Updated: (Best UU so far)

Which is the best UU?

  • Winged Hussar

    Votes: 32 13.2%
  • Siege Tower

    Votes: 22 9.1%
  • Pracinhas

    Votes: 4 1.6%
  • Nau

    Votes: 11 4.5%
  • Impi

    Votes: 32 13.2%
  • Kris Swordsman

    Votes: 11 4.5%
  • Berber cavalry

    Votes: 6 2.5%
  • Great Galleas

    Votes: 3 1.2%
  • Merchant of Venice

    Votes: 23 9.5%
  • Pathfinder

    Votes: 97 39.9%
  • Comanche Cavalry

    Votes: 2 0.8%

  • Total voters
    243
pathfinder!!!!
Who else hates it when you get three ruins in a game:
1. crude map
2. evidence of nearby barbarian camp
3. another crude map (because why not???)

...and the crude map is almost always of a vast expanse of empty sea. Sometimes I think my scout has just found a piece of blue paper and assumed it was a map!
Still, the winged hussar just narrowly gets my vote, as few things are more fun in civ than using mounted units to dissect a lumbering enemy army trapped on open ground!
 
Impi has first strike AND also attacks.
SOLD

EDIT:

Also with regards to the Pathfinder. There are many times when i POP a hut and the tech that I get ends up being the one i'm researching, which ends up saving me only 3 or 4 turns - not much an advantage is gained when this happens. You don't get a free tech of your choice, you just get that random free tech bonus; most likely you'll end up with 1 of the 4 starting tech options. Additionally the Pathfinder I'm assuming will be apart of the Scout unit line and wont be able to upgrade unless you make that first hut you find a free upgrade, at which point its unclear if the Pathfinder ability will transfer over to an archer.
 
The Scout is an important unit that's there's no upgrade for. A stronger Scout with special abilities is a pretty awesome unique unit.

A unique unit that upgrades a critical unit like the Pikeman is also pretty good.

A unique unit that replaces a unit you'll probably never build (Galleass, Lancer, Cavalry) is not as impressive.
 
The Scout is an important unit that's there's no upgrade for. A stronger Scout with special abilities is a pretty awesome unique unit.

A unique unit that upgrades a critical unit like the Pikeman is also pretty good.

A unique unit that replaces a unit you'll probably never build (Galleass, Lancer, Cavalry) is not as impressive.

A unit upgrades from a Pike is not so bad.

A ranged naval unit is good if building up a navy.

A Cavalry is not terrible and will be built.

A "unique" Cavalry without uniqueness is disappointing.

It is known.:king:
 
I went with the impi; though considering the options has made me realise that there's some really good UUs this expansion!
 
If the Berber Calvalry's bonus for fighting on Moroccan desert stacks with the 50% defence bonus from Kasbahs, then I'd have to go with them.

Otherwise, Pathfinders should be nice for getting a better start. Imagine Pathfinder-scarchers.
 
@ Petiscator & Wielki Hegemon; Yes, you're right, the pathfinder starts with Native Tongue, the civilopedia screenshot of the pathfinder makes this clear. That makes the unit better than I thought it was.
 
It has to be Venice's merchant. What could be better than a free city along with a city state's resources and standing army?

How does that even compare to units that give a one time lump sum of gold or units that give you an early policy? Venice beats all of these.
 
I absolutely love cavalry. And the berber cavalry seems to be better than the comanche cavalry, because of the bonuses in maroccan lands. Imagine a wall of berbers on your borders, all in a kasbah. Turtling was never so OP
 
I absolutely love cavalry. And the berber cavalry seems to be better than the comanche cavalry, because of the bonuses in maroccan lands. Imagine a wall of berbers on your borders, all in a kasbah. Turtling was never so OP

You forgot to mention the Himeji Castle and Great Wall.
 
Both on immortal and deity you should NEVER expect to get alot of ruins.

On average I think you will be able to get 2-3, and most of them will come through your first warrior.

This basically means that the pathfinder UU is near useless on higher difficulties, and on certain maptypes.

Ofcourse most UU's are situational, but to say the pathfinder is the best one is highly debatable, in fact I often am myself in the habit of disabling ancient ruins due to it being much more beneficial to the AI.

To whatever UU is the strongest of the new civ's I have to wait till I can try them out myself.

At least every single one of them looks interesting, but it all depends in the end the way they play, and the way BNW reshapes the game as we now know it.
 
I had to go with Pathfinder. Even without the selection of ruins bonus, I like the idea it's a warrior with scout movement. That alone makes me enjoy their addition.
 
I'm torn over this. Most of them, even the good ones like the Winged Hussar, are replacements for units that have a limited place in most of my games. The Impi are an exception, but I can't quite forgive them for being on the lancer upgrade path. Leaving aside the MOV, which is not really comparable to combat units, I suppose this leaves the Pathfinder - fancy and useful, but probably fairly limited in most games - and the naval units, which I do have a soft spot for. Great Galleas could be good as a medieval naval behemoth, but the lack of a complementary melee naval unit of comparable strength is a limitation - use triremes or wait for caravels or else use land based melee units? So I fall back on the Nau, not because it is particularly exciting, but because I always have time for caravels for exploration, and if I can get a bit of gold out of it too, that's all to the good.
 
Back
Top Bottom