Which Combined UA, UU and UB would be the best possible civ.

Drakle

Emperor
Joined
Jun 28, 2014
Messages
1,287
Just for fun.

The rules are

You can only pick one Unique from a civ.
You must pick one UU/Unique Great Person and One Unique Building/Unique National Wonder/Unique Improvement
Explain why.


In terms of Warmongering

Royal Library, Every Great Work of Writing you control grants +5 XP to Units created in any City you own (up to a maximum of +45 XP).

Iklwa, Melee and Gun Units cost 25% Gold Maintenance, and all Units require 25% less XP for promotions.

Your military is 50% more effective at intimidating City-States, and you receive 25% more Yields from demanding Tribute

Musketeer, Starts with the Lightning Warfare (this Unit receives a +15% Combat boost when attacking, +1 Movement, and the ability to ignore enemy Zones of Control) promotion.

Sounds like a very strong combo. Gobs of EXP, and a later UU that will merge your melee units, with unique promotions and extra movement. Your land units would be unstoppable powerful.

Alternatively, The Zulu Ikanda combined with either the Musketeer or Berserker and the Songhai UA would mean infantry with a base 4 movement once they fulfil the Buffalo promotions, and can race around on rivers with ease.


In terms of synergy

Phoenician Heritage
+125 Gold when founding Cities, scaling with Era.

All owned Coastal Cities receive a free Lighthouse.

The Trade Route Resource Diversity modifier is either doubled if the value is positive or halved if negative.

Runestone, replaces the Lighthouse.
Special traits:

Provides 2 Culture.

When a Unit that was created by this City Pillages a tile (excluding Roads and Railroads), gain 30 Gold and Culture in this City, scaling with Era.

+25% Production towards Land and Naval Melee Units.

+2 Food to Coast and Ocean Tiles (up from +1).

Conquistador, Starts with two Extra Sight promotions. These promotions are lost on Upgrade.

Starts with a promotion that allows this Unit to Embark and doubles its Combat Strength while Embarked.

Can found new Cities on a foreign continent that does not contain the Spanish Capital. Cities founded using the Conquistador start with 3 Citizens, claim additional territory, and automatically receive the same selection of prebuilt Buildings provided.

Every city would start with 2 culture immediately, ocean tiles would be very food rich, and extra production for units, and then a bunch of ready-made settler units, without the weakness of civilian settler units.
 
Last edited:
Esprit de Corps
+10% Damage for each subsequent attack against a single target during a turn.
When you conquer a City, gain Great Artist, Writer, and Musician Points Points in your :c5capital:Capital and a temporary boost to :c5culture:Culture and:c5production:Production in all Cities
OR
Lion of the North
All units receive +20% Attack.
+1 Movement to Siege units.
+15% Aura Strength from Great Generals
Whenever a Great General is born, all units receive 15XP and heal.

Hwach'a
higher CS and RCS
Starts with Logistics promotion
Does not have the Siege promotion

Siege Foundry
,
replaces the Forge
3:c5production:1:c5science:
+50% :c5production:Production towards Siege Units.
All Siege Units trained in the City receive the Volley promotion for free.
When you construct a Unit in this City, gain :c5science: Science equal to 20% of the Unit's :c5production:Production cost.
Nearby Copper provides +1 :c5production:Production and +1 :c5gold:Gold, rather than +2:c5gold:
+2 Production from Mines worked by this City.
Nearby Iron provides +1 :c5production:Production and +1:c5gold: Gold.
1 Engineer Specialist slot.

France UA:

Your units stack damage, so give them the only UU with logistics and the UB that supercharges your production of that unit type.

Sweden UA:
+1 move, +50% production, and a free volley, for your Trebuchet UU. Siege it up, nerds!
 
Last edited:
THE DIPLOMATIC POWERHOUSE
Habsburg Diplomacy

+50% rewards from City-State Quests.
Can use Gold to arrange Marriages with Allied City-States. While at peace with the City-State, Marriages eliminate Influence decay, grant an additional World Congress Delegate, and provide a +15% Great Person Rate boost in the Capital
Hanse
Provides 3 Culture (up from 2) and 5 Gold.
All Cities with a Hanse receive +5% Production for each City-State Trade Route in your Civilization.
10% of this City's Gold output is added to the City's Science every turn.
Pictish Warrior
Has more Combat Strength (13 vs. 11).
Is available earlier, arriving at Mining rather than Bronze Working.
When this Unit kills an enemy Unit, your Civilization earns 200% of either the defeated opponents' Combat Strength or Ranged Combat Strength as Faith

This combines the increadible vote accumulation of Austrias UA with Germanies insane production boost from their UB. The Pictish Warrior covers the lack of benefits in the early game by helping in barbarian hunting and getting a religion earlier than normal.

WELL FEEDED SCIENTISTS

Scholars of the Jade Hall
+1 Science from all Specialists, increasing by +1 in the Medieval, Industrial, and Atomic Eras.
+30% Great Person Rate during Golden Ages.
Gain 50 Golden Age Points when a Great Person is born, scaling with Era.
Harappan Reservoir
Provides 3 Food (up from 1) and 3 Production.
20% of Food is carried over after a new Citizen is born (up from 15%).
+1 Production from nearby Flood Plains and +1 Food and +1 Production from Farms worked by this City.
Merchant of Venice
Can purchase City-States outright, bringing them under Venetian control as a Puppet City.
Can also construct a Puppet City called a Colonia. A Colonia begins with 3 Population, 3 extra tiles, a Monument, and a Market.

Koreas UA is strong, sooner or later you will use a lot of specialits and science is never wrong. The Harappan Reservoir from India delivers you more food and hammers to grow faster, feed more specialits and provide hammers to build what you unlock.
The Great Merchant from Venice is able to settle puppets, which didnt increase your policy/tech cost but still contributes to your empire, or puppet CS and not only get a puppet, but also decrease possible votes for opponents.
 
Don't know how good this actually is but it sounds fun.

Great Expanse

Founded Cities start with additional territory, and Land Units receive a combat bonus when fighting within their own territory. All Recon Units can choose rewards from ancient ruins.

Bowman
Higher CS and RCS
Starts with Indirect Fire

Kasbah
Can only be build adjacent to an owned City.

Connects luxury or strategic resource underneath to trade network.
Deals 5 damage to adjacent enemy Military units.
Provides +30% defensive bonus.
+1 :c5food: +2 :c5production: +2 :c5gold: +2 :c5culture:
Fishing Boats +2:c5gold:
Coast +1:c5culture:

Expand early thanks to ruin rewards and use the additional territory on founding to block off other's expansion. Defend your rapidly acquired territory easily with Bowman. Be rewarded for your vast territory in Medieval era with an incredible unique improvement.
 
Iroquois, but better:
Great War Path
All land units receive the Woodsman promotion
Units can use forests as roads in your territory to move and establish :c5trade:City connections
+20%:c5strength:CS within 3 tiles of a Natural wonder

Wat
replaces constabulary
unlocked 2 techs earlier
Provides 4 :c5culture:Culture, 1 :c5faith:Faith, and 2 :c5science:Science.
Reduces enemy Spy stealing rate by 50% (up from 25%).
Prevents the destruction of Building construction by Spy Advanced Actions.
+2:c5science: Science from Temples and Shrines in this City, and +1:c5culture: Culture from Jungle and Forest Tiles worked by this City.
Has 1 Scientist Specialist slot.
Costs 2:c5gold: Maintenance (down from 4).
Increases the City's:c5strength: Defense by 5.
-1:c5unhappy: Unhappiness from Distress.

Bowman
Increased CS/RCS
Has Indirect Fire for free

The Mohawk is arguably the weakest standalone UU in the game. A bowman would have all the mobility of a Mohawk Warrior, and be able to shoot through forest to hit targets 2 tiles away, allowing the bowman to move and shoot with impunity in jungle/forest
The Wat comes later than the longhouse, but it is waaaaaaaay stronger. It has stronger forest bonuses, and much more besides.
 
Just a early warmonger heavy civ that I think can be fun.

Aztecs UA:
Receive :c5gold: Gold and :c5faith: Faith for each enemy Unit you kill (the amount of :c5gold: Gold and :c5faith: Faith earned is equal to 150% of either the defeated enemy Unit's :c5strength: Combat Strength or :c5rangedstrength: Ranged Combat Strength).

When you complete a favorable Peace Treaty, a :c5goldenage: Golden Age begins.

Ikanda:
replaces the Barracks.
Provides 1 :c5culture: Culture.
Grants the unique Buffalo Loins promotion to all melee and Gunpowder Units trained in this City.
+2 to the Military Unit Supply Cap (up from +1).
Arrives at Bronze Working rather than Military Theory.
Common traits:
Provides 1 :c5science: Science.
-1 :c5unhappy: Unhappiness from :c5food:/ :c5production:Distress.
+15 XP for all newly produced Units.
Costs 1 :c5gold: Maintenance.

Pictish Warrior:
Has more :c5strength: Combat Strength (13 vs. 11).
Is available earlier, arriving at Mining rather than Bronze Working.
Obsoletes at Gunpowder rather than Steel.
Starts with a promotion that grants this Unit double :c5moves: Movement points and +25% :c5strength: Defense in Hills, Snow, and Tundra (if Forests or Jungle are not present).
Has a promotion which lets this Unit Pillage enemy Improvements at no additional :c5moves:Movement cost.
When this Unit kills an enemy Unit, your Civilization earns 200% of either the defeated opponents' :c5strength: Combat Strength or :c5rangedstrength: Ranged Combat Strength as :c5faith: Faith.
No Formation I Promotion.

_______________________________________________________________

The concept is pretty simple. The UA and UU will guarantee a religion given the amount of :c5faith: Faith you can get from killing just Barbarians. Cater your religion to whatever you need to get the momentum going. UU and UB are both unlocked after just two techs and we all know that the Buffalo promotions were buffed. More Golden Ages. What more can you ask for?
 
Carthage ability for free lighthouses and gold + Runestones from the vikings to replace them and give the crazy pillage bonuses and starting culture. Add in Mandelekus from the Songhai for their general brokenness and usefulness at pillaging and you have yourself a busted civ. Picts could do well as the UU too, upsides and downsides vs the Mandelekus.
 
UA :
Lion of the North: Land melee units have +20% attack bonus ,siege units have +1 movement, military units are healed and earn 15XP when a GG is born, GG bonus gets +15% CS.

UB :
Roman Colosseum: a lot of early yields +10 GG points when you defeat a unit scaling with era.

UU:
Japanese Samurai: the strongest medieval melee unit, with Quick study and Great general II for even more great generals to quickly create an army of super upgraded melee land units.
 
I agree with Rhys, having Runestones in all your cities from the moment they're founded is to me the strongest possible combo, especially once you also take an early UU - I'd probably take Pictish warriors just so I'd be guaranteed a religion (Mandekalu cavalry, Jaguars, ... would otherwise be great as well).

Edit: I'd take Hwachas as my UU - they're just broken in their OP-ness.
 
Last edited:
Not to sound like jerk, but IMHO, they already exist with Carthage and the Zulu.

Carthage has the strongest early game possible. (unless you play on a map without ocean, but the games not balanced around that so...)
Carthage does lose some advantage after the early game but if you can have a strong early game, the rest of the game just becomes so much easier. It's the only civ I will restart if I get it randomly, it's just too good.

Zulu currently have the best setup for a war civ. The only disadvantage they have is that their UU comes somewhat late, but not so late it misses out on the prime window for warfare.

I suppose if you replaced the UU of the Zulu with Kriss Swordsmen it would create an even more super warfare civ. This is more so you can get it earlier rather than the UU being much better. (though Kriss are super good)
 
Not to sound like jerk, but IMHO, they already exist with Carthage and the Zulu.

Carthage has the strongest early game possible. (unless you play on a map without ocean, but the games not balanced around that so...)
Carthage does lose some advantage after the early game but if you can have a strong early game, the rest of the game just becomes so much easier. It's the only civ I will restart if I get it randomly, it's just too good.

Zulu currently have the best setup for a war civ. The only disadvantage they have is that their UU comes somewhat late, but not so late it misses out on the prime window for warfare.

I suppose if you replaced the UU of the Zulu with Kriss Swordsmen it would create an even more super warfare civ. This is more so you can get it earlier rather than the UU being much better. (though Kriss are super good)
You mean you cannot make Carthage better if Dido got Runestones instead of regular lighthouses and Pictish warrior for a better shot at an earlier religion?
You mean you cannot make the Zulus more powerful if you give them a more meaningful UA like Sweden's or an earlier UU like an Immortal or Hoplite.
 
I think the winner is Carthage + Runestones + UU of your choice (I'd go with Mandekalu cavalry)

Runner up is probably some warmonger combination of Sweden UA + Zulu's building and the UU of your choice (Berserkers maybe?). This is better than the current Zulu IMO.

Venice with Zulu's building would be strong too, his puppet bonuses are really good for warmongering.

For a great person approach, I think you want Arabia's UA with India's UB. The UU could be H'wacha for defense or the Merchant of Venice for economic power. For a tradition strategy I think settling puppets can easily be better than settling a normal city.
 
Mongols
UA -
Mounted Ranged Units (including Helicopter Gunships, Light Tanks, and other similar Units) gain +2 Movement and ignore enemy Zones of Control.

+100% Tribute Yields from City-State bullying. Ignores Alliance and Protection penalties when bullying.

Hunnic UU

Horse Archer, replaces the Skirmisher.
Special traits:

Has more Combat Strength (13 vs. 12) and Ranged Combat Strength (13 vs. 10).

Does not require Horses.

Obsoletes at Metallurgy rather than Physics.

Special abilities:

Starts with the Accuracy I promotion.

and the Polish UB

Ducal Stable, replaces the Stable.
Special traits:

+50% Production (up from +33%) and +15 XP for Mounted Melee Units produced in this City.

Nearby Horses, Sheep, and Cattle provide +3 Production (up from +2) and +3 Gold.

Provides 1 free Horse.

Would be very solid. The UA extra movement would synergies well with the UU being a stronger Skirmisher, and one that doesn't require a horse in case you get unlucky with resources.

Then later on, a UB that grants production bonus for mounted melee. Doesn't help the ranged ones, but it ensures plently of horses for your army.


Venice's Piazza San Marco would generally be powerful with a civ that doesn't have its puppet rules

Piazza San Marco, replaces the National Wonder known as the National Monument.
Special traits:

Provides 2 Food, 2 Gold, 1 Science, and 2 Production. Increases the Military Unit Supply Cap by 5.

Unlocks access to the Murano Glassworks, Arsenale di Venezia, and Rialto District Buildings once Guilds is researched, although only one of those can be built.

+33% GreatPeople Great Person Rate in this City (up from +25%).

Enemy Spy Spies cannot perform Advanced Spy Actions in this City.

Only buildable in the Capital Capital.

Requires a Palace in this City in order to be built (rather than a Monument).

Available sooner than the Natural Monument which it replaces, arriving at Writing rather than Drama and Poetry.

Murano Glassworks:

Great Person Tile Improvements and Villages worked by all of your Cities gain 2 Food and 2 Tourism.

Contains 2 Great Work of Art or Artifact slots.

+5 Science if themed.

Has 1 Artist Specialist slot.

Rialto District:

The cost of Gold purchases in all of your Cities is reduced by 10% (15% in your Capital).

Provides 1 World Congress Delegate for every 100 Gold per turn produced (caps at 25% of all City-States ever alive.

Incoming Trade Routes generate +3 Gold for this City and +3 Gold for the Trade Route owner.

Has 1 Merchant specialist slot.

Arsenale di Venezia:

+15% Production and increases the City's Defense by 6.

All of your Naval Units receive the Venetian Craftsmanship promotion, which increases their Combat Strength by 10% and Movement points by 1.

Increases the Military Unit Supply Cap by 5 and inc.

Has 1 Engineer specialist slot

Rialto District would synergies very well with the Babylon UA which gives more production for purchasing.

Murano Glassworks would go well with a Tradition, heavy Great Person strategy like Arabia, Austria or Byzantium.

Arsenale di Venezia would go well with England, adding an extra movement. Then add the Sea Beggar and that is an unstoppable naval advantage.
 
Back
Top Bottom