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It creates a particularly complex economy where you are trying to balance your economy based around a mass peasants that don't really compete with the vills of the other civs but supplemented by extremely powerful Kuafu which you build fairly sparingly considering the cost and the fact that you have to orientate towards gold to have them. You're trying to task the Kuafu as efficiently as you can to get ahead of other civs.
On top of that you have favoured land, this really pushes the Civ as a whole towards being defensive with a boom focus, you want a lot of buildings, and the Kuafu excel at building, but you need to have a good sense of efficient base layout to cover a lot of land while still being within the range of the TC and other buildings connected to it. This is pushing you towards fairly compact bases and discourages building things like forward military camps in the way that the Norse often do. Basically the entire civ is broadly defensive compared to the others with a very micro and planning heavy economy and a lot more focus on base layout compared to the others.
Kuafu are good in wod and gold gathering, not food and in building
One trap though is that they cost 3 support points each; but 3 villagers adds up to more harvesting than 1 kuafu. So in theory having 3 villagers is superior.
Their economy is certainly complicated and its going to take a bit to get used too. Plus I think its much easier to mess up your income with them in the early game compared to the other factions. And if you mess that up and getting your first troops out then the game ends pretty swiftly even against the AI.
Favour is interesting because whilst you can't boost it quickly like the greeks can; I do get the feeling that once you get a decently spread out base with houses and the core buildings down it feels like you gain favour faster than, say, the Atlantians.
What about military and myth units? how in your eyes do they perform?
Myths feel pretty strong esp when backed up with their demi-god hero units. Core infantry are reasonably ok but a bit chaff-like; whilst their artillery building has some neat and powerful archers.
There's a bit more micro with their myth units - eg one which has an area attack after eating enemy human units in combat.
Dao Swordsman have high health and both strong hack and pierce armor but low speed and attack with no modifiers
Good meatshields, especially since China has so many ranged units which mixes well with them
Ge Halberdier have low base damage, lowish health but high speed and extremely high modifiers against cav, low pierce but high hack armour
Counters cav well but gets destroyed by infantry and ranged units
Wuzu Javelineer also have low base damage, lowish health but high speed and high modifiers against ranged units with high pierce but low hack armour
Counters ranged units but performs poorly against everything else and should be replaced with the better Chinese ranged units soon
Fire Archer are quite similar but with low pierce armour too and they deal bonus damage against infantry and builduings
But since they deal pierce damage, they are still worse than melee and siege units against buildings
Chu Ko Nu is the pinnacle of ranged units
4 bolts per salvo and each bolt hits very hard
Also does a bit of bonus damage against infantry too but their dps is very high so they are more like anti everything
But these guys are expensive and takes up 3 pops and yet are barely tankier than other ranged units
Ultimate glass cannon in other words
Siege Crossbow
Interesting side grade compared to the other civs ranged siege
Like the greeks, you can build them in the 3rd age
Like the egyptians you build them inside a siege workshop like building instead of fortress
Noticeable worse against buildings than other ranged siege but they also deal pierce damage and you can somewhat support in fights against human units
Axe Cart
Age 4 melee siege
Decent against buildings but can also engage humans but like the Siege Crossbow, it is not efficient at that task
Personally i prefer the Taotie or Taowu for melee siege units over these things
White Horse Cavalry
Like the egpytians, their cav is locked behind their fortresses
Fast light cav with high pierce armour and bonus vs ranged
Can switch to a bow but i have no idea if that one is good
Tiger Cavalry
Again, locked behind the fortress and age 4 too on top of it
Heavy cav with high base damage, high armour pierce and hack armour, bonus vs ranged and cav
Has a gimmick of spawning a weak dismounted rider upon death, making these guys last even longer in battles
Personally i like the swordsman, repeater crossbows, siege crossbows and tiger cavalry the best from their human units
cons: they are op if you gotta fight against them
It encourages spreading out your structures to get as much favored land radius as possible -- but this means house walls are less viable, sticking buildings up against each other reduces Favored Land spread, so Chinese has to invest in actual walls if they want blocking, or else give up the favor.
Similar deal with Fortresses. Fortress structures are expensive, but have some of the widest Favored Land radius -- and so building two up against each other to concentrate your defenses or cover a choke is a waste of that wide radius.
Nuwa and Gongong are the problem, not Fu-xi, Shennong, or the other minor gods.