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Civilization 7: Ranking Modern Civilizations

Author : Lily May 26,2025

The Modern Age in *Civilization 7* is a critical juncture where the game's victors emerge and the journey concludes. As you transition from the Exploration Age, it's crucial to leverage your strengths and make strategic decisions that will propel you towards victory. Your choice of Civilization during this era can significantly influence your success, as it comes with unique abilities and units that can be game-changers.

In *Civilization 7*, the Modern Age introduces ten civilizations, with an additional option available through the Crossroads of the World DLC, totaling eleven. Pairing these with the right leaders can create powerful synergies. To help you navigate your choices, we've compiled a tier list of the best Modern Age civilizations in *Civ 7*.

Note: While this tier list focuses on the inherent strengths of each Civilization, remember that your Leader's unique abilities can amplify or alter these strengths. Consider how your chosen Civilization will synergize with your Leader 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

This tier represents the pinnacle of Civilization 7 offerings, boasting exceptional military units and resource access, enabling you to dominate the game's landscape.

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 versatile resource utilization. The Frontier Expansion trait can lead to significant gold boosts by improving resources. The synergy between the Railyard and Steel Mill to form the Industrial Park enhances your city's Food, Production, and Gold, making America a well-rounded and fast-expanding civilization. The Prospector unit further bolsters your resource acquisition, while the Marine'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 excels in resource management and boasts formidable units. The Goisshin trait allows for strategic building adjustments while earning Science, and the Zaibatsu Quarter maximizes Gold and Production. The Mikasa's unique respawn ability enhances naval dominance, while the Zero provides aerial superiority, making Meiji Japan a powerhouse in the late game.

A-Tier Modern Civs

A-Tier civilizations offer strong resource access and military units, making them reliable choices for a successful playthrough.

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 an excellent choice for those pursuing a Cultural victory. The synergy between the Jardin a la Francaise and Salon to form the Avenue creates a powerful loop of Culture and Happiness. The Liberte, Egalite, Fraternite trait enhances your Government's Celebration effects, boosting your cultural output. The Garde Imperiale provides a solid defensive unit to protect your cultural pursuits.

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 Culture powerhouse, offering a strong boost to Culture and Gold. The Revolucion trait provides a significant Culture bonus during Celebrations, and the Zocalo Quarter further enhances your cultural output. The Soldaderas unit supports a resilient military, making Mexico a prime candidate for a cultural victory with the right Happiness management.

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. Effective management of resources and Wonders can mitigate this drawback. The Gusa unit is potent in large formations, providing military strength, while the Hangshang enables lucrative trade routes.

B-Tier Modern Civs

B-Tier civilizations have solid benefits but may be more specialized, fitting certain strategies better than others.

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 thrives on an aggressive playstyle, gaining resources through pillaging. The River Raids trait and units like the Abambowa and Mwami make pillaging highly beneficial, but it requires constant warfare. The Kabaka's Lake provides Happiness, but Buganda lacks direct access to essential yields like Science and Culture, necessitating a strong military to sustain growth.

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 excels in military might, gaining strength from poor relationships with other civilizations. The Hussar and Stuka units are formidable in combat, making Prussia ideal for aggressive players. However, its focus on military power can lead to challenges in keeping up with Science and Culture, essential for the Modern Age.

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 decent yield bonuses, particularly in Tundra, but its strengths are more defensive than offensive. The Cossack and Katyusha units provide protection for your Science and Culture-focused development, but their effectiveness is limited to specific scenarios.

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 quickly become Suzerain of City-States is powerful but dependent on generating Influence. The Chang Beun unit offers tactical flexibility, but overall, Siam's success hinges on leveraging City-States effectively.

C-Tier Modern Civs

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

The Mughal civilization offers a significant Gold boost but at the cost of other yields, making it a high-risk, high-reward choice. Effective management of your Gold can offset the penalties in Science and Culture, but it requires careful planning and execution. The Sepoy and Zamindar units are useful but don't provide a decisive edge in victory.