[Vanilla] Power Ranking the Vanilla Civs

My ranking is

1. England
2. Catherine

Then the rest, I cannot really rank them because I do not play them much.


Their UB amd UU come too late to be a strong nation, the UU is damn strong though as you never have to build them.

I play England an awful lot and must say they are jolly good at making lashings of gold. The can just buy anything they want. Many ask for a civ that has a CH as a UB.... the harbour is better IMO. They are in fact smashing at any victory, you must not be playing them right, they are a sneaky civ and play best with a subtle start.

I suppose you’re right. I have no doubt you’d be a superior Civ player to me. I once read that the British Museum ability is like a pseudo-building, which is an interesting way to think about it.

When I play England, I play with JFD’s England mod. He gives them a completely new ability called Royal Charters which grants extra great person points for campii, theatre squares and commercial hubs. I found it much more English than British Museum.
 
Indonesia can be amazing if you play on water-heavy maps, manage to get "god of the sea" and Auckland as a CS.
Fully developed Kampungs get 1 housing, 4 production, at least three food, three gold and even some tourism as icing!

I have a feeling that the weakness of water-focused civs (and naval gameplay in general) comes mostly from the "blobby" vanilla landmasses with unnaturally featureless coastlines. Modded mapscripts with more islands and peninsulae (but having continents, too) makes them much stronger and encourages naval gameplay (apart from looking much better!)
 
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I found it much more English than British Museum.
Well we have to consider that British archaeology was a jolly big thing at one stage and we have managed to steal antiquities from all over the world.
Sure England was one of the civs at the forefront of science and culture with a few other civs at just the right time and had some great, great people. The museum is at least different, the attract more GP thing is a bit common. I'm perfectly fine with it, it is something we like doing.
 
Indonesia can be amazing if you play on water-heavy maps, manage to get "god of the sea" and Auckland as a CS.
Fully developed Kampungs get 1 housing, 4 production, at least three food, three gold and even some tourism as icing!

I have a feeling that the weakness of water-focused civs (and naval gameplay in general) comes mostly from the "blobby" vanilla landmasses with unnaturally featureless coastlines. Modded mapscripts with more islands and peninsulae (but having continents, too) makes them much stronger and encourages naval gameplay (apart from looking much better!)

The other problem with water focused civs is they get a coastal start bias and that gives the game a good excuse to not give them rivers which gives the a minor housing problem, probably crappy production and the inability to even build some wonders.
 
How is Macedonia not #1? Two very strong early UU, no war weariness, can be #1 in science without building a single campus district, don't need to divert resources to getting inspirations and eurekas, ability to heal when capturing world wonder. 2-5 is all a big tossup between Sumer, Nubia, Persia, Scythia and Rome but #1 is clearly Macedon.
this ,+1
As for op's list greece and japan are way low rest seem fine and we can also find out common denominator in each category so gives us an idea which civ need the most buffs ,nerfs or adjusimtents/tweaks.
 
If Macedon isn't on your "god tier" ranking, I suspect you haven't played as them. Make sure to make Encampments and battering rams for maximum lulz!
 
My power rankings are wildly different than the original poster’s. In Civilization VI, despite having many unique factors, most are incidental, with only one unique ability or unit really differentiating a civilization. Below are my rankings plus the factor that most advantages the civilization in question:

Untouchable Caste
27) India (Populous cities with Stepwell)
26) Macedonia (Eurekas and Inspirations from warfare)
25) Norway (+50% Production on Naval Melee units)
24) Persia (Early Melee unit w/ranged attack)
23) Egypt (+15% production next to rivers)

Bottom Tier
22) Poland (Conversion via Culture Bomb + Gold from internal trade routes)
21) Arabia (Free Great Prophet + Cheap Worship Building)
20) Khmer (Better Holy Sites)
19) America (+5 CS on home continent + Film Studio)
18) Russia (Extra territory + GWAM points from Holy Site)

Mid-Tier
17) Australia (Great Coastal Cities)
16) China (Extra Builder Charge)
15) Scythia (+5 CS vs. injured units + health on kills + double Light Cavalry)
14) Rome (Cities start w/Monument & Road)
13) Indonesia (Phenomenal coastal cities with Kampung)
12) France (Free Spy +all Spies start w/Promotion)

Top Tier
11) Brazil (Refund on Great Person Points)
10) Sumeria (Tribal rewards from barbarian camps + strongest starting unit)
9) Aztec (+CS from Amenities + Free Builders w/Eagle Warrior)
8) Kongo (Tons of GWAM points w/even greater benefit + extremely tall cities)
7) Spain (Conquistadors -> +14 CS w/Apostle escort vs. infidels & city conversion upon capture = best unique unit)

God Tier
6) Japan (Cheaper, better districts)
5) GreecePercales (Wildcard slot + Culture from Suzerain)
4) England (Free Melee unit in cities on foreign continent + British Museum)
3) Germany (Military slot + Hanse + extra district)
2) Greece Gorgo (Wildcard slot + Culture on kills)
1) Nubia (Overpowered archers + production powerhouse)
 
Can one of the posters who do not have Macedonia as top 3 please explain your reasoning. I can understand possibly putting them behind Nubia or Scythia (although I would prob argue still) but I am seeing people rank them behind Russia, Arabia, Japan and China...
 
Guess I'll start explaining myself from my non-expert point of view. Rank post was here

Starting from the bottom....
Trash Tier Perhaps this is too strong of a word, because you can win the game with any civ. But these civs have some unfortunate design decisions that make them inferior choices that either make it hard to take advantage of their bonuses and even some anti-synergy. The more proper term would be "not in this meta". The game is of course, in its current state, biased against builder civs that have bonuses later in the game, meaning there's generally little reason to pick this civs over any other civ. Perhaps it's because other civs are OP? But that's still the way it is.

20. Spain Spain was buffed during the Summer Patch, for good reason, but it simply wasn't enough. Religious strategies are already risky enough, but Spain almost receives no bonuses unless it goes for it, yet receives no bonus towards getting a religion, and even if you do, it barely bears fruit until the mid game where practically every other civ would have catapulted past you. And what do you get? A combat bonus vs others that are following a different religion than you. But this is wasted if they didn't found a religion, or even worse if they converted to you, causing this bizarre paradox where the bonus works against you if you're going for a religious victory.

It does help with theological combat though, which is quite nice for protecting your own religion and advancing.

Inquistors getting an extra charge is.... ok. Nothing home to really write about, except it's nice to have when cleansing out conquered cities with religions.

Spain's lone claim to fame is the conquistador. You can have musketmen without resources, and they're very strong if you're willing to baby some religous units with you. This, is actually pretty good but it comes awfully late and isn't that decisive. Missions also come kinda late, but at least you can get setup towards science. Oh yea, you can form fleets faster That's also kinda ok

Overall: Very inflexible bonuses that have minimal payoff for taking huge risks
Preferred Strategies: Aggressive, looking to capture holy sites early on.

19. Egypt: Egypt has a bunch of small, consistent bonuses that actually help in most games. The best one is the boost to building districts and wonders on rivers. If China is not in game, you can secure quite a few wonders, and this bonus takes place through the entire game! Floodplains don't stop you and kinda suck anyways.Trade routes give you a bit more gold and the Sphinx is a solid unique improvement, able to give tourism after flight, and culture early on. Plus you could build a spaceport on a river or something.

So that's pretty solid. Why are they down here? It's because of their terrible Chariot Archer. For the price of 120 production (!), you get a mobile archer that packs quite a punch. Note you could build almost 2 regular chariots for this! But hey, lots of civs have crappy UUs. This UU actually makes things worse, as you cannot build regular chariots. If you do not have iron, the strongest melee unit will be warriors instead of chariots! And the biggest problem is yet to come. These things do not upgrade to knights, meaning Egypt is the only civ in the game that cannot do the chariots into knights attack and must always hard build their knights.

It's rare that a single malus would sink a civ that far, but this would be it. Unfortunate really.
Overall: Actually not a bad civ, just that it doesn't fit in the meta at all
Preferred Strategies: Aggressive development and building wonders, culture/religion/science

Low Tier These civs can actually shine just as well the best civs when the stars align. But most of the time they just don't. Generally too specific, they're what I call "feast or famine" civs.

18. Norway There's seas and coastal cities! Hurray! Uh oh people built their stuff inland. /quit

Norway is the epitome of the feast or famine civ, being incredibly one dimensional They're either really good or really bad, and at the mercy of the map.

They do have one thing going for them, and that is the melee ship production bonus. Combined with the card you can have massive overflow. The other funky thing is parking a longship in a city increases its defense because it is melee, making it rather hard to attack which can help for defense.

Them being able to take to the seas at shipbuilding means they can meet everyone if this is a continents or sea map much, much faster. Take advantage of that trade.

Other than that, there's really not much to say about them.

Overall Seas turn from Zero to Hero
Preferred Strategies Exploration, naval sniping.

17. Brazil On paper they look great. I mean, more great people! Problem is his bonus doesn't really help you getting great people but rather gives you a bonus after the fact. Now, why is that a problem? It definitely gurantees you'll get more great people over time and this is true. But the thing here is that the game is not about getting the most great people, because not all Great People are equal. You need to get THE Great People you need, and because it is impossible to predict which one comes next, it's not that hot. Most evidently , it doesn't help with Great Prophets. And barring this, most of the Great People early on are pretty useless, and if you're investing so much to get a Great Person early on, you're certainly not looking to get the one after it. This means it doesn't really provide a benefit early game.

Ultimately this makes Brazil a "win harder" civ where if you get rolling and start collecting GPs it's all good. But if it's competitive, then suddenly you lose a lot of luster.

That being aside, it is still a solid mid and late game bonus especially if you do get yourself in a strong position and quite helpful for winning a science victory.

He also gets the Street Carnival which is an entertainment district that isn't terrible because it gives amenities upfront. Running the project gives you some great people points which is some nice synergy, but oh wait, where are you going to put your great works now that you've taken a district slot for this? It almost seemed better if you just built a theater district.

Rainforests providing appeal is not a bad thing especially when you want to place resorts and neighborhoods. But Rainforests by then are terrible tiles unless you built Chichen Itza, so.... this is sorta moot.

Brazil, however, does have a game breaker, and that puts Pedro above the rest. His UU is a stronger battleship that requires no resources and comes earlier. It also comes with the same civic as fleets. See, this is a real and decisive naval advantage, unlike Spain. This allows Brazil to terrorize the coast because battleships can hit 3 tiles in!

Overall: Brazil doesn't do too much to stand out, but at least they are consistent
Preferred Strategies Build Chichen Itza! Dominate the seas. Win culture!

16. Kongo: Basically the same as Pedro; has a bunch of stuff that looks good on paper but doesn't really yield a bonus quick enough. However, in his case he actually has a very large boost into getting Great People AND he can get the Great People he wants but you're limited to merchants and the culture people. (Wait, he doesn't get any for scientists? I didn't know that). But it's still a decent bonus. And then Firaxis nerfed it because we can't have good things.

His other bonuses either don't come early enough or leave you at the mercy of the RNG and others. Not exactly a good spot to be in. Sure, if you pick up 5 relics from huts, you'll probably win the game, but it's not something that can be relied upon. Being unable to found a religion doesn't seem too bad but you can't use holy sites either, meaning you can't really generate faith without external help and that shuts you out of faith buying and theocracy. So again, feast or famine.

The Mbanza is an okay building because it comes earlier than neighborhoods, which suck anyways. Unless you use the neighborhood exploit, but whatever on that.

And his UU is alright. You can upgrade them from warriors.

On a more odd note, due to the strength of AI Kongo not wasting production on religion/Holy Sites, playing as Kongo means you won't have to deal with that. That probably does count as a bonus of some sorts, but only in a meta sense.

Overall: Decent bonuses, but highly inflexible and ends up doing a little of everything and not enough of what's needed. Too much anti-synergy and luck.
Preferred Strategies Culture, growing big cities

15. America America is a pretty boring civ, because most of their bonuses don't come into play really late much like they always do so there isn't much to say about them. But their sole usable bonus is awesome-- that they get +5 on their home continent which is very powerful because most actions early game are going to take place there. You'll have a better time fighting barbs and attacking your neighbors. Other than that, that's really about it. One thing to note is these combat bonuses apply to religious units too, so if you're just safeguarding your religion, this works nice. You're like Spain, but actually useful!

Overall: Secured Early Game.
Preferred Strategies: Conquer your landmass, spam national parks, Try local religion for culture
 
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Norway is good since Longship overflow comes earlier, obsoletes later, being more flexible, and yields more than wall overflow, can be used multiple times in a city, these two factors make Norway at least a well-fit civ with huge production bonus. Giving it a solid middle place in vanilla.

The side-effect-- the produced longship also does better than walls:crazyeye::crazyeye::crazyeye::crazyeye::crazyeye::crazyeye::crazyeye:
 
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I can't speak to power rankings, but as far as fun to play to play my top 5 (in no order) would have to be:

England
Kongo
Australia
Russia
Japan

Honorable mentions to Norway (just doesn't feel viable or 'even put' together conceptually but I'd love to play him if he got a rework) and the Cree which look amazing. No surprise I tend to like expansionist/economy based civs.
 
Norway is good since Longship overflow comes earlier, obsoletes later, being more flexible, and yields more than wall overflow, can be used multiple times in a city, these two factors make Norway at least a well-fit civ with huge production bonus. Giving it a solid middle place in vanilla.

The side-effect-- the produced longship also does better than walls:crazyeye::crazyeye::crazyeye::crazyeye::crazyeye::crazyeye::crazyeye:

I think Norway deserves a mini-rework. Would love to see the whole idea of raiding to be more more core the playstyle. Maybe a 'Raid' casus belli that is available up until the Renaissance era - increased returns from pillaging, low war weariness, but you're not able to take any cities. Also would replace the Stave Church with a unique dock that allows you to buy and work sea tiles much further away than the borders of your city would normally allow and get bonus production from those tiles.
 
Well we have to consider that British archaeology was a jolly big thing at one stage and we have managed to steal antiquities from all over the world.
Sure England was one of the civs at the forefront of science and culture with a few other civs at just the right time and had some great, great people. The museum is at least different, the attract more GP thing is a bit common. I'm perfectly fine with it, it is something we like doing.
Just thought bout how much more fun, thematically, their unique would be if was: Anti-restitutionist premise steals X% of all other civs total culture gains from an era as you progress.
 
I think Norway deserves a mini-rework. Would love to see the whole idea of raiding to be more more core the playstyle. Maybe a 'Raid' casus belli that is available up until the Renaissance era - increased returns from pillaging, low war weariness, but you're not able to take any cities. Also would replace the Stave Church with a unique dock that allows you to buy and work sea tiles much further away than the borders of your city would normally allow and get bonus production from those tiles.

The ability to raid early is nice. I've used it on an island map to claim a bunch of barb camps and goody huts that I would otherwise have to wait for scouts to pop. But his problem is to make the most use of him, you need holy sites for the Stave Church, but if you're on the water, you need harbors to make sea resources useful. But that means you're 2 districts down, if you also want a campus, then you need to be size-7, but coastal cities tend to not grow overly fast (and generally speaking, have low production, making it even longer). Basically, you can't both maximize their usefullness while also competing in science and culture.

They really need an ability like Alex or Gilgamesh to get eurekas/inspirations or even just extra science and culture, from raids. Like, if every naval raid also yielded additional science or culture. Or maybe something like whenever they kill an embarked unit, there's a chance of capture, that could be enough to actually power them more.
 
Macedon is my #1. My last game with them was simply out of this world. I got so many eurekas and inspirations I flew through the trees so fast. And their uu's are much better than Scythia's crappy UU (though getting 2 is pretty sweet).
 
Can one of the posters who do not have Macedonia as top 3 please explain your reasoning. I can understand possibly putting them behind Nubia or Scythia (although I would prob argue still) but I am seeing people rank them behind Russia, Arabia, Japan and China...

Macedonia is very good, but their bonuses don't scale as well into the late game and don't have much that help them actually develop their empire. You're pretty reliant on whether the civs you conquer have done well developing their lands, but since their unique units are classical era, that's not going to be very much.

I put them behind Rome, because Rome gets a lot of culture and free roads and the bath helps them district spam early when districts are cheap. The legion is just the icing on the cake. Very easy win even on deity.
I put them behind Japan, because Japan can pretty much guarantee themselves any of the early great generals that they want, and pivots a bit better to the late game.
I put them behind China, because China can pretty much guarantee themselves any early wonders that they want, and are just designed to snowball from there.
I put them behind Persia, because Persia produces absurd amounts of culture and gold and can do pretty much whatever they want. The immortal works a little too well with their civ bonuses.
 
I think Norway deserves a mini-rework. Would love to see the whole idea of raiding to be more more core the playstyle. Maybe a 'Raid' casus belli that is available up until the Renaissance era - increased returns from pillaging, low war weariness, but you're not able to take any cities. Also would replace the Stave Church with a unique dock that allows you to buy and work sea tiles much further away than the borders of your city would normally allow and get bonus production from those tiles.

I don’t mind the Stave Church. However, the raid CB sounds fantastic. :)
 
Macedonia is very good, but their bonuses don't scale as well into the late game and don't have much that help them actually develop their empire. You're pretty reliant on whether the civs you conquer have done well developing their lands, but since their unique units are classical era, that's not going to be very much.

I put them behind Rome, because Rome gets a lot of culture and free roads and the bath helps them district spam early when districts are cheap. The legion is just the icing on the cake. Very easy win even on deity.
I put them behind Japan, because Japan can pretty much guarantee themselves any of the early great generals that they want, and pivots a bit better to the late game.
I put them behind China, because China can pretty much guarantee themselves any early wonders that they want, and are just designed to snowball from there.
I put them behind Persia, because Persia produces absurd amounts of culture and gold and can do pretty much whatever they want. The immortal works a little too well with their civ bonuses.

Japan is in the bottom half of the civs, and China has some serious flaws (and a horrible UU). Crazy to rate them this high.
 
Can one of the posters who do not have Macedonia as top 3 please explain your reasoning. I can understand possibly putting them behind Nubia or Scythia (although I would prob argue still) but I am seeing people rank them behind Russia, Arabia, Japan and China...
They can't build horsemen to upgrade to cavalry, thus having to hard build cavalry. That one weakness makes them inferior to most other civs once you reach industrial age.
 
Japan is in the bottom half of the civs, and China has some serious flaws (and a horrible UU). Crazy to rate them this high.
China's unique is kind of mixed in that it's purely a defence unit, but the Colosseum arguably is the best wonder in the game and if you want it, you'll get it. Pyramids, Petra and Mausoleum are usually obtainable. You get a head start and the higher eureka/inspiration bonuses just keep you ahead. The only thing that really hurts China in my experience is being squeezed between too many civs since there aren't any wonders like Civ 5's Statue of Zeus yet.

As for Japan, well, they're pretty consistent, in my experience. Encampments are a very strong district in the early game, the great generals help with conquest and doing things like getting a bombard army before anyone gets renaissance walls. Samurai are stronger than knights and come on a cheaper tech (and have a better promotion path for attacking cities). I typically run double adjacency bonus cards on Japan in the later game, and you can start rushing the ones that combine them with electronics factories. Never had trouble with them, even with a tundra start and only being able to build two cities in the early game.
 
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