[Vanilla] Power Ranking the Vanilla Civs

AI Tiers are pretty simple


1. Kongo
2. AIs without a religion preference
3. Russia
4. All other AIs with religous preference

Move up 0.5 with a strong UU/UI

Basically, Kongo is prevented from wasting production on holy sites and thus is the best. The more an AI invests in holy sites and doesn't have any bonuses towards it, the worse it gets.
 
AI Tiers are pretty simple


1. Kongo
2. AIs without a religion preference
3. Russia
4. All other AIs with religous preference

Move up 0.5 with a strong UU/UI

Basically, Kongo is prevented from wasting production on holy sites and thus is the best. The more an AI invests in holy sites and doesn't have any bonuses towards it, the worse it gets.

Very true. They should adjust the AIs to prioritize different things...I often see Qin drowning in his great walls and Tomyris buried by kuruns.
 
Thought I’d give a bit of an explanation as to why I think Nubia is the best Civ in the game in the hands of a player. Essentially, I feel that Nubia is the only Civ in the game where all the uniques are amazing, and have long-lasting impact on the game. Let’s break it down:

Ta-Seti: Ranged units are arguably the most important class of unit until the Industrial Era; in the Ancient or Classical Eras, at the very least, you live & die by the Archer. So getting both a 50% bonus to ranged unit production & experience gain? Yes please. Not only are you getting more Archers, but they’re going to get better at a faster rate than other Civs. This isn’t even factoring the real kicker for Nubia’s ranged offense, but we’ll get to that soon. On top of that, getting more gold & production out of mines is a great early game boost for Nubia, and this bonus is useful for pretty much any victory. Oh, and did I mention Nubia is guaranteed to spawn near at least one mining resource? So you’re guaranteed to be able to take advantage of this aspect of the ability, and it’ll be useful to you in any scenario.

Kandake of Meroë: You know how cities in Civ VI are defined by their districts, and that cities generally aren’t useful until they build one? And that districts take a long time to build? Not so if you’re Nubia. Nubia, thanks to shaving off 20% of that build time can get their cities up and running much faster than other Civs (with the exception of Japan; however, Japan’s ability applies to some of the less useful districts, whereas Nubia’s applies to them all). And if you get that Nubian Pyramid built next to the city, that downtime is even less. With some minor production pooling from other cities in the form of builders, Nubia can build an elite core of cities very quickly, and this is useful for pretty much any victory.

Nubian Pyramid: I’ve already discussed the production to districts that the NP contributed to, so I’ll let that be. What’s worth noting is how the NP can create a small number of elite tiles to be worked. Getting a tile that gives you food, faith, gold, science, and production is typically limited to natural wonders, but Nubia can create tiles this good very easily. And situationally, these yields can be ridiculous. Build it next to a city on a flood plane? + 4 food, + 1 faith, and whatever other yields you want. Interactions with Petra & Uluru? Now you’re in business. My point here is that this is a very flexible unique that is often times very good, and situationally amazing.

Pítati Archer: Hoo boy. Hooooooo boy. I’ve been waiting to rave about this unit, because it’s just so amazing. Some of you who’ve read my previous tier list might remember all the praises I had for the Sumerian War-Cart. How strong, mobile, and early it comes made it the best unit in the game. That’s all still true, except for the last part. The reason I bring it up is because all those traits apply to the Pítati Archer, except more so. The Archer is arguably the most important unit in the Ancient Era, functioning as a defense unit, an offensive unit killer, and a unit to soften up cities before your Melees take it out. Nubia gets a straight up better Archer. Strength on the level of the War Cart? Check. + 1 movement allowing the unit to both create & reduce distance before attacking? Check. And on top of that, it’s very easy to get these units: Archery is not a difficult tech to reach, so Nubia can pump these babies out very early on. Oh yeah, and let’s not forget that UA: Nubia can build up an army of these very quickly, and they’re going to get stronger just as fast. The only Civs in the game that can challenge Nubia in the Ancient Era are Sumeria & the Aztecs, and that’s only before they research Archery; after that, it’s toast. Nubia are by far the strongest military force in the Ancient Era, and their ability to snowball after an Archer rush is truly scary.

So in conclusion, Nubia is strong in pretty much any victory type, but their dominance in the early parts of the game is almost completely unrivaled. And if you know me, I always say that the earlier you can be strong, the better. Scythia was disgustingly strong, but Nubia is straight up revolting. Easily the best in the game at the moment.
 
And here's the rest. Fortunately, due to the fairly evident power of these civs, it shouldn't take much explaining.


List
20-15
14-11
7-10

Great
These civs possess overwhelming powers that could arguably be considered broken. Will generally perform very well regardless of situation as their bonuses will apply much more often than not. Most feature at least one passive ability that allows you to ignore parts of the game.

6. Rome

Rome has traditionally been a player friendly choice, and you don't get much more friendly than a free monument. Early culture is very hard to come by as mere survival is a concern. One can be very busy with expanding and building troops, so monuments often fall by the wayside. Often times you have to rely on inspirations to get to a proper government in time. Rome will always get there reliably, and the more cities they build early on, the better it gets. It does take some action early on though. On higher difficulties, this bonus is not as strong as often times you will capture AI cities that already built a monument among other things but still decent for Political Philosophy. This also reduces the luck factor as some inspirations can be harder to get.

The legion is a stronger swordsman and requires no iron, which is always nice since your warriors can upgrade to them; it also makes their higher production cost mostly irrelevant. They also have the odd ability to construct forts and considering anything that improves tiles in this game goes away once you use up charges, this is one of the cases where it may come in handy.

All Roads Leading to Rome is a decent tactical advantage if you trade internally early on, making sure your empire is roaded and easy to move around. Also good for new conquests as well.

The Bath is okay. Aqueducts are kinda lousy as you sacrifice a river spot to gain 2 housing which you may not even be able to use due to amenity problems. The Bath provides an extra amenity and 4 housing (more so if you lack fresh water) so that really helps cities grow upwards. Still nothing that exciting in most games, but it's nice to have, especially if you capture a city with an aqueduct or something.

Overall: Stable civic progression
Preferred Strategies Expansive and trade

5. Greece (Gorgo)


Essentially, the same as her Athenian counterpart, Greece's acropolis allowing for envoy spam, bias towards hills, and free wildcard slot makes Greece enjoy easier starts. Gorgo's bonus of culture per kill is a bit more reliable than Pericles because you just have to kill stuff. And you can kill barbarians too, which means even if there was no war possible, you could still take advantage of it. It also may encourage you to actually want barbarians to show up and not clear camps that fast. Later on, it starts to trickle and unless you're fighting very strong and advanced opponents,. it may not make that big of a diffrence anymore. But with the spare culture, Gorgo is much like Trajan in the sense you'll get your government faster

Overall: Very straightforward and strong abilities
Preferred Strategies: Barb hunting and finding excuses to fight

4. Russia

A lot of times one can't just place the best long term city early game as it will take too long to yield benefit. This becomes more and more true as the game progresses. A lot of times it is better to settle near mines and resources so the city won't be useless for the next 30 turns until it can finally grow into your dream spot or you spend tons of money buying tiles. Russia, though, just takes all the land, with their Mother Russia ability allowing them the best of both worlds. This also presents a strange way of dealing with barbs, as you can literally settle away their camps if the tile the camp is on becomes part of your city. And yes, you do get the gold for clearing it.

But a lot of land is useless though. While Russia's ability doesn't make tundra great without additional help, they make it so you can make the best use out of normally unusable land. Basically those crappy frontier cities will pick up a little more faith and production from tundra.

The Lavra makes Russia a top choice for actually going for a religion. It's cheaper, gives more prophet points than usual, and also does more than religous things. It also gives you points for culture people and thus Russia can get ahead in the culture game while chasing religion-- as a result these are never lost investments even if the religion route goes bad. Even some blank lavras can be pretty good. Of course, you'll need a space to put great works; do remember your palace can hold 1. You also get extra tiles for recruiting GPs which is nice, though nothing that spectacular. But with Holy Sites, anything is a good thing.

Grand Embassy means you can get extra science or culture for trading with a more advanced civilization. This is an excellent mechanic that scales well with difficulty as it's unlikely you'll be ahead in both all the time. Especially applies during early game where you're more likely in an expansive phase and have less infrastructure which allows you to balance science and culture better.

The Cossack is good, being a slightly better cav, but especially so when defending. It also can move after attacking and this is incredible although it does come sorta late.

Russia's just really good at making the best out of land, so get lots of it!

Overall: A well rounded, and adaptable civilization that is bound to steal plenty of land.
Preferred Strategies: Culture-religous hybrid, and Papal Primacy if possible.

3. Aztec

With escalating district costs as the game goes along, developing new cities can take too long to even bother with. Unless you're Aztec in which case you can make cities come online with a few turns given some preparation.. Regardless of era, you will make any district you need with 5 builder charges. As a result you can fine tune your empire to suit whatever victory condition you want, and turn it around on a dime, either just by building or capturing more cities. The most outrageous ability would be to 1 turn a spaceport using 5 builders left with 1 charge left surrounding the spaceport location. By grabbing the great people needed for Space Race, this pretty much means you can use almost any crappy location to win space.

This alone would be decent enough but it hardly ends here. The Eagle Warrior is not only much stronger than a warrior and available from the start but it can capture enemy soldiers (not barbs, that would be ridicilous) and turn them into builders. And Aztec due to the above district ability always welcomes more builders. This ridiculously snowballs upon conquest as you've probably captured more slaves and want to immediately develop your newfound cities. With these things, you don't even have to be successful to take anything-- just kidnap some builders which ironically isn't considered warmongering. Oh, and Eagle Warriors cost no maintenance, meaning they don't have to worry about conscription too much, and can do stuff like take Classical Republic easily.

But to add even more icing, there's the luxury bonuses. Aztec luxuries go 2 cities further, meaning you can make even more ciites that are bigger without hassle and their combat strength increases per improved unique luxury. So now your stronger troops can either help you capture even more stuff, or just kidnap workers, or use them to defend your ever growing empire.

Their unique building is sorta bad, mainly because entertainment complexes in general are bad. The little smattering of faith won't help much, and certainly not worth a district slot until zoos appear.

Oh, and the luxury combat bonus also applies to religious civs, so if they get ahold of a religion, they can become a threat there. Not to mention it'd be easier for them to even build Holy Sites. As a result, they literally can do anything and are arguably god tier in many cases.

Overall Powerful bonuses for any occasion with perfect synergy.
Preferred Strategies: Science, Domination

God Tier
While low tier civs suffer from being left out of the game's mechanics, these civs don't just adhere to the mechanics, they basically define them by being overbearingly good at them. Opportunity cost is simply not a thing and in general picking these civs is like lowering the difficulty.

2. Sumeria

I dunno what they were smoking when they thought of warcarts. They're stronger chariots that aren't weak to spears, aka no counterplay, and are available at the start. Sure it can't steal builders like the Eagle Warrior, but it might as well, with its mobility. It will thrash through any nearby opposition and unlike the Eagle Warrior even if they get caught in a bad spot can simply run away. They also cost no maintenance and upgrade to knights, meaning Cleopatra is probably in a corner crying somewhere while everyone else is admiring Gilgamesh's massive... beard.

But even if Gilgamesh can't find anyone nearby to instakill (and with war carts, nearby is kinda far), he gets more rewards and potential for clearing camps, which is no problem for war carts either. Aggressively exploring the map looking for camps in your spare time is not a bad idea. Basically he gets to enjoy goody huts for the entire game.

Adventures with Enkidu, the ally based bonuses, aren't too good right now since it can be hard to get an ally, though being able to come to war on behalf of an ally has some interesting diplomatic effects.

The Ziggurat is also pretty solid, as it effectively allows you to plant science everywhere, and even culture if you put it on a river. It's very helpful early game though not so important later on but it does give flight based tourism so there's that.

And that's it. And more than enough.

Overall: Monster warmonger with diplomatic choices
Preferred Strategies Conquest and alliances

1. Scythia

What could possibly be worse than Gilgamesh's complete military dominance early game? Well, what about Scythia's dominance for the rest but still being really strong at the start? Scythia's troops smell blood and get a bonus vs any injured unit, so basically the way to avoid it is to not get injured. Good luck with that, espeically with the Scythia light cav and horse archers producing double. Although the plain archer rush works just as well and is deadlier than usual.

So they have a combat bonus. I know, let's give them another one. Scythian units heal for 30% health once they make a kill, so in even fights, they're going to hold the advantage and snowball. Oh, and if an almost dead barb passes by, too bad, Scythia can heal on that too. Enemy CS 2 eras behind? Good enough. This also gives them a huge edge in theological combat too. Basically if you get beaten by Scythia not only will you be beaten down but their units will be healed and now stronger so you have done nothing but provide a minor roadbump. How's that for demoralizing?

The 2x light cavlary bonus is also pretty over the top as well, as some one thought it'd be a good idea for them to be biased towards horses. Saka Horse Archers though, aren't too exciting and they cost a bit of mainetance too, so don't go that crazy.

The Kurgan is alright in case you wanted to generate faith early game, as pastures shouldn't be an issue but it has a little utility.

In all fairness though, Scythia is pretty (but not completely) war reliant so on isolated starts, far spawn starts (but then again with horses far may not be that far), Gilgamesh and Monty may surprass Tomyris. But if there's any poor soul near her that isn't Gilgamesh or Monty, well....

Overall: Proficient in combat throughout the entire game
Preferred Strategies: Conquest
 
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Nubia are by far the most powerful currently.
 
So if we start right next to each other and I am Summaria and you are Nubia then who wins?
Nubia if I can hold off the War-Carts otherwise Sumeria :)
 
Nubia if I can hold off the War-Carts otherwise Sumeria :)
:) Yeah Summaria has such a huge advantage because those carts can be built right away. Nubia will have to get archery first
Not sure why Summaria should not be ranked first if this is the case. How else do we determine who is the better?
 
Well, there are more scenarios where they don't start next to each other though.

IMO though I put Scythia as #1, they can be beaten by a close Sumeria or Aztec. They're not strictly superior. But this relies on an "if" and not close to guaranteed so I would still put them ahead.
 
Alright, with a bit of time with the game under my belt, here's how I rank the Civs (old + new). I'll probably make an independent thread once I've figured out more concretely the order, but as for now, I'll just group them by tier; don't take the order they're listed in as law, I'm just grouping them by roughly equivalent strength. (Though I still think Nubia is number one.)

God-Tier:
Nubia
Scythia
Korea
Sumeria
Australia
Aztec

Great Tier
Arabia
Macedonia
Persia
Russia
Zulu
Germany

Good Tier
Scotland
Greece (Gorgo & Pericles)
Indonesia
Cree
Netherlands
China
Rome
England

Ok Tier
Egypt
Mongolia
Poland
Mapuche
Kongo
India (Chandragupta)

Weak Tier
India (Gandhi)
Brazil
America
Georgia
Japan

Bottom of the Barrel Tier

France
Spain
Norway
Khmer
 
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I wouldn't underestimate Khmer. Their bonuses to pop growth are insane and a huge help in this Loyalty Flipping world we live in.
 
Hmm, counting Rise and Fall? Well, haven't played any expansion civs (can't play that fast, but I'd project this from what I've seen compared to before) I would imagine Korea is going to be in the Great tier.

God
1. Sumeria ↑1
Great
2. Scythia ↓1
3. Greece (Gorgo) ↑2
4. Russia
5. Aztec ↓2
6. Rome.
Good
7. Greece (Pericles) ↑2
8. Germany ↓1
9. Arabia
10. China
Ok
11. America ↑4
12. Japan
13. France
14. India (Gandhi)
Low
15. Kongo ↑1
16. Brazil ↑1
17. Norway ↑1
18. England ↓7

Trash
19. Egypt
20. Spain.

Brief Notes:
Not much has changed that much, but the ability to monger war early is less important. Sumeria is alone now as a God, because R&F's boost to alliances is more than enough to put them over the top not to mention the ease of clearing camps for era score. Also with rationalism being nerfed, the raw science from ziggurats become relatively stronger. So basically they're OP at all stages of the game.


Greece (both leaders) are also now wicked strong to their wildcard mechanic being boosted. This also serves as a boost to America with their new diplo--> wildcard policy. America also is more favored since it's better to stay tighter due to loyalty, and as a result Japan moves up as well.

Aztec took a hit due to the fact a lot of bonuses now go to the first building of a district and no longer can you just plop down 50 districts and get lots of benefits from them. The nerf to the district cards is also as such. They're still good of course. Germany also suffers a bit from this but not as much. All civs with a special district take a hit as a result along the same line of reasoning.

The lower civs move up not because they got better, (Brazil's arguably worse now because of the nerfs to Great People such as Sagan and Smith) but because I don't see a point to England anymore.Their musuem and free unit bonuses are still good, but the loss of trade routes as well as trade routes being harder to get in exchange for the laughable loyalty bonus on another continent (it could potentially flip before you can even build a harbor) is not reliable besides lucky spawns, which fits them in the low tier. Ironically, it's good for capturing cities for a harbor already there. Also it does seem like religion is easier to found to, it's concievable that the gutter is only going to leave Egypt.

I also now think England's probably the worst in the game.

Hmm, I'd like to know why you think that. Not really sure where they fit anymore myself but it feels bad.
 
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I wouldn't underestimate Khmer. Their bonuses to pop growth are insane and a huge help in this Loyalty Flipping world we live in.
The housing bonus is nice, but it’s not very substantial in contrast to Civs like the Kongo, Rome, India, and some others I’m forgetting. Not to mention that the housing is tied to holy sites, which are pretty much universally agreed to be the worst district. Domreys are also like Maryannus - strong, but so production cost-heavy that they're practically unviable. Their UA is pretty good though. All things considered, they're probably the best of the worst, but still very underwhelming in my view.

Hmm, I'd like to know why you think that. Not really sure where they fit anymore myself but it feels bad.
I'm actually playing through an England game right now, and I just discovered an interaction so busted that I immediately retract everything I've previous said about England. I'll write about it more in-depth once I do an official ranking of the Civs, but I couldn't have been more wrong. It's a bit of an obtuse interaction tied to a dedication bonus, but really, really strong.
 
The housing bonus is nice, but it’s not very substantial in contrast to Civs like the Kongo, Rome, India, and some others I’m forgetting. Not to mention that the housing is tied to holy sites, which are pretty much universally agreed to be the worst district. Domreys are also like Maryannus - strong, but so production cost-heavy that they're practically unviable. Their UA is pretty good though. All things considered, they're probably the best of the worst, but still very underwhelming in my view.

They're not too bad if you consider the Grand Minister's Palace, which allows you to purchase Domreys with faith. You're Khmer, so you're swimming in Faith and combined with Theocracy's cheaper faith purchasing, they can be surprisingly potent in the field of battle.


I mean, they're not like... super powerful, especially compared to those you mentioned. Production is a massive issue until Communism. But if you can reliably buy units with faith, you can definitely handle you own. ^__^
 
Hmm, counting Rise and Fall? Well, haven't played any expansion civs (can't play that fast, but I'd project this from what I've seen compared to before) I would imagine Korea is going to be in the Great tier.

God
1. Sumeria ↑1
Great
2. Scythia ↓1
3. Greece (Gorgo) ↑2
4. Russia
5. Aztec ↓2
6. Rome.
Good
7. Greece (Pericles) ↑2
8. Germany ↓1
9. Arabia
10. China
Ok
11. America ↑4
12. Japan
13. France
14. India (Gandhi)
Low
15. Kongo ↑1
16. Brazil ↑1
17. Norway ↑1
18. England ↓7

Trash
19. Egypt
20. Spain.

I find myself disagree with the ranking of France, America, Kongo and Egypt.

France is not terribly unplayable, but it should not be sth in "ok" tier. It has everything late, production issues, land issues in one package. Spies are also quite luck based.

Egypt is more powerful than trash, although its strength in competing wonders may not match that of China. It has a strong early culture and a relatively weak UU, which still grant Egypt some strength, if not much.

Kongo is Low tier....? It has a powerful early UU, power to gain great works like a blackhole and early neighborhood. It may not be overpowered but at least not below Japan, France and America.

America can be powerful in late game. But if we view the game starting from ancient era, it should be in Trash tier.
 
France is not terribly unplayable, but it should not be sth in "ok" tier. It has everything late, production issues, land issues in one package. Spies are also quite luck based.

Spies do have a luck factor, but I think you have to appreciate that there's a large window where there is literally no counter to what they can do, plus the first spy being absolutely free helps. They're not that strong because it comes late, but it's not that late that it doesn't matter.

And the bonuses to critical wonders can't be ignored. But I admit, France is only that far up because I'm not too impressed with those below. It's still in the bottom half, after all.

Egypt is more powerful than trash, although its strength in competing wonders may not match that of China. It has a strong early culture and a relatively weak UU, which still grant Egypt some strength, if not much.

As I've said earlier in the thread, Egypt has good bonuses, but lacks the ability to upgrade their chariots into knights. This is huge because it literally takes them out of an entire era's worth of warfare, and even a blank civ could do this. This crashes them down due to a defect in design.

Kongo is Low tier....? It has a powerful early UU, power to gain great works like a blackhole and early neighborhood. It may not be overpowered but at least not below Japan, France and America.

They can't build Holy Sites. Not only that, they also can't take advantage of captured ones. The later I think is a pretty big flaw even if you don't chase religion. They also have almost no way to stop a religious victory without going to war. The UU is okay being resourceless, but it's actually slightly weaker than a generic one. The UB is sorta interesting but neighborhoods in general are pretty weak due to amenities.

If you're knocking France and America for not having any early bonuses, then Kongo isn't that better off either. Their cultural people bonus takes a while to matter, and not that much sooner than French spies. If Russia is in the game, there's a good chance it might even get negated. Personally, I think nerfing their GP was a huge mistake. It was needed to balance them out.

America can be powerful in late game. But if we view the game starting from ancient era, it should be in Trash tier.

Before Rise and Fall, I'd agree they were pretty mediocre. But +5 combat in home continent means you have an early game bonus right away. And as I explained above, that can't be true. Diplo ---> Wildcard slot is very strong. And also since Rise & Fall has loyalty issues, chances are that warring on your own continent will be more encouraged.
 
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France:
Spies are not that powerful as you think. I played Catherine a lot cause I like to make use of the espionage benefits.

But things are never that easy to go smoothly. There is a fair chance of failure, even when the mission success chance is 90%. And this is mainly because of a counter spy present in the target city. But when I put 3 spies into my rocket, it still got ravaged. It was really a lucky draw.
Moreover there are wonders that holds great works and real players will know how to plan a district cluster and where to place their spies. It is not easy to target all of them.

On top of it, once the spies are caught ( sth happening quite frequently, at least once in every of my games) They still occupy the spies slot. And rebuilding them +putting them into action again takes more than 15 turns, including production + placement + mission duration.

They may have a large potential and fun to play but should not be considered as steady and solid strength of France. This feedback comes from a player using Catherine as main but still finding it difficult.

For Egypt:
Indeed the archers are quite weak afterwards. But Egypt still has the strength to grab early wonders, compared to other civs. Especially for Cleo has higher tendency to find herself near floodplains/dessert, allowing her to secure at least Pyramid and some wonders if she has planned well (If you see China in the game, you should send a reckon to check what he is building, and then grab the other wonders). Afterwards she should plant sphinx around wonders to roll up early culture, proceeding quickly to get bonuses from policies.
Also the extra gold from trade makes a bit difference, giving her extra settler or builders, or maintaining more units. It depends on how you manipulate it. Egypt is weak indeed, Still I don't find her trash. At least not when I know what I am doing.

For Kongo:
I almost never attempts building holy sites nor trying religious victory (at least not as cics without religious bonus like CdM or Rome). Many civs can just skip the religion part. Thus this problem is not a problem at all. If you find someone is proceeding too much in religion, you can always declare the war. Also, Kongo's uniques do not come as late as France's/America's. The UU is a swordman repalcement and neighborhood comes much earlier. Actually, no civs can be later than USA...) And great writer can be obtained as early as theater district. Thus everything Kongo has is earlier and more well covered. I think its better than France, America and maybe Japan.

For America:
How many diplomatic cards you have normally? 1, at least before modern era.
Extra wildcard is a chance to hold more flexibility in policies. This is the impression given by the greeks. But, notice that Greece has a strong early culture, allowing them to get new policies quickly. America does not have that strength.
What can you do with a wildcard slot without powerful policies? Fitting in "God King" and "Urban planning" lol?
Thats why I give America a lower rank than Egypt and Kongo, at least these two can do more in right hands.

These feedbacks are based on personal game experience so everyone differs from one another. Maybe you just don't play them correctly?
 
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But things are never that easy to go smoothly. There is a fair chance of failure, even when the mission success chance is 90%. A

Sure it can fail, but when something comes at zero cost it can't be ruled out. A lot of things in this game need some luck. Isolated incidents are the exceptions. The long run is what matters.


Moreover there are wonders that holds great works and real players will know how to plan a district cluster and where to place their spies. It is not easy to target all of them.

Well, was putting in single player in context as with most of the thread, but how are they going to do that when you get spies faster?

They may have a large potential and fun to play but should not be considered as steady and solid strength of France.

Sure, grand tour is better.

Egypt:? Not sure if you actually read what I wrote. My point isn't that chariot archers are weak but not only do they lose a melee unit in classical they are behind in getting the best melee unit in medieval . This is a huge negative despite her other bonuses.

Kongo:
I almost never attempts building holy sites nor trying religious victory (at least not as cics without religious bonus like CdM or Rome). Many civs can just skip the religion part. Thus this problem is not a problem at all.

Again, you sorta missed the part about conquering holy sites. Sure, religion is not always good, but the option is not on the table at all.

Also, Kongo's uniques do not come as late as France's/America's. The UU is a swordman repalcement and neighborhood comes much earlier. Actually, no civs can be later than USA...)

I was talking about bonuses. America's UU is crap and not part of a discussion. You don't get much earlier than +5 combat in home continent.

And great writer can be obtained as early as theater district.

That is actually false for non-Russians. Well, you can purchase one, but Kongo's bonuses don't apply there, and are arguably worse at purchasing early great people due to a lack of reliable faith generation. I suppose you could purchase a great writer and put both works in palace without the need for an amphitheater.

America:

What can you do with a wildcard slot without powerful policies? Fitting in "God King" and "Urban planning" lol?

Oh, just worker/settler./wonder production, less maintenance per unit, gold from trade routes, great people points, and, especially, those dark age policies.
 
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I think the Aztecs, Scythia, Macedon, and Sumeria are all in the over-powered tier to the point that they imbalance the game (i.e. in competitive multiplayer games these civs would get picked every time over the others). I never purchased the Nubia DLC but they certainly seem to fall into that category as well. I would still rank the Aztecs as #1, they probably aren't quite as good as Sumeria and Scythia in the ancient age (it's close though), however their other abilities offer the most flexibility and power throughout all of the eras. Extra workers are awesome for chopping and rushing districts, extra combat strength (up to +16?!) and luxuries are both insanely good, and spaceport rush makes SV a joke.

Australia, Rome, and Germany would be next best I think followed by Arabia, Persia, and England to round out the top 10. Honorable mention for Russia, Greece, and China who are also quite solid. After that it's kind of a crap shoot.
 
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