I’ve seen a GAZILLION references to civ win rates > 1600 elo over the past while, with everyone trying to argue this and that is OP/UP, etc.
After watching most of the N4C qualifiers this weekend, I’m convinced looking at >1600 elo for reference info is maybe the worst possible way to judge the game. I actually think looking at the overall win rate (all elos) is probably more appropriate. If you want to narrow down, look at 900-1100 elo as that’s where the majority of players are anyway.
Looking at the overall win rate, you see every civ but China falls in the 47-53% range. Not actually all that bad. This roughly matches the 1000-1100 elo stats, where the average player lines up. Takeaway is the vast majority of players are NOT getting routinely matched up against a Civ with 60% win rate at their skill level.
I do think we can conclude China probably needs some love, as they are terrible at virtually every elo. Throwing win rates out the door, I still think China needs some adjusting. Grens are objectively ridiculous. Go watch them. Most overpowered unit in the game. They need to be nerfed, regardless of win rate. They also probably need to be more accessible (getting significant numbers of them them is extremely rare due to cost/techs). China probably needs some buffs in other aspects to level out their gameplay. I won’t claim to know exactly what those should be, as I’m not especially familiar with China on the whole.
Looking at the N4C qualifiers this past weekend, guess what civ had a losing record? Delhi. At least for what I counted up from the round of 48 thru finals on liquipedia (note a few matches don’t have civ results shown as of this writing, and I won’t swear I didn’t miscount one), I believe Delhi had 17 wins and 20 losses, including mirrors (that’s 46%, and would be lower if you threw out mirror matches). Guess what civ has the HIGHEST win rate at elo >1600? DELHI.
Here’s another example: second lowest win rate >1600 elo on AoE4 World? English. Guess who’s freaking dominating with English? Beastyqt (qualified for N4C main event by winning his qualifier pool this weekend). He won convincingly with English vs. Lucifron’s Delhi over the weekend. English is Beastyqt’s HIGHEST WIN RATE CIV.
Conclusion? This game’s pseudo-meta is garbage. The vast majority of players, even at >1600 elo, aren’t close to understanding how to play with and against all the civs. This results in Civs APPEARING to be OP or UP because people (especially at high-ish but not absolute tip-top elo) are trying to follow the crowd with their gameplay when the crowd overall is wrong. I don’t think the meta now is any more settled than the meta leading into Genesis when everyone thought French was OP until Genesis showed otherwise.
I think we need to start discussing specific aspects of the game that are overperforming or underperforming (e.g. fire lancers, siege. fishing ships, grenadiers, elephants, knights, xbows, Delhi sacred sites, HRE relics, etc.). I think we know enough to say, for example, the nerfs to warrior monks grabbing relics and scouts grabbing deer were needed to encourage counter play. I think we can look at that now and say, hey, HRE gets way too much benefit from relics to have their monks running back at 1.12 speed. We need to improve counter play against HRE grabbing relics super quickly.
We are over-generalizing with the “XYZ civ win rate is too high, that civ needs nerfs” argument. It’s not constructive, and if the N4C qualifiers are any indication, probably not even accurate. We need to be talking about “Delhi Tower of Victory is never used, it needs rework/buffs/bugfixes”, “English Abbey of Kings is never used, it needs rework/buffs/bugfixes”, “HRE Palace of Swabia is absurd and needs to be tuned down”, “Chinese grens are way too strong and need nerfs”, “Chinese dynasty costs are too high”, etc. “Mongols OP, Delhi OP, China UP, etc.” are too generic for the current state of the game. It’s possible for some aspects of a civ to be way OP, some to be effectively useless, and neither of those be meaningfully reflected in win rate stats.
We need to be looking at each choice a civ makes (do I make this or that, do I age up or make military), and trying to make sure each side of every choice has a compelling argument in common circumstances. We need landmark selections to be close to even at every age. We need every unit to be produced regularly. Every tech to be used regularly. Every unit ability to be used regularly. I think if we get to that place, where every civ’s every option is competitive in a reasonable number of circumstances, then we’ll have a game much closer to what we want.