Rebel Fighter
Chieftain
- Joined
- Jul 17, 2012
- Messages
- 94
Hello, fellow Civ fans! (This is my first post, by the way.
)
After playing Civilization 5: Gods & Kings for many hours, I've begun to learn about the new civilizations and their unique units - both the good, the bad, and the ugly.
I realize "first impressions" are usually never an entirely accurate critic - and we all can agree that opinions are subject to change - but I just wanted to help the Civilization community out a little bit with my findings. Tell me what you think after you read it. This is still a work in progress, so bear with me! I'd greatly appreciate any comments, corrections, or suggestions! Also, feel free to give your own opinions about the new unique units.
(Note: All text in red are inferior values to the base unit that a unique unit replaces; all text in green are superior values to the base unit that the unique unit replaces)
v1.0 : Included Carthage, Netherlands, and Celts.
Plans for updates: Add the Mayans, Byzantines, the Huns, Austria, Ethiopia, Sweden, and Spain (they will be in separate posts because of image limitations).
v1.1 : Added the Mayans.
v1.2 : Added information on African Forest Elephant regarding its benefit of not needing a strategic resource.
v1.3 : Fixed error on Atlatlist regarding
comparisons. Changed rating to compensate.
v1.4 : Added the Byzantines.
v1.5 : Changed rating for Cataphract.
EDIT: I forgot to add the Tercio and the Conquistador unique units into the poll. Is there a way that I can restart the poll and add them in?
Here we go!
~~~
Carthage: Dido of Carthage
Unique Unit 1: African Forest Elephant (replaces Horsemen); 100
, 14
, 3
, N/A 
Tech: Horseback Riding
Resource: N/A
Upgrades to: Knight
Notes: No defensive terrain bonuses, Can move after attacking, Penalty attacking cities (33%), Feared elephant, Great Generals II
Comments: The African Forest Elephant is kind of a mixed package. Although it has some advantages over the Horsemen unit which it replaces, it also has several disadvantages. While it has +2
, does not require Horses [strategic resource], creates Great Generals more quickly through military skirmishes, and strikes fear into enemy units giving it a small combat bonus, it also has -1
compared to the Horsemen and, quite importantly, it requires +25
to make. Is it better than the Horsemen? Not exactly. Although the African Forest Elephant packs a bigger punch with its higher
and increased combat effectiveness, it will take longer both to build and to move about the battlefield. Essentially, its a "tank" version of the Horsemen, if you will - stronger but slower. However, because it does not require Horses [strategic resource], you will be able to make more of them, although it will take longer to build each in comparison. I would recommend escorting this unit with the bulk of your army rather than try and sneak past enemy lines with little support. Use them to soften up positions after your ranged units have taken their shot, then charge in with the rest of your military force to finish the job. If you use them right, these African Forest Elephants will be sure to strike fear into your enemies for many turns to come.
Rating: 7/10
Unique Unit 2: Quinquereme (replaces Trireme); 45
, 13
, 4
, N/A 
Tech: Sailing
Resource: N/A
Upgrades to: Caravel
Notes: Cannot enter deep ocean
Comments: If you ever wanted to dominate the seas early on, the Quinquereme is your answer. It has +3
over the Trireme unit which it replaces, making it the strongest naval melee unit in the game until the Caravel is unlocked. Any ships you encounter will be at quite a disadvantage, and cities on the water with several exposed coastal tiles will fall fairly easily to your might. I would recommend using this unit mainly as an offensive or defensive weapon against other enemy ships. It can be used effectively against cities when in large numbers, but the city must require - I would say - a minimum of 3 tiles to be captured easily. If there are enemy archers defending the shores, you may have more of a problem. Still, for what it's worth, this upgraded Trireme will prove your status as a naval superpower in the beginning stages of a match.
Rating: 8/10
- - -
Netherlands: William I
Unique Unit: Sea Beggar (replaces Privateer); 150
, 25
, 5
, N/A 
Tech: Navigation
Resource: N/A
Upgrades to: Destroyer
Notes: Converts defeated ships, Coastal Raider I, Coastal Raider II, Heals outside of friendly territory
Comments: The Sea Beggar is more powerful and more efficient at raiding coastal cities than the Privateer, which it replaces. With its promotion that allows it to heal every turn even when outside of friendly territory, your Sea Beggars will be better equipped for long voyages at sea as well. I would recommend using this unit to defeat and convert injured ships after your ranged ships have laid down heavy fire, or to harass cities to get
. You can also use them to capture cities of course, but I would strongly suggest using ranged ships if you can to do the majority of the damage first. Overall, this is a decent - although a bit underwhelming - unique unit. Even so, feeling like a pirate has never been so much fun! Yargh!
Rating: 6/10

After playing Civilization 5: Gods & Kings for many hours, I've begun to learn about the new civilizations and their unique units - both the good, the bad, and the ugly.
I realize "first impressions" are usually never an entirely accurate critic - and we all can agree that opinions are subject to change - but I just wanted to help the Civilization community out a little bit with my findings. Tell me what you think after you read it. This is still a work in progress, so bear with me! I'd greatly appreciate any comments, corrections, or suggestions! Also, feel free to give your own opinions about the new unique units.

(Note: All text in red are inferior values to the base unit that a unique unit replaces; all text in green are superior values to the base unit that the unique unit replaces)
v1.0 : Included Carthage, Netherlands, and Celts.
Plans for updates: Add the Mayans, Byzantines, the Huns, Austria, Ethiopia, Sweden, and Spain (they will be in separate posts because of image limitations).
v1.1 : Added the Mayans.
v1.2 : Added information on African Forest Elephant regarding its benefit of not needing a strategic resource.
v1.3 : Fixed error on Atlatlist regarding

v1.4 : Added the Byzantines.
v1.5 : Changed rating for Cataphract.
EDIT: I forgot to add the Tercio and the Conquistador unique units into the poll. Is there a way that I can restart the poll and add them in?
Here we go!
~~~

Carthage: Dido of Carthage
Unique Unit 1: African Forest Elephant (replaces Horsemen); 100





Tech: Horseback Riding
Resource: N/A
Upgrades to: Knight
Notes: No defensive terrain bonuses, Can move after attacking, Penalty attacking cities (33%), Feared elephant, Great Generals II
Comments: The African Forest Elephant is kind of a mixed package. Although it has some advantages over the Horsemen unit which it replaces, it also has several disadvantages. While it has +2




Rating: 7/10
Unique Unit 2: Quinquereme (replaces Trireme); 45





Tech: Sailing
Resource: N/A
Upgrades to: Caravel
Notes: Cannot enter deep ocean
Comments: If you ever wanted to dominate the seas early on, the Quinquereme is your answer. It has +3

Rating: 8/10
- - -

Netherlands: William I
Unique Unit: Sea Beggar (replaces Privateer); 150





Tech: Navigation
Resource: N/A
Upgrades to: Destroyer
Notes: Converts defeated ships, Coastal Raider I, Coastal Raider II, Heals outside of friendly territory
Comments: The Sea Beggar is more powerful and more efficient at raiding coastal cities than the Privateer, which it replaces. With its promotion that allows it to heal every turn even when outside of friendly territory, your Sea Beggars will be better equipped for long voyages at sea as well. I would recommend using this unit to defeat and convert injured ships after your ranged ships have laid down heavy fire, or to harass cities to get

Rating: 6/10