Strong and weak... Let's stop for a while and take a small step back to get a perspective.
I will ask a very fundamental question. Is strong-weak the way we should describe Civs in a single, not competitive game at all? The game that describes itself and was created as a "one more turn" experience, not "one less turn to victory" gameplay?
I wonder why people do not ask themselves which Civs are fun to play, and which are not instead? Because it is fun to play strong Civs perhaps? Really?
Is the strength of Civilization really important at all? Why we are so focused on all those Tier Lists? What is even the purpose of all those Tier lists?
Do Civ strength is really essential for our Civ game experience? Is beating level difficulty on the minimum number of turns is that what we expect from this game?
Those questions are very important because they build our expectations and in the end also disappointments. Is winning as fast or as easy as we can by picking the strongest Civs is really what makes us play the game? Is this really rewarding for us?
Well... I did the post when I started to play Civ vi and had no clue to use any civ.
I played with some of the list and pretty fast became evident that some of them had "bonuses" that could help achieve victory, not sooner, but easier.
As my favorite game style is quite specific (expploration and trade) I normally use England, Spain and Phoenicia, even if my friends use Gran Colombia or now Byzantium.
The thing is that is a lot more probable to win with some civs that with others and at the end of the day loosing systematically reduce a lot the fun of playing.
Playing "weakest" civs is also a good option to raise difficulty and fun, for example, we let new friends that do not know how to play, use civs like Gran Colombia, Germany, Byzantium, Korea or USA so they have more opportunities to win.
The players with more experience use civs that are more ... average (I normally use Spain as I consider them the weakest of the "colonisation/commertial" branch but if a friend of mine, that is a beast playing this game, plays with us I will choose England to have more opportunities but still be playing the game style that I prefer).
Of course, a lot more things affect the game that just the civ (city-states access, first city location, terrain, type of map, etc) and it is inevitable to have civs better equipped for a certain type of victory or with bonuses that are more powerful. Is one of the strong points of the game, to have so many different civs!
But I did the post originally to seek for tips when using the civs I consider harder/weaker, but also to point the ones that, I think, are so strong that other normal and weaker civs cannot compete.
I mean, if I had a battle against myself using Mayas and my other self using Gran Colombia or Byzantium, I'm pretty sure that the one using Mayas would lose and by a lot. It can be fun to try to win a disperate game, but after more and more games it would be anooying and boring.
-Mayas VS Spain? good match
-Gran Colombia vs Byzantium? Good match
England vs Germany? Good match but easier for Germany.
But
-Maya vs Gran Colombia? Not so funny
What is not funny for me is that we have to choose a civ for every player on a multiplayer match to make sure we will have a more balanced game.
Otherwise, the game would end before it even started (we normally have the rule to play until modern era but games tend to end before if a player is so strong it cannot be stopped. For example when a good player uses a civ that has very strong bonuses the macht is declared won when we all recognise we cannot win even united).
At the end, the list was, from my point of view of course, about civs that were maybe too strong and other maybe too weak. So tiny changes are proposed to the weak so they can be more viable and to point what make the “OP” civs so strong and can be taken in account (to know what is their strong point, not to necessarily change them).
So, in the case of Mayas, having the ability to change once their capital to another city could make them a lot more viable and funny to play, as you will not be doomed since turn one form a bad city placement.
So, not change their bonuses but let them have more opportunities. As Mayans, your first city and the surroundings are bad tiles? too bad, your principal bonus will be lost (as the new cities on good tiles will have a malus) but, you are Gran colombia in the same spot? meh.. you will compensate with new cities in the good tiles.
Maybe give Maya an ability to change Once the capital city, so the first city will not doom the entire game and give them the opportunity to use their bonuses on good tiles (as an example). This would make them more fun.