First, I have to credit an old reddit post for this by navalaven titled, "Island plates + Indonesia + Auckland = Real tile porn." Can't really take credit for the idea though I added more conditions to help them shine.
For me, Indonesia is in a 4-way tie with the Aztec, Persia, and Australia for my favorite civ as well as the civs that I feel are the most powerful. The caveat is that Indonesia requires cherry-picking map conditions to reach their potential whereas the others are more versatile. With those conditions in place, though, Indonesia outshines all the others IMO. Those conditions are 1.) Island plates map, 2.) abundant resources 3.) God of the Sea pantheon, and 4.) Auckland
1.)Island plates map: I understand that archipelago achieves the same results though I don't have access to that map-script (side question: what's the difference between island plates and archipelago?) This ensures that every single city (or just about that) is coastal which means you get 2 free faith per turn per city that you own. Combined with their other ability, this means you can use exclusively faith instead of hammers to build your defenses (on an island plates map, land units are helpful but you really can defend yourself fine against the deity AI with almost exclusively naval units.) This frees up your hammers and gold quite a bit since you'll never have to use them for units (save perhaps the very early game.) It also means that all your harbors (which you'll want in just about every city) can be adjacent to your city centers providing enough gold, especially with the harbor adjacency card, to not only cover your unit and building maintenance cost but also allow periodic rush-buys, as well as giving a modest production boost to nearly every city with shipyards.
2.) abundant resources: I really like this map condition in all games as it makes all your cities have more "tile porn" tiles in both the land and sea tiles. The link to Indonesia, which cannot be overstated, is that it adds more sea resources and I've found that it makes nearly all coast tiles without resources qualify for a kampung, and considerably more of the kampungs get additional food for having several sea resources adjacent to them.
3.) God of the sea pantheon: This selection doesn't stack with kampungs as kampungs and fishing boats are mutually exclusive per tile. However, kampungs are strong but not that productive until the industrial age. Until such time, the pantheon helps boost production.
The pantheon choice actually has more to do with the map choices (islands/abundant resources) than it does the civ choice. I find that an island plates map with abundant resources will usually provide as much as and often more hammers than, say, a pangaea map with abundant resources would provide culture from pastures, for example.
4.) Auckland: this is the parameter that is heavily map dependent and could lead to multiple reloads if you want to use this strategy. Not only do you need this city-state to be in the game, but you also need it to be in a defensible position (either close to you so you can have your borders encapsulate it or isolated so that its not on a landmass including another civilization (as deity AI usually capture city-states early, but are atrocious at naval combat and selecting naval targets.) Even if it does get conquered, since the AI are atrocious at naval combat, you can easily liberate it and eliminate the civ who threatens it.
Once you do, you're golden. Especially if you spawn near them, you'll get a free envoy from first-meet, a second envoy from early civics, and a third envoy from either completing a quest, completing the first envoy clock, or getting the other classical civic that gives an envoy. From then on, they're a higher priority for envoys as its one of the central elements of the strategy.
But having them, the tile yields from coastal tiles are staggering. Tiles with a sea resource have yields of 3F/2P/2G plus another yield depending on the type of resource (more food from fish, gold from crabs, production from whales, etc.) Later in the game, add another gold and food from techs and another production from auckland, so you get yields like 5F/3P/5G. Your non-resource coastal tiles (to which there are many thanks to the map) have kampungs that yield 3F/2P/1G (more food in select few) plus lots of housing, and later add another 2 production and even more housing.
Side notes:
1.) Seaports: these incredible tile yields can add even more gold with seaports, but this has the same problem that many have with industrial zones (come late, may not generate enough to cover their cost due to limited turns remaining.) However,since nearly every tile you're working is coastal, it adds gold to nearly every tile you're working and can add A LOT of extra gold if the game is tight.
2.) Civil Engineering: this becomes the highest priority must-rush-to-this civic (or tech) as it both enters the industrial age (satisfying Auckland's second bonus) and gives and extra hammer to the kampung, effectively adding 1 production to all coastal resource tiles and 2 production to all Kampungs.
3.) Land resources: since your coastal tiles are so good, you'll be prioritizing them over land tiles (with few exceptions,) Consequently, you can go to town more than usual with harvesting land resources, giving many of your cities a big (or several) boosts.
4.) district and wonder placement: similar to the previous note, the yields you get from coastal tiles means that you'll be prioritizing them over most of the land tiles. Consequently, you can maximize your adjacency bonuses more than usual since you won't be as concerned with getting the yields of a plains wheat or grass copper.