Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Zigzagzigal's Guides - France (Vanilla)
By Zigzagzigal
France offers a wonder-heavy route to cultural victory, but that's not to say you have to build them all yourself. Here, I detail French strategies and counter-strategies.
   
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Legacy Guide
If you have the Rise and Fall expansion, click here for the updated guide.

This guide is no longer updated, but will remain for the sake of those without the Rise and Fall expansion.
Introduction
Note: This guide only covers content released prior to the Rise and Fall expansion. Content from any DLC pack released between the base game and Rise and Fall is marked as such.

The French court is the envy of the world. In a beautiful backdrop, we attract diplomats from all over the world to discuss how we might bring about the future. Away from the main halls and feasts, we covertly discover all the secrets of our guests. We know where their weaknesses lie. We know where their treasures are. And if they step out of line for one moment, their riches shall be ours - the imperial guard shall see to it.

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 (assuming they have one at all).
  • The Victory Skew section describes to what extent the civ (and its individual leaders where applicable) are inclined towards particular victory routes.
  • Multiple sections for Uniques explain in detail how to use each special bonus of the civilization.
  • Administration describes some of the most synergistic governments, civic cards, 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 should be given more consideration than they would be for other civs but 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, culture, gold, 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) - Describes bonuses or penalties that affect multiple tiles in a set radius. Positive examples include Factories and Stadiums (which by default offer production and happiness respectively 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 - The strategy of 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 deviation (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. Unlike unique units, buildings, districts and improvements, civ abilites do not have to be built.

Civic cards - Another name for policy cards; you fill up your government with these for additional bonuses and can switch them for free every time you unlock a civic.

Compact empires - Civs with cities close together. This is useful if you want to make use of districts that gain adjacency bonuses from other districts, maximise the number of copies of the same district in the same area, or to maximise the potential of area-of-effect bonuses later in the game.

Dispersed empires - Civs with cities that are spread out. This is useful if you want to ensure cities have plenty of room for both districts and tile improvements. 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.

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, which like civ abilities do not have to be built. Usually but not always, they tend to be more specific in scope than civ abilities. Some leader abilities come with an associated unique unit on top of the standard one every civ has.

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.

Complete information on start biases within the game can be found in the Civilizations.xml file (find the Civ 6 folder in Steam's program files, then go through the Base, Assets, Gameplay and Data folders to find the file). If a civilization is not listed as having a start bias there, it does not have one, even if you feel like you keep spawning in the same terrain when playing as that civ.

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 and offers some unique advantages on top. In some cases, there may be minor disadvantages as well, but these are always outweighed by the positive features. All unique districts cost half as much to construct relative to the regular districts they replace.

UI (Unique Improvement) - A special improvement that can only be built by the Builders of a single civilization. Unlike unique buildings or districts, these do not replace a regular improvement. Some require a technology to unlock, and many have their yields improved with later technologies. "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 built by a single civilization, and in some cases only when that civilization is led by a specific leader. These usually replace an existing unit and offer extra advantages (and occasionally minor disadvantages as well in exchange for bigger advantages).

Wide empires - Empires that emphasise expansion over city development, usually resulting in more, but smaller, cities.
Outline
Start Bias

France has a tier 3 start bias towards river tiles. This start bias may make it a bit easier to make use of Chateaux, but mostly it's useful for ensuring your capital has the maximum amount of housing possible.

Civilization Ability: Grand Tour

  • Double tourism from world wonders
  • +20% production towards medieval, renaissance and industrial-era wonders

Catherine de Medici's Leader Ability: Catherine's Flying Squadron



  • +1 level of diplomatic visibility to all met civilizations
  • +1 Spy capacity at the Castles technology, and gain a free Spy
  • All new Spies start at the Agent level with a free promotion (+1 level compared to normal)

Unique Unit: Garde Impériale


An industrial-era melee infantry unit which does not replace anything

Research
Obsoletion
Upgrades from
Upgrades to
Cost
Maintenance
Resource needed

Military Science
Technology
Industrial era

Satellites
Technology
Information era
None

Mechanised Infantry
(470 Gold)
340 Production
or
1360 Gold
or
680 Faith*
5 Gold
None
*Purchasing units with faith requires the Theocracy government, which in turn requires the renaissance-era Reformed Church civic. This number does not take into account Theocracy's 15% discount on faith purchases.

Strength
Ranged Strength
Moves
Range
Sight
Negative Attributes
Positive Attributes
65 Strength
N/A
2 Movement Points
N/A
2
None
  • +10 Strength vs. anti-cavalry units
  • +10 Strength on the continent containing your capital
  • +10 Great General Points when it kills a unit

Notable features

  • No resource requirement, unlike Musketmen
  • 340 production cost, 42% higher than a Musketman (240) and 21% lower than Infantry (430)
  • 65 strength, 10 more than Musketmen and 5 less than Infantry
  • Maintenance cost of 5, 1 higher than a Musketman (4) and 1 lower than Infantry (6)
  • +10 strength on the continent containing your capital
  • +10 Great General Points when it kills a unit

Unique Improvement: Chateau



Research
Terrain requirement
Constructed by
Pillage yield

Humanism
Civic
Renaissance era
Riverside tile in your own territory, without marsh, woods, rainforest or floodplains

Builder
25 Culture

Defensive bonus
Direct yield
Adjacency yields
Miscellanious bonus
Maximum possible yield
None
2 Culture
2 Culture if adjacent to at least one wonder*
1 Gold if adjacent to a luxury resource
1 appeal to adjacent tiles
4 Culture
1 Gold
*The owner of the wonder does not matter.

Enhancements

Research
Direct bonus
Adjacency bonus
Miscellanious bonus
New maximum yield

Flight
Technology
Modern Era
None
None
Culture yield added to tourism
4 Culture
4 Tourism
1 Gold
Victory Skew
In this section, the civ is graded based on how much it leans towards a specific victory type - not how powerful it is. Any score of 3 or above means the civ or leader has some kind of advantage to the victory route above a hypothetical civ with no unique features. A score of less than 2 means some kind of aspect of the civ actively discourages a particular victory route. All values are subjective and may be edited in future.

Leader

Culture

Domination

Religion

Science
Catherine de Medici
10/10
(Ideal)
6/10
(Decent)
4/10
(Acceptable)
6/10
(Decent)

Culture is clearly the strongest path to take. Double wonder tourism, an advantage to building wonders, tourism from Chateaux, additional tourism thanks to the appeal bonus of Chateaux (which can improve the yield of adjacent National Parks and Seaside Resorts) and an extra Spy for stealing Great Works with together makes France one of the most effective civs in the game at this route.

Domination is a possible route, especially on smaller map sizes. Garde Impériale units are very effective on your home continent, but don't have the same edge outside of it.

Religion isn't especially effective as France - the main advantage you have here is being able to build wonders like the Hagia Sophia faster.

Finally, science makes a possible backup route. The extra Spy Catherine de Medici allows you to build gives you an edge at stealing Eureka boosts, while faster construction of certain wonders like Oxford University can also contribute towards faster research.
Civ Ability: Grand Tour (Part 1/3)

For a wonder I can only just build, and considering I haven't even placed a production emphasis yet in the city, nor do I have the Gothic Architecture policy card, 21 turns ain't bad.

Introduction

France's civ ability sets the scene; you'll typically want to seek a cultural victory by obtaining as many wonders as possible. Some wonders you should build yourself to take advantage of the 20% production boost in the medieval, renaissance and industrial eras, but others you can capture with help from the Garde Impériale UU.

The amount of tourism wonders generate starts at 2 per turn, and adds 1 per era beyond the era the wonder is first available. When the wonder is constructed doesn't matter, so if the Pyramids are constructed in the ancient era, they will generate the same amount of tourism in the information era as if it was only just constructed. France doubles this, and the Computers technology (available in the modern era) doubles this again.

Wonder Era
Tourism (Information era)
Plus Computers technology or France
Plus Computers technology and France
Ancient
9Tourism
18Tourism
36Tourism
Classical
8Tourism
16Tourism
32Tourism
Medieval
7Tourism
14Tourism
28Tourism
Renaissance
6Tourism
12Tourism
24Tourism
Industrial
5Tourism
10Tourism
20Tourism
Modern
4Tourism
8Tourism
16Tourism
Atomic
3Tourism
6Tourism
12Tourism

Starting Out

As tempting as it may be, avoid spending time on wonders early on. Instead, try to expand your empire rapidly while building Campuses and Commercial Hubs in most cities, as well as Industrial Zones, Encampments or Theatre Squares in select cities. The aim here is to get a strong base for building wonders, Spies and military units later. Try not to place your core too close together so you have plenty of space for farms to help them grow, mines for production and other tiles for wonders.

Once you've reached the Apprenticeship technology for Industrial Zones, you may take a detour to Education, but otherwise it's best to focus on the bottom part of the technology tree. It's easy to beeline Military Science (where Garde Impériale units come available), and both the Alhambra and Forbidden Palace wonders are on the way as well as Castles for the free Spy. Stack most or all of your trade routes in one strong city and you can manage to build a wonder at a reasonable pace.

On the civics tree, you'll need Divine Right for the Gothic Architecture policy card and its 15% production bonus for ancient and medieval wonders. While it might look like a good idea to go for it first, you may be better off picking up Exploration for the Merchant Republic government before then. With an extra wildcard policy slot compared to Classical Republic, you can fit in the production bonus for wonders while still having an array of more consistently useful bonuses.

With your government sorted out, the Diplomatic Service civic will be useful for the extra Spy capacity while Humanism allows you to build Chateaux. Both those civics are needed for Nationalism (via The Enlightenment), which allows you to form corps and also unlocks the Grand Armee policy card, allowing you to build Garde Impériale units faster.

The problem now is that you have four different things to produce demanding your attention: Wonders, Spies, Garde Impériale units (along with Siege Towers or other kinds of siege support) and Builders to construct Chateaux with. Focus on Garde Impériale units at first until you have a decent army, then use your major cities for wonders while your mid-level cities get some Spies built. Builders can be purchased with gold, unlike wonders and Spies, so if you need any for Chateaux, just buy them.

Beyond Military Science

Once you have Military Science and have got to work building Garde Impériale units, your cities will generally be too tied up in production to be able to build many wonders. As such, you can work on the upper branch of the technology tree towards Industrialisation without much trouble. There, you'll have access to Factories for a welcome production boost, as well as a shot at the powerful Ruhr Valley wonder.

After that, it's not a bad idea to work towards Flight. Both Astronomy and Scientific Theory along the way have good wonders (Potala Palace and Oxford University respectively) but more importantly, Flight will make your Chateaux start contributing towards tourism. Beyond that, the next target is Computers, which doubles your tourism output and gives you +1 Spy capacity.

Finally, research either Telecommunications or Robotics to take you into the information era, making all your wonders produce the maximum amount of tourism. Telecommunications is faster to research, but Robotics comes with a handy +1 production boost to Pastures. Garde Impériale conquests should hopefully provide you with enough science to make this research path viable.
Civ Ability: Grand Tour (Part 2/3)
Medieval, Renaissance and Industrial Wonders - The List

There's plenty of wonders in the game to choose from, and knowing which ones to go for can be difficult. So, here's a list of all medieval, renaissance and industrial-era wonders in a rough chronological order and a description of how useful they are for France.

Huey Teocalli

Requires the medieval-era Military Tactics technology.
Must be constructed on a lake tile adjacent to land.
+1 amenity for each lake tile adjacent to this wonder. All lake tiles in your empire receive +1 food and +1 production.


This is a rather terrain-dependent wonder. The bonus food and production from lakes is alright, but what really sells the wonder is the strong amenity boost. If you have a very big lake near you, consider going for it. If not, it's probably one to capture later.

Hagia Sophia

Requires the medieval-era Education technology.
Must be constructed on flat land adjacent to a Holy Site district, and you must have founded a religion.
+4 faith. Missionaries and Apostles can use their spread religion function one additional time.


This is a pretty competitive wonder and for a good reason - extra charges from Missionaries and Apostles is great for those seeking religious victory. France, however, generally isn't on that path. Unless no-one gets it until fairly late, it's usually a wonder to pass up on.

Alhambra

Requires the medieval-era Castles technology.
Must be constructed on hills adjacent to an Encampment district.
+2 amenities, +1 Great General Points, +1 military policy card and provides the same defensive bonuses on its tile as a fort.


An excellent choice, especially considering the technology is on the way to Garde Impériale units anyway. Unfortunately, it's a pretty competitive wonder to pick up. Nonetheless, a military policy card is really helpful when playing as France as you'll typically be using governments which don't offer many.

Angkor Wat
Requires the Khmer and Indonesia Civilization and Scenario Pack.

Requires the medieval-era Medieval Faires civic.
Must be constructed adjacent to an Aqueduct.
+1 population in all currently owned cities and +1 housing in all owned cities.


It's on the way to Humanism and adds a general bonus useful to most civs. Bonus population and housing in every city helps you prepare for building future wonders.

Chichen Itza

Requires the medieval-era Guilds civic.
Must be constructed on a rainforest tile.
+2 culture and +1 production for all rainforest tiles in this city.


A reasonably niche wonder, though boosted rainforest tiles can be pretty nice for getting you through the civics tree faster. Later on in the game, you may need to cut down some rainforest to maximise tile appeal. Not a high priority wonder to pick up, but not the worst around.

Mont St. Michel

Requires the medieval-era Divine Right civic.
Must be constructed on a floodplains or marsh tile.
+2 faith, +2 relic slots, all Apostles gain the Martyr promotion for free.


One of the least relevant wonders for France. Still, if you have a religion, using all but one charge of an Apostle and then letting them die can be a decent way to convert faith into tourism before you have access to Naturalists. It's also a relatively uncompetitive wonder, so you can hold off on it and pick it up later.

Venetian Arsenal

Requires the renaissance-era Mass Production technology.
Must be constructed on a coastal tile adjacent to an Industrial Zone district.
+2 Great Engineer Points, producing naval units in this city results in two units.


Great for water-heavy maps, and also is great against naval-focused civs - you can put up a defence against them faster, and you'll also deny them this wonder for themselves. Once you have the Cultural Heritage civic, consider covering up any shipwrecks in neutral land with spare naval units until your Archaeologists can get them.

Great Zimbabwe

Requires the renaissance-era Banking technology.
Must be constructed on a tile both adjacent to cattle and a Commercial Hub district with a Market.
+5 gold, +2 Great Merchant Points, +1 trade route capacity, trade routes from this city receive +2 gold for every bonus resource within this city's territory.


With some of the strictest adjacency requirements, this wonder frequently isn't built until late. That's rather nice if you're putting off Banking on the way to a Telecommunications/Robotics beeline. The wonder's effect is powerful, and in a city with a lot of bonus resources, you can end up with masses of gold.

Forbidden City

Requires the renaissance-era Printing technology.
Must be constructed on flat land adjacent to the city centre.
+5 culture, +1 wildcard policy slot.


Regardless of how you want to play, a wildcard policy slot is always good. Printing is on the way to Military Science, so you have a good shot at picking up this wonder.

Potala Palace

Requires the renaissance-era Astronomy technology.
Must be constructed on a hill adjacent to a mountain.
+2 culture, +3 faith, +1 diplomatic policy slot.


It's an inferior wonder compared to the Forbidden City, but it's still worthwhile as an extra diplomatic policy card means you can take bonuses for Spies and bonuses to City-State envoys simultaneously.
Civ Ability: Grand Tour (Part 3/3)
Ruhr Valley

Requires the industrial-era Industrialisation technology.
Must be constructed adjacent to a river as well as an Industrial Zone containing a Factory.
+20% production for this city, and +1 production for every mine and quarry in this city.


A powerful wonder that will help you construct further wonders more effectively in the same city. The problem is, you should be heading for Military Science before Industrialisation for a more effective Garde Impériale force, and this wonder is competitive.

Oxford University

Requires the industrial-era Scientific Theory technology.
Must be constructed on flat grassland or plains adjacent to a Campus district with a University.
+3 Great Scientist Points, +2 Great Work of Writing slots, +20% science in this city, and gain two random technologies.


Scientific Theory is on the way to Flight, Radio and other useful technologies at the top of the technology tree, so you've got a decent shot at this rather effective wonder. Two random technologies for free could be strong or relatively weak, but either way it saves you some time researching, and the science boost is helpful for the Telecommunications/Robotics beeline.

Bolshoi Theatre

Requires the industrial-era Opera and Ballet civic.
Must be constructed on flat land adjacent to a Theatre Square district.
+2 Great Writer Points, +2 Great Musician Points, +1 Great Work of Writing slot, +1 Great Work of Music slot, gain two random civics.


A reasonable wonder for cultural victories, and its placement on the civics tree makes it uncompetitive. Gaining two random civics should make up for the small detour on the civics tree, while additional Great Writer and Musician points is nice to have around. There's certainly better options around, but it's a wonder one of your mid-sized cities can work on without too much risk of losing it.

Big Ben

Requires the industrial-era Economics technology.
Must be constructed adjacent to a river as well as a Commercial Hub with a Bank.
+6 gold, +3 Great Merchant Points, +1 economic policy slot, doubles current treasury.


The wonder is moderately competitive. When you're building it, try to avoid spending any gold as all the gold you'll have accumulated in that time will be doubled once the wonder's complete. That money will be useful for buying things like Builders, cultural buildings and Archaeologists. More importantly, you'll gain an economic policy card, which helps give you more flexibility in regards to which bonuses you can choose from.

Hermitage

Requires the industrial-era Natural History civic.
Must be constructed adjacent to a river and not on desert or tundra.
+3 Great Artist Points, +4 Great Work of Art slots.


Gives you somewhere to store Great Art that you steal via Spies (or maybe even acquire the conventional way) so you can squeeze in an extra Archaeological Museum in your empire.
Catherine de Medici's Leader Ability: Catherine's Flying Squadron (Part 1/3)

Get used to your screen being filled with spam every turn.

Catherine de Medici's leader ability is a fairly annoying one at times, but can help you snatch victory from the jaws of defeat. Few unique abilities are quite so good at helping you set back your opponents without you needing to go to war.

Diplomatic Visibility

Diplomatic visibility is a mechanic that allows you to learn more about what other civs are up to. At the start of each turn, you may get messages about other civs founding cities, starting construction on wonders and so forth.


If you go on the diplomacy screen of a civ, and look in the bottom-left corner, you can be reminded on what you've been told about the civ in the last ten turns. You can use this feature between your turns, so it gives you something to do while you wait.

Here's what's revealed at each level of diplomatic visibility:

Level
Name
Revealed
Notes
0 Diplomatic Visibility
None
  • Declaration of war
  • Conquered city
  • Founded religion
  • Used nuclear weapon
Everyone who has met this civ will know about this.
1 Diplomatic Visibility
Limited
  • Founded city
  • Made trade deal
  • Revoked trade deal
  • Denouncement
  • Changed government
  • Made alliance
This gives you a clue to the civ's relationship with other civs. Learning about founded cities gives you an insight into how powerful the civ is even if you can't see all their territory.
2 Diplomatic Visibility
Open
  • Reveals secret agenda*
  • Constructed district
  • Started wonder
  • Recruited Great Person
Here's where things start getting really useful. In singleplayer, revealing secret agendas makes it easier to play the diplomacy game and work out what other civs want. Knowing what wonders other civs are chasing lets you work out when's a good time to stop putting one off, or to switch attention to another wonder.
3 Diplomatic Visibility
Secret
  • Finished technology or civic
  • Trained Settler
  • Sent envoy to city-state
This gives you much clearer information on where a civ is on the technology or civics tree. It's not unusual to see civs reach the atomic era without even having Gunpowder, for example. Knowing when a civ has just researched certain technologies gives you a good clue to their real power - great for knowing who to launch Garde Impériale wars against.
4 Diplomatic Visibility
Top Secret
  • Changed victory goal*
  • Preparing for war*
  • Launching attack*
  • Started project
  • Obtained nuclear weapon
Weaker in multiplayer than singleplayer, but it still lets you know exactly when a civ is constructing spaceship parts or nuclear weapons. If they're building spaceship parts, be prepared to send some Spies over to disrupt it.
*Does not work against human players; only AI civs.

To gain diplomatic visibility, you can do the following to boost access to all civs:

  • Have Catherine de Medici's leader ability, giving you Limited access by default.
  • Research the renaissance-era Printing technology.
  • Use the modern-era Great Merchant Mary Katherine Goddard.

And the following works for the specific civ:

  • Send a delegation (25 gold) or an embassy (50 gold, requires the Diplomatic Service civic).
  • Send a trade route to the civ.
  • Send a Spy on a Listening Post mission to the civ, OR be their ally (requires the medieval-era Civil Service civic)

Catherine de Medici only needs a delegation with an AI civ to reveal their secret agenda for the rest of the game. Add a trade route and the Printing technology, and you can reach the highest level of access without too much trouble. If you manage to make use of Mary Katherine Goddard, the Printing technology and a trade route, you can get the maximum level of access even with civs that hate you - ideal for working out where spaceship parts are being built so you can disrupt them to buy time.

Ultimately, this bonus is one that saves a lot of effort. Spies generally won't ever need to go on Listening Post missions, meaning they can dedicate more time to other things. Like, say, stealing Great Works.

Extra Spy at Castles and +1 Spy Promotion Level


This was a close game. Kongo was particularly strong, and only a few turns away from a scientific victory. Thankfully, my Spies were able to disrupt their spaceship-building efforts buying me just enough time for a cultural victory.

France's Garde Impériale UU encourages you to beeline Military Science once you're done with Apprenticeship, but thankfully both Castles and Printing are en route. Both come with their own wonders, and while Printing boosts your diplomatic visibility with all civs, Castles increases your Spy capacity by 1 and also gives you an Agent-level Spy for free.

Having an early Spy means you can make life harder for other civs before they have a chance to adequately respond. What exactly you can do with the Spy will be covered later.

Spies are expensive when first available (225 production, rising with every Spy you train - and keep in mind they can't be purchased). While your biggest cities handle wonders, dedicate your mid-level cities to Spies. Your Spy capacity will increase further with the following civics and technologies:

  • Diplomatic Service (Renaissance era civic - also needed for the useful Machiavellianism diplomatic policy card which lets you build Spies faster and makes their operations faster)
  • Nationalism (Industrial era civic - also needed to form corps and offers the Grande Armee military policy card allowing you to build Garde Impériale units faster)
  • Ideology (Modern era civic - a prerequisite of all modern-era governments)
  • Computers (Atomic era technology - also doubles tourism output)
  • Cold War (Atomic era civic)

You'll notice that aside from Cold War, all these civics and technologies are useful in their own right, so you don't need to think too hard about which research path to go down in regards to maximising Spy capacity.
Catherine de Medici's Leader Ability: Catherine's Flying Squadron (Part 2/3)
Using Spies

Spies can be assigned to protect districts in your own cities (counter-espionage) or sent to the cities of various civs in order to carry out missions. Spy missions take eight turns by default, but this can be lowered by two with either the Machiavellianism diplomatic policy card or the Linguist promotion. With both, missions take just four turns each.

Here's a list of all possible missions:
Mission Name
Location
Effect
Notes
Counter-espionage
Owned district
Greatly increases the chance of enemy Spies performing missions on the district or adjacent ones being caught or killed. If you successfully stop an enemy Spy, this Spy gains a promotion level and cancels this mission.
Counter-espionage is the safest but slowest way of training Spies. Keeping one at home to defend a key Industrial Zone isn't a bad idea, but don't go overboard. Sending your Spies off to train will pay off later on when they can reliably steal Great Works and suchlike.
Gain sources

Another civ's city centre
When complete, Spies in this city operate at two levels higher for 24 turns. Cannot be failed but doesn't provide Spies with experience.
It might be annoying to send Spies on an additional mission before you can get the good stuff, but this greatly increases your chance of success on subsequent missions - at least for a while. That should offer enough time to train the Spies up so they won't need to use this mission any more.
Listening Post

Another civ's city centre
Increases diplomatic visibility by one level. Cannot be used against allied civs, does not provide Spies with experience but cannot be failed.
Not really necessary with Catherine de Medici's leader ability unless another civ hates your guts and you really want the Top Secret level of visibility.
Disrupt Rocketry

Another civ's Spaceport
Pillages the Spaceport district.
This can save you the game. Pillaged Spaceports take quite a while to repair, and unlike the construction of spaceship parts themselves, there are few bonuses that can speed that process up. Be sure to look through all the cities of a civ to make sure they don't have a backup Spaceport somewhere else. This will help you buy time for your own cultural victory.
Great Work Heist

Another civ's Theatre Square with a Great Work present
Steals a Great Work. You need to have room for it in your own empire.
Perhaps the best use of Spies when you're playing as a cultural victory-focused civ. Pay particular attention to Brazil, Kongo and Russia, which have various bonuses to help them accumulate GWAMs. If you feel your own Theatre Squares are at risk from a heist, move the Great Works to wonders or your Palace - they can't be stolen there.
Recruit Partisans

Another civ's Neighbourhood
Produces Barbarian units appropriate to the civ's technology level in the area.
Strong against Kongo, as their Neighbourhood replacement arrives early. Also good against scientific civs in general as they tend to have a good level of military technology without the units to back it up. Also fun against religious civs as the Barbarians can pick off their religious units. Unfortunately, this mission comes with a low chance of success, so train your Spies up before risking it.
Sabotage Production

Another civ's Industrial Zone
Pillages all buildings in the Industrial Zone district, though not the district itself.
A mean and effective way to slow down wonder-builders, warmongers and Spaceship construction alike, especially once Factories arrive and one act of sabotage can leave multiple cities without production boosts.
Siphon Funds

Another civ's Commercial Hub
Steals gold equal to the amount the Commercial Hub accumulated over the time the mission took place.
If you're desperate for cash, this may help, but there's plenty of alternative methods of getting that as well. Still, if you can time lots of Siphon Funds missions just before you finish Big Ben, you could make massive amounts of money. This mission also has a decent chance of success, making it good for training Spies with.
Steal Tech Boost

Another civ's Campus
Obtain a Eureka boost which the target civ has and you don't. They don't need to have researched that technology beforehand - they only need the boost.
One of the most powerful Spy missions, and even better with the Nuclear Espionage diplomatic policy card (requires the modern-era Nuclear Programme civic). Very useful for catching up on anything you may have missed on the Telecommunications/Robotics beeline.

Be careful how you use your Spies, as dead Spies cost a lot to replace. You can compromise between speed and safety when training Spies by using the Gain Sources mission followed by things like Siphon Funds, before switching to the more useful missions like Great Work Heist.

If a Spy is discovered during a mission, you have a choice of how they should escape:

  • Foot - Takes four turns, but has the highest chance of avoiding being killed. Considering much of your production will be tied up in wonder, Builder and Archaeologist construction, this is usually your best option.
  • Vehicle - Requires a Commercial Hub in the city. Takes three turns and has a reasonably low chance of being caught. If the Spy has the Ace Driver promotion, you should be able to reliably take this option.
  • Boat - Requires a Harbour in the city. Takes two turns but is pretty risky! Of course, you could always use this if your Spy has a bad set of promotions and you don't mind too much if it gets killed.
  • Aeroplane - Requires an Aerodrome in the city. Takes just one turns but is practically a deathwish for inexperienced Spies. Unless your production is very good, it's usually best not to take the risk.

But if you succeed, the rewards are great. Aside from the direct rewards of the mission, Spies gain a level for every successful mission other than Gain Sources or Listening Post. At first, Spies start off at Recruit level, but can be promoted to Agent, Special Agent and finally Master Spy (they cannot gain levels beyond that point). Catherine de Medici makes France's Spies start immediately at Agent level. Every level gained makes Spies more effective at all missions, and each level up also offers a choice of three random promotions. A list of all of them follows.
Catherine de Medici's Leader Ability: Catherine's Flying Squadron (Part 3/3)
Promotion
Effect
Notes
Ace Driver
Escape as if 4 levels more experienced
Useful for risky missions, but it may be a good idea to take a corresponding promotion for the mission first to maximise your chance of success.
Cat Burglar
Steal Great Works as if 2 levels more experienced
An ideal promotion when playing as France, and almost always worthwhile.
Con Artist
Siphon Funds as if 2 levels more experienced
Usually not worth it unless you're desperate for money.
Demolitions
Sabotage Production as if 2 levels more experienced
Not a bad choice if your opponents are strong.
Disguise
Can instantly relocate to another civ's city
Saves time if you intend to move the Spy around a lot. Great in combination with Linguist.
Guerilla Leader
Recruit Partisans as if 2 levels more experienced
Helpful considering the odds of success are fairly low by default. Remember that it's most effective against civs on other continents with weak armies (on the same continent, you can just use Garde Impériale units).
Linguist
Time to complete missions reduced by 25%.
Great for everything except counter-espionage and siphoning funds.
Quartermaster
If on home territory, all Spies operate at +1 level.
A really useful promotion as it can make new Spies more effective as well as existing ones. 1-2 Spies with this promotion can stay home on counter-espionage duties while all other Spies enjoy the boost.
Rocket Scientist
Disrupt Rocketry as if 2 levels more experienced.
A niche bonus, but one that could save you the game. It's generally best to avoid giving Spies this promotion until very late in the game, as other promotions may grant you more in that time.
Seduction
Counterspy as if 2 levels more experienced.
A nice promotion for Spies which already have Quartermaster, but given the presence of two policy cards which reduce the effectiveness of enemy Spies in your lands (Police State and Cryptography), it probably shouldn't be your first choice of promotion.
Technologist
Steal Tech Boost as if 2 levels more experienced.
A very helpful advantage to have when you're trying to make your way quickly through technologies beyond the Robotics/Telecommunications beeline..

Summary

  • Maximise diplomatic visibility with delegations and, later in the game when you need the tourism bonus, trade routes
  • Spy capacity is generally increased at technologies and civics you want anyway.
  • Use medium cities to produce Spies while your biggest cities handle wonders
  • Great Work Heists and Steal Tech Boost are generally the best missions for your Spies, though it's worth keeping one or two with the Quartermaster promotion in counter-espionage.
Unique Improvement: Chateau


If France's civ ability wasn't enough tourism for you, Chateaux take that even further. Offering more culture than any other improvement (except for Persia's Pairidaezas in certain situations) when adjacent to a wonder, they'll provide quite a lot of tourism with Flight - and even more with Computers.

The catch, however, is in their tricky placement requirements. Chateaux have to be next to a river, and you may have relatively few spots which are both adjacent to a river and a wonder. Having spread out cities helps you to grow them larger (as you have more room for farms) and will make maximising the number of high-yield Chateaux easier. Garde Impériale conquests will also help with this - capturing wonders from other civs means your wonders will be spread out among a large number of cities, also giving you more free space for squeezing in Chateaux. Having said that, you wouldn't want a city to work too many Chateaux at a time anyway considering they don't offer food or production.

Until late in the game, it's a good idea to only construct Chateaux adjacent to wonders, and you should also be careful about which cities are working them. If a city is within range, entering the citizen screen allows you to swap the tile to the city's control - do this so your Chateaux are worked by cities that can spare the citizens, not your main wonder-building metropolises.

Chateau improvements will offer you plenty of culture for getting through the civics tree quickly. You'll want Nationalism for corps and a policy card boosting the production of Garde Impériale units, the top part of the civic tree for various cultural bonuses and the path to Cold War for extra Spies. Social Media offers a powerful tourism boost with the Online Communities policy card, so getting to it sooner is also very useful.

Placing Chateaux adjacent to luxury resources grants +1 gold, but having a tile adjacent to a river, a wonder and a luxury resource is pretty rare. As such, that isn't really a bonus you need to concern yourself with.


With Flight and Computers, all wonder-adjacent Chateaux are worth 8 tourism each.

In addition to culture, tourism and gold, Chateaux also create appeal in adjacent tiles. This can be useful for maximising the housing in Neighbourhoods as well as the tourism in National Parks and Seaside Resorts. Just because France gets a lot of tourism from wonders doesn't mean you should neglect these means of generating tourism! Garde Impériale wars may capture quite a few Holy Sites, giving you the faith you need to set up National Parks.

Late on in the game, you may want to start constructing Chateaux near smaller cities even if they lack a nearby wonder, as it's better to get four points of tourism now than the potential for tourism in fifty turns or so.

Ultimately, Chateaux offer a helpful complement to culture and tourism from wonders. The placement requirements are tricky, but this isn't an improvement you need in vast quantities anyway.
Unique Unit: Garde Impériale


It looks like a defensive unit, it sounds like a defensive unit, and it's very good at defence, but the Garde Impériale is at its best when it's expanding your empire. Going on the warpath might seem strange for a civ which has a wonder construction bonus at the same time, but successful conquests of wonders and other civs' lands will do far more for you than sitting back and spending all the time building your own wonders will.

Like all unique units, Garde Impériale units are most effective if built as soon as possible. Unfortunately, you can't upgrade any units into them, but it is pretty easy to beeline the Military Science technology. Build a few along with a couple of Siege Towers and you'll be ready to go against any enemy that hasn't unlocked urban defences with Steel yet.


Pay close attention to where the continental margin is. Cities on your continent with wonders of their own are prime targets. Cities not on your continent may be worthwhile to avoid unless the civ is particularly vulnerable.

Into War

Garde Impériale units have 75 strength when on your capital's continent. That's better than an Infantry unit at a time when you'll be mostly facing Musketmen. If you were fast enough with your beelining efforts, or are fighting against a civ that lacks nitre, the units you face may be even weaker.

But enough of how Garde Impériale units are similar to England's Redcoats (to the point which I copied and pasted that paragraph from the guide to England) - there's a few notable distinctions. England's Redcoats can be obtained very rapidly through conquests on another continent, and France has to manually build or purchase each unit. The +10 strength bonus Redcoats get is useless on duel map sizes because there's only one continent - for France, duel maps suddenly become very much in their favour. Redcoats aren't especially effective at defending England's core territory, while Garde Impériale units are great at defending Paris. Finally, Redcoats can disembark cheaply while Garde Impériale units gain 10 Great General Points for every kill.

Gaining Great General Points on a kill can hopefully grab you a renaissance or industrial-era Great General to complement your forces, but there's no guarentee of that. Still, if you succeed, a +5 strength boost gives you units of 80 strength, which should be enough to convince other civs to leave your continent alone (even if they happen to have started there). If you can secure multiple Great Generals, you can make even stronger and faster Garde Impériale units.

Your goal will be to march through your home continent, taking every city with a wonder you can. It's true that you'll ruin your relations with other civs in the process, but that doesn't really matter too much if your defences are up to scratch. You'll get lots of tourism directly from the wonders, and more in potential Chateau spots.


Unprepared cities will take insane amounts of damage from Garde Imperial units stacked with Siege Towers.

Summary

  • Beeline Military Science once Apprenticeship is done to get these units built early
  • Bring along some Siege Towers to help deal with cities (Bombards or Artillery should be used instead once your opponents have the Steel technology).
  • Try to capture every wonder on your home continent.
Administration - Government and Religion
The administration section covers the governments, policy cards, pantheons, religious beliefs, wonders, city-states and Great People which have particularly good synergy with French uniques. Be aware that these are not necessarily the best choices, but rather options that you should consider more than usual if playing as France relative to other Civs.

Governments

Classical Era Governments

Classical Republic is clearly the best choice here. A good selection of policy card slots, the helpful amenity bonus and also extra Great Person Points.

Medieval/Renaissance Era Governments

Merchant Republic is probably your best option despite lacking much in the way of military policy cards to support Garde Impériale warfare. The extra trade routes are very helpful for aiding wonder construction via internal trading, while cheaper purchasing of items with gold can be a good way to obtain Builders.

Modern Era Governments

Democracy is a reliable choice with a good set of policy cards and Great Person acquisition bonuses, but if you're still building plenty of wonders, Communism's production bonus will be helpful.

Policy Cards

Medieval Era

Gothic Architecture (Economic, requires Divine Right) - With this, you'll have an impressive 35% production bonus for medieval and renaissance-era wonders.

Serfdom (Economic, requires Feudalism) - Extra Builder charges helps you develop cities quickly, which is important for making them ready to build wonders. It also means you can afford to construct Chateaux without much trouble, and redevelop cities captured by Garde Impériale units.

Renaissance Era

Machiavellianism (Diplomatic, requires Diplomatic Service) - The production bonus to Spies makes this policy a must, and taking two turns off Spy operation times makes Spies considerably more effective.

Industrial Era

Grand Armee (Military, requires Nationalism) - Allows you to build Garde Impériale units faster.

Native Conquest (Military, requires Colonialism) - If you've beelined Military Science reasonably well, you'll usually be fighting armies of earlier eras with Garde Impériale units. The gold you can earn is a good way to pay for their maintenance.

Skyscrapers (Economic, requires Civil Engineering) - You'll have a useful 35% production bonus towards industrial-era wonders with this policy card, and 15% for the small number of post-industrial wonders.

Modern Era

Nuclear Espionage (Diplomatic, requires Nuclear Programme) - Need to catch up on technology? Pick up this policy card, send Spies to other civs' Campuses and enjoy double the usual number of Eureka boosts.

Police State (Diplomatic, requires Ideology) - Reduces enemy Spy effectiveness in your lands, at the expense of amenities. This allows you to use all your Spies offensively without having to worry too much about successful enemy Spies.

Atomic Era

Cryptography (Diplomatic, requires Cold War) - Take this with Machiavellianism and enjoy very powerful Spies. You typically won't need both this and Police State to defend from enemy Spies.

Pantheons

Relevant food or production pantheons will be useful for getting cities ready to construct wonders with, but which specific one is best depends on your starting location.

Earth Goddess - Chateaux add appeal to adjacent tiles, which makes it easier to generate lots of faith out of this pantheon. You can then use the faith for things like purchasing Naturalists with or Great Person patronage.

God of Healing - Even if you never build a Holy Site, Garde Impériale conquests might result in you having a few. The healing bonus on offer here helps them recover faster, ensuring your wars are more effective.

Fertility Rites - Although it's not particularly strong as pantheons go, having your cities grow faster will still be helpful for making them ready to build wonders sooner.

Religious Beliefs

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

Defender of the Faith (Enhancer) - Your homelands will be extremely secure with this belief and the Garde Impériale unit. 85 strength is just five points short of Mechanised Infantry, so this will make your unique unit strong enough to protect you for the remainder of the game.

Divine Inspiration (Follower) - Lots of wonders means lots of tourism. With this belief, it also means lots of faith, which can be fed back into tourism via Naturalists and National Parks.

Meeting House (Worship) - Every bit of production helps when constructing wonders.
Administration - Wonders, City-States and Great People
Wonders

All wonders from the medieval, renaissance and industrial eras are covered in the second half of the section on France's civ ability. The most useful of those wonders for France typically are the Alhambra, Angkor Wat, Forbidden City, Potala Palace and the Ruhr Valley. Big Ben and Oxford University are also good, but have less synergy with France's typical playstyle. The Bolshoi Theatre and the Hermitage are alright cultural victory-leaning wonders if you can spare the production for them.

Furthermore, all early wonders are useful to France due to their high tourism contribution. Generally, you should be capturing those rather than directly building them. Ones with particular synergy with France's uniques are listed below.

Hanging Gardens (Ancient era, Irrigation technology) - As much as this wonder's cheap cost can make it tempting, there's no shame in waiting to capture it later. The growth bonus is helpful when you're trying to develop cities to build further wonders, and +2 housing really helps grow a city.

Apadana (Classical era, Political Philosophy civic) - If you have an especially strong city that can build multiple wonders, you can get a lot out of the Apadana. Use the envoys to unlock 3 and 6-envoy bonuses from industrial city-states, and it'll be easier to construct future wonders. Requires the Persia and Macedon Civilization and Scenario Pack.

Mausoleum at Halicarnassus (Classical era, Defensive Tactics civic) - Getting an extra charge from Great Engineers is particularly helpful for those which offer production boosts to wonders.

Cristo Redentor (Modern era, Mass Media civic) - Well-positioned Chateaux can make some strong Seaside Resorts (though, admittedly, so can second-growth woodlands, but they don't offer tourism in their own right). Cristo Redentor makes those Seaside Resorts doubly effective, while also making any sources of religious tourism you may have captured or acquired otherwise more effective.

Eiffel Tower (Modern era, Steel technology) - Chateaux add appeal. So does the Eiffel Tower. High appeal makes strong National Parks and Seaside Resorts, which in turn increases your tourism output.

City-States

Brussels (Industrial) - Hold onto this bonus and you'll have a 35% production bonus to medieval, renaissance and industrial era wonders. Add Gothic Architecture (medieval/renaissance eras) or Skyscrapers (industrial era) for an impressive 50% bonus.

Palenque (Scientific) - Faster city growth for cities with a Campus is really helpful early in the game when you're trying to grow cities ready to construct wonders. Requires the Vikings Scenario Pack.

Seoul (Scientific) - France gets a lot out of beelining certain technologies, and a side-effect of beelining is that you'll advance era quite quickly. That makes it easier to make use of Seoul's free Eurekas before some other civ takes the suzerain bonus off you.

Vilnius (Cultural) - A free inspiration every era goes together nicely with France's emphasis on beelining technologies.

Great People

Keep in mind only the Great People with the most synergy with French uniques are covered here - there's perfectly fine ones not listed here with good bonuses for cultural victory like tourism multipliers, but it should be obvious in-game that they're worth going for. All renaissance and industrial-era Great Generals as well as GWAMs can be useful, but it would be redundant to list them all.

Medieval Era

Æthelflæd (Great General) - A free Knight unit without needing Stirrups allows you to get the Eureka for Military Science without having to research Stirrups first.

Bi Sheng (Great Engineer) - Allows you to get Printing's Eureka without having to take a detour to Education, cutting the amount of time before you can reach Garde Impériale units.

Isidore of Miletus (Great Engineer) - The earliest Great Engineer to offer two one-off boosts to wonder construction. It may be a good idea to use the boost on a pre-medieval wonder considering they produce more tourism and you don't have a production bonus when building them.

Renaissance Era

Filippo Brunelleschi (Great Engineer) - Offers two one-off boosts to wonder construction.

Gustavus Adolphus (Great General) - If you need siege support and are short of Siege Towers, the King of Sweden can help. Obtaining a Bombard unit this way saves a tricky technological detour. Just beware the loss of the +5 strength bonus to nearby Garde Impériale units.

Industrial Era

James Watt (Great Engineer) - Because you'll be typically heading to Military Science before Industrialisation, you may be a bit late to factories. James Watt doesn't care if you have Industrialisation or not - he'll still build an enhanced Factory ensuring you can still construct wonders and units at a decent pace.

Gustave Eiffel (Great Engineer) - Offers two one-off boosts to wonder construction.

Napoleon Bonaparte (Great General) - Aside from making his own soldiers stronger via his passive bonus, Napoleon can create an early army with a unit. A Garde Impériale army has 92 strength on their own continent and will typically kill Cavalry units in a single hit!

Modern Era

Alvar Aalto (Great Engineer) - Extra appeal for a city complements the appeal boost of Chateaux.

Mary Katherine Goddard (Great Merchant) - With the Printing technology, you now have the penultimate level of diplomatic access with all civs as a baseline. You can reach Top Secret level with just an embassy, a trade route or a Spy using the Listening Post mission - the last of which works even in war-time, making France the only civ that can get to the top level of diplomatic visibility at war.

Nikola Tesla (Great Engineer) - More production is very useful considering how Spies, Garde Impériale units and wonders all compete for your attention.

Information Era

Charles Correa (Great Engineer) - Twice as good as Alvar Aalto, offering appeal in a city to complement Chateau appeal.
Counter-Strategies
France's cultural might isn't unstoppable. Their dependence on particular research paths for full effectiveness can make them pretty predictable, and a predictable opponent is a vulnerable one.

Grand Tour

A curious effect of this ability is that it has two halves that slightly contradict each other - the tourism bonus is stronger for earlier wonders, while the production bonus is focused on the mid-game. France doesn't have any particular edge at grabbing early wonders, and the more time they spend trying to build them, the less prepared they are for later wonders.

Even if France is more focused on city development and expansion than wonder construction, it can still leave them vulnerable to an early attack. Nothing can be upgraded into Garde Impériale units, so France may neglect to build a sufficient defensive force in the meantime.

If an early attack isn't an option, you might have to work out how to handle Garde Impériale units in direct combat. That'll be covered in their own section.

Catherine de Medici - Catherine's Flying Squadron

Catherine de Medici knows when you've started production on wonders with just a delegation, a trade route or the Printing technology (among other methods). However, she won't know when you've stopped. You can mislead them by starting production on a wonder you never intend to finish (use a tile you don't need right now) and switching focus to something else.

As for the extra Spy, consider heading to Diplomatic Service a bit sooner than normal so you can recruit a Spy of your own as a counter-Spy. With Ideology, you can use the Police State policy card to make life much harder for her Spies, and with Cold War, there's Cryptography as well. Catherine de Medici's Spies aren't any cheaper than yours, and if a lot of hers die, the costs can rapidly spiral out of control for her. The more time she spends building Spies, the less time she spends on military units and wonders.

Catherine de Medici - AI Agenda

Catherine loves making use of Spies and gaining diplomatic visibility, and hopes you do too. She dislikes those who are insufficient at that.

Early on, avoiding being disliked by Catherine de Medici can be a simple task of remembering to send delegations to other civs. It doesn't cost a lot to do that, and raising relations with other AI civs isn't such a bad idea anyway.

Once Spies arrive, be sure to get some for yourself - if only to counter-Spy against her. If you get a positive agenda-based relations boost, that's probably a sign you have sufficient defence against her Spies.

Garde Impériale

If you don't share a continent with Catherine de Medici, then promoted Musketmen or even Knights can be sufficient. Garde Impériale units are pretty costly (42% more expensive than Musketmen!) so even at a strength disadvantage, the production difference should make up for that.

Assuming you do share a continent with Catherine de Medici, and you don't want to (or can't) pull off an early rush against her before she can unleash Napoleon's armies upon you, try to make use of defensive terrain and ranged units behind your promoted Musketmen or other such units. Cavalry will be fairly effective if you have them.

Look for where France's siege units are. Without siege support, Garde Impériale units will have difficulty tearing down city walls, so try to pick them off if you can.

Once you have Infantry, Garde Impériale forces should be reasonably manageable, and once you're up to Tanks, they shouldn't pose a significant threat any more.

Chateau

Chateaux have horribly specific terrain requirements for their optimum yields. France needs plenty of space around rivers to be able to make the most of them, and that's not always possible. Simply put, the more river tiles you take, the fewer river tiles France has and the weaker Chateaux become as a consequence.

Like all unique improvements, Chateaux are vulnerable to pillaging - you'll get 25 culture each time. Promoted Cavalry and Helicopters can quickly tear them down, putting a slight dent in France's tourism output as well.
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21 Comments
[OP]JnBs Feb 22, 2018 @ 2:37am 
FYI - very very niche combination, but Spies can actually get an extra level - if you get them up to Master Spy level and then get them an extra promotion (I got my hands on a very late Terracotta Army on Prince difficulty) they can select an extra upgrade.
The game isn't prepared for that as it names them "Recruit" again after that though, so that may officialy be a bug ;)
Zigzagzigal  [author] Oct 19, 2017 @ 5:21pm 
Changes made to this guide from the 20 October Autumn 2017 Patch:

- Angkor Wat is a new medieval-era wonder that can help your cities grow

- Humanism (needed for Chateaux) now requires the Guilds civic

- The appeal bonus of Chateaux makes it easier to use the new Earth Goddess pantheon.
Zigzagzigal  [author] Oct 8, 2017 @ 3:48am 
I'd say the minimum is probably six, but if you can support more, go for it.
BeefQuake@TTV&TikTok Oct 7, 2017 @ 8:19pm 
Last question about France. Maybe. How many cities would you consider optimal before producing Garde Imperiale and Wonders?
Zigzagzigal  [author] Oct 7, 2017 @ 3:54am 
I'd avoid doing so as France. Pushing for a religion as France is a huge risk seeing as the civ already lacks early-game bonuses, and getting Holy Sites means fewer districts of other types such as Campuses.
BeefQuake@TTV&TikTok Oct 7, 2017 @ 3:09am 
Is it worth trying to rush a religion at all for Defend of the Faith? or is it something you see as not worth going out of your way but cool if you get it kind of thing?
Zigzagzigal  [author] Jul 27, 2017 @ 2:14pm 
And I discovered this:

- The Ruhr Valley wonder only offers a 20% production bonus instead of 30%.
Zigzagzigal  [author] Jul 27, 2017 @ 12:25pm 
Oh, and almost forgot:

- Lakes are now more common, buffing the Huey Teocalli wonder
Zigzagzigal  [author] Jul 27, 2017 @ 10:52am 
Changes made to this guide from the 27 July Summer Patch:

- All Spies are 25% cheaper

- Hanging Gardens now provide +2 housing

- Siege Towers are no longer useful against cities with Urban Defences, but Urban Defences now come at the modern-era Steel technology instead of the industrial-era Civil Engineering.

- Native Conquest is now an industrial-era policy card

- France gets a free Spy at Castles

- All French Spies start with a promotion level
Navy_Paladin Jul 19, 2017 @ 5:25am 
Hey TycoonTim, sorry but the Devs said that they will add Southeast Asia Civs like Siam(Thailand Older Name), Indonesia, Vietnam, Khmer(Cambodia older name) etc. Korea is in EAST ASIA NOT SOUTHEAST ASIA!!!