[R&F] Korea first look.

CypherEnigma

Chieftain
Joined
Jun 1, 2017
Messages
30

Hwarang 5% Culture and 5% Science in all cities with an established Governor.

Three Kingdoms: Mines receive +1 Science if there is an adjacent Seowon district. Farms receive +1 Food if there is an adjacent Seowon district.

Unit: Hwacha

District: Seowon must be built on hills and gets a fixed amount of Science (seems to be 6) but for every district you build next to it this is reduced.
 
Last edited:
OP Korea Pls Nerf !

More seriously, a unique replacement for the campus was overdue. I really feel like the default +6 science without adjacency bonuses is probably too powerfull despite the decreasing factor with other adjacent districts. Otherwise, her UU feels kinda bland even though it could be also pretty powerfull.

Anybody else feels like Korea is intended to play tall Sciency ? With its insane campus that will be worth most of the times 2/3 regular campuses and her +5% to culture and science for cities with governor ? basically go for 5/6 big cities with upgraded governor, super campuses and profit.

On another topic completely, i like the new UI for the city display. Growth with turn to growth, and loyalty and religion both having their tendency displayed. Nice.
 
As anticipated, Queen Seondeok is leading the Koreans. Her capital is Gyeongju, which was the capital of the Silla Kingdom during her reign.

Leader Ability: Hwarang. Receives +5% Culture and +5% Science in all cities with an established Governor.
Civilization Ability: The Three Kingdoms. Mines receive +1 Science and Farms receive +1 Food if adjacent to a Seowon.
Unique Unit: Hwacha. A Renaissance era Ranged unit, with 30 melee strength and 50 ranged strength. May not attack and move during the same turn.
Unique Improvement: Seowon. Replaces the Campus. Must be built on hills, and receives a fixed yield of Science. The initial bonus is +6 Science, but this is reduced by 1 for every adjacent district.


Korea also has a unique city art-style, with green roofs and a palace that seems inspired by Gyeongbokgung, as opposed to the reds and blues of the Chinese and Japanese cities, respectively. The stone pagoda Monument seems to be a graphical replacement for the East Asian civilizations, as speculated.
 
Last edited:
OP Korea Pls Nerf !

More seriously, a unique replacement for the campus was overdue. I really feel like the default +6 science without adjacency bonuses is probably too powerfull despite the decreasing factor with other adjacent districts.

But it has to be build on hills and so you have to sacrifice production for it.
 
Their theme seems to be Arirang again. Not that I'm complaining -- it's an iconic theme for Korea. I really hope Sean Bean doesn't pronounce the "eo" like they did in the first look video though. Or maybe he can complete his record of mispronouncing East Asian leader names after Keen Shee Huang and Hojo Tokeemoon.

The Unique District is definitely an interesting one. So it actually deters placing other districts around it, and it doesn't get adjacency bonuses? Is it ideal for Korea to spread out their cities as much as possible then? I guess it makes them a "tall" civ yet again, especially with the governor bonus. Can't wait to play this one, since science focus is kinda rare in vanilla Civ 6.

EDIT: District not Improvement.
 
Last edited:
More seriously, a unique replacement for the campus was overdue. I really feel like the default +6 science without adjacency bonuses is probably too powerfull despite the decreasing factor with other adjacent districts.

It's powerful, but not only loose effectiveness with other districts nearby, but also could be placed on hills only. That's significant limitation - some cities will have to live without it at all.
I really like civs with twist in district placement, so they have different planning strategy and Korea definitely is one of them.

Otherwise, her UU feels kinda bland even though it could be also pretty powerfull.

I don't quite get this. It's actually weaker than the current bombard and Bombard can't move and shoot anyway. Significant changes came to how Bombard works?

Edit: Or it replaces some new renaissaince ranged unit? Or it doesn't replace anything, but what is the meaning of "counterpart" in the wording in this case?

Anybody else feels like Korea is intended to play tall Sciency?

I wouldn't say so. Tall civs in Civ6 rely on tight district placement. Korea seem to be more effective with cities having less number of districts or, at least, having some free space.
 
Korea is looking really strong with early +6 science Seowons. Sure the bonus gets reduced if you build adjacent districts, but its synergy with farm & mine improvements is huge!
I'm kinda curious if the mine/farm bonus stacks when next to more then one Seowon. If so, the bonuses would get kind of ridiculous.

The governor +5% science and culture bonuses is quite good, but Korea would have been the ideal place to buff specialist slots or focus on "Tall." Something like civ5's"Scholars of the Jade Hall" could have been nice.

Hwachas look cool, but I'm not sure its bonuses compensate for the lack of move&shooting.

If Korea was dropped into Civ 6 as it currently is, they would really benefit from a wide play-style. Their campus district is built at a reduced cost and provides +6 science without adjacency which is great for many small cities.

However, the loyalty mechanic may significantly limit extremely wide play-styles in Rise and Fall. If so, Korea is well prepared to go either tall or wide with their bonuses.
 
Last edited:
I wouldn't say so. Tall civs in Civ6 rely on tight district placement. Korea seem to be more effective with cities having less number of districts or, at least, having some free space.

I think it's more like, since Korea's ability encourages an isolated Seowon with farms and mines around it in each city, they have to have a large amount of workable tiles for each city if they want to build more of other districts. It would probably be optimal to place cities at least 5 tiles away from each other as opposed to clustering them tighter, and this means fewer cities over a large area. It would probably grow tall as in few cities, instead of wide as in many.
 
Other things I noticed in the video:

The Kotoku-in Wonder is unlocked with Divine Right.

There are two new buttons next to the Great Works shortcut which seem to be designated for Governors and another feature, represented by a globe icon (perhaps Loyalty, or Golden/Dark Ages).

Governors have their own icons with unique artwork, and are displayed on the city name in the world map.

Religious pressure is also displayed on the city name, with arrows indicating an increase or decrease.

The mystery castle wonder seems to be built on coastal tiles, but is not restricted to desert. (It appears on a plains tile in the video.)

There are also arrows next to the civilization icon on city names, perhaps indicating a rise or fall in Loyalty. One can also see this next to foreign cities.
 
The Unique Improvement is definitely an interesting one. So it actually deters placing other districts around it, and it doesn't get adjacency bonuses? Is it ideal for Korea to spread out their cities as much as possible then? I guess it makes them a "tall" civ yet again, especially with the governor bonus. Can't wait to play this one, since science focus is kinda rare in vanilla Civ 6.

It's unique district, not improvement.
 
It's powerful, but not only loose effectiveness with other districts nearby, but also could be placed on hills only. That's significant limitation - some cities will have to live without it at all.
I really like civs with twist in district placement, so they have different planning strategy and Korea definitely is one of them.



I don't quite get this. It's actually weaker than the current bombard and Bombard can't move and shoot anyway. Significant changes came to how Bombard works?

Edit: Or it replaces some new renaissaince ranged unit? Or it doesn't replace anything, but what is the meaning of "counterpart" in the wording in this case?



I wouldn't say so. Tall civs in Civ6 rely on tight district placement. Korea seem to be more effective with cities having less number of districts or, at least, having some free space.

Oups, i meant UA, not UU.... Yeah her unit doesnt seem appealing at all.

On playing tall, many things point in that direction. The campus being immediatly very strong, the governor pushing culture and science by a decent amount, mines and farms adjacent to campuses giving bonus food and science. It all feels like perks to benefit from a smaller number of cities to me.

As for the hill placement of the campus, you say some cities might just not get one at all. Come on.... Settling a city without any hill in range is not happening, ever. On the other hand, settling a city with many hills but only crappy campus locations for any other civ is very common.

To play tall with this korea, you will most definitely need to go for early culture in order to push those borders hard and avoid placing too many districts next to your campus. Then again, her UA basically tells you to build a campus, and then a theater district in every cities.
 
Anybody else feels like Korea is intended to play tall Sciency ?
5% of a 30 pop city is 1 science and culture...not exactly wow. based on size.
Sure if you can push yourself to an 80 science city you will get +4 ... 5% is meh.
 
I think it's more like, since Korea's ability encourages an isolated Seowon with farms and mines around it in each city, they have to have a large amount of workable tiles for each city if they want to build more of other districts. It would probably be optimal to place cities at least 5 tiles away from each other as opposed to clustering them tighter, and this means fewer cities over a large area. It would probably grow tall as in few cities, instead of wide as in many.

I think both. A city with a single science district could enefit the output significantly, so wider strategies are good too. We may even skip science districts in core cities and place them in remote ones.
 
0:55 Gyeongju is the capital, also it seems to have 2 housing more than should be expected (I came at 5 river + 1 capital + 2 university/lighthouse + 2 improvements (5 improvements) + 2 granary = 12). So either we've got housing changes, or that governor grants housing. Also pretty sure that governor grants 6 food at least, cause I can't get past 34 if I count for 12 tiles (city is size 12).

Also, I suppose cultural monument art is confirmed.
 
Top Bottom