Urgent Feedback: The Chinese Civilization is Broken - A Decade-Long Fan’s Frustration and Plea

To the Age of Empires IV Development Team,

I am writing with immense frustration and deep disappointment as a fan of the Age of Empires series for over ten years. The current state of the Chinese civilization, including the ZHUXI, has become utterly unplayable and has completely destroyed my enjoyment of the game.

For too long, the Chinese civilization has been subjected to repeated nerfs. Now, these civs have been stripped of any viable identity or competitive strength. The so-called “gunpowder” theme for China is a complete joke; its unique units are as weak as chickens. Historically, China was a top-tier military and economic powerhouse for centuries, but in the game, it possesses neither unique flavor nor a satisfying gameplay experience. Its win rate is consistently at the bottom, which severely hurts the game’s commercial appeal and reputation within the massive Chinese player base.

We, the Chinese players, are the ones who are truly powerful. To survive your endless waves of nerfs, we’ve been forced to develop incredibly sophisticated and demanding strategies just to keep this civilization viable. But enough is enough. It’s disgusting how you’ve treated this civilization. Why does the Beast keep praising Chinese civ while clearly not enjoying playing it? His commentary feels completely disconnected from our actual, painful experience.

You have ruined the game for me. As a veteran of over ten years, I am heartbroken. The Chinese civilization, the “Rome of the East,” with the incredible artistic and economic heights of the Song and Ming Dynasties, is represented with zero glory in the game. Even the Japanese civilization is designed with more care, detail, and fun. What we have is a gutted, flavorless, and weak shadow of what it should be.

My urgent questions are:

  1. Do you not care about the Chinese market and your Chinese players at all?
  2. Is our feedback ever truly heard by any decision-maker on the team?
  3. When will you stop ignoring us and finally address the fundamental flaws that make China and Zhuge Liang so unbearably weak and unenjoyable to play?

This is not just feedback; this is a plea from a heartbroken fan. The current state of the Chinese civilization is an insult to its history and to the players who love it. We demand meaningful action.

A Deeply Frustrated Long-time Fan.

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Disregard this AI post devs :slight_smile: China is broke.

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??whAT U TALKING ABOUT

100% Ban rate civ in professional play. Cheers!

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In the hands of professional players versus regular players, China might as well be two completely different civilizations. The issue is that this game is meant for the general player base, and the win rate being at the bottom across all leagues and segments clearly demonstrates the problem.
Most importantly, it’s the strategy of gathering deer that is strong, not the Chinese civilization itself. Its military units lack both distinctiveness and strength.Decoupling of Strength and Gameplay:​ The power of both China and Zhuxi is excessively tied to the specific economic strategy of “Official Supervision and deer gathering,” rather than being built upon their rich historical characteristics and diverse military units. Once this economic engine is nerfed (as seen in the current season), the entire civilization loses its foundation, because its military capabilities cannot independently sustain the battle.
The Gap Between Pros and the General Player Base:​ A civilization’s health should not be defined solely by the extreme skills of top professional players, but by whether the broader player base can have a fair and enjoyable experience. The current win rates, ranking at the bottom across all tiers, serve as the most compelling evidence that the civilization is poorly designed and underpowered for 99% of players.
Failures in Unit Design:​ As you pointed out, the “unique traits” of Chinese units do not translate into practical “advantages” in actual gameplay. Zhuge Nu are vulnerable to any form of assault, Palace Guards fail to effectively counter cavalry, Dynasty units offer poor cost-effectiveness, and gunpowder units arrive too late while lacking impact… This leaves Chinese players at a consistent disadvantage in military engagements, often forced to rely on generic units, completely undermining the purpose of their “unique” characteristics.
In summary, the current state of the Chinese civilization represents a case of "distorted gameplay design."​ Its perceived strength is a “false prosperity” maintained only through extreme micromanagement, while the “core identity” of its military roster and historical flavor remains hollow. Such a design is highly unfriendly and frustrating for the average player. The strength of China must be reintegrated into its unique units and technology tree, rather than being dependent on a single economic tactic.

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You’re why this game has gone to shit.

The answer is very simple. The developers lazed about when making the civilization, so they hardly appeal to anyone. China has so much to offer and they’ve somehow picked the most uninspired version to depict.

Thus, most players just don’t want to play China. And the reason they BEG and BEG to nerf China, is because they HAVE to play China. This is why you get people like Beasty asking them to nerf taxes, nerf gunpowder, nerf Imperial Official.

Because their ideal China has no bonuses so they wouldn’t have to play them. You can tell even the developers drag their feet when it comes to anything China related. Look at how awful the Zhu Xi’s Legacy (Jade Empire) civilization is. Uninspired trash.

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实际上背鹿仍然是主流打法,并且仍有强度。假如说以前是S+,现在只不过变成了A+或者A。没有哪个文明可以边出很多兵对卷边很快上城的,但凡你有心思用在学习怎么玩联通都应该**1600+**了 In fact, back deer is still the mainstream playing style and still has strength. If it used to be S+, now it has just become **A+**or A. No civilization can quickly enter the castle era while producing many soldiers and grinding meat. Anyone who has the heart to learn how to play China should have 1600+

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联通还不畸形阿? 特色兵种拉的跟屎一样 全靠税金和背鹿 转田又慢 全靠爆垃圾兵海 你有没有认真看我说的啥啊???? 我吐槽主要的问题在于特色不足 王朝特色单位和火药词条完全狗屎 我们宁愿削一点经济都要更好玩的特色单位体系 全分段单排胜率倒数第二 组排倒数第三 别跟我瞎扯了 别装瞎了 1700以上39.2%的胜率 还捧联通的是不是罕奸阿?? 自己没长手不会搜一下吗

首先,我承认联通相较于DLC来说特色较少,这点是必然的,不过也是可以改变的。其次,你没有税金和背鹿就不能玩游戏了吗?猜猜哪个文明可以不用挖金上三?你让其他没有税金的文明怎么玩?大部分文明都要白板兵的,要是天天在那爆诸葛弩的就能赢,这样的游戏干脆凉了算了。游戏里除了英格兰种田独一档,其他转田你按采集效率就能排出来,你命官效率还不够吗?再说王朝特色和火药词条,我个人觉得这是很有意思的,如联通唐+侦察兵视野找羊快人一步,宋2tc,元跑关刀,明加血量;联通火枪也是独一档的存在,这个无需多言。你猜现在联通为什么39.2?现在101把我昨天就贡献了4把,我用兰开斯特随便踹1800联通。你也别单看胜率,你看时间曲线联通输的全是在中后期没鹿吃了转田被打死,你朱熹在15分钟胜率甚至有66.7。这还是削过了的,上版本胜率更是吓人。我也查了,也不知道对不对,你单排1200,组排800,分是低了,你自己看看你朱熹单排生涯20把60胜率,最近两个赛季输了四把就开始哭弱了,组排本来就不是联通强势的,理由你自己心里也清楚,你想查我生涯id同名。最后聊平衡就聊平衡,聊游戏就游戏,别把民族大义套上来,我是作为个体为人民服务,为党的理想奋斗,为祖国的繁荣昌盛不懈努力,我自己心里清楚我是什么人,也只有党和人民可以评判我是什么样的人。

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那你都承认了联通特色少那你还来咬个什么呢? 我不是一直就是在建议增加联通的特色让他更均衡像日本那样吗? 拜托 有的文明可以免费送兵 或者有其他工作效率加成 你说的跟这游戏只有联通有经济加成一样 说到诸葛弩就更好笑了 我们现在吐槽的点不就在于联通的畸形?只能傻爆诸葛弩或者什么垃圾兵 干脆叫诸葛弩王朝算了 并且诸葛弩在后期速度太拉了大图根本不好用 转田联通不需要木材和前置条件的吗? 你可真是搞笑说的跟联通轻轻松松就可以度过转田期一样 联通火枪也蛮搞笑的 现在都是数值怪 火枪早没以前好用了 还元朝跑关刀就更好笑了 你说的是两年前的玩法吗 早就是金马时代了还关刀 关刀你以为随便就能启动出来啊 哈哈哈哈兰开斯特轻松踹联通 亏你也知道阿 你到底在辩什么啊? 逻辑在哪里啊? 现在不就是说的联通太拉了吗?? 真的搞笑 出来乱辩个什么? 有手有眼的自己看看胜率阿 这个游戏喜欢玩组排的多还是单排的多阿 真好笑 上个版本单排联通是不差 组排一样不行 这个版本单排组排都不行 而且 玩联通好的那是需要很深的理解力和操作能力的 这两样达标的有多少玩家? 我真的觉得你能不能闭嘴了为普通中国玩家考虑考虑 别以为你没民族主义别人就没有 多少爱玩帝国时代的就是喜欢民族和历史的代入感 尤其很多很多中国玩家就是因为可以扮演中国 哈哈哈哈 党和人民都来了 说半天你的结论跟我是一样的阿 联通缺乏特色 被兰开随便踹 胜率垫底

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你打得好分段高就别拿出来代表普通玩家拿出来炫耀了 MT还说联通很好赢呢 实际普通玩家体验感很糟糕 自己摸摸良心冷静冷静 不要看到啥就跳出来反驳型人格发作 我们就想要一个均衡点的文明 像日语或者大名就很好了 虽然有点过强了这个赛季 但是经济军事特色都很棒 也设计的很有特色

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你不经常玩联通美体验联通玩家痛苦的就别代表了 自己多玩玩联通再出来说 194 夕阳 入江这些始终玩联通的高手都觉得很痛苦 玩其他文明简直像奖励自己更别说我们普通玩家了 这个游戏不是给少数人设计的 更别说中国玩家那么多 这个游戏要良性发展循环就别让庞大的中国客群感到体验很糟糕 起码我玩法兰西这些从来不会觉得痛苦 联通凭什么不能像日语法兰西一样?

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朋友,交流友好一点,尽管贴吧B站长期以来一直有对联通特色不足,低分段胜率较低的批评,但是你认为联通弱确实是没批评到点上。我联通白金局打了一年、征服局也打了一个赛季,我觉得我应该能回答你的问题。

第一,联通胜率在征服者4以上的胜率虽然只有39%,但是这个分段的对局过少普遍被认为没有参考意义,如果把视线放回到征服者以上,联通的胜率又回到了51.7%,这是个相当不错的表现。在顶级玩家内,也普遍认为联通依旧保持可选。至于具体到具体的对抗,战术选择上,恐怕还需要一段时间才能显现出来。而联通的胜率确实是随段位逐渐上升,这代表它确实需要相当长的练习与理解才能掌握。

第二,联通优点在于其战术相当灵活,联通强大的经济能力,使得联通足以应对多种复杂的局势,选择多样的战术,而命官的机制则能让联通的强大经济快速转换为所需方向——面对二本强势的法兰西使用肉马叉将其赶回家,率先上三抢夺圣物将局面拖至四本大后期以强劲的经济实力击溃敌人;对战英格兰、黑衣这样的发育文明又可以早早上三用金马掌握主动权强夺圣物,随后轻易地补上TC全程压制对面;对战神罗之类的直城文明则可以使用肉马骚扰对方的同时背鹿发育以不输对面的速度上三进入圣物争夺战。即使背鹿被削弱,其经济爆发和带来的肉总量收益也依旧相当可观,而不背鹿的对局联通也能保持一个相对健康的经济水平(不像上个版本的英格兰打着打着自己就似了),宋双TC的经济更是极其夸张(尽管这不是一个强势的战术现在)。总的来说,联通并不畸形,而是相当全面。

第三,联通究竟有什么问题,如你所说,朝代过于昂贵,而特殊兵种表现十分糟糕,相当部分的特色难以发挥。在一个正常的对局中,联通在上三早期经历一波经济爆发,用金马控图进行圣物争夺战结束后不得不转攻为守,使用叉弩攻城器的组合保护自己的经济区,将敌人驱逐出去,谷仓的机制使得联通的经济区集中而远离核心变得臃肿而难以保护。通常联通不得不在完成转田之后才上四——这与大多数文明相反,这使得联通会比对方先迎来弱势期,平白多出一个生死难关。几个朝代兵种,诸葛弩在非诸葛弩rush的对局中极难使用,在对抗前排的任务上表现软弱,而火长矛、掷弹兵在当前版本完全没有出场的竞争力,这是非常可惜的。朝代特质由于转田>上四>进元的重要性顺序,绝大多数对局玩家都在唐朝和宋朝结束了比赛,而朝代兵种的弱势也削弱了联通皇陵(灵道)的作用,元朝比明朝经济、机动性更强也让明朝除了提供一个掷弹兵和古代科技的加成以外没有任何的留在这里的意义,反明复元成为了联通完全体的代言词。这些问题都是联通客观存在的问题。朱熹很大程度的解决了这些问题,但是其与联通的相似程度过高,使其几乎变成了一个更完善但是更弱(?)的联通。

第四,联通“碎了(is broken)”吗?综上所述,这次的削弱并不会让其失去一切可取之处,联通的问题的客观存在的但也是长期的,开发者的懒惰也是一目了然的。没有等到联通的改动而是得到版本和文明的双重削弱因此感到沮丧是正常的,对降低联通入门门槛和加强特性的诉求对联通玩家是强烈的,但是我们依旧应该保持理性而不是将这种事情上升到国家民族大义层面,更不应该对一切反驳的人诉诸污言秽语,这只让所有参与这次的讨论者尴尬和感到被羞辱。

Friend, let’s keep the discussion friendly. Although Tieba and Bilibili have long criticized the Chinese civ for lacking unique features and having low win rates in lower ranks, saying that “China is weak” doesn’t quite hit the real issues. I’ve played Chinese in Platinum for a full year and also played a season of Conquest, so I think I’m able to answer your question.

First, while China’s win rate is only 39% above Conqueror IV, the sample size at that tier is extremely small and generally considered meaningless. If you look instead at Conqueror and above, China’s win rate goes back to 51.7%, which is actually a solid performance. Among top players, it’s also widely agreed that China is still a viable pick. As for specific matchups and strategic choices, it will take more time for the meta to settle. China’s win rate clearly increases as rank goes up, which means it does require significant practice and understanding to use effectively.

Second, China’s advantage lies in its highly flexible strategies. Its strong economy allows it to handle a wide variety of situations and choose from many game plans. The Officer system enables China to convert economic strength into whatever direction it needs: vs. France’s strong Castle Age timing, China can pressure with Horsemen to push them back; it can rush to Castle Age first, grab relics, drag the game to Imperial, and crush the enemy with superior late-game macro. Against economic civs like England or HRE, China can hit Castle early, use Lancers to take map control and secure relics, then easily add extra TCs to maintain pressure. Against civs like the HRE or other “straight-to-Castle” civs, China can harass with Horsemen while deer-booming to ensure a fast Castle and contest relics effectively.
Even with the deer-nerf, the economic spike and meat yield are still strong. And without deer, China can still maintain a healthy eco (unlike last patch England, which collapsed mid-game). The Song double-TC boom is also extremely powerful (even if it’s no longer a top-tier strategy). Overall, China is not “degenerate”—it’s actually very well-rounded.

Third, what problems does China actually have? As you said, dynasties are too expensive, and the unique units are underwhelming, with many civ-specific features hard to use in real matches. In a normal game, China gets a big eco spike going into early Castle, uses Lancers for map control and relic fights, but then often has to switch from offense to defense, relying on Crossbows + Siege to protect its bloated, centralized eco. The Granary system concentrates China’s farms far from the core, making them bulky and difficult to defend.
China often must finish transitioning to farms before going Imperial—this is the opposite of most civs—causing China to hit its weak phase earlier and face an extra do-or-die moment.
As for dynasty units:Zhuge Nu are difficult to use outside of all-in rushes and perform poorly against frontline units. Fire Lancers and Grenadiers currently have almost no competitive presence, which is a real shame. Because farm transition > Imperial > Yuan in priority, most games end in Tang or Song Dynasty. Weak dynasty units also diminish the value of Spirit Way (Imperial Official Tomb).
Meanwhile, Yuan being economically and mobility-wise superior to Ming means Ming serves no purpose except unlocking Grenadiers and some ancient techs—hence the meme “go Yuan, not Ming” to reach China’s full form.
These are all real, objective issues with China. Zhu Xi fixes many of them, but because it resembles China so closely, it’s basically a more polished yet arguably weaker version of the Chinese civ.

Fourth, is China “broken”?
From all the above, this round of nerfs won’t destroy the civ’s identity. China’s problems are real but long-standing, and the developers’ lack of effort is obvious. Feeling frustrated that China received both global and civ-specific nerfs instead of actual reworks is totally understandable.
The desire to lower China’s skill floor and strengthen its unique features is very strong among its players. But we should still remain rational, instead of escalating this to nationalistic rhetoric. And we definitely shouldn’t resort to insults against anyone who disagrees—this only makes the entire discussion awkward and unpleasant for everyone involved.

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我为先前语气过激表示歉意,但必须指出,我的反馈核心始终是中国文明存在结构性设计问题。数据表明,其弱势不仅限于低分段:除征服者段位以51%胜率勉强排第8外,其余分段胜率全部垫底——征服IV以上胜率36%(倒数第一)、钻石分段倒数第六、白金倒数第三、黄金倒数第二,其余分段均稳居倒数前五。在全游戏22个文明中,中国文明在7个分段中有6个处于绝对劣势,这已充分证明其强度与分段无关,是系统性失衡。
我从未否认中国文明存在经济灵活性的优势(尽管其他强势文明同样具备经济与军事双重优势),但本帖的核心诉求在于强调:其特色单位强度、历史特色呈现与玩家体验严重脱节。所谓"火药文明"标签形同虚设,王朝单位实战价值低下,而日本文明却能同时拥有高质量特色单位与均衡性——这种设计上的双重标准令人难以接受。说到灵活性那我的日本女刀和超雄金马就更好笑了
本次反馈正是基于新DLC上线后的环境变化而提出。中国文明历经多次削弱后,已亟待从特色单位强度与历史认同感层面进行系统性重做,而非继续依赖单一经济玩法维系虚假平衡。I apologize for my previous strong tone, but I must emphasize that the core of my feedback remains the structural design flaws​ of the Chinese civilization. Statistical evidence confirms that its weakness is not limited to lower leagues: except for the Conqueror tier, where it barely ranks 8th with a 51% win rate, its performance across all other leagues is at the bottom—36% win rate in Conqueror IV and above (dead last), 6th from the bottom in Diamond, 3rd from the bottom in Platinum, 2nd from the bottom in Gold, and consistently among the bottom five in all other leagues. Out of the game’s 22 civilizations, China ranks in the bottom tier in 6 out of 7 leagues, unequivocally proving that its weakness is not skill-dependent but systemic.

While I do not deny that the Chinese civilization possesses some economic flexibility (though other top-tier civilizations also enjoy both economic and military advantages), the central argument of this post is to highlight the severe disconnect between its unique unit strength, historical representation, and player experience. The so-called “gunpowder civilization” label is practically meaningless, dynasty units hold little practical value, and the Japanese civilization enjoys both high-quality unique units and overall balance—this double standard in design is unacceptable. As for “flexibility,” my experience against Japanese Onna-Musha and overpowered Royal Knights only makes this imbalance more glaring.

This feedback is specifically prompted by the changes introduced in the new DLC. After repeated nerfs, the Chinese civilization urgently needs a systematic rework​ focused on enhancing the strength of its unique units and restoring its historical identity, rather than continuing to rely on a single economic mechanic to maintain a false sense of balance.

我为先前语气过激表示歉意,但必须指出,我的反馈核心始终是中国文明存在结构性设计问题。数据表明,其弱势不仅限于低分段:除征服者段位以51%胜率勉强排第8外,其余分段胜率全部垫底——征服IV以上胜率36%(倒数第一)、钻石分段倒数第六、白金倒数第三、黄金倒数第二,其余分段均稳居倒数前五。在全游戏22个文明中,中国文明在7个分段中有6个处于绝对劣势,这已充分证明其强度与分段无关,是系统性失衡。
我从未否认中国文明存在经济灵活性的优势(尽管其他强势文明同样具备经济与军事双重优势),但本帖的核心诉求在于强调:其特色单位强度、历史特色呈现与玩家体验严重脱节。所谓"火药文明"标签形同虚设,王朝单位实战价值低下,而日本文明却能同时拥有高质量特色单位与均衡性——这种设计上的双重标准令人难以接受。说到灵活性那我的日本女刀和超雄金马就更好笑了
本次反馈正是基于新DLC上线后的环境变化而提出。中国文明历经多次削弱后,已亟待从特色单位强度与历史认同感层面进行系统性重做,而非继续依赖单一经济玩法维系虚假平衡。I apologize for my previous strong tone, but I must emphasize that the core of my feedback remains the structural design flaws​ of the Chinese civilization. Statistical evidence confirms that its weakness is not limited to lower leagues: except for the Conqueror tier, where it barely ranks 8th with a 51% win rate, its performance across all other leagues is at the bottom—36% win rate in Conqueror IV and above (dead last), 6th from the bottom in Diamond, 3rd from the bottom in Platinum, 2nd from the bottom in Gold, and consistently among the bottom five in all other leagues. Out of the game’s 22 civilizations, China ranks in the bottom tier in 6 out of 7 leagues, unequivocally proving that its weakness is not skill-dependent but systemic.

While I do not deny that the Chinese civilization possesses some economic flexibility (though other top-tier civilizations also enjoy both economic and military advantages), the central argument of this post is to highlight the severe disconnect between its unique unit strength, historical representation, and player experience. The so-called “gunpowder civilization” label is practically meaningless, dynasty units hold little practical value, and the Japanese civilization enjoys both high-quality unique units and overall balance—this double standard in design is unacceptable. As for “flexibility,” my experience against Japanese Onna-Musha and overpowered Royal Knights only makes this imbalance more glaring.

This feedback is specifically prompted by the changes introduced in the new DLC. After repeated nerfs, the Chinese civilization urgently needs a systematic rework​ focused on enhancing the strength of its unique units and restoring its historical identity, rather than continuing to rely on a single economic mechanic to maintain a false sense of balance.

China has been done dirty mostly by professional players. They have an problem with X mechanic, demand to nerf it until the developers give in year after year. The problem is that the developers keep letting this nerf-creep to dismantle the Chinese identity in the game. It is laughable how many Castle age Handcannoneers there are in the game, where all China has to contend with are the utter trash that is Grenadiers who handle like a 2003 RTS unit from a Cereal box. Hell, even Sengoku is running around with grenade throwing ninjas that they can spawn anywhere on the map, and that scale all the way from feudal.

The favouritism is kind of ridiculous. That’s without even considering the “Zhu Xi’s Legacy” name for a civilization (reminder that it was Jade Empire before.. Lmao), shows how completely thoughtless and disinterested they have been in displaying the Chinese civilization in this game. Just think of how many iterations and changes the Japanese civilization has been getting, on top of getting a variant just a year later. They get rockets, they get castle age Ozutsu, they get early handcannoneer-crossbowman replacement, they get grenadier throwers, they get fighting monks that are infinitely superior to the Shaolin Monks (and aren’t locked behind some obnoxious double landmark bonus). I would say they’ve even put far, far more effort in visually depicting the Japanese civilization compared to the Chinese one.

So not only do you have professional play erode the essence of the Chinese civilization, you’ve got the developers themselves that are entirely disinterested to begin with, and let this erosion happen because… Who cares, right?

I recall when the Palace Guard’s gold cost was increased with the justification that China produced a lot of gold taxes. With their landmark, every Palace Guard was giving them 8. With this recent nerf, they are now only producing 4 for China. ZXL however (who lack Archers and HAVE to make ZGN), have to spend 3 more gold on each MAA than any other civilization for a unit that is strictly weaker. Remember, ZXL has to collect gold for their archers and even more gold for their NoB and even more gold for the 15% grenadier damage.

But, what really killed China was that initial change to Pyrotechnics. That, Firelancer and Grenadier nerfs has just made China a Spearman and Archer spamming civilization.

Thank god for the Imperial Official, because without it, they would have nothing going for them. And even then, I’ve got a feeling that this is what pro players ultimately want to prune out of existence. If they had their way, China would have no bonuses at all so they can finally stop playing it out of “necessity”. Maybe that’s why they keep nerfing every single interesting unit China has access to, and instead give Japanese infinitely better versions.

Hi! New to this conversation!

I’ve played China and Zhu several times now and have found a fondness to their dynasty system. To get a better understanding is the objective with it to pick and choose landmarks like others but double up on the dynasty you prefer or to move through each dynasty as you progress, I.e. both feudal then both castle then both imperial landmarks.

China and Zhu get some really great benefits in resource gathering through their various bonus aura buildings and unique buildings to support it all.

And I guess last question with the win rate % being so low. What is the cause of that? Is it lack of skill across the board in all levels, is it truly the civ and it being nerfed? Or is it the wrong strategy in how to play them?

Do they have the best success when moving through all dynasties and eventually winning the late game with the best experience, best army, and best bonus and unique abilities?

Thank you for your message. The root cause of the Chinese civilization’s consistently low win rate lies in repeated version nerfs, particularly the over-weakening of military units, coupled with the excessive resource consumption required for dynasty transitions. These are inherent balance design flaws rather than reflections of player skill.

While it’s true that Zhu Xi’s Legacy and China possess high gathering efficiency, they come with complex prerequisite conditions. We must acknowledge their decent economic potential, but this is undermined by strategic vulnerabilities during farm transition phases. The most critical issue remains: even when economic advantages are secured, the unit quality is overwhelmingly poor—lackluster unique units and uncompetitive generic units make it difficult to convert economic leads into victories in team matches.)

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It depends on the strategy you are doing, if you are doing a 2tc boom as china then you want song dynasty so you build both the first landmarks to get +33% faster vill production. Similarly with zhu xi if going 2tc you do the same for discounted tc and farms, or if going FC with zhu xi you’d stay in tang dynasty for the 15% cheaper landmarks.

Later on china typically goes into yuan dynasty for the pagodas and the faster speed which buffs both vills and military, ming is rarely ever taken due to the crazy cost. Similar with zhu zi though ming for zhu xi is much better as are both imperial landmarks so it’s a lot more common.

The win rate is low because the civs are much more complicated and your average player cannot fully optimize them, you need to decide on a strategy and implement that not just go through all the dynasties one at a time.

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