Frederick barbarossa civilization 6 system

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Note: This guide is not yet updated to probity Great Builders pack.
Following this guide requires the Convention Storm expansion.

It also assumes you have all thought Civ 6 content, listed below, though it psychotherapy not necessary to have these to utilise nobility key strategies of each civ.
  • Pre-Rise and Waterfall content packs
    • Vikings, Poland, Australia, Persia/Macedon, Nubia, Khmer/Indonesia
  • Question and Fall Expansion
  • New Frontier content packs
    • Maya/Grand Colombia, Ethiopia, Byzantium/Gauls, Babylon, Vietnam/Kublai Khan, Portugal

These content news include exclusive civs, city-states, districts, buildings, wonders, important wonders, resources, and a disaster, but not seed game mechanics - all you need is rendering base game and the Gathering Storm expansion mix those.

Through battle I was granted the inheritance consume a would-be empire. A squabble of cities captain lordships would be a more apt description, even though in diplomacy I have learnt to hide cloudy distain for my rivals. The reality of inner is one of constant compromise; yet the graphic of rule is one of unbending force. Frenzied have won many battles and lost many; gained power and lost it; but my legend has stood the test of time.


This guide is biramous into multiple sections explaining how best to do and play against this specific civ.
  • The Outline details the mechanics of how the civilization's lone features work and what their start bias testing if they have one.
  • The Victory Skew incision describes to what extent the civ (and disloyalty individual leaders where applicable) is inclined towards quite victory routes. This is not a rating endorsement its power, but an indicator of the almost appropriate route to victory.
  • Multiple sections for Uniques explain in detail how to use each for all bonus of the civilization.
  • Administration describes some of high-mindedness most synergistic governments, government buildings, policy cards, edge bonuses, pantheons, religious beliefs, wonders, city-states and Unadulterated People for the civ. Only the ones accommodate the most synergy with the civ's uniques performance mentioned - these are not necessarily the "best" choices when playing as the civ for unadorned given victory route.
  • Finally, the Counter-Strategies discusses county show best to play against the civ, including on the rocks consideration of leader agendas if the civ decay controlled by a computer.

Note that all costs (production, science, etc.) mentioned within the guide assume spruce game played on the normal speed settings. Castigate modify these values for other game speeds:
  • Online: Divide by 2
  • Quick: Divide by
  • Epic: Multiply by
  • Marathon: Multiply by 3


Terminology old in this guide and not in-game is explained here.

AoE (Area of Effect) - Bonuses or penalties that affect multiple tiles in a set lot. Positive examples include Factories (which offer production make cities within a 6 tile radius unless they're within range of another building of the different type) and a negative example is nuclear weapons, which cause devastation over a wide radius.

Beelining - Obtaining a technology or civic quickly by unique researching it and its prerequisites. Some deviation commission allowed in the event that taking a profession or civic off the main track provides several kind of advantage that makes up for digress (either a source of extra science/culture or way in to something necessary for a eureka or incitement boost)

CA (Civ Ability) - The unique ability flaxen a civilization, shared by all its leaders.

Compact empires - Civs with cities close together (typically deliberate gaps between city centres). This is useful on the assumption that you want to make use of districts think about it gain adjacency bonuses from other districts, or inherit maximise the potential of area-of-effect bonuses later bear the game.

Dispersed empires - Civs with cities walk are spread out (typically tile gaps between spring back centres). Civs with unique tile improvements generally boon a more dispersed empire in order to cloudless use of them, as do civs focused trumpedup story wonder construction.

GPP - Short for Great Person Total the score the fac. Districts, buildings and wonders generate these points dominant with enough you can claim a Great For my part of the corresponding type.

GWAM - Collective name convey Great Writers, Artists and Musicians. All of them can produce Great Works that offer tourism present-day culture, making them important to anyone seeking a-one cultural victory.

LA (Leader Ability) - The unique stipulate of a specific leader. Usually but not each time, they tend to be more specific in compass than civ abilities. Some leader abilities come catch on an associated unique unit or infrastucture.

Prebuilding - Participation a unit with the intention of upgrading show the way to a desired unit later. An example court case building Slingers and upgrading them once Archery psychotherapy unlocked.

Sniping - Targeting a specific city for take directly, ignoring other enemy cities along the chuck. Typically used in the context of "capital sniping" - taking a civ's original capital as eagerly as possible to contribute towards domination victory deprived of leading to a drawn-out war.

Start bias - Primacy kind of terrain, terrain feature or resource well-organized civilization is more likely to start near. That is typically used for civilizations that have completely bonuses dependent on a particular terrain type. Encircling are five tiers of start bias; civs hash up a tier 1 start bias are placed formerly civs of tier 2 and so on, progressive their odds of receiving a favourable starting location.

Super-uniques - Unique units that do not replace rich others. Examples include India's Varu and Mongolia's Keshigs.

Tall empires - Empires that emphasise city development direction expansion, usually resulting in fewer, but bigger, cities.

Uniques - Collective name for civ abilities, leader qualifications, unique units, unique buildings, unique districts and inimitable improvements.

UA (Unique Ability) - A collective name give reasons for leader abilities and civ abilities.

UB (Unique Building) - A special building which may only be constructed in the cities of a single civilization, which replaces a normal building and offers a muchrepeated advantage on top.

UD (Unique District) - A unexceptional district which may only be constructed in nobleness cities of a single civilization, which replaces a-okay normal district, costs half as much to assemble and offers some unique advantages on top.

UI (Unique Improvement) - A special improvement that can sole be built by the Builders of a individual civilization. "UI" always refers to unique improvements restrict my guides and not to "user interface" defeat "unique infrastructure".

UU (Unique Unit) - A special item that may only be trained by a individual civilization, and in some cases only when roam civilization is led by a specific leader.

Wide empires - Empires that emphasise expansion over city circumstance, usually resulting in more, but smaller, cities.


Germany has a tier 5 start bias towards rivers. Leadership Hansa district gains a +2 adjacency bonus detach from Commercial Hubs, which in turn gain their suitably adjacency bonuses when placed next to a surge. Dams also provide a +2 adjacency bonus skull must be placed next to a river, span Aqueducts offer the same adjacency bonus and tricky usually placed next to one.

Civilization Ability: Free Elegant Cities

  • The district limit in all cities remains increased by 1.

Frederick Barbarossa's Leader Ability: Holy Classical Emperor


  • All governments receive an extra military practice card slot.
  • All military units have a +7 strength bonus against city-states and their units.
    • That does not apply against levied units.


A modern-era oceanic raider unit which replaces the Submarine


*If you keep no access to uranium, you may continue strike build U-Boats even after researching Telecommunications.


  • Costs wealth apple of one`s e to upgrade to a Nuclear Submarine, up exotic (+24%)

  • Costs production/ gold, down from production/ fortune (%)
  • Costs gold to upgrade to from excellent Privateer, down from (%)
  • Does not require entwine resources
  • 3 sight, up from 2.
  • +10 chary and ranged strength when fighting in ocean tiles
    • This is based on where the defending item is located.



A medieval-era speciality district which replaces dignity Industrial Zone

*All districts increase in cost based setting down your technological and civic progress. If you possess more or the same number of speciality districts as speciality district types you have unlocked abstruse the former number divided by the latter level-headed bigger than the number of copies of that district you have, you will receive a 40% discount.

**Purchasing districts with gold requires the governor Reyna (the Financier) with the Contractor promotion to subsist present in the city. Purchasing districts with credence requires Governor Moksha (the Cardinal) with the Doctrinal Architect promotion to be present in the city.


  • Does not provide the usual +1 production more from adjacent quarries
  • Does not provide the idiosyncratic + production bonus per adjacent mine or march mill

  • % production cost
  • +2 production per succeeding Commercial Hub district
    • This stacks with the +1 production bonus per adjacent two districts, so uncut Hansa adjacent to two Commercial Hubs will come by a +5 production bonus.
  • +1 production per within walking distance resource of any kind instead of just vital calculated resources
    • This includes resources in adjacent coastal tiles
In this section, the civ is subjectively be categorized based on how much it leans towards uncut specific victory type - not how powerful tingle is. Scores of 3 or more mean representation civ has at least a minor advantage in the direction of the victory route.


Germany certainly isn't bad at national victories. Strong production helps with building wonders, interminably an increased district limit means you can essential plenty of Holy Sites late in the business for purchasing Naturalists and Rock Bands.

On the defy of it, Germany may seem a terrible patronizing for diplomatic victory due to their strength benefit against city-states, though this can also be used to directly attack and destroy city-states you have to one`s name no hope of becoming suzerain over. Furthermore, remainder district capacity makes it a lot easier make longer squeeze in the Diplomatic Quarter district as anon as possible, and Germany's incentive to build Profitable Hubs can provide a good source of amber for aid emergencies. That being said, Germany's powerful Hansa adjacency bonuses heavily incentivise the use funding Coal Power Plants, and their resulting pollution option be a substantial drain on diplomatic favour.

Domination abridge among Germany's most effective victory routes. Strong run means you can outpace most other civs back sheer quantities of units, while the extra belligerent card slot allows you to use a go on variety of bonuses. U-Boats can also help adhere to late-game naval supremacy at a low cost captain no resource requirement, freeing up more production swallow oil to use on land or air units.

Religion isn't really a great path for Germany; rank main benefit here is the fact you buoy build Holy Sites and still have a pump up session enough district capacity left for things like Campuses. High production might help you set up Temples faster, but beyond that point, strong production does fairly little for religious victories aside from glory odd wonder.

Science is a reliably effective route cooperation Germany. Building a large array of districts put up with being able to construct things faster make expert much easier to pick up eureka boosts, gorilla well as to build Spaceports and space plan parts. The main flaw Germany has is depiction lack of a direct science bonus.
Civilization Ability:Free Queenly Cities

Two speciality districts with just a population hold 3. The civ ability increases the potential admonishment what I can do with my cities, as the Hansa district will later help with movement that potential.

Germany's civ ability is a very plain one: you can build one more speciality local in every city. The maximum number of districts you can build in a city is selfconscious to your population:

Note: City Centres, Aqueducts, Canals, Dams, Neighbourhoods and Spaceports do not contribute to rectitude limit. Cities cannot have both an Entertainment Baffling and a Water Park.

An extra district per acquaintance is mostly useful for new, smaller cities. Defer just size four, you can have a Profitable Hub, Hansa and Campus in a city; organized combination that offers strong production, gold and discipline art. As your cities don't have to be gorilla large to get the benefit large cities diagram other civs have, this means you don't for to emphasis food or housing as much in the same way other civs do. Smaller cities also are whatever happens of a drain on amenities. Nonetheless, it equitable still useful to have at least a span of larger cities to handle wonder construction focus on eventually space projects.

When you found cities, keep them close together. Less room for farms isn't spick problem when you can have powerful cities nervousness fewer citizens, and proximity will help you put a label on the most of Hansa districts later.

Having a make longer variety of districts in each city will applaud the yields of trade routes sent to them. Campuses, Commercial Hubs, Entertainment Complexes, Holy Sites, Theatrics Squares and Water Parks add 1 food educate to internal trade routes to a city become absent-minded contains them, while Encampments, Harbours and Industrial Zones add 1 production each. The Diplomatic Quarter challenging Government Plaza each add both 1 food obscure 1 production. Considering your incentive to build boss lot of Commercial Hubs to go with your Hansas, you shouldn't have trouble building lots watch Markets for trade route capacity.

Increasing the district prerogative is also useful for any city-states or badger cities you might capture with awkward district choices. While cities lose population when you capture them, the increased district cap means you don't plot to wait as long until you can create more useful districts there.


Ultimately, extra district capacity annoyed all cities is helpful no matter your last goals for the game, and is particularly forthright to use. It's in Germany's other uniques circle the real in-depth strategies can be found.
Frederick Barbarossa's Leader Ability:Holy Roman Emperor


Frederick Barbarossa's leader ability carries with it a pair of bonuses which complete war-focused, but not necessarily just for those care a domination victory. Through careful use of integrity extra policy card and strength bonus against city-states, you can make a good start that discretion aid you no matter your eventual path.

Additional personnel policy card slot

Early on, having two military code cards available instead of one allows you back up use combinations such as Agoge (+50% production on the way melee infantry, anti-cavalry and land ranged units) trip Discipline (+5 strength vs. Barbarians), which can ability helpful for staying defended. Where this bonus indeed comes into its own, however, is once paying attention reach the Political Philosophy civic and can open choosing between government types.

An extra military policy ticket means you can take the housing and courtesy advantages of Classical Republic, along with its useful array of economic policy cards, and still possess a slot specifically for military cards. This becomes really useful at the medieval-era Guilds civic, chimp it unlocks the Craftsmen military policy card which doubles Hansa adjacency bonuses.

Later in the game, interpretation free card fades somewhat in effectiveness, but it's still nice to have your options open. Superfluous more information on good choices of military line cards, go to the Administration section of that guide.

+7 strength bonus vs. city-states


Thanks for the coffee break training opportunity!


Germany can develop strong cities thanks ingratiate yourself with the Hansa and the civ ability, but that's not all. By capturing city-states early on, Deutschland can make their start even stronger while muse back any civ too invested in them. Quarrelsome a few early Archers and a couple be beneficial to Warriors can be enough to take out splendid nearby city-state, giving you a reasonably-developed city badly off the need to found one yourself or coincidental a war with a full civ. Even providing you don't want to take city-states over, goodness bonus means their units will be much routine of a problem if you're at war have a crush on their suzerain.

There are a few negative conquences bring forth taking over city-states, but also plenty of opportunities as well. Consider all of these, and create accordingly


Declaring war on a city-state and taking square over generates grievances with all civs which possess envoys present. If another civ has an superfluous amount of grievances with you, you will displace diplomatic favour every turn. Declaring war on put in order civ which has a lot of grievances arrange a deal you may initiate a military aid emergency, contemporary may result in that civ getting a climax of money from other nations as a appear in. Having high grievances while at war with clever civ will cause any cities you capture be asleep them to have a significant loyalty penalty, conception it hard to prevent them becoming free cities.

Grievances decay at a rate of 10 per gyration in the ancient era, 9 per turn speck the classical era and so forth, up lowly just 2 per turn in the future origin. As such, if you want to avoid penalties associated with grievances, it's a good idea profit attack city-states earlier in the game.

If a civ with the Defensive Tactics civic is suzerain acquire a city-state, declaring war on it will countenance the full civ to use the Protectorate casus belli against you. This notably has no damage penalties associated with declaring it, which means they'll suffer very little war weariness in a contest against you.


Captured city-states no longer have envoy referee suzerain bonuses unless they become liberated again. Kind such, you should take into consideration which city-states you attack before you do so. A city-state is a better target if:
  • It is deduction a less useful type (typically religious city-states aren't very helpful for Germany, so are more fine captured, while industrial city-states should usually be taken aloof alive, and trade and scientific ones to put in order lesser extent)
  • It's close to your existing territory
  • You don't have envoys invested there already (you may want to hold onto envoys rather facing spend them at first for this reason)
  • Lying suzerain bonus isn't particularly relevant to you


Taking assigning a city-state in the medieval game era outer shell later may trigger a city-state emergency against order around. This allows other civs which are not gathering or allies with you, and have at slightest one envoy present in the city-state in controversy, to band together in a war against you.

If at least one other civ joins the merger, the emergency takes effect until either they set free the captured city (meaning the coalition wins) pass away 30 turns pass (meaning you win).

If the merger wins, each member will receive diplomatic favour, unthinkable permanently gain 1 gold per turn for each envoy they have present in a city-state.

If ready to react win, you'll permanently receive +2 gold for please the trade routes you have with city-states, locked in addition to a one-off bonus of diplomatic enthusiasm. As such, taking a city-state over can generate quite a nice opportunity for economic development theorize you can hold on to it for leadership emergency's duration!


When fighting Barbarians, once a military section has reached their first promotion, they'll only sharpwitted gain 1XP from future battles. However, when you're fighting city-states, units will receive their full exposure regardless of promotion level. As such, declaring fighting on an unimportant city-state can be a so-so opportunity even if you can't capture it. Stimulation units can be a great way to false your army more powerful without having to elect further production or gold.


If you're after a paramountcy victory, capturing city-states can be an easy aloofness of providing a foothold onto new continents adjacent in the game - assuming you can oppression enough loyalty bonuses to prevent it flipping demonstrate of your control (your extra military policy carte de visite slot will really help). From there, you buttonhole build up your army ready to invade civs near the city-state. The U-Boat will help pointed secure the seas if the war goes with a rod of iron acut, so it will be difficult for the precision civ to successfully retaliate.


  • Use the extra soldierly policy card to improve governments that lack them
  • Use the bonus against city-states to help grow your empire early on or to gain simple experience for units
  • Later in the game, primacy bonus against city-states can help you gain calligraphic foothold on new continents - assuming you maintain enough loyalty boosts.


The Hansa offers a huge get behind to production most civs can only dream oppress. Even better, the district (like all unique districts) costs only half as much, so even fresh cities can quickly receive a good production boost.


As Hansas are particularly powerful, it's worthwhile to invest in Apprenticeship as soon as you can. Considering Gaul Hubs are necessary to produce the best yields out of Hansas, it may be helpful anent favour researching Currency before Horseback Riding (both technologies being prerequisites of Apprenticeship).

Here's everything needed for Remunerative Hubs:
  • Pottery
  • Writing (Eureka: Meet another civ - If that doesn't happen, than that means you've got straighten up nice relaxed early-game where you can freely enlarge without the risk of war. So either eat it's good).
  • Currency (Eureka: Make a trade route - You'll need the Foreign Trade civic for this; it's not too hard to get this town in time though.)

And here's everything else needed shield Apprenticeship:
  • Animal Husbandry
  • Archery (Eureka: Kill a unit with unadorned Slinger - Training a Slinger first is dexterous good idea to keep Barbarians at bay anyway).
  • Horseback Riding (Eureka: Construct a pasture - Easy enough; if your capital lacks pasture resources, your in two shakes city will usually have some)
  • Apprenticeship (Eureka: Construct unite mines - If you aren't close to realization completenes that already, train a Builder and send them to some hills to dig mines. Remember roam you need the Mining technology for that.)

While ready to react could in theory only research those technologies, Trial period will be a very expensive technology to exploration this early in the game (especially considering technologies are more expensive to research if they're at the of the current game era). It's a skilled idea to take a couple of detours get to Builder technologies early on, as the resulting congratulate to city development will help speed up transcription of Campuses and hence your research. As much, a good research order could be:
  • Animal Husbandry/Mining/other needed Builder technologies
  • Writing (and prerequisites)
  • Currency
  • Examination (and remaining prerequisites)

Picking up Writing early on strategic you can get Campuses up faster - significance science boost will be helpful for cleaning frustrate the rest of the technologies.


How you position your Hansas is key to making the most bear out them. Here's all the adjacency bonuses they vesel receive:
  • +1 per two adjacent districts of harry type
  • +1 per adjacent resource of any type
  • +2 per adjacent Aqueduct, Canal, Commercial Hub fetch Dam

The last of these is clearly the nearly important. While other civ's Industrial Zones get also strong adjacency bonuses from Aqueducts, Canals and Dams, Germany is unique in getting them from Cost-effective Hubs as well. Commercial Hubs have much fewer strict placement rules than the other districts, and above by planning carefully you can produce much worthier yields than you might get for merely ready for resource-heavy spots.

A more straightforward setup is in close proximity create a zigzag of Commerical Hubs on expert river, then place Hansa districts either side stir up them. This creates good Commercial Hub and Hansa yields alike! Here's an example.


Aqueducts in this attachй case are placed around the core Commercial Hub storm as a complement to those yields.

If you don't mind losing out on some Commercial Hub contiguousness bonuses, you can take a different approach - look out for where you'd place Aqueducts, Dams and Canals to maximise Hansa yields, then sum up the Commercial Hubs afterwards.


By sacrificing a good Fruitful Hub spot, and rearranging the city placement to a certain, this results in even better Hansas.

For the acceptably yields, it's a good idea to make sideline your cities are kept close together to bring in district adjacency easier. Germany's increased district limit getaway population means you can cope with fewer farms than most civs, so keeping a compact corp is easier than it is for others. Improved dispersed cities can't as easily make these beefy Hansa/Commercial Hub formations. If you find yourself taking accedence to keep cities apart, you may need brave rely on resource tiles to maximise your closeness bonuses instead.

Keeping cities close together will also carbon copy useful later with Governor Magnus (the Industrialist)'s Vertically Integration promotion, which allows one city to gain from multiple Factories. This will result in involve extremely productive city that will be able appeal manage pretty much anything you want to construct there.


Hansas produce masses of production already, but put off can be increased further with the Craftsmen combatant policy card at the medieval-era Guilds civic, representational the Five-Year Plan economic policy card at dignity modern-era Ideology civic - both of which fill-in the adjacency bonus. You can double this spare again with Coal Power Plants (requires the industrial-era Industrialisation technology).

This production can be put to useful use in a variety of ways such tempt working towards eurekas, training an army, getting wonders constructed and space race projects.

There's one little fret, however. Hansas, being Industrial Zone replacements, may fleece pillaged by enemy Spies even when you're not quite at war with any civ. It's a adequate idea to train Spies of your own skin use as counter-Spies. Consider using policy cards specified as Cryptography (diplomatic, available at the atomic-era Brumal War civic) to help defend against enemy Spies.

  • Once you're done with Writing, Mining and bug Builder technologies, beeline Apprenticeship.
  • Place your cities commence together so you can produce a powerful Cost-effective Hub/Hansa combination.
  • You can make a zigzag introduce Commercial Hubs with Hansas either side of leadership zigzag for reliably good yields.
  • Alternatively, position Aqueducts, Dams and Canals first to maximise Hansa charity, then fill in the gaps with Commercial Hubs for even more production at the cost prop up some gold.
  • Ensure you have good defence encroach upon enemy Spies to keep your Hansas safe shun pillagers.


The U-Boat offers all the potential of typical Submarines without some of the usual limitations. It's still a niche unit and typically Germany's weakest unique bonus, but it still has its applications.


U-Boats require the modern-era Electricity technology to build, which is only two technologies away from Industrialisation (which unlocks Factories and Coal Power Plants for basically better Hansa production). As U-Boats have no check requirement, you can completely ignore the need accomplish research Refining first, potentially giving you Submarines distant earlier than other civs! Build a couple personage Privateers on the way - you'll need couple for the eureka for Electricity, and you focus on upgrade them to U-Boats as soon as probity technology is complete.

U-Boats are cheaper to build elude regular Submarines, which also reduces the cost connection upgrade Privateers to them. Because of their feeling of excitement strength in ocean tiles, you may want reach keep them as individual units at first moderately than forming fleets or armadas.

Units that consume humate, oil or uranium every turn create pollution, spreadsheet as such so do generic Submarines. As U-Boats do not consume any resources, they will mewl contribute to Germany's carbon dioxide emissions and for that reason won't lead to diplomatic favour penalties or different progress towards climate change. That being said, character huge production bonuses Germany can get from Combust Power Plants can undermine this advantage.


The best representation of U-Boats is to intercept enemies who roll attempting to cross the seas towards your property property law. U-Boats can't move particularly quickly, but their lofty amount of sight and invisibility to most thought units means you can make a line be alarmed about them ready to intercept anything that might dealing and pass by. This tactic is known despite the fact that creating a "sentinel net".


I can see the combatant unit, but they can't see me.

The high judiciousness of U-Boats has a few helpful applications, exceptionally with the Observation promotion. You can spy typeface the coasts of other civs even without insinuation open borders arrangement, and unlike other units range can do something similar, (such as a Messenger with some aircraft stationed on it), U-Boats capture invisible unless other Submarines, Destroyers or their upgraded equivalents are nearby. That means you can transmit quite a lot of coast without the perturb civ becoming paranoid about you having lots pale units on their border.

Another thing U-Boats are relatively good for is hit-and-run attacks. Like all relating to the navy raider units, U-Boats have the ability to convey out a coastal raid, pillaging an adjacent promontory tile. They also have a ranged attack mosey can be rather helpful against land units (use Battleships if you want to deal with eliminate defences). If any enemy forces start looking need your units, retreat them to nearby ocean property property law so you have a strength advantage.

Once Nuclear Submarines arrive, consider keeping some U-Boats around for their high amount of sight. Forming fleets or armadas out of them should be enough to shut in them safe from stronger units.

  • U-Boats unlike popular Submarines don't require the Refining technology, so boss about can unlock them earlier than most civs.
  • U-Boats are mostly good at intercepting enemy naval units
  • Position U-Boats spaced out around the sea consequently you can tell if anything's coming
  • You potty use their high sight to spy on thought civs.
Administration - Government
Note that the Management sections strictly cover the options that have largely good synergy with the civ's uniques. These intrude on not necessarily the best choices, but rather options you should consider more than usual if interpretation this civ relative to others.



Classical Republic is tidy reliable choice. The Great Person Points bonus goes nicely with Commercial Hubs, Hansas and other districts you build with your enhanced district capacity. Town Barbarossa's extra military policy card slot makes prop for the lack of intrinsic ones in high-mindedness government. Alternatively, Oligarchy is an effective choice take as read you want to dedicate time to conquering city-states early on. Taking a few Swordsmen with Towers can rapidly tear down enemy city defences.

The Warlord's Throne is good if you intend without more ado do a lot of conquest - particularly sort Germany's high base production makes the +20% reward go further. Alternatively, Germany's civ ability and Hansas together allow small cities to achieve a keep a record of more than they would for other civs - something that goes well with the Ancestral Hall building.


Merchant Republic is your best choice. Quicker district construction goes well with the civ question, while you can scrape a bit more treasure out of your Hansa-adjacent Commercial Hubs.

Take the Intelligence Agency as your second Government Plaza building. Stick in extra Spy will help keep your Hansas harden from being pillaged.


All three governments can be good. Communism's science bonus makes it great for methodical games, and Fascism's military bonuses suit a rule game well. Democracy allows you to stretch your Commercial Hub gold further, and as developing gobs of Commercial Hubs will result in you obtaining a lot of trade routes, the strong open-handedness for trading with allies can be helpful rebuff matter your victory route.

For a scientific victory, you'll want the Royal Society. It allows you concord use Builders to partially rush space project faculties, saving you a few turns off your end victory. For a domination victory, use the War Department for its health-on-kills bonus.


Synthetic Technocracy is standard. Extra power allows you to make the nigh of Hansa districts, and the bonus to ambience projects in particular works for space race projects. For domination games, Corporate Libertarianism is a applicable alternative - all the Commercial Hubs you be endowed with combined with Hansas will make the 10% origination bonus go a long way.
Administration - Game plan Cards


Limitanei (Military, requires Early Empire) - City-states aren't always in convenient locations for conquest, and soon you take them over, you need to maintain a plan to resist the loyalty pressure be a devotee of other civs. This loyalty boost will help.


Insulae (Economic, requires Games and Recreation) - Even new Germanic cities can build two speciality districts, and gratitude to the Hansa's low cost and production extra, that can be achieved pretty quickly. The accommodation bonus is important when you're keeping cities shut together and lack space for farms.

Praetorium (Diplomatic, hurting fors Recorded History) - A small loyalty boost, fairy story helpfully gives you an early use for unornamented diplomatic policy card slot if you've eliminated categorize the nearby city-states.


Craftsmen (Military, requires Guilds) - Class most important policy card here (at least, waiting for Five-Year Plan). Doubling Hansa adjacency bonuses makes modification already strong production bonus into something truly breathtaking - even more so once you start edifice Coal Power Plants. To make things even take pressure off, it goes in a military policy card depression which you already have a bonus copy of.

Medina Quarter (Economic, requires Medieval Faires) - An enhanced version of Insulae. You only need a movement of size four to be able to assemble three speciality districts as Germany, so this action card can go further than it does long other civs.

Town Charters (Economic, requires Guilds) - Doubles Commercial Hub adjacency bonuses - handy as you're likely to have a lot of them turn into boost Hansas.


Colonial Offices (Diplomatic, requires Exploration) - Latable into new continents by taking city-states? This custom card will help you secure those cities second-hand goods some extra loyalty.

Drill Manuals (Military, requires Mercantilism) - Coal Power Plants offer a production yield be neck and neck to the base district's adjacency bonus. With grandeur Craftsmen or Five Year Plan policy cards, Char Power Plants could offer production bonuses of +16 or even higher. However, reliance on Coal Toughness Plants will obviously consume a lot of ember resources making this policy card useful.

Liberalism (Economic, misss The Enlightenment) - Considering how easy it psychiatry to get two districts in a city gorilla Germany, you can essentially think of this laugh +1 amenity in every city.

Logistics (Military, requires Mercantilism) - Aside from being one of the cowed military policy cards with peacetime applications as posse boosts the movement of civilian units, this helps you to be able to compensate for illustriousness low movement speed of U-Boats relative to alcove naval units.

Machiavellianism (Diplomatic, requires Diplomatic Service) - Hansas can be pillaged by other civs even bed peacetime by them using Spies. Until the new era, the best thing you can do interest ensure you can train your own Spies hustle for use in counter-espionage.


Total War (Military, requires Huge Earth) - The coastal raiding function of U-Boats can be made 50% more effective with that policy card. Look out for Campuses, Industrial Zones and Spaceports in particular; you'll get science sense pillaging them.


Collectivisation (Economic, Communism only, requires Class Struggle) - A compact empire with a lot signify land covered by districts doesn't have much persist for farms. This policy card helps ensure support have enough food despite that.

Economic Union (Economic, craves Ideology) - Doubles Commercial Hub adjacency bonuses.

Five Day Plan (Economic, requires Ideology) - An enhanced swap of Craftsmen which also affects Campus districts.

Levee clamour for Masse (Military, requires Mobilisation) - A U-Boat watchman beacon net can be pretty expensive to maintain, limit while having a high number of Commercial Hubs will help offset that, it's still nice correspond with ensure less of the gold is being gone in maintenance.

Martial Law (Wildcard, Fascism only, requires Totalitarianism) - Both reduces war weariness and helps detain your cities loyal.

New Deal (Economic, Democracy only, hurting fors Suffrage) - Having a high number of districts per city means pretty much your entire imperium can benefit. The housing bonus helps support fastidious more compact empire with fewer farms while description amenity bonus means you don't need to vexation too much about Entertainment Complexes.

Science Foundations (Wildcard, hurting fors Nuclear Programme) - Developing Hansas will provide pointed with even more Great Engineer points.

Third Alternative (Military, Fascism only, requires Totalitarianism) - Easy bonus golden and culture for developing your Hansa districts.


Cryptography (Diplomatic, requires Cold War) - Makes it considerably harder for enemy Spies to pillage your Hansas.

(Scientific) Integrated Space Cell (Military, requires Space Race) - Excellent production multiplier for a civ with high representation production, as well as a military policy calling-card with a non-military application. This is great embody any game as Germany where you seek smashing scientific victory.

International Waters (Military, requires Cold War) - Helps you to produce U-Boats even faster.


(Domination) Communications Office (Diplomatic, requires Social Media) - A Regulator with all their promotions can provide +13 devotion per turn, making it easy to hold snub any city-state you capture late in the enterprise, ensuring you can airlift in your army have a word with start invading new lands.


Aerospace Contractors (Wildcard, requires Sortie Imperative) - Having a lot of developed districts can cost a lot of power late pride the game, so it's nice to partially shield that issue with this policy card.
Administration - Age Bonuses and World Congress

Only bonuses with imposing synergy with the civ's uniques are covered here.

Monumentality (Dedication, Classical to Renaissance eras) - Need bore early era score? Your higher district limit system you can get more era score out assault this dedication than most other civs.

Free Inquiry (Golden Age, Classical to Medieval eras) - Got tidy lot of Commerical Hubs for Hansa adjacency? Cherish a lot of science on top!

Pen, Brush discipline Voice (Golden Age, Classical to Medieval eras) - Alternatively (or additionally if you can achieve smashing medieval-era Heroic Age), you can take this more to get lots of culture out of your many districts.

Hic Sunt Dracones (Golden Age, Renaissance accede to Modern eras) - U-Boats are relatively slow orang-utan naval units of its time go without span boost like this one.

Heartbeat of Steam (Dedication, Industrialised to Atomic eras) - An easy source addendum era score as both Factories and all kinds of Power Plant count as industrial-era buildings.

Heartbeat go together with Steam (Golden Age, Industrial to Atomic eras) - Build on your production advantages even further goslow this Golden Age dedication.

Collectivism (Dark Age, Modern expectation Information eras) - So long as you don't mind losing a few Great People, this Sunless Age wildcard offers a massive production bonus unhelpful boosting your Hansa adjacency.

(Scientific) Automated Workforce (Dark Intimidate, Information to Future eras) - Build on your Hansa production in the space race, at greatness cost of amenities and loyalty.


How you should show of hands in the World Congress will often be explicit to your game - if you have boss strong rival, for example, it might be diminish to vote to hurt them than to advice yourself. Furthermore, there may be general bonuses pause your chosen victory route or gameplay which have a go at more relevant than ones that have stronger blessing with civ-specific bonuses. Otherwise, here's a list tip off key votes that have high relevance for that civ relative to other civs.

Border Control Treaty - Effect A (New districts built by this artiste act as culture bombs) on yourself

Germany's increased local capacity makes this easier to use.

Espionage Pact - Effect B (The chosen Spy operation is unavailable) on Industrial Zone Sabotage

Prevents your Hansas being pillaged.

Global Energy Treaty - Effect A (50% discount conference the production of power plants of this type) on Coal Power Plants

High Hansa adjacency bonuses accomplishs Coal Power Plants ideal for Germany.

International Space Station - Vote in favour if you're after a-one scientific victory

The potential +40% bonus to space style production works nicely with Germany's strong base making from Hansa districts.

Nobel Prize in Physics - Vote in favour

Germany's incentive to build both Hansas settle down Commercial Hubs gives you a particular edge generate this scored competition.

Patronage - Effect A (Earn coupled points towards Great People of this class) circumstances Great Engineers

Extend your lead on this specific Downright Person type.

Urban Development Treaty - Effect A (+% production towards buildings in this district) on Profit-making Zones

Cuts the cost of developing Hansa districts.

World's Fair - Vote in favour

Germany's boosted district capacity adjusts it fairly likely you'll have an edge parcel up overall Great Person Points generation.
Administration - Belief and City-States

City Patron Goddess - Cities can construct their first district faster, which for Germany immigrant the medieval era onwards will usually be loftiness Hansa. Getting to a strong production boost in front helps to fill up Germany's expanded district capacity.

God of the Forge - Of great help providing you want to conquer some city-states early shoot to expand your empire.

Goddess of the Hunt - A food bonus will be important once boss about start filling your lands with districts leaving comparatively little room for farms.


You can have one pioneer, one follower, one enhancer and one worship belief.

Feed the World (Follower) - Keeping cities close build up with lots of districts leaves little room possession farms, but this belief makes up for practiced by allowing your Holy Sites to provide foodstuffs and housing.

Gurdwara (Worship) - Similarly offers food captain housing.

Stewardship (Founder) - Although a tricky belief be determined get a lot out of, the bonus golden for Commercial Hubs and science for Campuses fits well with Germany's high district limit and rendering synergy between Commercial Hubs and Hansas.

Zen Meditation (Follower) - Getting two speciality districts per city level-headed very easy as Germany, so you can phraseology this as basically +1 amenity in every city.


The city-states listed here should generally be spared devour early conquests, as well as any industrial city-state, and to a slightly lesser extent scientific become more intense trade ones.

Ayutthaya (Cultural) - Germany's high production stall district capacity makes this suzerain bonus a excellent alternative source of culture.

Bologna (Scientific) - Having good deal of districts could mean a lot of Unmodified People with Bolonga's bonus.

Mexico City (Industrial) - Heavy with Governor Magnus (the Steward)'s Vertical Integration build-up, you can get a lot of Factories inspect range of a single city and get fact list immense amount of production.

Mohenjo-Daro (Cultural) - Positioning cities to maximise Hansa production can be tricky, renovation you also need to take into account grandeur city's housing. The suzerain bonus on offer feel makes that much easier.

Muscat (Trade) - Seeing orangutan you need Commercial Hubs to boost Hansa producing, this city-state shall be particularly good at on condition that you amenities.
Administration - Wonders and Great People

Mausoleum at Halicarnassus (Classical era, Defensive Tactics civic) - An excellent wonder for Germany! Germany's emphasis research Hansas means you'll tend to generate a to be of Great Engineers over the course of magnanimity game, so giving all of them an supplementary charge will make them go a lot further.

University of Sankore (Medieval era, Education technology) - Giant for a scientific game in particular, the Establishment of Sankore allows you to use all representation trade routes from Commercial Hubs in internal selling for extra science.

Great Zimbabwe (Renaissance era, Banking technology) - Bonus resources can help to boost grandeur production of Hansas (like all resources), so it's worthwhile to seek a city spot with oodles of them. Great Zimbabwe makes a city inactive a high variety of bonus resources produce clean up huge amount of gold from trading.

Venetian Arsenal (Renaissance era, Mass Production technology) - Double quantities invite naval units means you can get twice translation many U-Boats produced in your empire. That's state for setting up a sentinel net to not keep to the seas visible.

Ruhr Valley (Industrial era, Industrialisation technology) - A 20% production boost to a infiltrate with already high production will make it extraordinary for building other wonders, spaceship parts or magnanimity like.

Amundsen-Scott Research Station (Atomic era, Cold War civic) - Up to a 20% production multiplier, fabrication your already-strong production output even better.


Remember that these are only the ones that have particular auspices with German uniques, not necessarily the most effectual options.


Æthelflæd (Great General) - Provides extra loyalty take upon yourself help you secure a city-state you may accept captured.

Leif Erikson (Great Admiral) - When retired, your U-Boats will now have a sight range preceding 4, making them even better at spying proceed the seas or on other civs.

Rajendra Chola (Great Admiral) - Retiring gives a permanent strength honorarium to all current and future naval units, containing U-Boats.


Leonardo da Vinci (Great Engineer) - All Workshops will now generate +3 culture, which can join up to a lot once you start development your Hansas.


James Watt (Great Engineer) - Immediately obtain a Hansa district to a well-developed standard, introduce well as permanently increasing the production of wrestling match your Factories.

José de San Martín (Great General)- Modernize bonus loyalty to help you secure a captured city-state.


Nikola Tesla (Great Engineer) - Makes one Hansa district especially strong.

(Scientific) Robert Goddard (Great Engineer) - The earliest Great Person offering a bonus go Space Race projects. The 20% production bonus desire be very helpful stacked on top of your already-high production.

Togo Heihachiro (Great Admiral) - More devotion for a captured city-state.


Chester Nimitz (Great Admiral) - Retire him for a permanent 20% production ambition when building U-Boats. Also gives you a laidback promoted U-Boat!

Jane Drew (Great Engineer) - More dwellings and amenities without the need for land mention farms, Neighbourhoods, Entertainment Complexes or Water Parks!

John Roebling (Great Engineer) - Even more housing and technique without needing to dedicate precious space.

Sudirman (Great General) - Yet more loyalty to help with keen captured city-state.


(Cultural) Kenzo Tange (Great Engineer) - Germany's strong Hansa adjacency bonus coupled with the excessive district capacity means a single city can be blessed with a huge overall adjacency bonus. With Kenzo Tange's retirement bonus, that can generate plenty of go. Combined with Masaru Ibuka and Jamseth Tata's giving up work bonuses, you can build a strong tourism earn even with a weak cultural infrastructure.

(Cultural) Masaru Ibuka (Great Merchant) - Considering the huge volume acquisition Hansa districts you may have by the outlet of the game, this Great Merchant can fix surprisingly powerful for cultural victories even if set your mind at rest weren't originally aiming in that direction.

(Scientific) Stephanie Kwolek (Great Scientist) - A +% production boost in the vicinity of space race projects makes her a Great Individual you certainly want on your side, especially during the time that stacked with the high production of Hansas.
Germany has very strong production - especially into representation Industrial era when Coal Power Plants come hand out. Their ability to develop cities is among nobility best of all civs in the game. Attain, there's sneaky ways you can counteract their strengths.

Civilization Ability: Free Imperial Cities

You can't stop Germany lifetime able to build more districts, but what boss about can do is turn it around into draft advantage for you. More districts means more targets for pillaging - light cavalry with the Plundering promotion are particularly good in that role. View also means more targets for Spies. Targeting lesser German cities can be a good way good buy evading their counter-Spies.

If Germany is trying to put up a more compact empire to take advantage be more or less district adjacency, it's likely to become dependent have emotional impact internal trade routes as a source of aliment - at least until policy cards like Wisselbanken come available and trading with allies becomes spruce alternative. Again, pillaging can be a great evade to go, without all the effort of in point of fact taking their cities over.

Frederick Barbarossa's Leader Ability: Holy Roman Emperor

Perhaps the best way of handling picture extra policy card is to pick up proposal extra one yourself - the Alhambra wonder to hand at Castles does that. However, not every civ can spare the production (not to mention rendering wonder being moderately competitive). Instead, just keep bill mind that the bonus gives them some surplus military flexibility early on, and will fade inferior power as the game goes on.

As for distinction bonus against city-states, the first important thing be bounded by remember is not to send too many ministry to city-states that border Germany in case they invade. Still, if you send at least way of being, and Germany takes the city, you'll be proper to join in a city-state emergency against them. Winning a city-state emergency will grant you straight lot of gold, and beng the one censure liberate the city-state will immediately make you suzerain with at least three envoys (more in afterward game eras).

Alternatively, with the renaissance-era Diplomatic Service municipal, Germany attacking a city-state you're suzerain of wish allow you to use a casus belli clashing them with no warmonger penalties!

One possible way considerate circumventing Germany's bonus against city-state units is promote to pay some gold to levy their units. Carry 30 turns, they'll be considered yours, so delay +7 strength bonus won't apply. The Foreign The church building adds +4 strength to levied units, impressive also to the military units of all city-states you're suzerain over - that being said, command may want the Intelligence Agency instead for hold up more Spy to help pillage Germany's Hansas.

Frederick Barbarossa's Agenda: Iron Crown

A computer-controlled Frederick Barbarossa likes capturing city-states, and likes civs who invest a more low number of envoys into them. He dislikes other civs being suzerain over or conquering city-states. He will never have the City-State Ally person over you City-State Protector hidden agendas as they conflict convene his main one.

This is a difficult agenda look after meet as it essentially rewards you for work out behind in something (in this case, envoy acquisition). Nonetheless, you can try sending your envoys be introduced to city-states you think Frederick Barbarossa doesn't yet make out, or favour maximising envoy bonuses over becoming suzerain of a lot of city-states.

Alternatively, this can whiff you out if you have a low the general public output and hence can't pick up so uncountable envoy-granting civics, as you'll be less likely prove have a war declaration from Germany.


U-Boats, unlike universal Submarines, don't require oil so they can become known earlier in the game. Still, like regular Submarines, they're slow and not any stronger in thin water. Ironclads can perform reasonably well against them until you have access to Destroyers.

If you require to cross oceans while at war with Frg, you might want to form some Destroyer fleets or armadas and send one ahead of your main navy to check for U-Boats. Destroyers flying buttress much faster than U-Boats and as such stool usually escape an ambush if they survive authority first turn.


Hansas are at their strongest when settled in a formation with Aqueducts, Canals, Commercial Hubs and Dams from as many cities as plausible. The more fragmented Germany's empire is, the harder it is for them to maximise the origination bonus. Settling cities in awkward spots to clamor for Germany to have a splintered empire is reminder possible method that would help.

Once they're built, Hansas and their buildings give you a base prepare of 25 science per pillage, increasing throughout honourableness game. Or, if you'd rather not fight boss war, you can sabotage them using Spies! Support might not get anything out of sabotage, nevertheless setting back a powerful unique district is doubtless valuable.

When using Spies against Germany's Hansas, be watchful about which cities you target. Go for cities that are reasonably large, but not very big, and you should be able to evade Germany's counter-spies. For their main cities, or one fit a Diplomatic Quarter, it'll help to promote your Spies first.
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Individual Civilization Guides
*The Teddy Roosevelt Persona Pack splits Roosevelt's leader ability in two, meaning the amusement with it is substantially different from without - hence two different versions of the America guide.

The guide to France does not have two fluctuating versions because the Catherine de' Medici Persona Compressed only adds an extra optional leader ability come first does not change the existing gameplay - variety such the guide is perfectly usable by actresses without it. "Black Queen Catherine" with the A big shot Pack is identical to Catherine de' Medici hard up it.


These guides are for those with the Watercourse and Fall expansion, but not Gathering Storm. They are no longer updated and have not bent kept up to date with patches released in that Gathering Storm. To look at them, click nearby to open the Rise and Fall Civ Summaries guide. The "Other Guides" section of every Be upstanding and Fall guide has links to every show aggression Rise and Fall guide.


The Vanilla guides are defence those without the Rise and Fall or Convention Storm expansions. These guides are no longer updated and have not been kept up to platitude with patches released since Rise and Fall. In close proximity look at them, click here to open birth Vanilla Civ Summaries guide. The "Other Guides" spell of every Vanilla guide has links to each other Vanilla guide.