[R&F] Civilization Ability Elimination Thread

Status
Not open for further replies.
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [22=21+1] Upvote the strongest
Greece - Plato's Republic [27] .
Japan - Meiji Restoration [14]
Kongo - Nkisi [17=20-3] Downvote the one that deserves being eliminated much earlier.
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [26]
Russia - Mother Russia [14]
Scotland - Scottish Enlightenment [19]
Scythia - People of the Steppe [23]
Zulu - Isibongo [24]
 
edit: whoops, did not see a new post on the new page, I will fix this in a couple minutes. The above post is missing Nubia, I have Nubia in my post and this should be correct.

Let me get this out of the way so I can concentrate on Christmas-y things to do later in the day.

Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [22]
Greece - Plato's Republic [28] [27+1=28] Speaking of versatility that I mentioned below, this is perhaps the king of versatility. I'm not sure how this is not useful when playing against 20+ opponents. That would actually affect Kongos Kkisi ability more. This is very useful in all map conditions and opponent conditions.
Japan - Meiji Restoration [14]
Kongo - Nkisi [17]
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [26]
Nubia - Ta-Seti [22]
Russia - Mother Russia [14]
Scotland - Scottish Enlightenment [19]
Scythia - People of the Steppe [23]
Zulu - Isibongo [21] [24-3=21] Extremely powerful, yes. But we are reaching a point where we may have to weed out less versatile ones. And while you may say this can conquer cities that can be used to achieve science/cultural victories, it really comes too late for that. This really is a domination victory ability.
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [22]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [14+1=15] Incredibly strong in the right circumstances.
Kongo - Nkisi [17]
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [26-3=23] Japan's bonus is less restrictive based on map generation.
Nubia - Ta-Seti [22]
Russia - Mother Russia [14]
Scotland - Scottish Enlightenment [19]
Scythia - People of the Steppe [23]
Zulu - Isibongo [21]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [19] (22-3) --- If you concentrate trade routes as you should when running space projects, you can hard build a spaceport in 13 or so turns. At online speed that's 7 turns, making this meh.
As for normal districts, I find I can chop up buildings in AI cities I conquer but not build so many districts. The AI will usually max out the district count, and as population diminishes post take over, and the game usually ends sooner than not, I find myself less able to make use of this ability's full potential. I think it’s probably more efficient to work projects in core cities as opposed to building new districts as well.

Greece - Plato's Republic [28]
Japan - Meiji Restoration [15]
Kongo - Nkisi [17]
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [23]
Nubia - Ta-Seti [22]
Russia - Mother Russia [14]
Scotland - Scottish Enlightenment [19]
Scythia - People of the Steppe [24] (23+1) --- Much of what was said about Macedon's ability (RIP) was that it was good for domination only. How exactly does getting copious amounts of free culture and science good for domination only? Anyway, this is for domination only and is indeed a 1 trick pony. Actually, it's a 2 trick pony.
Zulu - Isibongo [21]
 
Last edited:
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [19]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [16] (15+1) So powerful and easy to get era score also. Top 5 ability, IMHO.
Kongo - Nkisi [14] (17-3) It's an alright ability I guess, but worse than everything else on the list.
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [23]
Nubia - Ta-Seti [22]
Russia - Mother Russia [14]
Scotland - Scottish Enlightenment [19]
Scythia - People of the Steppe [24]
Zulu - Isibongo [21]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [19]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [16]
Kongo - Nkisi [14]
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [20] (23-3) One of my least favorite of the ones left, usually I don't get to build too many harbors.
Nubia - Ta-Seti [22]
Russia - Mother Russia [14]
Scotland - Scottish Enlightenment [19]
Scythia - People of the Steppe [25] (24+1) I like this ability, good for build big and quick armies.
Zulu - Isibongo [21]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [19]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [16]
Kongo - Nkisi [14]
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [23] (22+1) STORM STORM STORM
Russia - Mother Russia [11] (14-3) I think this is the worst of what's left. Turning Tundra tiles form bad to meh and gaining a few extra tiles is by no means useless, but I think it pales in comparison to what remains.

Scotland - Scottish Enlightenment [19]
Scythia - People of the Steppe [25]
Zulu - Isibongo [21]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [19]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [16]
Kongo - Nkisi [14-3=11] Takes a lot of time to come into effect.
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [23]
Russia - Mother Russia [11]
Scotland - Scottish Enlightenment [19+1=20] The GP points can get pretty crazy pretty fast.
Scythia - People of the Steppe [25]
Zulu - Isibongo [21]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [19]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [16+1=17] Meiji Restoration grants you 1) Easily attainable very strong districts. 2) The necessary district adjacencies for bonuses from Rationalism, Grand Opera, etc. 3) Easy additional era score for a +3 Campus, +3 Theatre Square, +3 Industrial Zone and a +4 commercial hub. Plus unlike Australia your districts don't take up high appeal tiles so you're National Parks and Seaside resort spots aren't taken up late game.
Kongo - Nkisi [11]
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [23]
Russia - Mother Russia [11-3=8] You need to settle in/near tundra to make use of Russia's bonuses from tundra tiles, having to settle in unfavourable terrain is a significant negative for me. Getting the extra free tiles can be nice in the early game, but if your free tiles are going to be mainly or all tundra then the ability isn't very strong.
Scotland - Scottish Enlightenment [20]
Scythia - People of the Steppe [25]
Zulu - Isibongo [21]
 
Last edited:
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [16] (19-3) - It really hurts to downvote this given its dominance in vanilla, but it feels like R&F deliberately nerfed it. There are tons of ways to mitigate district production costs now and the ability to spend builder charges for districts isn't even unique to the civ any more when it counts most. Also, while I generally prefer civs that cover a wide variety of VCs, it was strange that this was the best SV bonus in the game. Aztecs should never be the SV civ. The early game synergy is the focus now and that screams Aztec, but also gains it the downvote.
Greece - Plato's Republic [28]
Japan - Meiji Restoration [18] (17+1) - As the last post said, there are so many long-lasting advantages to this in ways that benefit every VC. It has to be top 5. R&F's policy card changes and era system really boosted this to new heights.
Kongo - Nkisi [11]
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [23]
Russia - Mother Russia [8]
Scotland - Scottish Enlightenment [20]
Scythia - People of the Steppe [25]
Zulu - Isibongo [21]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [16]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [18]
Kongo - Nkisi [11+1=12] - The funniest games I ever had were with Kongo. Chasing artifacts, relics and (sometimes) sculptures is always fun, and seeing my museums and my palace becoming the powerhouse of all buildings in the game is what make Kongo one of the best civ to play. Damn! The relics/artifacts/sculptures bonuses and the palace are already so strong that I always forgot the GPP bonuses. The funniest and most unorthodox civ to play and, for that, it deserves to be on top 5. Oh, wait, it's not a minmaxing opinion... Well, too bad.
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [23]
Russia - Mother Russia [8]
Scotland - Scottish Enlightenment [20]
Scythia - People of the Steppe [25-3=22] - One trick pony. Only good for domination, and I hate domination games because, IMHO, it's no fun (I'm the kind of peaceful and builder player). Yes, it's a very personal opinion, but at this stage, we vote essentially for opinions because abilities are all great.
Zulu - Isibongo [21]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [16-3=13] Why waste your builders on 5-turn districts when you can buy instant districts with Reyna?
Greece - Plato's Republic [28]
Japan - Meiji Restoration [18]
Kongo - Nkisi [12+1=13] The great person points alone are, well, great.
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [23]
Russia - Mother Russia [8]
Scotland - Scottish Enlightenment [20]
Scythia - People of the Steppe [22]
Zulu - Isibongo [21]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [13]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [18]
Kongo - Nkisi [13 + 1 = 14] Free yields from a source that you have an advantage in gaining, while also producing enough GPP that you soft-deny opponents 4 out of the 8 great people types.
Mongolia - Ortoo [28]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [23]
Russia - Mother Russia [8 - 3 = 5] Extra tiles right away are nice, but other civs can get needed tiles sooner through purchasing them anyway. The tundra bonus is usually not important unless you are producing enough excess food that you can afford to work a tundra tile.
Scotland - Scottish Enlightenment [20]
Scythia - People of the Steppe [22]
Zulu - Isibongo [21]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [13+1=14] Can't understand why a powerful ability useful for every victory type has been downvoted so much.
Greece - Plato's Republic [28]
Japan - Meiji Restoration [18]
Kongo - Nkisi [14]
Mongolia - Ortoo [28-3=25] Overrated atm, 1-trick pony and not too difficult for a human player to negate unlike the domination abilities of Nubia, Scythia or the Zulu.
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [23]
Russia - Mother Russia [5]
Scotland - Scottish Enlightenment [20]
Scythia - People of the Steppe [22]
Zulu - Isibongo [21]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [14]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [18]
Kongo - Nkisi [14]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [23]
Russia - Mother Russia [5]
Scotland - Scottish Enlightenment [21] [20+1=21] I do like the bonus to production as well as science, it feels more versatile than Korea imho, and not surprisingly, I can win faster with them than Korea. Production is useful for lots of things, so for versatility's sake I am upvoting this.
Scythia - People of the Steppe [19] [22-3=19] I never liked this ability. Not sure why I haven't downvoted it until now. As mentioned it's a 1 trick pony, but even worse than Zulu's ability or Mongols ability in that it narrows it down to one specific unit type (and their useless uu) which is extremely boring. At least with Zulu's ability or Mongol's ability you can use it with many units, not just one unit class.
Zulu - Isibongo [21]
 
Australia - Land Down Under [25] (24+1) --- May limit cultural victory somewhat by repurposing high appeal tiles, but then again why would I be chasing a CV if I'm playing Australia?
Aztec - Legend of the Five Suns [14]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [18]
Kongo - Nkisi [14]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [20] (23-3) --- Nubian archers are great, but this +50/+50% ability is not so much so relative to the other choices left. All I really get here past the very early game is a decision to make: Should I merge this this 4-promotion crossbowmen with the 5-promotion fellow or, knowing they'll never be able to keep up with the main armies advance, spend a bit of time to look around for an errant 3-promotion guy to form the corps before idling them to barb garrison work.
Russia - Mother Russia [5]
Scotland - Scottish Enlightenment [21]
Scythia - People of the Steppe [19]
Zulu - Isibongo [21]
 
Last edited:
Australia - Land Down Under [25]
Aztec - Legend of the Five Suns [14]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [18]
Kongo - Nkisi [14]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [20+1=21] This ability guarantees not only more ranged units but better ranged units, and it gives you extra yields on a few tiles as well. If we're down to the last few abilities, then I think this one has to be one of the best military ones because it suits both warmongers and turtle players who can use ranged units for defense.
Russia - Mother Russia [5]
Scotland - Scottish Enlightenment [21]
Scythia - People of the Steppe [19-3=16] If you think about it, creating a second unit is not as good as being able to make a unit twice as fast because while both Nubia and Scythia can create two units in the same period of time, Nubia gets the first unit earlier. Also it gains experience faster, and is therefore better. Lastly, as I indicated above, I think speeding up ranged units is a more versatile ability. If we're down to the last abilities, I think it's time for this one to go.
Zulu - Isibongo [21]
 
Australia - Land Down Under [25]
Aztec - Legend of the Five Suns [14]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [18]
Kongo - Nkisi [14]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [22] (21+1) It's very hard to lose as Nubia, and this is why.
Russia - Mother Russia [2] (5-3) It's good, not great, and we're in the good not great portion of the eliminations. Time to go!

Scotland - Scottish Enlightenment [21]
Scythia - People of the Steppe [16]
Zulu - Isibongo [21]
 
Australia - Land Down Under [25]
Aztec - Legend of the Five Suns [15] (14+1) Far more useful, powerful and accessible than a few of the abilities left on the list, this should stick around longer.
Greece - Plato's Republic [28]
Japan - Meiji Restoration [18]
Kongo - Nkisi [14]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [22] (21+1) It's very hard to lose as Nubia, and this is why.
Russia - Mother Russia [2] (5-3) It's good, not great, and we're in the good not great portion of the eliminations. Time to go!
Scotland - Scottish Enlightenment [21]
Scythia - People of the Steppe [16]
Zulu - Isibongo [18] (21-3) I know I am in the minority here, but I don't feel that this belongs in the top 10. Most conquering is done early (IME) before you would have access to the techs that make it powerful. I don't deny it is strong. (And I imagine it could be quite awesome if you only play domination games) I just don't think abilities than are only good for war should be so high on the list.
 
Australia - Land Down Under [25]
Aztec - Legend of the Five Suns [15]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [18]
Kongo - Nkisi [14]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [22]
Russia - Mother Russia [2]
Scotland - Scottish Enlightenment [21-3=18] I really like this ability, but I don't think it should be this high. If you can stay ecstatic and get the +10%, definitely worth it. But the +5% from merely happy cities doesn't have a huge impact.
Scythia - People of the Steppe [16+1=17] This is better than Mongolia's ability when playing against other humans because it can't be easily negated by declaring war like Mongolia's can. And I am trying to judge the strength of each ability when used to its fullest potential against the best possible opponent, rather than how easily it can abuse the AI.
Zulu - Isibongo [18]
 
Status
Not open for further replies.
Back
Top Bottom