You can grow very large during the Medieval era by taking Cities, then boom Culture or Science afterward.Ĭivilization Bonuses, Unique Units, Strategies and Openings You can always cease Wars and lead your people to peace and prosperity after you milk the Chu-Ko-Nu for all it is worth. Cultural and Scientific Victories are also doable if you make a transition and avoid totally neglecting your Science.
Diplomatic is also plausible - with enough expansion they can get a lot of resources and win over votes with all the City States. The Chinese are one of the best suited for a Domination victory overall, because they can grow very strong after a Medieval-era land grab and move on to another style of play. They can hold on to their poor cities for the rest of the game, while you surpass them in technology and cease to fear them as a foe. Some nations aren't worth wiping out because you will be labeled a Warmonger by other Civs the more cities you take. Remember, you only need to capture a Capital in order to win the Domination victory in Civ 5. After about 10 turns, you can go back to War and finish the job. This can give you a little breather to build infrastructure and grab happiness improvements. The offers get better as you kill off their mliitary, assuming your foe has anything left to offer. Look for targets with access to Luxury units, and occasionally accept Surrender terms when you are given terms you deserve. Remember when expanding very rapidly that your Happiness will degrade fast as you take Cities. You'll need a melee unit to take over a City anyway, as ranged units like the Chu-Ko-Nu cannot walk in and finish the job.
Keep a Great General safe when sieging a City by stacking it with a strong Melee unit. The general is important to China - they'll see 30% increases to combat strength when their fighting units are nearby. Throughout your career, keep about two or three Great Generals and use the rest for Citadels to steal land from an opposing Civ.
#Civilization 5 china upgrade#
You can upgrade your units for gold as soon as the Chu-Ko-Nu become available and go on a warpath. While other Civs are paying for their Libraries, your Paper Maker makes money for your Civ allowing you to support a larger Military.Ī smart tactic for maximizing your time with the Chu-Ko-Nu is to produce plenty of archers/composite bowmen in the early game and perhaps even behave militaristically, but save money to upgrade units later. The Paper Maker is a nice help, and can aid in supporting your Chu-Ko-Nu! The Paper Maker doesn't seem all that impressive but keep in mind that a simple Bank and Market will boost the output of that to nearly double. Unless Diplomatic pressures prevent it, it might not be a bad idea to take out a couple of neighboring cities while their power is accessible to you. You should really try to shine as a military when they first become available. Keep them alive as they'll be seriously rocking after upgrading to Gatling Guns, as they do keep their ability to attack twice in a turn. Firing twice they can really deal some damage. The Chinese Chu-No-Ku Unique Units dominate battles whether on the offensive or defensive Each one of these in various cities adds up quite a lot, and gives you more incentive to get them built early. The Paper Maker apparently sells paper, because it gives +2 gold to the empire as opposed to costing you maintenance like the Library. They upgrade from Archers and Composite Bowmen and, when upgraded to Gatling Guns later, keep their ability to attack twice in a turn. Awesome at defense due to this ability, but great on the offensive as well.
This unit is exactly the same as the Crossbowman it replaces, but can fire twice in a turn. Requires Machinery Tech, Upgrades to Gatling Gun, Obsolete with Rifling Civilization 5 China - Leader: Wu Zetian Civ Bonuses, Strategies, Unique Units and BuildingsĮffectiveness and spawn rate of Great Generals increased.