America

Abraham Lincoln

Uniques and adjacency effects read from the game data.

Victory focusDominationScience

Kit at a glance

Lincoln's America turns industry into an army: completing Industrial Zones hands you free frontline units and keeps those cities loyal. The plan is a builder's game that quietly produces a mid-game military spike without ever queueing a soldier.

Opening: the first 60 turns

Lincoln's first fifty turns look like any production-first America start: scout, slinger, two settlers, then a builder, with Mining and Bronze Working early so the capital can chop and reveal iron. Settle toward hills and rivers rather than plantation-heavy jungle, because every plantation you improve later works against the kit. Civics should reach Political Philosophy quickly to swap into Oligarchy or Classical Republic, and Early Empire keeps settlers cheap. The second and third cities are picked for Industrial Zone geography: a river bend with mines and a future Aqueduct beside it, or a coastal spot where a Harbor and Commercial Hub can sit next to the zone. Apprenticeship, not Currency, is the tech you beeline once three cities stand.

Unique to this civilization

  • Unit

    P-51 Mustang

    Replaces Fighter

    Technology: Advanced Flight

  • Building

    Film Studio

    Replaces Broadcast Center

    Technology: Radio

Adjacency effects

No adjacency bonus — standard district rules apply.

Try Abraham Lincoln in the adjacency calculator →

How to play it

Rush Industrial Zones in every city and time wars for right after a wave of completions. Avoid leaning on plantation-heavy luxuries — his kit punishes them — and use the free units to snowball into domination or simply to deter neighbors while you out-build them.

Victory paths

The natural finish is domination timed around the Medieval and Renaissance windows. Each Industrial Zone completion drops a melee unit of the best type you can currently field, so a wave of zones finishing near Apprenticeship gives you swordsmen or men-at-arms without a single production turn, and a second wave near Industrialization hands out musketmen. Take the nearest neighbor with that free army, then keep the conquered cities loyal by dropping Industrial Zones into them. If the map is too wide for conquest, the same factory backbone is the fastest route to a science victory: Ruhr-style production in five or six cities builds spaceports and projects well ahead of peaceful rivals. Pivot to science the moment the last easy target is gone.

Synergies: city-states, wonders, policies

Industrial city-states such as Buenos Aires or Hong Kong are worth every envoy because their bonuses land on the exact buildings Lincoln already rewards. Magnus in the capital chops out the first zone early, then moves on; Pingala or Liang matter less than getting Magnus's Vertical Integration in the densest cluster. For wonders, the Ruhr Valley and Big Ben belong to this kit, and the Colosseum covers amenities for a wide empire that skips plantation luxuries. Policy-wise, Craftsmen and later Five-Year Plan stack on the zones, while America's converted diplomatic slots let you run extra wildcard cards. Pick a pantheon around production, God of the Forge for the early army or Lady of the Reeds and Marshes on river starts.

Weaknesses and counters

The kit stalls on maps where good Industrial Zone sites are scarce: flat grassland with few hills or rivers means slow zones, late free units and no loyalty cushion. Players also waste the free units by leaving them idle until they are obsolete; a swordsman received on turn 90 needs to be marching within five turns or upgraded with gold you may not have. Opponents beat Lincoln by walling early and stalling him past his Medieval window, since the free army arrives only as fast as the zones get built. Sugar, cotton and banana starts are a trap, because the plantation penalty erodes loyalty exactly where the ability should be helping. Keep an eye on maintenance too; a dozen gifted units drain treasury fast.

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Last reviewed: 2026-10-03