I've been playing the Koreans, lately, trying to get a handle on workable strategies for playing what appears, on the face of things, to be one of the most challenging PTW civs. Some observations follow. (Note: I've been playing at Monarchy level, but much of the analysis should hold at higher levels.)
First, let's review the basic civ set up. You are scientific and commercial. Kind of like the Greeks, I suppose. Except.... no hoplites! Instead, your UU is the Hwach'a -- a bombardment unit with the firepower of artillery but the range (and cost) of a cannon.
The Big Picture
Your civ traits lend themselves well to projection of power. The commercial trait in particular should pay off handsomely in the later stages of the game, when you will wring more productivity than most other civs out of an extended empire. And the scientific trait gives you a boost both in building culture (key early in the game) and science capacity (which comes into play later in the game).
But some aspects of growth will be tricky to manage. In particular, you will depend on a combination of Great Wonders to trigger your Golden Age (since your unit, unmodded, will not). And you will have to figure out how to grow your empire to the point that your civ qualities will start paying out discernable advantages. In the later stages of the game, a well constructed Korean empire can be extremely formidable. But you have to get there without depending on some of the advantages other civs enjoy.
Initially I assumed the Koreans were built for building. But I've found (in my small and admittedly unscientific sample of some half dozen games) that in fact, I have better results via military expansion. This civ becomes most potent and most powerful when it attains critical mass both geographically (continent-sized at least) and chronologically (late-middle ages on).
The Early Game
You start out with the Alphabet and Bronze Working. There is your first (and for a long time your only) advantage over other civs: these are both very potent starting techs. Bronze Working allows you to build spearmen and/or the Colossus from the beginning of the game -- and puts you one tech from Iron Working. Alphabet is even better. You can hoard it, research writing, and run for either mapmaking or literature -- meaning you can target either the Lighthouse (powerful, on certain maps) or the Great Library (even better). Skillful pre-building should land you one.
Or, if you tend to avoid building the ancient wonders, you can broker Alphabet, which usually fetches a fair price (unless you start out near other scientific civs, of course). You can use it, for example, to trade for warrior code and take out a neighboring civ in an early archer rush. (Better trading the Alphabet, of course, than the Bronze Working. No sense in setting up future conquest victims with spears.)
Very early culture will be an expensive proposition, on the other hand, particularly if you hold onto both alphabet in the hopes of landing the Great Lib and bronze working for military purposes. It will be awhile (literature) before you can start building anything cultural (unless you can broker something for Ceremonial Burial).
The Colossus might be a better build, for Golden Age purposes.
Which brings me to ....
Your Golden Age
Your UU will not trigger a Golden Age. Korean players need to manage wonder building especially carefully. You have to build a commercial and a scientific wonder to get golden.
Um, sort of. Actually, to tell the truth, wonder GA triggers remain somewhat mysterious to me. In one game, I built both the Great Library and Colossus and found myself catapulted into a very early (and despotic -- ) GA. (Made sense, though: GL is sci; Colossus is commercial.) In another game, I built the Colossus, then captured the Great Library, then launched a golden age when I built Sistine's Chapel (using a great leader). (Maybe because I built a commercial wonder, then captured, not built, a scientific wonder; which set up a trigger whereby the game was ready to dispense a GA as soon as I built any other wonder?)
Scientific wonders are relatively easy to come by (though remember, Copernicus is not scientific). Commercial wonders can be trickier. Colossus is early -- takes a focussed strategy and some luck. If you miss that, you have to wait for Adam Smith (I think) -- which frequently comes in the midst of AI cascades, and (for me, in many games), when I'm still hurrying to catch up to the AIs techwise.
The Hwach'a Gotcha
This UU is a bit of a tweener. 40 shields to build, bombard strength of 12, range of 1. In other words, same cost and range as cannon (though you don't need iron to make 'em, just saltpeter), but the firepower of artillery. Actually, that's a pretty potent, if limited, unit. It is noticably more effective at bombarding cities than cannons (which I find to be too costly to be worth the investment, except as un-upgraded artys). By implication, the Korean player should be able to assemble effective combined arms city seiges at a point in the game that otherwise tends to bog down into defensive warfare. (Note, too, the Hwach'a is a wheeled unit, needing roads to travel through rough terrain.)
Of course, combined arms invasions take a lot of resources and a bit of time -- another reason this civ is best played big.
The Korean Sweet Spot
The Koreans may struggle a bit to keep up through most of the middle ages. But if you can get them into the later stages of the game and you have acheived critical mass, you should find yourself in position to pull away from the AI civs. Universities are cheap, and those slingshot bonus scientific advances create powerful brokering opportunities (especially if you land nationalism). You can manage a large number of cities better than most other civs (because you're commercial). And it all comes together at that point in the game in which I tend to find myself taking control anyway (for example, I start to put together an economy and tech infrastructure capable of outresearching the AIs).
Other observations?
What wonders have triggered GAs for you? Anyone have better luck than I did playing Koreans as builders?
First, let's review the basic civ set up. You are scientific and commercial. Kind of like the Greeks, I suppose. Except.... no hoplites! Instead, your UU is the Hwach'a -- a bombardment unit with the firepower of artillery but the range (and cost) of a cannon.
The Big Picture
Your civ traits lend themselves well to projection of power. The commercial trait in particular should pay off handsomely in the later stages of the game, when you will wring more productivity than most other civs out of an extended empire. And the scientific trait gives you a boost both in building culture (key early in the game) and science capacity (which comes into play later in the game).
But some aspects of growth will be tricky to manage. In particular, you will depend on a combination of Great Wonders to trigger your Golden Age (since your unit, unmodded, will not). And you will have to figure out how to grow your empire to the point that your civ qualities will start paying out discernable advantages. In the later stages of the game, a well constructed Korean empire can be extremely formidable. But you have to get there without depending on some of the advantages other civs enjoy.
Initially I assumed the Koreans were built for building. But I've found (in my small and admittedly unscientific sample of some half dozen games) that in fact, I have better results via military expansion. This civ becomes most potent and most powerful when it attains critical mass both geographically (continent-sized at least) and chronologically (late-middle ages on).
The Early Game
You start out with the Alphabet and Bronze Working. There is your first (and for a long time your only) advantage over other civs: these are both very potent starting techs. Bronze Working allows you to build spearmen and/or the Colossus from the beginning of the game -- and puts you one tech from Iron Working. Alphabet is even better. You can hoard it, research writing, and run for either mapmaking or literature -- meaning you can target either the Lighthouse (powerful, on certain maps) or the Great Library (even better). Skillful pre-building should land you one.
Or, if you tend to avoid building the ancient wonders, you can broker Alphabet, which usually fetches a fair price (unless you start out near other scientific civs, of course). You can use it, for example, to trade for warrior code and take out a neighboring civ in an early archer rush. (Better trading the Alphabet, of course, than the Bronze Working. No sense in setting up future conquest victims with spears.)
Very early culture will be an expensive proposition, on the other hand, particularly if you hold onto both alphabet in the hopes of landing the Great Lib and bronze working for military purposes. It will be awhile (literature) before you can start building anything cultural (unless you can broker something for Ceremonial Burial).
The Colossus might be a better build, for Golden Age purposes.
Which brings me to ....
Your Golden Age
Your UU will not trigger a Golden Age. Korean players need to manage wonder building especially carefully. You have to build a commercial and a scientific wonder to get golden.
Um, sort of. Actually, to tell the truth, wonder GA triggers remain somewhat mysterious to me. In one game, I built both the Great Library and Colossus and found myself catapulted into a very early (and despotic -- ) GA. (Made sense, though: GL is sci; Colossus is commercial.) In another game, I built the Colossus, then captured the Great Library, then launched a golden age when I built Sistine's Chapel (using a great leader). (Maybe because I built a commercial wonder, then captured, not built, a scientific wonder; which set up a trigger whereby the game was ready to dispense a GA as soon as I built any other wonder?)
Scientific wonders are relatively easy to come by (though remember, Copernicus is not scientific). Commercial wonders can be trickier. Colossus is early -- takes a focussed strategy and some luck. If you miss that, you have to wait for Adam Smith (I think) -- which frequently comes in the midst of AI cascades, and (for me, in many games), when I'm still hurrying to catch up to the AIs techwise.
The Hwach'a Gotcha
This UU is a bit of a tweener. 40 shields to build, bombard strength of 12, range of 1. In other words, same cost and range as cannon (though you don't need iron to make 'em, just saltpeter), but the firepower of artillery. Actually, that's a pretty potent, if limited, unit. It is noticably more effective at bombarding cities than cannons (which I find to be too costly to be worth the investment, except as un-upgraded artys). By implication, the Korean player should be able to assemble effective combined arms city seiges at a point in the game that otherwise tends to bog down into defensive warfare. (Note, too, the Hwach'a is a wheeled unit, needing roads to travel through rough terrain.)
Of course, combined arms invasions take a lot of resources and a bit of time -- another reason this civ is best played big.
The Korean Sweet Spot
The Koreans may struggle a bit to keep up through most of the middle ages. But if you can get them into the later stages of the game and you have acheived critical mass, you should find yourself in position to pull away from the AI civs. Universities are cheap, and those slingshot bonus scientific advances create powerful brokering opportunities (especially if you land nationalism). You can manage a large number of cities better than most other civs (because you're commercial). And it all comes together at that point in the game in which I tend to find myself taking control anyway (for example, I start to put together an economy and tech infrastructure capable of outresearching the AIs).
Other observations?
What wonders have triggered GAs for you? Anyone have better luck than I did playing Koreans as builders?
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