[GS] Unique Unit Elimination Thread

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Conquistador (Spain) - 26
Digger (Australia) - 18
Eagle Warrior (Aztec) - 35
Hetairoi (Macedon/Alexander) - 28
Hypaspist (Macedon) - 7
Immortal (Persia) - 13
Janissary (Ottomans) - 25
Jong (Indonesia) - 27
Legion (Rome) - 25
Minas Geraes (Brazil) - 24+1=25
Minas Geraes (Brazil) - 26 (29-3) Do you know why ships vanish in the Bermuda Triangle?
Because Minas Gerais keeps sinking them with its increddible power, that's why ;)
Pítati Archer (Nubia) - 35
Toa (Maori) - 29
Varu (India) - 28
Warak'aq (Inca) - 4-3=1 - Strong, quick and has double shot, that's great. But it's useful for a rather limited time, has range of one, upgrades into a unit I never use and has horrendous defence.
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 27 (26+1) As pointed out above, no, you don't need to plan your whole game around getting a religion to benefit from these. It can help, but it's not a necessity as any religious unit will do.
Digger (Australia) - 18
Eagle Warrior (Aztec) - 35 Well I wasn't going to vote these down again so soon since people are getting so ultra defensive about it, but since I basically got called out for it maybe I should. Why do I penalize EWs for lack of neighbors without penalizing Pitatis or War-Carts? Well, for one, both Pitatis and War-Carts have bonuses to movement to help you actually get to someone on the other side of the continent without taking 20 turns. War-Carts also allow you to quickly reach any barb camps that spawn nearby (which you'll benefit from as Gilgamesh) while Pitatis extra movement means that you may very well choose to keep them over crossbowmen because even though they're doing less damage on attack, they're never getting hit back if they take advantage of terrain. Both Pitatis and War Carts can be built quicker than EWs (since Nubia gets a bonus to archer production), and to be perfectly honest if I'm in the middle of a continent by myself and surrounded by barbarians I'd probably rather have 3 warriors than 2 EWs. The lack of neighbors IS something that negatively impacts all of the really early UUs (which is why I don't necessarily agree with CivFanatic's "the earlier the bonus, the better the bonus" view) but not to this extent, and by the time you get to later UUs you are much more likely for those neighbors who started on the other side of the continent to be a lot closer to you. Besides all of that I also mentioned that even if you're surrounded by neighbors I personally think it's pretty antithesis to fun to gimp the AI even farther than it already is, which is a personal opinion but there's been plenty of voting in this thread for what is/isn't fun this whole time so that's not exactly out of line either. All of you folks who keep insisting that the EW is this amazingly perfect top 3 shoe-in of a unit need to chill out a bit - it didn't finish top 3 last time, either! I'll spare 'em this time so as not to crush anybody but sheesh, some of you guys need to calm down. I guess I misread the rules and missed the part that said "Vote down any unit as long as you explain yourself EXCEPT FOR EAGLE WARRIORS because they get a free ride to the top 5", so I apologize.
Hetairoi (Macedon/Alexander) - 28
Hypaspist (Macedon) - 7
Immortal (Persia) - 10 (13-3) Fun, but starting to get outclassed by the other units on the list.
Janissary (Ottomans) - 25
Jong (Indonesia) - 27
Legion (Rome) - 25
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 35
Toa (Maori) - 29
Varu (India) - 28
Warak'aq (Inca) - 1
War-Cart (Sumeria) - 38
 
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Conquistador (Spain) - 28 = 27 + 1 Just finished my Spain game. I am still very impressed with these guys. One more vote. Not a top 5 unit, but very good. You can use these even after they go obsolete to convert enemy cities. They only need to be adjacent to the city, they don't need to be the one to conquer it. I ended up winning a religious victory before my domination victory, but no complaints about that.
Digger (Australia) - 15 = 18 - 3 As mentioned they are far too late. This is not a domination focused civ. Their advantage lies in their adjacency bonuses. They are good for punishing anyone who dares declare war on you, but that isn't a game changer and isn't going to win the game for you. The Mounties should be in above this one.
Eagle Warrior (Aztec) - 35
Hetairoi (Macedon/Alexander) - 28
Hypaspist (Macedon) - 7
Immortal (Persia) - 10
Janissary (Ottomans) - 25
Jong (Indonesia) - 27
Legion (Rome) - 25
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 35
Toa (Maori) - 29
Varu (India) - 28
Warak'aq (Inca) - 1
War-Cart (Sumeria) - 38
 
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Conquistador (Spain) - 28
Digger (Australia) - 12 (15 - 3). Everything wrong with the Digger has been summed up already, and I agree. Instead, let me just say something about the Conquistador.
Yes, you don't need a religion to get its combat bonuses, but that means you don't get the benefit of pushing your religion by conquest. And even if you do, which is an added bonus, it seems to me like religious spread by conquest is the main point of these units. Unique, yes. But comparing it to Spain's perks, it has a little mismatch in how they work together. Now, note that this isn't a complaint that makes it a terrible unit, no! It is still top 20 in my books... just that at this point, the little details start to matter

Eagle Warrior (Aztec) - 35
Hetairoi (Macedon/Alexander) - 28
Hypaspist (Macedon) - 7
Immortal (Persia) - 10
Janissary (Ottomans) - 25
Jong (Indonesia) - 28 (27 + 1). On the other hand, the complaints about having close neighbours applies to every unit! In fact, based on this standard as a basis for voting, Legions and Mounties should be top 3!
Anyways, some love for the Jong. The movement boost by embarked units it is in a formation with benefit both the unit (extra speed) and itself (additional combat strength). Plus it comes early. Easily one of the best naval units

Legion (Rome) - 25
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 35
Toa (Maori) - 29
Varu (India) - 28
Warak'aq (Inca) - 1
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 12
Eagle Warrior (Aztec) - 35
Hetairoi (Macedon/Alexander) - 28
Hypaspist (Macedon) - 4 = 7 - 3. Not sold on these guys. +5 vs cities is nice but only a situational +1 or +2 vs units isn't great. When I play against the deity AI, they throw plenty of units at me so something that is more consistent in all situations like the Toa or Legion is preferable.
Immortal (Persia) - 10
Janissary (Ottomans) - 26 = 25 + 1. These guys are downright insane. They are the cheapest unit of the renaissance era. They are cheaper than any unit from the medieval era. They are as cheap as the Toa and Varu, both classical era units! They are the 2nd strongest unit of the renaissance behind the Conquistador but come with a free promotion that not only help makes up for that but also gives them a free heal whenever you want.
Jong (Indonesia) - 28
Legion (Rome) - 25
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 35
Toa (Maori) - 29
Varu (India) - 28
Warak'aq (Inca) - 1
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 12
Eagle Warrior (Aztec) - 35
Hetairoi (Macedon/Alexander) - 28
Hypaspist (Macedon) - 4
Immortal (Persia) - 11 (10+1) - I don't think this should be next to go.
Janissary (Ottomans) - 26
Jong (Indonesia) - 28
Legion (Rome) - 25
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 35
Toa (Maori) - 29
Varu (India) - 28
Warak'aq (Inca) - ELIMINATED (1-1) - A good unit but at the end of the day it's still a glorified scout.
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 9 (12 - 3) While hypothetically good in a situation where you need to get a military edge this late in the game, that's a situation I have never found myself in.
Eagle Warrior (Aztec) - 35
Hetairoi (Macedon/Alexander) - 28
Hypaspist (Macedon) - 4
Immortal (Persia) - 11
Janissary (Ottomans) - 26
Jong (Indonesia) - 28
Legion (Rome) - 25
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 36 (35 + 1) Yes, ranged units aren't as strong against districts, but they do get the job done nonetheless, and do so without fear of return damage. Also, taking a few extra turns to bring down a city isn't necessarily a bad thing, as it means more XP. Any units approaching to stop the assault will get shredded.
Toa (Maori) - 29
Varu (India) - 28
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 9 (12 - 3)
Eagle Warrior (Aztec) - 35
Hetairoi (Macedon/Alexander) - 28
Hypaspist (Macedon) - 1 (4-3) I never build these as much as Hetairoi. They get outshined.
Immortal (Persia) - 11
Janissary (Ottomans) - 26
Jong (Indonesia) - 28
Legion (Rome) - 25
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 37 (36 + 1) Archers are already a go-to unit for any type of victory. These guys are Archers on steroids.
Toa (Maori) - 29
Varu (India) - 28
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 9
Eagle Warrior (Aztec) - 35
Hetairoi (Macedon/Alexander) - 28
Hypaspist (Macedon) - 1
Immortal (Persia) - 11
Janissary (Ottomans) - 26
Jong (Indonesia) - 28
Legion (Rome) - 26 (25+1) I just love the synergy of pillage and repair.
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 34 (37 - 3) Not an interesting unit like some of the others.
Toa (Maori) - 29
Varu (India) - 28
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 9
Eagle Warrior (Aztec) - 35
Hetairoi (Macedon/Alexander) - 28
Hypaspist (Macedon) - GONE! (1-3) good unit, but everything else left is great in some way
Immortal (Persia) - 11
Janissary (Ottomans) - 26
Jong (Indonesia) - 28
Legion (Rome) - 26
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 34
Toa (Maori) - 30 (29+1) no resources, reduce enemy strength, can hold its own for quite a while
Varu (India) - 28
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 9
Eagle Warrior (Aztec) - 36=35+1
Hetairoi (Macedon/Alexander) - 28
Immortal (Persia) - 8=11-3 Hey, why is this one still here? If you don't have 36-strength swordsman+ram/tower, how to combat against walled city in GS? Is this one anything better than a GS maryannu? 100 prod, 30/25 immortal vs 90 prod, 25/35 maryannu?
Janissary (Ottomans) - 26
Jong (Indonesia) - 28
Legion (Rome) - 26
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 34
Toa (Maori) - 30
Varu (India) - 28
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 10 (9 + 1) I don't want this to go next, they actually can come at a useful time for Australia to liberate foreign cities and chain +100% production bonus for your Spaceports. And if you just rush Replaceable Parts (no need for Oil!), and upgrade your Musketmen into these, you'll still get time to use them.
Eagle Warrior (Aztec) - 36
Hetairoi (Macedon/Alexander) - 28
Immortal (Persia) - 5 (8 - 3) Weakest one remaining. Everything else just has it better.
Janissary (Ottomans) - 26
Jong (Indonesia) - 28
Legion (Rome) - 26
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 34
Toa (Maori) - 30
Varu (India) - 28
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 10
Eagle Warrior (Aztec) - 37 (36+1) Take some early cities and jump start your economy with builders. Sure. Sounds good to me.
Hetairoi (Macedon/Alexander) - 28
Immortal (Persia) - 5
Janissary (Ottomans) - 26
Jong (Indonesia) - 25 (28 - 3) This and the Minas Gerais should probably get voted down soon. A ship just isn't as good as an early land unit and we're almost down to just the good early land units now...
Legion (Rome) - 26
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 34
Toa (Maori) - 30
Varu (India) - 28
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 7 (10-3) This unit is the latest melee unit one may use remaining, and by the time it comes you hardly need a strong melee unit because there are such a wide array of more useful ranged units.
Eagle Warrior (Aztec) - 37
Hetairoi (Macedon/Alexander) - 28
Immortal (Persia) - 5
Janissary (Ottomans) - 26
Jong (Indonesia) - 26 (25+1) These units are going to be fading fast, but the Jong and Minas Geraes are both forces to be reckoned with, and can give you total control of the seas for at least a time.
Legion (Rome) - 26
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 34
Toa (Maori) - 30
Varu (India) - 28
War-Cart (Sumeria) - 38
 
Of the remaining units the Eagle Warrior, Hetairoi, Immortal, Jong, Varu, and Pitati Archer directly synergize with their civ or civ leader ability. If we are going to grant Eagle Warriors and Pitati Archers their civ or civ leader ability then all units should be given this treatment.

The Conquistador, War-Cart, Janissary, Legion, Toa, Minas Geraes, and Digger stand alone with civ and civ leader abilities unrelated to their function. Among those the Conquistador, Legion, Toa have special abilities that are only available with religious or non-combat units. The War-cart, Digger, and Minas Geraes are timing/resource units that last a long time or come at a time when nothing can counter them.

The absolute best civ ability left is Macedon's and Alexander's heal on taking wonders of the entire army and granting random Eurekas and Inspirations. You don't need to build districts for science and culture when you get thousands of free science and culture from capturing cities. It is the best steamrolling civ in the game and the Hetairoi is clearly the best unit left by the rules advocated for the favorites the Eagle Warrior and the Pitati Archer.

Conquistador (Spain) - 28
Digger (Australia) - 7
Eagle Warrior (Aztec) - 37
Hetairoi (Macedon/Alexander) - 29 (28 + 1) best synergy left on the board by far.
Immortal (Persia) - 5
Janissary (Ottomans) - 26
Jong (Indonesia) - 26
Legion (Rome) - 26
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 31 (34-3) A overrated boring unit in an overrated boring civ.
Toa (Maori) - 30
Varu (India) - 28
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 4 (7-3) Position of Infantry is quite peculiar on the tech tree after GS. After Metal Casting in Renaissance the tree splits and you kinda either must go for spaceports first, if your goal is SV, leaving oil for later, or for oil and artillery and tanks (and battleships) first, if they're needed for domination. If your goal is SV you don't get your hands first on powerful attack units, but stumble upon Infantry, which is perfectly fine to absorb some damage and defend, but which you can't build now because you don't know yet what oil is. Australia seems to be lucky to remain unaffected by this odd change in GS, because it still will not need oil to have a strong infantry unit which would be awesome to repel invasions from sea... if there were any. If going for Dom V Australia seemingly would be able to spare much more oil for other sorts of units, but the natural way to strong attack units takes her completely off course from the path to the unique unit with a specific bonus for CS outside her territory, which isn't strong enough to help take cities unaided, so you kinda stall for quite a while, because you kinda need everything. No you, don't need everything, you can pummel cities down with arty and battleships and take them with muskets, if needed. Oil eating infantry falls out of the picture and drags down oilless Diggers too. Digger has all the historical flavour, but not much else.
Eagle Warrior (Aztec) - 37
Hetairoi (Macedon/Alexander) - 29
Immortal (Persia) - 6 (5+1) Probably can be of more use than Digger.
Janissary (Ottomans) - 27
Jong (Indonesia) - 26
Legion (Rome) - 26
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 31
Toa (Maori) - 30
Varu (India) - 28
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 5 (4+1) 1) beeline diggers, unlock them in industrial age have army that so far outclasses anything your opponents have the game is completely broken, 2) declare war on biggest warmonger in game, 3) liberate cities one by one and spend the rest of the game in +100% production with the entire world in love with you and several new city state buddies. I won't call this a completely unique strategy as the base idea can be done by anyone, but only Australia can do it with such an overwhelming force thanks to the diggers and get doubled production for it.
Eagle Warrior (Aztec) - 37
Hetairoi (Macedon/Alexander) - 29
Immortal (Persia) - 3 (6-3) die faster than swordsmen, one of the only few remaining units with a downside.
Janissary (Ottomans) - 27
Jong (Indonesia) - 26
Legion (Rome) - 26
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 31
Toa (Maori) - 30
Varu (India) - 28
War-Cart (Sumeria) - 38
 
Conquistador (Spain) - 28
Digger (Australia) - 4
Eagle Warrior (Aztec) - 37
Hetairoi (Macedon/Alexander) - 29
Immortal (Persia) - 6
Janissary (Ottomans) - 27
Jong (Indonesia) - 23 (26-3) Elvis still needs boats, but he is hungry for SE Asian atm.
Legion (Rome) - 26
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 31
Toa (Maori) - 31 (30+1) No iron needed swordsmen and they can repair tiles. The debuff on enemies is frosting on the cake.
Varu (India) - 28
War-Cart (Sumeria) - 38
 
Not a new vote, post above missed mine. This should be accurate.

Edit: Updated with Info from @BenitoChavez below


Conquistador (Spain) - 28
Digger (Australia) - 5
Eagle Warrior (Aztec) - 37
Hetairoi (Macedon/Alexander) - 29
Immortal (Persia) - 3
Janissary (Ottomans) - 26
Jong (Indonesia) - 23
Legion (Rome) - 26
Minas Geraes (Brazil) - 25
Pítati Archer (Nubia) - 31
Toa (Maori) - 31
Varu (India) - 28
War-Cart (Sumeria) - 38
 
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