Character Skills

Character Skills Guide for Sid Meier's Civilization VI



Overview


The term \"Character Skills\" in Civilization VI refers to the unique abilities, units, infrastructure, and improvements granted by each leader and their civilization. This guide covers every base-game leader and those from the expansions (Rise and Fall, Gathering Storm, New Frontier Pass, Leader Pass). Each leader has a Leader Ability (personal trait), a Civilization Ability (shared by all leaders of that civ), a Unique Unit, a Unique Infrastructure (district, building, or improvement), and an Agenda (AI behavior or player goal). Additionally, some leaders have unique improvements or special mechanics. Below is a complete breakdown, with detailed descriptions, recommended strategies, synergies, and build tips.

Complete Leader List (All Playable Characters)



CivilizationLeader(s)Leader AbilityCivilization AbilityUnique UnitUnique InfrastructureUnique ImprovementAgendaRecommended Victory Type
AmericaTeddy Roosevelt (Rough Rider / Bull Moose)Rough Rider: +5 Combat Strength on home continent, +1 Appeal for National Parks. Bull Moose: +1 Science/Culture from Breathtaking tiles adjacent to Mountains/Wonders.Founding Fathers: +1 Diplomatic Favor per turn per Wildcard policy slot.P-51 Mustang (Fighter)Film Studio (Building in Entertainment Complex)N/ABig Stick Policy (Bull Moose: Environmentalist)Culture, Diplomatic
ArabiaSaladin (Sultan / Vizier)Sultan: +1 Science per foreign city following your religion, +10% Science when at war. Vizier: +1 Science per 4 followers of your religion, +1 Great Prophet point per Holy Site.Madrasa: +1 Science and +1 Faith per turn, replaces University.Mamluk (Heavy Cavalry)Madrasa (Unique University)N/AAyyubid Dynasty (Sultan: Religious Conversion; Vizier: Science Focus)Religion, Domination
AztecMontezumaLegend of the Five Suns: +2 Combat Strength for each luxury resource improved; Builder units gain +1 charge.Eagle Warrior (Unique Melee Unit) replaces Warrior; kills can convert enemies into Builders.Eagle WarriorTlachtli (Unique Arena, Entertainment Complex replacement)N/ASun God (High Amenities)Domination, Culture
BrazilPedro IIMagnanimous: +1 Great Person point per turn for each district built; +1 Tourism for each Great Person recruited.Amazon: Rainforest provides +1 adjacency for Holy Sites, Campuses, Entertainment Complexes; +1 Appeal for adjacent tiles.Minas Geraes (Battleship)Street Carnival (Water Park replacement, provides Amenities and Tourism with Great Works)N/APatron of the Arts (High Great Person focus)Culture, Science
ChinaQin Shi Huang / Wu Zetian (Mandate of Heaven / Unifier)Qin: +10% Wonder speed; +1 Builder charge; unique project \"One Belt, One Road\". Wu: +1 Science/Culture per Great Wall segment; extra Spy capacity.Dynastic Cycle: +1 Diplomatic Favor per turn per Era; 10% discount on random tech/civic each era.Crouching Tiger (Ranged)Great Wall (Unique Improvement, yields Culture and Gold with adjacent segments)N/AMandate of Heaven (Qin: Wonder-focused; Wu: Espionage)Culture, Domination (via early rush)
EgyptCleopatra (Egyptian / Mediterranean)Egyptian: +15% Wonder speed if adjacent to a River; +1 production from floodplains. Mediterranean: +1 Trade Route for each civilization met from different continent; +2 gold per trade route.Iteru: Districts and Wonders can be built on floodplains without penalty.Maryannu Chariot Archer (Heavy Chariot, strong early ranged)Sphinx (Unique Improvement, yields Faith and Culture, adjacency to Wonders)N/AQueen of the Nile (River and Wonder focus)Culture, Religion (via Sphinx)
EnglandVictoria (Age of Steam / Sea Dog) / Eleanor of Aquitaine (with France)Victoria: +1 Trade Route per continent with a city; special units: Redcoat (Industrial Era) and RND (Battleship replacement). Eleanor: -1 Loyalty per turn to foreign cities within 9 tiles; -3 if your governor present; +1 Great Work slot per district.British Museum: +1 Great Work slot in every district that can hold one; Archaeological Museums hold 6 artifacts.Redcoat (Industrial Era Musketman)Royal Navy Dockyard (Harbor replacement, +2 Gold adjacency, +1 Trade Route)N/ASun Never Sets (High number of continents settled)Domination (Victoria), Culture/Loyalty (Eleanor)
FranceCatherine de Medici / Catherine de Medici (Magnificence)Catherine: +1 Diplomatic Favor per turn per Spy; extra Spy capacity; all Spies start with a free promotion. Magnificence: +20% Tourism from Wonders; Chateau yields Culture and Appeal.Court of the Sun: +50% wonder production in the capital; unique ability to win Diplomatic Victory with more points.Garde Impériale (Industrial Era Cavalry)Chateau (Unique Improvement, yields Culture based on appeal)N/ABlack Queen (Spy focus)Culture, Diplomatic (Magnificence)
GermanyFrederick Barbarossa / Ludwig of BavariaFrederick: +1 Military policy slot; +7 Combat Strength against city-states you are at war with. Ludwig: +1 Science and Culture per District in the city; extra production from Hansa adjacency with Commercial Hubs.Free Imperial Cities: +1 District slot in cities for every two military policy slots.U-Boat (Submarine)Hansa (Unique Industrial Zone, +1 adjacency from Commercial Hubs and resources)N/AIron Crown (Hansa adjacency focus)Science, Domination
GreeceGorgo / PericlesGorgo: +1 Culture per kill; +1 Wildcard policy slot from the Classical Republic government. Pericles: +1 Culture per turn per city-state you are Suzerain of; +5% Culture per city-state following your religion.Plato's Republic: +1 Wildcard policy slot in government; extra Envoy per turn.Hoplite (Unique Spearman, formation bonus)Acropolis (Unique Theater Square, +1 Culture per district adjacency)N/AThermopylae (Culture from warfare)Culture, Domination (Gorgo), Culture/Diplomatic (Pericles)
IncaPachacutiMit’a: +1 Production per Mountain tile in city; Terrace Farms buildable on Mountains; +1 Food for adjacent Mountains.Qhapaq Ñan: Roads automatically build; +1 Gold from trade routes over Mountains; +1 Diplomatic Favor per Mountain tile.Warak’aq (Unique Slingers, range 2, can attack without penalty)Terrace Farm (Unique Improvement, yields Food and Production on hills, adjacency to Mountains)N/ASapa Inca (Mountain focus)Science, Culture, Domination
IndiaChandragupta / GandhiChandragupta: +2 Movement for 10 turns after declaring War of Territorial Expansion; +5 Combat Strength when attacking. Gandhi: +2 Faith per foreign city following your religion; +2 Combat Strength to your units for each religion present in your city.Dharma: +1 Faith per population in cities with multiple religions; +2 Spread Strength for missionaries.Varu (Unique Heavy Chariot, causes area damage and debuff)Stepwell (Unique Improvement, yields Food and Faith, adjacency to Farms)N/ASati (Chandragupta: Domination; Gandhi: Religious spread)Religion, Domination
IndonesiaGitarjaExalted Goddess of Three Worlds: +1 Faith per coast tile; land units can embark without Shipbuilding; +1 Trade Route capacity for cities with a Holy Site on a different continent.Nusantara: Coast tiles provide +1 Production; +1 Food per fish tile.Jong (Unique Medieval Era naval ranged unit)Kampung (Unique Improvement, yields Food and Production on Coast)N/AArchipelago (Naval focus)Religion, Domination (naval)
JapanHojo Tokimune / TokugawaHojo: +1 Production per District; +1 Culture per District; +10% Production toward Districts adjacent to Coast/Lakes. Tokugawa: +1 Science per District; +1 Gold per District; +5 Combat Strength against units from different continents.Meiji Restoration: +1 Faith per District; +1 Culture per District; +1 Production from Fishing Boats.Samurai (Unique Medieval Era unit)Electronics Factory (Building in Factory Zone, +1 Production, +4 Gold)N/ABushido (District adjacency focus)Culture, Science, Domination
KhmerJayavarman VIIGrand Baray: +2 Food and +2 Faith from all Aqueducts; +1 Population per Aqueduct; Holy Sites gain +2 adjacency from Rivers.Monasteries: +1 Faith per population; +1 Culture per population in holy sites; +1 Great Prophet point per turn.Domrey (Unique Siege weapon, high ranged strength)Prasat (Unique Temple, yields Faith and Culture based on population)N/ABayon (River and Religion focus)Religion, Culture, Domination
KongoMvemba a Nzinga / Nzinga MbandeMvemba: +1 Food per Forest adjacent to city; cannot build Holy Sites; gains Great Works from relics. Nzinga: +1 Gold per population; +1 Production per population if city follows your religion; +1 Culture per population if city is happy.Nkisi: +1 Great Person point per turn for each district; +1 Relic slot in Palace.Ngao Mbeba (Unique Musketman, high combat strength)Mbanza (Unique Neighborhood, yields Gold and Housing)N/AReligious Conversion (Mvemba: Relic focus; Nzinga: population)Culture, Religion (via Relics)
MacedonAlexanderHellenic Conquest: +2 movement for siege units; +5 Combat Strength vs cities; +1 Great General point per kill; cities conquered do not cause War Weariness.Hypaspist (Unique Swordsman) Hetairoi (Unique Heavy Cavalry)Siege Tower, Battering Ram upgradesBasilikoi Paides (Unique Barracks replacement, yields Science per turn)N/AMacedonian Legacy (Domination)Domination
MaliMansa Musa / Sundiata KeitaMansa Musa: +1 Gold per desert tile; +1 Faith per desert tile; -30% Production toward Districts and Wonders. Sundiata: +2 Combat Strength per adjacent district; +1 Gold per adjacent district.Sahel: +1 Gold per tile in desert; trade routes gain +1 Gold per tile; +1 Faith per turn per desert tile.Mandekalu Cavalry (Unique Horseman)Suguba (Unique Commercial Hub, +1 Gold per adjacent desert tile)N/AHajj (Mansa Musa: Gold focus; Sundiata: District combat)Domination (via early gold), Religion
MaoriKupeSurvivor: +2 Science per Ocean tile; +1 Food per Coast tile; starts in Ocean, cannot be first to land.Mana: +1 Culture per turn per unimproved feature; +1 Food per turn per unimproved feature.Toa (Unique Swordsman)Marae (Unique Theater Square replacement, yields Culture and Faith from improved tiles)N/ANavigators (Ocean/Culture focus)Culture, Science
MapucheLautaroSpirit of the Land: +1 Science per turn for each city founded on a different continent; +2 Combat Strength against civilizations founded on different continents.Toqui: +1 Combat Strength for all units when under a Golden Age.Malon Raider (Unique Light Cavalry)Chemamull (Unique Improvement, yields Culture and Faith based on appeal)N/AAraucanian Resistance (Foreign continent war)Domination
MayanLady Six Sky / Kʼinich Janaabʼ PakalLady Six Sky: +1 Science per adjacent plantation; +1 Gold per adjacent plantation; +5 Combat Strength in home continent. Pakal: +1 Science per city-state; +1 Culture per city-state; +2 Diplomatic Favor per Suzerain.Ubä: +1 production per adjacent district; +1 Science per adjacent district.Hul’che (Unique Archer)Observatory (Unique Campus, +1 Science per adjacent plantation)N/AAjaw (Plantation and Science focus)Science, Culture
MongoliaGenghis Khan / Kublai KhanGenghis: +3 Combat Strength per Great General attached; +1 Movement for all cavalry. Kublai: +1 Trade Route per economic policy slot; +1 Science and Culture per trade route.Mongol Horde: +1 Combat Strength for every two cavalry units adjacent; +1 Movement for light cavalry.Keshig (Unique Light Cavalry, healing per attack)Ortoo (Unique Market replacement, yields Gold and Faith)N/AHorselord (Cavalry focus)Domination
NetherlandsWilhelminaRadio Oranje: +2 Loyalty per trade route sent to your cities; +1 Science per trade route sent to different continent.Grootse Steden: +1 Housing per River tile; +2 Appeal per tile adjacent to river.De Zeven Provinciën (Unique Frigate)Polder (Unique Improvement, yields Food and Production on floodplains)N/ATulip Mania (River and Trade focus)Culture, Science
NorwayHarald Hardrada / Olav TryggvasonHarald: +1 Production per coast tile; +2 Movement for naval melee units; +10 Combat Strength when attacking coastal cities. Olav: +1 Culture per coastal tile; +1 Faith per coastal tile; +2 Great Admiral points per turn.Knarr: +2 Movement for embarked units; +1 Trade Route per city with a harbor.Longship (Unique Viking ranged galley)Stave Church (Unique Church, yields Faith and Culture based on forests)N/AViking (Naval and raid focus)Domination (naval)
NubiaAmanitoreAhebit: +1 Faith per desert tile; +1 Gold per desert tile; +1 Production per desert tile for districts.Nubian Bow: +1 Combat Strength per adjacent district; +1 Movement for ranged units.Pitati Archer (Unique Archer, range 2)Pyramids (Unique Improvement, yields Faith and Gold)N/ANubian Queen (Desert and ranged focus)Domination, Religion
OttomanSuleiman / Mehmed IISuleiman: +5 Combat Strength against all cities; +10% Production toward units. Mehmed: +1 Science per city following your religion; +1 Culture per city following your religion; +1 Great Person point per turn per city.Grand Vizier: +1 Governor title per era; +1 Envoy per turn; +1 Diplomatic Favor per turn.Janissary (Unique Musketman, gains strength from adjacent units)Grand Bazaar (Unique Commercial Hub, yields Gold and Amenities)N/ALawgiver (Mehmed: Religion and Science; Suleiman: Domination)Domination, Science
PersiaCyrus / Nader ShahCyrus: +2 Movement for all units during surprise war; +5 Combat Strength when attacking. Nader Shah: +1 Science per turn per unit killed; +1 Culture per turn per unit killed; +5 Combat Strength against stronger units.Satraps: +1 Trade Route capacity per city; +1 Gold per trade route.Immortal (Unique Swordsman, range 2)Pairidaeza (Unique Improvement, yields Culture and Gold based on appeal)N/AKing of Kings (Cyrus: Early war; Nader: Kill accumulation)Domination
PhoeniciaDidoCothon: +1 Trade Route per city; +1 Gold per trade route; +1 Governor title per city founded on different continent.Mediterranean Colonization: +2 Loyalty per city on different continent; +1 Population per trade route.Bireme (Unique Galley)Cothon (Unique Harbor, yields Gold and Trade Route)N/AEmpress of the Sea (Naval and expansion)Domination, Culture
PolandJadwigaLithuanian Union: +1 Relic slot per Temple; +1 Culture per Relic; +2 Faith per Relic.Golden Liberty: +1 Military policy slot; +1 Culture per turn per city.Winged Hussar (Unique Heavy Cavalry, pushback)Sukiennice (Unique Market replacement, yields Gold and Production)N/AWarrior Queen (Relic and Culture)Culture, Religion
RomeTrajan / Julius CaesarTrajan: Free Monument in every city; +1 Culture per turn per city. Julius: +1 Gold per turn per city; +5 Combat Strength when attacking.All Roads Lead to Rome: +2 Gold per trade route; +1 Housing per city.Legion (Unique Swordsman, can build forts)Bath (Unique Aqueduct, yields Housing and Amenities)N/AOptimus Princeps (Trajan: Culture expansion; Julius: Domination)Domination, Culture
RussiaPeter / Catherine the GreatPeter: +1 Faith per turn per foreign city following your religion; +1 Science per turn per foreign city following your religion. Catherine: +1 Culture per turn per city-state you are Suzerain of; +2 Science per turn per city-state.Mother Russia: +1 Production per tundra tile; +1 Faith per tundra tile; +2 Population per capital.Cossack (Unique Cavalry)Lavra (Unique Holy Site, yields Great Prophet points and Faith adjacency from Tundra)N/AWesternizer (Peter: Religion and Science; Catherine: City-state focus)Religion, Culture, Science
ScotlandRobert the BruceBannockburn: +1 Combat Strength for all units during Golden Ages; +1 Movement for all units during Golden Ages.Scottish Enlightenment: +1 Science per district; +1 Culture per district; +1 Great Scientist point per district.Highlander (Unique Musketman, can range 2)Golf Course (Unique Improvement, yields Gold and Amenities based on appeal)N/ABruce (Golden Age focus)Science, Culture
ScythiaTomyrisKiller of Cyrus: +2 Combat Strength when attacking; +1 Healing per turn for wounded units; +5 Combat Strength against stronger units.People of the Steppe: +1 Movement for all cavalry; +1 Combat Strength per adjacent cavalry.Saka Horse Archer (Unique Light Cavalry ranged)Kurgan (Unique Improvement, yields Gold and Faith)N/AMother of the Scythians (Cavalry and attack)Domination
SpainPhilip II / IsabellaPhilip: +1 Combat Strength per foreign city following your religion; +1 Faith per foreign city following your religion. Isabella: +1 Gold per turn per foreign city following your religion; +1 Production per foreign city following your religion.El Escorial: +1 Gold per district in capital; +1 Faith per district in capital.Conquistador (Unique Renaissance Era unit, converts cities)Mission (Unique Improvement, yields Faith and Culture)N/ACatholic Monarchs (Religion and colonization)Religion, Domination
SumeriaGilgameshEpic of Gilgamesh: +1 Combat Strength per alliance; +1 Movement per alliance; +1 Great Person point per turn per alliance.Adventures of Enkidu: +1 Combat Strength per city-state you are Suzerain of; +1 Trade Route per city-state.War Cart (Unique Heavy Chariot, strong early unit)Ziggurat (Unique Improvement, yields Science and Culture)N/AAlly of Enkidu (Alliance and city-state focus)Domination, Science
SwedenKristinaQueen of the North: +1 Great Person point per turn for each building containing a Great Work; +2 Tourism per Great Work.Nobel Prize: +1 Diplomatic Favor per Great Person recruited; +2 Great Scientist points per Campus.Carolean (Unique Musketman, high movement)Open-Air Museum (Unique Improvement, yields Culture and Tourism)N/APatron of the Arts (Great Works and Tourism)Culture, Diplomatic
ZuluShakaIsandlwana: +1 Combat Strength per adjacent unit; +1 Movement for all units when under a Corps or Army.Amabutho: +1 Combat Strength per Corps/Army level; +1 Great General point per turn per Encampment.Impi (Unique Spearman, can form Corps early)Ikanda (Unique Encampment, yields Great General points)N/AWarrior King (Zulu military focus)Domination

Detailed Leader Ability Breakdown (Selected Examples)



#### Teddy Roosevelt (Bull Moose) – America
  • Leader Ability (Bull Moose): Breathtaking tiles (4+ Appeal) adjacent to Mountains or Wonders yield +1 Science and +1 Culture. This encourages settling near natural wonders and mountainous areas. Plant Woods to increase Appeal.

  • Unique Unit: P-51 Mustang (Fighter) – High combat strength, range 8, +5 Combat Strength vs bombers.

  • Unique Infrastructure: Film Studio (Entertainment Complex building) – Doubles Tourism from movies and provides +1 Amenity.

  • Agenda: Environmentalist – Likes players with high Appeal; dislikes those who destroy features.

  • Recommended Strategy: Prioritize National Parks and Seaside Resorts for massive Culture and Tourism. Use the unique ability to boost Science from Breathtaking tiles to keep up in tech. Build the Eiffel Tower to increase Appeal globally. Synergies with Earth Goddess belief (Faith from Breathtaking tiles) and Conservation civic.


  • #### Saladin (Sultan) – Arabia
  • Leader Ability (Sultan): +1 Science per foreign city following your religion; +10% Science when at war. This rewards spreading your religion aggressively and engaging in warfare.

  • Unique Unit: Mamluk (Heavy Cavalry) – Heals every turn, no penalty on pillaging.

  • Unique Infrastructure: Madrasa (University replacement) – +1 Science and +1 Faith per turn, cheaper to build.

  • Agenda: Ayyubid Dynasty – Likes players who spread their religion; dislikes those who don't.

  • Recommended Strategy: Found a religion early (Stonehenge or Holy Site prayer). Use the Madrasa to boost science while maintaining faith. Declare a war of opportunity to gain the +10% Science bonus. Combine with Theocracy government for cheaper religious units and faith-buy armies.


  • #### Pachacuti – Inca
  • Leader Ability (Mit’a): +1 Production per Mountain tile in city; Terrace Farms buildable on Mountains; +1 Food for adjacent Mountains. This turns mountains into production powerhouses.

  • Unique Unit: Warak’aq (Slinger replacement) – Range 2, no attack penalty, excellent for defense.

  • Unique Infrastructure: Terrace Farm (Unique Improvement) – Yields Food and Production on hills, adjacency to Mountains gives extra Food.

  • Agenda: Sapa Inca – Likes players who preserve mountains and forests; dislikes those who remove them.

  • Recommended Strategy: Settle near as many Mountains as possible. Build Terrace Farms on hill tiles adjacent to Mountains to grow cities quickly. Use the production from mountains to rush districts and wonders. The Inca can have massive population and production by mid-game. Combine with the Mausoleum at Halicarnassus for extra Great Engineer points.


  • #### Gorgo – Greece
  • Leader Ability (Lady of Sparta): +1 Culture per kill; +1 Wildcard policy slot from Classical Republic. This rewards constant warfare for culture generation.

  • Unique Unit: Hoplite (Spearman replacement) – Gains +10 Combat Strength when adjacent to another Hoplite.

  • Unique Infrastructure: Acropolis (Theater Square replacement) – +1 Culture per district adjacency, cheaper to build.

  • Agenda: Thermopylae – Likes players who have fought wars; dislikes pacifists.

  • Recommended Strategy: Declare early war to farm kills for culture. Use Hoplites in tight formations to shred enemies. Build Acropolises for culture generation. Combine with the Oligarchy government for +4 Combat Strength to melee units. The wildcard policy slot from Classical Republic allows flexibility in policies.


  • #### Tomyris – Scythia
  • Leader Ability (Killer of Cyrus): +2 Combat Strength when attacking; +1 Healing per turn for wounded units; +5 Combat Strength against stronger units. This allows continuous aggression with minimal downtime.

  • Unique Unit: Saka Horse Archer (Light Cavalry ranged) – Ranged unit that can move after attacking.

  • Unique Infrastructure: Kurgan (Unique Improvement) – Yields Gold and Faith.

  • Agenda: Mother of the Scythians – Likes players who fight wars; dislikes those who avoid conflict.

  • Recommended Strategy: Rush Horseback Riding and train many Saka Horse Archers. Use hit-and-run tactics, healing each turn while attacking. Combine with Great Generals for +2 Movement. The +5 Combat Strength against stronger units helps take out cities. The Kurgan provides early faith for a religion or military purchases.


  • Synergies and General Tips


  • Leader Ability + Unique Unit: Always align your unique unit's era with your leader's strengths. For example, Saladin's Mamluk benefits from war science bonus, while Gorgo's Hoplite synergizes with her culture-from-kills.

  • Unique Infrastructure Placement: Many unique districts or improvements have adjacency bonuses (e.g., Acropolis, Hansa, Suguba). Plan your city layout to maximize these.

  • Agenda Awareness: AI leaders will react based on their agendas. If you play peacefully, avoid leaders like Gorgo or Tomyris. Use their agendas to your advantage by gifting cities or declaring wars to gain favor.

  • Victory Type Specialization:

  • - Domination: Focus on military civs like Zulu, Macedon, Scythia, Mongolia.
    - Science: Use civs with science bonuses like Korea (not listed but in expansion), Maya, Saladin.
    - Culture: Leverage civs with tourism bonuses like France, Brazil, Sweden, Bull Moose Teddy.
    - Religion: Prioritize Holy Sites and faith bonuses with Russia, Arabia, Khmer, India.
  • Governments and Policies: Adapt your government to your leader's strengths. For example, Theocracy for religious civs, Fascism for domination, Democracy for culture.

  • Great People: Many leaders gain bonuses from Great People (e.g., Pedro II, Kristina). Build Theater Squares, Campuses, and Holy Sites strategically.


Conclusion


Every leader in Civilization VI offers a distinct playstyle. Mastering their unique abilities, units, and infrastructure is key to victory. This guide has covered all base game and expansion leaders (including those from Rise and Fall, Gathering Storm, and Leader Pass) in a condensed table with detailed examples. Use the table as a quick reference and the detailed breakdown to dive deep into your chosen leader's strategy. Experiment with different leaders to find your favorite playstyle. Remember that no single skill works in isolation; combine your leader's bonuses with good empire management and diplomacy for the best results.