In practical
terms, the Power of Tradition means that as the Korean player, you begin each game
with a Temple already built, and you receive Temple
upgrades free. You also start the game with three extra Citizens. Citizens
are your civilian workforce, and the critical component of your economy. You receive
five additional Citizens each time you build a new City.
And Citizens don't just lie around in Korea; they can repair damaged buildings 50%
faster. Even more helpful, they can can build and repair while under fire without
penalty. Whether fending off an attack, or pursuing an aggressive forward strategy,
you will find this particular attribute quite helpful.
Speaking of defense, the Korean player receives the Militia,
Minuteman, and Partisan upgrades (at the
Tower) at no cost. Since some players tend to forget to take this upgrade, it can
pay off without your even thinking about it. After taking it, you can turn Citizens
into light foot units in time of invasion, or send surplus workers abroad when you're
the aggressor. If they live, turn them back into farmers, miners, and lumberjacks.
Usually, a nation's first unique military unit appears in
the Classical (second) Age, but the Koreans see their first unique unit, the Hwarang,
in the Ancient Age. Upgrade this to the Elite Hwarang in the Classical Age, the
Royal Hwarang in the Medieval Age, and the Elite Royal Hwarang in the Gunpowder
Age.
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All Hwarang units have all of the normal pluses of bows (effective against
Heavy Infantry, from the Hoplite on), but the Hwarang are also exceptional
against other bow-armed units. They also perform better than do other bows versus
Slingers and their successors, as well.
Bowed missile units are a fearsome specialty of the Korean.
Two early game offensive juggernauts join the Korean army from the Siege Factory:
the Flaming Arrow, and the Heavy Flaming Arrow. These two siege weapons replace
their standard counterparts, the Classical (second) Age Catapult, and the Medieval
(third) Age Trebuchet. Both Flaming Arrows are better than their mere-wood counterparts
at what all siege engines do best, which is knocking down cities.
Moving deep into enemy territory, attacking cities with your super siege engines,
and then positioning your strong army of Hwarang bowmen to shoot counter-attack
units to pieces is a very strong tactic indeed. If you reach your City limit before
launching such an offensive (to exploit the Citizen bonus to the hilt) then you
can build a dense, powerful nation of great resource capability before even the
dawn of the Gunpowder (fourth) Age.

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Hwarang - Foot Archers, Ancient Age
(I)
Medium-ranged foot infantry with little armor; stronger, tougher than normal Bowmen.
Elite Hwarang - Foot Archers, Classical
Age (II)
Medium-ranged foot infantry with little armor; stronger, tougher than normal Archers.
Koryo Hwarang - Foot Archers, Medieval
Age (III)
Medium-ranged foot infantry with little armor; stronger, tougher than normal Crossbowmen.
Choson Hwarang - Foot Archers, Gunpowder
Age (IV)
Medium-ranged foot infantry with little armor; stronger, tougher than all normal
bow-armed units.
Flaming Arrow - Artillery, Ancient Age
(I)
Expensive and slow; more effective against enemy buildings than Catapult.
Heavy Flaming Arrow
- Artillery, Medieval Age (III)
Expensive and slow; more effective against enemy buildings than Trebuchet.
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