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  • The new Korea DLC

    This is more of a strategy discussion for the new Korea DLC.

    Wonders and scientific buildings provide absoloutely no boost to current technology or technology points? Does anyone else have this problem or am I the only one?

    The fact that specialists give +2 Scientific points is absoloutely useless for a small empire for any level above Emperor unless you have an absoloutely massive empire(In terms of population).

    I can't seem to use it in multiplayer matches so no comment there.


    I'm more of a War-monger and like to get to the first key war-unit early on, the Long-Swordsmen, and If i don't have any iron and haven't captured any then it's probably going to have to be a Pikeman spam. I occasionally use Trebuchets and other siege weapons against well defended targets(For example, a players capital who has a defense rate of 50 in the medieval era which only has two adjacent land hexes(I hate going amphibious: My units are always way too vunerable)). The H'Watcha(Hope is spealt that right ) Is an absoloutely useless weapon, and so is the turtle ship(Incapable of entering ocean hexes in the Renaissance: Lol wut?).

    If anyone has any way to actually put the Korean special units into good use or the special power, please tell me, because right now it seems to be the most useless civ since the Iraquis(Hope is spealt that right). By the way, I hate having to engage real players or Immortal/Deity class AI late in the game. I really do need an early on strategy because I can't seem to work one out for the koreans, and not using the new civ makes me feel like I wasted 6 dollars

  • #2
    The Hwach'a is a very good weapon, I've had it kill units in one shot. As per the notes, it is more powerful against units but less against cities than the trebuchet. I've found that with 3 or 4 hwach'a decently supported I can clean up most civs.

    The special power grants you a science boost when you build Science Wonders, which I assume are ones that give you a point towards a Great Scientist. Other wonders would have no effect in that regard. And yes, the science per specialist depends on size and number of specialists. That's just a matter of preference and playing to a civ's strengths (not something I always manage to do).

    I'll admit I agree about the turtle ship. If you wind up on one continent or two continents maps, its next to useless.
    Rule 37: "There is no 'overkill'. There is only 'open fire' and 'I need to reload'."
    http://www.schlockmercenary.com/ 23 Feb 2004

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    • #3
      Hwachas are very good on offense and defense. City promote them if you want to use them as siege.
      Turtle Ships are admittedly situational, but they destroy Caravels.
      And indeed there will be time To wonder, "Do I dare?" and, "Do I dare?". t s eliot

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      • #4
        I love the Hwacha's and I have noticed my science increasing, but not as much as I thought it should.

        Mike

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        • #5
          I mean the H'wacha is a terrible replacment to the trebuchet, and I would rather have the trebuchet. I hate using anything but infantry to counter infantry(Cavalary is too easily countered by Pikemen, and the only thing I would use Cavalry for is to trick the enemy into building pikemen, which are easy to be countered by Swordsmen). And it seems everyone already acknowledges the uselesness of Turtle Ships(I've tried to use them but... Not even on an archipolo are they useful).

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          • #6
            I just fought a war with Korea on an archapeligo map, and those Turtle Ships were ANNOYING!.

            The computer built a large fleet of them and surrounded their mainland. At the start of the war, I knew of two Turtles, and figured my three frigates could handle them. On the second turn, I bought as much Iron as I could and went into a Frigate production frenzy because not only did it take three frigates to sink a turtle, but they had a bout twenty of them, with more popping out of the Seoul inlet seemingly every turn. It wasn't until I added about six Ironclads to my fleet that I established naval superiority. Of course, by that time, I had established naval dominance in enough areas to land my troops and cut off their production.

            Still, while they may be situational, don't completely discount the Turtle ships. Yes, they are defensive in nature, but they require greater numbers and technological superiority to defeat.
            I don't know what I've been told!
            Deirdre's got a Network Node!
            Love to press the Buster Switch!
            Gonna nuke that crazy witch!

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            • #7
              Gdijedi7? How the hell did you lose a naval battle to the Turtle Ships? It's really as simple as outmanouver them through the ocean. Plus, they are incredibly slow. You can easily distract the main fleet while sending a small batallion of embarked units onto the mainland.

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              • #8
                Who said I lost?

                I simply had to build a lot more ships than I had planned, and I had to actually use tactics instead of just rolling over them.
                I don't know what I've been told!
                Deirdre's got a Network Node!
                Love to press the Buster Switch!
                Gonna nuke that crazy witch!

                Comment


                • #9
                  Rolling over them is practicly impossible in any difficuilty above king... Plus, you can't afford to comprimise on either Immortal or Deity. If your tactic fails, then you retreat. You can't afford to sustain war. You have to plan EVERYTHING out. You can't trust everything to go right.

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