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Civilization 7: Ranking Modern Civilizations

The Modern Age in Civilization 7 marks the pivotal moment where the game's outcome is determined, making it crucial to leverage your advantages and make strategic decisions as you transition from the Exploration Age.Selecting the right civilization is vital for securing victory. In the Modern Age, y
By Max
Apr 19,2025

The Modern Age in Civilization 7 marks the pivotal moment where the game's outcome is determined, making it crucial to leverage your advantages and make strategic decisions as you transition from the Exploration Age.

Selecting the right civilization is vital for securing victory. In the Modern Age, you have the option of ten civilizations, with an eleventh available if you own the Crossroads of the World DLC. When paired with the appropriate leaders, these civilizations can create potent synergies. To assist in your choice, here's a tier list of the best Modern Age civilizations in Civilization 7.

Remember, your leader choice will enhance your gameplay and, when combined with the right civilization, can amplify their strengths through synergies. This tier list focuses solely on the inherent power of each civilization, so consider how your chosen leader will interact with your civilization when making your decision.

### 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 cream of the crop in Civilization 7. With access to superior military units and valuable resources, you can dominate the game map with these civilizations.

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 Unit. 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 is a standout choice in the modern era, thanks to its ability to utilize a wide array of resources effectively. The Frontier Expansion trait can provide significant gold boosts when improving resources. The Railyard and Steel Mill combine to form the Industrial Park, delivering substantial Food, Production, and Gold, making the USA a versatile and robust civilization that can expand rapidly and maintain the necessary production to support its growth.

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Moreover, the Prospector can secure crucial resources, enhancing your yields. The Marine, with its Amphibious ability, is a nimble and effective unit, adding to the civilization's appeal.

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 is a resourceful civilization with powerful attributes. The Goisshin trait allows for the reshaping of districts and buildings to meet modern needs, while also providing a significant Science boost. The Zaibatsu Quarter can generate substantial Gold and Production, particularly when adjacent to Districts with numerous Buildings, facilitating a strong endgame push.

The civilization's military units are also formidable. The Mikasa can respawn once after being destroyed, offering a second chance in battle. The Zero, a late-game aircraft, ensures aerial dominance, making Meiji Japan a force to be reckoned with.

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A-Tier Modern Civs

A-Tier civilizations are solid choices that offer a good mix of resource access and military power through their unique units.

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 offers a synergistic approach, ideal for those aiming for a Cultural victory. The Avenue, formed by the Jardin a la Francaise and Salon, creates a feedback loop of Culture and Happiness that can propel your civilization forward in the Modern Age. The Liberte, Egalite, Fraternite trait enhances this effect during Celebrations.

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While not the strongest, the Garde Imperiale provides a solid defensive option to protect your cultural endeavors.

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 another powerhouse in Culture, albeit with slightly less Happiness compared to the French Empire. However, it compensates with additional Gold and significant Culture boosts during Celebrations. The Zocalo Quarter, formed by the Catedral and Portal de Mercaderes, further enhances your Culture output.

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The Soldaderas Unit provides a defensive advantage through unit healing, making Mexico a strong contender 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. +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 set of advantages, though managing the Science penalty from the Kang Qian Shengshi trait is crucial. With careful resource and building management, the Science drawback can be mitigated, allowing you to benefit from the civilization's strong Gold, Culture, and Influence yields.

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The Gusa Unit is a formidable military asset when grouped, providing a strong defensive capability.

B-Tier Modern Civs

B-Tier civilizations offer good benefits but may be more specialized, fitting fewer scenarios.

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 is ideal for players who enjoy aggressive tactics. You'll need a strong military to pillage enemy Settlements and gain resources. The River Raids trait, along with the Abambowa and Mwami units, makes pillaging highly rewarding. However, the civilization lacks direct access to crucial Modern Age yields like Science, Culture, Gold, and Influence, requiring active pillaging to compensate.

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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 perfect for players who thrive on conflict. The Blood and Iron trait boosts your Combat Strength based on negative relationships with other civilizations. The Hussar and Stuka units are strong, making Prussia a formidable military power.

However, Prussia's focus is narrow, centered on military conquest. To keep up with Science and Culture, you must capture Settlements. The Staatseisenbahn provides some Gold and Production, but managing multiple fronts can be challenging.

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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 Science and Culture, particularly in Tundra. While these bonuses are beneficial, they might not compete with more specialized civilizations.

The Cossack and Katyusha Rocket Launcher are defensive units, protecting your civilization while you build a Science and Culture-focused strategy.

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 trait allows for immediate Suzerainty over City-States, which can be powerful if you secure multiple states for additional yields. However, generating the necessary Influence can be challenging without specific leader or building support.

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The Chang Beun is an effective ranged unit, providing strategic flexibility. However, Siam's overall impact may depend on the available City-States.

C-Tier Modern Civs

C-Tier civilizations are situational and may require a unique playstyle, 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. 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.

Mughal civilization can be strong with the right setup, thanks to the +75% Gold boost from the Paradise of Nations trait. However, the -25% penalty to all other yields poses a significant risk. To succeed, you must offset this penalty through strategic investments, especially in Science and Culture, which are crucial in the Modern Age.

The Mughal's other traits are functional but not game-changing. In skilled hands, the Mughal can excel, but for those less experienced, more straightforward civilizations might be preferable.

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