerful if you can generate the necessary Influence. The Chang Beun is a versatile ranged unit, but Siam's overall strategy relies heavily on City-State support. It's a civilization that can shine with the right setup and diplomatic strategy.
Learn more about Civ 7 Independent Powers and their bonuses!
C-Tier civilizations are situational and may require a more experienced hand to excel.
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 offers a significant Gold boost but at the cost of other yields. This can be a double-edged sword; while the Gold can fuel your economy, the penalty to other yields, especially Science and Culture, can be detrimental if not managed carefully. The Mughal's other traits are solid but not game-changing, making it a civilization that requires careful strategy to leverage effectively.
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