Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Zigzagzigal's Guides - Indonesia (GS)
By Zigzagzigal
A grand maritime empire, Indonesia builds and conquers large coastal cities with ease, and is effective at many victory paths. Here, I detail Indonesian strategies and counter-strategies.
   
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Introduction
Following this guide requires the Gathering Storm expansion.

It also assumes you have all other Civ 6 content, listed below, though it is not necessary to have these to utilise the key strategies of each civ.
  • Pre-Rise and Fall content packs
    • Vikings, Poland, Australia, Persia/Macedon, Nubia, Khmer/Indonesia
  • Rise and Fall Expansion
  • New Frontier content packs
    • Maya/Grand Colombia, Ethiopia, Byzantium/Gauls, Babylon, Vietnam/Kublai Khan, Portugal

These content packs include exclusive civs, city-states, districts, buildings, wonders, natural wonders, resources, and a disaster, but not core game mechanics - all you need is the base game and the Gathering Storm expansion for those.

The sea is where we live, where we work, where we conquer. The borders of your kingdom do not begin at the water's edge, but rather incorporates the rich seas as yet more space for its growth. My Queen, I vow to expand this realm to all Nusantara, to all the waters it encircles, and I shall not taste one crumb of spice until it is done.

How to use this guide

This guide is divided into multiple sections explaining how best to use and play against this specific civ.
  • The Outline details the mechanics of how the civilization's unique features work and what their start bias is if they have one.
  • The Victory Skew section describes to what extent the civ (and its individual leaders where applicable) is inclined towards particular victory routes. This is not a rating of its power, but an indicator of the most appropriate route to victory.
  • Multiple sections for Uniques explain in detail how to use each special bonus of the civilization.
  • Administration describes some of the most synergistic governments, government buildings, policy cards, age bonuses, pantheons, religious beliefs, wonders, city-states and Great People for the civ. Only the ones with the most synergy with the civ's uniques are mentioned - these are not necessarily the "best" choices when playing as the civ for a given victory route.
  • Finally, the Counter-Strategies discusses how best to play against the civ, including a consideration of leader agendas if the civ is controlled by a computer.

Note that all costs (production, science, etc.) mentioned within the guide assume a game played on the normal speed settings. To modify these values for other game speeds:
  • Online: Divide by 2
  • Quick: Divide by 1.5
  • Epic: Multiply by 1.5
  • Marathon: Multiply by 3

Glossary

Terminology used in this guide and not in-game is explained here.

AoE (Area of Effect) - Bonuses or penalties that affect multiple tiles in a set radius. Positive examples include Factories (which offer production to cities within a 6 tile radius unless they're within range of another building of the same type) and a negative example is nuclear weapons, which cause devastation over a wide radius.

Beelining - Obtaining a technology or civic quickly by only researching it and its prerequisites. Some deviation is allowed in the event that taking a technology or civic off the main track provides some kind of advantage that makes up for that (either a source of extra science/culture or access to something necessary for a eureka or inspiration boost)

CA (Civ Ability) - The unique ability of a civilization, shared by all its leaders.

Compact empires - Civs with cities close together (typically 3-4 tile gaps between city centres). This is useful if you want to make use of districts that gain adjacency bonuses from other districts, or to maximise the potential of area-of-effect bonuses later in the game.

Dispersed empires - Civs with cities that are spread out (typically 5-6 tile gaps between city centres). Civs with unique tile improvements generally favour a more dispersed empire in order to make use of them, as do civs focused on wonder construction.

GPP - Short for Great Person Points. Districts, buildings and wonders generate these points and with enough you can claim a Great Person of the corresponding type.

GWAM - Collective name for Great Writers, Artists and Musicians. All of them can produce Great Works that offer tourism and culture, making them important to anyone seeking a cultural victory.

LA (Leader Ability) - The unique ability of a specific leader. Usually but not always, they tend to be more specific in scope than civ abilities. Some leader abilities come with an associated unique unit or infrastucture.

Prebuilding - Training a unit with the intention of upgrading it to a desired unit later. An example is building Slingers and upgrading them once Archery is unlocked.

Sniping - Targeting a specific city for capture directly, ignoring other enemy cities along the way. Typically used in the context of "capital sniping" - taking a civ's original capital as quickly as possible to contribute towards domination victory without leading to a drawn-out war.

Start bias - The kind of terrain, terrain feature or resource a civilization is more likely to start near. This is typically used for civilizations that have early bonuses dependent on a particular terrain type. There are five tiers of start bias; civs with a tier 1 start bias are placed before civs of tier 2 and so on, increasing their odds of receiving a favourable starting location.

Super-uniques - Unique units that do not replace any others. Examples include India's Varu and Mongolia's Keshigs.

Tall empires - Empires that emphasise city development over expansion, usually resulting in fewer, but bigger, cities.

Uniques - Collective name for civ abilities, leader abilities, unique units, unique buildings, unique districts and unique improvements.

UA (Unique Ability) - A collective name for leader abilities and civ abilities.

UB (Unique Building) - A special building which may only be constructed in the cities of a single civilization, which replaces a normal building and offers a special advantage on top.

UD (Unique District) - A special district which may only be constructed in the cities of a single civilization, which replaces a normal district, costs half as much to build and offers some unique advantages on top.

UI (Unique Improvement) - A special improvement that can only be built by the Builders of a single civilization. "UI" always refers to unique improvements in my guides and not to "user interface" or "unique infrastructure".

UU (Unique Unit) - A special unit that may only be trained by a single civilization, and in some cases only when that civilization is led by a specific leader.

Wide empires - Empires that emphasise expansion over city development, usually resulting in more, but smaller, cities.
Outline (Part 1/2)
Start Bias



Indonesia has a tier 2 coastal start bias, which is appropriate considering all of Indonesia's uniques depend on sea tiles. Most other civs with a coastal emphasis only have a tier 3 start bias, so Indonesia is marginally more likely to secure a coastal start than them.

Civilization Ability: Great Nusantara

  • Campuses, Holy Sites, Theatre Squares and Industrial Zones gain +1 of their respective adjacency yield per two adjacent coast or lake tiles.
  • Entertainment Complexes adjacent to coast or lakes provide 2 amenities rather than the usual 1.

Gitarja's Leader Ability: Exalted Goddess of the Three Worlds


  • City centres adjacent to lake or coast tiles gain +2 faith.
  • Naval melee, ranged, raider and carrier units may be purchased with faith
    • Like other faith purchases, these costs can be reduced with the Theocracy government.
    • As with gold purchasing, the Venetian Arsenal wonder will not give you double quantities of faith-purchased naval units and there is no discount to purchasing fleets/armadas in cities with Seaports.
  • Embarking and disembarking religious units costs just one movement point
    • Units always end up with fewer movement points remaining after embarking or disembarking regardless of whether or not their maximum movement points changed in the process.

Unique Unit: Jong


A medieval-era naval ranged unit which replaces the Frigate

Research
Obsoletion
Upgrades from
Upgrades to
Cost
Resource
Maintenance

Mercenaries
Civic
Medieval era

Refining*
Technology
Modern era

Quadrireme
(370 Gold)

Battleship
(270 Gold
1 Coal)
300 Production
or
1200 Gold
or
600 Faith
None
5 Gold
*If you have no access to coal, you may continue to build Jongs even after researching Refining.

Strength
Ranged Strength
Moves
Range
Sight
Negative Attributes
Positive Attributes
45 Strength
55 Ranged Strength
5 Movement Points
2 Range
2Sight
  • Unable to capture cities
  • Deals full damage to city defences.
  • +5 Strength when in formation
  • Formation units inherit the Jong's movement speed

Negative changes
  • Costs 300 production, 1200 gold and 600 faith, up from 280, 1120 and 560 respectively (+7%)
  • Costs 370 gold to upgrade to from a Quadrireme, up from 330 (+12%)

Variable changes
  • Unlocked with the medieval-era Mercenaries civic instead of the renaissance-era Square Rigging technology
    • This makes renaissance-era Great Admirals ineffective for them, but classical-era Great Admirals will boost their speed and strength.

Positive changes
  • Does not require nitre resources
  • 5 movement points, up from 4
  • +5 strength when in formation
  • Formation units inherit the Jong's movement speed
    • To use this ability, move the Jong, not the unit it's in formation with.
    • This works even if the formation unit has no remaining movement points.
    • This cannot be used to boost the movement speed of embarked religious units.
  • Costs 270 gold, down from 310, to upgrade to a Battleship (-13%)
Outline (Part 2/2)
Unique Improvement: Kampung



Research
Terrain requirement
Constructed by
Pillage yield

Shipbuilding
Technology
Classical era

Owned featureless coast or lake tile adjacent to a water resource

Builder (embarked)
Pillager heals 50 health

Defensive bonus
Direct yield
Adjacency yields
Miscellaneous bonus
Typical maximum yield
Maximum theoretical yield
None
1 Production
1 Housing
1 per adjacent fishing boats improvement
None
3 Food
1 Housing
1 Production
6 Food
1 Housing
1 Production

Enhancements

Research
Direct bonus
Adjacency bonus
Miscellaneous bonus
New typical maximum
New theoretical maximum

Mass Production
Technology
Renaissance Era
1 Housing
None
None
3 Food
2 Housing
1 Production
6 Food
2 Housing
1 Production

Civil Engineering
Civic
Industrial Era
1 Production
None
None
3 Food
2 Housing
2 Production
6 Food
2 Housing
2 Production

Flight
Technology
Modern Era
None
None
Food yield added to tourism, plus one if the city has a Lighthouse.
4 Tourism
3 Food
2 Housing
2 Production
7 Tourism
6 Food
2 Housing
2 Production
Victory Skew
In this section, the civ is subjectively graded based on how much it leans towards a specific victory type - not how powerful it is. Scores of 3 or more mean the civ has at least a minor advantage towards the victory route.

Leader

Culture

Diplomacy

Domination

Religion

Science
Gitarja
7/10
(Good)
6/10
(Decent)
9/10
(Ideal)
7/10
(Good)
8/10
(Good)

Indonesia is a flexible civ which can push for any victory route for a varying level of effectiveness.

Culture is a fine path to victory. Excess faith can help you with Great Person patronage, acquiring Naturalists to create National Parks, and Rock Bands. Kampungs offer extra production, food and housing which can make Indonesia better at building wonders than a typical maritime civ, and can later directly provide tourism. There is a catch, however - Indonesia favours constructing districts on coastal tiles, which means fewer tiles are available for Seaside Resorts.

Indonesia can perform reasonably well at Diplomacy. Coastal tiles provide gold - especially once your cities have Seaports - which can make Kampungs a good source of cash for aid emergencies. Kampungs also help cities grow and offer reasonable production for things like carbon capture projects later in the game. While the civ is largely better at any other victory route, it's not a bad choice by any means.

Domination is Indonesia's strongest route. You can raise a powerful navy for a very low cost, while bonus yields for Campus, Industrial Zone and Entertainment Complex districts are directly relevant to the domination game.

Religion works reasonably well thanks to Indonesia's very early bonuses to faith generation in addition to faster embarkment and disembarkment of religious units, but the more faith you spend spreading your religion, the less you'll have for buying naval units.

Finally, science works surprisingly well for Indonesia due to the way their bonus science for coastal tiles stacks with the large science adjacency bonuses from reefs. Kampungs and coastal Industrial Zone adjacency can make a reasonable production base later on for the space raace.
Gitarja's Leader Ability: Exalted Goddess of the Three Worlds


Gitarja brings three different advantages tied to faith - but you don't necessarily need to found a religion of your own to use most of this leader ability well.

Coastal or lake-adjacent cities gain +2 faith

A simple but important bonus. Every city you settle adjacent to the coast or a lake gives you +2 faith - which often means the first pick of a pantheon. Divine Spark can help you found an early religion, but you'll probably get more out of God of the Sea, which adds +1 production to all fishing boats improvements. The Kampung UI requires lots of fishing boats to be at its most effective, so Indonesia will get more out of that pantheon than most.

While either coastal areas or lakes will do for the faith bonus, you'll want to look out for city spots with lots of aquatic resources (e.g. fish, whales) within a three-tile radius, which usually means settling coast-adjacent areas. Your first few cities will benefit from having fresh water access as well, but once you can construct Kampungs, that'll no longer be an issue considering how much housing they offer.

Beyond founding a pantheon, the faith bonus will mostly be useful for complementing other sources of it, especially considering it can't be boosted via policy cards like Holy Site adjacency bonuses or buildings.

Alternatively, you can forgo the religious game altogether in favour of the Monumentality Golden Age dedication bonus, which allows you to buy Settlers, Builders and Traders with faith. Indonesia, unlike many civs, has a good early source of faith without needing to build any Holy Sites, letting you use your district capacity and production for other things. That being said, using up faith this way will mean you have less available for purchasing naval units with, so use this strategy at your own risk.

Ability to faith-purchase naval units



Any Indonesian city on the coast or adjacent to a lake can buy naval units with faith. Unlike purchasing land units with faith, this doesn't require you to have the Grand Master's Chapel building. The cost in faith is double the production cost of constructing it, or half the gold cost of purchasing the unit.

  • Galley (Naval melee, ancient era, Sailing technology) - 130 Faith
  • Quadrireme (Naval ranged, classical era, Shipbuilding technology) - 240 Faith
  • Jong (Naval ranged, medieval era, Mercenaries civic) - 600 Faith
  • Caravel (Naval melee, renaissance era, Cartography technology) - 480 Faith
  • Privateer (Naval raider, renaissance era, Mercantilism civic) - 560 Faith
  • Ironclad (Naval melee, industrial era, Steam Power technology) - 760 Faith
  • Battleship (Naval ranged, modern era, Steel technology) - 860 Faith
  • Submarine (Naval raider, modern era, Electricity technology) - 960 Faith
  • Aircraft Carrier (Naval carrier, atomic era, Combined Arms technology) - 1080 Faith
  • Destroyer (Naval melee, atomic era, Combined Arms technology) - 1080 Faith
  • Nuclear Submarine (Naval raider, information era, Telecommunications technology) - 1360 Faith
  • Missile Cruiser (Naval ranged, information era, Lasers technology) - 1360 Faith

There's only two ways to reduce these costs - have the Theocracy government (it offers a 15% cost reduction), or have the Mercenary Companies World Congress resolution passed to half faith-purchasing costs of units. There is no discount for purchasing a fleet or armada in a city with a Seaport - that cost saving only applies if you directly construct the unit using production.

Your faith bonus from having cities adjacent to seas or lakes will only get you so far; you may eventually need to start building Holy Sites. Building them too early might hurt your early expansion, but you might want to get them ready in time for Jongs. Jongs are fairly expensive, so faith should be your main means of acquiring them - either directly, or by purchasing Quadriremes ready for upgrading via gold.

Faith-purchasing continues to be useful throughout the game. It's easy to end up with a bigger per-turn generation of faith than gold, seeing as maintenance costs will drain the latter. That, coupled with the lower cost of faith-purchasing relative to gold-purchasing means raising a navy quickly is a lot easier for Indonesia than most other civs! You also don't need to worry about grabbing military policy cards that boost naval unit production, and being able to get cheap Aircraft Carriers a full era before other civs (which will usually want to wait for the information-era Strategic Air Force military policy card which boosts their production rate) can help if you're attacking new landmasses late in the game.

There is a bit of a catch, however. Spending faith on naval units means you'll have less left over for other things - such as religious units, Naturalists or Rock Bands. You'll need to decide beyond the time of Jong supremacy whether you want to carry on down the warpath, or switch directions. Indonesia is not a civ where you can make the most of all of your bonuses simultaneously; if you want to really make use of fast religious unit embarkment and disembarkment, your navy is going to have to suffer.

Fast religious unit embarkment and disembarkment

This functions like a lighter version of Norway's civ ability, though only your religious units get cheap embarkment and disembarkment, rather than all your units. This is a niche bonus mainly useful if you have a religion and want to spread it to new continents. It can also make retreating from unwinnable theological combat battles a bit easier as well, or dodging military units if you're currently at war with a civ but are still trying to convert their cities nonetheless.

Summary

  • Settle in coastal areas near lots of sea resources
  • Use the starting bonus faith to found an early pantheon such as God of the Sea
  • Faith-purchasing naval units is cheap enough that you have little need to manually construct Jongs and later naval units.
  • Religious unit disembarking and embarking has a slight niche in helping your religious units get to new lands and avoid taking damage more easily.
Civilization Ability: Great Nusantara

This Holy Site location offers +2 faith from the mountains, and +1 faith from the two coastal tiles.

Gitarja's leader ability pushes you to settle coastal areas, while Indonesia's civ ability means your district yields don't have to suffer from that. This isn't to say you should always place adjacency-gaining districts next to the coast, but it opens up more options than other civs might have, ensuring you can make the most of Indonesia's other advantages.

You can increase this bonus further with careful positioning of Harbours and Water Parks, seeing as both the coastal tile and the district will offer a +0.5 adjacency bonus, and both will occupy the same tile.

Let's break down what this civ ability does for all the affected district types.

Campus



Campuses gain +2 science per adjacent reef, which makes reef-adjacenct coastal spots already great for boosting yields. For Indonesia, however, you can easily get an extra point of science from adjacent coastal tiles, or 2-3 extra points on a peninsula or island respectively.


Two reefs and three adjacent coastal tiles means +5 adjacency. More adjacenct districts and the Natural Philosophy economic policy card (requires the classical-era Recorded History civic) can boost this even further.

Even if you don't have any nearby reefs, you can still get a +1 or +2 adjacency bonus without too much trouble, so every city can contribute reasonably well to your overall science yield.

Holy Site


It helps to build a few Holy Sites ready for when Jongs come available. Look out for coast-adjacent mountains or natural wonders for the best yields, though an inland mountainous/natural wonder-adjacent spot can often be better than being directly on the coast.

Theatre Square


Theatre Squares are hard to get adjacency bonuses for normally. You can get a +2 culture boost if you have at least 4 coast or lake tiles adjacent, which is almost like having a second Monument in the city, or a wonder adjacent to the Theatre Square.

Entertainment Complex


The extra amenity from coast/lake-adjacent Entertainment Complexes might not sound like much, but Kampungs offer a lot of housing, which will often lead to you having large cities that need more amenities. Getting an extra amenity allows your cities to grow two population points larger than normal without any trouble.

Keep in mind that Water Parks don't get this bonus, but you may still want to build a few as the area-of-effect amenities from Aquariums and Aquatics Centres stack with the area-of-effect amenities of Zoos and Stadiums, which will result in more amenities overall. Additionally, Aquariums offer science bonuses to coastal resources - considering you'll probably be working plenty of them anyway alongside Kampungs, you could potentially get a fair amount of science from this.

Industrial Zone


Industrial Zones receive a +2 adjacency bonus from Aqueducts, Canals and Dams. Cities on a river can often position Aqueducts or Dams in a way they leave a tile free for a coast-adjacent Industrial Zone, but Canals are perhaps the easiest district to place with coastal Industrial Zones in mind.

Otherwise, look out for strategic resources or quarry resources near the coast to maximise your Industrial Zone adjacency bonuses.

Conclusion

Indonesia's civ ability does not make districts significantly better, but is broad in scope and can frequently come into effect. It's an effective complement for the rest of the civ - most notably the Kampung improvement. By being able to still get decent adjacency bonuses with coast-adjacent districts, you don't have to compromise on Indonesia's other bonuses, letting you get a lot more out of them than might otherwise be the case.
Unique Improvement: Kampung


Who needs vast farmlands when you have Kampungs? These tile improvements make coast tiles a good source of food and production, and an amazing source of housing, freeing up your land tiles for other uses. They're also vastly better than the generic fisheries improvement unlocked via Governor Liang (the Surveyor), so you have no need to build those.

Starting Out

To unlock Kampungs, you need the classical-era Shipbuilding technology. It's fairly expensive to research at first, so you probably shouldn't beeline it, but getting it fairly early will be useful. To get Shipbuilding's eureka, you need two Galley units. Grab the Maritime Industries policy card at the Foreign Trade civic to help with that, seeing as your faith output probably won't be high enough yet to make purchasing them an option.

Make sure you're settling new cities near plenty of sea resources. There's two key kinds of city spots to look out for:
  • Locations where there's lots of sea resources adjacent to the same tile. These spots will make some immediately-strong yields.
  • Locations where there's a good number of spread-out sea resources. Although the yields of individual Kampungs won't be as good, you'll be able to construct more Kampungs in the city's radius, hence giving you more production and housing.

Occasionally, you may find spots with a ridiculous number of sea resources offering lots of high-yield Kampungs, but often you'll have one or the other.

The Improvement Arrives



Kampungs at first offer +1 housing and +1 production in addition to +1 food per adjacent fishing boats improvement. Until offshore oil rigs come available, the improvement can only be placed next to resources that can be improved with fishing boats, unless you're building a Kampung next to a sea resource outside of the city's working area, you'll get at least 1 food, 1 production and 1 housing.

With a Lighthouse, a coastal or lake tile containing a Kampung offers 3 food, 1 production, 1 gold and 1 housing. Food and housing obviously will help you to grow your city, and production helps you to fill up the expanded district capacity in addition to constructing additional buildings, but it's easy to overlook the gold yield that's present on all coast and lake tiles. Working a lot of Kampungs will provide your empire with a good income. Seaports add +2 gold to all coastal tiles, making your empire significantly richer.

The Renaissance and Industrial Eras

The renaissance-era Mass Production technology makes Kampungs offer 2 housing each, which allows you to build huge cities without ever needing to construct a single Neighbourhood. The problem with all this housing is having the amenities to support such a huge city - the +1 amenity bonus from coast/lake-adjacent Entertainment Complexes will help, but that won't be enough by itself. To make matters worse, an extensive coastal city emphasis may make it difficult to make use of the area-of-effect amenity bonuses of Zoos and Stadiums. As such, you'll want to find as many alternative sources of amenities as possible - the modern-era New Deal policy card available at Suffrage can really help, though it's restricted to the Democracy government.

The industrial-era Civil Engineering civic adds +1 production to all Kampungs, giving your cities a notable bump. That's rather helpful for getting land units trained if you're after a domination victory, seeing as a strong navy alone usually won't win you the game.

The Modern Era

The modern era brings two changes useful for Kampungs. One of which is oil being revealed at the Combustion technology, which may allow you to construct Kampungs in additional places. Offshore oil rigs won't boost the food in adjacent Kampungs unlike fishing boats, but more housing and production is nice to have.

More importantly, the Flight technology makes Kampungs offer tourism based on their food output - even those that aren't worked. The intrinsic food yield of coast or lake tiles is not counted, but the food yield added by Lighthouses is. Most Kampungs will offer between 2 and 4 tourism as a consequence. That can help towards cultural victory if you want to go down such a road. You can't really rely on them alone - make sure you have Great Works, artefacts, wonders and possibly some National Parks as well.

For a cultural Indonesian player, working a lot of Kampungs frees up plenty of inland tiles for National Parks. National Parks are a good source of tourism and amenities alike, though later on you should consider buying Rock Bands for bursts of tourism.

Conclusion

Kampungs are arguably Indonesia's most powerful unique, helping you to support huge cities even in areas where little land is available. The production boost covers up a normal downside of settling by the coast, while the tourism yield offers a reasonable alternative path to victory if domination isn't working out.
Unique Unit: Jong


Rounding off Indonesia's uniques is the Jong UU, which is fast, strong, has no resource requirement and can even get your armies over to distant continents much, much faster.

Getting to Jongs

Jongs arrive at the medieval-era Mercenaries civic. Be sure to get plenty of Monuments built, or else have a religion with culture bonuses to help cut down the time it takes to research it. After Political Philosophy, you'll need all of the following for it:

  • Games and Recreation (Boost: Discover the Construction technology - Construction is awkward to research in time, so you may want to just hard-research this.)
  • Defensive Tactics (Boost: Be the target of a declaration of war - Mainly out of your hands; you might have to hard-research this.)
  • Feudalism (Boost: Have six farms in your territory - A couple of Builders can get the job done.)
  • Military Tradition (Boost: Destroy a Barbarian Encampment - Barbarians are everywhere. Getting this boost is easy.)
  • Military Training (Boost: Build an Encampment - One city can usually spare some production.)
  • Mercenaries (Boost: Have 8 land military units in your territory. Archers, Warriors or other such cheap units can help you get to that number quickly. You'll need to use these units later to boost Jongs to their full power anyway.)

You'll also want the Cartography technology so you can cross oceans and get some Caravels to complement your Jongs. The eureka for it requires two Harbours, which you should be going for anyway.

Finally, consider building or buying some Quadriremes ready for upgrading as soon as you have the Mercenaries civic. Mercenaries helpfully offers the Professional Army policy card for half-price unit upgrades, making it a rather efficient option.

Quirks of Jongs

Before going into the main uses of Jongs, there's a couple of important quirks of Jongs that can be easy to overlook.

Firstly, Jongs have no nitre requirement unlike regular Frigates, making them one of the only unique units in the game which entirely cut out the need for a strategic resource. This cuts out the need to take a technological detour to Military Engineering, or else you can reveal nitre and save it for Musketmen or Bombards.

Secondly, Jongs have a different set of Great Admirals that can boost their effectiveness. You'll need classical or medieval-era Great Admirals, rather than medieval or renaissance. That can be tricky to get in time - you might want to grab the Mausoleum at Halicarnassus wonder (Requires the Persia and Macedon civilization pack) for its free one if you can spare the production.

Combat

Jongs have 55 ranged strength making them great already for the medieval era. If they're in formation, that rises to 60 - on a par with the strength of Ironclads! Any non-religious unit that can embark, in addition to Great Admirals, can be part of a formation with Jongs. If you're struggling to get enough formation units, you can always just quickly train some Scouts and embark them, but usually you'll want to embark an army that can disembark to support conquests you make. Working a lot of coast tiles will provide you with some excess gold you can use to purchase more land units in cities you take as well.

Jongs in formation can usually kill Crossbowmen and Catapults in a single hit, or Trebuchets and Bombards in two, meaning land units won't be too much of a problem while you take down city defences. They can also stand up to Caravels more effectively in defence (usually allowing them to take four hits instead of three).

If you're taking coastal cities, try to take multiple ones simultaneously so they can provide loyalty pressure to each other, or else take as many loyalty boosts as you can manage. Isolated coastal cities will rapidly flip to becoming a free city if you're not careful.

Escorting formation units

Jongs have the unique ability to move formation units at a faster pace than they can normally go. Move the Jong, not the formation unit to use this bonus.

This has the minor advantages that you don't need the Square Rigging technology until you go for Industrialisation, and keeping your Great Admirals up to speed is easier, but there's quite a few other good applications of the bonus.

The key advantage is the fact you can escort armies to new continents much faster, especially in the time before the Steam Power technology. With the Mathematics technology, Jongs have a movement speed of 6, which will be three times as fast as your embarked units can go at this point in the game! Grabbing the Great Lighthouse wonder will also speed that up, as will any classical/medieval era Great Admirals, and the Hic Sunt Dracones Golden Age dedication (possible in the renaissance or industrial game eras). You can also get Settlers and Builders overseas sooner, which helps to build and develop new forward bases. Note, however, you can't boost the movement speed of embarked religious units as they can't create a formation.

Still, Jongs have one great trick for the units you can embark...

Unlimited Embarked Movement



If you have enough Jongs, you can get a single unit an unlimited distance across water in a single turn, as shown in this diagram. Detach the first Jong once it has a single movement point remaining, move it out the way, bring in a new Jong, attach it and repeat. You can gain a bit of extra distance if you move the embarked unit into the first Jong's tile before attaching it and moving them.

This movement technique is great when you need to move Settlers, Builders, Rock Bands, Great Generals or reinforcements, but the need to dedicate a lot of Jongs to it makes it impractical for moving a large army overseas. Spreading out your units can also make them somewhat vulnerable to enemy attack, especially if you're keeping Jongs around beyond their point of obsoletion to exploit this movement trick.



Still turn 187, and a lot of saved time in establishing a new city.

Obsoletion of Jongs

Jongs will remain useful for combat until Battleships arrive, giving them quite a wide window of usage. As embarked movement speeds increase considerably with the Steam Power technology, you won't need to use their ability to speed up embarked units unless you want to exploit the unlimited movement trick.
Administration - Government and Policy Cards
Note that the Administration sections strictly cover the options that have particularly good synergy with the civ's uniques. These are not necessarily the best choices, but rather options you should consider more than usual if playing this civ relative to others.

Governments

Tier One

Classical Republic is a reliable choice that will help with your early expansion aims thanks to its high number of economic policy slots.

The Ancestral Hall will aid you with early expansion, ensuring you can maximise your early faith output and reach as many good Kampung spots as quickly as possible.

Tier Two

Merchant Republic isn't far from Mercenaries on the civics tree, and its reasonable array of policy card slots help you manage your fast-growing Kampung-boosted cities. However, Theocracy reduces the cost of faith-purchasing units - including naval units. It also grants bonus faith in cities with Governors, scaling with population - a huge Kampung-boosted city could produce quite a decent amount.

The Intelligence Agency is a reliable choice of tier two Government Plaza building due to the versatility of having an extra Spy. Alternatively, the Grand Master's Chapel together with lots of Holy Sites can make a cost-effective way to raise an army and a navy alike with faith, which stacks nicely with the Theocracy government and saves gold for unit maintenance.

Tier Three

Fascism suits a standard domination path well due to its good universal strength bonus. If you're after culture or religion, Democracy is a good fit due to its high number of economic policy cards. Scientific players may prefer Communism for its direct science bonus.

The War Department will be useful for domination victories, and religion to a lesser extent as the health-on-kills bonus extends to theological combat. For a cultural game, go with the National History Museum instead for the Great Work slots. Scientific players should take Royal Society to help rush space race projects.

Tier Four

For victory types other than domination and science, Digital Democracy offers plenty of amenities to cover the growth of your Kampung-boosted cities. Domination-inclined players should take Corporate Libertarianism to avoid the combat strength penalty, while scientific players should take Synthetic Technocracy to speed up space race projects.

Policy Cards

Ancient Era

Ilkum (Economic, requires Craftsmanship) - Kampungs and fishing boats demand a lot of Builder charges, so a boost to their production is a good idea.

Land Surveyors (Economic, requires Early Empire) - You may find yourself buying a lot of tiles to maximise how many Kampungs you can build early on. This policy card should help you acquire more, and hence get more food and housing sooner.

Limitanei (Military, requires Early Empire) - This policy card is particularly helpful for holding onto captured coastal cities.

Maritime Industries (Military, requires Foreign Trade) - Getting Galleys up quickly helps you get the Shipbuilding eureka sooner. Quadriremes can also be built faster, ready for upgrading to Jongs later.

Urban Planning (Economic, requires Code of Laws) - Coastal cities can lack production early on, so this policy helps make up for that.

Classical Era

Natural Philosophy (Economic, requires Recorded History) - Double your Campus adjacency bonuses, which helps you make the most of the bonus from adjacent coastal tiles.

Praetorium (Diplomatic, requires Recorded History) - Helps you hold onto coastal cities you capture for a bit longer thanks to the loyalty bonus, buying you time to take other cities and provide enough loyalty to secure it.

Scripture (Economic, requires Theology) - Double Holy Site adjacency. This should help you get more faith for purchasing naval units.

Medieval Era

Aesthetics (Economic, requires Medieval Faires) - A Theatre Square on a one-tile island is now worth an impressive 6 culture per turn - the equivalent of three Monuments.

Craftsmen (Military, requires Guilds) - Double your Industrial Zone adjacency bonuses.

Navigation (Wildcard, requires Naval Tradition) - If you can squeeze in one more Great Admiral before the medieval-era ones are all exhausted, your Jongs will be considerably stronger.

Professional Army (Military, requires Mercenaries) - Upgrade Quadriremes to Jongs and have an instant strong navy.

Retainers (Military, requires Civil Service) - Excess units can be put to work keeping your amenities high. This is important for ensuring your Kampung-boosted city growth doesn't get completely out of hand.

Serfdom (Economic, requires Civil Service) - Get more Kampungs out of your Builders.

Renaissance Era

Colonial Offices (Diplomatic, requires Exploration) - The nature of Kampungs encourages you to settle (and conquer) far and wide. This policy card will help those newly-founded or captured cities grow to their full potential faster.

Liberalism (Economic, requires The Enlightenment) - Important for keeping your large cities happy.

Logistics (Military, requires Mercantilism) - Faster movement in your own territory can give Jongs a bit of a boost when setting out overseas or escorting your embarked units.

Press Gangs (Military, requires Exploration) - Allows you to build Jongs at a faster rate.

Industrial Era

Colonial Taxes (Diplomatic, requires Colonialism) - Your distant Kampung cities will now deliver you even more gold. This can get pretty incredible once you have Seaports up and running.

Expropriation (Economic, requires Scorched Earth) - Buying tiles may be necessary even late in the game to ensure you can still squeeze in a few more Kampungs - especially when oil is revealed letting you place them in more locations.

Public Works (Economic, requires Civil Engineering) - More Builder charges means more Kampungs.

Modern Era

Five Year Plan (Economic, requires Ideology) - Get more out of your Campus and Industrial Zone adjacency bonuses.

Martial Law (Wildcard, Fascism only, requires Totalitarianism) - Huge cities and warfare is not a nice mixture if you like amenities. Lower the pain with this policy card, which reduces war weariness by a quarter. It also offers loyalty to cities where a garrisoned unit is present - helpful for holding onto captured coastal cities.

New Deal (Economic, Democracy only, requires Suffrage) - Can only be used in the Democracy government, but grants you a helpful boost to amenities throughout your empire.

Propaganda (Military, requires Mass Media) - Reduces war weariness, so Indonesia's strained amenity situation doesn't get even worse.

Atomic Era

Sports Media (Economic, requires Professional Sports) - More amenities and better Theatre Square adjacency gives you two different bonuses that are both helpful for Indonesia.

Information Era

Communications Office (Diplomatic, requires Social Media) - In case you need even more loyalty to hold onto some coastal cities for a bit longer before they flip into becoming free cities.
Administration - Age Bonuses and World Congress
Age Bonuses

Only bonuses with notable synergy with the civ's uniques are covered here.

Exodus of the Evangelists (Golden Age, Classical to Renaissance eras) - Your religious unit mobility will be near-unmatched, and with extra charges on top, you'll get a lot more out of your faith.

Monasticism (Dark Age, Classical to Medieval eras) - The culture penalty may slow your journey to the Mercenaries civic, and hence the Jong UU, but Indonesia can nonetheless get a lot out of this wildcard. Indonesia can get both strong Holy Sites and especially Campuses, so it isn't too hard to meet the requirements for the significant 75% science bonus, nor to use it effectively.

Monumentality (Golden Age, Classical to Renaissance eras) - A great choice if you can't found a religion and there's a lack of opportunities to use Jongs effectively. This lets you use your reasonable faith output to purchase Settlers, Builders and Traders, saving you gold or production. You can even use this bonus without building any Holy Sites thanks to Gitarja's faith bonus for coastal cities - giving you quite a lot of potential for early growth at the cost of a religion.

Pen, Brush and Voice (Golden Age, Classical to Medieval eras) - A classical-era Golden Age can be utilised effectively with this dedication bonus for a significant boost to culture, helping you unlock Jongs sooner.

Letters of Marque (Dark Age, Renaissance to Modern eras) - Losing 50% of trade route yields is a huge loss, even for a civ that doesn't have a bonus to them, but getting +2 movement for naval raiders (which are usually slow) can be rather helpful. Buy a few with faith and start raiding your foes for bonus yields.

Hic Sunt Dracones (Dedication, Renaissance to Modern eras) - Need more era score? Other civs have plenty of naval units? This dedication gives you era score for every non-Barbarian naval unit you destroy, so make good use of your Jongs and you'll have a much better shot at a future Golden Age.

Hic Sunt Dracones (Golden Age, Renaissance to Modern eras) - Stronger cities on new continents makes it easier to make the most of good Kampung spots. Extra movement makes your Jongs even more mobile, and allows them to escort embarked units even further.

Heartbeat of Steam (Golden Age, Industrial to Atomic eras) - Strong reef-adjacent Campuses can now also be a powerful source of production.

World Congress

How you should vote in the World Congress will often be specific to your game - if you have a strong rival, for example, it might be better to vote to hurt them than to help yourself. Furthermore, there may be general bonuses to your chosen victory route or gameplay which are more relevant than ones that have stronger synergy with civ-specific bonuses. Otherwise, here's a list of key votes that have high relevance for this civ relative to other civs.

Mercenary Companies - Effect B (Producing, or purchasing military units using the chosen currency type, is -50% of the cost until the next World Congress) on faith

Only Indonesia can purchase naval units with faith, so this resolution result will be more powerful for you than most other civs.

Military Advisory - Effect B (Units of the chosen land promotion class lose 5 strength) on siege units unless you need to conquer inland

Siege units are the main land-based counter to naval units. You can't boost the strength of naval units via this resolution, but you can weaken siege units instead.

World Religion - Effect A (+10 strength for all religious units of this faith) on your own religion if you have founded one

Being able to embark and disembark religious units easily gives Indonesia an extra level of mobility most civs lack. Combined with this theological strength bonus, you can much more easily track down and destroy enemy religious units.
Administration - Religion and City-States
Pantheons

Indonesia usually gets the first choice of a pantheon, which means you can almost always go for the bonus most relevant to you.

Divine Spark - If you want to found a religion, this pantheon along with a bunch of Holy Sites is a good place to start.

Earth Goddess - Coastal cities tend to have a lot of high-appeal tiles, and as such you can get a good amount of faith from this. At least, until you start placing districts on those high-appeal coast-adjacent tiles. Districts on high-appeal tiles don't get the faith bonus.

Fertility Rites - If by some strange quirk you fail to get any of the better pantheons, this might be a helpful option to help your Kampung cities fill their huge housing capacity faster.

God of Healing - Indonesia has an incentive to place Holy Sites next to the coast, and naval units have a lot of downtime when they go off to heal up. This pantheon uses the former to help with the latter.

God of the Sea - Usually your best choice, as Kampungs encourage you to seek out areas with lots of fishing boats and a +1 production boost to all of them can really help your empire out.

Religious Settlements - Religious Settlements speeds up city tile acquisition via culture, which can save you some money accumulating potential Kampung tiles. It also grants a bonus Settler, which is great for early expansion.

River Goddess - The immense housing and food Kampungs offer mean gathering amenities will become very important. However, this pantheon can be fairly tricky to use considering there won't be that many times you can get both good Holy Site adjacency bonuses and adjacent rivers.

Religious Beliefs

You can have one founder, one follower, one enhancer and one worship belief.

Choral Music (Follower) - An excellent choice which helps you get to Mercenaries, and therefore Jongs, faster.

Dar-e Mehr (Worship) - Offers a strong faith output which becomes stronger every era - helping you to keep up with the rising faith cost of later naval units. Also can't be pillaged by environmental effects, such as hurricanes, which may occasionally be a threat to some coastal cities.

Missionary Zeal (Enhancer) - Now, your religious units will have unrivalled mobility, making them pretty hard for enemy Inquisitors and Apostles to catch.

Stupa (Worship) - A source of precious amenities.

Synagogue (Worship) - The strongest immediate source of faith out of the faith buildings, making it very helpful when you're buying Jongs.

Warrior Monks (Follower) - The culture bomb bonus lets you acquire tiles by constructing Holy Sites, which might help you grab a couple of potential Kampung tiles or save you money purchasing tiles which can then be diverted towards potential Kampung spots.

Work Ethic (Follower) - Stronger Holy Site adjacency means stronger production with this follower belief.

Zen Meditation (Follower) - A straightforward and helpful source of precious amenities.

City-States

Armagh (Religious) - Working a lot of Kampungs rather than mines and farms can free up a lot of land tiles. Using the tile improvement offered by Armagh, you can get faith out of those spare tiles.

Auckland (Industrial) - Incredibly powerful in the hands of Indonesia, especially beyond the industrial era. All coastal tiles - Kampungs included - gain additional production. Become suzerain over it as soon as possible and keep the city-state safe from invasion!

Buenos Aires (Industrial) - A respectable if not incredible boost to amenities, helping you support your huge housing limit from Kampungs.

Cardiff (Industrial) - Indonesia usually should build Harbours in as many cities as possible, as their buildings will boost Kampung yields. Cardiff makes their buildings produce power, which can be useful for Indonesia's more effective Industrial Zones and other districts.

La Venta (Religious) - Another city-state offering a special tile improvement which yields faith.

Mohenjo Daro (Cultural) - While unecessary later in the game, this city-state allows you to position your early cities in spots to optimise the number of sea resources in range of them without you needing to worry about fresh water access.

Muscat (Trade) - Indonesia's more of a Harbour-builder than a Commercial Hub-builder, but you'll need all the amenities you can get later in the game.

Nan Madol (Cultural) - You need culture for Mercenaries, to unlock Jongs. Indonesia's civ ability encourages you to place districts next to coastal tiles. With this city-state, it all ties together nicely.

Nazca (Religious) - Another city-state offering a special tile improvement which yields faith.

Zanzibar (Trade) - 12 extra amenities for your empire so you can support huge Kampung-boosted cities.
Administration - Wonders and Great People
Wonders

Hanging Gardens (Ancient era, Irrigation technology) - Faster growth helps you fill your Kampung-boosted housing capacity sooner, though be warned this wonder is highly-competitive so it's generally better to capture than to build.

Pyramids (Ancient era, Masonry technology) - Extra Builder charges will aid you in constructing additional Kampungs.

Colosseum (Classical era, Games and Recreation civic) - The way Indonesia typically should position cities can make this tricky to use well, so it might be a good conquest target later on rather than something to necessarily rush. Nonetheless, a huge boost to amenities in the region will really help manage the amenity shortages huge Kampung cities can end up with, and if you can build it early enough, the culture boost should help you get to Jongs sooner.

Colossus (Classical era, Shipbuilding technology) - Indonesia's incentive to rush Shipbuilding gives you a head start on this wonder, and an extra Great Admiral Point will help you to get one soon enough that it can boost your Jongs' strength and speed. Not the strongest wonder for Indonesia, but nice to have around.

Great Lighthouse (Classical era, Celestial Navigation technology) - More movement for naval units greatly builds on the advantages of Jongs, letting you move formation embarked units around even faster in addition to having a good speed advantage in naval combat generally.

Mausoleum at Halicarnassus (Classical era, Defensive Tactics civic) - The yield bonuses work nicely with Kampungs. Consider building this in a city with a lot of coastal resources for the best results.

Alhambra (Medieval era, Castles technology) - Indonesia's civic route will often lead them to the Exploration government first, which lacks military policy cards compared to the others of the same tier. The Alhambra helps to compensate for the lack of military policy card slots, while also offering a handy amenity bonus.

Huey Teocalli (Medieval era, Military Tactics technology) - Lake tiles can support Kampungs if they have water resources present. As such, this wonder can really help your more inland cities. It can also offer some amenities, which is nice to have around, as well.

Casa de Contratación (Renaissance era, Cartography technology) - To get the best Kampung spots, you'll often need to settle on other continents. Coastal cities working a lot of Kampungs will produce a decent amount of production and gold, as well as some faith - all three of those yields are boosted by this wonder.

Venetian Arsenal (Renaissance era, Mass Production technology) - It only applies to manufactured naval units, not ones that are purchased, but nonetheless double quantities of Jongs is still useful to have.

Panama Canal (Industrial era, Steam Power technology) - The Panama Canal has great strategic applications for moving your navy around, but also consider it can allow Canal districts to be placed in spots they otherwise wouldn't be. This means you can get some Industrial Zones boosted by both coastal tiles and the Canals, which may not otherwise be the case.

Golden Gate Bridge (Modern era, Combustion technology) - Can boost the tourism yield of Kampungs in its city. Notably, Indonesia is the only civ with a tourism-boosting water-based tile improvement prior to the future era (where Seasteads enter the game) allowing you to use this wonder effectively in places where most civs might get a minimal bonus.

Estádio do Maracanã (Atomic era, Professional Sports civic) - An empire-wide boost to amenities which will really help you manage those massive Kampung cities.

Great People

All classical and medieval-era Great Admirals are useful for Jongs, but it would be redundant to list them all.

Classical Era

Gaius Duilius (Great Admiral) - Make sure you have a spare classical/medieval-era Great Admiral if you want to use his retirement bonus on a Jong. That way, you can end up with a Jong as strong as a Battleship.

Themistocles (Great Admiral) - Again, be sure to have a backup Great Admiral. The retirement bonus allows you to build Jongs 20% faster, cancelling out their increased production cost over regular Frigates.

Trưng Trắc (Great General) - Permanently reduces your civ's war weariness - great if you're growing huge cities and have strained amenities.

Medieval Era

Æthelflæd (Great General) - Provides a loyalty bonus to help you hold onto a city.

Hildegard of Bingen (Great Scientist) - Building Holy Sites to prepare for Jongs? You might as well get some science while you're at it.

Leif Erikson (Great Admiral) - His retirement bonus allows you to cross oceans early, which allows you to ignore the Cartography technology for quite some time (well, unless you really want Caravels rather than relying on embarked units or Galleys to get the last hit on enemy cities). You'll also get extra sight for all naval units, so you can see enemies coming more easily. Still, make sure you have a backup Great Admiral, so you can keep the strength and movement speed bonus for Jongs.

Rajendra Chola (Great Admiral) - A permanent +3 strength bonus for all naval units, including Jongs! An excellent Great Admiral for any naval-focused civs, Indonesia included.

Renaissance Era

Mimar Sinan (Great Engineer) - Culture bombing with Industrial Zones lets you grab more coastal tiles sooner, or even take them off other civs. That's useful for saving gold on tile purchases.

Santa Cruz (Great Admiral) - You can get an early Jong armada (or two with the Mausoleum at Halicarnassus wonder)! Jong armadas are nearly as strong as Brazil's Minas Geraes and will tear apart anything they face for quite some time.

Yi Sun-Sin (Great Admiral) - An early Ironclad complements your Jongs nicely for some powerful naval warfare.

Industrial Era

Horatio Nelson (Great Admiral) - Better naval flanking is good for a civ that finds it easy to spam naval units.

James Young (Great Scientist) - Revealing oil early will enable you to place Kampungs on more tiles.

Joesph Paxton (Great Engineer) - Get some bonus amenities.

John Spilsbury (Great Merchant) - One of four Great Merchants offering special luxuries, which means more amenities for supporting Kampung cities with.

José de San Martín (Great General) - More loyalty to help you hold onto a captured coastal city (or any city in general, for that matter).

Modern Era

Joaquim Marques Lisboa (Great Admiral) - Permanently lower war weariness with the retirement bonus, which is really helpful for a civ that can struggle with amenities.

Togo Heihachiro (Great Admiral) - Even more loyalty to help you handle coastal conquests.

Atomic Era

Helena Rubenstein (Great Merchant) - More special luxuries for amenities.

Jane Drew (Great Engineer) - Additional amenities.

John Roebling (Great Engineer) - Even more amenities.

Levi Strauss (Great Merchant) - Even more special luxuries for amenities.

Sudirman (Great General) - The final Great Person offering a loyalty bonus.

Information Era

Estée Lauder (Great Merchant) - The final Great Merchant offering special luxuries; these offer more amenities than the others.

(Cultural) Jamseth Tata (Great Merchant) - Indonesia's huge cities can handle a lot of districts, so getting +10 tourism per Campus can be rather significant.

(Cultural) Kenzo Tange (Great Engineer) - Huge Indonesia cities can handle lots of districts with coastal tile-boosted adjacency, so Kenzo Tange can make that city produce a lot of tourism.

(Cultural) Masaru Ibuka (Great Merchant) - Every Industrial Zone offers +10 tourism.
Counter-Strategies
What connects all of Indonesia's uniques is an emphasis on coasts. The fewer coastal cities Indonesia has, the weaker they are. Settling cities two tiles from the coast lets you shut out coastal areas while also preventing the cities from being captured by Indonesia's navy.

Of course, that's not always an option, so it's worth considering each individual unique.

Civilization Ability: Great Nusantara

This ability doesn't tend to give Indonesia amazing adjacency bonuses by itself, but it can make the powerful reef adjacency bonuses even better. Most notably, this ability it complements the powerful Kampung UI to ensure they can settle sea-heavy regions without worrying about meeting tricky adjacency requirements.

Still, even though this bonus isn't much of a danger by itself, you can still counter it effectively. As it encourages Indonesia to put their districts next to the sea, they're prone to naval raider units like Privateers, Submarines and Nuclear Submarines.

Gitarja's Leader Ability: Exalted Goddess of the Three Worlds

City centres gain +2 faith

Indonesia will usually be first to a pantheon, but beyond that point this bonus is relatively small. There's not really a lot you can do to play around that other than keeping Indonesia from settling directly on the coast.

If you're playing a civ with good naval bonuses (e.g. Norway, England, Netherlands), then the fact Indonesia must settle cities by the sea for this bonus makes them a great target for naval invasions, as you usually won't need to commit many land units when taking over their entire empire.

Faith-purchasing naval units

Indonesia's option of spending faith for a navy means they can build one up at a rapid pace, but it means spending faith on that instead of religious units. That offers a good opening for religious civs around the medieval to industrial eras when Jongs are at their strongest.

Cutting Indonesia off from sources of faith will also weaken their navy. If you can't cut Indonesia off from the coast, you might be able to cut them off from mountains or natural wonders. They can't lock down all the good city spots, after all.

Easy religious unit movement

If Indonesia has enough spare faith to start spreading their religion, you might have to account for their slightly higher religious unit mobility. The most effective way of handling that is to place Inquisitors along your coast with a two-tile gap between each one, so thanks to zone of control, their religious units can't slip through.

Gitarja's Agenda: Archipelagic State

Gitarja dislikes civs that own lots of cities on small landmasses, and like civs that avoid doing so.

This means if you take lots of good Kampung spots for yourself, you might be on the receiving end of Indonesia's navy. Thankfully, civs with a strong incentive to settle small landmasses (e.g. Japan, Australia) tend to have decent defensive capabilities for such scenarios.

A curious feature of this agenda is that the game's map type may greatly influence it. Gitarja will get along well with many civs on Pangaea maps, but won't have too many friends on maps like Island Plates. In other words, on maps where Indonesia is less powerful, they'll make more friends - and potentially more allies.

Unique Unit: Jong

Jongs are fairly scary units to be up against if your navy is behind the curve. They're fast, they're strong, and thanks to the lack of strategic resource requirements, Indonesia's good gold output and ability to purchase them with faith, you may well see them in large quantities.

The usual response to a naval assault if your navy is weak - siege units - isn't a good way of dealing with Jongs as they can quite swiftly kill Bombards that are outside of city centres or Encampments. Instead, you'll either need to avoid settling directly on the coast, or have a renaissance-era navy of your own. All three renaissance-era naval units (Caravels, Frigates and especially Privateers) can fight Jongs reasonably well, especially when promoted.

Unique Improvement: Kampung

Kampungs initially offer reasonable food, some housing and a touch of production and gold, and eventually turn into behemoths which create enormous cities. As such, you might want to curtail Indonesia in the first half of the game before their UI really gets out of hand. A land-based invasion might be appropriate, but not every civ can manage that. Taking city spots stopping Indonesia from getting good sea resource-heavy areas may also help, but there's only so far that can take you.

An alternative method which is easier to use is to cut Indonesia off from sources of amenities. Avoid trading them luxuries, especially later in the game when their cities grow. Push them into a long, snaky empire so they can't use area-of-effect buildings like Zoos, Stadiums, Aquariums or Aquatics Centres well. Even save up some cash or faith to acquire Great Merchants that offer amenities if you have to. Indonesia only has one relatively small boost to amenities as part of their civ, so cutting them off from additional sources will significantly curtail their city growth and render the housing bonus of Kampungs much less useful.

If you fear you can't hold a city near lots of sea resources, consider sending Builders to harvest the resources. That action requires the Celestial Navigation technology. Alternatively, if you can capture an Indonesian city but feel you can't hold it for long, that might be a good tactic as well.

Naval raider units are rather good against Indonesia - they can deal decent damage to Jongs as well as their upgraded counterparts, and they can raid their coastal districts. If they're in trouble, then you can pillage a Kampung to heal 50HP. The sheer quantity of Kampungs you're likely to find in Indonesian waters can make keeping your navy alive much easier than it would be when fighting other naval powers.
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Gathering Storm

Compilation Guides
Individual Civilization Guides
*The Teddy Roosevelt Persona Pack splits Roosevelt's leader ability in two, meaning the game with it is substantially different from without - hence two different versions of the America guide. Lincoln was added later and is only covered in the latter guide.

Other civs with alternative leader personas are not split because the extra personas added in later content do not change the existing gameplay - as such the guides are perfectly usable by players without them.

Rise and Fall

These guides are for those with the Rise and Fall expansion, but not Gathering Storm. They are no longer updated and have not been kept up to date with patches released since Gathering Storm. To look at them, click here to open the Rise and Fall Civ Summaries guide. The "Other Guides" section of every Rise and Fall guide has links to every other Rise and Fall guide.

Vanilla

The Vanilla guides are for those without the Rise and Fall or Gathering Storm expansions. These guides are no longer updated and have not been kept up to date with patches released since Rise and Fall. To look at them, click here to open the Vanilla Civ Summaries guide. The "Other Guides" section of every Vanilla guide has links to every other Vanilla guide.
1 Comments
piner 15 Mar @ 11:40pm 
good