Sid Meier's Civilization V

Sid Meier's Civilization V

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A Vox Populi(CBP) Guide: Korea
By lifeordeath2077
A guide on how to play Korea with the Vox Populi(Community Balance Patch) mod. Korea is one of the strongest scientific civs in the game, but can field a surprisingly powerful army on defense or offense.
   
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Introduction
These guides are designed to help players who are new to Civ but still interested in Vox Populi, familiar with Civ but new to Vox Populi, or even those well versed in Vox Populi who just want to see if there's anything they didn't know about a particular civilization. I am actually a big fan of Zigzagzigal's Civ guide series, and it really helped me learn a lot about the game, and I wanted to bring a similar experience for fans of the Vox Populi or Community Balance Patch modpack. For those interested in the modpack it can be downloaded here[forums.civfanatics.com]

Anyways, without further ado, onto the Koreans!

Before I go into depth with this guide, here's an explanation of some terminology I'll be using throughout for the sake of newer players.

Beelining - Focusing on obtaining a technology early by only researching technologies needed to research it and no others. For example, to beeline Bronze Working, you'd research Mining and Bronze Working and nothing else until Bronze Working was finished.
Finisher - The bonus for completing a Social Policy tree (e.g. +33% Great Scientist rate and +25% growth in all cities from rationalism.)
GWAM - Great Writers, Artists and Musicians. These are the three types of Great People who can make Great Works, a major source of tourism for cultural Civs.
Opener - The bonus for unlocking a Social Policy tree (e.g. +25% Great Person Rate and +100% construction of guilds in Artistry)
Tall Empire - A low number of cities with a high population each.
UA - Unique Ability - the unique thing a Civilization has which doesn't need to be built.
UB - Unique Building - A replacement for a normal building that can only be built and used by one Civilization.
UI - Unique Improvement - A tile improvement that can be made by workers that doesn't replace any other improvement that can only be made by a single civilization
UU - Unique Unit - A replacement for a normal unit that can only be built by one Civilization or provided by militaristic City-States when allied.
Uniques - Collective name for Unique Abilities, Units, Buildings, Tile Improvements and Great People
Wide Empire - A high number of cities with a low population each.
XP - Experience Points - Get enough and you'll level up your unit, giving you the ability to heal your unit or get a promotion.
Brief Unique Summary
Start Bias

Korea has no start bias, which is slightly unfortunate given the Seowon improves jungles, but that isn't the most important thing it does and it's no great loss if you can't find jungles.

Unique Ability: Scholars of the Jade Hall

+1 from all specialists, increasing by 1 in the Medieval, Industrial and Atomic Eras.

+30% Great Person rate during Golden Ages

Gain 50 points whenever a great person is born, scaling with era.

Unique Unit: Hwach'a(Replaces the Trebuchet)



A Siege unit

Technology
Obsoletion
Upgrades From
Upgrades To
Resource Needed

Physics
Medieval Era

Rifling
Industrial Era

Catapult
(85)

Cannon
(185)
N/A

Strength
Ranged Strength
Moves
Range
Sight
Negative Attributes
Positive Attributes
13
21
2
2
2
  • No defensive terrain bonuses
  • Moves at half speed in enemy territory
  • 20% penalty attacking Naval Units
  • +25% combat strength against ranged attacks (Cover I)
  • -30% ranged combat strength when attacking. May attack twice(Logistics)

Negative Changes
  • Does not have City Siege(+100% combat strength against cities)

Positive One-Off Changes
  • Higher combat strength (13 instead of 12)
  • Higher ranged strength (21 instead of 20)
  • Obsoletes at Rifling rather than Gunpowder
  • Has 2 sight(up from 1)
  • Does not have Siege Inaccuracy(-33% combat strength against land units)

Positive Stay on Upgrade Changes
  • -30% ranged combat strength when attacking. May attack twice(Logistics)

Unique Building: Seowon(Replaces the University)



Technology
Building required
Required to Build
Production Cost
City Restriction
Maintenance

Philosophy
Classical Era
Library
  • Public School
  • Oxford University
300
None
2

Base Output
Citizen Yields
Specialist
Great Work Slots
Other Effects
2
3
None

1 Scientist
None
  • When a citizen is born, gain 50% of the city's as an instant boost to your research
  • +1 on nearby jungle tiles
  • +1& from Great Works in the city
  • +15% in the city during Golden Ages
  • -1 from illiteracy

Positive Changes
  • +2
  • When a citizen is born gain 50%(up from 25%) of the city's towards your current research
  • +1& from Great Works in the city
  • +15% in the city during Golden Ages
  • Arrives at Philosophy instead of Education

Strategies and Victory Routes
Strategy Ranking

These scores are merely my personal opinions from playing and examining this Civ, you may find other uses for the Korean uniques that make you disagree with a certain ranking

Offense
Defense
Culture
Tourism
Science
/Growth/Production
Gold
Diplomacy
Religion
6/10
6/10
5/10
5/10
10/10
4/10
4/10
4/10
2/5

Domination is a great secondary route, as upgraded Hwach'as will tear through cities, and do fairly well against units. Hwach'as themselves do well on defense before they are upgraded
Korea does ok at culture and tourism due to their increased great person rate, and their incentive to get great works.
Science is of course where Korea excels, and they are one of the best at it. While they do have amazing science output, they do lack any major growth or production bonuses.
Korea has no advantage at diplomacy. The somewhat more common golden ages might help gold a bit, but it isn't a major benefit.
The Korean UB may give faith, but it comes too late to help Korea actually found a religion, and even if you do it doesn't especially set Korea apart.
Unique Ability: Scholars of the Jade Hall

Above: It may seem small in the early game, but you're going to likely have A LOT of specialists in the late game

Korea's science output starts fairly slow, in the early game it's hard to keep many specialists going, and it isn't even a lot of science. But once you get several cities up to a good size they'll be producing a lot of science. Try to get as many good food tiles as possible to allow your cities to actually work the specialists without starving

Another part of the UA that technically has to do with specialists is that you get great people 30% faster in golden ages. Since you will likely be working lots of specialists Korea can actually get more great people then just about anyone else. In addition, those great people you'll be getting? They give golden age points when born. The 3 parts of the Korean UA all play off of each other really well, encouraging tall, specialist focused cities.


Above: The Carnival bonus is from the Korean UA, I can only assume they borrowed code from the vanilla Brazilian UA. Then again who knows, maybe it's the Koreans that really know how to party?
Unique Building: The Seowon
Korea is unrivaled in late game science but the UA takes a bit to get going. The Seowon is what keeps Korea ahead in the mid-game. Arguably the most important thing about the Seowon is that it comes earlier then the University, coming at the already important Classical Philosophy, rather then the Medieval Education. Not only does this allow you to get university science going sooner, it means you don't have to detour much to get it, and you can more easily focus on getting to your UU, more on that later



On top of normal university bonuses, which already give a big boost to science, the Seowon gives a lot more. Great Works give extra science and production, getting even more out of your great people. Golden Ages give +15% Science in the city, getting more out of the extra Golden Ages you'll have. The Seowon even gives more science when a citizen is born then the university, getting more out of the... lack of growth bonuses that Korea has? Eh not everything can have synergy, it is still very useful.
Unique Unit: The Hwach'a

Why are we even researching Gunpowder if we already have anti-personal rockets? What's even making this stuff work, Physics? Oh yeah that is the tech that unlocks Hwach'as after all so I guess so. Score 1 for Physics

Breaking the synergistic mold of the UA and UB, the Hwach'a trys to cover up some of the Korean weaknesses. In fact it might do such a good job that it brings Korea the potential to go full on warmonger. Hwach'as are a trebuchet replacement, but they act almost identical to crossbows, having no bonus against cities but also no penalty towards land units. This makes them excel in the role of taking out invading units, especially given that they have logistics, so they will shred any unit that dares to get within range. The problem, at least on paper, is that Korea will lack a anti-city unit in the medieval era, so the Hwach'a is only good on defense right? Right. You have no incentive to go on the offensive with Hwacha'as.

However, upon upgrading into cannons, not only do they regain the bonus damage against cities(while also once again receiving the penalty against land units) but they also keep logistics. This gives Korea practically the strongest siege in the game once they get cannons, and they can shred enemy cities, while still doing decently well against enemy units. Given Korea also has fantastic science, they can get to cannons well before other civs can get to renaissance units, and having made sure to build up some Hwach'as and a few supportive melee units before gunpowder, can rush better then almost anyone in the game.


Above: Even units of the same era aren't going to last against a few cannons with logistics.

Promotions kept on Upgrade
  • -30% ranged strength. May attack twice(Logistics)
Policies
Korea should start with Tradition to maximize specialist use, then go Artistry to increase how many golden ages they get. A Scientific Korea should finish with Rationalism for the science boosts given there, but if you are committing to the warpath, Imperialism is the way to go

Tradition
Note that every policy in Tradition except the opener gives a specialist slot in the capital, so I won't mention it in each policy

Opener: The extra population will help your capital actually have the spare citizens to be using a specialist or two

Justice: The early production will help with any early wonders you want to build

Sovereignty: Border expansion is nice, and the bit of faith will help a bit towards maybe getting a religion

Ceremony: The extra science will help clear up any remaining worker techs and give a boost towards Writing and Philosophy for a ton more science

Splendor: I always recommend going Splendor before Majesty because Splendor can give a good amount of culture, getting you to finishing tradition quicker, not to mention it stacks with the Korean UA.

Majesty: Considering your capital is going to be very large, and likely have a lot of specialists, this ensures your growth isn't stumped.

Finisher: Get a bit more use out of your great person improvements! Plus hey, a stronger capital never hurt yeah? Have a throne room!

Artistry

Opener: Guilds normally take a lot of production, and now they don't!

Humanism: Various yields from various sources, but they are all useful

Refinement: This should give quite a bit of happiness, which should help offset any conquering you may or may not be doing

Heritage: A ton of golden age points to make sure you are always making great people at an increased rate

National Treasure: You're already getting Golden Age Points and Culture from Great People assuming you went Tradition. Throw some gold on top too.

Cultural Exchange: Even more culture from golden ages never hurt.

Finisher: Artifacts will give extra science and production from the Korean UB, so it's worth grabbing them as is, why not have more and get more benefits from them.

Rationalism(Science)

Opener: Little bit of science and a small bit of production too. Happiness should become an issue of the past for you as well if it ever was. Grow to your heart's content

Scientific Revolution: Depending on the terrain, observatories could give a lot of science, or not much at all. You're likely to actually have a lot of great works, so ignoring observatories this is still a great boost.

Empiricism: Helps make sure other civs won't leech off your science lead, and now you can afford even more specialists!

Rights of Man: A bit of extra yields across the empire, which is always welcome

Enlightenment: Postponing this as long as possible means you're getting a more expensive tech for free.

Free Thought: Extra science from Great Scientists is always good.

Finisher: More Great Scientists, More Growth, All is good for Korea

Imperialism(Domination)

Opener: Your Great Generals are more mobile now, which can help if you're worried a siege unit might get rushed by a mounted melee/armor unit. Plus if you need to conquer someone overseas, faster navies can help with that.

Colonialism: You'll have lots of monopolies by now, get some more use out of them.

Regimental Tradition: Faster Great General and Admiral generation, as well as making them stronger, good to have on the land or on the sea

Martial Law: You'll definitely have plenty of puppet cities, and conquered ones too. Both of them will be less of a burden now.

Exploitation: A good boost to your tile yields, useful to make sure your cities can still support lots of specialists, given you've probably been neglecting traditional infrastructure a bit in favor of building units

Civilizing Mission: Gold from conquering cities, and production in said conquered cities, everything you need to push the front line.

Finisher: A stronger navy, and a new way to use air units to help manage unhappiness.
Ideology
Given their dependence on specialists and Golden Ages, a Science Korea should go Freedom. Domination Koreas should go Order to better leverage strong science into warfare

Level 1 Policies(Freedom)

Civil Society: At this point specialists should barely consume anything for food, meaning your growth is largely unhampered

Universal Sufferage: Most likely this will guarantee that you can be in a golden age for the rest of the game.

Avant Garde: Might as well have even more Great People yeah?

Level 2 Policies(Freedom)

Universal Healthcare: A free hospital in every city, possibly before you even have biology researched, is amazing.

Capitalism: Help maintain your happiness and gold a decent bit

Level 3 Policies(Freedom)

Space Procurements: Make your gold work towards your victory along with everything else. Faster spaceship factory builds are also nice too.

Level 1 Policies(Order)

Patriotic War: Makes your units in front of your siege a lot stronger. Also makes it much easier to secure a city once taken

People's Army: Military Academies can be a bit of an awkward thing to build, this makes them a lot easier to manage.

Peace, Land, Bread: Building maintenance is likely to be almost as bad as unit maintenance if not worse. Unhappiness is probably going to be bad too. This helps both and throws some growth on top.

Level 2 Policies(Order)

Resettlement: Razing bad cities can be very annoying due to partisans. Now they don't even exist

Academy of Sciences: Lots of science, especially in some newly conquered cities where they'd otherwise struggle to build research labs.

Level 3 Policies(Order)

Iron Curtain: Allows you to conquer for much longer without stopping as your conquered cities will contribute much less unhappiness
Wonders
Ancient Era

Pyramids: You're already getting golden age points from great people, why not double that?

Temple of Artemis: Helps offset the growth penalties from having lots of specialists, especially in the early game

Classical Era

Great Library: A free tech is always awesome, especially given it could get you straight to Philosophy

Hanging Gardens: Will help your capital grow fast to work lots of specialists early

Oracle: Almost a free tech and social policy, and right on your normal tech path

Medieval Era

Notre Dame: Can't say no to a free golden age.

University of Sankore(Tradition only): If you get this wonder, and go Artistry, Great People give golden age points, culture, science, and gold after being born and expended. Awesome

Renaissance Era

Chichen Itza: Longer golden ages are fantastic to have.

Globe Theatre: It may seem odd to go for a cultural wonder, but this makes your GWAM specialists give golden age points, which is great.

Leaning Tower of Pisa: Because you need more Great People. Obviously

Porcelain Tower: A big boost to science in one city. I'd recommend building it in the capital as that'll almost certainly be producing the most science

Taj Mahal: More Golden Age points? The renaissance is crazy man.

Industrial Era

Brandenburg Gate(Domination): Ultimately units are gonna die and you'll need to make more. This makes sure your units are about as good as your old ones.

Louvre(Artistry only): Not really that good for Korea, but you did go Artistry after all, might as well. Hey maybe this will make a culture victory a decent backup route

Modern Era

Statue of Liberty(Freedom only): Now your specialists are giving more production on top of their science and whatever else they give.

Kremlin(Order only): You mostly just want the free social policy

Atomic Era

Bletchley Park(Rationalism only): Helps a lot against enemy spies leeching off of you.

Pentagon(Imperialism only): If you ever need air units, this will make sure they are as strong as possible

Information Era

CERN: Two Free techs is amazing, no matter the victory route.

Great Firewall(Science): Pretty much prevents anyone from stealing your science

Hubble Space Telescope: Similar to CERN in that it almost gives two free techs. Much more important for Science then CERN due to the increased Spaceship production
Pitfalls to Avoid
Korea is pretty straightforward to play science wise, but the Hwach'a does make things a bit more complicated for them

Founding/Conquering Too Many Cities

Korea relies on specialists, which require very large cities, and large cities with lots of specialists generate lots of unhappiness. You shouldn't need to found more then 3 or 4 cities, and if you go on upgraded Hwach'a conquests, you shouldn't actually keep more then 1 or 2 cities per war

Trying to go on Offensive Wars With Unupgraded Hwach'as

Hwacha's themselves are only really good on defense, they rip apart units but are very weak defending against unit attacks, and you'll struggle to take out a city with them.

Ignoring Upgraded Hwach'as

On the flipside however, Hwach'a Cannons are incredibly strong. Between them and probably having a large tech lead, it'd be a waste not to take out at least one rival, if not try to conquer the world with them

Trying to Only Use Hwach'as

Logistics is a really strong promotion, but Hwach'as and their upgrades are still siege units, and will get destroyed if enemy units can get to them. Make sure you have enough melee units to protect them, whether you're on offense or defense.

Taking a Long Time to Build Seowons

The Korean UA is strong but takes a long time to reach its full potential. Early game you won't have a large tech lead. The Seowon significantly helps with that, giving Korea another massive science boost, but it doesn't help you if you don't build them, and the earlier you can get them the better.
Smashing Seoul: Counter Strategies
Korea is an almost unmatched scientific juggernaut, with a strong defensive unit that can even be turned to offense once upgraded. However they have a fairly slow start and this can be exploited

Slashing the Scholars of the Jade Hall

Korea's science doesn't really take off until the late game, and a lot of other science civs have a stronger start. Even non-scientific civs shouldn't find Korea too far ahead early on. For any civ that can afford too, the time to take out Korea is as early as possible. Try to avoid selling them luxuries if possible, as more happiness will get them more golden ages. Embargoing and banning luxuries will hurt them more then most civs, even if they don't become very unhappy, the slower golden ages hurts.

Seizing the Seowon

There isn't a ton you can do to directly counter the Seowon, but a lot of the same strategies against their UA hurt the Seowon as well, mainly by trying to prevent golden ages. If you make sure Korea can't get good food tiles it will also help slow them down both from the UB and UA

Hunting Hwach'as

Hwach'as are a big threat to slow units, but they are still just as vulnerable to knights as trebuchets are. Ultimately they shouldn't be a massive problem if you can amass enough mounted units. The big problem comes when they are upgraded and can be turned against you. The same mounted counters apply, and they aren't as dangerous to units, but they will destroy cities like nothing else, and Korea has the tech to make sure they are supported by the best units available. Once they upgrade to field guns though, they can't replace their siege anymore, so try to locate the field guns with logistics and focus them down, and then Korea will become much less of a threat, although they'll still likely have high tech units given their science lead.

Strategy by Style

Early-Game Warmongers: This is the best time to take out Korea, as their science hasn't kicked off and Hwach'as aren't an issue.

Mid-Game Warmongers: Hwach'as can be tough to face and will destroy any unit they can get a shot on, but they are still very vulnerable to knights. Try to conquer Korea before they can get to cannons. Otherwise you might find yourself on the defensive.

Late-Game Warmongers: By this point Korea may have lost a good bit of their logistics units, but have likely gained an even bigger tech lead. Try to make sure your army is larger then theirs, and try and pick off their siege more then anything. Korea may have advanced units but lack anything to really keep them in the fight in the late game, so if you can give them trouble or even gain the upper hand, Korea won't have a great response.

Scientific Players: Korea is almost impossible to outmatch in science in the late game, but they struggle early. If you have a Korean neighbor and good early science, use that tech lead to rush them with advanced units. If that's not an option, just try your best to outproduce Korea, they lack any actual production bonuses so you can likely get science buildings, wonders and even spaceship parts faster then them if Korea doesn't get the techs too much before you.

Cultural Players: Despite not being a cultural player, Korea likes to go for several normally cultural wonders, and they have the tech to likely beat you too them. But if you can rush those techs fast, you're stealing wonders that Korea wanted without going out of your way to do so. Globe Theatre is probably a good one to try and take as Korea will often try to rush for Gunpowder before going for Printing Press, which should give you enough time to grab it before Korea has a chance too.

Diplomatic Players: Korea is hurt a lot by banning luxuries and embargoes, more so then most scientific civs, so take advantage of that.

Other Guides
Meta Guides

These guide cover every civ in the game, and can be used as a quick reference

Civ Specific Guides: Alphabetized
5 Comments
lifeordeath2077  [author] 22 Aug, 2021 @ 6:43pm 
Pantheons can be pretty situational, often the best pantheon is based on what your starting resources are, like Earth Mother for mines, or other starting territory factors, like if you have a good amount of lakes go goddess of purity. Korea perhaps has some synergy with goddess of wisdom, but again with certain starting territory situations other pantheons will often be better for them.
spacepillow 22 Aug, 2021 @ 2:50pm 
Hahahaha it's cool seeing myself in the comments here. What pantheons are good?
spacepillow 9 Jul, 2020 @ 5:31pm 
I love science civs. Just survived a war with my neighbour, Shaka Zulu, and I am now on my way with a few destroyers to visit Sweden. They started it, and I will finish it.
lifeordeath2077  [author] 9 Jul, 2020 @ 2:27pm 
Whoops, thanks for the catch, definitely great for Korea, helps make up for their lack of growth bonuses
spacepillow 8 Jul, 2020 @ 2:49pm 
No Hanging Gardens?