Unique Unit Elimination Thread

Camel Archer 41
Carolean 31
Chu-Ko-Nu 43
Impi 34
Janissary 33
Keshik 45 I tip this unit for #1. The faster XP generation will eventually enable keshiks to get both the benefits of longbowmen and Cho-Ku-Nu's. Even Mongolian AI is smart enough to get keshiks with +1 range.
Longbowman 40
Pathfinder 28
Siege Tower 3 It's a great unit but I second the post above.
 
Camel Archer 41
Carolean 32
Chu-Ko-Nu 43
Impi 34
Janissary 33
Keshik 45
Longbowman 40
Pathfinder 28
Siege Tower 0 Bye, you're great, but sorry.
 
Camel Archer 41
Carolean 32
Chu-Ko-Nu 43
Impi 34
Janissary 33
Keshik 46 +1
Longbowman 40
Pathfinder 25 -3
 
Camel Archer 41
Carolean 32
Chu-Ko-Nu 43
Impi 35 - This unit has great synergy with both Zulu UA and UB. UA allows impi's being spammed even, and UB gives promotions that are massive help. +1 movement allows them to better catch mounted units, flanking bonuses will destroy any unit when surrounded, and range defense makes them great meatshields.
Janissary 33
Keshik 46
Longbowman 40
Pathfinder 22 - Tough decision. I decided to downvote this, because while all the other units are always effective, this depends on how many ruins you get. I don't always get more than like 3-4 ruins, if i'm unlucky. Yea comb bow so early is nice, but one comp bow doesn't do whole lot and building army that early might cripple your economy. Construction tech isn't even that far away, so i usually research that before any early wars anyway, so early comp bow doesn't give you that big advantage, yea it ignores terrain, but so does normal upgraded scout.
 
How do you reach that conclusion? Mongols also get faster GG except theirs have a move of 5 and increase healing rate :confused:

By trying different civilizations to find with which I wage war most effectively. China is to me quite a lot better than Mongolia. I rarely attack city states, so the UU-UA combination suits me better with China.

These will be my last words in this discussion.
 
Camel Archer 41
Carolean 32
Chu-Ko-Nu 43
Impi 35
Janissary 30 Very hard to choose. These get the downvote because I like to vary my votes.
Keshik 46
Longbowman 40
Pathfinder 23 The second most fun of the units left (Kris Swordsman being the most fun of them all). These make the early game more exciting.
 
Camel Archer 41
Carolean 32
Chu-Ko-Nu 44
Impi 35
Janissary 30
Keshik 46
Longbowman 40
Pathfinder 20

Pathfinder, weakest of a strong bunch. Good position for this to make top 10, not quite top 5 imo.

Chu-ko-nu...Really can't decide between this and Keshik so I'll vote to bring this closer to Keshik before the list is whittled down for the final show down
 
Camel Archer 41
Carolean 32
Chu-Ko-Nu 44
Impi 35
Janissary 30
Keshik 46
Longbowman 40+1=41 the extra range is much more usefull on offensive wars than the chu-ko-nu
Pathfinder 20-3=17 not has good has what is left .too much dependant on getting ruins.also early game bonuses doesn't make your civ better in late game.also remenber that votes are -3
 
Camel Archer 41
Carolean 32
Chu-Ko-Nu 44
Impi 36
Janissary 30
Keshik 46
Longbowman 41
Pathfinder 14

Pepo did some funny math. Pathfinder should have been at 17 not 16 (look at post 652)

Anyway, voting up Impi as they are really nice and come on a perfect line on the tech tree toward Education anyway.
Pathfinder i'm voting down (it should have been 17, so 17-3 = 14) as while it is really awesome, you can really only use it initially for scouting.
 
Camel Archer 41
Carolean 32
Chu-Ko-Nu 45
Impi 36
Janissary 30
Keshik 46
Longbowman 41
Pathfinder 11


Can't justify down voting anything on here while pathfinder is still there. I think any of the other remaining units can have a bigger impact then pathfinder.
 
Ok i skipped varsloken vote
 
Camel Archer 41
Carolean 32
Chu-Ko-Nu 45
Impi 33 They upgrade in to riflemen and have the special first attack, which is awesome. Most of their strength comes from the Ikanda though, and these things are harder to keep alive at times than anything else here. Still an amazing unit, but we're down to amazing units.
Janissary 30
Keshik 46
Longbowman 41
Pathfinder 12 Maybe I just suck at warring, but as a peaceful player, these things are always useful, while I've gone games without using some of these others.
 
Camel Archer 41
Carolean 32
Chu-Ko-Nu 45
Impi 33
Janissary 27 - None of these units are bad anymore, they are the best. I'm just ensuring a net loss now.
Keshik 46
Longbowman 41
Pathfinder 13 - Surely my beloved pathfinder will survive
 
Camel Archer 41
Carolean 29-Great unit but at that late stage in the game I'd like something more unique. The free promotion is great but it comes the same era as military academies and Brandenburg Gate. It saves time, true, but march isn't that far off at this time in the game especially not for melee units who get 5xp for attacking and can survive focus fire from enemies.
Chu-Ko-Nu 45
Impi 33
Janissary 27
Keshik 46
Longbowman 41
Pathfinder 14 These guys can really help early build orders and give a lot of room to breath. No need to rush out a shrine to get a pantheon, no need to rush out a monument to get your first policy. Build a worker right away then you don't have to take a diplo hit for stealing one. Maybe build an early wonder you don't normally get to...Lots of options opened up by getting what you want from ruins.
 
Camel Archer 41
Carolean 23 - not unique enough compared to other units
Chu-Ko-Nu 45
Impi 33
Janissary 27
Keshik 46
Longbowman 41
Pathfinder 15 - crazy fast science victories possible because of this little guy, units comparable in terms of power could be possibly Longboman, Impis, and both mounted archers, certainly not March rifleman
 
Camel Archer 38 Camel archers aren't that great.
Carolean 24 Leave her alone! She is amazing
Chu-Ko-Nu 45
Impi 33
Janissary 27
Keshik 46
Longbowman 41
Pathfinder 15
 
Camel Archer 38
Carolean 24
Chu-Ko-Nu 45
Impi 34- Overall awesome unit.
Janissary 27
Keshik 43- Ill keep voting this down, because I think its the worst unit left. It's also situational, as you need horses.
Longbowman 41
Pathfinder 15
 
Camel Archer 38
Carolean 24
Chu-Ko-Nu 45
Impi 34
Janissary 27
Keshik 40- As per the above post. Very overrrated.
Longbowman 42 Fantastic early unit, and 3 range to boot.
Pathfinder 15
 
Camel Archer 38
Carolean 24
Chu-Ko-Nu 45
Impi 34
Janissary 24
Keshik 40
Longbowman 42
Pathfinder 16

Pathfinder up because it boosts all victory types. Seriously, choosing those early ruin results sets your game up very well. Early advantages snowball into mid and late game advantages. Remember they are beefier than scouts as well, so even if there are no ruins they can still steal workers from a nearby AI with near impunity.

Between Janissary and Carolean, not sure which I prefer so I'm giving them the same score for now.
 
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