The China Thread

Hickman888

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China is one of the big players in RFC: DoC, at least when they are able to look past their barbarian and instability problems. This thread is to catalogue all of the community's thoughts, ideas and suggestions on everything China. I'm going to open this thread with my experiences on playing through the Chinese UHV on Regent/Normal.

China:


Historical Goals:

1.) Control four Confucian and three Taoist Cathedrals by 1000 AD.
Fantastic goal. Feels very thematic for China to be constructing Confucian and Taoist temples and Cathedrals in all of their cities. I did complete this goal in 800 AD, 20 turns early, so I think there is room to bump up the required Taoist Cathedrals to four, to make it a little more challenging. Also, on the topic of Cathedrals, I would like to comment that they have lost their :) from Incense that they previously had in v1.17. This means that constructing a Cathedral for a non-state religion only offers 2 priest slots, and +50% :culture:. For all the temples and :hammers: that need to be invested in order to construct a Cathedral, I would like to see Cathedrals be given a little bit of a buff, even for non-state religions. Maybe a base +1 :)? Maybe they could give a small buff to the Religious civic that is currently being ran? (ie +10% building construction for Clergy, +25% :gp: generation for Monasticism) Just some ideas.

2.) Be the first to discover Compass, Paper, Gunpowder and Printing. Another great and challenging goal. (TBH I like all of China's UHV goals.) From what I remember in v1.17, I had to run a Golden Age, as well as bulb a couple of Great Scientists, in order to take the tech lead to insure I got Compass and Paper in time. Byzantium and the Vikings were hot contenders for those techs in v1.17. In my latest playthrough on the big map, I think I used two Great Scientists to bulb, but that ended up not being necessary. I didn't run my first Golden Age until after Paper/Compass, either. I know tech rate is currently a WIP at the moment, so just wanted to give my experience.

3.) Experience four golden ages by 1800 AD. In my experience, you will turn your focus to this goal in the late Classical, Medieval and Renaissance era. Prior to that, your main goals are focused on barbarians, expansion and building cathedrals. So I like this goal, as it gives you and your cities something to focus on (managing specialists) after you have already built most of your infrastructure. Another difference I noticed is that in v1.17, I remember my tech lead petering out to the Europeans in the late Medieval/early Renaissance. In the current version, my tech lead remained strong, and I teched my way to Economics for the free Great Merchant in the mid 13th century. If I didn't win the game at that point, I easily could have gone on to get the Great Scientist from Scientific Method. So I ended up winning my game "early", with over a 100 turns to spare until the 1800 AD deadline. To contrast, in 1.17, I remember winning China in the 17th or 16th centuries, with much less time to spare. In the big map, I think having more cities equals having more specialists equals having more Great People. As it stands, the Chinese game is already fairly long and full of things to do (my video until 1350 AD is 8 hours long!), so I don't think it's too much of a problem that China ends up winning so early.

But if you are looking for a goal that will take the Chinese player through to the 19th century or beyond, which I'm also not opposed to, I think we are going to need an additional goal. I also hesitate to suggest just making the goal "experience Five Golden Ages", because at that point, you would just be micromanaging specialists, building Wealth, dealing with minimal foreign intervention, and clicking end turn. It wouldn't be too engaging. However, I remember at one point I suggested a wonder for China that would increase their Golden Age length for every vassal acquired, or something similar. Leoreth didn't like the idea, because he didn't want to make constructing a wonder a necessity for completing a goal. Fair enough. However, I think if we were to introduce a wonder like that, and the requirement were raised to 5 Golden Ages, the player would still have the turns and time necessary to make 5 Golden Ages happen, but would also have a pathway to cut down on the amount of turns necessary to win. Especially if this wonder is available in the Classical era, before the player usually gets started on the Golden Ages. This would also encourage China taking vassals of its neighbors, which I think is historical behavior.



Barbarians/Mongolians:

The northern steppe Horse Archers are currently in a mostly balanced state, but I think there is room to up their frequency a bit in the late Classical/early Medieval eras. By this point, the player has built the Great Wall, and a few more barbarians to the north wouldn't be too overbearing. However, for other regions, I did notice very minimal barbarian Tibetan swordsmen, as well as barbarian War Elephants from Burma, whereas in v1.17 I have distinct memories of both of those regions being problem areas for me. I think barbarian presence in both those regions can be increased, at least until the spawn of Tibet and Burma.

The AI Mongolians also need some assistance. Again, this may be related to tech speed, as I researched Gunpowder (and Firelancers) in the early 9th century, thus giving me plenty of time to build a massive army of Firelancers to counter the Mongolians. In v1.17, I remember researching Gunpowder in the early 11th century, thus giving me much less time to train Firelancers. Even still, the AI Mongolians could certainly stand to spawn in with more military, to be more menacing, as they struggle to conquer even AI or even independent China. I think an additional 6-10 Keshik would be good. Also, in 1.17, a road would automatically be built between Mongolia and Northern China. This free road is currently missing on the big map, which would help the Mongolians more quickly move in their military to threaten China.

Playing as civilizations other than China, I've noticed AI China collapsing a lot circa 800-200 BC.

Tech Speed:​

The tech rate in the Ancient and Classical eras feels balanced. It's only really in the late Medieval era that I'm able to pull very ahead of the competition. (I researched Logistics in 1210 AD.) I know entering the Renaissance era greatly increases the "+Tech spread" costs associated with technologies. Maybe this cost should be drastically increased for entering the era so early?

On the topic of tech speed and modifiers, I do just want to mention that civilizations like China, Egypt and India are ancient era civilizations with rich historical territories, and poor modifiers, to help counteract the bonuses that that rich land offers. China and India also get access to a few wonders, (ie Forbidden Palace and Nalanda University) that help them stay economically competitive in the mid-game. However, I wonder if a system of dynamic modifiers wouldn't be worth exploring, which I think is especially relevant for a civilization like China. We want these civilizations to stay relevant even in the late game, but a big problem inherent in 4X games is that oftentimes the best way to expand your economic base, is to expand your territory. I think introducing a system of dynamic modifiers would go a long way in helping these older civilizations keep up, without necessitating that they invade all their neighbors. But I know that would be a big system change, so I'll leave it at that.

Miscellaneous:​

  • I enjoyed having the luxury of running Despotism, rather than Monarchy, for the duration of the Chinese game. It felt much more thematic, and wasn't possible in v1.17. This is due to the increase of luxury resources, and the buildings associated with them.
  • China's Unique Units and Unique Building, and Unique Ability are all perfect. No complaints there.
  • The Porcelain Tower gives +1 :food: to Statesmen. Isolationism does as well. With both of these being unlocked in the late Medieval/early Renaissance, it's likely the Chinese player will utilize both of these/ However, they don't stack to give +2 :food: to Statesmen.I think the Porcelain Tower needs a new ability, to replace its Statesmen buff?
 
What if we split the civ? Let's add South China... :shifty:

China remains the gold standard at playing like vanilla Civ IV. I'd disagree a bit on the UHV: The first two are great and nicely conflict with each other, but I think as a general principle UHV that have such a huge gap between the second and last one should be more strategically interesting than just popping off the right GP. It needs something more.

My personal suggestion would be something like: Start four different eras with X% of the world's population and production by 1800 AD. Golden Ages would help with :hammers:, and if you miss one era the challenge would be reaching Industrial while competing with colonial civs. One drawback though is that it might encourage ahistorical expansion.

Alternatively, something about vassals. Get a different one, or more, in each Golden Age?

And yeah Porcelain Tower is in a bit of a weird place right now, but that might be part of a broader ambiguity with civics.
 
What if we split the civ? Let's add South China... :shifty:
Congratulations, Leoreth just put this thread on ignore.

My wish list for China in 1.18 and beyond:
  • More Confucian/Taoist/Buddhist wonders
  • a third UHV more interesting than four golden ages, preferably one that pits China against Europe, Russia, and the USA, for a true stone age to digital age experience
  • a core that expands to include Nanjing and Shanghai in the Medieval era or Renaissance era (goes hand in hand with my wish for an expanded Spain core starting in the Renaissance...)
My pipe dream for China: finding a balanced way to implement some of the ideas from this thread.
 
I don't think DOC dables in Alt-history for major countries UHV's, but I have a couple ideas for the third UHV. Much of China's history post-1800 dealt with European (and Japanese) empires encroaching on its territory - it's known as the century of humiliation, after all. There's also the tributary system that can't really be modelled except through vassalization or demanding tribute which hurts relations and doesn't confer anything on the country giving tribute. So here are some various ideas to represent an alt-history where China is strong through the 20th century.

Idea 1: Ensure there no European or Japanese colonies in East Asia, Southeast Asia and Indonesia (would India be better?) in 1900.

Idea 2: Receive tribute from 5(?) nations in 1900. (alternatively) Have a vassal with a capital in: Japan, Southeast Asia, Indonesia, and India by 1900.

An economic goal wouldn't encourage any more active gameplay, thus I went with goals that promote some sort of decision making between building an army and focusing on the golden age goal. The goals could also be stretched farther to reach the "stone age to digital age" goal, but it should feel like a time crunch.
 
Instead of a separate Southern China civ, add a civil war mechanic for China. There are lots of leaderheads out there, have at least 2 per era and instead of totally collapsing, China goes into civil war and splits in 2 when unstable (or 2 + indies, and doesn't have to be a 50/50 split). 2 civs but they're both still 'China'.

But also, add some minor unplayable civs using the free slots in the ancient & classical eras, e.g. Ancient Shu based around Sanxingdui. This way poor Qin Shi Huang doesn't have to live out a lonely millennium of purgatory dealing only with faceless indies and barbarians.


Spoiler :
chinas.JPG


Add another diplo penalty along the lines of "You declared war on our brethern" that any outsider gets for declaring war on either side. Which could also be used for any other civ that has similar splits, some modmods have added different Greek city-states for example.
 
Barbarians/Mongolians:

The northern steppe Horse Archers are currently in a mostly balanced state, but I think there is room to up their frequency a bit in the late Classical/early Medieval eras. By this point, the player has built the Great Wall, and a few more barbarians to the north wouldn't be too overbearing.
Considering that China was in a state of chaos at that time, which seems to be in line with history, I think we can add Xianbei and Qiang barbarians to simulate the threat at that time
 
I'm playing China at the moment on Monarch/Epic, and am around 1400AD.

I agree the first two UHV goals are very good. I like how they pull against each other, because the need for 16 cities makes it hard to keep the tech slider high at the time you need to beat other civs to techs. I wouldn't be in favour of increasing the number of Taoist Gongs needed, though, for two reasons.

First, as has been said above, a China player can pull too far ahead in tech from the medieval era onwards. I've been roughly an entire age ahead of the other civs for most of the last millennium. That will need a balance correction, which will mean the first UHV may functionally get harder (as the player needs to shift more of their resources towards the second UHV's tech goals).

Second, though, it's just fun to have a bit more latitude for religious diversity. When India collapsed I went into Bengal and sniped all the best Hindu wonders. It hasn't been kind to my stability (I have to keep several of my cities much smaller than they want to be, even though I have, I think, a fairly optimal five-city core – I admit it doesn't help that I can't stop myself razing cities in obnoxiously non-optimal positions), but I've enjoyed running super-charged Confucian priests.

On barbarians, I agree the Tibetan and SE Asian ones could be a little fiercer; maybe start spawning two Tibetan swordsmen at the same time after a while, for instance? At the moment, one cho-ko-nu with some hill promotions can handle that front on its own. The horse archers from the north are fine as they are, I reckon. The keshik stacks are very menacing when they first appear.

I also noticed the Mongols were far less dangerous than they used to be. The AI seems to cope poorly with the greater distance and lack of a road. It didn't keep its troops together, allowing me to defeat them in detail. Also, with 16 cities for the first UHV goal, I think it's practical to prepare a larger army to fend them off, and that the Mongols should probably spawn with extra units to compensate.

Like others, I find the third UHV goal boring. It takes a long time without really requiring the player to do anything interesting, and I think that will be true even when tech gets rebalanced (so that you can't rely on all the great people for being first discoverer of techs, or potentially getting dibs on building the Taj Mahal somewhere in India).
 
I still suggest something like "Experience golden ages in four different eras, during which control 30% of world's GDP"
 
My last couple of Monarch\Normal games have been trashed by the Persians developing Compass 440-450AD I'm still about 20 turns from Compass then whats other folks timeline on compass am I just too slow. Is it just a blip in my experience or has persia become super stable now
 
In my Monarch/Epic game, Persia was still large and had decent stability at that time. But it was much further behind in tech: I checked a save from a little later in the century, and they were still researching Architecture. Did you trade techs with them? I try to focus tech trades on the civs I expect to collapse so they won't become competitors.
 
Anybody got a list of what barbarian and independent cities currently appearing in China gameplay?

I feel like there's some independents that doesn't get to show up in my China playthrough in place of my own settled city like Yunnan.

I didn't realize there are Bai and Shu units until I play as India.
 
I don't agree with OP that barbarians are balanced (at least some of them), around 1100 B.C. the country is overwhelmed with barbarians before I had a chance to develop. I play China three different ways, and all three ways I made some improvements but I was still failing to reach medieval by 500 A.D and was often highly constrained. I often only had four cities, if more than that the economy was running 0% even if I was frantically sending workers everywhere.

There is little player choice because there are so many threats. I have no choice but to be military-focused, forstalling economic development and therefore running aground later. This is likely why AI China is falling apart so often

So please, take down the Nanyue tribes a bit, that will make for a better game. (Also I don't think the Southern Tribes were so powerful that they were threatening the yellow river valley with great force historically). Terrible Civil Wars, Absolutely! Revolution of the Tigers? Not so much.

By contrast the Northern nomads are not that bad, but it can be a terrible sandwich between northern and southern raiders by Alexandrean times...
 
Also, don't give Panyu and Nanyue crossbow men or at least not for a long time, as they were often technologically behind Northern China.
 
I don't agree with OP that barbarians are balanced (at least some of them), around 1100 B.C. the country is overwhelmed with barbarians before I had a chance to develop. I play China three different ways, and all three ways I made some improvements but I was still failing to reach medieval by 500 A.D and was often highly constrained. I often only had four cities, if more than that the economy was running 0% even if I was frantically sending workers everywhere.

There is little player choice because there are so many threats. I have no choice but to be military-focused, forstalling economic development and therefore running aground later. This is likely why AI China is falling apart so often

So please, take down the Nanyue tribes a bit, that will make for a better game. (Also I don't think the Southern Tribes were so powerful that they were threatening the yellow river valley with great force historically). Terrible Civil Wars, Absolutely! Revolution of the Tigers? Not so much.

By contrast the Northern nomads are not that bad, but it can be a terrible sandwich between northern and southern raiders by Alexandrean times...
I half agree. The barbarians do get a bit out of hand early on, you're right. For me, I personally prepared by stationing a few archers in each city, and only settling a few cities at that point. Once I defeat those few waves of light swordsmen and skirmishers, and I have trained enough swordsmen to counter the barbarian threat, then I feel more comfortable expanding out and settling most of my cities in the first millenium BC.

I guess I saw it as a suitable challenge for the human Chinese player, but I can definitely see how AI China may be unprepared for those early barbarian waves, and this is what leads to their many collapses prior to 1 AD. Maybe the best option here is for the AI Chinese player to experience less barbarians than the player?

In my game that I won pretty handily, I didn't enter the Medieval era until the seventh century, so I don't think failing to reach Medieval by 500 AD is necessarily a problem.
 
My last couple of Monarch\Normal games have been trashed by the Persians developing Compass 440-450AD I'm still about 20 turns from Compass then whats other folks timeline on compass am I just too slow. Is it just a blip in my experience or has persia become super stable now
This is a big problem. I’ve managed to get compass circa 350ad, but then Persia got gunpowder at like 550ad, which is insane. The problem seems to be that Greece fails to conquer Persia, and when they do conquer bits of it, it flips back to Persia again. Essentially all the Persian cities (Babylon, Egypt, even Persia Main to a lesser extent) are science centres that toss out tons of great people, making the Persians get super advanced, especially with Chinese trade, which ensures that they don’t have to resort to domestic trade.
 
Yeah, those areas should not flip back to Persia. If someone has a save close to that happening, it would help me investigate which rule allows them to flip it and adjust if necessary.
 
Yeah, those areas should not flip back to Persia. If someone has a save close to that happening, it would help me investigate which rule allows them to flip it and adjust if necessary.
I’ve noticed it only happens with the AI and only happens with conquest civs, so I assumed it was intentionally occurring only for conquest civs.
 
Yeah, those areas should not flip back to Persia. If someone has a save close to that happening, it would help me investigate which rule allows them to flip it and adjust if necessary.
I have a save (from yesterday). Capture Athens and Greece will collapse.
Spoiler :

370BC:
1731522502680.png

350BC
1731522627242.png


Spoiler ps :
It looks like I should have waited for a while for greece to do something with conquerors.
 

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