(OUT OF DATE/2UC)A Vox Populi(CBP) Guide: Germany
This Guide is Out of Date
This guide is currently out of date for the 5.0 aka 4UC integration patch of Vox Populi. I thought it would be easier to make new guides instead of trying to edit these, plus they may be good to have if someone wanted to play an older version of Vox Populi. However, do note that some things in this guide may be out of date, as due to both busier life stuff and the knowledge that 4UC has been coming for a while some parts of the guides weren’t updating even with other VP changes
Germany had some minor tweaks to their UA, but most things in this guide should still hold true
Once a new version of this guide comes out, it will be linked here [new guide link waiting]
Introduction
These guides are designed to help players who are new to Civ but still interested in Vox Populi, familiar with Civ but new to Vox Populi, or even those well versed in Vox Populi who just want to see if there's anything they didn't know about a particular civilization. I am actually a big fan of Zigzagzigal's Civ guide series, and it really helped me learn a lot about the game, and I wanted to bring a similar experience for fans of the Vox Populi or Community Balance Patch modpack. For those interested in the modpack it can be downloaded here[forums.civfanatics.com]
Anyways, without further ado, onto the Germans!
Before I go into depth with this guide, here's an explanation of some terminology I'll be using throughout for the sake of newer players.
Beelining - Focusing on obtaining a technology early by only researching technologies needed to research it and no others. For example, to beeline Bronze Working, you'd research Mining and Bronze Working and nothing else until Bronze Working was finished.
Finisher - The bonus for completing a Social Policy tree (e.g. +33% Great Scientist rate and +25% growth in all cities from rationalism.)
GWAM - Great Writers, Artists and Musicians. These are the three types of Great People who can make Great Works, a major source of tourism for cultural Civs.
Opener - The bonus for unlocking a Social Policy tree (e.g. +25% Great Person Rate and +100% construction of guilds in Artistry)
Tall Empire - A low number of cities with a high population each.
UA - Unique Ability - the unique thing a Civilization has which doesn't need to be built.
UB - Unique Building - A replacement for a normal building that can only be built and used by one Civilization.
UI - Unique Improvement - A tile improvement that can be made by workers that doesn't replace any other improvement that can only be made by a single civilization
UU - Unique Unit - A replacement for a normal unit that can only be built by one Civilization or provided by militaristic City-States when allied.
Uniques - Collective name for Unique Abilities, Units, Buildings, Tile Improvements and Great People
Wide Empire - A high number of cities with a low population each.
XP - Experience Points - Get enough and you'll level up your unit, giving you the ability to heal your unit or get a promotion.
Brief Unique Summary
Germany lacks a start bias. Not a particularly big deal, none of your uniques focus on terrain at all
+3
A melee unit
- +10% combat strength against all ranged attacks. +10 hp(Discipline)
- Receives no experience penalty and can move immediately after being purchased
- +30% combat strength when attacking units at full health(Doppelsoldner)
- +33% combat strength against mounted units. +15% combat strength defending in open terrain(Formation I)
- +33% combat strength against mounted units. +15% combat strength defending in open terrain(Formation II)*
- Higher
combat strength (26 instead of 24)
- Receives no experience penalty and can move immediately after being purchased
Positive Stay on Upgrade Changes
- +30% combat strength when attacking units at full health(Doppelsoldner)
- +33% combat strength against mounted units. +15% combat strength defending in open terrain(Formation II)*
Positive Changes
Strategies and Victory Routes
These scores are merely my personal opinions from playing and examining this Civ, you may find other uses for the German uniques that make you disagree with a certain ranking
The German UU can provide some offensive punch as an stronger tercio, but their ability to be purchased and move immediately makes them a stronger defensive unit in my opinion
Germany's UA generates a lot of culture, although none of it goes to tourism
Germany's UA and UB generate some science but it is by no mean a huge amount. However Germany has arguably more production then anyone starting in the mid-game, making science a good back up route.
The incentive to send out international trade routes makes Germany decent at gold. Their incentive towards city states and additional bonuses to getting and for having them makes Germany ideal for diplomacy
While Germany lacks religious bonuses, they have a slow early game so investing in trying for a religion isn't a bad play
Unique Ability: Blood and Iron
City states hold two main uses as allies. They give yields, and they give delegates. Germany makes sure city states give more yields and helps ensure you keep them as allies for their deleagates
Just a singular city state for now, but 3 science is 3 science, in fact it is about 10% of Berlin's science
For every friendly city state Germany is getting +3 science, which increases to +6 each in the medieval and by +3 every era after, to a max of +21 each in the information era. The culture for allies scales the same way, however the goal as Germany(and any civ going for a diplomatic victory) is to ally every city state possible. As this is the main goal, I would consider the science you get from city states at best a consolation prize when you're doing poorly at that goal, and at worst a non factor outside of the early game. The main thing to consider is that you are getting a lot of culture. In fact I would argue a late game Germany that is doing well on their diplomatic path is one of the strongest culture generators.
I have sent just one unit.
Maintaining city state influence can often be somewhat annoying, especially if the city state is far away. Germany makes this a lot easier. By sending just one unit you can maintain city state influence as long as they aren't hostile. Two or more units and you will be gaining influence. Sending units is fairly easy, all you need to do is go to the diplomacy screen of whatever city state you want to send a unit to, click diplomatic missions, then send unit, then go over and click on the unit you wish to send. The unit has to be at full health and in friendly territory. It also cannot be a scout unit. It will take 5 turns to send the unit however. You can also walk a unit into the city state territory and you'll start gaining influence immediately. If it takes less then 5 turns for a unit to get to a city state this is preferable, but it otherwise doesn't matter. You'll still need to send diplomatic units if people start contesting your city states, but it means you don't have to waste diplomatic units on just keeping a city state over 60, allowing your diplo units to stay far more focused
One thing to note is that if the unit gets upgraded or killed, you lose the influence per turn. Make sure to send whatever your most advanced unit type is at the time to allow them to keep gaining influence for the maximum amount of time
Military city states are great allies, as you can send the units they send right back to them, or to another city state for influence.
Unique Building: The Hanse
Germany is certainly a diplomatic powerhouse, but a few civs do out-compete them in raw diplomatic bonuses(mostly Austria). However I do believe that there is one category that not a single civ beats Germany in. Production. Enter the Hanse.
In general I didn't have the most fortunate city state placements early on, but still, 10% production is notable
Every trade route sent to a city state gives each city with a Hanse +5% production. This can very rapidly stack to mean a massive amount of production in all of your cities, and it applies to everything, buildings, wonders, and units. Germany is probably the only diplomatic leaning civ with the production base to consistently hard build diplomatic units instead of purchasing them. By the Modern era I found my capital out of buildings and wonders to build until I got new techs and I just had it pumping out diplomatic units. It didn't take that much longer for most of my other cities to end up in a similar spot.
I believe this was my production bonus around the mid industrial era. Note again that this production bonus is in every city with a Hanse, which at this point is every city I own
Unique Unit: The Landsknecht
Hired some mercenaries, they're raring to go, and they already got some experience
Landsknecht effectively give Germany the Authority units, without having to go Authority. This makes Landsknechts great defensive units in a pinch, especially given Germany tends to have a bit of excess gold. That's not the only benefit Landsknechts give though.
Landsknechts are great at breaking defensive positions
Landsknechts also have two extra starting promotions, one of them gives them a 30% extra damage when attacking a fully healed unit. Contrary to how you would usually use a melee unit, you always want a Landsknecht to be the first unit to attack an enemy unit. While the instant movement after purchase implies they are a defensive unit they are incredible at destroying a strong defense. This could be a defensive line set up near your city and border, or it could even be right at the enemies gates. While on paper this is a very strong bonus, it can often leave your Landsknechts in a vulnerable position. Don't force this bonus to be relevant, and only use it if it is really going to make a difference. Landsknechts can still serve perfectly in the normal role of infantry, i.e. defending important points and/or ranged units. In fact, they are especially good at this, as they also start with formation II, giving them a disgusting +66% bonus against cavalry, and a cool 30% defensive bonus in open terrain.
If I actually had another nearby unit I could easily kill this knight in a single turn.
- +30% combat strength when attacking units at full health(Doppelsoldner)
- +33% combat strength against mounted units. +15% combat strength defending in open terrain(Formation iI)
Social Policies
Germany should start with Tradition to help their capital build wonders and get great people to potentially fulfill early city state quests. They should then go Statecraft to make allying city states easier, and Industry to maximize production boosts.
Opener: The extra population is useful for early wonders, and even early specialists
Justice: The early production will help with any early wonders you want to build
Sovereignty: Border expansion is nice, and the faith might help for a pantheon/religion
Ceremony: The extra science will help clear up any remaining worker techs
Splendor: I always recommend going Splendor before Majesty because Splendor can give a good amount of culture, getting you to finishing Tradition quicker. In fact throughout the game this will net you a large amount of culture and golden age points
Majesty: Considering your capital is going to likely have a lot of specialists, this ensures your growth isn't stumped.
Finisher: Get a bit more use out of your great person improvements! Plus hey, a stronger capital never hurt yeah? Have a throne room!
Opener: Small bit of gold and a few extra yields in the capital can't hurt
Trade Confederacy: You'll be trading almost exclusively with city states anyways, might as well make the routes a bit better
Foreign Service: Should make it a bit easier to get city states, and you get some other bonuses too
Shadow Networks: A massive boost to science, especially late game
Exchange Markets: One extra trade route is a potential 5% production across the empire
Consulates: A few more delegates never hurt
Finisher: Less policies required for wonders isn't super needed for Germany, but the yields from each world congress should be very high.
Opener: Two trade routes allows you (in theory) 10% more production in your empire, and that's incredible
Division of Labor: Seaports and Train Stations are normally expensive buildings, but now they are in line with other buildings. Also a large boost to your production and gold outputs
Free Trade: Extra gold from ITRs is always a good thing
Entrepreneurship: Gold and production, the industry tree knows what it wants, and you do too.
Mercantilism: A good bit of extra science and culture. Who ever said Industry was just gold and production? Wait a minute...
Protectionism: Extra food and science, plus your gold goes a bit farther
Finisher: Germany is likely to have a lot of specialists in the capital at least, so this is a great boost.
Ideology
Being a peaceful, trade focused, diplomatic or science leaning civ, Freedom is an easy choice for Germany
Economic Union: 2 trade routes, 2 more opportunities for a unique partner.
Universal Suffrage: You're getting a ton of golden ages, make them longer
Covert Action: Makes your spies better at getting those tricky city states your diplomatic rivals don't want to give up.
Arsenal of Democracy(Diplomacy): Get a bit more out of your great people with extra influence whenever you use them, and you can maybe pump out units with your production instead of diplomatic units to increase city influence
Capitalism: A nice bit of happiness and gold, both are welcome
Universal Healthcare(Science): A free hospital in every city, possibly before you even have biology researched, is amazing.
Treaty Organization(Diplomacy): Again increasing the benefits of trading with city states, and making it easier to keep them
Space Procurements(Science): Use your gold to supplement your already high production on spaceship parts
Wonders
Petra: An extra trade route is big for Germany, but this might prove hard to get without a desert start. If you find desert in your early exploration I'd recommend settling your second city there.
Pyramids: Free settler and more golden age points, what's not to love?
Colossus: Of similar importance to Petra, but probably easier to get
Great Wall You have nothing special to protect you nor the infrastructure to build a good defense till at least Hanse's. This will make that a non-issue
Oracle: Free science and culture, I can't find a reason for any civ to not want this
Roman Forum: Give your diplomacy that little edge
University of Sankore(Tradition Only): A good bit of extra science, can't complain
Himeji Castle: You may have the production to build an army quickly, but why bother when you can get this
Summer Palace: Whoever gets this wonder has a massive leg up in getting city states. Make sure it's you
Palace of Westminster(Statecraft Only): A few extra delegates never hurt no one, unless someone else gets them of course, then it does hurt you
Broadway(Industry Only): You've probably generated a few musicians here and there, maybe you can theme this, why not go for it
Statue of Liberty(Freedom Only): The production is pretty solid but you're here for the free social policy
CERN: Two free techs and 100 influence worldwide, all you could ever need this late in the game
Great Firewall(Science): Prevent other civs from leeching off your tech lead, freeing up your spies for other tasks
Hubble Space Telescope(Science): A massive boost to building spaceship parts, if you've made it this far it should be smooth sailing
Pitfalls to Avoid
Germany is a pretty strong and straightforward civ. However they have quite a few weaknesses, especially in their early game, and to get the most out of their uniques you need to be actively doing things to enable them.
Germany reaps a lot of benefits from city state alliances. They're bonuses do help in keeping them, but only when not under pressure. You need to invest in making sure you are retaining city state alliances, or your UA becomes much less useful, and even your UB can be disrupted.
Early game is one thing, but once you have the Hanse up in even one of your cities, you are wasting so much letting even one trade route go anywhere other then a city state if you have the option.
Germany is strongest in the late game. You can't reach your late game if you get conquered early. Make sure you have a decent army. Mid-game Landsknechts make for great defensive units, and late-game you should have both the production and economy to make a great army, but there is a period early-game where you have nothing going for you, so make sure you have some sort of defense
Landsknechts are amazing units, especially in defense but they can be used offensively. This is somewhat counter to the German gameplan though, and while they Landsknechts are a stronger tercio and have some good promotions, these promotions are somewhat situational. Make sure your UU is actually making enough of a difference to win you a war, and that the investment needed to do so is worth it. Playing a completely peaceful Germany is completely viable
Burning Berlin: Counter Strategies
Germany is a powerful diplomatic civ with just as strong a production base. However their weak early game can be an easy undoing, and they have other weaknesses even later in the game
Germany is great at maintaining city state alliances if they aren't under pressure. The simple solution is to put their city states under pressure. The more city states they get stolen from them, the less they'll have an advantage in being able to focus diplomatic bonuses. It is a bit of an uphill battle given they technically need to invest less then you, but if they have to focus a lot more on diplomatic units, they'll be making less units, and therefore the gap becomes even smaller
The Hanse gives Germany an unparalleled amount of production, and with that production Germany gains a massive amount of flexibility that can cover their flaws in almost any situation. You can counter the Hanse in a similar way to their UA however. A conquered city state is one they can't trade with, and if you can ally a lot of city states, going to war with Germany will put a halt to the German production line. While at war also try to pillage any German trade routes you find, it will hurt them just as much
Landsknechts come earlier then they are supposed to, and can be made with gold just as effectively as production. In the mid-game, Germany has some of the difficulty of attacking an Authority civ without them actually going down Authority. Don't be too afraid though. Germany can purchase Landsknechts and defend rapidly when they do so, but Germany doesn't have a stellar economy, even in the late game let alone in the mid-game, so they will only likely be able to purchase so many. When fighting Landsknechts, you best bet is probably ranged units, as Landskenchts shred cavalry units due to formation II. Melee units of your own can do well, but you need to attack Landskenchts first to prevent them from using their +30% attack against full health units. Overall though, the power spike of a stronger Tercio does mean that you might want to wait until you have renaissance units of your own to fight Germany.
Early-Game Warmongers: One of the easiest civs in the game to fight this early, they should prove no problem
Mid-Game Warmongers: Germany should have pretty good production at this point and can pivot pretty quickly to building an army if they have to. Make sure when you attack you have a strong enough army to quickly overwhelm them, Germany can likely win a war of attrition. Try to pillage trade routes to even the gap. Bring ranged units to deal with Landsknechts, don't attack them with cavalry, and attack them first with melee units.
Late-Game Warmongers: Preferably you'd have killed Germany by now, but if not the seas are your best bet to take out Germany, as well as air units, Germany will have a strong and probably large land force, but their navy and air forces will probably just be large, not strong
Diplomatic Players: This may seem a strange move, but for pretty much any civ other then perhaps Morocco, passing a city state embargo will hurt Germany much more then it'll hurt them.
Scientific Players: Unless Germany is getting hard out-competed in city state allies their strength for a science victory will be production not science output. Make sure to beeline and quickly build important science wonders like Hubble.
Cultural Players: Germany will be a pain if they are doing well diplomatically as they will have a ton of culture. Make sure you're sending trade routes, musicians and (spy)diplomats over to them, or maybe just invest in conquering them early if you don't want to deal with them.
Other Guides
These guide cover every civ in the game, and can be used as a quick reference
- America (Domination/Science/Culture)
- Arabia (Culture/Science)
- Assyria (Science/Domination)
- Austria (Diplomacy/Culture)
- The Aztecs (Domination/Science)
- Babylon (Science)
- Brazil (Culture)
- Byzantium (All)
- Carthage (Domination/Diplomacy)
- The Celts (Domination/Culture/Science)
- China (Domination/Culture)
- Denmark (Domination)
- Egypt (Culture)
- England (Domination/Diplomacy)
- Ethiopia (Science)
- France (Domination/Culture)
- Greece (Domination/Diplomacy/Culture)
- The Huns (Domination)
- The Inca (Science/Domination)
- India (Science/Culture)
- Indonesia (Domination/Culture/Science)
- The Iroquois (Domination)
- Japan (Domination/Culture)
- Korea (Science/Domination)
- The Maya (Science/Domination)
- Mongolia (Domination)
- Morocco (Culture/Diplomacy)
- The Netherlands (Diplomacy/Domination)
- The Ottomans (Domination/Science)
- Persia(Domination/Culture)
- Poland (Domination)
- Polynesia (Culture)
- Portugal (Science/Diplomacy)
- Rome (Domination/Science)
- Russia (Science/Domination)
- The Shoshone (Domination/Science/Culture)
- Siam (Diplomacy/Science/Culture)
- Songhai (Domination)
- Spain (Domination/Culture)
- Sweden (Domination)
- Venice (Diplomacy/Culture/Domination)
- The Zulus (Domination)
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