Korea and Ancient Wonders DLC Video!

well...

I'll have to consider my thoughts on Korea a bit more, but I think they chose some of the wrong things to do with it.

Science, of course, will be the specialty, and is very likely to make the game broken. A very tall capital will be needed, so maybe that'll make at least one civ use tradition. But getting into Rationalism with Korea will make a very tall capital extremely powerful, science wise. Including bonus science for settled GPs won't matter. Getting 7 science/specialist before modifiers will.

I like the inclusion of both UUs. Of course, switching a siege unit with a 2nd anti-unit unit is a bad choice. It should be a crossbow replacement. Sure sure, it's a mechanical unit, so the treb does fit the replacement, but then this one upgrades to cannons. We'll have to see how powerful or weak that becomes. I'm sure the iron requirement might still be there, ensuring that you can't spam these units.

The turtle ship (finally another UU naval unit) should have been a frigate replacement unit, rather than the caravel. You're going to miss out on exploration (caravel duty) and be stuck with a unit that can't go into the ocean. Frigates will have to be the scouts, but that's not really their role. This will actually slow down science and trade due to waiting for an even more expensive tech to be able to meet other civs if you're not on a land based map.

the worst part is that the AI is bad at naval tactics, so you won't need these UUs.

oh, and the colour scheme looks too close to barbarians. just had to toss that in there. ;)

as per the wonders pack.. menh. Not like we haven't seen this before. Not sure if it's worth it, but at least there's a scenario.
 
Huh? While true, I don't see how this is relevant. I was trying to say that as Babylon, you are better off going wide, whereas Korea may be better suited for a tall style or OCC game even. All of the abilities for Korea seem to be for small empires, not just the settled great scientists. I suspect we will need to redo the math for them anways.

Of course this is just guessing from reading the notes. We'll see how they play out.

I left some of what I was going to say out.
I usually don't build a lot of academies.
Maybe 1 or 2.
I usually start small with Babylon, then expand quickly.
I don't believe Babylon supports wide play at all.
 
well...

I'll have to consider my thoughts on Korea a bit more, but I think they chose some of the wrong things to do with it.

Science, of course, will be the specialty, and is very likely to make the game broken. A very tall capital will be needed, so maybe that'll make at least one civ use tradition. But getting into Rationalism with Korea will make a very tall capital extremely powerful, science wise. Including bonus science for settled GPs won't matter. Getting 7 science/specialist before modifiers will.

I like the inclusion of both UUs. Of course, switching a siege unit with a 2nd anti-unit unit is a bad choice. It should be a crossbow replacement. Sure sure, it's a mechanical unit, so the treb does fit the replacement, but then this one upgrades to cannons. We'll have to see how powerful or weak that becomes. I'm sure the iron requirement might still be there, ensuring that you can't spam these units.

The turtle ship (finally another UU naval unit) should have been a frigate replacement unit, rather than the caravel. You're going to miss out on exploration (caravel duty) and be stuck with a unit that can't go into the ocean. Frigates will have to be the scouts, but that's not really their role. This will actually slow down science and trade due to waiting for an even more expensive tech to be able to meet other civs if you're not on a land based map.

the worst part is that the AI is bad at naval tactics, so you won't need these UUs.

oh, and the colour scheme looks too close to barbarians. just had to toss that in there. ;)

as per the wonders pack.. menh. Not like we haven't seen this before. Not sure if it's worth it, but at least there's a scenario.

That is true the AI is bad with navy, but the unit can be used against land units as well.
I think it would be great with small continents, one of my favorite map scripts.
 
But getting into Rationalism with Korea will make a very tall capital extremely powerful, science wise. Including bonus science for settled GPs won't matter. Getting 7 science/specialist before modifiers will.


The turtle ship (finally another UU naval unit) should have been a frigate replacement unit, rather than the caravel. You're going to miss out on exploration (caravel duty) and be stuck with a unit that can't go into the ocean.

You think what they did with the turtle ship was intentional, to offset/delay the power of the RA strategy?
 
With the new Ancient DLC, the Archery tech just got even more important. I remember passing up Archery consistently before the last patch... On emperor have been easily able to get both the Great Library and Hanging Gardens. Now throw in Artemis in the mix, whew!! Not so sure if it is quite feasible though to get all three...
 
the video doesn't actually say that the turtle ship can't enter deep ocean, it just says that it "is a powerful tool for defending your coastline from marauders" in a scenario where that's pretty important.
 
IMHO:
I am a diehard Civ player since II, I love the game and go to far lengths to get the most out of it, but this is just totally lame, selling us game features piecemeal like this. If a new civilization was included I could understand it, maybe, but to sell wonders is just greedy and low. What's next, forests and rivers available only as dlc?

This, really. :rolleyes:
 
Agreed. For once I might go straight for Archery.

Yeah, go for Archery, then get Mathematics. Artemis + Hanging Gardens will be brutal. If you grab Tradition and one Maritime Ally your growth will go through the roof.

On Korea, I don't think the bonus science per specialist is OP. You have few specialists in the early game when 2 beakers each would be a huge difference, in the later game the multipliers will make it significant but not game breaking. The boost for each science building/wonder in the capital is, in my opinion, going to tell me if it's OP.

Turtle Ship and Hwacha look like fun.
 
An excellent point.
Maybe it is meant to discourage over-expansion.

Now for another question.
What is the Sejong AI going to be like?
Prefers wide or tall?
Violent, peaceful or in the middle?
Naval, militaristic,or otherwise?
Diplomatically friendly, or shrewd?

I can see him being a bit like Ghandi, but a bit less shy of war.
Probably tall, the UA supports that the best IMO.
In the middle probably, not afraid to enter war, but not exactly violent.
Naval maybe.
Shrewd
 
You think what they did with the turtle ship was intentional, to offset/delay the power of the RA strategy?

I'm not sure they know how to do anything like that. :mischief:

As is, frigates are hands down better. which is bad since it's the next tech and a standard unit. (small continents may provide the right environment for them. Or at least low sea levels on continents.

At least for the cool one, 25 RA is > than a crossbows 15 RA, with it not going obsolete for a few techs.

What we'll really need to find out is this: Did they remember to ensure the vs cities bonus is gone upon upgrade from catapults? If not, then these will be OP. If not, it'll be a giant hole in your siege tech path since it doesn't have a 'special' promotion for the vs. units.

We'll have to build a few of each and upgrade them to find out.
 
An excellent point.
Maybe it is meant to discourage over-expansion.

Now for another question.
What is the Sejong AI going to be like?
Prefers wide or tall?
Violent, peaceful or in the middle?
Naval, militaristic,or otherwise?
Diplomatically friendly, or shrewd?

Ai will most likely go tall, science heavy, war monger hate, Peaceful & Violent, Probably have a lot of military as well and definitely Diplomatically guarded.
 
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