Lista wszystkich poziomów liderów w Civilization 7

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There are more than 2 twelve leaders in Civilization 7, and not all of them are created equally. Ergo, a Civilization 7 leaders tier list is all but essential for parsing the differences.

Every leader is viable, sure. However, any have more to offer than others and open fresh opportunities for strategizing as a result. Getting more money and culture from trade routes gives you much more freedom to plan your empire compared to just getting any extra combat strength for befriending an independent power.

Below, we’ve compiled a tier list ranking all leaders available in Civilization 7 at launch, including Napoleon’s 2 versions that you can get for free by linking your 2K account to your platform account.

Civilization 7 leader tier list

Graphic: Polygon/TierMaker | origin images: Firaxis/2K via Polygon

Our Civilization 7 tier list considers not just what benefits are offered by a leader’s skills, but how flexible and widely applicable they are. For example, Amina gives your military units a combat buff erstwhile they fight on certain tiles. That’s useful – if you want to wage war in very circumstantial circumstances. If you’re playing on a map with fewer qualifying tiles, though, then her skill does you small good.

Where applicable, we’ve besides noted erstwhile a leader’s first memento makes them easier to recommend. Leaders unlock these at level two, so while you won’t get the benefits immediately, they’re frequently worth aiming for.

Without further ado, here’s the Civilization 7 tier list.

S-tier leaders in Civilization 7

The S-tier leaders in Civilization 7 have the best bonuses and offer more flexibility to let you play how you want, with less or no caveats compared to another leaders.

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Augustus – Cultural Expansionist

  • +2 Production in the capital for all town
  • Can acquisition Culture buildings
  • +50 percent Gold toward purchasing buildings in towns

Purchasing culture buildings frees your Production queues for another projects without suffering from penalties in civics research, and Augustus’ Production boost has multiple uses. Extra Production in the capital lets you turn your primary city into a hub of Culture, Science, Military output — whatever you need, without having to trust as heavy on tile improvements. Settling or conquering additional towns to increase that boost has the convenient add-on effect of expanding your gold reserves as well, since the default town specialization converts production to gold. Those towns will make more rapidly as well, thanks to the reduced cost of buying buildings there.

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Ibn Battuta – Expansionist Wildcard

  • Gains 2 wildcard attributes after the first civic in all age
  • +1 sight for all units
  • Has the unique endeavor Trade Maps that lets you see another leaders’ explored regions

Ibn Battuta’s skills are simple. He gets wildcard points and can see further. That’s it, but that’s besides all it needs to be. Having additional attribute points to spend as you see fit gives you an early start in whichever triumph area you prefer. Attribute points usually accrue as you advancement down a Legacy Path – which takes a while — and they’re tied to those circumstantial paths. With wildcard points, you’re free to invest extra in the attribute kind you want to focus on or usage them to cover weak areas, and that’s rather the advantage to have. Knowing where another civilizations are and what they’ve already uncovered besides makes planning your expansion during the age of exploration easier.

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Ahsoka, planet Renouncer – Diplomatic Expansionist

  • +1 Food in cities for all 5 excess Happiness
  • +10 Food in all settlements during a celebration
  • All buildings gain +1 happiness adjacency bonus for all improvements

This version of Ahsoka is more flexible than his militaristic counterpart. More Food leads to more opportunities to improve your tiles, which stacks Happiness adjacency bonuses and makes it so celebrations happen more frequently. What you do with that growth is up to you. You’re free to prioritize improvements, grow urban districts with more specialists, or even just usage that bonus Happiness to offset war weariness erstwhile you wage unjust conflicts.

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Harriet Tubman – Diplomatic Militaristic

  • +100 percent Influence toward initiating espionage actions
  • Gain 5 war support on all wars declared against you
  • Units ignore movement penalties from vegetation

Harriet Tubman lets you play as a pest and then endure no penalties erstwhile individual decides they’ve had enough. Espionage actions give you free Tech or Civics and worsen relationships with another leaders, as does settling close them, influencing city-states they’re curious in, and fundamentally anything else that gives you an advantage over them. Civilization 7 classifies wars as just or unjust depending on your relation with the another country. If they’re hostile or unfriendly and declare war, they endure no war weariness and, as a result, no Happiness punishment in their cities. Not so with Tubman. Any war declared against her automatically starts with sizable support in her favor. She’s low-key 1 of the game’s best leaders for a Military Victory.

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Xerxes, King of Kings – economical Militaristic

  • +3 combat strength for units that are attacking in neutral or enemy territory
  • Gain 100 Culture and Gold per age erstwhile you capture a settlement for the first time
  • +10 percent gold in all settlements, which doubles in settlements you didn’t found yourself
  • +1 settlement limit per age

Xerxes, King of Kings is only somewhat more complicated than his Achaemenid version in the sense that you gotta wage war and claim cities through settlements or conquest to make the most of him. His combat strength bonuses make that task easier, though, and having a higher settlement cap means you’re little likely to endure Happiness penalties by acquiring besides many settlements.

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Xerxes, The Achaemenid – Cultural Economic

  • +1 trade way limit with all another leaders
  • Gain 50 culture and 100 gold per age erstwhile you make a trade way or road
  • +1 culture and gold per age on unique buildings and improvements

Xerxes, The Achaemenid makes it incredibly easy to stack Gold and Culture buffs just by establishing trade routes. All you request to do is keep up with spending influence to increase trade route limits, but seeing as most leaders – but the ones that truly hatred you – seldom reject this endeavor, it’s a straightforward task. He’s 1 of the easiest leaders to learn the game with, and the extra Gold gives you the flexibility to prioritize whatever you want, whether it’s military spending or fast construction.

A-tier leaders in Civilization 7

The A-tier leaders in Civilization 7 besides have exceptional perks that make unique strategies possible, though they come with any restrictions, specified as being limited by geography or pushing you toward playing in just 1 or 2 ways.

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Benjamin Franklin – Diplomatic Scientific

  • +1 discipline per age on Production buildings in cities
  • +50 percent Production toward constructing Production buildings
  • +1 discipline per age from active endeavors you start or support. Franklin can besides have 2 endeavors of the same kind active at erstwhile with different leaders

Most major cities request respective Production buildings, and having extra discipline on each, combined with faster construction times for Production buildings, is simply a free and easy way to boost your investigation capabilities. Unlocking fresh technologies is as helpful for Science Victories as it is for Military Victories, so playing Franklin doesn’t leave you stuck with 1 playstyle. The “diplomacy” part of his designation only shows up with his first memento, unlocked at level two, which gives you 50 Influence for researching masteries in the Tech and Civic tree. Just bear in head that you won’t benefit much from his endeavors perk until then.

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Hatshepsut – Cultural Economic

  • +1 Culture for all imported resource
  • +15 percent Production toward constructing buildings and wonders in cities adjacent to navigable rivers

It might take half an age to get Hatshepsut set up, but erstwhile you’ve established trade routes and a good construction network, she’s well-positioned for a cultural sweep. Imported resources give your cities bonuses anyway, and having +1 Culture for each is good incentive to keep establishing trade routes and stacking more bonuses quickly. Hatshepsut’s first memento adds +1 Gold for imported resources as well and helps make trade little expensive. Her second perk relies on circumstantial geography, but Civilization 7 tends to start leaders with these geographic requirements in zones that favour them.

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Isabella – Expansionist Economic

  • Gains 300 Gold all time you discover a natural wonder, and 600 gold if the wonder is in distant lands
  • +100 percent tile yields from natural wonders
  • +50 percent Gold toward purchasing naval units
  • -1 Gold maintenance cost for naval units

Playing as Isabella means exploring as much of the map as you can, as fast as you can to claim space around natural wonders. It’s a substance of luck in most cases, depending on where the map spawns them, so having much of her kit center on uncovering them is simply a bit odd. The yields on natural wonders are exceptionally advanced already, though, and Isabella doubles them. Any city you build there will turn into a hub of whatever yield the wonder offers – science, culture, happiness, sometimes a combination of the three. Building naval units is essential in the age of exploration, and Isabella’s another 2 perks make it likely you’ll scope the distant Lands before anyone else.

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Machiavelli – Diplomatic Economic

  • +3 Influence per age
  • Gains 50 Gold per age erstwhile diplomatic action proposals are accepted or 100 Gold erstwhile they’re rejected
  • Ignores relation requirements for declaring formal wars
  • Can levy troops from city-states even erstwhile you aren’t their suzerain

Machiavelli has a lot going for him, but comes with 1 serious drawback: All his perks center on utilizing Influence, and he has no peculiar way to make additional influence. Playing him effectively requires careful resource management, but erstwhile you strike a balance between utilizing and hoarding influence, you can end up with remarkable advantages independent of production and trade routes. Just make certain you don’t disperse independent powers, since you’ll request them for any wars you end up in.

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Pachacuti – economical Expansionist

  • All buildings receive a +1 Food adjacency for mountain tiles
  • Specialists adjacent to mountains pay no happiness maintenance

Pachacuti is an interesting case. His advantages seem modest at first, but since he, like another leaders with peculiar geographic requirements, starts in a mountainous area, your first string of towns and cities are guaranteed to have advanced growth rates thanks to the extra food. Prioritizing these for growth and specialists in urban districts means you end up with advanced discipline and culture yields early, without suffering any happiness penalties for it. It does require any creative expansion so these districts are close mountain tiles, though.

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Lafayette – Cultural Diplomatic

  • Gains the improvement endeavor, which adds an extra social policy slot, and supporting the endeavor grants the another leader an extra policy slot
  • +1 combat strength for all tradition, but not policy, slotted in government
  • +2 culture and happiness per age in settlements, and +4 in distant lands

Lafayette is an different case who defies the labels Firaxis gave him. He’s a bit of everything, with bonuses to military strength; incentives to grow rapidly, especially in the Exploration Age; and an chance to stack more policy bonuses than any another leader, albeit at the expense of giving rivals an advantage as well. His first memento besides increases happiness by 2 for each social policy. He’s well-rounded, even if he doesn’t necessarily excel at any peculiar thing.

B-tier leaders in Civilization 7

The B-tier leaders in Civilization 7 excel in 1 area, but not much else. They’re inactive perfectly playable and likely to win, though the bonuses they offer are, generally, little impressive.

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Amina – economical Militaristic

  • +1 resource capacity in cities
  • +1 Gold per age for each resource assigned to cities
  • +5 combat strength on all units in plains and deserts

Amina works more effectively as an economical leader than a military one. Cities that aren’t your capital have limited resource capacity, especially right after they grow from a town into a city, and having that extra slot makes dealing with shortfalls in production or happiness much easier. You’re not necessarily making more money with her second perk, though. Each trade route you establish sends money to another civ’s leader, so having extra Gold for each resource assigned to cities just balances that outflow. Yes, +5 combat is simply a fantastic perk – if you’re fortunate adequate to have enemy civilizations positioned on plain and desert tiles. If not, you’re a bit out of luck.

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Ahsoka, planet Conqueror – Diplomatic Militaristic

  • +1 Production for all 5 excess Happiness in cities
  • +10 percent Production in settlements not founded by you
  • Declaring a formal war automatically starts a celebration and grants +10 combat strength for all units while the celebration lasts

This version of Ahsoka lives up to his name, though possibly not to his “diplomatic” tag. Playing as the planet conqueror means either building rapidly toward a society that supports regular military output or planning ahead to the Modern Age and waging war then. Ahsoka can get his production boost by taking settlements from opponents, of course, but the easier way is to make treaties with independent powers during antiquity and exploration, so you avoid happiness penalties. By the time the Modern Age dawns, you should have an economy and production output capable of creating adequate military units to sustain Ahsoka’s formal wars. He’s a fun leader to play as, but possibly more restrictive than most.

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Catherine the large – Cultural Scientific

  • +2 Culture per age on displayed large Works
  • Buildings with large Work slots gain an additional slot
  • Cities settled in tundra tiles gain discipline equal to 25 percent of their culture per turn

Catherine’s perks are highly specialized, so taking advantage of them limits how you can play. You’ll request to prioritize production as Catherine, so you can hopefully build more wonders faster during the Antiquity Age, and then choose religion augmentations that supply extra culture during the Exploration Age. That lets you investigation fresh civics and their masteries faster, which is 1 of the main ways you get relics during that age. Her tundra bonus is little restrictive than it sounds, though. The game tends to always start Catherine on tundra tiles, so that discipline bonus will apply to your first fewer cities at the very least.

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Confucius – Expansionist Scientific

  • +25 percent growth rate in cities
  • +2 discipline from specialists

Confucius’ skills appear straightforward and even a bit limited at a glance, but focusing so heavy on city growth and specialists creates an different set of challenges that makes a match more interesting. Specialists cost Happiness, and choosing a specialist alternatively of growth outside urban quarters means you’re giving up food or possibly production bonuses in favour of discipline and a bit of extra culture. Balancing city growth, deciding which towns to develop, and carefully choosing policies that offset specialist costs are much more crucial in this kind of play. It’s not necessarily better than playing as another leader, but it’s unique.

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Himiko, advanced Shaman – Cultural Diplomatic

  • +2 Happiness per age on Happiness buildings
  • +50 percent Production toward constructing Happiness buildings
  • +20 percent Culture but -10 percent Science; both effects double during celebrations

This iteration of Himiko has small to offer outside of making celebrations happen more frequently. The goal is to make the most of your celebrations to boost Culture – or whatever else you might need, specified as Gold – but you gotta play cautiously or get fortunate with espionage. The discipline punishment means most another civilizations will likely have more advanced military tech than you.

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Charlemagne – Militaristic Scientific

  • Military and discipline buildings receive a happiness adjacency bonus for quarters (urban tiles with 2 buildings)
  • During a celebration, gains 2 free cavalry units, if cavalry units are unlocked
  • +5 combat strength for cavalry units during a celebration

Charlemagne is an excellent choice if you want to wage war, since fewer units outrank cavalry in Civilization 7 aside from advanced ranged units. His first perk comes with the unspoken imperative of prioritizing food resources in cities, so you can grow them and make urban quarters more quickly. He’s not a bad leader, per se — just a bit plain.

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José Rizal – Cultural Diplomatic

  • When gaining rewards from a communicative event, gain an additional 20 Culture and 20 Gold per age. Rizal besides has additional communicative events compared to most leaders
  • +50 percent celebration duration
  • +50 percent Happiness toward celebrations

Rizal’s usefulness depends entirely on how many communicative events pop up during your game. It helps that he comes with extra events, but the number will fluctuate depending on which civilizations you choose and how you play. If nothing else, the frequency of celebrations means you get regular bursts of extra yields, including culture.

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Napoleon, Emperor – economical Diplomatic

  • Has the Continental strategy sanction that reduces trade way limits of the mark by one, which causes massive relation penalties and costs more to reject
  • +8 Hold per age for all leader you are unfriendly or hostile with
  • Can reject endeavors for free

Emperor Napoleon is like a more aggressive version of Harriet Tubman, but with somewhat worse benefits. His biggest asset is the sanction that reduces trade routes, which can play havoc with another civilization’s economy and their culture output. Making them hatred you is good, though, since you get any extra Gold for it and even more erstwhile you slot his first memento.

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Trung Trac – Militaristic Scientific

  • Gain 3 free levels on your first army commander
  • +20 percent commander experience
  • +10 percent discipline in cities on tropical tiles, and the effect doubles erstwhile you declare a formal war

Trung Trac needs conflict to function effectively, but unlike any leaders, she gets better advantages, especially with her first memento. That item gives her +1 discipline for all commander level, which is simply a useful small boost erstwhile you get your first commander and even after, since they level up more quickly. Trung Trac’s home cities will produce more discipline more frequently as well, though her playstyle limits you to cycles of war and recovery.

C-tier leaders in Civilization 7

The C-tier leaders in Civilization 7 are much more limited than your another choices, either in the playstyle they lend themselves to or with in how (not so) useful their bonuses are.

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Friedrich, Baroque – Militaristic Cultural

  • Gain a large Work erstwhile you capture a settlement for the first time
  • Gain an infantry unit erstwhile you construct a culture building

For a cultural-focused leader, Friedrich’s Baroque edition has fewer advantages in that circumstantial area. Building culture with him requires sizable investment in military, and even then, you’re not getting much in return for all that conflict. Capturing settlements is easier with siege and ranged units, so while the free infantry unit from a culture building is nice, it’s not helping on the conquest front. His first memento smooths over any of these issues by adding +1 culture for all military building, but he’s inactive 1 of the weakest choices.

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Friedrich, Oblique – Militaristic Scientific

  • Army commanders start with the Merit Commendation, which increases their command radius by 1 tile
  • Gain an infantry unit erstwhile you construct a discipline building

Oblique Friedrich is somewhat better than his Baroque counterpart thanks to giving army commanders an extra tile of influence. He has nothing to aid invest in military production, though, and even his memento only gives you +1 discipline for military buildings.

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Himiko, Queen of Wa – Diplomatic Scientific

  • Has the unique Friend of Wei endeavor that becomes available erstwhile allied with another civilization; Friend of Wei grants Himiko and her ally +25 percent science
  • +4 discipline per age for all leader you are friendly or helpful with
  • Can support endeavors for free

Himiko’s Queen of Wa version requires a specific, challenging playstyle that relies heavy on the endeavor system. Before you get any of her perks, you gotta improve relations with another civs to the point where they’re at least friendly, though preferably allied as well. It’s a unique way to usage influence and diplomacy, but things frequently fall apart in the modern age. You gotta choice a side erstwhile rival leaders declare war on each other, so regardless of who you choose, you’re losing any of those discipline perks over a script that’s out of your control.

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Napoleon, Revolutionary – Militaristic Cultural

  • +1 movement for all land units
  • Defeating an enemy unit provides culture equal to 50 percent of that unit’s combat strength

Revolutionary Napoleon has little going for him than his imperial version. He’s entirely focused on combat and needs consistent victories to get yield bonuses. You’re left with nothing peculiar if there’s no war happening, and if you keep continuous conflict, you gotta plan carefully to avoid war favour turning against you and causing happiness penalties. Revolutionary Napoleon presents unique challenges, but he’s just not a very strong choice.

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Tecumseh – Militaristic Diplomatic

  • +1 Food and Production per age in settlements for all city-state you are suzerain of
  • +1 combat strength for all units for all city-state you are suzerain of

Tecumseh is only helpful if you prioritize bringing city-states into your diplomatic orbit, and even then, his bonus yields aren’t that impressive.

For more Civilization 7 guides, here’s a rundown of all Legacy Paths and victories, including walkthroughs on how to get the Culture Victory, Economic Victory, Military Victory, or Science Victory. We besides have a list of the best leaders to start with.



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