Pick a leader who isn't in the game yet and give them an ability!

John D. Rockefeller


Through the combination of Efficiency and Monopoly power John D. Rockefeller revolutionized the petroleum industry while becoming one of the word's richest men.

Agenda:
Cartel: Decrease Relationship by Medium Amount with the player who has the greatest amount of Empire Resouces. If tied, Decrease Relationship a Small Amount with tie holders. Increase Relationship by Medium Amount with the player who has the least amount of Empire Resouces. If tied, Increase Relationship a Small Amount with tie holders.

Starting Biases:
Oil

Attributes:
Economic
Scientific

Unique Ability:
Monopoly: Each copy of Empire Resources beyond the first grants +1% Science and Production. In the Modern Age Improved and Worked Coal, Oil, and Rubber Resources grant Railroad Tycoon points
 
Disclaimer: I've really wanted to do this, not because he would be a good choice or a lucrative one, but because it seemed like fun. It was.

John Brown
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Traits: Militaristic, Diplomatic

A pious Christian of staunch ethics, John Brown was the smoking gun that ignited the American Civil War. As one of the militant abolitionists that gave "Bleeding" Kansas its name, Brown felt as though he had a religious duty to end slavery everywhere. His dreams of a nation-wide slave revolt began with a raid at the federal armory in Harpers Ferry, Virginia (soon to be West Virginia), and soon ended with his conspirators dead and the man himself sentenced to death. Despite his failure, Brown was immortalized as a righteous martyr of the Union's cause, and his spirit marched on with its soldiers- Bible in one hand, Beecher's Bible in the other.

Ability: Instrument of God

  • Ignores Combat Strength penalties from War Weariness.
  • Units receive +5 Combat Strength in Unhappy enemy Settlements.
  • Units receive Happiness when pillaging equal to the yield or healing received.
  • Commanders generate Influence equal to their Promotion level.
  • (Hidden) Has a unique Narrative Event called "Battle Hymn," triggered by losing a Commander. One of the choices assigns a quest to declare a war.
Brown's abilities are based on 1) his iron moral code, and 2) the raid at Harpers Ferry and his ensuing demise.

Agenda: Sacred Obligation
  • Likes players who perform Espionage or declare war on their enemies. Dislikes those that remain neutral with no Allies or Hostiles.
Spoken Lines
(I tried to assemble as many of these as I could from actual quotes!)
  • Quote: "Here, before God, in the presence of these witnesses, from this time, I consecrate my life to the destruction of slavery!"
  • Greeting: "John Brown. Tanner. Man of God."
  • Attacked: "I am now quite certain that the crimes of your guilty land will never be purged away but with blood."
  • Declares War: "A few men in the right, and knowing that they are right, can overturn a mighty king."
  • Accepting Offer: "I see no reason to let God wait."
  • Rejecting Offer: "I would sooner take my gun and drive you away."
  • Defeated: "If it is deemed necessary that I should forfeit my life for the furtherance of justice, and mingle my blood further with the blood of my children and with the blood of the persecuted, I submit; so let it be done!"
 
Where did the idea for the hidden agenda come from
My brain.

Also makes sense that one would like certain people more than others. Spinoza for his part would enjoy the company of other critical thinkers, while disliking mystics (Himiko), hotheads (Xerxes, Tecumseh) and individuals with other motives than intellectual thought (Tubman).
 
ALFRED NOBEL, LAUREATE
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Traits: Diplomatic, Scientific
Unlocks: None (Sweden in Exploration/Modern, if they're added)
Choices: Greece (Strategic), Norman (Geographic), America (Strategic), Prussia (Geographic)
Terrain Bias: Tundra.
Languages: Alfred Nobel speaks Swedish.


Biography: Swedish nobleman and scientist Alfred Nobel's name is synonymous with the Prizes named after them. A chemist by vocation and a prolific inventor, Nobel is credited for several inventions, including dynamite, holding over 350 patents during his lifetime. A staunch pacifist, Nobel despised the use of his explosives in war, and bequeathed his accumulated wealth towards awarding prizes towards those whose actions -in his own words- "conferred the greatest benefits to humankind".

Ability: Nobel Prize
  • Start each era with a random Nobel Prize Quest open for all players.
  • After you or another player that you've met complete a Milestone, start a Nobel Prize Quest open to all players.
    • The first player to complete the Quest receives its reward.
  • Receive 10 / 25 / 50 Influence each time you complete a Quest. This number increases by +1 Influence per Era for every Quest you've completed this game.

Agenda: The Merits of mankind
  • +3 Relations with the player that has the highest Science output and is at Peace
  • -3 Relations with the player that has the highest Science output, and is at War
  • (Hidden) -1 relations with all players that are at War per turn the War persists.
  • (Hidden) +1 relations with all players that are at Peace per turn the Peace lasts.

Mementos

  • Stained Beaker: +1 Science on Mines.
  • Nobel Family Crest: +1 Resource Capacity in cities with a Library, University or Research Lab (doesn't stack).
  • Peace Prize Certificate: Receive 50 Influence after completing a Quest or Narrative Event while at peace.


ALFRED NOBEL, ENTREPRENEUR
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(nobel not pictured, but his outfit would be in similar to this)

Traits: Expansionist, Scientific
Unlocks: None (Sweden in Exploration/Modern, if they're added)
Choices: Greece (Strategic), Norman (Geographic), America (Strategic), Prussia (Geographic)
Terrain Bias: Tundra.
Languages: Alfred Nobel speaks Swedish.


Ability: Inventor of Dynamite
  • Receive a set amount of Science (10 per Era) after improving a Resource
  • The first time improve any Empire Resource, receive a unique Quest associated with that Resource.
  • Receive +1 Production on City Halls each time you complete a Quest.
  • +50% Production towards Blacksmith, University and Factory buildings.

Agenda: Bofors Chairman
  • +2 Relations with players that have above average Production, and more improved resources
  • -2 Relations with players that have above average Production and fewer improved resources
  • (Hidden) -1 relations with all players that are at War per turn the War persists.
  • (Hidden) +1 relations with all players that are at Peace per turn the Peace lasts.
Mementos
  • Bofors Business Card: +2 Gold on Production buildings.
  • Stick of Dynamite: +1 Food and +1 Production on Mines.
  • Literature Prize Certificate: Receive 30 Influence after completing displaying a Great Work for the first time (once per Great Work).
 
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Quanah (Kwana) Parker

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Quanah Parker (born 1848?, near Wichita Falls, Texas, U.S.—died February 23, 1911, Cache, near Fort Sill, Oklahoma) was a Comanche leader who, as the last chief of the Kwahadi (Quahadi) band, mounted an unsuccessful war against white expansion in northwestern Texas (1874–75). He later became the main spokesman and peacetime leader of the Native Americans in the region, a role he performed for 30 years.

Traits: Diplomatic, Militaristic
Unlocks: Comanche (Modern)
Choices: Mississippian (Strategic), Shawnee (Geographic), America (Geographic), Mexico (Geographic)
Terrain Bias: Plains
Languages: Comanche

Ability: Of Two Worlds
  • Gain +3 war support against leaders with a larger military and/or more settlements than you
  • Trade routes generate +30 influence for Quanah, and +10 influence for the other Civ
  • Use 180 influence to target a Civ; cities captured from this Civ suffer no unrest, but cities captured by this Civ also suffer no unrest
Ability: Kwahadi Prowess
  • Cavalry units in your borders receive +1 movement
  • Cavalry units ending their turn on plains terrain can move again
 

Sergeant Stubby​

Traits: Militaristic, Cultural.
Unlocks: America (Modern)

Ability: A Brave Stray
Upon fighting a defensive war with an ally by your side, gain bonuses defending ranged attacks, detecting spies, and, post war, a culture and happiness boost, should no city be lost.

Agenda: Man's Best Friend
Likes civs that produce a lot of food. Likes long term allies. Acts protective of their most liked civ and befriended independent peoples.

Mementos:
Stubby's Chamois Coat
Photo of Laika
Mosaic of Argos

The most decorated dog of World War I and the only dog promoted to the rank of Sargeant, through combat no less. Originally a stray dog, he hung around the drilling site, befriending the soldiers, learning tricks like saluting with his paw, and ultimately, being smuggled as a mascot by the group. In the war, he learned to warn others of incoming shells and mustard gas faster than humans, and sniffed out and pinned down a german spy by himself, which led to his nomination for the rank of sergeant.


Sergeant_Stubby.jpg
 

Sergeant Stubby​

Traits: Militaristic, Cultural.
Unlocks: America (Modern)

Ability: A Brave Stray
Upon fighting a defensive war with an ally by your side, gain bonuses defending ranged attacks, detecting spies, and, post war, a culture and happiness boost, should no city be lost.

Agenda: Man's Best Friend
Likes civs that produce a lot of food. Likes long term allies. Acts protective of their most liked civ and befriended independent peoples.

Mementos:
Stubby's Chamois Coat
Photo of Laika
Mosaic of Argos

The most decorated dog of World War I and the only dog promoted to the rank of Sargeant, through combat no less. Originally a stray dog, he hung around the drilling site, befriending the soldiers, learning tricks like saluting with his paw, and ultimately, being smuggled as a mascot by the group. In the war, he learned to warn others of incoming shells and mustard gas faster than humans, and sniffed out and pinned down a german spy by himself, which led to his nomination for the rank of sergeant.


Sergeant_Stubby.jpg
This is the funniest leader request I’ve ever seen
He would also be too short
 
TAYTU BETUL
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Traits: Diplomatic, Expansionist
Unlocks: None (Ethiopia in Exploration/Modern, if they're added)
Choices: Aksum (Historic), Carthage (Strategic), Songhai (Geographic), Mughal (Strategic)
Terrain Bias: Rough, Mountain, Coast.
Languages: Taytu Betul speaks the Amharic language

Biography: The wife of Emperor Menelik II, Taytu Betul was a key figure in Ethiopia's modernization and industralization after a period of strife known as the Time of Princes. Annointed Empress alongside her husband, she was known as a staunch traditionalist, tempering her husband's views for radical change. She was uncompromising negotiator, a gifted strategist and founded the new capital of Addis Ababa. Taytu Betul left a lasting impact on Ethiopia, resisting Italian colonization and ushering in gradual reforms that conserved Ethiopia's millennia-old traditions.

Ability: Lioness of Semien
  • +1 Happiness per Era on Resources.
  • After conducting a Diplomatic Action with another Player that costs Influence, receive 2 Happiness per Era towards your next Celebration for every 1 Influence spent.
  • +2/+3/+4 Food and Production in Cities for every City you have during a Celebration.
  • Start the Exploration and Modern Ages with an additional Founder.
Agenda: Eternal Flower
  • -1 Relations towards players that have settled within 3 tiles of an Ethiopian City (doesn't apply to Towns)
  • +2 Relations towards players that have no Settlements within 3 tiles of any Ethiopian City (doesn't apply to Towns)
  • (Hidden) -5 Relations towards players that have recently sanctioned someone Ethiopia has good relations with
Mementos

  • Begena: +30% Gold towards converting Towns into Cities.
  • Senterej Chess Set: +15 Influence per Era when overbuilding a Culture or Influence building, double if you do it with an Influence building.
  • Torn Treaty of Wuchale: You can have one additional Endeavour or one additional Sanction of any type.
 
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Is there a thread like this for Civs
Yes!

 
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Yes!

Oh yeah I forgot about that
 
SPINOZA
View attachment 720923
Traits: Cultural, Scientific

Bharuch Spinoza (also known as Benedictus de Spinoza) was a Dutch Golden Age philosopher of Portugese Jewish descent. Raised Jewish, Spinoza advocated critical thought, religious tolerance and freedom of expression. This led to his excommunication when he was 23 years old, and several assassination attempts on his life. His ideas revolutionized philosophical thought, and lay at the basis for liberalism and the separation of Church and State. Spinoza was a prolific writer and critic, penning several treatises during his life, including Ethica and Tractatus Theologico-Politicus. He passed away from a lung disease in 1641, leaving behind a legacy that would pave the way towards Enlightenment.

Ability: In Pursuit of Ethics
  • +50% Culture and Science towards researching Masteries
  • Every Mastery researched gives +1 Happiness in all Settlements
  • Specialists consume twice the Happiness, and half theFood.

Agenda: Nieuwsgierigheid
  • +1 Relation for every Tech and Civic researched while being above average in Science or Culture.
  • +5 Relations for every Mastery Spinoza doesn't have, but you do.
  • -1 Relation for every Tech and Civi Spinoza has, and you do not.
  • -3 relations for every Mastery Spinoza has, and you do not.
  • (Hidden) +10 Relations if you're Confucius, Machiavelli, Ben Franklin or Ada Lovelace
  • (Hidden) -10 Relations if you're Xerxes, Tecumseh, Harriet Tubman or Himiko

(Agenda name is the Dutch word for curiosity, which can also be translated as "information-greedy")

Language: Spinoza should predominantly speak formal Dutch, with a few exclamations in Portuguese and Hebrew sprinkled in when he's flustered.

Mementos
  • Treatise on Theology and Politics - +1 Influence on Happiness buildings
  • Glass Lens - +1 Happiness per era on Gold buildings
  • Torn Cloak - +50% Influence towards Counterintelligence

Given that I really don't want Luther in the game, and I think we already have too many Frenchmen to justify Voltaire, Spinoza hits a very happy middle ground. Also just generally a more interesting exploration era leader for the Dutch and Portuguese than the expected options. We stan.

Theophanu
Her power as queen, empress and regent was based on the basis of Saxon tradition (which assigned the women an equal role in the family), as well as introducing Byzantine protocol, "which influenced dress, crowns and jewelry, eating habits and utensils, even furniture".

Tiffany strikes again!
 
Decided to come back with a more thought-out version!

MARGARET I
Margaret of Denmark.webp


BIOGRAPHY
In the late 15th century, the divided kingdoms of Scandinavia were united under the authority of one woman: Margaret. First acting as regent to her son Olaf II, his early death left Margaret the de-facto queen of Denmark and Norway. She then took advantage of discontent among Swedish nobles against the unpopular king Albert, gaining their support to invade Sweden and being proclaimed their "Sovereign Lady and Ruler". Though she named one of her nephews as the "official" king, she would continue to rule for the remainder of her life, working to promote economic and political unity between her kingdoms. The union of Denmark, Norway and Sweden would endure for a century after her death.

TRAITS: Diplomatic, Expansionist

ABILITY: Kalmar Union

  • +1 Influence in Quarters.
  • +100% Influence towards the Incorporate City State action.
  • Incorporating a City State grants +1 Settlement Limit and triggers a Celebration.
AGENDA: Semiramis of the North
  • Decreases Relationship by a Large Amount when a player incorporates a City State.
  • Increases Relationship by a Medium Amount if the player hasn't incorporated a City State.
MEMENTOS
  • Breeches: Starting and Supporting the Befriend Independent action costs players 50% more Influence if you have an active Befriend Independent action with that Independent People.
  • Royal Seal: Incorporating a City State for the first time each Age grants a Wildcard Attribute Point.
  • Treaty of Kalmar: Independent Peoples have a higher chance of starting as Friendly to the player.
 
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Decided to come back with a more thought-out version!

MARGARET I
View attachment 722004

BIOGRAPHY
In the late 15th century, the divided kingdoms of Scandinavia were united under the authority of one woman: Margaret. First acting as regent to her son Olaf II, his early death left Margaret the de-facto queen of Denmark and Norway. She then took advantage of discontent among Swedish nobles against the unpopular king Albert, gaining their support to invade Sweden and being proclaimed their "Sovereign Lady and Ruler". Though she named one of her nephews as the "official" king, she would continue to rule for the remainder of her life, working to promote economic and political unity between her kingdoms. The union of Denmark, Norway and Sweden would endure for a century after her death.

TRAITS: Diplomatic, Expansionist

ABILITY: Kalmar Union

  • +1 Influence in Quarters.
  • +100% Influence towards the Incorporate City State action.
  • Incorporating a City State grants +1 Settlement Limit and triggers a Celebration.
AGENDA: Semiramis of the North
  • Decreases Relationship by a Large Amount when a player incorporates a City State.
  • Increases Relationship by a Medium Amount if the player hasn't incorporated a City State.
MEMENTOS
  • Breeches: The Befriend Independent action costs other players 50% more Influence if you already have an active Befriend Independent action with that Independent People.
  • Royal Seal: Incorporating a City State for the first time each Age grants a Wildcard Attribute Point.
  • Treaty of Kalmar: Independent Peoples have a higher chance of starting as Friendly to the player.
Ability: "That's mine, too..."
 
Well that's rather rude of you, Margaret.

(love the design, btw! We have a sore lack of truly Influence-focused Leaders)
 

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Decided to come back with a more thought-out version!

MARGARET I
View attachment 722004

BIOGRAPHY
In the late 15th century, the divided kingdoms of Scandinavia were united under the authority of one woman: Margaret. First acting as regent to her son Olaf II, his early death left Margaret the de-facto queen of Denmark and Norway. She then took advantage of discontent among Swedish nobles against the unpopular king Albert, gaining their support to invade Sweden and being proclaimed their "Sovereign Lady and Ruler". Though she named one of her nephews as the "official" king, she would continue to rule for the remainder of her life, working to promote economic and political unity between her kingdoms. The union of Denmark, Norway and Sweden would endure for a century after her death.

TRAITS: Diplomatic, Expansionist

ABILITY: Kalmar Union

  • +1 Influence in Quarters.
  • +100% Influence towards the Incorporate City State action.
  • Incorporating a City State grants +1 Settlement Limit and triggers a Celebration.
AGENDA: Semiramis of the North
  • Decreases Relationship by a Large Amount when a player incorporates a City State.
  • Increases Relationship by a Medium Amount if the player hasn't incorporated a City State.
MEMENTOS
  • Breeches: Starting and Supporting the Befriend Independent action costs players 50% more Influence if you have an active Befriend Independent action with that Independent People.
  • Royal Seal: Incorporating a City State for the first time each Age grants a Wildcard Attribute Point.
  • Treaty of Kalmar: Independent Peoples have a higher chance of starting as Friendly to the player.
I like this one a lot.
 
Well that's rather rude of you, Margaret.

(love the design, btw! We have a sore lack of truly Influence-focused Leaders)
Such vulgarity is unfitting for a Civ leader, she should be ashamed of herself (cool design though)
 
Oh yeah I forgot about that
I was posting on that, having forgotten about this... might bring some of the misplaced Leader concepts over, maybe with some Mementoes this time.
 
Johan de Witt




81NDFzl3LxL._AC_UF894,1000_QL80_.jpg


Traits: Economic, Scientific

ABILITY: Grand Pensionary
Gold buildings get +1 science for every trade routes ending at the city in which they are built.
Science buildings get +1 gold for every trade route ending at the city in which they are built.
Gets a special bond endeavor that allows a lump sum of gold to be loaned with 4% interest for a positive relationship bonus.

AGENDA: States Faction
Likes peaceful leaders with lots of trade routes.
Dislikes leaders who are at war and/or do not have a lot of trade routes.

MEMENTOS:
Letter from Bernoulli:
Get +25 science from initiating or supporting endeavors.
Interest of Holland: Get an extra 150 gold or 10% extra, whichever is bigger, when starting a new era.
Treaty of Westminster: Get 25% gold and 25% science for the next 15 turns after completing a peace treaty.
 
Some leaders design I did:

Hannibal Barca (Militaristic, Diplomatic):
Hannibal_Barca_bust_from_Capua_photo.jpg

- Military units in a commander radius and Commander can go through mountainous tiles
- Cost less to levy units from city states. Levied units from city states are stronger
Unlocks: /
Civ Choices: Carthaginian (Historic), Almohad (Geographic), Morocco (Geographic)
Starting Bias: Coast
Languages: Punic

Probably will have to refine it once we have the info on Carthage to make him fit better with them but basically the goal was to show the mercenary focused army of the Carthaginian alongside with the crossing of the Alps. Effectively it mixes Mathias Corvinus bonus with Civ 5 Carthage but I think it works well for Hannibal.

Yi Sunsin (Militaristic, Scientific)
Admiral-Yi-statue-Seoul.jpeg

+5 combat strength for naval units and +1 movement range for them
Defeating naval units gives you bonus science
Unlocks: Goreyo (Exploration), Joseon (Modern)
Choices: Silla (Geographic), Goreyo (Exploration), Joseon (Modern)
Terrain Bias: Coast
Languages: Korean

Now that we aren't limited to rulers for leaders, I think Yi Sunsin is an obvious consideration alongside Sejong for the leader of the Korean path. Gameplay is straightforward and simple but works quite well for him. The science gain are here to represent his innovations (and would blend well with Korean civs which tends to be science heavy in civ) and the naval bonus are here to show his military prowess and help him get his science this way. Since naval war is more niche than land war I added a movement and strength bonus. The combiantion of the two may be too strong but since this bonus will be especially situational on the antiquity era I think it would be okay.

Nezahualcoyotl (Cultural, Scientific)
220px-Nezahualcoyotl.jpg

+1 culture per age on wet and lake tiles. Cities founded adjacent to lake generate 20% more science(doubled in celebration)
Researching masteries gives you happiness towards your next celebration
Unlocks: Aztecs (Exploration), Mexico (Modern)
Choices: Maya (Geographic), Aztec (Historic), Mexico (geographic)
Terrain Bias: Lake
Languages: Nahuatl

Video for those who doesn't know him:
Leader for the Mesoamerican path. I like this design a lot as it meshes well with the civs of this path and represent him quite well:
- The culture bonus meshes well with Mexico and shows his poet king side
- The Science bonus meshes well with the Maya and shows his intellectual side
- The lake focus will probably mesh with some Aztec bonuses. It is inspired by his alleged design of the "dike of Nezahualcoyotl" and the fact that his city flourished near the lake.
- The happiness and celebration is mostly here to add a cool gameplay loop but could also be justified by the implementation of his strict legal system and the fact that he brought Texcoco to a Golden Age. Also meshes well with Mexico abilities.
 
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