Leader Trait Filter for Civilization IV: Realism Invictus
Select at least one positive trait
Choose Leader-Trait
Administrator - +1 health/city, -2% epedemic chance, 25% bonus construction speed for National Wonders, +25% worker speed, 50% faster construction of health buildings.
Agrarian - +1 food on tiles with 6+ food, -1% epidemic chances, 50% faster construction of workers and food buildings.
Charismatic - -25% XP for unit promotions, +1 relations with all leaders, +1 happiness from City Square, Broadcast Tower, Print Shop, Newspaper and TV Station.
Conqueror - Provides +3 experience to Charge Mounted, Range Mounted and Armored Units, free city attack promo for melee/gunpowder units, +2 to Rural Logistics, 50% faster production of (Large) Stable, Siege Workshop and Armement Industry, +25% construction speed of Ministry of Defence.
Creative - +20% culture, +1 culture per city, 50% faster production of culture buildings.
Expansionist - 50% faster production of settlers and free Expansionist promotion, +1 food from city plots, Recon Units receive +3 experience.
Financial - +1 commerce on tiles with 3 commerce, 50% faster construction of trade buildings.
Humanist - +50% Golden Age, +1 free commerce on city plot, 50% faster construction of City Square, School, Print Shop and Newspaper.
Imperialistic - +100% GG emergence, +10% world wonder production, +1 happiness from barracks.
Industrious - +1 hammer on tiles with 4 or more, +1 hammer from craftsmem, 50% faster production of production buildings.
Legislator - -50% civic upkeep, +1 production on city plots, 50% faster production of Courthouse and Mayor's Office.
Militaristic - +2 XP for melee/gunpowder units, +1 logistics, 50% faster production of barracks, 25% faster production of Ministry of Defence.
Philosophical - +50% Great People points, 50% faster production of research buildings.
Politician - +50% espionage points, +2 relations with leaders, 50% faster production of espionage buildings.
Progressive - 50% unit upgrade discount, +5% research, 50% faster production of science buildings.
Protective - +100% Great General emerge inside cultural borders, free promos for archery/gunpowder units, +2 to urban logistics, 50% faster construction of fortification buildings.
Seafarer - Free promo for naval units, +1 trade route in coastal cities, 50% faster production of work boats and harbor buildings.
Spiritual - No anarchy, 50% faster construction of religious buildings.
Select trait 2 (optional)
Choose Leader-Trait
Administrator - +1 health/city, -2% epedemic chance, 25% bonus construction speed for National Wonders, +25% worker speed, 50% faster construction of health buildings.
Agrarian - +1 food on tiles with 6+ food, -1% epidemic chances, 50% faster construction of workers and food buildings.
Charismatic - -25% XP for unit promotions, +1 relations with all leaders, +1 happiness from City Square, Broadcast Tower, Print Shop, Newspaper and TV Station.
Conqueror - Provides +3 experience to Charge Mounted, Range Mounted and Armored Units, free city attack promo for melee/gunpowder units, +2 to Rural Logistics, 50% faster production of (Large) Stable, Siege Workshop and Armement Industry, +25% construction speed of Ministry of Defence.
Creative - +20% culture, +1 culture per city, 50% faster production of culture buildings.
Expansionist - 50% faster production of settlers and free Expansionist promotion, +1 food from city plots, Recon Units receive +3 experience.
Financial - +1 commerce on tiles with 3 commerce, 50% faster construction of trade buildings.
Humanist - +50% Golden Age, +1 free commerce on city plot, 50% faster construction of City Square, School, Print Shop and Newspaper.
Imperialistic - +100% GG emergence, +10% world wonder production, +1 happiness from barracks.
Industrious - +1 hammer on tiles with 4 or more, +1 hammer from craftsmem, 50% faster production of production buildings.
Legislator - -50% civic upkeep, +1 production on city plots, 50% faster production of Courthouse and Mayor's Office.
Militaristic - +2 XP for melee/gunpowder units, +1 logistics, 50% faster production of barracks, 25% faster production of Ministry of Defence.
Philosophical - +50% Great People points, 50% faster production of research buildings.
Politician - +50% espionage points, +2 relations with leaders, 50% faster production of espionage buildings.
Progressive - 50% unit upgrade discount, +5% research, 50% faster production of science buildings.
Protective - +100% Great General emerge inside cultural borders, free promos for archery/gunpowder units, +2 to urban logistics, 50% faster construction of fortification buildings.
Seafarer - Free promo for naval units, +1 trade route in coastal cities, 50% faster production of work boats and harbor buildings.
Spiritual - No anarchy, 50% faster construction of religious buildings.
Select negative trait (optional)
Anti-clerical - -1 happiness from temples, no support from clergy.
Barbaric - -25% culture due to lack of formal education.
Arrogant - -20% espionage as this ruler sees other civilizations as inferior.
Cruel - +20% XP needed for unit promotion, soldiers face harsh treatment.
Excessive - -10% gold due to extravagant lifestyle.
Fanatical - -25% Great Person birth rate, prefers piety over talent.
Foreign - -25% worker speed and production, ruling a different people.
Idealistic - -5% strength to melee, archery and gunpowder units.
Isolationist - -25% foreign trade route income, prioritizes self-sufficiency.
Megalomaniac - -20% wonder production, driven by personal ambition.
Poor commander - -5% strength for recon, cavalry and armored units.
Populist - +25% civic upkeep due to need for popular support.
Revolutionary - -2 relations with other leaders, came to power violently.
Schemer - -40% Great General emergence, mistrustful and purges officer corps.
Temperamental - fewer first strikes for recon, archery, melee, and gunpowder units.
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