Augustus Imperium Maius
Adds Production in the Capital for every Town you control, increased Gold toward purchasing Buildings in Towns, and the ability to purchase Culture Buildings in Towns. Strong for a wide, Town-heavy economy, but narrower in appeal than the top tier.
CulturalExpansionist
Lafayette Hero of Two Worlds
Gains a Unique Endeavor, "Reform," that grants an extra Social Policy slot (and grants the same to whichever other leader supports it), plus increased Combat Strength for every Tradition slotted, and increased Culture and Happiness per Age in Settlements — more so in Distant Lands.
Hatshepsut God's Wife of Amun
Increased Production toward Buildings and Wonders in cities adjacent to a Navigable River. Simple, strong early, and the game's own recommended pairing with Egypt for new players — but entirely dependent on river access.
Toyotomi Hideyoshi Great Unifier
Increased damage dealt while attacking other civs' units — but also increased damage taken while defending. Units heal extra HP while standing on a Culture Building or Wonder. High-risk, high-reward: rewards staying on the offensive rather than turtling.
MilitaristicCultural
Ashoka (World Conqueror) Devaraja
Increased Production in Cities for excess Happiness, plus increased Production in Settlements not founded by you — and declaring a Formal War triggers a Celebration that grants a large Combat Strength bonus against Fortified Districts for the duration. A genuinely different, more aggressive kit on the same leader: less "grow tall peacefully," more "convert Happiness into a war machine."
DiplomaticExpansionist
Ibn Battuta The Marvels of Traveling
Grants multiple Attribute Points after completing the first Civic in every Age, increased Sight for all units, and a unique Endeavor ("Trade Maps") that gradually reveals other leaders' territory. Genuinely powerful but requires understanding how to route Civic completion for maximum Attribute Point value — one of the harder leaders to use to full effect.
ExpansionistWildcard
Pachacuti Earth Shaker
All Buildings gain a Food adjacency bonus for nearby Mountains, Specialists adjacent to Mountains don't cost Happiness maintenance, and cities get a Production bonus equal to a percentage of that city's Food. A solid mountain-terrain economic engine, though it's fairly narrow if your map doesn't offer much Mountain access.
EconomicExpansionist
Charlemagne Father of Europe
Military and Science Buildings get a Happiness adjacency bonus from Quarters, plus free Cavalry units and increased Cavalry Combat Strength whenever you enter a Celebration. A solid hybrid that rewards a Celebration-focused playstyle more than pure warfare.
MilitaristicDiplomatic
Machiavelli Il Principe
+3 Influence every Age, plus Gold whenever an Endeavor you propose to another leader is accepted (and even more Gold if it's rejected), and the ability to ignore the normal requirements for declaring war. A strong, flexible Influence-and-Gold engine that also removes real friction from an aggressive game plan.
DiplomaticEconomic
Amina Warrior-Queen of Zazzau
+1 Resource Capacity in Cities, +1 Gold per Age for every Resource assigned to a City, and +5 Combat Strength for all units on Plains and Desert terrain. A solid resource-economy leader with a genuine (if terrain-dependent) combat bonus layered on top.
EconomicMilitaristic
Xerxes (King of Kings) Crusher of Rebellions
Increased Combat Strength for units attacking in neutral or enemy territory, Culture and Gold per Age when capturing a Settlement for the first time, increased Gold in all Settlements (more in ones you didn't found), and an increased Settlement Limit per Age. A strong conquest-and-consolidate leader — capture territory and it starts paying for itself immediately.
EconomicMilitaristic
Himiko (Queen of Wa) Friend of Wei
A unique Endeavor that, performed with an Ally, grants Science to both of you; can support other leaders' Endeavors for free; and gains Science per Age for every leader she's Friendly or Helpful with. Genuinely strong in a peaceful, alliance-heavy game — close to useless if you're playing aggressively, since the entire kit depends on good relationships.
DiplomaticScientific
Gilgamesh Once Mortal, Twice Divine
Gains War Support while you have exactly one Ally, Influence for defeating enemy units, and every basic Endeavor unlocked regardless of Attributes — Endeavors with your one Ally don't even count against the normal one-per-type limit, and that Ally can support your Endeavors for free. A genuinely different, alliance-of-one playstyle: pick a single ride-or-die partner and fight everyone else together.
DiplomaticMilitaristic
Napoleon (Emperor) Empereur des Français
A unique Diplomatic Action that reduces a target civilization's Trade Route capacity and causes major Grievances, plus increased Gold per Age for every leader who's Unfriendly or Hostile toward you. A genuinely disruptive economic-warfare kit, though it leans on a system (deliberately worsening relationships) that not every player wants to engage with.
EconomicMilitaristic
Simón Bolívar El Libertador
Free War Support on your wars, a free Constructible purchase in any Settlement you conquer for the first time, and the ability to purchase items even while that Settlement is in Unrest. The Unrest-purchasing clause is the real standout — most civilizations lose several turns of usefulness from a newly conquered city, and Bolívar skips that entirely.
MilitaristicExpansionist
Friedrich (Oblique) Für Volk und Vaterland
Army Commanders start with increased Command Radius range, and you gain a free Infantry unit every time you construct a Science Building. A strong hybrid that lets Science investment double as army-building — genuinely good for a militarized science game, less useful if you're not building Science Buildings at volume.
MilitaristicScientific
Friedrich (Baroque) Hohenfriedberger Marsch
Gain a Great Work upon capturing a Settlement for the first time, and a free Infantry unit every time you construct a Culture Building — the mirror image of Friedrich (Oblique), swapping Science Buildings for Culture Buildings and adding a genuine conquest-for-Culture angle on top. Strong for a Culture Victory attempt that's willing to take a few cities by force to fill out its Great Works collection.
CulturalMilitaristic
Napoleon (Revolutionary) La Grande Armée
Gives all Army Commanders extra Movement, and grants Culture every time he defeats an enemy unit. The mirror image of Napoleon (Emperor): trades the relationship-manipulation, economic-warfare kit for a straightforward "fight and gain Culture from it" identity — simpler to use, but with less unique strategic depth than the Emperor persona.
CulturalMilitaristic