Unique Unit Elimination Thread

African Forest Elephant 21
B17 21
Ballista 11
Battering Ram 25
Berber Cavalry 21
Berserker 20
Bowmen 3
Camel Archer 25
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 13
Companion Cavalry 20
Conquistador 22
Cossack 22
Great Galleass 14
Dromon 16
Hoplite 6
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 2
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 25
Siege Tower 25
Sipahi 17
Tercio 21
Turtle Ship 18
War Elephant 17
Winged Hussar 25

I already explained why bowmen sucks.

Chu-KO-Nu are one of my favorite units. Everyone wants logistics and range promotions to their ranged units ASAP. When you play as china you basicly get free logistics. Two shots also means double xp, and you will very soon get range as well.
 
African Forest Elephant 21
B17 21
Ballista 11
Battering Ram 25
Berber Cavalry 21
Berserker 20
Bowmen 3
Camel Archer 25
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 13
Companion Cavalry 20
Conquistador 22
Cossack 22
Great Galleass 14
Dromon 16
Hoplite 6
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 3 I can't believe this bad boy is doing as poorly as it is. Modern warfare is much more common in BNW and tanks and bombers make an amazingly devastating pairing if you've got enough oil. There's a reason why Blitzkrieg was such a powerful tactic. Also this comes when very few other civs have UUs giving Germany a distinct advantage in most of their games.
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 25
Siege Tower 25
Sipahi 17
Tercio 21
Turtle Ship 15 The essential function of the caravel is to explore and getting a deep ocean vessel early is even more important now with the WC. Having to go to navigation in order to explore means I'm slower to get architecture for the Porc Tower. Just don't like this ship.
War Elephant 17
Winged Hussar 25
 
African Forest Elephant 21
B17 21
Ballista 11
Battering Ram 25
Berber Cavalry 21
Berserker 20
Bowmen 3
Camel Archer 25
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 10 Meh, not really that good
Companion Cavalry 20
Conquistador 22
Cossack 22
Great Galleass 14
Dromon 16
Hoplite 7 It's a good army in early games provided with honor social policy bonus and GG. It's easy to snatch neighbor's capital only with few of these.
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 3
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 25
Siege Tower 25
Sipahi 17
Tercio 21
Turtle Ship 15
War Elephant 17
Winged Hussar 25
 
African Forest Elephant 21
B17 21
Ballista 11
Battering Ram 25
Berber Cavalry 21
Berserker 20
Bowmen 3
Camel Archer 25
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 10
Companion Cavalry 17 -3 Crappy early game unit.
Conquistador 22
Cossack 22
Great Galleass 14
Dromon 16
Hoplite 7
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4 +1 excellent late game unit!
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 25
Siege Tower 25
Sipahi 17
Tercio 21
Turtle Ship 15
War Elephant 17
Winged Hussar 25
 
African Forest Elephant 21
B17 21
Ballista 8 The catapult replacement no one asked for. Sure, Rome should be extraordinarily powerful in the Classical era, but this contributes NOTHING to that goal anymore. The best way to take cities in the Classical era is with a CB rush, not a catapult rush. They're too weak to stand up to multiple hits per turn. Sure, when escorted with Legions, you can set up and fire three or four of these against a city (the only thing they're effective against, in my experience), but where is the added benefit? They don't hit that much harder than catapults OR CBs... Needs a big overhaul. Rome should be OP in the Classical era, and should be a legitimate threat to win a victory by conquest.
Battering Ram 25
Berber Cavalry 21
Berserker 20
Bowmen 3
Camel Archer 25
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 10
Companion Cavalry 18 Stupendously tough Classical era unit. The AI never uses them for some reason, so many players may not understand how devastating these guys are. Seeing a Greek DOW and having a few of these guys show up on your borders basically means you are going to lose every single improvement in your fledgling empire. They're insanely fast for this era- they'll outflank even units using roads, given that infrastructure isn't great in the classical era and forests still abound. They're the single most unforgiving unit against the BEST non-UU classical era unit (CB). They can charge, hit and retreat before getting hit a single time, pillage for HP, and then hit again next turn. Underestimate this unit at your own peril- better yet, take Greece out for a spin on Marathon speed and devastate your neighbors the old-fashioned way.
Conquistador 22
Cossack 22
Great Galleass 14
Dromon 16
Hoplite 7
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 25
Siege Tower 25
Sipahi 17
Tercio 21
Turtle Ship 15
War Elephant 17
Winged Hussar 25
 
African Forest Elephant 21
B17 21
Ballista 8
Battering Ram 25
Berber Cavalry 21
Berserker 20
Bowmen 3-3=0 the CB kil this unit.come early and it isn't that usefull
Camel Archer 25
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 10
Companion Cavalry 18
Conquistador 22
Cossack 22
Great Galleass 14
Dromon 16
Hoplite 7
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 25
Siege Tower 25
Sipahi 17
Tercio 21
Turtle Ship 15
War Elephant 17
Winged Hussar 25+1=26 the unit that makes lancer usefull.kills a lot and also is really cool
 
African Forest Elephant 21
B17 21
Ballista 5- Catapults aren't as good as they used to be with early wars more difficult to fight.Ballista isnt much better, and the strength upgrades don't transfer to trebuchet
Battering Ram 25
Berber Cavalry 21
Berserker 20
Camel Archer 25
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 10
Companion Cavalry 18
Conquistador 23- Absolutely a gem of a unit on terra maps. You can charge into the barb land, destroy the barbs nearby, and pop a city if you find a good spot.
Cossack 22
Great Galleass 14
Dromon 16
Hoplite 7
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 25
Siege Tower 25
Sipahi 17
Tercio 21
Turtle Ship 15
War Elephant 17
Winged Hussar 26




@above, I believe Hakkapelita, Moari warrior, zero, war chariot as of now. May have missed one
 
I also think its a bit of a shame that atatlists are gone too, they serve a huge bonus for Maya which is to skip all techs in pursuit of G libbing Theocracy asap for the UA bonus.
 
i've noticed that Atlatists also cost more than Scouts, at a time when all you really want is huts and CS's but have to wait ~5 more turns for this, while the AIs get to romp around.
 
African Forest Elephant 21
B17 21
Ballista 5
Battering Ram 25
Berber Cavalry 21
Berserker 20
Camel Archer 25
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 10
Companion Cavalry 18
Conquistador 23
Cossack 22
Great Galleass 11
Dromon 16
Hoplite 7
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 26
Siege Tower 25
Sipahi 17
Tercio 21
Turtle Ship 15
War Elephant 17
Winged Hussar 26

Great Galleass - The Galleass isn't that useful to begin with, since it doesn't take long for it to be obsoleted by the Frigate, and I find it's usually too early for me to be doing serious naval warfare anyway, and the Great Galleass is only a +3 strength bump. A ho-hum boost to a ho-hum unit.
Ship of the Line - These, on the other hand, can wreak havoc on the seas. 35/30 instead of 28/25, and there's a huge tech gap before Battleships come along, so they give you an advantage over a very long portion of the game. I played an archipelago game with England where I had about four of these babies get upgraded into Battleships with a four tile range and two shots per turn. Muahahahaha.
 
African Forest Elephant 21
B17 21
Ballista 2
Battering Ram 25
Berber Cavalry 21
Berserker 20
Camel Archer 25
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 10
Companion Cavalry 18
Conquistador 23
Cossack 22
Great Galleass 11
Dromon 16
Hoplite 7
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 26
Siege Tower 26
Sipahi 17
Tercio 21
Turtle Ship 15
War Elephant 17
Winged Hussar 26

I hate catapults. The siege tower is awesome though. The first time I ever saw it Ashur sent 2 of these and 5 archers at my city. In 2 turns I had killed all the archers and only 2 towers remained, but they were adjacent to my city. Neither them nor the city had taken any damage. I hit end turn and go to the bathroom thinking they will maybe take it to 3/4 health. I come back and the city is gone. I immediately quit and started up an Assyrian game. Also, first post.
 
African Forest Elephant 21
B17 21
Ballista 5
Battering Ram 25
Berber Cavalry 21
Berserker 20
Camel Archer 25
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 10
Companion Cavalry 18
Conquistador 23
Cossack 22
Dromon 17
Great Galleass 11
Hoplite 7
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 26
Siege Tower 25
Sipahi 17
Tercio 21
Turtle Ship 15
War Elephant 14
Winged Hussar 26


Up - Dromon. Making up for the last UU elimination thread where I beat on them. Only to later realize its like having a Composite Bowman...in the classical era. Coastal cities are at risk, Frigates with range promotions are attainable. You can build your strategy around this UU.

Down - War Elephant. If the War Chariot is gone, this one should be too. Only has +1 on ranged combat, costs more hammers, and has two less movement points. I'd take War Chariot over this guy.
 
African Forest Elephant 21
B17 21
Ballista 5
Battering Ram 25
Berber Cavalry 21
Berserker 20
Camel Archer 25
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 10
Companion Cavalry 18
Conquistador 23
Cossack 22
Great Galleass 11
Dromon 17
Hoplite 5
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 26
Siege Tower 26
Sipahi 17
Tercio 21
Turtle Ship 15
War Elephant 15
Winged Hussar 26

Siege towers are incredibly useful throughout the entire game. You do not want or need to upgrade them. Mathematics is perfectly placed in the tech tree. The statue of zeus is crappy in comparison (15% vs. 50%). Battering rams are crap in comparison. The competitors are camel archers/keshiks and chu-ko-nu/longbows who in large numbers can give you dominance in the medieval era, but they suffer from bad upgrade paths (except longbows). And you will still take cities faster with siege towers and crossbows. The only real counters to siege towers is hordes of units or air supremacy.
 
African Forest Elephant 21
B17 21
Ballista 5
Battering Ram 25
Berber Cavalry 21
Berserker 20
Camel Archer 25
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 10
Companion Cavalry 18
Conquistador 23
Cossack 22
Great Galleass 11
Dromon 14 - Much to early to really get much use out of them.
Hoplite 5
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 26
Siege Tower 26
Sipahi 17
Tercio 21
Turtle Ship 16 I don't think people are looking at korea as a whole. Korea is meant to SURVIVE. Just look at the ship name. This helps them do just that.
War Elephant 15
Winged Hussar 26
 
African Forest Elephant 21
B17 21
Ballista 5
Battering Ram 25
Berber Cavalry 21
Berserker 20
Camel Archer 26 Gonna upvote this stronger variant of the Keshik.
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 7 It seems like an industrial version of the Landsknecht: cheap unit with little to offer.
Companion Cavalry 18
Conquistador 23
Cossack 22
Great Galleass 11
Dromon 14
Hoplite 5
Horse Archer 21
Hussar 21
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 26
Siege Tower 26
Sipahi 17
Tercio 21
Turtle Ship 16
War Elephant 15
Winged Hussar 26
 
African Forest Elephant 21
B17 21
Ballista 5
Battering Ram 25
Berber Cavalry 21
Berserker 20
Camel Archer 26
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 7
Companion Cavalry 18
Conquistador 23
Cossack 22
Great Galleass 11
Dromon 14
Hoplite 5
Horse Archer 21
Hussar 22-A mounted unit that plays to the str of mounted units, the ability to flank opponents. Spam these and nothing can survive a group of them for long. Upgrade them to armored units and get blitzkrieg and these just get crazy powerful.
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 11
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 26
Siege Tower 26
Sipahi 17
Tercio 21
Turtle Ship 13-It used to be a good turtling vessel back when it had a ranged attack. It's the melee attack that makes this thing kind of pointless. You won't see a naval invasion that can't be defended against by Hwach'as, galleasses and CBs until other civs get navigation. As Korea you should be getting navigation at the same time if not before other civs. Melee ships can't help turtle against land attacks and naval invasions aren't much of a threat when you get this. That's why the loss of the caravel's exploration ability isn't outweighed by this things greater str. It'd be better if it replaced privateers or galleasses.
War Elephant 15
Winged Hussar 26
 
African Forest Elephant 21
B17 21
Ballista 5
Battering Ram 25
Berber Cavalry 21
Berserker 20
Camel Archer 26
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 7
Companion Cavalry 18
Conquistador 23
Cossack 22
Great Galleass 11
Dromon 14
Hoplite 5
Horse Archer 21
Hussar 22
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 8 The only unit that potentially gets weaker upon upgrading. 'Nuff said. Should already be gone. Easily the worst unit remaining on this list, and worse than some that have already gone. Iron being a bottleneck resource only adds to its woes.
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 26
Siege Tower 26
Sipahi 17
Tercio 21
Turtle Ship 13
War Elephant 16 Actually a really nasty unit. Tough and fast, and can stand up to multiple attacks per turn. Range lets them take out their mortal enemy- pikemen. Rush these guys and India can pop a capital, easily.
Winged Hussar 26
 
African Forest Elephant 21
B17 21
Ballista 5
Battering Ram 25
Berber Cavalry 21
Berserker 20
Camel Archer 26
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 7
Companion Cavalry 18
Conquistador 23
Cossack 22
Great Galleass 11
Dromon 14
-3 Hoplite 2 - Just a really boring and unremarkable UU. Spearmen are mostly cannon fodder and defense units, as composite bows are right on that tech tree and Horsemen are better for actually swiping the city. Hoplites don't do much ordinary Spearmen can't, aside from maybe take one more hit, and they don't provide anything interesting like the Immortal's double healing or the Pictish Warrior's Faith-kills and foreign lands bonus.
Horse Archer 21
Hussar 22
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
Kris Swordsman 8
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
Ship of the Line 26
Siege Tower 26
Sipahi 17
Tercio 21
+1Turtle Ship 14 - Nonono, you're going about this the wrong way. Turtle Ships are amazing offensively. They can tank hits from cities like a boss, and are only really vulnerable to Frigates, which there shouldn't be many of if you're indeed Korea and are the tech leader. Send a few of these to the shores and they can do some crazy conquest, though you might want to back it up with some land units to clean up anyone who'll try to bring them back. Don't think only of defense, any civilization can do that, think of the offensive capabilities. Turtle Ships cap cities, Hwach'as wipe out units. Korea's surprisingly effective at attacking, especially considering the usual tech lead, and Turtle Ships are positioned neatly on the Science-focused path.
War Elephant 16
Winged Hussar 26
 
African Forest Elephant 21
B17 21
Ballista 5
Battering Ram 25
Berber Cavalry 21
Berserker 20
Camel Archer 26
Carolean 27
Cataphract 22
Chu-Ko-Nu 30
Comanche Rider 7
Companion Cavalry 18
Conquistador 23
Cossack 22
Great Galleass 11
Dromon 14
Hoplite 2
Horse Archer 21
Hussar 22
Hwach'a 23
Immortal 17
Impi 25
Jaguar 23
Janissary 24
Keshik 29
-3 Kris Swordsman (8-3) 5 Highly situational tech path, an iron requirement, and a chance to get a promotion that makes them worse at doing what do need them to do!. Garbage UU from a garbage civ.
Legion 22
Longbowman 32
Mandekalu Cavalry 14
Mehal Sefari 10
Minutemen 21
Mohawk Warrior 21
Musketeer 18
Naresuan's Elephant 23
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 24
Pictish Warrior 19
Samurai 15
Sea Beggar 23
+1 Ship of the Line (26+1) 27 Frigates are good for so long, and better frigates are amazing, combine this with naval unit sight radius and you get one seriously OP naval unit.
Siege Tower 26
Sipahi 17
Tercio 21
Turtle Ship 14
War Elephant 16
Winged Hussar 26
 
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