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👑 Leaders, Attributes & Mementos

Your leader is the soul of your empire. Unlike your civilization, which may change at every Age Transition, your leader persists across all three Ages – which makes leader choice the one decision that persists for the whole game.

Every leader brings four things, and they interlock:

What it isWhen it matters
⚙️ Unique AbilityA permanent set of bonuses defining their playstyleEvery turn, all game
🌟 Two Primary AttributesYour starting position on the Attribute TreesShapes what you can invest in, and which diplomatic actions you can use
🎁 Two Memento slotsOptional bonuses unlocked by playing multiple gamesChosen before turn one, swappable at each Age Transition
🎭 AgendaAI personality, and what moves your relationship with themWhen they are your opponent

Two different bonus systems appear around leader selection, and the game does little to explain the difference. Attribute Points improve the leader in the current campaign. Mementos are bonuses you unlock across multiple games and equip before the next one. They do not unlock each other.


Attribute Points: bonuses earned during a game

The six Attribute Trees are visible from your leader portrait during a campaign. Spending an Attribute Point buys the next cumulative bonus in one tree, and all six trees are open to every leader. This is how two players using the same leader can build different empires.

Your leader begins with two primary Attributes, shown on the leader-selection screen. More Attribute Points arrive through play, including Narrative Events, Civic choices, and Age Transitions. These points and the bonuses you buy last for the current campaign.

What each tree is for, in one line:

TreeBuys you
🎭 CulturalWonder Production, Culture from Great Works, Specialists, and Alliances
🕊️ DiplomaticInfluence, cheaper Diplomatic Actions, City-State yields, Celebration duration
💰 EconomicGold on the Palace and from Resources and Trade Routes, plus Resource Capacity
🌍 ExpansionistSettler Production, Settlement Limit, Town yields, cheaper Specialists
⚔️ MilitaristicCombat Strength, unit Production, free Commander promotions, healing, Settlement Limit
🔬 ScientificScience on the Palace and from Resources and Quarters, Tech Mastery speed

Level-by-level detail for all six trees is in Appendix F.

How to spend them. Two principles cover most decisions:

  • Specialize, then splash. Invest heavily in one or two trees that match your victory path, then take one to three points in supporting trees. Early nodes are cheap and disproportionately useful – a single Diplomatic point puts Happiness and Influence on your Palace, and one Expansionist point gives a large Settler Production bonus, regardless of what you are actually playing.
  • Buy Settlement Limit if you are going wide. Expansionist 3 and Militaristic 6 each grant +1 Settlement Limit, and Expansionist repeats it from 7 onward. Because the penalty for exceeding your limit is uncapped Happiness loss, these nodes are worth far more than their yield-per-point suggests. See Improving Cities & Towns.
Watch Out – Your Attributes Gate Your Diplomacy

Most Endeavors and Sanctions require a specific leader Attribute. A Militaristic/Scientific leader simply cannot propose the Economic or Cultural options, no matter how much Influence they have banked. If you intend to play a diplomatic game, check your leader's Attribute line before you commit. See The four diplomatic action types.


Mementos: bonuses unlocked across games

Mementos are optional bonuses shown in the two slots on the leader-selection screen. Unlike Attribute Points, they belong to your player account: once a Memento is unlocked, it remains available in future games.

How you get them. Open Progression from the title screen. It tracks your overall level, which rises regardless of whom you play, and a separate level for each leader or persona. Completing the Challenges listed there earns XP; gaining levels unlocks Mementos and cosmetic rewards.

How you use them. You slot up to two Mementos during game setup, and you may change them at each Age Transition – so a Memento that carried your Antiquity opening can be swapped for one that suits your Modern endgame.

Key Insight – Any Leader Can Use Any Memento You've Unlocked

The unlock screen does not make this obvious: a Memento may unlock when you level a particular leader, but it is not restricted to that leader. A reward earned through one leader can support a completely different leader whose strategy matches its bonus. Your Memento pool is everything you have ever unlocked, available to every leader.

How to choose. Two questions, in order:

  1. What does my opening need? Mementos that pay early – a free Attribute Point, Settler or Scout mobility, an extra Social Policy slot – compound for the rest of the game in a way that a late-game bonus cannot.
  2. What does my leader already do? The best Mementos amplify an ability rather than patching a weakness. For a cavalry-focused leader, a cavalry or unit-maintenance bonus usually advances the plan more directly than generic Gold.
Pro Tip – Start with the General Progression Rewards

Mementos tied to an individual leader require playing that leader repeatedly. General progression rises regardless of whom you play, and several of its rewards are useful for almost any strategy, including early bonuses that grant an Attribute Point or extra Social Policy capacity. If you are new, these are the easiest useful Mementos to unlock.


Complete leader reference

Every leader below has a card. Under the name you will find their 🌟 Attributes. Then comes ▶️ How they play: what makes that leader feel distinct in practice, drawing on their ability and Attributes, and closing with the 🏆 victory they lean toward. Below that sits the ⚙️ named Unique Ability with its key effects.

Each card closes with a 🏛️ Historical Echo – a short note on how that leader's mechanics map to the historical record. These are editorial context written for this guide rather than in-game text, but the design connections they trace are usually unmistakable once you look for them. If story, history, and roleplay are what make a run fun for you, continue to Historical Combinations.

Use the filters to narrow by Attribute, victory path, or availability – with 38 leaders, filtering to what you own and what you enjoy is faster than scrolling.

Attribute

Showing 38 of 38 leaders

First programmerScience as pure imagination
  • Scientific
  • Cultural

Ada Lovelace

AbilityEnchantress of Numbers

Cities +2 Science per Age on Civic Mastery (resets each Age); gain Culture equal to 100% of total Science per turn on Tech Mastery

▶️ How they playScience and Culture feed each other: every Tech Mastery pays Culture equal to 100% of your total Science per turn, and every Civic Mastery pays +2 Science per Age in every City. You end up researching both trees hard rather than choosing.Best victoryScience

World-conqueror, died tryingEvery turn is a campaign
  • Militaristic
  • Cultural

Alexander

AbilityKing of the World

Non-Capital Cities with a Wonder gain +10% Production and Culture, doubled on a different continent from your Capital; +2 Combat Strength for Land Military Units; +1 Combat Strength (max 6) for Unique Military Units and +2 Dominion per non-Capital City with a Wonder; converted Towns are renamed after Alexander

▶️ How they playWonders build the empire, and they should sit anywhere except your Capital. Every non-Capital City holding a Wonder gains +10% Production and Culture – doubled if it is on a different continent – plus +2 Dominion each. His +2 Combat Strength for Land Units and rising bonus for Unique Units fund the conquest that gets you there, and Towns you convert are renamed after him.Best victoryMilitary · Cultural

Warrior-queen of ZazzauExpansion with no apology
  • Economic
  • Militaristic

Amina

AbilityWarrior-Queen of Zazzau

+1 Resource Capacity in Cities; +1 Gold per Age per assigned Resource; +5 Combat Strength on Plains/Desert

▶️ How they playResources are the whole game – each one assigned to a City pays Gold every Age, and extra Resource Capacity means more of them. Terrain matters too: her ability rewards fighting on Plains and Desert, so her wars happen where her land already is.Best victoryEconomic · Military

Emperor before the turningDomination first, regret later
  • Diplomatic
  • Militaristic

Ashoka (Conqueror)

AbilityDevaraja

+1 Production per 5 excess Happiness; declaring Formal War triggers Celebration; +5 Combat Strength vs Fortified Districts during Celebration

▶️ How they playWar is the Happiness engine. Declaring a Formal War triggers a Celebration, and during it your units gain +5 Combat Strength against Fortified Districts – so the celebration and the siege are the same event.Best victoryMilitary

Emperor after the turningFaith and culture over force
  • Diplomatic
  • Expansionist

Ashoka (Renouncer)

AbilityDhammaraja

+1 Food per 5 excess Happiness; tiered Food bonuses during Celebrations in Happy, Joyous, and Ecstatic Settlements; Unique, Happiness, and Food Buildings gain +1 Happiness adjacency for Improvements

▶️ How they playThe mirror image: surplus Happiness becomes Food rather than Production, and Celebrations accelerate growth. Unique, Happiness, and Food Buildings gain Happiness adjacency from Improvements, so a well-worked countryside feeds the cycle. Peaceful, wide, and constantly growing.Best victoryCultural · Score

Architect of empireOrder built in marble and law
  • Cultural
  • Expansionist

Augustus

AbilityImperium Maius

+2 Production in Capital per Town; purchase Culture Buildings in Towns regardless of Focus; +15% Gold toward Building purchases in Towns, doubled if the Building is already in the Capital

▶️ How they playTowns are not a lesser settlement – they are the point. Each one pays Production to your Capital, and you can purchase Culture Buildings in them regardless of Town Focus, at a 15% Gold discount toward the purchase – doubled if that Building already stands in your Capital. A capital of monuments funded by a sprawl of small places.Best victoryCultural

Diplomat of ideasScience as statecraft
  • Diplomatic
  • Scientific

Benjamin Franklin

AbilityThe First American

+1 Science per Age on Production and Science Buildings; +5% Production toward Buildings for active Endeavors started or Supported; +2 Science per Age from those Endeavors; can have 2 of the same Endeavor type active

▶️ How they playDiplomacy is his research budget. Active Endeavors he starts or Supports pay Science, add Production toward Buildings, and can overlap because he can run two of the same type at once. Production and Science Buildings also generate Science, so the industrial half of your empire quietly funds the academic half.Best victoryScience

Enlightened autocratExpansion with a velvet fist
  • Cultural
  • Scientific

Catherine the Great

AbilityStar of the North

+2 Culture per Age on displayed Great Works; Buildings and Wonders with Great Work slots gain an extra slot; Tundra Cities gain Science equal to 25% of Culture

▶️ How they playA collector's game. Great Works pay Culture per Age, and her Buildings and Wonders with Great Work slots hold an extra one each. Tundra – dead land for everyone else – converts Culture into Science, so a cold start is an advantage rather than a setback.Best victoryCultural · Science

Unifier of the WestFaith and steel as one
  • Militaristic
  • Scientific

Charlemagne

AbilityFather of Europe

Military and Science Buildings gain +1 Happiness adjacency for Fortifications; once Cavalry are unlocked, entering a Celebration grants two free Cavalry; +5 Combat Strength for Cavalry during a Celebration

▶️ How they playCavalry and cathedrals at once. Military and Science buildings gain Happiness adjacency for Fortifications, so an army-first build order still drives Celebrations. Once Cavalry are unlocked, entering a Celebration hands you two free Cavalry, and all Cavalry gain +5 Combat Strength while it runs.Best victoryMilitary · Science

Philosopher-kingCulture as civilization itself
  • Expansionist
  • Scientific

Confucius

AbilityKeju

+25% Growth Rate in Cities; +2 Science per Specialist

▶️ How they playGrowth compounds into research. +25% Growth Rate fills your cities, and every Specialist pays +2 Science. More citizens create more Specialist slots, making growth and research one tight feedback loop.Best victoryScience

Terror of the seasChaos as leverage
  • Economic
  • Militaristic

Edward Teach

AbilityBlackbeard

+1 Gold maintenance on Naval Units; gain Pirate ability against non-Allied Civilizations (cross borders, plunder Trade Routes, attack Units without War); naval kills pay 50% of Combat Strength in Gold and capture the defeated ship

▶️ How they playYou are at war with every non-Allied civilization and formally at war with none. His Naval Units gain the Pirate ability – cross borders, plunder Trade Routes, and attack non-Allied Units without a declaration – and every naval kill captures the defeated ship and pays Gold equal to 50% of its Combat Strength. The cost is +1 Gold maintenance on every Naval Unit.Best victoryEconomic · Military

Elizabeth I
  • Cultural
  • Economic

Elizabeth I

AbilityRoyal Monopoly

Unlimited Trade Route Range; a Great Work when you found a Settlement on a different Continent than your Capital; +2 Movement for Naval Units, Embarked Settlers, and Embarked Merchants; Merchants and Settlers 15% cheaper; −2 Combat Strength per Age for Land Combat Units

▶️ How they playThe map stops limiting your trade. Trade Route Range is unlimited, so every civilization you have met is a partner from the moment you meet them, however far away they sit. Founding a Settlement on a different Continent than your Capital pays a Great Work each time, and Naval Units, Embarked Settlers, and Embarked Merchants gain +2 Movement, with Merchants and Settlers costing 15% less. The cost is real: Land Combat Units lose 2 Combat Strength per Age.Best victoryEconomic, with Cultural well within reach

Patron of arts and armiesCulture sharpens the sword
  • Cultural
  • Militaristic

Friedrich (Baroque)

AbilityHohenfriedberger Marsch

Gain Great Work on capturing a Settlement for the first time; +1 Culture per Age on displayed Great Works; gain Infantry in the Capital on Civic Mastery and in a Settlement when it constructs a Culture Building

▶️ How they playConquest as art collection. Capturing a Settlement hands you a Great Work, and every displayed Great Work pays Culture each Age on top. A Civic Mastery gives your Capital a free Infantry Unit, while constructing a Culture Building gives one to that Building's Settlement. The two halves feed each other indefinitely.Best victoryCultural · Military

Tactician of geniusOutnumbered, never outthought
  • Militaristic
  • Scientific

Friedrich (Oblique)

AbilityBerlin Academy

Commanders start with Merit Commendation (+1 Command Radius); gain Infantry on Tech Mastery or Science Building; +2 Science per Age per Commendation

▶️ How they playCommanders are his research program. Every Army Commander starts with the Merit Commendation for +1 Command Radius, and each Commendation his Commanders hold pays Science per Age. Tech Masteries and Science Buildings hand him free Infantry, so the army grows out of the library.Best victoryScience · Military

Maker of the largest empireSpeed is the weapon
  • Militaristic
  • Expansionist

Genghis Khan

AbilityChosen of Tengri

+3 Combat Strength for Cavalry Units (+5 in Command Radius); Army Commanders have +1 Movement with no packed Units; once per Age, Commanders can Convert adjacent Independent Military Units to your control

▶️ How they playCavalry above everything – +3 Combat Strength, rising to +5 inside a Command Radius. Commanders move faster when traveling light, and once per Age they can convert adjacent Independent military units outright, growing your army from the map itself.Best victoryMilitary

George Washington
  • Diplomatic
  • Expansionist

George Washington

AbilityConstitutional Convention

A Migrant in your Capital when entering a Celebration; +1 Food per Age in Towns and +2 Happiness per Age in Cities for each Policy (not Tradition) slotted in your Government; starts with an additional Social Policy slot and two additional Policies: Continental Ambition (increased Production toward training Settlers) and Bill of Rights (increased Culture and Production per Age on the Palace)

▶️ How they playThe strongest opening in the game. He begins with an extra Social Policy slot and two Policies nobody else gets – Continental Ambition (Production toward training Settlers) and Bill of Rights (Culture and Production on the Palace) – so he is building and settling faster from turn one. Then the engine: every Policy slotted in your Government pays +1 Food per Age in Towns and +2 Happiness per Age in Cities – Policies only, not Traditions. That makes Celebrations doubly good, since each one grants a permanent Policy slot and a Migrant in the Capital.Best victoryEconomic – a wide, contented empire is a GDP engine

Gilgamesh
  • Diplomatic
  • Militaristic

Gilgamesh

AbilityOnce Mortal, Twice Divine

+2 War Support while you have exactly one Ally; defeating an enemy Unit grants Influence equal to 50% of its Combat Strength; all basic Endeavors unlocked; Endeavors with Allies ignore the one-per-type limit; Allies Support your Endeavors at no cost

▶️ How they playDiplomacy with teeth. All basic Endeavors are unlocked from the start, Endeavors with Allies do not count against the one-per-type limit, and Allies can Support your Endeavors for free – so a single Alliance turns the diplomacy screen into an engine nobody else can run at that volume. Meanwhile every enemy Unit you defeat pays Influence equal to half its Combat Strength, and holding exactly one Ally grants +2 War Support.Best victoryDiplomatic support toward Cultural or Economic

Freedom architectResilience over raw power
  • Diplomatic
  • Militaristic

Harriet Tubman

AbilityCombahee Raid

+100% Influence toward Espionage Actions; gain a Migrant in the Capital after an undetected Espionage Action; +5 War Support on wars declared against you; Vegetated Terrain does not end Unit Movement

▶️ How they playBuilt to be underestimated. Espionage costs half as much Influence, and each undetected operation adds a Migrant to her Capital. Any war declared against her hands her +5 War Support before a shot is fired, while her units ignore movement penalties from Vegetation.Best victoryMilitary · Diplomatic

Pharaoh who built, not burnedTrade and wonder over conquest
  • Cultural
  • Economic

Hatshepsut

AbilityGod's Wife of Amun

+1 Culture per Age for every unique Resource; +15% Production toward Buildings and Wonders in Cities adjacent to Navigable Rivers

▶️ How they playResources and rivers. Every unique Resource pays Culture per Age, and Buildings and Wonders in a City adjacent to a Navigable River go up 15% faster – so broad Resource access and riverside development reinforce the same Cultural economy.Best victoryCultural · Economic

Shaman queen of WaMystique as foreign policy
  • Cultural
  • Diplomatic

Himiko (High Shaman)

AbilityMiko of Amaterasu

+2 Happiness per Age on Happiness Buildings; +50% Production toward Happiness Buildings; +20% Culture / −10% Science (doubled during Celebration)

▶️ How they playAn explicit trade: +20% Culture for −10% Science, doubled during Celebrations. Happiness Buildings are cheap and pay double Happiness. You are building a civilization that celebrates constantly and researches slowly on purpose.Best victoryCultural

Political queen of WaDiplomacy through presence alone
  • Diplomatic
  • Scientific

Himiko (Queen of Wa)

AbilityFriend of Wei

Unique Endeavor "Friend of Wei" grants allied +25% Science; +4 Science per Age per Friendly/Helpful leader; free Endeavor support; +100% Influence cost for others to reject her Diplomatic Actions

▶️ How they playAlliances are infrastructure. Her unique Friend of Wei Endeavor gives both empires +25% Science, and every Friendly or Helpful leader pays her Science per Age. She Supports others' Endeavors for free, and rejecting one of her Diplomatic Actions costs the other side +100% Influence. The friendlier the map, the faster she researches.Best victoryScience · Diplomatic

Witness of the worldDiplomacy by curiosity
  • Expansionist
  • Wildcard

Ibn Battuta

AbilityThe Marvels of Traveling

+2 Wildcard Attribute Points after first Civic each Age; +1 Sight all Units; unique Endeavor "Trade Maps"

▶️ How they playThe only leader with a Wildcard Attribute – he gains 2 Wildcard points after the first Civic of each Age, spendable in any tree. Deliberately spreading that investment lets him adapt to whichever path the map rewards. The versatile pick.Best victoryAny – genuinely versatile

Queen of crusade and commerceFaith funds the fleet
  • Economic
  • Expansionist

Isabella

AbilitySeven Cities of Gold

+100 Gold per Age on Natural Wonder discovery, doubled in Distant Lands; +50% Natural Wonder tile yields per Natural Wonder owned; +50% Gold toward purchasing Naval Units; −1 Gold Naval maintenance

▶️ How they playThe map itself is treasure. Discovering a Natural Wonder pays 100 Gold per Age, doubled in Distant Lands, and Natural Wonder tile yields gain +50% for every Natural Wonder in your empire. She also gains +50% Gold toward purchasing Naval Units and −1 Gold maintenance for them, subsidizing the fleet that finds the Wonders.Best victoryEconomic · Exploration

Poet-martyr of the PhilippinesIdeas outlast empires
  • Cultural
  • Diplomatic

José Rizal

AbilityPambansang Bayani

Narrative Events grant an additional 20 Culture, Gold, and Influence per Age; additional Narrative Events; +50% Celebration duration; +50% Happiness toward Celebration threshold

▶️ How they playCelebrations, extended and repeated. He reaches the Celebration threshold 50% faster and stays in them 50% longer. He receives additional Narrative Events, and their rewards pay extra Culture, Gold, and Influence, so story beats become a genuine income stream.Best victoryCultural

Idealist soldier of two revolutionsAlliances built on principle
  • Cultural
  • Diplomatic

Lafayette

AbilityHero of Two Worlds

Reform grants Lafayette a Tradition slot and gives the other leader a Tradition slot when Supported, otherwise a Social Policy slot; +1 Combat Strength per Tradition; +1 Culture and Happiness per Age in Settlements, doubled in Distant Lands

▶️ How they playGovernment-building as a strategy. His Reform Endeavor grants him a Tradition slot; the other leader gets one by Supporting it, or a Social Policy slot otherwise. Each Tradition gives Lafayette +1 Combat Strength. Settlements also gain +1 Culture and Happiness per Age, doubled in Distant Lands. A full Government supports your diplomacy and your army at once.Best victoryCultural · Diplomatic

Warrior-queen of JhansiResistance over submission
  • Militaristic
  • Diplomatic

Lakshmibai

AbilityRani of Jhansi

+50% Influence toward City-State Incorporate Action; gain control of all City-State Units when Incorporating; defeating enemy Units grants Influence equal to 100% of their Combat Strength

▶️ How they playCity-States are absorbed, not courted. Incorporate costs 50% less Influence and hands her every one of that City-State's units, while defeating enemies pays Influence equal to their Combat Strength – so war funds the next annexation.Best victoryMilitary · Diplomatic

Theorist of powerThe ends justify the means
  • Diplomatic
  • Economic

Machiavelli

AbilityIl Principe

+3 Influence per Age; 50 Gold per Age when a Diplomatic Action proposal is accepted, 100 Gold per Age when rejected; ignores Relationship requirements for Formal War; can Levy Troops from City-States he is not Suzerain of

▶️ How they playInfluence as a hard currency. He gains +3 Influence per Age, plus 50 Gold per Age when a Diplomatic Action proposal is accepted or 100 when rejected. Il Principe breaks two rules outright: he can declare Formal War with no Hostile relationship required, and he can Levy Troops from City-States he is not Suzerain of.Best victoryEconomic · Diplomatic

Master of the battlefieldBoldness as doctrine
  • Economic
  • Diplomatic

Napoleon (Emperor)

AbilityContinental System

All basic Sanctions unlocked; +50% Influence toward initiating Sanctions; +5 Culture and Gold per Age for each leader subjected to an active Sanction except Denouncement; +1 Land Unit Combat Strength per active Sanction except Denouncement

▶️ How they playSanctions become his economy and his army. Every basic Sanction starts unlocked, and he gains +50% Influence toward initiating them. Each leader subjected to at least one active Sanction except Denouncement pays +5 Culture and Gold per Age, while each active Sanction except Denouncement adds +1 Combat Strength to Land Units.Best victoryEconomic · Diplomatic

General of the RepublicRevolution exported by force
  • Militaristic
  • Cultural

Napoleon (Revolutionary)

AbilityLa Grande Armée

+1 Movement all Land Units; Culture on defeating enemy units = 100% Combat Strength; on war declared against you, gain Commander with army

▶️ How they playSpeed and momentum. Every Land Unit gains +1 Movement, defeating enemies pays Culture equal to their Combat Strength, and if someone declares war on him he receives a Commander with an army attached.Best victoryMilitary · Cultural

Builder of TawantinsuyuTerrain is power
  • Economic
  • Expansionist

Pachacuti

AbilityEarth Shaker

All Buildings gain +1 Food adjacency for Mountains; Specialists adjacent to Mountains cost −2 Maintenance (+1 if not adjacent); Cities gain Production equal to 10% of Food

▶️ How they playMountains become farmland. Every Building gains Food adjacency from Mountains, Specialists next to them cost −2 Maintenance (+1 if they are not adjacent), and every City converts 10% of its Food into Production. Terrain everyone else routes around becomes the best land on your map.Best victoryEconomic · Science

Pirate queen of the MediterraneanSea power defies empire
  • Diplomatic
  • Militaristic

Sayyida al Hurra

AbilityHakima Tatwan

strongest Naval Unit after a successful Espionage Action if it can be placed; Naval Units on Districts grant +2 Culture and +1 Influence per Age; no Influence penalty when Espionage is revealed; opponents cannot use Counter Spy

▶️ How they playEspionage without consequences – she is immune to Counter Spy, so her operations simply cannot be defended against. Each successful action grants her strongest warship if it can be placed, while Naval Units stationed on Districts pay Culture and Influence.Best victoryCultural · Military

Liberator of continentsExpansion through unity
  • Militaristic
  • Expansionist

Simón Bolívar

AbilityEl Libertador

+2 War Support on Wars he declares; first conquest of a Settlement enables one free Building or Improvement purchase there; Unrest does not prevent purchasing

▶️ How they playConquest that pays for itself. Captured Settlements allow a free Building or Improvement purchase, and Unrest does not block purchasing – so a city taken this turn is productive next turn. Wars he declares also grant +2 War Support.Best victoryMilitary · Domination

Confederacy-builder of the frontierResistance through alliance
  • Diplomatic
  • Militaristic

Tecumseh

AbilityNicaakiyakoolaakwe

+1 Food (Towns) & Production (Cities) per Age per City-State suzerainty; +1 Combat Strength for Infantry and Ranged Units per suzerainty; +2 Dominion per suzerainty; Independent Powers start Friendly

▶️ How they playDiplomacy is military power. Every City-State suzerainty pays Food and Production empire-wide, +1 Combat Strength to Infantry and Ranged Units, and +2 Dominion – three suzerainties is a Dominion lead and an era of infantry technology, bought entirely with Influence. Independent Powers start Friendly with him.Best victoryDiplomatic · Military

Unifier from nothingAmbition without birthright
  • Militaristic
  • Cultural

Toyotomi Hideyoshi

AbilityGreat Unifier

Land Units deal double Damage attacking but take double Damage defending; Units gain +5 Healing (doubled on Culture Buildings/Wonders); +25% Production toward Culture Buildings (doubled in non-founded Cities)

▶️ How they playThe purest glass cannon in the game: Land Units deal double damage attacking and take double damage defending. There is no defensive version of this leader – you strike first, decisively, and never stand still. Extra healing on Culture Buildings and Wonders patches you up between blows.Best victoryMilitary · Cultural

Rebel queen of VietnamResistance as national identity
  • Militaristic
  • Scientific

Trung Trac

AbilityHai Bà Trưng

Gain Trung Nhi after obtaining the first Land Military Unit of the Age; she persists across Age Transitions and has a unique promotion tree; +20% Commander experience; +10% Science in Tropical Cities, doubled during a Formal War she declared

▶️ How they playCommanders arrive for free and stay ahead: obtaining your first Land Military Unit brings Trung Nhi into play, a unique Commander with her own promotion tree who persists across Age Transitions, and every Commander gains +20% experience. Tropical cities research 10% faster, doubled during a Formal War she declared. War is literally how she researches.Best victoryMilitary · Science

Founder of Achaemenid mightInfrastructure commands the map
  • Cultural
  • Economic

Xerxes (Achaemenid)

AbilitySilk Road

+1 Trade Route Limit with all other leaders; +10 Trade Range; +50 Culture and +100 Gold per Age when you create a Trade Route or Road; +1 Culture and Gold per Age on Unique Buildings and Unique Improvements

▶️ How they playThe same leader without the war. He starts with +1 Trade Route Limit with everyone and +10 Trade Range, and every Route or Road he builds pays +50 Culture and +100 Gold per Age – so the act of connecting the map is the economy. Unique Buildings and Improvements pay Culture and Gold on top. A road empire rather than an army one.Best victoryCultural · Economic

Emperor of the Persian worldSheer scale as strategy
  • Economic
  • Militaristic

Xerxes (King of Kings)

AbilityCrusher of Rebellions

+3 Combat Strength attacking in neutral or enemy territory; +100 Culture and Gold per Age the first time he captures each Settlement; +10% Gold in all Settlements, doubled in captured Settlements; +1 Settlement Limit each Age

▶️ How they playRewarded for fighting abroad – +3 Combat Strength when attacking in neutral or enemy territory, a Culture and Gold windfall the first time he captures each Settlement, +10% Gold in every Settlement doubled in captured Settlements, and +1 Settlement Limit each Age. The invasion funds the empire.Best victoryMilitary · Economic

Admiral who never lostIngenuity wins impossible odds
  • Militaristic
  • Scientific

Yi Sun-sin

AbilitySamdo Sugun Tongjesa

Can train Fleet Commanders after studying Discipline; free Fleet Commander with Harbor + Discipline; naval kills grant Science equal to 100% of defeated unit's Combat Strength; Science Buildings grant Fleet Commander XP; +3 Gold per Age per Fleet Commander combat XP

▶️ How they playA navy that funds a laboratory. Fleet Commanders unlock early at Discipline, one arrives free with a Harbor, and every naval kill pays Science equal to the defeated unit's Combat Strength. Science Buildings then feed Fleet Commander XP – the loop runs in both directions.Best victoryScience · Military