The American people represent a civilization in Civilization VI. They are led by Teddy Roosevelt, under whom their default colors are dark blue and white. When led by Rough Rider Teddy, their default colors are red and white.
The Americans' civilization ability is Founding Fathers, which halves the time needed to accumulate government legacy bonuses. In Rise and Fall, it instead converts all of their government's slots for Diplomatic Policy Cards into Wildcard slots, and in Gathering Storm it also grants +1 Diplomatic Favor per turn for each Wildcard policy slot in the current government. Their unique unit is the P-51 Mustang (which replaces the Fighter), and their unique building is the Film Studio (which replaces the Broadcast Center).
- 1 Strategy
- 1.1 Founding Fathers
- 1.2 Roosevelt Corollary (Standard Teddy Roosevelt)
- 1.3 Roosevelt Corollary (Rough Rider Teddy)
- 1.4 Antiquities and Parks (Bull Moose Teddy)
- 1.5 Film Studio
- 1.6 P-51 Mustang
- 1.7 Rough Rider
- 1.8 Victory Types
- 1.9 Counter Strategy
- 2 Civilopedia entry
- 3 Cities
- 4 Citizens
- 5 Trivia
- 6 Gallery
- 7 Videos
- 8 Related achievements
Starting bias: None
America is possibly more well equipped than any other civilizations towards the late game. However, compared to other late game-oriented civilizations, America can defend themselves against early invasions decently well, together with their innate versatility, making them a formidable foe in all situations.
Government legacy bonuses are a type of permanent bonuses that last throughout the entire game once you've earned them. America earns them in half the normal time, which effectively means that they double the legacy bonuses of other civilizations.
In order to start earning the bonuses as early as possible, it is advisable to build Monuments as well as seek out other sources of Culture. Spending the extra effort to trigger the applicable Eurekas may also be worthwhile.
Since the legacy bonuses are much larger for America compared to other nations, the type of legacy bonus may affect your choice of government more than usual. Overall, this ability is not exactly underwhelming, but not powerful either. It has certain degree of versatility since it grants you a little bit extra bonuses regardless of which paths you take. Certainly, it is stronger later in the game when the legacy bonus has time to accumulate, but this is not something you would like to build a strategy around.
Rise and Fall & Gathering Storm
In Rise and Fall, the Founding Fathers ability was changed. Instead of providing doubled government legacy bonuses, Founding Fathers now converts all diplomatic policy slots to wildcard policy slots, regardless of government type. In Gathering Storm, this ability is further bolstered by providing 1 Diplomatic Favor for every Wildcard slot in the current government, on top of innate Diplomatic Favor generated by the government form.
Although America loses its ability to reap more benefits out of government legacy bonuses, America can now enact any desired policy (assuming they have the available policy slots and the right policies) that they want. Founding Fathers now provides more freedom to America when it comes to policy selection and allows them to change the focus of their victory type. Naturally, this means you should choose the government type with the most diplomatic and wildcard slots.
- For tier 1 governments, the only obvious "bad" choice here is Oligarchy, since it provides no Diplomatic slot. The choice between Autocracy and Classical Republic is a little bit tougher, since both options offer something beneficial that you need. Autocracy is better if you want to build lots of wonders to fuel a Culture Victory. However, if you want a more peaceful way, especially when you think there is already enough space around you to colonize, Classical Republic is the better option. However, if you are playing as Bull Moose Teddy, it is almost certain that you should go for Classical Republic.
- For tier 2 governments, Monarchy and Merchant Republic are both viable options, thanks to their equal number of Wildcard slots. While Merchant Republic arrives later, its bonuses towards District construction and Gold purchases are ideal for setting up for a Cultural Victory. Monarchy arrives earlier in comparison, and plays very well with America's Diplomatic tendencies. Under Rough Rider Teddy especially, America under a Monarchy can earn Envoys at an unparalleled rate. Theocracy is the weakest as you lose a Wildcard slot, and should only be used by Bull Moose Teddy to save 15% on Naturalist purchases. Even though this can save America quite a bit of Faith in the long run, Theocracy is not a government America will want to be in for very long, and the Culture used on researching Reformed Church is better used on other civics.
- For tier 3 governments, Democracy is undoubtedly the most suitable. With this government, you will have 4 Wildcard slots, which means you will earn 7 Diplomatic Favor per turn just from this government alone. Even if you want to be aggressive with your P-51 Mustang, the versatility allowed by this government makes sure it can answer your every need.
- For tier 4 governments, again, the government that offers the most Wildcard slots is the best one, Digital Democracy. At a point this late into the game, Domination Victory is less likely your preferred way to win the game, unless you currently own the majority of Capitals. However, with the incredible flexibility offered by 8 Wildcard slots, you can pretty much do whatever you feel please. They are especially helpful in accommodating late-game Wildcard policies and Dark Age policies. You can run Disinformation Campaign card, as it synergizes perfectly well with your Film Studio, helping you sprint toward a Diplomatic Victory and a Cultural Victory simultaneously at a blazing speed.
Just the fact regarding how early America can start generating their Diplomatic Favor shows how dominant you can be at the World Congress. For comparison, Canada can generate 2 Diplomatic Favor per turn from their ability only when they have 200 Tourism, most likely in Industrial Era or Modern Era, or even later, when America can do so when they unlock their first government. Most importantly, this diplomatic power does not rely on other players or luck like Canada, you can play in isolation most of the game while casually taking out foes on your home continent then making the world turn a blind eye on you with your diplomatic prowess all game long, and there is little others can do about that. Overall, this is an incredibly powerful civilization ability that has high potential throughout the entire game. A very welcome change to the vanilla version America indeed.
For this reason, the Potala Palace is a powerful wonder in the hand of America. It is just as powerful as the Forbidden City, while being a lot less competitive and having a loose placement restriction, and also grants you an invaluable Diplomatic Victory point.
Roosevelt Corollary (Standard Teddy Roosevelt)
In early eras, this will only provide a bonus to Combat Strength to all fighting happening on your home continent. The bonus is very significant, as you only need +30 Combat Strength relative to another unit to kill it in one shot. It essentially offsets a Deity AI's +4 Combat Strength bonus, putting you on even ground. It can also be used defensively and offensively, provided the generation of the continents allow for such an opportunity. Continents are not always very intuitive. There is a specific lens in the game that clearly shows the difference between the continents, and should be used when you are scouting. It is quite possible that two adjacent tiles are, in fact, different continents. This bonus can help tremendously with every direction that America wants to go. As a late-game oriented and cultural civilization, America is notoriously hard to invade. While Canada or France can fall in one fell swoop if they do not dedicate enough Production towards an army in the Ancient and Classical Era, America can feel safe when building up their infrastructure. That also means America can be much more aggressive in the early game than any other late game civilizations. A Warrior-Archer rush from America, when they adopt Oligarchy and spawn next to a weak neighbor on the same continent, can be devastating. Mistaking America for a civilization that only peaks in Modern Era onward can be game-ending.
Finally, National Parks are improved. They increase the Appeal in the city they are built, which in turn directly increases their Tourism output, as well as the number of people that can live in each Neighborhood. Unfortunately, this means America will probably have to build several Holy Sites to afford the Naturalists needed to build National Parks, although they have no bonuses towards religion. You can choose to simply not recruit a Great Prophet to avoid dealing with the religious angle of the game, although if you do choose to recruit a Great Prophet, it may be in your best interest to choose Reliquaries as your Founder Belief, as it triples the amount of Faith and Tourism received from Relics, doubling down on America's cultural focus. Take caution however, spreading your religion to other civilizations with their own religion will cause a breakdown in relations and a loss of tourism between your empires. The extra Appeal when having a National Park in your city applies only once, having a second National Park will not add more Appeal. Tiles with fixed Appeal values like Mountains or natural wonders do benefit from this ability. You can read below for more tips and tricks to raise the Appeal of your lands in the Antiquities and Parks (Bull Moose Teddy) section.
Roosevelt Corollary (Rough Rider Teddy)
Rough Rider Teddy retains the Combat Strength when fighting on home continent from standard Teddy, together with the Rough Rider unique unit. However, he will lose the incentive for a Cultural Victory and receive a strong bonus for a Diplomatic Victory instead. Every time he sends an Envoy to a City-state, that Envoy will count as 2 if he has a Trade Route either to or from that City-state, very similar to how Tamar's leader ability functions. However, since you do not have the full freedom of sending your Traders everywhere like religious units, the efficacy of this ability relies a lot on how many City-states spawn within range. Considering America does not have a coastal starting bias, they most likely will use land-based Trade Route, which have a maximum range of 15. Sea-based Trade Route can later be used within a range of 30, if America has a city with sea access (a Harbor or coastal) and the destination city also has sea access. Note that in Civilization VI, maximum Trade Route range does not get extended with technological research, but with Trading Posts. Trading Posts are automatically constructed in the destination and source city of every finished Trade Route; future routes (both land and sea) that pass through these cities will have extended reach - they will effectively reset their range at the Trading Post. At first, what you need to do is to quickly establish Trading Posts in City-states around you, this needs to be done fast so prioritize ones that are closest to you. These City-states will then act as range extenders for your Trade Route, helping them reach City-states further away. Remember, this ability will be wasted if you spend your Envoy recklessly on City-states to whom you have no Trade Route, so it is recommended that you wait until you establish a connection before sending over any Envoy. This will allow you to become the master of diplomacy on your continent in the early game, so that your enemies will refrain from declaring wars on you, for fear of angering your legion of protectorates. This also means you will receive aids whenever you set your eyes on a target and want to quickly take them out. Combining this ability with the Diplomatic Policy Card Containment will make every Envoy count as 3.
It goes without saying that maximizing the Trade Route capacity should be of utmost importance. Try to build Commercial Hubs as quickly as possible, but in coastal cities, build Harbors instead. The Harbor, overall, is the stronger district of the two, as it supplies Food, Housing and Production beside Gold, and it helps you establish sea-based Trade Routes so your influence can reach landmasses farther away.
Antiquities and Parks (Bull Moose Teddy)
Bull Moose Teddy will no longer have the +5 Combat Strength when fighting on his home continent, as well as the Rough Rider, which is quite a significant blow to his militaristic prowess. Instead, he gains Science and Culture for Breathtaking tiles, depending on the features that those Breathtaking tiles are adjacent to. The best aspect of this ability is that you can start generate double, or even triple the amount of Science and Culture other empires have from the very beginning of the game, without having to do anything beside settling your Capital. Although it is heavily map-generation dependent, even if there is just one Breathtaking tile among the 7 tiles your Capital starts out with, you can get very far ahead of everyone else in terms of technologies and civics. Remember, a tile can gain both the Science and the Culture bonus if it simultaneously satisfies both conditions.
There are a couple of ways you can customize the Appeal ratings of your territory. The easiest way, and available from the Ancient and Classical Era, is to build Appeal-boosting District. There are six District that boost the Appeal ratings of adjacent tiles (seven with Vietnam & Kublai Khan Pack): Entertainment Complexes, Holy Sites, Theater Squares, Water Parks, Dams, Canals, and Preserves, but undoubtedly the most important ones for Bull Moose Teddy are Holy Sites, Theater Squares, and Preserves.
- Even when America has no religious tendencies, Holy Sites are absolutely crucial, as they will be the main Faith source for Teddy to recruit Naturalists, once Conservation is unlocked. Holy Sites help boosting nearby tiles' Appeal, making it easier for the Naturalists to do their job, which will in turn further increase the Appeal of every tile in the city. Of course, Teddy can also earn Faith from the Earth Goddess pantheon, which goes so well with his toolkit that it should be a priority every game, even when the ever tempting Religious Settlements pantheon is also available. As Teddy has no bonuses towards a Religious Victory, your religion should be used to serve Teddy's Cultural goals by picking the Reliquaries Follower belief, as this will triple Faith and Tourism from Relics, and the Cathedral as a Worship building for the extra slot of Religious Great Works. This is not a religion you will be spreading past your borders, as you will want to save your Faith for Naturalists and Rock Bands. It is much easier to simply have a few Inquisitors waiting around to defend against wayward foreign religious units. Bull Moose Teddy will also have +3 Loyalty from cities following his Religion (universal Loyalty mechanic), which may help this otherwise defenseless civ.
- Of course, Theater Squares are important because America under Bull Moose Teddy is a Cultural civilization through and through, and you would love to have your Film Studio up and running as other empires transition into the Modern Era anyway. In order to maximize the number of tiles receiving positive Appeal boosts, try not to place Holy Sites and Theater Squares adjacent to one another, although after you unlock Conservation and can fill empty lands with Woods, this will become much less important.
- The Vietnam & Kublai Khan pack introduces a new District: the Preserve. This will be your favorite's District in the entire game. Not only does it introduce a new and early method to boost the Appeal of your land, it also brings huge yields to adjacent high-Appeal tiles. For this reason, America under Bull Moose Teddy should beeline for Mysticism, maybe even before they unlock Political Philosophy and start putting down Preserves in every single city.
You can also boost Appeal by promoting Liang to Parks and Recreation, to gain access to the City Park improvement. However, this is a hefty investment that is very hard to balance with other factors. It requires 4 Governor titles to get to Parks and Recreation, which means if you try to rush it, you will have to forgo Pingala and Magnus, which are two crucial Governors in the development of any empire. Not to mention, after unlocking City Parks, the process will require a lot of micromanagement, including continuously moving Liang around to build City Parks in as many cities as possible, which can be repetitive, especially when you have a large empire. However, if you manage to pull this off, you will effectively unlock the effects of the Eiffel Tower way before Modern Era, but since the cost of this strategy is very high, consider going for the Parks and Recreation title as a replacement after you miss out on the Eiffel Tower, rather than before.
Nevertheless, the Eiffel Tower is the almighty Wonder for Bull Moose Teddy and its construction should be attempted every game no matter your victory type. It is so strong that it is recommended you enter the Modern Era from the bottom of the tech tree, unlike other cultural civs, not the top, even when your unique building is unlocked with Radio, situated on top of the tech tree (read more below). If you have chosen a Religion with Reliquaries as well, consider also building the Mont St. Michel and Cristo Redentor as well, as both of those wonders will enhance your Relics.
The Film Studio is a unique building that plays to one of America's greatest strengths. Any city that builds it doubles its Tourism output to civilizations that have reached the Modern Era, allowing the Americans to catapult toward a Culture Victory in the later stages of the game. With the Satellite Broadcasts policy card, a city with a Film Studio and some or all of the wonders that hold Great Works of Music (the Bolshoi Theatre, Broadway, and the Sydney Opera House) can become a world-class tourist destination.
Whether you're playing the vanilla version of the game or the expansions (i.e. with or without World Eras), the Film Studio doubles your Tourism output only against civilizations that have discovered at least one Modern Era technology or civic. Therefore, this is a rare unique building that is pointless to rush, since its uniqueness is based on a condition that you don't have to satisfy. Overall, you are much better off entering the Modern Era from the bottom half of the tech tree rather than the top half - more specifically, you should enter the era with Steel. This will maximize your chances of getting the Eiffel Tower, which is an extremely powerful wonder in the hands of Teddy Roosevelt and will also boost Flight (the prerequisite for Radio) when constructed.
As the only unique airplane, the P-51 Mustang allows the Americans to rest easy if a civilization with a strong air force tries to pick a fight with them. It receives a combat bonus against other air fighter units, on top of their superior Combat Strength compared to the standard Fighter it replaces. Also, it earns XP 50% faster, allowing it to quickly earn Promotions that make sturdier against anti-air units or more powerful against bomber units and ground units. In addition, its superior flight range allows it to deploy further away from the cities, effectively extending the maximum reach of the unit from the standard 13 to 15 tiles.
However, the P-51 Mustang is still an air unit, making it easy prey for Battleships and Anti-Air Guns. But thanks to its strength and XP bonuses, it can more easily stand up to enemy units, and even face Brazil's fearsome Minas Geraes if you have enough of them with the right promotions!
The Rough Rider is an excellent unit for Teddy's America to train en masse as soon as it becomes available. Its high Combat Strength and fast movement allow it to reach and deal with threats quickly, and the Culture it generates by defeating invaders helps speed up America's civic development. Even when more advanced units become available, keeping a few Armies of Rough Riders on hand to repel attacks by hostile neighbors (or deal the finishing blow to weakened attackers) can be a cost-effective and culturally beneficial way to keep the peace on the continent.
With the bonuses from Teddy's leader ability, the Rough Riders are perfect for facing invasions, as they can receive up to 15 extra Combat Strength if fighting on Hills on their home continent. That also means that you can finish conquering every one else on your continent if you want to. However, try not to wipe them out completely, as Cultural Victory is easier the more opponents you have, since you will have more sources to draw tourists from. You can just leave your neighbors one or two cities, especially if those cities are not on your home continent. These cities should be big enough so they will not succumb to Loyalty pressure; otherwise, your neighbors would be doomed one way or another.
America is by far most suited to a Cultural Victory. By sticking with Classical Republic throughout the early ages, they can build up a substantial bonus to Great Person generation for the rest of the game, and use their National Parks and Film Studios to overrun all other civilizations with their massive Tourism output.
They can also go for a Domination Victory by sticking with Oligarchy throughout the early eras, using their Combat Strength bonus early and strong and experienced armies later. However, this isn't recommended in the expansions because Oligarchy has no wildcard policy slots.
In Gathering Storm, with the new ability of generating very early Diplomatic Favor just by adopting Classical Republic or Autocracy (which are the two preferred Tier 1 governments of America anyway), a Diplomatic Victory is definitely within reach.
Similar to France, the counter strategy against America heavily depends on which version of Teddy you are playing against, since each version is significantly different in terms of approach and preferred Victory path: Standard Teddy is the most versatile, he can go for either a Domination or Cultural Victory.
In Gathering Storm, Rough Rider Teddy is best at pursuing a Diplomatic Victory with a backup in Domination, and Bull Moose Teddy is best at spearheading a Cultural Victory with a Scientific backup if they generate enough Science from high Appeal tiles.
Standard Teddy Roosevelt
Teddy's Combat Strength bonus on his home continent gives America an edge which helps them defend themselves until their late game bonuses kick in. The early game is still their weak point, but you'll need either technological superiority or a numbers advantage if you want to challenge Teddy on his home turf. Fortunately, you'll have plenty of time to prepare, since this is the only defensive bonus they have until the late Industrial Era.
However, if you spawn on the same continent as Teddy, you may not have as much time as you think, since 5 Combat Strength can be significant enough for them to launch a surprise invasion if you are ill-prepared. You don't need to go overboard with an army if you don't plan on an offense, but pay close attention to Teddy's military strength to change your build orders accordingly.
Teddy's cultural power also comes from establishing a lot of National Parks. Since it is not always possible to deny him land, especially if you spawn on the other side of the map, try to deny him the Eiffel Tower, and to a lesser extent, the Golden Gate Bridge. If you are near Teddy, although it is dangerous to forward-settle close to him due to his Combat Strength bonus, this tactic may be worthwhile in the long run since this is an investment into hampering America's late game prowess.
Rough Rider Teddy
Besides the bonus Combat Strength on his home continent, Rough Rider Teddy receives doubled Envoys whenever he sends one to a city-state he has a Trade Route to. This bonus is quite easy to counter, as the larger the Trade Route network is, the harder it is to defend every single Trade Route within the network. Plundering these Trade Routes will set America back, since they will have to waste Production over and over again to train Traders, and it will also stop them from gaining a significant diplomatic foothold with the city-states. Also, since you will already be plundering these Trade Routes, if it is convenient for you and you are not playing as a civilization that can generate quick Envoys to compete with Teddy, you can try to conquer the city-states near him. Without these close "buffer" city-states, there is no way for him to send Trade Routes to ones farther away, since, remember, the maximum range for a land Trade Route is only 15 tiles, and for a civilization without coastal bias or infrastructure to support a coastal empire, land Trade Routes are most likely what they have to work with.
Bull Moose Teddy
The power of Bull Moose Teddy ranges anywhere from "non-existent" to "overwhelmingly powerful," and this unpredictability limits what you can possibly strategize against him. The key answer is, once again, to try to deny them land, which is not the most satisfying answer, since it cannot always be done easily, especially if you spawn away from him. Before the introduction of the Preserve, there are limited number of ways that Appeal can be boosted in the early game, so if Teddy is given a bad piece of land, he is basically stuck with no early game bonus (since Bull Moose Teddy does not even have the Combat Strength bonus). However, invading Bull Moose Teddy in the early game is very simple, since he has no defensive capability, and it takes quite a while for him to establish a technology and civic lead. Even if you don't like an aggressive playstyle, forward-settle him to box him in and limit his expansion. This is much easier to do, since this version of Teddy enjoys passive gameplay where he is left to his own device and generates Culture and Science from Breathtaking tiles. It is very simple to recognize the type of land that Bull Moose Teddy likes. Just turn on your Appeal lens and put down a city in an area where most tiles are Charming or Breathtaking. Even if you are a civilization who doesn't care about Appeal, high Appeal plots of land most likely have Natural Wonders, Mountains, rivers or Woods, which can be enjoyed by everyone.
In terms of civilization, the progress of America from a collection of squabbling colonies to a globe-spanning superpower has been meteoric. Product of waves of immigration, it is currently the world’s fourth largest country and third most populous, spanning the width of the North American continent from Atlantic to Pacific and site of some of humanity’s greatest cities. With the world’s largest GDP (gross domestic product), service sector, media industry, and military GFP (global firepower factor, not including nuclear weaponry), America could be considered the world’s first "hyperpower."
The United States of America can be dated to the founding of thirteen English colonies along the eastern seaboard on the North America continent, colonies composed of landless second sons of British gentry, get-rich-quick adventurers, convicts, debtors, religious zealots, political radicals, and some folks just looking for a better life. Other immigrants – African slaves, European indentured servants and the like – arrived not by choice but due to misfortune. Whatever the circumstance, this rowdy rabble laid the foundation for the “melting pot.”
These newcomers quickly put their superior firepower and technology to use against the indigenous population, launching two centuries of conflict and atrocity. By 1776, the native tribes east of the Mississippi were either obliterated, displaced or subjugated. And, due to the expanding western frontier and their role in the British victory in the French and Indian War in 1763, the “Americans” soon developed an unseemly sense of self-sufficiency and independence. In a few short generations from those initial settlements at Roanoke, Jamestown, Plymouth and other inhospitable places, these Americans dared to agitate against The Crown for treatment equal to that accorded citizens in the homeland.
Led by Virginia gentry and New England intellectuals, the colonists went from celebrating a victory with Britain over the French to engaging in armed conflict against Britain in just 12 years. If the British Parliament had only followed Ben Franklin’s satirical “Rules by Which a Great Empire May Be Reduced to a Small One” (1773), a succinct summation of colonial grievances, England may have given up the Americas as a troublesome investment a lot sooner. Like most family squabbles, the most important factor was money; the colonials chafed under what they considered to be unfair economic restrictions and taxes from Great Britain. Meanwhile, the British (along with a few die-hard loyalists) generally thought that the Americans were an ungrateful rabble who had no idea how much money the Crown was spending on their protection and progress.
By the late 1770s the American colonies were in open revolt, and on July 4, 1776, after intense debate and hand-wringing, their collective representatives declared independence – setting off the Revolutionary War. The fight raged from April 1775 through October 1781. It was the usual confused civil conflict, guerrilla warfare in the South and much marching to-and-fro in the North. The Continentals (as the rebellious colonists were known) were outgunned and outmanned by the highly-trained and battle-tested British Army, particularly since the vaunted British Navy had absolute control of the seas ... until the French and Spanish joined toward the end of the 1770s.
In late 1781 the Continental Army besieged General Cornwallis’s British force at Yorktown. With the French Navy off-shore the British were unable to escape, and Cornwallis surrendered to the American George Washington, hero of the Revolution. Two years later, a peace treaty was finally signed, giving the new republic all lands east of the Mississippi (save Florida which went to Spain), allowing American merchants the right to pursue their avarice across the globe through “free trade,” and formally recognizing the new nation.
With the unpleasantness over, the American “patriots” set about cobbling together a federal republic. The initial attempt, the “Articles of Confederation and Perpetual Union,” ratified in 1781 proved stunningly ineffectual, for it granted the government no authority to tax its citizens, no ability to maintain a military force, and had no executive officer to oversee things. The leaders of the new United States Congress quickly noted these and other flaws; they soon convened a secret convention meeting in Philadelphia in 1787 to revise the Articles. Instead, after much pontificating and argument, the conventioneers drafted a new Constitution entire, one adopted by the states in 1789, giving the United States’ government its present shape – more or less. That same year Washington was elected the first president. In 1791 a Bill of Rights was added; since then 17 more amendments have been added and another six proposed to get it right.
With “life, liberty, and the pursuit of happiness” now guaranteed for its citizens, the new nation set about its own happiness – rapid expansion. In 1803, Napoleon Bonaparte, no longer interested in some barbaric outpost on a distant continent, sold the French territory of Louisiana and beyond to the United States in the greatest property transfer in history. Having little knowledge of what he had paid the exorbitant sum of $11.25 million for, President Jefferson dispatched a couple of military officers to explore and report back on the new territory. As it turned out, the upstart country had nearly doubled in size. But it was by no means the end of American land grabs, and only by the end of 1853 had the United States assumed its current continental expanse.
With expansion came conflict, and 1861 saw the ultimate family feud: the Civil War. What followed was four-years of the bitterest type of conflict, leaving some 600,000 Americans dead and 400,000 wounded. The war resulted in the emancipation of enlsaved peoples, and, as a result, the virtual annihilation of the Southern economy (which was founded on that enslaved labor). Echoes of this division are still seen in American politics today.
No longer distracted, and driven by a sense of manifest destiny, hopes for a better life, and the usual hunt for adventure and wealth, homesteaders, prospectors, merchants, preachers and outlaws flooded the lands to the west. In a couple of generations, even remote reaches of America had a semblance of sophistication (after slaughtering the indigenous inhabitants), given the fortunes being made in minerals and livestock and timber, and sensibility, thanks to the God-fearing families settling this “Wild West.” All along the eastern and gulf seaboards, European immigrants – drawn by the “American Dream” – poured into the country. These were the people who died by the thousands to break the sod, build the railroads, mine the mountains, and end the lawlessness.
Despite distractions in distant lands, Americans at the beginning of the 20th Century were optimistic and gripped by a complacent belief in liberalism and progressivism – marked by political reform, scientific progress, urbanization, and imperialism. Meanwhile, authors and composers were crafting a new kind of American literature and music. But while American industrial, cultural, and economic power continued to grow, American military strength did not keep pace.
All this optimism and idealism came to a sudden halt in the first decades of the new century: America’s involvement in the First World War, the 1918-1919 Spanish influenza pandemic, the Stock Market crash and resulting “Great Depression,” the “moral decay” of the Roaring Twenties and the environmental disaster of the Dust Bowl. The good times were over. With the initiation of Prohibition (remember what they say about the best of intentions), the unholy union of Big Business and Big Politics was joined by “Big Crime” (and later, “Big Media”); not-so-organized crime became organized and the “families” that had only nibbled at the edges of the American economy now took large bites while gangsters such as Dillinger and Capone became media and folk heroes not seen since the days of the dime westerns.
The United States was only saved from all this by the outbreak of the “Good War.” On December 7, 1941 – after the conflict in Europe had raged for two years while the United States stayed ostensibly aloof – America was attacked by the Empire of Japan. Within days, Nazi Germany and Fascist Italy declared war on the United States and the Second World War was on. After learning from its mistakes, by late 1942 the country was on the offensive in all theaters and supplying the Allies with the tons of materials they needed to win the war. The war ended in 1945 when America dropped atomic bombs on two Japanese cities.
However, the newly minted superpower quickly found itself embroiled in a different kind of war. Initiated by the Soviets drawing an Iron Curtain across Eastern Europe, the Chinese Communist Revolution and the first successful Russian atomic bomb test, the “Free World” squared off against the “Evil Empire” (as the Soviet Union was labelled by U.S. President Reagan in 1983). The West and the East contended for the “hearts and minds” of Earth’s inhabitants. In every realm (including the space race and scientific progress) and place, the contestants spent vast sums and great efforts building ever more lethal weapons, subverting governments, creating armed alliances, conducting convoluted espionage, suppressing or assassinating political dissidents, engaging in proxy wars, and flooding each other’s airwaves with propaganda. Meanwhile, the citizens of all nations watched the skies for mushroom clouds to blossom. In 1989, the Curtain finally came down as the East European nations threw out the Soviets. By any reasonable calculation, the Cold War was a colossal, expensive blunder for everyone concerned.
The United States enjoyed a new era of peace and self-satisfaction ... for about a decade. On September 11, 2001, a group of terrorists traced to an organization named “al-Qaeda” flew commercial jetliners into the World Trade Towers in New York City and the Pentagon in Washington, DC. The September assault took almost 3000 lives, mostly civilian, and caused an estimated $10 billion in damage. The ongoing “War on Terror” had begun.
In the midst of all this, America moved towards putting into practice the lofty ideals of freedom and equality it had espoused - if not always carried out - since its inception. Since the Second World War several social movements including movements for gender, sexual, and racial equality among others have altered the patterns of American life. Along with that came a vast projection of American soft (and often hard) power abroad. The United States charmed others with its media and culture where it could, and engineered revolutions and coups where it could not.
- Main article: American cities (Civ6)
|Males||Females||Modern males||Modern females|
- When they were first released, America's colors were blue and white. With the release of Gathering Storm, they were changed to dark blue and white, which now applies to all rulesets.
- The American civilization's symbol is a shield with three stars and stripes on it, modeled after the shield on the Great Seal of the United States.
- The American civilization ability is named after the group of men that led the American Revolution and created the Constitution of the United States of America.
- America has the most representatives on the ranking screen, with four leaders ranging from Abraham Lincoln to the famously ineffective Dan Quayle.
|Civilization VI Civilizations |
American • Arabian • Australian1 • Aztec • Babylonian1 • Brazilian • Byzantine1 • Canadian • Chinese • Cree • Dutch • Egyptian • English • Ethiopian1 • French • Gallic1 • Georgian • German • Gran Colombian1 • Greek • Hungarian • Incan • Indian • Indonesian1 • Japanese • Khmer1 • Kongolese • Korean • Macedonian1 • Malian • Māori • Mapuche • Mayan1 • Mongolian • Norwegian • Nubian1 • Ottoman • Persian1 • Phoenician • Polish1 • Portuguese1 • Roman • Russian • Scottish • Scythian • Spanish • Sumerian • Swedish • Vietnamese1 • Zulu
|1 Requires a DLC|