China broken?

China's pretty clearly top tier. China's problem is that anything China can do, someone else can do better. But China provides a wider array of options than any other civ. The UB is one of the best, the UA is one of the best, and the UU is better than many.
 
They seem particularly suited for war. The UU and UA see to that. And the UB provides the means to pay for it.
 
This does not make china broken. It tends to be much more useful for ranged units (Chu-Ko-Nus) than melee units (rifleman) because the latter often has to be repositioned, using up the movement point that would be needed for a second attack, and takes damage on attack.

Nor do I think China is broken generally. It's extremely flexible, but other civs have attributes that might be better suited to particular strategies (france = ICS; mongols = early mounted domination; greece = CC rush, etc.).
 
Personally I think these unique units retaining their special abilities was intended, and a for good reason. How often have you heard people whine about so-and-so's unique unit sucks because it is obsolete too quick? I think this is why these units retain their abilities, and I dont think it is overpowered.
 
This actually makes sense to me. Your scout in a remote corner of the world shouldn't suddenly know how to embark just because you researched optics.

It took me about 4 games to figure this out. I'm not sure what the motivation was on the part of the authors.
 
Played first game on Immortal as China. Gotta say I love the building and great general bonus :) The gold bonus from the building really adds up. At the end I was getting ~1700 gold per turn with Golden Age.

Cho-ku-no ... kinda ok I guess, not really a fan of them or crossbowmen. The siege weapons are so much stronger.
 
Cho-ku-no ... kinda ok I guess, not really a fan of them or crossbowmen. The siege weapons are so much stronger.

The value of CKN is that you can provide the same amount of range support with half the amount of units. Also means that your range support level twice as fast. Siege weapon has no inherent advantage over normal range units until artillery (range 3). Besides, all siege waste 1 move to set up before they can fire, which means you can't move and shot like range units.
 
The value of CKN is that you can provide the same amount of range support with half the amount of units. Also means that your range support level twice as fast. Siege weapon has no inherent advantage over normal range units until artillery (range 3). Besides, all siege waste 1 move to set up before they can fire, which means you can't move and shot like range units.

But the problem is that rather than researching Machinery you might as well research Physics and set yourself up for the Riflemen slightshot. CKNs are nice units, but the Great Generals of China are so overpowered that there's no need for any unique units for China; heck you can rush your opponents with scouts + GGs.
 
But the problem is that rather than researching Machinery you might as well research Physics and set yourself up for the Riflemen slightshot. CKNs are nice units, but the Great Generals of China are so overpowered that there's no need for any unique units for China; heck you can rush your opponents with scouts + GGs.

Well, I only upgrade CKN to Rifles once I research artillery. CKN are way better then any previous Siege weapons. Especially since they get fast promotions for the +1 Range...

Also, With proper scientist management I have found that rifleman gets delayed by only 15 turns if you beeline machinery first.
But CKN+LSM+GG are such great combo that rifle delay becomes insignificant.
 
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