The Chinese people represent a civilization in Civilization VI. They are led by Qin Shi Huang, under whom their default colors are dark green and white; and (with New Frontier Pass) by Kublai Khan, under whom their default colors are light yellow and dark red.
The Chinese civilization ability is Dynastic Cycle, which allows Eureka and Inspiration to provide an extra 10% of the cost of technologies and civics, and grants them a free Eureka and Inspiration whenever they complete a Wonder. Their unique unit is the Crouching Tiger, and their unique tile improvement is the Great Wall.
- 1 Strategy
- 1.1 Dynastic Cycle
- 1.2 The First Emperor
- 1.3 Gerege
- 1.4 Crouching Tiger
- 1.5 Great Wall
- 1.6 Victory Types
- 1.7 Counter Strategy
- 2 Civilopedia entry
- 3 Cities
- 4 Citizens
- 5 Trivia
- 6 Gallery
- 7 Videos
- 8 Related achievements
Strategy[edit | edit source]
China is a strong, versatile civilization, yet quite complex to master in terms of its gameplay. It has arguably the strongest timing push in terms of rush-building wonders in the Ancient and Classical Era. This will set the pace for the rest of the game in terms of which direction it wants to go and how fast it gets there.
Dynastic Cycle[edit | edit source]
10% extra Eurekas and Inspirations are great all game, especially in the late game when both technologies and civics are far more expensive. The enhanced boosts allow for China to have great snowballing potential all game. But it would be counterproductive to wait too long for Eurekas and Inspirations because of the 10% extra. For the most essential tech or civic, plow through without delay.
Whenever you complete a Wonder, Dynastic Cycle also grants you a free Eureka and Inspiration from that Wonder's era. This would encourage you to build as many Wonders as possible as soon as you unlock them to maximize the number of boosts you get. The ability is especially handy if some of the boosts have requirements that you would otherwise find hard to meet.
This bonus proves its own worth if you are considering a Domination Victory strategy. Every time you conquer a city, you potentially gain an Eureka or Inspiration if the enemy civilisation is ahead of you in Technology or Civics. With Dynastic Cycle, this becomes even more valuable.
Last but not least, stealing technology boosts with spies in the mid to late game is even more valuable as China because the Eureka get an extra 10% of the technology cost. This strategy gets better the higher you go in difficulty (in single player) because on Immortal and Deity, the AI will almost always be ahead of you in technology until possibly the mid-to-late game.
The First Emperor[edit | edit source]
Under Qin Shi Huang, China can use its Builders' charges to expedite the construction of wonders from the Ancient and Classical Eras. Each charge so expended provides 15% of the wonder's Production cost, so a Builder with 6 charges will be able to cover 90% of the Production needed for a wonder in 6 turns. It's even possible to use multiple Builders' charges to expedite the same wonder in the same turn, but only if one or more Builders are down to their last charge.
Aside from its obvious benefit of giving the Chinese a good shot at building early wonders on even the highest difficulty levels, this ability is instrumental in determining their path to victory. Wonders such as the Oracle, Stonehenge, the Great Library, the Colosseum, the Mahabodhi Temple, and the Terracotta Army provide potent benefits that can give the Chinese a leg up in the early game, so once they've set a long-term goal, they should focus on building the wonders and developing the Districts that will best help them achieve it.
Researching Masonry and building the Pyramids should always be at the top of China's agenda, as this will help optimize the effectiveness of their Builders. Ilkum, Serfdom, and Public Works should be slotted as soon as they are unlocked - the latter two, in conjunction with Qin Shi Huang's leader ability and the Pyramids, will give Chinese Builders an unparalleled 7 build charges. In Rise and Fall, their Builders can have up to 8 charges if trained in a city to which Liang has been assigned as a Governor, and these can be put to particularly good use in pursuit of a Science Victory by building the Royal Society and sending Builders to every city that has a Spaceport. Each fully-charged Builder China expends will provide 16% of the Production needed for the requisite projects, allowing them to reach Mars or an exoplanet in record time.
When selecting governments, Autocracy plays well to a wonder-focused approach in the early game, and Communism (or, in Gathering Storm, Synthetic Technocracy) will be very helpful if China is aiming for a Science Victory. Religion does not necessarily have to be part of the Chinese strategy, but if it is, they benefit from choosing beliefs that provide additional Production and either Science or Culture (depending on what their victory of choice is). If they choose Monument to the Gods as their pantheon, its bonus to wonder construction will stack with those of The First Emperor, Autocracy, and Corvée, all of which combined will allow Chinese Builders to pay 21% of a wonder's Production cost with each build charge.
In Gathering Storm, The First Emperor has the added benefit of allowing Qin Shi Huang's China to build Canals after researching Masonry. Apart from offering an even better incentive to beeline Masonry, however, its usefulness is limited. At best, it can help the Chinese make early high-adjacency Industrial Zones.
Gerege[edit | edit source]
Kublai Khan is the second leader in Civilization VI that can lead two civilizations; however, there are quite a few distinctions can be drawn between him and Eleanor of Aquitaine. While Eleanor is a cultural leader through and through no matter the civilization she leads, Kublai's ability offers a higher level of utility and versatility. While Eleanor is highly synergistic with France but not so much so with England, Kublai works well with both toolkits of China and Mongolia. Nevertheless, the most glaring issue with Kublai Khan is the civilizations he leads are unidimensional: China is overwhelmingly a cultural civilization while Mongolia always aims for a domination victory, while Kublai seems to be worse than both pre-existing leaders to lead the civilizations to their preferred victories. He cannot match Qin Shi Huang on the cultural path and pales in comparison to Genghis in terms of conquest. However, choosing Kublai Khan to lead either China or Mongolia means a higher degree of flexibility, and also, in the case of Kublai versus Qin, reliability. China under Kublai Khan is very straightforward thanks to his risk-free and omnipresent bonus from turn 1.
One extra Economic policy card slot in all governments[edit | edit source]
This is what defines Kublai Khan, a powerful bonus that starts being effective right after researching the first civic, Code of Laws. The two Economic cards unlocked by this civic are Urban Planning and God King. While Urban Planning is so much stronger than God-King, most civilizations with no innate bonus toward early game Faith generation are forced to run God King instead to found a pantheon in a reasonable amount of time. This extra Economic slot allows you to run both cards concurrently: you have an extra valuable Production toward all cities while still be able to generate Faith.
Later into the game, cards that boost District yields like Natural Philosophy, city development like Serfdom, Wonder constructions like Skyscrapers, or late game Tourism output like Satellite Broadcasts are all Economic cards. Also, an extra Economic slot allows you to pick governments without many inherent Economic slots, such as Autocracy, to make use of its Wonder-building effect.
Overall, this is a strong ability that starts to have an impact from the very first few turns to the end of the game. The best part is that this ability requires no planning at all, so it is more suitable to new players than what Qin Shi Huang has to offer.
Gain one random Eureka and Inspiration when establishing a Trading Post in a given civilization for the first time[edit | edit source]
This bonus is the less impactful of the two but not totally useless. Every time you establish the first Trading Post in a major civilization, you gain a random Eureka and Inspiration, which goes well with the civilization ability of China. What it means by "random" is that the game will look at the earliest era where you still have techs and civics whose boosts haven't been triggered yet and then give you one Eureka and one Inspiration. For example, if you have researched or triggered the boosts for all techs and civics of the Ancient Era, the game will give you a random Eureka and Inspiration of the Classical Era, and though some techs/civics are more expensive than the others of the same era, this will not affect how the game will pick which boosts to give you. However, that also means the boosts you receive are totally random and there won't be a chance where you receive a boost in the Atomic Era when the world is still in Classical.
A trick with this ability is to avoid trading with any major civilizations until very late in the game, instead relying on Trade Routes to city-states for Gold output, since late game boosts are a lot harder to trigger manually. For that reason, Kumasi is an incredible city-state for Kublai Khan to be the Suzerain of. Nevertheless, there is a catch to this. The later the game goes, the longer it takes to finish a Trade Route. In the Ancient and Classical Era, the Trader takes a minimum of 21 turns to complete a round trip, plus 1 turn to return to the origin city, making it 22 turns. This minimum gets bumped up to 32 turns in Medieval/Renaissance, 42 turns in Industrial/Modern/Atomic, and a whopping 52 turns in Information/Future, making the job of establishing a Trading Post a laborious and somewhat unrealistic task. Therefore, a good compromising point is to send out your Trade Routes to major civilizations around Medieval and Renaissance, where boosts are getting harder to trigger, but the amount of time required for one round trip is still reasonable. Overall, as long as you remember to send out your Trade Routes at some points, you're good to go, but don't expect this ability to carry you through the game.
Crouching Tiger[edit | edit source]
The Crouching Tiger can never fully replace the Crossbowman, which is also unlocked by Machinery. Compared to its contemporary, it has the same Combat Strength, 10 more Ranged Strength, and 1 less Range, but is 40 Production cheaper. While the Crossbowman's greater Range gives it a huge advantage on offense, the Crouching Tiger is better suited for defense, especially when used in conjunction with the Great Wall.
Like all units with 1 Range, the Crouching Tiger exposes itself to retaliation each time it gets close enough to fire at an enemy, but placing it on a Great Wall segment gives it a +10 Defense Strength bonus. The Garrison Promotion works especially well with a Crouching Tiger placed on a Great Wall segment, since it will gain 10 Combat Strength on both offense and defense. Another use for this unit is to put it in an Encampment, so you can enjoy its high Ranged Strength without fear of retaliation. Nevertheless, if you time your attacks right, it's possible to move Crouching Tigers within range of enemy units and fire before they can react! 50 Ranged Strength will do decent damage to all Medieval Era units except Knights, especially if you've managed to accumulate some Promotions beforehand.
Since the Crouching Tiger is a standalone unit, you cannot pre-build other units to upgrade into them, but its low Production cost allows you to quickly train some of them if you're targeted for declarations of war, especially with Feudal Contract (which is unlocked with Feudalism, a civic China will always want to beeline). In the expansions, there shouldn't be any repercussions if you train one Crouching Tiger just for the Era Score, since it isn't vital to any Chinese strategies.
Great Wall[edit | edit source]
The Great Wall is a mediocre tile improvement in vanilla Civilization VI and Rise and Fall because it requires the highest level of commitment among all improvements, yet its yields are not always worth the investment. However, it puts on a completely different face in Gathering Storm, playing a key role in propelling China toward a fast Cultural Victory.
The Great Wall initially provides the same defensive bonus as a Fort, though it becomes available earlier and has more placement restrictions. As with all Fort-like improvements, it provides any unit on its tile with a +10 Combat Strength bonus on defense. This aspect is available a whole era earlier than the regular Fort, and since it is built by a Builder rather than a Military Engineer, it is quite a lot cheaper. Great Wall segments can't be built in neutral territory like Forts and other defensive improvements can, but building them at choke points can help China repel invaders with a smaller army than normal. The Chinese unique unit, the Crouching Tiger, complements the Great Wall quite nicely because of its defensive nature.
The Great Wall's initial yield is 2 Gold, plus an additional 2 Gold for each adjacent Great Wall segment. Since a Great Wall cannot be next to more than two other segments, this maxes out at +6 Gold, which is rather strong if you have suitable open land to put multiple segments in a line. You can even start putting down Great Wall segments right after unlocking it to boost your economy; however, you shouldn't go overboard because it doesn't provide the Food, Production, or Housing that cities need early on. The fun truly starts after you unlock Castles, as every Great Wall will provide 2 Culture for every adjacent Great Wall, which means as long as you can clear land and line up your Great Walls, each segment (except for the ones at the two ends) will provide 6 Gold and 4 Culture as early as the Medieval Era. Therefore, Castles is a crucial checkpoint that China has to reach on the tech tree; meanwhile, on the civic tree, Feudalism needs to be beelined to unlock Serfdom. Depending on how long you can chain your Wall segments, you can unlock civics from this point onward at an incredible speed that can be matched by very few other civilizations. And of course, after researching Flight, Great Walls will start generating Tourism. An optimally placed Great Wall segment can generate 4 Tourism, which is as much as a Great Work of Music. Before the release of Gathering Storm, a Great Wall segment has no base yield and receives only +1 Gold and +1 Culture from adjacent segments, meaning each one can only reach 2 Gold and 2 Culture at most.
Considering how important this improvement is to China, especially when you are aiming for a Cultural Victory, there are a few quirks with its placement rule that you should know. As with most other improvements, (all three types of) Floodplains block the placement of Great Wall segments, so Chinese cities should be founded along rivers that won't flood. Unlike other Fort-like improvements, however, the Great Wall can be placed on Volcanic Soil and cannot be removed by natural disasters, so areas near Volcanoes are very attractive for China. Also, since you can only place Great Walls along your borders, beware of the situation where you place a few segments of Great Walls, leave them for a while, and then cannot continue extending them since the borders have since expanded outward. This situation is especially pronounced with coastal cities, since their borders will always expand outward towards the oceans where you cannot place your Walls.
Victory Types[edit | edit source]
As explained above, Science and Cultural Victories are the easiest paths for the Chinese to follow. A Cultural Victory may be easier under Qin Shi Huang since building wonders also has direct ties with Tourism (especially considering how much better early wonders scale in Tourism), whereas a Science Victory may be easier under Kublai Khan thanks to the Eurekas from his Trading Posts (especially on larger maps with more players). They have no abilities that directly aid with the other victory conditions, though they can pursue them easily enough with the proper setup and the right kinds of wonders (as detailed in the in-depth guide).
Counter Strategy[edit | edit source]
Qin Shi Huang[edit | edit source]
Qin Shi Huang has a rather obvious timing push outlined by his ability within the first two eras of the game, as he will most likely dedicate all of their Production into building wonders that help shape his victory path and the remaining course of their game. It is also worth noting that the Chinese unique unit (which is also of a defensive nature) is not unlocked until Machinery and they will most likely not be building a lot of Great Wall segments, since Builder charges are incredibly valuable to China in the early part of the game. If the civilization you are playing has a military advantage in the Ancient and Classical Era (unique unit, leader or civilization ability, etc.), it is even easier for you to strategize a military conquest over China. If you are a late game oriented civilization, rush them with Warriors, Archers and early cavalry units; your job is not to take their cities (it is good if you can though), but to harass and force them to build an army to defend themselves, thus hampering their progress in laying a sound foundation. Once the Classical Era is over, so is their timing wonder rush.
Kublai Khan[edit | edit source]
Kublai Khan can afford to play a little bit more defensively. Due to the Chinese civilization ability, they will still likely focus on building wonders, but they will also be able to dedicate Production toward units and Builder charges toward the Great Wall. Similarly to the approach against Qin Shi Huang, invade them before they can prepare their military. In the late game, by declaring war on them every so often, you prevent them from establishing a Trading Post in your nation and getting the free boosts.
Civilopedia entry[edit | edit source]
China has contributed much to civilization: paper, the bell, the fishing reel, gunpowder, the compass, the bulkhead, playing cards, the oil well, woodblock printing, silk, the list of Chinese inventions goes on endlessly. China has also given civilization great religions (Confucianism, Taoism, Faism, Yi Bimoism, and others) and great philosophies (mohism, legalism, naturalism, neo-taoism and so forth). Chinese authors such as Shi Nai’an and Wu Cheng’an, artists such as Han Gan and Ma Yuan, composers such as Wei Liangfu and Cai Yan enriched civilization beyond measure. Moreover, China introduced the concepts of slavery, monogamy, espionage, subversion, propaganda, urbanization, lingchi (“death by a thousand cuts”), and more.
The so-called Warring States period (c. 475 BC to 221 BC) saw ancient China composed of seven kingdoms – Qi, Qin, Zhao, Yan, Han, Chu and Wei – at odds with each other … seriously at odds as they fought incessantly. Eventually, the king of the Qin, Ying Zheng, managed the task of unifying China, conquering the last enemy (Qi) and thus proclaiming himself Qin Shi Huang (loosely, “first emperor of Qin”). During his glorious reign, besides burning books and burying alive scholars who disagreed with him – for the Warring States period had given rise to the Hundred Schools of Thought, a distressing collection of liberal philosophies and free thinking – the Qin undertook an extensive road- and canal-building program and even began construction of the Great Wall of China to keep the barbarians out (as it turned out, a futile effort). Although he sought mightily for the fabled elixir of immortality, Ying Zheng didn’t find it – obviously – and he died in 210 BC. He was interred in a massive mausoleum near Chang’an, built by 700 thousand “unpaid laborers” and guarded by the famed Terracotta Army. The Qin Empire lasted only a few years longer.
In 207 BC Liu Bang, a peasant rebel and born troublemaker, aided by the ambitious Chu warlord Xiang Yu, toppled Qin Shi Huang’s inept successor from the throne and established – after doing away with his ally – the Han dynasty. Interrupted only briefly by the Xin dynasty, the Han ruled over an age of linguistic consolidation, cultural experimentation, political expression, economic prosperity, exploration and expansion, and technological innovation. It was a good time, made even better when Emperor Wu shattered the Xiongnu Federation in the steppes and redefined China’s traditional borders. Han traders ventured as far afield as the Parthian Empire and India; Roman manufactured glassware has been found in Han ruins. The Han emperors also scattered agricultural communes of ex-soldiers across the western expanses, so anchoring their end of the Silk Road.
The rise of the commander Cao Cao meant the decline of the Han emperor. In 208 AD Cao Cao abolished the Three Excellencies, the emperor’s top advisors, and took for himself the post of Chancellor. In 215, Cao Cao forced the emperor Xian to divorce his empress and take Cao’s daughter as wife. With prognostications and heavenly signs indicating that the Han had lost the tianming (“Mandate of Heaven”), Xian abdicated his throne in December 220 in favor of Cao Cao’s son, Cao Pi. Pi proclaimed the Wei dynasty … and unified China promptly fell apart.
For 60 years following the Yellow Turban Rebellion – imaginatively labelled the “Three Kingdoms Period” by sinologists – three kingdoms were contenders to rebuild the centralized empire of the Qin and the Han. The three – the states of Wei, Shu and Wu – never quite managed the task; it was left to the Jin to accomplish. Sima Yan forced Cao Huan to cede him the throne of Wei. Following brilliant campaigns, the Wei overran Shu (263 AD) and Wu (279 AD). But the Jin dynasty was seriously weakened by the family squabbles of the imperial princes, and soon enough lost control of the northern and western provinces (henceforth the empire was known simply known as the Eastern Jin), leading to the period labelled the Sixteen Kingdoms (again named by those clever sinologists), which lasted until 439.
Despite some consolidation – brought about by rivers of blood – it was not until 589 that the whole of China was together again under one ruler, the short-lived Sui dynasty. It was followed by the Tang dynasty, which managed to stay on the throne of a unified (more-or-less) China until 907 AD. The Tang was much like the Han administration, emphasizing trade and diplomacy, bringing stability and prosperity. Thus it was that religion and culture flourished. The Grand Canal project begun by the Sui was completed, the Silk Road reopened, and the legal code revised; among other steps, the latter effort expanded the property rights of women and instituted competitive imperial examinations for bureaucrats, along several other innovations. Taxes were standardized based on rank, and the first Chinese census undertaken so everyone paid. Brilliant poets such as Li Bai and Du Fu celebrated the age, setting high standards for Chinese literature for centuries.
But the Tang Empire was struck by a century of natural disasters; floods on the Yellow River and along the Grand Canal followed by widespread droughts brought devastating famine and economic collapse. Agricultural production fell by half, and as usual desperate people turned elsewhere for leadership. Beset by endless rebellions, in 907 the former salt smuggler risen to military governor, Zhu Wen, deposed the last huangdi (emperor) of the Tang. Thus was ushered in the period of the Five Dynasties and Ten Kingdoms (the label pretty much says it all) which ended around 960 AD. In the next four centuries, five dynasties would rule reunified (again) China: the Song, Liao, Jin (again), Western Xia and Yuan (established by Kublai Khan after the Mongols slipped past that Great Wall). Each contributed its own technological discoveries, philosophical insights and social advances to the tapestry of civilization. But it is the Ming dynasty that captures the imagination.
Throughout the core of China, there was significant resentment to Mongol rule, exacerbated during the 1340s by famine and plague and marked by numerous peasant rebellions. Obviously, the tianming had been withdrawn from Kublai’s descendants. The poor-peasant-turned-rebel-leader Zhu Yuanzhang (known today as the Emperor Hongwu) proclaimed himself emperor of the Ming in 1368 after capturing Beijing. He’d come a long way; according to legend Zhu was the youngest of seven or eight brothers, several of whom were sold to raise money for the starving family. After the Yellow River flooded out his village and plague killed all his remaining family, he took shelter in a Buddhist monastery, which was destroyed by a Mongol army retaliating against Zoroastrian rebels. Thus, Zhu came to join the rebel movement himself, rising to its leadership by the age of 30. Vengeance begat vengeance.
The Ming dynasty ushered in a glittering age for China. Once secure on the throne Tatzu (an alliterative name for a complex person) instituted a number of policy initiatives. Among the first, a move to limit the advancement and influence of eunuchs in the imperial court, where several had enjoyed great power under previous dynasties (perhaps some of the empire’s later woes could be blamed on their return to influence – establishing a virtual parallel administration). In the social order, four classes were recognized, each with its own rights and obligations: gentry, farmers, artisans and merchants. Later Ming emperors granted ever more benefits to the merchant class, viewing their efforts as generating wealth and taxes for the empire. Besides fighting off the Mongol threat again, wars with Korea and Japan used up a lot of that wealth. And then a cycle of natural disasters struck yet again. By 1640, masses of peasants – starving, unable to pay their taxes, and unafraid of the oft-defeated imperial army – were in rebellion. When it was all sorted out, the Qing (or Manchu) dynasty ruled.
And it did so fairly effectively until the Europeans started making waves. Although the Polos and other occasional visiting traders and adventurers had made their way through China’s back door, the Portuguese arrived by sea in the guise of Jorge Alvares in 1513. Soon enough they had conned the Ming emperor into granting them a trading “enclave” in Macau, with the first governor there taking up his duties in 1557. Meanwhile, under the Qing the economy and government – which wisely tended to avoid foreign adventures – were stable. A high level of literacy, a publishing industry supported by the government, growing cities, and a pervasive Confucian emphasis on peaceful exploration of the inner self, all contributed to an explosion of creativity in the arts and philosophies. Traditional arts and crafts such as calligraphy, painting, poetry, drama and culinary styles underwent a resurgence.
But those annoying outsiders continued to meddle. By the early 19th Century, Imperial China found itself vulnerable to European, Meiji Japanese and Russian imperialism. With vastly superior naval forces, better armaments, superior communications and tactics honed in fighting each other, the colonial powers sought to dictate to the Qing government, dominate China’s trade, and generally do whatever they liked. In 1842 China was defeated in the First Opium War by Great Britain and forced to sign the infamous Nanking Treaty, the first of many “unequal treaties.” A series of such trade treaties ruined the Chinese economy by 1900. Japan, which had quickly modernized and joined the colonial fray, forced China to recognize its rule in Korea and Taiwan. While the Qing remained nominal rulers, the European powers, including Russia, divvied the entire country up into exclusive “spheres of influence.” The United States, meanwhile, unilaterally declared an “Open Door” policy in China.
It was all too much. In 1899 the populist Yihetuan (“Militia United in Righteousness”) launched the Boxer Rebellion in an effort to return China to its own devices. Unfortunately, they lost. In the crushing peace treaty of 1901, the “Eight Nations” (those who had been attacked by the Boxers) forced the execution of all in the Qing government who had supported the Boxers, provided for the stationing of foreign troops in the capital, and imposed an indemnity greater than the annual national tax revenue. The nation plunged into growing civil disorder; in response the Dowager Empress Cixi called for reform proposals from the provincial governors. Although wide-sweeping and innovative, even if successfully adopted, it was too late. In November 1908 the emperor died suddenly (likely from arsenic poisoning), followed the next day by Cixi. In the wake of insurrections and rebellions, in 1912 the new Dowager Empress Longyu convinced the child-emperor Puyi to abdicate, bringing over two millennia of imperial rule in China to an end. And China descended into another period of contending, bloody-minded warlords.
In the 1920s, Sun Yat-sen established a revolutionary base in south China, and set out to unite the fragmented nation. With assistance from the Soviet Union (themselves fresh from a socialist uprising), he entered into an alliance with the fledgling Communist Party of China. After Sun's death from cancer in 1925, one of his protégés, Chiang Kai-shek, seized control of the Kuomintang (Nationalist Party or KMT) and succeeded in bringing most of south and central China under its rule in a military campaign known as the Northern Expedition (1926–1927). Having defeated the warlords in south and central China by military force, Chiang was able to secure the nominal allegiance of the warlords in the North. In 1927, Chiang turned on the CPC and relentlessly chased the CPC armies and its leaders from their bases in southern and eastern China. In 1934, driven from their mountain bases such as the Chinese Soviet Republic, the CPC forces embarked on the Long March across China's most desolate terrain to the northwest, where they established a guerrilla base at Yan'an in Shaanxi Province. During the Long March, the communists reorganised under a new leader, Mao Zedong (Mao Tse-tung).
The bitter struggle between the KMT and the CPC continued, openly or clandestinely, through the 14-year-long Japanese occupation of various parts of the country (1931–1945). The two Chinese parties nominally formed a united front to oppose the Japanese in 1937, during the Second Sino-Japanese War (1937–1945), which became a part of World War II. Following the defeat of Japan in 1945, the war between the Nationalist government forces and the CPC resumed, after failed attempts at reconciliation and a negotiated settlement. By 1949, the CPC had gained control over most of China and on the 1st of October that year, Mao Zedong established the People's Republic of China.
Emerging triumphant over the Nationalists shortly after World War II, the Communist government spent the subsequent sixty years consolidating power, modernising infrastructure, and improving the lives and education of its vast population, a process which included a number of massive missteps, including the disastrous "Great Leap Forward" and the bloody "Cultural Revolution" which did great harm to its ancient culture. In the past 38 years since Deng Xiaoping's successful economic reforms, China has emerged as a major world power, an economic behemoth which will soon dwarf all other economies including the once unstoppable United States.
China is not without its difficulties, however. Much of its energy is expended simply supporting its huge and growing population base. Pollution is becoming a major problem as more and more factories are built, and more and more automobiles are clogging the bigger cities. Tibet - which depending upon your point of view is either a captive nation or an integral part of China - remains an open wound and major political distraction for China. None of these are insurmountable, though, and China stands poised to dominate the 21st century.
Cities[edit | edit source]
- Main article: Chinese cities (Civ6)
Citizens[edit | edit source]
|Males||Females||Modern males||Modern females|
Trivia[edit | edit source]
- A Chinese city appears in the Civilization VI announcement trailer.
- When the Chinese were first added to the game, their colors were yellow-green and white. They were later changed to green and white, which now applies to all rulesets when led by Qin Shi Huang.
- The Chinese civilization's symbol is a head of a Chinese dragon.
- The Chinese civilization ability references an important political theory in Chinese history that explains the repetitive cycle of imperial dynasties rising, falling and being replaced.
- China is also playable in the Path to Nirvana scenario.
Gallery[edit | edit source]
Videos[edit | edit source]
Related achievements[edit | edit source]
Elixir of Immortality
Win a regular game as Qin Shi Huang
|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|