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Run through a tier list of general civilization strength, and pick ones that seem interesting to you and you're familiar with and know how to play. Team cards (there's not a lot of them) do not matter in the grand scheme of things, especially as the game drags on, not to mention treaty mode, where their impact grows smaller.
Dutch is a good eco civ to pump out resources for the team.
Mexico for memes and funsies.
The Dutch have a strong economy once they get going, they'd pair well with a faction that's good at early aggression but might be weaker in late game economy or specifically has a gold shortage.
They also have a solid navy, they might pair well with most native american civs who aren't that great at sea and lack factories.
Germans would do well with factions that lack strong melee infantry and raiding potential.
Like the USA.
Portugal has a slow start since they get no villager cards but pick up that production once they reach the second age and get a free town center with each age up, they also lack falconets and grenadiers so don't tend to be so great at tearing down buildings.
They do bring powerful dragoons to the table though, which can be pretty great at protecting someone else their artillery from melee cavalry attacks.
But generally, I do think that each combination of civs would have something that compensates for a weakness of their ally. Or emphasises the same strength making them unbeatable in that field.
Like how Ottomans and French would be able to mass a lot of powerful melee cavalry together with their cuirassiers and sipahis combined.
Two good raiding civs would also mean they can coordinate early raids.
I honestly think it might be harder to try and pick out what might be the worst team combination.