[R&F] Civilization Ability Elimination Thread

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Australia - Land Down Under [25]
Aztec - Legend of the Five Suns [15]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [18+1=19] Strong for every victory condition and allows Japan to compete with Georgia for Golden Ages
Kongo - Nkisi [14]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [22]
Russia - Mother Russia [2-3=ELIMINATED] So weak, it was buffed in GS by making Russian buildings and units immune to blizzards
Scotland - Scottish Enlightenment [18]
Scythia - People of the Steppe [17]
Zulu - Isibongo [18]
 
Australia - Land Down Under [25-3=22] It can be quite hard to find a tile with breathtaking appeal early game within the opening tiles of a city, so you won't get the full potential of the strong districts from high appeal a fair amount of the time unless you buy a tile/s. Plus Culture victory is my favourite victory type and districts in high appeal tiles take up National Park and Seaside Resort spots. You also can't place mines next to the districts since they lower appeal.
Aztec - Legend of the Five Suns [15+1=16] This can be very powerful early game if you send out your Eagle Warriors and capture a good amount of builders. Being able to get districts up quickly can be a powerful ability. Plus when going for Science victory it's useful to rush a Spaceport if you don't have the 10 thousand gold handy (on Epic speed) to purchase one.

Greece - Plato's Republic [28]
Japan - Meiji Restoration [19]
Kongo - Nkisi [14]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [18]
Scythia - People of the Steppe [17]
Zulu - Isibongo [18]
 
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Australia - Land Down Under [22]
Aztec - Legend of the Five Suns [16]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [19+1=20] Good Adjacency and era score on demand, making Japan a Golden Age machine.
Kongo - Nkisi [14-3] Come to play too late most of the time to be really on par with the remaining abilities.
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [18]
Scythia - People of the Steppe [17]
Zulu - Isibongo [18]
 
Australia - Land Down Under [22+1=23] High appeal tiles are abundant. Why are you going for a cultural victory as Australia? Even if you are there's more than enough high appeal tiles.
Aztec - Legend of the Five Suns [16-3=13] Never saw the appeal here and it's been nerfed since. Why are you doing anything besides domination as Aztecs and how exactly does slightly faster districts help that.
Greece - Plato's Republic [28]
Japan - Meiji Restoration [20]
Kongo - Nkisi [11]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [18]
Scythia - People of the Steppe [17]
Zulu - Isibongo [18]
 
Australia - Land Down Under [23]
Aztec - Legend of the Five Suns [10] (13 - 3) I usually don't have that much use of this, even if it can come in handy.
Greece - Plato's Republic [28]
Japan - Meiji Restoration [20]
Kongo - Nkisi [11]
Mongolia - Ortoo [25]
Netherlands - Grote Riveren [20]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [18]
Scythia - People of the Steppe [18] (17+1) I still find this very useful when I go for domination and want to build large cavalries.
Zulu - Isibongo [18]
 
Australia - Land Down Under [23]
Aztec - Legend of the Five Suns [10]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [20]
Kongo - Nkisi [11]
Mongolia - Ortoo [25-3=22] Easy to counter as a player unlike hordes of archers or horsemen, or stronger than usual corps and armies.
Netherlands - Grote Riveren [20+1=21] Easy to get strong early districts with this.

Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [18]
Scythia - People of the Steppe [18]
Zulu - Isibongo [18]
 
Australia - Land Down Under [23]
Aztec - Legend of the Five Suns [10]
Greece - Plato's Republic [28]
Japan - Meiji Restoration [20]
Kongo - Nkisi [8] (11-3) --- Unless I stumble on a relic from a goodie hut, 2 of the bonuses (food/gold) are such that they come too late to matter, and the 3rd is meh.
Mongolia - Ortoo [22]
Netherlands - Grote Riveren [21]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [18]
Scythia - People of the Steppe [19] (18+1) --- Can save allot of choppable resources, builders, and production over the course of the entire game as you chop out 2 for 1 cavalry corps and armies on demand for your already numerous 2 for 1 former horse brigades.
Zulu - Isibongo [18]
 
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Australia - Land Down Under [23]
Aztec - Legend of the Five Suns [10]
Greece - Plato's Republic [28+1=29] so simple yet has flavour and suits diverse play styles.
Japan - Meiji Restoration [20]
Kongo - Nkisi [8]
Mongolia - Ortoo [22-3=19] not that impressive considering the ways it can be countered. Small chance it can be super powerful against dumb AIs doesn’t justify its early lead.
Netherlands - Grote Riveted [21]

Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [18]
Scythia - People of the Steppe [19]
Zulu - Isibongo [18]
 
Australia - Land Down Under [23]
Aztec - Legend of the Five Suns [10-3=7] Excellent start, but fades in value compared to others.
Greece - Plato's Republic [29]
Japan - Meiji Restoration [20]
Kongo - Nkisi [8+1=9] Better in the long term than the Aztec one.
Mongolia - Ortoo [19]
Netherlands - Grote Riveted [21]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [18]
Scythia - People of the Steppe [19]
Zulu - Isibongo [18]
 
Australia - Land Down Under [23]
Aztec - Legend of the Five Suns [7]
Greece - Plato's Republic [29]
Japan - Meiji Restoration [20]
Kongo - Nkisi [9 + 1 = 10] I've seen a couple of posts saying it comes too late. I don't really agree that it comes late, but I also want to point out that you'd have to generate a lot of interest for your $1 in January to equal my $10 in December. I also like early abilities, but the point of an early advantage is to make sure that you keep the playing field tilted toward you for the duration of the battle. If your early ability hasn't killed your opponent by the time their weapon comes online then it's not really as powerful as it needs to be. Also, I'd again like to point out that I hate this ability very much. It's good though.
Mongolia - Ortoo [19]
Netherlands - Grote Riveted [21]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [18]
Scythia - People of the Steppe [19 - 3 = 16] phaethon16's post convinced me that this isn't as powerful as I thought it was. I'm down to the point where I think most of the military abilities are losing their power levels, and this is the weakest of them. You still have to wait one full term of production to get your units, and it's much better to get a unit earlier so you can use it earlier. A lot can happen in a war during that time. In the end you still just get two normal units, which is good, but not as good as what is left.
Zulu - Isibongo [18]
 
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 [17=20-3] The worst among all remaining
Nubia - Ta-Seti [22]
Russia - Mother Russia [2]
Scotland - Scottish Enlightenment [19=18+1] This ability singlehandedly saves the civ from being absolutely trash.
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]
 
okay there are some problems in the votes in the post above mine, I am delaying my vote until the above post is hopefully fixed. Unless I am mistaken, Netherlands was listed as 20 when it should be 21 (before the -3 I mean), and there are two +1 votes.

Actually Russia is way off too. I'm just going to ignore post #272, there are numerous problems like Aztecs as well, and others...
 
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Australia - Land Down Under [23]
Aztec - Legend of the Five Suns [7]
Greece - Plato's Republic [29]
Japan - Meiji Restoration [20]
Kongo - Nkisi [10]
Mongolia - Ortoo [19]
Netherlands - Grote Riveted [21]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [19] [18+1=19] Agree with above in that this saves this from being Georgia level civ. It's extremely powerful in all my games, and takes them from being bottom tier to top tier in science.
Scythia - People of the Steppe [13] [16-3=13] Again this is only for one unit class, and not that great of a unit class (I would rather have heavy cav). It's just an inflexible ability, and while you are sure to start with 1 horse, you may not have 2 horses meaning you'll have to build an encampment.
Zulu - Isibongo [18]
 
Australia - Land Down Under [23+1=24] Honestly, I was trying to find a way to downvote this because I dislike Australia's inclusion in the game, but I don't think I can. It's just a great ability that is versatile, interactive, and makes settling the coasts actually useful.
Aztec - Legend of the Five Suns [7]
Greece - Plato's Republic [29]
Japan - Meiji Restoration [20]
Kongo - Nkisi [10]
Mongolia - Ortoo [19-16] Someone brought up the great point that I hadn't considered that it is possible for opponents to lower your diplomatic visibility on them in a couple of ways. This is a strong boost, but it requires some enemy cooperation to make full use of it. It would also be better if Mongolia had a religious component so that they could best utilize the apostle strength it gives.
Netherlands - Grote Rivieren [21]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [19]
Scythia - People of the Steppe [13]
Zulu - Isibongo [18]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [7]
Greece - Plato's Republic [29]
Japan - Meiji Restoration [20]
Kongo - Nkisi [10]
Mongolia - Ortoo [16]
Netherlands - Grote Rivieren [22] (21+1) really easy to get insane bonuses with this and free up the usual spots. Very good.
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [16] (19-3) I think this is an okay ability but not as good as the others.
Scythia - People of the Steppe [13]
Zulu - Isibongo [18]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [8] [7+1] Might be the best ability remaining.
Greece - Plato's Republic [29]
Japan - Meiji Restoration [20]
Kongo - Nkisi [10]
Mongolia - Ortoo [16]
Netherlands - Grote Rivieren [22]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [13] (16-3) Legend of the Five Suns is sitting at 7.
Scythia - People of the Steppe [13]
Zulu - Isibongo [18]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [8]
Greece - Plato's Republic [26] (29-3) - Legend of the Five Suns should definitely go next, but this ability is simply out of control. This ability is strong, but not #1. It is boring and doesn't enforce any unique play.
Japan - Meiji Restoration [20]
Kongo - Nkisi [10]
Mongolia - Ortoo [16]
Netherlands - Grote Rivieren [22]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [14] (13+1) - Should not be this low yet. It is stupidly powerful and actually makes amenities matter. Super strong AND encourages a unique playstyle. What's not to like?
Scythia - People of the Steppe [13]
Zulu - Isibongo [18]
 
Australia - Land Down Under [24]
Aztec - Legend of the Five Suns [9] (8+1) - Stop picking on fun bonuses. :nono: I always play wide and with the ancestral hall + serfdom, I'm ALWAYS able to get instantly get a Com Hub or Harbour up in my endgame cities, which makes Aztec one of the few civs in the game that can AFFORD expanding in the endgame. It's also great at getting your Holy Sites and Spaceports up sooner. Very fun, very powerful and very *immersive* y'all need to lighten up some more.
Greece - Plato's Republic [23] (26-3) B A S I C. It's a good bonus, but here's the dealio: It's boring, it is uninspired and worst of all it doesn't feel Greek. Plato's Republic is flexible, but so are most other abilities remaining all of which are more fun than this one. Also, I play with a mod that adds a Pantheon that also gives a Wild Card Policy Slot for free and I like that way more than having it as my ~Civ-defining ability~
Japan - Meiji Restoration [20]
Kongo - Nkisi [10]
Mongolia - Örtöö [16]
Netherlands - Grote Rivieren [22]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [14]
Scythia - People of the Steppe [13] <= not downvoting it today, but this is the actual weakest ability left. The Saka Horse Archer is a terrible unit and horsemen are only useful during a small window of the early game, during which Genghis and Teddy, amongst others, will eat Tomyris alive. The courser will make this ability great again in GS, but until then...
Zulu - Isibongo [18]
 
Australia - Land Down Under [24-3=21] It can be difficult to find a tile with breathtaking appeal in the early game. (where the bonus would matter most) You often have to settle near coasts to get that tile with breathtaking appeal and purchase tiles, at least from my experience playing Australia. Plus coastal cities often have a lot of dead tiles due to being next to the sea. You can never place mines next to Australian districts because the district will get weaker.
Aztec - Legend of the Five Suns [9]
Greece - Plato's Republic [23]
Japan - Meiji Restoration [20+1=21] Gets you easy era score, very strong districts (exceptional if you plan well) and you easily qualify for boosts like Rationalism, Grand Opera, etc. Plus you can get these boosts from policy cards in every city, not just possibly a couple.
Kongo - Nkisi [10]
Mongolia - Örtöö [16]
Netherlands - Grote Rivieren [22]
Nubia - Ta-Seti [22]
Scotland - Scottish Enlightenment [14]
Scythia - People of the Steppe [13]
Zulu - Isibongo [18]
 
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