Civ Unique Ability Elimination Thread

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America - Founding Fathers: 16
Arabia - The Last Prophet: 6 (9-3) - Honestly, if you're going hard for religion, utilizing this ability is unlikely considering you'll likely be building up religious buildings anyways. If you get it, you'll likely already be behind in the religious game, which is the only bonus to this ability.
Australia - Land Down Under: 22
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 14
Canada - Four Faces of Peace: 23
Cree - Nihithaw: 15
Egypt - Iteru: 21
England - Workshop of the World: 15
Germany - Free Imperial Cities: 21
Greece - Plato's Republic: 25
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 22
Kongo - Nkisi: 24
Macedon - Hellenistic Fusion: 4
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 22
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 16
Rome - All Roads Lead To Rome: 23 (22+1) This one helps in the early game to get a quick expansion. I find that the roads are great for quickly mobilizing for war in both defense and offense. The buildings are a nice bonus because I don't have to spend time building them.
Russia - Mother Russia : 24
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 16
Arabia - The Last Prophet: 6
Australia - Land Down Under: 22
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 14
Canada - Four Faces of Peace: 23
Cree - Nihithaw: 15-3=12 - I'm comparing it to others, and I can't get to like it that much compared to others. Free trader isn't that big, and given that you can only pick a destination, but not the route, you cannot decide on which lands you gain properly. Not to mention that these long snake borders are ugly. I prefer the Russian ability and culture bombs, including the Polish one (I found myself building encampments more than before recently, for military engineers, for more strategic resource capacity and to secure important places like mountain passes, if anything).
Egypt - Iteru: 21
England - Workshop of the World: 15
Germany - Free Imperial Cities: 21
Greece - Plato's Republic: 25
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 22
Kongo - Nkisi: 24+1=25 - Kongo is one of the most fun Civs I've played, optimal for efficient tall play. This bonus is just beautiful, and whenever I play against them, Mvemba emerges to be one of the greatest opponents, rich, productive and well developed, and with extremely large cities. This plays a large part of him building these cities. So many yields!
Macedon - Hellenistic Fusion: 4
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 22
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 24
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 13 = 16 - 3. Flexibility is nice, but that's all it really is, flexibility. Though I do like the addition of diplomatic favor, I admit that's handy. Just not as handy as the other abilities on this list.
Arabia - The Last Prophet: 6
Australia - Land Down Under: 22
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 14
Canada - Four Faces of Peace: 23
Cree - Nihithaw: 12
Egypt - Iteru: 21
England - Workshop of the World: 15
Germany - Free Imperial Cities: 21
Greece - Plato's Republic: 25
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 22
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 5 = 4 + 1 I disagree it's a win more mechanic. That's only if you play domination. People are complaining that this civ can only do domination when this civ is perfectly viable for science victory. You don't have to go for domination with this civ. This ability is what gives this civ flexibility. Without this ability, domination is all this civ would be able to do. This ability allows you to catch up and snowball your large empire into something magnificent.
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 22
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 24
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 10 (13 - 3). Least impressive of the remaining ones.
Arabia - The Last Prophet: 6
Australia - Land Down Under: 22
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 14
Canada - Four Faces of Peace: 23
Cree - Nihithaw: 12
Egypt - Iteru: 21
England - Workshop of the World: 15
Germany - Free Imperial Cities: 21
Greece - Plato's Republic: 25
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 22
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 5
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 23 (22+1) Really nice adjacencies possible here.
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 24
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 10
Arabia - The Last Prophet: 3 (6 - 3) The extra science per converted city is not that big a deal. Getting the last prophet is nice, but if you are going for religion, you are going to want to get those Holy Sites up anyway.
Australia - Land Down Under: 22
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 15 (14 +1) Okay, I admit I was wrong about this one (ref. @lotrmith), especially now that jungle lumbermills are a thing. Truth is, I am already finding it hard to place my downvotes, as there are very few truly bad unique abilities in the game. Still, this one probably is among the better ones, and didn't deserve my downvote.
Canada - Four Faces of Peace: 23
Cree - Nihithaw: 12
Egypt - Iteru: 21
England - Workshop of the World: 15
Germany - Free Imperial Cities: 21
Greece - Plato's Republic: 25
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 22
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 5
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 24
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22


EDIT: Yes, I am aware that he had Sacred Path in that screenshot, but I believe his point still holds.
 
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Okay, I admit I was wrong about this one (ref. @lotrmith), especially now that jungle lumbermills are a thing. Truth is, I am already finding it hard to place my downvotes, as there are very few truly bad unique abilities in the game. Still, this one probably is among the better ones, and didn't deserve my downvote.

Except for the fact that he failed to mention that he picked up the sacred path pantheon in that screenshot to double all those yields. Rainforests give Brazil +1 adjacency not 2.


America - Founding Fathers: 10
Arabia - The Last Prophet: 3
Australia - Land Down Under: 23 = 22 + 1 since a certain someone is on a mission to take out Macedon I'll stop trying. This adjacency bonus is every bit as good as Brazil and it doesn't come with the drawbacks.
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 12 = 15 - 3 Sure you can get a holy site with +5 faith but that means you can't get rid of the rainforest for that bonus. That means you are stuck with a bunch of 2 food 1 production tiles until you can put a lumber mill on it a third of the way up the culture tree at Mercantilism. No farm triangles, no mines, and no chop bonuses. So for +5 faith you'll have a city that is stuck at 5 pop and can't produce anything.
Canada - Four Faces of Peace: 23
Cree - Nihithaw: 12
Egypt - Iteru: 21
England - Workshop of the World: 15
Germany - Free Imperial Cities: 21
Greece - Plato's Republic: 25
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 22
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 5
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 24
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 10
Arabia - The Last Prophet: 3
Australia - Land Down Under: 23
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 12
Canada - Four Faces of Peace: 23 -3 = 20 Fine as an ability, but boring and I'm still a little salty they went with Canada-as-gentle-peacemongerer depiction after the whole thing with the Crew especially
Cree - Nihithaw: 12
Egypt - Iteru: 21
England - Workshop of the World: 15
Germany - Free Imperial Cities: 21+1=22 Being able to knock out 2-3 districts right off the bat instead of 1 or 2 is great
Greece - Plato's Republic: 25
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 22
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 5
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 24
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 10
Arabia - The Last Prophet: 3
Australia - Land Down Under: 23
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 9 (12-3) Lumbermills on rainforests is the definition of a late game ability that comes into play when you have already won. Therefore this ability is really about chopping your adjacency away and is therefore terrible.
Canada - Four Faces of Peace: 23
Cree - Nihithaw: 12
Egypt - Iteru: 21
England - Workshop of the World: 15
Germany - Free Imperial Cities: 22
Greece - Plato's Republic: 25
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 22
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 6 (5+1) The amount of free culture and science you get from this ability is so much more than any rainforest adjacency bonus its not even funny.
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 24
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 10
Arabia - The Last Prophet: ELIMINATED (3-3) I understand the points of those defending this ability, but ultimately I find it clumsy and not as useful as the ones remaining.
Australia - Land Down Under: 23
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 9
Canada - Four Faces of Peace: 23
Cree - Nihithaw: 12
Egypt - Iteru: 21
England - Workshop of the World: 16 (15+1) The bonuses you get are insane.
Germany - Free Imperial Cities: 22
Greece - Plato's Republic: 25
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 22
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 6
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 24
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 10
Australia - Land Down Under: 23
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 9
Canada - Four Faces of Peace: 23
Cree - Nihithaw: 9 (12-3) As I'm about to say when I upvote Russia's ability, I really like getting free tiles. So yes, the tile part of this ability is fun for me. But, I'm downvoting it because it doesn't seem to be all that good. Maybe I'm playing the civ wrong, but whenever I try to play Cree and I get that first Trader, I don't really have anywhere good to send it, and if/when I do, it gets whomped by barbarians. Usually I only build traders once I've at least mapped out a bit and found a few city states or other civs, and/or settled a second city, because then I'll be able to be a little more selective about where to send my trader for the best benefits, but that's a while after I've already researched Pottery. It probably doesn't help that I almost always research Pottery first so that I can get to campuses asap.
Egypt - Iteru: 21
England - Workshop of the World: 16
Germany - Free Imperial Cities: 22
Greece - Plato's Republic: 25
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 22
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 6
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 25 (24+1) Something about getting extra tiles makes me feel like I'm dominating the world. And maybe I am. I'm not really sure how to quantify the benefits from having extra tiles right away when your city can't work all of them yet, but it's super fun and does allow you to claim quite a bit of land easily without having to buy tiles (or at least not nearly as many) in order to snag important tiles before another civ/city state does. The tundra bonuses also allow you to claim even wider swaths of land, because the tundra is often open and you'll be able to grab a ton of it and actually benefit from it more.
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 10
Australia - Land Down Under: 23
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 9
Canada - Four Faces of Peace: 23
Cree - Nihithaw: 9
Egypt - Iteru: 21
England - Workshop of the World: 16
Germany - Free Imperial Cities: 22
Greece - Plato's Republic: 26 (25 +1) My favorite wonder is the Forbidden Palace, and Greece just straight up gets that bonus for free. I mean, dude...
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 19 (22-3) It's pretty good, but I like most others (that I have yet to downvote) more.
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 6
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 25
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 10
Australia - Land Down Under: 23
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 9+1=10 not the best but IMO superior to English
Canada - Four Faces of Peace: 23
Cree - Nihithaw: 9
Egypt - Iteru: 21
England - Workshop of the World: 16-3=13 give me one or two solid bonuses in UA, not six insignificant ones
Germany - Free Imperial Cities: 22
Greece - Plato's Republic: 26
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 19
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 6
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 25
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 10
Australia - Land Down Under: 23
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 10
Canada - Four Faces of Peace: 17 (20-3) Being immune to surprise wars is pretty helpful, especially when you're playing Emperor on up with some aggressive neighbors. You can still get wrapped up in "surprise" wars though because of alliances. Even trying to play peacefully, you may find yourself suddenly at war with a more advanced neighbor. Also, it gives you a malus in that you can't declare surprise wars or attack city states! Definitely negative points for that alone. Finally, the diplomatic bonuses are underwhelming. Double rewards from emergencies are too much RNG for my liking. You can't control that and leverage this ability. 1 diplo favor per 100 tourism is just way too low to make a difference. Sweden and America's diplo bonuses blow this out of the water.
Cree - Nihithaw: 9
Egypt - Iteru: 21
England - Workshop of the World: 13
Germany - Free Imperial Cities: 22
Greece - Plato's Republic: 26
Hungary - Pearl of the Danube: 15
Inca - Mit'a: 19
Japan - Meiji Restoration: 19
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 7 (6+1) I know this will get downvoted again by the same guy until it's gone, so this is probably a pointless vote, but this a pretty damn good ability and synergizes with the rest of the civ. Macedon is a civ designed purely around conquering. It's so easy to naturally take advantage of this because you don't have to do anything weird, just be Macedon. It's not so much of a "win more" ability as a snowball one. Start taking cities, get a bigger science lead, now you have better units so you can take more cities. Rinse and repeat. There's several other abilities with higher scores that are weaker than this one.
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 25
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 10
Australia - Land Down Under: 23
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 10
Canada - Four Faces of Peace: 17
Cree - Nihithaw: 9
Egypt - Iteru: 21
England - Workshop of the World: 13
Germany - Free Imperial Cities: 22
Greece - Plato's Republic: 26
Hungary - Pearl of the Danube: 12 (15-3). Nice civ, but not many cities can have more than two districts that can take advantage of this UA, if that.
Inca - Mit'a: 20 (19+1). Some crazy fun yields once you get used to them.

Japan - Meiji Restoration: 19
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 7
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 25
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 10
Australia - Land Down Under: 23-3=20

I dont enjoy this ability. appeal is a late game concept for me.
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 10
Canada - Four Faces of Peace: 17
Cree - Nihithaw: 9
Egypt - Iteru: 21
England - Workshop of the World: 13
Germany - Free Imperial Cities: 22
Greece - Plato's Republic: 26
Hungary - Pearl of the Danube: 12
Inca - Mit'a: 20

Japan - Meiji Restoration: 19
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 7
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 22+1=23 This is strategically challenging and stimulating. It forces you to sharpen your dom game

Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 25
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 10
Australia - Land Down Under: 20
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 10
Canada - Four Faces of Peace: 17
Cree - Nihithaw: 9
Egypt - Iteru: 21
England - Workshop of the World: 13
Germany - Free Imperial Cities: 22-3=19 When you strip off Hansa an its combos, this ability becomes less impressive.
Greece - Plato's Republic: 26
Hungary - Pearl of the Danube: 12
Inca - Mit'a: 20
Japan - Meiji Restoration: 19+1=20 Up there with Australia for best adjacency ability.
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 7
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 23
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 25
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 7 = 10-3 I usually find I want a green slot and unlike similar abilities it is too late to help in the very early game. Favour is always good for money but still this is a pretty so-so ability.
Australia - Land Down Under: 20
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 10
Canada - Four Faces of Peace: 17
Cree - Nihithaw: 9
Egypt - Iteru: 21
England - Workshop of the World: 13
Germany - Free Imperial Cities: 19
Greece - Plato's Republic: 26
Hungary - Pearl of the Danube: 12
Inca - Mit'a: 20
Japan - Meiji Restoration: 20
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 8 = 7+1 I hadn't noticed how hard this was being voted down. Crazy. This boosts your tech growth significantly and is a big part of Alexander's non campus oriented science game. But it also helps you not fall behind culturally. Most warmongers have to stop eventually as they start to fall behind in tech and culture. Not so much for Alexander...
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 23
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 15
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 25
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
America - Founding Fathers: 7
Australia - Land Down Under: 20
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 10
Canada - Four Faces of Peace: 17
Cree - Nihithaw: 9
Egypt - Iteru: 21
England - Workshop of the World: 13
Germany - Free Imperial Cities: 19
Greece - Plato's Republic: 26
Hungary - Pearl of the Danube: 12
Inca - Mit'a: 20
Japan - Meiji Restoration: 20
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 9 (8 + 1). I usually have problems with managing boosts for technologies and civics around the 'Radio' area. This one ensures that it isn't a problem. It also results in envoys for those 'obtain boost for...' quests. Thirdly, one advantage I find with it is that usually when going Domination you have to let a few things suffer because of building and maintaining a lot of units; this makes catching up a non-issue. Also, it has a great synergy with Alexander's ability. City has a wonder, my units immediately heal to continue the assault for more eurekas and inspirations. I don't even have to worry about amenities because 'War Wariness' does not exist in the Macedonian vocabulary! And unless you're conquering a civ with only two or three cities, you'll have more than enough to cover the 'randomness' per boost
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 23
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 12 (15 - 3). A reluctant point removal... while any civ can go for any victory (except Kongo and Religion), Poland just isn't a Domination Civ. Jadwiga's build suits culture or religion, which is delayed by building encampments. I also find myself building military engineers late, diminishing the impact of the fort culture-bomb.
The Wildcard policy slot is welcome, and there's really no disadvantage to that. However, once more it seems to work AGAINST the idea of encampments, forts, and military in general. There are a lot of good civ builds left, I think this one is the least powerful or unique of the remaining ones

Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 25
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22

Moderator Action: Edited to reflect Leucarum's votes -- Browd
 
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I think me and @Pure24 posted at the same time, previous vote has been skipped.

Moderator Action: Pure24's post edited to correct vote total -- Browd
 
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America - Founding Fathers: 7
Australia - Land Down Under: 21 (20+1) I enjoy this ability. Appeal is very much an early game concept for me. Dropping down districts with large bonuses make a huge difference early in the game while late game suzerain bonuses take over and adjacency for non-industrial zone districts do not matter so much.
Aztec - Legend of the Five Suns: 26
Brazil - Amazon: 10
Canada - Four Faces of Peace: 17
Cree - Nihithaw: 9
Egypt - Iteru: 21
England - Workshop of the World: 13
Germany - Free Imperial Cities: 19
Greece - Plato's Republic: 26
Hungary - Pearl of the Danube: 12
Inca - Mit'a: 20
Japan - Meiji Restoration: 20
Kongo - Nkisi: 25
Macedon - Hellenistic Fusion: 9
Mali - Songs of the Jeli: 21
Maori - Mana: 25
Mongolia - Ortoo: 20 (23-3) Enjoy your +3 or 6 attack bonus with your horseman against my pike and shot or higher level AC units because you have no bonuses to science, culture, gold and faith
Netherlands - Grote Riverien: 23
Nubia - Ta-Seti: 15
The Ottomans - Great Turkish Bombard: 18
Poland - Golden Liberty: 12 (15 - 3).
Rome - All Roads Lead To Rome: 23
Russia - Mother Russia : 25
Scotland - Scottish Enlightenment: 25
Scythia - People of the Steppe: 21
Sumeria - Epic Quest: 22
Sweden - Nobel Prize: 21
Zulu - Isibongo: 22
 
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