Australian cyclist Rohan Dennis faces jail time after pleading guilty to a charge related to the death of his wife, fellow Olympian Melissa Hoskins , last year. Dennis pleaded guilty to an aggravated charge of “creating likelihood of harm,” according to the BBC and The Guardian , among other outlets. The charge carries a maximum sentence of seven years in prison. The 34-year-old had initially been charged with dangerous driving causing death and driving without due care, for which he would have faced up to 15 years in jail if convicted. Dennis’ attorney, Jane Abbey, noted that the new charge was “on the basis of recklessness,” and that Dennis will not be held criminally responsible for Hoskins’ death as part of the plea deal. “So there was no intention of Mr. Dennis to harm his wife and this charge does not charge him with any responsibility for her death,” Abbey said, according to Sky News . After entering his guilty plea, Dennis was released on bail. He will be sentenced in January. Hoskins, 32, died in a hospital near the couple’s home in the Australian city of Adelaide on Dec. 30, 2023. Though details on the circumstances leading up to her death are scarce, police determined she fell from the hood of a Volkswagen Amarok Highline, a large SUV-style truck, that Dennis had been driving. Dennis’ guilty plea means that he admits he was driving a vehicle with his wife in close proximity and was therefore conscious of the fact that his behavior was likely to cause harm. Dennis and Hoskins, who share two children, had been married since 2018. As a track and road cyclist, Dennis competed for Australia in three Olympic Games and the Tour de France, among other competitions. He won a silver medal in the team pursuit at the 2012 London Olympics and a bronze at the 2020 Tokyo Olympics before retiring last year. Other news outlets have retreated behind paywalls. At HuffPost, we believe journalism should be free for everyone. Would you help us provide essential information to our readers during this critical time? We can't do it without you. Can't afford to contribute? Support HuffPost by creating a free account and log in while you read. You've supported HuffPost before, and we'll be honest — we could use your help again . We view our mission to provide free, fair news as critically important in this crucial moment, and we can't do it without you. Whether you give once or many more times, we appreciate your contribution to keeping our journalism free for all. You've supported HuffPost before, and we'll be honest — we could use your help again . We view our mission to provide free, fair news as critically important in this crucial moment, and we can't do it without you. Whether you give just one more time or sign up again to contribute regularly, we appreciate you playing a part in keeping our journalism free for all. Already contributed? Log in to hide these messages. Hoskins competed for Australia in track cycling at two Olympic Games and won a world title in the sport in 2015. She was buried in her home city of Perth following by a public memorial service in Adelaide in February. Related From Our PartnerMeta loses ground to Bluesky as users abandon Elon Musk's X
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WiMi Develops a Quantum Technology-Based Random Access Memory ArchitectureHere’s what we can see Russia’s warships and planes doing in new satellite images of Syria amid regime changeVERMILLION, S.D. (AP) — Aidan Bouman threw a 25-yard touchdown pass to Javion Phelps with 12 seconds left and South Dakota defeated FCS top-ranked North Dakota State 29-28 on Saturday to claim a share of its first Missouri Valley Football Conference championship. The Coyotes (9-2, 7-1) trailed 28-17 when Bouman threw deep to Jack Martens for a 40-yard touchdown with 3:22 remaining. They got the ball back with 1:16 left and six plays later Bouman was sacked. The Coyotes quickly lined up and Bouman found Phelps alone 2 yards shy of the end zone along the left sideline and he easily scored. South Dakota won its first game against the Bison in Vermillion since a four-overtime thriller in 2002. The Bison had won the last five meetings in the DakotaDome. The Coyotes took a 14-0 lead on two Travis Theis rushing touchdowns but the Bison (10-2, 7-1) tied the game with two scores in the final 2:26 of the first half, a 23-yard pass from Cam Miller to Braylon Henderson and a 3-yard TD run by Miller. Miller scored from 2 yards out late in the third quarter and CharMar Brown completed a 20-play, 99-yard drive that took nearly 11 minutes with a 1-yard score for a 28-17 Bison lead with just over four minutes to go. Bouman was 18-of-30 for 271 yards and two touchdowns. Miller was 9-of-21 passing with one touchdown and he rushed for 82 yards and another score. AP college football: https://apnews.com/hub/ap-top-25-college-football-poll and https://apnews.com/hub/college-football . Sign up for the AP’s college football newsletter: https://apnews.com/cfbtop25
Join this golf club and you’ll get 7 ‘home’ courses across the USBoston, Dec. 26, 2024 (GLOBE NEWSWIRE) -- Western Union , the global leader in cross-border, cross-currency money movement and payment services, has been named the top online money transfer service by Expert Consumers. This recognition highlights Western Union's long standing reputation for providing flexible and reliable international money transfer solutions. Best International Money Transfer Solution Established in 1851, Western Union has built a robust network that spans over 200 countries and territories. The company has adapted to the digital age, offering customers seamless online and mobile platforms for sending and receiving money. Whether for personal or business purposes, Western Union continues to set the standard for international financial transactions with its broad array of services and delivery methods. International Transfer Methods Western Union offers several transfer methods to meet diverse customer needs, including online transfers through its website or mobile app, in-person transfers at numerous agent locations worldwide, and bank-to-bank transfers. Customers can also take advantage of mobile wallet transfers and telephone services in select regions. With various payment options such as debit/credit cards, bank transfers, and even Apple Pay (available in select regions), Western Union ensures that customers can send money in the way that is most convenient for them. For recipients, Western Union offers a variety of ways to access funds, including cash pickup from agent locations, direct bank account deposits, mobile wallet deposits, and even prepaid card loading in some markets. This extensive network of delivery methods ensures that recipients can access their funds quickly and with confidence, no matter where they are in the world. Reliability & Security In addition to its services, Western Union continues to prioritize security with advanced encryption technology and fraud detection systems. This commitment to safety ensures that customers can trust Western Union with their transactions, whether sending money for family support, business needs, or other purposes. Rates & Fees While Western Union's fees vary depending on transfer method, destination, and payment source, the company's commitment to transparency and customer satisfaction is evident through its online price estimator tool. Customers can easily calculate fees and exchange rates before initiating transfers, ensuring there are no surprises. Promotions and discounts are also available, particularly for digital transactions, adding further value for customers. Despite variable fees and exchange rates, Western Union's unparalleled global reach, reliable service, and security features solidify its position as the top choice for international money transfers. With its ability to move money efficiently and reliably, Western Union remains the best option for those seeking a trusted partner for cross-border payments. For more information on Western Union's international money transfer services, click here . To view the full article, visit Expert Consumers' website . About Expert Consumers: Expert Consumers provides news and reviews of consumer products and services. As an affiliate, Expert Consumers may earn commissions from sales generated using links provided. Contact: Drew Thomas ( [email protected] )
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FRISCO, Texas — The Dallas Cowboys are shutting down CeeDee Lamb with two games remaining after their 2023 All-Pro receiver spent the second half of the season dealing with a sprained right shoulder. The team said Thursday that additional exams revealed enough damage to keep Lamb off the field Sunday at Philadelphia and in the final game at home against Washington. The team said surgery was not expected to be required. Dallas was eliminated from playoff contention a few hours before last weekend's 26-24 victory over Tampa Bay. The decision on Lamb means the Cowboys will finish the regular season with at least five former Pro Bowlers on injured reserve. Among the others are quarterback Dak Prescott, who was limited to eight games before a season-ending hamstring tear, and right guard Zack Martin. The seven-time All-Pro made it through 10 games before deciding on season-ending ankle surgery. People are also reading... Lamb initially injured his right shoulder when it hit the turf hard twice in a 27-21 loss at Atlanta on Nov. 3. He kept playing and had at least 100 yards in each of his last two games — both victories — before getting shut down. The 25-year-old Lamb sat out the entire offseason and preseason in a contract dispute. The holdout finally ended with a $136 million, four-year extension in late August, but neither the Cowboys nor their star receiver could get that production going again this season. Dallas (7-8) is missing the playoffs for the first time since 2020, Lamb's rookie year. Lamb finishes the season with 101 catches for 1,194 yards and six TDs. Christmas audience a record Wednesday's doubleheader on Netflix set records as the most-streamed NFL games in U.S. history, with numbers nearly five times more than the NBA. The Baltimore Ravens' 31-2 victory over the Houston Texans averaged 24.3 million while Kansas City's 29-10 win at Pittsburgh averaged 24.1 according to early viewer figures released by Nielsen on Thursday. Nielsen also said there were 65 million U.S. viewers who tuned in for at least one minute of one of the two games. Both NFL games surpassed the previous mark of 23 million for last season's AFC wild-card game between the Miami Dolphins and Chiefs on Peacock. The viewer figures include the audience on Netflix, mobile viewership on NFL+ and those who tuned in on CBS stations in Pittsburgh, Kansas City, Baltimore and Houston. Seahawks RB Walker to IR The Seattle Seahawks placed running back Kenneth Walker III on injured reserve before their game against the Chicago Bears on Thursday because of an ankle injury. Walker hurt his ankle in last week's loss to Minnesota and left that game after sitting out the previous two because of a calf problem. He also missed two weeks in September with an oblique issue. Walker ran for 573 yards and seven touchdowns on 153 carries. Lions sign Bridgewater The Detroit Lions are bringing back Teddy Bridgewater to give the team a veteran backup quarterback for their playoff run. Coach Dan Campbell said Thursday that the team signed Bridgewater as another backup with second-year player Hendon Hooker behind starter Jared Goff. The Lions have clinched a playoff spot and can earn the top seed in the NFC with two more wins. Bridgewater, who was the backup in Detroit for the 2023 season, spent the fall coaching at his high school alma mater, leading Miami Northwestern High to the Florida Class 3A state title. Hooker has played in three games this season, completing 6 of 9 passes for 62 yards. Vote of confidence for Moody San Francisco 49ers coach Kyle Shanahan expressed confidence in second-year kicker Jake Moody on Thursday, attributing some of the struggles to a high ankle sprain he suffered in his kicking leg earlier in the season. Moody, a third-round draft pick in 2023, missed his sixth field goal in the past seven games last week, leading to questions about whether the 49ers will need to replace him or at least bring in competition for next season. "I still feel the same about him, that I believe he is going to be our guy," Shanahan said. Broncos CB Moss to return Cornerback Riley Moss is "good to go" for the Denver Broncos' crucial game at Cincinnati on Saturday. "He's doing good," coach Sean Payton said Thursday. "He'll be ready to go." The Broncos (9-6), who would end their eight-year playoff drought with a win or a tie against the Bengals (7-8), have sorely missed the second-year pro from Iowa since he sprained an MCL against Las Vegas in Week 12. The Broncos allowed 26.3 points per game during his absence. With Moss in the lineup opposite superstar Patrick Surtain II, Denver gave up just 16.8 points per game. BRIEFLY JETS: Receiver Davante Adams sat out practice Thursday with a hip ailment that makes his status for the game Sunday at Buffalo uncertain. EAGLES: Dealing with injuries to both quarterbacks Jalen Hurts and Kenny Pickett, Philadelphia signed Ian Book to its practice squad. It’s unclear if he’ll be elevated to the active roster for Sunday's game against the Dallas Cowboys. VIKINGS: Minnesota's defense appears set to return three players — safety Harrison Smith (foot), linebacker Ivan Pace Jr.(hamstring), and defensive tackle Jalen Redmond (concussion) — for Sunday's game against the Green Bay Packers after all three practiced fully Thursday. Pace, who has missed the past four games, appears in line to be activated from injured reserve. 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South Dakota scores with 12 seconds left to beat FCS top-ranked North Dakota State 29-28Sindh govt dedicated to realising Benazir's vision of equitable society: CM
NORMAL, Ill. (AP) — Wenkers Wright ran for 118 yards and two touchdowns and No. 13 Illinois State knocked off North Dakota for the first time, 35-13 in the regular season finale for both teams Saturday. The Redbirds are 9-2 (6-2 Missouri Valley Conference) and are looking to reach the FCS playoffs for the first time since 2019 and sixth time in Brock Spack's 16 seasons as head coach. Illinois State opened the game with some trickery. Eddie Kasper pulled up on a fleaflicker and launched a 30-yard touchdown pass to Xavier Loyd to cap a seven-play, 70-yard opening drive. Simon Romfo tied it on North Dakota's only touchdown of the day, throwing 20 yards to Nate DeMontagnac. Wright scored from the 10 to make it 14-7 after a quarter, and after C.J. Elrichs kicked a 20-yard field goal midway through the second to make it 14-10 at intermission, Wright powered in from the 18 and Mitch Bartol caught a five-yard touchdown pass from Tommy Rittenhouse to make it 28-10 after three. Seth Glatz added a 13-yard touchdown run to make it 35-10 before Elrichs added a 37-yard field goal to get the Fighting Hawks on the board to set the final margin. Rittenhouse finished 21 of 33 passing for 187 yards for Illinois State. Loyd caught eight passes for 121 yards. Romfo completed 11 of 26 passes for 135 yards and a touchdown with an interception for North Dakota (5-7, 2-6). Illinois State faced North Dakota for just the fourth time and third time as Missouri Valley Conference opponents. The Redbirds lost the previous three meetings. Get poll alerts and updates on the AP Top 25 throughout the season. Sign up here . AP college football: https://apnews.com/hub/ap-top-25-college-football-poll and https://apnews.com/hub/college-football
In Civilization 7 , unlike previous games in the series, any leader can lead any civilization. So your choice of civilization is completely independent, allowing for a huge set of possible bonuses. And while your chosen leader will follow you all the way to the end, you'll choose a new civilization for each of the three acts: Antiquity, Exploration, and Modern. Each civ comes with a unique ability, unique civics, at least two unique units, and one or more unique infrastructures (which is basically the new name for unique buildings). They also specialize in two of the six civ attributes (Cultural, Economic, Diplomatic, Expansionist, Militarist, and Scientific). Here are all of the civs we know about so far: Age: Antiquity Historical context: Founded in the 1st century CE and hitting its height around the 500s, the Aksumite Empire was based around what is now Northern Ethiopia, and was considered by some an equal to Rome and Persia. Attributes: Cultural, Economic Unique ability: Kingdom of Natural Wealth. All resources that produce Gold produce more of it. Unique military unit: Dhow. An early naval unit with increased strength on coasts and the ability to create a naval trade route. Unique civilian unit: Tankwa. A trade ship that cannot be pillaged and has increased trade route range. Unique improvement: Hawlit. Produces culture for each adjacent wonder, but can only be built on flat land. Our advice: The Asksumites are poised to dominate in coastal trade, with safe shipping lanes and an advantage in coastal naval combat. Saving up some gold for later ages while your culture flourishes seems like a wise plan. Age: Antiquity Historical context: One of the oldest complex agricultural civilizations, they're known today for some rather large triangles and many of the earliest depictions of furries and scalies. Fun fact: Cleopatra lived closer to the present day than to the last time you finished an entire campaign of Civ on Marathon speed. Attributes: Cultural, Economic Unique ability: Gifts of Osiris. Tiles on navigable rivers give more Production. Unique military unit: Medjay. Infantry with increased strength in friendly territory, and an even higher bonus for being stationed in an owned settlement. Unique civilian unit: Tjaty. Produced in any city with a Necropolis, granting one of several randomized historical figures with unique bonuses. It's like if a loot box was a guy with a cool hat. Basically you're replacing one of the standard Great Person lists (in this case the Vizier) with a unique, Egypt-specific list that is better. Unique quarter: Necropolis. Gain Gold every time a wonder is completed in this city. Unique building: Mastaba. Produces Culture, as well as bonus Gold for adjacent Desert tiles. Unique building: Mortuary Temple. Produces Gold, as well as bonus Happiness for adjacent navigable rivers. Our advice: Settling near navigable rivers is obviously a must. But beyond that, Egypt is deceptively flexible, and could fit a lot of different playstyles. Even if you want to play aggressively, it may be better to let your enemies come to you first, so you can take advantage of your home turf combat bonuses. The biggest gaming news, reviews and hardware deals Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team. Age: Antiquity Historical context: The starting point for the majority of national myths that seek to set everything West of the Levant as a special, cool place where all the special-est, coolest people came from, they are credited with the Olympics, Western philosophy, and some pretty damn impressive beards. Attributes: Cultural, Diplomatic Unique ability: Demokratia. Increased Influence (that'd be the new diplomatic currency in Civ 7) on Palaces. Unique military unit: Hoplite. Increased strength when adjacent to another Hoplite. Unique civilian unit: Logios. Similar to Egypt's Tjaty, this is like a unique Great Person that can spawn as one of several randomized historical figures with different bonuses. Aristotle, Plato, Sappho—the gang's all here. They replace the vanilla Scholar and can only be built in cities with an Acropolis. Unique quarter: Acropolis. For every city-state you are suzerain of, your Parthenon building produces extra Gold. Unique building: Parthenon. Produces Culture, as well as bonus Influence if placed on rough terrain. Unique building: Odeon. Produces Happiness, as well as bonus Culture for each adjacent quarter. Our advice: The Greeks are definitely set up to master the Culture game, but you could also get some early conquest done with Hoplites if you make the most of their formidable formation fighting. Building a league of city-states should also be a major priority. Age: Antiquity Historical context: The Han dynasty of China reigned from the 200s BCE to the 200s CE, laying many of the foundations for later Chinese civilization and even giving their name to the Han ethnicity that most Chinese people identify with today. Attributes: Diplomatic, Scientific Unique ability: Nine Provinces. The Capital and new Towns gain two population the first time they get a growth event, instead of just one. Unique military unit: Chu-Ko-Nu. You've seen these guys, I'm sure. It's like a repeater crossbow. They have a zone of control (which most ranged units do not) to prevent other units from simply marching right past them, and higher defense than other early archers. While they can engage from up to one tile away, they also get increased strength at point-blank range. Unique civilian unit: Shì Dàfū. It's another one of those loot box guys, replacing the Scholar just like Greece's Logios, and representing a variety of important figures in early Chinese history from Laozi to Meng Ke (known as Mencius to Western scholars). Unique improvement: Great Wall. We're back to building this thing in individual segments. Each one gives Culture, as well as bonus Happiness for each adjacent Great Wall segment. Also increased combat strength for defenders on the same tile. Wall segments have to be built in a continuous line. They can eventually loop around, but they can't branch off. Our advice: A very defensible capital and early bonuses to population growth give you a lot of options, and as usual for a Chinese civ in Civ, they will be a natural pick for a Science-focused playstyle, albeit one that now depends a bit more on RNG. Age: Antiquity Historical context: The Khmer Empire was founded around 800 CE, making it one of the youngest starter civs in Civ 7, centered on what is today Cambodia. They came to control most of mainland Southeast Asia at their height. Attributes: Expansionist, Scientific Unique ability: Ksekam Chamnon. Urban districts next to rivers retain the output of any natural resources they were built on top of. Unique military unit: Yuthahathi. A cavalry unit with increased combat strength but reduced speed. It cannot be damaged by floods. Unique civilian unit: Vaishya. A merchant that cannot be damaged by floods and ignores movement penalties in flooded tiles. Unique improvement: Baray. Produces Food, increasing based on the number of floodplains within the borders of the settlement it is built. You can only build one per settlement and it must be on flat ground. Our advice: Natural disasters from Civ 6's Gathering Storm expansion are getting folded into the base game in Civ 7, and the Khmer are particularly well-equipped to survive and thrive with the natural flood cycles. Boosted food production and lower opportunity costs for urbanization will allow them to pursue many different strategies. Age: Antiquity Historical context: Founded in 322 BCE, the Maurya Empire grew to be the largest empire in South Asia up to that point. Controlling land from what is now Afghanistan all the way to the Bengal Delta, they were the cultural and political predecessors of most Indian subcontinent civilizations that came after them. Attributes: Militaristic, Scientific Unique ability: Dhamma Lipi. When you unlock Mysticism in the civics tree, you can choose an additional Pantheon bonus to represent your diverse religious beliefs. Unique military unit: Purabhettarah. A cavalry unit that has increased strength when fighting fortifications. Unique civilian unit: Nagarika. A settler that gives bonus Happiness on city halls. Unique quarter: Matha. Increases Happiness in the city where it is built. Unique building: Dharamshala. Produces Happiness, as well as bonus Science for every adjacent quarter. Unique building: Vihara. Produces Happiness, as well as bonus Culture for adjacent mountains. Our advice: Indian civs tend to focus on growth in Civ, and the Maurya seem to be no exception. But rather than speeding things up with food, they provide a lot of ways to keep your population centers happy. So you might grow slower, but the maximum population you can manage is greater. They are well-equipped for conquest and aggressive settling, as well as culture and science. Age: Antiquity Historical context: Less of an empire than a series of related societies that existed mainly in Mexico's Yucatan peninsula from at least 2000 BCE, they were renowned for their early discoveries in astronomy and the development of a complex writing system. Attributes: Diplomatic, Scientific Unique ability: Skies of Itzamna. Palaces produce bonus Science for every adjacent tile with vegetation. Unique military unit: Hul'che. A ranged unit that can see and move through tiles with vegetation as if they were open land. Unique civilian unit: Jaguar Slayer. A replacement for the Scout that can place a hidden Jaguar Trap on vegetation tiles. Enemy units that enter the tile take damage and immediately end their movement. Unique quarter: Uwaybil K'uh. Gains bonus production every time you research a technology. Unique building: Jalaw. Produces Happiness, as well as bonus Culture for every adjacent quarter. Unique building: K'uh Nah. Produces Science, with a bonus for every adjacent tile with vegetation. Our advice: Mayans were my pick for the best Science civ in Civ 6, and they still definitely lean in that direction. Though, as with other civs we've seen so far, it seems like their bonuses are more focused on giving you extra bonuses for doing science rather than making your science go faster. They also seem like they're going to be one of the most difficult and advanced civs, since you have to preserve the natural spaces around you to make the most of their bonuses. Age: Antiquity Historical context: Arising some time around 800 CE, the Mississippian cultures built the largest pre-Columbian city we know of in what is now the United States at Cahokia, as well as most of the examples of monumental architecture from that region. They went into decline some time before European contact for what are still poorly-understood reasons. Attributes: Economic, Expansionist Unique ability: Goose Societies. All buildings produce bonus Food for each adjacent resource. Unique military unit: Burning Arrow. An archer with increased strength against fortified districts and siege units. Its attacks apply a burning status to the targeted tile that deals damage to units on the burning tile for a number of turns. Unique civilian unit: Watonathi. A merchant that gains bonus Gold for every resource you gain access to when it creates a trade route. Unique improvement: Potkop. Produces Gold, as well as bonus Food for every adjacent resource, and must be built on flat land. Our advice: The Burning Arrow is a really interesting early game unit, letting you do some battlefield control that no one else has access to, which makes the Mississippians a really interesting pick for a militaristic playstyle. Otherwise, their ways to get bonus food will enable a lot of different playstyles. Age: Antiquity Historical context: The Achaemenid Persian Empire was founded in 550 BCE and was one of the great powers of the ancient world. At its height, they controlled land from India all the way to modern Libya and had a complex system of local governors. Attributes: Economic, Militaristic Unique ability: Hamarana Council. Infantry units have increased combat strength when attacking. Unique military unit: Immortal. A melee infantry unit that heals for a small amount after defeating an enemy unit. Unique civilian unit: Hazarapatis. A replacement for the Commander that starts with the Initiative promotion, allowing your units to move after "unpacking" from a commander. (In Civ 7, Commanders basically scoop up all of your adjacent units onto its tile to make armies easier to move, but you can't fight without unpacking them.) Unique improvement: Pairidaeza. Produces Culture and Gold, but cannot be built adjacent to one another. Our advice: Being able to sustain a conquest with self-healing Immortals lends itself to being very aggressive very early. You always want to be going on the attack, even when defending. I haven't played around with it yet, but I also think that having all your commanders start with Initiative is going to be huge. The Persians might be the best early warmonger civ. Age: Antiquity Historical context: Come on, even FPS players know this one. They built some roads and aqueducts. They did some conquests with their legions. They did a lot of arguing in elaborate spaces, and eventually had their government overthrown by a dictator. We can probably learn from at least a couple of those things, even today. Attributes: Cultural, Militaristic. Unique ability: Twelve Tables. Bonus Culture on all districts in the Capital and in Towns. The notable thing here is that it does not apply to Cities that are not the Capital, which encourages building a single, super tall capital and keeping all your other settlements as Towns. Unique military unit: Legion. A melee infantry unit that gains increased strength for every Roman-specific tradition you have adopted into your Government. Unique civilian unit: Legatus. A Commander that is able to found new settlements after gaining enough promotions. Unique quarter: Forum. Produces Cultures, as well as bonus Gold for every Roman-specific tradition you have adopted into your Government. Unique building: Temple of Jupiter. Produces Happiness, as well as bonus Culture for adjacent Happiness-producing buildings. Unique building: Basilica. Produces Gold, as well as Influence for adjacent Culture buildings. Our advice: Rome can certainly conquer, but they seem to be, perhaps, even better as a culture/settler rush civ this time around. The playstyle of all roads leading back to Rome with Towns serving as your outposts means you'll need to be extra careful building and defending your capital for maximum imperium. Age: Exploration Historical context: The third Islamic Caliphate, established in 750 CE, they oversaw the flourishing of culture and science known as the Islamic Golden Age and ultimately repelled the Crusades. At their height, their territory stretched from Tunisia to modern Pakistan. Attributes: Cultural, Scientific Unique ability: Medina. When a Specialist is created, you gain Gold for each population living in a rural district in that city. Unique military unit: Mamluk. A cavalry unit that gets increased combat strength for every population in urban districts when occupying a settlement. Unique civilian unit: Ālim. A unique Great Person created in a city with an Ulema, which can appear as one of several important figures from the Islamic Golden Age such as Ibn Sina and Ibn Fadlan. Unique quarter: Ulema. All specialists in the city where it's built produce bonus Science. Unique building: Madrasa. Produces Science, with a bonus to Science for each adjacent quarter and Science building. Unique building: Mosque. Produces Happiness, with a bonus to Happiness for adjacent Culture buildings and bonus Culture for adjacent Happiness buildings. If you don't already have the ability to do so, this will unlock the ability to found a Religion. Our advice: The Abbasids may be the real Science powerhouse in Civ 7, with pretty decent bonuses to Gold and Culture as well. Mamluks are specialized for urban fighting, so you'll not only want to urbanize your own settlements, but focus on attacking highly urbanized ones. Age: Exploration Historical context: A Tamil empire founded in Southern India in 848 CE, they came to command a large trade empire with bases as far away as modern Indonesia, and were influential in the spread of Hinduism into Southeast Asia. Attributes: Diplomatic, Economic Unique ability: Samayam. You get an extra trade route from every trade agreement. Unique military unit: Kalam. A naval unit that can attack twice per turn. Unique civilian unit: Ottru. A naval commander replacement that reduces the strength of all military units within its command radius. Unique quarter: Five Hundred Lords. Increases the range of your trade routes. Unique building: Manigramam. Produces Happiness, with a bonus to Happiness for each adjacent trade building and bonus gold for each adjacent quarter. Unique building: Anjuvannam. Produces Gold, with a bonus to Gold for adjacent coasts and navigable rivers, and a bonus to Production for naval units. Can only be built on the coast. Our advice: Unsurprisingly, the Chola are highly specialized to be a maritime trade empire. In addition to supporting a formidable navy, the Ottru will also aid with coastal land battles. Beyond that, they aren't particularly biased toward any specific victory objectives. Age: Exploration Historical context: While the Hawaiian islands may have been settled by Polynesians as early as the 100s CE, they were united into a single kingdom in 1795 by king Kamehameha. So far, very little has been announced about this civ beyond the name. Age: Exploration Historical context: A powerful Hindu kingdom that existed in modern-day Indonesia from the late 1200s through the early 1500s. Its rise to power saw it allying with and then betraying Kublai Khan's forces when they invaded Java in 1293. Attributes: Economic, Cultural Unique ability: Negara. All Cities except the Capital have an increased Specialist Limit. After the Exploration Age, the Specialist Limit increase goes away, and the Specialists become inactive until you increase the Specialist Limit. Unique Quarter: Pura. Receive a Relic when completed. Unique Building: Candi Bentar. Receive a Culture Adjacency for Coast and Navigable River tiles. Unique Building: Meru. Ageless. Receive a Happiness Adjacency for Mountains and Wonders. Increased Happiness on Natural Wonder tiles. Unique civilian unit: Pedanda. Unique Missionary Unit. Receive Culture when you convert a Settlement to your Religion. Requires a Temple. Unique military unit: Cetbang. Unique Naval Unit. Has increased Combat Strength against Naval Units. Can pillage tiles at range with a reduced Movement cost. Associated Wonder: Borobudur. Adds Happiness. Increase Happiness on Quarters. Must be built adjacent to a Coast tile. Age: Exploration Historical context: Established in 1368, the Ming dynasty restored Chinese rule to China after a period of Mongol domination under the Yuan, founded by Genghis Khan and his successors. They were responsible for expanding the Great Wall of China into what we know it as today. Attributes: Economic, Scientific Unique ability: Great Canon of Yongle. You gain increased Science in the capital, but decreased Science per turn for every social policy you have added to your government. Unique military unit: Xunleichong. A melee infantry unit that also has a ranged attack, they gain bonus strength in flat terrain with no vegetation. Unique civilian unit: Mandarin. A replacement for the Merchant that gives you a large amount of Gold every time you build a road. Unique improvement: Ming Great Wall. Like the Han equivalent, it can only be built in a single, continuous line. Produces Gold for every adjacent fortification (including other Great Wall segments). Our advice: The Ming still excel in Science, but things get a bit trickier due to the social policy restriction. It's sort of an interesting way to model their later decline. Luckily, their focus on Gold should make up for this, or allow you to pivot to a different strategy entirely. Age: Exploration Historical context: Under Genghis Khan and his heirs in the 1200s, the Mongol Empire created a vast confederation of steppe people across Eurasia that controlled the largest land empire, by area, in history. They ruled all the way from Southern China to parts of modern Turkey and Romania. Attributes: Expansionist, Militaristic Unique ability: Bokh. When capturing a settlement, you get a copy of the strongest cavalry unit you can currently build. However, you have -50% production toward Settlers. You also gain victory points for the conquest victory objective differently from other civs. Unique military unit: Keshig. A ranged cavalry unit with increased movement that heals after defeating enemies. Unique civilian unit: Noyan. A Commander replacement with increased movement, it grants improved Flanking ability to cavalry units. Unique improvement: Ortöö. Produces Gold, and resets the movement allowance for any unit that lands on it. Can't be placed on rough terrain, vegetation, or rivers. Our advice: Hoo boy. This is gonna be fun. As you'd expect, the Mongolians are honed for fast conquests and controlling large land areas. Sustaining assaults with Keshigs will be trivial if you know what you're doing, but remember that they're probably not sufficient on their own to win sieges. Creating networks of ortöös will allow you to move startlingly fast across the open plains, but rocky, coastal areas, forests, and rivers will present strategic obstacles. Age: Exploration Historical context: In 1066, William the Bastard and a bunch of his bandit friends crossed the channel to seize the Kingdom of England on a dubious claim and make our eventual language of global communication way more complicated than it needed to be. Attributes: Diplomatic, Militaristic Unique ability: Normannitas. Land units get +1 movement when embarked, and +5 strength when adjacent to a coast. Unique military unit: Chevaler. A cavalry unit with increased strength against any unit that has less movement speed. Unique civilian unit: Sokeman. A Settler replacement that automatically builds a wall when a new town is created. Unique quarter: Donjon. Creates a Chevaler for free when built. Unique building: Motte. Produces Happiness if built on rough terrain, and functions as a fortification. Unique building: Bailey. Produces Culture for adjacent walls, and functions as a fortification. Our advice: Castles. That's it, that's the post. The Normans excel at protecting their outposts and building up defensive infrastructure, while also enjoying some residual benefits to amphibious warfare from their viking—with a lower-case v because it's a job and not an ethnicity but I realize I may have lost that battle for good—roots. They don't really excel at anything besides warfare though, just like William and his pack of pillagers. Age: Exploration Historical context: A North American people originally from what is now Ohio, and the namesake of the town where this author went to high school, they formed the core of a great confederacy that represented one of the most concerted Native efforts to curb US Westward expansion, under their chief Tecumseh. Attributes: Diplomatic, Economic. Unique ability: Nepekifaki. Settlements next to navigable rivers produce more Food on river tiles, but settlements that are not next to a navigable river produce less. Unique military unit: Kispoko Nena'to. A melee infantry unit with increased strength for every Empire Resource you possess. (The currently known Empire Resources include Gold, Iron, Ivory, Marble, and Wine.) Unique civilian unit: Hoceepkileni. A Missionary replacement that has increased movement, and that can cross rivers without ending its movement. Unique improvement: Mawaskawe Skote. Produces food, as well as bonus Gold for every adjacent resource. Can only be placed on tiles with vegetation, and not adjacent to another Mawaskawe Skote. Our advice: This is another one of those river valley boom civs, with the added twist that you can have a very deadly army if you manage to accumulate a lot of resources through expansion and trade. They aren't particularly biased toward any specific victory type. Age: Exploration Historical context: Founded in the 1430s, the Songhai Empire conquered much of inland West Africa, with its center in what is today the country of Mali. They were influential in the spread of Islam to sub-Saharan Africa. Attributes: Economic, Militaristic Unique ability: Tarikh al-Sudan. +15 trade route range for cities on navigable rivers. Trade ships can't be plundered while sailing on navigable rivers. Unique military unit: Gold Bangles Infantry. (Stats not yet shown.) Unique civilian unit: Tajiro. (Stats not yet shown.) Unique infrastructure: Caravansarai. (Stats not yet shown.) Our advice: We don't have the full picture of Songhai yet, but they seem tooled to be a strong inland trade civ, with the ability to secure routes overland and via rivers. Judging by their attributes and their historical reputation, they will also likely turn out to be a strong military civ. Age: Exploration Historical context: This civ represents the Spanish Empire as it existed from 1492 onwards. At the forefront of the European Age of Discovery, it came to control territory from modern-day Canada all the way down to Chile and Argentina, supported by influential religious missions and a powerful armada. Attributes: Expansionist, Militaristic Unique ability: Sigio de Oro. You get a 15% discount on converting a Town into a City, increasing to 30% if that town is considered part of the "Distant Lands." Unique military unit: Tercio. An infantry unit that has increased strength, and grants any adjacent units an additional +3 strength against cavalry (not stackable). Unique civilian unit: Conquistador. Another unique type of Great Person, which can appear as a number of significant figures from the Age of Exploration such as Christopher Columbus or Hernán Cortés. They each have a unique ability that can only be activated in "Distant Lands" (far from your starting Homelands), and start with the ability to cross ocean tiles. Unique quarter: Plaza. Produces bonus gold in the settlement where it's built for every settlement you own in Distant Lands. Unique building: Casa Consistorial. +5 Culture, and an additional +1 for every adjacent quarter and wonder. Can only be built in your Homelands next to a coast. Unique building: Casa de Contratación. +5 Gold, and an additional +1 for adjacent navigable rivers, resources, and wonders. Can only be built in your Homelands. Our advice: If you guessed the Spanish would be focused on exploration and overseas colonization, you would have guessed right. They will benefit greatly from settling tons of towns and cities in places distant to their capital, and should have a fairly easy time doing so. Culture seems to be their forte, but with all that imperial Gold coming in, you can probably go for any strategy you want. We haven't seen much about the Modern Age civs yet other than their names, but here's a little bit of historical context for each. Buganda : The Baganda people of modern Uganda (I know, this is a lot of similar-sounding proper nouns—the people are Baganda, the kingdom is Buganda, and the modern state is Uganda) unified under a single king in the 1200s, and it retains the status of a traditional kingdom under the Ugandan state to this day. They were one of the most powerful states in East Africa from the 1700s up until they were eventually colonized by the British in 1884. France: This civ is based on the First French Empire, ruled by Napoleon Bonaparte. It only lasted for about three years, but in that time, managed to conquer the lion's share of continental Europe before succumbing to a coalition of a bunch of other nations who didn't like that very much. Japan: This civ represents the Japanese Empire, which lasted from the Meiji Restoration of 1868 up until their defeat in World War II in 1945. It was a time of great nationalism, expansionism, and militarism. So, like the French, I think we can expect them to have a pretty aggressive playstyle. Mexico: Mexico gained its independence from Spain in 1821, at the time controlling most of Central America and much of what is now the Western and Southwestern United States. This civ is simply described as representing the "modern nation," rather than any specific historical government like the French and Japanese civs. Mughal Empire : A little bit of a stretch for the label of "Modern," the Mughal Empire existed from 1526 until it was finally absorbed into the British Raj in 1867. At its height, it controlled nearly all of modern India, Pakistan, Bangladesh, and even parts of Afghanistan. They had a very effective military for the time, so this will probably be yet another aggressive modern civ. Since any of these civs can be played with any leader, be sure to also check out our Civilization 7 Leaders guide to start planning how you'll mix and match your way to global pre-eminence.