The Koreans
The Koreans have been included in the
Conquerors, adding a new Asian civilization to the mix. They are a very
powerful military civilization, but are slow at advancing through the ages.
Their main strengths lie in their siege and towers. So how do they compare to
the other civilizations?
Civilization Bonuses
The bonuses that the Koreans receive are as follows:
- Villagers +2 LOS
- Stone miners work
20% faster
- Tower upgrades
free (Bombard Tower requires Chemistry)
- Towers range +1
in Castle Age, +1 in Imperial Age (for +2 total)
- Mangonels and onagers have +1 range
Villager's +2 LOS
This may in fact be the Koreans' most important bonus,
as it can sometimes make the difference between winning and losing. At the
beginning, a Korean villager makes a great scout, with the same LOS as the
Eagle Warrior and the Mongol team bonus-enhanced Scout Cavalry. Where this
bonus really pays off is during Feudal Age, when the enemy in most games places
Towers near the player's resource centers. The extra LOS will often allow the
Korean villagers to see the Tower being placed, giving the player the
opportunity to either attack the offending enemy villagers with the player's
own villagers, or run the villagers to safety. Some attackers may bring archers
and/or infantry to help place the tower, and again the Korean villagers will
often have extra warning of the arrival of these military units - although
these units aren't quite as easy to stop as tower building villagers, provided
they arrive in sufficient number.
In Castle and Imperial Age, the LOS bonus still comes
in handy for the same reason as in Feudal, to see the enemy arriving. However
instead of Towers or Feudal Age units, the player now has to be on the look out
for enemy Town Centers, Castles, and Castle/Imperial Age units.
Stone miners work 20% faster
While the Koreans can already defend better than most
other civilizations with their extra LOS, this bonus allows them to defend even
more easily, with their ability to gather stone fast and have the resources to
build Castles and Towers sooner (except for the Franks, who receive a 25%
discount on their Castles). It also helps on the offensive, for the same reason
of having the resources to build Castles and Towers more quickly than other
civilizations (again, except for the Franks). The bonus is also useful for
building Town Centers, now that 100 stone has been added to their cost.
Tower upgrades free (Bombard Tower requires Chemistry)
The gradual upgrading of Watch Towers, as the Koreans
progress through the ages isn't that important, as for the most part a tower is
just a tower, and a Watch Tower usually works just as well as a Keep. Where
this bonus comes in really handy is when the Korean player reaches Imperial and
has researched Chemistry, as the Bombard Tower can be a terror against not only
those who aren't prepared for it with Trebuchets or Bombard Cannons, but
against those who just don't know that those are the only two units that can
kill Bombard Towers (aside from Cannon Galleons, which only play a part in
water games). Bombard Towers will eat every other unit alive with their high
attack and high hit points. The only way to beat them is with the units
mentioned above - the only ones that out-range the Bombard Tower.
Towers range +1 in Castle Age, +1 in Imperial Age (for
+2 total)
This bonus is nice if you have heavily towered your
opponent in the feudal age but it is not an important bonus. It sure can be
annoying for an opponent who builds near the tower thinking it only has the
range of a normal tower, or someone who finds one of these Korean towers
shooting at resource collectors from a great distance. Unfortunately, this
bonus does not apply to bombard towers.
Mangonel, onagers +1 range
As team bonuses go, this is a fairly good one,
especially for civilizations like the Celts and the Mongols, who have a good
siege line already. It's a good bonus for the Koreans too, giving their Onagers
another +1 range on top of the +2 they receive with their Unique Technology.
This is useful in Castle Age, since Mangonels do out-range Town Centers in the
Conquerors and are becoming a popular unit to take out Town Centers. The bonus
comes most in handy against scorpions, and even more so against archer
civilizations, especially those Britons and their Longbowmen. No longer can
they terrorize with their long range, as Korean Mangonels nearly match them in
range. In the Imperial Age this bonus really shines, almost turning the Korean
Siege Onager into a Heavy Catapult from the original Age of Empires. While not
quite that destructive, they do an excellent job at what they do -
killing buildings, archers, and other siege weapons.
Comments:
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27.11.06 00:27 -
King Purple |
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I had never even considered the Koreans before reading this. Thanks for the info. |
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19.12.06 19:07 -
Narse |
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"The only way to beat them is with the units mentioned above - the only ones that out-range the Bombard Tower."
wrong, and here's a great advantage u've not mentioned. u said korean onagers outrange town centers, but never said they also outrange castles (except teutons), bombard towers (except turk) and towers (except korean).
a couple of tips about war wagons: they're really weak against cavalry as they can't make very good use of their range, do them little damage and have no chance of using hit and run. another one is that they ocupy a lot of space.
a CRAZY strat with imperial/post-imperial koreans: use your war wagons as a wall to protect 20 onagers. when the enemy sees what your onagers do to his troops he'll try to take them out immediately, and by the time he finds out he can't get to your onagers as your wagons are in the way, you'll have killed enough units to make a difference. |
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23.12.06 05:46 -
nitlatliltic |
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About the Koreans bonus of +1 range of Mangonel and Onager, YES they do match the Longbowman (both get 12 of range) =D |
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27.12.06 03:32 -
fP``` |
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I'm pretty sure Korean siege onagers can get 8+5 making a total range of 13. =/ Probably wrong. I just remember playing as brits, and the korean onagers out ranging me (when all archer techs were researched) |
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28.12.06 22:39 -
Soosi |
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At the Conquerors 1.0 Korean siege onager has the range of 13, 1.0c range 11. |
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18.01.07 06:14 -
NisteLL |
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siege onagers of koreans ve 13 range as long as i can remember .. dnt know bout other patches thgh |
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18.01.07 11:20 -
Soosi |
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Oh, it really has the range of 13. :) |
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07.04.07 01:51 -
cho ko nu |
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My favorite Korean unit is the turtle ship. its so good!!!!!!!!! |
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15.06.07 21:09 -
Jake: |
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Thanks for the info. when starting out i didnt know what civializtion to go w/but one of the scenario misson on the conquest expansion version i was the koreans defending against the japanies. well right away the war chariots/turtle ships rocked and been playing them ever since. the only thing is to survive the feutal age...if you make it you in the game... |
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02.07.07 06:56 -
Steele |
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the most important thing about the range 13 is that it outranges enemy towers and castles, so you dont even need to build trebuchets.
The best korean formation (not really possible to be used in mutiplayer unless you start a imperial age) is the korean wagons+onagers. try it against AI's, it works very well! |
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15.07.07 04:22 -
|
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What the heck is los?! |
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20.07.07 21:06 -
Someone |
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los is line of sight. |
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04.08.07 02:12 -
junho |
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koreans cant build seige workshop, but where do u build mangoels? |
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05.08.07 11:14 -
Azer |
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Are you daft? Every civ can build seige workshops |
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14.10.07 04:14 -
me the great |
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yes every1 can built seiges |
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14.10.07 16:47 -
meh |
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how can it be 13 range? 8+2 from tech+1 for bonus and +1 from seige engineer = 12 range some1 reply pls |
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21.10.07 20:56 -
junho |
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i need tips on how to survive untill castle age |
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01.11.07 23:36 -
ho |
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you could make squares out of stone gates in castle age where your help less onagers can hide in. Wall up in feudal. In castle, dont start pumping out war wagon when you dont hav enough resources. make pike men, don't up grade much sword men and make skrimishers to kill early calvary. Defence is ideal before getting enough resources for attck |
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30.12.07 04:37 -
antman |
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I need to know how to get castle age!, Like a walkthrough in Black Forest. I keep getting whipped by calvary when I'm still in fuedal age and the persians or byzantines are in imperial or castle. |
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08.02.08 01:33 -
Someone |
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Basic strategy:
28 villis and go to feudal, three more and then to castle 9desn't matter if there isn't foos ot go immediately to castle after villis made, wait for 800 food)
Then you should make a few spearmen to guard against raids
works for me :D Go to castle by 17-18 with a decent economy and enough wood to build 1 more tc |
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27.03.08 15:22 -
Key Maker |
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i've found that war wagaons are too cumbersome to wok effectively with another large unit like Onagers. Try hand cannoners. the onagers take out the archers, effectively covering the "rifle men" and the cannoners kill incoming cavalry and infantry with ease. the only prob is flanking. cover those flanks! |
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11.04.08 22:21 -
Antman |
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How do you get so many units fater? I played online as korean against another korean civ and when I had 4 wagons and two second class onagers, He had 20 wagons, 5 seige onagers, and about 18 spearmen |
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23.04.08 03:26 -
antman |
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so your saying that the riflemen should be protected my war wagons and archers or are you saying that the riflemen should flank and protect the onagers?
Also, are swordsmen and helbardiers/spearmen recommendeed in an army? |