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- The City Patron Goddess pantheon makes it easier to use the civ ability
- The Burial Grounds founder belief (Holy Sites produce culture bombs) is especially powerful as Japan due to their cheap Holy Sites.
- The DLC adds the Angkor Wat wonder which adds +1 population and +1 housing in all cities; great for expanding district capacity.
- Electronics Factories, like regular Factories, are now about 10% more expensive.
- Districts in general are 10% cheaper. The bonus for having fewer of a district than the average is now 40% instead of 25%.
A spelling correction: In the first line of section "Civ Ability: Meiji Restoration (Part 2/2)", Acropolis is misspelled as Acropolos .
Arabia's war potential isn't bad, but I wouldn't expect a domination victory out of it (aside from smaller map sizes). War as Arabia allows you to beat back a religious rival, so you can get a strong religion and a strong science output out of it. In multiplayer, Arabia probably works best as a scientific civ (though I haven't played Civ 6's multiplayer so I can only theorise about it).
I have a little rule that I try to avoid discussing game balance in the guide proper (I think it can be offputting when you want to learn about a unique and you just keep hearing about how bad it is) but I have to agree that Samurai aren't as strong as they probably should be (Berserkers have the same problem).
Finally, while I might not be a fan of strict tier lists, some civs certainly fit certain victory routes very well. Out of the guides I've covered, Kongo probably fits the cultural victory route the best. Brazil is the ultimate flexible civ that can push for any route.
*I am aware this seems odd in light of the "victory skew" section, but that's more about which victory route fits the specific civ than which civ fits the specific victory route.