biohazard72
Prince
Just figure we should reopen this discussion, considering the large-scale changes to the game last patch. A lot of strategies are now proving viable depending on situation which strengthened some civs. My take (sorted into 4 tiers):
Top Tier - always strong
Siam - Wats without Libraries, 3 CPT from every Wat, and city-state bonuses are the main reasons to play Siam. Possible gains of Wats from Legalism still have to be sorted out.
France - dominates early culture, grabbing Collective Rule in perfect time for REXing. Does well with grabbing Tradition through Landed Elite, Patronage, Freedom, Rationalism, or Order depending on gameplay style.
Babylon - double GS production is now stronger with 3 slots available late-Renaissance. Still the best civ at rushing Rifles or Longswordsmen.
Songhai - Mud Pyramid Mosques at 5 CPT and no maintenance are highly attractive. Grabbing Legalism post-Philosophy for 20 CPT is dirty. Songhai still does very well with puppets, who beeline MPMs, and increased gold from city-capture. Having Mandekalu Cavalry with a 10% bonus vs. cities allows them to use the horse/tank line well.
Mongolia - Keshiks are elite units, and Khans are perfect support. Still an elite warmongering civ even in the hands of a novice.
High Tier - situationally very strong, or consistently above-average
Arabia - Bazaars are the main attraction here. Great in OCC culture as it effectively doubles your luxury pool to sell for Research Agreements.
China - the Paper Maker nerf hurt the most. Chu-Ko-Nus can still make double-attack Rifles which are strong. Expect China to still give you a strong economy and good military prospects.
India - with going vertical now stronger than ever, India might be playable as developers initially intended. Their ability can be a large happiness bonus if played correctly.
Polynesia - huge bonus on Continents and Archipelago with regard to finding off-continent RA partners makes them top-tier contenders.
Mid Tier - situationally strong or consistently average
Persia - Immortals are useful units, especially on upgrading, and increased golden age benefits are moderately useful as well.
Greece - may still benefit from Companion Cavalry rushing an enemy civ. Hoplites aren't highly useful. They still have an ability that naturally synergizes with Patronage, which could be useful for their science.
Iroquois - useful abilities if in forest. Not gamebreaking, but saves GPT maintenance and Worker turns.
Russia - extra resources to sell, and slight production boost. Nice bonuses but not huge.
Rome - useful unique units and strong ability, Rome is strong but not overpowered.
Egypt - Wonder bonus is nice, but far weaker on higher difficulties where Wonders are rarer. Unique building is nice, especially with Legalism.
Spain - either a very strong or very weak ability, depending on luck. Weird unique unit. That puts them in mid tier in my books.
Inca - strong bonuses to hills. Similar to Iroquois, in that their ability saves Worker-turns.
Low Tier - occasionally average but rarely strong
America - extra sight is nice but not often necessary. Tile discount is meh, unique units aren't gamebreaking at all.
Aztec - culture from kills requires a warmonger approach to pay off well, which doesn't play well on the highest difficulties.
England - Longbows are useful for a brief period of time. Their ability and other unique unit do well on naval maps but nowhere else.
Germany - pathetic ability, because really, how many encampments do you even get the chance to clear when land is snapped up so fast? Does far better on longer gamespeeds.
Japan - unique Longsword is nice, but ability and other unique units are mediocre at best.
Ottomans - nice unique units, but they're not of highly useful classes (Musket and Lancer). Ability is near-worthless most of the time.
As always, your comments are appreciated. Please post your own lists (if only the top tier or two)!
Top Tier - always strong
Siam - Wats without Libraries, 3 CPT from every Wat, and city-state bonuses are the main reasons to play Siam. Possible gains of Wats from Legalism still have to be sorted out.
France - dominates early culture, grabbing Collective Rule in perfect time for REXing. Does well with grabbing Tradition through Landed Elite, Patronage, Freedom, Rationalism, or Order depending on gameplay style.
Babylon - double GS production is now stronger with 3 slots available late-Renaissance. Still the best civ at rushing Rifles or Longswordsmen.
Songhai - Mud Pyramid Mosques at 5 CPT and no maintenance are highly attractive. Grabbing Legalism post-Philosophy for 20 CPT is dirty. Songhai still does very well with puppets, who beeline MPMs, and increased gold from city-capture. Having Mandekalu Cavalry with a 10% bonus vs. cities allows them to use the horse/tank line well.
Mongolia - Keshiks are elite units, and Khans are perfect support. Still an elite warmongering civ even in the hands of a novice.
High Tier - situationally very strong, or consistently above-average
Arabia - Bazaars are the main attraction here. Great in OCC culture as it effectively doubles your luxury pool to sell for Research Agreements.
China - the Paper Maker nerf hurt the most. Chu-Ko-Nus can still make double-attack Rifles which are strong. Expect China to still give you a strong economy and good military prospects.
India - with going vertical now stronger than ever, India might be playable as developers initially intended. Their ability can be a large happiness bonus if played correctly.
Polynesia - huge bonus on Continents and Archipelago with regard to finding off-continent RA partners makes them top-tier contenders.
Mid Tier - situationally strong or consistently average
Persia - Immortals are useful units, especially on upgrading, and increased golden age benefits are moderately useful as well.
Greece - may still benefit from Companion Cavalry rushing an enemy civ. Hoplites aren't highly useful. They still have an ability that naturally synergizes with Patronage, which could be useful for their science.
Iroquois - useful abilities if in forest. Not gamebreaking, but saves GPT maintenance and Worker turns.
Russia - extra resources to sell, and slight production boost. Nice bonuses but not huge.
Rome - useful unique units and strong ability, Rome is strong but not overpowered.
Egypt - Wonder bonus is nice, but far weaker on higher difficulties where Wonders are rarer. Unique building is nice, especially with Legalism.
Spain - either a very strong or very weak ability, depending on luck. Weird unique unit. That puts them in mid tier in my books.
Inca - strong bonuses to hills. Similar to Iroquois, in that their ability saves Worker-turns.
Low Tier - occasionally average but rarely strong
America - extra sight is nice but not often necessary. Tile discount is meh, unique units aren't gamebreaking at all.
Aztec - culture from kills requires a warmonger approach to pay off well, which doesn't play well on the highest difficulties.
England - Longbows are useful for a brief period of time. Their ability and other unique unit do well on naval maps but nowhere else.
Germany - pathetic ability, because really, how many encampments do you even get the chance to clear when land is snapped up so fast? Does far better on longer gamespeeds.
Japan - unique Longsword is nice, but ability and other unique units are mediocre at best.
Ottomans - nice unique units, but they're not of highly useful classes (Musket and Lancer). Ability is near-worthless most of the time.
As always, your comments are appreciated. Please post your own lists (if only the top tier or two)!