Sid Meier’s Civilization® VI Guide

Zigzagzigal's Guides - Germany (Vanilla) for Sid Meier's Civilization VI

Zigzagzigal’s Guides – Germany (Vanilla)

Overview

Germany is amazing for those who like to emphasise city development above all else, and can take that strength to space or into war. Here, I detail German strategies and counter-strategies.

Legacy Guide

If you have the Rise and Fall expansion, click here for the updated guide.

This guide is no longer updated, but will remain for the sake of those without the Rise and Fall expansion.

Introduction

Note: This guide only covers content released prior to the Rise and Fall expansion. Content from any DLC pack released between the base game and Rise and Fall is marked as such.

The legacy of the Holy Roman Empire left our new nation with an array of former city-states and ex-capital cities, providing Germany with a decentralised structure. With no one city being dominant, we can allow for them all to be productive and well-developed. Germany’s productivity shall be the envy of the world, and soon the world shall attempt to curtail our growing influence. Thankfully, the development of the Unterseeboot provides us with a powerful means of intercepting forces by the sea while our strong production can keep us secure on the land. From there, nothing seems impossible – even the prospect of exploring worlds beyond our own.

How to use this guide

This guide is divided into multiple sections explaining how best to use and play against this specific civ.

  • The Outline details the mechanics of how the civilization’s unique features work and what their start bias is (assuming they have one at all).
  • The Victory Skew section describes to what extent the civ (and its individual leaders where applicable) are inclined towards particular victory routes.
  • Multiple sections for Uniques explain in detail how to use each special bonus of the civilization.
  • Administration describes some of the most synergistic governments, civic cards, pantheons, religious beliefs, wonders, city-states and Great People for the civ. Only the ones with the most synergy with the civ’s uniques are mentioned – these should be given more consideration than they would be for other civs but are not necessarily the “best” choices when playing as the civ for a given victory route.
  • Finally, the Counter-Strategies discusses how best to play against the civ, including a consideration of leader agendas if the civ is controlled by a computer.

Note that all costs (production, science, culture, gold, etc.) mentioned within the guide assume a game played on the normal speed settings. To modify these values for other game speeds:

  • Online: Divide by 2
  • Quick: Divide by 1.5
  • Epic: Multiply by 1.5
  • Marathon: Multiply by 3

Glossary

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

AoE (Area of Effect) – Describes bonuses or penalties that affect multiple tiles in a set radius. Positive examples include Factories and Stadiums (which by default offer production and happiness respectively to cities within a 6 tile radius unless they’re within range of another building of the same type) and a negative example is nuclear weapons, which cause devastation over a wide radius.

Beelining – The strategy of obtaining a technology or civic quickly by only researching it and its prerequisites. Some deviation is allowed in the event that taking a technology or civic off the main track provides some kind of advantage that makes up for that deviation (either a source of extra science/culture or access to something necessary for a eureka or inspiration boost.

CA (Civ Ability) – The unique ability of a civilization, shared by all its leaders. Unlike unique units, buildings, districts and improvements, civ abilites do not have to be built.

Civic cards – Another name for policy cards; you fill up your government with these for additional bonuses and can switch them for free every time you unlock a civic.

Compact empires – Civs with cities close together. This is useful if you want to make use of districts that gain adjacency bonuses from other districts, maximise the number of copies of the same district in the same area, or to maximise the potential of area-of-effect bonuses later in the game.

Dispersed empires – Civs with cities that are spread out. This is useful if you want to ensure cities have plenty of room for both districts and tile improvements. Civs with unique tile improvements generally favour a more dispersed empire in order to make use of them, as do civs focused on wonder construction.

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

LA (Leader Ability) – The unique ability of a specific leader, which like civ abilities do not have to be built. Usually but not always, they tend to be more specific in scope than civ abilities. Some leader abilities come with an associated unique unit on top of the standard one every civ has.

Start bias – The kind of terrain, terrain feature or resource a civilization is more likely to start near. This is typically used for civilizations that have early bonuses dependent on a particular terrain type. There are five tiers of start bias; civs with a tier 1 start bias are placed before civs of tier 2 and so on, increasing their odds of receiving a favourable starting location.

Complete information on start biases within the game can be found in the Civilizations.xml file (find the Civ 6 folder in Steam’s program files, then go through the Base, Assets, Gameplay and Data folders to find the file). If a civilization is not listed as having a start bias there, it does not have one, even if you feel like you keep spawning in the same terrain when playing as that civ.

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

Uniques – Collective name for civ abilities, leader abilities, unique units, unique buildings, unique districts and unique improvements.

UA (Unique Ability) – A collective name 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 special advantage on top.

UD (Unique District) – A special district which may only be constructed in the cities of a single civilization, which replaces a normal district and offers some unique advantages on top. In some cases, there may be minor disadvantages as well, but these are always outweighed by the positive features. All unique districts cost half as much to construct relative to the regular districts they replace.

UI (Unique Improvement) – A special improvement that can only be built by the Builders of a single civilization. Unlike unique buildings or districts, these do not replace a regular improvement. Some require a technology to unlock, and many have their yields improved with later technologies. “UI” always refers to unique improvements in my guides and not to “user interface” or “unique infrastructure”.

UU (Unique Unit) – A special unit that may only be built by a single civilization, and in some cases only when that civilization is led by a specific leader. These usually replace an existing unit and offer extra advantages (and occasionally minor disadvantages as well in exchange for bigger advantages).

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

Outline

Start Bias

Germany has no start bias.

Civilization Ability: Free Imperial Cities

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

Frederick Barbarossa’s Leader Ability: Holy Roman Emperor
  • All governments receive an extra military policy card slot.
  • All military units have a +7 strength bonus against city-states and their units.

Unique Unit: U-Boat


A modern-era naval raider unit which replaces the Submarine

Research
Obsoletion
Upgrades from
Upgrades to
Cost
Maintenance
Resource needed

Electricity
Technology
Modern era

Telecommunications*
Technology
Information era

Privateer
(??? )

Nuclear Submarine
(380 )
430
or
1720
6
None

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

Strength
Ranged Strength
Moves
Range
Sight
Negative Attributes
Positive Attributes
65
75
3
2
3
  • Unable to capture cities
  • Does not exert zone of control
  • Ignores zone of control
  • Invisible to enemy units unless adjacent to them
  • May coastal raid, pillaging an adjacent land tile or capturing an unescorted civilian unit
  • +10 and when fighting in ocean tiles
  • Reveals other naval raider units within the sight radius

Negative changes

  • More expensive to upgrade

Positive changes

  • Costs 430 production or 1720 gold, down from 480 production or 1920 gold.
  • Cheaper to upgrade to a Nuclear Submarine
  • 3 sight, up from 2.
  • +10 strength and ranged strength when fighting in ocean tiles
    • This is based on where the defending unit is located.

Unique District: Hansa


A medieval-era speciality district which replaces the Industrial Zone

Research
Terrain required
Required to build
Base production cost
Maintenance
Pillage yield

Apprenticeship
Technology
Medieval era
Any land tile within your territory

Workshop

Factory

Power Plant
27 *
1
25

*All districts increase in production cost over the course of the game. If you have fewer copies of a district in total than the average among all players, it will be 40% cheaper to construct.

Adjacency bonuses
Other yields
Great Person points
Other effects
  • 2 per adjacent Commercial Hub
  • 1 per adjacent bonus, luxury or strategic resource, or antiquity site
  • 1 per two adjacent districts (including Commercial Hubs)
None
  • 1
  • Enables the Industrial Zone Logistics city project
  • Domestic trade routes to this city provide +1
  • International trade routes to this city provide +1

Negative changes

  • Does not provide a production bonus from adjacent mines and quarries

Positive changes

  • -50% production cost
  • +2 production per adjacent Commercial Hub district
  • +1 production per adjacent bonus, luxury or strategic resource, or antiquity site
    • This includes resources in adjacent coastal tiles
  • Does not reduce appeal in adjacent tiles

Victory Skew

In this section, the civ is graded based on how much it leans towards a specific victory type – not how powerful it is. Any score of 3 or above means the civ or leader has some kind of advantage to the victory route above a hypothetical civ with no unique features. A score of less than 2 means some kind of aspect of the civ actively discourages a particular victory route. All values are subjective and may be edited in future.

Leader

Culture

Domination

Religion

Science
Frederick Barbarossa
7/10
(Good)
8/10
(Good)
4/10
(Acceptable)
9/10
(Ideal)

Germany certainly isn’t bad at cultural victories. Strong production helps with building wonders, while an increased district limit means you can construct plenty of Holy Sites late in the game to help set up National Parks with. Furthermore, as Hansa districts don’t create negative appeal unlike regular Industrial Zones, you have a bit more choice in where you place them if you’re considering how to maximise the appeal of Seaside Resorts and National Parks.

Domination works even better. Strong production means you can outpace most other civs in sheer quantities of units, while the extra military card slot allows you to make use of a bigger variety of bonuses. U-Boats can also help with late-game naval supremacy.

Religion isn’t really a great path for Germany; the main benefit here is the fact you can build Holy Sites and still have a high 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 the odd wonder.

Science, however, is Germany’s best route. Aside from the obvious use of getting the spaceship built sooner, building a large array of districts and being able to construct things faster make it much easier to pick up Eureka boosts.

Civ Ability: Free Imperial Cities


Three speciality districts with just a population of 6. The civ ability increases the potential of what I can do with my cities, while the Hansa district makes it possible to reach that potential.

Germany’s civ ability is a very simple one: you can build one more speciality district in every city. The limit is tied to your population:

Population
Limit (Other civs)
Limit (Germany)
1
1
2
4
2
3
7
3
4
10
4
5
13
5
6
16
6
7
19
7
8
22
8
All
25
All
All

Note: City Centres, Aqueducts, Neighbourhoods and Spaceports do not contribute to the limit.

An extra district per city is mostly useful for new, smaller cities. At just size four, you can have a Commercial Hub, Hansa and Campus in a city; a combination that offers strong production, gold and science. As your cities don’t have to be as large to get the benefit large cities of other civs have, this means you don’t need to emphasis food or housing as much as other civs do. Smaller cities also are less of a drain on amenities. Nonetheless, it is still useful to have at least a couple of larger cities to handle wonder construction and eventually spaceship parts.

When you found cities, keep them close together. Less room for farms isn’t a problem when you can have powerful cities with fewer citizens, and proximity will help you make the most of Hansa districts later.

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

Ultimately, this ability is helpful no matter your eventual goals for the game and is particularly easy to use. It’s in Germany’s other uniques where the real in-depth strategies can be found.

Frederick Barbarossa’s Leader Ability: Holy Roman Emperor


Who needs choice when you can take both cards?

Frederick Barbarossa’s Leader Ability carries with it a pair of bonuses which are war-focused, but not necessarily just for those after a domination victory. Through careful use of the extra policy card and strength bonus against city-states, you can make a good start that will aid you no matter your eventual path.

Additional Military Policy Card Slot

Early on, having two military policy cards available instead of one allows you to use combinations such as Agoge (+50% production towards melee infantry and ranged units) and Discipline (+5 strength vs. Barbarians), which can be helpful for staying defended. Where this bonus really comes into its own, however, is once you reach the Political Philosophy civic and can start choosing between government types.

Although it might be tempting to pick Autocracy and have three military policy cards at once, there’s generally not much need for that many. Instead, you can combine the combat bonuses of Oligarchy with as many military cards as other civs have for Autocracy, or have the peaceful bonuses of Classical Republic while still having a military card slot available just in case. Typically, Oligarchy will be your best choice as it complements the strength bonus against city-states.

Later in the game, the free card fades somewhat in effectiveness, but it’s still nice to have your options open. You might be able to take both cards that reduce war weariness by a quarter (Propaganda and Total War) rather than one, for example. For more information on good choices of military policy cards, go to the Administration section of this guide.

Bonus Against City-States


I’m taking you down and everyone else’s science output along with it!

Germany can develop strong cities thanks to the Hansa and the civ ability, but that’s not all. By capturing city-states early on, Germany can make their start even stronger while setting back any civ too invested in them.

Be careful about when you declare war on city-states. Declaring war directly on a city-state incurs warmonger penalties once you’re past the ancient era, which in singleplayer may lead to retaliatory wars by other civs. In multiplayer, players won’t appreciate you picking off city-states they invested envoys into, so it’s still worth capturing city-states sooner rather than later.

Also take into consideration which city-states you attack. A city-state is a better target if:

  • It is of a less useful type (typically religious city-states aren’t very helpful for Germany, so are more useful captured, while industrial city-states should usually be kept alive)
  • It’s close to your existing territory
  • You don’t have envoys invested there already (you may want to hold onto envoys rather than spend them at first for this reason)
  • Its suzerain bonus isn’t particularly relevant to you

Taking out city-states with good bonuses can set other civs back, but you need to be careful – particularly on larger maps where only civs near you are going to be adversely affected. Setting back yourself slightly in exchange for setting back neighbours considerably sounds good until you realise there’s a sleeping giant on another continent who hasn’t been set back at all.

If you’re not after a domination victory, it’s usually best to stop carrying on with city-state conquest beyond around the medieval era. This allows you to put your envoys to good use in the city-states you haven’t captured, while also giving time for warmonger penalties to fade. Aside from that, if you’re putting huge amounts of emphasis on taking cities, you might as well go for a domination victory at that point. So, ultimately, the strength bonus will be largely defensive in case someone declares war on you and brings along a city-state ally.

If you are after a domination victory, capturing city-states can be an easy way of providing a foothold onto new continents later in the game. From there, you can build up your army ready to invade civs near the city-state. The U-Boat will help you secure the seas so if the war goes badly, it will be difficult for the other civ to successfully retaliate.

Be aware that capturing a city-state will give an allied civ a Protectorate casus belli against you if they have the renaissance-era Diplomatic Service civic. Declaring war via that casus belli has no warmonger penalties, so the civ might not hesitate to do so!

Summary

  • Use the extra military policy card to improve governments that have them in low number
  • Use the bonuses against city-states to help expand your empire early on
  • Later in the game, the bonus against city-states can help you gain a foothold on new continents.

Unique District: Hansa

The Hansa is the most important of Germany’s uniques, offering a huge boost to production most civs can only dream of. Even better, the district (like all unique districts) costs only half as much, so even new cities can quickly receive a good production boost.

The Research Path

As Hansas are particularly powerful, it’s worthwhile to beeline towards Apprenticeship (or at least make as few detours from that technology path as possible). Considering Commercial Hubs are necessary to produce the best yields out of Hansas, it may be helpful to favour researching Currency before Horseback Riding (both technologies being prerequisites of Apprenticeship).

Here’s everything needed for Commercial Hubs:

  • Pottery
  • Writing (Eureka: Meet another civ – If this doesn’t happen, than that means you’ve got a nice relaxed early-game where you can freely expand without the risk of war. So either way 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 Eureka in time though.)

And here’s everything else needed for Apprenticeship:

  • Animal Husbandry
  • Archery (Eureka: Kill a unit with a Slinger – Building a Slinger first is a good idea to keep Barbarians at bay anyway).
  • Horseback Riding (Eureka: Construct a pasture – Easy enough; if your capital lacks pasture resources, your second city will usually have some)
  • Apprenticeship (Eureka: Construct three mines – If you aren’t close to achieving that already, train a Builder and send them to some hills to dig mines. Remember that you need the Mining technology for that.)

It’s usually not a good idea to research in that specific order, considering you may need certain Builder technologies such as Mining or Irrigation sooner than that. A good order could be:

  • Animal Husbandry/Mining/other needed Builder technologies
  • Writing (and prerequisites)
  • Currency
  • Apprenticeship (and remaining prerequisites)

Picking up Writing early on means you can get Campuses up faster – the science boost will be helpful for cleaning up the rest of the technologies.

Placement

How you position your Hansas is key to making the most of them. There’s three things that offer adjacency bonuses to them:

  • Other Districts: +1 per two adjacent districts of any type
  • Resources: +1 per adjacent resource
  • Commercial Hubs: +2 per adjacent Commerical Hub, in addition to the bonus for being a district.

The last of these is the most important, and key to maximising Hansa yields. If you plan the placement of Commercial Hubs and Hansas carefully, you can produce much better yields than you might get for merely looking for resource-heavy spots. Here’s an example.


Placing Commerical Hubs in a zigzagging line like this allows Hansa A and Hansa D to receive production boosts of +7, and that’s before taking into account any other boosts!

Here is a similar, in-game example.


Note that the Commercial Hub between Berlin and Aachen with a Trader on it isn’t adjacent to a river. Sometimes you have to forgo the best Commerical Hub adjacency bonuses if you want the best production, but it’s worth it.

For the best yields, it’s a good idea to make sure your cities are kept close together to make district adjacency easier. Germany’s increased district limit from population means you can cope with fewer farms than most civs, so keeping a compact empire is easier than it is for others. More dispersed cities can’t as easily make these powerful Hansa/Commercial Hub formations. If you find yourself having to keep cities apart, then that’s where paying attention to resource locations becomes more important.

Output

Hansas produce masses of production, but that can be increased further with industrial city-states (that’s why keeping them alive is a good idea) and the Craftsmen economic policy card at the Guilds civic, or the Five-Year Plan policy card at Class Struggle. This production can be put to good use in a variety of ways; working towards Eurekas, building an army or getting wonders constructed.

There’s one little problem, however. Hansas, being Industrial Zone replacements, may be pillaged by enemy Spies even when you’re not at war with any civ. Make sure you train plenty of Spies and consider using policy cards such as Cryptography (available at the atomic-era Cold War civic) to help defend against enemy Spies.

Summary

  • Aside from detours for Mining and other Builder technologies, beelining Apprenticeship is worthwhile.
  • Place your cities close together so you can produce a powerful Commercial Hub/Hansa combination.
  • Make a zigzag of Commercial Hubs with Hansas either side of the zigzag for the best yields.
  • Ensure you have good defence against enemy Spies to keep your Hansas safe from pillagers.

Unique Unit: U-Boat

The U-Boat is a bit of an oddity among the German uniques, but can complement both peaceful and domination-focused games. Arriving at the Electricity technology, which you need anyway for Power Plants (the last of the three buildings which can be built in Hansa districts) and is a fairly easy technology to pick up early, you can end up with a strong naval advantage for quite some time. To make that advantage even better, build some Privateers (available at the Mercantilism civic) beforehand ready for upgrading. The Eureka boost for Electricity requires you to construct Privateers anyway, so all that should be manageable.

U-Boats are cheaper to build than regular Submarines, which also reduces the cost to upgrade Privateers to them. Because of their high strength in ocean tiles, you may want to keep them as individual units at first rather than forming fleets or armadas. The problem with their lower production cost and the incentive to build individual units rather than fleets is that it may cost a high amount of gold in maintenance.

The best use of U-Boats is to intercept enemies who are attempting to cross the seas towards your lands. U-Boats can’t move particularly quickly, but their high amount of sight and invisibility to most other units means you can make a line of them ready to intercept anything that might try and pass by.


My little sentinel net. If anything’s coming from continent in the west to my lands in the east, I’m going to know about it. U-Boats can see other Submarines from other civs, so even they can’t slip through.

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

Another thing U-Boats are fairly good for is hit-and-run attacks. Like all naval raider units, U-Boats have the ability to carry out a coastal raid, pillaging an adjacent land tile. They also have a ranged attack that can be rather helpful against land units (use Battleships if you want to deal with city defences). If any enemy forces start looking for your units, retreat them to nearby ocean lands 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 keep them safe from stronger units.

Summary

  • U-Boats are mostly good at intercepting enemy naval units
  • Position U-Boats spaced out around the sea so you can tell if anything’s coming
  • You can use their high sight to spy on other civs.

Administration – Government and Religion

The administration section covers the governments, policy cards, pantheons, religions, wonders, city-states and Great People which have particularly good synergy with German uniques. Be aware that these are not necessarily the best choices, but rather options that you should consider more than usual if playing as Germany relative to other Civs.

Governments

Classical Era Governments

Oligarchy is an effective choice if you want to dedicate time to conquering city-states early on. Taking a few Swordsmen with Siege Towers can rapidly tear down enemy city defences thanks to the combination of the +4 strength boost from this government and +7 from Barbarossa’s ability.

Classical Republic, on the other hand, pushes for a slightly more peaceful angle. It only offers one military policy card as Germany (plus a wildcard, which can be used as one), and doesn’t offer military bonuses, but that may be unecessary considering how strong a +7 boost is when fighting city-states anyway.

Medieval/Renaissance Era Governments

Merchant Republic is your best choice. Hansas need Commercial Hub adjacency to be at their most effective, which will grant plenty of gold. Reduced gold purchasing costs take that strength further, and bonus trade routes are always nice. More to the point, the government offers a high number of economic policy cards which can complement having a high number of districts in each city.

Modern Era Governments

Communism works well. Although you don’t get the offensive military bonus Fascism gets, the production multiplier is very helpful in Germany’s hands, and you get a better selection of policy cards.

Policy Cards

Classical Era

Insulae (Economic, requires Games and Recreation) – Even new German cities can build two speciality districts, and thanks to the Hansa’s low cost and production bonus, that can be achieved pretty quickly. The housing bonus is important when you’re keeping cities close together and lack space for farms.

Medieval Era

Craftsmen (Economic, requires Guilds) – The most important policy card here (at least, until Five-Year Plan). Doubling Hansa adjacency bonuses makes an already strong production bonus into something truly spectacular.

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

Meritocracy (Economic, requires Civil Service) – Having a high number of districts per city allows you to make more out of this policy card. The culture bonus ensures you can get through civics at a reasonable pace without having to invest in Theatre Squares.

Renaissance Era

Liberalism (Economic, requires The Enlightenment) – Considering how easy it is to get two districts in a city as Germany, you can essentially think of this as +1 amenity in every city.

Logistics (Military, requires Mercantilism) – Aside from being one of the few military policy cards with peacetime applications, this helps you to be able to compensate for the low movement speed of U-Boats relative to other naval units.

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

Industrial Era

Total War (Military, requires Scorched Earth) – The coastal raiding function of U-Boats can be made twice as effective with this policy card. Look out for mines, lumber mills, Campuses, Industrial Zones and Spaceports in particular; you’ll get science for pillaging them.

Modern Era

Collectivisation (Economic, requires Class Struggle) – A compact empire with a lot of land covered by districts doesn’t have much room for farms. This policy card helps ensure you have enough food despite that.

Five Year Plan (Economic, requires Class Struggle) – An enhanced version of Craftsmen which also affects Campus districts.

Levee en Masse (Military, requires Mobilisation) – A U-Boat sentinel net can be pretty expensive to maintain, and while having a high number of Commercial Hubs will help offset that, it’s still nice to ensure less of the gold is being lost in maintenance.

New Deal (Economic, requires Suffrage) – Put that Commercial Hub gold to good use! Having a high number of districts per city means pretty much your entire empire can benefit. The housing bonus helps support a more compact empire with fewer farms while the amenity bonus means you don’t need to worry too much about Entertainment Complexes.

Police State (Diplomatic, requires Ideology) – Makes it considerably harder for enemy Spies to pillage your Hansas, but comes at an amenity penalty. Generally, it’s best to only take this policy card when Spies are a definite threat.

Atomic Era

Cryptography (Diplomatic, requires Cold War) – Has all the advantages of Police State with none of the drawbacks, making this policy card ideal for keeping enemy Spies at bay.

(Scientific) Integrated Space Cell (Military, requires Space Race) – A production multiplier for a civ with high base production, as well as a military policy card with a non-military application. This is a must-have for any game as Germany where you seek a scientific victory.

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

Pantheons

City Patron Goddess – Cities can build their first district faster, which for Germany from the medieval era onwards will usually be the Hansa. Getting to a strong production boost sooner helps to fill up Germany’s expanded district capacity.

Goddess of the Hunt or Goddess of Festivals – A food bonus will be important once you start filling your lands with districts leaving relatively little room for farms.

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

Religious Beliefs

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

Stewardship (Founder) – Although a tricky belief to get a lot out of, the bonus gold for Commercial Hubs and science for Campuses fits well with Germany’s high district limit and the synergy between Commercial Hubs and Hansas.

Work Ethic (Follower) – While a bit weak at first, large cities will enjoy a handy production multiplier, which goes well with Hansa production.

Zen Meditation (Follower) – Getting two speciality districts per city is very easy as Germany, so you can consider this as basically +1 amenity in every city.

Administration – Wonders, City-States and Great People

Wonders

Mausoleum at Halicarnassus (Classical era, Defensive Tactics civic) – More effective Admirals can be nice with U-Boats, but the main advantage here is the additional charge from Great Engineers. Germany’s emphasis on Hansas means you’ll tend to generate a lot of Great Engineers over the course of the game. Requires the Persia and Macedon Civilization Pack.

Great Zimbabwe (Renaissance era, Banking technology) – Bonus resources can help to boost the production of Hansas (like all resources), so it’s worthwhile to seek a city spot with lots of them. Great Zimbabwe makes a city with a high variety of bonus resources produce a huge amount of gold from trading.

Venetian Arsenal (Renaissance era, Mass Production technology) – Double quantities of naval units means you can get twice as many U-Boats produced in your empire. That’s great for setting up a sentinel net to keep the seas visible.

Ruhr Valley (Industrial era, Industrialisation technology) – A 20% production boost to a city with already high production will make it amazing for building other wonders, spaceship parts or the like.

City-States

The city-states listed here should generally be spared from early conquests, in addition to industrial city-states.

Mohenjo-Daro (Cultural) – Positioning cities to maximise Hansa production can be tricky, as you also need to take into account the city’s housing. The suzerain bonus on offer here makes that much easier.

Muscat (Trade) – Seeing as you need Commercial Hubs to boost Hansa production, this city-state shall be particularly good at granting you amenities. Requires the Vikings Scenario Pack.

Stockholm (Scientific) – Having lots of districts could mean a lot of Great People with Stockholm’s bonus.

Great People

Remember that these are only the ones that have particular synergy with German uniques, not necessarily the most effective options. Obviously, all Great Generals and Admirals can be useful for domination victory, but it would be redundant to list them all. Great Engineers and Scientists which offer production to Space Race projects are very helpful towards scientific victory, but do not directly synergise with German uniques and hence are not listed here.

Renaissance Era

Mimar Sinan (Great Engineer) – Housing and amenities without needing to dedicate tiles to Entertainment Complexes or farms is very useful when you’re trying to keep a compact empire to maximise Hansa bonuses.

Industrial Era

James Watt (Great Engineer) – Immediately get a Hansa district to a well-developed standard, as well as permanently increasing the production of all your Factories.

Modern Era

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

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

Atomic Era

Chester Nimitz (Great Admiral) – Retire him for a permanent production boost when building U-Boats. If you have the Mausoleum at Halicarnassus wonder, you can retire him twice for a 40% production boost!

Jane Drew (Great Engineer) – More housing and amenities without the need for land!

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

Information Era

(Scientific) Stephanie Kwolek (Great Scientist) – A +100% production boost to spaceship parts makes her a Great Scientist you certainly want on your side, especially when stacked with the high production of Hansas.

(Cultural) Masaru Ibuka (Great Merchant) – Considering the huge volume of Hansa districts you may have by the end of the game, this Great Merchant can be surprisingly powerful for cultural victories even if you weren’t originally aiming in that direction.

Counter-Strategies

Germany pushes around city-states while producing like there’s no tomorrow, but some sneaky tactics can be a great way of dealing with them.

Free Imperial Cities

You can’t stop Germany being able to build more districts, but what you can do is turn it around into an advantage for you. More districts means more targets for pillaging – light cavalry with the Depredation promotion are particularly good in that role. It also means more targets for Spies. Targeting minor German cities can be a good way of evading their counter-Spies.

If Germany is trying to build a more compact empire to take advantage of district adjacency, it’s likely to become dependent on internal trade routes as a source of food. Again, pillaging can be a great way to go, without all the effort of actually taking their cities over.

Frederick Barbarossa – Holy Roman Emperor

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

As for the bonus against city-states, the first important thing to remember is not to send envoys to any city-state that borders Germany until you can reach the Diplomatic Service civic in the renaissance era. With that civic, Germany taking over an allied city-state will allow you to use a casus belli against them with no warmonger penalties!

One possible way of circuventing Germany’s bonus against city-state units is to pay some gold to levy their units. For 30 turns, they’ll be considered yours.

Finally, if Germany successfully takes City-States, that’s a great opportunity to liberate them if you get involved in a war against them. Liberating City-States immediately makes you the suzerain with three envoys, and reduces warmonger penalties you may have.

Frederick Barbarossa – AI Agenda (Iron Crown)

A computer-controlled Frederick Barbarossa likes capturing city-states, and likes civs who invest a relatively low number of envoys into them. He dislikes other civs being suzerain over or conquering city-states.

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

Alternatively, this can help you out if you have a low culture output and hence can’t pick up so many envoy-granting civics, as you’ll be less likely to have a war declaration from Germany.

U-Boat

As effective as U-Boats can be in oceans, they aren’t any stronger than regular Submarines in shallow water. Keep a couple of Destroyers around your coast and you should be fine.

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

Hansa

Hansas are at their strongest when placed in a formation with Commercial Hubs from as many cities as possible. The more fragmented Germany’s empire is, the harder it is for them to maximise the production bonus. Settling cities in awkward spots to force Germany to have a splintered empire is one possible method that would help.

Once they’re built, Hansas and their buildings give you 25 science per pillage. Or, if you’d rather not fight a war, you can sabotage them using Spies! You might not get anything out of sabotage, but setting back one of the game’s most powerful unique districts is certainly worthwhile.

When using Spies against Germany’s Hansas, be careful about which cities you target. Go for cities that are reasonably large, but not very large, and you should be able to evade Germany’s counter-spies. If Germany is particularly strong, consider using both the Police State and Cryptography policy cards at the same time so you don’t need to keep Spies at home for counter-spying operations.

Other Guides

If you like these guides and want to send a tip, you can click here![ko-fi.com]

Compilation Guides

Individual Civ Guides
SteamSolo.com