Part of the Civilizations Series (Hub):

Quick Answer

Your civilization gives you a small permanent set of bonuses, one unique unit, and a free starting commander. The bonuses are modest individually but compound over months, and the starting commander is genuinely valuable in your first weeks. You can change civilization later, so the choice matters — but it is not permanent and it is not account-defining.

Overview

Every governor picks a civilization on day one, usually with no information, usually badly. The good news is that civilization is the most reversible major decision in the game.

What a civilization actually gives you:

  • Passive bonuses — typically two or three, covering things like building speed, gathering, troop stats or healing.
  • A unique unit — a themed variant of one troop type with a small edge.
  • A free starting commander — the most immediately useful part of the package, and yours permanently even if you later change civilization.

How Much Does Civilization Matter?

Less than new players fear, more than veterans admit.

  • In your first 30 days: a lot. Building and gathering bonuses compound in exactly the phase where everything is a construction race.
  • In the mid-game: moderately. Troop-type bonuses start showing in real fights.
  • Late: role-dependent. Sustained healing, troop stats and damage-type bonuses still deserve comparison alongside commander skill levels when choosing a fighting setup.

Which is why the standard advice is: start with an economy-leaning civ, switch to a combat civ later if you want to. See how to change civilization.

All 15 Civilizations, Bonuses and Starting Commanders

Civilization Starting commander Bonuses
China Sun Tzu Troop defence +3%, action point recovery +5%, building speed +5%
Germany Hermann Cavalry attack +5%, training speed +5%, action point recovery +10%
France Joan of Arc Troop health +3%, wood gathering +10%, hospital healing speed +20%
Rome Scipio Africanus Infantry defence +5%, march speed +5%, food gathering +10%
Britain Boudica Archer attack +5%, training speed +5%, ally garrison capacity +20%
Spain Pelagius Cavalry defence +5%, neutral-unit XP +10%, city resource production +20%
Japan Kusunoki Masashige Troop attack +3%, scout march speed +30%, gathering speed +5%
Korea Eulji Mundeok Archer defence +5%, hospital capacity +15%, research speed +3%
Arabia Baibars Cavalry attack +5%, damage to neutrals +10%, rallied damage +5%
Ottoman Osman I Archer health +5%, march speed +5%, active skill damage +5%
Byzantium Belisarius Cavalry health +5%, stone gathering +10%, hospital capacity +15%
Vikings Björn Ironside Infantry attack +5%, counterattack damage +3%, troop load +10%
Egypt Imhotep Archer attack +5%, rallied damage +5%, building and research speed +1.5%
Greece Pericles Infantry health +5%, rallied damage +5%, stone gathering +10%
Maya Wak Chanil Ajaw Archer defence +5%, gold gathering +10%, normal damage all types +3%

Two starting commanders are routinely misreported elsewhere: Japan starts with Kusunoki Masashige, not Tomoe Gozen (who is an Elite tavern commander), and Vikings start with Björn Ironside, not Ragnar Lodbrok (a legendary you acquire separately).

Bonuses do get retuned between updates. The civilization screen in-game is the final word if a number here ever disagrees with what you see.

Reading the table

  • Economy-leaning: China, Japan, Spain, France, Egypt.
  • Infantry-leaning: Rome, Greece and Vikings; France offers general troop health and healing support.
  • Cavalry-leaning: Germany, Arabia, Spain, Byzantium.
  • Archer-leaning: Britain, Ottoman, Korea, Egypt, Maya.
  • Rally-lead bonuses (rallied damage +5%): Arabia, Egypt, Greece — the three worth considering if you lead rallies.

Which Should You Pick?

  • Brand new account: an economy civ. Building speed and gathering pay off immediately; a 3% cavalry bonus does nothing while you are under City Hall 10.
  • You already know your troop type: pick the civ that matches, and align your commanders and research with it.
  • You want to fight in KvK: you will likely switch before then anyway. Start with economy.

The full ranking with reasoning: Best Civilization in Rise of Kingdoms.

Unique Units

Each civilization unlocks a unique variant of one troop type through research. They are a modest upgrade over the standard unit of the same tier, not a different class of troop — worth having, never worth choosing a civilization for on its own. See troop types and counters.

FAQ

How many civilizations are in Rise of Kingdoms?

Fifteen, with new ones added over the game's life — Egypt, Greece and Maya are the most recent additions. The civilization screen shows every one currently available in your version along with its bonuses and starting commander.

Does civilization affect which commanders I can get?

Only the free starting commander. Every other commander is available to every civilization.

Can I change civilization later?

Yes, with a civilization change item. Details, costs and timing: how to change civilization.

Which civilization is best for beginners?

An economy-leaning one — China is the usual answer because building speed compounds hardest in the first month, and Sun Tzu remains useful for years.

Do civilization bonuses stack with research and commander talents?

Yes. Civ bonuses, research, talents and equipment all stack, which is why aligning them all behind one troop type is stronger than mixing.

Key Takeaways

  • Civilization gives bonuses, a unique unit and a free starting commander.
  • Economy bonuses matter most early; combat bonuses matter most later.
  • The starting commander is often the most valuable part on day one.
  • You can change civilization later, so pick for now, not forever.
  • Align civ, commanders, research and troop type in one direction.

Source Review

Civilization bonuses. Source reviewed 9 September 2026 for the corrected role and investment advice; this does not certify every legacy build claim on the page.