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Civilization 6 Tier List

Civilization 6 Tier List (November 2025) Best Civs Ranked

Table Of Contents

In Civilization 6, choosing the right civilization can make or break your game. Whether you’re aiming for a cultural victory, scientific domination, or military conquest, each civilization offers unique advantages that cater to different playstyles. Our comprehensive 2025 tier list ranks all civilizations from best to worst based on their overall power, versatility, and win potential across various game types and difficulties.

Ranking Factors for Civilization 6

When evaluating civilizations for this tier list, I considered several key factors:

  • Unique Abilities: How powerful and versatile are the civilization’s special abilities?
  • Unique Units/Infrastructure: Do the unique units and buildings provide significant advantages?
  • Flexibility: How well does the civilization adapt to different victory conditions?
  • Early Game Power: How strong is the civilization in the crucial early stages?
  • Synergy: How well do the civilization’s unique components work together?
  • Overall Win Rate: How consistently does the civilization perform across different scenarios?

Civilization 6 Tier List Tables

S-Tier Civilizations

NameLeaderUnique AbilityBest Victory Type
NubiaAmanitoreKandake of MeroëDomination
ScythiaTomyrisKiller of CyrusDomination
AustraliaJohn CurtinCitadel of CivilizationAny
KoreaSeondeokHwarangScience
MacedonAlexanderHellenistic FusionDomination
RomeTrajanTrajan’s ColumnDomination
RussiaPeterMother RussiaAny
SumeriaGilgameshAdventures of EnkiduDomination

A-Tier Civilizations

NameLeaderUnique AbilityBest Victory Type
AmericaTeddy RooseveltFounding FathersCulture
ArabiaSaladinRighteousness of the FaithReligion
AztecMontezuma IGifts for the TlatoaniDomination
ChinaQin Shi HuangDynastic CycleScience
EgyptCleopatraMediterranean’s BrideCulture
GermanyFrederickFree Imperial CitiesDomination
Greece (Pericles)PericlesDelian LeagueCulture
IndiaGandhiDharmaReligion
JapanHojo TokimuneDivine WindCulture
PersiaCyrusPasargadaeCulture
SpainPhilip IITreasure FleetReligion

B-Tier Civilizations

NameLeaderUnique AbilityBest Victory Type
BrazilPedro IIAmazoniaCulture
CongoMvemba a NzingaNkisiReligion
EnglandVictoriaBritish MuseumCulture
FranceCatherineGrand Tour d’FranceCulture
GeorgiaTamarStrength in UnityReligion
KongoMvemba a NzingaNkisiReligion
NorwayHarald HardradaThunderbolt of the NorthDomination
OttomanSuleimanGreat Turkish BombardDomination

C-Tier Civilizations

NameLeaderUnique AbilityBest Victory Type
CanadaWilfrid LaurierThe Last Best WestDiplomacy
CreePoundmakerNihithawAny
EthiopiaMenelik IIAksumite LegacyCulture
Gran ColombiaSimón BolívarEjército PatriotaDomination
HungaryMatthias CorvinusPearl of the DanubeCulture
IncaPachacutiQhapaq ÑanScience
MapucheLautaroToquiDomination
MayaLady Six SkyIx Mutal AjawScience
MongoliaGenghis KhanÖrtööDomination
NetherlandsWilhelminaGilded AgeCulture
PhoeniciaDidoMediterranean ColoniesCulture
SwedenKristinaNobel PrizeCulture

D-Tier Civilizations

NameLeaderUnique AbilityBest Victory Type
America (Bull Moose)Teddy RooseveltRoosevelt CorollaryDomination
ByzantiumBasil IITagmaReligion
GaulVercingetorixHallstatt CultureCulture
KhmerJayavarman VIIMonasteries of the KingReligion
MaliMansa MusaRivers of GoldReligion
MāoriKupeManaCulture
Spain (Philip II)Philip IITreasure FleetReligion
VietnamBà TriệuNine Dragon River DeltaCulture

Detailed Civilization Analysis

S-Tier Civilizations

Nubia (Amanitore)

Nubia stands at the top of our tier list for good reason. Their unique ability, Kandake of Meroë, provides +20% production towards all districts and +15% production towards all ranged units. This production bonus is incredibly powerful throughout the game, allowing Nubia to build infrastructure and military units faster than any other civilization. Their unique unit, the Pitati Archer, replaces the standard Archer and is stronger in combat. Combined with their unique improvement, the Nubian Pyramid, which provides faith and additional housing, Nubia excels at both religious and domination victories. Their early game is particularly strong, as they can field a powerful army of ranged units while simultaneously developing their cities.

Scythia (Tomyris)

Scythia’s Killer of Cyrus ability makes them a domination powerhouse. Whenever they defeat a unit, they heal 50 HP and gain faith equal to the unit’s combat strength. This healing ability allows Scythian armies to push deep into enemy territory without needing to retreat for recovery. Their unique unit, the Saka Horse Archer, is one of the best early-game units in Civilization 6, with high mobility and combat strength. Additionally, Scythia receives two light cavalry units instead of one when they produce them, effectively doubling their military production for these units. This combination of healing, faith generation, and unit production makes Scythia nearly unstoppable in the early to mid-game, especially when pursuing a domination victory.

Australia (John Curtin)

Australia’s Citadel of Civilization ability provides +3 housing in coastal cities and allows them to build Pasture improvements in hills tiles. Their unique unit, the Digger, receives combat bonuses when fighting on foreign continents and when at war with a major power. What truly sets Australia apart is their leader ability, which provides +100% production when they are the target of a declaration of war or liberate a city. This defensive bonus makes Australia incredibly resilient against aggression while also rewarding them for liberating cities. Their unique improvement, the Outback Station, provides food and production, with bonuses based on adjacency to Pastures. Australia’s versatility makes them suitable for any victory condition, though they particularly shine in cultural and diplomatic games.

Korea (Seondeok)

Korea is the undisputed king of scientific victories in Civilization 6. Their Hwarang ability provides +2 science and +2 culture in all cities with an established Governor. Their unique district, the Seowon, replaces the Campus district and provides +4 science (instead of the standard +2), with additional bonuses based on adjacency to mountains. However, it receives no adjacency bonus from other districts, making city planning crucial. Their unique unit, the Hwacha, is a powerful siege weapon that can devastate enemy cities. Korea’s ability to generate science at an unprecedented rate allows them to unlock technologies faster than any other civilization, making them the top choice for players pursuing a scientific victory.

Macedon (Alexander)

Macedon’s Hellenistic Fusion ability makes them a domination specialist. They receive culture and science when conquering cities, and their unique units are incredibly powerful. The Hypaspist replaces the Swordsman and receives combat bonuses when supporting other units, while the Hetairoi replaces the Horseman and is stronger than its standard counterpart. Macedon’s unique ability also allows them to conquer cities without suffering the usual warmonger penalties, making it easier to maintain diplomatic relationships while expanding through conquest. Alexander’s To the World’s End ability provides additional combat bonuses to their unique units and eliminates movement penalties for their units. Macedon’s early-game military dominance is nearly unmatched, making them the perfect choice for players who enjoy aggressive expansion through conquest.

Rome (Trajan)

Rome’s Trajan’s Column ability provides them with a free Monument in every new city, giving them an early culture advantage. Their unique unit, the Legion, replaces the Swordsman and has the ability to build Forts and Roads, making Rome excellent at rapid expansion and securing territory. The unique district, the Bath, replaces the Aqueduct and provides additional housing and amenities. Rome’s unique ability also gives them +25% production towards any district that already exists in another city, making it easier to build a cohesive empire. This combination of early culture, military strength, and infrastructure development makes Rome a versatile civilization capable of pursuing any victory condition, though they particularly excel in domination games.

Russia (Peter)

Russia’s Mother Russia ability provides additional territory when founding cities and extra faith and production from tundra tiles. Their unique unit, the Cossack, is a powerful cavalry unit that receives combat bonuses when fighting on their home continent. The unique district, the Lavra, replaces the Holy Site and provides additional faith, with the ability to generate tiles of the player’s choice when Great People are earned. Peter’s ability, The Grand Embassy, provides additional science and culture from trade routes to more advanced civilizations. This combination of territorial expansion, faith generation, and technological advancement makes Russia incredibly versatile, capable of pursuing any victory condition depending on the player’s strategy.

Sumeria (Gilgamesh)

Sumeria’s Adventures of Enkidu ability makes them a formidable military power. When they declare war on a civilization, they receive +5 combat strength against that civilization for 10 turns. Their unique unit, the War-Cart, is an early-game powerhouse that doesn’t require horses and receives combat bonuses against anti-cavalry units. The unique improvement, the Ziggurat, provides science and culture when built next to rivers. Sumeria’s ability to form alliances with city-states is also enhanced, allowing them to maintain strong relationships without competing for influence. This combination of military strength, science and culture generation, and diplomatic advantages makes Sumeria a dominant force in the early to mid-game, particularly when pursuing a domination victory.

A-Tier Civilizations

America (Teddy Roosevelt)

America’s Founding Fathers ability provides +1 diplomatic favor from each Government Plaza building and +5% culture from all diplomatic policies. Their unique unit, the P-51 Mustang, is a powerful fighter aircraft that receives combat bonuses when fighting on their home continent. The unique improvement, the Film Studio, provides additional culture and tourism in the late game. Teddy Roosevelt’s Roosevelt Corollary ability provides +5 combat strength to units on their home continent and additional appeal to tiles in National Parks and Wonder tiles. America’s ability to generate diplomatic favor and culture makes them excellent for diplomatic and cultural victories, though they can also hold their own in domination games.

Arabia (Saladin)

Arabia’s Righteousness of the Faith ability provides the last Great Prophet point for free and additional science, culture, and faith from their Worship buildings. Their unique unit, the Mamluk, is a powerful cavalry unit that heals at the end of every turn, regardless of movement. The unique building, the Madrasa, replaces the University and provides additional faith. Saladin’s ability, The Last Prophet, guarantees that the first Great Prophet earned will always be him, and his Worship buildings provide additional faith, science, and culture. Arabia’s ability to generate faith and convert it into science and culture makes them excellent for religious victories, though they can also pursue scientific or cultural victories with equal effectiveness.

Aztec (Montezuma I)

The Aztec’s Gifts for the Tlatoani ability provides amenities from luxury resources and additional combat strength from each luxury resource improved. Their unique unit, the Eagle Warrior, has the ability to capture enemy units and convert them into Builder units. The unique district, the Tlachtli, replaces the Entertainment Complex and provides additional amenities and faith. Montezuma’s ability, Legend of the Five Suns, provides additional amenities from luxury resources and allows Builders to be purchased with faith. The Aztec’s ability to generate amenities and capture enemy units makes them excellent for domination victories, as they can maintain high happiness while expanding their empire through conquest.

China (Qin Shi Huang)

China’s Dynastic Cycle ability provides additional Eureka and Inspiration moments from their Wonder construction. Their unique unit, the Crouching Tiger Cannon, is a powerful early-game siege weapon that doesn’t require resources. The unique improvement, the Great Wall, provides defense and additional gold, culture, and tourism as it advances through the eras. Qin Shi Huang’s ability, The First Emperor, provides +15% production towards Ancient and Classical Era wonders and additional Builder charges. China’s ability to construct Wonders quickly and generate Eureka and Inspiration moments makes them excellent for scientific and cultural victories, though they can also hold their own in domination games with their early-game military advantage.

Egypt (Cleopatra)

Egypt’s Mediterranean’s Bride ability provides additional trade routes and gold from international trade routes. Their unique unit, the Maryannu Chariot Archer, is a powerful early-game ranged unit that doesn’t require horses. The unique improvement, the Sphinx, provides additional faith and culture, with bonuses when built next to Wonders. Cleopatra’s ability, Mediterranean’s Bride, provides additional gold from trade routes to civilizations with more cities than Egypt, and additional food from trade routes to civilizations with fewer cities. Egypt’s ability to generate gold and culture from trade routes makes them excellent for cultural victories, though they can also pursue religious or domination victories with equal effectiveness.

Germany (Frederick)

Germany’s Free Imperial Cities ability provides additional production from Industrial Zone districts and allows them to build one more district than normal per city. Their unique unit, the U-Boat, is a powerful submarine that receives combat bonuses when attacking ships. The unique district, the Hansa, replaces the Industrial Zone and provides additional production based on adjacency to resources and other districts. Frederick’s ability, Iron Crown, provides additional combat strength to units fighting in or near their own territory. Germany’s ability to generate production and maintain a strong military makes them excellent for domination victories, though they can also pursue scientific victories with their industrial might.

Greece (Pericles)

Greece’s Delian League ability provides additional culture from city-states and additional culture from their Suzerainty bonuses. Their unique unit, the Hoplite, is a powerful early-game anti-cavalry unit that receives combat bonuses when adjacent to other Hoplites. The unique district, the Acropolis, replaces the Theater Square and provides additional culture based on adjacency. Pericles’s ability, Surrounded by Glory, provides additional culture from city-states and additional culture from their Suzerainty bonuses. Greece’s ability to generate culture from city-states makes them excellent for cultural victories, though they can also pursue diplomatic victories with their strong city-state relationships.

India (Gandhi)

India’s Dharma ability provides additional faith from each religion present in their cities. Their unique unit, the Varu, is a powerful early-game unit that reduces the combat strength of adjacent enemy units. The unique improvement, the Stepwell, provides additional food and housing, with bonuses when built next to farms or holy sites. Gandhi’s ability, Satyagraha, provides additional faith for each civilization at peace with India, and additional religious pressure from Indian cities. India’s ability to generate faith and maintain peace makes them excellent for religious victories, though they can also pursue cultural or scientific victories with their faith generation.

Japan (Hojo Tokimune)

Japan’s Divine Wind ability provides additional combat strength to land units in tiles adjacent to the coast and additional combat strength to naval units in shallow water tiles. Their unique unit, the Samurai, is a powerful medieval era unit that doesn’t require iron and receives combat bonuses when fighting on land tiles adjacent to the coast. The unique district, the Electronics Factory, replaces the Industrial Zone and provides additional culture and production based on adjacency. Hojo Tokimune’s ability, Divine Wind, provides additional combat strength to units in tiles adjacent to the coast and additional faith from districts built adjacent to the coast. Japan’s ability to generate culture and maintain a strong military makes them excellent for cultural victories, though they can also pursue domination victories with their coastal combat bonuses.

Persia (Cyrus)

Persia’s Pasargadae ability provides additional movement to all units and additional gold from internal trade routes. Their unique unit, the Immortal, is a powerful early-game unit that can heal itself when not at war. The unique improvement, the Pairidaeza, provides additional gold and culture, with bonuses when built next to other improvements. Cyrus’s ability, Fall of Babylon, provides additional movement to all units for the first 10 turns after declaring war and additional gold from captured cities. Persia’s ability to generate gold and maintain a mobile military makes them excellent for cultural victories, though they can also pursue domination victories with their early-game military advantage.

Spain (Philip II)

Spain’s Treasure Fleet ability provides additional gold from trade routes between continents and additional production from cities on different continents. Their unique unit, the Conquistador, is a powerful early-game unit that can convert cities to Spain’s religion when captured. The unique building, the Mission, replaces the Holy Site and provides additional faith and science based on adjacency. Philip II’s ability, El Escorial, provides additional combat strength to units fighting in or near their own territory and additional faith from cities with a majority religion. Spain’s ability to generate gold and faith makes them excellent for religious victories, though they can also pursue domination victories with their early-game military advantage.

B-Tier Civilizations

Brazil (Pedro II)

Brazil’s Amazonia ability provides additional adjacency bonuses for their Campus, Theater Square, and Holy Site districts when built in rainforest tiles. Their unique unit, the Minas Geraes, is a powerful battleship that receives combat bonuses when fighting in coastal tiles. The unique improvement, the Carnival, provides additional culture and tourism based on the number of Great Works, Relics, and Artifacts in the city. Pedro II’s ability, Patron of the Arts, provides additional Great Person points from their districts and allows them to purchase Great Artists, Writers, and Musicians with faith. Brazil’s ability to generate culture and tourism makes them excellent for cultural victories, though they can also pursue scientific victories with their adjacency bonuses.

Congo (Mvemba a Nzinga)

Congo’s Nkisi ability provides additional food and production from Relics and additional Great Artist, Writer, and Musician points from their cities. Their unique unit, the Ngao Mbeba, is a powerful early-game unit that receives combat bonuses when fighting in forest tiles. The unique district, the Mbanza, replaces the Neighborhood and provides additional housing and food based on adjacency. Mvemba a Nzinga’s ability, Religious Convert, provides additional faith from cities with a majority religion and allows them to purchase foreign religious units with faith. Congo’s ability to generate culture and faith makes them excellent for religious victories, though they can also pursue cultural victories with their Great Person generation.

England (Victoria)

England’s British Museum ability provides additional slots for Archaeologists and additional artifacts from Archaeological Museums. Their unique unit, the Sea Dog, is a powerful naval unit that can capture enemy ships. The unique district, the Royal Navy Dockyard, replaces the Harbor and provides additional production and gold based on adjacency. Victoria’s ability, Pax Britannica, provides additional naval movement and additional gold from cities on other continents. England’s ability to generate culture and gold makes them excellent for cultural victories, though they can also pursue domination victories with their naval superiority.

France (Catherine)

France’s Grand Tour d’France ability provides additional tourism from their Wonders and additional culture from their cities. Their unique unit, the Garde Impériale, is a powerful late-game unit that receives combat bonuses when fighting on their home continent. The unique improvement, the Château, provides additional culture and tourism based on adjacency. Catherine’s ability, Catherine’s Flying Squadron, provides additional diplomatic favor from her cities and additional culture from her trade routes. France’s ability to generate culture and tourism makes them excellent for cultural victories, though they can also pursue diplomatic victories with their diplomatic favor generation.

Georgia (Tamar)

Georgia’s Strength in Unity ability provides additional faith from their cities and additional production from their Holy Sites. Their unique unit, the Khevsureti, is a powerful medieval era unit that receives combat bonuses when fighting in hills tiles. The unique improvement, the Tsikhe, replaces the Fort and provides additional culture and defense based on adjacency. Tamar’s ability, Glory of the World, provides additional faith from cities with a majority religion and additional combat strength to units fighting in or near their own territory. Georgia’s ability to generate faith and maintain a strong military makes them excellent for religious victories, though they can also pursue cultural victories with their faith generation.

Kongo (Mvemba a Nzinga)

Kongo’s Nkisi ability provides additional food and production from Relics and additional Great Artist, Writer, and Musician points from their cities. Their unique unit, the Ngao Mbeba, is a powerful early-game unit that receives combat bonuses when fighting in forest tiles. The unique district, the Mbanza, replaces the Neighborhood and provides additional housing and food based on adjacency. Mvemba a Nzinga’s ability, Religious Convert, provides additional faith from cities with a majority religion and allows them to purchase foreign religious units with faith. Kongo’s ability to generate culture and faith makes them excellent for religious victories, though they can also pursue cultural victories with their Great Person generation.

Norway (Harald Hardrada)

Norway’s Thunderbolt of the North ability provides additional movement to their naval units and allows them to embark in shallow water tiles from the start of the game. Their unique unit, the Berserker, is a powerful early-game unit that can pillage tiles for free. The unique improvement, the Stave Church, provides additional faith and adjacency bonuses for their Holy Sites. Harald Hardrada’s ability, Thunderbolt of the North, provides additional movement to their naval units and allows them to embark in shallow water tiles from the start of the game. Norway’s ability to maintain a strong navy and raid enemy territories makes them excellent for domination victories, though they can also pursue religious victories with their faith generation.

Ottoman (Suleiman)

Ottoman’s Great Turkish Bombard ability provides additional combat strength to their siege units and allows them to capture enemy religious units. Their unique unit, the Janissary, is a powerful gunpowder unit that receives combat bonuses when fighting in or near their own territory. The unique improvement, the Grand Bazaar, replaces the Market and provides additional gold and resources based on adjacency. Suleiman’s ability, Grand Vizier, provides additional gold from their trade routes and additional production from their cities. Ottoman’s ability to maintain a strong military and generate gold makes them excellent for domination victories, though they can also pursue religious victories with their siege units.

C-Tier Civilizations

Canada (Wilfrid Laurier)

Canada’s The Last Best West ability provides additional production from their cities and additional diplomatic favor from their cities. Their unique unit, the Mountie, is a powerful late-game unit that can build National Parks. The unique improvement, the Ice Hockey Rink, provides additional amenities and tourism based on adjacency. Wilfrid Laurier’s ability, The Last Best West, provides additional production from their cities and additional diplomatic favor from their cities. Canada’s ability to generate diplomatic favor and maintain high happiness makes them excellent for diplomatic victories, though they can also pursue cultural victories with their tourism generation.

Cree (Poundmaker)

Cree’s Nihithaw ability provides additional food from their trade routes and additional production from their cities. Their unique unit, the Okihtcitaw, is a powerful early-game unit that can explore tiles and capture enemy units. The unique improvement, the Mekewap, provides additional housing and production based on adjacency. Poundmaker’s ability, Favorable Terms, provides additional food from their trade routes and additional production from their cities. Cree’s ability to generate food and production makes them excellent for any victory condition, though they particularly excel in scientific victories with their rapid expansion.

Ethiopia (Menelik II)

Ethiopia’s Aksumite Legacy ability provides additional faith from their cities and additional culture from their Holy Sites. Their unique unit, the Oromo Cavalry, is a powerful medieval era unit that receives combat bonuses when fighting in hills tiles. The unique improvement, the Rock-Hewn Church, provides additional faith and adjacency bonuses for their Holy Sites. Menelik II’s ability, Council of Ministers, provides additional culture from their cities and additional faith from their Holy Sites. Ethiopia’s ability to generate faith and culture makes them excellent for religious victories, though they can also pursue cultural victories with their faith generation.

Gran Colombia (Simón Bolívar)

Gran Colombia’s Ejército Patriota ability provides additional movement to their units and additional combat strength to their units when fighting in or near their own territory. Their unique unit, the Llanero, is a powerful cavalry unit that heals itself when not at war. The unique improvement, the Hacienda, provides additional food and production based on adjacency. Simón Bolívar’s ability, Ejército Patriota, provides additional movement to their units and additional combat strength to their units when fighting in or near their own territory. Gran Colombia’s ability to maintain a mobile military makes them excellent for domination victories, though they can also pursue cultural victories with their rapid expansion.

Hungary (Matthias Corvinus)

Hungary’s Pearl of the Danube ability provides additional production from their cities and additional culture from their districts. Their unique unit, the Huszár, is a powerful cavalry unit that receives combat bonuses when fighting in or near their own territory. The unique improvement, the Thermal Bath, replaces the Entertainment Complex and provides additional amenities and culture based on adjacency. Matthias Corvinus’s ability, Pearl of the Danube, provides additional production from their cities and additional culture from their districts. Hungary’s ability to generate culture and maintain a strong military makes them excellent for cultural victories, though they can also pursue domination victories with their early-game military advantage.

Inca (Pachacuti)

Inca’s Qhapaq Ñan ability provides additional food from their mountain tiles and additional production from their mountain tiles. Their unique unit, the Warak’aq, is a powerful early-game unit that can attack twice in a single turn. The unique improvement, the Terrace Farm, provides additional food and housing based on adjacency. Pachacuti’s ability, Qhapaq Ñan, provides additional food from their mountain tiles and additional production from their mountain tiles. Inca’s ability to generate food and production from mountain tiles makes them excellent for scientific victories, though they can also pursue cultural victories with their rapid expansion.

Mapuche (Lautaro)

Mapuche’s Toqui ability provides additional combat strength to their units when fighting in or near their own territory and additional faith from their cities. Their unique unit, the Malón Raider, is a powerful early-game unit that can pillage tiles for free. The unique improvement, the Chemamull, provides additional culture and tourism based on adjacency. Lautaro’s ability, Toqui, provides additional combat strength to their units when fighting in or near their own territory and additional faith from their cities. Mapuche’s ability to maintain a strong military and generate faith makes them excellent for domination victories, though they can also pursue religious victories with their faith generation.

Maya (Lady Six Sky)

Maya’s Ix Mutal Ajaw ability provides additional housing from their cities and additional production from their cities. Their unique unit, the Hul’che, is a powerful early-game unit that can attack twice in a single turn. The unique improvement, the Observatory, provides additional science and adjacency bonuses for their Campus districts. Lady Six Sky’s ability, Ix Mutal Ajaw, provides additional housing from their cities and additional production from their cities. Maya’s ability to generate science and production makes them excellent for scientific victories, though they can also pursue cultural victories with their rapid expansion.

Mongolia (Genghis Khan)

Mongolia’s Örtöö ability provides additional movement to their units and additional gold from their trade routes. Their unique unit, the Keshik, is a powerful cavalry unit that can attack twice in a single turn. The unique improvement, the Ortoo, replaces the Trading Post and provides additional gold and movement based on adjacency. Genghis Khan’s ability, Örtöö, provides additional movement to their units and additional gold from their trade routes. Mongolia’s ability to maintain a mobile military and generate gold makes them excellent for domination victories, though they can also pursue cultural victories with their rapid expansion.

Netherlands (Wilhelmina)

Netherlands’s Gilded Age ability provides additional gold from their trade routes and additional culture from their cities. Their unique unit, the De Zeven Provinciën, is a powerful naval unit that receives combat bonuses when fighting in coastal tiles. The unique improvement, the Polder, provides additional food and production based on adjacency. Wilhelmina’s ability, Gilded Age, provides additional gold from their trade routes and additional culture from their cities. Netherlands’s ability to generate gold and culture makes them excellent for cultural victories, though they can also pursue scientific victories with their rapid expansion.

Phoenicia (Dido)

Phoenicia’s Mediterranean Colonies ability provides additional movement to their naval units and additional gold from their trade routes. Their unique unit, the Bireme, is a powerful early-game naval unit that receives combat bonuses when fighting in coastal tiles. The unique improvement, the Cothon, replaces the Harbor and provides additional gold and adjacency bonuses for their districts. Dido’s ability, Mediterranean Colonies, provides additional movement to their naval units and additional gold from their trade routes. Phoenicia’s ability to maintain a strong navy and generate gold makes them excellent for cultural victories, though they can also pursue domination victories with their early-game military advantage.

Sweden (Kristina)

Sweden’s Nobel Prize ability provides additional Great Person points from their cities and additional culture from their cities. Their unique unit, the Carolean, is a powerful late-game unit that receives combat bonuses when fighting in or near their own territory. The unique improvement, the Open-Air Museum, provides additional culture and tourism based on adjacency. Kristina’s ability, Nobel Prize, provides additional Great Person points from their cities and additional culture from their cities. Sweden’s ability to generate culture and Great Person points makes them excellent for cultural victories, though they can also pursue scientific victories with their rapid expansion.

D-Tier Civilizations

America (Bull Moose) (Teddy Roosevelt)

America’s Roosevelt Corollary ability provides additional combat strength to units on their home continent and additional appeal to tiles in National Parks and Wonder tiles. Their unique unit, the P-51 Mustang, is a powerful fighter aircraft that receives combat bonuses when fighting on their home continent. The unique improvement, the Film Studio, provides additional culture and tourism in the late game. Teddy Roosevelt’s Roosevelt Corollary ability provides additional combat strength to units on their home continent and additional appeal to tiles in National Parks and Wonder tiles. America’s ability to generate culture and maintain a strong military makes them excellent for cultural victories, though they can also pursue domination victories with their early-game military advantage.

Byzantium (Basil II)

Byzantium’s Tagma ability provides additional combat strength to their units and additional faith from their cities. Their unique unit, the Cataphract, is a powerful cavalry unit that receives combat bonuses when fighting in or near their own territory. The unique improvement, the Hippodrome, replaces the Entertainment Complex and provides additional amenities and faith based on adjacency. Basil II’s ability, Tagma, provides additional combat strength to their units and additional faith from their cities. Byzantium’s ability to maintain a strong military and generate faith makes them excellent for religious victories, though they can also pursue domination victories with their early-game military advantage.

Gaul (Vercingetorix)

Gaul’s Hallstatt Culture ability provides additional culture from their cities and additional production from their mines. Their unique unit, the Gaesatae, is a powerful early-game unit that receives combat bonuses when fighting in forest tiles. The unique improvement, the Oppidum, replaces the Fort and provides additional culture and defense based on adjacency. Vercingetorix’s ability, Hallstatt Culture, provides additional culture from their cities and additional production from their mines. Gaul’s ability to generate culture and maintain a strong military makes them excellent for cultural victories, though they can also pursue domination victories with their early-game military advantage.

Khmer (Jayavarman VII)

Khmer’s Monasteries of the King ability provides additional faith from their cities and additional food from their Holy Sites. Their unique unit, the Domrey, is a powerful siege unit that can heal itself when not at war. The unique improvement, the Prasat, replaces the Temple and provides additional faith and adjacency bonuses for their Holy Sites. Jayavarman VII’s ability, Monasteries of the King, provides additional faith from their cities and additional food from their Holy Sites. Khmer’s ability to generate faith and food makes them excellent for religious victories, though they can also pursue cultural victories with their faith generation.

Mali (Mansa Musa)

Mali’s Rivers of Gold ability provides additional gold from their cities and additional faith from their cities. Their unique unit, the Mandekalu Cavalry, is a powerful cavalry unit that receives combat bonuses when fighting in or near their own territory. The unique improvement, the Suguba, replaces the Commercial Hub and provides additional gold and adjacency bonuses for their districts. Mansa Musa’s ability, Rivers of Gold, provides additional gold from their cities and additional faith from their cities. Mali’s ability to generate gold and faith makes them excellent for religious victories, though they can also pursue cultural victories with their faith generation.

Māori (Kupe)

Māori’s Mana ability provides additional movement to their units and additional culture from their cities. Their unique unit, the Toa, is a powerful early-game unit that can explore tiles and capture enemy units. The unique improvement, the Marae, provides additional culture and tourism based on adjacency. Kupe’s ability, Mana, provides additional movement to their units and additional culture from their cities. Māori’s ability to generate culture and maintain a mobile military makes them excellent for cultural victories, though they can also pursue domination victories with their early-game military advantage.

Spain (Philip II)

Spain’s Treasure Fleet ability provides additional gold from trade routes between continents and additional production from cities on different continents. Their unique unit, the Conquistador, is a powerful early-game unit that can convert cities to Spain’s religion when captured. The unique building, the Mission, replaces the Holy Site and provides additional faith and science based on adjacency. Philip II’s ability, El Escorial, provides additional combat strength to units fighting in or near their own territory and additional faith from cities with a majority religion. Spain’s ability to generate gold and faith makes them excellent for religious victories, though they can also pursue domination victories with their early-game military advantage.

Vietnam (Bà Triệu)

Vietnam’s Nine Dragon River Delta ability provides additional food from their cities and additional culture from their cities. Their unique unit, the Voi Chiến, is a powerful early-game unit that receives combat bonuses when fighting in forest tiles. The unique improvement, the Thành, replaces the Fort and provides additional culture and defense based on adjacency. Bà Triệu’s ability, Nine Dragon River Delta, provides additional food from their cities and additional culture from their cities. Vietnam’s ability to generate culture and maintain a strong military makes them excellent for cultural victories, though they can also pursue domination victories with their early-game military advantage.

Frequently Asked Questions

Which civilization is best for beginners in Civilization 6?

For beginners, I recommend Rome or Russia. Rome’s production bonuses and early military strength make them forgiving for new players, while Russia’s territorial expansion and versatility allow beginners to experiment with different strategies without being locked into a specific victory condition.

What’s the best civilization for a science victory in Civilization 6?

Korea is undoubtedly the best civilization for a science victory. Their Seowon district provides massive science bonuses, and their Hwarang ability ensures consistent science and culture generation throughout the game.

Which civilization excels at domination victories?

Nubia and Scythia are the top choices for domination victories. Nubia’s production bonuses allow for rapid military expansion, while Scythia’s healing ability and doubled light cavalry units make them nearly unstoppable in the early to mid-game.

What’s the most versatile civilization in Civilization 6?

Australia is arguably the most versatile civilization, capable of pursuing any victory condition effectively. Their defensive bonuses, unique improvements, and leader ability make them adaptable to various strategies and game situations.

How often do Civilization 6 tier lists change?

Civilization 6 tier lists typically change after major balance patches or DLC releases. The introduction of new civilizations or changes to existing ones can significantly impact the meta, so it’s good to check updated tier lists every few months.

Are D-Tier civilizations unplayable in Civilization 6?

Not at all! D-Tier civilizations can still be viable in the right hands. They simply require more specific strategies or don’t excel as consistently as higher-tier civilizations. Players who master their unique abilities can still achieve victory with any civilization.

How important is the civilization choice in Civilization 6?

Civilization choice is important but not everything. A skilled player can win with any civilization, though higher-tier civilizations provide more advantages and are more forgiving of mistakes. The most important factor is choosing a civilization that matches your preferred playstyle.

Final Thoughts

This comprehensive Civilization 6 tier list should help you choose the best civilization for your next game. Whether you’re a beginner looking for a forgiving start or an experienced player seeking a new challenge, there’s a civilization that’s perfect for you. Remember that the best civilization is ultimately the one you enjoy playing the most!

For more Civilization 6 strategies and guides, check out our other articles on Boundbyflame.com, where we cover everything from beginner tips to advanced tactics for dominating the world stage.

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