Tier 3 - some big disagreements here. Middle tier that lumps some of the best in the game (Aztecs, Shoshone) with some of the worst (Denmark)
-Spain - huge, huge, huge bonus if you get to find one first and settle it. Otherwise, completely lackluster civ. Tercios are nothing special, Conquistadors underrated here but still not that good. 1 in 10 games they're tier1, the other 9 in 10 their the bottom-ranked civ in tier 4.Moderately disagree - should be tier 4.
-Aztecs - WHAT!?!?!?!?! +15% GLOBAL growth from early classical until the end of the game!!! Admittedly only in riverside -OR- lakeside city, but such a MASSIVE bonus that you make sure it applies to your cities. I would take just that, floating gardens, without jaguars or sac' cap's, over ALL the advantages of any civ on tier 2! EXTREMELY STRONGLY DISAGREE - should be tier 1, or if tier 2, the one that blows all the others away.
-Brazil - EVERYTHING points to culture, leading you to dangerous, vulnerable strategy, on a jungle start bias. One of the few non-science civs that can pull off a peaceful CV on deity, but such a big gamble to do so, and no bonuses to anything else. Moderately disagree - should be tier 4.
-Russia - I don't like them and think they're fine here. However, I must acknowledge the collective wisdom of the forums ranks them higher, and with some decent reasoning. disagree only to concede to collective wisdom - should probably be tier 2.
-The Shoshone- - here's the thing, I play without huts, which means the Shoshone shouldn't be for me. However, the extra tiles, and the compatibility with the combat bonus in the enhanced territory is incredible. Playing without huts, they're tier 2, which means for the rest of you who go hut-hunting, I can only imagine how brokenly strong this is. (Strongly disagree - should be tier 1.)
-Denmark. earlier Longswords with extra moves is pretty decent, still a melee unit, but pretty decent... except for when you lack iron. And it re-paths optimal teching... and all other bonuses are situational or meh. Strongly disagree - CLASSIC example of a Tier 4 civ.
-Siam. Elephants are early tanks. A UB that gives +3 culture is a rather good bonus, but the fact that it's in the absolute top priority building in the game makes it much better (for example, more useful than +3 culture in barracks, even though they're earlier.) And while the UA requires a little luck (1.)having 6 mercs and 6 militaristics = no bonus... 2.) need some quests for it to matter early.), the advantages have great potential in the average CS spread. Moderately disagree - should be tier 2.
Tier 4. just one disagreement here, but a considerable one.
-Austria. - the rational behind why they are lackluster is just... wrong. I'll agree that Hussars aren't super, in fact I think they're overrated in the assessment. But coffee houses are a decent perk. (oops, pun) +25% to ALL great people and it's not too late in the game is pretty massive, changing +10% towards buildings for +5% towards everything is a trade-off I'll take every single day and most importantly, Austria doesn't have a unique building, they have an extra building since players prioritize hilltop cities. And the biggest disagreement.. Diplo marriage is awesome. I can see where the original evaluation comes from - usually you conquer a city and find that it actually makes researching harder, because you now have cities that are size 30, 20, 18, and 2. Yes taking cities from conquest often hurts infrastructure but the primary penalty here is that you capture a city that lost half its population. Married cities don't lose population. Usually, my married cities are smaller than my capital but bigger than the rest of my cities. Didn't have a good build-order? while it's true that they often have pointless caravansary and questionable walls, and maybe they're missing the watermill, but they usually have the pertinent buildings that I'd want, usually have more of the essentials than my last settled city has. And the question of why pay 500g, when you can just buy a settler for the same amount is almost humerous. Because 1.) 500 gp for a city AND 4000gp worth of units. That's more than enough of a reason on it's own, but also 2.) start at size 20 instead of size 1. 3.)tiles already improved 4.) buildings already made (ok, "select" buildings already made."Strongly disagree - should be tier 2.
Tier 5 some minor disagreements here
-India - don't disagree, but there's been a few posts above. The thing is that India, along with Venice, are the strongest examples of "trade-off" civs, civs that get a bonus at an expense that a vanilla civ doesn't incur. As such, players are going to be very reluctant to move them out of the bottom tier. I agree that after size 6, the city is "Indian positive" and gets ever-additive bonuses as the game goes on, but it's an argument that's never going to reach consensus.
-Byzantium - Everyone hates Byzantium because you realistically can be locked out of a religion on Deity. Byzantium missing a religion is like Spain missing a Natural Wonder; They'd both lose their UA. Yes with Spain, you do still get +1 happiness when you found the NW later, but do you really want to settle a city when you're coming up on Ideologies? For that matter, does +1 happiness per NW that you found weigh in that much? Because if not, Byzantium without a religion is essentially Spain without NW's, except Byzantium has better and earlier UUs. So why are they two tiers below a civ that they're better than? Moderately disagree - should be tier 4.
-Indonesia - Yeah, their UU is a gamble, sometimes you have to chuck it to a CS for influence, but when it hits, you get a unit that keeps completely disproportionate bonuses when upgrading. But even if that's a wash, and I'll throw out their UA, since despite being strong enough to make them an absolute Tier 1 on archipelago, we're dismissing that. But even after throwing out two incredibly potent abilities because their context is somewhat selective, you still have the Candi, which is awesome. "Look, this city has great growth potential, it'll be an awesome GP farm... Oh wait, not riverside so no garden." Not a problem for Indonesia, plus an extra two faith per city guaranteed and, while it's rare, the potential for...
+
12
faith
per
city... Strongly disagree. Even though the context ignores the majority of their bonuses, being able to incorporate ANY of them makes this Tier 4. If you don't have absurdly bad luck, they're minimally tier 3. And if you consider them in the context their best in (which is presumably how Polynesia made it all the way to tier 3?!?!) they're at least Tier 2.