Right on, China, one of my favorites.
- Leader ability - The First Emperor
- Additional charge for builders
- Can use builder charges to complete 15% of ancient or classical wonders
I love this ability. The extra builder charge is quite strong, and will help you out from the very beginning until the very end of the game. The ability to rush wonders is my favorite part, as it allows me to get those early wonders without hindering the development of my cities. It is, without any doubt, the best boost to wonder production in the game, even if it does only apply to wonders from the first two eras.
- Civilization ability - Dynastic Cycle
- Eurekas and Inspiration provide an additional +10% of the total research cost
This is another strong ability, which will help you throughout the entire game. My only reservation about it has to do with the eureka/inspiration system itself. While I like the idea of it, the implementation is a bit lacking, and the notion of researching something part of the way, then swapping it out while waiting for the boost to finish it, just seems wrong, and it is somewhat amplified with China. Still, the system being what it is, this is a useful ability.
- Unique unit - Crouching Tiger
- 50 ranged strength
- 30 melee strength
- 1 range
- 160 production
- 3 maintenance
I don't really like this one. It becomes available at the same time as Crossbowmen, and honestly, I prefer those. The main differences between the units are that the Crouching tiger costs slightly less (20 production less), strikes significantly harder at range (50 versus 40), and has a puny 1 tile range. This is the whole reason why I don't like it. Having to bring a ranged unit right next to its target is a major problem. On the defence, it works better, as you can keep it safe inside a city center or fort, but still, its extra ranged strength has to be weighed against the range of the Crossbowman. While the Crouching Tiger can only strike the 6 adjacent tiles, the Crossbowman can reach 18 different tiles. This is a huge tactical advantage. Also, consider that you will probably already have a fair number of Archers, many of which will have promotions, and which will upgrade into Crossbowmen. The Crouching Tiger is just not needed.
- Unique infrastructure - Great Wall
- Tile improvement
- Must be built in a line along the border
- Defence and fortification bonus like a Fort
- 1 gold for each adjacent Great Wall tile
- 1 culture for each adjacent Great Wall tile after Castles
- 1 tourism for each adjacent Great Wall tile after Flight
I don't like this one either. The yields are extremely weak, and having a bunch of forts like this at the border is really not very useful, as you will never face any military threat to justify the use of space and builder charges. The extra culture might have been marginally useful if it arrived at the start, but it doesn't.
So those are two good things and two bad things. The uniques are quite bad, but I still like them a lot due to the Leader and Civilization abilities, and I just love early game wonders.
You can combine the unique unit and infrastructure to implement one of the silliest military strategies in the game: a huge border wall manned with short range cannons! You will even get an achievement for this. It will be ludicrously expensive, but no one will be able to get through, at least so long as they come right up to the wall where you can kill them. If they stand one tile away and shoot at you instead, you may be in trouble.