I love this Jin Dynasty, but should we also give the original Chinese some updates?

Anyway, I have to say — I really like this new civ. Great job, Devs!

But while reading the public info, I was like, “Wait… Jin Dynasty Zhanma Swordsmen?”
Uh, that feels a bit like seeing longbowmen in a French army during the Hundred Years’ War.
The Jin military absolutely should have terrifying units like the Iron Pagoda and Mohe Tribesman, which are spot-on. However, units like the Zhanma Swordsman and Bed Crossbow are actually far more characteristic of the Song Dynasty, not the Jin.

Of course, I won’t deny that after conquering half of the Song Dynasty, the Jin likely captured such weapons.
However, in practice, the Jin simply had no real need to widely equip Zhanma Swords.
This weapon was actually developed and extensively used by the Song precisely because they lacked cavalry — and thus had to rely on heavily armored infantry to counter enemy heavy cavalry. Given how scarce Song cavalry was, the Jin never faced enough mounted threats from them to justify mass-adopting Zhanma Swords themselves, even if they did capture some.

In short, heavy cavalry, horse archers (and perhaps gunpowder) — yes, that’s the true Jin style. But Zhanma Swordsmen and Bed Crossbows are quintessentially Song units, especially during the period when they were fighting against the Jin.
So if you assign all these new units exclusively to the Jin, it becomes a bit historically odd. It would mean that in the campaign, you’re playing as Yue Fei, battling an army that’s a hybrid of both typical Song and Jin military styles — while Yue Fei’s own forces end up with no distinctive units of their own.

I’m not suggesting that certain new units should be removed from the Jin tech tree. Rather, I’m saying we should probably give the original Chinese civ some new units as well.
Yes, this might introduce balance challenges — but right now, vanilla China has long since devolved into a boring playstyle centered around spaming general common units. To add freshness and excitement, taking on this challenging design choice would absolutely be worth it.

I don’t know if the devs have actually already done this but simply haven’t made the details public — after all, when promoting a new DLC, there’s really no need to highlight changes made to older civs.
But regardless, I think it’s still worth raising this point now.

Let me recommend a very talented artist to you. His Pixiv account is: 防弾乳牛's illustrations/manga - pixiv , where you can find a wealth of historically reconstructed illustrations of ancient Chinese military equipment.

This one represents the Song Dynasty style more.

And this one represents the Jin Dynasty style more.

I know they may seem similar at first glance, but their combat styles are actually quite different. Due to a shortage of horses, the Song Dynasty focused on heavy infantry and crossbowmen, whereas the Jin Dynasty invested heavily in cavalry development.

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So, if it were up to me to design it, I would also add the following new units to the original Chinese.

1. Shenbi Bowman

Since the Jin dynasty’s distinct style has already been highlighted, there’s no reason to overlook one of the Song dynasty’s iconic weapons from the same era: the Shenbi Bow. Despite its name “Bow”, it was actually a powerful crossbow.

I’ve also discussed this uniquely Chinese-style crossbow in detail in another post. Compared to European crossbows, it featured much wider and a trigger positioned toward the rear rather than the center. This design allowed it to shoot arrows of the same length used by bows, unlike European crossbows that required short, thick bolts.

And let me emphasize once again: Chinese infantry crossbows, including the Shenbi Bow, hardly ever used Cranequins or Windlasses for reloading. Therefore, the common crossbowman reloading animation is entirely inappropriate for Chinese units.

“Shenbi” meaning “Divine Arm”, became legendary for its exceptional power and was a signature weapon of the Song dynasty. Historical records recount that during the 1134 Battle of Xianren Pass, 30,000 Song soldiers — taking advantage of the mountainous terrain — used coordinated volleys of Shenbi crossbows to repel a 100,000-strong Jin army led by Wuzhu, including their elite Iron Pagoda. The weapon also played a decisive role in other major engagements such as the battles of Heshangyuan and Xiangyang, delivering impressive results against Jin forces. Decades later, during the prolonged wars against the Mongols, the Shenbi crossbow continued to shine — so much so that a fortress was even named “Shenbi Castle” in its honor. Its fearsome reputation endured for centuries; Ming dynasty scholars a hundred years later attempted to reconstruct it, though those efforts were eventually abandoned as gunpowder-based firearms rapidly advanced and rendered it obsolete.

If you aim to authentically portray the Song-Jin conflicts, this weapon is virtually impossible to ignore — especially given how historically inaccurate the common crossbowmens’ weapon are. So why not seize the opportunity presented by the upcoming Yue Fei DLC for the Song dynasty to finally give it the representation it deserves?

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2.Zhanma Swordsman

Of course — this was precisely one of the core units Yue Fei employed to counter the Jin dynasty’s Iron Pagoda. During the 1140 Battle of Yancheng, Yue Fei ordered his elite troops, armed with Zhanma Swords and large axes, to flank and charge into the Jin heavy cavalry formation that had already been slowed down by frontal resistance. He instructed his soldiers: “Don’t look up — just keep hacking at the horses’ legs.” Through this fearless, close-quarters melee, they achieved a stunning victory, making it a classic historical example of infantry successfully defeating heavily armored cavalry. This weapon also performed brilliantly in the same year’s Battle of Shunchang.

Indeed, how could you possibly call it Yue Fei’s army without the Zhanma Swordsmen? Omitting them would be as absurd as depicting the Black Prince Edward’s forces without longbowmen — while somehow having those longbowmen appear in King Philip’s French army instead!

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3.Bed Crossbow

Historical accounts of this weapon date back even earlier. As far back as 1004, during the war between the Song dynasty and the Khitan, both sides fielded massive armies but became deadlocked at Chanzhou. It was precisely this weapon that the Song forces used to devastating effect — firing a huge arrow from a distance of 600 to 800 meters that pierced straight through the skull of the Khitan commander. This single shot dealt a severe blow to Khitan morale and ultimately helped push both sides toward signing the treaty.

The weapon continued to see extensive use in later conflicts against the Jin dynasty and the Mongols. Historical sources claim its maximum range could exceed one kilometer. The Mongols were so impressed by its power that they specifically recruited Song soilders skilled in operating these giant Bed Crossbows, forming specialized units modeled after them to assist in their campaigns across Central and West Asia.

However, if the Devs find it too tricky to add to the Chinese tech tree due to balance concerns, they could simply include it in the ClockTower instead.

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Extra:

Moreover, if I may add a note: I’ve noticed that the Jin dynasty’s MAA units are equipped with European-style bastard swords. Historically, Chinese swords never featured such long straight crossguards or prominent pommels. You might consider replacing them with sabers which Mongol’s MAA equiting — or simply using the same swords used by the Imperial Guards.

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I’ve also heard rumors previously about plans to revise the Zhu Xi’s Legacy. However, in my personal opinion, Zhu Xi’s Legacy is already a very distinctive and interesting civ. Units like the ZhugeNu and Palace Guards are widely usable. Aside from the fact that the crossbowmen still aren’t historically accurate (so I’d also suggest giving Shenbi Bowman and Bed Crossbow to Zhu Xi’s Legacy), it’s already a compelling civ as it stands.

The problem lies with the vanilla Chinese civ. Likely due to its strong early-game economy, this civ can rely solely on common units and still overpower most other civs simply through sheer army size. However, the downside is obvious: it has almost lost its distinctiveness. Units like the ZhugeNu and Palace Guards see drastically reduced usage, and players mostly spamed common Spearmen, Lancers, and Crossbowmen instead. By the Castle Age, unique units are virtually nowhere to be seen — making the civ really boring.

If the new unique Shenbi Bowman, Zhanma Swordsman, and Bed Crossbow could all be added to Chinese’s tech tree, I believe this civ would become significantly more engaging. I understand this might let balance issues, landmarks like the Spirit Way might also need further adjustments, but I believe it would be worth it. A civ that relies solely on Pro Scouting and massing common, non-unique units in the Castle Age to execute an unsustainable attacking is neither fun nor thematically fitting for “Yue Fei.” In pursuit of fresh and distinctive gameplay, even further nerfing China’s economic would be a worthwhile trade-off.

I can already foresee that this DLC will provoke dissatisfaction among some players who are passionate about Chinese history. And the reason is precisely that they feel the Devs have given all the new unique units to the new Jin Dynasty civ, even though half of these new units are stylistically typical of the Song Dynasty. Meanwhile, the original Chinese civ — supposedly represented by its iconic hero Yue Fei — gets nothing at all. This is inevitably strange and deeply frustrating.

I don’t know whether the Devs have already planned to allocate some of these new units to the original Chinese civ as well. If they have, that would be great, and further official announcements could help clear up players’ misunderstandings.

In any case, thank you to the Devs for your remarkable work, and I’m look forward to your future achievements.

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Who plays like this?..with how good the UU units are in the game, and they choose to play with generic units…:roll_eyes:

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It’s been this way ever since the Horticulture nerf and the Springalds rework. This is truly a meta dominated by Knights and Mounted Samurai.

In this cavalry-dominant version, Chinese indeed being played as such style — after store some food by ProScout, then spam generic units like Lancer, Spearmen or Crossbowmen to suppress enemy in the Castle Age.

Zhuge Nu is largely sidelined, and all MAAs, including the Imperial Guard, are performing poorly. After all, neither these two matches up well against the currently ubiquitous Knights and Springalds.

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Phew…what a shame. I really enjoyed playing with China before the siege rework, so now I’m left with no choice but to play with camel or cavalry civs…:roll_eyes:

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That’s definitely the case in team games, but strangely enough, in solo games, Chinese is actually a civ that mass-produces Lancers, even if its Lancer got no bonus at all. Its economy is truly insane, especially when combined with Pro Scout, but this does make it difficult to add new units to China due to balance constraints.

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Yes, I understand… I don’t really feel that China needs more UUs, but perhaps that they need to be a bit stronger… that’s why I’d prefer they put more UUs into the HRE, for example…

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Ah, the HRE… that’s another old issue. If English is kept simple as a “training camp” for newbies, then longbow enthusiasts can always go play the House of Lancaster. But the HRE not only lacks sufficient identity itself just like Chinese. And also its variant, OOTD, isn’t particularly distinct either.

Maybe they could release another HRE variant with more complex mechanics? It could be a 3-stars civ, but it really needs to be more innovative.

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Honestly, Chinese is already strong enough. The problem is that unlocking that strength requires an incredibly high skill ceiling. So, rather than buffing Chinese, we really need to simplify it.

As for new units, I believe it is necessary. Right now, the unique unit bonus basically only benefits Zhu Xi’s Legacy, while the old Chinese civ has almost completely abandoned its dynasty and unique units. The current meta is just to avoid advancing to the Song Dynasty and spam common units once you reach Castle Age. It’s does become just as boring as playing the HRE.

Actually, it’s not just Chinese and the HRE that suffer from boredom due to a lack of engaging mechanics. Civ like Rus are in the same boat. These are definitely some legacy issues that still need attention.

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Yes, I agree, at this point many of the base game’s civilizations have become rather simplistic…

Nah, I’d prefer they just rework HRE and add new UUs… the Hussite/Bohemian wagon, the Bavarian villager, maybe a Carolingian Axe-Thrower, and maybe recruit the Teutonic Knight somehow and distribute them among the landmarks… and I’d add Magyar and Vlach units to the Order of the Dragon, or directly Balkan units (Boyar, Konnik, Stradiot, Crabat, Hajduk, etc.)…

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Ummm…Yep, perhaps now that they’ve promised future variants will be vastly different from the base versions, a further overhaul of the original civs feels even more necessary. I definitely agree with that.

It’s a pity that civs like the HRE, Rus, and Chinese possess such rich military cultures, yet the old, conservative design philosophy has drained the vitality out of these old civs in the new version.

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Yes, I’d be happy if they just improved the HRE a bit and maybe the Abbasids (2-3 UUs)… French/JdA and English/HoL could each get one more UU in a big European patch/rework along with the HRE/OotD and the new Rus variant, which could be Novgorod…

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I’d suggest giving the Abbasid Dynasty some new anti-armor units to replace the crossbowmen. The crossbow isn’t exactly a staple of Abbasid warfare. They could totally introduce some unique units similar to what Japan has.

Meanwhile, the crossbowmen for China and Mongolia really need a redesign of their weapon models and animations. After all, Eastern crossbows are mechanically and visually very different from their European counterparts.

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Yes, I was thinking of something similar to the Ayyubid units, but since the Abbasids lasted longer and covered more territory, we could include Persian units or even units from North Africa…

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This also the problem of other old economic civs such as Rus, HRE, Abbasid. With the game’s version updates and tactical adjustments , the unique unit used to reverse the situation after the economic boom has been severely weakened.

My gaming experience

HRE, lower substitution of OOTD, gameplay and tactics completely consistent with OOTD. Springald victim. BYZ always have more Landsknecht than u. Neither Kurfürst nor Erzstift nor principality, just a small parish. Why not play OOTD?

RUS, profession scouts victim. High Trade House is much more valuable than Abbey of the Trinity, which losing any army buff.

Abbasid , question is how to survive until age3 in any non-trading map.TC nerf victim.Urgently need an anti-armor method in age 2.

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It just needs a new name, something like “Southern Dynasties”. Still not as bad as calling a civ “Joan of Arc” though.

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It’s efficiency over fun.

And if we consider China bonuses for base units:

  • Horsemen have nothing special
  • Spearmen have nothing special
  • Archers have nothing special

And yet, the most common strategy in China today is to mass-produce basic units without any bonuses and beat the enemy with higher production instead of strategy. You don’t even need to reach the 2nd Dynasty; you can mass-produce units from the start.

Beasty, for example, his games against the Chinese consist of spawning normal units (Horsemen, Spearmen, Crossbowmen), microcreation, and beating the opponent through economic production.


China vs Ayyubid

For example, in this battle from 3:12:00 to 3:46, you’ll see Beasty beat an Ayyubid by microcreating horsemen, spearmen, and ranged units, and by massively spawning units.

Destroying a enemy army in the doors of his base with pure number (more than 30 horsemans)

Besieging the enemy base with pure numbers (39 spearmans + 12 palace guards)


China vs Mali

Here too, he doesn’t even surpass Song; he only surpasses Mali in Tang with an early rush. And only with basic units, no unique units.


Solutions?


Lancaster had a similar problem; it was broken because its mass production was ridiculous, and you won more through mass production than through strategy.

And well, the solution they implemented for Lancaster was to change the Manor system so it’s not so broken and makes more sense in relation to what it represents.

1).- In the case of the Chinese, it would be to reduce their economic bonuses to include military bonuses, and so they aren’t just spawn bonuses:

  • Imperial Officer: Increase military production reduced from +150% to +75%/100%
  • Ancient Techniques: It no longer increases the gather rate by +20%, but instead adds reduced bonuses from past dynasties.
  • Granary: The +10% bonus changes to +12.5%, and it no longer stacks with the bonuses from other granaries.

2).- After an economic nerf and a unit production nerf, it will be time to increase the number of unique units, or at least improve the ones they have.

  • More attack power for the Palace Guard
  • Anti-ranged bonus damage for the Fire Lancer
  • At least some technology for Grenadiers.
  • Maybe Zanma Swordsman for the Imperial Age.
  • Maybe a “General” as a unique unit, that improves the stats of base units.

They could also consider removing the requirement to unlock unique units per dynasty, or giving them new unlockable units for the Yuan and Ming dynasties.

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China - Current State in 1vs1


Right now, and regardless of what some top players say, China is the WORST civilization in terms of 1v1 wins in Conqueror IV

Quick Match 1vs1

Even in Quick Match 1vs1, it is the 2nd worst of >1400 ELO.


Ranked 4vs4 (China)

China is the 2nd worst civ to play in this mode of 4vs4, with the worst winning ratio after Lancaster.


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This is definitely a growing issue. Some old civs like ABS, Chinese, HRE, Rus and so on, have such strong economies that, for the sake of balance, they can’t be given powerful units. As a result, they end up stuck with generic units, which is incredibly boring.

Actually, we can already look to other civs for a few reference solutions.

Solution 1: The Byzantine Model
To given new high-cost units with lower efficiency, like the Cataphract, or units that consume significantly more gold, like the Varangian Guard. This creates an expensive, specialized choice that requires careful strategic decision-making.

Solution 2: The ZXL’s ZhugeNu Model
ZhugeNu are low-cost, high-efficiency units. However, to maximize their cost-effectiveness — especially to shine in team games — they require extensive upgrades. This includes generic techs from the Blacksmith and University, plus specific buffs like Bolt Magazines, the “10,000 Bolts” tech in ZX’s Library, and the Ming dynasty buff. This creates a long progression line that effectively offsets their economic advantage.

Solution 3: The Malian Model
We can also completely removing expensive units like Knights, but allowing all low-cost units to have unique, specialized designs.

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But pro players have always considered China to be incredibly OP.

That’s exactly where the problem lies. If a civ is only at its peak potential when played by a pro, is the design really sound? Especially when most of its unique flavor has been eroded amidst continuous version changes. That’s exactly why I’m hoping for some changes with the new DLC.

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Just as no historical strategy game would give Welsh Longbowmen to France or Landsknechts to the Ottoman Empire. This not only involves cultural appropriation but, more importantly, these factions were historically hostile. There is also no historical evidence that they absorbed and adopted their enemies’ military technologies.

I understand that a new civilization in a DLC requires a lot of new content, technologies, and units to be added. However, this does not mean that unique units of the Song and Ming dynasties can be assigned to the Jin Dynasty. This is a serious error of basic historical common sense. The development team must make a careful decision.

The long sword and the ballista belong to the Song Dynasty, and the three-eyed musket is from the Ming Dynasty. The Jin Dynasty has its own characteristics, so there is no need to assign all kinds of technologies to it.

And as for the Nest of Bees—let alone the historical anachronism (it’s a gunpowder weapon that only appeared in the Ming Dynasty), more importantly, wasn’t this unit originally exclusive to the Chinese? How come the Mongols, Byzantines, and Jin Dynasty can all build them now, completely disregarding historical timeline?