Unique Unit Elimination Thread

BasedGod

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Sep 7, 2013
Messages
21
Location
The Bay area (actually Canada)
I don't think anyone's done this yet for BNW and I think we've played BNW enough to get a grasp of how powerful we perceive the new units to be.

So same rules as before each unit starts with 20 points, with each vote you get +1 vote for the unit you like, -3 vote for the unit you dislike. Only 1 vote per 24 hours. Also try to justify your answers.

FINAL RANKINGS

1. KESHIK
2. Camel Archer
3. Longbowman
4. Chu-Ko-Nu
5. Impi
6. Janissary
7. Pathfinder
8. Carolean
9. Siege Tower
10. Ship of the Line
11. Sea Beggar
12. Naresuan's Elephant
13. Cossack
14. Winged Hussar
15. Jaguar
16. B17
17. Minutemen
18. Horse Archer
19. Hussar
20. Berber Cavalry
21. Immortal
22. Conquistador
23. Tercio
24. Hwach'a
25. Battering Ram
26. Companion Cavalry
27. Pictish Warrior
28. Legion
29. Mohawk Warrior
30. Beserkers
31. African Forest Elephant
32. Musketeer
33. Sipahi
34. Nau
35. Norwegian Ski Infantry
36. Turtle Ship
37. War elephant
38. Cataphract
39. Dromon
40. Samurai
41. Panzer
42. Mandekalu Cavalry
43. Mehal Sefari
44. Great Galleass
45. Comanche rider
46. Kris swordsman
47. Ballista
48. Hoplite
49. Bowmen
50. Hakkapeliitta
51. Prahcihna
52. Moari Warrior
53. Slinger
54. Atlatist
55. Quinquereme
56. Landsknecht RIP
57. Zero
58. War Chariot

UNIT INFO

African Forest Elephant : Replaces horseman, 25 production/50 faith more expensive, +2 combat bonus, -1 movement, -10% combat to enemy units that are adjacent, greatly increases great general generation.
Atlatist :Replaces archer, -4 production cost/ -16 faith cost, does not require Archery technology
B17 :Replaces bomber, free Evasion and Siege 1 promotions, +5 ranged combat bonus
Ballista : Replaces catapult, +1 melee combat bonus, +2 ranged combat bonus
Battering Ram :Replaces spearman, +19 production cost/ +38 faith cost, -1 combat penalty, free Cover 1 promotion, +300% combat bonus versus cities, no defensive terrain bonus, -33% defending penalty, -1 visibility, may only attack cities, no bonus versus mounted units, upgrades into trebuchet
Berber Cavalry : Replaces Cavalry, +50% combat strength when fighting in desert, +25% combat bonus when fighting in your territory
Beserker : Replaces longswordsman, +1 movement, free Amphibious promotion.
Bowmen : Replaces archer, +2 ranged and melee combat bonus
Camel Archer : Replaces knight, replaces standard knight attack with 21 ranged combat and 17 melee combat scores
Carolean : Replaces rifleman, free March promotion
Cataphract : Replaces horseman, +3 combat bonus, -1 movement, -8 penalty attacking cities(25% instead of 33%), can fortify and get defensive bonuses
Chu-Ko-Nu : Replaces crossbowman, may attack twice per turn, -4 ranged combat penalty
Comanche Riders : Replaces Cavalry, 25 production less expensive, +1 movement
Companion Cavalry : Replaces horsemen, +2 combat bonus, +1 movement, increased great general generation
Conquistador : Replaces knight, +15 production cost/ +30 faith cost, no penalty attacking cities, +2 sight, double combat score when embarked, may found cities on foreign continents not connected to capital
Cossack : Replaces cavalry, +33% combat bonus against weakened enemies
Dromon : Replaces trireme, -2 combat bonus but the only ranged unit of his group(10 ranged combat bonus), bonus vs naval(50%) but loses his bonus when upgraded
Great Galleass : Replaces galleas, 10 proction more expensive, +2 melee combat, +3 ranged combat
Hakkapeliitta : Replaces lancer, great generals gain movement bonus if stacked with this unit, +15% combat bonus if great general is stacked with this unit
Hoplite : Replaces spearmen, +2 combat bonus.
Horse Archer : Replaces chariot archer, +1 melee combat bonus, rough terrain no longer consumes all movement, free Accuracy 1 promotion, does not require horses
Hussar : Replaces cavalry, +1 movement, +1 sight, +50% flank attack bonus
Hwach'a : Replaces trebuchet, -1 melee combat penalty, +12 ranged combat bonus, no limited visibility, loses +200% combat bonus versus cities
Immortal : Replaces spearmen, +1 combat bonus, heals at double rate
Impi : Replaces Pikeman, Before engaging melee this unit has a one tile ranged attack, upgrades to rifleman
Jaguar : Replaces warrior, +33% combat bonus in jungles and forests, heals 25 health whenever it kills a unit, free woodsman promotion
Janissary : Replaces musketman, +25% combat bonus on the attack, heals 50 health when it kills an enemy unit
Keshik : Replaces knight, replaces standard knight attack with 16 ranged combat and 15 melee combat scores, +1 movement, increased great general generation, +50% experience earned
Kris Swordsman : Mystic Blade promotion (replaced with a random new promotion after the unit completes its first combat)
Landsknecht : RIP AFTER FALL PATCH GOODNIGHT SWEET PRINCE AND MAY A THOUSAND ANGELS PLAY THEE TO THY REST
Legion : Replaces swordsman, +3 combat bonus, can construct roads and forts
Longbowman : Replaces crossbowman, +1 ranged
Mandekalu Cavalry : Replaces knight, -10 production cost/ -20 faith cost, no penalty attacking cities
Maori Warrior : Replaces warrior, causes enemy units to be at -10% combat strength if next to this unit
Mehal Sefari : Replaces rifleman, -25 production cost, free Drill 1 promotion, +30% combat bonus when fighting in the capital (bonus reduces as the unit gets farther away)
Minutemen : Replaces musketman, ignores movement terrain penalties, free drill 1 promotion
Mohawk Warrior : Replaces swordsman, +33% bonus in forests or jungles, requires no iron
Musketeer : Replaces musketman, +4 combat bonus
Naresuan's Elephant : Replaces knight, +5 combat bonus, -1 movement, +50% combat bonus versus mounted units
Nau : Replaces caravel, +1 movement, may sell one exotic goods when adjacent to a foreign tile to gain gold and xp based on distance from capital
Norwegian Ski Infantry : Replaces rifleman, double movement in snow, tundra, or hill; increased combat score in snow, tundra, or hill without forests or jungles
Panzer : Replaces tank, +10 combat bonus, +1 movement
Pathfinder : Replaces Scout, 20 production more expensive, +3 combat, may choose bonus from ancient ruins
Pictish Warrior : Replaces spearman, +20% combat bonus outside friendly territory, no movement cost to pillage, 50% of the enemy's strength is converted to faith
Pracihna : Replaces infantry, earn points towards golden age for each unit killed
Quinquereme : Replaces Trireme, +3 combat
Samurai : Replaces longswordsman, greatly increased great general rate, free Shock 1 promotion
Sea Beggar : Replaces privateer, free coastal raider 2 and supply promotions
Sipahi : Replaces lancer, +1 movement, +1 sight, can pillage at no movement cost
Ship of the Line : Replaces frigate, -15 production cost, +5 melee combat bonus, +7 ranged combat bonus, +1 sight
Siege Tower : Replaces Catapult, melee unit, does not need to set up to attack, +1 sight, +5 melee combat, when next to an enemy city other units within 2 tiles get a 50% bonus when attacking the city, free Cover I promo
Slinger : Replaces archer, -1 melee combat penalty, may withdraw from melee attack
Tercio : Replaces musketman, +10 production cost/ +20 faith cost, +2 combat bonus, +50% combat bonus versus mounted
Turtle Ship : Replaces caravel, +16 melee combat bonus, cannot enter deep ocean
War Chariot : Replaces chariot archer, +1 movement, doesn't require horses
War Elephant : Replaces chariot archer, +16 production cost/ +28 faith cost, +3 melee combat bonus, +1 ranged combat bonus, -1 movement, entering rough terrain no longer consumes all movement, doesn't require horses
Winged Hussar : Replaces lancer, +3 combat bonus, forces defender to retreat if it inflicts more damage than it receives a defender who cannot retreat takes additional damage, +15% combat strength in open terrain
Zero : Replaces fighter, +33% combat bonus versus fighters

I guess I'll start:

Minutemen 20
B17 20
Camel Archer 20
Siege Tower 20
Hussar 20
Jaguar 20
Bowmen 20
Pracihna 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 20
Longbowman 20
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Landsknecht 20
Panzer 20
Hoplite 18
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 20
War Elephant 20
Kris Swordsman 20
Mohawk Warrior 20
Samurai 20
Zero 20
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 20
Berber Cavalry 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Winged Hussar 20
Maori Warrior 20
Nau 20
Legion 20
Ballista 20
Cossack 20
Pathfinder 20
Comanche Rider 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20
Great Galleass 20
Impi 21

Hoplite: With the big nerfs to early war and ranged units being basically all you want early game the spearman as a unit got completely shafted by BNW (excuse the pun). You don't really want to build any unless your going for an early dom victory. However, spearman uniques aren't all terrible, its the blandness of the Hoplite that makes it truly awful. It has nothing that makes it actually unique, it is the definition of a vanilla UU. Also it doesn't take anything with it on promo meaning its exisitence makes no difference when war actually becomes relevant. I honestly think this thing is worse than the Zero.

Impi: Midgame is when war matters now and pikeman are the staple midgame unit, resourceless, low hammer units that you can pump out along trebs and x-bowmen to rampage with. The only complaint is that they have a terrible upgrade path. The Impi is a slightly buffed up pikeman that sidesteps the bad upgrade path completely, making it the perfect midgame frontline unit.
 
Can't go wrong with keshiks. Likely the only unit in the game that can down a city without taking any damage in any terrain if you have ~5 of them. Crazy fast and effective. If this thread keeps going, this is going to be a popular unit.

I know that the landsknet and zero are going to be hit pretty hard, but I'll pick a less known one. Slingers are pretty awful in my experience, as often times early game, the reason you have archers is for protecting settlers and workers from barbs. Doesn't work if your slinger just runs away when a brute comes at you. The effect itself I have yet to find useful in combat, but the weaker strength sure does hurt
 
YES! Return of the Elimination Threads!! :D

OP, if I may suggest that you set a guidelines for WHAT we're voting for? I.e., are we voting based on power or fun-ness? I would humbly recommend the former, because otherwise the results of the thread are inconclusive (see the recent Civ/Wonders/etc. Ratings threads...they didn't really accomplish anything because there weren't guidelines).

So, without further ado:

Minutemen 20
B17 20
Camel Archer 20
Siege Tower 20
Hussar 20
Jaguar 20
Bowmen 20
Pracihna 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 20
Longbowman 20
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Landsknecht 20
Panzer 20
Hoplite 18
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 18
War Elephant 20
Kris Swordsman 20
Mohawk Warrior 20
Samurai 20
Zero 18
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 22
Berber Cavalry 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Winged Hussar 20
Maori Warrior 20
Nau 20
Legion 20
Ballista 20
Cossack 20
Pathfinder 20
Comanche Rider 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20
Great Galleass 20
Impi 21

Zero: Even though the AI now infrequently does Air Sweeps, the Zero is still worth, well, pretty much zero. You'll get to use the Zero's bonus maaaaybe two or three times a game. So let's say you use it three times: you probably caused a grand TOTAL of 50-60 extra damage by having the Zero. Great, isn't it?

Keshik: These things are unstoppable. And now with hybird turns in multiplayer, they're not just unstoppable in single-player either. You can wipe out armies and take cities, all without taking a single point of damage. Plus, the Keshik's location of the tech tree is late enough that you can get your empire infrastructure up and running before going on a massive conquering spree.
 
@arand86 copy pasta the list with the numbers I have in the OP and alter numbers of the units you are down and upvoting to make it easy to keep track, I'm not gonna edit the OP everytime someone votes I'm too lazy
 
Minutemen 20
B17 20
Camel Archer 20
Siege Tower 20
Hussar 20
Jaguar 20
Bowmen 20
Pracihna 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 18
Longbowman 20
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Landsknecht 20
Panzer 20
Hoplite 18
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 18
War Elephant 20
Kris Swordsman 21
Mohawk Warrior 20
Samurai 20
Zero 20
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 21
Berber Cavalry 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Winged Hussar 20
Maori Warrior 20
Nau 20
Legion 20
Ballista 20
Cossack 20
Pathfinder 20
Comanche Rider 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20
Great Galleass 20
Impi 21

I hated the Kris Swordsmen at first. I got a couple of evil spirits and enemy blades that irritated the snot out of me but then I got a couple with invulnerability and restlessness that just made me fall in love with them. The variety makes it so they're not just a one trick pony and can be used for multiple purposes. Only drawback to these guys is you have to spam them to make sure to get the good ones. +1 there.

The War Chariots are completely boring. Their only special is that they can be built without horses. Attila's horse archers have that and more. -2
 
B17 20
Camel Archer 20
Siege Tower 20
Hussar 20
Jaguar 20
Bowmen 20
Pracihna 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 21
Berserker 20
Norwegian Ski Infantry 18
War Chariot 18
Longbowman 20
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Landsknecht 20
Panzer 20
Hoplite 18
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 18
War Elephant 20
Kris Swordsman 21
Mohawk Warrior 20
Samurai 20
Zero 20
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 21
Berber Cavalry 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Winged Hussar 20
Maori Warrior 20
Nau 20
Legion 20
Ballista 20
Cossack 20
Pathfinder 20
Comanche Rider 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20
Great Galleass 20
Impi 21

Cho-Ko-nu +1 - This is everybody's favorite ranged UU, right? It should be!
Ski Infantry -2 - Much to situational to be a really strong UU.
 
@aaron

Vote based on power, winning is more fun than losing right?
 
B17 20
Camel Archer 20
Siege Tower 20
Hussar 20
Jaguar 20
Bowmen 20
Pracihna 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 21
Berserker 20
Norwegian Ski Infantry 18
War Chariot 18
Longbowman 20
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Landsknecht 20
Panzer 20
Hoplite 18
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 18
War Elephant 20
Kris Swordsman 21
Mohawk Warrior 20
Samurai 20
Zero 18
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 22
Berber Cavalry 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Winged Hussar 20
Maori Warrior 20
Nau 20
Legion 20
Ballista 20
Cossack 20
Pathfinder 20
Comanche Rider 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20
Great Galleass 20
Impi 21




Didn't know the common procedures, sorry.

This I believe is a completely updated list.
 
B17 20
Camel Archer 20
Siege Tower 20
Hussar 20
Jaguar 20
Bowmen 20
Pracihna 20
African Forest Elephant 20
Quinquereme 18 Doesn't pass on upgrade, used during a time where naval battles are few and far between and its raw bonus (30%) just doesn't make it worthwhile. Also is completely outclassed by the Dromon.
Pictish Warrior 20
Chu-Ko-Nu 21
Berserker 20
Norwegian Ski Infantry 18
War Chariot 18
Longbowman 20
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Landsknecht 20
Panzer 20
Hoplite 18
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 18
War Elephant 20
Kris Swordsman 21
Mohawk Warrior 20
Samurai 20
Zero 18
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 22
Berber Cavalry 20
Sea Beggar 20
Janissary 21 Passes on upgrades on promotion, EXTREMELY strong if used right. Single-handedly causes the Ottomans to go from horrible on land maps to one of the best military civs.
Sipahi 20
Immortal 20
Winged Hussar 20
Maori Warrior 20
Nau 20
Legion 20
Ballista 20
Cossack 20
Pathfinder 20
Comanche Rider 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20
Great Galleass 20
Impi 21
 
B17 20
Camel Archer 20
Siege Tower 20
Hussar 20
Jaguar 20
Bowmen 20
Pracihna 20
African Forest Elephant 20
Quinquereme 18
Pictish Warrior 20
Chu-Ko-Nu 21
Berserker 20
Norwegian Ski Infantry 18
War Chariot 16
Longbowman 20
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Landsknecht 20
Panzer 20
Hoplite 18
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 18
War Elephant 20
Kris Swordsman 21
Mohawk Warrior 20
Samurai 20
Zero 18
Turtle Ship 21
Hwach'a 20
Atlatist 20
Keshik 22
Berber Cavalry 20
Sea Beggar 20
Janissary 21
Sipahi 20
Immortal 20
Winged Hussar 20
Maori Warrior 20
Nau 20
Legion 20
Ballista 20
Cossack 20
Pathfinder 20
Comanche Rider 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20
Great Galleass 20
Impi 21

Don't get me wrong, it's annoying that Turtle Ships can't actually function as Caravels. But that 36 base strength, combined with how early the Koreans can get them with their Science bonuses, makes them ridiculously powerful. I was playing against a friend in multiplayer, and I was able to take all of his coastal cities with Coastal Raider Turtle Ships alone. Boarding Party Turtle Ships on the other hand just completely destroy any naval defense the opponent can come up with; even Frigates struggle against them from my experience. While obviously being more situational than Caravels, the sheer power that Turtle Ships provide makes them awesome when the circumstances are right.

I also completely agree in that the War Chariot is useless. It's not necessarily bad, but I've never even attempted to build it when playing as the Egyptians, which I think is indicative enough of how little synergy it has with their playstyle. Also, that extra movement doesn't mean anything when they still get stopped by forests and hills.
 
African Forest Elephant 20
Atlatist 20
B17 20
Ballista 20
Battering Ram 20
Berber Cavalry 20
Berserker 20
Bowmen 20
Camel Archer 20
Carolean 20
Cataphract
Chu-Ko-Nu 22
Comanche Rider 20
Companion Cavalry 20
Conquistador 20
Great Galleass 20
Hakkapeliitta 20
Hoplite 18
Horse Archer 20
Hussar 20
Hwach'a 20
Immortal 20
Impi 21
Jaguar 20
Janissary 21
Keshik 22
Kris Swordsman 21
Landsknecht 20
Legion 20
Longbowman 20
Mandekalu Cavalry 20
Maori Warrior 20
Mehal Sefari 20
Minutemen 20
Mohawk Warrior 20
Musketeer 20
Naresuan's Elephant 20
Nau 20
Norwegian Ski Infantry 18
Panzer 20
Pathfinder 20
Pictish Warrior 20
Pracihna 20
Quinquereme 18
Samurai 20
Sea Beggar 20
Ship of the Line 20
Siege Tower 20
Sipahi 20
Slinger 18
Tercio 20
Turtle Ship 21
War Chariot 14
War Elephant 20
Winged Hussar 20
Zero 18

War chariot a boring and very quickly outdated unit for an otherwise rather passive nation.

The Chinese unit however comes at a time where you really can profit from warfaring, for a nation that synergizes well with battle. Not only that but it's an incredible strong unit. Get to that tech and you'll take a few cities out quite easily on any difficulty.

*edit*
Took the liberty of arranging it alphabetically, and was there any reason Cataphracts were left out :p?
 
African Forest Elephant 20
Atlatist 20
B17 20
Ballista 20
Battering Ram 20
Berber Cavalry 20
Berserker 20
Bowmen 20
Camel Archer 20
Carolean 20
Cataphract 20
Chu-Ko-Nu 22
Comanche Rider 20
Companion Cavalry 20
Conquistador 20
Great Galleass 20
Hakkapeliitta 20
Hoplite 18
Horse Archer 20
Hussar 20
Hwach'a 20
Immortal 20
Impi 21
Jaguar 20
Janissary 21
Keshik 22
Kris Swordsman 21
Landsknecht 20
Legion 20
Longbowman 21 - this guy is so good it it feels like cheating, and replaces heavily used unit, capturing cities with these goes from pain to breeze
Mandekalu Cavalry 20
Maori Warrior 20
Mehal Sefari 20
Minutemen 20
Mohawk Warrior 20
Musketeer 20
Naresuan's Elephant 20
Nau 20
Norwegian Ski Infantry 18
Panzer 20
Pathfinder 20
Pictish Warrior 20
Pracihna 20
Quinquereme 18
Samurai 20
Sea Beggar 20
Ship of the Line 20
Siege Tower 20
Sipahi 20
Slinger 18
Tercio 20
Turtle Ship 21
War Chariot 12 - got Egypt recently and was dissapointed with Chariots, its heavily terrain dependand, the UU improvement is nothing huge and replaces already marginal unit, upgrades to Knight losing archery upgrades (I thought they can at least move after firing like Keshiks do, but they cannot)
War Elephant 20
Winged Hussar 20
Zero 18
 
African Forest Elephant 20
Atlatist 20
B17 20
Ballista 20
Battering Ram 20
Berber Cavalry 20
Berserker 20
Bowmen 20
Camel Archer 20
Carolean 20
Cataphract 20
Chu-Ko-Nu 22
Comanche Rider 20
Companion Cavalry 20
Conquistador 20
Great Galleass 20
Hakkapeliitta 20
Hoplite 18
Horse Archer 20
Hussar 20
Hwach'a 20
Immortal 20
Impi 21
Jaguar 20
Janissary 21
Keshik 22
Kris Swordsman 21
Landsknecht 20
Legion 20
Longbowman 21
Mandekalu Cavalry 20
Maori Warrior 20
Mehal Sefari 20
Minutemen 20
Mohawk Warrior 20
Musketeer 20
Naresuan's Elephant 20
Nau 20
Norwegian Ski Infantry 16 Seriously ? ok they make me laugh everytime I see one but that s hardly usefull
Panzer 20
Pathfinder 20
Pictish Warrior 20
Pracihna 20
Quinquereme 18
Samurai 20
Sea Beggar 20
Ship of the Line 20
Siege Tower 21 Enough power at the right time to make early war viable in BNW and that is saying much !
Sipahi 20
Slinger 18
Tercio 20
Turtle Ship 21
War Chariot 12
War Elephant 20
Winged Hussar 20
Zero 18
 
African Forest Elephant 20
Atlatist 20
B17 20
Ballista 20
Battering Ram 20
Berber Cavalry 20
Berserker 20
Bowmen 20
Camel Archer 20
Carolean 20
Cataphract 20
Chu-Ko-Nu 22
Comanche Rider 20
Companion Cavalry 20
Conquistador 20
Great Galleass 20
Hakkapeliitta 20
Hoplite 18
Horse Archer 20
Hussar 20
Hwach'a 20
Immortal 20
Impi 21
Jaguar 20
Janissary 21
Keshik 22
Kris Swordsman 21
Landsknecht 20
Legion 20
Longbowman 21
Mandekalu Cavalry 20
Maori Warrior 20
Mehal Sefari 20
Minutemen 20
Mohawk Warrior 20
Musketeer 20
Naresuan's Elephant 20
Nau 20
Norwegian Ski Infantry 18
Panzer 20
Pathfinder 20
Pictish Warrior 20
Pracihna 20
Quinquereme 18
Samurai 20
Sea Beggar 20
Ship of the Line 20
Siege Tower 20
Sipahi 20
Slinger 18
Tercio 21 - I like using these guys. You don't have to worry about the knights running around, and higher combat value means they can take out musketman with an easier time.
Turtle Ship 21
War Chariot 10 - I'll also hate on the war chariot. I never build them as Egypt, and when I'm gifted them from CS I groan and hope we tech up soon. Useless piece of junk. It'll be better if it can move after firing.
War Elephant 20
Winged Hussar 20
Zero 18
 
African Forest Elephant 20
Atlatist 20
B17 20
Ballista 20
Battering Ram 20
Berber Cavalry 20
Berserker 20
Bowmen 20
Camel Archer 20
Carolean 21 Caroleons are monsters!
Cataphract 20
Chu-Ko-Nu 22
Comanche Rider 20
Companion Cavalry 20
Conquistador 20
Great Galleass 20
Hakkapeliitta 20
Hoplite 18
Horse Archer 20
Hussar 20
Hwach'a 20
Immortal 20
Impi 21
Jaguar 20
Janissary 21
Keshik 22
Kris Swordsman 21
Landsknecht 18 I don't like landsknecht much there cheapness ain't too great.
Legion 20
Longbowman 21
Mandekalu Cavalry 20
Maori Warrior 20
Mehal Sefari 20
Minutemen 20
Mohawk Warrior 20
Musketeer 20
Naresuan's Elephant 20
Nau 20
Norwegian Ski Infantry 18
Panzer 20
Pathfinder 20
Pictish Warrior 20
Pracihna 20
Quinquereme 18
Samurai 20
Sea Beggar 20
Ship of the Line 20
Siege Tower 20
Sipahi 20
Slinger 18
Tercio 21
Turtle Ship 21
War Chariot 10
War Elephant 20
Winged Hussar 20
Zero 18
 
African Forest Elephant 20
Atlatist 20
B17 20
Ballista 20
Battering Ram 20
Berber Cavalry 20
Berserker 20
Bowmen 20
Camel Archer 20
Carolean 21
Cataphract 20
Chu-Ko-Nu 22
Comanche Rider 20
Companion Cavalry 20
Conquistador 20
Great Galleass 20
Hakkapeliitta 20
Hoplite 18
Horse Archer 20
Hussar 20
Hwach'a 20
Immortal 20
Impi 21
Jaguar 20
Janissary 21
Keshik 22
Kris Swordsman 21
Landsknecht 18
Legion 20
Longbowman 21
Mandekalu Cavalry 20
Maori Warrior 20
Mehal Sefari 20
Minutemen 20
Mohawk Warrior 20
Musketeer 20
Naresuan's Elephant 20
Nau 20
Norwegian Ski Infantry 18
Panzer 20
Pathfinder 21
Pictish Warrior 20
Pracihna 20
Quinquereme 16
Samurai 20
Sea Beggar 20
Ship of the Line 20
Siege Tower 21
Sipahi 20
Slinger 18
Tercio 21
Turtle Ship 21
War Chariot 10
War Elephant 20
Winged Hussar 20
Zero 18


It's been 24 hours, so I think I can post again.

The pathfinder is in itself half the reason why the shoshone are considered a good civ. Ruin choosing is great and ensures rapid growth to begin a game. Early Composite bowmen upgrades can be deadly if used at the right time, and even if you don't get to upgrade them, their strength still matches that of a warrior.


The Quinquereme is only a bit stronger than the standard trireme, which is rarely used to combat anything aside from barbarians anyways, and the +3 strength doesn't change that. Bonus is gone with the astronomy upgrade as well.




Fixed the siege tower problem by the way
 
African Forest Elephant 20
Atlatist 20
B17 20
Ballista 20
Battering Ram 20
Berber Cavalry 20
Berserker 20
Bowmen 20
Camel Archer 20
Carolean 21
Cataphract 20
Chu-Ko-Nu 22
Comanche Rider 20
Companion Cavalry 20
Conquistador 20
Great Galleass 20
Hakkapeliitta 20
Hoplite 18
Horse Archer 20
Hussar 20
Hwach'a 20
Immortal 20
Impi 21
Jaguar 20
Janissary 21
Keshik 22
Kris Swordsman 21
Landsknecht 18
Legion 20
Longbowman 22 game changing UU, even cooler because they're vanilla
Mandekalu Cavalry 20
Maori Warrior 20
Mehal Sefari 20
Minutemen 20
Mohawk Warrior 20
Musketeer 20
Naresuan's Elephant 20
Nau 20
Norwegian Ski Infantry 18
Panzer 20
Pathfinder 21
Pictish Warrior 20
Pracihna 20
Quinquereme 16
Samurai 20
Sea Beggar 20
Ship of the Line 20
Siege Tower 21
Sipahi 20
Slinger 18
Tercio 21
Turtle Ship 21
War Chariot 8 They're junk, let's just eliminate them so we can pick on a different unit
War Elephant 20
Winged Hussar 20
Zero 18
 
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