"Civilization 7: Ranking Modern Civilizations"

Author : Leo May 25,2025

The Modern Age in Civilization 7 is the critical juncture where the game's outcome is often decided, marking the endgame where strategic decisions are paramount. Transitioning from the Exploration Age, it's essential to leverage your strengths and make informed choices to secure victory.

Your choice of Civilization in the Modern Age is crucial. With ten civilizations available (and eleven if you have the Crossroads of the World DLC), selecting the right one can create powerful synergies, especially when paired with the appropriate Leaders. To help you navigate this crucial decision, here's our tier list ranking the best Modern Age civilizations in Civilization 7.

Note: Your chosen Leader will further enhance your gameplay through unique buffs. When selecting a civilization, consider how it will interact with your Leader's abilities to maximize synergies. This tier list focuses on the inherent strengths of each civilization at its base level.

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 civilizations are the cream of the crop in Civilization 7, offering unparalleled advantages in resources and military prowess, allowing you to dominate the game 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 with the Amphibious ability, making it cheaper to train.

Prospector - American Unique Civilian Unit that can claim Land Resources beyond your Settlement radius.

Industrial Park - American Unique Quarter formed 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 harness resources effectively. The Frontier Expansion trait provides significant gold boosts by improving resources, while the Industrial Park, created from the Railyard and Steel Mill, offers a robust mix of Food, Production, and Gold. This versatility allows America to expand quickly and sustain high production levels. The Prospector unit further enhances resource acquisition, and the Marine's Amphibious ability adds tactical flexibility.

S-tier: Meiji Japan

Goisshin - Gain Science equal to 50% of the Building’s Production cost when Overbuilding. +30% Production towards constructing Dogo Onsen.

Mikasa - Meiji Japanese Unique Heavy Naval Unit that respawns at 50% HP in the closest Settlement upon destruction.

Zero - Meiji Japanese Unique Fighter Air Unit with increased range and +4 Combat Strength against other Fighter Air Units. Can intercept enemy Air Units.

Zaibatsu - Meiji Unique Quarter formed 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 strategic flexibility and strong military units. The Goisshin trait allows for efficient building upgrades and Science gains, while the Zaibatsu Quarter provides substantial Gold and Production boosts. The Mikasa's respawn ability and the Zero's combat strength make Meiji Japan a formidable force on both sea and air.

A-Tier Modern Civs

A-Tier civilizations offer a balanced mix of resources and military capabilities, making them solid choices for various victory paths.

A-Tier: French Empire

Liberte, Egalite, Fraternite - Choose Celebration effects from any standard Government in the Modern Age. +30% Production towards constructing the Eiffel Tower.

Garde Imperiale - French Imperial Unique Infantry Unit that can perform a Ranged attack. +2 Combat Strength when within a friendly Army Commander Radius, but more expensive to train.

Jacobin - A Great Person with one charge, trainable only in Cities with an Avenue. The specific Jacobin received once, with cost increasing 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 a Cultural victory, with the Avenue Quarter boosting a cycle of Culture and Happiness. This synergy, combined with the Liberte, Egalite, Fraternite trait, allows for frequent Celebrations. The Garde Imperiale, while costly, provides a defensive edge.

A-Tier: Mexico

Revolucion - Starts with a unique Government, Revolucion, granting +30% Culture for 10 Turns. Cannot enter other Government types. +30% Production towards constructing Palacio de Bellas Artes.

Soldaderas - Mexican Unique Infantry Unit. Adjacent Units heal +10 HP, effect does not stack.

Revolucionario - A Great Person with one charge, trainable only in Cities with a Zocalo. The specific Revolucionario received is random, with cost increasing per Revolucionario trained.

Zocalo - Mexican Unique Quarter created by constructing the Catedral and Portal de Mercaderes 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, similar to the French Empire but with added Gold access. The Zocalo Quarter amplifies Culture, while the Revolucion trait provides periodic Culture boosts. The Soldaderas unit enhances unit sustainability in battle.

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 with +4 Combat Strength if adjacent to another Gusa.

Hangshang - Qing Unique Merchant who can establish a Trade Route to import Resources from a foreign Settlement. Gain 50 Gold for every Resource acquired via 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.

Qing offers a strong mix of Gold, Culture, and Influence, though it requires careful management due to the Science penalty from imported Resources. The Gusa unit is potent in large formations, and the Huiguan Quarter boosts Influence significantly.

B-Tier Modern Civs

B-Tier civilizations provide specific advantages that may be more situational but can still contribute to various victory strategies.

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 that 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 aggressive players who enjoy pillaging. The River Raids trait, along with the Abambowa and Mwami units, maximizes gains from pillaging, though it requires constant warfare to be effective. The Kabaka’s Lake provides Happiness but lacks direct access to crucial yields like Science and Culture.

B-Tier: Prussia

Blood and Iron - Units receive +1 Combat Strength for every Unfriendly or worse Civ Relationship.

Hussar - Prussian Unique Cavalry Unit with +1 Movement and +1 Combat Strength for every Movement it has remaining.

Stuka - Prussian Ground Attack Air Unit with +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, gaining Combat Strength from poor relationships. The Hussar and Stuka units are strong, but Prussia's focus on military might can lead to challenges in keeping up with Science and Culture, especially if facing multiple enemies.

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 with +4 Combat Strength in friendly territory.

Katyusha Rocket Launcher - Russian Unique Siege Unit with +1 Movement and 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, particularly in Tundra regions. The Cossack and Katyusha units provide defensive capabilities, but Russia may struggle to match the specialized yields of other civilizations.

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 with increased Ranged Strength, +1 Movement, and the ability to move after attacking.

Uparat - A Great Person with one charge, trainable only in Cities when an Independent Power has been befriended. The specific Uparat received is random, with cost increasing 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 ability to instantly become Suzerain of City-States is powerful, though it requires substantial Influence. The Chang Beun unit offers tactical advantages, but Siam's overall impact depends heavily on the City-States available.

C-Tier Modern Civs

C-Tier civilizations are more 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 capable of making 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. 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 offers a significant Gold boost but at the cost of other yields, requiring careful management to offset the -25% penalty. With the right strategy, Mughal can be powerful, but it's riskier for less experienced players due to its specialized nature.