Georgian (Civ6)

The Georgian people represent a civilization in Civilization VI: Rise and Fall. They are led by Tamar, under whom their default colors are white and orange.
The Georgians' civilization ability is Strength in Unity, which allows them to receive Era Score bonuses for the Dedications they make at the beginning of Golden and Heroic Ages, and grants them extra towards walls. Their unique unit is the Khevsur (which replaces the Man-At-Arms), and their unique building is the Tsikhe (which replaces the Renaissance Walls).
In the Dramatic Ages game mode, the Georgians' civilization ability functions differently. They still receive their bonus toward walls, but in a Golden Age, they receive an additional Wildcard slot in their government and can use Dark Age policy cards.
== Strategy ==
Starting bias: None
Upon the release of Rise and Fall, Georgia became the butt of many jokes in the community since the civilization was hilariously underpowered. However, through many patches, tweaks, direct and indirect buffs, Georgia (especially in Gathering Storm) is now quite a solid civilization who can turn every city she has into impenetrable fortresses while racing towards a Religious, Cultural, or Diplomatic Victory.
=== Strength in Unity ===
==== Extra Era Score when in Golden and Heroic Ages ====
This aspect of the Georgian civilization ability provides them an unmatched ability to chain multiple Golden Ages. In addition to being good road maps for each era, Golden Age Dedications normally provide powerful empire-wide benefits that can affect city development, espionage, expansion, exploration, military, or basic yields, but they do not provide extra sources of Era Score like Normal Age and Dark Age Dedications. This, coupled with the fact that previous Golden Ages will raise the Era Score threshold for subsequent Golden Ages, makes it incredibly tough for a civilization to stay in a Golden Age that lasts multiple eras, except for a strong domination civilization who is currently rolling over everyone. In short, this ability gives Georgia a useful and, most importantly, reliably repeatable source of Era Score that comes with the Golden Age Dedications.
The possible Dedications are listed in the table below.
Dedication	Era Score Source 	Golden Age Bonus 	Availability
Free Inquiry	Gain +1 Era Score when you trigger a , and when constructing a building which provides . 	s provide an additional 10% of Technology costs. Commercial Hubs and Harbors provide equal to their bonus. 	Classical - Medieval
Pen, Brush and Voice	Gain +1 Era Score when you trigger an , and when you construct a building with a Great Work slot. 	s provide an additional 10% of Civic costs. +1 per Specialty District for each city. 	Classical - Medieval
Monumentality	Gain +1 Era Score each time you construct a Specialty District. 	Classical - Renaissance 	
Exodus of the Evangelists	Gain +2 Era Score when you convert a city to your religion for the first time. 	+2 for Missionaries, Apostles and Inquisitors; newly-trained ones receive +2 Charges. +4 points per turn. 	Classical - Renaissance
Hic Sunt Dracones	Gain +3 Era Score when you discover a new continent or Natural Wonder. +1 Era Score when you kill a non-Barbarian naval unit. 	Cities settled on a continent different than your 's gain +3 Population and +2 Loyalty per turn. Naval and Embarked units gain +2 . 	Renaissance - Modern
Reform the Coinage	Gain +1 Era Score each time you successfully complete a . 	Your Traders cannot be Plundered. International s provide +3 per specialty in the foreign city. 	Renaissance - Modern
Heartbeat of Steam	Gain +2 Era Score for each Industrial or later building constructed. 	+10% toward Industrial Era and later wonders. Campus district's adjacency bonus provides as well. 	Industrial - Modern
To Arms! 	Gain +1 Era Score each time you kill a non-Barbarian Corps in combat and +2 Era Score each time you kill a non-Barbarian Army in combat.	Unlocks a special Casus Belli which gives 75% less warmonger penalties than formal war and can be used immediately after Denouncing the target. +15% towards military units.	Industrial - Information
Bodyguard of Lies	Gain +1 Era Score for each successful offensive operation. 	Spies take no time to establish presence in an enemy city. Time to complete all offensive spy operations reduced by 25%. 	Atomic - Future
Wish You Were Here	Gain +1 Era Score for each Artifact extracted. 	Cities with Governors receive 50% from World Wonders. +100% to all National Parks. 	Modern - Future
Sky and Stars	Gain +1 Era Score for each Aerodrome building constructed. Gain +1 Era Score each time a  Great Person is Earned. 	Unlocks the s for Advanced Flight, Nuclear Fission, and Rocketry if in the Atomic Era. If in the Information Era the s for Satellites, Robotics, Nuclear Fusion, and Nanotechnology are unlocked. +100% XP earned for all Air Units.
 Unlocks the s for Satellites, Nuclear Fusion, and Nanotechnology if in the Information Era. When chosen in the Future Era the s for Smart Materials, Predictive Systems, and Offworld Mission are unlocked. +100% XP earned for all Air Units. mines accumulate +2 more resources per turn.	Atomic - Future
Automaton Warfare	Gain +1 Era Score each time you kill a non-Barbarian unit with a Giant Death Robot. 	Gain a Giant Death Robot in your capital. Receive 3 per turn. mines accumulate +1 more resource per turn. 	Future
In the early game, the best Dedication for Georgia is clearly either Exodus of the Evangelists or Monumentality. However, in the early Classical Era, you probably do not generate enough to fully take advantage of either of these Dedications, so it is recommended that you go into a Dark Classical Era to prepare for a Heroic Medieval Era, when you can go and truly make the most of these two Dedications. Considering that a Heroic Age for Georgia gives them three additional sources of Era Score, this will almost always guarantee a Golden Renaissance Era as well. Later into the game when the prospect of a Religious Victory is getting harder due to the sheer number of cities other civilizations have, you need to quickly transition to a Diplomatic Victory or a Cultural Victory. Reform the Coinage can give you a huge amount of for a Diplomatic Victory, and Wish You Were Here is powerful for a Cultural Victory, so choose accordingly. Heartbeat of Steam and Bodyguard of Lies are two generalist Dedications that are helpful to all victory conditions, so they can also come in handy if needed.
The downside of this ability is that it makes Normal Ages feel extra painful. Normally, even a Dark Age is a lot more useful than a Normal Age, since you then have access to an array of powerful Dark Age policy cards, while you do not get anything out of a Normal Age. As long as your empire is not too wide, managing Loyalty in a Dark Age is totally doable. If you fall into a Normal Age as Georgia, it means you will go 40-60 turns without having your civilization ability active, while a Dark Age can help set up for future eras, so avoid Normal Ages as much as you can. You can also attempt to build the Mahabodhi Temple, the Potala Palace, and the Taj Mahal, since they complement Georgia very well and Wonders themselves are excellent sources of Era Score. Be careful with the Taj Mahal, though, which can help you prolong your Golden Ages but also make it harder to strategically earn Dark Ages. By no means is this ability enough for you to stay golden for the entire game, so you will have to fall into a Dark Age at some point in the midgame. For the reason mentioned above, it is most likely your Industrial Era, since this era follows your two successive Golden Ages. Picking Reform the Coinage as a Dedication for the Dark Industrial Era seems reasonable, as this is the easiest one to earn Era Score out of.
Considering Georgia's gameplay revolves heavily around city-states and Protectorate Wars, below are a few repeatable sources of Era Score that relate to city-state diplomacy and warfare that Georgia can focus on:
* Becoming the first Suzerain of a city-state before the Renaissance Era grants 2 Era Score.
* Making the enemy's levied troops stand down by matching or exceeding the number of s in that city-state grants 2 Era Score.
* Making peace with a hostile city-state by matching or exceeding the number of s its current Suzerain has.
* Levying a city-state's troops within striking distance of an enemy civilization grants 2 Era Score.
* Converting a city of another civilization (or city-state) while at war with them grants 3 Era Score.
* Killing a unit with a unit in formation with a or a (can only be done once per or ) grants 2 Era Score.
* Killing an enemy Corps/Army or Fleet/Armada with a unit grants 1 Era Score.
* Killing a unit that has at least 2 more s than your unit grants 3 Era Score.
==== Extra towards Walls ====
To fully understand how walls function, please review the behind-the-scene mechanics of walls and city combat here.
This ability, combined with the buffs to the Tsikhe, helps Georgia turn all its cities into impenetrable fortresses. Walls are undoubtedly important, but a lot of players choose to forgo these buildings to invest time and into other kinds of infrastructure and only build walls when a war is declared upon them. However, this reactive playstyle can spell doom for your empire if the enemy is well-prepared with their invasion. With Georgia, Walls are so cheap (especially when you run Limes for a whopping 150% bonus) that you almost never need to contemplate whether or not to build them. Of course, this bonus also has an obvious synergy with your unique building. The Tsikhe is by no means an underwhelming building that should be built only once for the Era Score. Every city with fully upgraded Walls (Ancient Walls, Medieval Walls, and Tsikhe) will earn 6 after Conservation is researched, boosted to 9 in Golden Ages. Considering that Georgia is a religious civilization with incentives to build Holy Sites en masse and will have a good generation, a Cultural Victory is a good backup for your diplomatic path when the window of a Religious Victory closes.
Monarchy is great government choice that seems tailored specifically to satisfy every need Georgia may have. Besides the fact that it has high flexibility due to its 2 Wildcard policy slots, Monarchy provides from Walls and from Renaissance Walls, and boosts generation dramatically. Although Theocracy is great for every civilization with religious tendencies, Monarchy benefits Georgia a lot more in the long run.
=== Glory of the World, Kingdom and Faith ===
==== Doubled s when sent to a city-state of her majority Religion ====
Aside from boosting their Era Score, the Georgians have two overarching priorities under Tamar: founding a religion and spreading it to city-states. They should research Astrology early on to construct a Holy Site and a Shrine while sending Scouts to explore the map. Considering that Georgia under Tamar has no upper hand in founding a religion compared any other civilization, this has to be prioritized from the very beginning of the game. They should hold on to their s until they've founded a religion, at which point they should use their Missionaries and Apostles to convert every city-state they meet and spread out their s to attain Suzerainty with as many of them as possible. With Diplomatic League slotted, the first sent to a city-state of Tamar's majority religion will turn into 3, possibly granting her immediate Suzerainty over the city-state and some Era Score. Also, remember that this ability only works if Georgia has a majority religion, so founding one for yourself is not enough - you have to make sure your Religion is established in at least 50% of your cities.
The , , , , and bonuses Georgia receives from attaining Suzerainty will make their cities extremely prosperous and productive (especially if they have the right kinds of s and buildings). However, since they have to convert city-states instead of focusing their on converting other major civilizations like other religious civilizations can, they need to generate even more than usual if they want to win a Religious Victory. In Gathering Storm, they have a good incentive to adopt Choral Music, Holy Order, Mosque, and Tithe/Pilgrimage as their beliefs and use their massive amounts of to purchase Rock Bands en masse, especially if the game lasts so long that winning a Religious Victory becomes impractical.
Slotting the Merchant Confederation policy card is an essential boost in Georgia's continued prosperity. With it and cards that boost generation like Charismatic Leader, Diplomatic League, Gunboat Diplomacy, and Containment, they will have a steady and scaling income for the rest of the game. Again, Monarchy fits Georgia like a bespoke suit: it provides faster generation, and extra and from their walls. If you are close to a Religious Victory and want to finish off the game on a religious note, Theocracy may be a better choice, but in any other situations, Monarchy just gives Georgia a lot more.
Furthermore, in Gathering Storm, each Suzerainty will provide 1 per turn (doubling to 2 per turn with the Országház), giving you a strong edge in the World Congress.
==== Religion ====
It will be a huge oversight if which beliefs should be taken is not talked about. 
* Founder: By far, the best founder belief for Georgia is Papal Primacy, which adds 200 religious pressure to city-states when Georgia sends an . The biggest problem with Georgia is how to convert city-states far away, since sending Missionaries and Apostles half across the map doesn't seem to be convenient at all. This belief bypasses that problem easily. In the beginning, when city-states are pagan with low Population, just 1 or 2 s are enough to convert them (The used to convert the city-states also counts as 2!). Pluck in Diplomatic League and sometimes you can instantly become the Suzerain of a city-state simply by being the first person to meet them (this effect is especially pronounced in the Barbarian Clans game mode). Also, no one in the game wants this belief, so it is always available. Pick this first with your Follower Belief.
** A weaker option is Religious Unity - if a city-state's first quest is to convert them to her religion, then completing the quest after adopting this belief will yield 4 s.A video showing a Georgian player earning 4 Envoys with Yerevan - watch until 18:25. However, Religious Unity is clearly the worse option, since it grants maximum only 1 per city state, and every time an enemy civilization convert the city-states away from your religion, having to send a religious unit across the map seems arduous.
* Follower: Quite a few options for this one, depending on your need. 
** Choral Music and Feed the World are always reliable, but the AIs love to pick them; therefore, unless you have the first or second religion, you most likely won't get either of these.
** Jesuit Education: this belief allows you to have a serviceable science, especially when coupled with Kilwa Kisiwani. 
** Work Ethic: this belief can work wonders if you have decent spawn locations with a lot of Mountains nearby. Normally you would love to settle inside hilly areas to maximize the power of Khevsurs anyway.
** Zen Meditation: this one becomes a lot better now that actually become important.
* Worship: Simply put, Mosque for religious victory on a small map or below in size, Pagoda for a diplomatic victory on a standard map or above (the good thing is the AIs never pick these two worship buildings). If you are thinking of a scientific victory with Kilwa Kisiwani, pick Meeting House or Wat, although Meeting House is heavily preferable (2 per Wat is like a drop in the ocean when you can fully active the bonus of Kilwa). Do note that Meeting House and Wat tends to go pretty quickly, and you almost always pick your Founder Belief when you found a religion, so this may not always be around.
* Enhancer: Either Holy Order or Religious Colonization.
** Holy Order reduces the cost of Missionaries and Apostles by 30%, which is amazing for any civilization with a religious skew.
** Religious Colonization is great for mid-game settling, since you don't have to care about losing your majority religion when creating too many new pagan cities. Remember, if you lose your majority religion, your bonus won't activate. 
==== Bonus from defeated units ====
Similar to Gorgo's ability, Tamar earns on kills. Compared to the extra when declaring a Protectorate War she used to have before the April 2021 Update, this is a lot less and phases out of relevance pretty quickly, considering Georgia is a civilization that gears towards a religious and diplomatic victory. However, it does have at least 2 advantages over the old ability:
* In terms of reliability, this ability is guaranteed to come into play every game. Even when Protectorate War is one of the easier casus belli to satisfy, that is not always the case in every game. However, on kills is something you can benefit from every game, and it is an ability that is completely under your control. 
* This ability can guarantee you a very fast pantheon by killing barbarians. You need 25 for a pantheon, which is equivalent to killing a Scout, a Warrior and clearing the barbarian outpost by killing the guarding Spearman. Getting the first or second pick of pantheon is a huge advantage for a civilization with religious tendencies like Georgia.
=== Khevsur ===
The most efficient way to make use of the Khevsur is to buy it with when you choose to build Grand Master's Chapel and adopt Theocracy as your government. However, since Georgia's generation power is quite restricted and extra from the Tsikhe does not come into play until the next era (which happens to be when the Khevsur becomes obsolete), it is very hard to use this unit within its limited timeframe. Moreover, since you can decide only where you settle and not where your opponents do, the Combat Strength bonus when fighting in Hills will most likely benefit you only on defense. When Georgia is under attack, a Khevsur defending on a Hills tile can have the same Combat Strength as a Musketman, and it exerts zone of control on all nearby tiles. Whether for offense or defense, the Khevsur is commonly used in combination with the Oligarchy government, or the Oligarchic Legacy Wildcard policy.
In Gathering Storm, this unit receives two indirect buffs. First, with Knights costing 60 more (standing at 220 per Knight), these units become much more useful, since their Combat Strength is situationally on par with that of Knights, and they are a much more economical choice. Second, Military Tactics is no longer a leaf technology, meaning you actually need to research it in order to move on to other technologies. In Vanilla and Rise and Fall, this is not the case, as very often, civilizations can skip this technology completely, especially when they have no intention to go on a conquest, and can always unlock better units somewhere else for defensive purposes. As a result, the Khevsur often gets left in the dust, since unless 4 extra Era Score can mean a difference in terms of Ages, is generally worth being invested elsewhere. This major change brought by Gathering Storm revitalizes these units, as now they become much more incorporated into the grand strategy of their respective civilization. The April 2021 Update gives it a further buff by introducing the Man-At-Arms, a new standard unit that the Khevsur now replaces. This means if your treasury is doing well, you can prepare for the arrival of your unique unit by training Swordsmen and upgrade them. However, considering the Khevsur is most likely a defensive unit, and it is quite difficult to have a game with Georgia where your income is abundant enough to pull this off, this is rarely the way to go. If you want to go to war using this unit, build the Grand Master's Chapel, purchase Khevsurs with and they will pay themselves in thanks to Tamar's -on-kills ability 
The site of the battle in Civilization VI is actually the tile of the defender, not the attacker. Therefore, similar to other bonuses that grant extra Combat Strength when "fighting on" certain terrain, the Khevsur will receive extra Combat Strength when it attacks a unit standing on Hills, regardless of where the Khevsur stands. Also, the Khevsur will receive extra Combat Strength on defense if it gets attacked while standing on Hills.
=== Tsikhe ===
After numerous buffs, the Tsikhe has been transformed from a ridiculously underwhelming building into a safeguard that dissuades even the most bloodthirsty warlords from invading Georgia. It now provides twice the outer defense of the standard Renaissance Walls, turning Georgian cities into impenetrable fortresses. The latest buff towards Georgia's civilization ability (+50% towards walls) makes this building even more potent. Moreover, it plays strongly to the Georgian unique ability of chaining multiple Golden Ages. Considering that the Tsikhe is built in the City Center (meaning that it can be built in every city), combined with Tamar's leader ability, you are looking at a significant and output as long as you can continue your Golden Ages. After the general buff towards the Renaissance Walls that make them immune to Siege Towers and Battering Rams, the Tsikhe is so tanky that it can withstand even rounds of Bombards. However, considering that this is the only piece of unique infrastructure that can be rendered obsolete with technological research, make sure you delay researching Steel until you build your Tsikhe in every city. With its boosted and output in Golden Ages, this building can contribute meaningfully to a Cultural Victory, if you can make the best out of your civilization ability to chain Golden Ages.
Urban Defenses sets outer defense strength to 400 which nullifies Tsikhe's +100 outer defense strength advantage over Renaissance walls.
Valletta's Suzerain bonus has excellent synergy with Georgia, since it allows you to instantly purchase walls and other City Center buildings with your massive income rather than dedicating and Turns toward building them. If Valletta isn't present in a game under the Gathering Storm ruleset, you can build your Tsikhe with maximum efficiency by slotting Limes and having an active Urban Development Treaty (a World Congress resolution) for City Center buildings. These, when combined with your civilization ability, will yield a 250% bonus.
Conversely, Akkad's Suzerain bonus will render your Tsikhe (and all other walls) useless against melee and anti-cavalry units' attacks. If Akkad is in the game, do your best to deprive your opponents of its bonus, or even conquer it if its location makes doing so feasible.
=== Victory Types ===
Depending on which Dedications they choose each era and which districts they focus on building, the Georgians can potentially try for any kind of victory. Going for a Religious Victory, however, is the easiest path for them to follow, and the best way to take advantage of Tamar's leader ability. Since Georgia most likely focuses on having a good output, the Golden Age bonus from their Tsikhe and extra from close relations with city-states will also help them pursue either a Cultural or Diplomatic Victory.
For Diplomatic Victory specifically, the Tsikhe has excellent synergy with Monarchy, as each Tsikhe gives +2 . Additional can be generated by building the Foreign Ministry, leveraging Tamar's interaction between religion and s, and choosing the Pagoda as their worship building. Kilwa Kisiwani, the Országház, the Statue of Liberty, and the Potala Palace are all helpful wonders for this victory type, and the Mahabodhi Temple should always be high on Georgia's agenda to support them on both the religious and diplomatic paths.
=== Counter Strategy ===
To win, Georgia needs two things: Golden Ages and city-states. To defeat them, therefore, it is best to try and deny them Suzerainties and Era Score. If encountering them in the Ancient Era, try to beat them to Tribal Villages and Barbarian camps. Strength in Unity only provides its full benefits if Georgia is already experiencing a Golden Age, so an early failure to obtain one could inhibit their potential for a long period of the game. Additionally, if you have a religion, spread it to city-states to prevent Georgia from snatching every Suzerainty out from under you.
Akkad's Suzerainty bonus allows your melee and anti-cavalry units to deal full damage to walls. When equipped with such power, sieging against the Tsikhe will become much simpler. Valletta is another useful city-state you will want to deny to Georgia (especially when you are not in a position to conquer it) since it synergizes so well with the Tsikhe.
== Civilopedia entry ==
== Cities ==
== Citizens ==
Males 	Females	Modern males	Modern females
Alexandre	Bedisa 	George 	Tatyana
Baadur 	Elene 	Levan 	Mariam
Boris 	Irine 	Beka 	Nuwrieyl
Davit 	Izolda 	Giorgi 	Ceniah
Gaioz 	Ketevan	Arcil 	Nini
Irakli 	Khatuna	Evgeny 	Imani
Mikheil 	Leila 	Nicholas 	Helen
Petre 	Madona 	Luka 	Anano
Revaz 	Mzia 	Karan 	Tamari
Tamazi 	Rusudan	Tariel 	Marri
== Trivia ==
* The Georgian civilization's symbol is a Jerusalem Cross (large cross and four small crosses), similar to the one that appears on the Georgian flag.
* The Georgian civilization ability is a direct translation of the official Georgian motto.
* Georgia is the only civilization whose ability changes based on the game mode.
* The inclusion of Georgia led by Tamar in Civilization VI: Rise and Fall began as a meme on the CivFanatics forums between the announcement of Civilization VI and its release. When fans tried to decipher the leaders they saw in a blurry background poster of a First Look video, the "mysterious" female leader standing between Catherine de Medici (France) and Pericles (Greece) was hypothesized to be Tamar of Georgia, since the civilizations on this poster were listed in alphabetical order, and it had not been revealed that a civilization could be led by multiple leaders. The leader was later revealed to be Gorgo, and Tamar and Georgia became a joke synonymous with wild, long-shot hypotheses regarding civilization or leader choices considered unlikely to make it into the game, as before Rise and Fall, Georgia had never been a part of the Civilization franchise.
==Soundtrack==
== Gallery ==
File:Khevsureti concept art (Civ6).jpg|The Khevsur, Georgia's unique unit
File:Tsikhe in-game (Civ6).jpg|The Tsikhe, Georgia's unique building
File:Georgian capital.JPG|Georgian capital in Medieval Era
== Videos ==
thumb|center|300px|First Look: Georgia
== Related achievements ==
== References ==
== See also ==
* Georgian in other games
== External links ==
* https://www.civilization.com/news/entries/civilization-vi-rise-and-fall-tamar-leads-georgia
ru:Грузия (Civ6)
Category:Georgian
Category:Civilization VI: Rise and Fall