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Unique Units elimination thread

Discussion in 'Civ5 - General Discussions' started by Tabarnak, Aug 27, 2012.

  1. loki75

    loki75 Chieftain

    Joined:
    Aug 27, 2012
    Messages:
    83
    Minutemen 21
    B17 20
    Camel Archer 21
    Hussar 20
    Jaguar 18
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 21
    Chu-Ko-Nu 23 (+1)
    Berserker 20
    Norwegian Ski Infantry 20
    War Chariot 13 (-2)
    Longbowman 24
    Ship of the Line 21
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 18
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 22
    Battering Ram 21
    Slinger 17
    War Elephant 21
    Mohawk Warrior 21
    Samurai 18
    Turtle Ship 19
    Hwach'a 19
    Atlatist 21
    Keshik 23
    Sea Beggar 21
    Janissary 22
    Sipahi 20
    Immortal 20
    Maori Warrior 8 (-2)
    Legion 20
    Ballista 20
    Cossack 20
    Naresuan's Elephant 21
    Mandekalu Cavalry 20
    Tercio 20
    Conquistador 20
    Hakkapeliitta 18
    Carolean 20

    Chu-Ko-Nu: shooting twice is just too good, especially in G&K where you can actually conquer cities with ranged.
    War Chariot: an upgraded scout is better. Worthless unit.
     
  2. Buccaneer

    Buccaneer Deity

    Joined:
    Nov 2, 2001
    Messages:
    3,562
    Hey Tab, you found your assistant! :D
     
  3. kamikazees

    kamikazees Warlord

    Joined:
    Jul 5, 2012
    Messages:
    266
    Minutemen 21
    B17 20
    Camel Archer 21
    Hussar 20
    Jaguar 18
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 21
    Chu-Ko-Nu 22
    Berserker 20
    Norwegian Ski Infantry 20
    War Chariot 15
    Longbowman 24
    Ship of the Line 21
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 18
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 22
    Battering Ram 21
    Slinger 17
    War Elephant 21
    Mohawk Warrior 21
    Samurai 18
    Turtle Ship 19
    Hwach'a 19
    Atlatist 21
    Keshik 23
    Sea Beggar 21
    Janissary 22
    Sipahi 20
    Immortal 20
    Maori Warrior 6 (-2)
    Legion 21 (+1)
    Ballista 20
    Cossack 20
    Naresuan's Elephant 21
    Mandekalu Cavalry 20
    Tercio 20
    Conquistador 20
    Hakkapeliitta 18
    Carolean 20

    Maori - If your unit is surrounded so that its ability affects multiple units, which is what you want, the unit is probably dead when you click "next turn," which is what you don't want. And it does not carry over.

    Legion - I do not play Rome very much, but this unit is powerful. It laughs at every other unit in Classical and Medieval eras. It dominates until Renaissance. On top of that, it freaking builds roads.
     
  4. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    31,393
    Location:
    DE/NL/FR
    Minutemen 21
    B17 20
    Camel Archer 21
    Hussar 20
    Jaguar 18
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 21
    Chu-Ko-Nu 23
    Berserker 20
    Norwegian Ski Infantry 20
    War Chariot 13
    Longbowman 24
    Ship of the Line 21
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 18
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 22
    Battering Ram 21
    Slinger 17
    War Elephant 21
    Mohawk Warrior 21
    Samurai 18
    Turtle Ship 19
    Hwach'a 19
    Atlatist 21
    Keshik 23
    Sea Beggar 21
    Janissary 22
    Sipahi 20
    Immortal 20
    Maori Warrior 6
    Legion 21
    Ballista 20
    Cossack 20
    Naresuan's Elephant 21
    Mandekalu Cavalry 20
    Tercio 20
    Conquistador 20
    Hakkapeliitta 18
    Carolean 20


    Just a correction (no vote), because the post by loki75 was caught in the moderation queue and not visible for anyone else.

    Also, please always give some sort of reason for your vote :).
     
  5. Peng Qi

    Peng Qi Emperor

    Joined:
    Aug 19, 2007
    Messages:
    1,429
    Location:
    Irrelevant.
    Yes it does.
     
  6. Arilian

    Arilian King

    Joined:
    Jan 18, 2008
    Messages:
    662
    Location:
    Hungary
    I think who vote the maori down, does not really play with it.
    Basically what it does, it creates a warrior, that is 11% stonger than a normal warrior. And it carries over. And it affect the arches behind him. It it is available from the beginning of the game to the end.
    It is one of the strongest unit in the game (in SP, where you can be carefull not to kill them)
     
  7. theguy8882

    theguy8882 Warlord

    Joined:
    May 20, 2012
    Messages:
    201
    Minutemen 21
    B17 20
    Camel Archer 21
    Hussar 20
    Jaguar 18
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 21
    Chu-Ko-Nu 23
    Berserker 20
    Norwegian Ski Infantry 20
    War Chariot 13
    Longbowman 24
    Ship of the Line 21
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 18
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 22
    Battering Ram 21
    Slinger 17
    War Elephant 21
    Mohawk Warrior 21
    Samurai 18
    Turtle Ship 19
    Hwach'a 19
    Atlatist 21
    Keshik 23
    Sea Beggar 21
    Janissary 22
    Sipahi 20
    Immortal 20
    Maori warrior 4
    Legion 21
    Ballista 20
    Cossack 20
    Naresuan's Elephant 21
    Mandekalu Cavalry 20
    Tercio 20
    Conquistador 20
    Hakkapeliitta 18
    Carolean 21

    The Carolean is actually really good. March is a great promotion and if you make a lot of caroleans you can have mech infantry with march.

    The maori warrior is stupid. Sure it's good early game, but unless you spam them they lose their usefulness fast. And if you spam them you get bankrupt early on which sucks.
     
  8. Charlieguns

    Charlieguns Chieftain

    Joined:
    Sep 27, 2010
    Messages:
    33
    Location:
    Lima, Peru
    Minutemen 21
    B17 20 - 2 = 18
    Camel Archer 21
    Hussar 20
    Jaguar 18
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 21
    Chu-Ko-Nu 23
    Berserker 20
    Norwegian Ski Infantry 20
    War Chariot 13
    Longbowman 24 + 1 =25
    Ship of the Line 21
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 18
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 22
    Battering Ram 21
    Slinger 17
    War Elephant 21
    Mohawk Warrior 21
    Samurai 18
    Turtle Ship 19
    Hwach'a 19
    Atlatist 21
    Keshik 23
    Sea Beggar 21
    Janissary 22
    Sipahi 20
    Immortal 20
    Maori Warrior 6
    Legion 21
    Ballista 20
    Cossack 20
    Naresuan's Elephant 21
    Mandekalu Cavalry 20
    Tercio 20
    Conquistador 20
    Hakkapeliitta 18
    Carolean 20

    B17: never use them, I think is as bad as the zero
    Longbow: +1 range bonus and also to upgraded units
     
  9. Monthar

    Monthar Emperor

    Joined:
    Mar 28, 2004
    Messages:
    1,992
    Location:
    Elmendorf, Tx
    Or the frigate was inside Korea's borders. All ships with the "can't enter ocean" promotion can enter ocean tiles if those ocean tiles are inside the borders of the civ that owns the ship.
     
  10. kamikazees

    kamikazees Warlord

    Joined:
    Jul 5, 2012
    Messages:
    266
    Thanks for this correction. I did not think it did from my last game with Polynesia. In any event, my vote would still be the same.
     
  11. The A.K.T

    The A.K.T Warlord

    Joined:
    May 25, 2011
    Messages:
    237
     
  12. GhostSalsa

    GhostSalsa Emperor

    Joined:
    Jul 7, 2012
    Messages:
    1,010
    Location:
    Austin, TX
    Minutemen 21
    B17 18
    Camel Archer 21
    Hussar 20
    Jaguar 18
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 21
    Chu-Ko-Nu 23
    Berserker 20
    Norwegian Ski Infantry 18
    War Chariot 13
    Longbowman 25
    Ship of the Line 21
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 18
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 22
    Battering Ram 21
    Slinger 17
    War Elephant 21
    Mohawk Warrior 21
    Samurai 18
    Turtle Ship 19
    Hwach'a 19
    Atlatist 21
    Keshik 23
    Sea Beggar 21
    Janissary 22
    Sipahi 20
    Immortal 20
    Maori Warrior 7
    Legion 21
    Ballista 20
    Cossack 20
    Naresuan's Elephant 21
    Mandekalu Cavalry 20
    Tercio 20
    Conquistador 20
    Hakkapeliitta 18
    Carolean 20

    I'm perplexed by the Maori hate! That 10% penalty makes the Maori very efficient at clearing barb camps single-handedly, which is probably the only time you'll ever friend a Faith CS quick enough to get a choice pantheon, which is game-changing. (I did exactly this in my last game as Polynesia, snagging stone circles without having build a temple yet). The Maori is a game-changing unit.

    They're also just well-rounded. The fear promo also syncs with Polynesia's UA by making the Maori a tough-enough-for-the-world early scout who can immediately travel the whole world. You don't need to spam them to take advantage of them. Just build two extra in lieu of scouts.

    Ski-infantry, I'm dinging, and I'm doing so as someone who loves playing as Denmark. I mean come on. You can't sky on a hill in the jungle. Annoying, frankly.
     
  13. Awsome Sause

    Awsome Sause Chieftain

    Joined:
    Jul 26, 2012
    Messages:
    68
    Minutemen 21
    B17 18
    Camel Archer 21
    Hussar 20
    Jaguar 18
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 21
    Chu-Ko-Nu 23
    Berserker 20
    Norwegian Ski Infantry 18
    War Chariot 11
    Longbowman 25
    Ship of the Line 21
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 18
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 22
    Battering Ram 21
    Slinger 17
    War Elephant 21
    Mohawk Warrior 21
    Samurai 18
    Turtle Ship 20
    Hwach'a 19
    Atlatist 21
    Keshik 23
    Sea Beggar 21
    Janissary 22
    Sipahi 20
    Immortal 20
    Maori Warrior 7
    Legion 21
    Ballista 20
    Cossack 20
    Naresuan's Elephant 21
    Mandekalu Cavalry 20
    Tercio 20
    Conquistador 20
    Hakkapeliitta 18
    Carolean 20

    Turtle Ship: recently played Korea and was amazed by the strength of this ship. It has almost double the strength of the caravel, which makes taking coastal cities extremely easy in that era.

    War chariot: I don't like chariots in the first place because of there rough terrain penalty and this unit just adds one movement and the ability to be built without horses.
     
  14. Tabarnak

    Tabarnak R.I.P.

    Joined:
    Sep 17, 2010
    Messages:
    5,949
    Location:
    Québec
    Minutemen 21
    B17 18
    Camel Archer 21
    Hussar 20
    Jaguar 18
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 21
    Chu-Ko-Nu 23
    Berserker 20
    Norwegian Ski Infantry 18
    War Chariot 11
    Longbowman 25
    Ship of the Line 21
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 18
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 22
    Battering Ram 21
    Slinger 17
    War Elephant 21
    Mohawk Warrior 21
    Samurai 18
    Turtle Ship 20
    Hwach'a 19
    Atlatist 21
    Keshik 23
    Sea Beggar 21
    Janissary 22
    Sipahi 20
    Immortal 20
    Maori Warrior 7
    Legion 21
    Ballista 20
    Cossack 20
    Naresuan's Elephant 21
    Mandekalu Cavalry 18
    Tercio 20
    Conquistador 21
    Hakkapeliitta 18
    Carolean 20

    Conquistador : Can settle new cities over next continents not connected to capital? Wow.

    Mandekalu Cavalry : Weaker unit in G&K. I mean ranged units are enough to take down cities now with a single melee unit. Even without the penalty you rarely want to attack a city with them. If only they had a little strengh bonus.
     
  15. El Caballerion

    El Caballerion King

    Joined:
    Sep 4, 2010
    Messages:
    937
    Location:
    New York
    Only negative to the conquistador is that you almost certainly never want to promote a veteran horseman to it, because then you'll lose the unit to build a city. You either upgrade a vet to a Conquistador and use it ONLY to fight/explore, or you build one from scratch for the purpose to colonize a new world.
     
  16. OmniPotent42

    OmniPotent42 King

    Joined:
    Jun 25, 2012
    Messages:
    920
    Minutemen 21
    B17 18
    Camel Archer 21
    Hussar 20
    Jaguar 18
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 21
    Chu-Ko-Nu 23
    Berserker 20
    Norwegian Ski Infantry 18
    War Chariot 11
    Longbowman 25
    Ship of the Line 21
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 18
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 22
    Battering Ram 21
    Slinger 17
    War Elephant 21
    Mohawk Warrior 21
    Samurai 18
    Turtle Ship 20
    Hwach'a 19
    Atlatist 21
    Keshik 23
    Sea Beggar 21
    Janissary 22
    Sipahi 20
    Immortal 21
    Maori Warrior 7
    Legion 21
    Ballista 20
    Cossack 18
    Naresuan's Elephant 21
    Mandekalu Cavalry 18
    Tercio 20
    Conquistador 21
    Hakkapeliitta 18
    Carolean 20

    Cossack only gets Charge Promotion, which is pretty lame especially when this unit comes so late.
    Immortals are better than Hoplites imo. 1 extra strength and +10 hp healing, making them great for offense AND defense.
     
  17. Crafty Bison

    Crafty Bison King

    Joined:
    Jun 26, 2012
    Messages:
    756
    Minutemen 21
    B17 18
    Camel Archer 21
    Hussar 20
    Jaguar 18
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 21
    Chu-Ko-Nu 23
    Berserker 20
    Norwegian Ski Infantry 18
    War Chariot 11
    Longbowman 25
    Ship of the Line 21
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 18
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 22
    Battering Ram 21
    Slinger 17
    War Elephant 21
    Mohawk Warrior 21
    Samurai 18
    Turtle Ship 20
    Hwach'a 19
    Atlatist 21
    Keshik 23
    Sea Beggar 21
    Janissary 22
    Sipahi 20
    Immortal 21
    Maori Warrior 7
    Legion 21
    Ballista 20
    Cossack 18
    Naresuan's Elephant 21
    Mandekalu Cavalry 16
    Tercio 20
    Conquistador 21
    Hakkapeliitta 18
    Carolean 21


    March is exactly what every melee unit wants, and Sweden sure does put the exp from their meat shields to good use! I'm assuming that keshik/camel archer will be around for a while so I voted for this one.

    The worst of the Knight replcaements, who wouldn't rather have a conquistador? Again I'm assuming that the zero and war chariot will go early :)
     
  18. aarman4

    aarman4 Chieftain

    Joined:
    Jun 6, 2004
    Messages:
    5
    Location:
    Langley, B.C. (suburb of Vancouve)
    Minutemen 20
    B17 20
    Camel Archer 20
    Hussar 18
    Jaguar 20
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 20
    Chu-Ko-Nu 22
    Berserker 20
    Norwegian Ski Infantry 20
    War Chariot 18
    Longbowman 23
    Ship of the Line 20
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 20
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 20
    Battering Ram 20
    Slinger 19
    War Elephant 21
    Mohawk Warrior 21
    Samurai 20
    Zero 8
    Turtle Ship 20
    Hwach'a 19
    Atlatist 20
    Keshik 20
    Sea Beggar 20
    Janissary 20
    Sipahi 20
    Immortal 20
    Maori Warrior 16
    Legion 20
    Ballista 20
    Cossack 20
    Naresuan's Elephant 20
    Mandekalu Cavalry 18
    Tercio 20
    Conquistador 20
    Hakkapeliitta 18
    Carolean 21


    CHO-KO-NU: 2 attacks per turn is god-like.... Attack early, attack often, and China rules.

    HUSSAR: Not strong enough in the mid to late game when it is introduced.
     
  19. mintcandy

    mintcandy King

    Joined:
    Apr 10, 2012
    Messages:
    609
    The Zero certainly did.

    Here's the corrected tally.

    Minutemen 21
    B17 18
    Camel Archer 21
    Hussar 18
    Jaguar 18
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 21
    Chu-Ko-Nu 24
    Berserker 20
    Norwegian Ski Infantry 18
    War Chariot 11
    Longbowman 25
    Ship of the Line 21
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 18
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 22
    Battering Ram 21
    Slinger 17
    War Elephant 21
    Mohawk Warrior 21
    Samurai 18
    Turtle Ship 20
    Hwach'a 19
    Atlatist 21
    Keshik 23
    Sea Beggar 21
    Janissary 22
    Sipahi 20
    Immortal 21
    Maori Warrior 7
    Legion 21
    Ballista 20
    Cossack 18
    Naresuan's Elephant 21
    Mandekalu Cavalry 16
    Tercio 20
    Conquistador 21
    Hakkapeliitta 18
    Carolean 21
     
  20. Elgalad

    Elgalad Bully!

    Joined:
    Aug 6, 2004
    Messages:
    857
    Location:
    Land of the Free, Home of the Brave
    Minutemen 21
    B17 18
    Camel Archer 21
    Hussar 18
    Jaguar 18
    Bowmen 20
    African Forest Elephant 20
    Quinquereme 20
    Pictish Warrior 21
    Chu-Ko-Nu 24
    Berserker 20
    Norwegian Ski Infantry 18
    War Chariot 11
    Longbowman 25
    Ship of the Line 21
    Mehal Sefari 20
    Musketeer 20
    Foreign Legion 20
    Landsknecht 21
    Panzer 18
    Hoplite 20
    Companion Cavalry 20
    Horse Archer 22
    Battering Ram 21
    Slinger 15
    War Elephant 21
    Mohawk Warrior 21
    Samurai 18
    Turtle Ship 20
    Hwach'a 19
    Atlatist 21
    Keshik 23
    Sea Beggar 21
    Janissary 22
    Sipahi 20
    Immortal 21
    Maori Warrior 7
    Legion 22
    Ballista 20
    Cossack 18
    Naresuan's Elephant 21
    Mandekalu Cavalry 16
    Tercio 20
    Conquistador 21
    Hakkapeliitta 18
    Carolean 21

    Have Iron, Will Conquer.

    Slingers need to do a just a little bit more than play acting that they're Brave Sir Robin.


    -Elgalad
     

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