Egyptians:
Strengths: The civics, it saves from many techs and can build large cities without religion.
Weaks: No iron, exposed to African natives
Chinese:
Strengths: the UP, it can make them a tech monster if let unchecked
weaks: unconvetional early gameplay
Babylonians:
Strengths: Early game overpowered (more techs, archers causing barrage can be the only unit on your army until Medieval ages)
Weaks: Flips, hords and armies (Persians, Greeks, Romans, Arabs, Seljucs, Mongols, Ottomans)
Greece:
Strengths: the UP
Weaks: too much unhapiness (no religion, no dynasticism for a long time, drama is an expensive tech)
India:
Strengths: rich vast land
weaks: war elephants cost a lot and are available unhistorically late
Cathraginians:
Strengths: the UP (merchenaries)
weaks: The necessity to keep Sur (it is the only city inside core area) and all the core area flips to Arabs
Persia:
Strengths: the immortal, powerful early unit
weaks: poor economy, if let unchecked you will be bankrupt
Rome:
Strengths: the legion
weaks: Byzantine spawn, euros' spawns
Tamils:
Strenghts: rich land
weaks: 1sr UHC is a matter of luck
Ethiopia:
Strengths: the UP (sovereignity)
weaks:
Korea:
strengths: rich and defending mainland
weaks:
Mayas:
strengths: control the Panama strait
weaks: isolated gameplay, the UP expires
Byzantium:
Strength: comercious land, developed Constaninoples
Weaks: Flips and hords (Arabs, Seljuks, Mongols and Ottomans)
Japan:
Strengths: the UP, good defencive units
Weaks: improductive mainland, isolated
Norway:
Strengths: the 1st (modern) euro to spawn
weaks:
Arabia:
strengths: the UP, combined with Spiral Minaret of Sankore's univercity makes its best
weaks: the seljuks hords
Tibet:
strengths: the UU, can travel in jungles and rival borders
weaks: poor mainland
Khmer:
strengths:
weaks: the chinese can beat you easily, Thai spawn if let unchecked
Indonesia:
strengths: large area
weaks: the Dutch trading company, improductive land
Moors:
strengths:
weaks: the spanish will be more powerfull than you
Spain:
strengths:
weaks: the 3rd goal may be impossible if all euros convert to Protestantism
France:
strengths: the UP (friendlier AIs)
weaks: you have only 20 turns to defeat Prussians
English:
strengths: the UP (maintainance cost), in fact it is overpowered
weaks: the American spawn
Holy Rome:
strengths: productive land
weaks: the Prussian spawn (it gets the most productive cities)
Russia:
strengths: the UP (it stucks the AI stacks
)
weaks: backyard civ for the most time
Mali:
strengths:
weaks: exposed to african natives, the 3rd goal requests a lot of money (backyard or win? you can't have both), improductive land
Poland:
strengths: the UP (historical tiles give you Kiev and Ukraine's rich and productive tiles)
weaks:
Portugal:
strengths: the trading company (especially if you are the AI), the UB (commercious coast) if built
weaks: fierce Spain
Inca:
strengths: the ability to control the whole south America
weaks: the spawn of Colombians and Argentines will take from you the most productive cities
Italy:
strengths: the starting army, it is really strong
weaks:
Mongolia:
strengths: productive land
weaks: the 3rd goal is really difficult
Azteks:
strengths: the ability to control North America early
weaks: defend against conquerors
Mughals:
strengths: rich and large land, easy defence (only two tile segments to defend)
weaks: the 3rd goal requires not to tech too much
Turkey:
stengths: the UP (ability to control conquered cities' borders immediately, no unhapiness)
weaks:
Thailand:
strengths: it begins really advanced
weaks: the chinese if they are the tech leader
Congo:
strengths: the natural defence of jungles and marches
weaks: too backyard civ
Netherlands:
strengths: new cities have many buildings pre-built, the trading company gives a good army
weaks: only one city in Europe, which should not be defenceless
Prussia:
strengths: the UP (advanced army)
weaks:
America:
strengths: rich land, vast historical area, advanced at start
weaks: they really don't have any