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The Indonesian people represent a civilization in Civilization VI. They are led by Gitarja, under whom their default colors are dark red and turquoise. They are available with the Khmer and Indonesia Civilization & Scenario Pack, which was released on October 19, 2017.

The Indonesians' civilization ability is Great Nusantara, which causes Coast and Lake tiles to provide a minor adjacency bonus to Holy Sites, Campuses, Industrial Zones, and Theater Squares and +1 Amenity Amenity from entertainment to Entertainment Complexes. Their unique unit is the Jong (which replaces the Frigate), and their unique tile improvement is the Kampung.

Strategy[]

Starting bias: Tier 2 towards Coast

Indonesia led by Gitarja is a versatile naval powerhouse, with all of their bonuses impactful enough to lead them to any victory type. They can create bustling and populous coastal cities for a Scientific Victory or a Cultural Victory, quickly spread their good words for a Religious Victory or raid and capture any undefended coastal territory for a Domination Victory.

Exalted Goddess of the Three Worlds[]

City Centers next to a Lake or a Coast tile gain Faith Faith[]

This is a really powerful aspect of Gitarja. Although it tapers off in relevance very quickly, being able to earn Faith Faith from turn 1 without having to do anything challenging is incredible, since it allows you the first pick of pantheons in most game (unless Mali is in the game). That also means you do not have to run the underwhelming God King card and can freely run Urban Planning, the much better choice of the two cards unlocked by Code of Laws. Because of this staggering level of importance in the early game, regardless of your surroundings, your Capital Capital must always be settled next to a Lake or a Coast tile to take full advantage of this. Although Religious Settlements is ever so tempting, God of the Sea is also a good pantheon for the Indonesians considering how well it synergizes with the Kampung.

After getting your pantheon, this bonus loses a significant part of its power and is relegated to a more complimentary role. It is not useless, however, since yields rewarded for doing what you would want to do anyway are always welcome. You should still put your cities close to the coastline to be able to use your Kampung, but if there is a good city spot slightly inland, feel free to forgo the 2 Faith Faith, as long as that spot will have enough potential locations for Kampungs later. Under Gitarja, this amount of Faith Faith from City Centers, combined with Faith Faith from Holy Sites, can be used to buy religious units if you are aiming for a religious victory, Settlers and Builders (thanks to the Monumentality Golden Age Dedication) if you intend to play a peaceful game with a scientific or cultural victory in mind, or can be saved up to buy naval units later for a powerful timing push with your unique unit.

Although your leader ability and civilization ability affect both Coast and Lake tiles, and the Kampung also can be built in both, Coast tiles are undeniably vastly superior. Remember, the Kampung, one of the best improvements in the game, has to be built next to a sea resource, which means you are unlikely to be able to make use of it if your city is next to a Lake. An Indonesian city without Kampungs is like a Korean city without a Seowon, it will perform way below its full potential.

Naval units can be purchased with Faith Faith[]

Any coastal Indonesian city or city with a Harbor can purchase naval units with Faith Faith. The Faith Faith cost is double the Production Production cost and half the Gold Gold purchasing cost. Later when you research Reformed Church, Theocracy will apply a 15% discount to all Faith Faith purchases. Later, when you unlock Electricity, Fleets and Armadas can also be bought outright in cities with a Seaport. Remember, this ability is only unique to Gitarja, as the Grand Master's Chapel's Faith Faith purchasing ability only applies to land units.

In order to use it effectively, it is quite obvious you need a good income of Faith Faith. The extra Faith Faith from coastal cities can only take you that far, building Holy Sites is an absolute must. Every city you settle in the first two eras should have a Holy Site, since these early sources of Faith Faith are crucial in deciding how successful your Jong timing push would be. Generally speaking, as Indonesia, your Faith Faith income is more generous than your Gold Gold, since your naval units will drain Gold Gold as maintenance, but that also means Indonesia can raise an army of ships out of nothing faster than any other civilization in the game, since the Faith Faith purchasing cost is only half of the Gold Gold purchasing cost.

This is the ability that catapults the Jong to a god tier unique unit. The Jong is only a better than average unit without Gitarja, but under her, this unit is an absolutely deadly force. (Read more below in the Jong section).

After many changes, updates and expansions, Faith Faith has become the most versatile currency in game, so being able to purchase naval units with Faith Faith means you have to let something else go, like religious units, Naturalists and Rock Bands, or District Districts, since there won't be enough to go around for everything. However, considering how bountiful a successful push with the Jong can be (and how simple it is to pull it off), you should consider saving your Faith Faith before the arrival of your unique unit, and then after your conquest, you can switch your direction to spend Faith Faith on something else if needed.

No embark and disembark Movement Movement cost for religious units[]

Last and definitely the least useful bonus of Gitarja, this aspect is similar to the Norwegian civilization ability but applies only to religious units. It slightly helps the religious conversion process when you want to spread your religion to other continents. Even when you are aiming for a religious victory, this ability doesn't make spreading your religion easier or more efficient, it is more like a quality-of-life type of bonus, as it will only save you a turn or two when moving your religious units around. Overall, not that impressive.

Great Nusantara[]

This civilization ability is not especially impressive in itself, but it works well as a supporting piece to other more impactful parts Indonesia's strategy. The major problem coastal empires often have is that their District Districts often have low adjacency bonuses. Indonesia may run into this problem more often than most, since while other naval civilizations only need to put their cities on the coast to activate their bonuses, Indonesia loves tiny landmasses to truly make use of their Kampungs. Their civilization ability helps alleviate that: each Lake/Coast tile provides a minor adjacency bonus to Campuses, Holy Sites, Theater Squares and Industrial Zones. Also, Entertainment Complexes receive 1 extra Amenity Amenity if built next to a Lake or Coast tile. The yields are not enough to be game changing, as mentioned above, the purpose of this ability is purely complementary. In theory, this ability belongs to the same trope as the Dutch civilization ability, or the Australian civilization ability, but inferior to both.

Whenever possible, the Indonesians should place their District Districts on coastal tiles to increase their adjacency bonuses. Space may present a problem unless the Indonesians are able to colonize several larger islands or the coastline of a massive one, so they should generally focus on building Holy Sites and Theater Squares to boost their Faith Faith and Culture Culture output. Faith Faith is undoubtedly important for Indonesia, but Culture Culture is as well, even when you are not going for a cultural victory, since the Jong is unlocked on the civic tree. Due to your Kampungs and the coastal District District lines, make sure you guard your coast well against coastal raiding, especially if you discover that Norway is present in your game. Harald Hardrada can perform coastal raiding since the first era of the game, making him Indonesia's archenemy. Coastal raiding cannot be performed if his ships are not adjacent to the coastline, or if there are units of yours standing on the land tiles he wants to raid. The Ottoman Barbary Corsair also excels at raiding and is available earlier than the standard Privateer, making it quite an effective raiding vessel. However, since your Jong is also available around the same time, the Ottomans are only fearsome if they somehow manage to generate more Culture Culture and unlock civics faster than you, which is unlikely considering the natures of the two civilizations (how much the Ottomans prioritize unlocking Barbary Corsairs versus how much Indonesia prioritize Jong).

If the Indonesians encounter Nan Madol, they should make an effort to befriend them - they grant +2 Culture Culture to each coastal District District, which can literally double Indonesia's Culture Culture at certain points in the game and has excellent synergy with Great Nusantara.

Kampung[]

Kampung yields 1 (Civ6)

Imagine if Auckland is in the game...

The Kampung is a rare tile improvement that is absolutely game changing. It is so powerful that it allows Indonesia to do what others consider to be an impossibility: settling and growing productive cities on tiny landmasses. Prime locations to look out for are the ones rich in sea resources. Ones with many concentrated spots of sea resources allow constructions of Kampungs with powerful yields, helping cities grow and become productive faster, while ones with spread out resources allow the constructions of many Kampungs, so these cities will grow taller and for a longer period of time.

At the beginning, each Kampung provides 1 Production Production, 1 Housing Housing, plus 1 Food Food for each adjacent Fishing Boats. With a Lighthouse in place, considering a Kampung will be next to at least one Fishing Boats improvement, combined with the base yields of Lake and Coast tiles, each Kampung can provide 4 Food Food, 1 Production Production, 1 Housing Housing and 1 Gold Gold, which is really powerful. With the Renaissance tech Mass Production, each Kampung provides a whopping 2 Housing Housing; 3 Kampungs provide the same amount of Housing Housing as a Neighborhood in a Breathtaking tile. Remember, unlike other Housing Housing improvements, the strongest selling point of Kampungs is that they can be placed next to one another; therefore, just 1 sea resource can be totally surrounded by Kampungs, which results in a massive amount of Housing Housing very early on. Although it seems like this improvement only has 2 scaling points in terms of yields at Mass Production and Civil Engineering, that is not all there is. Taking into account that the Lighthouse and the Seaport also add extra to Coast and Lake tiles, every Kampung tile will be bustling with an eclectic mix of yields, especially when you manage to cover the entire coast with this improvement. Just with the Kampung alone, Indonesia can set up populous and productive cities even when the amount of land given is limited, and they can easily claim spots where other civilizations may be more reluctant to expand to.

Up until the Modern Era, Kampungs can only be built next to Fishing Boats resources. When Oil Oil is revealed, more locations can be filled with Kampungs, since they can be built next to Oil Oil as well, but the yields will not be improved by adjacent Offshore Oil Rigs.

Also, with Flight, Kampungs will start generating Tourism Tourism from Food Food. For an Indonesia playthrough pursuing a Culture Victory, this is essential. The base Food Food yields of the Coast and Lake tiles will not generate Tourism Tourism, but the additional Food Food from the Lighthouse does. Each Kampung, therefore, has the potential to generate around 2 to 4 Tourism Tourism, and considering the sheer number of this improvement in your whole empire, this can be really significant. If you want to go down such path, remember to invest into Theater Squares early on to grab some Great Person Great People, which can also help you generate Culture Culture to unlock your Jong faster. Since your civilization loves settling on small landmasses, your precious bits of land are often dedicated to building Wonders and District Districts, which makes fitting National Parks inside your cities a tall order. For that reason, prioritize researching Cold War to unlock Rock Bands to spend your Faith Faith on instead.

The Kampung offering Production Production doubles up on Indonesia's favorite city-state, Auckland, who provides +1 Production Production to all Coast tiles. When combined with a Shipyard, a single Kampung tile will provide 3 Production Production before Civil Engineering and 4 Production Production after, turning the sea into more productive tiles than hills for other civs. Auckland, along with the aforementioned Nan Madol, should always be your highest priority city-state, and the Mausoleum at Halicarnassus, while being a top tier Wonder for anyone, works particularly well with Indonesia, and you should always seek to construct it in at least one city.

Jong[]

One of the most feared naval units in the game, the Jong can be deadly under adept leadership. The strength of this unit lies not in its statistics, but in its timing being extremely favored by the militaristic landscape of the game.

Gitarja's leader ability allows the Jong to be ready to take on the world in the same turn it is unlocked. She can buy naval units with Faith Faith, so right before Mercenaries is unlocked, Quadriremes can be bought en masse at 240 Faith Faith each and then upgraded into Jong using Gold Gold. With the Professional Army policy card (which is also available with Mercenaries), these Quadriremes can be upgraded cheaply at only 140 Gold Gold each. Since Gitarja is the only one who can buy naval units with Faith Faith, this tactic is specific to Indonesia. If she could not buy Quadriremes with Faith Faith, there's no chance she could save enough Gold Gold in just two eras to buy and upgrade a meaningful number of Quadriremes, so her ability is absolutely crucial in pulling off this trick by dividing the burden for both types of currency. Your job is to save up as much Gold Gold and Faith Faith as possible when approaching Mercenaries. If you have to hard-build Jong, you aren't playing them to their full potential and will miss the opportunity for one of the most powerful unique unit pushes in the game.

Unlike the Frigate it replaces, which is unlocked with a Renaissance-era technology, the Jong is unlocked with a Medieval-era civic. Obviously the Jong is not the only unique unit that is unlocked earlier than the standard version, but it comes at a time that allows it to wrest control of the sea without any resistance. In the Medieval Era, there are only two standard naval units: Galleys, which are obsolete and pose no threat to Jong; and Quadriremes, which are of limited use because of their high cost and short Range Range. The timing of the Jong is at such a brilliant spot that it's guaranteed to dominate the entire ocean if you play your cards correctly. The standard Frigate is unlocked a whole era after the Jong, so unless your opponents beeline Square Rigging (which is very uncommon for any civilization except the Dutch), you will have plenty of time to conquer your neighbors. And remember, no one else has the ability to instantly create a huge armada of ships like you, so even when their Frigate is unlocked, you still always have the numbers and Promotion Promotion advantage. This also means that unlike Frigates, Jong benefit from Classical and Medieval Great Admiral Great Admirals, but since you are a naval civilization who is most likely playing on a water map, Harbors should be present in most, if not all of your cities. And besides, you're Indonesia, your civilization ability incentivizes you to put your cities along the coastline anyway.

The most incredible thing about the Jong is that, in Gathering Storm, Frigates require Niter Niter while Jong do not, so you can crank out Jong after Jong based on how much Gold Gold and Faith Faith you have, and there's no downtime waiting to accumulate strategic resources. It's this utterly unmatched speed from the point it becomes available to when a huge armada of Jong sails to your neighbor's doorstep that makes it so fearsome, and there isn't much enemies can do to stop the advance of your units for quite a long time.

Even if the Jong had no other bonuses besides its brilliant timing, it would still be a top tier unique unit, but it does gain 5 Strength Combat Strength whenever it's in a formation. As a naval unit, it can be in formation with a land military unit, a support unit, or a civilian unit, all of which provide the same bonus to the Jong; however, the bonus is not cumulative if a Jong is in formation with more than one unit (e.g. a Great Admiral Great Admiral and a land unit). The Jong is innately faster than the Frigate with 5 Movement Movement, which is almost guaranteed to be at least 6 Movement Movement when it is unlocked, since Mathematics is a Classical tech. A Jong in formation and next to a Great Admiral Great Admiral has 65 Ranged Strength Ranged Strength, stronger than a Field Cannon unlocked 2 eras later. It can kill Crossbowmen and Catapults in a single shot, so land units with ranged attacks are also not a problem.

The last bonus of the Jong is that units in formation with it share its Movement Movement. The key advantage of this bonus is the speed at which you can escort your Great Admiral Great Admiral and your land army with you on your naval conquest. Not only these units provide additional Strength Combat Strength for your Jong, they can help deal the last blow to cities that settle two tiles inland where your Jong can reach but your naval melee units cannot. Remember, in order to use this ability, you need to move your Jong, not the unit in formation; otherwise, the formation can only move to the maximum ability of the embarked unit and then breaks. A unit that has already used up its Movement Movement this turn can still move if it is in formation with a Jong, so this ability allows the Jong to immediately transport land units which are out of Movement Movement due to embarkation. Later in the game, while heavily-promoted Jong can go on and become Battleships, new and inexperienced Jong can be dedicated to transportation purposes only, as a few Jong can help embarked units traverse long distance within a turn. This is how to do it: put a unit in formation with a Jong, move the formation to the desired direction; when that Jong has 1 Movement Movement left, exit formation and move the next Jong in and attach it with the embarked unit. Each Jong has 6 Movement Movement with Mathematics, and with enough Jong and each Jong in its correctly planned location to receive the embarked unit from the previous one, you can move a unit through an open sea strait in a turn. Since this has an unlimited rinse-and-repeat potential, the more Jong you dedicate to this purpose, the longer distance your embarked unit can move in one turn. Although the Great Lighthouse is still an underwhelming and unnecessary Wonder to build yourself, if you happen to capture it during your conquest, it can help you tremendously.

Overall, considering the emphatical importance of this unit, it is advisable you invest your resources in the early game to generate as much Culture Culture as possible and beeline straight for Mercenaries after Political Philosophy. Prioritize building the Monument in every new settlement and pick up Choral Music as the Follower Belief for your Religion. The five civics you need after Political Philosophy before reaching Mercenaries are Games and Recreation, Defensive Tactics, Feudalism, Military Tradition and Military Training. While there is not much you can do about Games and Recreation and Defensive Tactics, boosting Feudalism and Military Tradition is quite easy. If your empire has good early Production Production, you can build one Encampment to boost Military Training as well. To boost Mercenaries, you can just build cheap units like Scouts or Swordsmen. The Production Production will not be totally wasted since you will put these units in formation with your Jong to boost their Strength Combat Strength anyway, and you will naturally need melee units to capture inland cities.

Meanwhile, on the tech tree, head for Cartography, as you will need to research it before the Jong can enter Ocean tiles! Also, this tech unlocks Caravels, which can help with capturing coastal cities. Don't forget that having a next-generation ship doesn't automatically mean that it can move freely in the ocean, and it being unlocked with a civic instead of the normal tech development also means that it is fully possible the Indonesians will get access to it before they've advanced sufficiently in the tech tree to unlock its full potential. Without Cartography, the Jong is constrained to Coast tiles, and its movement may get easily blocked by lesser ships or national borders. Alternatively, if you can snag and activate the Great Admiral Leif Erikson you can hold off on researching Cartography as Erikson's ability grant access to ocean tiles with +1 Sight to boot.

Victory Types[]

Indonesia's bonuses make them a strong maritime civilization that can pursue any victory condition under the right circumstances. A Domination Victory is overwhelmingly the best choice for Indonesia, since a well timed Jong conquest can be unstoppable. A Religious Victory is not out of reach, as it makes the best use of the civilization and leader abilities, while a Cultural Victory allows them to capitalize on the incredible Tourism Tourism potential from the Kampungs. A Scientific Victory appears to be the victory type that Indonesia would have the most difficulty pursuing, but in actuality, as Reefs spawn on Coast, Indonesia has a higher chance of gaining extra adjacency on their Campuses combined with Great Nusantara than any other District District.

Counter Strategy[]

Indonesia can be a strong opponent to go against on an Island Plates or Archipelago map. Similar to Vietnam, Indonesia can be a quite passive civilization that is hard to invade navally, but also a dreadful aggressor when they hit their timing right, and you have to be able to prepare for both situations, especially the latter.

If you want to truly conquer Indonesian coastal cities, that can be tough, since they can summon up a huge number of ships in an instant, but it is worth noting that Indonesia is especially susceptible to coastal raiding. They love putting their District Districts on the coast thanks to their civilization ability, and the sheer number of Kampungs (which provide healing when pillaged) will easily sustain your ships. Harald Hardrada, the king of raiding himself, is definitely the bane of Indonesia, since he can start raiding since the Ancient Era, which forces Indonesia to expend their resources to muster some sorts of defense before their power peak.

In order to defend against Indonesia, you need to have a good Science Science generation to unlock Square Rigging as soon as possible. You cannot defend against Jong without Frigates. Crossbowmen, Walls and an Encampment close to the coast can do a decent job. Only use Crossbowmen if you have a defensible District District to station them; otherwise, Jong in formations can kill Crossbowmen in one shot. The same can be said for siege units, which may seem better as a defensive measure as they do not incur a damage penalty when attacking naval units, although neither Catapults nor Trebuchet are as ubiquitous as Crossbowmen. Since Jong are not as nimble as Voi Chiến, you can effectively limit the number of water tiles from which a Jong can shoot your City Center and strategize the number of required defending units accordingly. Civilizations with outstanding Science Science like Korea, Maya or Australia who can unlock Frigates within a reasonable amount of time can defend against Jong quite well as well.

Civilopedia entry[]

At its height, the Buddhist-Hindu kingdom of Majapahit (in what is now Indonesia) flexed its might across 98 regional tributaries, a formidable state which once resisted the mighty Mongol Empire. Here, the monarch was not only its ruler, but its guardian, empowered by the people. But what if the people felt the leader no longer deserved being empowered?

Between 1293 and 1500, the Southeast Asian kingdom of Majapahit encompassed what is now parts of modern-day Indonesia, with its center in Nusantara (regions throughout Maluku and Sumatra). Theirs was an absurdly wealthy kingdom, which, of course, earned them both regional enemies and internal rivals.

We know that the Majapahit emerged from the Javanese-Hindu Singhasari Kingdom (1222-1292), who were themselves preceded by the Kediri (1042-1222).

As for the Kingdom’s origins, we can use the historical record from their many temples, as well as the documentation from their regional rivals. But some of the most important primary sources about the Majapahit are translations of the epic poem 'Nagarakretagama' (also known as 'The Book of Kings'). Given that the 'Nagarakretagama' was composed by a Majapahit court poet, one should assume that some of the details might have been slightly embellished in the cause of a great story.

According to legend, the Majapahit rulers were descended from the orphan Ken Arok, born to a human mother and the god Brahma. Ken Arok made a name for himself ruling the Kediri—before he was assassinated.

And yet his line survived, down through Raden Wijaya, who was crowned the first king of the Majapahit in 1293 (known by his royal name Kertarajasa Jayawardhana). Wijaya would begin his empire in a small village named for its local bitter maja fruit.

Instead of settling into village life, Wijaya would marry the four daughters of Kertanegara, last king of the Singhasari. Singhasari's closest advisors weren't partial to an insider coming in, marrying all of the eligible princesses, and taking over the kingdom, and so Raden Wijaya's rule was largely marked by putting down rebellions, while also repelling the Mongols of the Yuan Dynasty, who sent some 100,000 men aboard 1,000 ships to halt his predecessor's expansion. All this in order to avoid being the first and last Majapahit king.

The Majapahit would build their empire with grains of rice (some research suggests that up to 80 percent of the population was involved in rice production) and the spice trade. Their seaways would provide links between India and China, and the kingdom kept the coffers filled by charging duties on goods traveling its throughways.

And they weren't afraid to flex their naval might: bas relief carvings from the period depict Majapahit naval raids against nearby kingdoms using impressive armadas. Using their massive jong ships, the Majapahit would move people and products, spreading rice from Eastern Java as well as the Malay language.

Under the negara or mandala style of governance, divine power emanated from the king outward, extending military protection as well as participation in the religious life of the capital. Villagers and regional nobles would send tribute to the Majapahit capital, Trowulan, and in return the king would restore temples, grant gifts, and send members of his family to far-flung regions to rule.

The kingdom would, for a time, survive regional rivalries with the Johor Sultanate and Siam (Thailand), by staging numerous raids on Malay Sultans in the 15th century. At their height, the Majapahit’s reach would make it the largest pre-modern state in the region.

After his death in 1309, Raden Wijaya would be succeeded by his son, Jayanegara, whose own reign between 1309 and 1328 was cut short by a small case of assassination. He was succeeded by his half-sister Dyah Gitarja, who would then hand the throne over to her son, Hayam Wuruk in 1350.

And it's here that we enter the golden age of the Majapahit Kingdom one hears so much about. Hayam Wuruk (also known as Rajasanagara) would begin his reign at the age of 16 and with the help of his 'pati' (prime minister/grand vizier) Gajah Mada, would expand the reach of the Rajasa dynasty across the continent.

A skilled archer raised to be king by his mother (and said to be very, very good-looking), Hayam Wuruk would extend the power of his family and become the center of Majapahit’s mandala.

But the love between the people and their king would not be enough to save the kingdom from a bloody (and expensive) civil war of succession, wherein the king's concubine-born son, Bhre Wirabumi would attempt to wrest the crown away from his recently coroneted brother-in-law in the years 1404 to 1406.

If that's not enough, its trade routes - for so long the source of its power - would become its ultimate undoing. The eastern islands became ports for European traders, moving the consolidation of power away from the empire to these smaller communities. The port city of Melaka (on what is now the Malay Peninsula) would rise to replace Majapahit and become the most important trade center in Southeast Asia, as the Majapahit merchant class would turn to Islam in order to better ingratiate themselves to the commercial life of Melaka’s Muslim majority.

The people, it seemed, would no longer need their leader.

Successive years would see traces of the Majapahit wiped away: by the Sixteenth Century, the Hindu-Buddhist kingdom would be completely replaced by a sultanate, drawing Islamic influences from the Western islands such as Aceh and Melaka. The sultans, too, would struggle to keep control of the region. Their reign would ultimately be cut short by incursions from Dutch and Portuguese colonialists, hopelessly addicted to Southeast Asian spices and vying for empire in the Sixteenth and Seventeenth Centuries.

Cities[]

Citizens[]

Males Females Modern males Modern females
Adityawarman Gayatri Adhy Anisah
Airlangga Kidul Arief Ayu
Anusapati Kusumawardhani Bayu Citra
Jayakatwang Mahendradatta Bintang Dewi
Jayapangus Melati Hanifah Hanifah
Kertanegara Pitaloka Lingga Megawati
Nambi Rajapatni Raden Puti
Prapanca Sinta Rafian Sukarna
Samaragrawira Suhita Randika Vidia
Wijaya Susilawati Zulfikri Yuvashi

Trivia[]

Gallery[]

Videos[]

CIVILIZATION_VI_–_First_Look-_Indonesia

CIVILIZATION VI – First Look- Indonesia

First Look: Indonesia

Related achievements[]

All Beneath the Wings of Garuda
All Beneath the Wings of Garuda
Win a regular game as Gitarja
Garuda is a mythical bird-like creature in Hindu mythology upon which the god Vishnu rides.
Thalassocratophile
Thalassocratophile
Have 5 cities on landmasses 5 or less tiles with Indonesia
Meaning 'one who loves thalassocracies' in Greek (thalassocracy itself meaning domination of the seas in Greek), it mirrors the strategy of settling many small islands.

See also[]

External links[]

Civilization VI Civilizations [edit]
AmericanArabianAustralian1AztecBabylonian1BrazilianByzantine1Canadian GS-OnlyChineseCree R&F-OnlyDutch R&F-OnlyEgyptianEnglishEthiopian1FrenchGallic1Georgian R&F-OnlyGermanGran Colombian1GreekHungarian GS-OnlyIncan GS-OnlyIndianIndonesian1JapaneseKhmer1KongoleseKorean R&F-OnlyMacedonian1Malian GS-OnlyMāori GS-OnlyMapuche R&F-OnlyMayan1Mongolian R&F-OnlyNorwegianNubian1Ottoman GS-OnlyPersian1Phoenician GS-OnlyPolish1Portuguese1RomanRussianScottish R&F-OnlyScythianSpanishSumerianSwedish GS-OnlyVietnamese1Zulu R&F-Only
1 Requires DLC

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

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