Lily_Lancer
Deity
During the past few years many UUs have been enhanced, but there're still lots of useless UUs. Here are some suggestions to make them useful while keeping their unique properties.
P-51 Mustang: Currently only +5 strength and +2 movement compared with Fighters. Quite useless.
Suggestion: Does not need aerodrome to build.
Bireme: Currently only 4 movement and 30 strength, this is terrible since it is actually nothing better than a Trireme, especially when CSs start with walls.
Suggestion: +5 against cities, additional +5 against City states. Deals full damage to walls.
U-boat: Currently only +1 sight and +10 strength in ocean compared with submarines, not a good bonus since when you wish to attack things on land, you usually need to be on coast.
Suggestion: +1 range
Berserker: Melee units are not good at attacking, attack +10, defense -5 is actually not quite a useful ability. +2 move on enemy territory, but if you step on enemy territory, are you able to survive the next turn with the -5? Given that 40 strength 160 cost is terrible compared with Legion and Varu.
Suggestion: +2 movement when starting on neutral territory, +2 movement and pillage only cost 1 movement if starting on enemy territory.
Domrey: 220 prod cost siege units with only 33/45 strength? That's kidding.
Suggestion: Cost reduced to 160.
Highlander: +5 strength ranger, additional +5 on hills and forests. Is there anyone using rangers? Why don't use field cannons?
Suggestion: Gain 1 additional free promotion. (This works for upgrades so if you already have level 2 it will be level 3)
Immortal: I can't see the usefulness of this unit. It is worse than swords in defending and worse than archers in attacking.
Suggestion: Increase melee strength to 36.
Keshig: What is the usefulness on this unit? Faster Crossbows comes much later on tech trees and need horses?
Suggestion: Being both ranged and cavalry units and it can be bonused by both +50% cards.( And also Mongol +3 strength)
Okithicaw: 20 strength scout with additional cost and a free promotion. The thing is that this unit cannot be upgraded into so this promotion only promotes you from level 0 to 1. Still not very possible to make it level 3. However the additional cost hurts.
Suggestion: Villages provide additional 15 faith when discovered by an Okithicaw.
Rough Rider: Comes too late and not really useful.
Suggestion: Can always be purchased by faith, can extract artifact if the city building it has an artifact museum with empty slots.
Ngao Mbeba: Additional cost swordsman with not a very useful bonus. Still needs iron.
Suggestion: +1 movement if start on rainforest and forest, moving on forest and rainforests cost 0.75 movement if the tile is not equipped with modern road or railroads.
Mumluk: Automatic Regeneration compared with normal knights. However, that's only 5 health if on enemy territory.
Suggestion: +5 regeneration.
Barbarian Horse Camp: Since there is no upgrade for barbarian horse archer, Barbarian horse camps can only generate one type of unit of the current age. That's terrible since normal barb camps are a combination of melee and ranged units.
Suggestion: Barbarian horse archer upgrade to Heavy chariot, and uses the heavy cavalry upgrade line after that. From the time when barbs can produce tanks, requirements for horse camps become oil instead of horses. (Normal camps switch to horse camps if it has oil nearby, vise versa.)
Finally barb camps can form corp and army if civic permits, and all barb camps start to produce GDR if more than 1/2 of the civs have the tech of GDR.
P-51 Mustang: Currently only +5 strength and +2 movement compared with Fighters. Quite useless.
Suggestion: Does not need aerodrome to build.
Bireme: Currently only 4 movement and 30 strength, this is terrible since it is actually nothing better than a Trireme, especially when CSs start with walls.
Suggestion: +5 against cities, additional +5 against City states. Deals full damage to walls.
U-boat: Currently only +1 sight and +10 strength in ocean compared with submarines, not a good bonus since when you wish to attack things on land, you usually need to be on coast.
Suggestion: +1 range
Berserker: Melee units are not good at attacking, attack +10, defense -5 is actually not quite a useful ability. +2 move on enemy territory, but if you step on enemy territory, are you able to survive the next turn with the -5? Given that 40 strength 160 cost is terrible compared with Legion and Varu.
Suggestion: +2 movement when starting on neutral territory, +2 movement and pillage only cost 1 movement if starting on enemy territory.
Domrey: 220 prod cost siege units with only 33/45 strength? That's kidding.
Suggestion: Cost reduced to 160.
Highlander: +5 strength ranger, additional +5 on hills and forests. Is there anyone using rangers? Why don't use field cannons?
Suggestion: Gain 1 additional free promotion. (This works for upgrades so if you already have level 2 it will be level 3)
Immortal: I can't see the usefulness of this unit. It is worse than swords in defending and worse than archers in attacking.
Suggestion: Increase melee strength to 36.
Keshig: What is the usefulness on this unit? Faster Crossbows comes much later on tech trees and need horses?
Suggestion: Being both ranged and cavalry units and it can be bonused by both +50% cards.( And also Mongol +3 strength)
Okithicaw: 20 strength scout with additional cost and a free promotion. The thing is that this unit cannot be upgraded into so this promotion only promotes you from level 0 to 1. Still not very possible to make it level 3. However the additional cost hurts.
Suggestion: Villages provide additional 15 faith when discovered by an Okithicaw.
Rough Rider: Comes too late and not really useful.
Suggestion: Can always be purchased by faith, can extract artifact if the city building it has an artifact museum with empty slots.
Ngao Mbeba: Additional cost swordsman with not a very useful bonus. Still needs iron.
Suggestion: +1 movement if start on rainforest and forest, moving on forest and rainforests cost 0.75 movement if the tile is not equipped with modern road or railroads.
Mumluk: Automatic Regeneration compared with normal knights. However, that's only 5 health if on enemy territory.
Suggestion: +5 regeneration.
Barbarian Horse Camp: Since there is no upgrade for barbarian horse archer, Barbarian horse camps can only generate one type of unit of the current age. That's terrible since normal barb camps are a combination of melee and ranged units.
Suggestion: Barbarian horse archer upgrade to Heavy chariot, and uses the heavy cavalry upgrade line after that. From the time when barbs can produce tanks, requirements for horse camps become oil instead of horses. (Normal camps switch to horse camps if it has oil nearby, vise versa.)
Finally barb camps can form corp and army if civic permits, and all barb camps start to produce GDR if more than 1/2 of the civs have the tech of GDR.
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