•Hawaii - Kamehameha I and Liliʻuokalani.
Hawaii (Aloha ‘Āina) Cities founded on tiles with positive appeal give culture, faith and loyalty equal to the tile's appeal, but cities founded on tiles with negative appeal lose culture, faith and loyalty equal to the tile's appeal. -50% yeilds from feature removals and resource harvests.
Kamehameha I (Kanawai Mamalahoe): Military units gain combat strengh equal to the tile's appeal while in a tile with positive appeal, but lose combat strengh equal to the tile's appeal while in a tile with negative appeal. Encampments give +2 appeal to adjacent tiles instead of the normal -1 appeal and give food, production and gold equal to the tile's appeal if built on a tile with positive appeal.
Agenda: Battle of Mokuʻōhai: Likes leaders with high combat strengh, especially if their cities have low appeal. Dislikes leaders with low combat strengh, especially if their cities have high appeal.
Liliʻuokalani (Na Lani ʻEhā): Everytime the world advances into a new era, the palace gains an additional slot for great works of music and, everytime this happens, gain one of 7 unique great work of music.
Agenda: The Queen's Songbook: Likes leaders that earn lots of great musician points and have lots of great works of music. Dislikes leaders that earn few great musician points and have few great works of music.
Unique great works (chosen at random): "Ahe Lau Makani"; "Aloha 'Oe"; "Ka 'Oiwi Nani"; "Kuʻu Pua I Paoakalani"; "Noheia I Mu'olaulani"; "Sanoe"; "The Queen's Prayer".
Leiomano: Hawaiian unique unit that replaces the Musketman. Costs 240 production, 960 gold and needs 4 gold to maintain. Has 2 movement, 55 combat strengh and 2 sight. Gains +5 combat strengh against anti-cavalry; if trained in a city founded on a tile with charming appeal or higher, gains +25% experience; if trained in a city founded on a tile with breathtaking appeal, starts with a free promotion; this unit doesn't need nitre and is unlocked with Mercenaries.
Heiau: Hawaiian unique district that replaces the holy site. Costs half the normal amount of production. Gives +1 great prophet point, and +2 appeal to adjacent tiles instead of the usual +1 appeal. Coast tiles, lake tiles and land tiles adjacent to them gain +1 faith in this city.
Adjacency bonuses:
+1 faith for every 2 adjacent districts, and for every 2 adjacent woods tile.
+1 faith for every adjacent mountain tile, for every adjacent Pamukkale tile and for every adjacent coast tile.
+2 faith for every adjacent natural wonder tile.
Has a tier 2 starting bias towards Coast and a tier 3 starting bias towards mountains.
•Shoshone - WashakieShoshone (One with the Land): Unimproved plains and grassland tiles gain +1 food, additional +1 food after the world enters the Reinassence Era. Unimproved plains hills and grassland hills gain +1 production, additional +1 production after the world enters the Reinassence era. Unimproved resources gain +1 culture, additional +1 culture after the world enters the Reinassence era and giving tourism equal to their culture output with Conservation.
Washakie (Fort Bridger Treaties): Gain +1 diplomatic favor for every major civilizationthat has one of your trading posts in their cities. Trade routes from allies and from suzerained city-states give +1 culture and +1 faith to their city and to your city. Trade routes to allies and to suzerained city-states give +1 culture and +1 faith to your city and to their city.
Agenda: Fur Trade: Likes leaders that send trade routes to his cities. Dislikes leaders that don't send trade routes to his cities.
Yellow Brows: Shoshone unique unit that replaces the Cavalry. Costs 330 production,1320 gold, 10 horses and needs 5 gold to maintain. Has 5 movement, 62 combat strengh and 2 sight. Gains +5 combat strengh while fighting in a tile without districts, world wonders or improvements, ignores the enemy zone of control and costs less horses to train (10 vs 20).
Tipi: Shoshone unique improvement. Is built by a builder, unlocked with Craftsmanship and gives health from plunders. Gives +1 housing; +1 food for every 2 adjacent flatland tiles without districts, world wonders or tile improvements; +1 production for every 2 adjacent hills without districts, world wonders or tile improvements, and +1 culture for every adjacent unimproved resource, additional +1 culture from this bonus with Conservation. Gives tourism equal to its culture output with flight. Tiles with this improvement are still considered to be unimproved. Can only be built on Plains, Plains Hills, Grassland or Grassland Hills, and not adjacent to another Tipi.
Has a tier 5 starting bias towards horses.
•Siam - Narai
Siam (Mueang): Gain +1 gold for every envoy in a city-state. Sending an envoy to a city-state within 6 tiles of one of your cities counts as 2 envoys. Gain an additional envoy from civics that provide envoys.
Narai (Embassy of Kosa Pan): Sending a delegation and establishing an embassy doesn't cost gold. +100% diplomatic favor from the diplomatic quarter. +100% influence points from diplomatic quarter buildings. +50% yeilds for having 1 envoy, 3 envoys and 6 envoys in a city-state.
Agenda: Diplomatic Missions: Likes leaders that accept his delegations and that let him establish a embassy in their civilization. Dislikes leaders that don't accept his delegations and don't let him establish a embassy in their civilization.
Chang Suek: Unique unit of Siam that replaces the Knight. Costs 220 production, 880 gold and needs 2 gold to maintain. Has 3 movement, 50 combat strengh and 3 sight. Has lower movement (3 vs 4) than the knight, but gains +1 combat strengh for every enemy military unit within its sight range, ignores zone of control and doesn't need iron.
Floating Market: Unique improvement of Siam. Is built by a builder, unlocked with Guilds and gives gold from plunders. Gives +2 gold and +1 food, giving additional +1 gold for every adjacent commercial hub and Floating Market, additional +1 food for every adjacent luxury resource and culture equal to 50% of its gold output (rounded down). Gives tourism equal to its culture output with flight; +1 adjacency bonus to adjacent commercial hubs, and can only be pillaged, never destroyed, by natural disasters. Can only be built on Plains, Grassland, Desert and Tundra if adjacent to a river or a lake; Plains floodplains, Grassland floodplains, Desert floodplains and on Lakes.
Has a tier 2 starting bias towards rivers.
•Songhai - Askia Muhammad I
Songhai (Timbuktu Chronicles): Gain science and gold from excess great people points, in addition to the normal faith gain. International trade routes gain +1 great prophet points for every 5 tiles they travel.
Askia Muhammad I (By Fire and Sword): Military units give science upon defeating an enemy military unit, equal to 50% of the defeated unit's combat strengh.
Agenda: Scholars of Timbuktu: Likes leaders that have a good balance between gold, faith and science. Dislikes leaders that have a bad balance between gold, faith and science.
Fārisān min khaṣī: Songhai unique unit that replaces the Courser. Costs 140 production, 560 gold, 10 horses and needs 1 gold to maintain. Has 5 movement, 52 melee strengh and 2 sight. Has more combat strengh (52 vs 49), costs 30% less production to train (140 vs 200); needs less gold to maintain (1 vs 3); needs less horses to train (10 vs 20), and ignores the enemy zone of control.
Mudbrick Temple: Songhai unique building that replaces the temple. Costs 120 production, 480 gold and needs 0 gold to maintain. Doesn't give the +4 faith that the temple normally gives, instead, gains +2 faith for every holy site and holy site building in this city; +2 gold for every commercial hub and commercial hub building in this city; +1 science for every campus and campus building in this city; +1 great prophet point, gaining +1 great merchant point and +1 great scientist point if this city has a worship building, and a citizen slot. Has 1 relic slot. Allows the purchasing of apostles, gurus, inquisitors (after an apostle uses it's launch Inquisition ability) and warrior monks (with the proper belief). No gold maintanence cost.
Doesn't have a starting bias.
•Venice - Enrico Dandolo
Venice (La Serenissima): Cities can build districts on coast or lake tiles if adjacent to land, where they will allow land units to move there without embarking and gain +2 adjacency bonus, if they're able to. Naval units can move on land districts, as if they were canals. International trade routes gain +2 gold for every district built on a coast or lake tile in the origin city and +1 gold for every district built on a land tile in the origin city.
Enrico Dandolo (Partitio Romanie): Cities gain +5% production towards military units for every fondaco, harbor and these district's buildings there. Naval military units gain +5 combat strengh when attacking cities.
Agenda: Fourth Crusade: Will try to build lots of commercial hubs and harbors, and likes leaders that do the same. Dislikes leader that have built few commercial hubs and harbors.
Galleass: Unique unit of Venice that replaces the Caravel. Costs 240 production, 960 gold and needs 4 gold to maintain. Has 4 movement, 55 combat strengh and 3 sight. Gains +2 combat strengh for every trader within 4 tiles; +2 combat strengh for every fondaco and harbor within 4 tiles, and traders within 4 tiles of this unit can't be plundered.
Fondaco: Unique district of Venice that replaces the commercial hub. Gives +2 housing, +1 great merchant point, and food equal to its adjacency bonus.
Adjacency bonuses:
+1 gold for every 2 adjacent districts, for every 2 adjacent coast tiles and for every 2 adjacent lake tiles.
+2 gold for every adjacent harbor and canal.
Has a tier 2 starting bias towards coast.