Civilization VII · Exploration Age · DLC

Republic of Pirates

Republic of Pirates is built entirely around raiding rather than conventional growth — it can't train new Settlers at all, and instead grows by taking other civilizations' units and treasure outright.

Historically paired with Edward Teach — mix-and-match with any leader is fully supported, but this pairing is the game's own suggested starting point.

Unique Ability

"Flying Gang" increases yields from Pillaging and Coastal Raiding with Naval Units. Settler Units can't be trained or purchased at all — the only way to gain new Settlers is to capture other civilizations' — but Naval Units, Treasure Convoys, and Buccaneer Units can move into other civilizations' borders freely, without a declaration of war or Open Borders agreement.

Unique Unit

The Buccaneer is a unique Commander built around this raiding identity, coordinating naval pillaging and border-crossing operations.

Unique Infrastructure

Details on Republic of Pirates' specific unique buildings and Wonder were not part of the source material verified for this page — flagged for a follow-up pass against the official Civilopedia or game guide.

How to Play Republic of Pirates

  • Plan your expansion around capturing Settlers rather than producing them — this is a hard constraint, not a minor inconvenience, so scout early for vulnerable neighbors.
  • Use the free border-crossing for Naval Units and Treasure Convoys aggressively — it's a genuine structural advantage no other civilization has.
  • Lean into Coastal Raiding as a primary economic activity, not just a wartime tactic — the increased yields make it worth doing even outside active conflicts.

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