Like most people here I enjoy playing for the UHVs. They make for unique and interesting gameplay that is not found in any other Civ game or any other strategy game in general. Nonetheless, out of the many varied UHV types there are some that are more appealing and interesting... and some that are less appealing and interesting.
I've decided to create a "tier list" of the different types of UHVs, and following on from the lower rated UHV types, suggest replacements for them. I'll list as many as possible, but some are relatively generic (eg, the vast majority of "conquest" UHVs can simply go under a single header).
S Tier
These are unique and interesting UHV goals that combine unique gameplay, strategic interests and well, fun.
A Tier
These are fun and good goals that are perhaps a bit more generic preventing them from being S Tier, but still make for good gameplay. Often they combine the interests and strengths of your civilisation so you aren't being too gimmicky.
B Tier
These goals are generic, with the fun coming more from planning and executing them rather than the goal itself. Sometimes they can be really crap if they conflict internally with other UHVs, other times they can be pretty good if they go hand-in-hand with another.
C Tier
Contrary to your gameplay style, unintuitive and badly explained or generally boring to achieve, these are uninteresting goals which by themselves could be interesting but are often let down due to something like stringent requirements (eg having to control totally an area, rather than vassalise it, eg way too early/late date checks).
F Tier
These are actively BAD UHV goals and should be immediately scrapped.
Doubly insulting because some UHV goals do it perfectly: the Tamil trade one and the Moor piracy ones are both great because you don't have to sit on a stack of gold, you can actively spend and use it while you achieve your goals.
--------------------------------------------------
As such, here are some of my suggestions for replacements for certain UHV goals which I consider grossly unfun, and the reasoning behind them.
America 1 - Remove the Caribbean requirement. (Too stringent, and IRL the Monroe Doctrine never even concerned the Caribbean too much)
Aztecs 3 - Control the IRL Mexican borders. (The goal here is simply to survive and thrive the European invasion. Conquering the Maya and potentially any European colonies is good enough imo.)
Brazil 1 - Have over 50 gold-per-turn from selling sugar to other civilisations and harvesting the plots. (Still based around sugar. Slave plantations would make it easier by having additional gold on the plots.)
Byzantine 1 - Settle a Great General in Rome by 900 AD. (Changes it from sitting around making wealth and Great Merchants to actively halting the barbarian conquests. Also might prompt more action with European civs.)
Canada 3 - Have defensive pacts with 8 other nations with Multilateralism. (Might not be perfect, but a bit more proactive than current imo.)
China 2 - Discover a New World civ before any European civilisation. (Still based around the Song dynasty prosperity and tech-rushing, with a more proactive bent this time.)
Congo 2 - Sell slaves to 8 different civilisations. (Slaves in general sell for 100 gold, but this time you're less reliant on civs having enough money to buy them, and more reliant on finding new slave markets.)
Ethiopia 3 - Build a Orthodox Cathedral and send a Great Merchant to the Orthodox Holy City. (Puts more focus on Ethiopia's religious goals and having a robust economy, rather than just waiting the entire game out.)
Greece 1 - Be the most advanced civ in XXX BC. (Allows a little more diversity in play with still a tech focus.)
Inca 3 - Control 5 silver resources. (Encourages slightly more intelligent play than just city-spamming.)
Indonesia 1 - Have at least XX population in 4 biggest cities. (Less reliant on hoping a plague hits Japan/China/India.)
Japan 1 - Have at least 6000 culture in your capital. (You can found other cities! Wow!)
Mali 3 - Control 4 gold and 2 gems, and have at least 100 gold per turn in XXXX AD. (Allows you to focus on gaining wealth, and means you can turn down science just on the goal-check, rather than for 50 turns.)
Carthage 3 - Have at least 12 trade routes. (Focuses more on contacting new civilisations and setting up trade routes, rather than just sitting on money.)
Tamil 1 - Have at least 15 gold-per-turn in trades with European civilisations. (There's already a gold-check in Tamil 3, so no need for another one. Instead focuses on setting up new trades.)
---
Anyway I hope this was coherent and sparks some discussion. In general:
Any UHV that encourages proactive play is good. Any that encourages counter-productive, stupid or passive play is bad.
I've decided to create a "tier list" of the different types of UHVs, and following on from the lower rated UHV types, suggest replacements for them. I'll list as many as possible, but some are relatively generic (eg, the vast majority of "conquest" UHVs can simply go under a single header).
S Tier
These are unique and interesting UHV goals that combine unique gameplay, strategic interests and well, fun.
- Infrastructure goals: Inca (Build a road along the Andes), Canada (Build a railroad from Atlantic to Pacific), Russia (Trans-Siberian railroad)
- Puzzles: Polynesia (settle certain islands), Vikings (colonise North America early)
- Certain Uniques: Mali (great merchant in Mecca), Maya (contact with Europe), Harappa (foreign trade)
A Tier
These are fun and good goals that are perhaps a bit more generic preventing them from being S Tier, but still make for good gameplay. Often they combine the interests and strengths of your civilisation so you aren't being too gimmicky.
- Great Person Settling: Moors (Settle 4 great people in Cordoba), Ethiopia (Settle 2 Great Prophets in Orthodox cities), Tibet (5 Great Prophets), etc
- Settlement Rush: Portugal (Colonise 15 cities in Brazil/Africa/Asia), Spain (First to colonise America),
- Conquer: The vast majority of civs!
B Tier
These goals are generic, with the fun coming more from planning and executing them rather than the goal itself. Sometimes they can be really crap if they conflict internally with other UHVs, other times they can be pretty good if they go hand-in-hand with another.
- Secure Resources: America (oil), Ethiopia (incense), etc
- Have at least "X": France (Parisian culture), Egypt (500+ culture)
- Build a specific wonder: Maya (Temple of Kulkan), Polynesia (Maoi)
C Tier
Contrary to your gameplay style, unintuitive and badly explained or generally boring to achieve, these are uninteresting goals which by themselves could be interesting but are often let down due to something like stringent requirements (eg having to control totally an area, rather than vassalise it, eg way too early/late date checks).
- Don't let X settle: Ethiopia (No Europeans in Africa), America/Colombia (No Europeans in Americas)
- Discover X techs/Build X wonders: Romans, Chinese, Babylon, etc etc etc
- Anything that requires you to penalise yourself to achieve it: eg, Japan and 6000 average culture
- Population requirement: India, Byzantium, Thailand, etc
F Tier
These are actively BAD UHV goals and should be immediately scrapped.
- Have X: Byzantium (5000 gold in 1000 AD), Mali (5000 gold/15000 gold)
Doubly insulting because some UHV goals do it perfectly: the Tamil trade one and the Moor piracy ones are both great because you don't have to sit on a stack of gold, you can actively spend and use it while you achieve your goals.
- Slave-based: Brazil, Congo
- AI-reliant: Canada diplomacy goal, Portugal open borders
--------------------------------------------------
As such, here are some of my suggestions for replacements for certain UHV goals which I consider grossly unfun, and the reasoning behind them.
America 1 - Remove the Caribbean requirement. (Too stringent, and IRL the Monroe Doctrine never even concerned the Caribbean too much)
Aztecs 3 - Control the IRL Mexican borders. (The goal here is simply to survive and thrive the European invasion. Conquering the Maya and potentially any European colonies is good enough imo.)
Brazil 1 - Have over 50 gold-per-turn from selling sugar to other civilisations and harvesting the plots. (Still based around sugar. Slave plantations would make it easier by having additional gold on the plots.)
Byzantine 1 - Settle a Great General in Rome by 900 AD. (Changes it from sitting around making wealth and Great Merchants to actively halting the barbarian conquests. Also might prompt more action with European civs.)
Canada 3 - Have defensive pacts with 8 other nations with Multilateralism. (Might not be perfect, but a bit more proactive than current imo.)
China 2 - Discover a New World civ before any European civilisation. (Still based around the Song dynasty prosperity and tech-rushing, with a more proactive bent this time.)
Congo 2 - Sell slaves to 8 different civilisations. (Slaves in general sell for 100 gold, but this time you're less reliant on civs having enough money to buy them, and more reliant on finding new slave markets.)
Ethiopia 3 - Build a Orthodox Cathedral and send a Great Merchant to the Orthodox Holy City. (Puts more focus on Ethiopia's religious goals and having a robust economy, rather than just waiting the entire game out.)
Greece 1 - Be the most advanced civ in XXX BC. (Allows a little more diversity in play with still a tech focus.)
Inca 3 - Control 5 silver resources. (Encourages slightly more intelligent play than just city-spamming.)
Indonesia 1 - Have at least XX population in 4 biggest cities. (Less reliant on hoping a plague hits Japan/China/India.)
Japan 1 - Have at least 6000 culture in your capital. (You can found other cities! Wow!)
Mali 3 - Control 4 gold and 2 gems, and have at least 100 gold per turn in XXXX AD. (Allows you to focus on gaining wealth, and means you can turn down science just on the goal-check, rather than for 50 turns.)
Carthage 3 - Have at least 12 trade routes. (Focuses more on contacting new civilisations and setting up trade routes, rather than just sitting on money.)
Tamil 1 - Have at least 15 gold-per-turn in trades with European civilisations. (There's already a gold-check in Tamil 3, so no need for another one. Instead focuses on setting up new trades.)
---
Anyway I hope this was coherent and sparks some discussion. In general:
Any UHV that encourages proactive play is good. Any that encourages counter-productive, stupid or passive play is bad.