Civ Unique Ability Elimination Thread

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Australia - Land Down Under: 25
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 16
Egypt - Iteru: 2-3=ELIMINATED. Immunity to floods is pretty handy to have at your disposal, but it's not game-changing. The paltry bonus to wonders and districts is barely noticeable.
England - Workshop of the World: 16
Greece - Plato's Republic: 24
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 26
Kongo - Nkisi: 22
Mali - Songs of the Jeli: 2
Maori - Mana: 30
Mongolia - Ortoo: 22
Netherlands - Grote Riveren: 25
Nubia - Ta-Seti: 11
Ottomans - Great Turkish Bombard: 22
Russia - Mother Russia : 29 (28+1) You get the flexibility of settling almost anywhere. Not only does it make it more viable for you to settle tundra when other civs would just ignore it, the 8 FREE tiles means you don't have to find the "perfect" spot, you just naturally get it when you settle. You don't have to pick between a river spot, a luxury, or a +4 campus possibility because you get so many damn tiles that everything around you is workable. There's no change to the culture cost of getting additional tiles, so they are truly free. It would be like founding a city with another civ... Then buying 8 additional tiles... But you get your money refunded for that. For every city you settle. Oh, and you're probably going to get first Pantheon, as if this ability isn't OP enough.
Scotland - Scottish Enlightenment: 21
Scythia - People of the Steppe: 17
Zulu - Isibongo: 19
 
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Australia - Land Down Under: 25
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 16
England - Workshop of the World: 16
Greece - Plato's Republic: 25 = 24+1 - In my opinion, Pericles is easily one of the most versatile leader. Winning at highest difficulty with him, whatever victory type, is easier than with most of other leaders. And a big part of it is this wildcard that you get for free from turn, dunno, 10. You want an early pantheon and an early boost in production while having strong scouts? No problem. You want to ensure religion with the prophet point early card? You can do this from turn 10. You want more military? You can have 1 more production & 100% prod towards military. This ability is not only solid, it's also excessively versatile and opens a tons of possibilities.
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 26
Kongo - Nkisi: 22
Mali - Songs of the Jeli: 2
Maori - Mana: 30
Mongolia - Ortoo: 22
Netherlands - Grote Riveren: 25
Nubia - Ta-Seti: 11
Ottomans - Great Turkish Bombard: 22
Russia - Mother Russia : 29 = 26-3 - First of, i don't like the asymmetry of the city borders on turn 1. Secondly, although interesting, i think it's of limited use - how often do you have a start without at least 2 good tiles (2*2 or more) in the immediate circle and in the second circle (after the first tile picked around turn 10)? Almost never. Having more tiles is for sure nice, but it's not like without it you wouldn't be able to have good ones. It's great that tundra tiles give prod and faith, but without food, in the early game, these are almost impossible to reliably work. In the late game, it's great to have more faith, but it's also not incredible. Blizzard are a major issue for buildings, more than for units, in my opinion. so there again the bonus could be better. All together this ability is, in my opinion, far from being great.
Scotland - Scottish Enlightenment: 21
Scythia - People of the Steppe: 17
Zulu - Isibongo: 19
 
Australia - Land Down Under: 25
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 16
England - Workshop of the World: 16
Greece - Plato's Republic: 25
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 26
Kongo - Nkisi: 22
Mali - Songs of the Jeli: ELIMINATED (2-3 = death) - Oh, A chance to eliminate one of my least favourite civs. GOOD! I really dislike this ability. Having a fast start is very important for me, because it motivates me to continue my empire building instead of rerolling a new civ/starting location. Mali doesn't have the speed, in fact their production malus is so crippling I fall behind even more and even faster than I normally do. Some people enjoy playing a game of catching up against a stronger opponent, but not I. The game isn't competitive enough to grant me any satisfaction for beating the dumb-as-brick AIs. I just want to build and expand, man, preferably uncontested by the inept AIs. Mali isn't all that bad, the extra gold is super cheesy in the endgame. However, Malinese early game is SO bone-dry that I often just abandon the game way before the gold bonus kicks in. This isn't my idea of fun and for that reason I'm kicking them from this rankdown. GOODBYE!
Maori - Mana: 30
Mongolia - Örtöö: 22
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 11
Ottomans - Great Turkish Bombard: 22
Russia - Mother Russia : 26
Scotland - Scottish Enlightenment: 22 (21+1) - I wasn't sure what to upvote here, but I really like how amenities completely flip the game around for Scotland. They get so much traction out of a simple early EC, which also incentivises you to plan your cities layout ahead. Their production boost is a very reliable one as well, and has greatly boosted my interest in finishing the few games I've rolled them as my playable civ.
Scythia - People of the Steppe: 17
Zulu - Isibongo: 19

Also unrelated, could you guys perhaps stop misspelling name of the Dutch ability? I know Dutch is a superdifficult language et all, but this is the third time I had to correct it. Please don't do it again. X0X0, love LordLakely.
 
Australia - Land Down Under: 25
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 16
England - Workshop of the World: 16
Greece - Plato's Republic: 25-3=22 Why is this so high if Poland's ability has been already eliminated? Also I feel like this one's a bit overrated in general.
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 26+1=27 Amazing adjacency ability, not the strongest in the early game, but as you develop your empire it becomes much stronger, and imo it's the best 'at will' adjacency ability, R&F's Government Plaza and GS's IZ rework did it justice.
Kongo - Nkisi: 22
Maori - Mana: 30
Mongolia - Örtöö: 22
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 11
Ottomans - Great Turkish Bombard: 22
Russia - Mother Russia : 26
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 17
Zulu - Isibongo: 19
 
Australia - Land Down Under: 25
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 16
England - Workshop of the World: 16
Greece - Plato's Republic: 22
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 27
Kongo - Nkisi: 22
Maori - Mana: 30
Mongolia - Örtöö: 22+1 = 23 This is what makes the great Khan great. Doing some research on your opponents makes your forces essentially unstoppable once you have that sweet +18 bonus going. And like the best civ abilities, it gives you something active to do to make using it actually fun.
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 11
Ottomans - Great Turkish Bombard: 22
Russia - Mother Russia : 26
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 17-3 = 14 It’s a strong ability for sure, but I think the remaining abilities benefiting warmongering are stronger.
Zulu - Isibongo: 19
 
Australia - Land Down Under: 25
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 16
England - Workshop of the World: 16
Greece - Plato's Republic: 22
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 27
Kongo - Nkisi: 23 (22+1) Very unique ability. Worth a quick upvote.
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 11
Ottomans - Great Turkish Bombard: 19 (22-3) Seems like this one slipped through the cracks a bit.
Russia - Mother Russia : 26
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 14
Zulu - Isibongo: 19
 
Australia - Land Down Under: 25
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 16
England - Workshop of the World: 16
Greece - Plato's Republic: 22
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 27
Kongo - Nkisi: 23
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 8 (11-3) Of the domination abilities left this is the worst compared to say Great Turkish Bombard or Ortoo.
Ottomans - Great Turkish Bombard: 20 (19+1) Both the people of the steppe and isibongo are not as useful for steam rolling so I wanted to put it over Isibongo. Ortoo takes more setup but is obviously amazing too.
Russia - Mother Russia : 26
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 14
Zulu - Isibongo: 19
 
Australia - Land Down Under: 25
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 16
England - Workshop of the World: 16
Greece - Plato's Republic: 22
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 27
Kongo - Nkisi: 20 (23-3) The vast majority of games I play I do not see a single relic. Kongo can't force make them unless they get the Mont St. Michelle This ability can be very good, but 95% of the time it is garbage. What are people thinking by eliminating Mali's Songs of the Jeli while this and several other bad to mediocre abilities are still on the board? 6 bonus food, 6 bonus faith in all of your desert cities not just the capital.
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 8
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 27 (26+1) 8 bonus tiles on a city alone is huge the way I play. that is 8 fewer tiles I will have to buy. OMG those extra 8 tiles ruin the symmetry of my city LOL
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 14
Zulu - Isibongo: 19
 
Australia - Land Down Under: 25
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 16
England - Workshop of the World: 13 (16-3) while great and right for England it comes late apart from the resources. It is great bonuses but all of this list shows really powerful strengths and I have to vote fairly.
Greece - Plato's Republic: 23 (22+1) so handy all game, it is a forbidden city from turn 1. But most importantly being able to slot +2 scientists, +2 great generals and +2 great prophet early when +2 really means something valuable is just so strong, especially the GG.
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 27
Kongo - Nkisi: 20
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 8
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia :
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 14
Zulu - Isibongo: 19
 
Australia - Land Down Under: 26 (25 + 1) Meanwhile, Australia can get a bonus +3 adjacency straight off the bat with their first district in a Breathtaking tile, and can reliable do so multiple times, with almost negligible micromanagement. Woods, Coast and Mountains make appeal pretty abundant. And then you can just rush the Eiffel Tower...
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 16
England - Workshop of the World: 13
Greece - Plato's Republic: 23
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 24 (27 - 3) Overrated. Occasionally, you can squeeze an extra +3 adjacency out of a district by surrounding it with 6 others, but that requires tedious amounts of planning, production and time. Your much more likely to only get +2, or even +1 adjacency out of this. Inferior to Australia's ability.
Kongo - Nkisi: 20
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 8
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 27
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 14
Zulu - Isibongo: 19
 
Australia - Land Down Under: 26
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 16
England - Workshop of the World: 13+1=14 England can have some really really good cities. Have a look at that broadcast Center/Factory and Research Lab. Those are some really nice Yields. And thats only part of her ability and those aren't the only buildings that recive the buff.
Greece - Plato's Republic: 23
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 24
Kongo - Nkisi: 20
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 8-3=5 A strong military ability. It's just a bit too niche in my experience and archers are often not the units i need to reproduce.
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 27
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 14
Zulu - Isibongo: 19
 

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The vast majority of games I play I do not see a single relic. Kongo can't force make them unless they get the Mont St. Michelle This ability can be very good, but 95% of the time it is garbage. What are people thinking by eliminating Mali's Songs of the Jeli while this and several other bad to mediocre abilities are still on the board? 6 bonus food, 6 bonus faith in all of your desert cities not just the capital.
Indeed, the relic part of Kongo's ability isn't very reliable, but that's only a small portion of the ability. You also get the bonuses from Artifacts, which you can reliably get (and Sculpture Great Works, though not all great artworks are sculptures and you're better off making an archaeological museum instead of an art museum, so this part is probably better off for filling your +4 palace great work slots, which is yet another part of Kongo's ability, or for filling wonders that have slots.) +6 Food, +6 Production, and +12 Gold from every archaeological museum is pretty impressive IMO. And there's more - you get +50% writer/artist/musician/merchant points. That'll have a pretty massive impact, especially considering you're probably going to want to build theatre squares in as many of your cities as you can, and each theatre + its buildings provides writer/artist/musician points. It's a wacko ability.

Australia - Land Down Under: 26
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 16
England - Workshop of the World: 11 (14-3) I admit I don't really know how powerful this ability truly is. But I'm having a little bit of trouble picking what to actually downvote now... so I dare say I'm downvoting this ability on account of how messy it is. It's a bunch of small bonuses seemingly cobbled together, none of which are particularly interesting or game-changing from the looks of it. Maybe when you combine it all it becomes powerful, but it's just messy and I've already forgotten what some of the bonuses are since googling it and then typing this comment.
Greece - Plato's Republic: 23
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 24
Kongo - Nkisi: 21 (20+1) See above. Love this ability.
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 5
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 27
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 14
Zulu - Isibongo: 19
 
Australia - Land Down Under: 26
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 13 = 16 - 3. All the abilities left are good but this is the only one that puts you in a Catch-22 situation. Either You can keep your jungle and have a bunch of crappy 2 food 1-2 production tiles until you hit mercantilism and build lumber mills. Or you chop and remove all your adjacency from your districts. The former means your cities are going to grow and produce slowly, the latter means you're effectively playing without a civ ability for most of the game.
England - Workshop of the World: 11
Greece - Plato's Republic: 23
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 24
Kongo - Nkisi: 22 = 21 + 1. Just to add onto/emphasize some points that 679x made. The relic/sculpture/artifact bonus isn't just in your capital. It's in your entire empire. You won't usually get a bunch of relics but you can get one or two just from your apostles. Other sources include Kandy, Mont St. Michelle, trading with the AI, and rarely from goody huts. So you can get relics if you really make them a priority and/or get lucky. The GWAM and GMerchant points shouldn't be overlooked either as that is plenty strong in its own right.
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 5
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 27
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 14
Zulu - Isibongo: 19
 
Just have to say; this thread is so much harder than the Unique Unit one! I've mentioned it before, but looking at how heated the Macedon debate was, the fact that Brazi was at the brink and yet hasn't just survived but is still thriving, and that somehow Ta-Seti lives on is testament that people approach the game really differently! I'm giving the devs a win for this, good job.
Also, I'm getting the sense that most people really love the Maori. First the Toa beating War Carts and now it is running away with the victory here. Interesting. Imagine if they hadn't nerfed them!

Australia - Land Down Under: 26
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 13
England - Workshop of the World: 11
Greece - Plato's Republic: 23
Hungary - Pearl of the Danube: 11
Japan - Meiji Restoration: 24
Kongo - Nkisi: 22
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 5
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28 (27 + 1). I'd put this at top three (the other two being Plato's Republic and Nkisi). Just a great ability with use all-round. Even in the late game, I love settling tundra/snow for the oil and then watching all the relevant tiles get snapped up immediately. Only downside is the rather 'meh' blizzard part (blizzards are so rare), but I love the historical connotation about it. Thou shall not attack Russia!
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 11 (14 - 3). Unit balancing nerfed cavalry, which unfortunately means Light Cavalry gets a bigger hit. Heavy cavalry units get almost as much movement, pack a bigger punch AND have better promotions. At least if Light Cavalry were the only ones which could pillage without requiring a promotion or whatever (there's an idea for nerfing pillaging); but as it is, having an extra copy isn't really that game changing. A wonder, Venetian Arsenal, is even better than this ability.
Zulu - Isibongo: 19
 
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This is hard, now!

Australia - Land Down Under: 26
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 13
England - Workshop of the World: 11
Greece - Plato's Republic: 23 + 1 = 24 (A free Forbidden City from the start is pretty great!)
Hungary - Pearl of the Danube: 11 - 3 = 8 (This is a really good ability, but it's not as enjoyable for me as some of the others.)
Japan - Meiji Restoration: 24
Kongo - Nkisi: 22
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 25
Nubia - Ta-Seti: 5
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 11
Zulu - Isibongo: 19
 
Australia - Land Down Under: 26
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 13
England - Workshop of the World: 11
Greece - Plato's Republic: 24
Hungary - Pearl of the Danube: 8
Japan - Meiji Restoration: 24
Kongo - Nkisi: 23 (22+1) Never seen a map that wasn't littered with artifacts. You can turn those into food and production, which is crazy good and makes Kongo one of the easiest civs to win with either culture or science.
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22 (25-3) I think this is overrated. It's very map dependent, culture bombs with harbors are meh, and this is the one civ that usually isn't in that much of a hurry to build flood barriers, hell the last time I played the Dutch I intentionally flooded the world. More polders for me! Half price dams are nice but that alone can't justify this being so high.
Nubia - Ta-Seti: 5
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 11
Zulu - Isibongo: 19
 
A lot of good ones left but some stragglers, and some boring ones.

Australia - Land Down Under: 26
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 14 = 13+1This one is stronger than people give it credit for. 2 food 1 prod is good to start and keeps your growth active. You can chop tiles that aren’t giving you adjacencies if you want (which makes them worse in the end because you’re unlikely to chop so much rainforest as to get good farm adjacency later. Or you chop border rainforest that isn’t being used for district adjacency, which can be used for farms. Rainforests are also not uncommonly full of potent resources.
England - Workshop of the World: 11
Greece - Plato's Republic: 24
Hungary - Pearl of the Danube: 8
Japan - Meiji Restoration: 24 — This is boring and terribly restrictive, and worth far less than, say, an extra population-free district (Rip Germany)
Kongo - Nkisi: 21
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22
Nubia - Ta-Seti: 5
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 25 = 28 - 3 The extra tiles are nice but often unworkable, either because they are awful tundra (base 1 food, 1 prod, 1 faith will stagnate your cities, more or less forcing you into Feed the World), or you simply don’t have the population to work them all (See also: tundra). Culturally you would grow into those tiles quickly enough without being given them for free, and in the long run this bonus amounts to nothing because all cities for all civs max out at the same tile count and range. This bonus amounts to much less in practice than on paper if you only account for the extra tiles that you actually end up working early on (which are cheap to purchase anyways).
Scotland - Scottish Enlightenment: 22 — Some have already mentioned how this is overrated.
Scythia - People of the Steppe: 11
Zulu - Isibongo: 19 — This one is actually fairly overrated too, as I don’t think people understand corps/army bonuses. You’re far better off upgrading units via tech than making corps/armies out of them (and often keeping them as individual units).
 
Australia - Land Down Under: 26
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 14
England - Workshop of the World: 12 = 11 + 1 More powerful than you realize. Even the AI seems to do better with this ability. Probably my last vote for this, but I feel it deserves another mention
Greece - Plato's Republic: 24
Hungary - Pearl of the Danube: 8
Japan - Meiji Restoration: 24
Kongo - Nkisi: 21
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22
Nubia - Ta-Seti: 5
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 25
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 8 = 11 - 3. I've just never been that into light cavalry in this game. This ability is acceptable, and prevents Scythia from being completely terrible, but it's still not something that has a huge impact. And recent rules changes to battering rams have really affected how I view light cavalry.
Zulu - Isibongo: 19
 
Australia - Land Down Under: 26
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 15 (14+1) : rainforests act like mountains for holy site and campus, PLUS for theatre and commercial hub, PLUS they can have ressources, PLUS you can remove them if there are too many
England - Workshop of the World: 12
Greece - Plato's Republic: 24
Hungary - Pearl of the Danube: 8
Japan - Meiji Restoration: 24
Kongo - Nkisi: 21
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22
Nubia - Ta-Seti: 2 (5-3) just numbers, no flavour, it was so obviously made to make you buy a DLC...
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 25
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 8
Zulu - Isibongo: 19
 
Australia - Land Down Under: 26
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 15
England - Workshop of the World: 12
Greece - Plato's Republic: 24
Hungary - Pearl of the Danube: 8
Japan - Meiji Restoration: 21 (24-3) It's fine, I guess, but others are better IMO.
Kongo - Nkisi: 22 (21+1) Who cares about the holy relics when you get everything else that comes along with this ability? This is one of the strongest cultural abilities in game.
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22
Nubia - Ta-Seti: 2
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 25
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 8
Zulu - Isibongo: 19
 
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