Not-So-Useful units, buildings, GPs and wonders

George Bush (not-so-great great general)

When he is born, he immediately overthrows your leader and replaces him/her
Traits: Agg, Pro
After he takes over, he immediately declares war on random civs he thinks have nukes and institutes the Police State civic
-10 gps, +5 :gold: per military unit
+3 :) in all cities for 3 turns, which turns to +5 :mad: when they realize he was stealing their money and ruining your country
 
Sarah Palin (not-so-useful Leader)
Traits: Charismatic and charismatic. However, gets an angry face for every extra happy face she gets, because she splits opinions.
UU: Hunter (replaces rifleman) - gets 100% bonus vs. animals
UB: Bridge to nowhere - allows land access to any island in the city radius
Starting techs: hunting and mass media
 
Modern Bureaucracy (Not so useful civic)
-25% :hammers: in every city
-25% :commerce: in every city
+2:mad: in every city
Game slows down to a crawl because of all the forms that needs to be processed.

Sounds a bit like Civ IV during the final lap.

Not-so-useful corporation: Fox News. In every city where it is lodged, there is a -50 % in :science:, :health:, :hammers: and :gold: because it turns the workers into moronic couch potatoes. It hampers your diplomatic efforts because your population is now xenophobic and becomes annoyed at every friendly move with regard to other civs, and it makes the other civs cautious or annoyed towards you. At the same time, even though those of your people who are affected by this corporation greet any war with jubilation, the cheering swiftly turns into anger because, no matter what you do, they think that "You betrayed our soldiers by putting them in harm's way". A peculiar circumstance is that if introduced abroad, it actually makes people in those foreign cities hate you instead of love you, which has a negative impact on your trade with those cities and your cultural influence on them.
 
Creationism
Not-so-useful Civic
Requires Theology
-10 :science: in all cities
-50% :culture: in all cities
+10 :mad: in all cities with per Scientist or a Science-related building in them.
+10 :), +200% :hammers: with State Religion
+10 :commerce: in cities with the "Creation Science Museum" in them.
-50% :gp: points in cities that have a Great Scientist or an Academy in them.

Originally Posted by Öjevind Lång
Creationism (not-so-useful civic)

Nullifies all research. In fact, it reduces your existing knowledge by 10 % each turn. Regularly, the game will announce: "You have lost the technology of rifling! You have lost the technology of chemistry!" and so on.
Generates up to 5 per city, but always also generates a commensurate number of
- 50%
Special (and frequent) random event: each turn there is a 10 % chance that a religious nut will blow up a building, specially targeting hospitals and courts
Makes other civs very unwilling to have anything to do with you because you give them the creeps

I like these both, though i really like having that random event that ojevind talked about.
 
Not-So-Useful Unit:

Unionized Worker
Requires Assembly Line
All Workers automatically upgraded
Obsoletes Worker
* "Build Road" replaced by "Negotiate Highway Construction Agreement"
* "Build Farm" replaced by "Contact Dairy Farmers of [Civ], Wheat Growers of [Civ], National Association of [Civ]ian Flour and Bread Producers, Bread-Slicers' Union, etc., to Discuss Possibility of Building Farm"
* "Build Mine" replaced by "Contact International Hammer-Handle Sandpaper-ers Association, et al., and Check With Local Branch of Sierra Club"
* "Build Cottage" no longer possible because it would steal jobs.
* Before new resource can be worked, Unionized Worker must "Found Union" for that resource. This destroys the unit.
et cetera

30% chance per turn of not doing anything or doing something completely different.

I love this so much.
 
Chuck Norris (Not so useful Great General)

When Chuck is spawned in a city, the city breaks away and forms its own Civilization, Chuckland, with leader Chuck Norris. All other Civilizations immediately Capitulate to Chuckland, giving Chuck a Domination victory.

Now that is exactly how Chuck Norris would roll.
 
Sid's Liquor Corporation

Consumes wheat and wine

Generates a new luxury "Liquor"

Each city with access to liquor randomly gets +1 :), +2 :), +3 :) or +1 :mad: each turn. If you randomly get the +1 :mad: there is a %10 chance the city population reduces by one. (something about drunk driving, or suicide, or drunk related fatalities.)
 
Great Wonder: Social Networking Site (facebook/myspace/twitter)
Requires: Internet

All Civs Get:
+3000 espionage points per turn
-5% :hammers:
+5% :gp:

Edit: The Civ that constructs the Social Networking Site gets a free Great Nerd ^_^
 
Great Wonder: Social Networking Site (facebook/myspace/twitter)
Requires: Internet

All Civs Get:
+3000 espionage points per turn
-5% :hammers:
+5% :gp:

Edit: The Civ that constructs the Social Networking Site gets a free Great Nerd ^_^

I don't see how that's a "not-so-useful" wonder. >.<
 
I don't see how that's a "not-so-useful" wonder. >.<
The espionage points are for everybody, that means your worst enemies (if they are espionage-heavy towards you) will have a tremendous bonus. With 3000 EPT you can get the advanced esiponage missions with high success & with low failure chances (something potentially bad if everybody has access to it).
 
Its not just by espionage points though. Its more about your ratio isn't it?
 
I guess I don't know much about espionage. I figured that would just give everyone tons of points to screw with everyone else. I mean it's not a BAD wonder, but it would have very specific uses.

I guess I was concentrating more on flavor than making it bad.

It's really easy to come up with horrible wonders ...
 
The espionage points are for everybody, that means your worst enemies (if they are espionage-heavy towards you) will have a tremendous bonus. With 3000 EPT you can get the advanced esiponage missions with high success & with low failure chances (something potentially bad if everybody has access to it).

Ah. I missed the "all civs get this" part. :rolleyes:
 
Civilization Fanatics' Center (Not-so-useful world project)
Requires: Civilization (Not-so-useful wonder).
Cost: -500:science: for 10 turns.
May be built by Great Nerd (Not-so-useful person).
10% chance each turn of doubling the effect of any Nerd (Not-so-useful specialist) in any civ.
+3:gp: Makes city more likely to generate a Great Nerd.

Thread (Not-so-useful event)
May be triggerd by Civilization Fanatics' Center.
Doubles the effect of 0-20 randomly chosen Nerds in any civ for 0-20 turns.

Not-So-Useful units, buildings, GPs and wonders (Not-so-useful thread)
 
Bismarck (not so useful world unit)

-Can only be built durring a war.
-Once built it automaticaly finds and destroys your enemy's most powerful warship.
-It is then sunk in its next naval battle.
-Adds 50% war weariness in enemy cities until it sunk, then adds 50% war weariness in all of your cities for 10 turns after it is sunk.
-After the war there is a -2 diplo rate between you and your ex enemy over wether the Bismarck was sunk by them or scuttled. This continues until the Bismarck wreck is found 60 years later.:)
 
The Berlin Wall (Not-so-useful national wonder)
Splits the civ's capital in two, the other half is controlled by a neighbouring civ.
-5:mad: in city (on both sides of the wall).
-1:mad: in other cities in both civs.
2% chance every turn of going obsolete.
Also obsolete after the Glasnost event.

Note: Like other wonders (for example the Oxford University), it may be built in any city, not only Berlin. But a dividing wall is still The Berlin Wall, even if placed in a different part of the world.
 
Nazism (not-so-useful civic)

Eliminates non-state religion and outside culture in a random city of yours every 5 turns
+2 :) in all cities with 100% of your civ's culture
+4 :mad: in all cities otherwise
+80% Military unit production
-5 diplo points with all other leaders
+2 :mad: in all other civs' cities as long as you have this civic
60% chance all other civs will declare war on you as long as you're running this civic
It is impossible to run this civic if your state religion is Judaism
 
George Bush (not-so-great great general)

When he is born, he immediately overthrows your leader and replaces him/her
Traits: Agg, Pro
After he takes over, he immediately declares war on random civs he thinks have nukes and institutes the Police State civic
-10 gps, +5 :gold: per military unit
+3 :) in all cities for 3 turns, which turns to +5 :mad: when they realize he was stealing their money and ruining your country

I think you mean Agg/Imp

Civilization Fanatics' Center (Not-so-useful world project)
Requires: Civilization (Not-so-useful wonder).
Cost: -500:science: for 10 turns.
May be built by Great Nerd (Not-so-useful person).
10% chance each turn of doubling the effect of any Nerd (Not-so-useful specialist) in any civ.
+3:gp: Makes city more likely to generate a Great Nerd.

Thread (Not-so-useful event)
May be triggerd by Civilization Fanatics' Center.
Doubles the effect of 0-20 randomly chosen Nerds in any civ for 0-20 turns.

Not-So-Useful units, buildings, GPs and wonders (Not-so-useful thread)

Flame War
Not-So-Useful-Event
Can occur at any point after CFC is built.
1% chance for every "Nerd" specialist
Causes 3:mad: every turn.
Event ends when a user is banned. One Nerd specialist becomes ineffectual.
 
Royal Pioneer Corps
Not-so-useful unit
Carries vital supplies; without it your units cannot function
Reaches its destination in nt turns, where t is the number of turns they were told to take and n is a random number picked by the commander.

BSE
Not-so-useful event
Occours when your cities are using Cow
0.000000001% chance of -1 population in 1 city
3 turns of anarchy
 
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