View Full Version : Comprehensive UB Guide


WilliamOfOrange
Nov 08, 2006, 04:09 PM
**I have updated this article to include BtS concepts like synergy with quests and corporations and revised the reviews. Some lost material will be featured in my other article on manipulation of unit promotions gained from quests and events (http://forums.civfanatics.com/showthread.php?t=275423) as it is more relevant there. Thanks to everyone for reading.

I did eventually run out of space even with the editing of the first four posts, so you can find the final civs Rome to the Zulus here at post 76 (http://forums.civfanatics.com/showpost.php?p=6904978&postcount=76) on page 4.


Here we go:


American Mall (Supermarket):

It is a good choice for an American UB, I feel. For the same price as a supermarket (which provides + 1 food and extra health from cow, deer, pig and sheep) you also get happiness from the three late "entertainment/culture wonders" or ECWs :D ; musicals from Broadway, singles from Rock n' Roll and movies from Hollywood, and now with the patch, plus 20% gold in the city to boot! For a future era start, maybe not needed right away, but if in a long game where your population is reaching health and happiness/WW limits, its a great building to have even if it does come late in the game. That alone is enough, but the +20% gold can be nice too.

Possible Synergies:

Building one or all of those happiness/culture wonders mentioned above would add 3 happiness points like that and the added health means larger cities as well. What is your pleasure, GP farming or warmongering? Either way, I think it helps out. Not sure about using it with Washington, who is charismatic and expansive, so the +2 health means the health bonus from the mall maybe isn't so big. Then again, you can afford to build pollution causing, production buildings with all that extra health. In BtS, the Industrial Park cause pollution depending on what resources you have. Also his +1 happiness in all cities and +2 with monuments or broadcast towers (which is great if you build the Eiffel Tower) works with, but seems to negate the happiness from the mall too. But, if you were to play as the industrious and organized Roosevelt, then you could get some of the benefits of Washington at the same time if you build malls.

It seems that the extra health and happiness could really give Lincoln a nice late game edge when large, polluting cities needs extra health and happiness. Given his philosophical trait, he is a great candidate for space race because of the Mall´s bonuses, maximizing the health and happiness caps.

Synergy with Corporations, Events or Quests?

The Rural Farmers Event will give +1 food to a city's Grocer. Meanwhile, the Horse Whispering Quest which can occur once you have Animal Husbandry and a Horse resource gives you a chance for all stables to produce +1 food. So, add this to the Grocer event in one city or combined with the food from the Mall, we again have enough to support a(nother) specialist. Philosophical Lincoln likes this idea and the extra food raises the population and resulting score for any leader in those Time Victory games. Finally, any settled Great Merchant will contribute another +1 food, but don't forget to found either Sid's Sushi or the Cereal Mills first and then collect resources to really get that population up! And I assume the you have already built a lighthouse in your coastal city. Sid's Sushi can really clean up on certain maps, and I have had maps with a +16 food from Cereal Mills so it will all depend on the resources that you can rack up. With the extra health and happiness you can afford to trade your extra or obsolete resources in order to stock up on the Corporation resources. So maybe warmongering should be done sparingly as you'll want to be on good terms with some so you can trade with them. Or, what I do: Bully them and force them to capitulate and then you can just demand all their resources, giving you even more to broker with the other civs! (that is, until you vassalize them, too :devil:) Ah, the American Dream. :mischief: With your extra happiness from the ECWs and health from buildings or environmentalism, you'll be fine unless you grow too big from the extra food, but the extra cash will help you in hitting the cap-raising Future Techs.

Possible Drawbacks?

Well, it does come late and requires a grocer to be built. Given that the grocer gives +1 health from wine & plantation resources, that might solve your health problems already. Grocers also give +25% wealth and can turn two citizens into Merchants. Maybe you don't need the health, but the money is always nice. With Grocer, Market, Bank and Mall that is 120% increase in income. Yay, Capitalism!

With a granary, a grocer and the supermarket/mall you get 11 possible health points. So that means the ability to build forges, factories and other polluting buildings. It would all depend on your civics (environmentalism), if you have FPs or trees and jungle in your fat cross and your goals (production, warmongering, space race, etc)

As for the happiness, with Charismatic trait, you get +1 per city, and ignoring any happiness from other buildings, look at what building one of the three ECWs gives you once you have a Mall and Broadcast Tower. For example you build Hollywood, +1 :) and with Mall and Broacast tower, another +2 :) for a total of +3 for the same resource!! If you build all three ECWs and a BT, you are looking at +9 happiness for three resources not to mention that you can trade your extra singles, movies and musicals to other civs for resources you may not have, as mentioned above. Oh, and those resources are unpillageable; you just need to keep your cities. I recommend the Eiffel Tower as it comes before BTs and gives all cities, especially newly captured ones, a happiness and culture producing BT. Add in the fact that you likely have other happiness producing buildings and the fact that the Broadcast Tower (along with Theatres and Colosseums) will give +1 happiness for every 10% culture. If you have all three in a city, then that means +3 happinesss for only raising the culture setting up by 10%. For warmongering this is huge!

Warmongering seems to fit America as a charismatic Washington or Lincoln gets +1 more happiness for that same BT and also get quicker promotions. The +20% gold will mean that you have more money coming in to support a large army and upgrade your troops; more so if you are Organized Roosevelt. The Mall is a CE UB, but Lincoln is a SE Leader, so there may be some mismatch here.

Summary:

Although some may feel that is comes too late, when the game is pretty much finished and you are either milking the score or just mopping up, it seems to me that given a large varied collection of resources, the Mall gives the American player the ability and flexibility to trade extra health/happiness resources away for other gains, or to exploit them and kick into high production/warmonger gear. All three leaders are bonafide space or diplo contenders but, Lincoln perhaps has an edge over Washington and Roosevelt. All can warmonger nicely as well, with the help of their UB as well as their UU.

So, all leaders can benefit from the Mall. Roosevelt (Industrious and Organized - cheap factories) is more likely to be able to build the ECWs and Eiffel Tower to truly benefit from them. The other two are Charismatic and get the extra happiness assuming they have a Broadcast Tower, which works to enhance the benefit of the UB. Extra health helps Lincoln pop GPs, while the Expansive Washington will either not need the extra health or can take full advantage of it to really raise the health cap and have larger cities. Since health and happiness caps depend on the level played, the true effectiveness of the UB will also depend on your chosen leader and the level played.



Arabian Madrassa (Library - double production for Creative leader):

With a whopping +4 culture per turn is lends itself to a culture victory. Given that Writing is an early tech and you would likely build a library anyway, it's a no-brainer to place Writing higher up in your tech queue. Libraries cost the same, but in addition to assigning to scientists, you can also assign two prophets. So you will be sure to get the mid to late religions founded no problem.

Possible Synergies:

The culture route is likely the biggest draw for this one, but you could also concentrate on farming GP and GS only if you like. Lightbulbing to get ahead in tech and maybe settling some of them as well so that you could build the UN quickly. The big culture ensures that you have the resources if you join/start the space race or just own all the land around you for domination victories. Farming GPs will help you progress nicely through the religious tech and that means more religions, holy cities, shrines and mo' money, mo' money, mo' money! :D And it can also help you control religion spreading for diplomatic manipulation. This is even more important when trying for the BtS Religious Victory. Building Angkor Wat to have your priest specialists giving an extra hammer in production is nice. I have seen the AI settle 4-5 GPs and rake in money in that shrine city and be a productive powerhouse.

Synergy with Corporations, Events or Quests?

Since the ability to work priests means a probable SE, we need food. See the America entry above for the details of the events and quests can give you extra food in your cities. Of course, the Grocer event would come too late to really have a huge effect. Presumably by then you have already settled the GPs produced. The great thing would be a very early Horse Whispering; it obsoletes in the Renaissance Era and the early use of the priest assignments is the whole point of the UB's ability. This quest is a God-send, that is, an Allah-send :mischief:, if you should happen to have a city with low food potential or even if your pastures and farms have been pillaged or lost in some other event. However, one may prefer the other options for that event: free Horse Archers or their Camel Archers with Sentry. There are also several events or the Classic Literature Quest which will give an extra research boost and the trigger is to simply have a Library built. Finally, the Literacy event gives a free settled Great Scientist in the Renaissance Era if all cities have a Library. For all of these, the chances that you are likely to build a UB as early as possible, means the likelihood of them occurring is higher.

Possible Drawbacks?

Other then the danger of polluting your GP pool if you are not careful and don't want that for a cultural victory, I can't think of any problems.

Summary: All-round, early UB with simple bonuses, but powerful if used to their strengths.



Aztec Sacrificial Altar (Courthouse - double production for Organized leader):

These badboys are only 90 shields compared to the 120 needed for a courthouse! In addition to halving maintenance costs in the city it also halves the anger caused by whipping buildings in the city. Slobberinbear, for example has a brilliant strategy article (http://forums.civfanatics.com/showthread.php?t=242039) for how to use the Aztecs, their UB and their UU most effectively, and there are plenty of discussion on whipping and the slavery civic out there. Finally, everything (units, building, etc) gets the discounted unhappiness from rushing Holy Quetzalcoatl!

BtS: Like the courthouse, it also gives +2 Espionage points and allows you to turn one citizen into a Spy.

Possible Synergies:

One could whip their hands bloody, but to what advantage? Fast culture, fast science/research or fast infrastructure like libraries, grocers, etc. Space race might benefit from this strategy, but projects can't be whipped. Once you whip production buildings, you can pump out units and dominate/conquer the world. Or just whip the units out and slay everything in your path. You could be pumping out missionaries and heading for a Religious Victory. People love the overflow from slavery, but what about having the Kremlin simultaneously? Reduced cost means fewer pop needed, which means being able to whip it sooner, beating the AI to wonders and getting your new unit out before theirs.

A large spanning empire via conquest relies on being able to build some culture and then courthouse and happiness buildings to develop captured cities into productive contributors more quickly. We want the altar first to whip out the other things, but more logically, the more units one has from whipping, the easier it is to overexpand. Actually, it might be a good idea to gift CoL to all your enemies before you start your campaign. If their courthouse survives the capture, then it becomes a Sacrificial Alter for you. Now that is dehumanization at it's best! :lol: On the other hand, I would never trade CoL to Monty.

In war times you could have the possibility of both drafting and then whipping units, because Monty is Spiritual. There is a trick to whipping a unit or building and then switching civics to enjoy the OR boost, for example. So, you can finish off a wonder earlier and perhaps beat the AI to a few depending on difficulty level. I have found whipping to be a necessity when I am above the happiness cap. Just be careful, not to whip too much, depending on game speed and other factors, you could whip yourself into a problem as the happiness penalties compound, so even though this UB lessens the anger, remember to whip responsibly. I believe the rule of thumb is to try and whip for 2 pop points each time, unless it's an emergency. Again, their are plenty of articles out there on the tricks/exploits of Slavery.

In terms of BtS, we have also only begun to explore the mechanics of espionage, but giving +2 espionage points and the ability to turn a citizen into this new type of GP is almost a throw in after the whipping unhappiness reduction. As a warmonger, this new feature of producing great spies has some definite synergy. The courthouse is likely not always the first items in a build queue, but I feel the Altar has a higher priority. In fact, the whole strategy of the Aztecs revolves around it and although I assume that one usually tries to build their UBs ASAP, this is probably the one case where it always happens. Starting with Mysticism will ensure a chance at a religion, which means a quicker path to CoL with a little help along the way with GPs from Stonehenge or the Oracle. Having the Altars built sooner will also mean the EPs will rack up faster as well. Play a game with a heavy slavery strategy and watch the graph as your EPs sore. In one Marathon game I put the slider at 20% for just a few turns and I had enough to see all the AIs research for the rest of the game and only once, before doing this, did I have a spy destroy a tile on me: nothing after that.

Synergy with Corporations, Events or Quests?

Since the ability to whip is what this UB is all about, we need food. See the America entry above for what the Grocer Event and Horse Whispering Quest can do for you. Any food added will be welcome. You may or may not be switching between slavery and a SE, but you need the food to be there. The great thing would be a very early Horse Whispering; whip the cheap stables and collect the reward of less time to get up to :whipped: size. Slavery is only powerful if you have the fast regrowth. The Blessed Beast event or anything like villagers building a pasture for you are great. Things like dust storms and floods washing out your farms in not good, so a food producing stable is stable :mischief:, unless a tornado comes a long. Anyway, it should be obvious that Cereal Mills and perhaps Sid's Sushi are your prime objectives to keep the whipping, war machine in motion down the road. Demand rice, wheat and corn from your vassals, especially corn: we love those tortillas! I have not played that far into the game with the Aztecs, but the possibilities are there. How about capturing an enemy with Cereal Mills and whipping their population away while you grow and heal your troops before moving on and conquering the rest? Sweet.

The Too Close to Call Event gives the player a choice of either +1 gold or +3 culture in all Courthouses. All you need to trigger it is to be into the Renaissance Era and running Universal Suffrage. Hmmm, Universal Suffrage. As we are talking about the Sacrificial Altar UB, I hope that the irony is not lost on anyone here. I assume the warmonger would prefer the gold, however popping borders in cities when their Courthouse survives capture might make one lean towards the culture. Either way, I still find it funny to be making money or gaining culture from the potential whipping of pop points. :lol:

Possible Drawbacks?

If you are on a large, food-rich map with many civs, this UB makes sense. Also, many talk about whipping barracks in new cities to help with the war effort. It works nicely, I must say. The Altars do come too late to help whip early barracks, but Monty builds quick barracks anyway. But, a quick victory is likely not going to be done with only CoL and the Altar; you need the tech for the units. However, continuing whipping will keep the population low in those cities. Larger cities taker longer to get back up to that high population and having low populated cities would mean that perhaps you are not utilizing all of the good tiles available to be worked in the fat cross. Having low population might result in slower teching, and unless you are whipping Altars for every city you capture, you maintenance costs might still hurt you. So, it depends on your goal, how long you stay in slavery. Eventually, the unhappiness can catch up however, but there are plenty of savvy players out there that have slavery fine tuned to both an art and science.

The real drawback is that in running slavery, there is the event with the slave revolt and this is a pain in the butt, no matter when it happens. If you don't have the money to sort it out and it keeps happening, it can be a lost cause when the enemy is approaching. This is one of the reasons I don't often use slavery, however with this Civ you need to use it. If that wasn't bad enough, one of Solver's events is specific to the Aztecs. The Toxcatl Event is triggered if a city with Sacrificial Altar has at least one unit in it. It can occur until you have discovered Education and the choices are +2 angry faces (like whipped), which can be brutal depending on happy cap and difficulty level or you pay gold and the unit is immobile for 3 turns. I haven't seen this one in game, so I can't say more. It's like the salve revolt, but worse. I prefer the money and culture for whipping people. :mischief:

Summary:

An appropriately related UB for the Aztecs, and not the culture bomb like in Civ 3 but quite powerful in the right hands. An Oracle slingshot could give you it quicker and then it is worth more, but a slingshot solely to use this UB doesn't really merit the risk, especially on higher levels when trying to win the Oracle race. It can be effective for starting out and if it is the first thing build/whipped in a newly captured city (after a granary), then it will become a contributing city soon enough. With a little practice, it certainly is fun playing as the Aztecs. As Devo tells us: Whip It, Whip It Good! :whipped:



Babylonian Garden (Colosseum - double production for Creative leader):

How cute, a UB named for their Hanging Gardens. The building gives extra +2 :health: independent of what food resources you have or have been pillaged. It also has its happiness linked to the culture slider and costs 80 hammers, just like the Colosseum.

Possible Synergies:

Being aggressive and organized as well as the Babylonian UU might make Hammurabi a warmonger candidate. Assuming more cities earlier on, perhaps one could make use of the the extra health. Certainly high polluting cities for a late warmonger or space race could use it. Organized gets cheap lighthouses (more food), courthouses (faster expansion) and factories for more production. High production with extra health could mean some good warring possibilities with his Aggression or it could mean space race contention. The happiness from the building also helps with large cities or War Weariness.

Synergy with Corporations, Events or Quests?

There is an event where a gladiator can be cashed in on or you can arrange for easy opponents and raise the culture of the building. Then the UB would give happiness, health and culture. When going for a cultural victory, even better is the Sports League Quest. With enough Gardens built, you can either have them give +1 happiness or +4 culture. Available with Construction, this is one of my favourite quests and I never fail it.

Possible Drawbacks?

It comes with Construction and is 20 hammers less expensive than an Aqueduct. A Theatre is still a cheaper option for happiness if you don´t need the health, but this UB kills two birds with one stone and Construction gives two units and access to Engineering. Later in the game, when high production is needed but unhealthy, this UB will give a slight health advantage, but the beauty is that is comes so early that later you would not have to stop producing military units or spaceship components to build it.

Summary:
Creative or not, these are cheap buildings and given the possible events as an incentive to build you can't go wrong for the warmonger/expansionist Hammurabi.



Byzantine Hippodrome (Theatre - double production for Creative leader):

WELCOME TO THE HIPPODROME!! :lol: The Hippodrome is like a Theatre: You get +3 culture, but no Artists to assign and a +1 :) bonus for horses, not dyes. Unlike a Theatre, it also has a base happiness of +1, but if that wasn't enough, you also get +1 :) for every 5% culture on your slider, instead of the normal 10%. This essentially doubles that ability of the building to give happiness from culture and would stack nicely with Colosseums and Broadcast Towers.

Possible Synergies:

Where to begin? Well the extra happiness from the smaller culture slider means more money devoted to maintenance of cities for your expanding empire, more military units and upgrades, more research, you name it. Justinian I is Imperialistic and you will have more money available to take advantage of your fast settler production. Since the Cataphract UU is dependent on horses, it is a no brainer to try and connect the horses ASAP. Horses are usually more readily available than dyes on most maps. Being religious gives the civics flexibility of fast settlement and then gearing up for war or space exploration or anything else. He is a strong Religious Victory candidate with that starting tech and his traits.

Synergy with Corporations, Events or Quests?

There are a few events which result in more revenue or culture applied to the Theatre/Hippodrome. Just make sure that you have enough money sitting around to chose your option and more importantly to pay for a quick rebuilding if some inconsiderate smoker burns it down!

Possible Drawbacks?

Extra happiness is never a drawback, and as stated earlier, this leads to an economically advantage. Even without horses, there is still the +1 base happiness not to mention the slider giving +2 for every 10%. However, you will not be able to assign Artists to get a quick culture growth from new or newly acquired cities. The extra happiness from the culture slider means that in order get borders to grow quickly, you might need to put the slider higher even though you don't need the happiness. Kind of a waste, but you can use your starting knowledge of Mysticism to get Stonehenge or early religions as a way to compensate if that is even an issue.

Summary:

Very unique, even for a UB. It is no more or less resource dependent than other UBs and not being able to assign Artists in no more annoying that having the extra GA from the French Salon when you don't want to pollute the GPPs. It all depends on the map, difficulty level and victory conditions: Work around it and use the UB to it's strengths, with or without Horses.



Carthaginian Cothon (Harbour - double production for Expansive leader):

So, a Harbour which gives +1 trade routes to a coastal city to Hannibal, a financial leader who starts with fishing. What is the catch, you ask? I can't think of any. For 20 extra hammers you really can't complain.

Possible Synergies:

First off, Financial and Fishing is already great. Find some coastal tiles with food sources and settle down. In fact when I play as Carthage (or Portugal or Netherlands for that matter) it's nothing but coastal cities if I can help it. Your income will give a fast tech pace and you can plan for diplomatic or space victories, although I am not sure about others. I guess being ahead in tech will help keeping a more advanced army and he will promote his troops quickly, but you should try and keep some trading partners (or vassals!) out there to take advantage of the extra trade routes.

The base number of trade routes for a city is one, but if you have discovered Currency and build a castle or run the Free Market civic in addition to your Cothons, that means 3 trade routes. (You can't do both since Economics obsoletes the castle.) The Colossus adds +1 gold in all water tiles and the Great Lighthouse adds +2 trade routes in all coastal cities. If you have a map with many civs, and nice silver or gold or calendar enabling resources which gives you huge coin besides your financial bonus you will have some rich cities. Being Charismatic, cities will be happier and working more tiles and the health from the sea food helps growth as well. If you are around late enough and make an early move for flight and the UN, the Airport and the Common Currency Resolution give you another 2 trade routes!

Didn't talk about cottage spamming yet, so there. I said it. Cottage Spamming. Now, need I mention the Harbour's +50% trade route yield? That +50% on your 7 trade routes! Don't forget the additional 100% from the Temple of Artemis. Add markets, banks and Wall Street and you will be using C-notes for TP. :D BtS just makes it even more sick, with the Customs House giving another +50% on international trade. :eek: :drool:

Synergy with Corporations, Events or Quests?

There are plenty of great quests for the seafaring civ; they really can have a great game if the stars are aligned. For example, the Harbourmaster: You need Compass and a map that has at least 40% water tiles. It obsoletes near the Industrial era, but if you build a certain number of Harbours and Caravels you get your choice of all Harbours gaining +1 gold or your choice of Combat I or Navigation I promotions for all naval units. Something for the warmongers and something for the builders.

Warships happens early if you have the Trireme prerequisites and at least 55% water tiles. Obsoleting with the Renaissance era, you build enough Triremes and they gain the Combat 1 promotion or if you control the Great Lighthouse then all harbors gain +2 commerce. If you were so lucky as to get both of these, that could be either +3 commerce or Triremes with Combat and Navigation I, but wait, there's one more.

The Overwhelm Quest triggers with Flight, Industrialism and again, at least 55% water tiles. You have until Robotics to build an assortment of modern Air and Navy units. All those types of units can then receive Combat I promotions or all your Harbours will gain +5 commerce, essentially making your Carthaginian Cothon act like the Portuguese Feitoria. That would be a total +8 commerce, not even including the Customs House (BtS) and the 6-7 trades routes. Skip the Nuke Ban resolution it offers and use your wealth to buy your way into the UN and just pass it then.

In BtS, Sid's Sushi would be the Corporation that you absolutely must get and with building the Colossus and/or GL or being the first to Economics, getting the GM to found it should be entirely possible. With all coastal cities and sea food resources, that means larger populations and greater profits and culture, both which can lead to obtaining more resources.

Possible Drawbacks?

Compass can come pretty late, but a beeline or slingshot or a combo of both could land you your Cothons earlier than you might think. The tech or time lost getting your UB will be made up for when you have +1 trade routes in your lucrative coastal cities. The only drawback is you need to have those coastal cities. If you want to reign supreme with Hannibal, you need high sea levels and/or likely some sort of Archipelago map. Finally, while you might want to run Mercantilism unless you really need/want the free specialist and/or have vassalized enough civs to still have the foreign trade routes. You it might not want the UN to force you out of FM, but depending on how many coastal cities with Cothons you have you will still have an advantage.

Summary:

Other than being map dependent, this UB is quite possibly the best matched with the civs leader traits and starting techs. With more money you can support a larger army/empire or research faster. The larger the population, the more lucrative the trade routes; so windmills giving more food and commerce makes sense. Use your Charismatic Navy to patrol and protect your coastline resources and be wary of blockades and privateers. Hannibal is quite possibly the strongest and most versatile of the four sea-faring civs.

WilliamOfOrange
Nov 08, 2006, 04:09 PM
Celtic Dun (Walls - double production for Protective leader):

If these walls could talk... :p They can't, but these Walls produce units starting with a free Guerrilla I promotion for +20% defense on hills. Only Archery and Gunpowder units can get the promotion; Siege, Melee, Mounted and Armoured don't. This explains why the UU, the Gallic Swordsman also starts with GI. This UB opens the door to the Guerrilla promotion line.

Possible Synergies:

In looking at the UU, which would not normally receive a GI promotion, people forget that it is quite independent from the UB and they lose sight of what the UB actually does. We often give the GI promotion to our archers protecting our hill city. Imagine have that promotion for free and being able to give G2 with only a barracks. In the early settling days your garrison troops could use the hills to get there quicker without use of roads. In a way, this UB creates a pseudo-protective trait as it lets you go deeper into promotions right away, but at the same time you can definitely use this line for offense as well. The flexibility is there.

Later on, even with civics and GGs settled, you may holding off researching Rifling, the obsoleting tech, because any Musketmen or grenadiers that you build will have the Guerrilla I to start. Sure, once you have riflemen with a strength of 14, maybe grenadiers with 12 don't look so good, but upgrading your Muskets to Rifles is not the issue; it is getting G3 Grenadiers before you obsolete your Dun. Perhaps if your opponents have rifling you would hold off on getting it yourself as the bonus grenadiers have against rifles and their G3 bonus might prove worth keeping for a bit or at least until you have a good amount of them. Some shrewd manipulation of the promotion chart can be most rewarding, but to conserve space I have moved those details to another Strategy Article found here (http://forums.civfanatics.com/showthread.php?p=6831483#post6831483). In the end, who wouldn't want G3 Mech or SAM Infantry units with double movement on Hills, +30% Hills Defense, +25% Hill Attack and 30% chance of Withdrawal? Going in pillaging the AI resources for preventing space race or the building of nukes can be done with these expert pillagers. Most players sadly undervalue what this UB can do for you especially mid to late game.

Being Charismatic, both Brennus and Boudica give quicker promotions and if you wanted the Guerrilla I promotion anyway then you are free to choose something else. With Barracks and civics, units made will have 7/8 XP to start. G3 Gallics can cause enough damage for a stack to finish the city off. Imagine a G3 Crossbow or Musket! Finally, Boudica is aggressive so not only does this mean the Combat I promotion for free, but also cheaper Barracks. This means building barracks and a Dun just got more practical even or especially without stone and free Combat I is nothing to sneeze at if you are promoting up the Guerrilla line. Don't forget the extra +1 happiness per city and the +1 happiness from the Monument: early happiness for warring or ignoring temple for other more important buildings such as courthouses, forges, libraries, or more units! Warring on a hilly or highlands type map seems a good strategy.

One might build the Great Wall and "trick" the AI to try and fight you in your backyard. Your Guerrilla resistance troops will protect any hill resource and if you give them Woodsman I or higher or even more Guerrilla, you will give them a heck of a time trying to dislodge you. They would defend any Cats or Trebs or whatever you bring along if you fight on their turf too. Giving units both Guerrilla II and Woodsman II means a versatile unit capable of sneak attacks on weaker units or maybe even an invaluable resource pillager. I would suggest delaying Rifling until you have enough G3 Musketmen and Grenadiers, maybe a 50-50 mix. Discover Rifling, but then upgrade the Muskets into Riflemen and keep the Grenadiers. See my other article for more.

If you build Walls you might also make you more likely to build a Castle. After all, Walls and Castles each give +25% bombardment protection, but one might be more likely to build castles if they weren't before, especially in BtS, as they also give +25% espionage points. The extra trade route from the castle and +1 culture seem like throw-ins. With both a Dun and Castle one gets +100% defense and +50% bombardment defense from non-gunpowder units. Siege units take longer to whittle away the cultural defenses (maybe the +1 culture is not such a throw in) and now imagine your G3 CG Archery (and Gunpowder) Units on a hilled city with Castle getting +100% defense.

Synergy with Corporations, Events or Quests?

A Miracle performed near the wall gives it +1 gold. All you need to trigger that is A walled city a State Religion. Given the starting tech of Mysticism, I would imagine this happens for the Celts, much more often than not, especially with Religious Brennus.

Then, if you like to build a Castle as well, you are looking good for a quest that is well worth trying to trigger with the knowledge of Engineering, an already good warmonger tech. You have until Rifling, Railroad, or Economics (the Castle obsoleting tech) to build the default number Castles. Your reward is to choose from all Melee units gaining the City Garrison 1 promotion, a +3 Attitude gain with all AIs you have met or if you control the Great Wall gain +25 Espionage points. You might have tried the GW GG gambit and could use the EPs to catch up on your techs, but remember that CG Melees are not normally possible and now you have CG G3 Gallics to help hold new acquisitions. This is huge! You could have CG Pikeman on hilled, Castled city. For the AI attack, Mounted Units need not apply. :lol:

Possible Drawbacks?

It's a nice bonus with not any real drawbacks other than being obsolete with Rifling, but by then you will have all the G3 units you need. I know there are many who dislike this UB, the UU, and this civ for playing, but I suspect that the arrival of Boudica has converted a few. The key is leveraging the advantage on the battlefield into an advantage in the bedroom. What? Oh, Boudica you sultry, little banshee. :queen::love: What I meant to say was, turning it into an advantage elsewhere in your game.

Summary:

For warmongering or pillaging/protecting resources no matter what the goal this UB can provide you with units that will have an advantage on hills. How you use those units, promote or upgrade them will depend on your goals, immediate and future needs and terrain/resources. The strength in this UB is the versatility it provides. I predict that Boudica's traits will make the Celts a more attractive Civ to play as. She will be a warmonger's dream and possibly one of the most fierce of opponents. Outside of early warmongering to translate into a larger and more productive empire or simple quick conquests, there is not much this UB can do other than help one explore a hilly map more quickly.



Chinese Pavlion (Theatre - double production for Creative leader):

The undisputed culture building king of the cultural UBs. Cultural victory fans must have thought they hit the bigtime when they saw this beauty. Aside from the +3 culture the it gives +25% for culture in the city.

Possible Synergies:

What makes the pavilion the culture champion is the +25% bonus continues throughout the game and so the quicker the culture from other buildings can be added to the city, the better. Imagine a few early wonders, religions, libraries and the pavilion themselves with their culture doubling and then the added 25%. Sure, it's not game breaking, but one might not feel as obligated to crank the culture switch or convert to Free Speech as quickly with the bonus this UB gives.

The traits of the leaders don't really work that well with this building, but it does ensure no matter what that nearby resources our yours. This allows you to pursue the late game win conditions such as diplomatic, space race or a late conquest. Or more likely, early in the game you will have more resources than otherwise and you can dictate the trade terms and stifle the AI by denying them that one precious Iron, Uranium, Oil or Aluminum as the case may be.

Although not able to overly accelerate the cultural win time frame, this building I have found to be quite amazing for domination games. With a few founded religions and no state religion and a pavilion, you just keep pumping out settlers and units and let the borders expand like your waistline after college.

Synergy with Corporations, Events or Quests?

There are a few events which result in more revenue or culture applied to the Theatre. Now imagine the culture doubling event before it's been around long enough to double. So after a while, the +6 culture should conceivably double to +12, and then with the +25%, that is +15! Just make sure that you have enough money sitting around to pay for a quick rebuilding if some inconsiderate smoker burns it down!

Covering a larger land area means that you will be able to broker more resources, trading away the ones you don't need to ensure that your corporations get the resources they need to be more successful. This make you more of a Space Race candidate, especially given the Industrious and Expansive leaders.

Possible Drawbacks?

Other than pursuing a cultural/domination victory or claiming resources, there in not much extra outside of the normal Theatre uses/features. Even in a cultural game, it is not enough to be a real advantage because of China's leader traits or starting techs. You cannot take over a city and have its Theatre convert to a Pavillion for you because of the culture it generates. This is a drawback not faced by most other UBs which can be converted and remain in a conquered city.

Summary: What you see is what you get. Nothing to really want to you play China any more than you normally would, except maybe for a quicker domination win or being a resource hog and super businessman/diplomat.



Dutch Dike (Levee):

The Dutch UB, the Dike replaces the Levee which itself, is a new building introduced in Beyond the Sword. The Levee is available with Steam Power and gives +1 production on every river tile and costs 180 hammers. It brings up some interesting choices and debates regarding tiles improvements to say the least. Meanwhile, the Dike also gives the +1 production boost to all water tiles as well. Any coastal city will greatly benefit and the great thing is that it does not need to be a coastal city either. Therefore even cities one tile in from the coast or with small lakes will still have water tiles gaining the bonus.

Possible Synergies:

With Willem being Financial, the choice to build cottages on river tiles might appear to be a no-brainer, but later, players often will want increased production and build watermills, Windmills or Lumbermills in their place. As this is a BtS civ, let us not forget the tweak on State Property and changes made to the Economy civics that can give more food or production and the potential conflict between SP, Free Market, Environmentalism or even others like Universal Suffrage or Free Speech. There are many interesting choices and combination for players to debate, but early cottages still would seem the way to go at least until the options open up. The great thing about the Dike (or Levee for that matter) is that it gives a production bonus to the tiles regardless of improvement. Now, imagine a Dutch coastal city on a river with towns, a Dike, Universal Suffrage, Organized Religion and in a Golden Age. Imagine the Bureaucracy bonus on that too. Some late wonders and project races just got a little easier to win. Also, the Moai Statues are like a Production-Colossus in that city does not expire. Some great production synergy exists in that MS city and I would recommend that be your chief Naval Unit producer. You should been able to have a larger, more advanced navy than most.

Synergy with Corporations, Events or Quests?

Being creative will mean that holding on to Plantations, Mines or other high food/income/production tiles. This means you will have the monopoly on many resources and able to trade for your Corporation resources. Being financial likely means you will locate and develop resources sooner and that you will found corporations sooner. Sid's Sushi, Civilized Jewelers and Creative Constructions can supplement your cultural aspirations or Cereal Mills Mining Inc. can give the food/production boost for UN or Space Race victories.

The only event or quest which jumps out as working well with this UB might be the Overwhelm quest. Having high production coastal cities means that you should be able to secure the goal of producing all those modern Naval and Air Units and cash in with +5 gold in Harbours or Combat I promotions for all those units, making you an even greater naval power.

Possible Drawbacks?

Being financial, building on rivers would be your goal anyway, but any city without rivers or water tiles will have absolutely no use for this UB and therefore it will likely be quite map dependent in its effectiveness. Even if they have 2-4 river tiles that would benefit, you might want to weigh the 180 hammer cost before putting them everywhere. I usually build them when nothing else is pressing in those cities, but prioritize them elsewhere, helping to build factories. The UB does come quite late, but of course later in the game is when things start to cost more hammers too. Then again, the Financial trait should mean a quicker path to the required tech.

Summary:

The only thing better than extra happiness is extra production, so if your map allows for this opportunity, any goal whether it be pumping out military units, settlers and workers, wonders or spaceship parts. While only of use to cities with river tiles, to take full advantage of this UB, one would need to build more coastal cities or at least not be in the middle of the continent, and settling on a river could now take precedent over claiming a resource or choke point. While the Carthaginians are probably the best early game sea-faring civ, the Dutch are clearly the best Modern Era civ for naval domination. Their teching and production abilities make them a tough military or spaceship opponent. :smooke:



Egyptian Obelisk (Monument):

This Egyptian monument can turn two citizens into priests. It is pretty powerful for early in the game. Even if Egypt doesn't start with Mysticism, they have the ability to build the very first building with the ability to assign specialists. You could use the GPs produced to techbulb (TM :D ) yourself to whatever your little heart desires.

Possible Synergies:

One could argue that with Hatshepsut, the creative +2 culture bonus would negate the +1 culture from the obelisk, but you could also spin it to being equivalent to a Theatre culture-wise. Then again, with cheap Temples, Theatres, and Libraries you can't help but go for a Cultural victory.

The obelisk might better complement the industrious and spiritual Rameses II. He can build quick wonders like Oracle and Stonehenge and maybe a cultural victory could be sought since you could really crank out Great Prophets. One further thing could be to settle those prophets and once you have Angkor Wat and cheap Forges from Industrious Ramses, you have a great chance for the space race victory or just high production warmongering. Even if you don't go those routes, the extra production for other things can work well like buildings wonders for cultural (with either leader) or building the UN.

The great prophets that you can generate quickly from the priest specialists allow you to claim several of the mid to late religions, while you tech the earlier ones as they are prerequisites. This is one of the key features you tend to want to accomplish when going for a Cultural or Religious victory. By the way, starting with the Wheel means early roads to help spread religions via trade and help all those quick missionaries. Once you get 2-3 religions you don't to worry this building going obsolete as it has served it's purpose, but not necessarily. In BtS, it does not obsolete until Astronomy and some games don't even last that long! The strategy is similar to that of the Madrassa, but you can do this much earlier. In addition to cheating, how do you think the AI gets so rich? Check out some cities. I have seen 4-5 GPs settled. Your early running of priests from the Obelisk allows this. With Angkor Wat, priests are just as good as engineers, except they have a gold bonus too! Being Spiritual, getting those religions, and having multiple temples means you can have both production and commerce by assigning many priests without running Caste System. You are free to be a slave driver or run Emancipation for faster cottage growth, meaning more money in addition running Universal Suffrage to give the +1 hammer per cottage for more production. With all the temples, happiness is not an issue. Even without AW, one really starts to see why the AI can be extreme zealots, it works and even earlier and therefore more effectively with Egypt.

Finally, building Stonehenge puts an Obelisk in every city, so newly captured cities not only get the instant culture boost, but the Priest specialists can help build Courthouses, Granaries, Theatres, Temples, Forges, etc. more quickly to get them contributing to your empire faster.

Synergy with Corporations, Events or Quests?

There are too many events and quests involving religions and religious building to mention here, but certainly this UB will allow the opportunity for a more flavourful and varied gaming experience. There is, however, one event which only effects Egypt. Until Printing Press, a city producing at least 30 culture per turn without the State Religion or any Palace-like buildings (Capital, FP, Versailles) has the chance of producing a Dissident Priest. I have had this once, and luckily I had the money to avoid the angry faces and instead, I got +2 research and +2 culture in all my libraries. Hatty's quick Libraries will have more of an impact, but it's still pretty sweet. :egypt:

Possible Drawbacks?

Great Prophets will only techbulb (TM:D ) you to the mostly religious techs and that might not always be the way to go. Although by neglecting certain techs, you can get Civil Service for example.

Most UBs don't get obsoleted. The earliest possible one to build can also the first one obsoleted. Although one can ignore Calendar, the obsoleting tech for the UB for some time, eventually you may want/need to develop those sugar, spices and incense tiles. In Beyond the Sword, it becomes obsoleted with Astronomy, so it is possible depending on one's strategies and goals to avoid that tech all together. If you have many religions and temples as a result of your early GPs then you can still obsolete the Obelisk and assign your GPs from your temples. An Obelisk can only assign two anyway; having five religions in the city, mean assigning five GPs. It's what you choose to do with those priests you assign, that really affects the game.

You cannot capture a city and have its Monument convert to an Obelisk because of the culture it generates. This is a drawback not faced by most other UBs which can remain in a conquered city. Obsoleting Stonehenge means the Obelisks not physically built a city will disappear, whereas hard building them means they will stay, their base culture will double in time and you have the two Priest slots. It is not a great deal for some victory conditions depending on your strategy, but it is something to consider. In non-BtS versions gifting Calender to Egypt could hurt them. :D

Summary:

Great Prophets early, can be a tech boost, but unless you are surrounded by food bonuses, you won't be able to assign those priests anyway. BtS gives a longer lasting UB and a Religious Victory in addition to strong strategies for other victory conditions. With practice, it could be used quite effectively. :egypt:



Ethiopian Stele (Monument):

This Ethiopian monument can give +25% culture in addition to the +1.

Possible Synergies:

This UB probably screams cultural victory, but the 25% bonus won't really matter until much later in the game. Also, in BtS the obsoleting tech is Astronomy which can be avoided for some time so long as you don't plan on colonizing another continent. One can play a cultural victory without ever researching and discovering or trading for it, so this bonus would be added for the entire game. Being Organized, the ability to settle new cities more quickly would be helped by any additional cultural boundaries pushing further out. With key resources claimed, the cheap Factories will use the resources to build spaceship components or military units much more quickly.

Building Stonehenge will put this UB in every one of your cities. Now, this is truly a thing not to miss if you want to try for a domination or conquest victory. The early culture in newly captured cities means you can instead concentrate on his quickly built Courthouses, Libraries and Theatres to get them productive ASAP. Remember, Zara Yaqob is Creative so the 25% in the beginning is not that big of the deal, but with the +2 culture per city, cheap Libraries and Theatres in no time it will have an impact. When you consider that with his Organized trait and UU, warmongering is a very delicious option. Again, ignoring Astronomy might need to be done, but your domination victory might not even take that long. Even if you advance past that, the early work building up the culture was done and should be hard to flip. You have secured the resources you need for success and you could even settle into a nice, Space, Diplo or Time Victory.

Synergy with Corporations, Events or Quests?

Covering a larger land area means that you will be able to broker more resources, trading away the ones you don't need to ensure that your corporations get the resources they need to be more successful. Being creative will mean that holding on to Plantations, Mines or other high food/income/production tiles. This means you will have the monopoly on many resources and able to trade for your Corporation resources. This gives you the versatility to pursue the food/production boost for UN or Space Race victories, or use the culture producing corporations and the +25% bonus (with others buildings) to culturally pressure those around you, causing more resources and/or cities to come your way.

Possible Drawbacks?

Zara Yaqob does not start with Mysticism, the prerequisite tech. He might not found any religions, but can have a significant cultural bonus, long before any cathedrals can even be built. Most UBs don't get obsoleted and the earliest possible one to build could have it's lifespan shortened depending on your tech path. Obsoleting Stonehenge means the Stelae not physically built a city will disappear and you have now lost the +25% culture boost in those cities. Only if you hard build them will they stay, keep the +25% bonus and double their culture over time. It is not a great deal for some victory conditions depending on your strategy, but you should consider this. In cultural games, I hard build in my 3-4 cities no matter the civ.

You cannot capture a city and have its Monument convert to a Stele because of the culture it generates. This is a drawback not faced by most other UBs which can remain in a conquered city. Perhaps a better alternative would be to hard build as many as possible and then capture the Stonehenge city. This would allow for quick culture growth in newer frontier or conquered cities, but retain the base culture in your core cities you reach Astronomy. It will depend on your opponents, strategies and goals. In any victory condition, the quick land grab would be a huge boost. Of course, one requires religions or other cultural buildings to really benefit from the UB. Although one can ignore Astronomy, the obsoleting tech for the UB for some time, eventually you may want/need to expand to other continents or build observatories to boost your science level.

Summary:

The UB is useful as it gives you the resources you want early on in the face of cultural powerhouses, and might be enough to retain or even capture resources culturally. The true strength of this UB depends on what else is build in the city and then what you do with it.


English Stock Exchange (Bank):

The Stock Exchange gives the an extra 15% gold bonus to what a Bank normally does for a total of +65%. With two financial leaders to choose from this is a very versatile UB. You can go Philosophical with Liz or Imperialistic with Vicky.

Possible Synergies:

No matter what you chose for your victory path, commerce drives research. Add markets and grocers means a total 115% gold increase. Even warmonger Churchill will benefit, but Financial really exploits this UB. What is great about this UB compared to the Carthaginian Cothon is that you needn't only build on the coast and so you can use this on any map and whereas the Cothon only give +50% bonus to the trade routes; the 65% bonus from the SE is cumulative with other buildings. You likely want most if not all of your cities on the coast, as there is usually more lucrative tiles in the water (outside of FP cottages) especially if you build the Colossus and Great Lighthouse, but Gold, Gems or luxury resources are great too. FP beavers are nice. Up to Airports and the right civics and you can have 7 trade routes in a city and Wall Street. Cottage spam and run Emancipation, Universal Suffrage and Free Market and you will be laughing all the way to the bank! :mischief: Er, make that all the way to the Stock Exchange. :lol:

You can adjust the slider to put this extra income into more research, culture or in BtS, more espionage or you can store up money for unit upgrades, rush buying or a rainy day fund.

Synergy with Corporations, Events or Quests?

There are simply dozens of event or quests that could add to city or civ income. Choosing more income every time could really add up with any civ, Financial leader or not, but this UB makes sure you have an extra 15% of any extra income and has a greater or more direct impact than any other financial UB as it is civic independent.

Possible Drawbacks?

Um, how about "no?" Money makes the world go 'round! Liz could be either a CE or SE leader, but the UB seems to call more for a CE. Hybrid economies could be the compromise that works best for her.

Summary:

England starts with fishing and mining, so look out. Coastal tiles and Mines in no time. Not sure what else can be said here. I think ABBA said it best: "Money, Money, Money" $$$$



French Salon (Observatory):

The Salon is an observatory which gives a free artist. It might not seem like much, but it can be quite nice, perhaps even outside of a cultural victory.

Possible Synergies:

Louis can build Libraries, Theatres, and Colosseums at half production cost, but let's see what a Salon can do for him. If you want a free Artist specialist, given the anarchy caused by switching to Mercantilism, perhaps going from Liberalism to Astronomy makes sense. Even with the wait, you can build your UB which gives a free Great Artist, rather than going through Anarchy to get it. Of course you have to build these Salons, but they are cheaper than Universities and with the Sistine Chapel the free Great Artist gives more culture for the same amount of science boost (+25%). But, maybe you do want to switch to Mercantilism so you can have another type of GP. If not, then you have got two free artists with the Salon and the Statue of Liberty is not that far away with Lous' cheap Forge from his Industrious trait. Either way you could have 2-3 free artists, not to mention the others you could assign from the Theatre. This means you can run something other than Caste System. And for a science boost, why not run Representation with those free artists? Use a Library, Salon and Uni to beeline for the ECWs and you are laughing. C'est formidable! C'est magnifique! D'accord?

The building may be useful for late game wars by ensuring that your borders keep strategic resources for you. As any leader, running representation with Salon's free artist makes sense for Space Race victories.

Synergy with Corporations, Events or Quests?

Although culture as mentioned above with other UBs in maintaining control of corporation resources, I don't think the Salon would make that much of an impact.

Possible Drawbacks?

Not sure what Napoleon or de Gaulle would do with the free artist other than maintain culture borders on resources on a crowded map, but then again you could build a cheap Theatre in the likely small city first. The Salon is like an observatory, so keeping up the tech pace to have more advanced troops might be desirable. You could however have your larger cities producing GAs and go and culture bomb you new acquisitions. If you want other GPs, then perhaps the Salon will pollute your GPPs, so beware.

Summary:

There are likely some other possibilities to be discussed as there seems to be lacking a certain "je ne sais quoi?", but this UB should not be taken lightly.

WilliamOfOrange
Nov 08, 2006, 04:10 PM
German Assembly Plant (Factory - double production for Organized leader):

The Assembly Plant is a factory which can change 4 citizens into engineers instead of just two. It also has +50% production speed with Coal, which by now you have already located and connected to your trade network. Die Frage ist: "Mit welchem Führer möchten Sie spielen?"

Possible Synergies:

Which leader? Well, take your pick. This UB complements both leaders very, very nicely and is the most synergistic combo of both leaders and
their UB of all the civs in the game (with apologies to the two Queens of England). This UB is all about output, production and power. Was sind die Stärken jedes Führers? What are each leader's strengths?

Otto von Bismarck: Expansive and Industrious. His +2 health per city will be needed to offset production buildings that cause pollution. Later in the game, health counts and is needed. Bismarck can be a warmonger with a huge empire and pumping out units like nobody's business or cranking out spaceship parts while eyeing Alpha Centauri. Bizzy gets Granary, Harbour and Forge at double production speed. Notice how the pollution from the Forge and Plant is offset by two cheap health providing buildings. In BtS, we have the more pollution from Factories and Industrial Park which brings in pollution stacked depending on your resources, but we also have Mass Transit and things to counter.

Frederick: Organized and Philosophical. With cheap Lighthouses, Courthouses, Universities and cheap Factories...or in this case these very Assembly Plants, Freddy is a powerhouse! With Coal, he can build his UB a +150% faster just on his own. There hasn't been a German industrial influence like this since Kraftwerk! I say span out, get the economy/research going and prepare for the space age! With the Assembly Plant costing 250 hammers and just considering these bonuses, it would be like building these babies for 166 hammers! :eek: The reason space age would be so synergistic is the 100% increase in GPs being produced. So you could be farming scientists and engineers on your GP farm and building your high production cities elsewhere to have those engineers settle. Ideally, if you had 2-4 food sources with some production bonuses, you would be in good shape. Ich denke dass ich lieber als Freddy spiele. :king:

The percentages of production increase for buildings and civics will be the same for all civs. With some good food sources you will max out your eight engineers (assuming IW) and likely have some priests too. You can have 3 more free Engineers from building the SoL, an IP and running Mercantilism. BtS introduces Levees, production from Corporations, etc. but again, it's all equal for each civ. The point is that you will build your superior Factory sooner and be able to assign more engineers than anyone, getting the jump on everyone. Finally, let's imagine Philosophical Freddy in Pacifism and a National Epic in his Ironworks city, with all those Engineer slots filled during a Golden Age (increased GPP production). The only civ who could even comes close is the AI playing as the other German leader! :lol: Remember, specialists do not cause pollution!

Finally, when capturing an enemy city, if their Factory survives, it will become an Assembly Plant. This means that you can assign those Engineer specialists immediately to rebuild lost buildings.

Synergy with Corporations, Events or Quests

Besides benefiting from Corporations like everyone else, there are events that have synergy with this UB. Better Coal gives you the choice of +4 production from Coal Plants or +2 production AND +1 health from Drydocks. A +4 production boost would almost make the pollution worth it. You could disconnect your Coal, and still have the +4, but without Power and losing two of the unhealthiness. Or when you eventually build a Hydro Plant or the Three Gorges Dam, the +4 will stay, but the power will be clean (no pollution from power). Or if you want another building to have a greater impact, the Drydock now has its pollution negated and +2 production. Depending on your map, resources and plans you can chose what you like, but this would almost be overpowering for a German civ to receive. The Overwhelm event as described in the Carthage and Dutch UB sections is similarly easy for the German civ.

Possible Drawbacks?

Any other victory condition other than Space or Conquest don't seem to fully utilize this late game UB. Peace-mongering can leave it pretty much not even worth building. With a lack of health resources, having a Forge, this UB, the IP and Ironworks or other power plants might not be feasible.

Summary:

Given the right conditions and goals, this UB is quite useful and as stated before is a perfect match for not just one leader, but both of them. Freddy gets the slight edge thus far as it is possible to build it for two-thirds the cost. If you are playing games that end early, this UB doesn't matter, nor their UU. The plan with Germany is perhaps to maximize the leader traits to set up an über-strong infrastructure and then once the UUs and UBs can be built later in the game, go hog-wild and blitzkrieg them all! Wunderbar!



Greek Odeon (Colosseum - double production for Creative leader):

In addition to the +1 happiness per 20% culture and for the same price as a Colosseum, this UB gives +3 culture, an additional +1 happiness to the base +1 of a Colosseum, can turn 2 citizens into artists and gives +1 happiness for hit singles.

Possible Synergies:

Basically this means this is a more expensive Theatre even with the patch dropping the cost 80 hammers. In fact, that is exactly what it is, just replacing Dyes with Hit Singles and making it one happy face per 20% culture slider. The extra price for admission compared to Theatres is the hit single happiness, which in short games won't matter, but if you have the culture slider up to even 20%, the city already has +3 happiness which is as much as a Theatre with Dyes. Creative Pericles will build them both cheap, so there is no real choice. As with the Mall, I like the idea of killing two birds with one stone; the hit singles giving a Greek city with an Odeon and Broadcast Tower a total +3 happiness for the same resource. Because it is +1 happy face per 10% for Theatres/BT and 20% for the Colosseum/Odeon, that means if you raise the culture slider the happiness is increased by 5 for every 20%. If you have the three buildings, dyes and hit singles (either import or export) we are talking +9 happiness for a mere 20% culture (One more than another civ would get).

The extra 3 culture is the big deal. Greece now instantly becomes a Cultural victory contender with the price of the Colosseum/Odeon dropped, both leaders building cheap Universities and Pericles building faster Theatres and Odeons, perhaps early enough to get the culture doubled and make a nice impact once multipliers are added. Using either Pericles' or Alex's philosophical trait, you can farm your Great Artists (my best is 16), lending again to a cultural victory more easily. Remember, that with the Odeon you can assign two more GAs in addition to the 2 from the Theatre. This means you can run something other than Caste System and still run 4 GAs. Pericles is Creative and Philosophical, making him the only leader to have cheap Libraries and Universities. He is the biggest cultural contender of the BtS leaders introduced with traits and his four cheap culture buildings, including Greece's Odeon. He is a much better choice for the Greeks to win a Space or Diplomatic game, at least in a more peaceful way. His cheap Library and Uni make him a true philosopher (Philosophy, from Greek: lover of knowledge/wisdom) for a tech race. A tech lead can be useful for anything victory sought.

For the warmonger in all of us, Construction might be more attractive than Drama as it also gives Catapults, War Elephants and leads to Engineering. The hit singles don't kick in until later, but it's nice to have that as a back up. With big happiness possibilities early and late, you can run Representation or Universal Suffrage and not worry about War Weariness. The Odeon can give newly captured cities the same affect of culture and happiness from the Theatres without researching a tech which is not high on any warmonger to-do-lists. And if you capture a city in which a Colosseum and it survives, it automatically becomes your own culture producing Odeon! That newly acquired city's border with pop sooner and you can build other things rather than the obligatory Theatre.

Synergy with Corporations, Events or Quests?

There is an event where a gladiator can be cashed in on or you can arrange for easy opponents and raise the culture of the building. When going for a cultural victory, even better is the Sports League Quest. With enough Odeons built, you can either have them give +1 happiness or +4 culture. Available with Construction, this is one of my favourite quests and I never fail it.

Possible Drawbacks?

Well, why not just build a Theatre (50) for slight more than half the price (80)? Drama comes right after Alphabet, a useful tech, whereas you need Math and then Construction for the Odeon and they can be slightly most expensive to research. In BtS, Aesthetics replaces Alphabet and you have to choose between those two and Math after you have writing. You can't really beeline, Drama and Construction. Well, as stated above the warmonger might like the Construction route. However, you do need Drama in order to activate the culture slider, so again the base +3 happiness from the Odeon is nice for a while. Slingshotting for Construction just for the UB is a waste, unless you plan on used it to it's fullest. This means building Cats, Elephants, Bridges and as a step to Engineering's quicker road movement, Pikes and Trebs. Trade away any extra happiness resources to form alliances or get other resources you want like production or strategic ones. For a Cultural victory it might be wise to pursue that after getting your GA from Music if you want to beat the AI to it since you would already have Math, but I won't try it the other way around on higher levels if you want the free GA.

Summary:

Makes Greece go from non-contender culturally to a interesting choice for experimenting. Domination wins are looking good too, and Space and Conquest really are not affected on lower levels. The Odeon does little to complement Alexander's traits unless on high levels with more unhappiness and War Weariness to be offset from buildings. Remember the +9 swing with Theatre/Dyes, Odeon, BTs and hit singles. Makes Eiffel Tower's free BT in every city more appealing and extra happiness can be converted into flexibility in trades, more whipping and warring. One cannot argue with more happiness.



Holy Roman Empire Rathaus (Courthouse - double production for Organized leader):

This UB is a courthouse with a total of 75% reduction in maintenance costs. It also allows you to build the Forbidden Palace with only 4 cities on a standard map. It also gives +2 Espionage points and allows you to turn one citizen into a Spy.

Possible Synergies:

Charlemagne is Imperialistic, which means quicker settler production. Not much better synergy than a UB which allows for more cities sooner without hurting your economy, since he is not Organized. It also means greater chance of GG appearances. Couple that with the protective trait and he will be in position to either maintain a large empire and pursue more peaceful victories or, be a major warmonger. The protective trait gives cheaper walls and castles and just imagine those beefed up Pikemen, the Landskneckt, behind them. On a hill even!

We have also only begun to explore the mechanics of espionage, but giving +2 espionage points and the ability to turn a citizen into a spy like a Courthouse does is almost a throw in after the increased maintenance reduction. As a warmonger, this new feature of producing great spies has some definite synergy.

As I suggested with the Aztecs, I would gift CoL to everyone before I attacked them. If their Courthouse survives your capture, it becomes a Rathaus. You will be able to conquer faster as the maintenance costs are instantly reduced rather than having to build it. You can go right into Granaries or units. And don't forget that the Forbidden Palace is available with fewer cities. Use that to your advantage.

Synergy with Corporations, Events or Quests?

The lowered maintenance costs mean that you can make more of a profit with Corporations. Your particular Economy civics will have an effect as well. More details need to be researched.

The Too Close to Call Event gives the player a choice of either +1 gold or +3 culture in all Courthouses. All you need to trigger it is to be into the Renaissance Era and running Universal Suffrage. I assume the warmonger would prefer the gold, however popping borders in certain cities might make one lean towards the culture. Then when you capture a city and their Courthouse survives, you get an instant border pop in addition to the lowered maintenance.

Possible Drawbacks?

The ability for rapid expansion and a much sooner available Forbidden Palace does not conjure up any real disadvantages as Charlemagne's traits and the Empire's UU really complement each other.

Summary:

The ability to have a larger empire give the flexibility to settle near important resources and map locations and strive for any victory condition. Starting techs might allow for good Religious Victory games. The UB makes for a monster with Corporations and can mean faster teching, more income, more troops supported, just name it.



Incan Terrace (Granary - double production for Expansive leader):

A granary that gives culture. Quite a cool UB, nothing special on the surface but is even more of an impact than one might suspect. Why?

Possible Synergies:

Well, you likely would build a granary anyway especially if whipping. Secondly, it is available with pottery and for financial Huayna Capac, the cottage spamming and culture producing Terrace allowed by this tech is a great choice for the first thing to research. The Terrace will accumulate enough culture from building early enough in the game to give +4 culture per turn.

Building a culture producing granary, means you can concentrate totally on growing and expansion and not worry about other borders encroaching your resources, you will get them back or never even lose them. You will get the BFC much faster and not have to rush Monuments or Temples/Theatres until later, once you have larger cities from the Terreaces stored food. In fact, Stonehenge is now practically useless, except for the GPP it helps you get. In non-BtS versions there is no need to build SH and then avoid Calendar in order to keep the culture for brand new cities. You don't want to delay the chance to build Plantations or Wineries as those babies are what the Financial trait thrives on. However, in BtS Stonehenge and Monuments expire with Astronomy, so that may be moot now.

When you capture a city normally, what do you do? Build a Theatre for culture and the Granary takes a back seat. For small cities this means delaying growth, but they recover soon enough. The larger the cities you have conquered, the longer it takes them to recover from whipping buildings. If you have to whip a culture building, even a Monument and then a Granary, it will take a while to recover. So, building the Terrace gives you the culture and the growth increase at the same time. You are saving time and population compared to another civ doing the same thing. You want the choice of which tiles to place your citizens, because you are Financial and any Cottages/Towns, Plantations or Mines you can work ASAP are gold in your pocket. You use it to support/upgrade your forces or increase research/trade for resources. So having the extra pop from only rushing one building instead of two, pays huge dividends.

Need we mention that conquering a city that already has a Granary turns it into a Terrace? Due to some sort of oversight, that captured city's Granary's age contributes to the culture of your new Terrace and could even generate 4 :culture: per turn!

Synergy with Corporations, Events or Quests?

There is nothing directly related to a Granary or its replacement, however the culture produced will undoubtedly mean more resources to supply your Corporations.

Possible Drawbacks?
Not really any since as Huyana Capac you likely want to have pottery ASAP anyway.

Summary:

As outlined above, this UB offers some great opportunities for expansion and is flexible for what you want to do with it. It is a great UB for early claiming of land while growing and improving infrastructure by shortcutting build queues and allowing faster restoration of captured cities. Don't forget the Quechua will go out and conquer cities in the early game and instant growth and culture simultaneously is great.



Indian Mausoleum (Jail):

The Mausoleum UB comes with Constitution like its Jail counterpart and with -25% WW but in addition, it also gives +2 happiness. The manual states it gives +1 GPP and is more likely to produce a Great Prophet, but in playing Warlords, this is not true. In Beyond the Sword, both the Jail and the Mausoleum also give +4 espionage points and increase espionage point production by 50%, in addition allowing one to assign two Spy specialists.

Possible Synergies:

The Jail is high on a warmonger's wish list and the BtS version is sure to be even higher. I can see on higher levels how the happiness cap can be raised and WW reduced. If you have Police State this is a total of 75% reduction in WW, which is nothing to sneeze at if WW problems got you down. An Always War game would make great use of India's UB.

We have also only begun to explore the mechanics of espionage, but giving +4 espionage points and the ability to turn two citizens into this a Spy is almost a throw in after the reduced war weariness. Running Nationhood now has the added bonus of another +25% espionage point production for a total of 75% with the jail/mausoleum, in addition to barracks giving +2 happiness and being able to draft 3 units per turn. As a warmonger, this new feature of producing great spies has some definite synergy.

Both leaders are spiritual. Organized Asoka can build larger empires early on and Philosophical Gandhi can pop GPs and build cheaper Universities. At first glance, the non-military unit UU and being contrary to real life, one might not think to warmonger with India and instead pursue Religious, Cultural or Diplomatic Victories, especially given the starting tech of Mysticism. They definitely excel in those areas, but they have traits, a UB and UU suited to conquer. The fast worker can give them a boost in the early game, but they will connect resources and create infrastructure sooner and refurbish conquered lands to your liking much quicker. Religious civs benefit from being able to switch civics on a whim and walk the line of builder and battler.

Synergy with Corporations, Events or Quests?

India's stating techs can lead to collecting religions and shrines. There are plenty of events and quests to leverage a benefit from them. If you are building this UB with espionage in mind, there are several related events which can give you more EPs or will cash in on the ones that you have already saved up. There is however an event in which your city can be unhappy with the fear of a prison break.

Possible Drawbacks?

You might not read much about people playing as India to conquer the world and wage war, but the undisputed champion of a Future Era HOF gaunlet was Asoka. This UB is still like a normal Jail, except for the +2 happiness. I am not sure how many players will build them in Warlords, but those EEs will definitely use them in BtS. Even without warring, the extra happiness is something no other civ can have, and is an advantage when all else is equal.

Summary:

This UB got a serious boost in usefulness in BtS and has now clinched India as equally adept in any victory path.



Japanese Shale Plant (Coal Plant):

A Coal Plant gives power (electricity) to the city which adds to the factory's production bonus of 25% an additional 50% at a cost of +2 :yuck:. You need a factory for the Coal Plant or the Japanese Shale Plant, however the Shale Plant itself gives its own +10% production as well. This means a 85% bonus with the two buildings for the same price as other civs who only get 75%. The real bonus however is that while Coal Plants requires coal to produce this power, the Shale Plant does not and so if you don't have that resource, you can still have power even with the +2 pollution. Both the Factory and Shale Plant can be built once you have discovered Assembly Line.

Possible Synergies:

Depending on your base production, things can get quite a productive boost, but if you were to whip or buy these buildings into a low production city it might make a huge difference as well. Conquering a city with a Coal Plant in it, may change it into your Shale Plant. The percentages with other buildings are the same for all civs, except for the extra 10%. The extra 10% production will obviously mean more for larger cities or a larger base production from whatever specialists or civics you are running.

Being Aggressive and Protective, Tokugawa's units start off well promoted and this makes warring an attractive choice. For late game wars, there likely isn't a unit that can't be pumped out in 1 or 2 turns. And space race can be just as great a goal. For a Diplomatic game you want to beeline for MM and would likely miss this UB.

Given that it is a late game UB, it is quite useful for the fact that coal is not required to get the +60% production, while other civs need coal to get their +50% from power. Three Gorge Dam will put a Hydroplant in each city, making Coal and Nuclear Plants useless. Than again, you likely want Coal so that you can railroad your Mines, Quarries and Lumbermills. Not much of a benefit if you look at it that way, but until you do get coal, you have +60% production boost, that other civs would not have.

Of course, in BtS you don't need Coal for Railroads. You can build them with Oil instead. As Japan, you could avoid mining Coal and build railroads and Shale Plants to get the production bonuses, but with less pollution. It's almost an exploit, but in BtS with the addition of the National Park, this was a necessary change. It means the the Shale Plant plays a more interesting role. A National Park cuts off access to Coal in that city. It cannot have the Aluminum Co. and if the Ironworks are there, it only gets the Iron bonus. You can't normally build a Coal Plant there either, but the Shale Plant does not need Coal to be built. So the National Park actually makes the Shale Plant a more valuable UB, since you will be able to build it anywhere and give power to the NP city without waiting for other power plants. The Ironworks city would be Japan's only city affected by the production and pollution increases from being connected to Coal.

Just to get a better understanding on the pollution for buildings: Factories have a base pollution of +1 with +2 each for Coal and Oil. Meanwhile, the Industrial Park has a base of +2 with Coal and Oil each giving +1 pollution. So, both buildings will give +3 Pollution with both resources connected. This is how big an impact leaving Coal unconnected can be for Japan. Without it, you could still get the production bonuses and power by building a Factory and Shale Plant and the free Engineer from the Industrial Park but with extra 10% with 3 less pollution compared to other civs.

Synergy with Corporations, Events or Quests?

Besides benefiting from Corporations like everyone else to boost resources to increase, food, culture or production, there is one events that has huge synergy with the Shale Plant. Better Coal gives you the choice of +4 production from Coal Plants or +2 production AND +1 health from Drydocks. A +4 production boost is huge given the lack of a health penalty with this building. If you built Shale Plants first, then build a Hydro Plant or the Three Gorges Dam, the +4 production from the SP would remain, but the pollution penalty from having it connected is ignored. The Drydock option is less appealing as the SP makes extra health not as pressing, but it may help with the Overwhelm Quest. (see Carthage/Dutch entries)

Possible Drawbacks?

Other than having little health resources, which doesn't seem too likely by the time you research Assembly Line, there is no compelling argument to not to build this if you want to be a powerhouse. That being said, the leader traits are not that complementary with it. Not only that, it is a late game UB and some games you would not get the chance to use or even build it.

Summary:

Although not as overall as synergistic as the German Assembly Plant when it comes to leader traits, this UB serves a similar purpose and makes it hard not to compare. This one is a little more map dependent (due to the +10% hammer as apposed to 2 extra engineers assigned). Again for a late wonder, Space or Conquest victories greatly benefit. The addition of the National Park make this UB more important and more of an advantage.



Khmer Baray (Aqueduct):

The Baray UB comes with Mathematics and is an Aqueduct which gives +1 extra food.

Possible Synergies:

Extra food helps any leader, however, Suryavarman is Expansive. Building this UB would cause a double-whammy. Not only will it increase health to reduce any wasted food, but it allows for more growth. The city will grow larger as it has a higher health cap. More food also means taking advantage of the faster worker production. Being creative means claiming food resources to get the whole this going. Talk about cyclic benefits. And it gives some versatility: you can work production tiles without hurting growth, or this bonus is half a specialist. With a Lighthouse or Supermarket, that is a whole Specialist supported that a another civ's city would not be able to support. Or, extra food means faster recovery from whipping. Finally, this makes Khmer cities slightly less affected by pillaging of food tiles and global warming; you may even be more willing to settle in a Desert or Tundra heavy region to claim a choke point or valuable resources.

Synergy with Corporations, Events or Quests?

The Rural Farmers Event will give +1 food to a city's Grocer. Meanwhile, the Horse Whispering Quest gives you a chance for all Stables to produce +1 food. So, add either of these to the Baray and you have a(nother) specialist supported if you desire. Imagine getting the Stable bonus or Grocer event and having a Lighthouse, a Baray and a Supermarket. That means two specialists! Of course you could chose the faster growth too. Of course, the Baray's food bonus allows one to chose giving Sentry to all monuted units such as the Khmer's Ballista Elephant for that Quest rather than more extra food. Let's not forget any settled Great Merchants will contribute another +1 food. You have plenty of opportunities to grow those cities for a high population to raise your final scored then, but don't forget to collect resources to really get that population up. Corporations can be map dependent, but the Khmer already have enough to have larger populations, not forgetting the ability to steal resources culturally and trade for the Corporation resources that you need/want.

Possible Drawbacks?

Extra food, a disadvantage? One could even use Corporations and trade away food resources not needed. It is possible to have cities grow too fast and not have enough things to build or resources to keep them happy.

Summary:

Extra food is nothing to complain about as long as you have the health and happiness. Slavery fans would do well to exploit this extra growth and convert it into production, and the extra GPPs available can be a great boost as well.

WilliamOfOrange
Nov 08, 2006, 04:11 PM
Korean Seowon (University - double production for Philosophical leader):

This building costs the same and gives the same culture as a university, but it gives an extra +10% research.

Possible Synergies:

Wang Kon is Financial and so you can maximize this UB's usage by making sure you do all the things you would have done with him anyway. That means, cottage spamming and getting other high income tiles. You have the income boosting buildings and wonders and the science ones as well so take the advantage and go for a Diplomatic or Space win or keep you army further ahead in tech to protect your empire or add to it. Time Victories depend on Future Techs, so this is a great UB for those.

Synergy with Corporations, Events or Quests?

The Civ Game Event is a tongue-in-cheek event available with computers. Your people develop the game of Civ and you can add +1 happy face in all your cities, get +3 research in all your Universities or receive some gold. Come on, how cool is that? There are quite a few other events or quests, especially involving the prerequisite Libraries which can result in added research, so those modifiers can be enhanced with the Seowon. Actually, even with being Financial, any event which puts more income in your cities will be multiplied.

Possible Drawbacks?

More science can't ever be bad can it? It comes early/mid-game, but it's tech is needed for the Liberalism bee-line so it can come quite quickly if you want.

Summary:

Great advantage assuming you can build a nice SSC or several ones. You would usually build a University anyway, maybe now just a little sooner to really add to the tech lead (or perhaps a little later in the queue, knowing that you have the extra boost once it is built).



Malinese Mint (Forge - double production for Industrious leader):

This is a forge with an added 10% wealth increase and yet another UB for a Financial civ that has some great synergy. I would say that a lot of the strategies used with England's Financial leaders would be used here, but perhaps with a slight change. It's the same percentage bonus as the Stock Exchange, but because it comes earlier it may take some time before that 10% has the impact as the English UB.

Possible Synergies:

This building can come pretty early and Mansa Musa has a reputation for being a tech-whore as an AI. What is great about the boost is that even though it is only 10%, it is still an increase and once you tech your way to new civics, as a spiritual leader, you can totally take advantage immediately and not have wait until you can switch 2 or 3 at a time. Capturing a city with a Forge, could lead to an instant Mint.

Because it is a production building as well, and you would naturally build it early regardless of the 10% bonus. The Mint is more appealing, plus it is needed for many wonders, not the least of which is the Colossus giving +1 gold in all cities' water tiles. If you have trade routes going, as many as possible, markets, grocers, banks and Wall Street a rich city is made richer than another civ would be with the same city. Not only because of the wealth bonus, but because the Forge means building all of the other wealth increasing buildings faster.

More money, means faster discoveries, and Religious, Diplomatic and Space wins are the popular targets, however the Skirmisher can be a pretty good UU and even later, the extra wealth can be parlayed into better unit support and more/quicker upgrades. Even on higher levels, if you are lagging in the tech race, you will have more money to buy them, or more money to bribe the AI to do your bidding.

With 7 trade routes (as outlined earlier with Carthage), all the wealth buildings, great base tiles and maybe even some merchants or Great Merchants, you have plenty of income and the extra 10% could really have an impact.

Synergy with Corporations, Events or Quests?

The Master Smith event will give another +1 production just like if you had a normal Forge, however you are likely to have this UB built earlier so there is a slightly better chance of it happening. This is not to be confused with the Master Blacksmith quest in which you would build a certain number of Mints. Do it before the Renaissance and you chose either, 1 Copper resource revealed, all Swordsman units get the Shock promotion or if you have a state religion gain you get 1 engineer specialist in the triggering city. I imagine most people try the quests, but might not go out of their way if they deviate from the planned strategy. The first time I got this one (not as Mali), it was real tough to trigger it. I had to found another fringe city in a sub-par location just to build the last one. Meanwhile, as I waited for it to be done, I had to hold off on the tech path and risk losing the Liberalism race. Timing is key and giving the appeal of the UB, building them early will likely pay dividends if you are teching quickly.

Possible Drawbacks?

This UB doesn't expire, so it will continue to be useful and becomes more powerful as the game progresses because cities will grow and more lucrative trade routes are determined for the AI. The only drawback would be that there is no AI Mansa Musa to trade with!

Summary:

A money boosting UB is a good one and can really help out early. You can afford to expand a little quicker if you bankroll allows it. You would need to have some big cash tiles or plenty of cottages, but then again, you would build those anyway. As we used to say in high school: Mint! ;)



Mayan Ball Court (Colosseum - double production for Creative leader):

The Ball Court gives +3 :) (instead of the Colosseum´s +1) and +1 :) per 20% culture.

Possible Synergies:

The extra happiness could be used to full effectiveness as a warmonger by skipping Drama and going for Construction, much like Alexander might do in using his Odeon. Having happy people means more tiles being worked for the financial Pacal II. A Theatre will give 2 happiness at 20% culture without Dyes, while the Ball Court gives +4 :) ! The best happiness UB would be the Hippodrome giving 5 at that rate (6 with horses). The Odeon will give that as well, but only with Hit Singles well later on. Of the Colosseum-based UBs, the Ball Court doubles the happiness of a normal Colosseum or Garden at 20%. Cathedrals gives +2 happiness for its State Religion and the Mausoleum has a +2 base, but the Ball Court is the only building with a +3 base and it is available, early and cheap. More happiness means working your high income tiles as a Expansive and Financial civ. This UB gives you the higher happy-cap to balance the higher health cap. The traits and starting tech combined with the flexibility the UB offers, means that Pacal can go for any victory condition desired.

Synergy with Corporations, Events or Quests?

There is an event where a gladiator can be cashed in on or you can arrange for easy opponents and raise the culture of the building. Now the UB would give happiness and culture. When going for a cultural victory, even better is the Sports League Quest. With enough Ball Courts built, you can either have them give +1 happiness or +4 culture. Imagine that: +4 base happiness! This really helps with the War Weariness and civs will be ready to negotiate peace before you.

Possible Drawbacks?

Although I have not played the Mayans that much, this UB is one of the coolest in terms of the historical accuracy in that it allows the cities to grow and flourish the way the Mayans once did. Taking it over the non-militaristic Drama/Theatre route is silly, unless going for a cultural victory. Of course if you have limited resources, the city grows fast or you are at war, this UB will make people happy and let you do anything.

Summary:

Extra happiness is always good, because it lets you pursue any victory you desire. You can combat war weariness or have large producing cities. There is great synergy with the Expansive trait. Faster workers and more health both gives faster growing cities which you can now handle. I am not sure what others think, but I would have to rate this a top tier UB.



Mongolian Ger (Stable):

The stable introduced in Warlords gives +2 XP for Mounted units build in the city and the Mongolian Ger gives +4 points. This UB is very appropriate and the affects are cumulative with Barracks, the Pentagon and other XP bonuses.

Possible Synergies:

Well, both Mongolian leaders are Aggressive which means cheaper barracks. We are already looking at +7 XP for mounted units and then if you factor in Theocracy and Vassalage: that's +11 all together. That is enough for 3 promotions before seeing any combat and any GG you settle and the Pentagon or West Point are just a bonus. I once conquered an AI city with 3 or 4 GGs and was producing sick units once the Barracks and Ger came online. Upgrading all the way through up to Calvary would be the idea and with the right promotions you should be able to keep most of your troops up until Rocketry. You could plan for the future and give promotions that complement your gunships, or use the advantage to conquer early. For a more in depth look, see this thread (http://forums.civfanatics.com/showthread.php?t=275423). In BtS, the Stable is made obsolete with Advanced Flight, thereby lengthening the use of this UB. The fact that Genghis Khan is also imperialistic means more GGs as long as you are warmongering.

This UB complements the UU, the Keshik and the civ itself unlike any other UB for the other civs. To build a Keshik you need Archery, Horseback Riding - which you need to build the Ger anyway - and of course Horses revealed by Animal Husbandry. The Mongol starting techs are Hunting and the Wheel. Hunting is the prereq for both AH and Archery.

Synergy with Corporations, Events or Quests?

The Horse Whispering Quest which can occur once you have Animal Husbandry and a Horse resource. Not many people build Stables ASAP perhaps, but the Ger is a must for the true Mongol experience, therefore chances are that if you get this, you won't mind building the required number of Gers. Now, each of the possible rewards is very synergistic with the Mongols: This is their quest and you will learn to love it when you get it as Mongolia. You can take +1 food from the Ger, which has synergies with Supermarkets, settled GMs or other GPs and corporations down the road and therefore use your aggressive conquering of the wimpy civs with your super-promoted Keshiks as a lead in to larger cities. You can either settle down for a Space/Diplo/Time victory or use the larger cities to fuel the war machine. I don't believe new cities get the bonus from the Quest, but conquering a city with a Stable remaining would give a serious boost and allow you recover quickly from the whip if it keeps its +1 food Stable which becomes a Ger for Mongolia. You can of course choose the free Keshiks - that's right free UUs. The Mongols are one of the few civs that can get their UUs (umpromoted) for free from a Quest. Finally you could give the Sentry promotion to all Mounted Units. I have not done this before, but it makes sense in the right situation. Your sneaky Keshiks have no terrain restrictions, so the extra line of sight makes your path decisions better and you can more easily avoid danger. Not only that, but remember that your Ger works for all Mounted Units. There would be no need to go up to Flanking I or Combat III for the Sentry and you can spend the XPs as you like. Any way you slice it, this is the quest for the Mongols.

Possible Drawbacks?

Mounted units are a large part of a balanced army, and the UB lasts fairly long, even longer in BtS. If other civs couldn't build Stables this might be overpowering, which is likely why the Stable was added for all civs as well. This UB maybe isn't as synergistic with Kublai, but it still leads to faster GGPs accumulation as higher promoted units win more. Although the UB does become obsolete, once fighting against Tanks some superpromoted helicopter upgraded from your Mounted Units could really help out.

Summary:

Having the extra XPs out of the gate helps to earn GG points faster and build wonders like the Heroic Epic and West Point. For warmongering this is a great UB, for other victory conditions, it would help one war early to collect more land and resources and then settle down into a more peaceful victory, or at least keep a stronger army for protecting cities while pursuing a peaceful victory. (But that is not why one plays the Mongols ;) ) War, what is it good for? Huh! Building Gers :devil:



Native American (Totem Pole):

Another UB which replaces the Monument. This one gives +3 XPs to Archer units.

Possible Synergies:

Sitting Bull does not start with Archery or Hunting, but that is often traded for or even found from goody huts. The big deal is that he is Protective, giving his archers Drill I and City Garrison I before adding the +3 XP bonus from the Totem Pole. Much like the Dun or Ger, this UB will offer some flexiblity and unique possibility in upgrading units. This UB makes the Native Americans particularly difficult to conquer. Like the Egyptians, building Stonehenge will put the UB, which is basically a Ger for Archery units, in every one of your cities. This means an effective early Archer rush or holding off aggressive enemies without wasting time to build the Barracks as Totem are much cheaper. With the Barracks, however, every Archery Unit built there will be very tough to kill on a hill behind those Walls and Castles that Protective Sitting Bull can cheaply build, never mind when they get upgraded to gunpowder units! There are some great pillaging possibilities here. His Philosophical trait might mean that a few GA culture bombs give him some more defense or he is free to use them for whatever he wishes seeing as no one is going to stop him.

Let´s not forget the Dog Soldier UU (Axeman) with its strengths against Melee Units and also not requiring copper or iron. This UB practically gives two UUs to the Native Americans. Whether warmongering or trying to hang on against the AI on higher difficulty levels, this UB would be a key part of any strategy. Holding off on discovering Astronomy might be a prudent strategy if you are running into trouble. Imagine pumping out Archers, Longbowmen and Crossbowmen early game with the bonuses and then upgrading them to stronger units. They will have a slight XP advantage with all other factors equal, meaning they will promote earlier. Let's imagine the +6 with Totem and Barracks and then running Feudalism and Theocracy for a 10 XPs off the bat. That is enough for 3 promotions to start, never mind fighting off barbs (although I think barb battles will only take you up to 10 XP anyway) or lone, weakened enemy units. Any Great General settled in a city takes you that much closer to a fourth promotion and your Heroic Epic.

Synergy with Corporations, Events or Quests?

There are no events or quests which directly relate to the Totem, but getting an event like Bowyer (All Archery units gain Combat 1) or Stronger Fittings (All Crossbowman units gain Combat 1) happening in addition to your +6 XPs would great as the CI opens up things like Siege and Medic I (Shock, Pinch and Cover are accessible with Drill I). Units already given that CI won't be affected, but future units could be stored up promoted to have an impact once they upgrade to Gunpowder Units. Again, more on that here (http://forums.civfanatics.com/showthread.php?t=275423).

Possible Drawbacks?

Sitting Bull does not start with Mysticism, the prerequisite tech, nor does he start with Hunting the prereq for Archery. Most UBs don't get obsoleted. The earliest possible one to build can also be one of the first ones obsoleted, maybe it is not that much of a big deal if you play your cards right. Although one can ignore Astronomy, the obsoleting tech for the UB for some time, eventually you may want/need to explore and colonize other continents. By then you would have to have built all the archery units you anticipate needing and then work on upgrading them. You cannot take over a city and have its Monument convert to a Totem for you because of the culture it generates. This is a drawback not faced by most other UBs which can be converted and remain in a conquered city.

Summary:

I think building cheap archery units with promotions not available to gunpowder or siege units (machine gun) can pay dividends given the right military and geo-political considerations (see link above). Like the Mongols, outside of warmongering or building a military to protect your empire, this UB does not hold many other uses, but when used to their strengths they can give huge results.



Ottoman Hammam (Aqueduct):

Does this UB have Expansion written all over it or what? One can really concentrate on building a large empire with large cities a lot sooner with the extra 2 happiness this building supplies in addition to the +2 health. No need to worry about religions if you miss them or Drama if you prefer other techs. It's a building which answers happiness and health cap issues simultaneously. We all hate seeing :mad: and :yuck: above the city bar.

Possible Synergies:

I feel Mehmed has the potential to be the best Expansive leader as he is Organized which means quick Lighthouses, Courthouses and Factories too. This means more food, less upkeep and more production, respectively from those buildings. This resultant larger population and therefore greater production, which leads to quicker unhappiness and pollution is further complemented by his Expansive trait which, in addition to +2 health per city, gives cheaper Granaries and Harbours which help reduce pollution and improve growth and economy. Those of you upset that the expansive trait was nerfed to only +2 health should stop your whining because this guy has 5, count'em five buildings to build cheaper and they all mean larger and more productive cities. The happiness cap becomes much higher for the Ottomans, and this is where the Hammam really shines, because it helps keep these larger cities happy and therefore more productive. If that is not enough, the faster worker production means an earlier hook up of resources for more production, happiness and health bonuses. But also remember the less time building workers, means more time growing in population, which means more reason for a Hammam. This building does not expire either and is required from the Hanging Gardens, which gives +1 pop and +1 health to all your cities!

As for newcomer, Suleiman, who is Imperialistic and Philosophical, making cities healthy and happy at the same time is great for the GP farming you might do with him. He doesn't have all the cheap buildings that Mehmed II has and his two traits sort of conflict when it comes to warmongering; GP farming with SE versus CE for fielding an army for GGPs. But his faster setter production is also a great thing for Domination and other victories and that is what the Hammam can give. Having many cities sooner and popping out GPs means a larger empire with abilities to conquer space or the world. He will have more cities, and larger, happier, cleaner ones at that.

Synergy with Corporations, Events or Quests?

There are no events or quests directly related to the Hammam, however, please see other civs for ideas of what to do with your extra health and happiness. There are plenty of things out there which will complement or be enhanced by the Hammam.

Possible Drawbacks?

It might not seem as powerful as other UBs, but you eventually build one anyway, at least in your larger, more polluted cities. With other civs, it is likely only the Hanging Gardens city that gets it, but this package is too great to pass up. Building it early for the happiness and letting the health cap grow at the same time seems the way to use it, rather than waiting for green faces. This just makes them happy so you can concentrate on building more units or science/production buildings. Let's face it: it's a drag to have to stop building units or wonders because of the unhappiness or health. Kill two birds with one stone: the Hammam. Cultural games where happiness is not much of an issue are still advantaged especially at higher levels. In fact, this building really makes a difference in higher levels where happiness and health caps are lower or on maps where happiness resources are not readily available to you. Further to that, in Warlords, you could delay discovering Calendar as you might not need the happiness from resources immediately and that means culture from Monuments or Stonehenge will last you a little longer.

Summary:

A strong UB which helps with supporting large cities for whatever reasons you may have: military powerhouse, GP farm, etc. If this was Civ3 where the Aqueduct was need to grow past size 6, this would be huge, but even though it is not needed for that, I really can't think of any drawbacks with this UB. It is a great building to help vertical growth for both leaders. Quite an excellent UB. :king:



Persian Apothecary (Grocer):

The Apothecary, besides being the most difficult UB to pronounce, is a grocer that gives an additional +2 :health: to the city. That is on top of the health from plantation resources. With a Granary, Harbour, Apothecary and the Supermarket you get health from rice, corn, wheat, clam, crab, fish, bananas, wine, sugar, spice, deer, cow, pig and sheep. So, for those of you not counting at home, that's 16 :health: points! So that means the ability to build production-boosting, pollution-causing buildings. Late in the game with high populations and those buildings or even on higher levels, this can be useful. However, you may not be looking to have a late finishing game or want to detour for the late tech Refrigeration, especially if the Apothecary gives an intrinsic +2 health even without resources and so Supermarkets are not a necessity. That is pretty nice, no matter what level one plays on. You are afforded the option to trade away health resources for more important ones, such as: uranium, oil, iron, aluminum, etc.

Possible Synergies:

Being Imperialistic, Cyrus has faster settler production and this means more cities quicker. As a result there is likely to be more health resources claimed more quickly. Happiness is not the problem with this charismatic leader either, so where can this health bonus be applied the best? Well, highly populated and production oriented cities will benefit so that means space race or conquest/domination victories and/or GP farming.

Like Churchill or Tokagawa, Cyrus might be one of the ultimate warmongers with his traits. They allow faster XP accumulation and faster GG appearance! Late game wars which require forges, factories, etc to really pump out the expensive units will have a higher health cap. This makes more of a difference the higher the difficulty, but on quicker or lower settings, perhaps not as much.

As for Darius I, with Vanilla Washington´s traits of Financial and Organized, the extra health from the UB will complement both the food from cheap Lighthouses and the production from cheap Factories. Financial seems handy in teching towards a Space or Diplomatic finish. Darius will make use of the extra health when producing Factories faster means early pollution problems. He is a great warmonger in any era, but in the late game he will be less hurt by health problems. This UB makes him a great vertical and horizontal REXer.

Synergy with Corporations, Events or Quests?

The Rural Farmers Event will give +1 food to a city's Grocer. So then the Apothecary is like the Khmer Baray. I have only seen this occur in one city per game, however. Unlike most UBs, this one might not be one that is beelined or skipped to the front of the build queue, but I know that I have had to build a Grocer on many occasions in a really large city, and this UB will give health regardless of pillaged resources unlike a normal Grocer. It would really depend on the map and level being played, but this event is pretty common once one is built. See previous civs before the detail of the synergy with other food producing events/quests, corporations, GMs, etc. The extra health means you can grow larger cities once you have corporations, so Time Victories can be nice with either leader after an early REX with their Immortals, or any future era victory type for that matter.

Possible Drawbacks?

The Apothecary needs both Currency and Guilds to build it, and Guilds can come quite late, but then again it gives Knights and a warmonger might like to upgrade his highly promoted Immortals. Some slingshotting could get you there faster and it may be needed in higher levels although I don't know exactly since the tech pace is likely quicker.

For Cyrus, faster GG emergence and quicker promotion ability means that the game is more likely won early with a conquest/domination goal and maybe the health bonuses is not so well-exploited because pollution might not be as high for one reason or another. For a fast teching Darius with an ability to maintain a large empire the extra health might benefit him more in the long run.

Summary:

This building seems more suited for higher levels, but can make an impact late game with high pollution problems. Environmentalism can be avoided/delayed and chopping could be done without fear of health-induced starvation or founding a city near many FPs. Again without health resources it becomes very useful and for that reason the ability to trade away extra health resources for more strategic ones could be very useful as well. This UB got a slight boost with the change to how pollution is accumulated per resource and with new buildings such the Industrial Park and so is likely much more useful than before in those late game situations.



Portuguese Feitoria (Customs House):

The Feitoria replaces another BtS building, the Customs House. You need Economics and a Harbour to build it and it grants a 50% boost to all foreign trade coming in from overseas. The Portuguese Feitoria gives one extra commerce in all water tiles, making coastal cities seem like you are a Financial leader.

Possible Synergies:

This is a very interesting UB to say the least. First off, it acts like a Colossus in each city that builds it, giving the extra commerce and a little like the Temple of Artemis without the Priest. If you were to have a large coastal city, some sea resources, a Harbour, a Lighthouse, and the Feitoria, that would really be a great city. Now imagine the Colossus and the Great Lighthouse in this city. Let´s go a little further with it being a capital running Bureaucracy. Oh, and the Moai Statues for even more synergy.

Given the new concept of colonies in the game, it is likely that the AI will use this UB to its full advantage. Expansive and Imperialistic João is be able to build settlers and workers more quickly. He is the only one, which is interesting enough. Starting with fishing will mean early access to food resources to even more quickly pump those guys out. He seems flexible in pursuing either Conquest/Domination or Space/Diplo/Cultural victories. It seems the AI, like human players, could try for colonial expansion early and often to make use of this UB and the colonizing power of the UU.

Synergy with Corporations, Events or Quests?

There are plenty of great quests for the seafaring civ. Harbourmaster, Warships and Overwhelm have been mentioned with other civs (Carthage/Dutch/Germany) and all give something to complement the Feitoria, either added income to Harbours or promotions for Naval Units.

Possible Drawbacks?

It is assumed that the UB and the Customs House can only be built on a coastal city given that it requires a Harbour. Furthermore, the Customs House would be useless if running Mercantilism, as it closes all foreign trade routes. It seems the Free Market, with the +1 trade route would really be the choice civic for this building. However, the Feitoria also gets +1 commerce in all water tiles remember, so even without vassals to trade, you could do Mercantilism. João II could run which ever civic he wants and still get the commerce bonus. I would still recommend Free Market for the larger benefit.

For a true benefit, you need larger cities to give greater trade bonuses and the health bonus from Expansive João helps in that. In fact, you might find yourself gifting techs to the AI so that they can grow larger cities too, and that could be a problem down the road, but nothing that you can't handle as long as your use your large income wisely in espionage or military efforts.

Summary:

It is definitely map dependent, but if you have a few coastal cities with enough coast tiles and are up to the 6-7 possible trades routes in them, then this UB in only a few cities would still be a noticeable impact and distinct advantage over other civs. It makes the beeline for the free Great Merchant from Economics even more worthwhile.
João says obrigdo!

kniteowl
Nov 08, 2006, 06:21 PM
Yes Gunpowder unit do get G1 promotion with the Dun... but the dun becomes obsolete with Rifling so onnly Musketmen and Grandiers get G1 promotion.

aelf
Nov 08, 2006, 11:20 PM
:lol: No credit to me for the format? :p

But, joking aside, I deliberately left out ratings in my UU guide because I don't want labels to stick to the different UUs. I think UBs are no different. Also, some people may give a UB an 'A', for example, when you only gave it a 'C' (the Aztec UB comes to mind ;)). I think your guide should be as objective as possible.

cabert
Nov 09, 2006, 03:01 AM
Aelf is right, ratings don't help.
It would give more oversight to check synergetic victory conditions for each UB IMHO (like mall for late domination, space or time victory).

Illithid
Nov 09, 2006, 03:10 AM
I also agree that rating the buildings shouldn't be done, such ratings are highly subjective. Some notes about what you have listed so far that needs to be adjusted.

Greek Odeon (Coliseum): This building also adds +2 happiness base. Best to look in game at the civopedia as the manual has several errors. Also of note, with the 2.08 patch, coliseums and the odeon are now only 80 hammers.

Carthaginian Cothon (Harbour): Each city starts out with the possibilty of 1 trade route(requires a road or river connection or coast connection once sailing is researched) before you start adding more with technologies/buildings. Great lighthouse only adds 2 routes to coastal cities, not all cities.

Egyptian Obelisk (Monument): I am personally a fairly big fan of this UB. The fact that it obsoletes fairly early is really not much of an issue for the purpose it serves. Both leaders can benefit from this. For the most part it really only takes one city with one, though using stonehenge to put it in multiple cities isn't bad at all. The great prophets that you can generate quickly from the priest specialists allow you to claim several of the mid to late religions. This is one of the key features you tend to want to accomplish when going for a culture victory. Once you get 2-3 religions you don't really care to much about making this building go obsolete and switching to temples to support any other priest specialists if you still need to grab the rest of the religions or if you want holy shrines.

WilliamOfOrange
Nov 09, 2006, 03:54 AM
Big props to aelf for the format. :goodjob:

Thanks for the input guys. I have removed the ratings, you are correct; they are subjective. I guess it's just the teacher in me that has this tendency to assign grades.:lol:

I am at work right now. My internet was disconnected at home so I will add your corrections and thoughts the next chance I get. At least I downloaded the patch already so this doesn't interrupt my playing.

This weekend I will try to play some civs for their UBs so I can have a better idea on some of them. Thanks for the input! :)

Mr. Civtastic
Nov 09, 2006, 03:55 AM
Hmm, I agree that the rankings are very subjective. I would have rated some of them differently. The ones that come later I would rate much lower. For instance, I would rate the American mall as one of the worst three because of how late it comes and most of my games that go that late I NEVER feel the need it, plus the fact that in the late game money is borderline worthless if you're doing space race. And if you're not, you probably have the game almost wrapped up.

Another thing, I saw you mention you play at lower levels. Playing at higher levels would change your opinion on some of the ubs worth. The odeon, for instance, is great at the higher levels. If you're Alexander, you're probably warring. The Odeon gives you the culture and happiness to deal with captured cities. Yes, theaters are nearby, but I usually skip drama because I have to focus on "war" techs. At easier levels, I can hold a tremendous tech advantage, while its just not that easy higher up if Im also building armies.

bovinespy
Nov 09, 2006, 06:30 AM
I would humbly suggest, re the Incan Terrace:

This is a GREAT UB for late-Ancient through ealy-Industrial era warmongering. It really speeds up your rate of assimilation of newly-conquered lands. The crucial point lies in the pop-rushing.

In your earliest wars, the populations of conquered cities will tend to be in the 3 to 5 range. If you pop-rush a monument and a granary (esp. if you're Expansive), the population of the city will recover fairly quickly (assuming decent food resources available/not-plundered). However, later in the game, usually about the time catapults show up, the AI has usually developed urban pop levels so that core cities you capture routinely have pops of 8 to 10.

This is where the Terrace really shines: it saves you from having to pop-rush a granary and a culture building (usually a Temple/Theatre at this point). The last point is particularly important if you're not playing a Creative leader. Mind you, it's a subtle difference between having a captured city with a pop of 8 or 9 instead of 6 or 7. However, a crucial point to remember is that the higher the pop level, the longer it takes to recover a pop point.

Say you conquer and absorb a well-developed empire of around 6 or 8 cities (a not-unlikely scenario on Standard maps). Now imagine an extra tile or two of production from each of those cities. If you had to rush both buildings, you would be dozens of turns behind, relatively speaking, in production compared to the Incan. This is huge! :eek: Properly played, the snowball-effect of swallowing a rival empire or two in the mid-game is significantly more noticeable when you play Huyana.

Oh, and I didn't even mention the synergy with all the extra :commerce: you'll be getting from your conquests. (Huyana is financial - don't pillage those towns!) Plus, it's also cheaper for you to rush Forges as well (Huyana is industrious).

As a final bonus, you can more-effectively bee-line those military techs, because:

A. You don't have to waste time going after Drama for theatres. Admittedly, it's not that expensive a tech, and you'll want it eventually anyway. However, it can be really nice being the first to Engineering (and trebuchets :drool: ) by a few hundred years.

B. If you have been relying on rushing monuments up to this time, and have been avoiding Calendar as a consequence, you can grab Calendar with confidence. Usually, you will have some plantation resources and you will probably be bumping against your happiness cap (esp. with WW), so the timing couldn't be better.

Now, by the time you start getting factories up in your core cities, the economic importance of each new city you take tends to fall off sharply. So by this point, Incan performance would closely resemble that of another civ played in a similar fashion. Still, you get awesome synergy with traits/tech/mid-game conquest for a few millennia. Not too shabby.

Though I haven't tried out all of the UBs yet, I would have to say that this has to be somewhere in the top 5 of all UBs.

Viva Huyana Capac! :devil: :bowdown:

aelf
Nov 09, 2006, 09:23 AM
Big props to aelf for the format. :goodjob:

Thanks ;)

Great job on the guide so far. Take your time to add new entries. Make sure they are as "comprehensive" as possible. This is certainly a great complement to my own guide :goodjob:

flamingzaroc121
Nov 09, 2006, 10:37 AM
dont forget that with Rameses you can build Stonehenge faster which gives you an obelisk in each city which is great so each city you build gets a border pop quickly

aelf
Nov 09, 2006, 11:02 AM
I think the idea for the Terrace is you don't need to make extra effort to get some culture. Granaries are important anyway, and it's great to be able to pop your borders or fight enemy culture after whipping one in a new city.

johnny_rico
Nov 09, 2006, 11:05 AM
The terrace is a great building. Obtained early, useful for the entire game.

Jet
Nov 09, 2006, 03:12 PM
Sacrificial Altar... whipped units don't get the benefit of reduced unhappiness.They do, acutally.

but if you build a castle and run the Free Market civicUnfortunately castles are obsoleted by Economics.

WilliamOfOrange
Nov 09, 2006, 05:49 PM
Thanks for the input everyone. Turns out the internet is back on! :D I am updating peoples comments and making corrections.

WilliamOfOrange
Nov 12, 2006, 02:55 PM
Completed! :D I welcome everyone's comments to finalize and ratify the writeup. Thanks. :)

drkodos
Nov 12, 2006, 03:09 PM
Completed! :D I welcome everyone's comments to finalize and ratify the writeup. Thanks. :)


I miss the ratings. Of course they were subjective but that is what made this thread so much fun and unique. I think the idea of being objective is most overrated when it comes to this type of thread.

Naturally, I disagreed with some of your grades, but that would have made for better posting and greater discussion.

And let's face it, there is no objective truth on which UB is better. Nor should there be. They all serve their purpose, have strong points and weak points and it was interesting reading to see someone stand behind their own rationale for what they think these factors were and how they could best be utilized.

WilliamOfOrange
Nov 12, 2006, 03:17 PM
Thanks, intersting thatyou say that, because you never mentioned it before :mischief:. I think for different levels, game lengths and different victory conditions, it would be more appropriate to rank them. I have been playing mostly quick games lately and although I was around the Prince level for playing, when I started submitting for HOF it was at the Settler level with the plan to move up. I have been doing a lot of cultural attempts, and that may have biased my ranking, but after playing some test games to evaluate the UBs, I think I am a little more objective.

On a much more important note, Drkodos, what happned to your avatar? I miss Chuckie.

drkodos
Nov 12, 2006, 04:09 PM
Thanks, intersting thatyou say that, because you never mentioned it before :mischief:.

I don't think I posted in this thread previously; I was waiting for the right moment (and to be unbanned).

On a much more important note, Drkodos, what happned to your avatar? I miss Chuckie.

Chuck needed a vacation. And since we are getting ready to head into the Holiday season, and no one says Season Greetings like Heino, I thought I would show him some love. Heino represents my new attitude of tolerance and acceptance toward those people that think __________ is a worthy __________.


Either way, I think this is a great thread and you have done yeoman's work in putting it together in such fine fashion. I have even pulled it out and printed it hard copy to keep as reference, so thank you!

bovinespy
Nov 15, 2006, 12:50 PM
I just checked back into this thread for the first time in a few days and am delighted to see all the additional work that WilliamOfOrange has put into it. (Plus, thanks for throwing me a little recignition on behalf of my tireless pimping of the Incan Terrace ;) :D .) I would definitely nominate this thread for inclusion in the Strategy Articles section.

I don't mind that grades aren't included, but maybe you might think about having a system of tiers, kind of like good ol' Ision (and Zaardnar IIRC) did for the tribes in Civ3.

Oh, and thanks for asking drkodos about his avatar change - I was wondering that myself. Heino? You learn something new every day... Cool pic, though.

WilliamOfOrange
Nov 15, 2006, 05:15 PM
Thanks a lot for your input. You reckon I should go and do some sort of ranking in a tier system. Is there a limit to the number of UBs in one tier? I recall reading the CIV3 cis ratings and liked that. So, tier 1, 2 and 3. Only three levels is good right?

Oh, and how would I go about publishing this in the War Academy? I think I would like to wait a bit for some input from others before I do though.

bovinespy
Nov 16, 2006, 06:52 AM
Thanks a lot for your input. You reckon I should go and do some sort of ranking in a tier system. Is there a limit to the number of UBs in one tier? I recall reading the CIV3 cis ratings and liked that. So, tier 1, 2 and 3. Only three levels is good right?

Oh, and how would I go about publishing this in the War Academy? I think I would like to wait a bit for some input from others before I do though.

I think if you could get the UBs into three roughly equally numbered tiers, that would be helpful. However, you can't force it - if there's only a handful of really good or really crappy UBs, you shouldn't group other UBs with them just to make the groups 'even'. Plus, even more helpful is if you could break it down by builder/warmonger and land map/water map, as well as overall.

For example*, maybe something like:

Carthaginian Cothon - 2nd tier for warmonger, 1st tier for builder, 3rd tier on land maps, 1st tier on water maps - overall = high 2nd tier

*(This is just for the sake of an example - you classify as you will.)

I know aelf doesn't like the idea of grades/rankings because it's not objective enough, but I think that by assigning rankings, you'll draw out enough different opinions as people argue for/against particular UBs, so that the discussion itself will help to refine your rankings.

Anyway, whatever you do - keep up the good work! :goodjob:

aelf
Nov 16, 2006, 07:09 AM
I know aelf doesn't like the idea of grades/rankings because it's not objective enough, but I think that by assigning rankings, you'll draw out enough different opinions as people argue for/against particular UBs, so that the discussion itself will help to refine your rankings.

I do think so, but ultimately it depends on why you write the guide. My UU guide is written to help people understand the different UUs better and not totally neglect certain types because they think those are useless. If you want to write a walkthrough kind of guide, I can see why you might want to include rankings/grades.

cabert
Nov 16, 2006, 07:09 AM
I already said so, but I don't think grade are of any use.

There aree 2 different times when this guide could be useful, and none requires ranking :
1- before starting a game, and choosing a leader for a specific kind of game
2- at the beginning of a game with a specific leader, and looking for what to do to make the best out of what your dealt

For 2, your guide is quite useful, although the summary are a little lacking useful hints IMHO.
For 1, your guide is no good. Because the summary doesn't say for which kind of game the UB is useful.
So, my advice would be to add in the summary a notion of victory condition.
For example mall is useful for time, space and possibly late domination. It's no use for cultural, conquest, diplomacy (except diplomacy via bigger cities, aka diplomation), or early domination.
SO I'd add the following sentence to the summary of the mall:
useful for time, space and possibly late domination/diplomacy.

It's a way to give an entry for 1).

The hints could be "the benefits are worth a beeline towards pottery tech" or "Useful in military production only"...
You see my point, hopefully.

bovinespy
Nov 16, 2006, 10:15 AM
I do think so, but ultimately it depends on why you write the guide. My UU guide is written to help people understand the different UUs better and not totally neglect certain types because they think those are useless. If you want to write a walkthrough kind of guide, I can see why you might want to include rankings/grades.

Hi aelf. I wasn't trying to be snarky to you or anything, as I generally enjoy reading your posts/threads (though that Emperor's #3 is getting a little long in the tooth ;) ), I was just pointing out that I think some rough kind of ranking might be helpful, both in generating discussion to flesh out the guide, and also as a finished 'product'.

I agree with you that are no 'useless' UBs (as there are also no useless UUs). However, depending on which leader/map/difficulty/overall goal you go with, a given UB may form an essential, somewhat important, or largely irrelevant part of your total strategy.

For example:
Say that I wanted to go for a Domination victory on an Archipelago map with Ragnar. In that case, the Trading Post would be a key element in my strategy, and knowing how to successfully use it would be very helpful. However, say I wanted to go for a Cultural victory on a Highlands map with Ragnar (don't ask why :crazyeye: ). In that case, whether or not I knew the ins and outs of building Trading Posts would be largely irrelevant.

I guess what I was trying to get at when I floated the idea of tiers was something along the lines of:

1st Tier - The correct use of this UB will be indispensable in attaining victory.
2nd Tier - The correct use of this UB will be very helpful in attaining victory, but not essential.
3rd Tier - The use of this UB will be largely irrelevant in attaining victory.

Obviously, there would then have to be breakdowns depending on what kind of map you're on, what victory you're going for, etc., so that an overall ranking is actually the least important of them. Far more helpful would be knowing how useful a given UB is in a given situation (again much like the excellent work that Ision/Zaardnar et al did on the nation guides for Civ3).

aelf
Nov 16, 2006, 12:02 PM
I didn't take any offense whatsoever. All I'm saying is it depends on the purpose. It's really OP's decision to make.

Anyway, your idea is actually somewhat similar to Cabert's and does not really need a ranking system.

Syndrome Zed
Nov 16, 2006, 03:21 PM
William - great guide!

As for the players who think the Mall comes too late, I just finished a game playing as Washington on a fractal map, but going for a culture vic rather than warmongering. Standard speed, prince level. The Mall's extra $$$ was the difference in my winning the culture victory and losing to an Indian space race vic. I had 6 cities, built malls in the 4 that had grocers, and was able to rush Hollywood with the extra cash. The culture boost was enough to kick my 3rd city to Legendary in two more turns, and as I found out by playing out the next couple turns, Gandhi was headed to Alpha Centauri just one turn after that. So add to that tale the usual disclaimers about "I don't know how this would have played out on Immortal" and "I know it's just one particular sitch", etc., but they sure bailed me out in that game. :)

WilliamOfOrange
Nov 16, 2006, 05:37 PM
Thanks everyone. It's exciting to see people enjoying your work and adding their input. That was the idea. Right now I am putting together a spreadsheet with Tier rankings. I am trying to but objective, and not take into account too much which civ can build it, because I suppose that some people play with random traits and so synergy with leader traits should not be a basis for rankings. What do you think about rankings? There are two choices.

1. Rate only the "unique" part of the building, what separates it from the building that it replaces and you would otherwise build.

2. Rate the whole package, what the building does normally and it's special abilities.

Mr. Civtastic
Nov 17, 2006, 07:07 AM
Rate the whole package, but I think you also have to rate the ub as related to...

1. The synergy between the ub and the leader. Louis XIV likes the extra artist for cultural wins, but Napoleon is rarely going to find himself going for cultural wins and might find the ga clogging up his ge or gs production. Another example being Stalin mostly used for war probably wont need his ub and could very easily skip it, with Peter going for the space race would build one in every city. I recently finished a game with Gandhi, I didnt build one mausoleum because playing to his peaceful playstyle I had no happiness problems, while gp farming with philosophical meant I founded four religions...plenty of cheap temples (spiritual) to build if happiness every became a problem.

2. When it becomes available. Most of the more popular ubs come very early (hammam,ikhanda, terrace, obelisk) and replace buildings that were already useful, while some of the less popular ones (and all my least favorites) like the mall, institute, assembly plant, and shale plant come fairly late. Besides the cultural aspect for being gunning for culture wins (culture doubling after a long period of time) I'll always find buildings that I have and build my entire civ career much more valuable then buildings I use over last 50-100 turns.

3. Another thing for me is...would I build that building anyways? Examples being the stable, supermarket,laboratory, jail, coal plant. With those examples, I wont build any coal plants, jails, or supermarkets. I'll build laboratories only if Im going for space race, otherwise no. The stable I'll build in only a city or two if I do unless my uu is mounted, but otherwise I dont find myself building that many considering how strong anti-horse units are. On the other hand, Montezuma's warring and city capturing means I would definately be building courthouses, so the sacrificial altar is great, especially considering its cheaper and I always whip captured cities.

WilliamOfOrange
Nov 19, 2006, 09:18 AM
Well, I worked hard all day and night yesterday to have something of substance for my 200th post, but now it seems I already have 200. :confused:

Anyway, here is the spreadsheet that I have come up with. I think it's pretty cool. I learnt alot about Conditional Formatting and Lookups and all that stuff. I have been working on some other CIV related sheets lately, so it's been a great learning experience.

As for this UB spreadsheet, I still have to work out some kinks, but just thought some input from people would help finalize it.

Enjoy :goodjob:

EDIT: the new and improved version is found at this thread (http://forums.civfanatics.com/showthread.php?p=5531052#post5531052)

Ljdjr
Nov 19, 2006, 06:11 PM
That spreasheet is very cool WilliamOfOrange!

My personal opinion is that when a UB is selected it would be nice to have a box where there is a brief description of the UB?

One other small thing is in the Spanish Citadel portion of the original list you state that Warlord attached units get free promotions when I believe you meant free upgrades?

Great thread!

WilliamOfOrange
Nov 19, 2006, 06:40 PM
I was just about to post the final sheet with some corrections, but I think I could whip up what you are talking about. I love working with Excel. It can be quite fun :crazyeye: :mischief: I corrected the mistake you mentioned about the promotions instead of upgraded. Thanks for that.

cabert
Nov 20, 2006, 02:30 AM
one thing you need to improve in your spreadsheet is "a back to 0" button somewhere.
+ selecting the leader didn't select the traits and unique building for me (in the blue box), it's not really a problem but it's confusing

Reprisal
Nov 24, 2006, 01:46 AM
Well done! This is a good mix of introduction and deeper inquiry that will serve the new and experienced alike. Thanks for posting it.

Phrederick
Nov 27, 2006, 06:06 PM
One thing worth noting is that I think the Cothon makes the Great Lighthouse less attractive: trade routes are not all equal, and any after a certain number get diminishing returns. The first couple will be the highest, and after that the rest are more likely to be domestic and only give 1-2 gold. Therefore, if I played as Hannibal, I wouldn't try to get the GL. The Cothon makes it less beneficial.

WilliamOfOrange
Nov 27, 2006, 06:20 PM
That is an important point. There are some UB benefits which are synergistic to a point of almost devaluing either another building or wonder or leader trait or the UB itself. Another example is the Persian Apothecracy giving the +2 health, in addition to what the resources give, but Cyrus is Expansionist, so what is the point?

I think it lies in the situation. Do the Persians have those resources? is there many FP but know forests? How big is the city and how much pollution? For the Cothon, if you had many other civs on a large water map, your last route or two wouldn't be that bad. Gives another reason to avoid Mercantilism, but again would depend on many other things. Give your largest rivals the Currency tech for example.

Higher levels is makes a difference I bet, but I haven't played higher than Prince.

Thyrwyn
Nov 28, 2006, 08:05 AM
Regarding the Cothon and the Great Lighthouse: it depends on your map and your diplomatic relations. I am playing Hannibal on a Large map with 13 other civs, I built Temple of Artemis in my capitol and the Great Lighthouse elsewhere. After Currency and Civil Service, the income in my capitol is wonderful :)

It is true that all trade routes are not created equal, but then again not all of your coastal cities are going to be commerce cities - so don't build Cothon's in those cities. Your best trade routes will be concentrate in your biggest cities, which are most likely going to be where you are building Markets and Libraries to best take advantage of the extra commerce anyway.

WilliamOfOrange
Dec 15, 2006, 12:24 AM
Sorry I haven't been around much, but between it being the end of the school year, going on a week long camping trip in the Brazilian mountains with the 4th Form and now traveling Australia for a month, I have not had a lot of time. I have attached an updated Spreadsheet and hope people can try it out over the holidays. Any critiques I will incorporate into the final version in the New Year. I hope any discussions about the UBs and the rankings I gave them in the Spreadsheet will continue to be posted here so I may use that in the final version as well.

Happy holidays :cheers:

cabert
Dec 18, 2006, 07:03 AM
French Salon (Observatory):

The Salon is an observatory which gives a free artist. It might not seem like much, but for cultural victories it can be quite nice.

Possible Synergies:

Okay, first of all, with the patch, Louis can now build cheap theatres and libraries! He is creative and the +2 culture is only a small amount, but the cheap buildings is great. In fact, Louis gets libraries, theatres, coliseums and forges at half production cost. Not too shabby.

Given the anarchy caused by switching to Mercantilism perhaps going from liberalism to astronomy makes sense. Of course you have to build these Salons, but they are cheaper than universities and with Notre Dame the free artist gives more culture for the same amount of science boost (+25%). Not only that, but you get GGP. Maybe you do want to switch to Mercantilism and then you have got two free artists with the library, salon, (and university) the Statue of Liberty is not that far away with his cheap forge and quicker building of the Statue of Liberty. Either way you could have 2-3 free artists. And speaking of science boost, why not run Representation with those free artists? Use the library, salon and uni to beeline for the ECWs and you are laughing. C'est formidable! C'est magnifique! D'accord?

Possible Drawbacks?

Not sure what Napoleon would do with the free artist other than maintain culture borders on resources on a crowded map, but then again you could build a cheap theatre in the likely small city first. You could however have your larger cities with these GAs and go and culture bomb you new acquisitions.

Summary:

There are likely some other possibilities to be discussed as there seems to be lacking a certain "je ne sais quoi?", but this UB should not be taken lightly.


I didn't read all your entries, but having just finished a SG game playing Louis (http://forums.civfanatics.com/showthread.php?t=192361), I thought I'd give you some more insight.

First, I don't understand what you say about mercantilism, anarchy and such.
It's pointless IMHO. You can still go mercantilism if you feel the need.
And democracy isn't just next door. It's still a good deal away from astronomy.
I would simply mention that with mercantilism + SoL, a salon and a theatre, you could have 3 free artists.

I don't know why you mention Notre Dame. It's a nice wonder, but it has nothing to do with the salon.
Maybe you meant Sistin Chapel , giving +2CPT for every specialist?

One more thing to notice is that artists give 4 cpt and 1 beaker, even without representation. Under representation, it's 4 cpt and 4 beakers. +25% science boost, it's 5 free beakers in every city (+ library, it's 6 free beakers)... La vie est belle!

Beware : The salon is very helpful in a cultural game, but it can be damageable if you want other specialists (it pollutes the GP pool). In fact, in the GP farm, if you build a salon, you have 2 sources of artists.
So even if you run 4 scientists, you still have 33% odds of getting an artist.

Quetzal513
Feb 16, 2007, 11:00 AM
There are a lot of great ideas on this thread, major props. I like that there isn't a firm ranking. While some players have their pet civilizations or strategies, one of my favorite things to do is play with all random parameters then see how I can use the hand I’ve been dealt to win the game. UBs and this guide fit exactly that; “how can I use ‘this’ to my advantage in this game?”

Now for the point (which will fly in the face of what I just said). Has anyone else noticed while playing as the Incans when you conquer other cities their granaries are converted to terraces? Unlike other culture building, that are automatically razed, terraces produce culture right out of the gate. In a recent game I wiped out Isabella and what to my delight to find I already had terraces producing not 2, but 4 culture in most of her cities (probably owing to how long ago they’d been built). Giving how many turns it usually takes to build, or the cost of rushing some culture building to get things rolling again it was a very nice head start. So yeah, terraces are pretty good.

sylvanllewelyn
Feb 18, 2007, 06:28 PM
I still don't see how the pavillion is a nice building for anything but a cultural victory, and even then, there are more important factors for cultural victories for 25%, such as being able to get religions, or being able to defend yourself. That's a rather weak building, even compared to the dun (at least guerilla III gives +25% strength when attacking enemies on hills).

I never noticed that the sacrificial alter costs less hammers. This is going to have large ramifications on Aztec strategy, namely, bloody awesome.

WilliamOfOrange
Feb 20, 2007, 12:04 PM
Glad to see there is still interest in this thread. I haven't played CIV4 since my Christmas vacation but will get back to it soon I am sure.

I was going to wait for more comments before publishing a final form, but other than what's here and some PMs from way back there hasn't been much.

Maybe I should just go ahead and do it then?

cabert
Feb 21, 2007, 03:27 AM
Glad to see there is still interest in this thread. I haven't played CIV4 since my Christmas vacation but will get back to it soon I am sure.

I was going to wait for more comments before publishing a final form, but other than what's here and some PMs from way back there hasn't been much.

Maybe I should just go ahead and do it then?

check the views of the thread.
If it's growing, you could write an article (articles subforum) from what you already have + modifications.
I was thinking the same (= no interest) for my happiness article, since I had no replies, but after a while it was rated 5 stars and over 1000 views. So it seems there was interest.

WilliamOfOrange
Jun 07, 2007, 03:16 PM
There is a new spreadsheet out which can be found at this thread (http://forums.civfanatics.com/showthread.php?p=5531052#post5531052).

I have updated this thread with everyone's suggestions up to now. I plan on releasing this to the Strategy Artilces section soon, so I encourage any more input and corrections.

Thank you.

Yeosol
Jun 07, 2007, 11:09 PM
This is a great thread, I don't really know why people haven’t contributed ideas so far so I’ll start.

Pavilion: This building can be used for more then cultural victories. I use it in domination/conquest games. What you do is very early decide which way your going to expand militarily. Then on your opposite boarder build really forward cities and pump out max culture and pavilions. Your basically playing a mini "Always peace domination victory" on that boarder. This can be done although I can't find the link to the games where it has. (anyone have them?). This way you can steal 3-5 cities from your ally which won't cause diplomatic problems between you. And then they will also be weaker latter.

Odeon: I’ve been trying to work this strategy. The goal is to get 2 or 3 unhappy people in your cities(basically working till stagnate growth) right before you get construction and then spend a couple turns building a 1/3rd or so of the Odeon then whip the rest. This should give you a quickly built Odeon and population boost. The +2 happiness allows you to do this. This could also be done with the ottoman building, the Hamman.

Salon: The power here comes from running representation. With that you have a base +4 sci. 5 with the Salon 25% bonus. 6 with library, 7 with university. 9 with academy. etc. even at 7. with 10 cities that’s a free 70 sci. plus the culture. Napoleon uses them by putting them in new conquered cities before or after a courthouse, granting him culture without needing a theater.

WilliamOfOrange
Jun 28, 2007, 03:28 PM
I have updated this article to include what we know about the new UBs. I likely won´t be able to get BtS for a few months, but took time out from my vacation in Peru to do this because I am so excited about this expansion.

Hopefully people will see what I have written for the new ones and be able to comment as soon as this glorious new expansion is released. :cool:

Bursk
Jul 12, 2007, 01:53 PM
I don't understand this part regarding the Dun:

"Upgrading your Gallic Swordsman, they would likely lose the Guerilla I, but if they were given Guerilla II or even III before being upgraded, then they would likely keep it. Some shrewd mainpulation of the promotion chart would prove most rewarding."

I thought that Gallic Swordsman always kept their Guerilla I promotion, even when upgraded.

Roxlimn
Jul 14, 2007, 10:37 AM
I just finished a Culture Victory game with the Zulu. The UB is an absolute monster. The Impi can be situationally useful. Not great at all against Monty, it's a killer against Kublai Khan and Genghis Khan. However, the Ikhanda is really, really good.

The best use for the Ikhanda is to spam it on all your cities. They'll cost cheaper to maintain and produce better troops. While it's not a 50% reduction like a Courthouse, it's substantially cheaper because of Shaka's trait, and that makes it worth it. That and because it stacks on top of a Courthouse's maintenance reduction.

The best synergy, IMO, comes from Nationalism when you can use all your cities to blast out a ton of CR 2 Riflemen. That's a serious advantage. If it made happies, it might just be broken. However, to my knowledge, the Ikhanda does not. Inspite of that, having as much as 2 Pinch promoted Riflemen for each of your 12 cities (for 24 units) in 8 turns, plus whatever other units you produce, (easily 4 more) plus your standing army can easily allow you to just overrun a neighbor with brute force in short order.

WilliamOfOrange
Aug 04, 2007, 09:06 AM
I don't understand this part regarding the Dun:

"Upgrading your Gallic Swordsman, they would likely lose the Guerilla I, but if they were given Guerilla II or even III before being upgraded, then they would likely keep it. Some shrewd mainpulation of the promotion chart would prove most rewarding."

I thought that Gallic Swordsman always kept their Guerilla I promotion, even when upgraded.

I don't believe so, since they are melee units, and not eligible for the Guerrilla promotion.

bovinespy
Aug 04, 2007, 10:26 AM
Hi, WilliamOfOrange. Just checking back on your excellent thread, and thought I'd give you a heads-up about one of the new UBs in Bts: the Sumerian Ziggurat.

While it's true that these babies are cheaper than normal Courthouses (90:hammers: vs. 120 :hammers: ), you've neglected to mention the best thing about them, which is that they don't require Code of Laws to build - all you need is Priesthood! This is simpy put, huge! On most of my games where I'm not snagging CoL from an Oracle/GP slingshot, I can get Priesthood dozens of turns earlier than CoL.

Simply put, as Gilgamesh, you will be the first to effectively slash your city maintenance costs in the early game. The only other leader who comes close is Shaka with his Ikhanda. Charlemagne's Rathaus is also great, but it too requires CoL. With effective use of the Vulture, Gilgamesh can be the first leader to conquer a decent-sized empire and not tank his research. A great UB, IMHO.

Keep up the good work! I look forward to more updates as you and the rest of us figure out all the twists and turns of BtS. :hatsoff:

Virulent
Aug 04, 2007, 10:48 AM
Nice thread but one thing to keep in mind is that now in BtS Stonehenge/Monuments and their corresponding UBs now obsolete with Astronomy which makes them much more useful.

uppi
Aug 04, 2007, 01:11 PM
I think you missed a possible synergy for the Viking UB: Because your ships already have a +1 movement bonus, you have a better shot at getting the circumnavigation bonus. And if you get that, your ships will have a +2 movement bonus over your enemies' ships. That means that you can easily outrun enemy ships, sometimes even with a slower type of ship (for example your ships of the line will be faster than enemy frigates )

rtfischbeck
Aug 04, 2007, 09:27 PM
On the Ziggarot : I think the biggest advantage is that it's available with priesthood instead of CoL. You also get forbidden palace early, so if you don't need the religion or caste system, you can bypass CoL.

WilliamOfOrange
Aug 04, 2007, 11:11 PM
Hi, WilliamOfOrange. Just checking back on your excellent thread, and thought I'd give you a heads-up about one of the new UBs in Bts: the Sumerian Ziggurat.

Thanks Bovinespy! I was wondering why the screenshot of the tech tree showed it back a bit. :lol:

i am hoping my friend will mail me a copy this week so I don't have to wait until October when I visit home to get it. I have done the update based on what I have seen in the forums and people's great screen shots. Man, I cannot wait to play this baby. Back in the Civ2 days I called in sick at work for a week. I wonder what BtS will make me do! :crazyeye:

Slobadog
Aug 06, 2007, 11:27 PM
Here is further detail on the strength of the Viking Trading Post. If your not on an island map long distance warfare has a tendency to bog down even when victory seems inevitable. Armies are constantly slowed down by the need to heal. The need to bring along slow moving artillery. The need for reinforcments. Boats however make this tedious situation more tolerable. You can send your whole invasion force by sea quickly up the coast or send just the slow units by sea and the fast ones by land. Even if your targets are far inland sea travel may still save you some turns if the land mass width is less than the length. Faster travel means your units will have more chances to fight before they become obsolete. Marinetime transport by itself is a extreemly useful tactic. Having a UB that makes all boats 1 point faster makes this tactic even more effective.
Yes the more boats you build the more money you have pay out but thats is made up by the fact that the sooner you get to attack citys the sooner they will fall and the sooner they fall the sooner pillged gold ends up in your hands. Ragar's financial trait also provides boat funds . So this
strategy is logistically plausible.


On a peaceful note settlers could also use boats to beat the AI to lucrative coastel spots.

Slobadog
Aug 16, 2007, 10:03 PM
I've been testing the Baray in a few games and i've noticed this:


1.) A Baray adds +1 food. This allows 1 citizen to be reassigned from a +1 food tile to anywhere else.

2.) If a city is producing +1 excess food then adding a Baray leads to +2 food which allows 1 citizen to be reassigned from a +2 food tile to anywhere else

Anywhere else could be a a hammer only tile or a specialist slot. If you absolutly gotta have faster unit production right now or more gold from a merchant etc. then this is a way to do that. The drawback is that this will likly result in zero future population growth. A Baray could instead be used to speed up population growth, but it doesn't add much. A Baray has synergy with the Supermarket as it adds +1 food. Supermarket + Baray = 2 food. The benifit of this combo is similar to what has already been mentioned above. A Baray is most useful for a city that has medium or poor food growth. Cities rich in food likley won't notice the difference. A Baray makes formally useless tundra cities a little bit less so. Baray construction can be rushed into a city even if it has low production if forest chopping is used. Fortunatly Barays are made available with Mathematics which also allows improved forest chop yields. Overall it is a highly situational UB that is almost useless at least 50% of time. To make it effective at all one has to really wrap their strategy around it. Thus some strategies will not work with it. Never the less one would probably build it anyway for the health bonus.

Slobadog
Aug 26, 2007, 05:22 PM
The Feitoria is actually better than the financial trait on island maps. Financial only gives you 1 additional commerce on coastal tiles. The Feitoria provides 1 additional commerce to coastal and ocean tiles. The colossus provides the benefit of a Feitoria in the early part of the game. So having a late UB is not necessarily a problem.

Polycrates
Aug 26, 2007, 06:28 PM
Great analysis :)
Just thought I'd throw in my own thoughts about a couple of the UBs

Obelisk:
I really like this UB and I've never had the slightest concern for culture (I play Hatty as the bloodthirsty warmonger that she really is).
Its major non-cultural benefits are threefold:
One is bulbing theology super-early. You're almost guaranteed Christianity if you want it, and you get very early access to theocracy (and OR since you need monotheism first anyway). Early Theocracy is great for giving War Chariots a renaissance since you can easily mass-produce them with Flanking II and make them essentially slightly-watered-down-but-half-price horse archers and use them pretty much as early siege or raiders waaaay after normal chariots have reached their use-by date.
If the circumstances are appropriate, it also lets you beeline liberalism without being slowed down by Civil Service on the way, since it also allows Paper.
You also get first crack at the Apostolic Palace if you want it.
The second benefit is building a shrine in the mid-game, when priest limits make it very difficult and slow to generate a prophet if you've already been heavily running specialists.
The third is building Angkor Wat and running priests as engineers in hammer-poor cities. I'm less fond of this but it's an option.


Indian Mausoleum:
With BtS, the jail has turned into one of the very best buildings in the game. Assuming you've got a courthouse, you're getting +7 free espionage points per turn just from building it. And suddenly you can run three spy specialists, who are the best value specialists out there anyway, and with a jail are producing 6 EPs per turn each. Not to mention that it comes at the same time as Representation, which makes spy specialists very productive little chappies indeed. Plus Great Spies are fantastic great people.
What's nice about the Mausoleum is that Rep can introduce happiness problems with the loss of Hereditary Rule, so it becomes an even better building for exactly that time. And from that point on, it really becomes the default go-to building for when a city is experiencing happiness problems (especially, but not only, war-related problems).
I've always seen Gandhi and Asoka primarily as warmongers, since Spiritual is such a warmonger's trait, and they're both extremely well-suited to running a SE. So the war-weariness bonus is also nice (and with Rushmore and a quick Spiritual switch to Police State, you can eliminate war weariness completely).

It has a massive synergy with the Intelligence Agency and the Security Bureau, and mausolea are best focused together with these two to give obscene amounts of EPs per turn, and up to seven spy specialists.

Perhaps still not a top-of-the-line UB, but since the jail is now so very good and a worthwhile use of hammers pretty much anywhere, it certainly has become a much better UB.

WilliamOfOrange
Aug 27, 2007, 11:17 AM
Thanks for the input. I am dying to play BtS and hope my copy arrives in Brazil soon. I am anxious to try out all the new features. What you say about the Indian UB makes sense. It was such a poor one before and I feel that the additions in BtS were partially done to even things out and make it more interesting. I have always thought about the potential for Gandhi and Asoka to be warmongers, but have not actually tried it yet.

Keep it coming guys.

SlipperyJim
Aug 27, 2007, 02:16 PM
The Aztec Sacrificial Altar is great for wars of conquest. Whip away on your newly-conquered cities, build all of the necessary infrastructure, and watch your empire spread across the land. The Whip is great way to "assimilate" captured enemy cities, and the Altar takes away a lot of the penalties from using it.

Also note a possible synergy: If you can stay in Slavery long enough, there's some fun synergy between the Sacrificial Altar and the Kremlin. Whipping for 1/3rd less population loss and only 50% of the anger? Yes, please!

Slavery is a borderline-overpowered civic anyway. Sacrificial Altars just make it more powerful. In my opinion, that gives the Aztecs one of the best UBs ever.

Slobadog
Nov 02, 2007, 11:30 PM
Another Use for the Khmer Baray. A Great Merchant specialist provides 1 food but consumes none. A Baray provides 1 food. Combine the two and voila! Enough food for one more specialist or whatever.

Julian Delphiki
Nov 06, 2007, 12:20 AM
Byzantine Hippodrome (Theatre - double production for Creative leader):

The Hippodrome is like a super Theatre. Sure, you get +3 , the two Artists to assign and the bonus for dyes, but you also get one for horses, hence the name HIPPOdrome.


Hippodrome actually does not allow artist specialists :/.

Hawe Hawe
Nov 07, 2007, 08:31 AM
The Hippodrome also doesn't give a happy face from dyes, only from horses. This ok, because horses are more common and widespread, while dyes are often clustered in few areas of the world. I am sure as Byzantine you will search those horses anyway.
And the missing Artist-assignment makes cultural victories a bit harder, because you will need caste system for artists in the early game.

Julian Delphiki
Dec 20, 2007, 12:18 PM
Small Obelisk tip; Obelisk(s)+Stonehenge+Angkor Wat combo is quite nice now with BtS -- since Obelisk+SH obsolete with Astronomy, it is possible to run 2-hammer priest specialist on new city immediately after founding it when running mercantilism civic. This is quite helpful for getting those new cities a faster start than with citizen specialist. Even without AW, there is +1 gold benefit.

I'm sure others have noticed this, but haven't seen it specifically mentioned.

sylvanllewelyn
Dec 24, 2007, 04:31 AM
My favourite ones are hippodrome and terrace. The terrace is an ancient-era powerhouse, while the hippodrome... I don't even know where to begin. Let's just say I keep the slider at 10% or even 20% to have the hapiness support more population, to the point where I actually end up with higher science output than if I placed it all into science, unlike the normal theatres where it almost feels like trying to bootstrap yourself. And in war, oh boy, switch to nationalism and try this:

base hapiness: 11
barracks: +2
horses: +1
40% slider: +8

Draft 4 rifles from each of your cities...

Slobadog
Jan 11, 2008, 12:51 PM
A slightly different way to look at the baray. The Kmer baray allows cities to focus on hammer tiles early on at the expense of food tiles.

mboettcher
Jan 26, 2008, 02:25 AM
When talking about the Germans and their assembly plant, it only build 50% faster. Although you under estimate the power of iron works and national epic here. 11 engineers (4 from plant + 3 from Iron +1 forge + 2 +1 industrial park) makes for some MAJOR GE points with freddy and pacifism (hard to find a healthy city plot with enough food for 30 people and thats with Stat of lib).

Wejer
Feb 27, 2008, 11:14 AM
Frederick: Organized and Philosophical. With cheap lighthouses, courthouses, universities and cheap factories...or in this case these very Assembly Plants also double production with coal, Freddy is a powerhouse! There hasn't been a German industrial influence like this since Kraftwerk! I say span out, get the economy/research going and prepare for the space age! With the Assembly Plant costing 250 hammers and having two double speeds bonuses, it would be like building these babies for 62 hammers! :eek:

Parts of this section is incorrect:

- Assembly plant has +50% production with coal (not 100%)
- With Organized, this would result that every 1 hammer becomes 2,5 hammers (+1 for Organized, +0,5 for Coal). The final cost is 250/2,5=100 hammers. Without Coal, the factory would cost 250/2=125. That's just a 25 hammer difference for Frederick (even less if you factor in Forges).

With Bismarck, this bonus would be larger (250/1,5=167, Net gain: 83).

Despite these minor errors, you have done an excellent job :thumbsup:

Slobadog
Mar 14, 2008, 11:05 PM
The Japenese UB(Shale Plant) is more useful in BTS. (Madscientist gets most of the credit for the content of the following paragraphs.)


BTS introduces the National Park national wonder. Normally Coal plants are useless in cities with the national park. This is due to the national park removing the citie's access to coal.
The Shale plant can be built and used without coal. Which means that the a city with the National Park can now get power without waiting for hydro or nuclear plant.



In BTS factories provide 2 extra unhealtiness if the city has access to coal. But if the Japanese try to avoid getting access to coal they will have less inhealthiness and still have increased production from power due to the coalless nature of the shale plant. As a downside they could not build Ironclads and could not fully exploit the ironworks wonder. But in some situations the trade off might be worth it. Coal is not needed for railroads in BTS if the Japs have oil so that makes going coalless more feasible.

grandad1982
May 01, 2008, 08:33 AM
Amazing tread.

One thing. I think the Indian UB is synergistic. Esspecially with Gandhi - rather strangly!

His PHI trait means he is good for an SE and SE is good for war. Being able to improve tiles faster with his UU is also good for war as you can retool those newly captured citeis fast and get them doing what YOU want and not what the AI wanted. Also SPI is good here as you can be a warmonger or a tech monster at will! Extra happyness and war weariness reduction? Yes please! The extra :) means you can war for longer after all....

slobberinbear
May 01, 2008, 08:48 AM
The Aztec Sacrificial Altar is great for wars of conquest. Whip away on your newly-conquered cities, build all of the necessary infrastructure, and watch your empire spread across the land. The Whip is great way to "assimilate" captured enemy cities, and the Altar takes away a lot of the penalties from using it.

Also note a possible synergy: If you can stay in Slavery long enough, there's some fun synergy between the Sacrificial Altar and the Kremlin. Whipping for 1/3rd less population loss and only 50% of the anger? Yes, please!

Slavery is a borderline-overpowered civic anyway. Sacrificial Altars just make it more powerful. In my opinion, that gives the Aztecs one of the best UBs ever.

Yep. My article (see sig below -- shameless plug) details the ways to use the Sacrificial Altar. And contrary to the article, you don't need mathematics to do an Oracle slingshot to Code of Laws. The easiest way to get it is to tech up to priesthood, start building the Oracle while researching writing, and you're set. This is feasible fairly early in the game, but you have to make a decision whether you want to get Iron Working first and go on a Jag jag (as it were), or go the builder route, powered by cheap whipping from the Altar.

Anyone who wants to learn how to whip should practice with Monty. Just prepare for a letdown when you whip with other civs ... the Altar will spoil you. :p

slobberinbear
May 01, 2008, 08:50 AM
Amazing tread.

One thing. I think the Indian UB is synergistic. Esspecially with Gandhi - rather strangly!

His PHI trait is means good a good SE and SE is good for war. Being able to improve tiles faster with his UU is also good for war as you can retool those newly captured citeis fast and get them doing what YOU want and not what the AI wanted. Also SPI is good here as you can be a warmonger or a tech monster at will! Extra happyness and war weariness reduction? Yes please! The extra :) means you can war for longer after all....

In my Gandhi game, I made use of the Mausoleum's EP bonus to help steal techs for backfilling purposes while teching up for the space race. My only gripe: it comes pretty late in the game.

GeneralGab
May 07, 2008, 02:28 PM
The Rathaus also affects corporation maintenance, meaning you can run a profit on most corporations, unless you have an enormous amount of resources. Might be worth mentionning in the guide. Same goes to a lesser degree with Shaka's Ikhanda.

WilliamOfOrange
Jun 09, 2008, 03:45 AM
Roman Forum (Market):

Wow, a UB that gives +25 GP birth rate! :drool: This is likely to become a favourite. There are no philosophical Roman leaders, but running Pacifism with the Forum and National Epic would still give +225%, not too shabby. Actually, with the Parthenon, built by Industrious Augustus, you could have +75% GPPs with just the Forum, which makes him the closest thing to the elusive IND/PHI combo without having to run Pacifism (& w/out the cheap Unis).

Possible Synergies:

Julius Caesar is Organized and has -50% maintenance costs, but with this UB being much more attractive than a normal Market perhaps one builds it sooner and the +25% wealth in the city and the reduced maintenance costs really go together nicely much earlier in the game. In addition to his cheaper Lighthouse (extra food for GP farming with +25% GPPs), his cheap Factories give a nice late game production boost for military or spaceship ventures. Besides the Merchants assigned from the Forum, he has no cheap buildings which benefit from the extra GPP until Factories. Augustus is Industrious, so his cheap Forges could mean quicker GE production if that is your desire. This can be helpful in wonder or space races and so the extra GPP can go towards GEs or GSs.

Both Roman leaders are Imperialistic and have greater GG production and likely to help warmongering, but the Forum likely needs a SE while warmongering seems to necessitate CE. Perhaps you could passively lure your enemy into your Great Wall trap, meaning 200% GPP rate while you build your Forums and than, once your go out conquering you can collect GPPs faster than your enemies, especially when the AI starts whipping out defenders in desperation. Hmm, maybe the Forum's advantage is that a hybrid economy with Rome is still a better GP producer than other non-Philosophical civs.

The extra the GPs from the Forums could be used to founded religions or techbulb (TM :D ) you faster through the tech tree for more military/scientific advances. There is real flexibility for both the Roman leaders. They have the fast settler production to REX and set up an empire with the strength of their Praetorians pushing back the barbarians (er, that is, the other civs). Julius will have a better economy and ability to support his empire, while Augustus will churn out units and wonders and do the same using brute force. The GPPs can be used for whichever purpose is decided.

Synergy with Corporations, Events or Quests?

The Forum is a real hybrid economy building and so you can either enjoy the events and quests which result in more income or you can enjoy the rewards of more food from things such as Horse Whispering or Rural Farmers. Really, other than more food for specialist support, there is nothing really synergistic with the Forum perhaps until late game with food Corporations. Oh, and even without extra food, the National Park gives free specialists so a Forum is a must in that city.

Possible Drawbacks?

Well, running a SE seems to be necessary to maximize this UB's bonus, but it is not vital and makes great use of events and things later in the game such as Corporations and the National Park. Polluted GPP pools might cause some disappointment for some, but that is something you usually watch more closely when you have a higher GPP production rate.

Summary:

In a game where GP production is a main focus for some players, this building is likely a candidate for having no drawbacks whatsoever, especially in BtS where the Golden Age requirements have changed a little bit from Warlords. You can get your first GP faster with a Forum and you only need one for your first GA. Regardless of victory goal, difficulty setting, map/terrain, resources, opponents or even your own leader selection, this UB is very useful and versatile, making it one of the best.



Russian Research Institute (Laboratory):

The Laboratory or Research Institute comes at a time in the game where technologies start to get much more expensive. Я люблю это здание! In addition to the +50% spaceship construction, +25% :science:, and assigning one citizen as a Scientist (and +1 unhealthiness), the Russian UB gives two free scientists! This means you can remove forced scientists and change them to GAs for a cultural win (or border pop to keep your Aluminum and Oil) or Engineers for Space Race or keep the Scientist and head for more Future Tech. Xорошо!

Possible Synergies:

Representation seems like a no-brainer here, but Russia is one of the only civs in the game that has three leaders and they each have two different traits so let's examine them more closely:

Eкатерина (Catherine): Creative and Imperialistic. She is able to quickly build settlers and the creative trait ensures quick access to BFC resources. I like her for domination wins for those reasons. Stonehenge can add to the culture growth as well as religions. Cheap Libraries can be used in conjunction with cheap Theatres to build to a cultural victory. It costs less to build Settlers and so fast expansion can lead to more cathedrals built. The extra Scientists will lead to faster techs and so if culture is not your thing, the Space Race gets a nice boost both for the UB's science and part production. Might not be a high priority especially if near your health cap, but you will have used her traits to control most of the desirable land and resources and her Cossacks to take the rest, right?

Пэтр (Peter): Expansive and Philosophical. An excellent candidate for Space Race. His +2 health and cheap Granaries and Harbours will help offset pollution/unhealthiness from production buildings while cheap Universities and +100% GP birth rate means more Scientists and Engineers to help techbulbing and wonder building. Remember the faster production of Workers from any time in the game should make quite an impact too as they will be out to connect resources much sooner. So philosophical trait on free specialists, what needs to be said?

Иосиф Сталин (Josef Stalin): Aggressive and Industrious. In the few games I have played with Stalin, I have been impressed with his space race potential. Cheap Forges and beelining science helped. The UB really made a big impact I felt. Again cultural games leave this UB pretty much obsolete, but with Stalin, his wonder building boost leads to more research with wonders like GL, University of Sankore, Spiral Minaret, Oxford, etc. And then we have the Ironworks and GE produced wonders which are also helpful on the way. He can also be quite the military force early in the game and throughout making sure you have all the land and resources that you need/want.

What is the trade off between Peter's ability to generate GP quicker or Stalin's wonders appearing faster to giving GPPs much sooner? That is open for debate, but both seem great Cosmonauts. And I wouldn't rule out Cathy in that department either. With her cheap libraries, quick settler production for greater early expansion complemented by quick cultural border growth she could just as likely be able to use the UB and pull another Юрий Гагарин (Yuri Gagarin) or, make that Валенти́на Терешко́ва (Valentina Tereshkova) ;) .

Synergy with Corporations, Events or Quests?

If you have a Research Institute (Laboratory) and are running the Free Speech civic, there is a chance for a research boost of 15% off the remaining tech cost. The Comet Fragment event requires an unimproved Forest Tundra tile under your control and the knowledge of Rocketry. The reward is a huge boost to your space program: an additional +5% Spaceship production and +2 Research for every Research Institute. During the Cold War, that is huge boost to beat those capitalist American swine, Comrade. Да.

Possible Drawbacks?

Observatories are needed to build the Institute, and although you will already have that tech, they can be more expensive to build for all three leaders compared to cheap Libraries or Universities. Only Stalin with his industrious trait might have a quicker build given his cheap Forges and getter ability to settle GEs, although Peter might too. In Beyond the Sword, with the restructured modern age tech tree, it may require a slightly longer wait before one can build the Research Institute, plus the choices late in the game seem to be more complex and difficult than they were previously.

Diplomatic Victories would mean you research Mass Media instead of Computers and therefore the RS is not a factor. For cultural wins, you likely have the culture switch on at this point and these buildings therefore can be useful in giving back some lost research, but it will matter very little as you will be building culture one would assume. Mass Media gives Hollywood which is much more important in that case.

For being at war the research boost could be handy for building more advanced units, but likely if you need a research boost that badly you probably can't afford to be building RIs in all or most of your high production cities, likely only in your SCC which could also be your unit factory too. By the time you build it, you still have to research those new techs for the improved units. With a little planning it could work out in your favour.

Summary:

To quote Boney M, "Oh, those Russians!" It seems this UB is destined to help with the Space Race and help get Sputnik launched much sooner rather than any other victory, with a possible exception for Conquest. Depending on your usual teching order, you might make some adjustments to maximize the benefit of the Research Institute. Time/Score victory goals can be greatly helped by the accumulation of Future Tech via the free Scientists.



Spanish Citadel (Castle - double production for Protective leader):

Warlords made Castles more useful by giving them +1 trade route and -25% damage from bombardment from non-gunpowder units in addition to the +50% defense vs. non-gunpowder units and +1 culture. Cumulative with the prerequisite Walls, that means +100 defense from non-GP units and -50% from non-GP bombardment. In BtS, they also give an extra 25% espionage points. Maybe, now players will build them!

The Citadel gives an additional 25% bombardment protection for a total of -75% and gives 5XP to Siege Units produced in the city. From the +3XP barracks and the Citadel that is 8XP already, but Theocracy and Vassalage give 12XP from the start enough for 3 promotions. The bonus is applied to Trebuchets, Catapults and if you can avoid the obsoleting tech, Economics (which restores the lost trade route, & 1st to discover gets a GM) you can have Cannons, Artillery and even Machine Guns with this bonus as well.

Possible Synergies:

The strength of the UB lies in how one promotes their siege weapons most effectively. A warmonger or early-war-to-to-claim-land strategy uses it to it's full advantage, but just protecting your cities becomes much easier now too. In Beyond the Sword, there is a new system for siege weapons and they are not as powerful as before, but the Espionage Points are helpful too. For a detailed look at the leverage available from this truly unique UB, see here (http://forums.civfanatics.com/showthread.php?t=275423).

As for synergy with the Conquistador, it is a knight with +50% vs. Melee Units. Many different civs have Melee units for their UU, which comes in handy. With a few correctly promoted Conquistadors and siege weapons the two should complement each other nicely. Don't forget to balance out your forces, using more than just these two.

Synergy with Corporations, Events or Quests?

Any thing which gives you more EPs while you still have the +25% EPs going for you would be great until you reach the buildings further down the tech tree which give multipliers back.

Crisis in the Senate happens when you are in Representation civic and in the Renaissance Era. Your choices are to gain +2 Espionage points for all Barracks, gain 400 to 600 gold or 1 happy face in all cities. Castle or Citadel, I would chose the first one, but not many people build Castles. Some might be more likely to build Citadels and capitalize, but even then, one could just build them after this event after getting the extra incentive.

With the Best Defense quest, you have to build them, however. Until Rifling, Railroad or (surprise!) Economics, if you build the right number of Citadels (Castles) you can have all Melee Units gaining City Garrison 1, +3 Attitude with all AIs you have met or if you control the Great Wall you can have +25 Espionage points for the Great Wall. Hmm, 25% of 25 is a leg up on the competition, but building the GW just got important for keeping it out of someone else's hands if they finish this quest. But how could you turn down CG Melee units which can both conquer and defend cities?

Finally, if you do have a Citadel built somewhere before you reach the Modern Era and you are not running Emancipation, the High Warlord event can give you gold, 2 free Pikeman units or 1 free settled Great General. The events in BtS reward you for building a city improvement that you might otherwise skip in previous versions.

Possible Drawbacks?

This UB doesn't really do anything for the Expansive trait or the Spanish starting techs of Fishing and Mysticism, however being religious does offer advantages to being able to switch to new civics immediately and not waiting until others are discovered. A switch to Theocracy before you wait to get Vassalage could mean the difference between producing units with an extra +2 XPs and for the Siege Units with the Citadel, that is enough to put them over the top for a third promotion. The Citadel, like the Castle does expire rather early considering the value of the obsoleting tech and just like the Castle, the +25% EPs is also lost along with its XP bonus when you do reach Economics. The -25% damage from non-Gunpowder Unit bombardment does not disappear so I would imagine that the desire to pump out some sweet siege engines while you can, would mean Citadels in cities where you would not normally build castles and greater ability to protect them now. That should not be forgotten or underestimated, especially at higher difficulty levels. The paradox is that the UB can help you if you are a little technologically inferior, but the UU is better when you are technologically superior to your foes.

Summary:

If you want to avoid Economics, the obsoleting tech, you only really miss out on a Great Merchant. :rolleyes: You could conceivably hold out for some super Machine Gunners if you wanted, but you can always upgrade your Cats and Trebs into Cannons and then Artillery. I might recommend delaying Economics just long enough to produce some killer Cannons that will definitely survive to become Artillery and Mobile Artillery. Shell-shock those heretics into submission with those babies! This UB allows for some interesting warfare capabilities. Although it doesn't immediately lend it self to anything other than Conquest/Domination, the extra territory and cities gained or even the ability to better protect one's own cities and territory is nothing to take lightly.



Sumerian Ziggurat (Courthouse - double production for Organized leader):

While the Rathaus of the Holy Roman Empire gives a larger maintenance bonus, it takes just as long to build. Neither them, nor the Sumerians are Organized, but the Sumerian Ziggurat is 30 :hammers: cheaper, only costing 90, meaning that it will be built more quickly even if not more powerful. I feel the quicker it is build the better; one of the reasons the Zulu Ikhanda is so effective as well (although for Zulu, it is both cheaper and quicker, but not as powerful). So throw in the fact that the Ziggurat is available with Priesthood and you have yourself a great REXer in Creative and Protective Gilgamesh. Also, just like the Rathaus, only four are required to build the Forbidden Palace, so Sumeria could have theirs real early compared to other civs. And like any Courthouse in BtS, it also gives +2 espionage points and allows you to assign a citizen as a Spy

Possible Synergies:

Building the FP quicker, could help culturally for a victory, however it also means a faster expanding empire. Creative and Protective Gilgamesh will get culture boost from borders to help the Settlers claim land and the quicker and earlier built Courthouses will help keep the economy going without waiting for CoL. Being protective as well, means maintaining the empire while under attack and not need as many units for defend or escort Settlers, which means more time devoted to things like Barracks, Granaries, Libraries, Workers, etc. Cheap Walls and Castles will make Sumeria a tough foe to topple.

Synergy with Corporations, Events or Quests?

The Too Close to Call Event gives the player a choice of either +1 gold or +3 culture in all Courthouses. All you need to trigger it is to be into the Renaissance Era and running Universal Suffrage, so although the building comes fast, without the Pyramids this event comes kind of late to have a huge impact, but makes a nice little bonus none the less. It seems fitting that something as ancient as a Ziggurat could produce culture or money from the priests.

Possible Drawbacks?

This did not jump out as being a strong UB until I realized it comes with Priesthood. This is something I am sure some players will use it to maximum advantage. Really, a cheaper Courthouse is nothing to complain about and the fact that it comes so early is the icing on the cake!

Summary:

Priesthood is such a cheap tech, it could be beelined for maximum exploitation here. I love the prereq tech as it is both unique and very appropriate when you think about what Ziggurats really were. This UB is just oozing flavour and possibilities.



Viking Trading Post (Lighthouse - double production for Organized leader):

Another coastal UB for a financial leader, the Trading Post gives a free Navigation 1 promotion to ships build there in addition to the extra food in each sea tile.

Possible Synergies:

There is some definite synergies here, firstly the UB being required for the Great Lighthouse which gives all coastal cities +2 trade routes. Ragnar starts with Fishing and so the prereq tech, Sailing is not far away. As with the Carthaginian Cothon, it makes sense to build many coastal cities to maximize this affect. Now, it's true that not all your cities will be building ships all the time, so it is your choice, but most, if not all, of them build it just for the food. Harbours and Colossus also add to the wealth, remembering that Ragnar is financial, coastal tiles are great if you have few FP cottages, gems, gold, silver or plantation resources around you.

So, the bonus itself, one extra movement for sea units does not include work boats. On a map with plenty of water this is helpful to let you discover other civs earlier and trade tech with them. Between your Financial coastal cities raking in money for a high research rate, you will also be trading for other techs of lower priority when you meet the others. From here you can go one step further and let the extra movement of your powerful navy work for you. Your navy would quite literally have an extra step, but there is more. The +1 movement also helps you to circumnavigate the globe faster and hopefully beat out other civs in doing so. Either you trade for maps as you meet new civs or you do it the old fashioned way. It might be tough with a lot of ocean, but as soon as you get ships which can enter the ocean you still have the +1 movement from navigation. The +1 movement from circumnavigating the globe does apply to your work boats! Aggressive civs have cheaper cost for Drydocks (even if they come with Steel much later) and give your sea units an extra +4 XPs and are produced 50% faster. If they already have Nav I, you can devote the XPs to other needs.

On an archipelago map, most if not all of their cities will be coastal and that is what a Financial leader with the Colossus and GL wants right? The Civil Service or CoL slingshot might be harder to do, but if you concentrate on the money, research can go quicker for you, plus a GP could help you out along the way too. Keep in mind that you need Machinery for Berserks too, but they can be built with Copper or Iron, so if you have researched for Copper and have none, trade for IW or research it and try again. As soon as you got a few Berserkers, load them up in your Galleys with a few Trireme escorts and let the pillaging begin! The wait is not that bad if you need Astronomy anyway. You will have had Caravels scouting the prime targets vulnerable to your Berserkers and enough time to leverage the Trading Post's free Navigation I into an innate circumnavigation bonus for all Naval Units. :viking:

Synergy with Corporations, Events or Quests?

There are plenty of great quests for the seafaring civ; they really can have a great game if the stars are aligned. For example, the Harbourmaster: You need Compass and a map that has at least 40% water tiles. It obsoletes near the Industrial Era, but if you build a certain number of Harbours and Caravels you get your choice of all Harbours gaining +1 gold or your choice of Combat I or Navigation I promotions for all Naval Units. Maybe, you take the extra income to help get to the Berserker techs and Astronomy quicker, but I think as a Financial warmonger you take the bonus for you Naval Units, and as Ragnar leader of the Vikings, you take the free Combat I to complement your TP's free Navigation I. Don't waste Navigation I anything, you already have it.

The Warships quest happens early if you have the Trireme prerequisite techs and at least 55% water tiles. Obsoleting with the Renaissance era, you build enough Triremes and they gain the Combat 1 promotion or if you control the Great Lighthouse then all harbors gain +2 commerce. If you were so lucky as to get both this and the Harbourmaster quest you will have had a chance for either +3 Commerce for the Harbours or Triremes with Combat I and the HMQ's +1 gold for Harbours. Furthermore, I reckon the best way to handle both quests or at least plan for the off chance that you do get both, would be to take the +2 gold from Warships because only Triremes get the bonus, while with Harbourmaster, all Naval Units get the CI bonus and it only gives +1 Harbour income. This way, more money and better overall promotions. Of course, if you don't have the Great Lighthouse, you don't have a choice and the reward is wasted if you did the HMQ already. If not, don't forget that Triremes do upgrade, so build a lot of them! :viking:

Finally, if you game has gone late enough, the Overwhelm Quest triggers with Flight, Industrialism and again, at least 55% water tiles. You have until Robotics to build an assortment of modern Air and Navy units. All those types of units can then receive Combat I promotions or all your Harbours will gain +5 Commerce, making them act essentially like the Portuguese Feitoria. That could be a total +8 gold from earlier quests, but this is very rare indeed. I imagine that +5 gold is more useful to support your large army and navy this late in the game then the gold bonus from earlier quests, but you still could choose to give all those units you just built plus future ones, the Combat I promotion. Obviously, if you have been lucky enough to have CI bestowed on your Naval Units previously, then you could take the +5 Harbour commerce or if you are really in a tight spot take the Nuke Ban resolution as your reward to ensure that you are around long enough to use those Naval Units.

Finally, the extra food in a water tile from the Lighthouse/Trading Post could be though of a half a specialist supported. There are some events or quests which will provide an additional +1 food to help you support specialists such as an Engineer to produce your Berserker troops faster or a Scientist to get you to Berserker techs or Astronomy, if you need them, much faster.

Possible Drawbacks?

On Great Plains, Oasis or other maps with little coastal tiles, this building is very useless. It really shines in the water maps although the Berserk can still be useful for attacking across rivers, but that is independent of the UB itself. Even on a Pangaea map the extra ship movement from the Trading Post, with or without the additional Circumnavigation bonus, could mean a quicker path to conquest on the other side of the landmass, with much less obstacles and making a better use of the UU.

Summary:

Whether for meeting tech trading partners earlier or wiping out some rivals early the Trading Post gives a nice bonus. One could go on to eliminate everyone rather quickly or if not take some prime real estate in other empty lands to help with a Culture/Space/Diplomatic victory. For full blown Conquest or Domination, this building can be helpful on the right map. It would be nice to see +10% trade route or Commerce in the city as well, but it still nicely complements the amphibious Berserk. If not on a archipelago or high sea level map, its value is greatly reduced however.



Zulu Ikhanda (Barracks - double production for Aggressive leader):

Barracks that act as a mini-courthouse by giving -20% maintnance costs. This means you can wait for CoL a little later and still expand reasonably quicker than your rivals.

Possible Synergies:

This building greatly complements the Expansive and Aggressive Shaka because he gets it with double production speed. He is one of two leaders (the other being Frederick) who gets their UB as if it was half the building cost. Now, Barracks cost 50 :hammers: while the Ikhanda costs 60 :hammers: so the double production bonus still a big factor. Like the Barracks, patched Warlords and BtS only gives +3 XPs.

REXing is aided with reduced costs and whether you warmonger or not it's a nice bonus. Shaka has both vertical and horizontal expansion capabilities. Couple it with the Courthouse and that is -70% maintenance costs, not bad at all. If taking over cities, this UB is cheaper to build than a courthouse (80 :hammers: and don't forget its double production) and it is available right from the start with no prerequisite tech! In a large, productive city taken from the enemy, this building will let it start contributing much sooner.

I would not put the Zulu as a Culture Victory contender with no cheap culture buildings to build, but Diplomatic, Domination, Space Race and Conquest all seem possibilities because the benefits of reduced maintenance can be used for any means. I have actually seen some comments that Cultural was easy with Shaka. Perhaps the extra maintenance reduction allows for more cities and therefore, more Cathedrals.

In Beyond the Sword, they have fixed the problem that the Ikhanda had in Warlords and now, like the Barracks, it also receives +2 happiness when running the Nationhood civic. So, quicker expansion and potential extra happiness from a building which is meant to produce units with +3 XPs. Remembering the synergy with Feudalism and Theocracy that is +8 XPs and while other civs get that and the Barracks happiness too, they do not get the lower maintenance costs while growing their empires through conquest.

Synergy with Corporations, Events or Quests?

Crisis in the Senate happens when you are in Representation civic and in the Renaissance Era. Your choices are to gain +2 Espionage points for all Barracks, gain 400 to 600 gold or 1 happy face in all cities. It is hard to say what Shaka is up to this relatively late in the game, but you can get +2 EPs for a building which already acts like a mini-Courthouse and you likely have in every city anyway, whether it is a unit producer or not. This adds fuel to an EE and the extra EPs are of course also great for sending in Spies to incite revolts, sabotage production, poison water, etc. no matter what your plans are at this point.

Also, it is well worth mentioning that the reduced maintenance costs will help with keeping Corporations lucrative in addition to running Free Market or even offset the penalties under Environmentilism.

Possible Drawbacks?

You might not build Barracks in every city, but this UB can pay dividends by being in every city by lowering maintenance too. You might only build Barracks in wartime, but the Ikhanda is so much cheaper to build than a Courthouse, why would wouldn't you build it first thing? I usually do. ;)

Summary:

Probably a building best used to expand as quickly as allowed for Domination or Conquest or large number of cities to help with research/spaceship construction. How many times have you produced units only to learn some cities don't have Barracks? While the synergy with the Courthouse and Corporations can be nice, it will save you at times when you need to quickly whip/draft a unit in a city in which you would not normally have built a Barracks if you weren't playing as the Zulus. Those XPs can make a difference in that case. Finally, the extra money saved very early on can snowball into great tech leads either through research, espionage, or trading. The AI plays them well a lot of the time, I have found, so beware!




That is the rundown of the Unique Buildings. I would like to thank everyone for their input and support. :D

WilliamOfOrange
Jun 09, 2008, 03:55 AM
Bump.

All entries have been editted to reflect BtS content after further play and analysis and helpful comments made since the last update. Thanks, helping out everyone! :goodjob:

I did run out of room in the original first 4 pages, so I had to overflow in post 76

Julian Delphiki
Jun 09, 2008, 04:02 AM
Addition,

Augustus is Industrious, so his cheap Forges could mean quicker GE production if that is your desire. This can be helpful in wonder or space races and so the extra GPP can go towards GEs or GSs.

Maybe a notice about how it might be good idea for Augustus to build Parthenon for +50% GPP, which is with forum as close as PHI/IND as you can currently get.

WilliamOfOrange
May 23, 2009, 04:14 PM
I have completed an update which addressed any changes from the BtS 3.17 patch and various grammar and syntax errors. Although, I am quite happy with the write up as it is for now, I still encourage posting any discussion, discoveries or debates there may be so that this article can be as up-to-date and relevant as possible. Thanks! :goodjob:

real_jobe
Dec 23, 2009, 04:38 AM
As a little "addition" to this post, here the multiplayer perspective on UBs. The series is constructed as "Good UB - Bad UB", describing why one finds its uses in multiplayer games and the other doesn´t. It´s almost complete now, having seven editions so far, some of them evaluating more then two buildings at a time.

7th Edition of "Good UB - Bad UB" with links to previous ones (http://fastmoves.wordpress.com/2009/12/22/good-ub-%E2%80%93-bad-ub-7-unique-buildings-in-civilization-multiplayer/)

real_jobe
Mar 05, 2010, 03:26 PM
The series about Unique Buildings at fastmoves entitled "Good UB - Bad UB" is now complete :)


#1 Research Institute, Terrace (http://fastmoves.wordpress.com/2009/11/02/good-ub-bad-ub-1-unique-buildings-in-civilization-multiplayer/)
#2 Salon, Hippodrome (http://fastmoves.wordpress.com/2009/11/04/good-ub-%E2%80%93-bad-ub-2-unique-buildings-in-civilization-multiplayer/)
#3 Mint, Ger (http://fastmoves.wordpress.com/2009/11/14/good-ub-%E2%80%93-bad-ub-3-unique-buildings-in-civilization-multiplayer/)
#4 Forum, Baray (http://fastmoves.wordpress.com/2009/11/23/good-ub-%E2%80%93-bad-ub-4-unique-buildings-in-civilization-multiplayer/)
#5 Pavilion, Stele, Rathaus, Ikhanda (http://fastmoves.wordpress.com/2009/11/30/good-ub-%E2%80%93-bad-ub-5-unique-buildings-in-civilization-multiplayer/)
#6 Assembly Plant, Mausoleum, Hammam, Ball Court
#7 Obelisk, Odeon (http://fastmoves.wordpress.com/2009/12/22/good-ub-%E2%80%93-bad-ub-7-unique-buildings-in-civilization-multiplayer/)
#8 Dun, Citadel, Totem Pole (http://fastmoves.wordpress.com/2010/01/08/good-ub-%E2%80%93-bad-ub-8-unique-buildings-in-civilization-multiplayerpgrabowitr/)
#9 Apothecary, Garden, Dike (http://fastmoves.wordpress.com/2010/01/21/good-ub-%E2%80%93-bad-ub-8-unique-buildings-in-civilization-multiplayer/)
#10 Cothon, Trading Post, Feitoria (http://fastmoves.wordpress.com/2010/02/11/good-ub-%E2%80%93-bad-ub-10-unique-buildings-sea-special/)
#11 Madrassa, Sacrificial Altar, Stock Exchange, Seowon, Mall, Ziggurat (http://fastmoves.wordpress.com/2010/03/05/good-ub-%E2%80%93-bad-ub-11-unique-buildings/)

WilliamOfOrange
Mar 10, 2010, 09:38 AM
Some interesting stuff there. I never really play multi-player and didn't even consider it when I wrote this article up. Perhaps this will come in handy in the summer when I meet some friends for LAN parties.

Bruindane
Dec 13, 2010, 11:24 AM
I believe the key use of the Ethiopian Stele is in the early rex. Your new cities get secondary border expansions claiming unsettled land extremely quickly (27 turns), that might otherwise be settled by time those expansions normally occur (50/100 turns).

Obviously powerful for tile culture flipping, but preventing those cities from being built in the first place is its true power. As Astronomy approaches you bring out the UU to claim new territory.

ReyLuis
Sep 16, 2011, 09:21 AM
Genuinely shocked at the lack of love for the Ziggurat - courthouse at Priesthood and at HALF the hammers? Fantastic building - I'm usually very efficient at expansion but with the Zigs it's mental. REX like a mofo :)

Best UB in my opinion. Serious.

I play random civ and leader (unrestricted) at Emperor and I usually pray that I'm Sumer just for the Zigs - and if I happen to be super lucky and get the Sumer/Julius Caesar combo then...... :)

Ataxerxes
Sep 16, 2011, 12:26 PM
Genuinely shocked at the lack of love for the Ziggurat - courthouse at Priesthood and at HALF the hammers? Fantastic building - I'm usually very efficient at expansion but with the Zigs it's mental. REX like a mofo :)

Best UB in my opinion. Serious.

I play random civ and leader (unrestricted) at Emperor and I usually pray that I'm Sumer just for the Zigs - and if I happen to be super lucky and get the Sumer/Julius Caesar combo then...... :)

I don't think that's the majority opinion. Most players like the Ziggurat a lot; I do myself. I can't agree that it's the best UB, however. In a poll the HRE Rathaus was considered the best courthouse improvement, but the Ziggurat is a very strong UB. Definitely top 10.

Sumeria has a strong start that has to be utilized to get the lead early. Creative is strong early and weak late. I just wish I had another trait besides Protective. Oh, well, we can't be HC.

On unrestricted leaders, anybody of Sumeria is going to be good. One of the few leaders with a good UB and UU. Also, even with unrestricted, AI Gilgamesh is pretty good.

ReyLuis
Sep 16, 2011, 12:52 PM
I don't think that's the majority opinion. Most players like the Ziggurat a lot; I do myself. I can't agree that it's the best UB, however. In a poll the HRE Rathaus was considered the best courthouse improvement, but the Ziggurat is a very strong UB. Definitely top 10.

Sumeria has a strong start that has to be utilized to get the lead early. Creative is strong early and weak late. I just wish I had another trait besides Protective. Oh, well, we can't be HC.

On unrestricted leaders, anybody of Sumeria is going to be good. One of the few leaders with a good UB and UU. Also, even with unrestricted, AI Gilgamesh is pretty good.

Yeah, the Rathaus is awesome - more expensive hammers-wise than standard Courthouse being the obvious drawback. 75% reduction in city maintenance is certainly NOT to be sniffed at!!! For me though, the hammers cost and early availability of Zigs is crazy

I agree about needing to take advantage of Sumer in the early game - Vulture rushing is also a hobby of mine :)

Ghpstage
Sep 18, 2011, 10:24 AM
Yeah, the Rathaus is awesome - more expensive hammers-wise than standard Courthouse being the obvious drawback.
Genuinely shocked at the lack of love for the Ziggurat - courthouse at Priesthood and at HALF the hammers? Are you playing some kind of mod?
In standard BTS the Rathaus costs the same as a standard Courthouse, and the Zig knocks only 25% off the cost not half, which is the same cost as the Sac Altar.

The Zig is good, but theres a number of better UBs in my opinion.