Civilization Balance Analysis as at 9/4/2026

Imo, the problem lies with the stack with other civs, example Maya. They’ll need to make changes to several civs if the devs want the +20% production bonus to come back into play

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The Archery bonus feels like an outlier being only 10 while all other buildings get 20 including the scary knight training facilities

The Muisca 41.3% winrate is consistent with what unit-level sims show — the civ has S-tier individual units (Temple Guard wins basically every “expected” matchup at equal cost) but the unit roster is gold-heavy. Both Temple Guard (45 gold) and Guecha Warrior (60 gold) are gold-intensive Castle Age uniques, which means as soon as the gold runs out, the civ falls off a cliff because they don’t have a strong trash answer.

Mapuche (47.5%) is more interesting — the Bolas Rider is one of the most cost-efficient anti-cavalry units in the game (beats Mangudai, Heavy Camel, Cataphract, and Paladin at equal cost). The reason Mapuche underperforms isn’t the units, it’s that they have no answer to gunpowder. Conquistadors crush Bolas Riders 0-30 with 95% HP and crush Konas 0-30 with 80% HP. Spanish is basically a hard counter to Mapuche at the army level.

Inca being last (41.3%) lines up with their lack of post-Champi-nerf identity — they’re a meso civ pretending to be a champi-rush civ pretending to be a cav civ.

One thing your analysis doesn’t capture: matchup-specific dominance. Muisca might be 41% overall but I’d expect it to be 60%+ vs Saracens, Teutons, and Franks (all of whom rely on cav their UU eats). Aggregate winrate hides matchup-level meta.