ATTRIBUTES
| TEAM BONUS: | Farms +45 Food |
| BENEFICTS / PENALTIES: | Starts with 6 Villagers and 50 Food (instead of 3 Villagers and 200 Food) |
| B | Town Centers support 10 people (instead of 5 people) |
| B | Technologies cost 10% less in the Feudal Age, 15% less in the Castle Age, and 20% less in the Imperial Age |
| b | Demolition Ships have 50% more hit points |
| AVAILABLE UNITS | All Infantry Units and All Archer Units |
| UNAVAILABLE UNITS | Hand Cannoneer |
| b | Paladin |
| b | Onager |
| b | Bombard Cannon |
| AVAILABLE TECHNOLOGIES | All Infantry upgrades |
| UNAVAILABLE TECHNOLOGIES | Final Castle upgrade, Final War Galley upgrade and Final Monk upgrades |
| UNIQUE UNITE | The Cho-ko-nu |
Historical and Game Information
"The Chu-ko-nu
The unique unit for the Chinese is the Chu-Ko-Nu, which is a
crossbowman who wields a hi-tech crossbow capable of rapid-firing
multiple bolts at a time. This unit can be built starting in the
Castle Age once you build the castle structure. In the next age, the
Imperial Age, you can increase the Chu-Ko-Nu's power with an
upgrade. The Chu-Ko-Nu has a triple-fire rate, so it can deal three
times the damage of a regular crossbowman. However, it has very
short range when compared with super archer units and the unique
ranged units of the Turks and Britons. Also, the Chu-Ko-Nu is
inexpensive, according to Sandy Peterson. Overall, the unit is cheap
and does a tremendous amount of damage but is not very durable and
has short range. "A batch of Chu-Ko-Nu has as much firepower as
three archers from any other civ. This means targets normally
inaccessible for other archers can be killed by these guys.
Buildings, siege weapons, even cavalry, can be mowed down by the
rain of rapid-fire bolts produced by a big enough clutch of
Chu-Ko-Nu." Peterson also illustrates the weaknesses of the
Chu-Ko-Nu, telling us that the Chu-Ko-Nu aren't any tougher in terms
of hit points, so they fall easily to anti-archer units like
onagers, skirmishers, and hardy cavalry. However, because of the
rapid fire of the Chu-Ko-Nu, the enemy has to field more of these
anti-archer units than he would normally have to in order to take
down your crossbowmen. Bombard towers can make short work of
Chu-Ko-Nu. A bunch of Chu-Ko-Nu, protected by a circle of infantry
and battering rams, can wreak great havoc on enemy armies and
fortifications. Says Peterson, "The Chinese infantry is
terrific and can be used to make up for those areas in which their
archers are weak - i.e. versus buildings and cavalry. Also, since
the infantry cost mostly food, and the archers coast wood and gold,
they make a natural match for production reasons. Battering rams are
wonderful because they carve their way through walls, towers, and
forts like nobody's business, and the ram's costly upgrades aren't
so bad for the Chinese. If the enemy sorties to kill the rams, the
archer/Chu-Ko-Nu backup can hammer the units sent out." ."
-
Mark Terrano, Age of Kings
Game Designer
China
was unified under its first emperor in 221 BC. For most of
the next 2,000 years it was the largest and most advanced
civilizations in the world. Because it was geographically
isolated from powerful civilizations in the Near East and
later in Europe, it was able to develop and maintain a
unique culture that spread its influence over much of
Asia. The one great constant in Chinese life for these two
millenium was political stability. Although emperors might
change, the imperial court kept a firm hold on power.
Neither the clergy, the military, nor the merchant class
acquired long-lasting power, even though religion,
warfare, and trade were significant influences in Chinese
life. Of the 12 different dynasties that ruled China
during these 2,000 years, the Sung were one of most
important during the period when the West was passing
through its Middle Ages.
The Chinese
Civilization
The
Chinese in Age II are a powerful civilization. While the
Chinese don't have quite the overwhelming villager bonus
as before, they also aren't as weak in the final age.
Instead, Ensemble Studios has done a good job of retaining
China's penchant for huge populations and economic growth
while also representing China's historical dominance in
technology and science. What that all means is that the
Chinese do get a nice starting bonus to help them rush
through the ages, and they also gain a great ability to
research technology faster than any other civ, a benefit
that gets progressively more valuable the later the age.
Here are the Chinese cultural bonuses.
High Starting
Population
Whereas
every other civ starts with three villagers in the Dark
Ages, the Chinese start with six. However, while other
civs start with enough food to build four extra villagers
at the very beginning of the game, the Chinese will start
with enough to build only one. The extra villagers at this
early stage of the game, coupled with the town-center
bonus, allow the Chinese to rush through the Dark Ages
faster than any other civ. Or the extra villagers can help
you support an army faster than anyone else. Sandy
Peterson says, "If you want to go for a Dark Age or
Feudal Age rush, the Chinese are an excellent civ for it -
possibly the best."
Large Town Centers
The
town center of the Chinese supports ten people, whereas
other civilizations' town centers only support five
people. Sandy Peterson, designer on Age II, says,
"They [the Chinese] don't need to start on a house
until they've earned enough food to produce two villagers
and start a third, which takes at least two minutes, often
more. Other civs must build a house as their very first
act, or run into a building limit immediately. Basically,
since the second Chinese villager is delayed anyway
(because of their initial food shortage), they get the
full use of all their civilians for those first two
minutes." While these two bonuses (extra villagers
and larger town centers) are very helpful in the first two
ages, their usefulness diminishes by the Castle Age.
Cheaper Technologies
The
Chinese pay less to research technologies than other
civilizations. In the Dark Ages, this bonus has no effect.
In the Feudal Age, though, the Chinese pay 90 percent of
the cost for technologies, 85 percent of the cost in the
Castle Age, and 80 percent of the cost in the Imperial
Age. That means as the ages progress, the Chinese get a
bigger discount on technologies. The bonus is marginal in
the Dark Ages but really helps later on. According to
Sandy Peterson, "As time goes on, the Chinese get
cheaper and cheaper technology. By Imperial [Age],
technologies only cost 80 percent as much for the Chinese
as for everyone else. When you're paying for something
expensive, like champions, you're saving yourself a few
hundred food and gold at a pop. And Imperial technologies
tend to be pricey...." Cheaper technologies also
means the Chinese can research these advances before
anyone else, since they don't have to wait to amass as
many resources as others
Strong Demolition
Ships
The
demolition ship is a floating bomb that destroys all ships
in a certain radius when it explodes. Although the
demolition ship is lost, it does take all other ships in
range with it. Chinese demolition ships have 50 percent
extra hit points, meaning they can soak up more damage
before they close to within range. Having the extra hit
points lets more of these ships accomplish their tasks,
whereas other civs' demolition ships might be destroyed
before they reach their targets. Says Peterson, "The
Chinese demolition ships have so many HP that they are
almost totally impossible to KO before they hit home. If a
Chinese player makes enough of these things and uses them
well (i.e. carefully micromanaging his attacks), he can
sometimes completely reverse the naval situation and take
control of the waves from another player."
Castle Age
Battering
Ram: Battering rams are slow, but they are also well
armored and resistant to archer fire. The amount of damage
they do is great against buildings, and they can reduce
towers and walls to rubble in short order. They are very
vulnerable to infantry and cavalry though. Mangonel:
Mangonels are wheeled siege engines that have an
area-of-effect attack. They are similar to catapults.
Mangonels have a minimum range and are vulnerable to melee
attacks. Scorpion: The scorpion is an antipersonnel weapon
that shoots a lethal bolt. The bolt flies through enemy
units, so it can actually kill a line of troops in one
blow. Scorpions are thus good against masses of troops.
Like other siege weapons, they are resistant to archer
fire but are vulnerable to infantry and cavalry attacks. .
A Chinese Summary
The Chinese, because of their bonuses and their general technology and unit paths, tend to be a strong early- to midgame civilization. Compared with a few other civs, like the Turks, they don't have a commanding Imperial Age advantage, although their technology bonus helps them in the later ages. Here is a look at the strengths and weaknesses of the Chinese civilization. The Chinese can advance through the early ages faster than any other civ. Their town center and villager bonus mean they can also support a greater population than others in the Dark Ages. These bonuses all converge to let the Chinese either leapfrog other civs and rush up the tech tree or support a grunt rush. Either way, the Chinese have the advantage in the early game. In addition, because of cheaper technologies, the Chinese tend to have more resources for military units. "A Chinese player tends to have a larger military than other civs, all things being equal. This is not only because most of their best units are inexpensive, but also they are able to save money on their upgrades. For the money a Chinese player saves upgrading to arbalest, he can build two to three extra archers." The Chinese infantry line is powerful, as the Chinese get access to all infantry types and upgrades, and they also get a wide range of cavalry units and the entire archer line. Unfortunately, the Chinese, again, do not have an overwhelming military advantage in the final age, nor do they have a unique unit that can stand against the more powerful infantry of civs like the Germans and Japanese. They aren't a particularly strong naval power, and it is only because of their tough demolition ships that they are not completely overpowered on the seas. The Chinese also don't have access to all siege engines, lacking the higher-end units like the siege onager and bombard cannon. They do not get the paladin unit (the ultimate mounted unit), nor do they get the hand cannoneer. They also don't get all the final upgrades for the castle, priest, or war galley. Yet, all things considered, the Chinese are a strong civilization. While they don't have as powerful a villager bonus as the Age I Chinese, they aren't as weak in the final stages of the game. The Chinese retain a technological superiority that mirrors their historical strengths. They strike me as an exceptionally well-designed civilization that has obvious strengths to appeal to newcomers but also subtle bonuses that advanced players can use to turn the Chinese into a Age II powerhouse, if they are mindful of the Chinese weaknesses.