Are any civs or leaders by themselves weak? Are some too good?

The AI has done really well with Himiko (of Wa) a second time in my games, met a 12/12 Distant Lands empire of hers early in Exploration. In our first meeting, she started to build the final space mission at turn 100, had to hurry up with my banker.
(I'm so proud that she chose me for her "Friends of Wei" endeavour this time - and she even sent ships to fight a very annoying Shawnee empire together)

She also played Hawaii in the previous game and I helplessly saw her pull away with culture - this time, I'm playing Hawaii and their culture civics have been shockingly good - the +4 culture on food buildings (insane - and you get to keep it as a tradition!) doubled my output immediately and the +2 culture per coastal tile almost doubled it again.

Getting relics feels a bit trivial with this kind of culture lead. (Well, it does anyway, but the relic subgame is not as dumb as people say imo, the problem is that the integration of religion is lacking)
 
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Just wrapping up my third game now. First was Jose Rizal with Maya, Hawai'i and Mexico. Second was Isabella with Greece, Spain and Mexico. Current one is Friedrich, Oblique with Persia, Normans and Prussia.

Maya and Hawai'i are both extremely powerful. Lots of their target yield, fantastic legacy policies to carry over - powerful and flavourful. Maya also has no bad uniques; the scout replacement is insanely good, the extra mobility on their ranged unit is fantastic, as is their unique district. Less enthused about Hawai'is uniques, but their primary strength comes from turning water into culture.

Greece felt great on medium difficulty - it's exceptionally strong diplomacy civ, with a lot of that power carrying through legacy policies - but they are reliant on the independent powers surviving. If other players start targeting those, it will significantly weaken them. Even then, the unique district and great people are good. They should work in setting up any type of game.

Mexico, Spain, and Persia all felt very good at doing their respective thing - culture, colonising and conquest, respectively - with a decent mix of units, without being overpowered. The legacy policies for the latter two let you continue their exact playstyle if you want. The only real disappointment was Pairidaeza; I made a handful, but it felt very replaceable by any of the city-state uniques you can get in the next two ages.

Normans were actually a ton of fun to play in their own age; free walls when you settle are great, and the unique district gives you two stats that are always useful. But the most fantastic, impactful and flavourful effect by far is the gold on farms, doubled during celebration. I feel they would be really strong, versatile exploration age pick if you could carry that effect forward, similarly to Hawai'is culture. Unfortunately, it's one of those "plus" improvements, instead of a policy, and their actual legacy cards are very unimpactful, so all you're left with in the modern age is a bunch of donjons and obsolete walls. I'm hoping this is changed, eventually, to bring them more in line with Hawai'i.

Prussia I'm really not feeling, honestly. They're powerful domination civ, without a doubt, but none of it feels very tangible. The extra combat power off the bad diplomacy is an obvious, always-on bonus, but by modern age it gets lost in the sea of the other adjustments. Hussars cannot be upgraded into from all the free cavalry you get slotted into your generals if you warred previously, so I'm still mostly using landships and tanks. Ditto for Stukas; I've built a couple, but it takes a lot of setup to have them follow the frontlines; they might be more critical on the highest difficulties. The unique railway is the weirdest one by far, though. I'm 40 turns in and still not sure how I'm supposed to be using it - I saw some on neutral tiles on turn 1, and the rail stations I'm bulding are the same ones I'd build as Mexico. Their civics unlock some fantastic bonuses once you get to them, but if you're researching them, you're not researching the ideologies you need for a domination victory. Using them off the back of Persia and Normans just feels like an overkill. They might be better pick if you played a culture game before and want to pivot into conquest at the end.

As for the leaders;

It's hard to judge Rizal, as it was my first game and the civs I've picked heavily carried it, but he seemed fine, if unspectacular. The extra happiness and length meant I was in celebration basically all the time, but as others pointed out, this will backfire once you have enough happiness to start one every 10 turns, instead of 15.

Isabella synergised really well with Spain for the economic legacy - no surprise there - but her biggest advantage by far is the one-off gold from discovering the natural wonders. That 300 in the early turns can take you from one settlement to three in an instant. She becomes a bit of a blank slate by mid-exploration, once gold income and costs scale up.

Friedrich, Oblique is a bit of a weird one. The extra range on generals is fantastic - makes all the difference in the early wars - and the extra units spawned by science buildings are really nice bonus if that's where your focus is, but I felt the two bonuses were at tension with each other; if I'm already warring, I rarely needed those extra units away from the front, where they spawn. I feel like I need to play him again to see if I can utilise it better in a science-focused game.
 
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Normans were actually a ton of fun to play in their own age; free walls when you settle are great, and the unique district gives you two stats that are always useful. But the most fantastic, impactful and flavourful effect by far is the gold on farms, doubled during celebration. I feel they would be really strong, versatile exploration age pick if you could carry that effect forward, similarly to Hawai'is culture. Unfortunately, it's one of those "plus" improvements, instead of a policy, and their actual legacy cards are very unimpactful, so all you're left with in the modern age is a bunch of donjons and obsolete walls. I'm hoping this is changed, eventually, to bring them more in line with Hawai'i.

This is unfortunate to hear. I've been curious about Normans, but kinda holding out on playing as them until Britain comes out.
 
This is unfortunate to hear. I've been curious about Normans, but kinda holding out on playing as them until Britain comes out.
Normans at the moment, IMHO, benefit best from the Leader you have with them. Most OP is a Charlemagne/Normans combination. Charlemagne gets extra cavalry units with every Celebration, so with enough Army Commanders, you can start Normans in Exploration with a massive mounted Chevaler army and simply steamroller everybody in sight - even Mongolia!

And from Normans you can 'automatically' progress to America or France in Modern Age and either keep pumping out mounted units for Domination (America) or pivot to Cultural./Diplomatic (France).

Having Charlemagne is like building the Detroit Tank Arsenal in Antiquity: you can keep pumping out chariots, cavalry, landships and tanks until end of game, which either you can use to build on the Unique Units of some Civs (Maurya, Normans, Mongolia) or use them to defend while you concentrate on something else, like Culture, Influence, or Gold/Trade.

I would not be at all surprised to see an early 'nerf' to Charlemagne - say, to reduce his mounted unit spawn from 2 to 1 per Celebration.
 
Normans at the moment, IMHO, benefit best from the Leader you have with them. Most OP is a Charlemagne/Normans combination. Charlemagne gets extra cavalry units with every Celebration, so with enough Army Commanders, you can start Normans in Exploration with a massive mounted Chevaler army and simply steamroller everybody in sight - even Mongolia!

And from Normans you can 'automatically' progress to America or France in Modern Age and either keep pumping out mounted units for Domination (America) or pivot to Cultural./Diplomatic (France).

Having Charlemagne is like building the Detroit Tank Arsenal in Antiquity: you can keep pumping out chariots, cavalry, landships and tanks until end of game, which either you can use to build on the Unique Units of some Civs (Maurya, Normans, Mongolia) or use them to defend while you concentrate on something else, like Culture, Influence, or Gold/Trade.

I would not be at all surprised to see an early 'nerf' to Charlemagne - say, to reduce his mounted unit spawn from 2 to 1 per Celebration.
That would bring it in line with the other unit printing abilities... His is also maybe the easiest to trigger I'd say. Makes Frederick sad, and we can't have that.

I've yet to play the normans, they do look the blandest of all the medieval civs to me. The +5 combat strength on the coast looks like it would be their most impactful bonus from their kit, especially in exploration. But, yeah, we get it, you like walls... Wasn't exciting for Georgia, not exciting here either...
 
I don't know why anyone would ever play Mughal. +75% gold yield, but all other yields -25% is absurdly bad.
 
I don't know why anyone would ever play Mughal. +75% gold yield, but all other yields -25% is absurdly bad.
Is it? You can buy a wonder each turn and also just buy the world's fair once you have enough artifacts. 5000 gold per turn is fairly easy to get with them.
I found them rather strong, going in with a good base empire.
 
This is unfortunate to hear. I've been curious about Normans, but kinda holding out on playing as them until Britain comes out.
I did enjoy playing them. I had fantastic baseline gold, and even more so during celebrations. You can definitely use them for a very efficient land grab in their era. It's just the weakest set of legacy policies I've seen by far.
I thought Bayeux Tapestry could be good starting policy if you did a lot of conquest previously, but all the cities you carried from exploration seem to count as founded by you, so you get +0 out of that until you start conquering again.

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Gold rivals Production in this game. There's simply so much stuff to build that it only makes sense to invest in the resource that lets you build multiple Buildings or Units in a turn.

Plus, Gold is the only resource that's even usable in Towns, and it's much more plentiful because of them.

I have trouble not picking the Mughals because I find their Gold buffs so useful. An excess of Gold can overcome a lack of anything else.
 
Is it? You can buy a wonder each turn and also just buy the world's fair once you have enough artifacts. 5000 gold per turn is fairly easy to get with them.
I found them rather strong, going in with a good base empire.
This illustrates one of my current complaints about civ descriptions/introductions in the game - they don’t showcase traditions, which are actually significant. Without the wonder-buying tradition, it makes sense that one would take a look at their ability and be like “ok…so what?” Or another example, looking at Han without traditions, there is no way you can tell what’s so “diplomatic” about it.

On the topic of Normans, don’t overlook their happiness bonuses. They helped me stabilize in Deity Exploration, after I dominated my home continent and realized I had no interest in warring any further (but still needed to defend myself from AI).
 
This illustrates one of my current complaints about civ descriptions/introductions in the game - they don’t showcase traditions, which are actually significant. Without the wonder-buying tradition, it makes sense that one would take a look at their ability and be like “ok…so what?” Or another example, looking at Han without traditions, there is no way you can tell what’s so “diplomatic” about it.
This issue is common among the Antiquity Age Civs and their very simplistic abilities. If you were to take the loading screen as gospel, you would think that Greece only has some measly extra Influence to make them Diplomatic, missing out on their awesome game-spanning Traditions.

...oh yeah, and their Great People. Not having a place to view their effects outside of a game is criminal. We need to be able to view the Civilopedia from the menu, and the Civilopedia needs to actually contain gameplay information. Techs just include their name and historical context :cry:
 
Reference Gold in the game, Machiavelli (the real one, not the game one) made it explicit in his often-quoted line:

"Gold may not get you good soldiers, but good soldiers can always get you Gold."

'Gold' is not only a near-universal currency for buying your way out of trouble in game, it is an integral and important part of any Domination/Military game. I suspect if I were keeping track, at least 1/4 of my units by the end of the Antiquity Age are purchased rather than built, and that percentage only goes up as the amount of Gold in the Treasury goes up later in the game.

In my last game, I bought all three of my first three railroad stations to complete that Legacy instantly, and earlier had bought an entire fleet of Galleons as soon as I built a new Fleet Commander. You can't do those sort of things in as many different instances with anything else in the game
 
The only thing limiting Gold is that it has a cap (3000, I believe?) between Age transitions. If it didn't, I'm certain you could complete some Legacy Paths and Victories within 30 or so turns.
 
The only thing limiting Gold is that it has a cap (3000, I believe?) between Age transitions. If it didn't, I'm certain you could complete some Legacy Paths and Victories within 30 or so turns.
You use that excess gold to spam-buy whatever units/commanders, buildings, and unique improvements that you’re still missing before age transition, which sets yourself up for a strong start next age. Even with reduced yields from obsoletion.
 
Yep! That's been my strategy for the past couple games now :D
 
Yep! That's been my strategy for the past couple games now :D
Someone should do a Guide to Transition Preparation:

Buy any Ageless or Unique Buildings you think you will need Everywhere.

Buy or build more Commanders to preserve your military

From Antiquity to Exploration send scouts to 'Observe' from every peninsula and promentory to find out where the nearest 'distant land/island stepping stones' are - and then build a city nearby to sequester the path to them for yourself, if possible.

And so on . . .
 
I found the path of Khmer -> Majapahit -> Meiji Japan to be incredibly strong, with Confucius. There's a ton of synergy there with respect to the specialist economy.
 
I find the bottleneck for each victory type is either progressing through the tech (science, economy) or civic (millitary, culture) tree. Mughals are fine to complete the victory types once unlocked but are slow to pass the bottlenecks when I played them... Though that was my 2nd ever game...

Actually maybe the trick with mughals would be to try and use espionage to steal techs/civics to mitigate the bottlenecks?
 
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Plus, Gold is the only resource that's even usable in Towns, and it's much more plentiful because of them.

True, but do consider that you're paying like three times the production cost in gold when buying something in a town, while your production only gets one-to-one converted into gold. It's still much more inefficient to get buildings in towns than in cities, the only advantage is that you can move your resources around.

I bought all three of my first three railroad stations to complete that Legacy instantly

Weak. I bought my entire rail and factory network in my first Modern Age game. I believe that was 21 factories and their associated rail stations?

The only thing limiting Gold is that it has a cap (3000, I believe?) between Age transitions.

Oh hey, that's almost half of the gold per turn I managed in aforementioned game during the Modern Age.
 
I had a lot of fun most recently doing Han, then Ming, then Meiji Japan, with Himiko (Wa). Won a science victory. It was great to have some serious culture flow, too, though, to get into my Japan-specific policies, and then a nice military to repel Xerxes leading the Prussians who launched an ambitious invasion of my large island. Love how building a naval unit generates science!
 
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