List of Leaders and Nations: Difference between revisions

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As of the time of writing (14th of November 2024) there are 43 leaders in the game and 40 nations. Nations are de-emphasised because the leader themselves provide all the bonuses. Even between 2 leaders of the same nation '''they do not share any common traits.'''
As of the time of writing (14th of November 2024) there are 43 leaders in the game and 40 nations. Nations are de-emphasised because the leader themselves provide all the bonuses. Even between 2 leaders of the same nation '''they do not share any common traits.'''


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|unique=UniqueItzcoatl.png
|unique=UniqueItzcoatl.png
|abilityname=Flower Wars
|abilityname=Flower Wars
|ability=+25 {{Security}} and +25 {{Happiness}} in your capital for 10 turns after engaging in combat (this effect does not stack.) +100% Force Heal Rate.
|ability=+20 Growth in all Cities for 10 turns after engaging in combat (this effect does not stack.)<br />+5 [[Prestige]] after defeating an enemy Force during a Skirmish War<br />+100% Force Heal Rate.
}}
}}
{|align="center"
{|align="center"
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|portrait=PortraitMacdonald.png
|portrait=PortraitMacdonald.png
|anchorId=Macdonald
|anchorId=Macdonald
|name=Jonn A. Macdonald
|name=John A. Macdonald
|nation=Canada
|nation=Canada
|nationicon=Canada.png
|nationicon=Canada.png
|unique=UniqueMacdonald.png
|unique=UniqueMacdonald.png
|abilityname=Boreal Forest
|abilityname=Boreal Forest
|ability=+1 {{Itemil|Fur.png|List_of_Goods#Fur|Fur}} per turn.<br />+3 {{Housing}} [[Housing]] in all cities.<br />
|ability=+50% [[Harvest Production]] at [[Hunting Camps]]<br />-100% Maintenance Cost for [[Hunting Camps]]<br />+3 {{Housing}} [[Housing]] in all cities.
}}
}}
{|align="center"
{|align="center"
|style="vertical-align:top;"|{{LeaderTrait-Disciplined}}
|style="vertical-align:top;"|{{LeaderTrait-Adventurous}}
|style="vertical-align:top;"|{{LeaderTrait-Woodsman}}
|style="vertical-align:top;"|{{LeaderTrait-Pacifist}}
|style="vertical-align:top;"|{{LeaderTrait-Pacifist}}
|style="vertical-align:top;"|{{LeaderTrait-Woodsman}}
|}
|}
{{Leader
{{Leader
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|unique=UniqueNefertiti.png
|unique=UniqueNefertiti.png
|abilityname=Rays of the Aten
|abilityname=Rays of the Aten
|ability=[[Farms]] and their upgrades provide an additional +1 [[Food]] per turn<br />if placed in regions adjacent to a river.<br />-25% [[Research]] cost of [[Religion]] technologies.<br />[[Museums]] provide +10 {{Happiness}}.
|ability=[[Farms]] and their upgrades provide an additional +5 {{Prosperity}} per turn<br />if placed in regions adjacent to a river.<br />-25% [[Research]] cost of [[Religion]] technologies.<br />+2 Established Relationship with other Nations per Culture [[improvement]]
}}
}}
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|unique=UniquePachacuti.png
|unique=UniquePachacuti.png
|abilityname=Andean Masonry
|abilityname=Andean Masonry
|ability=[[Stone Pits]] and their upgrades provide an additional +1 [[Materials]] per turn.<br />+100% [[Build Production]] towards [[City Walls]], [[Fortresses]], and [[Citadels]].<br />+100% City [[Siege]] Defense.
|ability=+50% [[Harvest Production]] at [[Stone Pits]] and their upgrades.<br />+10% Paragon Spawn Chance<br />+20% Engineer Pick Chance<br />+50% City [[Siege]] Defense fore each [[Military]] improvement.
}}
}}
{|align="center"
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|unique=UniqueBenito.png
|unique=UniqueBenito.png
|abilityname=Son of the People
|abilityname=Son of the People
|ability=[[Tribes]] will never be initially hostile towards you.<br />Cities are founded with an additional [[Expert]].
|ability=[[Tribes]] will never be initially hostile towards you.<br />Government [[Improvements]] give +1 {{Housing}} [[Housing]] to their city
}}
}}
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|unique=UniqueAskia.png
|unique=UniqueAskia.png
|abilityname=Gold-Salt Trade
|abilityname=Gold-Salt Trade
|ability=[[Trading Posts]] and their upgrades provide +6 [[Wealth]] per turn if they are next to a river.<br />+25% [[Harvest Production]] at [[Stone Pits]] and their upgrades.
|ability=+5 {{Prosperity}} and {{Knowledge}} for each Trade Agreement<br />+100% [[Harvest Production]] at [[Stone Pits]] and their upgrades.
}}
}}
{|align="center"
{|align="center"
|style="vertical-align:top;"|{{LeaderTrait-Sage}}
|style="vertical-align:top;"|{{LeaderTrait-Disciplined}}
|style="vertical-align:top;"|{{LeaderTrait-Productive}}
|style="vertical-align:top;"|{{LeaderTrait-Productive}}
|style="vertical-align:top;"|{{LeaderTrait-Mercantile}}
|style="vertical-align:top;"|{{LeaderTrait-Lavish}}
|style="vertical-align:top;"|{{LeaderTrait-Resplendent}}
|style="vertical-align:top;"|{{LeaderTrait-Spiritual}}
|style="vertical-align:top;"|{{LeaderTrait-Spiritual}}
|}
|}
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|unique=UniqueWashington.png
|unique=UniqueWashington.png
|abilityname=Minutemen
|abilityname=Minutemen
|ability=+10 starting [[EXP]] for all [[Forces]].<br />+1 [[Force Speed]] for forces in Square, Tercio, and Trapezoid formations.
|ability=+25% Force Strength during Fortify Orders<br />+1 Speed for Gunpowder Infantry and Modern Infantry units
}}
}}
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{|align="center"
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|unique=UniqueGenghis.png
|unique=UniqueGenghis.png
|abilityname=Lord of the Steppes
|abilityname=Lord of the Steppes
|ability=Cavalry Units (excluding Elephant units) provide +25% Force Strength.<br />Infantry, Ranged, and Anti-Cavalry units provide +1 [[Force Speed]].
|ability=Cavalry Units (excluding Elephant units) provide +25% Force Strength<br />Infantry, Ranged, and Anti-Cavalry units provide +1 [[Force Speed]].
}}
}}
{|align="center"
{|align="center"

Revision as of 03:04, 20 December 2024

Updated for patch: 1.2

As of the time of writing (14th of November 2024) there are 43 leaders in the game and 40 nations. Nations are de-emphasised because the leader themselves provide all the bonuses. Even between 2 leaders of the same nation they do not share any common traits.

Tip: Use Ctrl+F to quickly find the leader or nation you're looking for.
You can also enter a (partial) leader name in the search bar above such as "osh"
and it should take you directly to Osh-Tisch on this page from anywhere on the wiki.

Traits are categorized by color:

  • Red = Military
  • Yellow = Commerce
  • Green = Government
  • Pink = Religion
  • Purple = Culture
  • Blue = Science
  • Orange = Industry

See List of Leader Traits for a list of leader traits and how they have opposites.

List of Leaders

Leaders in the base game
Harun al-Rashid
Abbasid Caliphate


Unique Ability:
House of Wisdom

Academies provide +2 Research per turn.
Research Agreements provide +10% research.

Charismatic 
+1 Golden Age Points for each Research Agreement and Trade Agreement


Traditional 
+1% Paragon Spawn chance for each Culture Improvements in your Capital.


Charitable 
+2% Paragon Spawn chance for each City you control. -10 Prosperity in your Capital.


Eva Perón
Argentina


Unique Ability:
Share my Glory

Your Palace provides +25 City Prosperity and +25 City Health .
Your Monument provides +25 City Prosperity and +25 City Happiness .
+20% Build Production towards Amphitheaters, Theaters, and Opera Houses
that all provide +15 City Happiness .

Independent 
+3 Housing in non-Capital cities.


Stately 
Cities gain +5 Culture for each Government Improvements built in them.


Charismatic 
+1 Golden Age Points for each Research Agreement and Trade Agreement


Persuasive 
+5 Turn duration of Golden Ages


Sennacherib
Assyrian Empire


Unique Ability:
Wolf on the Fold

+33% Force Siege Damage.
+25% Craft Production at Workshops.
+25 City Security in your capital.

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Aggressive 
+50% Force Strength for 5 turns after declaring war. Unlocks War of Annihilation war type.


Unyielding 
Forces inflict 5 War Weariness when defeating an enemy Force. Unlocks War of Annihilation War type.


Rash 
-2 Turn duration of Golden Ages. +4 Production during Golden Ages.


Productive 
+50% Build Production during Golden Ages.


Howard Florey
Australia


Unique Ability:
Medical Genius

Universities and Fusion Research Centers provide +2 Research per turn.
+25% Craft Production towards crafting Bandages, Soap, and Antibiotics.
+5, +10, and +15 City Health from consuming Bandages, Soap, and Antibiotics respectively.

Collaborative 
+2 Production in your capital for each active Alliance.


Stately 
Cities gain +5 Culture for each Government Improvements built in them.


Innovative 
+1% Paragon Spawn chance for each Science Improvements in your Capital.


Sage 
Cities gain +5 Culture for each Science Improvements built in them.


Pacifist 
-10 Relationships with other Nations for 10 turns after declaring a war. +25 Reationships with other Nations while not at war.


Itzcoatl
Aztec Empire


Unique Ability:
Flower Wars

+20 Growth in all Cities for 10 turns after engaging in combat (this effect does not stack.)
+5 Prestige after defeating an enemy Force during a Skirmish War
+100% Force Heal Rate.

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Aggressive 
+50% Force Strength for 5 turns after declaring war. Unlocks War of Annihilation war type.


Perfectionist 
+200% Craft Production to Industry Improvements during Golden Ages.


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


Leopold I
Belgium


Unique Ability:
Nestor of Europe

+10 Established Relationship with other nations.
+20 additional Established Relationship with other nations if you have fewer cities than them.
+100% Harvest Production at Farms harvesting Cocoa.
Breweries and Distilleries provide +10 City Prosperity .

Independent 
+3 Housing in non-Capital cities.


Adventurous 
+1 Force Speed while not at War.


Efficient 
Improvements gain +1 Production for each Idustry Improvements in their region


Charismatic 
+1 Golden Age Points for each Research Agreement and Trade Agreement


Irene Sarantapechaina
Byzantine Empire


Unique Ability:
Iconophile

Altars, Monasteries, and Shrines provide +20 City Security and +4 Wealth per turn.
+100% effectiveness of Oracles and Missionaries.

Independent 
+3 Housing in non-Capital cities.


Aggressive 
+50% Force Strength for 5 turns after declaring war. Unlocks War of Annihilation war type.


Patient 
+30% Force Strength when War Weariness is over 50.


Unyielding 
Forces inflict 5 War Weariness when defeating an enemy Force. Unlocks War of Annihilation War type.


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


John A. Macdonald
Canada


Unique Ability:
Boreal Forest

+50% Harvest Production at Hunting Camps
-100% Maintenance Cost for Hunting Camps
+3 Housing in all cities.

Adventurous 
+1 Force Speed while not at War.


Woodsman 
+50% Harvest Production at Logging Camps and their upgrades.


Pacifist 
-10 Relationships with other Nations for 10 turns after declaring a war. +25 Reationships with other Nations while not at war.


Wilma Mankiller
Cherokee


Unique Ability:
The Word for Water

+150 Build Production towards Water Wells and Water Treatment Plants.
Water Wells and Water Treatment Plants provide +20 City Health .
+25% Craft Production towards crafting Feasts.

Independent 
+3 Housing in non-Capital cities.


Sage 
Cities gain +5 Culture for each Science Improvements built in them.


Traditional 
+1% Paragon Spawn chance for each Culture Improvements in your Capital.


Charitable 
+2% Paragon Spawn chance for each City you control. -10 Prosperity in your Capital.


Confucius
China


Unique Ability:
Five Constant Virtues

Farms and their upgrades provide an additional +1 Food per turn.
+5 to all QoL stats in each city for each unique type of Government Improvements built within it.

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Sage 
Cities gain +5 Culture for each Science Improvements built in them.


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


Wu Zetian
China


Unique Ability:
Imperial Examinations

Libraries, Schools, and their upgrades provide +15 City Prosperity .
+10% Paragon spawn chance.

Formidable 
+50% Force Strength for 5 turns after a war is declared on you


Cunning 
+10% Paragon Spawn chance for each turn a Force is in combat. Unlocks War of Annihilation war type


Unyielding 
Forces inflict 5 War Weariness when defeating an enemy Force. Unlocks War of Annihilation War type.


Charismatic 
+1 Golden Age Points for each Research Agreement and Trade Agreement


Osh-Tisch
Crow Nation


Unique Ability:
Badé Warrior

+1 Force Speed and +1 Sight for Settlers, Mounted Scouts, Harquebusiers, and Dragoons.
+33% Craft Production at Artisan Studios, Weavers, and their upgrades.

Formidable 
+50% Force Strength for 5 turns after a war is declared on you


Efficient 
Improvements gain +1 Production for each Idustry Improvements in their region


Charismatic 
+1 Golden Age Points for each Research Agreement and Trade Agreement


Traditional 
+1% Paragon Spawn chance for each Culture Improvements in your Capital.


Nefertiti
Egypt


Unique Ability:
Rays of the Aten

Farms and their upgrades provide an additional +5 City Prosperity per turn
if placed in regions adjacent to a river.
-25% Research cost of Religion technologies.
+2 Established Relationship with other Nations per Culture improvement

Agrarian 
+50% Harvest Production at Farms and their upgrades


Lavish 
+3 Merchants. +2 Established Relationships with other Nations for each city you control.


Persuasive 
+5 Turn duration of Golden Ages


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


Elizabeth I
England


Unique Ability:
Gloriana

+1 Force Speed and +1 Sight for Sea Forces.
+25% Force Strength for Sea Forces.
Longbowmen and Line Infantry cannot be countered.

Independent 
+3 Housing in non-Capital cities.


Stately 
Cities gain +5 Culture for each Government Improvements built in them.


Mercantile 
+1 Merchants for each city you control. +2 Trade Production for each Commerce Improvements.


Seafaring 
+20 Prestige after a sea Force defeats an enemy Force.


Haile Selassie
Ethiopia


Unique Ability:
Lion of Judah

+5% Force Strength for each Alliance you're in.
+25% Religion spread strength in your capital.
+300% Harvest Production towards harvesting Coffee.

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Formidable 
+50% Force Strength for 5 turns after a war is declared on you


Sage 
Cities gain +5 Culture for each Science Improvements built in them.


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


Jeanne d’Arc
France


Unique Ability:
Maid of Orléans

+25% Force Strength in cities where your Religion is dominant.
+1 Force Speed within your territory.
Your forces reduce your War Weariness by 5 when they defeat an enemy force.

Impulsive 
-10 Happiness in all cities for 10 turns after declaring a War. +20 Prestige for each turn a Force is in combat for 10 turns after declaring a War.


Formidable 
+50% Force Strength for 5 turns after a war is declared on you


Persuasive 
+5 Turn duration of Golden Ages


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


Tamar the Great
Georgia


Unique Ability:
Whom the Sun Serves

+25% Build Production towards Military, Religion, and Commerce Improvements.
+15 City Prosperity and +10 City Security in all cities during Golden Ages.

Independent 
+3 Housing in non-Capital cities.


Formidable 
+50% Force Strength for 5 turns after a war is declared on you


Sage 
Cities gain +5 Culture for each Science Improvements built in them.


Creative 
Imrpovements gain +5 Production during Golden Ages


Otto von Bismarck
Germany


Unique Ability:
Blood and Iron

+10% Craft Production at Forges, Factories, Vehicle Factories, and their upgrades.
+25% Force Strength for 10 turns after declaring war.

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Aggressive 
+50% Force Strength for 5 turns after declaring war. Unlocks War of Annihilation war type.


Persuasive 
+5 Turn duration of Golden Ages


Practical 
+1% Paragon Spawn chance for each Military Improvements in your Capital.


Yaa Asantewaa
Ghana


Unique Ability:
Golden Protector

Stone Pits and their upgrades provide +1 Wealth per turn.
+15% Force Strength within your territory.

Independent 
+3 Housing in non-Capital cities.


Formidable 
+50% Force Strength for 5 turns after a war is declared on you


Agrarian 
+50% Harvest Production at Farms and their upgrades


Traditional 
+1% Paragon Spawn chance for each Culture Improvements in your Capital.


Alexander the Great
Greece


Unique Ability:
Hammer and Anvil

Pikemen and Lancers cannot be countered.
Forces receive +5 bonus EXP each turn they are engaged in combat
and when they defeat and enemy force.
While technically a DLC this leader is free for all owners of the base game.

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Aggressive 
+50% Force Strength for 5 turns after declaring war. Unlocks War of Annihilation war type.


Adventurous 
+1 Force Speed while not at War.


Resolute 
Cities gain +10% Religion Spread for each Force stationed in them.


Sappho
Greece


Unique Ability:
Tenth Muse

Amphitheaters and Theaters provide +15 City Happiness
and have +100 Masterpiece Creation Speed.
Coastal Land Regions within your cities provide +10 City Prosperity .

Innovative 
+1% Paragon Spawn chance for each Science Improvements in your Capital.


Charismatic 
+1 Golden Age Points for each Research Agreement and Trade Agreement


Creative 
Imrpovements gain +5 Production during Golden Ages


Pachacuti
Inca Empire


Unique Ability:
Andean Masonry

+50% Harvest Production at Stone Pits and their upgrades.
+10% Paragon Spawn Chance
+20% Engineer Pick Chance
+50% City Siege Defense fore each Military improvement.

Formidable 
+50% Force Strength for 5 turns after a war is declared on you


Agrarian 
+50% Harvest Production at Farms and their upgrades


Perfectionist 
+200% Craft Production to Industry Improvements during Golden Ages.


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


Ashoka
India


Unique Ability:
Conquest by Dharma

Religion Improvements provide +10 City Health .
Apothecaries, Clinics, and their upgrades provide +5 Religion spread strength.

Impulsive 
-10 Happiness in all cities for 10 turns after declaring a War. +20 Prestige for each turn a Force is in combat for 10 turns after declaring a War.


Adventurous 
+1 Force Speed while not at War.


Efficient 
Improvements gain +1 Production for each Idustry Improvements in their region


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


Cesare Beccaria
Italy


Unique Ability:
Tyrants Never Read

-33% Research cost of Government technologies.
+100% Craft Production towards crafting Books.
Weavers, Artisan Studios, and their upgrades provide
+5 City Happiness and +5 City Health after Books are unlocked.

Collaborative 
+2 Production in your capital for each active Alliance.


Stately 
Cities gain +5 Culture for each Government Improvements built in them.


Pacifist 
-10 Relationships with other Nations for 10 turns after declaring a war. +25 Reationships with other Nations while not at war.


Sage 
Cities gain +5 Culture for each Science Improvements built in them.


Persuasive 
+5 Turn duration of Golden Ages


Tokugawa Ieyasu
Japan


Unique Ability:
Study Patience

Nations that declare war on you receive 1 War Weariness each turn.
Your War Weariness is reduced by -50%.
Castles provide +30 City Security .

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Aggressive 
+50% Force Strength for 5 turns after declaring war. Unlocks War of Annihilation war type.


Patient 
+30% Force Strength when War Weariness is over 50.


Sage 
Cities gain +5 Culture for each Science Improvements built in them.


Sejong the Great
Korea


Unique Ability:
Hangul

+25 City Knowledge and City Happiness in all cities for 10 turns after you finish a Masterpiece.
(Cities do not get more than one bonus from Masterpieces.)
Weavers and their upgrades provide +10 City Knowledge after Paper is unlocked.

Innovative 
+1% Paragon Spawn chance for each Science Improvements in your Capital.


Efficient 
Improvements gain +1 Production for each Idustry Improvements in their region


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


Amanirenas
Kush


Unique Ability:
Land of the Bow

Ranged Units provide +50% Force Strength in Rough Terrain.
+10% Force Strengt for Spearmen and Archers.

Formidable 
+50% Force Strength for 5 turns after a war is declared on you


Sage 
Cities gain +5 Culture for each Science Improvements built in them.


Persuasive 
+5 Turn duration of Golden Ages


Traditional 
+1% Paragon Spawn chance for each Culture Improvements in your Capital.


Benito Juárez
Mexico


Unique Ability:
Son of the People

Tribes will never be initially hostile towards you.
Government Improvements give +1 Housing to their city

Independent 
+3 Housing in non-Capital cities.


Stately 
Cities gain +5 Culture for each Government Improvements built in them.


Efficient 
Improvements gain +1 Production for each Idustry Improvements in their region


Persuasive 
+5 Turn duration of Golden Ages


Zenobia
Palmyrene Empire


Unique Ability:
Silk Road

+3 Available Merchants.
Trading Posts and their upgrades provide
+5 City Knowledge and +4 additional Wealth per turn.

Resolute 
Cities gain +10% Religion Spread for each Force stationed in them.


Independent 
+3 Housing in non-Capital cities.


Aggressive 
+50% Force Strength for 5 turns after declaring war. Unlocks War of Annihilation war type.


Persuasive 
+5 Turn duration of Golden Ages


Xerxes I
1st Persian Empire


Unique Ability:
King of Kings

+1 Force Cap for each city you control.
+50% Force Strength for War Chariots and Mounted Scouts.

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Aggressive 
+50% Force Strength for 5 turns after declaring war. Unlocks War of Annihilation war type.


Cunning 
+10% Paragon Spawn chance for each turn a Force is in combat. Unlocks War of Annihilation war type


Rash 
-2 Turn duration of Golden Ages. +4 Production during Golden Ages.


Traditional 
+1% Paragon Spawn chance for each Culture Improvements in your Capital.


Nicolaus Copernicus
Poland


Unique Ability:
Revolutionary Thought

Observatories and Research Labs provide +10 City Knowledge and +2 Research per turn.
+25% bonus Research for 10 turns after you earn a Paragon (this effect does not stack.)

Innovative 
+1% Paragon Spawn chance for each Science Improvements in your Capital.


Efficient 
Improvements gain +1 Production for each Idustry Improvements in their region


Productive 
+50% Build Production during Golden Ages.


Lavish 
+3 Merchants. +2 Established Relationships with other Nations for each city you control.


Creative 
Imrpovements gain +5 Production during Golden Ages


Julius Caesar
Roman Empire


Unique Ability:
Triumphant Legions

Forces gain +50% bonus Force Strength when they level up.
+15 City Happiness and +20 City Prosperity in your capital for 15 turns after winning a war.
(Multiple war victories do not stack.)

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Stately 
Cities gain +5 Culture for each Government Improvements built in them.


Aggressive 
+50% Force Strength for 5 turns after declaring war. Unlocks War of Annihilation war type.


Charismatic 
+1 Golden Age Points for each Research Agreement and Trade Agreement


Resolute 
Cities gain +10% Religion Spread for each Force stationed in them.


Catherine the Great
Russia


Unique Ability:
Siberian Expanse

+1 City cap.
+1 Force Speed for Settlers.
Your Gathering Halls and their upgrades provide
an additional +1 Food and +1 Timber per turn.

Innovative 
+1% Paragon Spawn chance for each Science Improvements in your Capital.


Efficient 
Improvements gain +1 Production for each Idustry Improvements in their region


Charismatic 
+1 Golden Age Points for each Research Agreement and Trade Agreement


Lavish 
+3 Merchants. +2 Established Relationships with other Nations for each city you control.


Persuasive 
+5 Turn duration of Golden Ages


Askia Muhammad I
Songhai Empire


Unique Ability:
Gold-Salt Trade

+5 City Prosperity and City Knowledge for each Trade Agreement
+100% Harvest Production at Stone Pits and their upgrades.

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Productive 
+50% Build Production during Golden Ages.


Lavish 
+3 Merchants. +2 Established Relationships with other Nations for each city you control.


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


Isabella I
Spain


Unique Ability:
New World

+1 Force Sight and +2 Force Speed for embarked forces.
Mints provide +5 City Security and +5 City Happiness .
+10 Religion spread strength in all cities after unlocking Codices.

Unyielding 
Forces inflict 5 War Weariness when defeating an enemy Force. Unlocks War of Annihilation War type.


Mercantile 
+1 Merchants for each city you control. +2 Trade Production for each Commerce Improvements.


Seafaring 
+20 Prestige after a sea Force defeats an enemy Force.


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


Ram Khamhaeng
Thailand


Unique Ability:
White Elephants

Your Palace provides +1 Elephants per turn after you unlock any Elephant Unit.
+25 Force Strength for forces containing Elephant Units.
+25% Harvest Production at Camps.

Ambitious 
-1 Land Force Cap, +1 City Cap


Productive 
+50% Build Production during Golden Ages.


Traditional 
+1% Paragon Spawn chance for each Culture Improvements in your Capital.


Creative 
Imrpovements gain +5 Production during Golden Ages


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


George Washington
United States


Unique Ability:
Minutemen

+25% Force Strength during Fortify Orders
+1 Speed for Gunpowder Infantry and Modern Infantry units

Ambitious 
-1 Land Force Cap, +1 City Cap


Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Independent 
+3 Housing in non-Capital cities.


Formidable 
+50% Force Strength for 5 turns after a war is declared on you


Woodsman 
+50% Harvest Production at Logging Camps and their upgrades.


Simón Bolívar
Venezuela


Unique Ability:
March on Bogotá

+2 Force Speed for forces led by a Paragon.
+25% Force Strength in regions adjacent to rivers.

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Independent 
+3 Housing in non-Capital cities.


Adventurous 
+1 Force Speed while not at War.


Charismatic 
+1 Golden Age Points for each Research Agreement and Trade Agreement


Lavish 
+3 Merchants. +2 Established Relationships with other Nations for each city you control.


Shaka
Zulu


Unique Ability:
Buffalo Horns

+25% Force Strength for forces in Square, Tercio, and Trapezoid formations.
+50% force Pillage Damage.

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Aggressive 
+50% Force Strength for 5 turns after declaring war. Unlocks War of Annihilation war type.


Productive 
+50% Build Production during Golden Ages.


Perfectionist 
+200% Craft Production to Industry Improvements during Golden Ages.



Leaders included with the Deluxe Edition

Leaders included with the Deluxe Edition
Charlemagne
Holy Roman Empire


Unique Ability:
Carolingian Renaissance

+25 City Knowledge and +100% Masterpiece creation speed in your capital during Golden Ages.
Your Palace provides +5 wealth and +1 Research per turn during Golden Ages.

Disciplined 
Cities gain +5 Culture for each Military Improvements built in them


Formidable 
+50% Force Strength for 5 turns after a war is declared on you


Efficient 
Improvements gain +1 Production for each Idustry Improvements in their region


Persuasive 
+5 Turn duration of Golden Ages


Genghis Khan
Mongol Empire


Unique Ability:
Lord of the Steppes

Cavalry Units (excluding Elephant units) provide +25% Force Strength
Infantry, Ranged, and Anti-Cavalry units provide +1 Force Speed.

Aggressive 
+50% Force Strength for 5 turns after declaring war. Unlocks War of Annihilation war type.


Cunning 
+10% Paragon Spawn chance for each turn a Force is in combat. Unlocks War of Annihilation war type


Unyielding 
Forces inflict 5 War Weariness when defeating an enemy Force. Unlocks War of Annihilation War type.


Adventurous 
+1 Force Speed while not at War.


Resolute 
Cities gain +10% Religion Spread for each Force stationed in them.


Yu Gwan-sun
Korea


Unique Ability:
Unbreakable

While you are in a Defensive War you have +20 Established Relationship
with Nations you are at peace with.
+15 Religion spread strength in each city that contains a School or one of its upgrades.
+10% Force Strength in regions containing a School or one of its upgrades. (This effect does not stack.)

Collaborative 
+2 Production in your capital for each active Alliance.


Formidable 
+50% Force Strength for 5 turns after a war is declared on you


Charismatic 
+1 Golden Age Points for each Research Agreement and Trade Agreement


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


Hildegard von Bingen
Germany


Unique Ability:
Sibyl of the Rhine

Monasteries provide +5 Research per turn.
+5 City Health and +5 City Happiness in each of your cities where your religion is dominant.

Pacifist 
-10 Relationships with other Nations for 10 turns after declaring a war. +25 Reationships with other Nations while not at war.


Innovative 
+1% Paragon Spawn chance for each Science Improvements in your Capital.


Mercantile 
+1 Merchants for each city you control. +2 Trade Production for each Commerce Improvements.


Creative 
Imrpovements gain +5 Production during Golden Ages


Spiritual 
Cities gain +5 Culture for each Religion Improvements built in them.


Boudicca
Celts


Unique Ability:
Lady of Vengeance

+33% Force Strength while in a retaliation war.
Forces inflict 5 War Weariness when they defeat and enemy force.

Collaborative 
+2 Production in your capital for each active Alliance.


Formidable 
+50% Force Strength for 5 turns after a war is declared on you


Unyielding 
Forces inflict 5 War Weariness when defeating an enemy Force. Unlocks War of Annihilation War type.


Persuasive 
+5 Turn duration of Golden Ages



See also

List of Leader Traits
List of Improvements
List of Goods
List of Resource Nodes