Civilization Tech tree Strategy

The Koreans are mainly a defensive civilization with strong naval and gunpowder capabilities.



Turtle Ships are slow but powerful warships capable of devastating enemy fleet up close.

Their ability to gather stone faster than other civilizations allows them to build up their defense quickly. Their towers upgrade automatically and gain +1 bonus range in the Castle Age, and another one in the Imperial Age, allowing them to attack units from further away and to take the enemy down before they get too close. Also, if against an aggressive team such as Celts or Goths, it is a good idea to try and establish defensive buildings around their base as early as possible to disrupt their economy. With each advancing age, the range of Korean towers increases as well as upgrading automatically, make it increasingly detrimental to the enemy. Their unique technology Shinkichon increases the range of Mangonels.

The Koreans already have an innate bonus that improves Mangonel range, so this adds even more to it, allowing them to outrange towers and castles. This lets them substitute Mangonels for Trebuchets and Bombard Cannons if the player is low on resources, as they are much more expensive. The War Wagon, the Korean unique unit, is a powerful and heavily armored but somewhat slow cavalry archer. They are effective support units and can last a long time in battle due to their durability.

The Koreans also have a strong navy and their second unique unit, the Turtle Ship, is very powerful and can take down and easily destroy enemy navies even if outnumbered. The Koreans have access to all gunpowder units, though they cannot research the Elite Cannon Galleon upgrade. They can also research most infantry and archer upgrades allowing them to wield an effective foot army.


The main weakness of the Koreans are their inability to research many Monastery technologies, most importantly Heresy and Redemption. Also they are somewhat weak at attacking. In contrast with their defensive bonuses they lack any offensive bonuses that can potentially turn the tide of a battle. As such they are a disadvantage when taking the fight to an enemy. Also their cavalry is weak, missing the Paladin and Camel in addition to the Bloodlines, Blast Furnace, and Plate Barding Armor technologies. As with the Vikings, due to their naval unique unit the Koreans are missing one of the mainline ships, in this case the Demolition Ship. However, the large attack and durability of the Turtle Ship makes up for this.

Koreans possess some of the strongest ranged unit in the form of Siege Onager and War Wagon, but those units take a lot of time and resources to be upgraded and massed effectively. Korean Bombard Towers and Castles also cost a lot of stone. This means that if a Korean player doesn't expand quickly, they will face trouble later when they must spend resources to replace the fallen units and repair the structures. Also, when the gold runs out and the game enters trash war phase, Koreans will struggle because their Hussars and Barracks units lack the final attack upgrade. In addition, Korean Hussars also lack durability because Koreans don't have access to Bloodlines and Plate Barding Armor.

The Koreans also lack the Heresy and due to the Korean's dependence on gold heavy and expensive units, this makes many of their units vulnerable to conversion.

Strategy Edit

Koreans have one of the best navies in the game, combined with one of the best defenses in the game. They received many buffs in The Forgotten, but even before that they were a very powerful civilization on water maps.

In early game and especially in maps without water Koreans may try to make a Trush (Tower feudal age rush), The stone gathering bonus and the extensive line of sight of their villagers allows for this and in " The Forgotten " expansion Koreans received a buff that allows to create fortifications faster. If the trush succeeds the player must advance to the castle age as soon as possible in order to automatically upgrade the towers attacking the enemy village

Koreans are highly wood-intensive, and extra Villagers should be tasked to lumber starting in the Feudal Age. They are weak outside the Castle Age, so it is recommended to Fast Castle. With free Tower upgrades, faster stone mining, and other such defensive capabilities, making strong defenses should be a priority.

On the sea, it is important not to fall into the trap of making only Turtle Ships. Turtle Ships are just another ship, albeit a strong one. They need support from Galleons to function properly, and generally the player should have at least some Galleons before even starting Turtle Ship production.

Land military is primarily dependent on what resources are available and what the opponent is doing. War Wagons are a valuable asset to a Korean army, but forgoing variety for quantity is a game-losing mistake. Lacking Blast Furnace, Plate Barding Armor and Paladin, Korean players may struggle to think of what other units to use. The answer is that it mostly depends on what the opponent is using. Cavaliers can deal with Skirmishers easily, which are the number one enemy of War Wagons. Champions make good all-around back-up, although they do not get Blast Furnace. Halberdiers help with enemy Cavalry which can also threaten War Wagons. Additionally, Korean Siege Onagers are among the best in the game, and should be used. The player must  be careful to not to hit the War Wagons, as they are very large targets.

Strategy changes in The ForgottenEdit

Koreans' new unique tech Panokseon improves the movement speed of Turtle Ships that without it, they are very slow. Both Korean unique units costs are reduced (Turtle Ships now cost 180 wood and 180 gold, while War Wagons now costs 110 wood and 60 gold) and the creation time of War Wagon are also reduced, allowing more of these units to be produced quickly. Their team bonus was changed, now Mangonels and Onagers have a reduced minimum range instead of a larger range. Koreans also received a building speed bonus for their fortifications (25% faster), improving their defense capabilities, as this building speed bonus plus Treadmill Crane allows to their villagers to build these buildings at a +45% speed.

Strategy Changes in The African KingdomsEdit

The Panokseon technology cost is now reduced to  300 wood and 300 food making this technology more fordable. Also their Turtle Ships now doesn't require a castle to be created at the dock. Also the new general technology Arrowslits improves the attack of the powerful Korean Towers


As a defensive civilization, Koreans make great support, with their stone mining bonus, their free tower upgrades and bonuses, and the quick construction speed for fortifications (added in the Forgotten), so they can stand at the front line, defending the team by turtling themselves and the team. Korean towers are also highly valuable when an ally intends a Wonder or relic Victory, because of their greater range (LOS boost for their towers from their Ethiopian allies also helps).

Korean team bonus is especially useful for civilizations that have Siege Onagers, and even more if they also have a buff for this unit. Originally, the team bonus added more range to the Onagers, but it was changed in the forgotten for a lower minimum range, enabling the Onager to defend itself better against infantry. Celts, Teutons, Slavs, Ethiopians, Aztecs and Mongols benefit from this team bonus.

As a naval civilization, Koreans also benefit from the Viking team bonus and having Portuguese, Vikings and Koreans on the same team can make the most diverse naval army in the game, having the only 3 unique naval vessels (the Turtle Ship, the Caravel and the Longboat). Malay allies also improve the vigilance and fast-response ability of the Korean navy, as they provide allies with far sighted docks, a Japanese alliance is also helpful as this improves their Galleons.

Koreans benefit from team bonuses that boost the Onager, like the Celt team bonus that improves the Siege Workshop work rate. Mayan team bonus is also helpful, as it will give them cheaper walls that can aid in the construction of heavy fortifications, with powerful Korean towers protected by walls.

Compared Advantages and disadvantagesEdit

Advantages vs other civilizations Edit

  • The War Wagon being a bulky ranged unit with high pierce armor counters almost all kinds of Archers, the Scorpions and Cavalry archers (with some exceptions see in disadvantages), being a large unit with high hit points they can act as a mobile wall with an attack. Civilizations reliant in the use of archers and scorpions will have a hard time against them, like the Khmer, the Britons, The Mayans and the Chinese. Vietnamese Rattan archers and Indian Elephant archers are arguably in tie with War Wagons by various means.
  • The Turtle Ship being a tanky vessel with close proximity high melee attack is a good counter to Fire Ships, Transport ships, Viking Longboats and Shore defensive structures such as towers, Malay harbors and castles, and Cannon Galleons, Civilizations with poor navy like the Aztecs, or civilizations with poor defense like the Huns, the Goths and the Magyars, will have a have a hard time in naval encounters or shore encounters with these ships.
  • As they have boosted Onagers with their minimum range reduced, and their range amplified by Shinkichon, they have a huge advantage against civilizations with poor defenses, such as Goths, Magyars, Mongols and Huns, even prominent defensive civilizations such as Byzantines, Teutons and Incas will have a harder time dealing with the Korean Onagers. Also as Onagers are a counter to archers their improved range can be unpleasant for archer based civilizations such as Britons, Mayans, and Vietnamese. Some infantry reliant civilizations (like Aztecs, Incas and Goths) may also had problems with Korean Onagers as their reduced minimum range enables to smash large armies of massed infantry more effectively than other civilizations.
  • Defensively they have an advantage against civilizations with mediocre siege workshop or proper anti-building units thanks to their magnificent towers with larger range that auto-upgrade, their collection rate on stone for their villagers and the building speed for defensive structures (without considering the Trebuchets which every civilization have access to). these includes Britons, Japanese and Magyars (of course once they get to Imperial this advantage is no longer a problem for them).
  • As they can perform a Tower rush they have an advantage in open maps against civilizations with bad early game but good late game (such as Turks, Khmer and Portuguese)

Disadvantages vs other civilizations Edit

  • Despite having a high pierce armor and bulky hp, some archery units can counter the War wagon, these includes the Berber Genitour and Camel archer, the Burmese Arambai (with the high attack and performing hit and run tactics), the Skirmishers especially the Vietnamese unique upgrade the Imperial Skirmisher, and the Spanish Conquistador that deal high damage and can hit and run the war wagon. War Wagons are also a large target and have low conversion resistance so civilizations with good Monks such as Aztecs, Spanish, Saracens and Slavs can convert them with ease.
  • Malians can be a very unpleasant rival for the Koreans as their infantry bonus can neglect the attack of the War Wagon against them, while also they are more likely to reach the Korean Towers and destroy them (as they deal pierce damage with the exception of the Bombard Tower) While also became more resilient against regular archers. Similarly Goths can counter the Korean War Wagons and Towers by swarming Huskarls as they have attack bonus vs Archers and buildings and high pierce armor.
  • Mayans, Incas and Aztecs have Eagle Warriors that can counter effectively both Onagers and War Wagons, both part of the core units of the Koreans. Regarding the Onagers similar logic can apply to light cavalry civilizations such as Magyars, Huns and Mongols as light cavalry can catch them with ease and destroy them. Mongol Mangudais also counters the Onager
  • Mongol Rams with Drill filled with infantry may counter very effectively the Korean Onagers as they move considerably fast and deal bonus damage against siege, Civilizations with good siege engines can counter the Korean fortifications, such as Turks, Celts, and Ethiopians.
  • Despite being a good replacement for demolition ships, Turtle ships are slow, have poor conversion defense and are expensive, so civilizations with good galleons or ranged ships such as Vikings, Portuguese, Saracens and Berbers can hit and run them; and they are at risk against monks in shore combats especially against civilizations that have good monks such as Aztecs, Slavs, Spanish and Saracens.
  • If they doesn't manage to wall up in open maps they became at disadvantage against civilizations with early aggression such as Aztecs, Huns or Magyars.

Situational advantagesEdit

  • As their villagers have an extensive Line of Sight Koreans have a very distinct advantage in Nomad maps as they can find better a good spot to create their first town center, while having an edge in scouting in this particular map.
  • In Budapest map as every player have double start up (2 town centers double villagers and 2 scouts) they also get an advantage as again their villagers get more Line of sight enabling for them to having a better initial spot on their resources while also considering making a villager an extra scout (as they will have 6 villagers in this map).
  • In amphibious maps (especially in the maps included in the "Rise of the Rajas" expansion) their tanky Turtle Ship can deal severe damage to land units and buildings.
  • In closed maps like Black Forest, Koreans have an advantage on those kinds of maps thanks to their magnificent long range Towers and the fact they gather stone faster and create walls and towers faster, so they can make their way to imperial age and boom. Also as they have good Onagers they can exploit them on these maps to sneak out and take their opponent by surprise.
  • In Fortress, as players starts with pre-deployed walls and towers their tower bonuses also gives them a defensive edge.
  • There are some maps with high amounts of stone, such as Socotra, and Golden Pit, if a Korean player manages to reach these large stone deposits they will get a huge advantage as they will deplete them fast neglecting other players to take that stone.