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Civ Unique Ability Elimination Thread

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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
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22
Nubia - Ta-Seti: 2
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 26 (25 + 1) Easily the best land grab ability in the game. I loved this with the Shoshone in Civ 5, and I love it with Russia in Civ 6.
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 5 (8 - 3) It's a powerful ability, but the other abilities here just seems more broadly useful at this point. This one is great for creating lots of light cavalry, but that's the only thing it will help you with.
Zulu - Isibongo: 19
 
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Not a vote - Kongo mysteriously lost 2 points in Post #277 - should be at 24 I believe.
 
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: 5 (8-3) This ability often means fewer adjacency bonuses in exchange for cheaper prod. It's not bad but it's not as good as the other abilities of this list. (and also, not really fun...)
Japan - Meiji Restoration: 21
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22
Nubia - Ta-Seti: 2
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 27 (26+1) Both fun and powerful. High skillcap and low skill floor. Probably the best ability imo.
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 5
Zulu - Isibongo: 19
 
Australia - Land Down Under: 23 (26-3) I am not a fan of regenerating map and this ability is very map dependent. It is the least consistent of any abilities left, and I find them having a little overrated score comparing to Zulu, Mongolia, England. Also strong early adjecency of Brazil, Netherlands is better. Bonus to campus and other districts is not adjecency bonus, so cannot be doubled with cards. In great majority cases it is only+1 yield, as breathtaking is extremely mapdependent and it easily suffers from mines and quarries you want to build anyway for production. . +1 yield is already Japan bordering districts, and Japan is better as all adjecencies can be doubled. And only few cities benefit from Australian ability, as you want to have cities inland too, on floodplains and near mines. Pasture culture bombs are nice though
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: 5
Japan - Meiji Restoration: 21
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22
Nubia - Ta-Seti: 2
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28 (27+1) I expect to see it in the final stage with Mongolia and maybe Maori if ban on harvesting don't trigger massive downvoting later. So many times I want move before settling to plainhill or luxury or to have potential campus in 2nd ring and I cannot, because of losing immediate growth+prod tile. Russia eliminates this problem completetly giving huuuge advantage of settling wherever you want.
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 5
Zulu - Isibongo: 19
 
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Australia - Land Down Under: 23
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: 5
Japan - Meiji Restoration: 21
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22
Nubia - Ta-Seti: 2+1=3
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 5-3=2
Zulu - Isibongo: 19

Scythia: this is really good ability but the least omg of remaining ones, mainly because of its very narrow purpose (more light cav) and light cav not being as powerful line as...

...Archers of Nubia - yes they are produced 50% faster and not 100% like Scythians but imo this is recompensated by them having +50% xp, being stronger upgrade linę, and that ability also giving you +1 prod or +2 gold from all resource mines (also making production of ranged even faster anyway)
 
Australia - Land Down Under: 23
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 15-3=12 Weakest of the adjacency bonuses abilities left.
England - Workshop of the World: 12
Greece - Plato's Republic: 24
Hungary - Pearl of the Danube: 5
Japan - Meiji Restoration: 21
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22
Nubia - Ta-Seti: 3+1=4 The second half of why Nubia is so dangerous with their Pitati Rushes.
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 5-3=2
Zulu - Isibongo: 19
 
Australia - Land Down Under: 23
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 12
England - Workshop of the World: 12
Greece - Plato's Republic: 21=24-3, this is literally the poland's ability in terms of a wildcard slot, but instead of keeping the military card, you have a culture bomb that is independent of building districts, and that is a trade off I'd take any day.
Hungary - Pearl of the Danube: 5
Japan - Meiji Restoration: 21
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22
Nubia - Ta-Seti: 5=4+1 Why is this so low? How is other civ abilities better than this if none of them can survive a Pitati archer rush anyway?
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 5-3=2
Zulu - Isibongo: 19
 
Australia - Land Down Under: 23
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 12
England - Workshop of the World: 13 (12+1) I enjoy the thematic fit of this ability so much, it's very appropriate, if a bit of a late value.
Greece - Plato's Republic: 21
Hungary - Pearl of the Danube: 5
Japan - Meiji Restoration: 21
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22
Nubia - Ta-Seti: 2 (5-3) Remember, the rules specifically say we are voting on the Civ UA alone, not the UU. And this bonus on it's own is fairly underwhelming.
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 2
Zulu - Isibongo: 19
 
Australia - Land Down Under: 23-3=20

I agree with everything enKage says. Plus it lacks flavor and doesnt make sense as an australian attribute...
Aztec - Legend of the Five Suns: 25
Brazil - Amazon: 12
England - Workshop of the World: 13
Greece - Plato's Republic: 21
Hungary - Pearl of the Danube: 5
Japan - Meiji Restoration: 21
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 22
Nubia - Ta-Seti: 3 (2+1)

I understand separating civs’ uniques. However, this ability cannot be fully separated from the unit. A Pitati rush needs access to Pitatis as well as this!! And as said above, how is this so low if none can survive a Pitati rush???

Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 2
Zulu - Isibongo: 19
 
Australia - Land Down Under: 20
Aztec - Legend of the Five Suns: 22 = 25 - 3
takes most of its power from free builders which you only get a short time with a UU, very time dependant

Brazil - Amazon: 12
England - Workshop of the World: 13
Greece - Plato's Republic: 21
Hungary - Pearl of the Danube: 5
Japan - Meiji Restoration: 21
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 23= 22 + 1
Every map you play you will find rivers, those that call it map depenant have very bad map rolls. +2 to Campus and Theater Square is good at every stage of the game

Nubia - Ta-Seti: 3
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 2
Zulu - Isibongo: 19
 
I don't want to again vote for Greece but their ability is definitely not the same as Poland as some people are saying. Poland has one military policy slot converted to wildcard. Greece has one extra wildcard policy slot. You have one more policy slot with Greece. You can have three at the same time until you reach the first government, then you have 5 instead of 4.

Australia - Land Down Under: 20 - 3 = 17 - I really like this ability and i think it can be very strong depending on circumstances. But what i think is a bit problematic is the general conflict between science and appeal. If you go culture, great (but the 100% bonus to prod doesn't matter). But Australia is great at science, which means you want a lot of mines, industrial zone for Ruhr, you want to chop some trees, you build spaceports and possibly airport for the boosts. All of this ruins the appeal. So what starts as a +6 or +7 campus quickly can go down if it's around mines or IZ. Still remains a strong campus but symbolically it sucks. You have to find this spot that completely isolate your campus from your production centers, and this can be hard. Definitely should not be eliminated now but wanted to point this out.
Aztec - Legend of the Five Suns: 22
Brazil - Amazon: 12
England - Workshop of the World: 13
Greece - Plato's Republic: 21
Hungary - Pearl of the Danube: 5
Japan - Meiji Restoration: 21+1 = 22 - One of the top in my opinion. With careful planning you can have insane adjacencies for districts that usually are hard to place (eg theater square, campus in non-mountain areas). It also synergies very well with some of Japan others abilities (half cost for some districts). It's strong and it's fun.
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 23
Nubia - Ta-Seti: 3
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 2
Zulu - Isibongo: 19
 
Australia - Land Down Under: 20
Aztec - Legend of the Five Suns: 22
Brazil - Amazon: 12+1 = 13 The best adjacency one left. Yes, you might be left with some rainforests, but those +6 districts are worth the wait for mercantilism
England - Workshop of the World: 13
Greece - Plato's Republic: 21
Hungary - Pearl of the Danube: 5
Japan - Meiji Restoration: 21
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 23
Nubia - Ta-Seti: 3-3= 0 Eliminated - Its good, but ranged only gets you so far against walls these days
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: 2
Zulu - Isibongo: 19
 
NOTE the proper way to format a vote is 17 (20 -3) not 20 - 3 = 17. This way you can just delete the comment at the end of the line. I fixed the votes from 291 that were missed in 292

Australia - Land Down Under: 17
Aztec - Legend of the Five Suns: 22
Brazil - Amazon: 13
England - Workshop of the World: 13
Greece - Plato's Republic: 22 (21 + 1) A free wonder to start the game.
Hungary - Pearl of the Danube: 5
Japan - Meiji Restoration: 22
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 23
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Scythia - People of the Steppe: Eliminated (2 - 3) Light Calvary is better than ranged but not that great.
Zulu - Isibongo: 19
 
This is a very strange elimination game. Repeated targetting has brought down a lot of strong abilities and there's still a lot of relatively weak abilities even at this late stage...

Australia - Land Down Under: 17
Aztec - Legend of the Five Suns: 22
Brazil - Amazon: 13
England - Workshop of the World: 10 (13-3) Still trying to spread votes around the weaker abilities. This one has been significantly improved but is still very late on the scene.
Greece - Plato's Republic: 22
Hungary - Pearl of the Danube: 5
Japan - Meiji Restoration: 23 (22+1) The most reliable of the adjacency abilities.
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 23
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Zulu - Isibongo: 19
 
Australia - Land Down Under: 17
Aztec - Legend of the Five Suns: 22
Brazil - Amazon: 13
England - Workshop of the World: 10 - 3 = 7 (Most of this kicks in later than the others. Plus, I don't usually like to go for mass pollution.)
Greece - Plato's Republic: 22 + 1 = 23 (An extra wildcard policy almost from the start is very strong. Much stronger than converting some other card into a wildcard.)
Hungary - Pearl of the Danube: 5
Japan - Meiji Restoration: 23
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 23
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Zulu - Isibongo: 19
 
Australia - Land Down Under: 17
Aztec - Legend of the Five Suns: 22
Brazil - Amazon: 13
England - Workshop of the World: 8=7+1 (Most of this kicks in later than the others. But it synergises perfect with each other. The bonus to the buildings reaches +8 with the policy cards. It gives plus food to your shopping malls! The military engineers save your cities with the flood barriers. England is the civ that is currently best at using global warming against other civs. For that unique playstyle I can't let it go just yet.)
Greece - Plato's Republic: 23
Hungary - Pearl of the Danube: 2=5-3 (I often encounter Districts that I want to place at a cetain place but can't because then I would be missing out the bonus. The only district which always gets the 50% bonus is the Commercial Hub and Adjacency of mountains is way more important than +50% production)
Japan - Meiji Restoration: 23
Kongo - Nkisi: 24
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 23
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Zulu - Isibongo: 19
 
Australia - Land Down Under: 18 (17+1) I can't believe people are dinging this because they might build a few mines. Playing Australia you should be recruiting Liang and strategically placing parks in your empire elevating all key tiles to breathtaking appeal. Find a mountainous wonder and build a few +11 or higher holy sites (15 next to Everest if you find it). +7 campuses and if you manage to build Machu Pichu it's insane..
Aztec - Legend of the Five Suns: 22
Brazil - Amazon: 13
England - Workshop of the World: 8
Greece - Plato's Republic: 23
Hungary - Pearl of the Danube: 2=5-3
Japan - Meiji Restoration: 23
Kongo - Nkisi: 21 (24-3) All of those huge bonuses you drool about with Kongo come way too late, If you do not get a few early relics your faith production will suck. Without faith production you will be forced to use your capital to build settlers which means fewer wonders, fewer districts and despite producing settlers at a good clip you will still settle much slower than if you had a decent faith production. This ability looks so good at a glance, but in practice it sucks and sucks hard unless you get lucky with the early relics.
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 23
Ottomans - Great Turkish Bombard: 20
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Zulu - Isibongo: 19
 
Australia - 18
Aztec - Legend of the Five Suns: 22
Brazil - Amazon: 13
England - Workshop of the World: 8
Greece - Plato's Republic: 23
Hungary - Pearl of the Danube: 2
Japan - Meiji Restoration: 23
Kongo - Nkisi: 21
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 23
Ottomans - Great Turkish Bombard: 21 (20+1) Comparing military bonuses left - I'll rank Ottoman above Zulu - significant boost to siege, keep population, making it much easier to hold captured cities with the loyalty and amenity boost
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Zulu - Isibongo: 16 (19 - 3) Of the military bonuses left - Ottoman, Mongolia, I find this the weakest. The auto corp is strong but mostly just saving production/gold. And the loyalty bonuses is great, but comparing it to the Ottoman bonus - which doesn't even require you to leave a unit in the city...
 
Australia - 18
Aztec - Legend of the Five Suns: 22
Brazil - Amazon: 10 = 13 - 3. Would you rather have +6 adjacency districts but not be able to chop or...
England - Workshop of the World: 8
Greece - Plato's Republic: 23
Hungary - Pearl of the Danube: 2
Japan - Meiji Restoration: 24 = 23 + 1. ...have +6 adjacency districts and be able to chop? To me the answer is pretty clear. Oh by the way, this affects industrial zones and harbors unlike Brazil.
Kongo - Nkisi: 21
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 23
Ottomans - Great Turkish Bombard: 21
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Zulu - Isibongo: 16
 
Australia - 18
Aztec - Legend of the Five Suns: 22
Brazil - Amazon: 10+1=11 - I'd rather have an instant +6 adjecency districts without the ability to chop, which I don't do anyway even during my normal campaigns...
England - Workshop of the World: 8
Greece - Plato's Republic: 23
Hungary - Pearl of the Danube: 2
Japan - Meiji Restoration: 24-3=21 - ...rather than ability that I have to slowly build up over the course of the entire game.
Kongo - Nkisi: 21 - The poster a few posts above mentioned that this sucks because you waste production on settlers or something like that. Except you don't need many settlers with Kongo, because Kongo is well-built for a tall play, and this ability is half the reason why. Mbanza and this combined make you a tall powerhouse. And any ability that makes you a formidable beast without need to go wide is great in my list. Build them Archaeological museums, excavate, and enjoy the tallness for once, while you'll propelled to easy cultural victory with all them great people you'll spam with this ability.
Maori - Mana: 30
Mongolia - Örtöö: 23
Netherlands - Grote Rivieren: 23
Ottomans - Great Turkish Bombard: 21
Russia - Mother Russia : 28
Scotland - Scottish Enlightenment: 22
Zulu - Isibongo: 16
 
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