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{{Civ (Civ6)
 
{{Civ (Civ6)
|title = China
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|name = China
 
|unit = Crouching Tiger
 
|unit = Crouching Tiger
 
|building = Great Wall
 
|building = Great Wall
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|ability-name = Dynastic Cycle
 
|ability-name = Dynastic Cycle
 
|ability-description = {{Eureka6}} [[Eureka moment (Civ6)|Eurekas]] and {{Inspiration6}} [[Eureka moment (Civ6)|Inspirations]] provide an extra 10% of the {{Science6}} and {{Culture6}} cost for researching {{Link6|technologies}} and {{Link6|civics}}.
 
|ability-description = {{Eureka6}} [[Eureka moment (Civ6)|Eurekas]] and {{Inspiration6}} [[Eureka moment (Civ6)|Inspirations]] provide an extra 10% of the {{Science6}} and {{Culture6}} cost for researching {{Link6|technologies}} and {{Link6|civics}}.
|leader-bonus-name = The First Emperor
 
|leader-bonus-description = [[Builder (Civ6)|Builders]] receive an additional build charge. Can spend Builder charges to complete 15% of the {{Production6}} cost for [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical]] [[Wonder (Civ6)|wonders]]. <br/>
 
{{GS}} [[Builder (Civ6)|Builders]] receive an additional build charge. Can spend Builder charges to complete 15% of the {{Production6}} cost for [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical]] [[Wonder (Civ6)|wonders]]. [[Canal (Civ6)|Canals]] are unlocked with [[Masonry (Civ6)|Masonry]], instead of [[Steam Power (Civ6)|Steam Power]].
 
|leader-agenda-name = Wall of 10,000 Li
 
|leader-agenda-description = Builds [[Wonder (Civ6)|wonders]] whenever possible, and likes civilizations that leave the wonders to him. Dislikes those with more wonders than him.
 
 
|empire_name = Chinese Empire
 
|empire_name = Chinese Empire
 
|adjectives = Chinese
 
|adjectives = Chinese
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}}
 
}}
 
{{seewp|China}}
 
{{seewp|China}}
 
 
The '''Chinese''' people represent a [[Civilizations (Civ6)|civilization]] in ''[[Civilization VI]]''. Their colors are green (#156C31) and white (#FFFFFF), and they are led by [[Qin Shi Huang (Civ6)|Qin Shi Huang]].
 
The '''Chinese''' people represent a [[Civilizations (Civ6)|civilization]] in ''[[Civilization VI]]''. Their colors are green (#156C31) and white (#FFFFFF), and they are led by [[Qin Shi Huang (Civ6)|Qin Shi Huang]].
   
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==Strategy==
 
==Strategy==
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{{for|an in-depth guide to using China|Chinese (Civ6)/In-depth strategy guide by ThinkingNut}}
China is a strong, versatile, yet quite complex civilization 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 does it get there. Below is an extensive guide to China's kit.
 
   
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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 [[Wonder (Civ6)|Wonders]] in the [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|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.
=== '''Summary''' ===
 
   
==== ''Vanilla Civ 6 Notes'' ====
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==='''Dynastic Cycle'''===
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The Chinese civilization ability increases the {{Science6}} and {{Culture6}} bonuses from {{Eureka6}} Eurekas and {{Inspiration6}} Inspirations (respectively) by 10%, allowing them to discover key technologies and civics more quickly once they trigger these. The key is to decide which [[Victory (Civ6)|victory]] condition to pursue early on, and then beeline techs and civics that will unlock [[Units (Civ6)|units]], [[Policy Cards (Civ6)|Policy Cards]], and Wonders which will help achieve it. This ability will also help the Chinese avoid falling too far behind in their civic development if they choose to focus on technological development, or vice versa.
   
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==='''The First Emperor'''===
Overall, China is a solid, versatile and well-rounded civ. Early Wonder rushes and 4 charge [[Builder (Civ6)|Builders]] are fun and unique. Combine [[Monument to the Gods (Civ6)|Monument to the Gods]], [[Autocracy (Civ6)|Autocracy]], and [[Corvée (Civ6)|Corvee]] for even faster wonder rushing, and attempt to grab the [[Pyramids (Civ6)|Pyramids]], [[Stonehenge (Civ6)|Stonehenge]], [[Petra (Civ6)|Petra]], [[Colosseum (Civ6)|Colosseum]] and [[Great Library (Civ6)|Great Library]] every game. However, do not panic if you are not able to do so. China's kit functions very well even if you skip a Core Wonder. Although they are useful, missing them is not the end of the world. After the initial Wonder rush phase, China will use the bonuses from its early Wonders, extra tile improvements and enhanced {{Eureka6}} Eurekas and {{Inspiration6}} Inspirations to keep its overall {{Production6}} and {{Science6}} at the top level. China has a situationally powerful offensive military unit in the [[Crouching Tiger (Civ6)|Crouching Tiger]], but its true strength lies in its ability to play defensively with the protection of [[Great Wall (Civ6)|Great Wall]] segments, [[Fort (Civ6)|Forts]], [[Encampment (Civ6)|Encampments]], [[City Center (Civ6)|City Centres]] and tiles that give defensive bonuses. This Wonder building, [[Builder (Civ6)|Builder]] oriented, defensive play style is complemented by [[Autocracy (Civ6)|Autocracy]], [[Monarchy (Civ6)|Monarchy]] and [[Communism (Civ6)|Communism]].
 
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Under Qin Shi Huang, China can use its [[Builder (Civ6)|Builders']] charges to expedite the construction of Wonders from the Ancient and Classical Eras. Each charge so expended provides 15% of the Wonder's {{Production6}} cost, so a Builder with 6 charges will be able to cover 90% of the {{Production6}} needed for a Wonder in 6 turns.
   
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Aside from its obvious benefit of giving the Chinese a good shot at building early Wonders on even the highest [[Difficulty level (Civ6)|difficulty levels]], this ability is instrumental in determining their path to victory. Wonders such as the [[Oracle (Civ6)|Oracle]], [[Stonehenge (Civ6)|Stonehenge]], the [[Great Library (Civ6)|Great Library]], the [[Colosseum (Civ6)|Colosseum]], [[Alhambra (Civ6)|Alhambra]], and the [[Terracotta Army (Civ6)|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 [[District (Civ6)|districts]] that will best help them achieve it.
In terms of victory types, China is well poised to pursue any type of victory except for early [[Victory (Civ6)#Domination|Domination]]. One can focus on general development and wait to see if a [[Victory (Civ6)#Science|Science]], [[Religious Victory (Civ6)|Religious]], mid-to-late game [[Victory (Civ6)#Domination|Domination]] or [[Culture (Civ6)|Cultural Victory]] is more attainable. [[Spy (Civ6)|Spies]] can be of great use for stealing enhanced technology boosts and pillaging [[Spaceport (Civ6)|Spaceports]] without starting offensive wars deep into enemy territory, which is difficult in Multiplayer games. That is again where Wonder building comes in. The Wonders (listed above in the "Later Wonders To Watch For" section) that give extra [[Policy cards (Civ6)|Policy slots]] will allow China offset the lack of Economic, Diplomatic and Wildcard policy slots in her governments. These same Wonders and extra [[Policy cards (Civ6)|policy slots]] allow for China to be extremely flexible and adaptive in its play-style, as well as to become a mighty late-game powerhouse to be reckoned with. Lastly, if China can grab Petra with a city with many desert hill tiles, that city is primed to grab the later wonders (as mentioned above) with relative ease as it will have superior {{Production6}} capabilities.
 
   
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Researching [[Masonry (Civ6)|Masonry]] and building the [[Pyramids (Civ6)|Pyramids]] should always be at the top of China's agenda, as this will help optimize the effectiveness of their Builders. [[Ilkum (Civ6)|Ilkum]], [[Serfdom (Civ6)|Serfdom]], and [[Public Works (Civ6)|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 ''[[Civilization VI: Rise and Fall|Rise and Fall]]'', their Builders can have up to 8 charges if trained in a [[City (Civ6)|city]] to which [[Liang (Surveyor) (Civ6)|Liang]] has been assigned as a [[Governor (Civ6)|Governor]], and these can be put to particularly good use in pursuit of a [[Victory (Civ6)#Science|Science Victory]] by building the [[Royal Society (Civ6)|Royal Society]] and sending Builders to every city that has a [[Spaceport (Civ6)|Spaceport]]. Each fully-charged Builder China expends will provide 16% of the {{Production6}} needed for the requisite [[Project (Civ6)|projects]], allowing them to reach [[Mars]] or an exoplanet in record time.
It must be noted, however, that as far as the mechanics of the civilization's kit go, China is not the easiest of civilizations to pick up and immediately be played at its full potential. Relatively newer players will find that a base threshold of game knowledge is required to play China well, especially with regards to wonder prioritisation, wonder placement, wonder combinations and which wonders (especially the ones from the [[Ancient Era (Civ6)|Ancient]] to [[Classical Era (Civ6)|Classical Era]]) are best under which circumstances. However, the 4-charge [[Builder (Civ6)|builders]] and Dynastic Cycle are relatively easy to use as they are passive bonuses that work well and reliably in any game - this does make the learning curve easier. The [[Great Wall (Civ6)|Great Wall]] segments and the [[Crouching Tiger (Civ6)|Crouching Tiger]] will be useful as defence in case China is attacked, making the overall experience of playing China to be the following - Easy to pick up, but hard to master.
 
   
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When selecting [[Government (Civ6)|governments]], [[Autocracy (Civ6)|Autocracy]] plays well to a Wonder-focused approach in the early game, and [[Communism (Civ6)|Communism]] (or, in ''[[Civilization VI: Gathering Storm|Gathering Storm]]'', [[Synthetic Technocracy (Civ6)|Synthetic Technocracy]]) will be very helpful if China is aiming for a Science Victory. [[Religion (Civ6)|Religion]] does not necessarily have to be part of the Chinese strategy, but if it is, they benefit from choosing beliefs that provide additional {{Production6}} and either {{Science6}} or {{Culture6}} (depending on what their victory of choice is). If they choose [[Monument to the Gods (Civ6)|Monument to the Gods]] as their [[Pantheons (Civ6)|pantheon]], its bonus to Wonder construction will stack with those of The First Emperor, Autocracy, and [[Corvée (Civ6)|Corvée]], all of which combined will allow Chinese Builders to pay 21% of a Wonder's {{Production6}} cost with each build charge.
Having said that, once you are acquainted with the art of building the appropriate Wonders in the appropriate situations, you will find that China's kit is very flexible regardless of different map types and victory strategies. There will be more on this in the section "Victory Type General Strategies." The main source of this flexibility is her ability to choose and rush [[Ancient Era (Civ6)|Ancient]] to [[Classical Era (Civ6)|Classical Era]] Wonders. For instance, if you start on a water-heavy map, go for [[Colossus (Civ6)|Colossus]], [[Great Lighthouse (Civ6)|Great Lighthouse]] and [[Mausoleum at Halicarnassus (Civ6)|Mausoleum at Halicarnassus]]. If you start near a desert heavy area, [[Pyramids (Civ6)|Pyramids]] and [[Petra (Civ6)|Petra]] would be your best options. If you find your cities in close proximity to each other, getting [[Colosseum (Civ6)|Colosseum]] would be ideal. If you start near a food-scarce location, get [[Hanging Gardens (Civ6)|Hanging Gardens]]. This list is by no means exhaustive as the possibilities are many. The point is that because of the rich diversity of [[Ancient Era (Civ6)|Ancient]] to [[Classical Era (Civ6)|Classical Era]] Wonders, China has the option of grabbing the appropriate Wonders to gain an advantage no matter the circumstances.
 
==== ''Rise and Fall Expansion Notes'' ====
 
   
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In ''Gathering Storm'', The First Emperor has the added benefit of allowing Qin Shi Huang's China to build [[Canal (Civ6)|Canals]] after researching Masonry. Apart from offering an even better incentive to beeline Masonry, however, its usefulness is limited.
With the advent of the ''Rise and Fall'' expansion, China has received numerous indirect buffs in her general gameplay.
 
   
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==='''Crouching Tiger'''===
In terms of [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical]] Wonders: First, there is the addition of the [[Temple of Artemis (Civ6)|Temple of Artemis]] as a new Ancient Wonder, which ensures that by building it, one city will potentially be a powerhouse of happy people for at least the early and mid game. This lessens the workload of the [[Colosseum (Civ6)|Colosseum]] and allows for its potential placement to be more flexible. Secondly, the buffs to the [[Great Library (Civ6)|Great Library]] mean that China can now build it without having to worry about necessarily building [[Theatre Square (Civ6)|Theatre Square Districts]] to fill out those 2 {{Writing6}} [[Great Work (Civ6)|Great Works of Writing]] slots, AND she will receive periodic {{Eureka6}} Eurekas for the rest of the game.
 
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China's unique unit becomes available at the same time as the [[Crossbowman (Civ6)|Crossbowman]], compared to which it has a lower {{Production6}} cost, less {{Range6}} Range, and more {{RangedStrength6}} Ranged Strength. Crouching Tigers require no [[Resources (Civ6)|resources]] to train and provide a strong defense against Medieval and [[Renaissance Era (Civ6)|Renaissance]] units, so the Chinese will want to train several of them to protect their empire after researching [[Machinery (Civ6)|Machinery]]. After earning some [[Promotions (Civ6)|promotions]] and being upgraded to [[Field Cannon (Civ6)|Field Cannons]] and [[Machine Gun (Civ6)|Machine Guns]], they will form the core of a powerful army if China decides to launch a late-game offensive.
   
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==='''Great Wall'''===
The addition of the [[Government Plaza (Civ6)|Government Plaza]] and its respective buildings has also been very kind to China. [[Ancestral Hall (Civ6)|Ancestral Hall]] reduces the key weakness of China falling behind in the mid game on land grabbing because she usually has focused so heavily on Wonder building in the early game. The free [[Builder (Civ6)|Builder]] in every new city and potential for +100% {{Production6}} ([[Colonization (Civ6)|Colonization]] included) towards Settlers synergises very well with Qin's The First Emperor ability, allowing China to expand horizontally efficiently and effectively. [[Intelligence Agency (Civ6)|Intelligence Agency]] is a straight up augmentation of China's already strong espionage potential, and synergises extremely well with the improved {{Eureka6}} Eurekas from Dynastic Cycle. Alternatively, [[Grand Master's Chapel (Civ6)|Grand Master's Chapel]] works efficiently with the Divine Inspiration Follower Belief, and synergises well with China's tendency to spam Wonders. It allows China to maximise the value of her many Wonders by gaining +4 {{Faith6}} from each Wonder. She can use the surplus {{Faith6}} to buy military units as needed. [[Royal Society (Civ6)|Royal Society]] allows China to keep her powerful [[Builder (Civ6)|Builders]] relevant in the late game, and allows them to rush {{Production6}} of Mars Modules and/or any other [[District (Civ6)|District]] projects to crank out [[Great People (Civ6)|Great People]] extremely quickly.
 
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China's unique improvement provides highly potent military, economic, and cultural benefits. Any units stationed on a [[Tile (Civ6)|tile]] with a Great Wall receive the same {{Strength6}} Defense Strength bonus they do from a [[Fort (Civ6)|Fort]], and adjacent Great Wall segments provide the Chinese with additional {{Gold6}} and {{Culture6}} (after researching [[Castles (Civ6)|Castles]]), which translates to a {{Tourism6}} bonus after researching [[Flight (Civ6)|Flight]]. Its placement restrictions encourage the Chinese to found cities close together and develop their {{Culture6}}, which will allow them to expand their empire's borders quickly and line its perimeter with Great Wall segments. By keeping them manned with Crouching Tigers and more advanced ranged units, China can build a virtually impregnable defense, and one that will spur them toward a [[Victory (Civ6)#Culture|Cultural Victory]] if they've been focusing on developing [[Theater Square (Civ6)|Theater Squares]], building cultural Wonders, and attracting {{GreatPerson6}} Great People to fill their [[Great Work (Civ6)|Great Work]] slots.
   
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==='''Victory Types'''===
The implementation of the [[Governors (Civ6)|Governor]] system has also been generous to China's play style. [[Liang (Civ6)|Liang]]'s starting title, [[Guildmaster (Civ6)|Guildmaster]], is a must-have in every game as it works beautifully with The First Emperor ability, allowing China to get 5-charge [[Builder (Civ6)|Builders]] straight out of the gate. This further augments her early game ability to rush Wonders and snowball the game from there. [[Pingala (Civ6)|Pingala]]'s level 2 title, [[Grants (Civ6)|Grants]], can work extremely synergistically with a city that has built the [[Temple of Artemis (Civ6)|Temple of Artemis]] because the city has the ability to grow its population much more than normal and thus have the capacity for building many more [[Districts (Civ6)|Districts]] than its counterparts. This will result in a massive influx of [[Great People (Civ6)|Great People]] points that can be then doubled by the appointment of [[Pingala (Educator) (Civ6)|Pingala]] in that city. [[Victor (Castellan) (Civ6)|Victor]] further consolidates China's defensive capabilities at all stages of the game, and most of his titles ([[Redoubt (Civ6)|Redoubt]], [[Defense Logistics (Civ6)|Defense Logistics]], [[Embrasure (Civ6)|Embrasure]] and [[Garrison Commander (Civ6)|Garrison Commander]]) work extremely well with China's [[Crouching Tiger (Civ6)|Crouching Tiger]] and the [[Great Wall (Civ6)|Great Wall]] tile improvement. This will make any attacker think twice before attempting to invade.
 
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As explained above, Science and Cultural Victories are the easiest paths for the Chinese to follow. Cultural Victory is a bit easier than Scientific, since building Wonders also have direct ties with {{Tourism6}}, especially considering that early Wonders scale in {{Tourism6}} much better. 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).
   
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=== '''Counter Strategy''' ===
Dedications complete the bag of indirect buffs for China. The [[Golden Age (Civ6)|Golden Age]] versions of Pen, Brush and Voice, Free Inquiry, Sky and Stars and Bodyguard of Lies all synergise with Dynastic Cycle. Similarly, when in a [[Golden Age (Civ6)|Golden Age]], Heartbeat of Steam complements China's Wonder-building play style, and Monumentality is straight up amazing when combined with [[Ilkum (Civ6)|Ilkum]]/[[Serfdom (Civ6)|Serfdom]]/[[Public Works (Civ6)|Public Works]], [[Pyramids (Civ6)|Pyramids]], [[Ancestral Hall (Civ6)|Ancestral Hall]] and [[Liang (Surveyor) (Civ6)|Liang]]'s [[Guildmaster (Civ6)|Guildmaster]] title.
 
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China has a rather obvious timing push outlined by their ability within the first two eras of the game, as they will most likely dedicate all of their {{Production6}} into building Wonders that help shape their Victory path and the rest course of their game. It is also worth noting that their unique unit (which is also of defensive nature) is not unlocked until [[Machinery (Civ6)|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 Classical Era is over, so is their timing Wonder rush.
   
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==Civilopedia entry==
In conclusion, the overall flavour of China's kit has not changed. Rather, it could be said that the possibilities of every aspect of her kit have been greatly augmented instead of being pushed into any particularly new direction.
 
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{{/Civilopedia}}
   
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==Cities==
==== ''Gathering Storm Expansion Notes'' ====
 
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{{main|Chinese cities (Civ6)}}
With the ''Gathering Storm'' expansion, China has once again received a set of buffs, both direct and indirect.
 
 
[[Qin Shi Huang (Civ6)|Qin Shi Huang]]'s First Emperor ability was directly buffed because it now allows China players to unlock [[Canal (Civ6)|Canals]] when they research the [[Masonry (Civ6)|Masonry]] Technology. I have reservations about building Canals so early in the game, especially when they are so costly, but they do allow China another strategic option on water-heavy maps. And Canals also improve her trade-route efficiency, so overall this is a positive addition.
 
 
The [[Great Wall (Civ6)|Great Wall]]'s economic bonuses have also been directly buffed with the Antarctic Late Summer Game Update with additional {{Gold6}} and {{Culture6}} yields. With the increased {{Culture6}}, there is extra {{Tourism6}} which can be helpful for a [[Culture Victory (Civ6)|Culture Victory]]. This allows the tile improvement to be an excellent source of income, especially in the early-to-mid game, and much more valuable economically. And since [[Disasters (Civ6)|disasters]] can only pillage the Great Wall, China players now save valuable Builder charges when repairing the pillaged Great Wall tiles.
 
 
[[Crouching Tiger (Civ6)|Crouching Tigers]] and the [[Great Wall (Civ6)|Great Wall]] tile improvement have been indirectly buffed because of the way promotions now work for [[Ranged Units (Civ6)|Ranged Units]]. Since the Great Wall tile improvement now works with the [[Garrison (Civ6)|Garrison]] promotion, all Ranged Units are far stronger when stationed on it. The +10 {{StrengthIcon6}} Combat Strength boost is especially powerful in the early to mid game when the {{StrengthIcon6}} Melee Strength of Ranged Units is still relatively low. On the same note, Crouching Tigers now are even better on defence because of the before-mentioned changes to the Garrison promotion. They now have situationally viable offensive, anti-city-defense capabilities because they get access to the [[Incendiaries (Civ6)|Incendiaries]] and [[Emplacement (Civ6)|Emplacement]] promotions after Garrison. Because of this, they can be legitimate offensive threats if positioned strategically on enemy districts or forts.
 
 
With regards to world [[Wonders (Civ6)|Wonders]], China has received an indirect buff to her gameplay with the introduction of the exceptionally powerful, new [[Ancient Era (Civ6)|Ancient Era]] Wonder, the [[Great Bath (Civ6)|Great Bath]]. It operates as a pseudo-[[Dam (Civ6)|Dam]] and has scaling {{Faith6}} bonuses. The massive amounts of {{Faith6}} you can accumulate with this Wonder work extremely synergistically with the Monumentality Dedication for the purposes of buying [[Builder (Civ6)|Builders]], [[Settler (Civ6)|Settlers]] and/or [[Trader (Civ6)|Traders]]. It is therefore a Core Wonder because it fits very well into any strategy, be it religious-oriented or not. And since it falls under the category of [[Ancient Era (Civ6)|Ancient Era]] Wonders, China has a very good shot at grabbing it right after she researches [[Pottery (Civ6)|Pottery]] because of her ability to rush-build Ancient to Classical Era Wonders with Builder charges.
 
 
Another indirect but much more situational and unreliable buff is the introduction of [[Ik-kil (Civ6)|Ik-kil]], the one tile [[Natural Wonder (Civ6)|Natural Wonder]] that provides +50% {{Production6}} to producing Wonders and Districts in adjacent tiles. China would do well to prioritise settling near it if it is within reasonable distance of her capital. Its bonuses would allow her to capitalise on her already strong Wonder-building capabilities.
 
 
Yet another worthy series of indirect buffs to China lie in the changes to the [[Governors (Civ6)|Governors]] [[Liang (Surveyor) (Civ6)|Liang]], [[Pingala (Educator) (Civ6)|Pingala]] and [[Victoria (Civ6)|Victor]]. Liang's [[Zoning Commissioner (Civ6)|Zoning Commissioner]] title now comes sooner, which is great for China after the initial Wonder-rushing phase of the game. Her new title, [[Reinforced Materials (Civ6)|Reinforced Materials]], is very relevant every game because it can mitigate damage from [[Disasters (Civ6)|Disasters]]. Pingala's titles, [[Researcher (Civ6)|Researcher]] and [[Connoisseur (Civ6)|Connoisseur]], have now been reworked so that they provide consistent, scaling benefits - this is far better than their previous iterations. Also, the [[Curator (Civ6)|Curator]] title now also belongs to Pingala, thus making him the ideal Governor to have late game if you are going for a [[Culture victory|Culture]] or [[Science Victory (Civ6)|Science Victory]]. As for Victor, almost all of his kit has been improved, giving him a lot of new versatility. If you want more strategic resources, get [[Defense Logistics (Civ6)|Defense Logistics]]. If you want troops, especially Crouching Tigers, coming out with a free promotion, get [[Embrasure (Civ6)|Embrasure]]. If you want newly captured cities to have higher loyalty, get [[Garrison Commander (Civ6)|Garrison Commander]]. If you want more accessible nukes in the late game, get [[Arms Race Proponent (Civ6)|Arms Race Proponent]]. He is a far superior version of his former self from the Rise and Fall Expansion {{R&F}}.
 
 
With regards to the new Victory type, the [[Diplomatic Victory (Civ6)|Diplomatic Victory]] - China has her own unique way of gaining an advantage towards it. The key to this is beelining for the [[Apadana (Civ6)|Apadana]], and then building as many Wonders as possible in that city for the rest of the game. When complemented with the [[Monarchy]] government and [[Charismatic Leader (Civ6)|Charismatic Leader]] Diplomatic Policy, this will maximise her {{Envoy6}} Envoy generation to help secure Suzerain status of many [[City-States (Civ6)|City-States]]. And since China has always been a strong contender for a [[Cultural Victory (Civ6)|Cultural Victory]] in [[Civilization 6|Civilisation 6]], flying through the [[Civic (Civ6)|Civic]] tree to unlock [[Civics (Civ6)|civics]] which provide even more {{Envoy6}} Envoys should be relatively easy for her. All of this would aid her in accumulating {{DiplomaticFavour6}} to consolidate her political power within the World Congress and, ultimately, achieve a Diplomatic Victory.
 
 
In conclusion, with the Gathering Storm Expansion, China has received yet another series of buffs to her gameplay. As a result, her original capabilities as a Wonder-building, Builder-focused, defensive civilisation have all been greatly enhanced.
 
 
=== '''Dynastic Cycle''' ===
 
10% extra {{Eureka6}} Eurekas and {{Inspiration6}} 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 {{Eureka6}} Eurekas and {{Inspiration6}} Inspirations because of the 10% extra. For the most essential tech or civic, plow through without delay.
 
 
This bonus proves its own worth if you are considering a Domination victory strategy. Every time you conquer a city, you (if the civilization is ahead of you) gain an {{Eureka6}} Eureka or {{Inspiration6}} Inspiration. With Dynastic Cycle, this becomes even more valuable, allowing you to more easily keep up in technology and civics.
 
 
Last but not least, stealing technology boosts with [[Spy (Civ6)|spies]] in the mid to late game is even more valuable as China because the {{Eureka6}} Eurekas get an extra 10% of the technology cost. This strategy has excellent synergy with wonders that give extra policy slots (ie. [[Alhambra (Civ6)|Alhambra]], [[Forbidden Palace]], [[Potala Palace (Civ6)|Potala Palace]] and [[Big Ben (Civ6)|Big Ben]]), therefore allowing China to fuel powerful spy-oriented policies like [[Machiavellianism (Civ6)|Machiavellianism]], [[Cryptography (Civ6)|Cryptography]] and [[Nuclear Espionage (Civ6)|Nuclear Espionage]] without having to sacrifice other aspects of her gameplay. This setup allows for what we can call the Sling-Shot-Teching strategy - constantly utilise spies to steal technology boosts from your rivals. Delay building [[Campus (Civ6)|Campuses]] until after [[Commercial Hub (Civ6)|Commercial Hubs]], [[Industrial Zone (Civ6)|Industrial Zones]], and maybe [[Theatre Square (Civ6)|Theatre Square Districts]]. This effectively allows your rivals to do most of the hard teching for you. This strategy is strong all game, but especially so as you approach the Information Era as most of the technologies in that era cannot be boosted unless by a spy or {{Scientist6}}. 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.
 
 
For multiplayer games, it helps if you are well versed in the available technologies. (Civics research tends to be more monotonic.)
 
 
=== '''The First Emperor''' ===
 
 
==== ''Overview of ability'' ====
 
China's [[Builder (Civ6)|Builders]] get an extra charge, giving them a total of 4 instead of 3 charges. Combine this later on with the [[Pyramids (Civ6)|Pyramids]], [[Serfdom (Civ6)|Serfdom]] and [[Public Works (Civ6)|Public Works]], and you can potentially have [[Builder (Civ6)|Builders]] with 7 charges (or 8 in {{R&F}} ''Rise and Fall ''with governor [[Liang (Surveyor) (Civ6)|Liang]]'s [[Guildmaster (Civ6)|Guildmaster]] title) - the highest possible number of charges for [[Builder (Civ6)|Builders]] in the current game! 4 base charge [[Builder (Civ6)|Builders]] are multi-purpose, and will be a great asset in every game no matter the starting and surrounding locations. At a basic level, 4 charges means that China can expand both horizontally and vertically quicker than other civilizations. Getting faster and more plentiful tile improvements early on means a boost to {{Food6}}, {{Production6}} and {{Gold6}} in the early game. This will set you up for the rest of the game. This cannot be understated, for 4 charge builders may mean the difference to you getting an extra city to grab that much-needed luxury resource just before it is taken by a neighbouring rival, or it may be the deciding factor to you having more overall cities to work with by the time everyone's territory has covered the map. An extra charge can be used not just for tile improvements, but clearing out more forests and rainforests, which is, in the early game, massive {{Production6}} boosts to further put you in the lead.
 
 
All this works well with the Dynastic Cycle ability of China, because early on, technologies like [[Irrigation (Civ6)|Irrigation]], [[Masonry (Civ6)|Masonry]] and [[Horseback Riding (Civ6)|Horseback Riding]] are all dependent on you constructing specific tile improvements - farms, quarries and pastures, respectively. Similarly, the {{InspirationIcon6}} [[Inspiration (Civ6)|Inspirations]] of early civics like [[Craftsmanship (Civ6)|Craftsmanship]] and [[Early Empire (Civ6)|Early Empire]] are dependent on tile improvements and relatively high early-game population (which is, again, dependent on a high number of {{Food6}}-providing tile improvements). As China's improved [[Builder (Civ6)|Builders]] can net you more of these, this means that there is a knock-on effect of China grabbing more quickly and easily the {{EurekaIcon6}} [[Eureka (Civ6)|Eurekas]] and {{InspirationIcon6}} [[Inspiration (Civ6)|Inspirations]] in the early game that are dependent on the construction of tile improvements. This will help you establish an early lead with both the technology and civic trees and set you up for a comfortable mid to late game.
 
 
On the subject of tile improvements, if you are facing a threatening swarm of barbarians early game, or if a neighbouring civilization declares war against you, you can also use the extra charge of your [[Builder (Civ6)|Builders]] to lay down [[Great Wall (Civ6)|Great Wall]] segments (more details on this in the section "Great Wall"). This will give you a massive defensive boost in the early game if the situation demands it.
 
 
China can also use [[Builder (Civ6)|Builder]] charges to complete Ancient and Classical era [[Wonder (Civ6)|Wonders]]. She has a unique advantage in rushing [[Petra (Civ6)|Petra]], [[Colosseum (Civ6)|Colosseum]], [[Great Library (Civ6)|Great Library]] and the [[Pyramids (Civ6)|Pyramids]] since [[Desert (Civ6)|desert]] [[Tile (Civ6)|tiles]] do not provide growth or {{Production6}} until Petra is built. All four [[Wonders (Civ6)|wonders]] happen to be some of the strongest [[Wonder (Civ6)|Wonders]] in game. The only drawback to this is that not every map will fulfil the requirements of [[Petra (Civ6)|Petra]] and the [[Pyramids (Civ6)|Pyramids]], making this part of Qin's ability reliant on getting a favourable map.
 
 
To rush wonders around newer cities, make sure you move [[Builder (Civ6)|Builders]] and [[Settler (Civ6)|Settlers]] together (along with your escort military units), bearing in mind that movement in the early and mid game is slow in general.
 
 
==== Breakdown of Ancient and Classical Wonders ====
 
China is a nice Wonder collector. Below is a list of Ancient and Classical Wonders and notes for competitive play, compiled in order of usefulness (in the opinion of a player who primarily uses China when playing the game). Competitive play aside, you should look up their effects and see what you personally like.
 
 
Questions you might be asking yourself is:
 
# '''How many Ancient to Classical Wonders should I attempt to rush in a standard game?''' The answer is it will depend on what victory type you are going for. The number will therefore vary from game to game. That said, a general tip is to be careful to strike a balance between early empire expansion and building Wonders. Don't get so focused on the Wonders that you end up with half the number of cities that everyone else has by the mid-game!
 
# '''Which Ancient to Classical Wonders should I go for? '''A. Always rush [[Pyramids (Civ6)|Pyramids]], [[Stonehenge (Civ6)|Stonehenge]], [[Petra (Civ6)|Petra]], [[Colosseum (Civ6)|Colosseum]], [[Great Library (Civ6)|Great Library]], [[Mausoleum at Halicarnassus (Civ6)|Mausoleum at Halicarnassus]], [[Temple of Artemis (Civ6)|Temple of Artemis]] {{R&F}} and the [[Great Bath (Civ6)|Great Bath]] {{GS}} whenever possible. After that, go for the Great to Situational (more on this below) Wonders as appropriate. B. As all the Wonders in the game have specific map-based requirements, it would be in your best interests as a China player to learn the said requirements as well as you can. This then allows you to... C. Read the map quickly and accurately so that you can make strategic decisions about which Wonders to build based on what types of tiles and [[City-States (Civ6)|City-States]] are nearby.
 
 
Notes:
 
 
Core = Grab these every game if possible. These are your top priority, consistently game-changing wonders.
 
 
Situational = Situationally great. Don't bother otherwise.
 
 
Avoid = Just don't bother.
 
   
  +
==Citizens==
 
{| class="article-table"
 
{| class="article-table"
! Name
+
! Males
! Notes
+
! Females
  +
! Modern males
  +
! Modern females
 
|-
 
|-
  +
|Chen
|[[Pyramids (Civ6)|Pyramids]]<sup>1</sup>
 
  +
|Chan-juan
|'''Effects: '''+2 {{Culture6}}, grants a free [[Builder (Civ6)|Builder]] and all [[Builder (Civ6)|Builders]] receive an additional charge. It must be built on a [[Desert (Civ6)|desert]] [[Tile (Civ6)|tile]].
 
  +
|Bingwen
 
  +
|Changying
'''Analysis: '''Core. One of the best Wonders. Has fantastic synergy with the already powerful 4 charge Chinese builder and China's unique ability to rush Ancient and Classical wonders with builder charges. Prioritise this wonder over all else.
 
 
The +2 {{Culture6}} is also useful in the early game to get you faster access to key civics like [[Games and Recreation (Civ6)|Games and Recreation]] for [[Colosseum (Civ6)|Colosseum]] and [[Recorded History (Civ6)|Recorded History]] for [[Great Library (Civ6)|Great Library]].
 
 
'''If you are a beginner at playing China and don't know the Ancient to Classical Wonders very well, consider rush-building ONLY the Pyramids, and then focus on rapid early expansion (REX) of your empire while taking [[Ilkum (Civ6)|Ilkum]]/[[Serfdom (Civ6)|Serfdom]]. Another scenario that this strategy would be appropriate for is on a crowded map where your rivals are far too close for comfort. This strategy is simple, powerful and reliable. It turns China into one of the best REX civilisations in the game because of your powered up Builders. '''
 
 
'''The only slight downside to this strategy is that it falls off heavily by the late game, when presumably all improvable tiles have been improved. It would therefore be in your best interests to snowball your lead as much as possible before that happens.'''
 
 
{{R&F}} Combine with [[Ancestral Hall (Civ6)|Ancestral Hall]], [[Liang (Surveyor) (Civ6)|Liang]], [[Serfdom (Civ6)|Serfdom]]/[[Public Works (Civ6)|Public Works]] and the [[Golden Age (Civ6)|Golden Age]] version of Monumentality for maximum results.
 
 
{{GS}} With the introduction of the new late game improvements in Gathering Storm (such as the [[Seastead (Civ6)|Seastead]], [[Wind Farm (Civ6)|Wind Farm]], [[Solar Farm (Civ6)|Solar Farm]] etc.), Builders are very much relevant in the late to end game. Therefore, having the Pyramids is a great asset for that phase of the game, especially as China.
 
 
|-
 
|-
  +
|Fai
|[[Stonehenge (Civ6)|Stonehenge]]<sup>3</sup>
 
  +
|Chang
|'''Effects:''' +2 {{Faith6}}, grants a free {{Prophet6}}, and {{Prophet6}}s may found a [[Religion (Civ6)|religion]] on [[Stonehenge (Civ6)|Stonehenge]] instead of a [[Holy Site (Civ6)|Holy Site]]. It must be built adjacent to [[Stone (Civ6)|Stone]] and on flat land.
 
  +
|Changpu
'''Analysis:''' Core. It'll help you get a fast early religion - the benefits of which I will explain below.
 
  +
|Daxia
 
In the case of other civilisations, rushing [[Stonehenge (Civ6)|Stonehenge]] is not recommended in the early game unless you are planning to go for a [[Religious Victory (Civ6)|Religious Victory]] or build many [[Holy Site (Civ6)|Holy Sites]] in your empire. However, in China's case, simply grab Divine Inspiration (more on this below) for your Follower Belief and you'll have +4 {{Faith6}} from all of your Wonders. Firstly, just Stonehenge itself will already grant you +2 {{Faith6}} per turn, thus allowing you to quickly grab your [[Pantheons (Civ6)|Pantheon]] (take [[Monument to the Gods (Civ6)|Monument to the Gods]] - more on this below).
 
 
By doing this, you get faster access (+15% {{Production6}}) to more [[Ancient Era (Civ6)|Ancient]] to [[Classical Era (Civ6)|Classical Era]] Wonders, which will, in turn, net you more {{Faith6}}. This will not only set you up for a very comfortable religious mid-game (if you choose this direction), but you can use the massive amounts of {{Faith6}} you gain in conjunction with the [[Golden Age]] version of the Monumentality dedication ({{R&F}}) to {{Faith6}}-purchase Builders, Settlers and Traders. This will help you to 1. rush-build even more Ancient to Classical Wonders and 2. expand and improve your empire very quickly and effectively after you've been using the early game to build Wonders.
 
 
I honestly think the early investment pays itself off many times over as long as you commit to continually adding to your arsenal of Wonders throughout the game. Later on, when the Monumentality dedication is unavailable, you can always use your extra {{Faith6}} to purchase Great People, units if you've built [[Grand Master's Chapel (Civ6)|Grand Master's Chapel]] ({{R&F}}), or [[Rock Band (Civ6)|Rock Bands]] ({{GS}}) if you are aiming for a [[Cultural Victory (Civ6)|Cultural Victory]].
 
 
Even if you are not planning to win a [[Religious Victory (Civ6)|Religious Victory]], having the extra {{Faith6}} is useful because you can use it defend yourself against rivals spreading their religions to your cities. On Small to Duel-sized maps in Single Player, this is critical because the AI will more than likely win a [[Religious Victory (Civ6)|Religious Victory]] if you completely neglect [[Religion (Civ6)|Religion]]. You will only need one to three cities in your empire to have [[Holy Site (Civ6)|Holy Sites]]. That way, most of your {{Faith6}} will be from your Wonders, and you can have your other cities focus on other areas of the game. I cannot stress enough how powerful this can be because [[Shrine (Civ6)|Shrines]] give +2 {{Faith6}}, and [[Temple (Civ6)|Temples]] give +4 {{Faith6}}; '''Wonders grant +4 {{Faith6}}''' '''ON TOP of their intrinsic bonuses''', '''which is equal to one free [[Temple (Civ6)|Temple]] or two free [[Shrine (Civ6)|Shrines]]!''' This offers flexibility to your play-style because you don't necessarily have to mass-build [[Holy Site (Civ6)|Holy Sites]] nor use the [[Scripture (Civ6)|Scripture]] and/or [[Simultaneum (Civ6)|Simultaneum]] [[Policy Cards (Civ6)|Policy Cards]] to boost your {{Faith6}} generation. It also frees up your {{Envoy6}} [[Envoy (Civ6)|Envoys]] for other non-religious oriented [[City-States (Civ6)|City-States]] if you so choose to.
 
 
Side-Note: This strategy - spamming Wonders in conjunction with the Divine Inspiration Follower Belief - is especially powerful for civilisations that get {{Production6}} bonuses towards Wonders - eg. [[France (Civ6)|France]] and [[Egypt (Civ6)|Egypt]]. But I feel that China utilises the Follower Belief best since our kit encourages us to get Wonders early and fast. '''Having our {{Faith6}} generation ramped up early sets us up to snowball for the rest of the game.''' With France, their +20% {{Production6}} bonus only kicks in with Wonders from the [[Medieval Era (Civ6)|Medieval Era]] to [[Industrial Era (Civ6)|Industrial Era]]. With Egypt, it is map-situational since their +15% {{Production6}} bonus only applies if you build your Wonder next to a river. '''China is much more flexible in where we can build our Wonders, and we get our {{Production6}} bonuses through rush-building with Builders right from the start of the game.'''
 
 
Final-note: If you do plan on using your {{Faith6}} to defend yourself against rival religions, a defensive setup that has worked well for me is: Monument to the Gods (Pantheon); Divine Inspiration (Follower Belief); [[Mosque (Civ6)|Mosque]] (Worship Belief); Church Property (Founder Belief); and Holy Order (Enhancer Belief).
 
 
|-
 
|-
  +
|Kong
| [[Great Bath (Civ6)|Great Bath]] {{GS}}
 
  +
|Fang-yin
| '''Effects:''' +3 {{HousingIcon6}} Housing, +1 {{AmenityIcon6}} Amenity from entertainment. Floodplains tile along the river containing this Wonder are now immune to [[Flood (Civ6)|Flood]] Damage. -50% {{ProductionIcon6}} [[Production (Civ6)|Production]] and {{FoodIcon6}} [[Food (Civ6)|Food]] yields from Flood Damage. +1 {{FaithIcon6}} [[Faith (Civ6)|Faith]] for every time a tile belonging to this city has been flooded. It must be built on a [[Floodplains (Civ6)|Floodplains tile]].
 
  +
|Dingxiang
 
  +
|Dongmei
'''Analysis:''' Core. One of the best Wonders. Having this Wonder available as early as the [[Pottery (Civ6)|Pottery]] technology allows it to be built very early, so by all means, rush it with a second [[Builder (Civ6)|Builder]], because it is worth it! It being in the game is an awesome indirect buff to China because we can rush-build it with our Builders, thus pretty much guaranteeing we will be the civilisation to get to it first in most games as long as there are Floodplains tiles near our capital. The fact that it operates as an [[Ancient Era (Civ6)|Ancient Era]] version of a [[Dam (Civ6)|Dam]] allows our city (usually the capital, Xian) to grow in population quickly, safely and sustainably near rivers with a lot of Floodplains. The only part where it is worse than a Dam is that it does not prevent {{FoodIcon6}} Food loss during [[Droughts (Civ6)|Droughts]].
 
 
But the most interesting, unique and, more importantly, powerful part of the [[Great Bath (Civ6)|Great Bath]] is its ability to grant +1 {{FaithIcon6}} [[Faith (Civ6)|Faith]] for every time a tile belonging to this city has been flooded. Note that this includes times that a tile has been flooded PRIOR to the Great Bath being built, meaning you can potentially gain access to the {{FaithIcon6}} [[Faith (Civ6)|Faith]] per turn as soon as you finish the Wonder. Also note that the {{FaithIcon6}} [[Faith (Civ6)|Faith]] per turn per tile stacks with each flood occurrence, so it is possible to get +5 {{FaithIcon6}} [[Faith (Civ6)|Faith]] per turn from each Floodplains tile or more in the mid-to-late game because of this Wonder. This is great for multiple reasons. First, in the early game, aside from the [[God-King (Civ6)|God-King]] policy, there is no reliable way to quickly accumulate {{FaithIcon6}} [[Faith (Civ6)|Faith]] for the founding of a [[Pantheons (Civ6)|Pantheon]] unless you settle near a [[Natural Wonder (Civ6)|Natural Wonder]] that provides {{FaithIcon6}} [[Faith (Civ6)|Faith]] in its tiles - and being able to do so is rare and unreliable. Constructing [[Holy Site (Civ6)|Holy Site]](s) is another option, although that is slow and costly in the early game in terms of opportunity cost and inefficient if you are not planning to do much with a religion later on. That, or you can hope you meet a religious [[City-States (Civ6)|City-State]] and be the first to it for that initial [[Envoy (Civ6)|envoy]], although again, that is unreliable. As long as the tiles have been flooded at least once, the {{FaithIcon6}} [[Faith (Civ6)|Faith]] per turn from the Great Bath quickly adds up, allowing you to rocket towards getting the [[Monument to the Gods (Civ6)|Monument to the Gods]] Pantheon (+15% {{ProductionIcon6}} Production towards Ancient and Classical Wonders) that will further snowball you towards your other preferred Wonders. This can allow you to forgo [[God-King (Civ6)|God-King]] in favour of [[Urban Planning (Civ6)|Urban Planning]] and get the best of both worlds: you getting that crucial extra +1 {{ProductionIcon6}} Production in your Capital in the early game while still having a means to earning {{FaithIcon6}} [[Faith (Civ6)|Faith]] later on.
 
 
After the initial Pantheon has been founded, an ever-increasing influx of {{FaithIcon6}} [[Faith (Civ6)|Faith]] has flexible and powerful utility for China. The most obvious path is propelling China towards a [[Religious Victory (Civ6)|Religious Victory]]. The Great Bath has excellent synergy with the Divine Inspiration Follower Belief, after all.
 
 
Perhaps less obvious a strategy is that the Great Bath can also be used in incredible synergistic conjunction with the [[Golden Age (Civ6)|Golden Age]] version of the Monumentality Dedication to help you purchase Builders, Traders and Settlers with {{FaithIcon6}} [[Faith (Civ6)|Faith]] at a 30% discount. In one of my games, I was able to purchase an 8-charge Builder (with the help of [[The First Emperor (Civ6)|The First Emperor]], [[Liang (Surveyor) (Civ6)|Liang]], [[Pyramids (Civ6)|Pyramids]] and [[Serfdom (Civ6)|Serfdom]]) every turn consecutively for 6-7 turns because of the massive amounts of {{FaithIcon6}} [[Faith (Civ6)|Faith]] that was generated by my Floodplains tiles. This then had the snowballing effect of saving me massive amounts of {{ProductionIcon6}} [[Production (Civ6)|Production]] and {{GoldIcon6}} [[Gold (Civ6)|Gold]] in the mid game since I didn't have to hard build my Builders or spend {{GoldIcon6}} [[Gold (Civ6)|Gold]] on them. It also guaranteed that my whole empire got its tile improvements quickly and cheaply.
 
 
Other than that, the bonus {{FaithIcon6}} [[Faith (Civ6)|Faith]] can be used to purchase early [[Great People (Civ6)|Great People]] that China might not usually have ready access to since we prioritise Wonders over Districts in the early game. If that is a strategy you are prioritising, doing so in conjunction with grabbing the [[Oracle (Civ6)|Oracle]] and [[Theocracy (Civ6)|Theocracy]] would be key. Or the {{FaithIcon6}} [[Faith (Civ6)|Faith]] can be used with [[Grand Master's Chapel (Civ6)|Grand Master's Chapel]] to buy yourself a huge land army with {{FaithIcon6}} [[Faith (Civ6)|Faith]]. Or it can be handy late game when you want to buy [[Naturalist (Civ6)|Naturalists]] and [[Rock Band (Civ6)|Rock Bands]] with {{FaithIcon6}} [[Faith (Civ6)|Faith]] to cement a [[Culture Victory (Civ6)|Culture Victory]].
 
 
All that said, be warned of three potential downsides to beelining for this Wonder in the early game. 1. The bonus {{FaithIcon6}} [[Faith (Civ6)|Faith]] yields are dependent on the frequency of the city's Floodplains tiles being flooded, and this is entirely based on luck. Of course, you can always adjust the Natural Disasters slider to 4 when setting up the game to ensure as much flooding as possible, but how much {{FaithIcon6}} [[Faith (Civ6)|Faith]] you get and when you get it will always be luck-based. 2. Since this Wonder is unlocked at Pottery, it goes VERY fast. So if you're going for it, be prepared to fully commit to building it because if someone else grabs it before you do, you'll end up with wasted {{ProductionIcon6}} Production which will SEVERELY set you back for the rest of the game. 3. Since this is such an early Wonder, by building it, you have to factor in the opportunity cost of not expanding your empire. So don't be surprised if you suddenly find yourself still at two cities when the other AI or human players have 4-6 cities already.
 
 
Overall, regardless of the general direction of your play style, the Great Bath should be able to repay itself many times over by the late game because of its scaling {{FaithIcon6}} [[Faith (Civ6)|Faith]] generation and [[Dam (Civ6)|Dam]]-like benefits.
 
 
|-
 
|-
  +
|Kuan-yin
|[[Great Library (Civ6)|Great Library]]
 
  +
|Huan-Yue
|'''Effects:''' +2 {{Science6}}, +1 {{Scientist6}} point per turn, +2 {{GreatWorkWriting6}} [[Great Works of Writing (Civ6)|Great Works of Writing]] and receive [[Boost (Civ6)|boosts]] to all [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical Era]] technologies. It must be built on a flat land tile adjacent to a [[Campus (Civ6)|Campus]] with a [[Library (Civ6)|Library]].
 
  +
|Guiren
 
  +
|Liling
{{R&F}} +1 {{Writer6}} point per turn, and receive a random technology [[Boost (Civ6)|boost]] after another player recruits a {{Scientist6}}.
 
 
'''Analysis:''' Core. One of the best Wonders. Its statistics make me speculate if it was designed specifically with China in mind. The +2 {{Science6}}, +1 {{Scientist6}} point per turn and +2 {{Writing6}} [[Great Work (Civ6)|Great Works of Writing]] slots are nice, but its most powerful bonus lies in its ability to provide [[Eureka moment (Civ6)|boosts]] to all Ancient and Classical era {{Link6|technologies}}. This means that in planning for the construction of this Wonder, speed is essential. You will want to beeline for [[Recorded History (Civ6)|Recorded History]], construct the prerequisite [[Campus (Civ6)|Campus]] and [[Library (Civ6)|Library]], and then rush this Wonder with [[Builder (Civ6)|Builder]] charges. This has direct synergy with Dynastic Cycle because each of the multiple {{Eureka6}}Eurekas you gain are more lucrative, and will thus net you even more {{Science6}} than other civilisations which build the same Wonder. And since you have the ability to rush the {{Production6}} of this Wonder, you'll finish it faster than other civilisations, thus ensuring that there will be more remaining technologies for you to boost before you transition into the [[Medieval Era (Civ6)|Medieval Era]].
 
 
The other chief reason why this is a Core Wonder is because of its reliability. Its requirements - flat land adjacent to a [[Campus (Civ6)|Campus]] with a [[Library (Civ6)|Library]] - are relatively easy to meet and not particularly map reliant. So by all means, rush this every game.
 
 
{{R&F}} With ''Rise and Fall'', the [[Great Library (Civ6)|Great Library]] has gotten even better, thus making China's early game potential even stronger. It now receives an additional +1 {{Writer6}} point per turn, and provides a random tech boost after another player recruits a {{Scientist6}}. This is nice because the +1 {{Writer6}} point per turn does help you eventually fill up those 2 {{Writing6}} [[Great Work (Civ6)|Great Works of Writing]] slots, but you will still need to construct [[Theater Square (Civ6)|Theatre Square Districts]] and [[Amphitheater (Civ6)|Amphitheatres]] to stay competitive for earning {{GreatWriter6}} [[Great Writer (Civ6)|Great Writers]]. Its latter {{R&F}} boost means that you'll be receiving a series of {{Eureka6}} Eurekas for the rest of the game whether you're focusing on {{Science6}} or not. This, again, has direct synergy with Dynastic Cycle as each {{Eureka6}} Eureka is stronger for China. Overall, with this expansion's buffs to the Wonder, it is able to pay for itself many times over for the rest of the game, thus making it a top-notch investment in every game. Its flexible utility means that it is an excellent choice no matter which victory you are going for.
 
 
|-
 
|-
  +
|Lei
| [[Petra (Civ6)|Petra]]
 
  +
|Jiang-li
| '''Effects: '''+2 {{Food6}}, +2 {{Gold6}}, and +1 {{Production6}} on all desert {{Link6|tile}}s for this {{Link6|city}}. (Does not apply to Floodplains.) It must be built on a desert tile.
 
  +
|Huizhong
 
  +
|Meifeng
'''Analysis: '''Core. One of the best Wonders. This effectively turns desert [[Hills (Civ6)|hills]] and any other improvable desert tiles into great power tiles - this works synergistically with Great Wall tiles, and can, if you build strategically, grant many tiles that each yield +2 {{Food6}}, +1 {{Production6}}, +8 {{Gold6}} and +4 {{Culture6}} ({{GS}} version only). More importantly, it sets you up for the rest of the game with a powerhouse of a city. You can use it to quickly build more Wonders, a lot of Districts, many Settlers and/or Builders or a huge army etc. It allows you great flexibility because of its superior {{Food6}}, {{Gold6}}, and {{Production6}}. On the same note, Petra allows a player (but usually only China) to settle in desert-heavy areas which would otherwise be uninhabitable. In addition, if you can find a place for desert city, you will more than likely also have a place for the Pyramids.
 
 
Do note that in choosing an optimal city with lots of desert tiles, the city will have little to no yields until you build Petra. The gap between you settling the city and you building Petra will thus be the weak phase for that city and your early game in general. Depending on how contested the map is, it is therefore advisable to improve your "Petra city" only after you are able to build Petra. Doing so will reduce the effects of your weak phase. If there are a lot of desert [[Hills (Civ6)|hills]] in that city, the payoff is usually worth it by the mid to late game.
 
 
|-
 
|-
  +
|Long
|[[Temple of Artemis (Civ6)|Temple of Artemis]] {{R&F}}
 
  +
|Li-mei
|'''Effects:''' +4 {{Food6}} and +3 {{Housing6}} Housing, and each [[Camp (Civ6)|Camp]], [[Pasture (Civ6)|Pasture]] and [[Plantation (Civ6)|Plantation]] [[Improvement]] within four tiles provides +1 {{Amenities6}} Amenity. It must be built on a tile adjacent to a [[Camp (Civ6)|Camp]].
 
  +
|Longwei
 
  +
|Mingxia
'''Analysis: '''Core. One of the best Wonders. The +1 {{Amenities6}} Amenity from every [[Camp (Civ6)|camp]], [[Plantation (Civ6)|plantation]] and [[Pasture (Civ6)|pasture]] within a 4-tile radius, assuming you strategically place this wonder to maximise its effectiveness, can be game-changingly massive in the early game. Build both this and the [[Colosseum (Civ6)|Colosseum]] for maximum synergy. Additional +4 {{Food6}} and +3 {{Housing6}} Housing are extra bonuses that sweeten the deal further, and can allow you to quickly grow a city where growth would otherwise be difficult. This Wonder allows you to very quickly grow a city to 10+ population by around the [[Medieval Era (Civ6)|Medieval Era]] while still supporting it adequately in terms of {{Amenities6}} Amenities and {{Housing6}} Housing. Ample scouting is thus required. Note that these bonuses, unlike the bonuses for the [[Colosseum (Civ6)|Colosseum]], only apply to the Wonder's parent city, and is not Area of Effect.
 
 
|-
 
|-
  +
|Shaiming
|[[Colosseum (Civ6)|Colosseum]]
 
  +
|Ming-ue
|'''Effects: '''6 tile ranged, area of effect +3 {{Amenities6}} Amenities and +2 {{Culture6}}. It must be built on a tile adjacent to an [[Entertainment Complex (Civ6)|Entertainment Complex]] district.
 
  +
|Shanyuan
 
  +
|Mingzhu
{{R&F}} +2 {{Amenities6}} Amenities, {{Culture6}} and loyalty for every city within 6 tiles. Requires a tile adjacent to an [[Entertainment Complex (Civ6)|Entertainment Complex]] district with an [[Arena (Civ6)|Arena]].
 
 
'''Analysis: '''Core. One of the best Wonders. The requirement for this wonder (i.e. must be adjacent to an [[Entertainment Complex (Civ6)|Entertainment Complex]] district) is relatively easy to meet, so, by all means, plan its optimal placement ahead of time and try to get this wonder every game.
 
 
{{R&F}} The stats have now changed, and the requirements dictate that it has to be built adjacent to an [[Entertainment Complex (Civ6)|Entertainment Complex]] district with an [[Arena (Civ6)|Arena]]. Despite the lowered {{Amenities6}} Amenities and increased requirements, this Wonder is still core, in my opinion, because of the +2 loyalty. This can be the difference between you struggling to keep your cities happy and loyal on a crowded map or not. It also means that you can potentially settle cities further away from your {{Capital6}} Capital without having to worry as much about the resulting loyalty penalties. Furthermore, the +2 loyalty may be the deciding factor to you flipping a foreign city to join your empire in the mid-to-late game.
 
 
|-
 
|-
  +
|Shen
|[[Mausoleum at Halicarnassus (Civ6)|Mausoleum at Halicarnassus]]<sup>2</sup>
 
  +
|Qing-yuan
|'''Effects: '''+1 {{Science6}}, {{Faith6}} and {{Culture6}} to all [[Coast (Civ6)|Coast tiles]] in this city. [[science|All]] {{EngineerIcon6}} [[Great Engineer (Civ6)|Great Engineers]] have an additional charge. It must be built adjacent to a [[Harbor (Civ6)|Harbour]].
 
  +
|Tingfeng
'''Analysis: '''Core. I think of this as the [[Petra (Civ6)|Petra]] of the sea! The +1 {{Science6}}, {{Faith6}} and {{Culture6}} is a very good bonus if your city is surrounded by a lot of [[Coast (Civ6)|Coast tiles]], and especially good if there are a lot of sea resources within the city's reach. Combine this with [[Liang (Surveyor) (Civ6)|Liang's]] [[Fishery (Civ6)|Fishery]] improvement to acquire extremely powerful tile yields. Later in the game, [[Offshore Wind Farm (Civ6)|Offshore Wind Farms]] and [[Seastead (Civ6)|Seasteads]] are also viable tile improvements. If the [[Auckland (Civ6)|Auckland]] city-state is in your game, become its [[Suzerain (Civ6)|Suzerain]] for even more impressive yields.
 
  +
|Qiaolian
 
<span>An additional </span>{{EngineerIcon6}}<span> </span>[[Great Engineer (Civ6)|Great Engineer]]<span> charge is very unique and useful in the mid-to-late game. I have always found particularly good utility from the </span>{{EngineerIcon6}}<span> </span>[[Great Engineer (Civ6)|Great Engineers]]<span> that grant </span>{{ProductionIcon6}}<span> Production towards Wonders - </span>[[Filippo Brunelleschi (Civ6)|Filippo Brunelleschi]]<span>, for example. Having another charge on those is immensely helpful in helping me grab mid-to-late game Wonders like the </span>[[Potala Palace (Civ6)|Potala Palace]]<span> and </span>[[Big Ben (Civ6)|Big Ben]]<span>. In the late game, if you are aiming for a </span>[[Science Victory (Civ6)|Science Victory]]<span>, having another charge on the </span>{{EngineerIcon6}} [[Great Engineer (Civ6)|Great Engineers]]<span> who speed up </span>[[Space Race (Civ6)|Space Race]]<span> </span>[[Projects (Civ6)|projects]]<span> (</span>[[Sergei Korolev (Civ6)|Sergei Korolev]]<span> and </span>[[Wernher Von Braun (Civ6)|Wernher Von Braun]]<span>, for example) is game changing as it effectively doubles the value of their abilities. Another good thing about this Wonder is that the AI usually do not prioritise it, meaning that it should still be up for grabs in the </span>[[Medieval Era (Civ6)|Medieval Era]]<span>.</span>
 
 
|-
 
|-
  +
|Shing
|[[Apadana (Civ6)|Apadana]]<sup>2</sup>
 
  +
|Shuang
|'''Effects: ''' +2 [[Great Work (Civ6)|Great Work]] slots and +2 {{Envoy6}} Envoys per Wonder built in this [[city]]. It must be built on a tile adjacent to the {{Capital6}} '''Capital '''city centre.
 
  +
|Yanlin
'''Analysis: '''Situational. This can be game-changingly useful ONLY if you're confident that the parent city will reliably be building multiple Wonders throughout the rest of the game. The +2 {{Envoy6}} Envoys per Wonder is extremely powerful for winning over [[City-States (Civ6)|City-States]], thus swinging political influence in your favour. This can be a game-changer especially if you're neck-to-neck in terms of military strength on a crowded map. Being the [[Suzerain (Civ6)|Suzerain]] of multiple [[City-States (Civ6)|City-States]] not only gives you all the usual bonuses of being a [[Suzerain (Civ6)|Suzerain]], but effectively cements them as military allies or buffer zones if you go to war with a neighbouring rival. This Wonder is especially powerful in the hands of China as China can rush build multiple Wonders early on, thus having synergy with this Wonder's properties. Combine this with [[Merchant Confederation (Civ6)|Merchant Confederation]], [[Monarchy (Civ6)|Monarchy]] and [[Charismatic Leader (Civ6)|Charismatic Leader]] for maximum synergy. Additionally, the +2 [[Great Work (Civ6)|Great Work]] slots are a nice bonus if you're going for a [[Cultural Victory (Civ6)|Cultural Victory]].
 
  +
|Xingjuan
 
The reason why this isn't a core Wonder is because not every game will you have a city that is capable of massive amounts of {{Production6}} AND fit all the map requirements of the Wonders you'll be going for. There is also the variable of desirable Wonders getting taken before you can build them, which makes this a Situational Wonder to grab. Not only that, but other Wonders might have higher priority, so that by the time you're ready to build the Apadana, you would have built most of your target Wonders, thus reducing its effectiveness. The last reason is that there will be games in which you might not be interested in wooing City-States, in which case this Apadana will not be needed.
 
 
{{GS}} This Wonder is very helpful if you want to win a [[Diplomatic Victory (Civ6)|Diplomatic Victory]] as China. Refer to "Victory Type General Strategies" section above for more details.
 
 
|-
 
|-
  +
|Sying
| [[Terracotta Army (Civ6)|Terracotta Army]]
 
  +
|Xin-qian
| '''Effects: '''+2 {{General6}} points per turn, all current land units gain a free [[Promotion (Civ6)|promotion]], and all [[Archaeologist (Civ6)|Archaeologists]] from the owner may enter foreign lands without open borders. It must be built on [[Grassland]] or [[Plains]] adjacent to an [[Encampment (Civ6)|Encampment]] with a [[Barracks (Civ6)|Barracks]] or [[Stable (Civ6)|Stable]].
 
  +
|Zedong
 
  +
|ZhenZhen
'''Analysis: '''Situational.
 
# Great ONLY if you have a suitably large military already and are seeking to snowball to a mid game domination victory. This Wonder works especially well in augmenting the already strong firepower of [[Crouching Tiger (Civ6)|Crouching Tigers]]. A viable mid-game domination strategy is to mass-produce [[Crouching Tiger (Civ6)|Crouching Tigers]], a couple of [[Catapult (Civ6)|Catapults]], [[Crossbowman (Civ6)|Crossbowmen]], [[Pikeman (Civ6)|Pikemen]] and [[Knight (Civ6)|Knights]], and then rush-build this Wonder with [[Builder (Civ6)|Builder]] charges. This effectively gives your entire army a free map-wide [[Promotion (Civ6)|promotion]], making them all more dangerous, resilient, and able to survive till their next [[Promotion (Civ6)|promotion]] when you eventually attack your first target. You can also delay the timing of this Wonder until the time your troops capture your first enemy city - this will effectively provide all wounded units a free promotion and a quick heal so that they can carry on without having to stop and recover.
 
# Also great IF you are going for a [[Cultural Victory (Civ6)|Cultural Victory]]. The ability to send your Archaeologists into rival territories without [[Open Borders (Civ6)|Open Borders]] is great in the late game when immediately available {{Artifact6}} Artifacts become scarce. In this scenario, you can rush it straight away without building an army first.
 
 
 
 
{{GS}} Combine this with [[Victoria (Civ6)|Victor]]'s [[Embrasure (Civ6)|Embrasure]] title and you can potentially have a whole army receive two free promotions before any fighting has even begun!
 
|-
 
|[[Jebel Barkal (Civ6)|Jebel Barkal]]<sup>4</sup>
 
|'''Effects: '''Awards +2 {{Iron6}} Iron, and provides +4 {{Faith6}} to all your [[City|cities]] within a 6-tile radius. It must be built on a [[desert]] [[hill]] tile.
 
 
{{GS}} Awards +4 {{Iron6}} Iron per turn. The +4 {{Faith6}} part stays the same.
 
 
'''Analysis: '''Situational. The double [[Iron (Civ6)|iron]] or +4 {{Iron6}} Iron per turn {{GS}} can be essential if you do not have iron and plan to build [[Knight (Civ6)|Knights]] and [[Swordsman (Civ6)|Swordsmen]]. The +4 {{Faith6}} in a 6 tile radius can be extremely powerful if you're pursuing a [[Religious Victory (Civ6)|Religious Victory]]. It has excellent synergy with the [[Golden Age (Civ6)|Golden Age]] version of the Monumentality Dedication {{R&F}}.
 
 
The reason that this is a situational instead of Core or great Wonder, however, is because of its map requirement - a desert hill. When I see a desert hill or even a cluster of desert hills, I am usually thinking about placing a [[Petra (Civ6)|Petra]] Wonder down. Building [[Jebel Barkal (Civ6)|Jebel Barkal]] by sacrificing a desert tile is not necessarily a worthwhile trade-off when it can be improved by Petra. That said, if you do find an isolated desert hill and it happens to be in or near the middle of your empire, the +4 {{Faith6}} area of effect bonus can be great.
 
|-
 
| [[Mahabodhi Temple (Civ6)|Mahabodhi Temple]]
 
| '''Effects: '''+4 {{Faith6}} and grants +2 [[Apostles (Civ6)|Apostles]]. It must be built on [[Woods (Civ6)|Woods]] adjacent to a [[Holy Site (Civ6)|Holy Site]] with a [[Temple (Civ6)|Temple]], and you must have founded a [[Religion (Civ6)|Religion]].
 
{{GS}} Grants 2 Diplomatic Points when built.
 
 
'''Analysis: '''Situational. The two [[Apostles (Civ6)|Apostles]] can be useful if you found an early religion either by accumulating [[Great Prophet (Civ6)|Great Prophet]] points or by grabbing Stonehenge. By making them perform the Evangelize Belief action, they can net your fledgling religion two Enhancer Beliefs faster than most other civilizations. In choosing beliefs, a setup that has worked very well for me is the following: (Follower) Divine Inspiration, (Worship) [[Mosque (Civ6)|Mosque]], (Founder) Pilgrimage, (Enhancer) Holy Order. Grab these whenever possible, and feel free to improvise as appropriate.
 
 
{{GS}} If going for an early religion, grabbing this Wonder also gives your game flexibility in case you want to try for a Diplomatic Victory.
 
|-
 
| [[Oracle (Civ6)|Oracle]]
 
| '''Effects: '''+1 {{Culture6}}, +1 {{Faith6}}, patronage of [[Great People (Civ6)|Great People]] costs 25% less {{Faith6}}, and [[Districts (Civ6)|Districts]] in this [[city]] provide +2 [[Great Person (Civ6)|Great Person]] points of their type. It must be built on [[Hills (Civ6)|Hills]].
 
 
'''Analysis: '''Situational. 1 {{Culture6}} and 1 {{Faith6}} is tiny, even by early game standards. -25% {{Faith6}} costs for [[Great Person (Civ6)|Great Persons]] and +2 Great Person points from districts in the parent city are nice if you have an abundance of {{Faith6}}, but Great Person points do not kick in until much later in the game since there won't be many [[District (Civ6)|districts]] in the city until later. Also, you'll have to balance the purchasing of [[Apostles (Civ6)|Apostles]] and [[Missionary (Civ6)|Missionaries]] and the purchasing of Great Persons if you are going for a [[Religious Victory (Civ6)|Religious Victory]]. If you must get this, try to build it with Stonehenge, Jebel Barkal and Mahabodhi Temple to maximise its effects.
 
|-
 
|[[Colossus (Civ6)|Colossus]]
 
|'''Effects:''' +3 {{Gold6}}, +1 {{Admiral6}} point per turn, +1 {{TradeRoute6}} Trade Route capacity, and grants a [[Trader (Civ6)|Trader]] unit. It must be built on the [[Coast (Civ6)|Coast]] and adjacent to a [[Harbor (Civ6)|Harbour]]. It cannot be built on a [[Lake (Civ6)|Lake]].
 
'''Analysis:''' Situational. The +3 {{Gold6}}, extra {{TradeRoute6}} Trade Route and a free [[Trader (Civ6)|Trader]] is nice and saves valuable {{Production6}} time. The +1 {{Admiral6}} point per turn is not bad, especially if you also build the [[Great Lighthouse (Civ6)|Great Lighthouse]] to stack the points[[Mausoleum at Halicarnassus (Civ6)|.]] However, it's not a priority, especially since neither human nor AI players will rush the Colossus early. Its usefulness is further limited by the fact that the player has to build a [[Harbor (Civ6)|Harbor]] first, which requires a city to be settled near or on the [[Coast (Civ6)|coast]], as well as a lot of valuable {{Production6}} to be spent on the [[Harbor (Civ6)|Harbor]] district, especially in the crucial early to mid game where {{Production6}} should be directed to Settlers, Builders and other more valuable Wonders. The Colossus can be useful on a water-heavy map, but otherwise very much skippable.
 
|-
 
|[[Great Lighthouse (Civ6)|Great Lighthouse]]
 
|'''Effects:''' +3 {{Gold6}}, +1 {{Movement6}} for all naval units, and +1 {{Admiral6}} point per turn. It must be built on the [[Coast (Civ6)|coast]] and adjacent a [[Harbor (Civ6)|Harbour]] with a [[Lighthouse (Civ6)|Lighthouse]].
 
 
'''Analysis:''' Situational. Extra movement means a more effective naval force. Nice for island [[Map (Civ6)|maps]] where you plan on instigating naval warfare. The +3 {{Gold6}} and +1 {{Admiral6}} point is nice, and works well with the [[Colossus (Civ6)|Colossus]][[Mausoleum at Halicarnassus (Civ6)|.]] If you are building this, build [[Mausoleum at Halicarnassus (Civ6)|Mausoleum at Halicarnassus]], [[Colossus (Civ6)|Colossus]] and [[Great Lighthouse (Civ6)|Great Lighthouse]] as a trio on water-heavy maps. Useless otherwise.
 
|-
 
|[[Hanging Gardens (Civ6)|Hanging Gardens]]
 
|'''Effects: '''Provides +15% growth in all cities, and +2 {{Housing6}} Housing (since the [[Summer 2017 Update (Civ6)|Summer 2017 Update]]). It must be built on a tile adjacent to a [[River (Civ6)|river]].
 
'''Analysis: '''Avoid. There are far better uses of your {{Production6}} in the early game - ie. getting the Core wonders, general expansion of your empire, building districts, training military units to fend off barbarians etc. The +15% growth is nice since it applies to all your cities, and the +2 {{Housing6}} Housing to this Wonder's parent city is not bad, but what it offers is comparatively minimal in contrast to the instantly powerful and game-changing [[Pyramids (Civ6)|Pyramids]] or a well-placed [[Petra (Civ6)|Petra]]. Even an early [[Commercial Hub (Civ6)|Commercial Hub]] on the said tile adjacent to a river would be more immediately useful for your empire. Ultimately, it's the heavy opportunity cost in [[China (Civ6)|China]]'s critical early game that forces this Wonder under the category of "Avoid."
 
|-
 
|[[Machu Picchu (Civ6)|Machu Picchu]] {{GS}}
 
|'''Effects:''' +4 {{Gold6}}. [[Mountain (Civ6)|Mountain tiles]] provide a standard [[Adjacency bonus (Civ6)|adjacency bonus]] to [[Commercial Hub (Civ6)|Commercial Hub]], [[Theater Square (Civ6)|Theatre Square]] and [[Industrial Zone (Civ6)|Industrial Zone]] Districts in all cities. It must be built on a mountain tile that does not contain a [[Volcano (Civ6)|Volcano]].
 
 
'''Analysis:''' Avoid. The bonuses themselves are decent, but highly dependent on your empire having a lot of mountains in it to be actually worthwhile. Unfortunately, Builders cannot move onto mountain tiles, meaning that they are unable to spend charges to rush-build the Machu Picchu. This forces China to hard build the Wonder like everyone else, which is not optimal at all. I'd much rather spend my precious {{ProductionIcon6}} Production on other more accessible and, more importantly, valuable Wonders in the early game, or even general empire expansion.
 
 
|}
 
|}
 
<sup>1</sup> Note that the [[Pyramids (Civ6)|Pyramids]] add one extra charge for all existing Builders as well. Therefore, if you have a choice when your Pyramids are near completion, shuffle your Builders so that you have as many of them left as possible.<br />
 
<sup>2</sup> Available only if you bought the [[Persia and Macedon Civilization & Scenario Pack (Civ6)|Persia and Macedon Civilization &amp; Scenario Pack]].<br />
 
<sup>3</sup> If you want to collect [[Stonehenge (Civ6)|Stonehenge]], if you are playing at the Emperor [[Difficulty level (Civ6)|difficulty level]] or above in single-player, try to shuffle your maps to get a good suitable position - near some [[Stone (Civ6)|Stone]], close to a [[Natural wonder (Civ6)|Natural Wonder]] and some [[City-state (Civ6)|city-states]]. The boost to [[Astrology (Civ6)|Astrology]] from a Natural Wonder allows you to research the other techs you need to work tiles and produce military, and city-states alleviate the need for regular {{Production6}}. If you do sacrifice early {{Production6}} and expansion, you will lose the later Wonders.<br />
 
<sup>4</sup> Available only if you bought the [[Nubia Civilization & Scenario Pack (Civ6)|Nubia Civilization &amp; Scenario Pack]].
 
 
==== ''Turns Needed to Complete a Wonder'' ====
 
Unless a Builder uses up its charges, it can only charge a Wonder once a turn. Once its charges are used up, you can move an additional Builder to charge the same Wonder again in the same turn. This way, you can rapidly rush a wonder by moving in a succession of 1-charge Builders and using their final charge. '''Because the source of your Builders for rushing wonders with doesn't matter, you can have your entire empire contribute towards the construction of a single wonder!'''
 
 
You can choose to complete as much portion of a given Wonder as you want. It takes 7 Builder charges to fully complete a wonder without any extra boosts. That said, if you take [[Monument to the Gods (Civ6)|Monument to the Gods]] as your [[Pantheons (Civ6)|Pantheon]], [[Autocracy (Civ6)|Autocracy]] as your early game government, and [[Corvée (Civ6)|Corvee]] as your economic policy, you can boost the amount of {{Production6}} that each Builder charge is worth. [[Monument to the Gods (Civ6)|Monument to the Gods]] gives +15% {{Production6}}, [[Autocracy (Civ6)|Autocracy]] gives +10% {{Production6}}, and [[Corvée (Civ6)|Corvee]] gives +15% {{Production6}} - giving a potential total of +40% {{Production6}} to Ancient and Classical Wonders.''' This can potentially boost each Builder charge's value to 21% of the Wonder's '''{{Production6}} '''cost, thus allowing you to finish any Ancient to Classical Wonder with as low as five Builder charges BEFORE accounting for any direct input from the city! '''Therefore, if you don't plan on settling for a while, I would recommend stacking the bonuses to maximise your early game Wonder-rushing potential as China. This is particularly massive when you want to build wonders around new [[City (Civ6)|cities]] which do not yet have many tile improvements.
 
 
Also of note is that if a Builder charge contributes more {{Production6}} than is needed to complete a district, it overflows to the next thing you build, avoiding any being wasted.
 
 
==== Later Wonders To Watch For ====
 
The First Emperor bonus no longer applies for Wonders after the Classical Era. Nevertheless, since you are likely in a Wonder collection mode when you play China and also since you are likely to have extra {{Production6}} capacity due to extra Builder charges, here is a list of later Wonders to watch for. Where appropriate, remember to use [[Gothic Architecture (Civ6)|Gothic Architecture]] and [[Skyscrapers (Civ6)|Skyscrapers]] to speed up construction of wonders by 15%.
 
 
The key here is to see how you can create combinations with the wonders. The best possible example of a combination is to build [[Petra (Civ6)|Petra]] on a city with many desert hill tiles, then use this city as your primary {{Production6}} city to build all of your desired future wonders (shown below). Of particular note is that you can further improve the {{Production6}} capacity of this city later on if you can build [[Ruhr Valley (Civ6)|Ruhr Valley]]. These are just two examples of wonder combinations, and depending on your map, the possibilities are many.
 
 
Do note that all the following Wonders are situational in their usage, so it would be counter-productive to try and build all of them as that is far too much {{Production6}} spent on Wonders. That said, getting [[Alhambra (Civ6)|Alhambra]], [[Forbidden Palace]], [[Potala Palace (Civ6)|Potala Palace]] and [[Big Ben (Civ6)|Big Ben]] every game is highly recommended because of how flexible their bonuses are.
 
 
{| class="article-table"
 
! Name
 
! Era
 
! Main Effects
 
|-
 
|[[Hagia Sophia (Civ6)|Hagia Sophia]]
 
|Medieval
 
|'''([[Religious Victory (Civ6)|Religious Victory]] only)''' +4 {{Faith6}} and [[Missionary (Civ6)|Missionaries]] and [[Apostle (Civ6)|Apostles]] can use Spread Religion 1 extra time. It must be built on flat land adjacent to a [[Holy Site (Civ6)|Holy Site]], and you must have founded a [[Religion (Civ6)|Religion]].
 
|-
 
|[[Meenakshi Temple (Civ6)|Meenakshi Temple]] {{GS}}
 
|Medieval
 
|'''([[Religious Victory (Civ6)|Religious Victory]] only) '''+3 {{Faith6}}, +2 [[Guru (Civ6)|Gurus]]. Gurus are 30% cheaper to purchase. Religious units adjacent to Gurus receive +5 {{ReligiousStrength6}} Religious Strength in [[Theological Combat (Civ6)|Theological Combat]] and +1 {{Movement6}} Movement.
 
|-
 
| [[Alhambra (Civ6)|Alhambra]]
 
| Medieval
 
| '''(Highly recommended)''' +1 Military Policy Slot, +2 {{Amenities6}} Amenities, +2 {{GeneralIcon6}} [[Great General (Civ6)|Great General]] points per turn and provides the same defensive bonuses as the [[Fort (Civ6)|Fort]] improvement. It must be built on [[Hills (Civ6)|Hills]] adjacent to an [[Encampment (Civ6)|Encampment]].
 
|-
 
|[[Mont St. Michel (Civ6)|Mont St. Michel]]
 
|Medieval
 
|'''([[Religious Victory (Civ6)|Religious Victory]] only)''' Apostles gain the Martyr ability in addition to a second ability you choose normally. +2 {{Faith6}} and 2 {{Relic6}} Relic slots are a bonus. It must be built on [[Floodplains (Civ6)|Floodplains]] or [[Marsh (Civ6)|Marsh]].
 
|-
 
|[[Kilwa Kisiwani (Civ6)|Kilwa Kisiwani]] {{R&F}}
 
|Medieval
 
| +3 {{Envoy6}} Envoys. When you are the Suzerain of a City-state this city gains a +15% boost to the yield provided by that City-state. If you are the Suzerain of 2 or more City-states of that type an additional 15% boost is given to all your cities. It must be built on a flat tile adjacent to [[Coast (Civ6)|Coast]].
 
'''Note:''' If struggling with gaining enough {{Envoy6}} Envoys, appoint and promote [[Amani (Civ6)|Amani]] as necessary.
 
 
'''Note 2:''' Avoid this if you are not interested in wooing the City-states of your particular game.
 
 
'''Note 3: '''This can be a very helpful Wonder if you are already the Suzerain of many city-states. It works well if you're already going for a Diplomatic Victory {{GS}}.
 
|-
 
|[[Kotoku-in (Civ6)|Kotoku-in]] {{R&F}}
 
|Medieval
 
|'''([[Religious Victory (Civ6)|Religious Victory]] only) '''Grants +20% {{Faith6}} and 4 [[Warrior Monk (Civ6)|Warrior Monks]] to the city it is built in.
 
'''Note: '''Get this for the city that has the most {{Faith6}} output per turn. I personally have not found much use for the [[Warrior Monk (Civ6)|Warrior Monks]].
 
 
'''Note 2: ''' One possible synergistic combination is to build Kotoku-in in a city that already has the [[Great Bath (Civ6)|Great Bath]] {{GS}} and then build a nearby [[Jebel Barkal (Civ6)|Jebel Barkal]] for even more {{Faith6}}.
 
|-
 
| [[Forbidden City (Civ6)|Forbidden City]]
 
| Renaissance
 
| '''(Highly recommended)''' +1 Wildcard Policy Slot and +5 {{Culture6}}. It must be built on flat land adjacent to a [[City Center (Civ6)|City Centre]].
 
|-
 
| [[Potala Palace (Civ6)|Potala Palace]]
 
| Renaissance
 
| '''(Highly recommended)''' +1 Diplomatic Policy Slot, +2 {{Culture6}} and +3 {{Faith6}}. It must be built on a [[Hill (Civ6)|Hill]] adjacent to a [[Mountain]]. {{GS}} +1 Diplomatic Victory Point.
 
|-
 
| [[Venetian Arsenal (Civ6)|Venetian Arsenal]]
 
| Renaissance
 
| Receives a second of the same naval unit whenever you train one and +2 {{EngineerIcon6}} [[Great Engineer (Civ6)|Great Engineer]] points per turn. It must be built on the [[Coast (Civ6)|coast]] and adjacent to an [[Industrial Zone (Civ6)|Industrial Zone]]. It cannot be built on a [[Lake (Civ6)|Lake]].
 
 
'''Note:''' Get this if you are on a water-heavy map along with [[Colossus (Civ6)|Colossus]], [[Great Lighthouse (Civ6)|Great Lighthouse]] and [[Mausoleum at Halicarnassus (Civ6)|Mausoleum at Halicarnassus]]. It has incredible synergy with the following policy cards: [[Press Gangs (Civ6)|Press Gangs]], [[International Waters (Civ6)|International Waters]] and [[Letters of Marque (Civ6)|Letters of Marque]] ({{R&F}}). If not on a water-heavy map, don't bother.
 
|-
 
|[[Statue of Liberty (Civ6)|Statue of Liberty]]
 
|Industrial
 
|'''([[Diplomatic Victory (Civ6)|Diplomatic Victory]] only {{GS}}) '''Grants 2 settlers ({{R&F}}). +4 Diplomatic Points when built ({{GS}}). All your [[Cities (Civ6)|cities]] within 6 [[Tiles (Civ6)|tiles]] are always 100% [[Loyalty (Civ6)|loyal]]. It must be built on the [[Coast (Civ6)|Coast]] (not a [[Lake (Civ6)|Lake]]), adjacent to land and a [[Harbour]].
 
|-
 
|[[Országház (Civ6)|Országház]] {{GS}}
 
|Industrial
 
|'''([[Diplomatic Victory (Civ6)|Diplomatic Victory]] only {{GS}}) '''+4 {{Culture6}}. +100% {{DiplomaticFavour6}} per turn from starting a turn as a [[Suzerain (Civ6)|Suzerain]] of a [[City-state (Civ6)|city-state]]. It must be built adjacent to a [[River (Civ6)|River]].
 
|-
 
| [[Big Ben (Civ6)|Big Ben]]
 
| Industrial
 
| '''(Highly recommended)''' +1 Economic Policy Slot, +6 {{Gold6}}, +3 {{MerchantIcon6}} [[Great Merchant (Civ6)|Great Merchant]] points per turn and doubles current treasury. It must be built on a [[River (Civ6)|River]] adjacent to a [[Commercial Hub (Civ6)|Commercial Hub]] with a [[Bank (Civ6)|Bank]].
 
 
{{GS}} Treasury is increased by 50% instead of doubled.
 
|-
 
| [[Ruhr Valley (Civ6)|Ruhr Valley]]
 
| Industrial
 
| +20% {{Production6}} in the city; +1 {{Production6}} for each Mine and Quarry in this city. It must be built along a [[River (Civ6)|River]] adjacent to an [[Industrial Zone (Civ6)|Industrial Zone]] with a [[Factory (Civ6)|Factory]].
 
 
'''Note:''' Not essential, but very good to maximise the {{Production6}} output of your highest or second {{Production6}} city. Must plan in advance to have a suitable location for this.
 
|-
 
| [[Oxford University (Civ6)|Oxford University]]
 
| Industrial
 
| +20% {{Science6}} in the city, +3 {{Scientist6}} points per turn, +2 {{Writing6}} [[Great Work (Civ6)|Great Works of Writing]] slots and awards 2 randomly-chosen free {{Link6|technologies}} when completed. It must be built on [[Grassland]]s or [[Plains]] adjacent to a [[Campus (Civ6)|Campus]] with a [[University (Civ6)|University]].
 
 
'''Note:''' Not essential, but very good to maximise the {{Science6}} output of your highest or second highest {{Science6}} city.
 
|-
 
|[[Hermitage (Civ6)|Hermitage]]
 
|Industrial
 
|'''([[Cultural Victory (Civ6)|Cultural Victory]] only)''' +3 {{Artist6}} points per turn and +4 [[Great Work (Civ6)|Great Works of Art]] slots. It must be built along a [[River (Civ6)|River]] on a non-[[desert]] and non-[[tundra]] tile.
 
|-
 
|[[Bolshoi Theatre (Civ6)|Bolshoi Theatre]]
 
|Industrial
 
|'''([[Cultural Victory (Civ6)|Cultural Victory]] only)''' +2 {{Writer6}} and +2 {{Musician6}} points per turn. +1 {{GreatWorkWriting6}} Great Work of Writing slot and +1 {{MusicIcon6}} Great Work of Music slot. Awards 2 randomly-chosen free {{Link6|civics}} when completed. It must be built on flat land adjacent to a [[Theater Square (Civ6)|Theatre Square]].
 
|-
 
|[[Cristo Redentor (Civ6)|Cristo Redentor]]
 
|Modern
 
|'''([[Cultural Victory (Civ6)|Cultural Victory]] only)''' +4 {{Culture6}}. {{Tourism6}} output from {{Relic6}} Relics and Holy Cities is not diminished by other civilizations who have researched {{Link6|The Enlightenment}} [[Civics (Civ6)|civic]]. Doubles {{Tourism6}} output of {{Link6|Seaside Resort}}s across your civilization. It must be built on [[Hills (Civ6)|Hills]].
 
|-
 
|[[Eiffel Tower (Civ6)|Eiffel Tower]]
 
|Modern
 
|'''([[Cultural Victory (Civ6)|Cultural Victory]] only)''' All tiles in your civilisation gain +2 [[Appeal (Civ6)|Appeal]] - Great for increasing the number of suitable coastal tiles for [[Seaside Resort (Civ6)|Seaside Resorts]], and for increasing the effectiveness of your [[Neighborhood (Civ6)|Neighborhood]] districts. It must be built on flat land adjacent to a [[City Center (Civ6)|City Centre]].
 
|-
 
|[[Broadway (Civ6)|Broadway]]
 
|Modern
 
|'''([[Cultural Victory (Civ6)|Cultural Victory]] only)''' +3 {{Writer6}} and +3 {{Musician6}} points per turn. +1 {{Writing6}} Great Works of Writing slot and +2 {{Music6}} Great Works of Music slots. 1 Free random Atomic era [[Civics (Civ6)|civic]] boost - has synergy with Dynastic Cycle. It must be built on flat land adjacent to a [[Theater Square (Civ6)|Theatre Square]].
 
|-
 
| [[Estádio do Maracanã (Civ6)|Estádio do Maracanã]]
 
| Modern
 
| +6 {{Culture6}} and +2 {{Amenities6}} Amenities for all cities in your empire. It must be built on flat land adjacent to an [[Entertainment Complex (Civ6)|Entertainment Complex]] with a [[Stadium (Civ6)|Stadium]].
 
 
'''Note:''' An all-round great Wonder that works well in every situation. Not essential, but extremely useful to have in the late game especially if you have a huge empire.
 
|-
 
|[[Sydney Opera House (Civ6)|Sydney Opera House]]
 
|Atomic
 
|'''([[Cultural Victory (Civ6)|Cultural Victory]] only)''' +8 {{Culture6}}, +5 {{Musician6}} points per turn and +3 {{Music6}} [[Great Work (Civ6)|Great Works of Music]] slots. It must be built on the [[Coast (Civ6)|coast]], adjacent to land and a [[Harbor (Civ6)|Harbour]]. It cannot be built on a [[Lake (Civ6)|Lake]].
 
|}
 
 
==== ''Unlocking Canals at Masonry'' {{GS}} ====
 
With the Gathering Storm Expansion Pack, The First Emperor leader ability has now the extra bonus of unlocking [[Canal (Civ6)|Canals]] after researching the [[Masonry (Civ6)|Masonry]] technology.
 
 
This is a very situational and niche ability. You have to play on maps where land masses are narrow or snaky enough to isolate bodies of waters from each other for canals to be possibly relevant. I am thinking of maps with a balanced mix between water and land like fractal or shuffle maps. On most other land-heavy maps, canals are irrelevant since you will not be shuffling many ships around. On water-heavy maps, landmasses are too small that it is easy to go around them, or bodies of waters are already connected. (Read more about using Canals [[Canal (Civ6)#Strategy|here]]) Even if you are in a situation where an early naval war is imminent and you need to re-position your ships, canals are a relatively huge cost to your early production. The {{Production6}} can arguably be used more efficiently on maritime Wonders that can snowball your naval warfare, economy and/or exploration, (ie. [[Mausoleum at Halicarnassus (Civ6)|Mausoleum at Halicarnassus]], [[Great Lighthouse (Civ6)|Great Lighthouse]], [[Colossus (Civ6)|Colossus]]) [[Settlers]], [[Builder (Civ6)|Builders]], or China's core Wonders (please see above). It is therefore a great pity that Builder charges cannot directly rush-build canals. This means that we have to hard build them until we get [[Military Engineer (Civ6)|Military Engineers]]. And even then, having it as an option at Masonry is not going to help if aggressive neighbours declare war and come at you with embarked land troops. Producing naval units, or even defending land units like [[Archers (Civ6)|Archers]] and [[Spearman (Civ6)|Spearmen]] and using Builder charges for the [[Great Wall (Civ6)|Great Wall]] tile improvement would be more reliable and viable in such a scenario. Even spending {{Production6}} on [[Ancient Walls (Civ6)|Ancient Walls]] is a far better idea. I dislike the idea of relying solely on [[Galley (Civ6)|Galleys]] and and [[Quadrireme (Civ6)|Quadriremes]] for defence because Galleys cannot attack disembarked land troops and Quadriremes have an attack range of 1, meaning that they cannot reach further inland troops.
 
 
That said, it is worth mentioning that the canals have scaled down costs during the early game, so building one in a crucial strategic area of your empire isn't too difficult. Also, they do provide more accessible and lucrative [[Trade route (Civ6)|trade routes]] if you can position your trade routes through your canal(s). This can work well with early construction of a [[Harbour]] District (+1 Trade Route if a [[Commercial Hub (Civ6)|Commercial Hub]] has not been already built in that city), rush-building the Colossus (which provides a free Trader and +1 Trade Route capacity) and/or researching the [[Foreign Trade (Civ6)|Foreign Trade]] civic. This can work for your [[Trader (Civ6)|Traders]] and allow other civilisations to trade with you more efficiently.
 
 
Another benefit of unlocking [[Canal (Civ6)|Canals]] earlier is that it can provide adjacency bonuses to adjacent districts. This is useful on maps where land is scarce and maximising adjacency bonuses for districts like [[Industrial Zone (Civ6)|Industrial Zones]], [[Commercial Hub (Civ6)|Commercial Hubs]], [[Theatre Square (Civ6)|Theatre Squares]] and [[Campus (Civ6)|Campuses]] can be tricky. Having [[Canal (Civ6)|Canals]] can somewhat solve this problem. Later on, this will help you get access to the +50% bonus in Policy Cards that require a minimum of +3 adjacency bonus ([[Rationalism (Civ6)|Rationalism]] or [[Grand Opera (Civ6)|Grand Opera]]) or +4 adjacency bonus ([[Free Market (Civ6)|Free Market]]). It should be noted that [[Canal (Civ6)|Canals]] grant +2 adjacency bonus to [[Industrial Zone (Civ6)|Industrial Zones]], so it is highly recommended you always build these two districts beside each other.
 
 
But on the whole, I have found very little use for canals. They do not impact China's overall play-style much. Think of it as a highly situational buff that can provide a strategic logistical bonus in niche scenarios. It is definitely a positive buff for China, but one that is extremely limited in its potential application.
 
 
==='''Great Wall ''' ===
 
 
==== ''Defensive Bonus'' ====
 
First of all, Great Wall segments are great for early, accessible defence in a meta where there are lots of civilisations whose kits revolve around early game invasions - [[Scythian (Civ6)|Scythia]], [[Aztecs (Civ6)|Aztecs]], [[Sumerian (Civ6)|Sumeria]] and [[Mongolian (Civ6)|Mongolia]] {{R&F}}, to name but a few. It can be built by [[Builder (Civ6)|Builders]] once you've researched [[Masonry (Civ6)|Masonry]]. Occupying units instantly receive +4 {{Strength6}} Defense Strength and automatically gain 2 turns of [[Combat (Civ6)#Combat Bonuses|fortification]], giving a total of +10 {{Strength6}} Defense Strength. This can be further augmented to +13 {{Strength6}} Defense Strength if it is built on a [[Hill (Civ6)|hill]] tile. With strategic placement on tiles adjacent to [[Rivers (Civ6)|rivers]], assuming you force melee attackers to cross [[Rivers (Civ6)|rivers]] to get to you, you can grant the defender an additional +5 {{Strength6}} Defense Strength for a grand total of +18 {{Strength6}} Defense Strength. This is a solid bonus at all stages of the game, but especially great in the [[Ancient Era (Civ6)|Ancient]] to [[Medieval Era (Civ6)|Medieval Era]] as no other civilisation (aside from the [[Romans (Civ6)|Romans]] with their [[Roman Fort (Civ6)|Roman Fort]]) has access to [[Fort (Civ6)|Forts]] yet. To illustrate my point, below is a table that details the % increase in {{Strength6}} Defense Strength for [[Ancient Era (Civ6)|Ancient]] to [[Medieval Era (Civ6)|Medieval Era]] [[Units (Civ6)|units]] when they move onto a tile with a [[Great Wall (Civ6)|Great Wall]] segment (disregarding [[Hills (Civ6)|hills]] and [[Rivers (Civ6)|rivers]]). For sake of reference, they will all instantly gain the before-mentioned +10 {{Strength6}} Defense Strength. Also, for simplicity's sake, combat bonuses against other unit-classes will not be included, nor will situational {{Strength6}} Combat Strength increases from [[Promotions (Civ6)|promotions]].
 
 
<u>'''% Increase in '''</u>{{Strength6}}<u>''' Defense Strength After Moving Onto a Great Wall segment'''</u>
 
{| class="article-table"
 
!Unit
 
!Era
 
!Base Melee {{Strength6}} Defense Strength
 
!% Increase
 
|-
 
|[[Slinger (Civ6)|Slinger]]
 
|[[Ancient Era (Civ6)|Ancient]]
 
|5
 
|200
 
|-
 
|[[Scout (Civ6)|Scout]]
 
|[[Ancient Era (Civ6)|Ancient]]
 
|10
 
|100
 
|-
 
|[[Archer (Civ6)|Archer]]
 
|[[Ancient Era (Civ6)|Ancient]]
 
|15
 
|66
 
|-
 
|[[Warrior (Civ6)|Warrior]]
 
|[[Ancient Era (Civ6)|Ancient]]
 
|20
 
|50
 
|-
 
|[[Spearman (Civ6)|Spearman]]
 
|[[Ancient Era (Civ6)|Ancient]]
 
|25
 
|40
 
|-
 
|[[Heavy Chariot (Civ6)|Heavy Chariot]]
 
|[[Ancient Era (Civ6)|Ancient]]
 
|28
 
|36
 
|-
 
|
 
|
 
|
 
|
 
|-
 
|[[Catapult (Civ6)|Catapult]]
 
|[[Classical Era (Civ6)|Classical]]
 
|23
 
|43
 
|-
 
|[[Horseman (Civ6)|Horseman]]
 
|[[Classical Era (Civ6)|Classical]]
 
|35
 
|29
 
|-
 
|[[Swordsman (Civ6)|Swordsman]]
 
|[[Classical Era (Civ6)|Classical]]
 
|36
 
|28
 
|-
 
|
 
|
 
|
 
|
 
|-
 
|[[Crossbowman (Civ6)|Crossbowman]]
 
|[[Medieval Era (Civ6)|Medieval]]
 
|30
 
|33
 
|-
 
|[[Crouching Tiger (Civ6)|Crouching Tiger]]
 
|[[Medieval Era (Civ6)|Medieval]]
 
|30
 
|33
 
|-
 
|[[Pikeman (Civ6)|Pikeman]]
 
|[[Medieval Era (Civ6)|Medieval]]
 
|41
 
|24
 
|-
 
|[[Knight (Civ6)|Knight]]
 
|[[Medieval Era (Civ6)|Medieval]]
 
|48
 
|21
 
|}
 
 
The bonus +10 {{Strength6}} Defense Strength is the same as a normal [[Fort (Civ6)|Fort]], but without having to research [[Siege Tactics (Civ6)|Siege Tactics]], which is a technology from the [[Renaissance Era (Civ6)|Renaissance Era]]; instead, Chinese [[Builder (Civ6)|Builders]] can build [[Great Wall (Civ6)|Great Wall]] segments as a tile improvement with their plentiful charges in the [[Ancient Era (Civ6)|Ancient Era]]. This makes the [[Great Wall (Civ6)|Great Wall]] much more accessible than a [[Fort (Civ6)|Fort]] because it comes three whole [[Eras (Civ6)|Eras]] earlier AND you can lay down 4-7 of them per Builder without having to build an [[Encampment (Civ6)|Encampment]], [[Barracks (Civ6)|Barracks]] or [[Stable (Civ6)|Stable]], [[Armory (Civ6)|Armory]] and [[Military Engineer (Civ6)|Military Engineer]]. Even then, [[Military Engineer (Civ6)|Military Engineers]] can lay down a maximum of only two Forts per Engineer. This also makes the [[Great Wall (Civ6)|Great Wall]] more accessible than the [[Roman Fort (Civ6)|Roman Fort]] as the [[Roman Fort (Civ6)|Roman Fort]] only becomes available when the [[Rome (Civ6)|Romans]] build their [[Legion (Civ6)|Legions]] in the [[Classical Era (Civ6)|Classical Era]]. Even then, the [[Legion (Civ6)|Legions]] can only build one [[Roman Fort (Civ6)|Roman Fort]] per [[Legion (Civ6)|Legion]].
 
 
If you are facing an early push (whether it be from a neighbouring rival or barbarians) at a place where your military is thin, Great Wall segments can be built on-demand to provide defensive combat bonuses. Personally, I have found good use of the Great Wall tile improvement at all stages of the game. Putting one or two down and then fortifying it with units may be the difference between stopping a barbarian horde or not. It also helps when facing against a threatening neighbour at any stage of the game. For example, is [[Genghis Khan (Civ6)|Genghis]] {{R&F}} or [[Tomyris (Civ6)|Tomyris]] coming at you with an early cavalry army? Station [[Spearman (Civ6)|Spearmen]] on Great Wall segments and laugh maniacally behind your monitor as the invading force gets decimated and the invader begs for peace after his/her futile efforts at conquest.
 
 
It can also be placed in newly captured cities to help them not get recaptured. The defensive combat bonus makes [[Crouching Tiger (Civ6)|Crouching Tigers]] more flexible. A 1 {{Range6}} Range unit is typically only useful in [[Encampment (Civ6)|Encampments]] and [[City Center (Civ6)|City Centers]], but Great Wall segments allow them to approach the front line more safely. Overall, the Great Wall tile improvement allows you to run a smaller defending army. It makes the value of each military unit more efficient because of its defence-giving properties. This is useful all game, but especially so in the early game when you are focusing your {{Production6}} on Wonders instead of military units.
 
 
It is also worth noting that the usefulness of the [[Great Wall (Civ6)|Great Wall]]'s defensive bonus scales up exponentially as you go up the difficulty levels in single player, and is consistently great for multiplayer.
 
 
For single player, this is because as you go up in difficulty levels, particularly Emperor and upwards, the AI will increasingly like to spam military units and declare early game wars. Players may be surprised by just how much good value they get out of the [[Great Wall (Civ6)|Great Wall]] on Immortal and Deity, especially if they are initially outnumbered and outflanked by the AI. It also helps offset the increasingly powerful {{Strength6}} Combat Strength bonus the AI gets against me as the human player on those difficulties. In such scenarios, the [[Great Wall (Civ6)|Great Wall]] has, more often than not, allowed me to successfully defend my cities in the early-game. This then gives me the choice of either forcing the AI to beg for peace with offers of reparation, or building up an offensive army of my own and counterattacking. If the former choice was chosen, the reparations can allow me to snowball my early game further while weakening the AI. That said, on lower difficulty levels (Prince and below), the AI are quite passive and easy to deal with, so it is understandable that the [[Great Wall (Civ6)|Great Wall]]'s usefulness is minimal under such conditions.
 
 
For multiplayer, the [[Great Wall (Civ6)|Great Wall]] is, more often than not, a first-rate asset to have since almost everyone is highly aggressive all game. It truly shines when all players are crowded on a land-heavy map (eg. Pangaea), allowing me to get away with building fewer military units while maintaining the strategic advantage of safely rush-building my Wonders in the [[Ancient Era (Civ6)|Ancient]] to [[Classical Era (Civ6)|Classical Era]].
 
 
One final note on the defensive bonus of the [[Great Wall (Civ6)|Great Wall]] - it does not count as a [[Fort (Civ6)|Fort]] despite giving the same defensive properties, so the +10 {{Strength6}} Combat Strength bonus from the [[Garrison (Civ6)|Garrison]] promotion of [[Ranged Units (Civ6)|Ranged]] [[Units (Civ6)|units]] does not apply. So unless you are certain your defending units will be fighting within [[Districts (Civ6)|Districts]] (especially an [[Encampment (Civ6)|Encampment]]), it is highly recommended to take [[Volley (Civ6)|Volley]] and [[Arrow Storm (Civ6)|Arrow Storm]] instead.
 
 
{{GS}} With Gathering Storm, the information conveyed in the previous paragraph has been made obsolete. The [[Great Wall (Civ6)|Great Wall]] tile now DOES give +10 {{Strength6}} Combat Strength bonus from the [[Garrison (Civ6)|Garrison]] promotion. This effectively boosts the defensive and offensive capabilities of all [[Ranged Units (Civ6)|Ranged Units]] that station themselves on it by +20 {{Strength6}} Combat Strength (this includes the base +10 {{Strength6}} Combat Strength from the Great Wall tile itself) and +10 {{RangedStrength6}} Ranged Combat Strength respectively. This is especially great in the early game when [[Slinger (Civ6)|Slingers]] and [[Archers (Civ6)|Archers]] are so vulnerable to melee attacks. This allows China to be even more powerful defensively against barbarians and aggressive neighbours as soon as she researches [[Masonry (Civ6)|Masonry]]. Most significantly, '''the changes create new and excellent synergy between the Great Wall and the [[Crouching Tiger (Civ6)|Crouching Tiger]]''' (more on this below in the section "Crouching Tiger").
 
 
It is useful then to provide more context through an updated table of the significant strength increases for Ranged Units (up till the [[Medieval Era (Civ6)|Medieval Era]]) with the Garrison promotion after they have moved onto a Great Wall tile:
 
 
<u>'''% Increase in '''</u>{{Strength6}}<u>''' Defensive and '''</u>{{RangedStrength6}} <u>'''Ranged Combat Strength For Ranged Units With the Garrison Promotion After Moving Onto a Great Wall segment'''</u>
 
{| class="article-table"
 
!Ranged Unit
 
!Era
 
!Base Melee {{Strength6}} Defensive Strength & % Increase
 
!Base {{RangedStrength6}} Ranged Combat Strength & % Increase
 
|-
 
|[[Slinger (Civ6)|Slinger]]
 
|[[Ancient Era (Civ6)|Ancient]]
 
|5 & 400
 
|15 & 67
 
|-
 
|[[Archer (Civ6)|Archer]]
 
|[[Ancient Era (Civ6)|Ancient]]
 
|15 & 133
 
|25 & 40
 
|-
 
|
 
|
 
|
 
|
 
|-
 
|[[Crossbowman (Civ6)|Crossbowman]]
 
|[[Medieval Era (Civ6)|Medieval]]
 
|30 & 67
 
|40 & 25
 
|-
 
|[[Crouching Tiger (Civ6)|Crouching Tiger]]
 
|[[Medieval Era (Civ6)|Medieval]]
 
|30 & 67
 
|50 & 20
 
|}
 
The question then would be what is the easiest way to gain access to the Garrison promotion for your Ranged Units? The answer is the governor [[Victor (Castellan) (Civ6)|Victor]]'s {{GS}} updated [[Embrasure (Civ6)|Embrasure]] title - which gives a free promotion to all units trained in his governed city. Another less reliable option would be rush-building the [[Terracotta Army (Civ6)|Terracotta Army]] with Builder charges and giving all existing land units a free promotion.
 
 
In summary, the changes that Gathering Storm {{GS}} have brought have greatly buffed the Great Wall's defensive synergy with China's Ranged Units, especially her Crouching Tiger unique unit. As a unique tile improvement, it is much better and more cost effective at its niche specialty - granting accessible defensive power against barbarians and aggressive neighbours.
 
 
==== ''Additional statistics'' ====
 
As for its second characteristic, the adjacency bonuses to {{Culture6}}, {{Gold6}} and {{Tourism6}} - the Great Wall gets added utility in the late game on top of its still relevant defensive properties. The {{Tourism6}} boost is useful late in the game if you're aiming for a [[Victory (Civ6)#Culture|Cultural Victory]] because you'll need every bit of {{Tourism6}} you can get to surpass your rivals. Just remember that researching [[Castles (Civ6)|Castles]] will grant you the {{Culture6}}, and [[Flight (Civ6)|Flight]] the {{Tourism6}}. Also, the {{Tourism6}} will only be in effect if your city is working that tile. That said, be prudent in building Great Wall segments - only build them along areas where you might be attacked. Building too many of them will sacrifice too many tiles which could have been used for {{Food6}}, {{Production6}} and/or {{Gold6}}.
 
 
The only other tiles where you would want to build a lot of [[Great Wall (Civ6)|Great Wall]] segments are on [[Ice (Civ6)|ice]] or [[Tundra (Civ6)|tundra]] tiles as you cannot build anything else on them. In that sense, otherwise low-yield tiles would at least have some value to them when worked by your cities. This also works on empty desert tiles that have been augmented by [[Petra (Civ6)|Petra]], turning the already good tiles into great tiles. By extension of this point, if you can build [[Great Wall (Civ6)|Great Wall]] segments on [[Petra (Civ6)|Petra]]-augmented tiles which are also further powered up by natural Wonders, the yields from those tiles will become truly amazing.
 
 
{{R&F}} With the advent of ''Rise and Fall''<nowiki/>'s [[Golden Age (Civ6)|Golden Age]] system, the utility of the Great Wall is increased since constructing it early on for the first time grants an instant 4 [[Era Score (Civ6)|Era Score]]. This, especially at the end of the [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical Eras]], when the prerequisite Era Score for a Golden Age is relatively low, can be the deciding factor between earning an early Golden Age or not. This can snowball China very hard into the middle to late game because of the Golden Age version of the Monumentality Dedication, which, if chosen, can improve China's already powerful Builders (more on this in the Dedications section below). So if you're a few points off getting a Golden Age, by all means, construct a Great Wall tile improvement on the outskirts of your empire. With your plentiful Builder charges as China, this investment is usually worth it. 
 
 
{{GS}} With the Antarctic Late Summer Game Update, the Great Wall now grants +2 {{Gold6}} as a base yield, with an additional +2 {{Gold6}} for each adjacent Great Wall. It also gains +2 {{Culture6}} for each adjacent Great Wall once you research the [[Castles (Civ6)|Castles]] Technology. It can only be pillaged but never removed by [[Disasters (Civ6)|disasters]].  
 
 
This is a big buff, as you can get a +6 {{Gold6}} and +4 {{Culture6}} tile and two +4 {{Gold6}} and +2 {{Culture6}} tiles (not counting the base, unimproved yield(s) of that tile) very easily if you lay down at least three sections of the Great Wall in adjacent tiles. The economic benefits are now a legitimate force to be reckoned with, especially in the early-to-mid game if you haven't yet built many [[Commercial Hub (Civ6)|Commercial Hubs]] and [[Trader (Civ6)|Traders]].  
 
 
This will be an especially powerful combination if built on [[desert]] tiles in a city with the [[Petra (Civ6)|Petra]] Wonder, a Wonder which China already has an advantage towards getting through [[Qin Shi Huang (Civ6)|Qin]]'s First Emperor ability. This, with some optimal placement, will yield multiple tiles with +2 {{Food6}}, +1 {{Production6}}, +8 {{Gold6}} and +4 {{Culture6}}. When worked by the city, this can easily launch your economy forward and allow you to fly through the civic tree quickly.  
 
 
And because it can only be pillaged and not removed by disasters, this means that we get to save precious Builder charges in the early-to-mid game; charges which could be used elsewhere on [[Ancient Era (Civ6)|Ancient]] to [[Classical Era (Civ6)|Classical]] Era Wonders and other tile improvements. Finally, since there is additional {{Culture6}} per turn from the Great Wall, the amount of {{Tourism6}} you can generate if the city works that tile is also proportionately more. This can always help you towards a [[Culture Victory (Civ6)|Culture Victory]].  
 
 
==='''Crouching Tiger''' ===
 
The [[Crouching Tiger (Civ6)|Crouching Tiger]] is a [[Unique unit|unique]] [[Ranged Units (Civ6)|ranged unit]] that costs 160 {{Production6}}, 20 less {{Production6}} than the 180 {{Production6}} [[Crossbowman (Civ6)|Crossbowman]] and has +50 {{RangedStrength6}} Ranged Combat Strength, relative to the [[Crossbowman (Civ6)|Crossbowman's]] +40 {{RangedStrength6}} Ranged Combat Strength. However, it has one less {{Range6}} Range when compared to the [[Crossbowman (Civ6)|Crossbowman]]. Its superiority in firepower is equivalent to one tech level or a [[Corps (Civ6)|Corps]] level higher, which is massive. This also means that in terms of raw, base damage output (if one were to take into account both {{RangedStrength6}} Ranged Combat Strength and {{Strength6}} Melee Combat Strength), it is the most powerful unit in the [[Medieval Era (Civ6)|Medieval Era]], surpassing even the [[Knight (Civ6)|Knight]] by 2 damage. However, the reduction in {{Range6}} Range means [[Crouching Tiger (Civ6)|Crouching Tigers]] will be exposed to enemy melee units unless placed in defensive structures, which significantly inhibits their use. [[Crouching Tiger (Civ6)|Crouching Tigers]] are therefore most useful in defensive wars, when placed in [[Encampment (Civ6)|Encampments]] or [[City Center (Civ6)|City Centers]]. If neither is available or convenient, ad hoc [[Great Wall (Civ6)|Great Wall]] placement can also help the survivability of [[Crouching Tiger (Civ6)|Crouching Tigers]].
 
 
If you are using them on the front line, it is best to limit the exposure of individual [[Crouching Tiger (Civ6)|Crouching Tigers]] to enemy melee or cavalry troops through adjacent friendly (melee) units. That, or another way is by placing them on tiles that give defensive bonuses (hills, forests, jungles, adjacent to rivers etc.). This will greatly enhance their survivability whilst allowing them to blast away with their superior firepower. Another tip if you plan on using [[Crouching Tiger (Civ6)|Crouching Tigers]] on the front lines is to escort them with some [[Crossbowman (Civ6)|Crossbowmen]]. This way, you can allow your [[Crouching Tiger (Civ6)|Crouching Tigers]] to travel more safely to your destination while your [[Crossbowman (Civ6)|Crossbowmen]] pick off any enemy units who threaten your [[Crouching Tiger (Civ6)|Crouching Tigers]].
 
 
If you're planning to mass-produce [[Crouching Tiger (Civ6)|Crouching Tigers]], it is more efficient to adopt the [[Feudal Contract (Civ6)|Feudal Contract]] military policy card as the [[Crouching Tiger (Civ6)|Crouching Tigers]] are classified as Medieval ranged units. The +50% {{Production6}} that is granted with this policy card has synergy with the [[Crouching Tiger (Civ6)|Crouching Tiger]]'s already lowered base costs. A tip here would be to get your Builders to construct 6 farms early on in the game to get the {{Inspiration6}} Inspiration boost (improved with Dynastic Cycle), thus allowing you to get to [[Feudalism (Civ6)|Feudalism]] faster and therefore gain quicker access to the [[Feudal Contract (Civ6)|Feudal Contract]] military policy card.
 
 
One final note on [[Crouching Tiger (Civ6)|Crouching Tigers]]: When you build your first one, all your city defences and encampments (providing that you've built [[Ancient Walls (Civ6)|Ancient Walls]]) will gain its +50 {{RangedStrength6}} Ranged Combat Strength. This is because the {{RangedStrength6}} Ranged Combat Strength of your cities and encampments is scaled to the {{RangedStrength6}} Ranged Combat Strength of your strongest [[Ranged Units (Civ6)|ranged unit]]. This, in conjunction with the [[Great Wall (Civ6)|Great Wall]] tile improvement and the [[Bastions (Civ6)|Bastions]] policy card, gives China the potential to be the strongest defensive civilization in the game during the [[Medieval Era (Civ6)|Medieval Era]]. It is a good idea, therefore, to build at least one [[Crouching Tiger (Civ6)|Crouching Tiger]] as soon as you unlock it, even if you are at peace, so that you upgrade your cities' and encampments' ranged attacks.
 
 
Overall, the [[Crouching Tiger (Civ6)|Crouching Tiger]] is situationally powerful on offence and reliably powerful on defence.
 
 
{{GS}} With the changes to the [[Ranged Units (Civ6)|Ranged Units]]' promotion tree in [[Gathering Storm]], the Crouching Tigers are even better at defence, and make surprisingly powerful pseudo-siege units.
 
 
The reason for this is that, as mentioned above, the extra +10 {{Strength6}} Combat Strength from the [[Garrison (Civ6)|Garrison]] promotion now applies to ALL tile improvements that give defence, and this includes the [[Great Wall (Civ6)|Great Wall]] as well, not just [[Fort (Civ6)|Forts]] and [[Districts (Civ6)|Districts]] as was previously in Rise and Fall {{R&F}}. This makes Crouching Tigers much more dangerous and tougher to take down in the early game if it grabs that promotion and sits on a Great Wall tile. It will effectively have 60 {{RangedStrength6}} Ranged Combat Strength and 50 {{Strength6}} Melee Combat Strength, forcing enemies to coordinate multiple attacks on the same turn to take it down. If they don't succeed in killing it quickly, the wounded Crouching Tiger can simply heal up through promotions and become even more dangerous. Of course, '''putting them in walled-up [[Encampment (Civ6)|Encampments]] is always the safest choice''' for the Crouching Tigers, but with the changes to the Garrison promotion, they gain more reliable defensive options if they can move onto a Great Wall tile.
 
 
At the same time, if strategically moved, Crouching Tigers with the Garrison promotion can beeline for enemy districts and sit there to attack and defend in enemy territory with formidable offensive power. It takes two promotions, [[Volley (Civ6)|Volley]] and [[Arrow Storm (Civ6)|Arrow Storm]], to boost their {{RangedStrength6}} Ranged Combat Strength by +12, and that is only on offence and only against land units. This usually means the Crouching Tigers have to live through their first few battles to get the experience necessary for two promotions, or they have to get help from [[Victor (Castellan) (Civ6)|Victor]]'s [[Embrasure (Civ6)|Embrasure]] title and the [[Terracotta Army (Civ6)|Terracotta Army]]. But with one promotion, Garrison, it can get a quick, situational +10 {{Strength6}} Combat Strength on both offence AND defence against everything, thus making it deadly in the right hands. The only downside to this strategy is that the unit needs to be on a Great Wall tile (or any other tile that gives defensive {{Strength6}} Combat Strength), Fort or district, so '''positioning is key'''.
 
 
Why pseudo-siege units, then? After unlocking the Garrison promotion, Ranged Units get access to [[Incendiaries (Civ6)|Incendiaries]] and later on, [[Emplacement (Civ6)|Emplacement]]. Grabbing both can give another +7 {{RangedStrength6}} Ranged Combat Strength against district defences and +10 {{Strength6}} Combat Strength when defending against city attacks. This allows the Crouching Tigers to potentially far surpass the [[Catapult (Civ6)|Catapult]] in its ability to siege cities. 50 base {{RangedStrength6}} Ranged Combat Strength + 10 from Garrison + 7 from Incendiaries - 17 from penalty to Ranged Units against city / district defences means a total of 50 offensive {{RangedStrength6}} Ranged Combat Strength, thus greatly surpassing (a 43% difference!) the 35 {{BombardStrength6}} Bombard Strength that Catapults (the only available siege unit of the [[Classical Era (Civ6)|Classical]] and [[Medieval Era (Civ6)|Medieval Era]]) have. On defence, things look even better for the Crouching Tiger as it can get +10 {{Strength6}} Combat Strength from Garrison and another +10 {{Strength6}} Combat Strength from Emplacement, thus granting it 50 {{Strength6}} Combat Strength on defence against city attacks. Again, '''positioning is key''' to using Crouching Tigers as pseudo-siege units. If you can sit them on Districts adjacent to a [[City Center (Civ6)|City Centre]], two or three Crouching Tigers will melt [[Walls (Civ6)|Walls]] very efficiently.
 
 
It is useful to note that if you do decide to go down the Garrison -> Incendiaries -> Emplacement promotion line, once you upgrade your Crouching Tigers into Field Cannons, they will make excellent secondary siege units with their superior range and fire-power in the mid-to-late game.
 
 
Overall, the changes to the promotions in Gathering Storm {{GS}} have buffed both the defensive and offensive capabilities of the Crouching Tiger.
 
 
=== '''Policy Cards''' ===
 
 
==== ''Vanilla Policy Cards'' ====
 
This section will recommend what policy cards work best in synergy with China's kit. As such, the recommended play style is intended to revolve around empowering [[Builder (Civ6)|Builders]] and [[Spies (Civ6)|Spies]], constructing Wonders and bolstering military defence. When combined with the four policy card giving Wonders, [[Alhambra (Civ6)|Alhambra]], [[Forbidden Palace]], [[Potala Palace (Civ6)|Potala Palace]] and [[Big Ben (Civ6)|Big Ben]], you will have even more options for policy cards and thus ensure that your play style is flexible regardless of your circumstances.
 
 
And of course, it must be said that these cards are not necessarily what is best for all circumstances. So, by all means, adapt as necessary.
 
{| class="article-table"
 
!China's kit
 
!Notes
 
|-
 
|[[Builder (Civ6)|Builders]] and [[Great Wall (Civ6)|Great Wall]] tile improvement
 
|'''Cards:''' [[Ilkum (Civ6)|Ilkum]], [[Serfdom (Civ6)|Serfdom]] and [[Public Works (Civ6)|Public Works]].
 
 
'''Analysis:''' Get cheaper [[Builder (Civ6)|Builders]] with more charges. This is great for rushing [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical Era]] Wonders and constructing more tile improvements, [[Great Wall (Civ6)|Great Wall]] segments included.
 
|-
 
|Dynastic Cycle
 
|'''Cards:''' [[Machiavellianism (Civ6)|Machiavellianism]], [[Cryptography (Civ6)|Cryptography]] and [[Nuclear Espionage (Civ6)|Nuclear Espionage]].
 
 
'''Analysis:''' This is purely to boost the potential of our [[Spies (Civ6)|Spies]]. Please refer to the section "Dynastic Cycle" for more details. The general idea is to steal as many [[Boost (Civ6)|boosts]] to technology as possible to make use of our Dynastic Cycle ability.
 
|-
 
|Wonders
 
|'''Cards:''' [[Corvée (Civ6)|Corvee]], [[Gothic Architecture (Civ6)|Gothic Architecture]] and [[Skyscrapers (Civ6)|Skyscrapers]].
 
 
'''Analysis: '''Get +15% {{Production6}} towards constructing Wonders. This complements our Wonder building play style well. Note that [[Corvée (Civ6)|Corvee]] only applies to [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical Era]] Wonders, [[Gothic Architecture (Civ6)|Gothic Architecture]] only applies to [[Medieval Faires (Civ6)|Medieval]] and [[Renaissance Era (Civ6)|Renaissance Era]] Wonders, and [[Skyscrapers (Civ6)|Skyscrapers]] only applies to [[Industrial Era (Civ6)|Industrial Era]] Wonders and beyond. It is therefore advisable that when constructing Wonders, you check which Era they belong to and match them with the corresponding policy card. This is so you guarantee you are applying the +15% bonus. Also note that as soon as you research the civic that unlocks the next card, the original card will automatically be made obsolete. For instance, if you research [[Divine Right (Civ6)|Divine Right]], [[Corvée (Civ6)|Corvee]] will be made obsolete by [[Gothic Architecture (Civ6)|Gothic Architecture]]. Therefore, if you are a few turns away from finishing an [[Ancient Era (Civ6)|Ancient]] or [[Classical Era (Civ6)|Classical Era]] Wonder, you might want to delay completing research of [[Divine Right (Civ6)|Divine Right]] until you have successfully built the said Wonder.
 
 
{{GS}} With Gathering Storm, the three above policy cards have been streamlined so that each one is inclusive of the parameters of the one that came before it. Ie. [[Gothic Architecture (Civ6)|Gothic Architecture]] now applies to [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical]] Wonders as well, and [[Skyscrapers (Civ6)|Skyscrapers]] now applies to ALL wonders. This is good for us as China players since we don't have to actively delay the researching of more advanced civics in order to keep the +15% {{Production6}} bonus active for the construction of a particular Wonder. So feel free to upgrade whenever the next card is available.
 
|-
 
|[[Crouching Tiger (Civ6)|Crouching Tigers]]
 
|'''Card:''' [[Feudal Contract (Civ6)|Feudal Contract]].
 
 
'''Analysis: '''As mentioned before, [[Crouching Tiger (Civ6)|Crouching Tigers]] are categorised as Medieval ranged units, so if you plan on building many of these, grab [[Feudal Contract (Civ6)|Feudal Contract]] to make their relatively low costs even lower. This is great in the scenario of you being attacked as you can crank out many [[Crouching Tiger (Civ6)|Crouching Tigers]] very quickly to defend yourself.
 
|}
 
 
==== ''Dark Age Policy Cards'' {{R&F}} ====
 
With ''Rise and Fall'', a special mention must be made to [[Dark Age Policy Cards (Civ6)|Dark-Age policy cards]]. These are only available if you enter a new [[Era (Civ6)|Era]] in a [[Dark Age (Civ6)|Dark Age]]. It should be noted that some of these have powerful synergy with China's kit and/or her Wonder building, defence-focused play style. However, they all come at a cost. The following table explains this in more detail, and offers potential ways to avoid or ignore the penalties to these cards.
 
{| class="article-table"
 
!Name
 
!Availability
 
!Notes
 
|-
 
|[[Twilight Valor (Civ6)|Twilight Valor]]
 
|[[Classical Era (Civ6)|Classical]] to [[Renaissance Era (Civ6)|Renaissance Era]]
 
|'''Effects: '''All units gain +5 {{Strength6}} Combat Strength for all melee attacks, BUT cannot heal outside your territory.
 
 
'''Analysis:''' This is relatively easy to use, because it practically gives our defending troops a free {{Strength6}} Combat Strength bonus. Just make sure you fight within your empire. Combine it with the [[Great Wall (Civ6)|Great Wall]] tile improvement, the governor, [[Victor (Castellan) (Civ6)|Victor]], and your [[Crouching Tiger (Civ6)|Crouching Tigers]] will shred enemies to pieces.
 
|-
 
|[[Isolationism (Civ6)|Isolationism]]
 
|[[Classical Era (Civ6)|Classical]] to [[Industrial Era (Civ6)|Industrial Era]]
 
|'''Effects:''' Domestic routes provide +2 {{Food6}} and +2 {{Production6}}, BUT cannot train or buy [[Settlers]] nor settle new cities.
 
 
'''Analysis:''' Again, this is relatively easy to use. Simply grab all available land with the help of [[Ancestral Hall (Civ6)|Ancestral Hall]] (more on this below in the section "Government Plaza Buildings"), and then reroute your trade routes to domestic cities. This works well in helping China get extra {{Production6}} which she can use for building Wonders. Keep an eye on your treasury though, as domestic trade routes provide a lot less {{Gold6}}.
 
|-
 
|[[Robber Barons (Civ6)|Robber Barons]]
 
|[[Industrial Era (Civ6)|Industrial]] to [[Information Era (Civ6)|Information Era]]
 
|'''Effects:''' +50% {{Gold6}} in cities with a [[Stock Exchange (Civ6)|Stock Exchange]]. +25% {{Production6}} in cities with a [[Factory (Civ6)|Factory]], BUT -2 {{Amenities6}} Amenities in all cities.
 
 
'''Analysis:''' This is slightly trickier to juggle than the above two Dark-Age policies as an empire-wide -2 {{Amenities6}} Amenities is quite a hit. That said, the bonuses are fantastic, and especially good for Wonder grabbing in the late game as China. Grab this if your cities can still stay at least Content. Build many [[Zoo (Civ6)|Zoos]] and [[Stadium (Civ6)|Stadiums]] to counterbalance this. Beeline for [[Estadio Do Maracana (Civ6)|Estadio Do Maracana]] as the Wonder gives +2 {{Amenities6}} Amenities for all cities, effectively canceling out the penalty. With the extra {{Gold6}} and {{Production6}}, this should not be too hard to accomplish.
 
|-
 
|[[Elite Forces (Civ6)|Elite Forces]]
 
|[[Industrial Era (Civ6)|Industrial]] to [[Information Era (Civ6)|Information Era]]
 
|'''Effects:''' +100% combat experience for all [[Units (Civ6)|units]], BUT +2 {{Gold6}} to maintain each military unit.
 
 
'''Analysis:''' This is actually easy to use because [[Levee en Masse (Civ6)|Levee en Masse]] effectively cancels out the penalty. The bonus is especially good for China because of our [[Great Wall (Civ6)|Great Wall]] tile improvement. We can fortify our [[Army (Civ6)|armies]] on [[Great Wall (Civ6)|Great Wall]] tiles, support them with cheap [[Supply Convoy (Civ6)|Supply Convoys]] and [[Drone (Civ6)|Drones]] (more on this below in the "Communism" section of "Governments") and quickly rack up combat experience as we successfully defend ourselves. This bonus is also adaptable because our defensive troops, over time, can quickly grow so strong through their [[Promotions (Civ6)|promotions]] that they can reverse their roles and attack any invaders with deadly efficiency. This policy has great synergy with [[After Action Reports (Civ6)|After Action Reports]] if gaining maximum combat experience is your short term goal.
 
|-
 
|[[Collectivism (Civ6)|Collectivism]]
 
|[[Modern AT (Civ6)|Modern]] to [[Information Era (Civ6)|Information Era]]
 
|'''Effects:''' [[Farm (Civ6)|Farms]] +1 {{Food6}}. All cities +2 {{Housing6}} Housing. +100% [[Industrial Zone (Civ6)|Industrial Zone]] adjacency bonuses, BUT {{GreatPeople6}} Great People Points earned 50% slower.
 
 
'''Analysis:''' This has great synergy with the [[Communism (Civ6)|Communism]] government bonuses and the [[Collectivization (Civ6)|Collectivization]] and [[Five-Year Plan (Civ6)|Five-Year Plan]] Economic policies. Use the extra {{Production6}} for building late game Wonders. As there is no way to avoid the penalty, simply take this if you are not interested in the currently available {{GreatPeople6}} Great People or if you are confident that you will hit your {{GreatPeople6}} Great People targets regardless of the penalty.
 
|}
 
 
=== '''Governments''' ===
 
This section will recommend what governments work best in synergy with China's kit. My recommendations are [[Autocracy (Civ6)|Autocracy]], [[Monarchy (Civ6)|Monarchy]]/[[Theocracy (Civ6)|Theocracy]] and [[Communism (Civ6)|Communism]]. The recommended play style is intended to revolve around boosting {{Production6}}, accumulating highly populated cities, constructing Wonders and bolstering military defence. Some players specifically chose Governments with many Military policy slots to complement the defensive play style. They feel it is necessary, especially at higher difficulties, because the current meta of ''Civilization VI'' is for barbarians, AI's and human players (in multiplayer) to invade early and frequently. Then you have all the civilisations which are geared well for early [[Domination Victory (Civ6)|domination]] - for example, the [[Scythians (Civ6)|Scythians]], [[Macedonians (Civ6)|Macedonians]] and [[Sumerians (Civ6)|Sumerians]] in vanilla ''Civilization VI,'' the [[Zulus (Civ6)|Zulus]] and [[Mongolians (Civ6)|Mongolians]] in ''Rise and Fall ''{{R&F}} and the [[Ottomans (Civ6)|Ottomans]] and [[Hungarians (Civ6)|Hungarians]] in ''Gathering Storm'' {{GS}}. These civilisations can quite easily steamroll over China if she is unprepared. So although it is tempting to go for as many Economic and Wildcard policy slots as possible with [[Merchant Republic (Civ6)|Merchant Republic]] and [[Democracy (Civ6)|Democracy]], this has, more often than not, led to me being conquered, especially on Immortal and Deity difficulties. A more economically conservative, defensive play style is therefore suggested here. This play style is intended to keep us safe so that we can build our Wonders undisturbed.
 
 
It should also be noted that in the case of China, we have potentially a lot more economic options early on than other civilisations because of our capacity to rush [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical Era]] Wonders. And it is because we are able to grab so many Wonders by the [[Medieval Era (Civ6)|Medieval Era]] that we can snowball our economy and build even more Wonders, especially the ones that provide extra policy slots - [[Alhambra (Civ6)|Alhambra]], [[Potala Palace (Civ6)|Potala Palace]], [[Forbidden Palace]] and [[Big Ben (Civ6)|Big Ben]]. Basically, our Wonders (and with ''Rise and Fall'', our [[Governors (Civ6)|Governors]] and [[Government Plaza (Civ6)|Government Plaza]] Buildings) offset our relative lack of Economic, Diplomatic and Wildcard policy slots from our Governments at all stages of the game.
 
 
One way we can use our powerful defensive potential to our economic benefit is to bait rivalling AI into a war of attrition where we have the defensive advantage. Simply garrison up, declare war on them, and use our superior defensive abilities to force the AI into sacrificing wave upon wave of their troops. With this strategy, we aim to exploit the AI's lack of strategy on the battlefield with careful use of our [[Great Wall (Civ6)|Great Wall]] tile improvement, the Governor [[Victor (Castellan) (Civ6)|Victor]] ({{R&F}} only), our [[Crouching Tiger (Civ6)|Crouching Tigers]] and our military oriented Governments and policies. This can be done at all stages of the game, but is particularly powerful in the late game when we unlock [[Patriotic War (Civ6)|Patriotic War]] and [[Defense of the Motherland (Civ6)|Defense of the Motherland]] with the [[Class Struggle (Civ6)|Class Struggle]] [[Civic (Civ6)|civic]]. As the AI sacrifice more and more of their troops against us, they will eventually start begging for peace with increasingly lucrative reparation bills. And once we decide the price they are willing to pay is high enough, we can accept peace deal(s) and basically walk away with a huge sum of {{Gold6}} and resources that used to belong to the losing AI. Note that this strategy only works if you are confident you can come out on top both militarily and economically in a war of attrition. It can backfire if you engage on someone who is militarily and/or economically far stronger than you. It can also backfire if your cities suffer too much from war-weariness. That said, with the right amount of foresight and micro-management, this can be an extremely powerful strategy at all difficulty levels.
 
 
All that said, it would be wise to adapt as necessary to the situation. This is only one possible way to play China. For example, if you want a [[Religious Victory (Civ6)|Religious Victory]], [[Theocracy (Civ6)|Theocracy]] would be the logical choice. If you want a [[Culture Victory (Civ6)|Culture Victory]], [[Democracy (Civ6)|Democracy]] might be more suitable. If you want a [[Domination Victory (Civ6)|Domination Victory]], [[Fascism (Civ6)|Fascism]] might be more suitable. This is only a general guideline.
 
 
Side-note: The original intention in suggesting this particular set of governments was to synergise with China's kit and in-game play style. The unintended side-effect of adhering to this play style is that it has congruences with China's real life history, economy and politics. So if you are looking to role-play as real life China, by all means, go this route.
 
 
{{GS}} With the introduction of tier 4 governments, China has more political options for the end game. After playing with all three of them, I have concluded that despite their plethora of policy slots and powerful advantages, none of them have any direct synergy with China's kit. So pick whichever is most suitable for your desired [[Victory (Civ6)|Victory Type]] when you get to the end game. General guidelines are: 1. Pick [[Corporate Libertarianism (Civ6)|Corporate Libertarianism]] if you are aiming for a [[Domination Victory (Civ6)|Domination Victory]]. 2. Pick [[Synthetic Technocracy (Civ6)|Synthetic Technocracy]] if you are aiming for a [[Science Victory (Civ6)|Science Victory]]. 3. Pick [[Digital Democracy (Civ6)|Digital Democracy]] if you aiming for a [[Culture victory|Culture]], [[Diplomatic Victory|Diplomatic]], or even [[Religious Victory (Civ6)|Religious Victory]].
 
{| class="article-table"
 
!Government
 
!Tier
 
!Notes
 
|-
 
|[[Autocracy (Civ6)|Autocracy]]
 
|1
 
|'''Effects:''' {{Capital6}} '''Capital '''receives +1 boost to all yields. The Legacy bonus is +10% bonus {{Production6}} to all Wonders, with +1% {{Production6}} for every 20 turns on Standard speed.
 
 
{{R&F}} ''' '''We still keep the initial +10% bonus {{Production6}} to Wonders, but the other half of the bonuses has been changed to +1 boost for all yields for each government building and [[Palace (Civ6)|Palace]] in the city. The Legacy bonus has been changed from extra {{Production6}} for Wonders over time to an additional +1 boost to all yields in the {{Capital6}} '''Capital '''for each government building and [[Palace (Civ6)|Palace]] if we adopt [[Autocratic Legacy (Civ6)|Autocratic Legacy]]'''. '''
 
 
'''Analysis: '''This fits China's early game well. +1 boost to all yields in the {{Capital6}} '''Capital''' will help you with training [[Builder (Civ6)|Builders]] and military units. More importantly, it provides +10% {{Production6}} to Wonder construction. This will serve us well in the [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical Era]] as we will be building a LOT of Wonders. It can be argued that since we can already rush Wonders with [[Builder (Civ6)|Builders]], the +10% {{Production6}} to Wonder construction is a bit of an overkill. Other players would disagree with this since there are simply so many useful Wonders in the [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical Era]], and also because China is heavily reliant on getting early game Wonders to snowball the rest of her game. For example, the +10% extra {{Production6}} may be the difference between us being able to grab four instead of three of our Core Wonders. As such, the legacy bonus of Autocracy (+1% {{Production6}} towards Wonders for every 20 turns on Standard Speed) is great for complementing our Wonder building play style for the rest of the game.
 
 
It should also be mentioned that Autocracy gives us two military policy slots. This is useful as China can be vulnerable to large scale invasions early on by barbarians or neighbouring rivals because we are spending so much {{Production6}} on Wonders and less on military units. The double military policy slots can thus shore up this potential weakness, and be filled as appropriate with [[Agoge (Civ6)|Agoge]], [[Discipline (Civ6)|Discipline]], [[Conscription (Civ6)|Conscription]], [[Maneuver (Civ6)|Maneuver]], [[Limes (Civ6)|Limes]], [[Bastions (Civ6)|Bastions]], [[Veterancy (Civ6)|Veterancy]] and/or [[Maritime Industries (Civ6)|Maritime Industries]]. This synergises with the [[Great Wall (Civ6)|Great Wall]] tile improvement and bolsters our military defence while we build our Wonders.
 
 
By getting access to [[Autocracy (Civ6)|Autocracy]], we also unlock [[Charismatic Leader (Civ6)|Charismatic Leader]] and [[Diplomatic League (Civ6)|Diplomatic League]], although you may find little use for this in the early game if you are usually so busy rushing Wonders and using [[Ilkum (Civ6)|Ilkum]], [[Colonization (Civ6)|Colonization]] and/or [[Corvée (Civ6)|Corvee]].
 
 
{{R&F}} With ''Rise and Fall'', we unlock the Wildcard policy [[Autocratic Legacy (Civ6)|Autocratic Legacy]] when we build our tier 1 [[Government Plaza (Civ6)|Government Plaza]] building. Some players have found little use for this. There are so many other more valuable cards at this stage of the game and only one Economic policy slot and one Wildcard policy slot from [[Autocracy (Civ6)|Autocracy]]. It is nice though that the +1 boost to all yields can be multiplied if we build government buildings. This further helps us snowball in the early game with [[Builder (Civ6)|Builders]] and Wonders.
 
|-
 
|[[Monarchy (Civ6)|Monarchy]]
 
|2
 
|'''Effects:''' +50% {{Production6}} toward defensive [[Buildings (Civ6)|buildings]]. +1 {{HousingIcon6}} Housing for each level of wall. The Legacy bonus is 20% bonus influence points towards {{EnvoyIcon6}} [[Envoy (Civ6)|Envoys]], with +1% for every 10 turns on Standard speed.
 
 
{{R&F}} The initial bonus influence points towards {{EnvoyIcon6}} [[Envoy (Civ6)|Envoys]] has been buffed from 20% to 50%. The Legacy bonus has been changed from extra influence points over time to an additional +1 {{HousingIcon6}} Housing per level of wall if you adopt [[Monarchic Legacy (Civ6)|Monarchic Legacy]].
 
 
'''Analysis:''' [[Monarchy (Civ6)|Monarchy]] continues the theme of bolstering defence, building Wonders and provides a new theme of highly populated cities. In that sense, the more defensively you play, the more room you give your population to grow. This complements the [[Great Wall (Civ6)|Great Wall]] tile improvement, and gradually gives capacity for higher populations. This also gives the player the option to cheaply get {{HousingIcon6}} Housing without sacrificing a tile for an [[Aqueduct (Civ6)|Aqueduct]]. The legacy bonus is a nice bonus since you won't have that much room for Economic, Diplomatic or Wildcard policy cards. That way, you can use the increased bonuses from [[City-States (Civ6)|City-States]] to help shore up the lack of options in your policies.
 
 
'''The best part about picking [[Monarchy (Civ6)|Monarchy]] is that you also unlock [[Gothic Architecture (Civ6)|Gothic Architecture]] by researching [[Divine Right (Civ6)|Divine Right]].''' This complements our Wonder building play style well while still offering us more policy slots both in peace and in war.
 
 
With an extra military policy slot and diplomatic policy slot, you have many additional options. Get [[Chivalry (Civ6)|Chivalry]] if you want [[Knights]]. Get [[Professional Army (Civ6)|Professional Army]] if you want to upgrade [[Archers (Civ6)|Archers]] to [[Crossbowman (Civ6)|Crossbowmen]]. Get [[Feudal Contract (Civ6)|Feudal Contract]] if you want fast access to [[Crouching Tiger (Civ6)|Crouching Tigers]]. Get [[Charismatic Leader (Civ6)|Charismatic Leader]] and/or [[Merchant Confederation (Civ6)|Merchant Confederation]] if you want to synergise with the Monarchic bonus to influence points and gain {{Gold6}} from {{EnvoyIcon6}} [[Envoy (Civ6)|Envoys]]. China is exceptionally strong in the mid-game with these options, and can defend herself with relative ease as long as she prepares in advance. This will allow her to focus on building her target wonders.
 
 
{{R&F}} You can double the {{HousingIcon6}} [[Housing (Civ6)|Housing]] bonus by adopting [[Monarchic Legacy (Civ6)|Monarchic Legacy]], a Wildcard policy unlocked by building a tier 2 [[Government Plaza (Civ6)|Government Plaza]] building. Unfortunately, as with [[Autocratic Legacy (Civ6)|Autocratic Legacy]], you may usually be using other, more valuable cards at this stage of the game - [[Gothic Architecture (Civ6)|Gothic Architecture]] and [[Serfdom (Civ6)|Serfdom]], for instance. Also, as the Legacy bonus has more than doubled from the original and starting 20% Legacy bonus to 50%, this makes [[Monarchy (Civ6)|Monarchy]] much better as you will see more tangible progress in gaining {{EnvoyIcon6}} [[Envoy (Civ6)|Envoys]].
 
 
{{GS}} Because of the 50% bonus influence points towards gaining {{EnvoyIcon6}} [[Envoy (Civ6)|Envoys]], Monarchy is a viable government to have in the mid-game if you are aiming for a [[Diplomatic Victory (Civ6)|Diplomatic Victory]] (more on this in the above "Victory Type General Strategies" section).
 
|-
 
|[[Theocracy (Civ6)|Theocracy]]
 
|2
 
|'''Effects:''' Can buy land combat [[Units (Civ6)|units]] with {{Faith6}}. All units +5 {{ReligiousStrength6}} Religious Strength in [[Theological Combat (Civ6)|Theological Combat]]. Discount on {{Faith6}} Purchases (15%, plus 1% for every 15 turns on Standard speed).
 
{{R&F}} +5 {{ReligiousStrength6}} Religious Strength in [[Theological Combat (Civ6)|Theological Combat]]. +0.5 {{Faith6}} per {{Citizen6}} in cities with [[Governors (Civ6)|Governors]]. 15% Discount on Purchases with {{Faith6}}.
 
 
'''Analysis:''' If you managed to grab an early [[Religion (Civ6)|Religion]] with Divine Inspiration as the Follower Belief, this [[Government (Civ6)|Government]] choice will be the most efficient option to spend the massive {{Faith6}} generated by your many Wonders. The +5 {{ReligiousStrength6}} Religious Strength in [[Theological Combat (Civ6)|Theological Combat]] is helpful in defending or spreading your Religion.
 
 
And since the current [[Civic (Civ6)|Civic]] tree requires you to go through [[Divine Right (Civ6)|Divine Right]] in order to research [[Reformed Church (Civ6)|Reformed Church]], you will still have access to the [[Gothic Architecture (Civ6)|Gothic Architecture]] [[Economic Policy Cards (Civ6)|Economic Policy Card]] to help you speed up construction of Wonders.
 
 
If you do decide to go this route, grabbing [[Grand Master's Chapel (Civ6)|Grand Master's Chapel]] ({{R&F}}) would be helpful to give you the option of purchasing military [[Units (Civ6)|units]] with {{Faith6}}.
 
|-
 
|[[Communism (Civ6)|Communism]]
 
|3
 
|'''Effects:''' Land [[Units (Civ6)|units]] gain +4 {{Strength6}} Defence Strength. The Legacy bonus is +10% to all {{Production6}} in all cities, with +1% for every 20 turns on Standard speed.
 
 
{{R&F}} The +4 {{Strength6}} Defence Strength to land [[Units (Civ6)|units]] has now been replaced with +0.6 {{Production6}} per {{Citizen6}} Citizen in cities with [[Governors (Civ6)|Governors]]. The Legacy bonus has now changed from extra {{Production6}} in all cities over time to an additional +0.6 {{Production6}} per {{Citizen6}} Citizen in cities with [[Governors (Civ6)|Governors]] if we adopt [[Communist Legacy (Civ6)|Communist Legacy]]. Also, your empire receives a +15% boost to all {{Production6}} instead of +10%.
 
 
{{GS}} The effects have now been changed to +0.6 {{Production6}} per {{Citizen6}} Citizen in cities with [[Governors (Civ6)|Governors]] and a flat +10% {{Science6}} for all cities.
 
 
'''Analysis: '''[[Communism (Civ6)|Communism]] is the ultimate expression of our established themes of boosting {{Production6}}, building Wonders, bolstering defence, and getting highly populated cities. The empire-wide +10% boost to all {{Production6}} is great not only because we get extra {{Production6}} toward late game Wonders, but because we can quickly build late game {{Production6}}-oriented buildings like the [[Factory (Civ6)|Factory]] and [[Power Plant (Civ6)|Power Plant]]. This will grant us more {{Production6}}, thus forming synergy within [[Communism (Civ6)|Communism]]'s own bonuses. The Legacy bonus of +1% {{Production6}} every 20 turns is the icing on the cake to give extra {{Production6}}.
 
 
The +4 {{Strength6}} Defence Strength to all our Land [[Units (Civ6)|units]] is also great since this bonus applies no matter what terrain our Land [[Units (Civ6)|units]] are on. This has further synergy with the [[Great Wall (Civ6)|Great Wall]] tile improvement, thus granting Chinese [[Army (Civ6)|armies]] stationed on [[Great Wall (Civ6)|Great Wall]] tiles on [[Hills (Civ6)|hills]] a total of +17 {{Strength6}} Defence Strength!
 
 
The policies that are unlocked with the [[Class Struggle (Civ6)|Class Struggle]] civic help us do all of the above more efficiently. [[Collectivization (Civ6)|Collectivization]] is great for further nudging up the population of cities; and with more {{Citizen6}} Citizens, you can work more tiles and/or employ more specialists to boost your late game yields. [[Five-Year Plan (Civ6)|Five-Year Plan]] grants even more {{Production6}} which you can use for Wonders and {{Science6}} for faster technological research. [[Patriotic War (Civ6)|Patriotic War]] and [[Defense of the Motherland (Civ6)|Defense of the Motherland]] augment our already strong defensive potential. These two policies respectively give our troops better support and negate war weariness from combat within our empire. An example combination of military policies that some players have found extremely effective on defence is [[Patriotic War (Civ6)|Patriotic War]], [[Defense of the Motherland (Civ6)|Defense of the Motherland]], [[National Identity (Civ6)|National Identity]], [[Logistics (Civ6)|Logistics]] and (if you grabbed [[Alhambra (Civ6)|Alhambra]]) [[Levee en Masse (Civ6)|Levee en Masse]].
 
 
{{R&F}} With ''Rise and Fall'', [[Communism (Civ6)|Communism]] has become even better now that we get a +15% {{Production6}} boost instead of the +10% from the Vanilla game. Once you unlock the Wildcard policy [[Communist Legacy (Civ6)|Communist Legacy]] by building your tier 3 [[Government Plaza (Civ6)|Government Plaza]] building, you can have potentially +1.2 {{Production6}} per {{Citizen6}} Citizen in cities with [[Governors (Civ6)|Governors]]. Just remember to employ as many [[Governors (Civ6)|Governors]] as possible in your highest populated cities. This gives you further incentive to grow the population sizes of your highest {{Production6}} cities, as more {{Citizen6}} Citizens equate more {{Production6}}. Feel free to use [[Collectivization (Civ6)|Collectivization]] to help you do this. Because of how potentially powerful this is and as we have now more available policy slots, you may want to take [[Communist Legacy (Civ6)|Communist Legacy]] whenever it is unlocked.
 
 
It is also worth noting that both [[Patriotic War (Civ6)|Patriotic War]] and [[Defense of the Motherland (Civ6)|Defense of the Motherland]] have received indirect buffs. [[Patriotic War (Civ6)|Patriotic War]] was buffed due to the addition of new and better late game support units, the [[Supply Convoy (Civ6)|Supply Convoy]] and the [[Drone (Civ6)|Drone.]] The [[Supply Convoy (Civ6)|Supply Convoy]] and [[Drone (Civ6)|Drone]] work synergistically with the [[Logistics (Civ6)|Logistics]] Military policy. They ensure that your troops are fast, resilient and, in the case of your siege-class units, have better range. [[Defense of the Motherland (Civ6)|Defense of the Motherland]] was buffed due to the new [[Loyalty (Civ6)|loyalty]] system. With the difference in war weariness levels from [[Defense of the Motherland (Civ6)|Defense of the Motherland]], enemy rivals face the additional danger of lowered [[Loyalty (Civ6)|loyalty]] in their border cities, making it harder to hold onto them, especially so if they are in a [[Dark Age (Civ6)|Dark Age]].
 
 
Lastly, [[Five-Year Plan (Civ6)|Five-Year Plan]] works well with the Heartbeat of Steam dedication to further bump up our {{Production6}} capabilities in the construction of late game Wonders.
 
 
{{GS}} The above analysis still stands with the changes to [[Communism (Civ6)|Communism]].
 
|}
 
 
=== '''Government Plaza Buildings''' {{R&F}} ===
 
I have toyed with these, and although it could be argued that every one of the nine buildings can be appropriate in the right situation, here is my take on buildings which have more synergy with China's kit than others.
 
{| class="article-table"
 
!Name
 
!Tier
 
!Notes
 
|-
 
|[[Ancestral Hall (Civ6)|Ancestral Hall]]
 
|1
 
|'''Effects:''' +50% {{Production6}} towards [[Settlers]]. New [[Cities (Civ6)|cities]] receive one free [[Builder (Civ6)|Builder]]. Awards +1 [[Governor (Civ6)|Governor]] Title.
 
 
'''Analysis: '''This fits very well with the fact that our [[Builder (Civ6)|Builders]] get an extra charge. Because we prioritise Wonders in the early game, by the mid game, we are often behind with grabbing land. This building is the answer. It allows us to very quickly and efficiently expand horizontally. Pair it up with [[Colonization (Civ6)|Colonization]] or [[Expropriation (Civ6)|Expropriation]] for +100% {{Production6}} towards [[Settler (Civ6)|Settlers]]. Similarly, using [[Ilkum (Civ6)|Ilkum]], [[Serfdom (Civ6)|Serfdom]] or [[Public Works (Civ6)|Public Works]] in conjunction with grabbing the [[Pyramids (Civ6)|Pyramids]] means that each new city spawns a FREE 5-7 charge [[Builder (Civ6)|Builder]]! This will save you a surprisingly large amount of {{Production6}} in the mid-game which you can use elsewhere. This also means that you can use the extra Builder to immediately rush any Ancient to Classical Wonder within the new city's borders, thus ensuring faster and more reliable access to key, map-dependent Wonders like [[Petra (Civ6)|Petra]] and [[Pyramids (Civ6)|Pyramids]].
 
|-
 
|[[Intelligence Agency (Civ6)|Intelligence Agency]]
 
|2
 
|'''Effects:''' +1 [[Spy (Civ6)|Spy]] and Spy capacity. All Spy Operations have a higher chance of success. Awards +1 [[Governor (Civ6)|Governor]] Title.
 
 
'''Analysis: '''This fits very well with our Dynastic Cycle ability. Please refer to my comments in the "Dynastic Cycle" section above regarding stealing technologies with [[Spy (Civ6)|spies]] as China. This building is an all-round buff to that strategy - an extra spy, AND all spy missions get improved success rates for the rest of the game? This is great not just for offensive spy missions, but counter spying as well, especially when you want to safeguard your governors from being neutralised.
 
|-
 
|[[Grand Master's Chapel (Civ6)|Grand Master's Chapel]]
 
|2
 
|'''Effects: '''Grants the ability to buy land [[Units (Civ6)|units]] with {{Faith6}}. Pillaging [[Improvements (Civ6)|Improvements]] and [[Districts (Civ6)|Districts]] provides bonus {{Faith6}}. Awards +1 [[Governor (Civ6)|Governor]] Title.
 
'''Analysis: '''This is a great alternative to the [[Intelligence Agency (Civ6)|Intelligence Agency]] if you went for an early [[Religion (Civ6)|Religion]] using [[Stonehenge (Civ6)|Stonehenge]] (please refer to the above section "Breakdown of Ancient and Classical Wonders") with Divine Inspiration as your Follower Belief. As all your Wonders will be providing +4 {{Faith6}}, it will be far more efficient to buy your [[Units (Civ6)|units]] with {{Faith6}}. This is great for the following four reasons:
 
# Your cities can focus their {{Production6}} elsewhere.
 
# You don't have to slot [[Military Policy Cards (Civ6)|Military Policy Cards]] to boost {{Production6}} of your military units - eg. [[Feudal Contract (Civ6)|Feudal Contract]], [[Chivalry (Civ6)|Chivalry]], [[Grande Armee (Civ6)|Grande Armee]] etc. You can use the freed up slots for other utility-based cards such as [[Logistics (Civ6)|Logistics]], [[Drill Manuals (Civ6)|Drill Manuals]] ({{GS}}) or [[Force Modernization (Civ6)|Force Modernization]] ({{GS}}) if you so choose to.
 
# You can use this ability just as effectively for both offence and defence. When combined with the [[Great Wall (Civ6)|Great Wall]] tile improvement, you can quickly assemble a sizeable army that can attack enemies and hold and defend your cities well.
 
# If on the offensive, you can always buy reinforcements with {{Faith6}} in your newly captured cities. This means that you don't have to hard build your troops nor purchase them with {{Gold6}}. You also do not have to wait for them to travel to the front lines. This can keep your offensive rolling very efficiently and effectively.
 
|-
 
|[[Royal Society (Civ6)|Royal Society]]
 
|3
 
|'''Effects: '''[[Builder (Civ6)|Builders]] gain the ability to use all their charges to provide bonus {{Production6}} to a District Project. Once per [[city]] per turn. Awards +1 [[Governor (Civ6)|Governor]] Title.
 
'''Analysis: '''This also fits very well with our improved [[Builder (Civ6)|Builders]], and as such, works exceptionally well if you are going for a [[Science Victory (Civ6)|Science Victory]]. They now can enjoy relevancy throughout the entire game, and can be used to hasten the {{Production6}} of Mars modules or any other [[District (Civ6)|District]] projects to get more [[Great People (Civ6)|Great People]] in the late game. This is similar to Qin's The First Emperor ability, but for [[District (Civ6)|District]] projects instead of Ancient and Classical Wonders. Note that the higher the charge count per [[Builder (Civ6)|Builder]], the more {{Production6}} it will contribute to the project. This is where China can shine in the late game because she can potentially churn out 8-charge [[Builder (Civ6)|Builders]] with [[Liang (Civ6)|Liang]], [[Pyramids (Civ6)|Pyramids]] and [[Public Works (Civ6)|Public Works]]. If going for a [[Science Victory (Civ6)|Science Victory]], spending Chinese [[Builder (Civ6)|Builders]] on Mars Modules is essentially a +100% {{Production6}} (or even higher, depending on the capabilities of your city) towards the Modules. This means that you will only need to build the [[Spaceport (Civ6)|Spaceport]] District in one city as you won't ever be behind in {{Production6}} of Mars Modules in relation to your {{Science6}}.
 
 
Finally, do note that when you use a [[Builder (Civ6)|Builder]] to hurry up {{Production6}} of a [[District (Civ6)|District]] project, it consumes the [[Builder (Civ6)|Builder]] unit irrespective of how many charges it has. It is therefore advisable to "queue" multiple [[Builder (Civ6)|Builders]] on tiles adjacent to the [[District (Civ6)|District]] so that you can consistently rush build once per turn.
 
|}
 
 
=== '''Governors''' {{R&F}} ===
 
All governors are situational in their usage. That said, here are my top three picks for possible synergies with China's kit.
 
{| class="article-table"
 
!Name
 
!Notes
 
|-
 
|[[Liang (Civ6)|Liang]]
 
|[[File:Liang Titles (Civ6).png|thumb|220x220px]][[Liang (Surveyor) (Civ6)|Liang]]'s starting title, [[Guildmaster (Civ6)|Guildmaster]], gifts all [[Builder (Civ6)|Builders]] built in the city she is governing an extra charge. This gives China the ability to pump out 5-charge [[Builder (Civ6)|Builders]], 6 with [[Pyramids (Civ6)|Pyramids]], and 8 if adding on top of that [[Serfdom (Civ6)|Serfdom]] or [[Public Works (Civ6)|Public Works]]. This is huge in the early to mid game, and still extremely useful in the late game. More charges means potentially more rushing of [[Ancient Era (Civ6)|Ancient]] to [[Classical Era (Civ6)|Classical]] Wonders, and of course, more improved tiles. I appoint her as the first governor of almost every game I play as China simply because of how well her starting title works with China's kit - unless, of course, I get invaded early by a horde of barbarians or a neighbouring rival. In such a case, I take [[Victor (Castellan) (Civ6)|Victor]] first.
 
 
The rest of her promotion tree is useful, but somewhat situational. [[Infrastructure (Civ6)|Infrastructure]] and [[Zoning Commissioner (Civ6)|Zoning Commissioner]] are great in every game because every city will eventually build its core [[City Center (Civ6)|City Center]] buildings and [[Districts (Civ6)|Districts]]. It would be wise to station her in the city you are planning to build your [[Government Plaza (Civ6)|Government Plaza]] in so that you get the +30% bonus to {{Production6}} towards it and its respective buildings as well. As for [[Aquaculture (Civ6)|Aquaculture]], [[Amusement (Civ6)|Amusement]] and [[Parks and Recreation (Civ6)|Parks and Recreation]], get these if you are near a coastal area with sea [[Resources (Civ6)|resources]] and you want more food and/or more {{Amenities6}} Amenities for your city. These are nice to have in the mid to late game, but not necessarily of the highest priority.
 
 
[[File:Liang.png|thumb|220x220px]]
 
 
{{GS}} In Gathering Storm, Liang has received a rework which, in my opinion, makes her even better than before when employed within China's cities. Major changes are: 1. The removal of the [[Infrastructure (Civ6)|Infrastructure]] and [[Amusement (Civ6)|Amusement]] promotions. 2. The new level 2 promotions of [[Reinforced Materials (Civ6)|Reinforced Materials]] and [[Water Works (Civ6)|Water Works]]. 3. The changing of [[Zoning Commissioner (Civ6)|Zoning Commissioner]] from a level 2 promotion to a level 1 promotion, although it now only gives +20% {{ProductionIcon6}} Production towards districts in the city instead of +30% {{ProductionIcon6}}. 4. The buffing of [[Aquaculture (Civ6)|Aquaculture]] and [[Parks and Recreation (Civ6)|Parks and Recreation]]. For [[Aquaculture (Civ6)|Aquaculture]], if Liang is in the city, all [[Fishery (Civ6)|Fishery]] improvements provide +1 {{ProductionIcon6}}. For [[Parks and Recreation (Civ6)|Parks and Recreation]], all [[City Park (Civ6)|City Parks]] provide +3 {{CultureIcon6}} if Liang is in the city.
 
 
In the majority of my games, I have found that having Zoning Commissioner as a level 1 promotion instead of a less accessible level 2 one means that I can transition more smoothly into building Districts after the initial frenzy of grabbing as many [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical]] Wonders as possible. This will be increasingly useful as the cost of Districts rise as the game progresses. Reinforced Materials is an absolute must as a promotion, especially if you, like me, like to play the game with the [[Disasters (Civ6)|Natural Disaster]] Slider maxed at level 4. It will save you so much repair time and {{ProductionIcon6}} Production over the course of the game with its ability to mitigate damage to improvements, buildings and districts. Of note is that the population of the city can still be cut down despite everything else escaping unscathed. Aquaculture now is much better since the extra +1 {{ProductionIcon6}} makes coastal tiles more workable, thus shoring up some of the lack of {{ProductionIcon6}} Production that coastal cities usually suffer. Water Works gives logical benefits since it follows Aquaculture, and provides additional +2 {{HousingIcon6}} Housing for every [[Neighborhood (Civ6)|Neighbourhood]] and [[Aqueduct (Civ6)|Aqueduct]] District after the city's population has grown huge from the influx of {{FoodIcon6}} Food from Fishery improvements. The +1 {{AmenityIcon6}} Amenity for every [[Canal (Civ6)|Canal]] and [[Dam (Civ6)|Dam]] District is an interesting inclusion in the sense that it has potential synergy with China's ability to build Canals after researching the [[Masonry (Civ6)|Masonry]] Technology. And of course, City Parks are stronger than ever with the new version of Parks and Recreation. It allows a tile to provide +4 {{CultureIcon6}} Culture per turn when worked on top of the +1 {{AmenityIcon6}} Amenity. These changes overall give Liang more late game scaling. Having her in a city gives ongoing and useful benefits for the entirety of the game, especially with the changes to Aquaculture, Reinforced Materials, Water Works and Parks and Recreation. I would even argue that she is the single best Governor in the game for China in terms of the possible synergy her kit offers.
 
|-
 
|[[Pingala (Educator) (Civ6)|Pingala]]
 
|[[File:Pingala Titles (Civ6).png|thumb|220x220px]][[Pingala (Educator) (Civ6)|Pingala]], unlike [[Liang (Surveyor) (Civ6)|Liang]], is not a must-have in the early game. In fact, I would argue that the most appropriate time to get him is when you are ready to concentrate on {{ScienceIcon6}} Science and/or {{CultureIcon6}} Culture. This will usually be in the mid game when the frenzy for grabbing land has subsided somewhat, and you can afford to focus on [[Campus (Civ6)|Campuses]] and [[Theatre Square (Civ6)|Theatre Square]] [[Districts (Civ6)|Districts]]. In such a scenario, [[Researcher (Civ6)|Researcher]] and/or [[Connoisseur (Civ6)|Connoisseur]] will help you out. His strongest title, in my opinion, is [[Grants (Civ6)|Grants]]. This can work exceptionally well if you appoint [[Pingala (Educator) (Civ6)|Pingala]] to the city which generates the most [[Great People (Civ6)|Great People]] points. This means that all the [[Great Person (Civ6)|Great Person]] point generation in that city will be doubled. This works great with netting more [[Great Person (Civ6)|Great People]] in general, but in China's case, especially well with [[Great Scientist (Civ6)|Great Scientists]] as most of their bonuses revolve around {{Eureka6}} [[Eureka moment (Civ6)|Eurekas]], thus synergising splendidly with the Dynastic Cycle ability.
 
 
As for his level 3 titles, [[Arms Race Proponent (Civ6)|Arm's Race Proponent]] and [[Space Initiative (Civ6)|Space Initiative]], I rarely get to use them as the game has usually been decided by the time I get to nukes or Mars modules. That said, if the game has reached that stage, these titles can be the deciding factor to getting faster access to nukes or being the first to win the [[Science Victory (Civ6)|Science Victory]].
 
 
{{GS}} [[File:Pingala.png|thumb|220x220px]]In Gathering Storm, Pingala has also been noticeably improved in what he can provide for a city. In essence, his benefits are now much more consistent and therefore, powerful. The changes are: 1. His starting title, Librarian, now only grants a +15% instead of a +20% increase in {{ScienceIcon6}} Science and {{CultureIcon6}} Culture. 2. Connoisseur and Researcher have both been reworked to give +1 {{CultureIcon6}} Culture and +1 {{ScienceIcon6}} Science per turn for each {{CitizenIcon6}} Citizen in the city. 3. The [[Curator (Civ6)|Curator]] promotion, originally belonging to [[Reyna (Financier) (Civ6)|Reyna]], is now a level 3 promotion for Pingala, and replaces Arms Race Proponent.
 
 
With his reworked kit, Pingala is best utilised in densely populated cities that have many Districts and their respective buildings built already. This would allow the Connoisseur, Researcher and Grants promotions to earn a lot of {{CultureIcon6}} Culture, {{ScienceIcon6}} Science and {{GreatPerson6}} Great People points per turn. It allows his usage to be more accommodating now since you are not forced to build Campus and/or Theatre Square Buildings in order to fully utilise his kit. This has great synergy with China's ability to rush-build Wonders that give extra {{FoodIcon6}} Food, {{Amenities6}} Amenities or {{HousingIcon6}} Housing, or a combination of all three - ie. [[Great Bath (Civ6)|Great Bath]], [[Temple of Artemis (Civ6)|Temple of Artemis]], [[Colosseum (Civ6)|Colosseum]] and [[Hanging Gardens (Civ6)|Hanging Gardens]]. This would set up the before-mentioned densely populated powerhouse of a city that would then be perfect for employment of Pingala in the mid-to-late game. With him in such a city, he can help catapult China through the Technology and Civics trees extremely effectively.
 
 
Having Curator as a level 3 promotion now is an excellent and much more thematically appropriate change to Pingala. This can allow him to give you that extra boost to {{TourismIcon6}} Tourism from {{GreatWorkArt6}} Great Works of Art, {{MusicIcon6}} Music and {{GreatWorkWriting6}} Writing. This can help you consolidate a [[Culture Victory (Civ6)|Culture Victory]] if that has been your overall goal for a particular game.
 
|-
 
|[[Victor (Castellan) (Civ6)|Victor]]
 
|[[File:Victor Titles (Civ6).png|thumb|220x220px]][[Victor (Castellan) (Civ6)|Victor]]'s synergy with China is relatively straightforward. [[Redoubt (Civ6)|Redoubt]], [[Defense Logistics (Civ6)|Defense Logistics]] and [[Embrasure (Civ6)|Embrasure]] can make a city with [[Walls (Civ6)|walls]] already much harder to capture. The true synergy lies, however, in combining [[Garrison Commander (Civ6)|Garrison Commander]] with the [[Great Wall (Civ6)|Great Wall]] tile improvement and the [[Crouching Tiger (Civ6)|Crouching Tiger]]. The title grants any unit defenders within the city's territory an extra +5 {{Strength6}} Combat Strength. This means that a single [[Crouching Tiger (Civ6)|Crouching Tiger]] sitting on a [[Great Wall (Civ6)|Great Wall]] tile improvement on a [[Hill (Civ6)|hill]] has 48 {{Strength6}} Combat Strength on melee defence, and 55 {{RangedStrength6}} Ranged Combat Strength, which is massive in the early to mid game. And this is before factoring in [[Promotions (Civ6)|promotions]]! It also helps that [[Victor (Castellan) (Civ6)|Victor]], unlike the rest of the governors, can be operational within three turns of appointment/reassignment instead of the usual five. This makes his usage in the scenario of a surprise attack much more effective.
 
 
From personal experience, I have rarely found use for [[Security Expert (Civ6)|Security Expert]] and [[Air Defense Initiative (Civ6)|Air Defence Initiative]], but I can see how they can be useful as further insurance against enemy spies, aircraft and [[Nuclear Device (Civ6)|ICBMs]] respectively.
 
 
Ultimately, [[Victor (Civ6)|Victor]]'s addition to the game further augments China's already powerful defensive capabilities to new heights.
 
 
{{GS}} [[File:Victor.png|thumb|220x220px]]As with the other two governors, Victor has also received substantial buffs with the Gathering Storm Expansion. Major changes are: 1. Garrison Commander now also provides your other cities within 9 tiles +4 Loyalty per turn towards your civilisation. 2. Defense Logistics also allows the accumulation of strategic resources in the city to gain an additional +1 per turn. 3. Security Expert has been removed. 4. Embrasure also grants military units trained in this city a free promotion. 5. Pingala's old level 3 promotion, Arms Race Proponent, has become Victor's new level 3 promotion in addition to Air Defense Initiative.
 
 
With these changes, Victor has added utility on top of his already impressive array of tools for defence. Garrison Commander can now help you hold onto nearby nearly captured cities with its area of effect +4 Loyalty. Defense Logistics allows you to get more strategic resources if building resource-dependent units is what you desperately need. This allows Victor more flexibility as a governor in that he is useful both in peace and in war. With the rework of his Embrasure promotion, Crouching Tigers can potentially arrive on the battlefield with either the [[Volley (Civ6)|Volley]] or [[Garrison (Civ6)|Garrison]] promotion, thus making them even more situationally powerful, especially in conjunction with the +5 {{StrengthIcon6}} Combat Strength from Garrison Commander. Again, this allows Victor the flexibility of being placed on the outer cities of your empire that need defending or (and equally usefully) be placed in high {{Production6}} cities elsewhere that can pump out promoted units quickly. In the case of China, you can always build an army with a city that Victor is a governor of, and then rush-build the [[Terracotta Army (Civ6)|Terracotta Army]] for the whole army to be instantly double promoted before they've even fought a single battle! And of course, Arms Race Proponent is an excellent late game promotion if you want to just deliver justice with nukes!
 
|}
 
 
=== '''Dedications''' {{R&F}} ===
 
As with Wonders, Governor Plaza Buildings and Governors, everything is situational at the end of the day. That said, here are possible synergies that can be found when playing with Dedications as China. Note that the following Dedications will be reviewed in a [[Golden Age (Civ6)|Golden Age]] context so that we consider specific elements of their fullest potential.
 
{| class="article-table"
 
!Name
 
!Notes
 
|-
 
|Pen, Brush and Voice
 
|'''Effects:''' Gain +1 [[Era Score (Civ6)|Era Score]] each time you trigger an {{Inspiration6}}Inspiration. +1 [[Era Score (Civ6)|Era Score]] for constructing a [[building]] with a [[Great Work (Civ6)|Great Work Slot]]. If chosen at the start of an [[Golden Age (Civ6)|Golden Age]], {{Inspiration6}} Inspirations provide an additional +10% of civic costs. Each city receives +1 {{Culture6}} for each specialty [[District (Civ6)|District]].
 
 
'''Analysis:''' This is great for aiding a [[Cultural Victory (Civ6)|Cultural Victory]]. The synergy comes from the fact that picking this in a [[Golden Age (Civ6)|Golden Age]] allows {{Inspiration6}} Inspirations to provide an additional +10% of civic costs, thus doubling the bonus of Dynastic Cycle.
 
|-
 
|Free Inquiry
 
|'''Effects:''' Gain +1 [[Era Score (Civ6)|Era Score]] each time you trigger an {{Eureka6}}Eureka. +1 [[Era Score (Civ6)|Era Score]] each time a [[Great Person (Civ6)|Great Person]] is earned. If chosen at the start of a [[Golden Age (Civ6)|Golden Age]], {{Eureka6}}Eurekas provide an additional +10% of technology costs. [[Commercial Hub (Civ6)|Commercial Hub]] and [[Harbor (Civ6)|Harbour]] [[District (Civ6)|District]]'s {{Gold6}} adjacency bonus provides {{Science6}} as well.
 
 
'''Analysis: '''This is great for aiding a [[Science Victory (Civ6)|Science Victory]]. The synergy comes from the fact that picking this in a [[Golden Age (Civ6)|Golden Age]] allows {{Eureka6}} Eurekas to provide an additional +10% of technology costs, thus doubling the bonus of Dynastic Cycle.
 
|-
 
|Monumentality
 
|'''Effects:''' Gain +1 [[Era Score (Civ6)|Era Score]] each time you construct a new specialty [[District (Civ6)|District]]. If chosen at the start of a [[Golden Age (Civ6)|Golden Age]], +2 {{Moves6}} Movement for all [[Builder (Civ6)|Builders]]. May purchase civilian units with {{Faith6}}. [[Builder (Civ6)|Builders]] and [[Settler]]s are 30% cheaper to purchase with {{Faith6}} and {{Gold6}}.
 
 
'''Analysis: '''This is great no matter the intended direction of your game. This will allow our already augmented Chinese [[Builder (Civ6)|Builders]] to move onto a [[Hill (Civ6)|hill]], [[forest]] or [[Rainforest (Civ6)|rainforest]] or move across a [[River (Civ6)|river]] AND be able to improve the destination tile on the same turn. And of course, it allows them to move to and from cities much more speedily. Later into the game, if extra mobility is desired, you can combine this Dedication with [[Logistics (Civ6)|Logistics]] for another +1 {{Moves6}} Movement. Combine this with [[Ancestral Hall (Civ6)|Ancestral Hall]] for maximum results. As for the reduced purchasing price, this is just a simple and powerful buff no matter how you look at it.
 
|-
 
|Heartbeat of Steam
 
|'''Effects:''' Gain +2 [[Era Score (Civ6)|Era Score]] for each Industrial or later [[Building (Civ6)|building]] constructed. If chosen at the start of a [[Golden Age (Civ6)|Golden Age]], +10% {{Production6}} towards [[Industrial Era (Civ6)|Industrial Era]] and later Wonders. [[Campus (Civ6)|Campus]] [[District (Civ6)|District]]'s {{Science6}} adjacency bonus provides {{Production6}} as well.
 
 
'''Analysis: '''This is a very useful Dedication from the [[Industrial Era (Civ6)|Industrial Era]] onwards.With our tendencies to focus on Wonder building as China, this has very straightforward and welcome synergy to our play-style in the late game. Combine with [[Skyscrapers (Civ6)|Skyscrapers]] for additional synergy.
 
|-
 
|Sky and Stars
 
|'''Effects:''' Gain +1 [[Era Score (Civ6)|Era Score]] for each [[Aerodrome (Civ6)|Aerodrome]] building constructed. Gain +1 [[Era Score (Civ6)|Era Score]] each time a [[Great Person (Civ6)|Great Person]] is earned. If chosen at the start of a [[Golden Age (Civ6)|Golden Age]], unlocks the {{Eureka6}} Eurekas for [[Advanced Flight (Civ6)|Advanced Flight]], [[Nuclear Fission (Civ6)|Nuclear Fission]] and [[Rocketry (Civ6)|Rocketry]] if in an Atomic Era. If in an [[Information Era (Civ6)|Information Era]], it unlocks the {{Eureka6}} Eurekas for [[Satellites (Civ6)|Satellites]], [[Robotics (Civ6)|Robotics]], [[Nuclear Fusion (Civ6)|Nuclear Fusion]] and [[Nanotechnology (Civ6)|Nanotechnology]]. +100% Combat Experience earned by all [[Air units]].
 
 
'''Analysis: '''The [[Golden Age (Civ6)|Golden Age]] version of this Dedication can be very useful for China in the [[Atomic Era (Civ6)|Atomic Era]] or [[Information Era (Civ6)|Information Era]] if pursuing a [[Science Victory (Civ6)|Science Victory]]. This has great synergy with China's Dynastic Cycle ability. If you are going for [[Air units]], grab [[Their Finest Hour (Civ6)|Their Finest Hour]] from the [[Suffrage (Civ6)|Suffrage]] civic to complement this.
 
|-
 
|Bodyguard of Lies
 
|'''Effects:''' Gain +1 [[Era Score (Civ6)|Era Score]] for each successful offensive [[Spy (Civ6)|Spy]] operation. If chosen at the start of a [[Golden Age (Civ6)|Golden Age]], [[Spy (Civ6)|Spies]] take no time to establish presence in a rival's [[city]]. Time to complete all offensive missions reduced by 25%.
 
 
'''Analysis: '''This has great synergy with Dynastic Cycle (please refer to the above section "Dynastic Cycle" where I write about stealing technology boosts as China) and the [[Intelligence Agency (Civ6)|Intelligence Agency]] (please refer to above section "Government Plaza Buildings"). This is allows China to transition smoothly from a Wonder-rushing and land grabbing early game into an espionage-heavy mid-to-late game.
 
|}
 
 
=== '''City-states''' ===
 
As with all aspects in the game, pick and choose which city-states you want to send {{Envoy6}} Envoys to depending on what your empire most needs in the moment. That said, here are the five city-states that have the most direct synergy with China's kit. If you find them in your game, spare them at least a second thought.
 
{| class="article-table"
 
!Name
 
!Type
 
!Notes
 
|-
 
|[[File:Brussels colored (Civ6).png|link=https://civilization.wikia.com/wiki/Brussels_(Civ6)|32px]][[Brussels (Civ6)|Brussels]]
 
|Industrial
 
|'''Suzerain Bonus:''' Your cities get +15% {{Production6}} towards [[Wonders (Civ6)|wonders]].
 
'''Analysis:''' '''(Highly recommended)''' This has very straightforward synergy with China's wonder-focused play-style. You will want to build [[Forbidden City (Civ6)|Forbidden City]], [[Potala Palace (Civ6)|Potala Palace]], [[Alhambra (Civ6)|Alhambra]], [[Big Ben (Civ6)|Big Ben]] and [[Estádio do Maracanã (Civ6)|Estádio do Maracanã]] every game, so by all means, gun for this city-state's suzerain bonus. Combine this with [[Corvée (Civ6)|Corvee]], [[Gothic Architecture (Civ6)|Gothic Architecture]] and [[Skyscrapers (Civ6)|Skyscrapers]] to get a total of +30% {{Production6}} towards wonders.
 
|-
 
|[[File:Kabul colored (Civ6).png|link=https://civilization.wikia.com/wiki/Kabul_(Civ6)|32px]][[Kabul (Civ6)|Kabul]]
 
|Military
 
|'''Suzerain Bonus:''' Your units receive double [[experience]] from battles they initiate.
 
'''Analysis:''' This can be good for your defending ranged units as they perform ranged attacks on invaders. This is particularly good for [[Crouching Tiger (Civ6)|Crouching Tigers]] and [[Crossbowman (Civ6)|crossbowmen]] that are stationed within [[City Center (Civ6)|City Centers]], [[Encampment (Civ6)|Encampments]] or on [[Great Wall (Civ6)|Great Wall]] tiles. They will rapidly gain promotions to become extremely deadly units. I like this suzerain bonus because it offers flexibility to our already strong defensive potential as China. Our defensive units can, with extra promotions and the healing these promotions provide, switch to being offensive units that push into enemy territory after eviscerating the initial wave of invaders.
 
|-
 
|[[File:Seoul colored (Civ6).png|link=Seoul (Civ6)|32px]][[Seoul (Civ6)|Seoul]]
 
|Science
 
|'''Suzerain Bonus:''' When you enter a new era, earn 1 random {{EurekaIcon6}}[[Eureka moment (Civ6)|Eureka]] from that era.
 
 
'''Analysis:''' Another straightforward suzerain bonus that synergises with the Dynastic Cycle ability of China. It is good, but not outstanding. Take this if there are no other better options.
 
|-
 
|[[File:Vilnius colored (Civ6).png|link=https://civilization.wikia.com/wiki/Vilnius_(Civ6)|32px]][[Vilnius (Civ6)|Vilnius]]
 
|Culture
 
|'''Suzerain Bonus:''' When you enter a new era, earn 1 random {{Inspiration6}}[[Eureka moment (Civ6)|Inspiration]] from that era.
 
 
{{R&F}} For the highest active [[Alliance]] Level all your [[Theater Square (Civ6)|Theater Square]] districts receive +50% adjacency bonus.
 
 
'''Analysis:''' Again, a straightforward suzerain bonus that synergises with the Dynastic Cycle ability of China.
 
|-
 
|[[File:Armagh colored (Civ6).png|link=https://civilization.fandom.com/wiki/Armagh_(Civ6)|32px]][[Armagh (Civ6)|Armagh]]<span>†</span>
 
|Religion
 
|'''Suzerain Bonus:''' [[Builder (Civ6)|Builders]]<span> can construct the </span>[[Monastery (Civ6)|Monastery]]<span> improvement, which provides </span>{{Faith6}}<span> and heals religious units. </span>Monasteries provide +15 HP healing every turn for friendly religious units.
 
 
{{GS}} They also gain +1 {{Faith6}} for every 2 adjacent districts, +1 {{Housing6}} Housing, +1 additional {{Housing6}} Housing with [[Colonialism (Civ6)|Colonialism]], and cannot be built next to another Monastery.
 
 
'''Analysis:''' Monasteries are good for China because they provide a much-needed alternative healing zone for our religious units. Because of the sparse number of Holy Sites in our empire (as we derive most of our {{Faith6}} from our Wonders through the Divine Inspiration Follower Belief), we can run into problems of where to heal our religious units if we do not want them to run all the way back to our couple of Holy Sites. Either that, or if for whatever reason, we do not want or are unable to construct Holy Sites near the edges of our empire. Therefore, it would be wise to build Monasteries near the borders of our empire where most of our [[Theological Combat (Civ6)|theological combat]] takes place, thus giving our religious units an alternative place to heal.
 
 
{{GS}} The extra {{Faith6}} and {{Housing6}} Housing are nice bonuses in the mid game.
 
|}
 
 
=== '''Ik-kil''' {{GS}} ===
 
A special mention must be made to [[Ik-kil (Civ6)|Ik-kil]], a [[Natural Wonder (Civ6)|Natural Wonder]] that was introduced in [[Gathering Storm]] {{GS}}. It provides +50% {{Production6}} when producing Wonders (note: ALL Wonders, not just [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical]] ones) and Districts in adjacent tiles. It also provides fresh water. It occupies 1 impassable tile.
 
 
This is a Natural Wonder that has amazing synergy with China's kit. If you are lucky enough to find it in your games and within reasonable settling proximity, settle near it, by all means, and enjoy its tremendous boost to constructing Wonders and Districts.
 
 
The only possible drawback is that some desirable Wonders may have map requirements that preclude them from being built on tiles adjacent to Ik-kil. If such a scenario arises, I would still make full use of its bonuses to construct Districts.
 
 
=== '''Counter Strategy''' ===
 
When facing against China (both in single and multiplayer), here are a few tips that can shut her down, or at least, slow her progress:
 
 
1. In the early game, try to invade China with as much military power as you can muster. The reasons for this are three-fold:
 
* She will most likely be dedicating a large amount of her {{Production6}} and Builder charges towards the construction of Wonders, and if she hasn't gotten around to constructing Great Wall segments, she'll be relatively vulnerable to a large-scale invasion. Civilisations that are geared well to exploit this are early-game, military-focused civilisations such as the [[Scythian (Civ6)|Scythians]], [[Sumerians (Civ6)|Sumerians]] and [[Macedonians (Civ6)|Macedonians]].
 
* The defensively powerful Crouching Tigers do not become available until China reaches the Medieval Era, so attacking before they can be built maximises your chances of success against China.
 
* Capturing Builders from China is a great way to impede her momentum. When you capture a Chinese Builder, they will become yours and, assuming they haven't been used yet, they will retain their original 4-charges, making them extremely valuable assets for you instead. Additionally, by capturing Chinese Builders, you will effectively axe her main strength - rush-building Wonders in the Ancient and Classical Era with said Builders. This will further set her back for the remainder of the game.
 
With ''Rise and Fall'', attacking China in the early game has become potentially much harder if she stations [[Victor (Castellan) (Civ6)|Victor]] in a key city, and especially so if she adopts [[Twilight Valor (Civ6)|Twilight Valour]] in the [[Classical Era (Civ6)|Classical Era]]. However, forcing her to appoint Victor is a win in itself, as this Governor is really weak compared to other ones. That said, it will potentially be also more lucrative because [[Liang (Surveyor) (Civ6)|Liang]] will make any [[Builder (Civ6)|Builders]] built in her governed city get an extra charge, so capturing these said [[Builder (Civ6)|Builders]] will be even more to your advantage.
 
 
Unfortunately for China, she has new early-game counters with the ''Rise and Fall'' expansion. The [[Mongolians (Civ6)|Mongolians]] and [[Chandragupta (Civ6)|Chandragupta]] (the alternate leader of India) can potentially overrun China before she can set up defensively. China would do well to be extra wary when facing off these civilisations, especially if they are close neighbours.
 
 
2. In the mid game, you have two options: Attack China before she can snowball further OR rapidly expand your empire to grab land before she can.
 
* In the scenario of attacking China, try to position your ranged units so that they can outrange the 1 {{Range6}} Range Crouching Tigers. This way, by weakening to taking them out, you'll have a much easier time of broaching the Great Wall segments that'll usually be erected on the borders of China's empire. It will also be prudent to use the Great Wall segments for YOUR benefit. As soon as you eliminate the original defender of that tile, station a durable unit there and it'll gain +10 {{Strength6}} Defense Strength (an additional +3 {{Strength6}} if also on a hill tile and +5 {{Strength6}} if you can force melee attackers to cross rivers to get to you). This will make it easier for you to repeal any counter-attack from China's troops.
 
* In the scenario of you expanding your empire, it will be most effective if you can forward settle your cities as much as possible to block off China from expanding. This is her other weak point in the mid game, because since she rush-built most of her desired Wonders, she will have had less time and resources to expand her empire. The time gap between her finishing her Wonders and her expanding is YOUR window of opportunity to block her off.
 
{{R&F}} At this point of the game, be very cautious of any [[Walls (Civ6)|walled]] city that is stationed with [[Victor (Castellan) (Civ6)|Victor]]. His titles, combined with China's [[Crouching Tiger (Civ6)|Crouching Tigers]] and [[Great Wall (Civ6)|Great Wall]] tile improvements, will make that city a nightmare to take. This will be especially so if, again, she adopts [[Twilight Valor (Civ6)|Twilight Valour.]] Instead, see if you can avoid such cities and invade newly founded cities by China. If she has taken [[Ancestral Hall (Civ6)|Ancestral Hall]] as her tier 1 [[Government Plaza (Civ6)|Government Plaza]] building, every newly founded (and therefore, less well-defended) city will spawn a 5-7 charge [[Builder (Civ6)|Builder]]. This will mean taking that city will yield even better spoils for you if you can capture the [[Builder (Civ6)|Builder]] along with the city.
 
 
That said, [[Ancestral Hall (Civ6)|Ancestral Hall]] also means that China's capability to expand horizontally in the mid-game has substantially increased, which will narrow your window of opportunity to block her off with your own well-positioned cities. The loyalty system will also punish you if you settle too far out now, so an aggressive, militaristic approach to shutting down China will be more advisable at this stage of the game.
 
 
In my opinion, the only civilisation that could potentially pose a military threat to China in the [[Medieval Era (Civ6)|Medieval]] to [[Renaissance Era (Civ6)|Renaissance]] era is the [[Zulu (Civ6)|Zulu]]. Their ability to make [[Corps (Civ6)|corps]] and [[Army (Civ6)|armies]] earlier, combined with the +5 {{Strength6}} bonus Combat Strength from [[Shaka (Civ6)|Shaka]]'s leader ability for all [[Corps (Civ6)|corps]] and [[Army (Civ6)|armies]], makes them a terrifying sight to behold if they manage to catch China unprepared.
 
 
3. Assuming all other factors being equal, if China has been left alone to freely build her Wonders and make use of her Dynastic Cycle ability, she will be extremely powerful economically, advanced technologically and influential culturally in the late game. It will be hard to shut her down at this point, since combined Armies stationed on Great Wall segments are extremely difficult to dislodge. Again, you have two options: Nuke her OR steal boosts and/or Great Works with spies.
 
* Nuking is a viable strategy here because it effectively negates Great Wall defensive bonuses as well as wiping out any defending troops in an instant. There are no ways to stop a [[Nuke (Civ6)|nuke]] at this point of the game's development.
 
* Because China has such a powerful snowballing ability with her Dynastic Cycle, she will most likely be ahead scientifically and culturally. In this scenario, using spies to steal boosts and/or Great Works will be very viable since you will be able to free-ride on her progress without doing as much of the hard work yourself. This will allow you to more easily catch up to her or even surpass her at this late stage of the game.
 
{{R&F}} Consider getting [[Intelligence Agency (Civ6)|Intelligence Agency]] to improve your chances of conducting successful [[Spy (Civ6)|spy]] missions against China. In addition to stealing technology [[Boost (Civ6)|boosts]] from her, neutralising her established [[Governors (Civ6)|Governors]] is a great way to slow her down.
 
 
If you are considering waging war on her at this point, neutralising [[Victor (Castellan) (Civ6)|Victor]] wherever he is stationed in her cities will be of high priority, as this will significantly reduce her defensive capabilities, and thus make your war against China easier.
 
 
With the ''Rise and Fall'' civilisations, [[Korean (Civ6)|Korea]] stands out as a serious potential rival to China in terms of teching {{Science6}}. Its entire gear is set up for gaining massive amounts of {{Science6}}, so the above suggested nuking strategy would work exceptionally well for Korea against China.
 
 
Lastly, be wary of the Qin's agenda: Wall of 10,000 Li. The AI likes to hoard as many Wonders as possible for himself, so if you're in a position where you do not want to upset him, avoid building Wonders and focus on other aspects of general development.
 
 
=== '''Victory Types''' ===
 
This section is intended to showcase the versatility of China's kit for all Victory types. Note that these strategies are not set in stone, and are general guidelines that are meant to be adapted to the circumstances of the game.
 
{| class="article-table"
 
!Victory Type
 
!Notes
 
|-
 
|Religious
 
|Rushing [[Stonehenge (Civ6)|Stonehenge]], [[Oracle (Civ6)|Oracle]], [[Jebel Barkal (Civ6)|Jebel Barkal]] and [[Mahabodhi Temple (Civ6)|Mahabodhi Temple]] can give a religious edge. In choosing beliefs, a setup that has worked very well for me is the following: (Pantheon) [[Monument to the Gods (Civ6)|Monument to the Gods]], (Follower) Divine Inspiration, (Worship) [[Mosque (Civ6)|Mosque]], (Founder) Pilgrimage and (Enhancer) Holy Order. Grab these whenever possible, and feel free to improvise as appropriate.
 
{{R&F}} Consider also taking [[Grand Master's Chapel (Civ6)|Grand Master's Chapel]] for your [[Government Plaza (Civ6)|Government Plaza]] buildings, Exodus of the Evangelists for Dedications, and [[Moksha (Cardinal) (Civ6)|Moksha]] for Governors.
 
 
{{GS}} Also consider getting the [[Great Bath (Civ6)|Great Bath]] for its scaling {{Faith6}} yields.
 
|-
 
|Scientific
 
|Dynastic Cycle, [[Great Library (Civ6)|Great Library]] and, if the map permits, [[Mausoleum at Halicarnassus (Civ6)|Mausoleum at Halicarnassus]] can help China gain a technological advantage as well as massive {{Production6}} boosts toward [[Space Race (Civ6)|Space Race]] [[Projects (Civ6)|projects]].
 
{{R&F}} [[Intelligence Agency (Civ6)|Intelligence Agency]] and [[Royal Society (Civ6)|Royal Society]] from [[Government Plaza (Civ6)|Government Plaza]] buildings would help here. Use [[Spies (Civ6)|spies]] frequently for stealing technology [[Boost (Civ6)|boosts]]. Dedications like Free Inquiry, Sky and Stars and Bodyguard of Lies all work well with Dynastic Cycle to net you even more {{Science6}}. The [[Governor (Civ6)|Governor]] [[Pingala (Educator) (Civ6)|Pingala]] is a must-have. Also remember to use [[China (Civ6)|China]]'s exceptional builders to rush [[Space Race (Civ6)|Space Race]] [[Projects (Civ6)|projects]].
 
 
{{GS}} In the late game, use China's plentiful builder charges to quickly cover your empire with all the renewable energy tile improvements - ie. [[Solar Farm (Civ6)|solar farms]], [[Wind Farm (Civ6)|wind farms]], [[Offshore Wind Farm (Civ6)|offshore wind farms]] etc. This will efficiently and effectively help you power through the final stages of your [[Scientific Victory]].
 
|-
 
|Cultural
 
|The early wonders (especially [[Terracotta Army (Civ6)|Terracotta Army]]), Dynastic Cycle and later Great Wall segments will give China a cultural edge. Plentiful builder charges will allow China to easily get many [[Seaside Resort (Civ6)|Seaside Resorts]] up and running after she researches [[Radio (Civ6)|Radio]], thus giving her a further edge in the late game.
 
{{R&F}} [[National History Museum (Civ6)|National History Museum]] is a must-have for [[Government Plaza (Civ6)|Government Plaza]] buildings. For Dedications, take Pen, Brush and Voice, Wish You Were Here and Heartbeat of Steam (for more Wonders) whenever possible. Again, the [[Governor (Civ6)|Governor]] [[Pingala (Educator) (Civ6)|Pingala]] is a must-have. Interestingly, [[Reyna (Financier) (Civ6)|Reyna]]'s level 3 title, [[Curator (Civ6)|Curator]], also works well here although her other abilities are mostly {{Gold6}} based.
 
 
{{GS}} The [[Curator (Civ6)|Curator]] title now belongs to Pingala, so it makes sense to get him instead of Reyna.
 
|-
 
|Domination
 
|Building a huge army early and then rushing [[Terracotta Army (Civ6)|Terracotta Army]] can provide a military edge. This will set China up for a mid to late game domination victory. If key strategic points throughout the empire need defending, the player can fortify [[Crouching Tiger (Civ6)|Crouching Tigers]] on tiles with the Great Wall improvement, forts and/or encampments.
 
{{R&F}} [[Warlord's Throne (Civ6)|Warlord's Throne]] and [[War Department (Civ6)|War Department]] from the [[Government Plaza (Civ6)|Government Plaza]] buildings will be helpful. For Dedications, To Arms! is your best bet. And of course, the [[Governor (Civ6)|Governor]] [[Victor (Castellan) (Civ6)|Victor]] will be helpful in defending key cities from being taken (or re-taken), and for bolstering loyalty in newly conquered cities. For policy cards, take [[Limitanei (Civ6)|Limitanei]] and [[Praetorium (Civ6)|Praetorium]] as necessary.
 
 
{{GS}} With the changes to Victor's [[Embrasure (Civ6)|Embrasure]] title, it is now possible to delegate your {{Production6}} of troops to the city governed by Victor, and have your whole army come with out with a free promotion. As mentioned above, rush Terracotta Army and your army will have '''two''' free promotions possibly before any fighting has even begun! This can set up a Chinese army to be extremely deadly by the mid-game.
 
|-
 
|Diplomatic {{GS}}
 
|Beelining for the [[Apadana (Civ6)|Apadana]] and then building as many Wonders in its parent city as possible can give China a diplomatic edge. This will maximise the two extra {{Envoy6}} Envoys per Wonder bonus. This will allow you to more competently compete for [[Suzerain (Civ6)|Suzerainty]] of multiple [[City-states (Civ6)|city-states]]. Try to grab [[Mahabodhi Temple (Civ6)|Mahabodhi Temple]] for the 2 extra Diplomatic Points.
 
 
Take [[Monarchy]] as your mid-game government and combine it with [[Charismatic Leader (Civ6)|Charismatic Leader]] for maximum {{Envoy6}} Envoy generation. Prioritise maximising {{Culture6}} adjacency bonuses, [[Theatre Square (Civ6)|Theatre Square]] Districts and active [[Alliance]]s to further boost your {{DiplomaticFavour6}} generation.
 
 
In the mid-game, aim to construct the [[Statue of Liberty (Civ6)|Statue of Liberty]] for the 4 Diplomatic Points and [[Országház (Civ6)|Országház]] for even more {{DiplomaticFavour6}} from Suzerainty status of city-states. Other useful but non-essential Wonders that can complement this strategy are [[Kilwa Kisiwani (Civ6)|Kilwa Kisiwani]] and the four Wonders that grant extra policy slots - [[Alhambra (Civ6)|Alhambra]], [[Forbidden City (Civ6)|Forbidden City]], [[Potala Palace (Civ6)|Potala Palace]] and [[Big Ben (Civ6)|Big Ben]]. If you can grab at least one of these, taking [[Merchant Confederation (Civ6)|Merchant Confederation]] will be an excellent choice.
 
 
Participate in all Disaster Relief events and always aim for the first prize of Diplomatic Points.
 
 
In the late game, it is recommended to switch to [[Democracy (Civ6)|Democracy]] and [[Digital Democracy (Civ6)|Digital Democracy]] to gain as many Diplomatic Policy and Wildcard Policy slots as possible. Consider grabbing Diplomatic Policies like [[Gunboat Diplomacy (Civ6)|Gunboat Diplomacy]], [[Containment (Civ6)|Containment]], [[Collective Activism (Civ6)|Collective Activism]], [[International Space Agency (Civ6)|International Space Agency]] and the [[Diplomatic Capital (Civ6)|Diplomatic Capital]] Wildcard Policy. Aim for the [[Seasteads (Civ6)|Seasteads]] technology and [[Global Warming Mitigation (Civ6)|Global Warming Mitigation]] civic to give you a total of 2 extra Diplomatic Points.
 
 
Take [[Amani (Diplomat) (Civ6)|Amani]] as one of your [[Governors (Civ6)|Governors]] and promote her to her [[Puppeteer (Civ6)|Puppeteer]] title as soon as possible. Sending {{Envoy6}} Envoys to her governed city-state will have powerful synergy with the [[Gunboat Diplomacy (Civ6)|Gunboat Diplomacy]], [[Containment (Civ6)|Containment]] and [[Merchant Confederation (Civ6)|Merchant Confederation]] Diplomatic Policies. Also consider taking [[National History Museum (Civ6)|National History Museum]] as your Tier 3 government building.
 
 
Overall, China's unique ability to rush-build many [[Ancient Era (Civ6)|Ancient]] and [[Classical Era (Civ6)|Classical]] Era Wonders (especially the ones that grant Great Works slots) will set her up for an excellent {{Culture6}} and {{DiplomaticFavour6}} oriented mid-to-late game. As long as you prioritise [[Theatre Square (Civ6)|Theatre Square]] Districts early on, you should have no problems flying through the civic tree, unlocking increasingly advanced forms of [[Government (Civ6)|Government]] and gaining many {{Envoy6}} Envoys on the way. Make use of the [[Apadana (Civ6)|Apadana]] Wonder and [[Amani (Diplomat) (Civ6)|Amani]] Governor. This will then boost your capabilities to generate {{DiplomaticFavour6}} and ultimately cement your [[Diplomatic Victory (Civ6)|Diplomatic Victory]] within the World Congress.
 
|-
 
|Score
 
|Being a well-rounded civ, China should have no issue with overall scores.
 
|}
 
 
== Civilopedia entry ==
 
{{/Civilopedia}}
 
 
== Cities ==
 
{{main|Chinese cities (Civ6)}}
 
 
== Citizens ==
 
'''Males:'''
 
* Chen
 
* Fai
 
* Kong
 
* Kuan-yin
 
* Lei
 
* Long
 
* Shaiming
 
* Shen
 
* Shing
 
* Sying
 
 
'''Females:'''
 
* Chan-juan
 
* Chang
 
* Fang-yin
 
* Huan-Yue
 
* Jiang-li
 
* Li-mei
 
* Ming-ue
 
* Qing-yuan
 
* Shuang
 
* Xin-qian
 
 
'''Modern males:'''
 
* Bingwen
 
* Changpu
 
* Dingxiang
 
* Guiren
 
* Huizhong
 
* Longwei
 
* Shanyuan
 
* Tingfeng
 
* Yanlin
 
* Zedong
 
 
'''Modern females:'''
 
* Changying
 
* Daxia
 
* Dongmei
 
* Liling
 
* Meifeng
 
* Mingxia
 
* Mingzhu
 
* Qiaolian
 
* Xingjuan
 
* ZhenZhen
 
   
 
==Trivia==
 
==Trivia==
 
* A Chinese city appears in the ''Civilization VI'' announcement trailer.
 
* A Chinese city appears in the ''Civilization VI'' announcement trailer.
* The Chinese civilization's symbol is a head of a [[wikipedia:Chinese dragon|Chinese dragon]] that faces to the right.
+
* The Chinese civilization's symbol is a head of a [[wikipedia:Chinese dragon|Chinese dragon]].
* The Chinese civilization ability references [[wikipedia:Dynastic cycle|an important political concept in Chinese history]].
+
* The Chinese civilization ability references [[wikipedia:Dynastic cycle|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 (Civ6)|Path to Nirvana]] [[List of scenarios in Civ6|scenario]].
 
* China is also playable in the [[Path to Nirvana (Civ6)|Path to Nirvana]] [[List of scenarios in Civ6|scenario]].
   

Revision as of 10:05, 20 June 2020

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The Chinese people represent a civilization in Civilization VI. Their colors are green (#156C31) and white (#FFFFFF), and they are led by Qin Shi Huang.

The Chinese civilization ability is Dynastic Cycle, which allows Eureka Eureka Eurekas and Inspiration Inspiration Inspirations to provide an extra 10% of the cost of technologies and civics. Their unique unit is the Crouching Tiger, and their unique tile improvement is the Great Wall.

Strategy

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

The Chinese civilization ability increases the Science Science and Culture Culture bonuses from Eureka Eureka Eurekas and Inspiration Inspiration Inspirations (respectively) by 10%, allowing them to discover key technologies and civics more quickly once they trigger these. The key is to decide which victory condition to pursue early on, and then beeline techs and civics that will unlock units, Policy Cards, and Wonders which will help achieve it. This ability will also help the Chinese avoid falling too far behind in their civic development if they choose to focus on technological development, or vice versa.

The First Emperor

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 Production cost, so a Builder with 6 charges will be able to cover 90% of the Production Production needed for a Wonder in 6 turns.

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, Alhambra, 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 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 Production and either Science Science or Culture 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 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.

Crouching Tiger

China's unique unit becomes available at the same time as the Crossbowman, compared to which it has a lower Production Production cost, less Range Range Range, and more Ranged Strength Ranged Strength. Crouching Tigers require no resources to train and provide a strong defense against Medieval and Renaissance units, so the Chinese will want to train several of them to protect their empire after researching Machinery. After earning some promotions and being upgraded to Field Cannons and Machine Guns, they will form the core of a powerful army if China decides to launch a late-game offensive.

Great Wall

China's unique improvement provides highly potent military, economic, and cultural benefits. Any units stationed on a tile with a Great Wall receive the same Strength Defense Strength bonus they do from a Fort, and adjacent Great Wall segments provide the Chinese with additional Gold Gold and Culture Culture (after researching Castles), which translates to a Tourism Tourism bonus after researching Flight. Its placement restrictions encourage the Chinese to found cities close together and develop their Culture Culture, which will allow them to expand their empire's borders quickly and line its perimeter with Great Wall segments. By keeping them manned with Crouching Tigers and more advanced ranged units, China can build a virtually impregnable defense, and one that will spur them toward a Cultural Victory if they've been focusing on developing Theater Squares, building cultural Wonders, and attracting Great Person Great Person Great People to fill their Great Work slots.

Victory Types

As explained above, Science and Cultural Victories are the easiest paths for the Chinese to follow. Cultural Victory is a bit easier than Scientific, since building Wonders also have direct ties with Tourism Tourism, especially considering that early Wonders scale in Tourism Tourism much better. 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

China has a rather obvious timing push outlined by their ability within the first two eras of the game, as they will most likely dedicate all of their Production Production into building Wonders that help shape their Victory path and the rest course of their game. It is also worth noting that their unique unit (which is also of 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 Classical Era is over, so is their timing Wonder rush.

Civilopedia entry

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

Citizens

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Chen Chan-juan Bingwen Changying
Fai Chang Changpu Daxia
Kong Fang-yin Dingxiang Dongmei
Kuan-yin Huan-Yue Guiren Liling
Lei Jiang-li Huizhong Meifeng
Long Li-mei Longwei Mingxia
Shaiming Ming-ue Shanyuan Mingzhu
Shen Qing-yuan Tingfeng Qiaolian
Shing Shuang Yanlin Xingjuan
Sying Xin-qian Zedong ZhenZhen

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CIVILIZATION_VI_-_First_Look_China

CIVILIZATION VI - First Look China

Related achievements

Crouching Tiger Hidden Cannon
Crouching Tiger Hidden Cannon
Playing as China, end a turn with 5 Crouching Tigers on Great Wall tiles.
A reference to Crouching Tiger, Hidden Dragon, a 2000 martial arts film.
Elixir of Immortality
Elixir of Immortality
Win a regular game as Qin Shi Huang
A reference to Qin Shi Huang's real life pursuit of eternal life, one attempt at which--pills of mercury--ultimately killed him.