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Governments | Fascism Justifier's Strategies | Civilization VI

Fascism

Major Bonus: All units gain +5 Combat Strength. War Weariness reduced by 15%

Minor Bonus: +50% production toward Units

Fascism Rundown:

Currently the strongest government type in the game for domination AND defense -- versus someone who is using this you're basically forced to use it as well just due to overflow strategies while running this government type and the raw power of +10 combat strength -- It's the strongest due to the Major bonus combined with the minor bonus and the legacy card -- essentially you're going to have + 10 combat strength, -30% war weariness and +50% production towards ALL units while running this government type

Fascism Strengths:

  • Military: Whether Defense or Offense, +10 Combat strength between the Major bonus and the Legacy card is HUGE. +50% production is also massive at this stage of the game
  • Science: Using overflow strategies with the +50% production at this stage of the game can then be translated into a different victory type -- Scientific

Fascism Weaknesses:

  • Policy cards: You're hurting here because you're lacking variety. You'll constantly find yourself having to trade off on two very important civic cards just to fit in the most important (if attacking or defending you're going to want Fascist Legacy on as well so that limits your options even more)
  • Lacking variety: in civic cards -- many militaristic and almost nothing else. When running this

Militaristic Policy Card Slot: 2

There are obviously many many options here so here's a list of some of the more important ones:

  • Levy En Masse
  • Any production based card for the specific units you're producing
  • Defense of the Motherland
  • Martial Law
  • Propaganda
  • Logistics
  • National Identity
  • Integrated Space Cell (Scientific Victory)

Economic Policy Card Slot: 1

Because you're limited to a single card here you're going to have to pick the most important civic card for you in this specific situation.

I'm almost always using this card to combine power with my trade routes so either

  • Triangular Trade
  • Ecommerce
  • Public Works (overflow Strategies)

Diplomatic Policy Card Slot: 1

  • Machiavellianism(Spies overall)
  • Cryptography(Spies overall)

Wildcard Policy Card Slot:

I tend to use this for spies in the late game as such I'll be using both wildcards for bonuses on spies just for the extra power against a rival across the world, trading something off for the legacy card when directly attacking or defending

End
Created By
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Credits:

Pictures taken and edited by Justifier

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