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The first real decision in Rise of Kingdoms is your civilization. It sets your starting commander, your unique unit and a handful of permanent bonuses. The good news for new players: it matters less than it looks, and you can change it later. Here’s how to choose without overthinking it.
New to the game? Start with our look at whether Rise of Kingdoms is worth playing.
What a civilization actually gives you
Each civilization comes with:
- A starting commander, such as Boudica for Britain or Sun Tzu for China.
- A specialty unit type: infantry, cavalry or archers, plus a unique unit for that civilization.
- Three bonuses, a mix of combat stats (attack, defense, HP) and economy (building speed, research, gathering, healing).
Combat bonuses help when you fight. Economy bonuses help you grow faster, which is what a new city needs most.
Every civilization’s bonuses
These are the bonuses as listed in Pocket Gamer’s civilization guide, updated October 2026. Values can change with game updates, so check them on the selection screen too.
| Civilization | Commander | Troop focus | Bonuses |
|---|---|---|---|
| Britain | Boudica | Archers | +5% archer attack, +5% troop training speed, +20% ally garrison capacity |
| Egypt | Imhotep | Archers | Archer attack, +1.5% building speed, +1.5% research speed, +5% rally damage |
| China | Sun Tzu | Mixed | +3% troop defense, +5% action point recovery, +5% building speed |
| Germany | — | Cavalry | +5% cavalry attack, +5% troop training speed, +20% action point recovery |
| Vikings | Bjorn Ironside | Infantry | +5% infantry attack, +3% counterattack damage, +10% troop load |
| Greece | Pericles | Infantry | +5% infantry HP, +5% rallied army damage, +10% stone gathering |
| Korea | — | Archers | +5% archer defense, +15% hospital capacity, +3% research speed |
| Arabia | — | Cavalry | +5% cavalry attack, +10% damage to barbarians and neutral units, +5% rallied damage |
| Japan | — | Infantry | +3% troop attack, +30% scout march speed, +5% gathering speed |
| France | Joan of Arc | Mixed | +3% troop HP, +10% wood gathering, +20% hospital healing speed |
| Spain | Pelagius | Cavalry | +5% cavalry defense, +10% XP from barbarians and neutral units, +20% resource production |
| Ottoman Empire | Osman | Archers | +5% archer HP, +5% march speed, +5% active skill damage |
| Byzantium | — | Cavalry | +5% cavalry HP, +10% stone gathering, +15% hospital capacity |
| Rome | Scipio Africanus | Infantry | +5% infantry defense, +5% march speed, +10% food gathering |
A dash means the guide doesn’t name the starting commander.
The safest picks for a first city
Britain is the most common beginner recommendation. Faster troop training helps early, archer attack is useful in fights, and the extra garrison capacity makes you a better ally inside an alliance.
Egypt suits players who want to grow first. Building and research speed are small numbers, but they apply to everything you do in the early weeks.
China is a solid pick if you want a fast start: building speed and action point recovery (which you spend fighting barbarians) both speed up early growth.
Rome is gentle for complete beginners: infantry defense and extra food gathering make early mistakes less costly.
If none of that clicks, pick the one whose commander or look you like. You’ll be playing it every day.
Picks to understand before choosing
- Japan’s scout speed bonus mostly helps exploring, which matters most at the very start.
- Combat-heavy picks like Germany, Arabia or the Vikings shine when you fight a lot, which new players usually don’t yet.
Changing civilization later
You aren’t locked in. Pocket Gamer lists two ways to switch: buying the change with 10,000 of the premium currency, or using Civilization Swap tokens from the Alliance Shop for 2,000,000 Alliance currency. The Alliance Shop route is the free one, and another reason to join an active alliance early. Guides also report that a Civilization Change item is a reward along the City Hall upgrades.
When you switch, your civilization-specific units become the new civilization’s units. Your commanders stay with you.
A common plan: start with a growth-focused civilization like Egypt or China, then switch to a combat one once you begin fighting seriously.
Bottom line
For a first city, take Britain or Egypt, join an active alliance and focus on growth. Your civilization is a starting point, not a life sentence.
Sources
Checked in October 2026:
- Best civilizations in Rise of Kingdoms (Pocket Gamer, updated October 5, 2026: bonuses, commanders, changing civilization)
- Rise of Kingdoms civilization guide (Gamer Empire: what changes when you switch)
- Rise of Kingdoms official website (Lilith Games)




