Civilization 6: Gathering Storm expansion introduces nine new Leaders and eight Civilizations along with environmental effects, an evolving global ecosystem, power and consumable resources, 21st Century technologies and civics and the World Congress.
To continue our Civilization 6 Beginners guides on Leaders and their abilities we are going to take a look at the new leaders introduced in Gathering Storm.
Hungary, Leader, Matthias Corvinus
Leader Unique Ability: Raven King.
Levied units gain an ability giving them +2 Movement and +3 Combat Strength.
Costs 75% less Gold and Resources to upgrade Levied units. If you Levy troops from a City state receive 2 Envoys which that City state.
Gain the Black Army unique unit when Castles Technology is researched.
Leader Agenda: Raven Banner.
Will frequently levy troops from city-states. Likes those who do the same and dislikes those that ignore the levy feature.
Hungary Unique Unit: Huszár
Replaces Cavalry, unique Industrial era unit +3 Combat Strength for every active Alliance.
Hungary Unique Unit: Black Army.
Medieval era unit that replaces the Courser, +3 Combat strength for each adjacent Levied unit.
Hungary Unique Ability: Pearl of the Danube.
+50 Production to Districts and Buildings constructed across a river from a City centre.
Hungary Unique Building: Thermal Bath
Replaces the Zoo in the Entertainment Complex district. Provides +2 Amenities from entertainment and +2 Production. The bonus extends to all cities within 6 tiles. Bonuses apply once to each city and multiple copies of this building within 6 tales of a city centre do not provide additional bonuses.
Tips for the gameplay:
- With the strong army of Huzszar’s Hungary is a on course for a Domination win
- Or, with Raven King you can generate Envoys independently from the civic tree which allow you a quicker start to compete for city states and a head for a Diplomatic Victory
Maori, Leader, Kupe
Leader Unique Ability: Kupe’s Voyage.
Begin the game in an Ocean Tile (Only Civilization to do so).
Gain a free Builder and +1 Population when settling your first City.
Palace receives +3 Housing and +1 Amenity +2 Science and +2 Culture per turn before you settle your city.
Leader Agenda: Avoids contributing to climate change by not removing features, planting Woods, and founding National Parks. Likes those who do the same. Dislikes civilizations that contribute to Climate Change.
Maori Unique Unit: Toa. Classical era melee unit that causes adjacent enemy units to lose -5 Combat Strength. Can build the Pa improvement.
Maori Unique Ability: Mana.
Start the game with Sailing and Shipbuilding unlocked. The Maori can enter Ocean tiles from the start of the game.
Embarked units gain +2 Movement. Unimproved Woods and Rainforests are +1 Production. Additional +1 Production from Conservation. Fishing Boats provide +1 Food and a Culture Bomb to adjacent tiles. Resources cannot be harvested. Great writers can not be earned.
Maori Unique Building: Pa.
Must be built on Hills. Provides +4 Defence for occupying units. Heals units that end their turn on it.
Maori Unique Building: Marae
+1 Culture and Faith to all off this Cities tiles with a passable feature or Natural Wonder. After Flight is researched receive +1 Tourism to all of this Cities tiles with a feature or wonder, costs no maintenance, has no Great Work Slot.
Tip for gameplay:
With their bonuses they can achieve any victory you want, from building a large seafaring naval fleet to their culture bonuses they receive when you build the Marae.
Canada, Leader, Wilfrid Laurier
Leader Unique Ability: The Last Best West.
Unlike other civilizations, Laurier can build Farms on Tundra tiles. Once Civil Engineering has been researched, they can also be built on Tundra Hills.
In Snow, Tundra, Snow Hills and Tundra Hills provide +1 Production.
Lumber Mills provide +1 food and strategic resources accumulation rate is 100%.
Reduces the purchase cost of tiles in theses terrains types by 50%.
Leader Agenda: Expeditionary Force.
Will always respond to an Emergency if possible. Likes civilizations that do the same and dislikes those that ignore Emergencies.
Canada Unique Unit: Mountie.
Modern era unit can create a National park. +5 strength when fighting within 2 tiles of a National Park. additional +5 strength when fighting within 2 tiles of a National Park you own.
Canada Unique Ability: Four Faces of Peace.
Canada cannot declare Surprise Wars. Other civilizations also can’t declare Surprise Wars on Canada. For every 100 Tourism that Canada earns, it gains +1 Diplomatic Favor per turn. Receive +100% Diplomatic Favor from successfully completing Emergencies or Scored Competitions.
Canada Unique Building: Ice Hockey Rink.
Builders can construct this tile improvement. It provides +1 Amenity and +1 Culture for each adjacent Tundra, Tundra Hills, Snow, and Snow Hills tile.
Tourism from Culture once Flight is unlocked, +2 Food and Production once the Professional Sports civic is unlocked.
+4 Culture if adjacent to a Stadium building. Can be built on Tundra, Tundra Hills, Snow, and Snow Hills +2 Appeal. Only one can be built per city.
Tips for gameplay:
- Wilfrid Laurier and Canada are diplomatic focused with the obvious Diplomatic bonus it receives. Diplomatic favour can be earned through tourism and Wilfrid is keen to help out during emergencies.
- The Ice Hockey Rink when built will pull in culture and tourism so either a Diplomatic or Culture victory are possible
Inca, Leader, Pachacuti
Leader Unique Ability: Qhapaq Nan
Domestic Trade routes gain +1 Food for every Mountain tiles in the origin City.
Gain the Qhapaq Nan improvement once Foreign Trade civic is unlocked.
Leader Agenda: Spa Inca.
Tries to settle near Mountains. Likes those who leave those areas to him. Dislikes civilizations that settle near Mountains.
Inca Unique Unit: Warak’aq
Replaces the Skirmisher in the Medieval era. It’s stronger at ranged combat and has +1 additional attack per turn.
Inca Unique Ability: Mit’a
Citizens can work Mountain tiles. These provide +2 Production and +1 Food for every adjacent Terrace Farm.
Inca Unique Building: Terrace Farm.
Builders can construct this tile improvement which provides +1 Food and +1 Housing for every two Terrace Farms. +1 for each adjacent Mountain tile. Gain +2 Production for each adjacent Aqueduct district. +1 Production if adjacent to Fresh Water and not an Aqueduct district. Additional Food as you advance through the Civic and Tech tree for adjacency with other Terrace Farms. Can be placed on Grassland, Hills, Plain’s Hill and Desert Hills.
Inca Unique Building: Qhapaq Nan.
Builders can construct this tile improvement. It acts as a movement portal where units can move into it and exit it from another portal at the cost of 2 Movement. Trade routes travelling through it can multiply the Gold they get from District at their destination. It can only be built adjacent to a Mountain tile. It can’t be pillaged or removed.
Tips for gameplay:
- Pachacuti and the Inca The Inca’s ability to build large and productive cities allows them to pursue a Science victory with ease.
- Surrounded by mountains, Incan expansion should be difficult to stop for any rival civilization.
Mali, Leader, Mansa Musa
Leader Unique Ability: Sahel Merchants.
International Trade Routes generate +1 Gold for each flat Desert tile in the origin city. Every time Mansa Musa enters a Golden Age, he gains +1 Trade Capacity.
Leader Agenda: Lord of the Mines.
Will build up as much Gold output as possible. Likes those that focus on Gold, dislikes those that don’t. He essentially likes rich nations, dislikes poor ones.
Mali Unique Unit: Mandekalu Cavalry.
Replaces the Knight in the Medieval era. Protects Traders that are within 4 files of a Mandekalu unit making them immune to plundering.
Combat victories provide Gold equal to the defeated unit’s base Combat Strength.
Mali Unique Ability: Song of the Jeli.
City Centers gain +1 Faith and +1 Food for every adjacent Desert and Desert Hills tile.
Mines receive -1 Production, but produce +4 Gold.
Mali can purchase Commercial Hub district buildings with Faith.
+30 percent Production when constructing buildings or training units.
Mali Unique Building: Suguba.
Replaces the Commercial Hub district. Units, buildings, and districts are 20% cheaper to purchase with Gold and Faith in this city.
The Suguba gets a +2 Gold bonus for each adjacent Holy Site. There’s another +2 Gold bonus for an adjacent River edge. Gets +1 Gold for every two adjacent districts.
Tip for gameplay:
Mansa Musa can lead his civilization in a few directions, all the extra faith that is gained can lead to a Religious win, lots of trade routes built will bring in Gold with the extra gold for settling on Desert tiles Mali can become a very rich empire.
Sweden, Leader, Kristina
Leader Unique Ability: Minerva of the North.
Any buildings with at least three Great Work slot or wonders with at least two Great Work slots are automatically themed when filled with Great Works. May construct the Queens Bibliothèque in the Government Plaza.
Leader Agenda: Bibliothèque.
Tries to collect as many Great Works as possible. Likes those that don’t try to collect them. Dislikes civilizations with lots of Great Works.
Sweden Unique Unit: Carolean.
Replaces the Pike and Shot. Faster than the Pike and Shot, +3 Combat Strength per unused Movement.
Sweden Unique Ability: Nobel Prize.
Sweden gains 50 Diplomatic Favor every time it earns a Great Person. The civilization also earns +1 Great Engineer point from Factories and +1 Great Scientist point from Universities. Having Sweden in the game adds three unique World Congress competitions starting in the Industrial era.
Sweden Unique Building: Open Air Museum.
Builders can construct the Open air museum. Provides +2 Loyalty per turn in this city. +2 Culture and +2 Tourism for each type of terrain in which at least one Swedish city is founded. Limited to one per city and can not be swapped.
Sweden Unique Building: Queens Bibliothèque.
Is built in the Government Plaza. Provides 2 slots of Writing, Music, and any type of Art award. It also automatically awards +1 Governor Title.
Tips for gameplay:
- Kristina and Sweden are on a win for either a Culture or Diplomatic victory.
- Their unique buildings and abilities are all built around enhancing Sweden’s culture and generating works or art and impressive individuals.
- Great people also generate diplomatic favour which can then be spent on voting in the World Congress.
Ottoman, Leader, Suleiman
Leader Unique Ability: Grand Vizier
Exclusive unique Governor with Military and Diplomatic abilities. Ibrahim the Governor at his base level provides +20% Production to all military units in the city.
Gain the Janissary unit when Gunpowder Technology is unlocked.
Tries to keep cities happy and loyal. Likes those who do the same especially if those cities were originally founded by another civilization. Dislikes those that struggle with these two factors or that don’t own lots of conquered cities.
Ottoman Unique Unit: Barbary Corsair
Medieval naval unit that replaces Privateer, costs no Movement to coastal raid.
Can only be seen by other Naval Raiders unless adjacent to it.
Reveals Naval Raiders in sight of it.
Ottoman Unique Unit: Janissary.
Replaces the Musketman in the Renaissance era. Starts with a free promotion and is stronger and cheaper than the Musketman. To train a Janissary a city must have a population of at least 2.
If a city is founded by the Ottoman’s and trains a Janissary it loses a population.
Ottoman Unique Ability: Great Turkish Bombard.
+50 percent Production towards siege units. All siege units gain +5 Combat Strength against district defenses. Cities conquered by the Ottomans don’t lose Population when they convert. Any cities not founded by the Ottomans automatically get +1 Amenity and +4 Loyalty per turn
Ottoman Unique Building: Grand Bazaar
Replaces the Bank in the Commercial Hub district. It provides +1 extra Strategic resource for every different type of Strategic resource tile that has been improved.
Receive 1 Amenity for every Luxury resource this city has improved.
Tip for gameplay:
Suleiman’s bonus are built around solely one purpose to go to war. They are great at hounding enemies at sea as well as conquering on land, and also experts at keeping their newly gained citizens happy and loyal. A domination victory is very possible with the Suleiman.
Phoenicia, Leader, Dido
Leader Unique Ability: Founder of Carthage.
Can move their capital to a city with a Cothon by completing a unique project in that city. Gains +1 Trade Route capacity for each Government Plaza building and the Plaza district itself. Has +50% Production toward districts in the city with the Government Plaza.
Leader Agenda: Sicilian Wars
Wants to settle coastal cities. Likes civilizations that settle inland and dislikes civilizations that compete by founding cities on the coast.
Phoenicia Unique Unit: Bireme.
Replaces the Galley in the Ancient era. Increased Combat Strength and more Movement. Protects trader units within four tiles that are on a water tile, making them immune to plundering.
Phoenicia Unique Ability: Mediterranean Colonies.
Begin the game with Writing Technologies eureka. Coastal Cities founded by Phoenicia and located on the same continent as the Capital are 100% Loyal.
Settlers gain +2 Movement and + 2 sight range while embarked. Settlers ignore additional Movement costs from embarking and disembarking.
Phoenicia Unique Building: Cothon
Replaces the Harbor. Is cheaper and still must be built on Coast or Lake Terrain next to land. Provides +50 percent Production towards naval units and Settlers in the city. All wounded naval units in the city borders heal by 100 hp each turn.
Tip for gameplay:
Dido and Phoenicia‘s bonuses cooperate with each other to allow the Phonenician’s to spread their cities across the world. This makes them free to peruse which every victory type you want.
England/France, Leader, Eleanor of Aquitaine
Leader Unique Ability: Court of Love.
Each Great Work in her cities cause foreign cities within 9 tiles to lose 1 Loyalty per turn. Any foreign city that leaves its civilization due to loss of Loyalty and is receiving the most Loyalty pressure from Eleanor instantly joins her empire instead of becoming a free city.
Leader Agenda: Angevin Empire.
Builds up the Population of her cities and likes those whose nearby cities also to have a high population, dislikes civilization whose nearby cities have low population.
France Unique Unit: Garde Impériale. French unique industrial era melee unit +10 combat strength when fighting on their capital’s continent. Great general points for killing units.
England Unique Unit: Sea Dog. Renaissance era naval unit. Can capture enemy ships. Cannot be seen unless adjacent to it. Replaces Privateer.
France Unique Ability: Grand Tour.
+20% Production towards Medieval, Renaissance and Industrial era wonders. Doubles Tourism from Wonders of any era.
England Unique Ability: Workshop of The World.
Iron and Coal Mines accumulate +2 resources per turn and +100% Production toward Military Engineers.
Military Engineers receive +2 charges. Buildings that provide addition
Yields when powered receive +4 of their respective yields. +20% Production
France Unique Building: Château
Unlocks the Builder ability to construct a Chateau. +1 Culture. +2 Culture if next to a wonder. +1 Gold if next to a Luxury resource. Can only be built adjacent to Rivers.
England Unique Building: Royal Naval Dockyard
Removes the Movement penalty for embarking and disembarking to and from this tile. +1 Movement for all naval units built in the Dockyard. +2 Gold when built on a foreign continent. +1 Trade Route capacity. Replaces Harbour district.
Tips for gameplay:
- The French bonus Grand Tour and building wonders and the Château will give you lots of culture and tourism to lead to a culture victory.
- Or, as England, unlock Trading as soon as possible and start trading, meanwhile build up a naval force and army and head towards a Domination victory.