And y'all thought I was gonna let this thread die: not on my watch. I do apologize for the long gap between this part and the last, as real life has a way of getting in the way. But here we go, the Great Civs!
Great Tier
8. Macedon
Macedon is a bit like India in terms of its design, in that both Civs are designed to focus on one thing; the core difference being while India is merely good at their niche, Macedon excels in theirs. All of Macedon’s bonuses are oriented around conquering cities and then continuing to snowball from via their militaristic exploits. Hellenistic Fusion embodies that design philosophy to a T, and it’s a stellar bonus. Every time Macedon captures a city, they receive a Eureka or Inspiration depending on the districts present there; this is really powerful because it allows Macedon to prioritize their cities to build a military and the districts that allow them to support it, and not fall behind in the tech and civics tree. In the same vein, we have the Basilikoi Paides: this barracks replacement gives you 25% of the production cost of a military unit back in the form of science upon that unit’s completion. That is a significant amount of science towards early techs (16.25 science if you build a spearman, for instance), where the tech costs are fairly low. Much like their civ ability, this building allows Macedon to move down the tech tree while prioritizing conquest, garnering access to more advanced units to crush their opponents. Alexander’s ability, To World’s End, prevents his cities from accruing war weariness while his army is off gallivanting in foreign lands. This is really handy, as it allows Alexander to do what he does best – be in a constant state of total war – without any of the consequences besides a poor international reputation, which he frankly doesn’t care about. Additionally, if the bonus that if he captures a city with a wonder restoring all his unit’s to full HP is really powerful, and comes into play more often than you’d think, since in Civ 6 wonders are more often spread throughout cities than concentrated in one, a-la Civ 5. Before I get into Macedon’s unique units, it’s worth mentioning that among the Civs that have multiple unique units, they tend to be spread out across the eras. Both of Macedon’s come in the classical era, meaning that when Macedon enters the classical era, they hit a power spike that no Civ can compare to, allowing them to faceroll any opposition that dares stand in their way. The Hetairoi is a really strong Horseman replacement, which makes the already fearsome Horseman even better with a great general nearby. You shouldn’t have much of a problem getting great generals as Macedon, since you’ve already been building a ton of Basilikoi Paides, and due to the fact that the Hetairoi also generate great general points from kills. The Hypaspist also gains 5 combat strength when besieging a district, which I imagine means encampments and city centers. This synergizes really well with Alexander’s abilities, since he will be conquering cities faster, activating his abilities. The 50% bonus to support units that the Hypaspist really only comes into play with the Battering Ram, but allows them to take cities that much faster. Taken as a whole, Alexander is possibly the single best domination civ in the game, but their abilities only come into play once you get off to a good start. Once that ball starts rolling though, Macedon’s strengths will make any opponent quake with fear.
7. Arabia
Science-oriented civs are always potent in any game of Civ, and they don’t get more science focused than Saladin’s Arabia. As an aside, I do think that it speaks volumes about how more well-rounded Civ 6 (at least in base design philosophy) than Civ 5 in that a science Civ doesn’t automatically become top 3 in the game. Moving onto The Last Prophet, there are two main ways that you can think about this bonus. You could view it as a sort of null bonus, since if you do want to pursue founding a religion, you would want to prioritize getting it early so you can get the beliefs that you want. If you gun for a religion, that sort of makes Saladin’s ability irrelevant. Or you could look as a way to be guaranteed a religion while prioritizing other things in the early game, such as growing an army, building encampments or campuses, or simply settling more cities. There are arguments to be made for both sides, but regardless of your opinion on the religious side of the ability, the additional science for each city following your religion is pretty beneficial if you’re spreading your religion around effectively. Righteousness of the Faith is a great unique ability, because it not only increases the viability of your religious buildings, but it makes them substantially better in the late game. A 10% increase in culture, science, and faith isn’t significant early on, but once a city starts churning out 50 for one yield, now you’ve got a notable increase on your hands. The Mamluk is incredible, being one of the strongest unique units in the game. Knights are the dominant unit of the medieval era, so getting one that heals itself at the end of each turn is amazing. Using Arabia’s science advantage, you can realistically beeline Stirrups and plow through your neighbors’ armies with your invincible knights. Speaking of a science advantage, the Madrasa is quite possibly the best unique building in the game. The bonus faith is nice and all for religious spread and the other applications of faith we’ve discussed, but what makes the Madrasa interesting to me is when you unlock it. Compared to the normal tech of Education, you actually unlock the Madrasa via Theology – a civic in the classical era. This means, depending on your cultural yields, that you actually unlock the Madrasa much earlier than a normal university, giving Arabia a scientific head start over other civs, leading to more advanced militaries and garnering core techs much earlier. Arabia is a potent military force in the Medieval era, and are incredibly strong religious and scientific civs even without their amazing unique unit; overall an excellent civ.
6. Aztec
I’ll be the first to admit I heavily underrated the Aztec when the game first launched; my initial opinion of the civ was that of a mid-tier. Then I played as them and found out how incredibly wrong I was: the Aztecs are an amazing civ. With Gifts of the Tlatoani, the Aztec can expand much farther earlier, since the early amenities you get will become that much more impactful. The real calling card of this ability, however, is the bonus strength all your units getting from having amenities. If you get a really strong start, you could potentially end up with roughly 3-4 amenities, giving your units an equivalent amount of strength; that strength bonus might seem small, but minute differences in strength have a much greater impact on combat in Civ VI than Civ V. This gives Montezuma a big edge in combat early on, and one that only increases as the game goes on. Speaking of edges in early game war, we have the Eagle Warrior. This unit has a combat strength of 28, which is higher than the 25 on a Spearman, completely dwarfing the warrior it replaces. Now, it does have a far higher production cost than the warrior – about a 60% increase to be exact – but if you manage to get your hands on a few on these bad boys, you can destroy nearby opposition when they’ll be meddling with warriors, slingers, and archers. Additionally, the Eagle Warriors sort of pay for themselves by way of getting free builders for kills on enemy civs (sorry guys, it doesn’t work on barbs – that’d be too ridiculous). This also synergizes beautifully with the Aztec unique ability, Legend of the Five Suns. For me, this is the main attraction for playing the Aztec, and it is one hell of an attraction. Being able to rush districts is amazing, allowing you to churn out districts in 5 charges of a builder. This allows the Aztec to, with admittedly extra input into a city, have them come online faster than any other civ. If you’re warring early on with Eagle Warriors, you won’t even have to put too much extra input into a city, since the free builders you’ll be getting can go directly into districts. Another fun trick with this ability is that you can use builder charges to get a spaceport online in 5 turns, which is handy for a science victory. The tlachtli is, admittedly, a pretty irrelevant. The Aztecs don’t have much of a use for the bonus faith, but the bonus great general points is pretty handy, though not too impactful. As a Civ overall, the Aztecs can use their Eagle Warriors to power up their cities to a ridiculous level, and their amenities to beat down on all their rivals. An excellent Civ that is always a blast to play.
5. Russia
Closing out the second-best tier of Civs, we have Russia. When I saw the First Look for Russia, my gut reaction was that they looked terrible. I couldn’t have been more wrong for Peter’s sake, because their bonuses are extremely potent. Let’s get the weakest of Peter’s abilities out of the way, The Grand Embassy. If it were more than +1 science/culture for every 3 Techs/Civics you were behind, it might be kind of useful, but realistically you’re not going to be behind players that much in an equal playing field. That is, unless you’re playing on deity. This ability transforms from pretty weak to actually pretty useful when dealing with an AI with absurd bonuses, making Russia one of the best deity civs. Also beneficial in that area is Mother Russia. Getting more extra land when settling a city made the Shoshone a great civ in Civilization V, and it’s even better in Civilization VI when the extra tiles can be used for wonders & districts. Not only that, but the bonus production and faith turns tundra tiles – ones that are pretty unappealing for other civs to settle – into useful land for Russia, particularly tundra forest & hills. Also, as I alluded to early, getting a bunch of extra land early on means claiming extra land that the AI or human opponents can’t snatch from you (barring culture bomb civs); particularly useful for the deity player that has to deal with quick-expanding opponents. And then we get to the Cossack: a unique unit so absurdly strong, that were it not for a soon-to-be discussed even crazier unique unit, it would easily be the best unique unit in the game. In addition to a preexisting extra five combat strength over the cavalry it replaces, it gets an extra five strength for fighting in Russia’s borders (which, remember, should be pretty extensive), allowing it to triumph over even England’s Redcoats on the defense. If that weren’t ludicrous enough, it can move after attacking, essentially making it a Civ V-era mounted unit. That means that all the hit-and-run tactics that made mounted units the gold standard in that game are back, and all the more potent in Russia’s hands. I could gush all day about how good the Cossack is, but there’s another game-breaking asset in Russia’s hand. That asset is the Lavra, and man oh man is this district a thing of beauty. First, the best thing about the Lavra comes from the fact that it is a unique district, allowing it to be built in half the time of a normal holy site. For most other civs, you don’t want to prioritize holy sites early on, as the net benefit they garner the player is outweighed by the opportunity cost of everything else you need in the early game. Russia doesn’t share that same opportunity cost, meaning they can build holy sites earlier than other civilizations, and start earning great prophet points earlier than their opposition. This, when combined with Russia’s bonus faith from tundra (and quite likely, the Dance of the Aurora pantheon) makes Russia unequivocally the best civilization in the game for the Religious Victory. The Lavra also gives great writer, artist, and musician points at a point where no other civilization can get them, making them another strong contender for a cultural victory; though maybe not as strong as a civ like the Kongo. The extra tiles for expending great people isn’t to be ignored, but since you’ll already have a surplus of tiles, it’s more of an icing on the cake type of bonus. Russia is an amazing civ to play around with, but I think it’s just shy of being ludicrously overpowered; unlike the four civs remaining.