This is the thing I always love about Civ tier lists; though I think we all have a common understanding of how the meta works, we each have differing opinions on how different Civs better capitalize on that framework. We generally agree on the the heavy hitters, but I always see a slightly different order or some Civs placed differently, and I think that's cool! Anyways, enough prattling; let's continue:
The Bottom Tiers (Cont.)
33. Khmer
The Khmer are almost good; they get off to a really strong start in terms of design with their UA and unique unit. Grand Barays is a really strong ability: the bonus faith is whatever, but a free amenity and bonus food for adjacent farms is quite helpful, and allows the Khmer to potentially experience megacity levels of growth. Not quite as much as a certain African Civ we’ll get to later, but it’s a strong start. Similarly, the Domrey can be devastating if deployed correctly. They’re terribly expensive, but you really only need one or two, and they can deal incredible damage to a city where there’s not much counter play in the Medieval Era, and Medieval Walls aren’t equipped to deal with this kind of damage.. However, the Domrey cannot be upgraded into a Bombard, and this is where things begin to get dicey for the Khmer.
The LA, in my opinion, is not good. Out of all the Culture Bomb-type unique abilities in the game, this one has to be the weakest. And while you might be tempted to look at the food and housing from Holy Sites here and think, “Wow, this will really let me grow my cities to a large size,” that’s unfortunately not the case. One single unit of housing a megacity does not make, and the fact that these bonuses are locked behind Holy Sites—the weakest districts in the game—makes trying to utilize these bonuses lead to restricting your cities from using other, more useful districts. Furthermore, all these bonuses can only be accessed by building your Holy Sites on rivers, which is not always a guarantee. And the Prasat is just… painfully lackluster. One extra relic slot, and the Martyr promotion for Missionaries is really underwhelming. Yes, there are some cute relic strategies you could employ for a religious or cultural victory, but these strategies can also be played by simply building Mont St. Michel, and aren’t strong enough to warrant this Civ having a Temple UI that doesn’t offer any other bonuses.
To summarize, the Khmer have a really nice design philosophy and potentially really good unique unit, but all their other bonuses just fall flat on their face, and leave us with a grossly disappointing Civ.
32. France
Discussing France in Rise & Fall is an interesting topic, because technically speaking, France received no direct buffs in the expansion. What did happen, however, is that game mechanics upon which the design of France is predicated were buffed, which in turn, makes France a bit stronger.
First, now having a level of diplomatic visibility over your opponent gives you an additional 3 combat strength for each level over them you have. For France, this is a big deal, as France gets a free level of diplomatic visibility with every other Civ in the game, meaning that if you play your cards right, France has a + 3 combat bonus against opposing Civs at all times. Additionally, once you unlock spies, constructing a listening post gives you an additional level of visibility, which would boost this bonus up to + 6. France unlocks spies an era early than every other Civ in the game, which means that in the Medieval Era, you’re pretty much guaranteed to have two levels of visibility over an opponent with no checks or counters. This can give France a strong militaristic push in the Ancient/Classical Era, and an even stronger one in the Medieval Era, which is fairly substantial.
Secondly, spies now have a few more tools to play with. The removal of a governor is a cheeky bonus, but not a particularly strong one considering how long that bonus will be in play. Potentially uprooting City-State suzerainty, though, is a much stronger one. Even stronger is the potential to flip an opposing Civ’s city through the newly added loyalty mechanics. Both of these are available to France earlier in the game than any other Civ, which is incidentally, at a point in the game where opponents are more vulnerable to these tools. France is also more effective at these underhanded techniques for the entire game, given that each spy earns a free promotion. Any buff to spies is a buff to Catherine de Medici’s France, and spies are significantly better than they were in vanilla.
But again, the buffs to France aren’t technically French buffs; consequently, other aspects of the Civ that were underwhelming are still just as underwhelming. The unique unit is still quite lackluster, and the Château is still the worst unique improvement in the game. Grand Tour is still pretty good, and there are a few new wonders that France might be interested in building which the ability capitalizes on, but that—along the indirect buffs the Civ received—isn’t enough to save France from the bottom tier. It’s just enough to save them from being bottom three.
31. Norway
And now, at the top of the bottom of the barrel, we have Norway. “Wait, what?! Norway’s not bottom three?!” is what you might be thinking right now. “You must be crazy!” That might be true, but with taking into consideration buffs made to the Civ along with a reevaluation of some of Norway’s assets that I honestly think have been slept on, a strong case can be made to place Norway at this spot.
First, let’s address the buffs that Norway’s received over the past few patches. First up is that + 1 production bonus for every sea resource worked by a city. Now, I realize that the bonus is locked behind a holy site building, which is fairly limiting—like the Khmer, Norway has to build a weak district to access it. But production is arguably the most coveted yield in the current Civ VI meta, and coastal cities are particularly starved for it. Giving Norway an ability to garner production in situations where other Civs otherwise cannot makes them able to potentially out-produce their neighbors, especially if they found a city that has a high number of sea resources. On top of that, they get a 50% production bonus towards building naval units, getting extra mileage out of that extra production; factoring in the Viking Longship to the equation, and no Civ can even hope to compete with Norway in terms of early-game naval dominance. This means less than that wording would lead you to believe, since naval units are much less useful in Civ VI than they were in Civ V—especially since we’re making the assumption that an enemy Civ settles a lot of coastal cities early on—but it’s still a facet of the game that no Civ can hope to compete with Norway in that particular time frame.
Now, let’s talk about the Berserker: plain and simple, I think this was already one of the most underrated units in Civ VI. I don’t mean to imply that this unit was great by any stretch of the imagination, but they were far from useless. They essentially managed to function as cavalry with the added bonus of having access to the melee unit promotion tree. Yeah, they were liabilities on defense, but if you used them like cavalry (i.e. not frontliners) they could function as devastating hit & run units. And now they got buffed, making them even stronger on offense and less of a liability on defense; in other words, buffing their strengths while mitigating their weaknesses. With a noteworthy production cost decrease on top of that, these units can now be actually quite good. The only caveat is that you have to go through the useless Military Tactics tech to be unlocked, which is a major limiting factor on the unit. This makes them much less practical than on paper, but it’s still worth taking them at face value.
Beyond this, Norway is still Norway; they’re for the most part a one-trick-pony who’s single trick isn’t one that’s very impactful in the Civ VI metagame. However, they’re much better at their one trick than they used to be, and they have a little bit more utility than they used to, which I think warrants them a decent move up the tier list; just not enough to escape the bottom tiers.