Civ Starting Techs, UU and UB (differences from base unit)

alcaras

Warlord
Joined
Dec 27, 2005
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213
Just a useful reference I put together to keep track of how each civ's UU and UB differs from the base unit, as well as its starting techs.

Comments under UU (and UB) refer to how it differs from its base unit.

America Fishing Agriculture
Navy Seal Marine
(need to look up seal info)
Mall Supermarket
+20% gold
+1 happy from Hits

Arab Mysticism Wheel
Camel Archer Knight
+15% withdraw chance
does not require any resources
Madrassa Library
+2 citizens into Priest
+4 culture (not +2)

Aztec Mysticism Hunting
Jaguar Swordsman
No resource needed
Starts with Woodsman I
5 str (not 6)
Sacrificial Altar Courthouse
-50% slave rush anger duration

Babylon Wheel Agriculture
Bowman Archer
+50% vs. melee
Garden Colosseum
+2 health

Byzan. Mysticism Wheel
Cataphract Knight
12 str (not 10)
Not immune to first strikes (unlike normal knights, which are immune)
Hippodrome Theatre
+1 happy
+1 happy from Horse (not Dye)
+1 happy per 5% (not 10%)

Carthage Fishing Mining
Numid. Cav. Horse Archer
+50% vs. Melee
5 str (not 6)
Cothon Harbor
+1 Trade Route

Celt Mysticism Hunting
Gaellic War. Swordman
Starts with Guerilla I
Can be built with copper
Dun Walls
Guerilla I promotion for land units

China Agriculture Mining
Cho-Ko-Nu Crossbowman
+2 first strikes (not 1)
Causes collateral damage
Pavilion Theatre
+25% culture

Dutch Fishing Agriculture
East Indiamen Galleon
6 str (not 4)
4 cargo spaces (not 3)
Can explore rival territory
Dike Levee
+1 hammer on water tiles

Egypt Wheel Agriculture
War Chariot Chariot
5 str (not 4)
Immune to first strikes
Obelisk Monument
+2 citizens into Priest

England Fishing Mining
Redcoat Rifleman
+25% vs. Gunpowder
Stock Exchange Bank
+65% gold (not 50%)

Ethiopia Hunting Mining
Oromo War. Musketman
Starts with Dril I and Drill II
Immune to first strikes
+1 First Strike
Stele Monument
+25% culture

France Wheel Agriculture
Musketeer Musketman
2 mp (not 1)
Salon Observatory
+1 free artist

German Hunting Mining
Panzar Tank
+50% vs. Armored
Assembly Plant Factory
+4 citizens into Engineer (not +2)

Greek Fishing Hunting
Phalanx Axemen
+100% def. vs. Chariot
Odeon Colosseum
+2 happy (not +1)
+1 happy from Hit Singles
+3 culture
+2 citizens into Artist

HRE Mysticism Hunting
Landsknecht Pikeman
+100% vs. Melee
Rathaus Courthouse
-75% maintenance (not 50%)

Inca Mysticism Agriculture
Quecha Warrior
+100% vs. Archery
+25% City Defense
Starts with Combat I
Terrace Granary
+2 culture

India Mysticism Mining
Fast Worker Worker
3 mp (not 2)
Mausoleum Jail
+2 happy

Japan Fishing Wheel
Samurai Maceman
+2 First Strikes
Starts with Drill I
Shale Plant Coal Plant
+10% hammers

Khmer Hunting Mining
Ballista Eleph. War Elephant
Targets Mounted first outside cities
Baray Aqueduct
+1 food

Korea Mysticism Mining
Hwacha Catapult
+50% vs. Melee
Seowon University
+35% science (not 25%)

Mali Wheel Mining
Skirmisher Archer
1-2 first strikes (not 1)
4 str (not 3)
Mint Forge
+10% gold


Maya Mysticism Mining
Holkan Spearman
Immune to first strikes
No resource needed
Ball Court Colosseum
+3 happiness (not +1)

Mongol Wheel Hunting
Keshik Horse Archer
Ignores terrain costs
1 first strike, not immune to first str
Ger Stable
+4 XP for Mounted (not +2)

Native A. Fishing Agriculture
Dog Soldier Axeman
No resource needed
4 str (not 5)
+100% vs. Melee (not 50%)
Totem Pole Monument
+3 XP for Archery

Ottoman Wheel Agriculture
Janissary Musketman
+25% vs. Archery, Mounted, Melee
Hamman Aqueduct
+2 happiness

Persia Agriculture Hunting
Immortal Chariot
+50% vs. Archery
Does receive defensive bonuses
Apothecary Grocer
+2 health

Portugal Fishing Mining
Carrack Caravel
2 cargo spaces for any unit (not 1, not restricted units)
Feitoria Customs House
+1 commerce on water tiles

Rome Fishing mining
Praetorian Swordsman
8 str (not 6)
Forum Market
+25% GP Birth Rate

Russia Hunting Mining
Cossack Cavalry
+50% vs. Mounted
Research Inst. Laboratory
+2 free Scientists

Spain Mysticism Fishing
Conquistador Cuirassier
+50% vs. Melee
Does receive defensive bonuses
Citadel Castle
+5 XP for new Siege

Sumer Wheel Agriculture
Vulture Axeman
6 str (not 5)
+25% vs. Melee (not 50%)
Ziggurat Courthouse
90 hammers (not 120)

Viking Fishing Hunting
Berserker Maceman
Starts with Amphibious
+10% city attack
Trading Post Lighthouse
Navigation I promotion for Naval

Zulu Agriculture Hunting
Impi Spearman
Starts with Mobility
2 mp (not 1)
Ikhanda Barracks
-20% maintenance
 
Arab Mysticism Wheel
Camel Archer Knight
+15% withdraw chance
Madrassa Library
+2 citizens into Priest
+4 culture (not +2)

camel archers don't require any resources


Portugal Fishing Mining
Carrack Caravel
2 cargo spaces for any unit (not 1)
Feitoria Customs House
+1 commerce on water tiles

the big deal about carracks is the "any unit". so it's not only "not 1" but "not just scouts, explorers spies, missionaries, great people" or whatever, maybe just emphasize the any unit.


Spain Mysticism Fishing
Conquistador Cuirassier
+50% vs. Melee
Citadel Castle
+5 XP for new Siege

in the description of conqs the usual "does not receive defensive bonuses" is missing, like it is for the immortals. i haven't tested it, but i think they're like immortals that way.

useful info, thanks :)
 
Very nice and useful, alcaras :goodjob:
If you want this to become something that people will reference constantly though, you may want to add a section for each on how all the components work toghether, and just overall polish it. For example:

Sumeria
Leader(s): Gilgamesh- Creative/Protective
Starting techs: The Wheel, Agriculture
UU: Vulture-replaces axeman: 6 :strength:, 25% vs. melee
UB: ziggurat-replaces courthouse: 90 :hammers:, Requires priesthood to build

Gilgamesh is built for the early axe-rush. With more powerful axemen, earlier and cheaper courthouses, creative to push borders of conquered assets and allow you more room with dot-mapping, and protective to rush archers in to protect your cities, Gilga is an unstoppable rusher with which land you can settle back into a peaceful victory. The Wheel allows you to hook up resources earlier, and Agri gives you a leg up on an SE, seeing as Gilga has no direct economic bonus, but cheap libraries. Some problems are all the techs you need to acess all these early goodies. Too much of a god thing can hurt you. You need BW for vultures, Writing to get your economy going, archery to protect your axe rush gains, and a minimal religious strat to grab early courthouses. the cool thing though is tht you can use the oracle to slingshot yourself to a free tech since you'll be going ater that anyway. IT's just that the two starting techs don't have that great synegy with getting the techs you need to get your axerush going. Otherwise, Gliga is a great leader to use to understand the axerush, an then recover from the inevitable economic recession.
 
Added KMad's fixes. Thanks!

Thanks Hackpell, originally it was just a copy-paste of 1 page print out I have for quick reference. I don't have the skill to add in descriptions for every civ, but I'd be willing to put it up on a wiki I run where people could edit it in, if that's something folks want to do.
 
Byzan. Mysticism Wheel
Cataphract Knight
12 str (not 10)
Hippodrome Theatre
+1 happy
+1 happy from Horse (not Dye)
+1 happy per 5% (not 10%)

Cataphracts don't have immunity to first strikes, unlike normal knights.
 
Yeah, you might want to recheck a lot of those.

Also, Numidian Cavalry start with flanking I.

Are redcoats still 16 strength in BTS? I haven't checked or seen or played them yet.

And don't Cho-Ko-Nu do collateral damage? Or was that nerfed?

Also as mentioned above, the whole deal with traits and maybe starting techs would be useful.
 
The Aztec alter is 90 hammers rather than 120

American seals start with free march promotion and 1-2 first strikes.

German Assembly plant are built faster (67%) with access to coal

Reply: Xanadux

Redcoats are 14 strength in BTS
Cho-Ko-Nuk does collateral damage.
 
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