OK!!! Here it is!!
Civilization 5’s Best Civs in order (From best to worst)
The civilizations in this order are to be related to Ancient-Renaissance Era. Anything above the Renaissance era has not been considered. League playing conditions (Skirmish/No Barbs/No CS/ No Ruins)
- This civ is my top civ on the list. Japan doesn’t have many special units (besides Samurai), but their incredible Bushido can make you just simply want to give up. If Japan were to get ahead in tech that’s when Bushido really starts to really hurt. Especially since a Bushido Warrior fortified on a hill can kill a normal swordsman without attacking
- This civ is extremely powerful. Germany’s pikes are incredibly cheap. This makes is very easy to just overwhelm opponents and shove pikes down their throat essentially until you get rifles. The pikes are a pain to fight against all game.
- A civ with many bonuses to it. France has a +2 culture from every city before you discover Steam Power. France is always the first one to finish any policy branch which can be very useful to make a long sprint into the Medieval Era. Along with the faster policies they also have the Musketeer as their unique unit. This unit replaces the musket man and gives it an additional +4 strength. So instead of 16 strength it has 20 which is not far from a rifle.
- Rome is an incredible early civ. Its replacement (Roman Legion) for the swordsman has an additional +2 strength and can also build roads. Its catapult (Ballista) has an additional +3 ranged attack. These 2 special units makes Rome a total early powerhouse.
- China has a special building called “Paper Makers”. It is a building that replaces a normal library. It gives +2 gold per turn, for a building that usually takes up money. China also has the better Great General that gives an additional 15% combat bonus. Their special unit can be deadly. Cho-Ku-No’s have the ability to fire twice. Although they have the normal attack of a catapult the extra shot can really destroy opponents.
These are the obvious Top 5 civs for MP play, now lets have some fun with the rest of the civs. These are the order in which I believe they should go. Let the shocking begin...
- A civ that doesn’t often get picked due to failed effort by the host to turn DLC on, but Mongolia is an extremely deadly civ. Their special units are what make them deadly. All mounted units gain an additional +1 movement point. The Knight replacement (Keshik) has 5 movement points, whereas the normal knight units only have 2-3 (depending on civ). The Keshiks have a deadly 13 ranged attack, What makes them so overpowering is that they can move, shoot, then retreat all in one quick movement, making them virtually impossible to hit. They also gain experience 50% faster which is a nice bonus. Their Great General is very nice also, Khan get 5 movement points plus an additional heal point outside enemy territory. These are what make Mongolia so deadly.
- Russia doesn’t really have any special units until the Cossacks in the Renaissance era, but the are without a doubt a total production powerhouse. Iron and horses double with Russia so they can spam plenty of iron units. They also get a +1 production from every iron and horse being worked in the capital. Add a forge/workshop/stable and Russia will own everyone in production
- Most of England’s special traits involve water, but their one unique unit that can kill you before you even see it is the Crossbow replacement (Longbow). It has +1 range when firing so like the Keshiks you can kill enemies before they even see you. However you do need to have units infront of the longbows for the sight, as they may have +3 firing range but only +2 sight.
- Persia has the early spear replacement (Immortals) which has an additional strength and +1 heal outside friendly territory. However Persia’s real ability lies within its golden age(50% longer than normal golden age, i/e 12 turns). All units get an additional +1 move and +10% combat bonus. While this might be “ok” abilities if certain units were gifted to Persia (Siam War elephants, Cho-Ku-Nos, or even a double switch from Immortals gifted to Germany, upgraded to Pikes then gifted back to Persia for the extra heal per turn) these would be sick Combos within itself, but the only problem is that you need to time it right, or your chance will be wasted.
- The Aztecs have decent bonuses. Their Jaguar Warrior (Warrior Replace.) can move through jungle and forests without movement penalties and heals +2 health every time it kills an enemy. This becomes very effective when they are upgraded into swords or even longswords, and the ability stays with the unit. The Floating Gardens (Watermill replace.) also gives an additional 15% food instead of surplusing it. They also get a 20% def/att bonus in jungle. But other than these the Aztecs have nothing else to offer.
- Siam doesn’t really have anything special, however their War Elephants have an additional +4 attack only 2 less than a rifle and an additional 50% combat bonus versus all mounted units. This alone is like have rifles when you tech Chivalry. The only thing that hurts the War Elephants is the +2 movement instead of the normal +3 movement, which makes them slow moving like all other melee units.
- Greece has the strong horseman unit replacement (Companion Calvary) it has an additional +1 movement and +2 combat strength. They also have the strong spear replacement (Hoplite) which has an additional +2 strength almost making it as strong as a swordsman. After the Classical Era Greece has nothing else to offer.
- the Mohawk Warrior (swordsman replace.) is a unique unit. It is the only swordsman in the game that doesn’t require iron. So you could simply just spam Mohawks to win. They also get a 20% def./att bonus in forests. They also have their unique building the Longhouse (workshop replace.), It gives an additional 25% for every lumber mill being worked. However you may’ve already cut down most of the trees due to you wanting the quick hammers. One other neat thing is that they get a bonus with forests in their own territory, it acts as a piece of road that allows quick movement and low cost of roads when you may only need 1 piece of road.
- Only real bonuses Songhai has is the triple gold received for capturing cities and the Mandekalu Calvary (Knight Replace.). They have the penalty for hitting cities rid of. So instead of the -33% its just a normal attack. Other than that, their culture building is nice, but no time for that when you’re attacking
- has no big game changers. Has a 20% production bonus when building wonders. Plus the culture building replacement gives +2 happiness. Also has the chariot archer replacement (War Chariot) it has no combat bonuses except that it requires no horses. Egypt would be the perfect civ to play with if you wanted to expand and grow, not destroy and conquer.
- while the Otto’s don’t offer anything until gunpowder, their gunpowder and lancer replacements are lethal. The gunpowder replacement (Janissary) heals 100% every time it kills a unit and if these units were upgraded to rifles it would be a nightmare to deal with. The Sipahi (lancer replacement) also has +1 sight and no movement point costs for pillaging enemy resources. This combo can be extremely deadly; the only problem is that they come at a much later period in time, which you might not reach in game.
- Arabia offers an additional 25% gold for trade route, which doesn’t amount to a whole lot. Maybe +2 gold per turn +5 at the max. Their market replacement (Bazaar) gives an additional +2 gold for oasis n oil tiles and an additional lux in the city it was built in. Their special unit the Knight replacement (Camel Archer) only has +3 movement which doesn’t make it as effective as the Keshiks, even with its +15 range strength.
-every unit has additional sight, very nice in the beginning when scouting, but no special units until gunpowder. Minuteman (gunpowder replace.) ignores all terrain cost, but has no combat bonuses
- The worst civ in the game. It actually hurts to play as india. Number of cities is doubled and unhappiness from population is halved. This really hurts especially early in games for the extra production from the newer cities. The special unit doesn’t really help a whole lot.