Civ UAs/units that you don't like?

Categorically speaking, samurai fishing boats I would lump in with the UU, not the UA. Nonetheless, it's the Zero that doesn't impress me much.
 
I find Sweden's giving GP's to city-states mostly useless since I usually have a better purpose for them (occasionally it can be useful like giving great generals in an island game or giving a great admiral in a mostly land game).

Re: Germany. If you are playing raging barbs there are really only two times when it pays to farm barb camps for culture: 1. If you are playing small to medium islands--as it may take a long time to never for a new camp to spawn on your island. 2. If the camp is right next to a city state, you can quickly build up so many points the city state will always be your ally. In all other cases you want to take out the camp to get the gold, a new camp will re-spawn shortly nearby and then you get more culture and gold from it and so on.
 
Why does everyone think the Samurai is so good because it can build fishing boats? By the time you get to Samurai you've already missed out on a ton of good by not using fishing boats. And generally you want to use the Samurais ASAP and take your enemies out because they don't upgrade to Musket-men. Purely going Samurai for fishing boats is an absolute waste of time, and if you're not going to Artillery route, then your main focus should be Education then Scientific Theory.

And the Atoll bonus for Japan is VERY rare. Generally I never work atolls or I don't find them. They offer very little in the means of culture as well, being only helpful during the early game, and if you don't have one. There's no use searching for them. The fishing boats in mildly helpful, but only if you've got decent fish AND want to build fishing boats rather than going to Samuari, and by the time you go to Samurai the bonus is almost completely useless.

It's other UA, Units fight at as though they were all full strength even when damaged is actually probably the most usual out of all the UA it gets. But then again it is very mediocre and the percentage you get isn't that great either, meh it's kind of situation to me and I'm not a fan of it.

The Samurai is actually only really good for killing units. They have Shock I which is great. And it helps to have their UA it's not that great but it's something. They can build fishing boats, wut? Okay that's something but wayyyy to late in the game. Great General II is 50% increase on Great General production when units get experience. Okay, well that's also quite good, except great generals don't really give that much of a bonus anymore. They're great for citadels and putting Samurai in their to defend is really really good. The Samurai also CANNOT upgrade to Musketmen. Which makes them weaker. You have to wait at the Riflemen to upgrade them. Overall, pretty garbage unit. Since you generally want to focus on science or you'll be behind.

The Zero is quite good. It's biggest improvement is that it doesn't require oil. So you can build other oil uits such as Battleships or Bombers. Which makes them quite good. It also gets a bonus vs Fighters which is also great. Except that fighters become a little late in the game. Meh, it's not that great, but it's not bad either.
 
I like the Turtle ships. Korea is a civ that encourages 'turtling' so Ocean exploration is not much of a priority. The Turtle ship is basically battering ram in the water, or an early ironclad that doesn't require iron. It's a good UU.
 
Venice is a pain if your not playing as them.
 
Let me argue:

America: You already said "unless go liberty", but I guess people go liberty. For me, I go liberty 80% of the game.

Though the America does not have early unit, the +1 visibilisty scout will make you discover 2 or 3 more ancient ruins and avoid barbarian. I think in the earliest 20 turns, only the Celts and the Shoshone are more advantageous than the America.

Assyria: you cannot ensure you are always leading the tech. you can also go a little bit "tilted" your tech tree. For example, go to Guild directly and get Optics by sacking cities. Since Assyria has siege towers, it is not very hard to take small cities.

In harder level, you do not always have the production to build amphitheater as soon as you finish the tech. But I guess you would not skip liberary in the build queue. You can even move your literature between libararies so units spawned from most cities get XP bonus.

Austria: besides the great person bonus, I would say any building that give you production is lame.
Buy cities states in early game is not a wise choice. Wait until renaissance or industry era when they build university..etc by their own. For a well develop CS with military unit, the benefit will be more than it cost. Let me provide a case: if you want to wage a war against a CIV on another continent, you can ally a near by CS and gift your own military unit. Then buy the CS and start the war, far more efficient than building more naval force.

Babylon: Bowman is very good at clearing barbarian camps. Or when your neighbors are the Shaka and Montzuma, you will find how powerful the wall and bowmen are. I admit that the UU and UB are not always helpful, but Babylonian UA make it first class CIV already.

Brazil: a lot of us are impressed with tourism bonus. and the wood camp does have culture bonus.

Byzantine: I guess you are talking about dromons? I admit they are limited UUs, but you can start train your naval much earlier than other CIV. But yeah, it is wiser to spend the hammers on shrines and temples for Byzantine.

Carthage: you need to connect cities with harbor in each of them. This UA make two cities connected as long as they are built. There will gold bonus when popluation rises. You can try the +2tech for city connection patheon, it is pretty helpful in early game.

China: When +1 gold from river tiles are cut, money is scarce in early game. So +2 gold is not bad and it comes in early game. For the +2 happiness UBs, you need acoustics for the Celt, banking for Persia and I guess theology for Egypt.

Denmark: Yeah, Viking fury is not that powerful, a limited UA I think. But the Ski infantry have bonus on hills two. In most wars, you need to fight on hills.

Egypt: War chariot is far better than Egyptian UA. One of the best anciet rush units. Though it seemed that Egypt is a CIV that builds wonder in their cities, but I think war is a better choice since it has happiness bonus UB.

France: I agree. GK France is more dominant than BNW France. Musketeers are pretty good still.

German: Units are Units, if you think you have to many, give them to CS or ask for tribute. Also I think only Aztec will benefit from raging barbarian. For Germany and Songhai, you'd better expect empty camps. Talking about the culture boost by unlocking honor, I doubt you will get paid back unless you want to open all honor policies. If you just unlock it and go tradition/piety/liberty, you lose a policy.

Greece: try harder level. A barbarian camp with a CS worker = ally for almost the entire game.

Indonesia: In a lot of maps, you will find new island just sailing along the coastal line. Luxury might be most important thing when you are expanding your empire. If you have a lot of happiness, just sell them. Kris swordmen are interesting, but I think good promotion is more than bad ones. Or you can just save/load before attacking.

Korea: admittedly Frigates may be the best naval unit, but apparently England does not have the specialist and great person tile bonus. Before Frigates are spawned, Korea has library boost, univeristy boost and national college(if you got luck, the great library boost) and some GP slots coming along. Yeah, you would have longbowman, but h'watha is a equal match.

Mongolia: remember you have Keshik and Khan, that is all of mongolia.

Morroco: even trade routes going to same CIV give you at least some bonus. Also, this UA make your city more atractive to other AI player, your neighbor is more likley to send the caravans to you. Morroco has desert bias, so Petra and Desert Folklore will be possible. To build Petra in higher level, the Great Person from liberty is most efficiet, and the +1 culture will make you complete the policy tree faster.

Persia: you CAN control golden: sell your luxury and even your zoos, stadiums, circus,etc. Do some calculation, 15-20 turns before the golden age, start building your army. When the golden age dawns, send your neighbor to hell.

Polynesia: If you want to unlock more policies than Poland, than choose Polynesia, Maoi can be build on luxury/strategic resource. You can win by culture without any wonders playing polynesia. Do not forget the defensive bonus.

Rome: If I remember correctly, first level upgrade is 15%, so 25% more strength means 2+ promotions if you start the war before they are wasted. The core of Rome is to establish huge advantage at the beginning. The legion is the most powerful unit in its era, and making road let your unique siege unit move faster.
Try Piety left 1 policy. The Rome UA make religion possible even if you do not have any of stonehedge, religious resourses or CS ally.

Russia: you do not even need a worker to improve, it is like free produciton, how does it hurt?? if you do not need extra iron/horse, just sell them and get some money and again how does that hurt?

Songhai: this promotion is so-so, just see it as some addendum to triple money, no city penalty knights and +1 gold, +2 culture UB.

Spain: True this is a map dependent CIV. but spotting one NW means an additional settler in normal speed. Start with two settlers is how deity AIs play.

Sweden: save all your great writers, artists and musicians before WL is chosed. Give them to CS and wait for next turn and you win. Or if you do not like play this way, you can take your enemies' prophet and gift them; or unlock honor left 1 and give the general to a religious city state; or you can add 22 AIs, and declare friendship with half of them; or you just ignore the UA and conquer the world by the two UUs.........etc

Celt: best religious CIV ever. If you do not like play religiously, just wait for a worker, and clear all the forest, normally it incease your possibility to finish an ancient wonder before anyone els(Celt has forest bias). Pictish worry is very good unit, even if you only have two and let them kill barbarian, you have a decent faith increase.

Iroquious: weaker than JW and stronger than other units does not make a lame UU right? and again, you can save your irons or exchange for some money. Longhouse does not have +5% building, but you need wonders and units as well. Iroquious longhouse make your mine +1 food.

Maya: I guess your start your build quene like: scout-monument-shirne-worker? Try a different way then: atlatist-atlatist-atlatist....etc. Since this unit is cheaper and does not require Archery. Have 7 atlatist in around 40 turns and eliminate your neighbor!!! If you like ancient ancient, Maya will be the second place(1st Huns of course)

Netherland: the polder on marsh will have additional yield when you reach economis and it will keep its defensive bonus. Since AI is not good at fight in the sea. Two seabaggar can make a powerful naval force like 20 ship units.

Ottoman: more ship is better than less ship. And Jannisary is enough to silent the world.
 
The Longhouse is a worser workshop. Imo, losing the percentage bonus and instead getting 1 extra production for those tiles? Meh... I think it is rare that the production that the Longhouse would give would equal out to the percentage of that of the Workshop. Unless of course, you are working a lot of these tiles, but you'll be lacking the food.

In what situation are you likely to have many cities that have more than 10 raw production per forest tile that do have food? Lots of desert hills, maybe. Hills don't give any food though, so you run into an even worse argument with food there, particularly as large forests tend to be fairly generous with deer.

Even better, those longhouse hammers are raw hammers, and, so, are modified by factories, solar/nuclear plants, marble, beliefs, and social policies.

It's not strictly better than the workshop, but it's pretty close, and it's better enough when it is good to be a pretty major upgrade. I actually consider it one of the best UB's in the game because it's not just a tiny bit better, but it gives a (sometimes large) amount of raw production where there was a multiplier before.

Imagine if, say Brazil, with the jungle bias, got a UB to replace a university that took away the +33% science and instead gave +3.3 science per jungle tile worked (we do that to keep the ratio of 10% bonus for 1 raw). Would you consider that a downgrade? It's exactly what the longhouse does with production.
 
Assyria : This UA allows you to get siege towers and military techs early without taking too much of a penalty on science. Just try to time it so you actually get techs by conquering cities. Assyria is a warmonger anyway, just try to get the world in to war with each other at the same time.

Austria:The coffee house is amazing. More great people is always pretty great.

Bablyon : UUs are pretty bad, admittedly, but the UA more than makes up for it.

Carthage : Free harbor is nice. Just place all your cities on the coast and research wheel early, and you have so many easy city connections!

China : The paper maker may not have amazing bonuses, but it replaces the library, which you always want anyway, and gives you a small but very useful cash bonus, which is nice for the army. Simple, but very effective and useful.

Germany : It can save you from building units early game. If you can get a bunch of additional units, you can scare computers with a big 'army strength' and force them to give you nice peace deals early game.

Greece : Get your city states early and Greece is fantastic.

Indonesia : Eh, Indonesia is weird, but the UA can be useful, depending on the game.

Korea : Korea is meant to play defensively while you build up a huge tech lead. Which you can do because you're Korea.

Mongolia : CS ability isn't that useful, but the rest of the civ (horse bonus, Keshik, khan) is amazing.

Persia : A bit of practice and I'm told you can time your wars with your golden ages. You do have the ability to tell when they are coming.

Polynesia : Maoi can be pretty good. Extra culture is never bad.

Russia : +1 production for strategic resources is a side benefit that can be quite useful, especially early game when you aren't working many tiles, but also, being able to sell a ton of strategic resources to the computer is a very nice economy boost.

Spain : It's generally regarded as a dice roll civ. Get early scouts and get lucky and this can be extremely good.

Sweden : Is awesome. +90 influence in a city state for great generals is pretty nice, and their UUs are some of the best melee UUs in the game. And, oh, they do have a great person increase because of nobel prize.

Iroquious : Very start dependent. Can be useful, but not always so.

Maya : Atlatist lets you beeline to philosophy to get the UA activated early and survive the early game without getting archery.

Netherlands : Sea beggars are great. Steal the opposing frigates. Their UI is also pretty fantastic in the right spot.

In the end, some of your points are valid, but I'd also recommend looking at civs in their totality, and not in each individual piece. Some civs have a strong UA but weak UUs, and other civs are the other way around. We can't all be England and have really good UUs and a nice UA at the same time.
 
I think one very easy tweak to the game would be to make all of the "exactly-the-same-except-slightly-stronger" UU just have the same combat strength as their generic, only with Shock I and Drill I. For example, Rome's UU should be bonused for the entire game, not for the 12 seconds that they are relevant. They already sort of did this with a few units, such as the winged hussar, which to add insult to injury is already owned by the best civ. Greece gets a worthless companion cavalry, while Poland the beast gets a free promo on his lancer that already has an awesome ability? Ugh.
 
I think one very easy tweak to the game would be to make all of the "exactly-the-same-except-slightly-stronger" UU just have the same combat strength as their generic, only with Shock I and Drill I. For example, Rome's UU should be bonused for the entire game, not for the 12 seconds that they are relevant. They already sort of did this with a few units, such as the winged hussar, which to add insult to injury is already owned by the best civ. Greece gets a worthless companion cavalry, while Poland the beast gets a free promo on his lancer that already has an awesome ability? Ugh.

Minutemen make Pracinhas sad.

Of course, it depends on the original unit too. Infantry, in this case, are already one of the best units for most of the rest of the game. Rifles come soon after gunpowder, but the fact minutement get so many upgrades...wow. Samurai are jealous too, of course.

Something like the bowman, though, lets you tech differently, because it's so strong. Rome has that going for them, too. Balistae and Legions are nearly a full era ahead in strength. Rome has little need to get to Physics or Steel too quickly, letting them work the top of the tree a little more.

Impi, which don't get to pass on the spear throwing ability (the buffalo upgrades are not unique to the unit), are fairly lackluster. The Spear attack is ok, but not great, and it's not passed on, but as it works so well with the civ, no need to argue about them. UU's that aren't amazing but have good synergy with the rest of the civ are fine.

That leaves things like both of Greece's and Byzantium's UU's that aren't that amazingly awesome in their era and don't upgrade particularly well, either. These shouldn't get a drill and shock promotion. That's quite a bit to add. They could, however, choose to throw an upgrade on them, something that straight up gives them, say +15% combat strength, which could be carried on. As the UU's go though the tech tree, they would benefit by remaining stronger, without getting closer to the big boy updates, and get a bit of a bonus...though many of the most meh UU's aren't even "the basic thing with a little more power."

Slingers are flat out bad until you can upgrade them, and you can't put off Construction forever to get an army of them. Zeros wish they could trade in their bonus against fighters in for a bit more strength. Turtle boats are crazy crazy strong, but they turn an exploration unit into a combat unit .
 
To save space I'm just going to focus on the stuff I disagree with most. My comments in RED.

As title?

Assyria : You want to be in the tech lead, not behind it...and the UA only works by incurring tons of warmonger hate. +10 xp fro a library is ok i guess, but its not enough to bump you to the next experience level.

1) You'll be behind in tech on high difficulties, right from the very start.
2) Tech differently, not less. Focus research on military techs - your victims can always provide the top side of the tech tree.


Austria : I rarely want to puppet/annex a CS vs giving them 1k gold and enjoying the unique bonuses. CS placement is also often not that good. I dont see the point of +25% GP gain from the coffee house, wouldnt you normally have your GPs spawning in your capital where all your bonuses are concentrated anyway?

In a map where space is limited, annexing a city-state can provide you with a nicely developed city... and a pile of units with it. This is particularly strong on high difficulties where the AI can out-produce you like crazy. Venice is similar - gaining a bunch of free units that might be higher tech than anything they can build.

Bablyon : Archer bonus strength doesnt stay with upgrades and walls only work if your cities get attacked.

Bowmen are almost as strong as Composite Bows and come a whole era earlier and at a lower cost.

Brazil : Not impressed by tourism bonus, would have preferred a culture bonus instead.

Tourism wins Culture games. Culture comes from Brazilwood camps too, so this civ has a culture bonus for you. Also, faster GWAM gives you more culture too.


China : +2 gold from paper makers is a drop in the bucket compared to the much more useful +2 happiness other unique buildings get.

Given the time that you're building Libraries, it's nice to gain +2 Gold instead of losing 1 to Maintenance.

Germany : Having barbarian units join you isnt that useful when an archer or two is enough to handle everything except raging barbarians. Also if you have raging barbarians on, you would be better off keeping an encampment alive to farm honor, rather than destroying it.

Getting extra units for zero production is great. Free Warriors, Archers, Horsemen, Hand-Axes... sweet! This bonus can lead to some fun rushes. Not the best at high level play, but whatever. Fun times await.


Persia :
You cant really control when golden ages happen, so the military bonus during golden ages can get wasted. If you could save golden ages though, this becomes top tier.

You can control when Golden Ages happen - use your Artists.

Rome : Unit bonus strength doesnt stay with upgrades and the +25% production bonus is pretty pitiful (especially with puppets) in practice. Now if it was a production bonus in the capital...

25% production is not pitiful. In the course of building 4 buildings, Rome's cities can get 5 done, or have space in a build queue for an extra unit. Play wide and start counting all the free hammers this gives.


Sweden : 90 influence is frankly not much, and influence ceases to be an issue later in the game. +10% to GP generation is also pretty low. Hakkapelittas are a melee combat unit that stacks with great generals, but Sweden has no bonus to GG generation to make full use of it and having a GG stacked in the same tile on the front line just screams "kill me!". To top it off, +15% bonus from having a GG stacked is not even very high.

90 influence is a free Ally from nothing. Works with extra Generals you generate, Admirals that you don't want, Great Prophets both yours (and down to their last conversion) and captured, etc.

Celts : Unimproved forest, lame. Pictish warrior is also pretty weak in my experience, especially after swordsmen come out.

Pantheon from turn 5 on Standard. Almost inevitable first Pantheon unless other civs VERY lucky with Religious city-states. Strong contender for first religion too. Forests don't have to be worked. Save one tile for a free +1 Faith, and if you really, truly need that tile it's so late in the game that 1 faith doesn't matter.

Netherlands : Much weaker version of the Arabia UA ???????? and a unique improvement that only works in one of the worst terrain types in the game (marsh) and is only equal to a farm + bonus yield from tech (taking into account the marsh food penalty). Sea beggars are not impressive considering that naval engagements (and coastal attacks) are decided by mass frigates rather than suiciding melee ships into coastal cities.

You've clearly never used a Polder. Base tile is 4 food, plus gold and production even on a lousy Marsh tile. Flood Plains become 5 food. The -1 food penalty for Marsh is applied to the base yield of the Grassland beneath it.

Also, regarding your comments about the "cheating" AI... yeah, welcome to Civilization. The AI gets advantages at higher difficulty and you have to outplay them. That's how the game works. That's how pretty much every strategy game out there makes its AIs more competitive - truly smart AI takes a hell of a lot of research time and wouldn't be fun to play against. (think - no human's beat a top chess computer in YEARS)
 
OP's problem is that King is easy and so beating the ai with a generic no bonus civ would be possible, meaning that he does not appreciate the bonuses some civs have later in the game because on king you are already so far ahead that it doesn't matter, but on harder difficulties you are still fighting for victory. He also seems to play exactly the same way regardless of the civ and not try to use their abilities well.

So bump the difficulty up if the game is too easy.

As title?
America : I almost never buy tiles and i dont see how this is useful unless you are going liberty and trying to get AIs to DOW you for buying tiles near them...no early game units/buildings also hurt in the critical part of the game
Lots of people buy tiles. You say that having an early advantage is great, buy the best tiles in range and work them. Great for tall play as well because your cities need to be working the best tiles they can. +1 sight is also amazing for scouting and getting ruins.
Assyria : You want to be in the tech lead, not behind it...and the UA only works by incurring tons of warmonger hate. +10 xp fro a library is ok i guess, but its not enough to bump you to the next experience level.
Tech the bottom half or the tree and use the military bonus you get to then go take the top half of the tree from your neighbours. The +10xp from the great work is like a mobile barracks that you can move from one city to the next. In difficulty levels above easy, you will be behind on tech during the era when you get the siege tower so you can make good use of the UA and UU.

Austria : I rarely want to puppet/annex a CS vs giving them 1k gold and enjoying the unique bonuses. CS placement is also often not that good. I dont see the point of +25% GP gain from the coffee house, wouldnt you normally have your GPs spawning in your capital where all your bonuses are concentrated anyway?
Most people work the science specialists in each city meaning that they spawn GPs from every city. +25% bonus across every civs is amazing. Only working specialists in the capitol is suboptimal, and is an important part of tall play.
Bablyon : Archer bonus strength doesnt stay with upgrades and walls only work if your cities get attacked.
The UA needed to balanced by having weaker UU & UB, but instead they got a super archer as well.
Brazil : Not impressed by tourism bonus, would have preferred a culture bonus instead.
Playing on King i can win tourism with no concert tours before the Atmoic era. On harder difficulties you cant and the tourism bonus is then amazing. They do also get a culture bonus from the UI anyway...
Byzantium : Bonus vs naval ships is rather useless given that the AI shys away from naval forces (aside from keeping outdated tiremes around for some reason)
Your first ship is a ranged ship. Ranged >>> Melee. This ship is amazing for killing other navies and can help out by shooting land targets.
Carthage : Free harbour isnt very impressive, most of your trade will be going from your capital anyway, so you only really need one harbour (till you research seaports). And ive never had a game where i really needed to cross mountains...
Free city connections without waiting. Bonus gold that grows bigger as the game goes on. For me the main point of harbours is not the trade routes but the city connection gold. Crossing mountains can be great for pushing past choke points, and can be hilarious in mp because people forget about it and then get stomped as an army flood over the mountains into an unguarded area completely bypassing their defences. Or just send a few cav unit to pillage every tile they have.
China : +2 gold from paper makers is a drop in the bucket compared to the much more useful +2 happiness other unique buildings get.
Its +3 gold effectively due to also getting rid of the maintenance cost, early game warmongers struggle with gpt, this really helps to offset that. But yes happiness is better than gold, but china has the chu-ko-nu and super generals so having a super happiness UB would make them OP warmongers.

Denmark : Viking fury isnt very useful unless you on a water map, same goes for vikings and norwegain ski infantry is too terrain dependant (you dont even want to have cities in tundra/snow if you can avoid it)
Denmark are pretty weak. Every water civ is weakened by being on land maps. The infantry does also get its bonus in hills, which are all over the map, not just snow and tundra.
Egypt : War chariot is too terrain dependant, and not needing horses is hardly a big deal.
Not requiring horses means you can more than 2-4 of them, generally their is some open plains civ that you can crush with them, killing a rival and grabbing some puppets and a good city in the form of their cap. The burial tomb then helps to offset the unhappiness from the warmongering.

France : Double the theming bonus only kicks in much later in the end game, requires you to win wonder races and isnt a big bonus in the first place (like 2 or 3? And you need to wait for the AI to swap the correct ones with you, which is hard as you cant request specific eras/etc). The pre-BNW culture bonus was much more useful IMHO. Chataeus are also too location dependant.
the theming bonus is not great (and is worse that Ancien Regime) but it is possible to get up to about +12 normally from theming from a few wonders (and national ones also having theming bonuses). You can request the Great Work that you want to trade for... Chataeus can be built next to luxuries of which you should have quite a few around each city, so I dont see what the problem could be.

Germany : Having barbarian units join you isnt that useful when an archer or two is enough to handle everything except raging barbarians. Also if you have raging barbarians on, you would be better off keeping an encampment alive to farm honor, rather than destroying it.
Saved production from building units. Or just bonus gold if you dont need them any more and delete them. Can rush an opponent while building infrastructure in your cities.

Greece : I dont find influence degradation a problem at all? Especially if you are in the lead, you automatically get tons of influence for being top cultural, faith, etc gains.
City states are easy to keep on easy difficulties. On harder one the AI actually can challenge on the faith/culture/tech missions and are much more active about clearing encampments.

Indonesia : So from what i can tell you get two copies of a unique resource per new continent city you found. I found this pretty hard to get as by the time you research astronomy, the other continent is fully settled as ti is...unless you play on an island map. On continent plus, i found myself forced to settle island cities in very poor locations (mostly water tiles, no production) to get the bonus. Kris swordsman bonus seems random and im not sure what it does...i got "evil spirits" but could not see the bonus in the pre-battle popup. Im not sure if the promotion stays when you upgrade the unit either.
Yeah, only good on island maps otherwise the UA is too hard to use. The Kris get a random promotion after their first battle, mouse over it to see what it is. I do belive the promotion stays on upgrade.

Korea : I dont see why you would use turtle ships when frigates are superior, also turtle ships instead of caravels means you cant use caravels to explore and become the first world congress host.
AIs can and will beat you to having both Printing Press and Astronomy on higher difficulties so not founding isn't much of an issue. Korea's UA is amazing enough to make up for lacklustre UUs though.

Mongolia : CS are easy enough to attack as it is, this ability just seems pointless.
Keshiks OP. Khans just make that even more so. They dont need another boost

Morroco : I find that its often far more profitable to have multiple trade routes to one large civ than multiple smaller ones...and the bonus is so minor that it doesnt help, especially in later games. Also the kasbah is pretty lackluster as it doesnt scale with techs that improve yields.
Kasbah turns worthless tiles into useful tiles. Combine with petra and you're golden. Generally each capitol is worth more than a civ's second cities, so sending a route to each capitol is generally the best and this further enhances it. (the UA bonuses dont come up as part of the trade route screen). It does die off later in the game though, but as you keep saying, early snowballing is more important that late game effects.

Persia : You cant really control when golden ages happen, so the military bonus during golden ages can get wasted. If you could save golden ages though, this becomes top tier.
You can time both when golden ages happen, and when you make a military push. Easy enough to mix the two together.

Polynesia : Maoi is probably the worst improvement in the game.
Maoi is very situational, but sometime can be good. Useful to build a line in the thrid and fourth rings of a city so you dont get many worthless ones in working range.

Rome : Unit bonus strength doesnt stay with upgrades and the +25% production bonus is pretty pitiful (especially with puppets) in practice. Now if it was a production bonus in the capital...
Buy the building in the cap. Then every city gets +25% production bonus. Who cares about the puppets anyway? +25% production for your (annexed) cities is amazing

Russia : +1 production for strategic resources isnt much considering how rare they tend to be. Double quantity isnt useful at all until you get to coal and later, its quite common to end up with way more iron/horse than you can possibly use. Krepost doesnt seem to do much either.
Early hammers. Snowballing. I often find myself limited by the amount of strategics available on standard, doubling that helps.

Songhai : Amphibious/War canoe are not very impressive unless you are on a water map, a better bonus would have been no extra movement cost for crossing rivers...
The bonus also applies for attacking over rivers, which people often use as their defensive line in mp.

Spain : Im not even sure if they have a start bias for natural wonders, but given that theres only a max of 4 wonders on a standard map with 8 players, your chances of getting the 500 gold is very low. Conquistadors also come way too late in the game, by the time you get it, the other continent would be fully settled anyway...
No NW bias. Just build a scout or two and find them. Conquistadors are lacklustre, good for wide play on island maps though

Sweden : 90 influence is frankly not much, and influence ceases to be an issue later in the game. +10% to GP generation is also pretty low. Hakkapelittas are a melee combat unit that stacks with great generals, but Sweden has no bonus to GG generation to make full use of it and having a GG stacked in the same tile on the front line just screams "kill me!". To top it off, +15% bonus from having a GG stacked is not even very high.
+10% per friendship. Make 5 friends and you have the same bonus as Babylon but also extending to your GWAM (the same as a GA Brazil). Gift excess Generals and Admirals. The stacking also doubles the Great General bonus!
Celts : Unimproved forest, lame. Pictish warrior is also pretty weak in my experience, especially after swordsmen come out.
1st Pantheon. 1st Religion

Iroquious : Weaker jaguar warrior (if you upgrade jaguars to swordsmen, they are far better) and the longhouse is actually weaker than a normal workshop for some reason...
Pretty bad

Maya : Atlatist gets obsolete too quickly.
Lasts longer than archers due to earlier availability and allows you to focus on other techs without having to pick up archery till later.

Netherlands : Much weaker version of the Arabia UA and a unique improvement that only works in one of the worst terrain types in the game (marsh) and is only equal to a farm + bonus yield from tech (taking into account the marsh food penalty). Sea beggars are not impressive considering that naval engangemetns (and coastal attacks) are decided by mass frigates rather than suciding melee ships into coastal cities.
UA < Arabian UB.
Try some city attacks with UU melee ships, they can be quite effective at it, but still aren't better than frigates, but they are resourceless.
Polders turn the worst terrain into the best. clearly you have never built them.

Ottomans : Oh look you just captured some outdated tiremes, really useful there. Or you could just mass frigates like usual.
Capture the triremes with your triremes then just hammer a coastal city with. Suicide attacks. Or steal SoTL and battleships with them later on.
 
Looking at your little list, I think the more appropriate question should be what what civ UAs/UUs you DO like. :crazyeye:

Me, I try to enjoy every civ. Now for my comments (in blue).

As title?

Mine :

America : I almost never buy tiles and i dont see how this is useful unless you are going liberty and trying to get AIs to DOW you for buying tiles near them...no early game units/buildings also hurt in the critical part of the game

When I go Liberty, I find myself buying tiles a LOT, to the point that I'm buying tiles for 350 gold each. I sure wish I was America at those times.

Assyria : You want to be in the tech lead, not behind it...and the UA only works by incurring tons of warmonger hate. +10 xp fro a library is ok i guess, but its not enough to bump you to the next experience level.

Of course you'll get tons of warmonger hate; Assyria is for Domination. Oh, and you could research the top of the tech tree and get the bottom techs from conquest.

Austria : I rarely want to puppet/annex a CS vs giving them 1k gold and enjoying the unique bonuses. CS placement is also often not that good. I dont see the point of +25% GP gain from the coffee house, wouldnt you normally have your GPs spawning in your capital where all your bonuses are concentrated anyway?

And? Your capital will have a coffee house as well, so what's the problem?

Imagine, a windmill that can be built in any city, that has the benefits of a garden on top of the production boost...it's almost too good. And even if most of my great people come from the capital, I occasionally get some from other cities. Coffee houses help with that.


Bablyon : Archer bonus strength doesnt stay with upgrades and walls only work if your cities get attacked.

Because Babylon is so OP already with its UA alone.

Brazil : Not impressed by tourism bonus, would have preferred a culture bonus instead.

So you don't like the hands-down best tourism civ in the game, maybe tied with France. Okay. Btw, you do get a culture bonus with Brazil, from brazilwood camps.

Byzantium : Bonus vs naval ships is rather useless given that the AI shys away from naval forces (aside from keeping outdated tiremes around for some reason)

You complain about Byzantium's UU and not about their UA like everyone else? Well that's new.

Carthage : Free harbour isnt very impressive, most of your trade will be going from your capital anyway, so you only really need one harbour (till you research seaports). And ive never had a game where i really needed to cross mountains...

You only mentioned trade routes and apparently forgot about city connections. Instant city connections with every coastal city are nothing to sneer at.

China : +2 gold from paper makers is a drop in the bucket compared to the much more useful +2 happiness other unique buildings get.

It's just neat to have a library that makes money instead of using up money.

Denmark : Viking fury isnt very useful unless you on a water map, same goes for vikings and norwegain ski infantry is too terrain dependant (you dont even want to have cities in tundra/snow if you can avoid it)

Polynesia isn't very useful against you get a water map. England isn't as useful unless you get a water map. I could go on.

Egypt : War chariot is too terrain dependant, and not needing horses is hardly a big deal.

I never saw Egypt as a military civ in the first place. But as I've mentioned before, some of the earliest domination victories (as in turn 73, Deity, 8 civs) come with Egypt using War Chariots.

France : Double the theming bonus only kicks in much later in the end game, requires you to win wonder races and isnt a big bonus in the first place (like 2 or 3? And you need to wait for the AI to swap the correct ones with you, which is hard as you cant request specific eras/etc). The pre-BNW culture bonus was much more useful IMHO. Chataeus are also too location dependant.

Did you think that you were supposed to be able to build Chateaux on every single tile? And yes, you should work on getting wonders. It's how the civ is designed to be played.

Germany : Having barbarian units join you isnt that useful when an archer or two is enough to handle everything except raging barbarians. Also if you have raging barbarians on, you would be better off keeping an encampment alive to farm honor, rather than destroying it.

25% reduced unit maintenance costs and the Hanse are where it's at, yo.

Greece : I dont find influence degradation a problem at all? Especially if you are in the lead, you automatically get tons of influence for being top cultural, faith, etc gains.

Gee, never thought someone could complain about retaining CS influence twice as long.

Indonesia : So from what i can tell you get two copies of a unique resource per new continent city you found. I found this pretty hard to get as by the time you research astronomy, the other continent is fully settled as ti is...unless you play on an island map. On continent plus, i found myself forced to settle island cities in very poor locations (mostly water tiles, no production) to get the bonus. Kris swordsman bonus seems random and im not sure what it does...i got "evil spirits" but could not see the bonus in the pre-battle popup. Im not sure if the promotion stays when you upgrade the unit either.

The promotion stays upon upgrade. Most of them are good (and when they're good, they're very good), but a couple are bad. The luxuries only unlocking when you settle on a different landmass can be problematic, yes.

Korea : I dont see why you would use turtle ships when frigates are superior, also turtle ships instead of caravels means you cant use caravels to explore and become the first world congress host.

No, you won't become first world congress host as Korea. Instead you'll be leading in science. By the way, turtle ships are far tougher than frigates.

Mongolia : CS are easy enough to attack as it is, this ability just seems pointless.

It was probably designed to be, because of how powerful the Keshik-Khan combo already is.

Morroco : I find that its often far more profitable to have multiple trade routes to one large civ than multiple smaller ones...and the bonus is so minor that it doesnt help, especially in later games. Also the kasbah is pretty lackluster as it doesnt scale with techs that improve yields.

Then this is one civ where you'll be sending trade routes to multiple civs.

Persia : You cant really control when golden ages happen, so the military bonus during golden ages can get wasted. If you could save golden ages though, this becomes top tier.

Polynesia : Maoi is probably the worst improvement in the game.

Polynesia sub-200 turn cultural victory disagrees with you.

Rome : Unit bonus strength doesnt stay with upgrades and the +25% production bonus is pretty pitiful (especially with puppets) in practice. Now if it was a production bonus in the capital...

To me, saying a 25% bonus is pitiful is pretty subjective.

Russia : +1 production for strategic resources isnt much considering how rare they tend to be. Double quantity isnt useful at all until you get to coal and later, its quite common to end up with way more iron/horse than you can possibly use. Krepost doesnt seem to do much either.

Again, subjective, considering the lack of an objective way to measure the benefit. I also note that the Huns also get a +1 production bonus, from pastures, yet you didn't mention them. I guess that's a good thing.

Songhai : Amphibious/War canoe are not very impressive unless you are on a water map, a better bonus would have been no extra movement cost for crossing rivers...

That might be a nice bonus for Songhai to have; fitting with their history.

Spain : Im not even sure if they have a start bias for natural wonders, but given that theres only a max of 4 wonders on a standard map with 8 players, your chances of getting the 500 gold is very low. Conquistadors also come way too late in the game, by the time you get it, the other continent would be fully settled anyway...

Spain is the biggest RNG civ in the game. Everyone knows this already.

Sweden : 90 influence is frankly not much, and influence ceases to be an issue later in the game. +10% to GP generation is also pretty low. Hakkapelittas are a melee combat unit that stacks with great generals, but Sweden has no bonus to GG generation to make full use of it and having a GG stacked in the same tile on the front line just screams "kill me!". To top it off, +15% bonus from having a GG stacked is not even very high.

I'm surprised you didn't mention the main issue with Sweden, which is the seeming contradiction between the UA requiring you to be friendly and the militaristic bent with two UUs. Skilled players seem to do well with them though.

Celts : Unimproved forest, lame. Pictish warrior is also pretty weak in my experience, especially after swordsmen come out.

Celts are all about getting the first pantheon and first religion. Improve the forest tiles last and find others to work first, if possible.

Iroquious : Weaker jaguar warrior (if you upgrade jaguars to swordsmen, they are far better) and the longhouse is actually weaker than a normal workshop for some reason...

It's stronger if you have lots of forest, which you should.

Maya : Atlatist gets obsolete too quickly.

Again, Pyramids and the Long Count are where it's at. Atlatlists are a bonus.

Netherlands : Much weaker version of the Arabia UA and a unique improvement that only works in one of the worst terrain types in the game (marsh) and is only equal to a farm + bonus yield from tech (taking into account the marsh food penalty). Sea beggars are not impressive considering that naval engangemetns (and coastal attacks) are decided by mass frigates rather than suciding melee ships into coastal cities.

You're complaining about the fact that the Netherlands is the only civ that has an improvement for marsh tiles? Seriously?

Ottomans : Oh look you just captured some outdated tiremes, really useful there. Or you could just mass frigates like usual.

And those massed frigates would benefit from the Ottomans' 33% reduced naval maintenance.

And what's with this weird melee ship/ranged ship dichotomy you have? Why does it have to be only one or the other? My fleets have both melee ships and ranged ships in them.

Generally, I try not to complain about civs and focus on playing each one to their strengths instead.
 
Sweden :
The +10% GP production per DoF can be very powerfull when playing on huge or giant maps with many Civs. I think it is capped at +190% GP production which was the highest value I could reach on Giant Earth Map (43 Civs).
 
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