Home > game mechanics, multiplayer, strategy > Good UB – Bad UB #3: Unique Buildings in civilization multiplayer

Good UB – Bad UB #3: Unique Buildings in civilization multiplayer

November 14, 2009 Leave a comment Go to comments

There are no just good or just bad buildings

Even though the title suggests different, there are basically no just good or just bad unique buildings (and units). Every UB and UU has to be evaluated in the context of the game settings and overall strategy it´s supposed to be used in. A (fictional) unique unit archer that gets +100% against melee units is useless in an game played on Islands, where you have no (military) contact with your opponents until Astronomy is researched and archers are long obsolete. A unique building is good if it significantly supports a (playable) strategy.


Unique building for the Malinese; Replaces Forge
mint+1 unhealth
+25% hammer
+10% gold
Can turn 1 citizen into Engineer
+1 from Gems, Gold, Silver

This is just plain useless. Usually every building has a scenario during which it helps. Those that have more scenarios or help a lot in a specific often occuring scenario are good Unique Buildings. This is a forge that additionaly gives your city +10% gold. In almost all sitiuations you want to keep the research rate as high as possible. Now if you run 80 or 90 percent research, that´s 10% bonus on 10 or 20 percent of your overall GNP – besides maybe for a massively cottaged capital that´s basically nothing, an insignificant amount at least.

If you ran 100% wealth for a few turns to save money and maximize the use of the Mint, you´d still be receiving way less bonus then you would on research with only a library in cities, which gives +25% science. Saving money on 100% wealth to maximize bonuses if anytime is effective with markets, grocers and banks build. Those together though give a bonus of +100% gold – so the 10% of the Mint doesn´t play any role either.

A forge is a forge even if you call it a Mint and give it some kind of weird castle thing as a picture. Or what´s going on in that art 😛 ?


Unique building for Mongolia; Replaces Stable

+4 XP for new Mounted Units


This building finds its uses from ancient to industrial – it´s almost never a game breaker, but especially in clan games in planned out strategies it can play a nice role.

In earlier eras – whenever you´d have build stables anyway, you´ll be happy about the 2 additional experience points bringing you one fight closer to the next promotion level – which can potentially make the difference during an attack with Kehiks, the Mongolian horse archer or with Elephants.

It gets really interesting when you start combining the Ger with Vassalage and/or Theocracy and/or the Charismatic trait. Either two of those combined with barracks and the Ger result in tripple promoted mounted units. That can be Horse Archers or Elephants (Medieval), Knights (Renaissance) or Cavalry (Industrial). A charismatic Mongolian can build tripple promoted cavalry without having to leave Bureaucracy for Vassalage.


For Good UB – Bad UB part #1 click here
For Good UB – Bad UB part #2 click here

  1. NickNPJ
    November 30, 2009 at 14:29

    You are kidding me right? Mint is a “Bad” UU?!?

    • November 30, 2009 at 15:09

      It´s a UB ;).

      Yes, it´s one of the worst in the game. You seem to feel different, why is that ?
      Remember though, that this article series has its main focus on multiplayer – still in single player it is just plain bad, too.

      The argument is in the text. 10% on nothing or close to nothing is … nothing. Just compare to a simple library, it gives 25% on science and you actually do run science to get a bonus on.

  2. Dece
    December 15, 2009 at 12:46

    Compared to other UBs, Mint is bad. I can think of it’s use only in an Ironman teamer played by Industrious Mali gifting money to the teching teammates and only because you get forges earlier and faster than markets/grocers/banks.
    Still, the effect is not so impressive compared to other UBs.

    • December 15, 2009 at 13:02

      Most of the time you get Currency (Market + Grocer) before Metal Casting (Forge) in an Ironman.

      Though yes, if anywhere, the 10% would be more then nothing in such a game, where the Mali player puts all his commerce into money in order to gift it and keep his team mates at 100% tech rate. Still in relation to the overall bonuses (market, grocer, bank, bureaucracy, Wall Street etc.) the 10% is negligible.

  1. November 23, 2009 at 03:14
  2. November 30, 2009 at 03:42
  3. December 11, 2009 at 03:24

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