Civilizations are playable factions, each of which represents a historical nation, empire or cultural group. Each civilization in Civilization VI has a unique ability and two unique components: a unit and a piece of infrastructure, which may be a building, a district, or a tile improvement.
Civilization VI makes a distinction between a civilization and its leader, not unlike Civilization IV - each civilization can now have multiple leaders, and each leader comes with his or her own unique ability and pursues a specific agenda throughout the game (when controlled by the AI). Some leader abilities also provide an additional unique unit. So, the civilization's unique unit, infrastructure and ability remain unchanged, while the leader ability and agenda are affected by the leader chosen. Thus the same civilization may behave quite differently throughout the game, depending on which leader leads it. A wise player will learn not only all different civilizations' special abilities and units, but also their leaders' special traits and agendas, which will allow him or her to anticipate the AI behavior during the game.
Starting a Trade Route immediately creates a Trading Post in the destination city. Receive an extra level of Diplomatic Visibility for possessing a Trading Post in any city of a civilization. All Mongolian units gain +3 Combat Strength for each level of Diplomatic Visibility on their opponent.
All cities you found or conquer start with a Trading Post. If in Trade Route range of your Capital, they also start with a road to it. Trade Routes earn +1 Gold for passing through Trading Posts in your own cities.
May build Fleets and Armadas earlier than usual (Mercantilism). Trade Routes between multiple continents receive bonus Gold from routes to other civilizations, and bonus Food and Production for routes between your own cities.