This thread is moderator approved. In the past, we have discussed the City-State Elimination Thread, the World Wonder Elimination Thread, and the Unique Unit Elimination Thread. 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? Let's find out which Leader is the best in Civ VI! Rules: - Give a reason for your votes. - Vote roughly once per 24 hours. Voting significantly earlier must be explained. - Add one point, take away three points. Posts with missing upvote or downvote will be skipped. - Voting several times for same leader, whether positively or negatively is OK! Currently Eliminated Leaders. (9 remain, 27 eliminated, as of Nov 16.) 10. Cyrus - Fall of Babylon 11. Hojo Tokimune - Divine Wind 12. Genghis Khan - Mongol Horde 13. Gitarja - Exalted Goddess of the Three Worlds 14. Chandragupta - Arthrashastra 15. Poundmaker - Favorable Terms 16. Teddy Roosevelt - Roosevelt Corollary 17. Saladin - Righteousness of the Faith 18. Harald Hardrada - Thunderbolt of the North 19. Jadwiga - Lithuanian Union 20. Amanitore - Kandake of Meroë 21. Frederick Barbarossa - Holy Roman Empire 22. Pericles - Surrounded by Glory 23. Gilgamesh - Adventures with Enkidu 24. Lautaro - Swift Hawk 25. Philip Il - El Escorial 26. Pedro Il - Magnanimous 27. Robert the Bruce - Bannockburn 28. Jayavarman VII - Monasteries of the King 29. Seondeok - Hwarang 30. Cleopatra - Mediterranean's Bride 31. Victoria - Pax Brittanica 32. Tamar - Glory to the World, Kingdom, and Faith 33. Gandhi - Satyagraha 34. Peter - The Grand Embassy 35. Mvemba a Nzinga - Religious Convert 36. Wilhemina - Radio Oranje 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 on a major civilization. +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 war weariness. 7. Frederick Barbarossa - Holy Roman Empire.  Additional Military policy slot. +7 Combat Strength when attacking city-states. 8. 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 for fighting against Gandhi. 9. Genghis Khan - Mongol Horde.  All cavalry class units gain +3 Combat Strength and a chance to capture defeated enemy cavalry class units. 10. 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. 11. 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 12. Gorgo - Thermopylae.  Combat victories provide Culture equal to 50% of the Combat Strength of the defeated unit. 13. Harald Hardrada - Thunderbolt of the North.  Allows coastal raiding for all naval melee units and +50% Production toward all naval melee units. Can build the Viking Longship unique unit. 14. Hojo Tokimune - Divine Wind.  Land units receive +5 Combat Strength in land tiles adjacent to Coast; naval units receive +5 Combat Strength in shallow water tiles. Build Encampment, Holy Site and Theater Square districts in half the time. 15. 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. 16. 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. 17. 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 20 turns. 18. 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. 19. 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. 20. 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). 21. Pedro II - Magnanminous.  Recruiting or patronizing a Great Person refunds 20% of their point cost. 22. Pericles - Surrounded by Glory.  +5% Culture per city-state you are the Suzerain of. 23. 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). 24. Philip II - El Escorial. Inquisitors can Remove Heresy one extra time. Combat units have a bonus of +4 Combat Strength against players following other Religions. 25. 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. 26. Qin Shi Huang - The First Emperor.  Builders receive an additional charge. Can spend Builder charges to complete 15% of the Production cost for Ancient and Classical wonders. 27. 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. 28. 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. 29. Seondeok - Hwarang.  +3% Culture and +3% Science in all cities with a Governor promotion. 30. Shaka - Amabutho.  May form Corps (Mercenaries Civic) and Armies (Nationalism Civic) earlier. An additional +5 Base Combat Strength to both Corps and Armies. 31. 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.) 32. 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. 33. 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. 34. Trajan - Trajan's Column.  All cities start with an additional City Center building. (Starts with a Monument building in the Ancient era.) 35. Victoria - Pax Britannica. Founding a City and building a Royal Navy Dockyard on a Foreign Continents provides you with a free Melee Unit. Can build the Redcoat unique unit. 36. Wilhemina - Radio Oranje.  Your Trade Routes to your own cities provide +1 Loyalt yper turn for the starting city. Trade Routes to from foreign cities provide +1 Culture to you.