Civilization 7: Ranking Modern Civilizations
The Modern Age in Civilization 7 marks the critical phase where the game's outcome is determined. It's the final stretch, making it essential to leverage your strengths and make strategic decisions as you transition from the Exploration Age.
Choosing the right Civilization is crucial for securing victory. In the Modern Age, you have the option to select from ten civilizations, with an additional one available if you own the Crossroads of the World DLC. When paired with the appropriate Civ 7 Leaders, you can create potent synergies that boost your gameplay. To simplify your choice, here's our tier list of the top Modern Age civilizations in Civ 7.
Note: Your Leader's unique abilities can enhance your gameplay significantly. When choosing a civilization, consider how it will synergize with your Leader's strengths. This Tier List focuses solely on the standalone power of each Civilization, so factor in the Leader's impact when making your selection.
Best Civ 7 Modern Civs
Civ 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 are the top-tier civilizations in Civilization 7, offering superior military units and resource access, allowing you to dominate the 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. Equipped with the Amphibious ability, making it cheaper to train.
Prospector - American Unique Civilian Unit. Can claim Land Resources beyond your Settlement's usual radius.
Industrial Park - American Unique Quarter. Formed by constructing the Railyard and Steel Mill in the same district. Provides +2 Food in this City for every Resource assigned to it.
Railyard - +5 Production. +1 Production Adjacency for Quarters and Wonders. An American Unique Production Building, ageless.
Steel Mill - +6 Production. Gold adjacency for Resources and Wonders. Another American Unique Production Building, ageless.
America excels in resource utilization, making it one of the premier civilizations for the Modern Age. The Frontier Expansion trait can lead to significant gold boosts from resource improvements. The synergy between the Railyard and Steel Mill to form the Industrial Park provides a robust mix of Food, Production, and Gold, enabling rapid expansion and high production capacity. Additionally, the Prospector can secure vital resources, while the Marine's Amphibious ability adds tactical flexibility. America's well-rounded nature makes it a formidable choice.
S-tier: Meiji Japan
Goisshin - Gain Science equal to 50% of a Building's Production cost when Overbuilding. +30% Production towards constructing Dogo Onsen.
Mikasa - Meiji Japanese Unique Heavy Naval Unit. Respawns at the closest Settlement with 50% HP upon first destruction.
Zero - Meiji Japanese Unique Fighter Air Unit. Boasts increased range and +4 Combat Strength against other Fighter Air Units, with the ability to intercept enemy Air Units.
Zaibatsu - Meiji Unique Quarter. Formed by constructing the Ginko and Jukogyo in the same District. Grants +1 Gold and Production on Buildings in adjacent Districts.
Ginko - +5 Gold. +1 Gold Adjacency for Gold Buildings and Wonders. A Meiji Japan Unique Gold Building, ageless.
Jukogyo - +5 Production. +1 Production Adjacency for Coastal Terrain and Wonders. A Meiji Japan Unique Production Building, ageless.
Meiji Japan offers resourcefulness and powerful units. The Goisshin trait allows for efficient reshaping of districts and buildings while providing Science bonuses. The Zaibatsu Quarter can generate substantial Gold and Production, especially in Districts with numerous Buildings. The Mikasa's respawn ability adds resilience to your naval fleet, while the Zero's enhanced capabilities make it a dominant force in the air.
A-Tier Modern Civs
A-Tier civilizations offer versatility and strong resources, making them reliable choices for various victory paths.
A-Tier: French Empire
Liberte, Egalite, Fraternite - Select Celebration effects from any standard Government in the Modern Age. +30% Production towards constructing the Eiffel Tower.
Garde Imperiale - French Imperial Unique Infantry Unit. Can perform Ranged attacks and gains +2 Combat Strength 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, with each Jacobin being unique.
Avenue - French Imperial Quarter. Formed by constructing the Jardin a la Francaise and Salon in the same District. Provides +2 Happiness on Quarters in this City.
Jardin a la Francaise - +5 Culture. +1 Happiness Adjacency for Culture Buildings and Wonders. A French Empire Unique Culture Building, ageless.
Salon - +5 Happiness. +1 Culture Adjacency for Happiness Buildings and Wonders. A French Empire Unique Happiness Building, ageless.
The French Empire offers a synergistic approach, particularly for a Cultural victory. The Avenue, created by the Jardin a la Francaise and Salon, fosters a positive feedback loop of Culture and Happiness, accelerating your progress through the Modern Age. The Liberte, Egalite, Fraternite trait enhances your Celebrations, while the Garde Imperiale provides defensive capabilities to protect your cultural achievements.
A-Tier: Mexico
Revolucion - Starts with a unique Government, Revolucion, providing a Celebration effect of +30% Culture for 10 Turns. Cannot change Government type. +30% Production towards constructing Palacio de Bellas Artes.
Soldaderas - Mexican Unique Infantry Unit. Adjacent Units heal +10 HP, non-stacking.
Revolucionario - A Great Person with one charge. Can only be trained in Cities with a Zocalo, with each Revolucionario being unique.
Zocalo - Mexican Unique Quarter. Formed by constructing the Catedral and Portal de Mercaderes in the same District. Provides +2 Culture for every Tradition slotted into the Government.
Catedral - +5 Culture. +1 Happiness Adjacency for Culture Buildings and Wonders. A Mexican Unique Culture Building, ageless.
Portal de Mercaderes - +5 Culture. +1 Gold Adjacency for Gold Buildings and Wonders. A Mexican Unique Culture Building, ageless.
Mexico is another Culture-focused civilization, offering substantial Culture and Gold. The Revolucion trait enhances your Culture output during Celebrations, while the Zocalo Quarter boosts Culture based on your Government's Traditions. The Soldaderas Unit provides healing support, making it a solid choice for a Cultural victory if you can maintain high Happiness levels.
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. Gains +4 Combat Strength when adjacent to another Gusa.
Hangshang - Qing Unique Merchant. Establishes Trade Routes to import Resources from foreign Settlements, earning 50 Gold per Resource on naval Trade Routes.
Huiguan - Qing Unique Quarter. Formed by constructing the Qianzhuang and Shiguan in the same District. Provides +35% Influence in this Settlement.
Shiguan - +6 Science. +1 Happiness Adjacency for Happiness Buildings and Wonders. A Qing Unique Science Building, ageless.
Qianzhuang - +5 Gold. +1 Gold Adjacency for Gold Buildings and Wonders. A Qing Unique Gold Building, ageless.
Qing offers a mix of yields with a caveat on Science from imported Resources. The Kang Qian Shengshi trait provides boosts in Gold, Culture, and Influence, but careful management is required to keep up with technological advancements. The Gusa Unit offers potential military strength, while the Hangshang can help secure vital resources through trade.
B-Tier Modern Civs
B-Tier civilizations are good but more specialized, suitable for specific strategies and less versatile than higher tiers.
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. Yields 50% from pillaging within its Command Radius.
Kabaka’s Lake - +3 Happiness. Receives Lake yield bonuses, including those from Buganda’s abilities and the Muzibu Azaala Mpanga Wonder. A 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 strategies. You'll need a strong military to pillage enemy territory effectively. The River Raids trait and the Abambowa and Mwami units offer significant benefits from pillaging, but you must remain active and at war to capitalize on these. The Kabaka’s Lake provides Happiness but doesn't directly boost crucial yields like Science, Culture, Gold, and Influence, making pillaging essential.
B-Tier: Prussia
Blood and Iron - Units gain +1 Combat Strength for every Unfriendly or worse Civ Relationship.
Hussar - Prussian Unique Cavalry Unit. Has +1 Movement and +1 Combat Strength for every Movement 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 the choice for players who thrive on conflict. The Blood and Iron trait enhances your military strength based on how many civilizations dislike you. The Hussar and Stuka are powerful units for engaging in combat, but Prussia's focus is primarily on military dominance. To keep up with the Science and Cultural needs required in the Modern Age, you'll need to conquer Settlements. The Staatseisenbahn helps with Gold and Production, but maintaining hostile relations with everyone can be risky.
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 and the Splash ability, dealing damage to enemy Units adjacent to the target.
Obschchina - +2 Food from adjacent Farms. +2 Culture in Tundra. A Russian Empire Unique Improvement, ageless. Does not remove Warehouse bonuses on a tile. Cannot be placed adjacent to another Obshchina.
Russia offers solid yield bonuses on Districts, particularly in Tundra, which can enhance your Science and Culture output. However, these bonuses are moderate, and your Civilization's growth may be limited by terrain. The Cossack and Katyusha Rocket Launcher provide defensive capabilities, but they shine most in protecting your Science and Cultural advancements.
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, with each Uparat being unique.
Bang - +3 Culture and Happiness. A Siamese Unique Improvement, ageless. Must be placed on a Navigable River.
Siam's unique trait allows you to become Suzerain of a City-State instantly, which can be powerful if you manage to control multiple City-States. However, generating the necessary Influence to do so relies on your ageless buildings and Leader's abilities. The Chang Beun is a versatile ranged unit, but overall, Siam's strengths are more situational, depending on the City-States available.
C-Tier Modern Civs
C-Tier civilizations are not inherently weak but often require specific strategies and may be better suited for experienced players.
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. A Civilian Unit capable of founding new Towns. +1 Population on new Settlements.
Stepwell - +2 Food from adjacent Farms. A Mughal Unique Improvement, ageless. Must be placed on Flat Terrain. Cannot be placed adjacent to another Stepwell.
Mughal's strength lies in its +75% Gold boost, potentially making you the richest player in the game. However, the -25% penalty on all other yields requires careful management to compensate, especially in an era where Science and Culture are crucial. The Sepoy and Zamindar are useful, but the Mughal's success hinges on leveraging its Gold advantage to offset other yield deficits.






