Civilization VI · Civilization Guide

Arabia

Arabia is built to found a religion and never let it go — the civilization automatically claims a final Great Prophet if one is still available, closing the door many religious rivals fall through.

Default LeaderSaladin
FocusReligion
Unique UnitMamluk
Unique InfrastructureMadrasa

Unique Ability

"The Last Prophet": Arabia automatically receives the final available Great Prophet once the next-to-last one is claimed by anyone (if Arabia hasn't earned one already), plus +1 Science for every foreign city following Arabia's religion. Saladin's own ability, "Righteousness of the Faith," lets any player purchase Arabia's religion's worship building for just one-tenth the usual Faith cost, while that same building gives Arabian cities +10% Science, Faith, and Culture.

Unique Unit: Mamluk

A Medieval era unit replacing the Knight that heals fully at the end of every turn — even after moving or attacking — making it unusually hard to wear down in a sustained campaign.

Unique Infrastructure: Madrasa

A unique building that grants bonus Faith exactly equal to that city's current Campus district adjacency bonus, directly rewarding cities that already invested in science infrastructure.

How to Play Arabia

  • Found a religion as early as possible — the automatic final Great Prophet is a safety net most civilizations don't get if they're running behind.
  • Use Mamluks for sustained campaigns rather than quick strikes — the full heal every turn rewards patience over speed.
  • Build Madrasas in cities that already have a strong Campus — the Faith bonus scales directly with that adjacency bonus.

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