This will be a small CIV analysis rundown
Egypt
Sadly farms are not always on a river, otherwise you would have a great food start (mostly needed for settlers and workers, but later also for horse units). It becomes necessary to build some farms at some point due to growing food need for upkeep and horse units, but then you save a couple turns of worker labor and some wood.
400 stone is a great bonus, it might tempt you to build wonders but you can also postpone masonry and start developing your cities with it or bring bigger numbers of slingers into the game
The 25% ressource reduction for adjacent improvements comes into play later, when you might want to build more urban improvements which easily require 50-120 stone each. You are saving here from the get go, though, even though the normal rural improvements typically only cost 20 ressources.
The UU Light Chariot is decent, like all UUs it is not tech gated but level of garrison (stronghold, citadel) gated which is based on the number of active laws (4/7) which is a kind of tech gating in itself. The Persian UU is a straight upgrade though as it can do everything these guys can, but
routs as well.
Part of Egypts strong suit is being close to navigation and the law which gives +5 orders, as well as starting with Iron Working and Masonry, but we play without techs, so it is irrelevant this game
The shrines are so so:
- +0,5 orders and +20% to adjacent farms
- +2 culture and +50% culture/mountain and +100% culture/volcano (you have a decent 2 adjacent mountain spot in your capital, so 4 culture => 25 turns to being able to rush with your civics)
- +6hp healing for idle and +2 growth for each adjacent grove (mid game improvement)
- +1 level for ranged units and +20% to adjacent camps (this could work with a strategy to transform your 400 starting stone into 8 slingers, but it will take long to produce them)
Hatti
+2 civics per yity/year is a 25% bonus on civic generation. You get specialists, projects quicker done and it is easier to accumulate civics for managing your council and governors as well as laws
However "can remove vegation" and "ignore hill movement cost" is great, you can focus your workers on imrpoving and let your army chop when you have spare orders. The hill movement reduction is basically an order advantage, as long as the terrain is hilly, as hills reduce movement by one.
The UU Heavy Chariot is a better Chariot, so basically a Horseman with circle ability, but it also more pricey than the Chariot and the Horseman.
The shrines are better than Egypt but not Rome level, they are an exact mixture between the two
- +2 training and +10XP for units idling on it
- +6hp healing for idle and +2 growth for each adjacent grove (mid game improvement)
- +1 level for ranged units and +20% to adjacent camps
- +2 culture and +10 income per adjacent ressource
Rome
The additional fatigue is great as you can easier shuffle units around and maneuver better, but this comes at the cost of a higher order requirement. This shines mostly early game when you have spare orders but later you will want to move your armies coordinated and it will be rare that you move all fatigue points. It can be used for surprise cavalry strikes or deep incursions.
The +2 training per city is a 25% buff (8 is base city training) so it is a great CIV to get units out early.
I personally dislike the Hastatus and Legionary, you get Axemen (1 less strength than Hastatus) and Swordsmen (equal Strenght to Legionary) as I find the cleave and anti-polearm or anti-infantry abilities better than tetsudo (competes with fortify, takes 3 turns and forces you stay stationary for just giving 60% ranged damage reduction (a forest brings 50)). They are very good at holding choke points, but sadly more expensive than their counterparts, i.e. Legionaries are sadly also 160 (instead of 120 for Swordmen) training for production, so 30% more expensive
Its shrines are early and combat focussed
- +2 training and +10XP for units idling on it
- +20% adjacent mine production and +1 training per adjacent lumbermill (mid game improvement)
- +2 growth and +20% for adjacent pastures (great for a settler, worker, disciple pump)
- +2 culture and +10 income per adjacent ressource
Persia
Pastures are a a frequent and important improvement and them giving 0,5 orders additionally is a great source for an order advantage as you are building them anyways. This will likely net you ~5-10% more orders at the early and mid game and will only normalize later.
The ranged reduction applies as well to the Palton Cavalry
The UU Palton Cavalry is a straight upgrade over Egypt's Light Chariot (it has the rout ability on top and costs 50 food and 100 iron vs the Light Chariots 100 food and 50 wood, both hard to come by) and one of the stronger UUs in this game, ranged rout ability, yes please
The shrines are decent, sepecially the shrine of Mithra is great as it gives +1 level to ranged (Palton Cavalry for example)
- +0,5 orders and +20% to adjacent farms
- +20% adjacent mine production and +1 training per adjacent lumbermill (mid game improvement)
- +20 income and +20% for adjacent nets
- +1 level for ranged units and +20% to adjacent camps
Greece
suffers from not having Philip and Alexander, their 25% settler discount helps rexing, but on this map size you will build maybe 6-8 cities per player.
The free culture guarantees your cities get to rushing level within 50 turns, but you will want to speed it up (or build the Ishtar gate to get them all to 100). I see it as more helpful to get to strong for the upgraded UU but then we are already talking mid/late game with 7 laws needed.
Their UU the Hoplite is good, but you need to bring it in numbers and adjacent and it is weak against Axemen and Swordmen.
They have the volcano shrine and access to Champion families for border cities while multiple possibilites to improve Science (shrine, Sage family) so they have a relatively balanced setup
Shrines:
- +1 science and +1 civic/adjacent courthouse (mostly mid game oriented, but a nice boost to science (roughly 4% early game science)
- +20 income and +20% for adjacent nets (probably worthless for my start)
- +2 culture and +50% culture/mountain and +100% culture/volcano so 4 culture with 2 mountains or 6 culture with 2 volcanoes
- +2 civics and +1 order/adjacent wonder (mostly mid game oriented, sounds nice but risks to be very expensive for the order, it might be good to get this one down in a patron city to chew out specialists)
Babylon
is the other science CIV, it gets a bit quicker of the ground with its growth bonus and I would need to calculate if Greece 25% reduction is better for producing or the 25% growth bonus from Babylon (Greece will save the food over Babylon though).
The UU Akkadian Archer is a stronger Archer with a splash effect (basically ranged circle) which is good and not achievable otherwise, but is slower than Palton or Light Chariot due to not being cavalry
Family wise I am not to conviced with Babylon outside of a strong Hunter start though.
Shrines:
- +1 science and +1 civic/adjacent courthouse (mostly mid game oriented, but a nice boost to science (roughly 4% early game science)
- +2 growth and +20% for adjacent pastures (great for a settler, worker, disciple pump)
- +2 culture and +50% culture/mountain and +100% culture/volcano so 4 culture with 2 mountains or 6 culture with 2 volcanoes
- +2 civics and +1 order/adjacent wonder (mostly mid game oriented, sounds nice but risks to be very expensive for the order, it might be good to get this one down in a patron city to chew out specialists)
Carthage
200 civics per city is great, that means 2 council seats or half a law per city can be enacted. Civics are also used for rushing. This does not help immediately though, as you have to research the council positions or build garrions and get suitable governors in the first place. Luckily civics help here as well, as some of the social interactions also cost civics.
The mercaneries actually depend on the difficulty, as the more units the more choice there is, but even on weak you will be able to find units to recruit. Tribal units are typically 1 strength less in their base version than equivalent CIV units, but they can be upgraded by training and then can lead to a short time unit quality advantage. One big downside is that they only have 2 fatigue, so are about 33% slower than CIV units and they do have higher upkeep.
In contrast to the orator, you can hire the mercaneries with income instead of Legitmacy. Income is easier to come by and every 10
Legitmacy(and you might end up with 200 if you have a very successful ruler) are worth 1 order.
The 10 income when connected is a nice bonus to achieve with rivers and ocean connections to get the money necessary for hiring the mercaneries. It also incentivzes establishing road connections which are typically a good thing to do even though you have to balance them with your other worker tasks.
The UU the African Elephant is a straight Elephant upgrade, as he Routs on top of the elephant panic ability. Rout is great, but elephants have the same speed as Infantery
Shrines:
- +2 growth and +20% for adjacent pastures (great for a settler, worker, disciple pump)
- +20 income and +20% for adjacent nets
- +2 culture and +10 income per adjacent ressource
- +6hp healing for idle and +2 growth for each adjacent grove (mid game improvement)
Assyria
focus I is a straight 10% when attacking, so all Assyrian units are strong on the offense
100% pillage yield is a strong ability, as pillage yields are tied to the improvement and there are civics and science to be gained from courthouses and libraries. It comes in a bit later though as you have to engage into your enemy and have spare time and orders to use on pillaging instead of attacking.
the 2 orders per military unit killed work also off barbarians, meaning you will have a constant influx of orders in wars and skirmishes which makes Assyria very effective at both, especially combined with their Focus I on every unit
The UU the battering Ram is the earliest Siege unit achievable and it is terrifying to defend against these. You basically have to try to face them in the field instead of in the cities as their 50% city attack is devastating.
Shrines:
- +2 training and +10XP for units idling on it
- +20% adjacent mine production and +1 training per adjacent lumbermill (mid game improvement)
- +2 civics and +1 order/adjacent wonder (mostly mid game oriented, sounds nice but risks to be very expensive for the order, it might be good to get this one down in a patron city to chew out specialists)
- +0,5 orders and +20% to adjacent farms