Georgian (Civ6)/In-depth strategy guide by ThinkingNut

The following guide is being constantly updated by ThinkingNut. ThinkingNut has been playing Civ 6 since the release of the game in late 2016. He plays and wins with Georgia on Deity difficulty in Single Player and Multiplayer. The guide has been updated for Rise and Fall , Gathering Storm and New Frontier Pass.
== Introduction ==
Georgia is a versatile, straightforward and solid civilisation that can, with the right Religious and diplomatic setup, effectively go for any Victory type and gain an advantage no matter the map or geopolitical situation.
Tamar's Glory of the World, Kingdom and Faith ability allows her to quickly become and stay the Suzerain of many City-States, thus absorbing their Suzerain bonuses and yields. She therefore can earn massive amounts of Diplomatic Favor ( only) and Gold with the right government policies. She also gains Faith from combat victories equal to 50% of the Combat Strength of the defeated unit. This has excellent synergy with Grand Master's Chapel.
Strength In Unity is an extremely powerful ability if competently leveraged, allowing Georgia to potentially earn multiple and consecutive Golden Ages more easily than any other civilisation in the game. It also grants a +50% Production bonus towards walls.
The Khevsur is a unique melee Medieval unit that replaces the Man-At-Arms, costs half the to train, is stronger by 3 Combat Strength, has no movement penalty in hills and gets a +7 Combat bonus when fighting on hills. It is a great counter to Pikemen and can even win against Knights if it fights on hills.
The Tsikhe is a Renaissance walls replacement that is cheaper, tougher, and grants +4 Faith which is doubled (along with its innate Tourism bonus) when Georgia is in a Golden Age. 
In terms of difficulty, Georgia is a relatively simple civilisation to pick up and play well. The key is understanding the general game mechanics of Golden Ages, diplomacy (specifically in Single Player) and Religion and using these to your advantage. Once you do, you will find that this is a civilisation that scales consistently and well into the late game. If played well, she will be a force to be reckoned with at all difficulty levels.
Good luck!
== Victory Types ==
This section is intended to showcase the versatility of Georgia's kit for all Victory types. Note that these strategies are not set in stone, and are general guidelines that are meant to be adapted to the circumstances of the game.
Victory Type	Notes
Religious 	My ideal Religious setup would be (in the following order): Zen Meditation (Follower), Pilgrimage (Founder), Holy Order (Enhancer) and Mosque (Worship). If you are able to enter into the Classical Age with a Golden Age, grabbing Exodus of the Evangelists gives you an advantage towards founding a Religion.
Try to find a nearby Religious City-State to invest s into.
Science 	Utilise Strength In Unity to grab the Golden Age versions of the Free Inquiry, Heartbeat of Steam and Bodyguard of Lies. Maximise the economic value of these said Dedications. Try to find nearby Scientific and/or Production-oriented City-States to invest s into. In the late game, grabbing International Space Agency is a must to maximise your Science through your ability to become Suzerain over many City-States.
Cultural 	Utilise Strength In Unity and grab the Golden Age versions of Pen, Brush and Voice and Wish You Were Here. The Tsikhe's Tourism yield, especially when in a Golden Age, also helps. Try to find a nearby Cultural City-State to invest s into. In the late game, your high Faith generation will allow you to easily buy many Naturalists and Rock Bands. Also in the late game, grabbing Collective Activism is a must to maximise your Culture through your ability to become Suzerain over many City-States.
Domination 	It should be said that Georgia's main strength lies in her strong middle to late game economy due to her ability to become Suzerain of many City-States and grow prosperous through her consecutive Golden Ages. It is therefore advisable not to attempt early game rushes until you have sufficiently built up your technological and economic advantage. The Khevsur is a strong unit, but not strong enough if it is not backed up by a sufficient technological lead and superior economy. I would recommend you use the Khevsur and Tsikhe to defend yourself instead until you meet the above criteria. 
Once you do decide to attack - Georgia's unmatched ability to chain together Golden Ages gives her an edge with Loyalty pressure when it comes to keeping newly conquered cities. The Khevsur is an all-round strong and mobile unit when in formation with a Siege Tower or Battering Ram. The City-States which Georgia has become Suzerain of will act as strong strategic buffers as enemies will get distracted with attacking them while Georgia swoops in with her own troops. 
If you are playing with Heroes and Legends, you can potentially build a +15 Combat Strength advantage through Himiko and the Crusade (Enhancer) belief pre-Industrial Era. And if you are playing with the Dramatic Ages Game Mode enabled, you can increase this Combat Strength advantage to +25 for all units against walls and defensible districts when you slot in the Soft Targets Dark Age policy come the Industrial Era. When also combined with the To Arms! Golden Age policy (Dramatic Ages version), this combination allows Georgia to become a very dangerous contender for a Domination Victory, especially in the late game.
Diplomatic 	Georgia's ability to become and maintain Suzerainty over many City-States will give her an advantage towards earning Diplomatic Favor. As her kit encourages her to build a Holy Site and found a Religion early on, she'll have fast access towards the Mahabodhi Temple and its 2 Diplomatic Points. Because of the Holy Sites, she can have multiple Pagodas to further bolster her Diplomatic Favor. Combining Monarchy as her tier 2 government and Tsikhe will generate incredibly high amounts of Diplomatic Favor in the middle to late game. Most of what was written above for a Culture Victory also applies here.
Score 	Being a well-rounded civ, Georgia should have no issues with overall scores.
== Beginner's Mini-Guide To Georgia ==
If you are fairly experienced at playing Civilization 6 but picking up Georgia for the first time, here are my eleven beginner's tips to make your learning curve easier. The idea is to set yourself up for massive and scaling amounts of Faith, Gold and Diplomatic Favor ( only), maintaining Suzerainty of multiple City-States and protecting yourself from enemies with the Khevsur and Tsikhe. Note that these are general tips that work fairly well in all situations. When you get more experienced, learning to adapt these suggestions to your immediate environment will be key so that you leverage the maximum advantage as a Georgia player.
# Beeline for an early religion every game.
# The standard religious setup every game is (in the following order): Choral Music (Follower), Pilgrimage (Founder), Holy Order (Enhancer) and Mosque (Worship). It is strong, immediately impactful, scales well, and allows Georgia to spread her Religion to City-States efficiently and effectively.
# Make sure your Religion is the majority Religion in your target City-State before investing any Envoys there to make use of Glory of the World, Kingdom and Faith.
# Beeline for Medieval Faires to slot in the Merchant Confederation Diplomatic Policy Card. When combined with the Charismatic Leader (and later on, Gunboat Diplomacy) Diplomatic Policy Card, this combination becomes your mid-game power-spike which will scale and serve you well until the end of the game.
# For Gathering Storm players, unless you are going specifically for a Diplomatic Victory, remember to constantly sell your Diplomatic Favor for Gold to the highest bidder.
# Choose Dedications that you know you can earn the most Era Score for, and do your best at fulfilling the criteria necessary for a Golden or Heroic Age. Usually this is Exodus of the Evangelists and Heartbeat of Steam.
# Make sure to grab at least one Khevsur in the Medieval Era to upgrade the Melee Combat Strength of your walls.
# Try to build the Tsikhe in every city with the help the Limes Military Policy Card.
# Grab Grand Master's Chapel every game as your tier 2 Government Plaza building. It synergises extremely well with Georgia's kit, especially with the Faith you'll be getting from combat victories.
#Grab Monarchy as your tier 2 government. All its bonuses complement Georgia's kit perfectly.
# Grab Moksha and Victor for Governors.
For more advanced, in-depth notes and strategies, please see below:
== Glory Of The World, Kingdom And Faith ==
There are two parts to this ability:
1. Each to City-States that have Tamar's Religion as their majority Religion counts as 2 s.
2. Gain Faith from combat victories equal to 50% of the Combat Strength of the defeated unit (on Standard Speed).
=== Notes On Double s ===
Under Tamar's rule, Georgia has an exceptional ability to generate and become the Suzerain of multiple City-States. This only comes into effect if Tamar's Religion counts as the majority Religion in that City-State. Note that this can also be a Religion someone else has founded. Once this condition is met, this means a +100% boost to all generation in that City-State.
Six notes here:
# Only send (s) to a City-State after you have made sure your Religion counts as its majority Religion. Check every time because the majority may have swung towards another Religion's favour later in the game without you realising it. Important note: This can also be a Religion someone else has founded.
# Beeline for Medieval Faires to get the Merchant Confederation Diplomatic Policy Card. When combined with the Charismatic Leader (and later on, Gunboat Diplomacy) Diplomatic Policy Card, these combinations turn your Envoys into a reliable, passive and scaling source of Gold for the rest of the game. In the late game, when you find yourself surrounded by your friendly City-States, grabbing International Space Agency and Collective Activism will help you power through the end-game very well.
# ( only) Since you have such a strong ability to attain and maintain the Suzerain status of multiple City-States, the Diplomatic Favor generated can be sold to the AI for Gold and/or luxury/strategic resources. This is very strong all game, especially on higher difficulty levels in Single Player where the AI have a lot more Gold to spend.
# Only invest s into City-States which are reasonably near your empire. This makes it easier to keep your Religion the majority Religion at said City-State, which will then help you get the double mechanic going. It is also logistically easier to defend them militarily and religiously.
# You'll find that the direction of your game is heavily influenced by which City-States are nearest to you. E.g. If you have two Science-type City-States as your neighbours, maintaining Suzerain status over them would encourage you to build many Campuses and go for a Science or Domination Victory.
# And because you'll be earning so much Gold, it becomes an option to entirely skip or at least delay building Commercial Hubs in your empire. You can use the space for other Districts, the yields of which can be boosted by the City-State(s) you are Suzerain of. This gives Georgia an incredible amount of flexibility in her gameplay.
=== Notes On Faith From Combat Victories ===
5 important notes on this mechanic:
# Dealing with barbarians and Zombies (if you have the Zombie Defense game mode enabled) early on becomes an excellent source of Faith. It'll help you get an earlier Pantheon.
# On the subject of a Pantheon, God of War situationally doubles this bonus, making it a great choice for Georgia. As long as you get kills within 8 tiles of a Holy Site (this also applies to Holy Sites outside your territory), you will make use of it. In Single Player, as the AI like to build Holy Sites, it's not hard to fit the criteria for this Pantheon, especially if you go to war with a religiously-inclined civilisation such as the Indians or the Mali.
# Going to war as Georgia and winning your battles helps you further spread your Religion (especially to City-States) because of the direct conversion of kills into Faith. This would encourage you to pick Warlord's Throne as your Tier 1 Government Plaza building and Grandmaster's Chapel as your Tier 2 building. This ties together Georgia's advantages towards diplomacy, war and religious conversion.
# Unfortunately, this mechanic does not apply to theological combat, so killing Apostles, Gurus and Missionaries from rival civilisations does not grant you extra Faith.
#The amount of Faith gained from kills is based on the defeated unit's base Combat Strength. This does not include situational bonuses like promotions, special unit abilities or defensive terrain.
=== Recommendations For Religious Beliefs ===
Pantheons are always situational to your particular map. As for Beliefs, please see as follows:
Standard route: Choral Music -> World Church -> Holy Order -> Pagoda.
Domination variation: Zen Meditation -> Tithe -> Stupa -> Crusade.
Analysis: The from Choral Music and World Church is helpful for faster access to Monarchy and Merchant Confederation, Georgia's two key power spikes. It also helps you get quicker access to civics that grant s. Holy Order allows you to spread your Religion more efficiently and effectively. Pagoda synergises with your ability to gain Suzerainty over many city-states and amass a lot of Diplomatic Favor. 
If you are going for a Domination Victory, Zen Meditation and Stupa will help keep your cities happy. Tithe will support the maintenance of your army. Crusade will give your army more Combat Strength in enemy territory.
== Strength In Unity ==
There are two parts to this ability:
# Dedications chosen at the beginning of a Golden or Heroic Age also grant their respective Normal Age bonuses towards improving Era Score.
# +50% Production towards walls.
With the first part, this means that Georgia can earn multiple, consecutive Golden Ages more competently than any other civilisation. It also means that she can more easily transition into a Golden Age after a Heroic Age. To achieve this, you will need to very carefully weigh what each Dedication will offer you, and how you can earn Era Score if you choose it. This does mean that you will have to adjust your play style depending on which Dedication you choose at the start of each Era. E.g. If you picked Exodus of the Evangelists, prioritise spreading your Religion for that Era. Once you enter your first Golden Age, it'll be easier to maintain successive Golden Ages with some careful planning.
The second part is very helpful to help us build our unique building, the Tsikhe. When building walls, it is advisable to also pick the Limes Military Policy Card to boost the Production bonus to +150%.
== Tsikhe ==
The Tsikhe is a replacement for the Renaissance Walls. It has a lower Production cost at 265 instead of 305 (which is then lowered further by the +50% Production bonus from Strength In Unity), grants +200 Outer Defense Strength instead of +100, +3 Tourism (after researching the Conservation civic) instead of +2, and +4 Faith instead of 0. When in a Golden Age, the Tourism and Faith yields are doubled.
This means that even with the standard +4 Faith per turn, the Georgian empire has access to a reliable source of Faith in all her games. This gives her gameplay flexibility because she does not necessarily have to prioritise building Holy Sites in all her cities, and can rely on the Tsikhe for an alternate source of Faith generation. This building allows Georgia to quickly turn all her cities into impregnable fortresses while also gaining massive Faith yields. These Faith yields can then be used to buy her a huge army once she has constructed Grand Master's Chapel. If you are going for a Culture Victory, the Tourism yield, especially in a Golden Age, will be useful.
The Monarchy tier 2 government complements the Tsikhe perfectly. It gives +2 Diplomatic Favor and +1 to each Tsikhe (for a total of +3 per city since, to get to the Tsikhe, we have to build both Ancient and Medieval Walls first).
It should be noted that walls are obsolete once Steel is unlocked. All cities are then upgraded with Urban Defenses. This prevents any further walls from being built. So if you plan to build the Tsikhe in your cities, it would be wise to wait until all the walls are finished before researching Steel. Thankfully, the yields of the Tsikhe remain regardless of whether or not you have researched Steel.
On the subject of technologies, the boost for Siege Tactics, the technology needed for the Tsikhe, is owning two Trebuchets. This should not be difficult to achieve as Trebuchets do not have any strategic resource requirements.
Finally, grabbing the Military Research Military Policy Card grants the Tsikhe +2 Science per turn. This brings the maximum potential benefits of a single Tsikhe up to an impressive +8 Faith, +6 Tourism, +2 Diplomatic Favor, +1 and +2 Science.
== Khevsur ==
The Khevsur is a unique melee unit that is unlocked after researching Military Tactics.
On the positive side, when compared to its replacement, the Man-At-Arms, it costs 10 to train instead of 20 , boasts 48 Combat Strength instead of 45, gains +7 Combat Strength when fighting on hills, and receives no penalties from hills. The extra +7 Combat Strength also applies when the target you are attacking into is on a hill tile. Like the Man-At-Arms, it also gets +5 Combat Strength vs. anti-cavalry units.
Taking all that into account, the Khevsur is a legitimately strong, mobile and useful unit. They can be bought relatively inexpensively with Faith after Georgia has built the Grand Master's Chapel, or upgraded into from Swordsmen. Its higher base Combat Strength and bonus against anti-cavalry units means that it slaughters Crossbowmen and Pikemen with ease, and can even win battles against Knights as long as it fights on hills. The superior mobility on hilly terrain means that a skilled Georgian player can outflank, outmanoeuvre and overpower enemies with an army of Khevsurs. 
One final note: Because the boost for Military Tactics requires a unit to be killed by a Spearman, it would be in your best interests to grab a Spearman early on for Barbarian hunting so that you can get to Khevsurs faster.
== Policy Cards ==
This section will recommend what policy cards work best in synergy with Georgia's kit. As such, the recommended play style is intended to revolve around getting Gold from your , and maximising the accessibility and value of the Khevsur and Tsikhe.
Georgia's kit 	Notes
Khevsur 	Cards: Feudal Contract, Wars of Religion, Twilight Valor, Professional Army, and Retinues.
Analysis: Get cheaper Khevsurs with higher Combat Strength. You may even opt to skip using Feudal Contract once you build Grand Master's Chapel and straight up buy Khevsurs with Faith.
Tsikhe 	Cards: Limes and Military Research
Analysis: Limes has synergy with Georgia's Strength In Unity ability, increasing your Production bonus to +150%. Military Research further boosts the Tsikhe's utility with the extra Science yield.
Glory of the World, Kingdom and Faith	Cards: Charismatic Leader, Gunboat Diplomacy, Merchant Confederation, Containment, Raj, Collective Activism, International Space Agency, and Religious Orders.
Analysis: The main combination you will want to use for the majority of your games are Charismatic Leader/Gunboat Diplomacy + Merchant Confederation + Religious Orders.
The point is to effectively and efficiently spread your Religion to as many City-States as possible and attain a passive and scaling source of Gold from your s. Then sell your abundant Diplomatic Favor to the AI for even more Gold.
In the late game, if you are able to maintain the Suzerain status of many City-States, Raj, Collective Activism and International Space Agency are definitely viable options to help you power through the end game.
A special mention must be made for the unique Wildcard policies that are available if you have the Dramatic Ages Game Mode enabled. As Georgia's kit allows her to get an extra Wildcard Policy Slot and be able to use both Golden and Dark Age Policy Cards when she is in a Golden Age, learning effective strategies for certain goals and phases of the game are crucial for success at higher difficulty levels.
Goal / Phase 	Strategies
Faster access to a Great Prophet + More effective spreading of Religion from the Classical to Renaissance Era	Golden Age Policy: Exodus of the Evangelists
Analysis: This is the card that helps Georgia be more competitive for the race to a Great Prophet on higher difficulty levels. It also makes her Religion spread very efficient since each Missionary and Apostle is faster and has more charges. Its main draw is that Georgia will have access to it as soon as the Classical Age arrives (assuming she is able to transition into a Golden Age), making her fly ahead of the competition for a Great Prophet as other civilisations will not have access yet to the Tier 2 Governments and their Wildcard Policy Slots.
Gain a Science spike from the Classical to the Medieval Era 	Dark Age Policy: Monasticism 
Analysis: This can be an incredibly powerful card in the early game when you've devoted a lot of resources to building Holy Sites in your first two cities. It allows you to more easily keep up in Science, especially if you have invested in some early Campuses. The penalty to Culture is minuscule, especially if the only sources of early Culture are Monuments. If you are going for a Domination game, the technological advantage will mean you get faster access to Khevsurs, making Medieval warfare extremely viable.
Win wars from the Classical to Renaissance Era 	Dark Age and Golden Age Policies: Twilight Valor, Elite Forces and Praetorian Guard
Analysis: This complements Georgia's existing defensive kit with the Khevsur and Tsikhe. This is especially helpful if a neighbour declares a Surprise War against you. 
It is also a very good offensive combination in conjunction with the Crusade (Enhancer) Belief if you want to attack with Khevsurs.
Wage more effective wars during and after the Industrial Era 	Dark and Golden Age Policies: Soft Targets, To Arms! and later on, Cyber Warfare and Military Industrial Complex
Analysis: This combination is what will allow Georgia to become an extremely deadly warmonger come the Industrial Era. With this, as long as you are at least technologically on par with your enemies, you will melt their city defences with ease and be much more resilient to city attacks and district defences. Your units will also gain promotions much faster.
The +10 Combat Strength from Soft Targets can be combined with the Crusade Enhancer Belief for another +10 Combat Strength, Himiko (if you also have the Heroes and Legends Game Mode enabled) for +5 Combat Strength, and Fascism for +5 Combat Strength. 
This brings the additional Combat Strength to a possible whopping +30 Combat Strength against city and district defences and +17 Combat Strength against enemy units! 
This also means that the Industrial Era is a great time for you to wait for if you want maximum warring effectiveness. If the game has not been won yet by the Information Era, grabbing Cyber Warfare and Military Industrial Complex will help you have even stronger military units and be more efficient with gaining strategic resources.
Gain massively increased Gold and Production from the Industrial to the Atomic Era. 	Dark Age Policy: Robber Barons
Analysis: The requirements to trigger the bonuses are not hard to meet since you'll have Banks and / or Shipyards in most of your cities by this time. If you have a large surplus of Amenities, feel free to use this Policy right away. The key here is rushing the Estadio do Maracana World Wonder so that its bonuses cancel this Policy's penalty.
== Government ==
My top recommendation would be Monarchy.
Monarchy is currently the single best government in the game for Georgia because of the synergy between its bonuses and Georgia's kit. +50% influence points complements the high generation of Glory of the World, Kingdom and Faith. +1 per level of Walls is great because, as Georgia, we want to build all three levels of walls in all our cities to get the benefit of Tsikhes. The +2 Diplomatic Favor for Renaissance Walls applies to the Tsikhe, and is far too good to pass up. It helps Georgia gain tremendous amounts of Diplomatic Favor by the middle to late game. As the government provides two Wildcard Policy Slots, it allows you to keep your essential Charismatic Leader / Gunboat Diplomacy and Merchant Confederation combination without sacrificing other aspects of Georgia's gameplay.
Note that the required for Divine Right, the Civic that unlocks Monarchy, requires you to build two Temples. This requirement has great synergy with Georgia's gameplay as she would prioritise Holy Sites in the early game to spread her Religion to nearby City-States. 
All other governments are situational.
== Government Plaza Building ==
My top recommendation would be Grand Master's Chapel.
Grand Master's Chapel works exceptionally well with the Faith from kills from Glory of the World Kingdom and Faith. It frees up a Military Policy Slot which would otherwise be needed for Production bonus enhancing cards towards military units - Feudal Contract or Chivalry, for example. This allows me the flexibility to go Conscription + Wars of Religion if I am at war or Conscription + Limes/Military Research if I am at peace.
All other Government Plaza Buildings are situational.
== Governors ==
My top two recommendations would be Moksha and Victor.
# Moksha is an obvious choice because of the Religiously inclined nature of Georgia's kit. In the mid-to-late game, the Divine Architect title is an excellent way to use your excess Faith to quickly purchase Districts for under-developed cities.
# Victor is also a logical choice to help further bolster Georgia's already impressive defensive capabilities.
== Dedications ==
These Dedications work well with Georgia's kit:
# Exodus of the Evangelists is a good early fit for Georgia since she'll at least want to spread her Religion amongst her own cities.
# In the mid game, the Golden Age version of Monumentality is an excellent choice as it allows you to use Faith to buy civilian units. Because Georgia has invested heavily in Holy Sites in the early game, this gives your accumulated Faith a way to be directly helpful for empire expansion.
# In the late game, grabbing Heartbeat of Steam is a safe choice if you want to earn Era Score for getting another Golden Age. You will be building Industrial or later buildings anyway.
All other Dedications are situational. 
== Synergistic Wonders ==
These ten Wonders work well with Georgia's kit:
#Mahabodhi Temple: The +4 Faith and two Apostles are great for strengthening your Religion early game. The 2 Diplomatic Points will aid you towards a Diplomatic Victory.
#Kilwa Kisiwani: (CORE) Having more and potentially more yields from City-States works well with Glory of the World Kingdom and Faith, and the Charismatic Leader + Merchant Confederation combination. This is by far the most synergistic Wonder in the game to complement Georgia's kit.
#Alhambra: The extra Military Policy Slot can be very helpful if you do decide to go to war. More effective warring means more Faith from kills. The 2 Amenities helps with war weariness issues. And since this Wonder must be built on hills and acts as a fort, having a defending Khevsur sit on this tile gives it a massive 68 Combat Strength - slightly stronger than a Line Infantry that comes 2 eras later! The Great General point is a nice extra bonus.
#Forbidden City: This is one of if not the most impactful and powerful Wonders in the game. If you have the Dramatic Ages game mode enabled, you will have yet another Wildcard Policy Slot to put Dark Age or Golden Age policies in. Late game, Robber Barons, Heartbeat of Steam, Soft Targets and To Arms! are all great options depending on the direction of your game.
#Potala Palace: The additional Culture and Faith is nice, but the main selling point is the extra Diplomatic Policy Slot. Being able free up another policy slot is great because you can do so without sacrificing the core Charismatic Leader + Merchant Confederation combination. The 1 Diplomatic Point also helps you towards a Diplomatic Victory.
# Taj Mahal: This Wonder directly synergises with Strength In Unity, allowing for faster accumulation of Era Score to make it easier to earn successive Golden Ages.
#Statue of Liberty: This is mainly for the 4 Diplomatic Points to aid you towards a Diplomatic Victory. The 100% loyalty for your cities within 6 tiles synergises well with the loyalty-pressure from Georgia's abundant Golden Ages.
#Big Ben: All of its bonuses are great, but the main selling point is the extra Economic Policy Slot for you to slot in cards like Five-Year Plan and Rationalism - this works well with the abundant yields that you'll be getting from your City-States.
# Országház: Getting this is a safe choice since you can sell the extra Diplomatic Favor to the AI for more Gold. It is also essential if you are going for a Diplomatic Victory. The extra Culture is also decent.
#Estadio do Maracana: The empire wide +2 is great. It is even better if you have the Dramatic Ages game mode enabled. This allows you to slot in the Robber Barons Dark Age policy while having this Wonder negate its penalty to . This synergy gives your whole empire a tremendous boost to Gold and Production during the Atomic and Information Eras. 
Note that I have deliberately omitted Religiously inclined Wonders such as the Kotoku-in and Meenakshi Temple as including them would be redundant - they work well with every Religious civilisation.
== City-States ==
These three City-States work particularly well with Georgia's kit. Prioritise becoming their Suzerain!
# Valletta: The main selling point here is the ability to rush-buy discounted walls (particularly the Tsikhe) with Faith. This is extremely powerful in the mid game, allowing you to snowball your Faith output while also transforming your cities into effective fortresses. In the late game, being able to buy Sewers and Flood Barriers with Faith is just too good to pass up.
# Yerevan: This is particularly good to reliably arm your Apostles with the Debater promotion so that they can more effectively defend your religious presence in key City-States.
# Fez: The 20 per Population of the converted city is excellent since you will want to convert as many cities as possible every game. This scales especially well into the late game since each city will be more densely populated.
== Secret Societies Game Mode ==
With the Secret Societies game mode (introduced in the Ethiopia Pack) enabled, Georgia receives a very substantial buff to her gameplay. I recommend the Owls of Minerva, Voidsingers and Sanguine Pact as they reliably complement Georgia's kit the most and give her gameplay the most flexibility. 
Owls of Minerva:
The Initiation bonus of earning 1 every time a Trade Route is sent to a City-State works extremely well with Glory of the World, Kingdom and Faith.
If you are going for a Religious Victory, the extra Economic policy slot allows you to run the Religious Orders policy card without sacrificing the all-important Merchant Confederation policy card or any other part of your kit.
The Gilded Vault Bank replacement that comes with the Ritual bonus complements Georgia's play style very well. The additional Culture will help her more quickly unlock civics that grant s.
If you are also playing with the Dramatic Ages Game Mode enabled, the extra Wildcard Policy Slot that comes with the Indoctrination bonus complements the additional Wildcard Policy Slot Georgia receives when she is in a Golden Age. This is especially useful for Georgia as she has more room to make use of her unique ability to slot in both Dark and Golden Age policies while she is in a Golden Age.
Voidsingers:
The Old God Obelisk from the Melody bonus is the main selling point of this Society. It is an incredibly powerful generator of Faith that helps Georgia spread her Religion during the early game. It is especially useful since it is unlocked so early. 
The Chorus bonus is also synergistic with the Tsikhe. Even if a city has not built a Holy Site, the Old God Obelisk and Tsikhe (assuming you land in a Golden Age) would generate a total of 12 Faith per turn, which would also translate into an extra 2.4 , and . 
Cultists work fairly well with Georgia's late game because she can pile on loyalty pressure to nearby rival cities with her consecutive Golden Ages. The added loyalty pressure from each citizen would help lower the loyalty of rival cities so that Cultists can do their work more efficiently. 
Sanguine Pact: 
Vampires work well with Georgia because of multiple reasons - the first being that Georgia's allied City-State forces can soften up enemy trooops so that your Vampires can swoop in for easy kills. The second is that Georgia can take advantage of the Crusade belief to help make her Vampires more powerful. The third is that the Khevsur's high base Combat Strength can bolster Vampires, making a Khevsur + Vampire + Battering Ram / Siege Tower advance difficult to stop. The fourth is that Vampires can, through Glory of the World, Kingdom and Faith, grant Georgia Faith through kills, thus helping her spread her religion (and get the benefit of Crusade) in the early to middle game. 
If you have the Heroes and Legends Game Mode enabled, Himiko can further strengthen Vampires, giving them a whopping +15 Combat Strength boost (with Crusade) before the Industrial Era. If you have the Dramatic Ages Game Mode enabled, once you hit the Industrial Era, being able to slot in the Soft Targets Dark Age policy card (from Strength In Unity) will increase that advantage to +25 Combat Strength against cities. This combination makes your Vampires especially lethal in the middle and late game, thus hastening your inevitable Domination Victory. 
== Tech and Civic Shuffle Game Mode ==
With the Tech and Civic Shuffle game mode (introduced in the August 2020 Game Update) enabled, Georgia receives an indirect buff to founding a Religion. Because Astrology cannot be instantly bee-lined by all civilisations in this game mode, civilisations that do not quickly discover Astrology will lag behind in the race for Great Prophets. This gives the human player more of a chance to gain an advantage towards Great Prophet points if he/she manages to discover Astrology before other civilisations.
Although this is an indirect buff, it is a big buff to Georgia since her kit does not have anything that helps her with founding a Religion unless you are playing with the Dramatic Ages mode enabled. This game mode somewhat evens the playing field in that regard, thus allowing her to better compete with other religious civilisations like Russia, Japan and Arabia for Great Prophets.
== Dramatic Ages Game Mode ==
With the Dramatic Ages game mode (introduced in the Byzantium & Gaul Pack) enabled, Georgia's civilisation ability is reworked. Strength In Unity now enables you to gain an additional Wildcard policy slot in all Governments while you are in a Golden Age. It also allows you to use Dark Age policies while in a Golden Age. The +50% Production bonus towards Walls remains the same.
This Game Mode is an all-round buff to Georgia. The additional Wildcard policy slot allows her to run powerful combinations such as Exodus of the Evangelists and Monumentality when in peaceful times. Exodus of the Evangelists can also help her found a Religion more quickly and effectively if she is in a tight race for Great Prophets by the start of the Classical Era. Later in the game, the extra policy slot also allows her to gain access to the powerful Soft Targets Dark Age policy and To Arms! Golden Age policy combination if she decides to go to war while in a Golden Age. If you are following a more peaceful route, grabbing the Robber Barons Dark Age policy after building the Estadio do Maracana Wonder is an incredibly powerful combination. The Wildcard policy slot allows her to run her classic Charismatic Leader / Gunboat Diplomacy + Merchant Confederation combination while still having options for other policies. Overall, the extra policy slot gives her gameplay much more flexibility and power at all stages of the game, and helps her remain in subsequent Golden Ages.
Era Score also becomes so much more valuable as a resource in this game mode. As it now directly affects loyalty pressure exerted by your citizens towards other civilisations, Georgia is in a much more well-placed position to take advantage of her ability to chain together her Golden Ages. While other civilisations might suffer more by losing control over cities in a Dark Age, Georgia can more competently keep control over her own cities, and may even flip other cities towards her if the Era Score difference between her and a neighbour is enough. This is especially the case if she is trying to hang onto newly conquered cities, thus increasing her proficiency in war. 
Since Normal Ages are removed in this game mode, Georgia can much more reliably enter into multiple Golden Ages, thus further snowballing her already strong potential.
Additionally, as other civilisations that enter into a Dark Age lose control over cities, their overall productivity and yields would dip at the start of every Era. They would have to either flip the city or cities back through loyalty pressure or take it back by military force. This sets any civilisation back if they enter into a new era with a Dark Age. This then increases and snowballs Georgia's advantage if she can maintain her Golden Ages throughout the game.
It should also be said that Dark Ages are doubly more punishing for Georgia. In addition to all its usual setbacks, Georgia also loses that valuable Wildcard policy slot. Players of Georgia would therefore need to be very careful to accumulate enough Era Score to maintain her Golden Ages throughout the game.
== Heroes & Legends Game Mode ==
With the Heroes and Legends game mode (introduced in the Babylon Pack) enabled, Georgia receives a huge buff because she can potentially gain access to Himiko and Hercules. 
Himiko is by far the best Hero in the game to complement Georgia's kit. Everything about her abilities synergise fantastically with Georgia's play style. With Himiko on your side, Georgia can easily overcome her relatively weak early game and reach her middle game power spike much earlier. This will help her snowball well into the late game. 
# Swift and Himiko's Charm: Able to cover huge distances speedily, Himiko can very quickly help you establish in multiple City-States that are converted to your Religion. The number of is then doubled by Glory of the World, Kingdom and Faith. The additional Faith that comes when you are already the Suzerain of the target City-State helps Georgia spread her Religion faster and more efficiently to even more City-States. Becoming the Suzerain of that many City-States so early in the game grants you an incredible economic boost that sets you up for the rest of the game. These two abilities are essentially a huge upgrade to the already powerful economic potential of Glory of the World, Kingdom and Faith.
# Inspiring and Himiko's Rule: If you are looking to go to war, these two abilities also play extremely well into Glory of the World, Kingdom and Faith's ability to win over City-States. Once you have levied the troops for free, Himiko's Inspiring ability acts as a pseudo Great General's passive bonus. This is great for both offence and defence, and can catch enemies off-guard. This allows Georgia to invest less in military protection, and gives her more peace of mind in the early to middle game as she waits for her power spikes.
As Georgia has no inherent Production bonus towards building Holy Sites or founding a Religion, Hercules makes up for this weakness by being able to rush build any District with his Hercules' Labor ability. He also acts as an early game counter to Barbarians while Georgia focuses on founding a Religion.
== Monopolies and Corporations Game Mode ==
With the Monopolies and Corporations game mode (introduced in the Vietnam and Kublai Khan Pack) enabled, Georgia receives an indirect buff.
If you can establish an early Industry with Amber, Dyes, Incense and/or Pearls, you'll be able to gain the superior yields that come with that Industry as well as the unique bonus of +25% Faith in that city. This further enhances your Faith output, and can help you with converting nearby City-States. 
== Barbarian Clans Game Mode ==
With the Barbarian Clans game mode (introduced in the free February 2021 Update), Georgia receives another indirect buff. Because Barbarian camps now accumulate progress towards becoming a City-State, it would be in Georgia's best interests to hasten that progress through bribing and hiring so she can become Suzerain over even more City-States and therefore reap the consequent rewards. It also helps that camps that have just become City-States start with a low population. This makes it easier for Georgian Missionaries and Apostles to convert the said City-States to her Religion - one to two charges are usually enough. 
== Zombie Defense Game Mode ==
With the Zombie Defense game mode (introduced in the Portugal Pack) enabled, Georgia receives yet another indirect buff. Killing Zombies is a great source of Faith in the early game, and since she can quickly and cheaply build walls (especially the superior Tsikhe), her cities stand a better chance to survive in case hoards of Zombies attack. The Khevsur's value is also increased since its superior mobility and +7 Combat Strength on hill tiles can help it dispatch Zombies efficiently. 
== How to Play Against Georgia ==
Simply invade Georgia during the Ancient to Classical Era with as much military as possible while she is preoccupied with building Holy Sites. She is relatively weak before getting her main power spikes - Merchant Confederation, Monarchy, Grand Master's Chapel, Khevsurs and Tsikhes. Even if you don't manage to kill her, simply causing sufficient damage to her economy will cripple her for the rest of the game. Therefore, any civilisation that has bonuses toward early game warfare will do well against Georgia. E.g. Aztecs, Scythians and Sumerians.
An alternative way to weaken Georgia is to capture and/or raze her nearby City-States. This will axe her ability to grow prosperous from her long-term relationships with the said City-States. The Germans are particularly good at this.Category:Guides (Civ6)