The results of poll are quite strange. It is opposite to what people said half a year ago. (they were mostly ok with as it is, and considered there is a lot of different playstyles)
I'm a bit not sure what uniqueness do we discuss: leader personalities? UAs? Art?
Anyway, I dont care about personalities or art at all. The only important thing is gameplay. For those who think that the only "fair" play is when all civs are the same, in many games there is often an option to disable uniqueness of civs. Others want interesting and different game experience.
In CivV UAs are so minor that you may ignore them and play as you wish with almost no harm for you. For example Arabs - their perk motivates you to build more cities but the bonus is so minor (+1 gold per trade route) that you can easily forget about it. Or americans, +1 sight line is quite nice but you wont play differently because of this.
Changing your usual strategy, so that you could benefit from your UA as much as you can, actually harms you more in some cases. For example, you play aztecs and do your best to get most of their 'culture for kill' bonus. Even in that case you wont be able to be ahead of others more than by one social policy. So why bother to place troops near each barbs camp to kill them when they spawn, or attacking CS just to kill all their units and wait for it to build some more? In that case you probably lose more than you gain - you lose gold every turn for each unit that is waiting near barbs' camp and you lose firepower that could be used more efficiently (for example conquering or weakening nearby civilization). In SP you can pretend that "this ability is so great" and "I play not as usually and still do good", but things become obvious in MP, where you'll fall behind in that case, compared with the player that uses "the usual best" strategy. And that is why everyone just play as they usually do and think of culture bonus as occasional that increases a bit their culture (by 5% or maybe less)(aztecs with raging barbs and honour opener may result in 12-20 cpt for each encampment, raging barbs is setup, but in that case aztec's UA is pretty close to game-changing, when it is really better to do things not as you usually do)
What are the requirements for interesting and different civs' UAs?
- several per each civ, so that playing strategy wouldnt be too straightforward.
1-2 major UAs and several minor. Major will decide your grand strategy, minor will be occasional, but may come in handy. (england's +2sea movement is actually minor UA, because its not game changing)
- UAs benefit you significantly if you play differently (not as usual)
- UAs have at least some use even if you dont tailor your game-style to them
- balanced of course. That will be MUCH harder to balance really different civs, but that is possible. BTW, balance is when all civs have equal chances for victory if they use their UAs.
Agree?
Here are some examples of differently played civs:
England: - Power of Empire. Economically oriented nation.
Major traits
- +20% gold from trade routes
- +0.25 gold from population
Minor traits
- +1 ship movement
- +50% production speed of archer-type units if you dont have any
- +50% production speed of fishing boat
- +2 interception range of AA gun-type unit
This England will benefit a lot from building an Empire with lot of cities with large population, but still get some bonuses even in OCC.
Minor bonuses refer to sea impire and WW2 and are occasional but could be useful. England is pretty standart expansion-styled nation.
Korea: - Power of Tradition. Culturally-defensive nation.
Major traits
- +15% culture in all cities (added after all modifiers are applied)
- +50% production speed of cultural buildings
Minor traits
- tile repair is twice faster
- cities repair +50% health per turn
- defensive buildings give +25% defence
Korea is obviously suited for culture. Both one city culture play or a lot of cities with fast built cultural buildings suit well.
One of the defensive strategies is to allow enemy to damage your cities but than counterattack and kill weakened enemy forces.
Spain: - Power of Discovery.
Major traits
- +1% to culture and science per each 10% of explored tiles of world (added after all modifiers are applied)
- 2x gain from natural wonders
Minor traits
- at the beginning of game 5 tiles in each direction from settler are explored
- when you explore ruins you can choose one of two bonuses
- +50% production speed of heavy-ships-type units if you dont have any
Spain is kinda tricky. You get up to 10% bonus to both culture and science but only if you explored the whole world.
Other nations will probably wont let you go, and if there are raging barbs the worse, but still its a nice bonus.
Its preferred to build cities near natural wonders. And you wont get map of f%^#ing ocean in ruins that is great.
Germans: - Power of Industry. Production oriented.
Major traits
- +1 production per mine
- you can build buildings that require technology you are currently researching
Minor traits
- +1 production/gold per city
- +20% production speed of tanks, submarines and interceptors.
Best for hill-heavy lands, providing you have enough food to support it.
Second major trait allows you to start building nesessary buildings 5-10 turns earlier.
Good for expansion because of production bonus per city.
As for war, its better to wage it by the end of game by suppressing enemy air and navy and advancing by tanks.
Persia: - Power of Ritual. Culture or expansion.
Major traits
- second city is considered to be second capital and has palace as well
- -15% culture cost per institute
Minor traits
- settled cities have population 2
- +1 move all units during GA
Second city doesnt only get more production, but also is affected by all SPs that affect capital.
After settling second city you may go into culture or into expansion.
War is advisable during GA.
Rome: - Power of Caesar. Militaristic
Major traits
- GGs appear +50% more often
- unit with general on its tile gets +100% combat strength in defence
Minor traits
- forts are built twice faster
- fort defence +50%
- forts can be built on enemy territory
- +50% production speed of heavy-infantry type unit if you dont have any
Rome doesnt have any non military traits so its better to wage war.
Tactics is focused on making line of defence on the enemy territory by generals and forts and siege a city.
Pretty good in defence of your lands as well.
Russia: - Power of Motherland. Defensive expansion.
Major traits
- when attack units on friendly territory that are without support of general +30% combat strength
- when attack artillery or tile with general +30% combat strenght
Minor traits
- +50% production speed of settlers
- -25% requirements of culture for border expansion
- capturing russian city gives gold to russians instead of attackers
Defensive nation that also has nice possibilities in expansion.
Defensive strategy is also unusual. Russians aim for GG and vulnerable support units and than destroy remaining forces.
Feel how much will your usual actions change, if playing any of these civ?
These examples can be unbalanced to a certain degree but still they give you some idea of more different civs and game strategies.