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HOVER FOR DETAILS! Hello everyone!
I'm back once again to compile my tier list of the strongest civs in singleplayer deity, this time in the first expansion for Civ 6: Rise & Fall! If you'd like to read my pre-expansion tier list you can do so here:First of all, I’d like to preface everything by saying that I’m loving this expansion so far! I’m enjoying all the new mechanics and how they influence the gameplay. Also, most of the new civs are quite good so that’s always a plus.
![Civ 6 Tier List Civ 6 Tier List](/uploads/1/2/5/4/125457849/689291879.jpg)
While conquest still is and probably always will be the surest path to victory vs the Deity AI, peaceful gameplay and building tall are better than ever before and that’s great! Most of the civs are fairly well balanced now in this expansion as well so there are actually very few “weak” civs.
That said, they can’t all be winners and some civs are still easier to win Deity with than others. Thanks for the input Zigzag. Most interesting are the points you made about Norway. I did not know that Oligarchy affects naval melee units; this is actually a big deal. That'd put Norway above Georgia for sure.making Georgia officially the worst civ this expansion.Naval melee units still suffer heavily from the fact that they have very little use in conquest outside of capturing spare cities built on the coast and keeping the seas clear (compounded by the fact that you now have loyalty to worry about).
They also don't usually have a lot of angles to surround a coastal city and attack from so that further limits their use.However +8 combat str from Oligarchy stacking for both Longships and and Berserkers is nothing to scoff at. Still don't think this civ is quite where it needs to be but it's better than Georgia at least. Land UB with a minor bonus and a huge required investmentA super-unique UU that's completely eclipsed by Knights (though Oligarchy stacking makes it viable)No advantage to founding a religion despite being a religious civ.Thankfully, buffing a civ is much more fun than nerfing one. Here's some possibilities:Georgia could gain Great Prophet Points for every city-state they're suzerain over. With Amani the Diplomat, this should be achievable pretty early on.The UB could grant additional faith for every city-state you have as a suzerain.How that Georgia UB made it to launch without a buff is beyond me.
+3 faith in the renaissance era and it requires you to build three layers of walls. As the first and only unique walls in the game there was so much they could have done here. +1 faith per suz, +faith when performing city attacks, double wall tourism or walls provide tourism immediately instead of waiting for conservation (to give Georgia a shot at something other than RV), make your cities harder to convert, +1 envoy when built, +x influence points/turn, doubles religious pressure of city. I spent a total of 30 seconds thinking about it and I came up with 10+ ideas more interesting than +3 faith/turn. If you build the requisite building in your Government plaza while having Oligarchy as your government you unlock the 'Oligarchy's Legacy' civic card. This card stacks with Oligarchy, granting your melee and anti-cavalry units +8 combat strength.
It times up perfectly for civs like Rome and Persia, who use these stacking bonuses with their unique units to devastating effect.Also, legacy bonus was removed from the game. You don't get legacy bonuses based on how long you keep a government anymore. This was replaced with legacy civic cards. (As a result, America's Founding Fathers was changed to replacing all Diplomatic civic slots with Wildcard slots.a much better ability in my opinion).
Meh, without explanation why you think so (i.e., evaluation of each civ, like what Filthy did), it is hard to argue with this list.I don't understand why is Scotland ranked to high, they look like trash to me. The 5% bonus is quite weak (5% of 100 is. 5), the great people is a good bonus, but it force you to save your amenities and not expand.
![Civ 6 tier list rise and fall Civ 6 tier list rise and fall](/uploads/1/2/5/4/125457849/969554751.jpg)
And while great people points is decent bonus, it is not gamechanging.I never really saw a big usage of rangers, so I don't that replacement unit that slightly buff them would make them suddenly used, although R&F made rangers not totally obsolete units since they can snipe supports (or the following upgrade can do that).Finally, golf court is good as amenity improvement, since their yields are kind of trash. Basically free amenity per city, which is good, but not gamechanging.
Highlander is pretty trash, but 10% production and science (never went below ecstatic on any of my games) is always usefull and +2 GPP for engineers and scientists (even better if you can snag divine spark) means you'll essentially have pick of the litter on science victory great people. Was only able to use the +100% production for liberation wars in one game, but it was pretty incredible when I did.I'd say they're fairly well rounded, and pretty great for 'tall' play where you're not looking to expand aggressively. Also amenities are much easier to manage for tall empires.An empire with eight cities and access to eight luxuries would get +4 Amenities to all eight cities, while an empire with 16 cities and eight luxuries would only get +2. This doesn't even factor in things like the Audience Chamber (+1 Amenity and +4 Housing in cities with a Governor), Republican Legacy (+1 Amenity and Housing for Cities with a specialty district), and New Deal. Not to mention that the LA pushes you towards making friends (making it easier to secure luxuries, and doubled production if someone provokes you by attacking an ally).