Unique Units elimination thread

@Snoopaloop : If you really want a religion and can't ally a religious cs, can't find any faith ruins or any faith wonders or even any of the numerous pantheons that let you naturally generate faith i have a suggestion for you :

Try to rush buy shrines into secondary cities as soon as you can. You can get +3 or +4 fpt with 3-4 cities and make sure that you onna have a decent religion at immortal(i know that is faisible with shrines only) Sell some stuff, loan some gold if needed. Then you can spam Dromons if you want :D

I know that is your opinion but if you always try to found a religion(and have some difficulties to do it) why do upvote Jaguars? You logically should downvote only ancient/classical units because you seem to put all your energy to raise your own religion...unless it's exclusively for Byzantines?
 
I know that is your opinion but if you always try to found a religion(and have some difficulties to do it) why do upvote Jaguars? You logically should downvote only ancient/classical units because you seem to put all your energy to raise your own religion

Is the Aztec UA based solely on founding a religion? No, so logically...

it's exclusively for Byzantines

Sorry the denunciation lasts for 29 more turns.
 
Battering Ram 19
Camel Archer 27
Carolean 28
Chu-Ko-Nu 35
Companion Cavalry 4
Dromon 14
Horse Archer 29
Jaguar 14
Janissary 38
Keshik 40
Legion 8
Longbowman 40
Minutemen 35
Mohawk Warrior 5
Sea Beggar 32
Ship of the Line 31

We need to let the jaguar die. It requires you to spam them to make them useful which i think is stupid.

The Carolean starts with march which is one of the best promotions for melee troops so obviously they are great
 
@ LordleOz

I suggest you read in the multiplayer thread about the guy who ended up with 2k gold before turn 40 thanks to bullying city states.
----

The Jaguar is a magnificent spam unit for tall empires and since it has a higher strength and promotions count for "unit power" relative to a city state - the healing and woodsmen allow you to bully city states easily. It may be a warrior but its used like a diplomat. If that diplomat was Chuck Norris. Eventually you will upgrade them and those Jaguars will rise to an even higher prominence later on

I didn't know jaguar's ability can be carried on through upgrades, so, well, jaguar is better than I previously thought :D
 
Battering Ram 19
Camel Archer 27
Carolean 28
Chu-Ko-Nu 35
Companion Cavalry 4
Dromon 14
Horse Archer 29
Jaguar 11
Janissary 38
Keshik 40
Legion 8
Longbowman 41
Minutemen 35
Mohawk Warrior 5
Sea Beggar 32
Ship of the Line 31

Longbowman : Extra range can't kill anyone but enemy. Using them can easily push any front baxk to their city and bombard cities while cities can't fight back, and if longbowman aren't obsolete when they got Range promotion... wow.

Jaguar : Spam warrior and/or bullying CS isn't my hobby, and I somehow can't use Jaguar to turn the tide of war which I doubt it will exist in warrior's age.
 
Is the Aztec UA based solely on founding a religion? No, so logically...

Logically you should try to gain a religion whatever the civ you get unless playing deity or fast domination games.
 
Battering Ram 19
Camel Archer 27
Carolean 29
Chu-Ko-Nu 35
Companion Cavalry 4
Dromon 14
Horse Archer 29
Jaguar 8 (theguy8882 didn't calculate his +1,-3)
Janissary 38
Keshik 40
Legion 9
Longbowman 41
Minutemen 35
Mohawk Warrior 2
Sea Beggar 32
Ship of the Line 31

Legion: solid UU, pretty versatile, and helps a lot in early conquers.

Mohawk: same reason as my last poll, and let's kick it out of here. :)
 
Battering Ram 19
Camel Archer 27
Carolean 29
Chu-Ko-Nu 35
Companion Cavalry 4
Dromon 14
Horse Archer 29
Jaguar 8
Janissary 38
Keshik 40
Legion 9
Longbowman 41
Minutemen 35
Mohawk Warrior 0 - Tried thrice and I remain unmoved. Maybe it suffers from overall weakness of swords. Will add that of the ones left I fear these the least.
Sea Beggar 32
Ship of the Line 32 - Tremendous strength couples beautifully with UA for a dominant naval experience.
 
Battering Ram 20 (+1)
Camel Archer 27
Carolean 29
Chu-Ko-Nu 35
Companion Cavalry 1 (-3)
Dromon 14
Horse Archer 29
Jaguar 8
Janissary 38
Keshik 40
Legion 9
Longbowman 41
Minutemen 35
Sea Beggar 32
Ship of the Line 32

Battering Ram - What do you people have against taking early cities with ease? These things just roll right through.

Companion cavalry - overall unranged horses just dont compete with mele units.
 
Battering Ram 21 (+1)
Camel Archer 27
Carolean 29
Chu-Ko-Nu 35
Companion Cavalry 0
Dromon 14
Horse Archer 29
Jaguar 8
Janissary 38
Keshik 40
Legion 9
Longbowman 41
Minutemen 35
Sea Beggar 32
Ship of the Line 32

The battering ram can take cities in 3 or 4 turns by themselves. These things are incredibly useful.

Companion Calvary needs to go. Lancer UUs are very meh.
 
Battering Ram 21
Camel Archer 27
Carolean 29
Chu-Ko-Nu 35
Dromon 14
Horse Archer 30 (+1) Another Vote for the Horse Archer - its game over for 1-4 civs in multiplayer with this thing. To the point where everyone will war on you and you can still handle them because of this thing... is amazing.
Jaguar 8
Janissary 38
Keshik 40
Legion 6 (-3) The Weakest UU on the list by far left imho. Doesn't provide anything game - changing - no useful carryover promotions - and pikes can do a better job anyways.
Longbowman 41
Minutemen 35
Sea Beggar 32
Ship of the Line 32
 
Logically you should try to gain a religion whatever the civ you get unless playing deity or fast domination games.

In my last reply, I simply told you I do not put ALL my energy into finding a religion when playing the Aztecs, like I feel I have to when I play the Byzantines.

Can you read anywhere that I stated I avoid trying to gain a religion at all when I play as the Aztecs? No. If luck has it, and I might be able to grab the last religion, I'll go for it. If I do not get it, do I care? No. Not the reason I chose the Aztecs. If I don't get the last religion as the Byzantines, do I care. Yes, the UA is meaningless at that moment.

Get over yourself and your logic.

The denunciation against the dromon has turned into a war. Peace blocked for 10 turns.
 
Battering Ram 21
Camel Archer 27
Carolean 29
Chu-Ko-Nu 36 (+1) CKNs are wonderful on defense and devastating on offense. Promotions roll in, and if they get range... look out. Phenomenal Unit, the best non-horse-archer unit on here, IMO. Although longbows are amazing too, lack of indirect fire can sometimes render their ability moot. And everyone knows ranged > melee in G&K.
Dromon 14
Horse Archer 30
Jaguar 8
Janissary 38
Keshik 40
Legion 3 (-3) Yep, swords are no good. Building roads keeps this guy around longer than most, but once you upgrade he mysteriously forgets what the hell he was doing.
Longbowman 41
Minutemen 35
Sea Beggar 32
Ship of the Line 32
 
The denunciation against the dromon has turned into a war. Peace blocked for 10 turns.

Ok i'm building a lot of Dromons right now :lol:

Don't be mad i'm only trying to convince you that it's possible to build both UUs and religion if you can get just a little luck with natural faith boosters :scan:
 
Battering Ram 21
Camel Archer 27
Carolean 29
Chu-Ko-Nu 37
Dromon 14
Horse Archer 30
Jaguar 8
Janissary 38
Keshik 40
Legion 0
Longbowman 41
Minutemen 35
Sea Beggar 32
Ship of the Line 32

CKN : It's fun to upgrade to Gatling guns later and continue to :ar15:

Legion : I hesitated a bit but i think this unit is the worst UU left on this list. They are nice when building roads and keep good defense until the ren. era but thats all.
 
Battering Ram 21
Camel Archer 27
Carolean 29
Chu-Ko-Nu 38 (+1)
Dromon 14
Horse Archer 30
Jaguar 8
Janissary 38
Keshik 40
Longbowman 41
Minutemen 35
Sea Beggar 32
Ship of the Line 29 (-3)

CKNs are better than Longbowmen. I know some people are going to disagree, but what it comes down to for me is (1) Longbowmen's lack of visibility, and (2) CKNs superior ability to get exp. A force of CKNs can easily replace seige units, and they get crazy experience in the process (basically +100% exp on turns when you're able to use two attacks). Comparing apples to apples, a newly build CKN is going to acquire range faster than a newly built Longbowman acquires logistics. The penalty to strenght isn't great, but it doesn't matter when you upgrade to gats.

Ship of the Lines is a great unit, but let's face it: you're going to win the seas anyway, so the coastal cities aren't that hard to take with just Frigates.
 
Battering Ram 18 - I don't like attacking early-game
Camel Archer 27
Carolean 29
Chu-Ko-Nu 38
Dromon 14
Horse Archer 30
Jaguar 8
Janissary 39 - simply awesome
Keshik 40
Longbowman 41
Minutemen 35
Sea Beggar 32
Ship of the Line 29
 
Battering Ram 18
Camel Archer 27
Carolean 29
Chu-Ko-Nu 38
Dromon 15
Horse Archer 30
Jaguar 8
Janissary 39
Keshik 40
Longbowman 41
Minutemen 32
Sea Beggar 32
Ship of the Line 29

+1 for Dromon for the reasons I state in every single post

-3 for the Minutemen. I know a lot of you guys like them, but I don't. It is not because they are not useful - the lack of movement penalty is great - but I find it to be the worst in the list. I love ships, Janissaries and Jaguars rule, ranged-mounted units too. Next on my hit list is the Battering Ram
 
Battering Ram 18
Camel Archer 27
Carolean 29
Chu-Ko-Nu 38
Dromon 12 (-3)
Horse Archer 30
Jaguar 9 (+1)
Janissary 39
Keshik 40
Longbowman 41
Minutemen 32
Sea Beggar 32
Ship of the Line 29
Dromon: Not a great unit on a highlands, pangaea, inland sea and a number of other maps.
Jaguar: I take this over a dromon any day.
 
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