I've been playing around with the Chinese of late, and I must say I concur with the thread above... they're surprisingly powerful.
My main love for this civ centers around one point made above: archers can be made from the start. My first actions with my initial worker are always to road/mine any shielded grassland or cow tiles, which means rapid production. The archers I send out in the early game have been, IMO, better than even a scout, for several reasons:
1. Archers last longer than weaker units. I managed to earn 425 gold by the time I found the Babs... who were happy to sell me three techs for a total of 160 gold. I then bought communications with other civs, purchased the extra techs, and now I'm caught up despite my low science percentage.
2. I have never seen so much of the map so early (I'm playing on huge). The archers survive barbarian attacks, and see more goodie huts than I've gotten in the past (primarily because my scout or warrior eventually gets killed). This has led to tech bonuses galore, extra warriors (more exploration), and so forth.
3. Any goodie huts that yield barbarians generally mean that I've got an elite unit at the end of the AI turn. I've already gotten one GL, with only six cities established.
4. Elite archers can crush early AI cities. Establishing my borders has gotten easier by a long shot, although holding my position can be a challenge. Using a GL to rush the FP in a city that's at the border helps though
My main love for this civ centers around one point made above: archers can be made from the start. My first actions with my initial worker are always to road/mine any shielded grassland or cow tiles, which means rapid production. The archers I send out in the early game have been, IMO, better than even a scout, for several reasons:
1. Archers last longer than weaker units. I managed to earn 425 gold by the time I found the Babs... who were happy to sell me three techs for a total of 160 gold. I then bought communications with other civs, purchased the extra techs, and now I'm caught up despite my low science percentage.
2. I have never seen so much of the map so early (I'm playing on huge). The archers survive barbarian attacks, and see more goodie huts than I've gotten in the past (primarily because my scout or warrior eventually gets killed). This has led to tech bonuses galore, extra warriors (more exploration), and so forth.
3. Any goodie huts that yield barbarians generally mean that I've got an elite unit at the end of the AI turn. I've already gotten one GL, with only six cities established.
4. Elite archers can crush early AI cities. Establishing my borders has gotten easier by a long shot, although holding my position can be a challenge. Using a GL to rush the FP in a city that's at the border helps though
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