Stonecutter9
Rex Michiganensis
Borrowing from the ideas from kaspergm's Rate the Beliefs and sonicandffan's Rate the Wonders/Policies threads (and a big thank you to those two
), the Civilization Rankings thread comes to you!
This thread asks you to rate what is easily the most fundamental aspect of the game; who you play as. So think carefully!
The list of the nine expansion civilizations is 'spoilered' below (it's a sizable bit of text) so if you wish to vote, please copy and paste the text and put your ranking in front of the blurb for each civilization, like so:
9 - America (Washington):
UU: B17 [Bomber]; The B17 Bomber is an American Unique Unit, replacing the bomber. It is similar to the bomber, but it is more difficult for enemy anti-aircraft and fighters to target. The B17 also receives a bonus when attacking enemy cities. Like the bomber, the B17's range is 10. See the rules on Aircraft for more details.
UU: Minuteman [Musketman]; The Minuteman is the American unique unit, replacing the Musketman. The Minuteman can move through difficult terrain as though it were clear (all tiles cost 1mp per hex) and receives a bonus when fighting in rough terrain.
UA: Manifest Destiny; All land military units have +1 sight. 50% discount when purchasing tiles.
A rationale for your votes is not required, but is always appreciated and interesting to read through!
Whilst voting, you should primarily weigh the outright strengths of the civ, but balance that with weaknesses as well (including your own!).
RANK YOUR VOTES ON A SCALE OF 1 TO 10, WITH 1 BEING WORST AND 10 BEING BEST!
PREVIOUS TOPICS: http://forums.civfanatics.com/showthread.php?t=506596, http://forums.civfanatics.com/showthread.php?t=506870
NEW TOPIC:http://forums.civfanatics.com/showthread.php?t=507731
NOTE THAT THE RATINGS WILL NOT BE AVAILABLE UNTIL ALL FOUR THREADS RUN THEIR COURSE. Ratings should be available by the end of the month if not sooner.
THE LIST:

This thread asks you to rate what is easily the most fundamental aspect of the game; who you play as. So think carefully!
The list of the nine expansion civilizations is 'spoilered' below (it's a sizable bit of text) so if you wish to vote, please copy and paste the text and put your ranking in front of the blurb for each civilization, like so:
9 - America (Washington):
UU: B17 [Bomber]; The B17 Bomber is an American Unique Unit, replacing the bomber. It is similar to the bomber, but it is more difficult for enemy anti-aircraft and fighters to target. The B17 also receives a bonus when attacking enemy cities. Like the bomber, the B17's range is 10. See the rules on Aircraft for more details.
UU: Minuteman [Musketman]; The Minuteman is the American unique unit, replacing the Musketman. The Minuteman can move through difficult terrain as though it were clear (all tiles cost 1mp per hex) and receives a bonus when fighting in rough terrain.
UA: Manifest Destiny; All land military units have +1 sight. 50% discount when purchasing tiles.
A rationale for your votes is not required, but is always appreciated and interesting to read through!
Whilst voting, you should primarily weigh the outright strengths of the civ, but balance that with weaknesses as well (including your own!).
RANK YOUR VOTES ON A SCALE OF 1 TO 10, WITH 1 BEING WORST AND 10 BEING BEST!
PREVIOUS TOPICS: http://forums.civfanatics.com/showthread.php?t=506596, http://forums.civfanatics.com/showthread.php?t=506870
NEW TOPIC:http://forums.civfanatics.com/showthread.php?t=507731
NOTE THAT THE RATINGS WILL NOT BE AVAILABLE UNTIL ALL FOUR THREADS RUN THEIR COURSE. Ratings should be available by the end of the month if not sooner.
THE LIST:
Spoiler :
- Austria (Maria Theresa):
UU: Hussar [Cavalry]; Hussars are great scouts and flank attackers. They are slightly faster than Cavalry which they replace. They start with Promotions that give them +1 Sight and increases their bonus when making a Flank Attack by 50%.
UB: Coffee House [Windmill]; The Coffee House is a Renaissance-era building unique to Austria, replacing the Windmill. It increases the city's Production and speed at which Great People are generated by 25%.
UA: Diplomatic Marriage; Can spend Gold to annex or puppet a City-State that has been your ally for 5 turns.
- Byzantium (Theodora):
UU: Cataphract [Horseman]; The Cataphract is a Byzantine unique unit, replacing the Horseman. Cataphracts are slower but more powerful than the Horseman unit, making them one of the most dangerous cavalry units until the arrival of the Knight. They can move after attacking. They are able to gain defensive bonuses, unlike the Horseman. Also their penalty for attacking cities is not as severe.
UU: Dromon [Trireme]; Only the Byzantines may build this unit. Attacks with lethal Greek Fire, making it the first naval unit with a ranged attack. This unit fights at +50% strength against other naval units. It cannot enter Deep Ocean tiles outside of the city borders.
UA: Patriarchate of Constantinople; Choose one more Belief than normal when you found a Religion.
- Carthage (Dido):
UU: African Forest Elephant [Horseman]; The African Forest Elephant is a Carthaginian unique unit, replacing the Horseman. The Carthaginian Elephants are slower but more powerful than the Horseman. They can move after attacking. They also strike fear into nearby enemy units, giving them all a negative combat modifier. Success in combat with an Elephant has an increased chance of generating Great Generals.
UU: Quinquereme [Trireme]; Only the Carthaginians may build this unit. It is a stronger version of the Trireme, including in Combat Strength. Like the Trireme it is a melee attack unit, engaging units at sea or cities (but it has no ranged attack). The Quinquereme cannot enter Deep Ocean tiles outside of the city borders.
- Ethiopia (Haile Selassie):
UU: Mehal Sefari [Rifleman]; Mehal Sefari are the backbone of the Ethiopian army. They start with promotions that give them bonuses fighting in rough terrain and near their capital. They are slightly cheaper to build than the Rifleman that they replace.
UB: Stele [Monument]; The Stele is an Ancient-era building unique to Ethiopia, replacing the Monument. It increases the Culture and Faith of a city, speeding the growth of the city's territory and the civilization's acquisition of Social Policies and Religions.
UA: Spirit of Adwa; Combat bonus (+20%) when fighting units from a Civilization with more Cities than Ethiopia.
UA: Phoenician Heritage; All coastal Cities get a free Harbor. Units may cross mountains after the first Great General is earned, taking 50 HP damage if they end a turn on a mountain.
- Sweden (Gustavus Adolphus):
UU: Carolean [Rifleman]; Caroleans are the backbone of the early Industrial era Swedish army. They start with the March promotion that allows it to Heal every turn, even if it performs an action.
UU: Haakapeliita [Lancer]; Hakkapeliitta are the elite mounted units of the late Renaissance Swedish army. Stack a Great General with them if possible. The Great General receives the movement allowance of the Hakkapeliitta if they start the turn stacked. In addition, the Hakkapeliitta receive a 15% combat bonus when stacked with a Great General.
UA: Nobel Prize; Gain 90 Influence with a Great Person gift to a City-State. When declaring friendship, Sweden and their friend gain a +10% boost to Great Person generation.
- The Celts (Boudicca):
UU: Pictish Warrior [Spearman]; The Pictish Warrior is the Celt unique unit. Perfectly suited for early rushes, a Pictish Warrior can lay waste to an opponents' lands, quickly pillaging and moving within the same turn. Additionally, they earn Faith for each unit they kill, constantly advancing your religious goals while at war.
UB: Ceilidh Hall [Opera House]; The Ceilidh Hall is a Renaissance-era building unique to the Celts, replacing the Opera House. It increases the city's Culture and Happiness.
UA: Druidic Lore; +1 Faith per city with an adjacent unimproved Forest. Bonus increases to +2 Faith in Cities with 3 or more adjacent unimproved Forest tiles.
- The Huns (Attila):
UU: Battering Ram [Spearman]; Battering Rams are a Hunnic unique unit replacing the Spearman. Use Battering Rams to knock down the defenses of a city. They have the Cover I promotion to keep them safe from ranged units; attack them with melee units to defeat them.
UU: Horse Archer [Chariot Archer]; Horse Archers are fast ranged units, deadly on open terrain. They are slightly stronger in defense than the Chariot Archer and can move through rough terrain without the Chariot Archer's movement penalty. They also start with the Accuracy I promotion. As a mounted unit, the Horse Archer is vulnerable to Spearmen. Unlike the Chariot Archer, the Horse Archer does not require Horses.
UA: Scourge of God; Raze Cities at double speed. Borrow City names from other in-game Civs. Start with Animal Husbandry technology. +1 Production per Pasture.
- The Maya (Pacal):
UU: Atlatlist [Archer]; The Atlatlist is the Mayan unique unit, replacing the Archer. Atlatlists are both cheaper than a traditional Archer, and available earlier without having to research Archery. This early game advantage allows other research priorities to come into play.
UB: Pyramid [Shrine]; The Pyramid is an Ancient-era building unique to the Maya, replacing the Shrine. It increases the Science and Faith of a city, speeding Research and the civilization's acquisition of Religions.
UA: The Long Count; After researching Theology, receive a bonus Great Person at the end of every Maya Long Count calendar cycle (every 394 years). Each bonus person can only be chosen once.
- The Netherlands (William):
UU: Sea Beggar [Privateer]; Naval Unit used to specializes in attacking coastal cities to earn gold and capturing enemy ships. Only the Dutch may build it. Heals outside friendly territory. Starts with the first two Coastal Raider promotions allowing it to earn gold from attacking coastal cities. May capture any enemy naval units it defeats as prize ships.
UI: Polder [N/A]; Must be built on Marsh or floodplains. Yields +3 Food, and after Economics is researched, +2 Gold and +1 Production.
UA: Dutch East India Company; Retains 50% of the Happiness benefits from a Luxury Resource if your last copy of it is traded away.
UU: Hussar [Cavalry]; Hussars are great scouts and flank attackers. They are slightly faster than Cavalry which they replace. They start with Promotions that give them +1 Sight and increases their bonus when making a Flank Attack by 50%.
UB: Coffee House [Windmill]; The Coffee House is a Renaissance-era building unique to Austria, replacing the Windmill. It increases the city's Production and speed at which Great People are generated by 25%.
UA: Diplomatic Marriage; Can spend Gold to annex or puppet a City-State that has been your ally for 5 turns.
- Byzantium (Theodora):
UU: Cataphract [Horseman]; The Cataphract is a Byzantine unique unit, replacing the Horseman. Cataphracts are slower but more powerful than the Horseman unit, making them one of the most dangerous cavalry units until the arrival of the Knight. They can move after attacking. They are able to gain defensive bonuses, unlike the Horseman. Also their penalty for attacking cities is not as severe.
UU: Dromon [Trireme]; Only the Byzantines may build this unit. Attacks with lethal Greek Fire, making it the first naval unit with a ranged attack. This unit fights at +50% strength against other naval units. It cannot enter Deep Ocean tiles outside of the city borders.
UA: Patriarchate of Constantinople; Choose one more Belief than normal when you found a Religion.
- Carthage (Dido):
UU: African Forest Elephant [Horseman]; The African Forest Elephant is a Carthaginian unique unit, replacing the Horseman. The Carthaginian Elephants are slower but more powerful than the Horseman. They can move after attacking. They also strike fear into nearby enemy units, giving them all a negative combat modifier. Success in combat with an Elephant has an increased chance of generating Great Generals.
UU: Quinquereme [Trireme]; Only the Carthaginians may build this unit. It is a stronger version of the Trireme, including in Combat Strength. Like the Trireme it is a melee attack unit, engaging units at sea or cities (but it has no ranged attack). The Quinquereme cannot enter Deep Ocean tiles outside of the city borders.
- Ethiopia (Haile Selassie):
UU: Mehal Sefari [Rifleman]; Mehal Sefari are the backbone of the Ethiopian army. They start with promotions that give them bonuses fighting in rough terrain and near their capital. They are slightly cheaper to build than the Rifleman that they replace.
UB: Stele [Monument]; The Stele is an Ancient-era building unique to Ethiopia, replacing the Monument. It increases the Culture and Faith of a city, speeding the growth of the city's territory and the civilization's acquisition of Social Policies and Religions.
UA: Spirit of Adwa; Combat bonus (+20%) when fighting units from a Civilization with more Cities than Ethiopia.
UA: Phoenician Heritage; All coastal Cities get a free Harbor. Units may cross mountains after the first Great General is earned, taking 50 HP damage if they end a turn on a mountain.
- Sweden (Gustavus Adolphus):
UU: Carolean [Rifleman]; Caroleans are the backbone of the early Industrial era Swedish army. They start with the March promotion that allows it to Heal every turn, even if it performs an action.
UU: Haakapeliita [Lancer]; Hakkapeliitta are the elite mounted units of the late Renaissance Swedish army. Stack a Great General with them if possible. The Great General receives the movement allowance of the Hakkapeliitta if they start the turn stacked. In addition, the Hakkapeliitta receive a 15% combat bonus when stacked with a Great General.
UA: Nobel Prize; Gain 90 Influence with a Great Person gift to a City-State. When declaring friendship, Sweden and their friend gain a +10% boost to Great Person generation.
- The Celts (Boudicca):
UU: Pictish Warrior [Spearman]; The Pictish Warrior is the Celt unique unit. Perfectly suited for early rushes, a Pictish Warrior can lay waste to an opponents' lands, quickly pillaging and moving within the same turn. Additionally, they earn Faith for each unit they kill, constantly advancing your religious goals while at war.
UB: Ceilidh Hall [Opera House]; The Ceilidh Hall is a Renaissance-era building unique to the Celts, replacing the Opera House. It increases the city's Culture and Happiness.
UA: Druidic Lore; +1 Faith per city with an adjacent unimproved Forest. Bonus increases to +2 Faith in Cities with 3 or more adjacent unimproved Forest tiles.
- The Huns (Attila):
UU: Battering Ram [Spearman]; Battering Rams are a Hunnic unique unit replacing the Spearman. Use Battering Rams to knock down the defenses of a city. They have the Cover I promotion to keep them safe from ranged units; attack them with melee units to defeat them.
UU: Horse Archer [Chariot Archer]; Horse Archers are fast ranged units, deadly on open terrain. They are slightly stronger in defense than the Chariot Archer and can move through rough terrain without the Chariot Archer's movement penalty. They also start with the Accuracy I promotion. As a mounted unit, the Horse Archer is vulnerable to Spearmen. Unlike the Chariot Archer, the Horse Archer does not require Horses.
UA: Scourge of God; Raze Cities at double speed. Borrow City names from other in-game Civs. Start with Animal Husbandry technology. +1 Production per Pasture.
- The Maya (Pacal):
UU: Atlatlist [Archer]; The Atlatlist is the Mayan unique unit, replacing the Archer. Atlatlists are both cheaper than a traditional Archer, and available earlier without having to research Archery. This early game advantage allows other research priorities to come into play.
UB: Pyramid [Shrine]; The Pyramid is an Ancient-era building unique to the Maya, replacing the Shrine. It increases the Science and Faith of a city, speeding Research and the civilization's acquisition of Religions.
UA: The Long Count; After researching Theology, receive a bonus Great Person at the end of every Maya Long Count calendar cycle (every 394 years). Each bonus person can only be chosen once.
- The Netherlands (William):
UU: Sea Beggar [Privateer]; Naval Unit used to specializes in attacking coastal cities to earn gold and capturing enemy ships. Only the Dutch may build it. Heals outside friendly territory. Starts with the first two Coastal Raider promotions allowing it to earn gold from attacking coastal cities. May capture any enemy naval units it defeats as prize ships.
UI: Polder [N/A]; Must be built on Marsh or floodplains. Yields +3 Food, and after Economics is researched, +2 Gold and +1 Production.
UA: Dutch East India Company; Retains 50% of the Happiness benefits from a Luxury Resource if your last copy of it is traded away.