For fun, and because I like the topic, here is my evaluation of the civilizations.
I would rather avoid the perceived negativity associated with criticizing others, and instead share what I consider to be a better evaluation than the existing tierlists out there.
Surely, not every player who reads this will agree and that's ok. We don't all have to agree on everything. Constructive talks can lead to us becoming better players. I am not looking on preaching a dogma, just sharing a different point of view that I consider better based on my experiences with the game.
I have to underline that this is for Single Player Deity, standard settings. I don't want to complicate the issue further but will mention that some civs are obviously stronger on some map types than others (Polynesia on Terra for example, Brazil on Rainforest, Iroquois on Boreal, etc)
I won't go into depth too much about the many things that have been discussed over the years and some things are well-known, like for example why Poland or Babylon are good civs. Instead small descriptions of what I like about the civs and stuff.
My rating system is based on Need for Speed's 4 car rating system. (AAA, AA, etc). I tried to give them proper descriptions and suggestive of the idea that in some cases, the difference in strength is not very big but it still exists. (supergood vs very good)
The ratings:
Most of the stuff is self explanatory. After thinking a bit I had to separate Austria and Mongolia from the other Supergood civs where I had them initially.. Mongolia isn't near Arabia just because they lack the other economical aspects of Arabia. Keshiks and Camels are basically the same unit. And Austria just had to be separated from the other civs because of how powerful the UA is, especially accompanied by a great UB and a good UU.
Descriptions and a few comments about each civ:
God tier civ:
-Poland. Landsknects are extra good for Poland, making synergy with the UU. A free social policy tree during game.
Overpowered civs:
-Arabia. Camel Archers are unstoppable and usable all game.
Amazing civs:
-Austria. The power of being able to outright buy fully-developed, raze-enabled CSs, and getting free units for such a low amount of gold is fantastic. You can also get prophets or great generals with this ability.
-Mongolia. The only reason I don't put them near Arabia is that they lack the other good parts. Keshiks are just as good if not better than Camels.
Supergood civs:
-Aztecs. A great civ, but starting in jungle can hurt. All their bonuses are great but obviously force a warmongering style to fully profit.
-Inca. Hill movement and extra hill food is great. The Slinger is not impressive but who cares.
-America. Often underrated. The UUs are very potent and the UA helpful all game in more ways than immediately clear (scouting, spotting, surveillance, etc)
-Shoshone. Pathfinders and UA help to secure a strong early game that leads to strong overall game.
-Egypt. Faster chariots that require no horses make Egypt a devastating force early game.
-Zulu. Ability also works for getting bomber units faster to the good promotions, if it wasn't obvious how good Zulu is.
-Spain. Able to do incredible things when they're lucky, and still very strong even when unlucky. Tercio is considered a melee unit! (this is good).
-Huns. Horse Archers get to "mini-camel archer" status quicker than normal chariots thanks to their abilities. Small head start for Hanging Gardens or Petra, thanks to the free tech.
-Maya. A very versatile civ thanks to the great people received, and easy to found a religion with them.
-England. Industrial Espionage is even stronger for England due to extra spy.
-Sweden. early Honor-Warrior code allows Sweden to quickly get a CS ally of their preference. It can be Religious for founding a religion! Caroleans are very nice too. The unique lancer enables the swedish generals special maneuvres in Great Wall territory or rough terrain, a feat only the Huns enjoy.
-Persia. Buying Artists with faith is nice for Persia, and Freedom ideology should be their natural choice for Universal Suffrage.
-Ethiopia. Easy to get a religion and strong units all game long.
-Korea. While not having Babylon's early game, Korea compensates with a good endgame. The UUs are of debateable utility. I don't personally like them, but they're not the main part of what makes Korea good.
-Babylon. Babylon has a great early game tech pace and thus can accomplish interesting things like building Hagia Sophia for a religion. Not guaranteed, but a possible thing to have in mind.
-Assyria. Conquering cities has never been more fun. I like to take Autocracy and tech the lower path using industrial espionage, the UA will tech the rest. No reason to ever <need> Rationalism with Assyria when you can take Honor and conquer cities.
Very good civs:
-The Netherlands. It's well known Polders are great. Sea Beggars are also very powerful units. It's just the UA that is quite disappointing...
-The Celts. A religion is almost always quaranteed on Deity for the Celts unless you do something wrong. UA is a bit weak in the long run, though.
-Siam. The elephant is like getting the lancer an Era earlier. The CS bonuses make Siam very versatile.
-Iroquois. The most misunderstood and misplayed civilization in the game. The UA gives you bridge-access while in Ancient Era. The Longhouse is better than a workshop. Mohawks are good enough even though they're not jaguars.
-Venice. The bonuses are good enough to compensate the restrictions. The social policies will come fast, and National Wonders are easy to build, including the spy agency. Good synergy with Autocracy. (Mobilization+Industrial Espionage)
-Polynesia. A very potent civ, and Galleass can enter Ocean. Better for Continental maps, but holds their own on Pangaeas too.
-Morocco. Desert bias and a great UI, the Berber Cavalry is a great unit too.
-China. Their Crossbowman replacement is slightly weaker and this is what I don't like about them. But the extra great general power compensates for this.
-Greece. Strong all round civ, and if you are Greece, you can be sure Greece is not in the game!
-Songhai. Extra gold for conquest is always good to have, solid unit and building.
-Byzantine. The Dromon (shooting trireme!) and the Cataphract (fortifying horseman!) are simply great units! The only drawback is the lack of any help in getting a religion, so should you fail to found one, you'll play without an UA.
Good civs:
-Carthage. The quinquereme is not impressive at all. The ability to walk over mountains is great but can't base a strategy around this random terrain feature. Otherwise, one of the best civ for the Highlands map due to it being hilly and with mountains.
-Germany. The UA is ok but unreliable. The tank comes too late to matter much.
-Rome. Ballista is not impressive. The civ is all right but doesn't feel strong like others. Not exactly sure why. Probably because it takes a while until UA matters, and until then you don't really have any meaningful bonus. Like -Korea in this regard, but just not as good.
-Ottomans. It's not that Ottomans UA is bad. But their best part is restricted to watery map. This drawback earns them this rating from me. The UUs are not really best of their type, either.
B - The rest of the civs
-Portugal - I want to like Portugal more, but I can't. The UA is just not good enough, and neither are Naus and Feitoras. Interesting gameplay unique features, however
-Denmark - The Berserker is cool but loses the movement after upgrade, and you are forced into a particular tech path if you want him to be relevant.
There are redeeming things about Denmark, like the no cost to pillage for melee, but overall these bonuses are just not enough.
-Indonesia. The Kris Swordsman is what I like about Indonesia the most. It's actually quite a potent unit, but I dislike that I first have to fight to know what I got.
-India - I don't like the UA because it gives penalties early game. It takes a while to kick in. The elephant is great, but not on Horse Archer level.
The unique castle is not that impressive.
-Japan. Ability to spam Fighters is what I like most about Japan, not the other bonuses. Too bad you usually want Bombers and not Fighters. Samurai comes too late. UA feels underpowered.
-Brazil - Jungle bias hurts. To see how bad Pracinha is, compare it to a Minuteman upgraded to Infantry.
-Russia - The Krepost is not an Ikanda and Cossaks are not Hussars. Tundra isn't desert, either.
-France - France is almost a civ without a UA on Deity. Riflemen come quickly after Musketeers so they are very quickly obsoleted to have a meaningful impact. Just no.
Thank you for reading. Feel free to point out things you consider obvious mistakes of evaluations or whatever other observation you might have.
I would rather avoid the perceived negativity associated with criticizing others, and instead share what I consider to be a better evaluation than the existing tierlists out there.
Surely, not every player who reads this will agree and that's ok. We don't all have to agree on everything. Constructive talks can lead to us becoming better players. I am not looking on preaching a dogma, just sharing a different point of view that I consider better based on my experiences with the game.
I have to underline that this is for Single Player Deity, standard settings. I don't want to complicate the issue further but will mention that some civs are obviously stronger on some map types than others (Polynesia on Terra for example, Brazil on Rainforest, Iroquois on Boreal, etc)
I won't go into depth too much about the many things that have been discussed over the years and some things are well-known, like for example why Poland or Babylon are good civs. Instead small descriptions of what I like about the civs and stuff.
My rating system is based on Need for Speed's 4 car rating system. (AAA, AA, etc). I tried to give them proper descriptions and suggestive of the idea that in some cases, the difference in strength is not very big but it still exists. (supergood vs very good)
The ratings:
Most of the stuff is self explanatory. After thinking a bit I had to separate Austria and Mongolia from the other Supergood civs where I had them initially.. Mongolia isn't near Arabia just because they lack the other economical aspects of Arabia. Keshiks and Camels are basically the same unit. And Austria just had to be separated from the other civs because of how powerful the UA is, especially accompanied by a great UB and a good UU.
Descriptions and a few comments about each civ:
God tier civ:
-Poland. Landsknects are extra good for Poland, making synergy with the UU. A free social policy tree during game.
Overpowered civs:
-Arabia. Camel Archers are unstoppable and usable all game.
Amazing civs:
-Austria. The power of being able to outright buy fully-developed, raze-enabled CSs, and getting free units for such a low amount of gold is fantastic. You can also get prophets or great generals with this ability.
-Mongolia. The only reason I don't put them near Arabia is that they lack the other good parts. Keshiks are just as good if not better than Camels.
Supergood civs:
-Aztecs. A great civ, but starting in jungle can hurt. All their bonuses are great but obviously force a warmongering style to fully profit.
-Inca. Hill movement and extra hill food is great. The Slinger is not impressive but who cares.
-America. Often underrated. The UUs are very potent and the UA helpful all game in more ways than immediately clear (scouting, spotting, surveillance, etc)
-Shoshone. Pathfinders and UA help to secure a strong early game that leads to strong overall game.
-Egypt. Faster chariots that require no horses make Egypt a devastating force early game.
-Zulu. Ability also works for getting bomber units faster to the good promotions, if it wasn't obvious how good Zulu is.
-Spain. Able to do incredible things when they're lucky, and still very strong even when unlucky. Tercio is considered a melee unit! (this is good).
-Huns. Horse Archers get to "mini-camel archer" status quicker than normal chariots thanks to their abilities. Small head start for Hanging Gardens or Petra, thanks to the free tech.
-Maya. A very versatile civ thanks to the great people received, and easy to found a religion with them.
-England. Industrial Espionage is even stronger for England due to extra spy.
-Sweden. early Honor-Warrior code allows Sweden to quickly get a CS ally of their preference. It can be Religious for founding a religion! Caroleans are very nice too. The unique lancer enables the swedish generals special maneuvres in Great Wall territory or rough terrain, a feat only the Huns enjoy.
-Persia. Buying Artists with faith is nice for Persia, and Freedom ideology should be their natural choice for Universal Suffrage.
-Ethiopia. Easy to get a religion and strong units all game long.
-Korea. While not having Babylon's early game, Korea compensates with a good endgame. The UUs are of debateable utility. I don't personally like them, but they're not the main part of what makes Korea good.
-Babylon. Babylon has a great early game tech pace and thus can accomplish interesting things like building Hagia Sophia for a religion. Not guaranteed, but a possible thing to have in mind.
-Assyria. Conquering cities has never been more fun. I like to take Autocracy and tech the lower path using industrial espionage, the UA will tech the rest. No reason to ever <need> Rationalism with Assyria when you can take Honor and conquer cities.
Very good civs:
-The Netherlands. It's well known Polders are great. Sea Beggars are also very powerful units. It's just the UA that is quite disappointing...
-The Celts. A religion is almost always quaranteed on Deity for the Celts unless you do something wrong. UA is a bit weak in the long run, though.
-Siam. The elephant is like getting the lancer an Era earlier. The CS bonuses make Siam very versatile.
-Iroquois. The most misunderstood and misplayed civilization in the game. The UA gives you bridge-access while in Ancient Era. The Longhouse is better than a workshop. Mohawks are good enough even though they're not jaguars.
-Venice. The bonuses are good enough to compensate the restrictions. The social policies will come fast, and National Wonders are easy to build, including the spy agency. Good synergy with Autocracy. (Mobilization+Industrial Espionage)
-Polynesia. A very potent civ, and Galleass can enter Ocean. Better for Continental maps, but holds their own on Pangaeas too.
-Morocco. Desert bias and a great UI, the Berber Cavalry is a great unit too.
-China. Their Crossbowman replacement is slightly weaker and this is what I don't like about them. But the extra great general power compensates for this.
-Greece. Strong all round civ, and if you are Greece, you can be sure Greece is not in the game!
-Songhai. Extra gold for conquest is always good to have, solid unit and building.
-Byzantine. The Dromon (shooting trireme!) and the Cataphract (fortifying horseman!) are simply great units! The only drawback is the lack of any help in getting a religion, so should you fail to found one, you'll play without an UA.
Good civs:
-Carthage. The quinquereme is not impressive at all. The ability to walk over mountains is great but can't base a strategy around this random terrain feature. Otherwise, one of the best civ for the Highlands map due to it being hilly and with mountains.
-Germany. The UA is ok but unreliable. The tank comes too late to matter much.
-Rome. Ballista is not impressive. The civ is all right but doesn't feel strong like others. Not exactly sure why. Probably because it takes a while until UA matters, and until then you don't really have any meaningful bonus. Like -Korea in this regard, but just not as good.
-Ottomans. It's not that Ottomans UA is bad. But their best part is restricted to watery map. This drawback earns them this rating from me. The UUs are not really best of their type, either.
B - The rest of the civs
-Portugal - I want to like Portugal more, but I can't. The UA is just not good enough, and neither are Naus and Feitoras. Interesting gameplay unique features, however
-Denmark - The Berserker is cool but loses the movement after upgrade, and you are forced into a particular tech path if you want him to be relevant.
There are redeeming things about Denmark, like the no cost to pillage for melee, but overall these bonuses are just not enough.
-Indonesia. The Kris Swordsman is what I like about Indonesia the most. It's actually quite a potent unit, but I dislike that I first have to fight to know what I got.
-India - I don't like the UA because it gives penalties early game. It takes a while to kick in. The elephant is great, but not on Horse Archer level.
The unique castle is not that impressive.
-Japan. Ability to spam Fighters is what I like most about Japan, not the other bonuses. Too bad you usually want Bombers and not Fighters. Samurai comes too late. UA feels underpowered.
-Brazil - Jungle bias hurts. To see how bad Pracinha is, compare it to a Minuteman upgraded to Infantry.
-Russia - The Krepost is not an Ikanda and Cossaks are not Hussars. Tundra isn't desert, either.
-France - France is almost a civ without a UA on Deity. Riflemen come quickly after Musketeers so they are very quickly obsoleted to have a meaningful impact. Just no.
Thank you for reading. Feel free to point out things you consider obvious mistakes of evaluations or whatever other observation you might have.
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