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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[edit | edit source]

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

Great Nusantara[edit | edit source]

Indonesia's strategy, perhaps more than any other civilization's, is dependent on map type: the more islands and coastal regions there are, the stronger their game will be. Other civs usually avoid founding cities on islands because of the limited opportunities to develop them, but the Indonesians aren't as restricted in this manner - as long as there are sea resources nearby, they can fill the shallow water tiles around them with Kampungs to increase their Production Production, Food Food, and Housing Housing potential. Even cities in remote or polar regions will be able to support a large and productive Citizen Population when they're surrounded by stilt houses, and they'll become great sources of Tourism Tourism in the later eras.

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.

Because of the Indonesians' incentive to settle along the coasts, they can best increase their Trade Route Trade Route capacity by building Harbors, which they can then fill with the appropriate buildings to raise a strong navy. This will also allow them to build the invaluable Great Lighthouse, and possibly the Colossus, the Mausoleum at Halicarnassus, and the Sydney Opera House as well.

If the Indonesians encounter Nan Madol or Auckland, they should make an effort to befriend them - both city-states' Suzerain bonuses have excellent synergy with Indonesia's civ ability.

Exalted Goddess of the Three Worlds[edit | edit source]

With Gitarja's leader ability, Indonesia can become a strong competitor in the religious game. They should build either Stonehenge or a Holy Site to attract a Great Prophet as quickly as possible, and then start founding cities in locations rich with sea resources and spreading their newfound religion far and wide. God of the Sea is a good pantheon for the Indonesians to choose while working toward a religion; once they've established one, beliefs such as Choral Music and Tithe will allow them to earn more Culture Culture and Gold Gold as their religion spreads, and on maps with an abundance of islands, Itinerant Preachers and Scripture will help it spread farther and faster. Moreover, their coastal cities will provide them with extra Faith Faith, which Gitarja can use to purchase both naval and religious units. On water-heavy maps, a strong navy may be all they need to achieve a Domination Victory, but on land-heavy maps, they'll want to save their accumulated Faith Faith for Missionaries and Apostles (or perhaps Great Person Great People to patronize).

Discovering Mercantilism will allow the Indonesians to build Jongs, which confer their Moves Movement speed to any unit moving in formation with them. They can use these fast-moving ships to help their Missionaries and Apostles reach foreign continents and spread their religion to the cities there, or escort their army across the sea and claim new coastal cities through conquest.

Kampung[edit | edit source]

Imagine if Auckland is in the game...

The Kampung is a rare tile improvement that is absolutely game changing to the civilizations. 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 fear to tread. For this reason, Auckland should always be your number one city-state to compete for, and the Mausoleum at Halicarnassus is also a top tier Wonder that you should pay close attention to when playing as Indonesia.

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 play-through 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.

Jong[edit | edit source]

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 can kill Crossbowmen and Catapults in a single shot, so land units 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.

Victory Types[edit | edit source]

The Indonesians' bonuses make them a strong maritime civ that can pursue any victory condition under the right circumstances. A Religious Victory, however, makes the best use of their civ and leader abilities, while a Cultural Victory allows them to capitalize on the Tourism Tourism from their Kampungs.

Counter Strategy[edit | edit source]

The strategy required to beat Indonesia depends on which victory condition they're going for, and as such can change over the game. If they go for a Religious Victory, the way to ward it off is fairly standard (use Inquisitors, Condemn Heresy, etc.), but if they go for a Cultural Victory then the best move is to try and take out their Kampungs. Norway will have an especially easy time with this, since the pillage reward from Kampungs is a health bonus.

Civilopedia entry[edit | edit source]

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[edit | edit source]

Main article: Indonesian cities (Civ6)

Citizens[edit | edit source]

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[edit | edit source]

Gallery[edit | edit source]

Videos[edit | edit source]

CIVILIZATION_VI_–_First_Look-_Indonesia

CIVILIZATION VI – First Look- Indonesia

Related achievements[edit | edit source]

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.

External links[edit | edit source]

Civilization VI Civilizations [edit]

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1 Requires a DLC

R&F-Only.png Added in the Rise and Fall expansion pack.
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