favorite UU?

I'll help out with a summary:

This includes civilization, unique unit name, unit it replaces and benefit over the replaced unit. This kind of list should more accurately reveal where each unit's speciality and often neglected drawbacks lie. Corrections welcome! List is based on Civ 4: Beyond The Sword 3.0.0.1 (build 81539) data from Civilopedia.

America
Navy Seal - Marine
+1-2 first strikes, starts with March

Arabia
Camel Archer - Knight
+15% chance to withdraw, doesn't need horse and iron
- needs Archery

Aztecs
Jaguar - Swordsman
+Starts with Woodsman, 5 reduced cost, doesn't need iron
-1 Strength

Babylon
Bowman - Archer
+50% vs. melee units

Byzantium
Cataphract - Knight
+2 Strength
- No immunity to first strikes

Carthage
Numidian Cavalry - Horse Archer
+50% vs. melee units, starts with Flanking I
-1 Strength

Celts
Gallic Warrior - Swordsman
+Starts with Guerilla I, can be built with copper

China
Cho-Ko-Nu - Crossbowman
+1 first strike, causes collateral damage

Dutch
East Indiaman - Galleon
+2 Strength, +1 cargo space, can explore rival territory

Egypt
War Chariot - Chariot
+1 Strength, immune to first strikes

England
Redcoat - Rifleman
+25% vs. gunpowder units

Ethiopia
Oromo Warrior - Musketman
+1 first strike, immune to first strikes, starts with Drill I and Drill II

France
Musketeer - Musketman
+1 movement

Germany
Panzer - Tank
+50% vs. armored units

Greece
Phalanx - Axeman
+100% defense vs. Chariot

Holy Roman Empire
Landsknecht - Pikeman
+100% vs. melee units

Inca
Quechua - Warrior
+100% vs. Archery Units, starts with Combat I

India
Fast Worker - Worker
+1 movement

Japan
Samurai - Maceman
+2 First Strikes
- Can't be built with copper

Khmer
Ballista Elephant - War Elephant
+Targets Mounted units first in combat outside cities

Korea
Hwacha - Catapult
+50% vs. melee units

Mali
Skirmisher - Archer
+1 Strength, 50% chance for additional first strike

Maya
Holkan - Spearman
+Immune to first strikes, doesn't need copper or iron

Mongolia
Keshik - Horse Archer
+1 First strike, ignores terrain movement costs
-Isn't immune to first strikes

Native Americans
Dog Soldier - Axeman
+50% vs. melee units, doesn't need copper or iron
-1 Strength

Ottomans
Janissary - Musketman
+25% vs. archery, mounted and melee units

Persia
Immortal - Chariot
+50% vs. archers, receives defensive bonuses

Portugal
Carrack - Caravel
+1 cargo space, can transport military units

Rome
Praetorian - Swordsman
+2 Strength
-5 additional cost, no +10% city attack

Russia
Cossack - Cavalry
+50% vs. mounted units

Spain
Conquistador - Cuirassier
+50% vs. melee units, receives defensive bonuses, upgrades to Gunship
-Doesn't count as post-gunpowder unit for ignoring wall bonus

Sumeria
Vulture - Axeman
+1 Strength
-25% less bonus vs. melee units

Vikings
Berserker - Maceman
+10% city attack, starts with Amphibious

Zulu
Impi - Spearman
+1 movement, starts with Mobility
 
Quechua starts with combat 1.
Praetorian loses the +10 vs cities that swordsmen normally enjoy.
 
Ragnars' Berserkers! Upgradeable amphibious city raidin' fun 'til the end of time.
 
Conqs are the most fun you can have without liqour, guns, or kids. :)
 
Immortals get +50% vs. archery units, not +25%-

Unlisted drawback of Conquistadors: Don't count as a post-gunpowder unit for ignoring walls. This is probably an oversight (initially they replaced knights, not cuirassiers).

*

Quechua. Whether allowing a gamebreaking rush or merely keeping barbarian archers out of my hair, they are excellent.

Skirmishers are starting to become a favourite, because they are also a reliable rush/anti-barbarian unit that remains cost-effective for a very very long time.
 
Ethiopia
Oromo Warrior - Musketman
+1 first strike, immune to first strikes, starts with Drill I and Drill II

churn these out, straight to drill IV and go forth. :)

Cyrano
 
Redcoats ,City garrison 3 drill 2 city defender. Excuse while i go to the Bathroom.
 
Fast Worker, Redcoats, and Keshiks - and Janissaries, though that's more situational.

Praetorians are IMO overpowered, so I don't really like to play with them. Even when I'm pissed and need to take out my anger, I prefer at least some challenge.
 
I said FW in another thread but I change my mind to Immortals who have the most overpowering and dominate speed/strength combo.
 
Carrack, everyone who thinks else, is wrong.
:D
 
I say it depends a lot on what kind of map you play, as well as on your playing style.

Carracks are great on maps with a lot of water, and will give you a huge advantage in being able to settle the new world on a terra map. But if you're playing a pangea map, they don't do you much for you at all.

On smaller archpelago maps where you can island hop with galleys, Berserkers are easily among the best. But once again, on a pangea map, they're not that powerful (although being able to attack across a river without penalty is nice).

On maps with larger, sparsely populated landmasses with lots of forests, jungles, or hills, an argument could be made for the Keshik.

Praetorians are great all around UUs, no need to say much else about them.

I also understand the argument in favor of the Fast Worker, as they are resourceless and available the whole game, but they're just too boring to be considered the best.
 
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