This thread is moderator approved. Gathering Storm Threads: Civ Unique Ability Elimination Thread CIV Unique Unit Eliminitation Thread Pre Gathering Storm Threads: City-State Elimination Thread, World Wonder Elimination Thread, Unique Unit Elimination Thread. Leader Ability Eliminiation Thread Ranking: S-tier for those game changers 1. Qin Shi Huang - The First Emperor. 2. Harald Hardrada - Thunderbolt of the North 3. Montezuma Gifts for the Tlatoani 4. Pericles - Surrounded by Glory 5. Trajan- Trajan's Column 6. Suleiman - Grand Vizier 7. Matthias Corvinus - Raven King A-tier for the really good abilities that arent broken 8. Tomyris - Killer of Cyrus 9. Kristina - Minerva of the North 10. Hojo Tokimune - Divine Wind 11. Shaka - Amabutho 12. Catherine - Catherine's Flying Squadron 13. Cyrus - Fall of Babylon 14. Alexander - To The World's End 15. Chandragupta - Arthashastra B-tier for those that are good but too niche 16. John Curtin - Citadel of Civilization 17. Gitarja - Exalted Goddess of the Three World 18. Teddy Roosevelt - Roosevelt Corollary 19.Saladin - Righteousness of Faith 20. Mansa Musa - Sahel Merchants 21. Dido - Founder of Carthage 22. Victoria - Pax Britannic C-Tier for those that could use a small buff 23. Gorgo - Thermopylae 24. Wilfrid Laurier - The Last Best West. 25. Genghis Khan - Mongol Horde 26. Jadwiga - Lithuanian Union 27. Eleanor of Aquitaine - Court of Love 28. Frederick Barbarossa - Holy Roman Empire 29. Seondeok - Hwarang 30. Amanitore - Kandake of Meroe 31. Cleopatra - Mediterranean's Bride D-Tier for those that could use a bigger buff 32. Poundmaker - Favorable Terms 33. Pachacuti - Qhapaq Nañ 34. Kupe - Kupe's Voyage first new leader 35. Pedro II - Magnanimous 36. Philip II - El Escorial 37.Tamar Glory to the World, 38. Gilgamesh - Adventures With Enkidu 39. Gandhi - Satyagraha F-tier do these abilities even exist? Or the other aspects of these civs are probably really strong and they will never get a second leader as the second leader would also need a useless ability and new leaders need exciting abilities. 40. Jayavarman - Monasteries of the King 41. Robert the Bruce - Bannockburn 42. Lautaro - Swift Hawk 43. Peter - The Grand Embassy 44. Mvemba a Nzinga - Religious Convert. 45. Wilhemina - Radio Oranje. Poor Wilhemina getting last for the second time. Now we will rank the Leader abilities of Civ VI. Which ones synergize well with their civ? Which are OP or useful? Which are weak or ineffective? Which do you enjoy? Which have good synergies with the other abilities of the civ? Which are historically fitting. Let's find out which Leader is the best in Civ VI Gathering Storm! Will the same Leaders triumph? Which Newcomer will surprise everyone? Rules Only the Leader Unique Ability is included for consideration. You can vote based on value, strength, uniqueness, fun, etc. This means not the Civilization Unique Ability, the Unique Infrastructure, or the Unique Unit. (If the ability effects another unique, you can consider it in terms of synergy with the civ and your likelihood of benefitting, but not in terms of other bonuses.) We are only considering the benefits within the Gathering Storm ruleset- because we cannot compare Gathering Storm civilizations to other ability variations in a game, those abilities cannot be fairly compared. To date, Gathering Storm is the most complete variation of Civ VI. That said, on it we shall base our considerations. Vote based on current effect. Is it broken? Intended function doesn't count. Is it working better than it should? You can reward that until Firaxis decides to change it. Vote roughly once per 24 hours. Voting significantly earlier must be explained. Add one point to an ability, and take away three from a single different ability. You must give a reason. Posts without reason will not be counted until a reason will be added. Voting for the same ability several times is not forbidden, however try to spread your votes around and be fair in your assessments. Delete the previous voters comments, and indicate your comments in some way (bold, italicize, color, something that will draw attention) Leader Abilities Summary Leader Abilities Summary 1. Alexander - To The World's End.  Cities do not incur war weariness. All military units heal completely when this player captures a city with a world wonder. Can build the Hetaroi unique unit. 2. Amanitore - Kandake of Meroe.  +20% Production on all districts rising to +40% if the citycontains a Nubian Pyramid adjacent to the City Center. 3. Catherine - Catherine's Flying Squadron.  Has 1 level of Diplomatic Visibility greater than normal with every civilization that she's met. Receives a free Spy(and extra spy capacity) with the Castles technology. All spies start as Agents with a free promotion. 4. Chandragupta - Arthashastra.  Can declare a War of Territorial Expansion after gaining the Military Training Civic. +2 Movement and +5 Combat Strength for the first 10 turns after declaring a War of Territorial Expansion. 5. Cleopatra - Mediterranean's Bride.  Your Trade Routes to other civilizations provide +4 Gold for Egypt. Other civilizations' . Trade Routes to Egypt provide +2 Food for them and +2 Gold for Egypt. Trading with Allies earns twice as many bonus Alliance Points. 6. Cyrus - Fall of Babylon.  +2 Movement for all units for the next 10 turns after declaring a Surprise War. Surprise Wars count as Formal Wars for the purposes of warmongering penalties and war weariness. Occupied cities have no penalties to their yields. +5 Loyalty per turn in occupied cities with a garrisoned unit. Declaring a Surprise War only counts as a Formal War for the purpose of warmongering and Grievances. 7. Dido- Founder of Carthage  Cities with a Cothon gain the unique Move Capital project, which moves the Phoenician capital to that city. Gains +1 Trade Route capacity after building the Government Plaza or any Government Plaza building. +50% Production towards districts in the city with the Government Plaza. 8. Eleanor of Aquitaine Court of Love  Each Great Work in her cities causes foreign cities within 9 tiles to lose 1 Loyalty per turn. Any foreign city that leaves its civilizationdue to loss of Loyalty and is receiving the most Loyalty pressure from Eleanor instantly joins her empire, instead of becoming a Free City. 9. Frederick Barbarossa - Holy Roman Empire.  Additional Military policy slot. +7 Combat Strength when attacking city-states. 10. Gandhi - Satyagraha.  +5 Faith for each civilization (including India) they have met that has founded a Religion and is not currently at war. Opposing civilizations receive double the war weariness forfighting against Gandhi. 11. Genghis Khan - Mongol Horde.  All cavalry class units gain +3 Combat Strength and a chance to capture defeated enemy cavalry class units. 12. Gilgamesh - Adventures With Enkidu.  May declare war on anyone at war with their allies without warmonger penalties. When at war with a common foe, they and their allies share pillage rewards and share combat experience gains if within 5 tiles. Their Alliances gain Alliance Points for being at war with a common foe. 13. Gitarja - Goddess of the Three Worlds.  Naval units can be purchased with Faith. Religious units pay no movement to embark or disembark. +2 Faith to City Centers that are adjacent to Coast or Lake tiles 14. Gorgo - Thermopylae.  Combat victories provide Culture equal to 50% of the Combat Strength of the defeated unit. 15. Harald Hardrada - Thunderbolt of the North.  +50% Production toward naval melee units. All naval melee units gain the ability to perform Coastal Raids. Gain the Viking Longshipunique unit with Sailing.Receive Science in addition to Gold when pillaging and coastal raiding Mines and Culture in addition to Faith when pillaging and coastal raiding Quarries, Pastures, Plantations, and Camps. 16. Hojo Tokimune - Divine Wind.  Land units in Coastal tilesand naval units in Coast tiles receive +5 Combat Strength. Build Encampment, Holy Site and Theater Squaredistricts in half the time. Districts, improvementsand units are immune to damage from Hurricanes. +100% damage from Hurricanes in Japanese territory to civilizations at war with Japan. 17. Jadwiga - Lithuanian Union.  Taking territory off another city via Poland's Civ Ability converts it to your religion. Relics provide +4 Gold, +2 Culture and +2 Faith. Holy Sites have increased adjacency bonuses. 18. Jayavarman VII - Monasteries of the King.  Holy Sites provide +2 Food and +1 Housing if placed on a river. Holy Sites trigger a culture bomb. 19. John Curtin - Citadel of Civilization.  +100% Production if they have either received a declaration of war in the past 10 turns or liberated a city in the past 10 turns. 20. Kristina - Minerva of the North  Buildings with at least three Great Work slots and wonders with at least two Great Work slots are automatically themed when all slots are filled. Gains the Queen's Bibliotheque unique building in the Government Plaza. 21. Kupe - Kupe's Voyage Starts the game in the Ocean. +2 Science and +2 Culture per turn before the first city is settled. Their first settled city receives a free Builder and +1 Population. The Palace grants +3 Housing and +1 Amenity. 22. Lautaro - Swift Hawk.  If a Mapuche unit defeats an enemy unit within the borders of the enemy city, that city loses 20 Loyalty. Pillaging loses 5 loyalty. 23. Mansa Musa - Sahel Merchants.  International Trade Routes gain +1 Gold for every flat Desert tile in the sending city. Entering a Golden Age permanently grants +1 Trade Route capacity. 24. Matthias Corvinus - Raven King.  Levied city-state units receive +2 Movement and +5 Combat Strength, and can be upgraded at a 75% discount in Gold or resources. Levying troops from a city-state grants 2 Envoys with that city-state. Gain the Black Army unique unit with Castles. 25. Montezuma - Gifts for the Tlatoani.  Improved Luxury resources provide an Amenity to 2 extra cities. Military units receive +1 Combat Strength for each different improved Luxury resource in Aztec territory. 26. Mvemba a Nzinga - Religious Convert.  May not build Holy Site Districts, gain Great Prophets, or found Religions. Gains all Beliefs of any Religion that has established itself in a majority of his cities. Receives an Apostle each time he finishes a M'banza or Theater Square(of that city's majority Religion). 27. Pachacuti - Qhapaq Nañ Domestic Trade Routes gain +1 Food for every Mountain tilein the origin city. Gain the Qhapaq Ñan unique improvement with Foreign Trade. 28. Pedro II - Magnanminous.  Recruiting or patronizing a Great Person refunds 20% of their point cost. 29. Pericles - Surrounded by Glory.  +5% Culture per city-state you are the Suzerain of. 30. Peter - The Grand Embassy.  Receives Science or Culture from Trade Routes to civilizations that are more advanced than Russia (+1 per 3 technologies or civics ahead). 31. Philip II - El Escorial. All units receive +4 Combat Strength against civilizations following a different Religion. Inquisitors have one extra use of their Remove Heresy ability. Inquisitors eliminate 100% of the presence of other Religions. 32. Poundmaker - Favorable Terms.  All Alliance types provide Shared Visibility. Trade Routes grant +1 Food in the sending city and +1 Gold in the receiving city per Camp or Pasture in the receiving city. 33 Qin Shi Huang - The First Emperor.  Builders receive an additional build charge. Can spend Builder charges to complete 15% of the Production cost for Ancient and Classical wonders. Canals are unlocked with Masonrytechnology. 34. Robert the Bruce - Bannockburn.  Can declare a War of Liberation after gaining the Defensive Tactics Civic, instead of the Diplomatic Service Civic. +100% Production and +2 Movement for the first 10 turns after declaring a War of Liberation. 35. Saladin - Righteousness of the Faith.  The Worship building for Arabia's Religion can be purchased by any player at one-tenth of the usual Faith cost. 10% extra Science, Faith, and Culture on Arabian cities with this Worship building. 36. Seondeok - Hwarang.  +3% Culture and +3% Science per Governor promotion. 37. Suleiman Grand Vizier.  Has access to a unique Governor, Ibrahim, the Grand Vizier. Gain the Janissary unique unit with Gunpowder. 38. Shaka - Amabutho.  May form Corps (Mercenaries Civic) and Armies (Nationalism Civic) earlier. An additional +5 Base Combat Strength to both Corps and Armies. 39. Tamar - Glory to the World, Kingdom, and Faith.  +100% Faith for 10 turns after declaring a Protectorate War. Each Envoy you send to a city-state of your majority Religion counts as two Envoys. (Must have a majority Religion.) 40. Teddy Roosevelt - Roosevelt Corollary.  Units receive +5 Combat Strength on their home continent. +1 Appeal to all tiles in a city with a National Park. Can build the Rough Rider UU. 41. Tomyris - Killer of Cyrus.  All units receive +5 Combat Strength when attacking wounded units. When they eliminate a unit, they heal up to 30 hit points. 42. Trajan - Trajan's Column.  All cities start with an additional City Center building. (Starts with a Monument building in the Ancient era.) 43. Victoria - Pax Britannica.Founding a city or building a Royal Navy Dockyard outside of their home continentgrants a free melee unit in that city. Gain the Redcoat unique unit with Military Science. The first city founded on each continent other than their home continent grants a free melee unit in that city and +1 Trade Route capacity. Building a Royal Navy Dockyardgrants a free naval unit in that city. Gain the Redcoat unique unit with Military Science. 44. Wilfrid Laurier - The Last Best West. Can build Farms on Tundra tiles, and on Tundra Hills tiles with Civil Engineering. Purchasing Snow, Snow Hills, Tundra Hills, and Tundra tiles is 50% cheaper. On Snow, Snow Hills, Tundra Hills, and Tundra tiles, +100% extraction rate of accumulated resources, Mines and Lumber Mills receive +1 extra Production and Camps receive +1 extra Food. 45. Wilhemina - Radio Oranje.  Your Trade Routes to your own cities provide +1 Loyalty per turn for the starting city. Trade Routes sent to or received from a foreign civilization provide +1 Culture to you. .