[R&F] Civilization Ability Elimination Thread

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Australia - Land Down Under [25] (24+1) --- Presently offers a proper incentive to build coastal cities. As of GS, who knows?
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [12] (15-3) --- A free trader often too early to protect from barbs and some free tiles strikes me as the weakest of what remains.
Germany - Free Imperial Cities [13]
Greece - Plato's Republic [27]
Japan - Meiji Restoration [19]
Kongo - Nkisi [26]
Macedon - Hellenistic Fusion [16]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [23]
Persia - Satrapies [13]
Rome - All Roads Lead To Rome [10]
Russia - Mother Russia [26]
Scotland - Scottish Enlightenment [23]
Scythia - People of the Steppe [25]
Zulu - Isibongo [25]
 
Australia - Land Down Under [25]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [12]
Germany - Free Imperial Cities [13]
Greece - Plato's Republic [27]
Japan - Meiji Restoration [19]
Kongo - Nkisi [27] [26+1=27] I actually hate to vote for this one, because it's annoying having him in the game sucking up all the great people. The ability skews the game so much. Yet, it is so effective. I would be happy if this were nerfed again actually. But for now it's still very powerful and worthy of an upvote.
Macedon - Hellenistic Fusion [16]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [23]
Persia - Satrapies [10] [13-3=10] Too bad this doesn't provide a free trader unit. The bonus to internal trade routes are nice, but by the 2nd half of the game you will want international trade routes if going cultural victory. Useful mostly for domination victories.
Rome - All Roads Lead To Rome [10]
Russia - Mother Russia [26]
Scotland - Scottish Enlightenment [23]
Scythia - People of the Steppe [25]
Zulu - Isibongo [25]

edit: Aztecs got mistakenly deleted. Fixed.
 
Australia - Land Down Under [25]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [13] (12+1) I still say the early bonuses provided by a free trader (either internally as a food boost, or internationally as an economic boost and a free envoy) are very powerful and useful for any play-style.
Germany - Free Imperial Cities [13]
Greece - Plato's Republic [27]
Japan - Meiji Restoration [19]
Kongo - Nkisi [27] [26+1=27]
Macedon - Hellenistic Fusion [13] (16-3) Conquering early will probably provide nothing, as it is unlikely these districts would have been built yet. A free Inspiration (the most likely outcome) is not that useful because it is too RNG based.
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [23]
Persia - Satrapies [10] [13-3=10]
Rome - All Roads Lead To Rome [10]
Russia - Mother Russia [26]
Scotland - Scottish Enlightenment [23]
Scythia - People of the Steppe [25]
Zulu - Isibongo [25]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [15]
Germany - Free Imperial Cities [13]
Greece - Plato's Republic [27]
Japan - Meiji Restoration [19+1=20] Districts are a very important part of Civ VI, strong districts help you greatly in every victory condition. You can get strong districts with Japan in every city very easily. Plus getting the boosts from Rationalism and Grand Opera without too much trouble.
Kongo - Nkisi [26]
Macedon - Hellenistic Fusion [16]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [23]
Persia - Satrapies [13]
Rome - All Roads Lead To Rome [10]
Russia - Mother Russia [26-3=23] You have to start on tundra to make use of getting extra yields for it. Tundra is terrible to start on, Russia makes it just barely worthy to settle on which isn't a positive IMO. Extra land can be nice but starting on tundra you're likely not near anyone else so there isn't much competition for tiles.
Scotland - Scottish Enlightenment [23]
Scythia - People of the Steppe [25]
Zulu - Isibongo [25]
 
Australia - Land Down Under [25]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [13]
Germany - Free Imperial Cities [13-3=10] I've never really liked this ability because I usually grow my cities big enough that they don't need the extra district limit. The only exceptions for me are late-game new cities that aren't important anyway. Out of the remaining abilities, this is definitely the weakest for me.
Greece - Plato's Republic [27]
Japan - Meiji Restoration [20]
Kongo - Nkisi [26]
Macedon - Hellenistic Fusion [16]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [23+1=24] This is a huge early-game advantage that lasts throughout the entire game. The extra gold and production yields are nice and are I think an overlooked part of this as well, because at the start of the game every little advantage adds up. It's a versatile ability that has a little something for everyone.
Persia - Satrapies [13]
Rome - All Roads Lead To Rome [10]
Russia - Mother Russia [23]
Scotland - Scottish Enlightenment [23]
Scythia - People of the Steppe [25]
Zulu - Isibongo [25]

Also, in response to the above comment, I adjusted the numbers for the Cree and Australia to more accurately reflect more recent posts.
 
Actually, there was more than I detailed originally. As near as I can tell the numbers should be:

Australia - Land Down Under [25]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [13]
Germany - Free Imperial Cities [10]
Greece - Plato's Republic [27]
Japan - Meiji Restoration [20]
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [13]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [24]
Persia - Satrapies [10]
Rome - All Roads Lead To Rome [10]
Russia - Mother Russia [23]
Scotland - Scottish Enlightenment [23]
Scythia - People of the Steppe [25]
Zulu - Isibongo [25]
 
Australia - Land Down Under [25+1=26] Really keeps on giving for the rest of the game.
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [13]
Germany - Free Imperial Cities [10]
Greece - Plato's Republic [27]
Japan - Meiji Restoration [20]
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [13]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [24]
Persia - Satrapies [10]
Rome - All Roads Lead To Rome [10]
Russia - Mother Russia [23]
Scotland - Scottish Enlightenment [23]
Scythia - People of the Steppe [25-3=22] Not a lasting help for my style of play.
Zulu - Isibongo [25]
 
Australia - Land Down Under [26]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [13]
Germany - Free Imperial Cities [7 = 10 - 3] - It's hard to take advantage of this because production costs, even if you plant the district before fully building it.
Greece - Plato's Republic [27]
Japan - Meiji Restoration [20]
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [13]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [24]
Persia - Satrapies [10]
Rome - All Roads Lead To Rome [10]
Russia - Mother Russia [23]
Scotland - Scottish Enlightenment [24 = 23 + 1] - Runaway science victories are easy with Scotland because of this. Top 5 ability. Maybe higher
Scythia - People of the Steppe [22]
Zulu - Isibongo [25]
 
Australia - Land Down Under [26]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [13]
Germany - Free Imperial Cities [7]
Greece - Plato's Republic [27+1=28] Just the fact that you can basically guarantee a prophet or early GS with this ranks it high for me.
Japan - Meiji Restoration [20]
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [13]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [24]
Persia - Satrapies [10-3=7] - Of the three trade UAs left (Cree, Rome, Persia - I wouldn't quite categorize Mongolia) I'd say the Cree is the strongest (earliest, actual free trader) and then I'd put Rome a tad higher just from the flexibility the early roads give.
Rome - All Roads Lead To Rome [10]
Russia - Mother Russia [23]
Scotland - Scottish Enlightenment [24]
Scythia - People of the Steppe [22]
Zulu - Isibongo [25]
 
Australia - Land Down Under [26]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [13-3=10] I wouldn't call a single free trader a large economic boost especially because at the time you get it internal trade is almost always more practical and that doesn't yield gold. Also, it's a single trader. Enjoy your +2 food/production in a single city and a few unwanted tiles but I'm choosing Greece's/Kongo's/Russia's ability.
Germany - Free Imperial Cities [7]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [20]
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [13+1=14] Not the strongest here but stronger than Japan I think.
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [24]
Persia - Satrapies [7]
Rome - All Roads Lead To Rome [10]
Russia - Mother Russia [23]
Scotland - Scottish Enlightenment [24]
Scythia - People of the Steppe [22]
Zulu - Isibongo [25]
 
Australia - Land Down Under [26]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [10]
Germany - Free Imperial Cities [7+1=8] I got a lot of benefits easily in my German games via this IIRC.
Greece - Plato's Republic [28]
Japan - Meiji Restoration [20]
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [14]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [24]
Persia - Satrapies [7]
Rome - All Roads Lead To Rome [10-3=7] Worst of what's left.
Russia - Mother Russia [23]
Scotland - Scottish Enlightenment [24]
Scythia - People of the Steppe [22]
Zulu - Isibongo [25]
 
Australia - Land Down Under [26]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [10]
Germany - Free Imperial Cities [8]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [20 +1 = 21] I just played my first game with Japan, and this ability was awesome! I love that it encourages really compact cities, and is really strong. It's a saving grace for what I think is a generally underwhelming civ.
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [14 - 3 = 11] On the flip side, this ability is about the only thing that keeps Macedonia from being totally and utterly game breaking. You're not likely to get any of your bonuses during your conquests when there's relatively few districts around.
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [24]
Persia - Satrapies [7]
Rome - All Roads Lead To Rome [7]
Russia - Mother Russia [23]
Scotland - Scottish Enlightenment [24]
Scythia - People of the Steppe [22]
Zulu - Isibongo [25]
 
Australia - Land Down Under [26]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [7] (10-3) --- The worst of what's left, of very little value past the very early game.
Germany - Free Imperial Cities [8]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [21]
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [12] (11+1) --- The longer the game goes on, the better this gets...
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [24]
Persia - Satrapies [7]
Rome - All Roads Lead To Rome [7]
Russia - Mother Russia [23]
Scotland - Scottish Enlightenment [24]
Scythia - People of the Steppe [22]
Zulu - Isibongo [25]
 
Australia - Land Down Under [26]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [7]
Germany - Free Imperial Cities [8]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [21]
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [9] (12-3) Previously stated reasons.
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [25] (24+1) Should probably be nerfed honestly.
Persia - Satrapies [7]
Rome - All Roads Lead To Rome [7]
Russia - Mother Russia [23]
Scotland - Scottish Enlightenment [24]
Scythia - People of the Steppe [22]
Zulu - Isibongo [25]
 
Australia - Land Down Under [26]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [7]
Germany - Free Imperial Cities [8]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [21]
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [9]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [25]
Persia - Satrapies [7]
Rome - All Roads Lead To Rome [7]
Russia - Mother Russia [24] (23+1) A great and diverse ability, strong for all playstyles.
Scotland - Scottish Enlightenment [24]
Scythia - People of the Steppe [22]
Zulu - Isibongo [22] (25-3) While I don't dispute that the bonuses are very strong, this ability is really only useful if you are a ruthless warmonger. Which is a perfectly acceptable playstyle; It's just that I am trying to vote objectively and I think bonuses that are useful in all situations (not just war) are better and deserve a higher place on the tier.
 
Australia - Land Down Under [26]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [4] [7-3=4] I upvoted you earlier Cree, and I do love this early boost to your empire. It's nice to get up and running fast. But it really is just an early game boost. It's pretty cool, but not top 10 material.
Germany - Free Imperial Cities [8]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [21]
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [10] [9+1=10] Apparently I'll have to keep upvoting this. People say you are unlikely to get bonuses? Are we playing the same game? I've gotten over 20 or 30 boosts (between tech and civic) from this ability in a game before I believe. Maybe you are attacking with warriors at the beginning? Why? Wait until you have your awesome horseman. Beeline Horseback riding (though you have time to get some basic techs for your builders to improve your land) and start stomping. By the time you get to Horseback riding there will be districts. Unless you are playing Settler difficulty. I'm not saying it's a top 5 ability, but it's certainly better than Rome's ability. By far. This will cause you to fly through the tech and civics trees. Can Rome's ability do that? You'll probably get more inspirations than eurekas, but so what? Getting to tier 2 and 3 governments faster than everyone else is more than enough. But even Eurekas are common since the AI is in love with encampments, just takes them a little while to get going (the holy sites will be more common in your early conquests).
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [25]
Persia - Satrapies [7]
Rome - All Roads Lead To Rome [7]
Russia - Mother Russia [24]
Scotland - Scottish Enlightenment [24]
Scythia - People of the Steppe [22]
Zulu - Isibongo [22]
 
Australia - Land Down Under [26]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [4]
Germany - Free Imperial Cities [8]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [21]
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [10-3=7] Not in the same league as many others left.
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [25]
Persia - Satrapies [7]
Rome - All Roads Lead To Rome [7]
Russia - Mother Russia [24+1=25] They need that extra land to bury invaders.
Scotland - Scottish Enlightenment [24]
Scythia - People of the Steppe [22]
Zulu - Isibongo [22]
 
Australia - Land Down Under [26]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [4]
Germany - Free Imperial Cities [8]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [21]
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [7]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [25]
Persia - Satrapies [7]
Rome - All Roads Lead To Rome [7-3=4] I like my free roads and the extra coin, but it's nowhere near as good as free monuments or legion rushes. And the competition here is getting fierce.
Russia - Mother Russia [25+1=26] When I get a start on a river-adjacent tundra hill and see the Faith coming in on turn one, and a huge selection of tiles to choose from to start working, I know it's going to be a good game.
Scotland - Scottish Enlightenment [24]
Scythia - People of the Steppe [22]
Zulu - Isibongo [22]
 
Australia - Land Down Under [26]
Aztec - Legend of the Five Suns [27]
Cree - Nihithaw: [4]
Germany - Free Imperial Cities [8]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [21+1=22] This ability is so powerful, you can get ridiculous yields from districts and it easily qualifies you for bonuses from policy cards (Rationalism, Grand Opera, etc) plus gets you the era score for high district adjacency bonuses pretty easily. It is very easy to get the era score from having high adjacency campuses, theater squares, commercial hubs, holy sites and industrial zones. == Very good districts, qualify for Rationalism, Grand Opera, etc and easily get that sweet era score from district adjacencies makes this ability top tier.
Kongo - Nkisi [27]
Macedon - Hellenistic Fusion [7]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [25]
Nubia - Ta-Seti [25]
Persia - Satrapies [4]
Rome - All Roads Lead To Rome [4]
Russia - Mother Russia [26-3=23] You need to settle in tundra to take advantage of the bonus from tundra tiles but settling in tundra is almost always not a good option. It's just plain bad for other Civs, Russia makes settling in tundra just bearable IMO. Plus you'll be settling away from other Civs when you are in tundra so there won't be much competition for tiles so the extra tiles isn't very important.
Scotland - Scottish Enlightenment [24]
Scythia - People of the Steppe [22]
Zulu - Isibongo [22]
 
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