With all the elimination threads coming to a close, its time to create your own civilization by mixing and matching the different unique abilities, units, and buildings etc etc. You can either assemble all the "best" uniques and build a big bully, or be creative with synergy and create an interesting/funny civ with a distinctive play style. There are however some rules:
- Each civ will have 1 UA and a combination of 2 UU, UB and UIs.
- All 3 uniques must be from different civs
- You cannot pick two UBs and UIs but 2 UUs are allowed.
- If 2 UUs are selected, they cannot be in the same upgrade path. (I.e. no conquistador - panzers)
- Uniques from civs that has to go together cannot be picked (i.e. serenissima and merchant of venice)
For each entry, briefly describe your rational for picking the set and how you would utilize them.
An example to start:
UA: Wayfinding (polynesia)
UU1: Dromon (byzantium)
UU2: Pathfinder (shoshone)
Start bias: coastal
Huge early game advantage in exploration to get ahead and make up for the lack of late game uniques. Dromons that can cross ocean tiles will terrorize barbs and civs alike, and can also be used as defence for coastal settlements.
- Each civ will have 1 UA and a combination of 2 UU, UB and UIs.
- All 3 uniques must be from different civs
- You cannot pick two UBs and UIs but 2 UUs are allowed.
- If 2 UUs are selected, they cannot be in the same upgrade path. (I.e. no conquistador - panzers)
- Uniques from civs that has to go together cannot be picked (i.e. serenissima and merchant of venice)
For each entry, briefly describe your rational for picking the set and how you would utilize them.
An example to start:
UA: Wayfinding (polynesia)
UU1: Dromon (byzantium)
UU2: Pathfinder (shoshone)
Start bias: coastal
Huge early game advantage in exploration to get ahead and make up for the lack of late game uniques. Dromons that can cross ocean tiles will terrorize barbs and civs alike, and can also be used as defence for coastal settlements.