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, http://forums.civfanatics.com/showthread.php?t=507361
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, http://forums.civfanatics.com/showthread.php?t=507361
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 :
- Assyria (Ashurbanipal):
UU: Siege Tower [Catapult]; This melee siege unit must move next to an enemy city to be effective, but once it has, it is devastating. It not only has a powerful city attack of its own, but also confers a bonus to any of your nearby units also attacking the city. Complement a Siege Tower with melee or ranged units, and make sure it reaches its target before getting killed, and cities will fall much more quickly.
UB: Royal Library [Library]; In addition to the Science output of the Library it replaces, the Royal Library also has a Great Work of Writing slot. Once filled with a Great Work, it provides extra XP to Units trained in this city, so place a Great Work here as soon as possible for the maximum benefit. Only the Assyrians may build it.
UA: Treasures of Nineveh; When a city is conquered, gain a free Technology already discovered by its owner. Gaining a city through a trade deal does not count, and it can only happen once per enemy city.
- Brazil (Pedro II):
UU: Pracinha [Infantry]; This melee unit earns points toward starting the next Carnival for Brazil when it defeats an enemy. Use them to fight wars in foreign lands to push Brazil toward a Culture victory.
UI: Brazilwood Camp [N/A]; A Brazilwood Camp can only be built on a Jungle tile, and generates +2 Gold. It will also generate +2 Culture once Acoustics is researched.
UA: Carnival; Tourism output is +100% during their Golden Ages. Earn Great Artists, Musicians, and Writers 50% faster during their Golden Ages.
- Indonesia (Gajah Mada):
UU: Kris Swordsman [Swordsman]; Indonesian unique unit which replaces the Swordsman. Classical Era Melee unit that has a mystical weapon whose abilities will be discovered the first time it is used in combat. May only be build by Indonesia.
UB: Candi [Garden]; In addition to the regular abilities of the Garden, the Candi also provides +2 Faith for each World Religion that has at least 1 follower in the city. Only Indonesia may build it, and the city must be located next to a River or Lake.
UA: Spice Islanders; The first 3 cities founded on continents other than where Indonesia started each provide 2 unique Luxury Resources (and can never be razed).
- Morocco (Ahmad al-Mansur):
UU: Berber Cavalry [Cavalry]; This mounted unit replaces Cavalry and is a fierce warrior in the deserts of Morocco. Receives combat bonuses for both fighting in a Desert tile or fighting in Moroccan territory (these bonuses do stack).
UI: Kasbah [N/A]; A Kasbah can only be built on a Desert tile, and yields one each of Food, Gold, and Production.
UA: Gateway to Africa; Receives +3 Gold and +1 Culture for each Trade Route with a different civ or City-State. The Trade Route owners receive +2 Gold for each Trade Route sent to Morocco.
- Poland (Casimir III):
UU: Winged Hussar [Lancer]; The Winged Hussar is the Lancer replacement, and only the Polish may build it. Faster and more powerful than the Lancer, the Winged Hussar forces a defender to retreat when it inflicts more damage than it receives. A defender who cannot retreat instead takes extra damage.
UB: Ducal Stable [Stable]; In addition to the regular abilities of the Stable, the Ducal Stable increases Gold on Pasture tiles and +15 XP for Mounted Units. Only the Polish may build it.
UA: Solidarity; Receive a free Social Policy when you advance to the next era.
- Portugal (Maria I):
UU: Nau [Caravel]; This melee naval unit replaces the Caravel and is skilled at exploration. When it is in a tile next to land owned by another Civilization or City-State you are at peace with, it may perform a one-time trade mission to earn Gold and XP. The further the land is from your own capital, the greater the bonus, so it is best to use on distant players. Use this unit to explore the map and uncover the locations of other players.
UI: Feitoria [N/A]; A Feitoria can only be built in a City-State's lands, on a coastal tile without a resource. It provides one copy of each Luxury Resource type that the City-State has connected, regardless of your status with that City-State, but that copy cannot be traded. It also provides the same +50% defense bonus as a Fort. Can only be built by the Portuguese.
UA: Mare Clausum; Resource diversity grants twice as much Gold for Portugal in Trade Routes.
- The Shoshone (Pocatello):
UU: Comanche Riders [Cavalry]; The Comanche Riders replaces the Cavalry, and only the Shoshone may build it. Cheaper and faster than the base unit.
UU: Pathfinder [Scout]; The Pathfinder is the Scout replacement, and only the Shoshone may build it. It explores as well as a Scout and fights almost as well as a Warrior. It allows the player to choose the benefit when uncovering an ancient ruin. Costs more than a Scout.
UA: Great Expanse; Founded cities start with additional territory. Units receive a combat bonus when fighting within their own territory.
- The Zulu (Shaka):
UU: Impi [Pikeman]; Before engaging in melee, the Impi performs a spear throw attack that can damage or kill the enemy unit before making contact. Only the Zulu may build it.
UB: Ikanda [Barracks]; In addition to the regular abilities of the Barracks which it replaces, the Ikanda grants a unique set of promotions to pre-gunpowder melee units created within the city. These include faster movement, and greater combat strength. Only the Zulu may build it.
UA: Iklwa; Melee units cost 50% less maintenance. All units require 25% less experience to earn their next promotion.
- Venice (Enrico Dandolo):
UU: Great Galleass [Galleass]; The Great Galleass is the Galleass replacement, and only the Venetians may build it. Has a stronger ranged attack, is more resilient in battle, and is more costly than the base Galleass.
UGP: Merchant of Venice [Great Merchant]; The Merchant of Venice is a unique Great Merchant replacement. Aside from the normal Great Merchant abilities, the Merchant of Venice can acquire a City-State outright, bringing it under Venetian control as a puppet. The Merchant of Venice is expended when used in this way.
UU: Siege Tower [Catapult]; This melee siege unit must move next to an enemy city to be effective, but once it has, it is devastating. It not only has a powerful city attack of its own, but also confers a bonus to any of your nearby units also attacking the city. Complement a Siege Tower with melee or ranged units, and make sure it reaches its target before getting killed, and cities will fall much more quickly.
UB: Royal Library [Library]; In addition to the Science output of the Library it replaces, the Royal Library also has a Great Work of Writing slot. Once filled with a Great Work, it provides extra XP to Units trained in this city, so place a Great Work here as soon as possible for the maximum benefit. Only the Assyrians may build it.
UA: Treasures of Nineveh; When a city is conquered, gain a free Technology already discovered by its owner. Gaining a city through a trade deal does not count, and it can only happen once per enemy city.
- Brazil (Pedro II):
UU: Pracinha [Infantry]; This melee unit earns points toward starting the next Carnival for Brazil when it defeats an enemy. Use them to fight wars in foreign lands to push Brazil toward a Culture victory.
UI: Brazilwood Camp [N/A]; A Brazilwood Camp can only be built on a Jungle tile, and generates +2 Gold. It will also generate +2 Culture once Acoustics is researched.
UA: Carnival; Tourism output is +100% during their Golden Ages. Earn Great Artists, Musicians, and Writers 50% faster during their Golden Ages.
- Indonesia (Gajah Mada):
UU: Kris Swordsman [Swordsman]; Indonesian unique unit which replaces the Swordsman. Classical Era Melee unit that has a mystical weapon whose abilities will be discovered the first time it is used in combat. May only be build by Indonesia.
UB: Candi [Garden]; In addition to the regular abilities of the Garden, the Candi also provides +2 Faith for each World Religion that has at least 1 follower in the city. Only Indonesia may build it, and the city must be located next to a River or Lake.
UA: Spice Islanders; The first 3 cities founded on continents other than where Indonesia started each provide 2 unique Luxury Resources (and can never be razed).
- Morocco (Ahmad al-Mansur):
UU: Berber Cavalry [Cavalry]; This mounted unit replaces Cavalry and is a fierce warrior in the deserts of Morocco. Receives combat bonuses for both fighting in a Desert tile or fighting in Moroccan territory (these bonuses do stack).
UI: Kasbah [N/A]; A Kasbah can only be built on a Desert tile, and yields one each of Food, Gold, and Production.
UA: Gateway to Africa; Receives +3 Gold and +1 Culture for each Trade Route with a different civ or City-State. The Trade Route owners receive +2 Gold for each Trade Route sent to Morocco.
- Poland (Casimir III):
UU: Winged Hussar [Lancer]; The Winged Hussar is the Lancer replacement, and only the Polish may build it. Faster and more powerful than the Lancer, the Winged Hussar forces a defender to retreat when it inflicts more damage than it receives. A defender who cannot retreat instead takes extra damage.
UB: Ducal Stable [Stable]; In addition to the regular abilities of the Stable, the Ducal Stable increases Gold on Pasture tiles and +15 XP for Mounted Units. Only the Polish may build it.
UA: Solidarity; Receive a free Social Policy when you advance to the next era.
- Portugal (Maria I):
UU: Nau [Caravel]; This melee naval unit replaces the Caravel and is skilled at exploration. When it is in a tile next to land owned by another Civilization or City-State you are at peace with, it may perform a one-time trade mission to earn Gold and XP. The further the land is from your own capital, the greater the bonus, so it is best to use on distant players. Use this unit to explore the map and uncover the locations of other players.
UI: Feitoria [N/A]; A Feitoria can only be built in a City-State's lands, on a coastal tile without a resource. It provides one copy of each Luxury Resource type that the City-State has connected, regardless of your status with that City-State, but that copy cannot be traded. It also provides the same +50% defense bonus as a Fort. Can only be built by the Portuguese.
UA: Mare Clausum; Resource diversity grants twice as much Gold for Portugal in Trade Routes.
- The Shoshone (Pocatello):
UU: Comanche Riders [Cavalry]; The Comanche Riders replaces the Cavalry, and only the Shoshone may build it. Cheaper and faster than the base unit.
UU: Pathfinder [Scout]; The Pathfinder is the Scout replacement, and only the Shoshone may build it. It explores as well as a Scout and fights almost as well as a Warrior. It allows the player to choose the benefit when uncovering an ancient ruin. Costs more than a Scout.
UA: Great Expanse; Founded cities start with additional territory. Units receive a combat bonus when fighting within their own territory.
- The Zulu (Shaka):
UU: Impi [Pikeman]; Before engaging in melee, the Impi performs a spear throw attack that can damage or kill the enemy unit before making contact. Only the Zulu may build it.
UB: Ikanda [Barracks]; In addition to the regular abilities of the Barracks which it replaces, the Ikanda grants a unique set of promotions to pre-gunpowder melee units created within the city. These include faster movement, and greater combat strength. Only the Zulu may build it.
UA: Iklwa; Melee units cost 50% less maintenance. All units require 25% less experience to earn their next promotion.
- Venice (Enrico Dandolo):
UU: Great Galleass [Galleass]; The Great Galleass is the Galleass replacement, and only the Venetians may build it. Has a stronger ranged attack, is more resilient in battle, and is more costly than the base Galleass.
UGP: Merchant of Venice [Great Merchant]; The Merchant of Venice is a unique Great Merchant replacement. Aside from the normal Great Merchant abilities, the Merchant of Venice can acquire a City-State outright, bringing it under Venetian control as a puppet. The Merchant of Venice is expended when used in this way.