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Civilization 7's Rulers Revealed: Abilities Uncovered

By LoganFeb 19,2025

Civilization 7

Civilization VII Leader Guide: A Comprehensive Overview

This guide details all currently confirmed leaders in Civilization VII, including their unique abilities and agendas. This list will be updated as more information becomes available.

Confirmed Civilization VII Leaders and Abilities

The following table summarizes each leader's strengths and diplomatic tendencies.

LeaderUnique AbilityAttributesAgenda
AminaWarrior-Queen of Zazzau: +1 Resource Capacity in Cities. +1 Gold per Age for each Resource assigned to Cities. +5 Combat Strength on all Units in Plains and Desert.Economic, MilitaristicDesert of the Warrior-Queen: Penalizes leaders with more settlements on plains or desert tiles; rewards those with none.
Ashoka, World Conqueror (Founders Content Pack)Devaraja: +1 Production in Cities for every 5 excess Happiness. +10% Production in Settlements not founded by you. Declaring a Formal War grants a Celebration. +10 Combat Strength against Districts for all Units during a celebration.Diplomatic, MilitaristicWithout Regret: Favors leaders with the fewest settled tiles; dislikes those with the most.
Ashoka, World RenouncerDhammaraja: +1 Food in Cities for every 5 excess Happiness. +10% Food in all Settlements during a Celebration. All Buildings gain a +1 Happiness adjacency for all Improvements.Diplomatic, ExpansionistWithout Sorrow: Favors leaders with high happiness; dislikes those with low happiness.
AugustusImperium Maius: +2 Production in the Capital for every Town. Can purchase Culture Buildings in Towns. +50% Gold towards purchasing Buildings in Towns.Cultural, ExpansionistRestitutor Orbis: Penalizes leaders for each town in their empire; rewards them for each city (excluding the capital).
Benjamin FranklinThe First American: +1 Science per Age on Production Buildings in Cities. +50% Production towards construction Production Buildings. +1 Science per Age from active Endeavors you started or supported. Can have two Endeavors of the same type active at a time.Diplomatic, ScientificCivic Virtue: Favors leaders sharing his government type; dislikes those with different governments.
Catherine the GreatStar of the North: +2 Culture per Age on displayed Great Works. Buildings with Great Works gain an additional slot. Cities settled in Tundra gain Science equal to 25% of their Culture per turn.Cultural, ScientificDusha: Favors leaders with fewer Great Works; dislikes those with more.
CharlemagneFather of Europe: Military and Science Buildings receive a Happiness adjacency for Quarters. Gain 2 Cavalry units, once unlocked, when entering a Celebration. +5 Combat Strength for Cavalry units during a Celebration.Militaristic, ScientificThe Golden Shepherd: Favors leaders who trigger many celebrations; dislikes those who trigger few.
ConfuciusKeju: +25% Growth Rate in all Cities. +2 Science from Specialists.Expansionist, ScientificGuanxi: Favors leaders with the most specialists.
Friedrich, Baroque (Deluxe Content Pack)Hohenfriedberger Marsch: Gain a Great Work upon capturing a Settlement for the first time. Gain an Infantry Unit when you construct a Culture Building.Cultural, MilitaristicParisian Sensibilities: Favors leaders with more wonders in their capital; dislikes those with more buildings.
Friedrich, ObliqueBerlin Academy: Army Commanders start with the Merit Commendation, granting them +1 Command Radius. Gain an Infantry Unit when you construct a Science Building.Militaristic, ScientificTo Arms!: Favors leaders with many military units; dislikes those with few.
Harriet TubmanCombahee Raid: +50% Influence towards initiating Espionage action. Gain 5 War Support on all wars declared against you. Units ignore movement penalties from Vegetation.Diplomatic, MilitaristicVeracity: Rewards leaders for declared formal wars; penalizes them for surprise wars.
HatshepsutGod’s Wife of Amun: +1 Culture for every imported Resource. +15% Production towards the construction of Buildings and Wonders in Cities adjacent to Navigable Rivers.Cultural, EconomicWonders of Iteru: Favors leaders with fewer wonders than Hatshepsut; dislikes those with more.
Himiko, High Shaman (Founders Content Pack)Miko of Amaterasu: +2 Happiness per Age on Happiness Buildings. +50% Production towards constructing Happiness Buildings. +20% Culture but -10% Science. These effects are doubled during a Celebration.Cultural, DiplomaticShaman Queen: Favors leaders with more culture and happiness buildings; dislikes those with more science and gold buildings.
Himiko, Queen of WaFriend of Wei: Gain a Unique Endeavor, Friend of Wei, which can be performed in an Alliance to grant you and your ally +25% Science. Can support Endeavors for free. +4 Science per Age for every Leader you’re Friendly or Helpful with.Diplomatic, ScientificYamatai: Favors leaders with more science and gold buildings; dislikes those with more culture and happiness buildings.
Ibn BattutaThe Marvels of Traveling: Gains multiple Attribute points after the first Civic in every Age. Increased Sight for all Units. Gain a Unique Endeavor called Trade Maps that lets you gradually see other Leaders’ explored areas.Expansionist, WildcardFar and Wide: Favors leaders who have explored the most territory; dislikes those who have explored the least.
IsabellaSeven Cities of Gold: Gain 300 Gold every time you discover a Natural Wonder, doubled if the Natural Wonder is in Distant Lands. +100% tile yields from Natural Wonders, +50% Gold towards purchasing Naval Units, and -1 Gold Maintenance for Naval Units.Economic, ExpansionistWonderlust: Penalizes leaders for each natural wonder within their borders; rewards those with none.
Jose RizalPambansang Bayani: When gaining rewards from a Narrative Event, gain additional Culture and Gold per Age. Increased Celebration duration and Happiness towards Celebrations. Has additional Narrative Events.Cultural, DiplomaticKapwa: Favors leaders with many active endeavors; dislikes those with many active sanctions.
LafayetteHero of Two Worlds: Gains a Unique Endeavor, Reform, which grants an additional Social Policy slot. Supporting this Endeavor also grants the other Leader an additional Social Policy slot. Increased Combat Strength for every Tradition, but no Policy, slotted in the Government. Increased Culture and Happiness per Age in Settlements. These effects are increased further in Distant Lands.Cultural, DiplomaticFrench Quarters: Favors leaders with many fully developed urban districts; dislikes those with few.
MachiavelliIl Principe: Gain +3 Influence per Age. Gain 50 Gold per Age when your Diplomatic Action proposals are accepted, or 100 Gold per Age when they are rejected. Ignore Relationship requirements for declaring Formal Wars. You can levy Military Units from City-States you are no Suzerain of.Diplomatic, EconomicThe Spider: Generally favors other leaders unless at war.
Napoleon, EmperorEmpereur des Francais: Gain a Unique Sanction, Continental System, which reduces the Trade Route limit of the targeted Leader to all other Leaders by 1, causes a massive Relationship penalty, and costs more to reject. +8 Gold per Age for every Leader you are Unfriendly or Hostile with. Can reject Endeavors for free.Diplomatic, EconomicTBD
Napoleon, RevolutionaryLa Grande Armee: +1 Movement for all Land Units. Defeating an enemy Unit provides Culture equal to 50% of its Combat Strength.Cultural, MilitaristicTBD
PachacutiEarth Shaker: All Buildings gain a Food adjacency for Mountains. Specialists adjacent to Mountains do not cost Happiness maintenance.Economic, ExpansionistMountain King: Favors leaders with few mountains in their territory; dislikes those with many.
Tecumseh (Tecumseh and Shawnee Pack)Nicaakiyakoolaakwe: +1 Food and Production per Age in Settlements for every City-State you are Suzerain of. +1 Combat Strength for all your Units for every City-State you are Suzerain of.Diplomatic, EconomicSuzerain of the World: Penalizes leaders who become independent; rewards those who don't have an active "Befriend Independent" project.
Trung TracHai Ba Trung: +3 free Promotions on your first Army Commander. Your Commanders gain +20% experience. +10% Science in Cities on Tropical tiles. This bonus is doubled during any Formal War you declare.Militaristic, ScientificVan Minh: Favors leaders with fewer commander promotions; dislikes those with more.
Xerxes, King of KingsCrusher of Rebellions: +3 Combat Strength for Units that are attacking in neutral or enemy territory. +100 Culture and Gold per Age upon capturing a Settlement for the first time. +10% Gold in all Settlements, doubled in Settlements not founded by you. +1 Settlement limit per Age.Economic, MilitaristicLord of Fire: Favors leaders who are at war; dislikes those who are at peace.
Xerxes, the Achaemenid (Deluxe Content Pack)Silk Road: +1 Trade Route limit with all other Leaders. +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.Cultural, EconomicLord of Coin: Favors leaders with fewer trade routes than Xerxes; dislikes those with more.

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