Rooftrellen
King
Sacrificial Captives: 16
Great Andean Road: 10
Scholars of the Jade Hall: 13
Achaemenid Legacy: 22
Sacrificial Captives is NOT about cultural victory, but extra SP's, particularly early. The Aztecs can go tall (ignoring the UB here, it's just about the UA) early and fight a war or hunt barbs for extra culture With some luck (more needed at higher levels of course), they may even take out another civ early, claiming a good amount of land for future development. In doing this, they can do several things, culturally, faster than other civs, getting those aquaducts in 4 cities faster, claiming a fast GP from liberty for religion, a wonder, or some early science, or round out their good kills with extra gold at the end of honor. Due to how it scales with time, it stays relavent throughout the game, as well.
Just don't look at it and say it's for cultural victory. It can be used in that way, but it's good even if you're doing something else (unlike, for instance, Art of War which was recently eliminated and not good for much other than...war).
Again, give me the Great Warpath over the Great Andean Road. Having to build the roads uses those vital early worker turns, and it's not so great outside of hilly inland regions. Moving onto hills and still having a move is nice, but it's not going to make much of a difference most of the time, and often hills are more defensive than an area from which to launch an attack. That means it's not something that is good enough to change how you play.
If a UA isn't good enough to make you think about your strategy, I'd say it doesn't belong in the top 10, let alone top 3.
Great Andean Road: 10
Scholars of the Jade Hall: 13
Achaemenid Legacy: 22
Sacrificial Captives is NOT about cultural victory, but extra SP's, particularly early. The Aztecs can go tall (ignoring the UB here, it's just about the UA) early and fight a war or hunt barbs for extra culture With some luck (more needed at higher levels of course), they may even take out another civ early, claiming a good amount of land for future development. In doing this, they can do several things, culturally, faster than other civs, getting those aquaducts in 4 cities faster, claiming a fast GP from liberty for religion, a wonder, or some early science, or round out their good kills with extra gold at the end of honor. Due to how it scales with time, it stays relavent throughout the game, as well.
Just don't look at it and say it's for cultural victory. It can be used in that way, but it's good even if you're doing something else (unlike, for instance, Art of War which was recently eliminated and not good for much other than...war).
Again, give me the Great Warpath over the Great Andean Road. Having to build the roads uses those vital early worker turns, and it's not so great outside of hilly inland regions. Moving onto hills and still having a move is nice, but it's not going to make much of a difference most of the time, and often hills are more defensive than an area from which to launch an attack. That means it's not something that is good enough to change how you play.
If a UA isn't good enough to make you think about your strategy, I'd say it doesn't belong in the top 10, let alone top 3.