Good civs (part 1) Here we have what I think are civs in a great spot. No adjustments are really needed for them and they really show the good work put into civ design in this game. 11. China China has a better economy at the start thanks to the extra charge on the builder. Yes, you can get more charges later, but early game builder charges are especially valuable and it doesn't help that China can easily get Pyramids if they get the chance. In these cases you could basically skip liang and have 5 build charges and this isn't a small deal. With liang, a builder nearly solely build a wonder on their own. R&F also has some key early wonders China would easily get like the Temple of Artemis, the aformentioned mids, the Great Library, and the Oracle. In fact, the whole oracle fast theater gambit is probably best done with China (or Kongo, which is its own set of culture OP'ness) Getting those better boosts also help, though they were nerfed a bit in R&F. Also it's quite hard to take advantage of the 10% as overflow is simply lost. The Great Wall isn't a very good improvement and in fact pretty useless as a defensive structure as you need to occupy the whole thing. It is merely a thing for flight tourism but at least they have more builder charges. They also have nothing military until the crouching tiger which sucks, but at least the ranged attack means China is a pain to attack in medieval where they'll turtle up after getting all those wonders. Probably one of the best builder civs next to Korea, and Rome. 12. Indonesia Water civs tend to have an Aquaman problem where they are great on the water and useless elsewhere. This is especially bad in Civ 6, because water tiles are crap by default and thus you are handicapped from the start. Indonesia gets around this by.... also using lakes too. As a result, most of your major districts can be placed along the coast or lakes to help with adjacency which helps, especially if you get Nan Madol. Their best ability is to start with +2 faith on coastal/lake cities. This will get them a good pantheon and perhaps a good shot at religion too. The Kampung also allows you to make water tiles better but it takes a while to get. Shipbuilding is sort of a detour. Being able to faith buy naval units is kinda cool but given how much easier it is to chop them for most of the game, that's not really a big deal. The Jong is strong though, and will guarantee dominance of the seas at mercenaries. They're a much more subtle civ because no one bonus really stands out that much, but they manage to be the strongest naval civ due to its speed but also have enough going to them elsewhere so they aren't dependent on water either. 13. Arabia Most of the worst civs in this game are religious civs and no doubt religion itself is very weak, due to it being a high risk/low reward mechanic. It costs a lot to found a religion with no real guarantee. Your religion could be wiped out and it's expensive. Oh sure, you can do a gimmick victory should you spawn next to Kandy/Yerevan and build Mt. Michel but that's just the game handing victory to you-- in most cases Religion is simply a noob trap, much like half the wonders in the game-- you think you're accomplishing something, but you're just setting yourself back. Arabia is the first civ in this list that has no early bonuses, but in exchange they gain consistency because they know things will fall into place for them. They can go for religion and can build normally since it gets handed to them, though reserving space for Holy Sites is still a challenge. Fortunately their worship building is cheap too, so you could pick it up right away aafter founding a religion and gain a science boost. The Mamluk is also solid as it means they can always do chariots into knights without worrying about iron or anything. As a result, they can always break out even in tough situations. You also get more science if other people follow your religion, but that is not particularly important. The most important thing is you know what you can rely on and can be part of the religious game while still focusing mostly on other things. Basically, all options remain on the table for them, making them a great choice. 14. Persia Persia treats surprise wars the same as formal wars. Early on, this doesn't matter because penalties don't really exist and everyone does surprise wars anyways. Later on, not having to need to denounce without suffering extra war weariness is quite the boon. The extra movement is their strongest ability and Persia is particularly good at stealing civilian units and maybe even weak cities and this scales nicely with difficulty. The boosts to internal trade also help while you're still dealing with war and trying to keep the economy up. Also helping is the Pairidaeza which is one of the best improvements in the game that only gets better when districts come up. Not only does it keep gold coming in, it's also one of the best choices for the flight cultural victory. The immortal is so-so. It's a hybrid archer-sword unit, but hybrids generally don't perform well in strategy games as it sorta half asses both. Well, it's really, really good at destroying spearmen, all 2 of them. Sure, mass immortals will beat mass swordsmen, but it's rather expensive to maintain an army of them, and it'd be too late when cities get too strong and the ranged attack doesn't really help. They do make good support for horsemen though, but that's also just as expensive. Still, the unit with its ranged attack will probably have a longer shelf life than swordsmen and also does not require resources. They also get additional loyalty for garrisoning units so you're more likely to actually hold the cities you capture, which is good if you fall into a dark age or something. Persia is a pretty unique style that can harass enemies into oblivion, and have quite the economy. As long as they find some victims to snipe, opportunities to get ahead should be common.