Unique Ability Elimination Thread

umm.... who are you? i don't have a brother

even if you guys don't believe me just wait. He's only going to make posts restrictively on this thread upvoting what I downvote and downvoting what I upvote.
 
They don't help on pangea maps for sure, but they are pretty useful on continents maps where you should almost always settle coastal cities (actually forcing yourself to do this makes for some fun strategies) and are only crippling in unusually poor spawn points which from my experience rarely happens. After playing Polynesia so much it seems like I'm handcuffed when I'm exploring without being able to take shortcuts. I know it isn't suitable for a lot of specific game play styles but I think they are severely underrated and shouldn't be gone before, say, Bushido or Spirit of Adwa.

My plan was to dogpile on Wayfinding for a while, but I appreciate someone giving a different positive review of it. I'll lay off of it for this vote atleast!

Manifest Destiny: 18
Trade Caravans: 0
Diplomatic Marriage: 15
Sacrificial Captives: 22
Ingenuity: 12
Phoenician Heritage: 30
Art of War: 22
Viking Fury: 13
Monument Builders: 22
Sun Never Sets: 24
Ancien Regime: 24
Hellenic League: 21
Great Andean Road: 24
The Great Warpath: 6
Bushido: 11
Scholars of the Jade Hall: 21
The Long Count: 17
Dutch East India Company: 21
Achaemenid Legacy: 27
Wayfinding: 8
The Glory of Rome: 32
Siberian Riches: 20
Father Governs Children: 25
Seven Cities of Gold: 16
Nobel Prize: 22

+1 Wayfinding

@theguy
"Wayfinding is stupid.. .. Any argument that it helps you get early ruins is ridiculous since you could just get a bunch crudely drawn maps or barbarian encampment locations"

-pre optics, you are the sole civ to pick up any extra huts on small islands off the main continent. they could be free techs or unit upgrades (warrior UU into a spear would be a helpful start). There's the possible counter argument you wanted. Doesn't sound more or less ridiculous than your statement to me.

-2 Trade Caravans. I do not find the +1 per trade route to be that helpful. The double oil is nice for a force of bombers, but I find it unnecessary because I feel I am usually in the desert with Arabia anyways, so end up getting enough oil without it.
 
Manifest Destiny: 18
Trade Caravans: 2 (+1) How is Trade Caravans so low? Extra gold is useful always. Allows for you to connect cities quicker and coupled with the civ as a whole is amazing. Double oil + start bias quite useful this has gone far too low.
Diplomatic Marriage: 15
Sacrificial Captives: 22
Ingenuity: 12
Phoenician Heritage: 30
Art of War: 22
Viking Fury: 13
Monument Builders: 22
Sun Never Sets: 24
Ancien Regime: 24
Hellenic League: 21
Great Andean Road: 24
The Great Warpath: 6
Bushido: 11
Scholars of the Jade Hall: 21
The Long Count: 17
Dutch East India Company: 19 (-2) This UA is fairly useless in Multi. Its ok in singleplayer but it doesn't make that much of a difference in my opinion. I am not that big a fan of the Dutch. Best thing about them is their UU
Achaemenid Legacy: 27
Wayfinding: 7
The Glory of Rome: 32
Siberian Riches: 20
Father Governs Children: 25
Seven Cities of Gold: 16
Nobel Prize: 22
 
How is Trade Caravans so low? Extra gold is useful always. Allows for you to connect cities quicker and coupled with the civ as a whole is amazing. Double oil + start bias quite useful this has gone far too low

Sorry Gucumatz, I killed it. :nuke:

EDIT: Don't want to make a correction yet. Not sure where you want your upvote instead.
 
My plan was to dogpile on Wayfinding for a while, but I appreciate someone giving a different positive review of it. I'll lay off of it for this vote atleast!

Manifest Destiny: 18
Trade Caravans: 0
Diplomatic Marriage: 15
Sacrificial Captives: 22
Ingenuity: 12
Phoenician Heritage: 30
Art of War: 22
Viking Fury: 13
Monument Builders: 22
Sun Never Sets: 24
Ancien Regime: 24
Hellenic League: 21
Great Andean Road: 24
The Great Warpath: 6
Bushido: 11
Scholars of the Jade Hall: 21
The Long Count: 17
Dutch East India Company: 21
Achaemenid Legacy: 27
Wayfinding: 8
The Glory of Rome: 32
Siberian Riches: 20
Father Governs Children: 25
Seven Cities of Gold: 16
Nobel Prize: 22

+1 Wayfinding

@theguy
"Wayfinding is stupid.. .. Any argument that it helps you get early ruins is ridiculous since you could just get a bunch crudely drawn maps or barbarian encampment locations"

-pre optics, you are the sole civ to pick up any extra huts on small islands off the main continent. they could be free techs or unit upgrades (warrior UU into a spear would be a helpful start). There's the possible counter argument you wanted. Doesn't sound more or less ridiculous than your statement to me.

-2 Trade Caravans. I do not find the +1 per trade route to be that helpful. The double oil is nice for a force of bombers, but I find it unnecessary because I feel I am usually in the desert with Arabia anyways, so end up getting enough oil without it.
My point is that there is only a chance that you could get those things you could just get the bad Ruins making it a fruitless endeavor.
 
even if you guys don't believe me just wait. He's only going to make posts restrictively on this thread upvoting what I downvote and downvoting what I upvote.

Are you just trying to get my post deleted because I did the opposite of what you did? Im sorry I have a diffrent opinion than you but this is low
 
Aww well sec then
 
Manifest Destiny: 18
Diplomatic Marriage: 15
Sacrificial Captives: 22
Ingenuity: 12
Phoenician Heritage: 30
Art of War: 22
Viking Fury: 14 Well now that Trade Caravans is dead - here is a vote up for VF - its a UA that doesn't get enough love. It can do what Polynesia does (albeit later) and move through entire islands in a turn. And clear through ai like hotcakes. I am playing a Deity game right now with Denmark where I launched a Trebuchet invasion of another continent taking out the 2nd in tech AI's capital and 2nd city in just 3 turns. Rome and Antium weren't directly on the coast either. From there I used it as a base to spread religion and defend from the seas any attack trying to retake the cities eventually taking most of Rome and selling his Icey northern cities away [Ice Age Map]
Monument Builders: 22
Sun Never Sets: 24
Ancien Regime: 24
Hellenic League: 21
Great Andean Road: 24
The Great Warpath: 6
Bushido: 9 In my opinion the worst of the UAs remaining. Bushido doesn't do much to change the scale of war anymore in GK. Aerial combat is where this shines - but it takes so long to get to aerial combat now that to act like you don't have a UA for so long isn't a help with mediocre UUs like the Samurai and an actually decent Fighter [That isn't always used]
Scholars of the Jade Hall: 21
The Long Count: 17
Dutch East India Company: 21
Achaemenid Legacy: 27
Wayfinding: 8
The Glory of Rome: 32
Siberian Riches: 20
Father Governs Children: 25
Seven Cities of Gold: 16
Nobel Prize: 22
 
Are you just trying to get my post deleted because I did the opposite of what you did? Im sorry I have a diffrent opinion than you but this is low

I've had plenty of people upvote what I downvoted and I never did anything crazy.
 
Manifest Destiny: 18
Diplomatic Marriage: 15
Sacrificial Captives: 22
Ingenuity: 12
Phoenician Heritage: 30
Art of War: 22
Viking Fury: 14
Monument Builders: 22
Sun Never Sets: 25
Ancien Regime: 24
Hellenic League: 21
Great Andean Road: 24
The Great Warpath: 4
Bushido: 9
Scholars of the Jade Hall: 21
The Long Count: 17
Dutch East India Company: 21
Achaemenid Legacy: 27
Wayfinding: 9
The Glory of Rome: 32
Siberian Riches: 20
Father Governs Children: 25
Seven Cities of Gold: 16
Nobel Prize: 22

Let's see... Which ones haven't I voted on yet?
England - Super fun, keshiks o' the sea (movement is king on water) and extra worker/settler moevemnt means the poor mans carthage on top of that. Explores quickly too. Extra spy means you can tech steal and tech defend immediately, v useful.
Austria - Call me when/if it's not broken.
 
Oh god can we just kill wayfinding it's such an awful ability
 
ATTENTION, correction:

Manifest Destiny: 18
Diplomatic Marriage: 15
Sacrificial Captives: 22
Ingenuity: 12
Phoenician Heritage: 30
Art of War: 22
Viking Fury: 14
Monument Builders: 22
Sun Never Sets: 25
Ancien Regime: 24
Hellenic League: 21
Great Andean Road: 24
The Great Warpath: 6
Bushido: 9
Scholars of the Jade Hall: 21
The Long Count: 17
Dutch East India Company: 21
Achaemenid Legacy: 27
Wayfinding: 8
The Glory of Rome: 32
Siberian Riches: 20
Father Governs Children: 25
Seven Cities of Gold: 16
Nobel Prize: 22

(one not legit vote, including the whole related post, has been removed)
 
Manifest Destiny: 18
Diplomatic Marriage: 13 Correction: Never deducted from post #312.
Sacrificial Captives: 22
Ingenuity: 12
Phoenician Heritage: 30
Art of War: 22
Viking Fury: 14
Monument Builders: 22
Sun Never Sets: 25
Ancien Regime: 24
Hellenic League: 21
Great Andean Road: 24
The Great Warpath: 6
Bushido: 7
Scholars of the Jade Hall: 21
The Long Count: 17
Dutch East India Company: 21
Achaemenid Legacy: 27
Wayfinding: 8
The Glory of Rome: 32
Siberian Riches: 21
Father Governs Children: 25
Seven Cities of Gold: 16
Nobel Prize: 22

I'll take a stab

Siberian Riches: Double yield is very useful for either selling for gold early or building up large armies of LS or horse units. And surplus Uranium for nukes never hurts.

Bushido: Cycling units in and out of combat is the norm for me, so this really has no use.
 
Oh god can we just kill wayfinding it's such an awful ability


nah, it's pretty good, not sure if you've tried it out much, i thought little of it until i played a few games as poly. also don't forget to be fair to the ua it does include the +10% combat bonus when near moai's.. not the biggest bonus in the world, but chances are it will mean a +10% bonus when defending your cities, which isn't the worst thing in the world. the exploration bonus is just fantastic though, so many things you don't think about all add up to ensure you a very strong start. even on pangaea it generally means a very fast exploration, because you can explore the entire coastline right off the bat, without waiting for your scout to build and even after the scout is built your initial warrior uu is like a scout mapping the coast. on any map other than pangaea it can be very powerful. just meeting all the city states in the game means inadvertently finishing quests for them = you start noticing you are friends with half of the cs's, giving you food/culture/faith/units/happiness. exploring the entire map means you have a great idea where everyone is and how to plan your next moves. having the entire map mapped also means getting all the free happiness from getting the natural wonders discovered. for early navy you have a decisive advantage in being able to flee into the ocean where you can't be reached, which lasts right up to astronomy. when exploring or fighting early wars, or fights with barbs, you never get stuck about to die with water you can't jump into to escape. plus, don't forget the fun factor - it's just plain fun to be so explorative early on in the game, playing in an entirely unique way no other civ can.
 
nah, it's pretty good, not sure if you've tried it out much, i thought little of it until i played a few games as poly. also don't forget to be fair to the ua it does include the +10% combat bonus when near moai's.. not the biggest bonus in the world, but chances are it will mean a +10% bonus when defending your cities, which isn't the worst thing in the world. the exploration bonus is just fantastic though, so many things you don't think about all add up to ensure you a very strong start. even on pangaea it generally means a very fast exploration, because you can explore the entire coastline right off the bat, without waiting for your scout to build and even after the scout is built your initial warrior uu is like a scout mapping the coast. on any map other than pangaea it can be very powerful. just meeting all the city states in the game means inadvertently finishing quests for them = you start noticing you are friends with half of the cs's, giving you food/culture/faith/units/happiness. exploring the entire map means you have a great idea where everyone is and how to plan your next moves. having the entire map mapped also means getting all the free happiness from getting the natural wonders discovered. for early navy you have a decisive advantage in being able to flee into the ocean where you can't be reached, which lasts right up to astronomy. when exploring or fighting early wars, or fights with barbs, you never get stuck about to die with water you can't jump into to escape. plus, don't forget the fun factor - it's just plain fun to be so explorative early on in the game, playing in an entirely unique way no other civ can.

I'll level with you. I think that you could make the Polynesians a decent civ if you know how to use them, but that argument could be made for any civilization with any ability. I'm sure you could find a good way to use furor teutonicus or scourge of god. Point is any talented player can make something of a bad civ (except India)
 
I'll level with you. I think that you could make the Polynesians a decent civ if you know how to use them, but that argument could be made for any civilization with any ability. I'm sure you could find a good way to use furor teutonicus or scourge of god. Point is any talented player can make something of a bad civ (except India)

yeah, it's hard to find any sort of argument in favour of india :/
 
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