Deftly no, koreans are a power house civ, they already have free towers and wood discount, nothing justifies more bonuses to a civ that can make snowballs with ease.
They are balanced, they are relatively slow but stronger in late game, they can defend or push with towers and get to the late game, they are great water civ now, their weakness are still weak with their own cavalry which is good.
At best the only thing they need is to recover their +1 range in mangonel line as a civ bonus and maybe rework the team bonus to something that doesn’t stack with their siege.
If you want to buff the mangonels, why not extend the wood bonus to siege? Surely it would be more elegant then a separate +1 range?
There is a reason why slav bonus doesn’t apply to trebuchets, siege is a powerful thing, mangonels, rams,cannons all of them cost a lot of wood, any saving there would be OP, specially for a civ that has extra range, and the bonus would also applies to the same unit that protects siege(halbs), plus the civ has free tower upgrades, all that together is OP, the extra range in mangonels was for korean the only civ capable of actually counter xbows in castle age for years, even briton archers.
If they revert the range thing, the korean would have their original 8+3 that was only OP in michi(when normal onagers couldn’t cut the forest)
Which is the thing that I suggest with Shinkichon, +2 range instead of 1
Realistically this isn’t that much. Shink is a very expensive tech. So the +1 range would need to be a civ bonus if anything.
Neither does Shink help Korea in the earlier game where they specifically lack
The WW is literally one of the most pop efficient archers in the game, combined with their siege they have a very good late game arguably better than a lot of civs (eg meso civs generally all fall off in power later in the game when pop efficiencies matter more)
Its koreas mid to early game that lacks.
Discounted wood on siege would kick in a lot sooner than end game BF tech like shink
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@Juggernaut8704
possible to make this unit for koreans? looks nice!
Lol wut
Koreans have best onagers in the game and they have bbc. Way better than having extra blast radius that ethiopians have or something. Missing blast furnace doesn’t hurt them at all since you should only be making infantry in halberdiers since they have hand cannon and arbalest. In my 3 years of playing I’ve never, not that I remember, had a game where my halberdiers lacking blast furnace lost me the game lmao
Waters and towers are very much not their only tricks since they have amazing siege and a very good unique unit
Not disagreeing with the rest of the post but did you forget +25% ROF and +40%hp exists…

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Not to mention Ferrari Siege Onagers.
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They still are arguably the best Siege Onagers.
Koreans are the SO + Halb civ.
Celt SO can survive a generic SO shot, that easily makes them the best and the faster moving halbs make for a perfect meatshield
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Celts Halbs + SO is nice (even thgough I prefer Scorpions as Celts), but Korean SOs are still the best ones.
Subjective opinion that most would disagree with
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I am fine with that. Usually, I get more uses out of greater Range, than out of increased Rate of Fire.
Mongols have the best SO.
First i would turn back the wood discount to 15% and then extend it to siege to help in earlz castle age. (turtles and war wagons price not adjusted so 5% more expensive)
Second i would introduce a new dark age eco bonus, that is lumbercamp, mill and mining camp grant 5 population room, so koreans can safe some wood and villager time on houses.
Lastly the fortification building speed bonus gets changed to 15%/20%/25% but includeds agian towers, castles, aswell as walls and gates. (since tower hp is much lower now and koreans need a winning strategy like incas or goth rush)
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While i agree with most of this i think at most it should be implemented in waves. The siege bonus and eco bonus might be more than enough.
Already by dark age you guaranteed save 2 houses meaning 50wood and vil time and likely more than this. On top of the wood discount on archers means they could get a decent archer rush.
The twr rush on top of that might be too much.
Easily this! There’s no chance that only +1 range makes up for machine gun onagers that can survive opposing onagers, nevermind everything else thrown at them…
Its much harder to dodge machine gun onagers on top of much harder trying to kill them and on top of the fact that they’re trained so much faster
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Agree. Because of extra range, koreans onagers are better after massed.
Celts onager are better in few quantitys, and are excelent if massed, but extra range have immediate impact at the start of a encounter
Celts onagers can survive one onager hit, but not massed shots…
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It is also easier to hit targets with Ground Attack, if you have a Range advantage.