Civilizations
Leaders
Introduction
Abraham Lincoln
Alexander
Amanitore
Ambiorix
Basil II
Bà Triệu
Catherine de Medici (Black Queen)
Catherine de Medici (Magnificence)
Chandragupta
Cleopatra (Egyptian)
Cleopatra (Ptolemaic)
Cyrus
Frederick Barbarossa
Gandhi
Genghis Khan
Gilgamesh
Gitarja
Gorgo
Hammurabi
Harald Hardrada
Hojo Tokimune
Jadwiga
Jayavarman VII
João III
John Curtin
Julius Caesar
Kublai Khan (China)
Kublai Khan (Mongolia)
Lady Six Sky
Lautaro
Menelik II
Montezuma
Mvemba a Nzinga
Nader Shah
Nzinga Mbande
Pedro II
Pericles
Peter
Philip II
Poundmaker
Qin (Mandate of Heaven)
Qin (Unifier)
Ramses II
Robert the Bruce
Saladin (Sultan)
Saladin (Vizier)
Seondeok
Shaka
Simón Bolívar
Tamar
Teddy Roosevelt (Bull Moose)
Teddy Roosevelt (Rough Rider)
Tokugawa
Tomyris
Trajan
Victoria
Wilhelmina
Wu Zetian
Yongle
Antiquities and Parks
Breathtaking tiles adjacent to either a Natural Wonder or a Mountain receive +2  Science. Breathtaking tiles adjacent to either a Wonder or Woods receive +2
 Science. Breathtaking tiles adjacent to either a Wonder or Woods receive +2  Culture. All tiles in a city with a National Park are +1 Appeal.
 Culture. All tiles in a city with a National Park are +1 Appeal.
 Combat Strength on their home continent. They will want to expand fast across their continent and move to gain the support of the nearby city-states. With diplomatic policy slots turning into wildcard ones, their choice of government is important, though Classical Republic and Merchant Republic are the most helpful with America's preference: a Culture Victory. They should also consider building toward the National History Museum in their Government Plaza. With their Film Studio, National Park bonus, and two post-Industrial unique units, they shine from the 20th Century onwards.
 Combat Strength on their home continent. They will want to expand fast across their continent and move to gain the support of the nearby city-states. With diplomatic policy slots turning into wildcard ones, their choice of government is important, though Classical Republic and Merchant Republic are the most helpful with America's preference: a Culture Victory. They should also consider building toward the National History Museum in their Government Plaza. With their Film Studio, National Park bonus, and two post-Industrial unique units, they shine from the 20th Century onwards.Preferences
Preferences
Antiquities and Parks
Breathtaking tiles adjacent to either a Natural Wonder or a Mountain receive +2  Science. Breathtaking tiles adjacent to either a Wonder or Woods receive +2
 Science. Breathtaking tiles adjacent to either a Wonder or Woods receive +2  Culture. All tiles in a city with a National Park are +1 Appeal.
 Culture. All tiles in a city with a National Park are +1 Appeal.
 Combat Strength on their home continent. They will want to expand fast across their continent and move to gain the support of the nearby city-states. With diplomatic policy slots turning into wildcard ones, their choice of government is important, though Classical Republic and Merchant Republic are the most helpful with America's preference: a Culture Victory. They should also consider building toward the National History Museum in their Government Plaza. With their Film Studio, National Park bonus, and two post-Industrial unique units, they shine from the 20th Century onwards.
 Combat Strength on their home continent. They will want to expand fast across their continent and move to gain the support of the nearby city-states. With diplomatic policy slots turning into wildcard ones, their choice of government is important, though Classical Republic and Merchant Republic are the most helpful with America's preference: a Culture Victory. They should also consider building toward the National History Museum in their Government Plaza. With their Film Studio, National Park bonus, and two post-Industrial unique units, they shine from the 20th Century onwards.