Ogedei_the_Mad
Caffeinated Khagan
"Ambition"
Wake of the Tiger
Wake of the Tiger
After a very long "break" from Civ3 modding, I'm finally back in a Civ3 mood again.

If Yoda Power doesn't mind, I'd like to use his East Asia Mod as a base.
If anyone is wondering, I haven't abandoned the "Annals of Seven Kingdoms;" I just need to find extra time to get around to actually make the buildings and the special fantasy units for the mod. Time, unfortunately, is an expensive luxury for me these days.

So the question some might be asking is "Why Korea?"
Korea is an unfotunately oft-ignored and heavily misunderstood civilization (and there are some that seem to think that Korea isn't a civilization at all!). But the truth of the matter is that Korean civilization has been an integral part of East Asian history and development. Even in its weakest and most vulnerable moments, the interactions it had with the other powers of East Asia shaped the way regional politics and economics worked.
The Korea that Westerners and even many Asians including many Koreans know is a Korea that was in decline, a secluded and overly conservative and inflexible "Hermit Kingdom." But this Korea was a mere shadow of the former glory of its civilization. Travel back several centuries and one would see a completely different Korea - powerful, wealthy, influential, and cosmopolitan - a Korea that marvelled early medieval Arab merchants to the point that they once called it a "land of gold."
Our story, however, takes place a few centuries before this zenith of civilization to a tumultuous developmental period integral to the understanding of Korean civilization - the Samguk Sidae ("Three Kingdoms Period").
Although it was the kingdom of Silla that ultimately prevailed in the many centuries of conflict and competition, each of the major kingdoms had the potential to overpower their foes.
PERIOD: 300 CE - 668 CE*
Note that there are anachronisms in terms of leader choices for this mod.
SCENARIO ERAS:
1. Twilight of the Dragon
2. Rise of the Eastern Barbarians
3. Roar of the Tigers
4. Mugunghwa
BUILDINGS AND WONDERS
FACTIONS
Korean
Goguryeo
Leader: Gwanggaeto
Capital: Guknaeseong
UUs: Goguryeo Horse Archer [2nd Era], Gaemamusa [4th Era; +1 Attack, +1 HP Bonus]
Unique Wonder: Tomb of Jangso
Specialty: Military Might [Militaristic, Expansionist]
Notes: Goguryeo was known for its powerful military; it not only repulsed Chinese invasions, but also was a major threat to the Chinese empires. Goguryeo's power lies in its brute force and its excellent position to expand. This comes at a cost, however - Goguryeo collides with the powerful Chinese early on and could find itself surrounded on three fronts if threats are not dealt with swiftly and decisively - China to the east and Baekje and Silla to the south. Goguryeo Horse Archers and Gaemamusa are some of the strongest - albeit the most expensive - military units, more than a match of even the mighty armies of their Chinese neighbor.
Baekje
Leader: Munyeong
Capital: Wiryeseong
UUs: Baekje Artisan [1st Era; more efficient worker, no golden age], Wae Auxiliary [3rd Era, +1 Attack, Amphibious Attack]
Specialty: Culture [Industrious, Scientific]
Unique Wonder: Mireuksa [+1 happiness in all cities], Wae Auxiliaries [auto-produces Wae Auxiliaries]
Notes: Baekje, though it had its time in the sun, was in somewhat of a tight situation with regards to its relations with Goguryeo and Silla. It was indeed a strong kingdom, strong enough to thwart Chinese advances southward during the time Lelang was still occupied, but was eclipsed by the military behemoth of Goguryeo to the north and the shrewd rising power of Silla to the east. Baekje's lasting contributions to Korean civilization, however, was its remarkable cultural sophistication; Baekje artisans and architects designed and built great structures in both the Korean peninsula (such as Mireuksa) and Japan (such as Horyuji). For the purpose of this mod, Baekje's military is somewhat handicapped in that it doesn't have a buildable UU; the Wae Auxiliary (representing Japanese auxiliaries) is only autoproduced through the Wae Auxiliaries unique wonder and is not totally weak but nothing particularly special compared to the UUs of other Korean kingdoms. Baekje has the potential to be a military powerhouse, but its chief advantage is its ability to develop its infrastructure faster than other kingdoms.
Silla
Leader: Jinheung
Capital: Geumseong
UUs: Seonggol Musa [2nd Era], Hwarang [4th Era, +1 Defense, Stealth Attack]
Unique Wonder: Anapji [serves as 3rd palace], Hwabaek [builds a magistrate in all cities]
Specialty: Versatility [Militaristic, Religious]
Notes: Silla's starting position is mixed - on the one hand it is relatively safe from Chinese assaults and is next to a weak neighbor (Gaya), but on the other hand, Silla may experience attacks from Japanese marauders (Waegu) early on. This kingdom starts out relatively small, but can become a real force to be reckoned with after a bit of development. Silla's survival depends on its versatility. It is not truly superior in any one aspect, but is more adaptable with its decent military and selection of structures. Shilla's unique Golpeum (Bone Ranks) government is relatively efficient and productive.
Gaya
Leader: Suro
Capital: Geumgwang Gaya
UU: Gaya Armored Horseman [2nd Era, +1 Defense]
Unique Wonders: Great Tumulus, Great Ironworks
Unique Buildings: Ironware Crafter
Civ Limitations: Chiefdom and Confederation governments only
Specialty: Iron Production [Industrious, Commercial]
Notes: Gaya is stuck in a dangerous position. It is at risk of outright invasion from not one but -two- strong kingdoms and it lacks a strong government. Gaya doesn't have any remarkable cultural buildings unique to it aside from its Tumuli. Its strength lies in its productive capabilities, particularly when there is Iron available.
Buyeo
Leader: Uira
Capital: Baekak
UU: Buyeo Archer [1st Era, +1 Attack]
Unique Wonder: Baekak Sanseong [auto-builds Buyeo Archer]
Specialty: Artisans [Religious, Commercial]
Notes: Buyeo is another difficult faction. By this time period, it was in a significant state of decline, soon to be eclipsed by its powerful offshoot and rival, Goguryeo. Survival depends on a solidification of position, but this can be a real challenge in the face of invasions from Goguryeo and Central Asians. Regardless of numerous military challenges, Buyeo has a relatively sophisticated artisan culture and can set up artisan and craft shops earlier on. Also, if it survives long enough, Buyeo can get access to better government systems.
Tamna
Leader: Yang
Capital: Jejumok-eupseong
UU: Tae-u [2nd Era, coast only, +1 movement]
Limitations: Chiefdom and Confederation governments only
Unique Wonders: Samseong Hyeol [Builds Shrine in all cities], Sanjincheon Harbor [+1 trade in coastal tiles]
Specialty: Agriculture [Agricultural, Seafaring]
Notes: Tamna is the most difficult of all the Korean factions. It starts confined to Jeju Island and if it makes an attempt to expand on the mainland or other lands, it would immediately face resistance from the other Korean states, the Chinese, or the Japanese. Despite its small size, Jeju Island does offer one advantage - fertile volcanic soil. The Tamna culture has relatively productive agricultural capabilities and its Tae-u boat is cheap and has an additional movement point, giving early scouting opportunities.
Chinese*
*During the Korean three kingdoms period, Chinese dynasties rose and fell. As the Korean kingdoms developed, China experienced the rises and falls of the Han Dynasty, the Chinese Three Kingdoms Period, invasions of the Xianbei, the Northern and Southern Dynasties, the Sui Dynasty, and the Tang Dynasty. For the purposes of simplicity, Chinese are represented by the Jin although they were a relatively weak dynasty.
Jin
Leader: Sima Rui
Capital: Jiankang
UUs: Zhuge-nu [2nd Era +1 Defense], Tang Heavy Cavalry [4th Era, same stats as Gaemamusa]
Unique Wonder: Forbidden City
Notes: During this time period, the great Chinese empire is teetering on the edge of collapse. The Chinese start out with a huge empire, a plethora of resources, and a potentially dangerous military, but in the 3rd century, despite being somewhat unified under a single dynasty, the empire is not at all stable. Not only is there the threat of the rising Koreans and Tuoba to the northeast, the empire also faces challenges from dangerous upstarts within. If the Chinese can weather the storm enough, they have the potential to morph into the mighty Tang Empire.
*Non-playable*
Lelang Commandery
UU: Korean Auxiliary [+1 Defense, 1st Era]
Notes: Lelang exists only as a single well-defended city. It starts out with relatively advanced technology, but lacks the ability to muster a strong army, expand with settlers, or advance further in research later on. Gameplaywise, Lelang primarily serves as an initial stumbling block for Goguryeo, Baekje, and Buyeo to expand.
Xuantu Commandery
Notes: Same as Lelang.
Central Asian
Yuan Wei (Tuoba and Khitans)
Leader: Tuoba Gui
Capital: Datong
UU: Tabgach Raider [2nd Era]
Han Zhao (Xiongnu)
Leader: Liu Yuan
Capital: Lishi
UU: Xiongnu Steppes Cavalry [2nd Era]
Japanese
Yamato
Leader: Ojin
Capital: Asakura no Miya
UU: Yamato Swordsman
Unique Wonder: Kofun
Wa-ban
Emishi
Leader: Aterui
Capital:
UU: Emishi Horseman