[R&F] Civilization Ability Elimination Thread

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Australia - Land Down Under [22]
Greece - Plato's Republic [26] (25+1) It's so hard not to upvote this every time. I need all the policies. All of them!!
Japan - Meiji Restoration [23]
Kongo - Nkisi [13]
Mongolia - Örtöö [4]
Netherlands - Grote Rivieren [22]
Nubia - Ta-Seti [23]
Scotland - Scottish Enlightenment [8] (11-3) This is already higher than it should be.
Zulu - Isibongo [9]
 
Australia - Land Down Under [22]
Greece - Plato's Republic [26]
Japan - Meiji Restoration [23]
Kongo - Nkisi [13]
Mongolia - Örtöö [4]
Netherlands - Grote Rivieren [19=22-3] We're getting to the bottom of the bunch, and I think this is probably the weakest of the adjacency bonuses left seeing as it applies to the fewest districts and the culture bomb it yields really isn't that good. Definitely doesn't deserve to be on the same level as Australia, which I see as being better in every way.
Nubia - Ta-Seti [24=23+1] Generates units that are useful for every play-style in every era. Super useful in the early game, not just for conquering, but for fending off barbarians. A top 3 ability for me.
Scotland - Scottish Enlightenment [8]
Zulu - Isibongo [9]
 
Australia - Land Down Under [22-3=19] I rarely settle on the coast due to it having too many dead tiles. Inland it can be difficult to find a spot a tile which has breathtaking appeal, unless you get lucky and find a mountain range. If you start near jungle and more often than not desert say goodbye to the bonus. Plus if there are hills next to the district you can't build mines on them.
Greece - Plato's Republic [26]
Japan - Meiji Restoration [23]
Kongo - Nkisi [13]
Mongolia - Örtöö [4]
Netherlands - Grote Rivieren [19+1=20] The Netherlands has a river start bias so you can get your district adjacencies in the vast majority of your cities. If you build a district triangle of a Campus, Theatre Square and City Centre your Campus and Theatre Square both are +3. They are both very good yields (especially for a Theatre Square) and you can get them in almost every city. Plus you qualify for the boosts from Rationalism and Grand Opera, which is significant. You can also place mines next to these districts and they won't get weaker.
Nubia - Ta-Seti [24]
Scotland - Scottish Enlightenment [8]
Zulu - Isibongo [9]
 
Australia - Land Down Under [19+1=20] Upvoting this for the first time. Well-designated and high appeal spots aren't actually that hard to find.
Greece - Plato's Republic [26-3=23] Probably way too ahead.
Japan - Meiji Restoration [23]
Kongo - Nkisi [13]
Mongolia - Örtöö [4]
Netherlands - Grote Rivieren [20]
Nubia - Ta-Seti [24]
Scotland - Scottish Enlightenment [8]
Zulu - Isibongo [9]
 
Australia - Land Down Under [20+1=21] Play this civ, please. High appeal tiles are so abundant that even in a rainforest start I had more than enough high appeal tiles for +6 campuses and highly boosted commercial hubs in almost all my cities. Why need mines when you have Outback Stations which don't lower appeal?
Greece - Plato's Republic [23]
Japan - Meiji Restoration [23-3=20] This is what happens when you get Australia, remove two of its abilities and make the third weaker. Shouldn't be above Australia.
Kongo - Nkisi [13]
Mongolia - Örtöö [4]
Netherlands - Grote Rivieren [20]
Nubia - Ta-Seti [24]
Scotland - Scottish Enlightenment [8]
Zulu - Isibongo [9]
 
Australia - Land Down Under [21]
Greece - Plato's Republic [23]
Japan - Meiji Restoration [20]
Kongo - Nkisi [13]
Mongolia - Örtöö [4]
Netherlands - Grote Rivieren [20]
Nubia - Ta-Seti [24]16
Scotland - Scottish Enlightenment [8+1=9] Enjoying some Lagavulin 16 as a Christmas present and resumed my latest Scottish game. The science is through the roof and I'm getting more than double the Great Scientist points than the second place AI. Really, the only thing that saves this Civ since everything else is so lacking.
Zulu - Isibongo [9-3=6] Narrow use for domination victory. But it takes a while for it to get going, plus I'm making Corps anyways when I produce units. It's nice, and a cherry on top, but not exactly mandatory. Not game-breaking. I like Mongolia's ability better for domination, anyways.
 
Australia - Land Down Under [21-3=18]. I think this is too complicated and I seldom make optimal use of it. Housing is not that hard to get and appeal is a factor that I associate with cultural victories. Clearly it can be powerful as others keep saying but I just don’t enjoy this ability...
Greece - Plato's Republic [23]
Japan - Meiji Restoration [20]
Kongo - Nkisi [13]
Mongolia - Örtöö [4]
Netherlands - Grote Rivieren [20]
Nubia - Ta-Seti [24+1=25] it’s not my favourite ability but I reckon it’s the strongest. Besides getting your UU faster (best unique in the game) it also comes with the mine boost. This should be the winner.
Scotland - Scottish Enlightenment [9
Zulu - Isibongo [6]
 
Australia - Land Down Under [18+1=19] this is above meiji restoration, could be on compact territory, could be on wide territory, just make sure to get those appeal, which you could do especially if you're australian, why do you need mining if you could build outback station? 4 tiles mountain? twice the power!
Greece - Plato's Republic [23]
Japan - Meiji Restoration [20-3=17] this is below land down under, I know no appeal requirement sounds promising, but this is only useful if you play compact, which I rarely do. 4 tiles mountain? too bad you could only add two more adjacency bonus
Kongo - Nkisi [13]
Mongolia - Örtöö [4]
Netherlands - Grote Rivieren [20]
Nubia - Ta-Seti [25]
Scotland - Scottish Enlightenment [9]
Zulu - Isibongo [6]
 
Australia - Land Down Under [19]
Greece - Plato's Republic [23]
Japan - Meiji Restoration [17+1=18] Not as strong as Australia's ability, but I give it the leg up on the Netherlands in the battle of adjacency bonuses. Top 5 ability for sure.
Kongo - Nkisi [13]
Mongolia - Örtöö [4-3=1] I think this and Isibongo should have gone a while ago. Both are good, but not top 10 good imo.
Netherlands - Grote Rivieren [20]
Nubia - Ta-Seti [25]
Scotland - Scottish Enlightenment [9]
Zulu - Isibongo [6]
 
Australia - Land Down Under [19]
Greece - Plato's Republic [23]
Japan - Meiji Restoration [18]
Kongo - Nkisi [13]
Mongolia - Örtöö [2] (1+1) --- I'm guessing Nubia is so high because it's early game? This is relatively early and not so easy to counter as you might think. If by some bizaare happenstance you can't war a civ before they complete a trade route and gain a level of diplo visibility on you or DOW you outright, treat them to a round of defensive 39 strength horses. Let 10 turns pass, sue them for a nice peace settlement, and send your route to another civ. Or if you feel like waiting, send the route to them and DOW after 10 turns then attack with your 45 strength horses. The difference between cavalry and ranged units, is cavalry can continue to roll :crazyeye: well past the mid game...
Netherlands - Grote Rivieren [17] (20-3) --- While Japan and Australia fans beat the opposing civs up, I find this one misplaced higher than either.

Nubia - Ta-Seti [25]
Scotland - Scottish Enlightenment [9]
Zulu - Isibongo [6]
 
Australia - Land Down Under [19]
Greece - Plato's Republic [23]
Japan - Meiji Restoration [18]
Kongo - Nkisi [13]
Mongolia - Örtöö [2]
Netherlands - Grote Rivieren [17]
Nubia - Ta-Seti [26] [25+1] More production, check. More money, check. Combat bonus, why not. Relevant for the whole game. Yup.
Scotland - Scottish Enlightenment [9]
Zulu - Isibongo [3] [6-3] It's powerful and honestly one of my favourites to play with but it helps you snowball to a win when you're already ahead rather than helping you pull back from behind so I'm going to downvote.
 
Australia - Land Down Under [19+1=20] - Pasture culture bomb is decent, as you can have several pastures in one city. Housing on coast may not be always available, but bonus housing is always good for me, as I enjoy tall games rather than wide. Bonus district yields on charming and breathtaking tiles is undisputably great. And with Land Down Under, I have all three. For me, this is one of the best, if not the best ability in game.
Greece - Plato's Republic [23]
Japan - Meiji Restoration [18]
Kongo - Nkisi [13]
Mongolia - Örtöö [2]
Netherlands - Grote Rivieren [17]
Nubia - Ta-Seti [26]
Scotland - Scottish Enlightenment [9]
Zulu - Isibongo [3-3=0] (ELIMINATED) - Between Zulu and Mongolian war abilities, I like Mongolia better. Mongolian ability comes earlier (just sending a trade route (these are available in the ancient era) gives you +6 combat strength. Zulu corps come in medieval era, Zulu armies in industrial), and while both are great abilities for offensive war and conquest, Örtöö is better for defence, too.
 
Australia - Land Down Under [20+1=21] It's like Japan and Eiffel Tower combined, plus culture bombing
Greece - Plato's Republic [23]
Japan - Meiji Restoration [18]
Kongo - Nkisi [13]
Mongolia - Örtöö [2-3=ELIMINATED] Weakest remaining
Netherlands - Grote Rivieren [17]
Nubia - Ta-Seti [26]
Scotland - Scottish Enlightenment [9]
 
Australia - Land Down Under [22] [21+1=22] Despite comments above, it's not hard to use. In fact, it's much, much easier than Japan and doesn't require cramming your cities together like Japan. I can keep cities reasonably spaced apart. Awesome ability all together. My culture victory with Australia was much, much faster than my Japan culture victory. It's not even close.
Greece - Plato's Republic [23]
Japan - Meiji Restoration [18]
Kongo - Nkisi [13]
Netherlands - Grote Rivieren [17]
Nubia - Ta-Seti [23] [26-3=23] Not sure why this is rated so high. Time for the remaining war ability to go. I've actually preferred melee attack units for taking cities lately. Archers take too damn long. I just smash right into cities with melee units (using a battering ram if need be), more effective than archers. Not to mention easier to put under siege. This can be useful for defense, as archers excel at that. But I find I don't need that much defense against an inept AI. The mines bonus is the only useful thing here.
Scotland - Scottish Enlightenment [9]
 
Australia - Land Down Under [22] [21+1=22]
Greece - Plato's Republic [23]
Japan - Meiji Restoration [18]
Kongo - Nkisi [13]
Netherlands - Grote Rivieren [17+1=18] Of the 3 adj. bonuses I find this the easiest and most immediate to use.
Nubia - Ta-Seti [23]
Scotland - Scottish Enlightenment [9-3=6] Robbie is great to have as a neighbour but he doesn't play that well for me. Need to grow the cities and build IZ and ED as well as Campuses to get the best out of him.
 
Australia - Land Down Under [22]
Greece - Plato's Republic [24] (23+1) Signs you might be Greek - you're a god king and plan your cities at the same time.
Japan - Meiji Restoration [18]
Kongo - Nkisi [13]
Netherlands - Grote Rivieren [18]
Nubia - Ta-Seti [23]
Scotland - Scottish Enlightenment [3] (6-3) Way too high as it is.
 
Australia - Land Down Under [22]
Greece - Plato's Republic [24]
Japan - Meiji Restoration [18]
Kongo - Nkisi [13 + 1 = 14] I still hate the design, but I still think it's the best. The yields alone would be great, but it also gives you an endless train of great people.
Netherlands - Grote Rivieren [18]
Nubia - Ta-Seti [23]
Scotland - Scottish Enlightenment [3 - 3 = ELIMINATED] Out of all the infrastructure based abilities left, this one requires the most work to set up, and doesn't allow for as much variance. Needs to die compared to what is left, but an excellent ability.
 
Australia - Land Down Under [22]
Greece - Plato's Republic [24]
Japan - Meiji Restoration [18]
Kongo - Nkisi [14]
Netherlands - Grote Rivieren [15=18-3] I go back and forth on which of the adjacency bonuses is the weakest, and while I considered downvoting Japan this time, I'm going with Netherlands again. Japan's is more accessible and Australia's is more powerful.
Nubia - Ta-Seti [24=23+1] Someone downvoted this calling it a conquest ability, but I disagree. I love this ability because I'm a cultural player, and this ensures that I will always be defended. I can easily build a few archers to defend against barbarians in the early game without distracting from other development, I can raise an army from nothing against any threat and manage to keep both the units and the cities, and the extra yields are just icing. This is the best ability for me because invariably, everyone should expect to be attacked at some point. This ability protects the kind of player that wants to focus on cultural or scientific development, while also being excellent for domination victories.
 
Australia - Land Down Under [22-3=19] People talking like it's easy to place districts on tiles with breathtaking appeal, I even saw a vote where a person said they could get a +3 Campus, +3 Theatre Square and a +3 Holy Site in every city as Australia and that it is more powerful than Japans. Every city having having 3 powerful districts from breathtaking appeal? Forget about it. Oh and you better hope there are no mines next to your breathtaking appeal tile, or that district is just gonna be turned into a plain ol' district. Unless of course you don't want to build mines, when production is the most powerful commodity in Civ VI. (you build units, wonders, district buildings, Spaceship parts quicker, etc.) PS: It appears "Land Down Under" is highly incompatible with a culture victory. I've seen people say why go culture when playing as Australia? If a Civilization ability stops you from pursuing a victory path, that seems pretty horrid.
Greece - Plato's Republic [24]
Japan - Meiji Restoration [18+1=19] Playing as Australia your districts get +3 adjacency when placed on tiles with breathtaking appeal? How about you play as Japan and place a district triangle of city centre, campus and theatre square. There is your +3 campus and +3 theatre square which you can place in every city, plus you can place mines without the district becoming a bog standard one. You also get to keep your National Parks and Seaside Resort tiles spots so that is more tourism on top of the top notch district adjacencies, whereas Australia gets less tourism. How about you plan ahead, find some flatland between 2 cities and put a government plaza in the middle of a pack of districts? You can get more than double the adjacency bonuses of Australia.
Kongo - Nkisi [14]
Netherlands - Grote Rivieren [15]
Nubia - Ta-Seti [24]
 
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Australia - Land Down Under [19]
Greece - Plato's Republic [25] [24+1] My personal winner based on the remaining.
Japan - Meiji Restoration [19]
Kongo - Nkisi [14]
Netherlands - Grote Rivieren [12] [15-3] This is really good and all for the campus/theater square adjacency, but I never get rivers in all my cities. The IZ adjacency bonus is useless. Overstaying its welcome here.
Nubia - Ta-Seti [24]
 
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