Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Civilization Tier List (Relative strength) -BEFORE rise and fall
By Adam Jensen 007
Civilization Tier List (Relative strength)
Having played Civ 6, I have decided to make a tier list in order of strength.
Note: I do not own Rise and Fall so I cannot talk about it. This guide is before Rise and Fall and Before Gathering storm
Tier 1: Civs that are overpowered and brake the Game.
Tier 2: Civs that are strong but balanced
Tier 3: Civs that are decent
Tier 4: Weak and could use a boost
I will try to add more later. You can leave a like if you want.
Please note: This is my MY opinion. I am open to suggestions. However, please keep it polite and respectful!
I will include your suggestions and even change tier lists as long as your provide support and evidence
   
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Tier 1: Civs that are overpowered and brake the Game.
Tier 1:
Alexander: He is the most dangerous and most powerful civilization in the game. Firstly, he can get Eurekas for Science and Civics for capturing every city. There is NO cap for this. Additionally, his Unique building gives him so much science. These two abilities allow Alexander to become the tech leader very fast without a lot of problems even on deity! Secondly, No war-weariness penalty! You can declare war on everyone to slow their growth while your civilization grows normally. Thirdly, his units heal whenever they capture a city with a world wonder. This is a nightmare as his units can continue their attack on the next city without rest. Fourthly, he has multiple unique units which make him superior against any army. Lastly, He can earn Great General points very fast. If you are playing against Alexander, it is important to go to war against him early. He can snowball very quickly. These effects are worsened in multiplayer as Human player can exploit his abilities far better than the AI. I have found that he builds space ports in every city and he techs up insanely fast due to his bonuses discussed before. While he is easy to friend (he likes warmongers), it is easier to stay neutral towards him in case you need to slow him down. He is way overpowered and I think he should a get a nerf to make him more balanced
Edit Alexander might be even more unbalanced now As Richard Brown mentioned in the comments: He can continue to retake the same city when the city flips to a free city and get Eureka after Eureka . Shaka and England can do this also.
Germany: Late Game dominator. His unique industrial zone allows him to build Industrial zone in every city regardless of population size. He can get space ports very quickly. Therefore, keep your eye on German late game
Nubia: The Nubian Pyrmaid allow her to rapidly expand very quickly! While the cost of districts go up whenever you settle a city, the Nubian Pyramid reduces the cost to some extent. 50% ranged unit production bonus will mean that she can have a high military strength in a much shorter time!
Honourable mention: Tomyris. She is now balanced and in Tier 2. Well The healing system has been reduced from 50 to 30 so I don't know if She is tier 1 or Tier 2. I am glad the developers made her a bit more balanced
Tier 2: Civs that are strong but balanced
Tomyris: Very strong classical era. Units heal in warfare and theological combat. Well The healing system has been reduced from 50 to 30 so I don't know if She is tier 1 or Tier 2. I am glad the developers made her a bit more balanced. Note: You can defend against tomyris by moving your wounded units away from the front lines. Additionally, make sure you have walls and defend rather than attack. After you have eleminated enough of her units, you can launch a counterattack.
Rome: Rapid early expansion with the free cultural building combined with a very nice infrastructure.
China: Very strong medieval and renaissance era. Good infrastructure. You can rush wonders such as the Coliseum with your builder (the best wonder in the game)

Russia: High faith production and strong culture means a lot of great people fast
Gilgamesh: Very strong early start (war carts are very scary!) Strong early Science from his unique building
Persia: High mobility towards war and good gold income. Weakness: Cannot declare joint wars (you lose movement points surprise war)
England: Commercial hub unique district can be built in any city regardless of population size. The free melee whenever you capture a city (no maintenance)
Gorgo: Makes warfare very fun and the acropolis makes her a cultural powerhouse.
Arabia: Strong unique unit combined with decent religion and science
France: The best civilization for cultural victory. Double the tourism and wonder bonus what more do you need?
America: The rough rider combined with the +5 combat strength can make America strong at wars. Film Studio has a good boost toward cultural victory
Tier 3: Civs that are decent
Pericles: You need the Apadana wonder for him. The Problem is you might not be able to stay allied with too many city states on higher levels of difficulty.
Australia: Okay bonuses but not that great either. The housing can be very nice as your builders can do other things.
Gandhi: Very strong religious bonuses. You can rush an early religion by faith buying. You can use faith even to purchase units. However, no other alternative victory condition possible
Tier 4: Weak and could use a boost
Tier 4:

The Vikings: Their bonuses toward melee ships are fairly trivial. They need a boost very badly as their bonuses do not apply to many situations
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55 Comments
Adam Jensen 007  [author] Dec 11, 2020 @ 11:31am 
Yeah this was before rise and fall
Aeon Dec 11, 2020 @ 10:42am 
Note to anyone checking this out now. It's totally changed. Norway more a top tier list civ now on water maps like Archipelago, can snowball the entire game even if you play on Deity against all AI teams.

The rest is wrong as well, but it might be true when the list was made.
Kerrovitarr Mar 4, 2018 @ 7:26am 
http://civilization.wikia.com/wiki/Australian_(Civ6)
As for defencive war/liberation bonus, on deity versus AI this bonus triggers quite often. AI loves to conquer city states, so you can declare war to AI far enough from your civ, liberate a city state and make peace. Also neighbour AI civs on deity love to declare war for you.
As for me, Australia is most flexible nation in Civ6. The most difficult thing for this civ is managing appeal: industrial zones and mines decreases appeal, while holy sites and theatre squares increases.
Adam Jensen 007  [author] Mar 4, 2018 @ 7:22am 
Ok then it seems i am not updated. I have to check wiki so what do unique districts do now? before you could construct regardless pop size.
Howerver, +100% bonus production for 20 turns, when liberating a city is too situational. How often does it happen really? Maybe in Multiplayer if you exploit with a friend but single player maybe 1
Kerrovitarr Mar 4, 2018 @ 6:34am 
Australia didn't changed in R&F. I've just compared it with one of new nations.
Adam Jensen 007  [author] Mar 4, 2018 @ 6:32am 
i said i dont have rise and fall
Kerrovitarr Mar 4, 2018 @ 5:15am 
Is this guide outdated? Unique districts is not free for... an year, iirc. And England has no unique comhub, it's docks.
Australia is quite strong, if you place your districts correctly. +3 bonus from appeal makes australia's campuses be as strong, as korean seuwons (not to mention, that seuwons don't get any adjacency bonus, while regular campus do: it means up to 9 science yeld from single campus w/o any cards). But this bonus also applies to comhubs, theater squares and holy sites.
Not to mention unique tile improvement with housing and +100% bonus production for 20 turns, when liberating a city.
Adam Jensen 007  [author] Mar 3, 2018 @ 8:36am 
wow
CaptainChaos Mar 2, 2018 @ 8:59pm 
coliseum was one of the best wonders in the game until the temple of artemis reemerged. In a great spot that beast will give ya 8+ amenities. the housing and food on top just become ridiculous over kill.
Adam Jensen 007  [author] Mar 2, 2018 @ 3:09pm 
Or Be alexander and retake a free city again and again