Bayan Temur King Gongmin of Goryeo
Posted on 05/17/21 @ 12:04 AM (updated 01/20/22
English version for Wang-Gi King Gongmin of Goryeo.
||Age of Empires II: DE
|Required Modpack (if not included with the download):
||Lord of the West & Dawn of the Dukes
||Build and Destroy
|Number of scenarios:
ps:This campaign is very difficult, so please do it according to your ability.
This campaign has a built-in gray->black color mod, which will take effect globally. If players don't like it, please disable this mod when you don't play this campaign，thank you for your cooperation.
I will upload the playing videos sooner or later.If you have something difficulty playing it,you can watch it for the answer.
After four hundred years of wind and rain, the Goryeo dynasty has grown old. Outside, the Yuan Empire interfered, and inside was domineering, and the king’s prestige was discouraged. In such a desperate environment, a distant relative of the clan who had been in the Yuan since childhood as Keun Wonja and accidentally won the throne of Goryeo, but determined to rejuvenate this turbulent country. Is it possible for a dying dynasty to be reborn, break free from Mongol rule, resist Japanese invasion and fight the danger from China? Or even restore the territory to the heyday of the Goryeo Dynasty, once again becoming a force that cannot be ignored in East Asia?In this campaign, you will play Koreans.
About the people：King Gongmin of Goryeo (23 May 1330 – 27 October 1374) ruled Goryeo Korea from 1351 to 1374. He was the second son of King Chungsuk. In addition to his various Korean names, he bore the Mongolian name Bayan Temür (伯顔帖木兒).
Layout background making：ilam
Download website: https://www.ageofempires.com/mods/details/22335/
|Author||Comments & Reviews ( All | Comments Only | Reviews Only )|
It's the middle of the 14th century, and the Yuan Empire is in shambles. Young king Gongmin of Goryeo, vassal of the Yuan senses an opportunity to restore Korean independence. But this will be a challenging task, since many enemies are eager to stop him. The campaign was completed on Moderate difficulty.
Posted on 11/21/21 @ 05:26 PM
The campaign is primarily a Build & Destroy, with a few initial Fixed Force elements, until the player gets control of their base. Overall, I haven't had any significant issues playing the campaign, although there were a few odd pathing errors by the AI. One thing that did significantly affect my ability to play was the placement of trees in checkerboard pattern, that made the movement of the bulky Korean armies far more tedious than they should've been. I will commend the designer for including a chat trigger to bypass each scenario, which helps to account for the persistent custom game saves and progression bug without resorting to cheats.
Overall, I'd like to describe the difficulty as "tough, but fair". The AI typically gives you a bit of breathing room before attaching relentlessly, and it takes some effective use of Koreans' superior fortifications (including Bombard towers and Fire towers) to hold on long enough to tech up and go on the offensive. Later scenarios also feature naval wars, where both Elite Turtle ships and Fire Galleys get a chance to shine.
However, the game also incorporates a mechanic that throws the difficulty completely out of whack. This is a "last ditch effort", where upon attacking, or in some cases, doing serious damage to an enemy base, the game will spawn in a group of Elite enemy units- representing the base defenders' last attempt to rally and repel your forces. The problem with this is that it makes your efforts to destroy production buildings to stem the flow of enemy units meaningless, and also it reduces the effectiveness of scouting. Scenarios become reliant on trial and error, since you won't know what to prepare yourself for until you experience each spawn once, and get wrecked by it. This difficulty spike undermines the enjoyability of the campaign and is overall detrimental to it.
The campaign offers a nice variety of Build & Destroy scenarios with additional objectives tied to regaining territory in order to unlock additional technologies or population boost. I also like the " tug of war" mechanic in scenario 4, where both you and an ally vie for control of a monument of a defeated enemy.
Map Design: 5
The maps were varied and detailed, and tied to gameplay well, offering multiple choke points that let Koreans' defensive focus shine.
The campaign's story was told from a PoV of an imprisoned Korean courtier conversing with a strange visitor. Overall, despite awkwardly translated sentences, the story was easy enough to follow. The slides and in-game instructions and hints were likewise easy to understand.
The one issue I do have is with the Scouts tab. Although this would generally offer information on the enemy location and relative strength, indicating the suggested order of attack, it often omitted the unit composition that the AI would use, making it more difficult to prepare an army to counter each specific AI. This wasn't a deal-breaker since typically a deathball of War Wagons with Cavalier support could destroy everything; However, the omission of this information still felt jarring.
This is a well-crafted campaign, and I ma glad that it got a translation, and would encourage the designer to make more; however, some odd design choices reduce the overall enjoyment, so I would recommend to anyone playing to reduce the difficulty, unless you are looking for a challenge that comes from significant handicaps.