Civ 6 Tier List: Guide to the Best Civ 6 Leaders

Sid Meier’s Civilization VI is the sixth civilization game in the series and is currently the most recently released main title. The game was developed by Firaxis Games, published by 2k Games, and distributed by Take-Two Interactive.

Released in October of 2016, the game follows the footsteps of its predecessors. The objective of the game is to develop a civilization from an early settlement into an ultimate world power. Players will choose a civilization of their choice based on a real-life civilization, either of historic or current times. They can choose to play against others who will also choose their civilization or AI.

Gameplay & Victory

Gameplay & Victory

Sid Meier’s Civilization VI is a turned-based strategy game where each player represents a nation. The player’s jobs are to guide their nation from a small settlement into an overwhelming empire, ultimately becoming the leader of earth. There are multiple paths players can take to achieve victory. The most important thing is that they do it faster than the other players. If no player achieves a victory condition by the time they turn counter reaches zero, then the player that scores the highest will win.

Victory Conditions:

  • Science
    • In order to achieve the science victory, you must launch a satellite, land a human on the moon, and establish a Martian colony. If you have the Gathering Storm DLC, you will need to launch an exoplanet exhibition, as well as help the exoplanet expedition travel 50 light-years. You will want to focus on all the science and production aspects of the game. Building multiple cities with high production and space sports is a must to make this victory achievable.
  • Culture
    • In order to win the cultural victory, you will need to focus on the tourism industry in your country, as well as the cultural statistic. When you have attracted more visiting tourists from every single civilization than they have domestic tourists, you will achieve victory. Domestic tourists are tourists who are vacationing within their own home country while visiting tourists are tourists from other civilizations.
  • Domination
    • In order to win the domination victory, you must conquer the original capital of every civilization, regardless if they are still in play or not. Focusing on a strong military and advanced technology will help make this victory easier to achieve. However, you must be aware of various penalties that happen as a result of war. These penalities affect your civilization’s relationship with other civilizations and the relationship you have with the population of your civilization.
  • Religion
    • In order to achieve religious victory, your religion must be the most predominant in every civilization you are playing against. When half of a civilization’s cities follow your religion, it will be considered the dominant religion in that civilization. Religion is naturally spread to cities that are within 10 tiles of each other. You can also use missionaries and apostles to spread your word and convert people to your religion. Religious units can also be killed in order to gain a bigger following towards your religion.
  • Diplomacy
    • Diplomacy is introduced in the Gather Storm DLC. In order to achieve diplomatic victory, you must reach a certain amount of diplomatic victory points. The standard amount is 20 diplomatic points. You can gain and lose points through various means, including voting for the winning outcome of a World Congress and building various land important landmarks like the Statue of Liberty and Potala Palace. You can also research seasteads, discover global warming mitigation, earn the higher score in aid requires, and winning first place in a non-emergency score competition.
  • Score
    • A score victory happens when no players have achieved another victory condition when the turn counter runs out. The points are calculated differently depending on if DLC is installed.
      • Vanilla Point Calucations
        • 5 points for each city-owned.
        • 5 points for each wonder owned.
        • 3 points for each district-owned.
        • 3 points for each Great Person earned.
        • 2 points for each belief after founding a religion.
        • 2 points for each technology researched.
        • 1 point for each citizen in the empire.
      • DLC Point Calculations
        • Era Score Points
        • 15 points for each wonder owned.
        • 10 points for founding a religion.
        • 5 points for each great person earned.
        • 5 points for each city-owned.
        • 3 points for each civic research.
        • 2 points for each foreign city following the player’s religion.
        • 2 points for each technology researched.
        • 2 points for each district-owned or 4 for a unique district.
        • 1 point for each building.
        • 1 point for each citizen in the empire.

Tier Rankings


  • S Tier
    • S tier is the highest-ranking civs in the game. These civs are by far the easiest and perfect for CIV newbies. They are powerful and suitable for different victory conditions, allowing players to get used to the game mechanics and figure out their favorite strategy.
  • A Tier
    • A tier is for civs that are very easy to play but don’t live up to the standards of those in the S tier. This is because they lean more heavily towards a specific playstyle or victory condition. This can lead these civs to be more of a challenge for certain playstyles.
  • B Tier & C Tier
    • B and & C tiers are for civs that are less flexible and require careful planning and execution. THey fall into specific categories of playstyle and strategy and don’t deviate well from them. This makes them very challenging for players who are used to a different strategy or prefer a specific victory condition.
  • D Tier & F Tier
    • D and & F tired civs have the least flexibility of all of the civs. They also can be the more difficult civs to work with. This makes them a major challenge and frustrating. They require careful planning and execution even within their skillsets.


  • Thanks to Russia’s Mother Russia ability which gives the civilization an extra five tiles, larva, improved holy sights, and the ability to gain more land quickly gives it an edge over the competition. Peter’s ability to lead and their Great Embassy capable of absorbing science and culture from other civs allows Russia to be extremely versatile regardless of the victory path chosen.
  • Japan, similar to Russia, is powerful and well-rounded. Their biggest strength is within the military aspect, as they receive bonuses for both land units next to water or naval units in shallow water. Additionally, the Samurai Japan’s special unit does not suffer combat penalties for losing health.
  • Portugal leans more towards the Science victory. Their leader’s ability to give free trade routes, city-state open borders, and +1 sight for units allows them a shot any victory type. Additionally, players will receive a 50% boost in profits on trade routes. The only downside is that players are restricted to cities with coastal access for trading.
  • While America’s Teddy Roosevelt is more suited for a cultural victory thanks to his goal of keeping the peace. His alter ego Bullmoose Teddy prefers to create a high appeal civilization. His unique ability is to give breathtaking tiles adjacent to Natural Wonders or mountains a plus 2 within either culture or science. Tiles within a National Park are also given a +1 appeal. This makes him particularly suited for Culture or Science victories, but he has a shot at any victory path chosen.
  • Australia acts as the world’s police and thrives on war declaration and liberating cities. The ability to boost production by 100% is also a nice bonus. Australia can easily win with a variety of different victory paths. Making it one of the most versatile civilizations.
  • Sumeria is a great civ for those just starting. Their war carts and Ziggurats are accessible right away. When they are placed along river banks, Ziggurats receive bonuses in science and culture. Sumeria is also a tempting ally, allowing the civ to have few enemies.
  • Germany comes with a bonus production rate, and while their military U-Boat and city-state conquering put them on a path to achieve any victory track, however, they excel especially well with the Domination and Science tracts.


  • Egypt receives some pretty great bonuses for districts and wonders that are built along rivers. This civilization also has great financial security and easy friendships thanks to their trade routes. This enabled them to win at any victory path.
  • Brazil thrives with a rainforest terrain that allows the leader Pedro II to maximize faith culture and gold bonuses. With many brilliant people and a leader who loves them, this civilization can win any victory path.
  • Arabia leads by religion, which allows the civilization to utilize several victory paths. Thanks to a unique worship building that gives bonuses to science, faith, and culture. Civilization also has a boost in science when religion is spread.
  • Persia’s flexibility comes from its ability to utilize the element of surprise during wartime. This can make Persia a risky neighbor but a fun civilization to play. Additionally, the civ has a domestic trade boost for financial and culture making it a notable enemy.
  • Gran Columbia leans heavily towards a domination victory thanks to the elite movement bonuses and strong settlers, builders, and scouts. The civ remains just balanced enough that players can dabble in other areas of civ growth as well.
  • Both Greece leaders are more suited for a cultural victory. Gorgo allows for an aggressive approach that rewards culture for enemies killed. She is also well suited to political victories. Pericles favors city allegiances and central places Acropolises. He is also politically savvy and versatile.
  • Hungary is most suited for a domination victory. The civ utilizes mercenary armies and city-state bonuses to win wars.


  • Korea leans heavily towards a science victory and their unique district, the Seowon, pushes them towards this victory track. When the Seowon is placed amongst hills and flatlands farms where farms and mines can surround them will maximize the effect.
  • Babylon is most suited for a science victory but with a twist. Instead of gaining science through conventional means, the civilization instead races ahead by unlocking Eurekas or ground break inventions.
  • Mali seeks gold, and with gold comes financial stability. This allows the civilization to be diverse and seek a variety of victory paths.
  • China focuses on production more than other leaders, as well as wonder creation and the bonuses that come with it. China is versatile and can move through skill trees easily, with the focus being on defending what’s been built.
  • Spain’s strength lies in its ability to form naval units in fleets and armadas. This increases gold, faith, and production results. This civ is most suitable for either a religious or domination victory path.
  • Khmer focuses on religion above all else and is most suited for a religious victory. The holy sites for this civ will trigger culture bombs that spread the Khmer religion.
  • England is a master at global expansion, which affords them military benefits when new continents are colonized. Along with their political interest and archeology perks, England can use a cultural or domination victory track with ease.


  • Dutch focus mostly the trading both domestically and internationally. The international trade routes will accrue culture, and domestic ones will maintain civilization loyalty. The culture victory path is the easiest. However, with the right strategy, the Dutch could succeed at any path.
  • Nubia focuses on production with their cities providing a 20% bonus. Their pyramids also double the production yield, and their ranged unties can defend their kingdom. Nubia can pursue any victory path. However, it’s most suited for a Domination victory path.
  • Polish focuses on both religion and domination victory paths. Their military bonuses are formidable, while their religious leader makes them robust opponents and worthy players.
  • Incas thrive in a mountain terrain, which gives them food bonuses for every mountain tile in their capital city. Their ability to access the mountains before other civs is their biggest advantage. They are most suited for the science track but can try their hand at any victory tract.
  • Byzantium’s bonuses grant their units both combat and religious bonuses for each Holy City that follows the Byzantium religion. This makes them most suited for a religious or domination victory tract.
  • Aztecs focus on luxuries and obtaining them usually through war. War-weary citizens are bathed in luxuries to help ease the burden of fighting for them. At least they are rewarded. The Aztecs are best suited for the domination victory tract.
  • Georgians can focus on any victory path, but the religious one is the easiest. They focus on having a good faith output and Golden Age tourism which allows their message to be spread.
  • Phoenicia is pigeon hold into coastal settlements and a government based around trade. While not a terrible option, there are some more versatile civs out there.


  • Sweden works best with a cultural victory thanks to their leaders influenced at the World Congress and their tourism attractions.
  • Rome works best with a domination victory track thanks to mass expansion bonuses.
  • Ottoman works best with a domination victory tract thanks to their ability to lay siege on their enemies. While the Grand Bazaars allow them to expand even during a war.
  • France works best with a cultural victory thanks to the leader’s love for espionage and beautiful wonders.
  • Vietnam can work with both domination and cultural victories. However, this civ can maneuver its way through any victory tract. It also thrives in marshes, woods, and rainforests that pose difficulties to other civs.
  • Indonesia is well suited for a religious victory track thanks to its naval perks that can spread the religion across the map.
  • Canada is a lover of the cold and a good candidate for a cultural or diplomatic victory thanks to its leader’s keen diplomatic interest.


  • Mongolia is best suited for a domination victory thanks to its strong cavalry.
  • Macedon is best suited for a domination victory thanks to its military enhancements and bonuses.
  • Gual, due to the current update, is more suited for a domination victory thanks to combat strength bonuses and production bonuses. Before the update, Gual was more versatile.
  • Mapuche is best suited for a domination victory but can use a cultural victory track with the use of the Chemamull and the right strategy.
  • India is most suited for a religious victory thanks to amenity penalties to other civilizations during Holy Wars, which allows them to survive the backlash.
  • Norway both domination and science victory tracks are viable for Norway. They have the unique ability to traverse ocean tiles early in the game.
  • Scythia is best suited for a domination victory because troops gain bonus damage against wounded units.
  • Kongo is best suited for a cultural victory track thanks to the ability to attract Great People and amass faith. However, this civilization is unable to build Holy Sites or found a religion. This does not seem to stop its ability to attract cultural people.
  • Zulu is best suited for a domination victory tack thanks to its boost in combat for military units.
  • Cree isn’t suited for any specific victory path and is overall just a weak civ. The biggest bonus is in trade and production.


Question: Is Civilization VI worth it?

Answer: When Civilization VI was first released it didn’t receive very many favorable reviews. Players felt that the game didn’t live up to its predecessor. It also felt clunky and poorly thought out. With the release of Civ VI DLC and updates to the game, its become a solid choice for players. Many games fail to live up to their fully fleshed-out predecessors only to catch up with DLC in the end. Civ VI was no expectation to this rule.

Question: Is Civilization VI cross-platform?

Answer: Partially, Civ VI supports cross-platform progress but not cross-platform playing. This means that you can’t play Civ VI with your friends if they aren’t playing on the same console or system as you. However, you can play your single-player games across various platforms by signing into your Civilization VI account and selecting multi-platform cloud save in the settings.

Question: Will my computer run Civilization VI?


Minimum Requirements:
• OS: Windows 7 64bit / 8.1 64bit / 10 64bit
• Processor: Intel Core i3 2.5 GHz or AMD Phenom II 2.6 GHz or greater
• Memory: 4 GB RAM
• Hard drive: 12 GB or more
• DVD-Rom: Required for disc-based installation
• Video card: 1 GB DirectX 11 Video Card (AMD 5570 or Nvidia 450)

Recommended Requirements:
• OS: Windows 7 64bit / 8.1 64bit / 10 64bit
• Processor: Fourth-generation Intel Core i5 2.5 GHz or AMD FX8350 4.0 GHz or greater
• Memory: 8 GB RAM
• Hard drive: 12 GB or more
• DVD-Rom: Required for disc-based installation
• Video card: 2 GB DirectX 11 Video Card (AMD 7970 or Nvidia 770 or greater)

Final Thoughts

Civ VI is a popular turn-based strategy game with multiple styles and ways to win the game. This makes it versatile and gives the game some major replay value. The lower a civ is on the tier list, the harder that civ is to play. For new players or people who just want easier gameplay, choosing an A or S tiered civ will give the best experience. For seasoned players and players who love challenges than choosing a lower-tier civ will give them a bigger challenge and make them think outside the box more. There’s a little something for everyone in Civ Vi.

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