This is a just for fun list of scenarios that are essentially OP given different civilizations abilities and the map settings. Please help me to construct a full list! Run these combinations if you want an easy game that snowballs. Celts on boreal: so much faith it leads to your choice of nearly every belief in a religion while most other civs will struggle to expand on the setting. Choose Dance of Aurora and you can do whatever you want. Iroquois on boreal: great movement, city connection, and combat boosts to their UU allows for rapid exploration and early conquest. Their UB renders the terrain much more productive than any other civ can as well. Inca on highlands: While everyone else can't grow you can, and fast with good production and cheap/fast transportation Carthage on Archipelago: Carthage gets instantly free harbor connections to the capital as soon as they build every city. In addition to gold from the city connections the free harbors will bring in a lot of extra gold on trade routes. Indonesia on Archipelago: Gets 2 free unique luxuries for all of their initial 3 cities. A very strong start which leads to great early happiness and easy city spamming. Polynesia on Archipelago: immediately can explore and get all the ruins. Guaranteed to meet everyone first and easy Moai placement for culture output. England on Archipelago: +2 movement to water units gives huge advantage and Archipelago renders most capitals coastal allowing for an easy conquest ability with ship of the line. Morocco on desert sands: Kasbah can utilize worthless desert tiles no one else can work. Your cities will be normal while other civs will struggle everywhere but flood plains. Brazil on heavy jungle map (hot/forested): Takes a while to take effect but every jungle preserved will be a great culture/tourism output later. On a heavy jungle map you can't be beaten. Brazilwood camp OP! Dutch on Hot/Wet: loads of marsh/floodplains lead to huge cities with polder. On the right settings most of your cities will easily grow over 50 pop if you can keep happiness up--their UA helps with this. Aztecs with any high-lake-density preset with raging-barbs: their abilities enable a lot of extra culture early game from the barbs. The high lake density will ensure monster growth in the cities after the floating gardens are built to ensure late-game dominance in science and production as well. Songhai on pangea/marathon/raging-barbs: the triple gold from taking encampments is great and marathon lengthens the time that new encampments keep spawning and makes the gold worth more. You have so much gold you can buy your way through most early-game builds. Germans on marathon/pangea/raging barbs: while it take everyone else ages to build military you can open honor and recruit massive armies to wipe out the world in the ancient era. If you struggle for gold just threaten CS for it with your armies plus you get a natural unit cost discount anyway. This works even if you delete your settler and play with no cities. http://forums.civfanatics.com/showthread.php?t=524417 Greece with maxed CS numbers: you will need to prioritize allying them but when you do their UA keeps them allied very easily for a huge influx of bonuses. Greece may be the only civ that could easily ally all the extra CS's due to their UA though several benefit from having more around. Siam with maxed CS numbers: You will need to prioritize allying CS as it does not give you an immediate bonus, esp. maritime. By midgame they will be providing a huge amount of food and culture to your cities allowing for far faster empire and policy growth than would be normally possible. Spain on huge map with reduced civ numbers: prioritizing exploration will bring in massive amounts of early gold and allow you to settle several natural wonders. Game snowballs pretty quickly from there. Sweden on huge map with maxed civ & CS numbers: The AI will constantly be fighting with these settings, meanwhile you are free to build a small, solid empire and easily find 10 or more friends to more than double your great person generation. If you get a few GP's you don't care for simply gift them to CS to gain an alliance and they are strongly suited to war and expansion midgame when the 2 UU become available and the AI are wanting you to help in their fights. Requirements for entry: must be overtly OP, not just moderately buffed and be a clear synergy between a civ and a particular map style. For instance, of course shaka and every early war civ is good on a duel map but the synergy should not be a duel-map one but one suitable for other settings.