Gran Colombia

Simón Bolívar

Uniques and adjacency effects read from the game data.

Victory focusDomination

Kit at a glance

Bolívar's Gran Colombia never stops moving: every unit gets extra movement, promotions don't end turns, and Comandante Generales spawn each era to buff his armies. It is the fastest military machine in the game — wars end before enemies redeploy.

Opening: the first 60 turns

Gran Colombia opens like a builder and ends the era like a raider. The extra movement means a single Scout maps as much as two, so build Warrior, Scout, Settler, Settler and let the first Comandante General, who arrives with the classical era, lead the warriors. Techs go Animal Husbandry, Bronze Working and Horseback Riding, because horsemen with extra movement and no-tempo promotions clear barbarians and take a poorly walled second city before turn 60. Civics run Craftsmanship into Military Tradition for Agoge and Maneuver, then Political Philosophy for Oligarchy. The capital should be a production site on hills; the second city wants horses. Keep at least one Commercial Hub in the plan early, since upgrades to Llanero later cost gold.

Unique to this civilization

  • Unit

    Llanero

    Replaces Cavalry

    Technology: Military Science

  • Unit

    Comandante General

Adjacency effects

No adjacency bonus — standard district rules apply.

Try Simón Bolívar in the adjacency calculator →

How to play it

Declare war with your army already at the border and blitz — speed is your siege equipment. Promote mid-combat since it costs no tempo. Llanero cavalry grow stronger side by side; keep them massed.

Victory paths

Domination is the only path the kit accelerates, and it accelerates it in every era rather than in one spike. Extra movement lets an army arrive a turn before the defender's reinforcements, promotions that do not consume a turn let damaged units keep attacking, and a fresh Comandante General each era means the leadership bonus is never outdated. The rhythm is one war per era: horsemen against a neighbor in the classical era, knights or crossbows in the medieval era, then the Llanero surge at Military Science when cheap cavalry that grows stronger in groups and heals through the Comandante takes whole continents. Science follows conquest naturally because captured Campuses accumulate, and a peaceful Bolívar can still win science through sheer city count, but a culture or religion attempt ignores the whole leader.

Synergies: city-states, wonders, policies

Militaristic city-states are the obvious suzerainties for the unit-production bonus and the occasional free unit, but a trade city-state early keeps the upgrade gold flowing. Victor moves with the front and holds newly captured cities; Magnus with Provision in the production capital lets settlers claim the space wars open up. Policy cards should be military in almost every slot: Agoge or Conscription, Maneuver for cavalry, Chivalry then Professional Army for cheap upgrades, and Retainers or Praetorium to keep conquests loyal. God of the Forge as pantheon or the Crusade belief if a religion falls into your lap both stack with the Comandante's strength bonus. Terracotta Army for the retroactive promotions and Statue of Zeus for the free units are the two ancient wonders worth diverting production for; Alhambra in a hill city adds the extra military slot.

Weaknesses and counters

Speed is not strength: the units themselves are ordinary until Military Science, so a defender behind walls with archers in the classical era stops the horseman rush cold and the war costs more than it wins. Every declared war stacks grievances and warmonger penalties, and by the industrial era Bolívar usually faces a coalition of everyone he has not yet conquered, with trade routes and alliances gone. The Comandante General is a single unit; losing it to a lucky strike erases the era's bonus. Opponents beat him by keeping walls current, fielding anti-cavalry along rivers where the extra movement does less, and refusing to fight in the open. The most common mistake is promoting units only when they are wounded — since promotions cost no turn, promote at full health to strike with the bonus already active.

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Last reviewed: 2026-10-03