Turn 3
Alrighty, let's talk about my game, see if I can work some magic with this start.
So, for those of you who don't know, Korea gets a tech boost anytime a scientific wonder or building is constructed in your capital. I cannot find a confirmation of the 'scientific' wonder list anywhere online (so if anyone does, please point me towards it), but here are the buildings/wonders that I can think of:
Library
University
Observatory (No Mountain, so cannot build)
Research Lab
The Great Library
The Porcelain Tower
The Hubble Space Telescope
National College
Oxford University
As for how the tech boost works, it's basically a free research agreement (and can also be modified by the Porcelain Tower and the Social Policy in Rationalism (Free Thought I think). Whenever I find the formula for RAs in G&K, I will post that too (there is an appalling lack of definitive Civ5 information posted online). I'm pretty sure it's a factor of your BPT scaled over a number of turns though - which would mean you could potentially inflate your RA worth by running lots of scientists a few turns before it comes in. I'll have to keep that in mind.
At any rate, the wonder that is extremely good for Korea to bat is the Great Library, which I bolded above. Why is it so good? Well, again, for those who are unaware, here is what are it's stats:
The Great Library
1 free tech
A free library in the city where it's built (saves 1gpt)
1 culture
3 science
1 GS point
123 hammers.
So, when I build the Great Library as Korea, I not only get the free tech from the library itself, but I get a tech boost for building the wonder
and another one for the library. So, basically, Korea can sink 123 hammers into getting 3 techs total, along with some other goodies. This is an absurdly good deal. The GL is a fairly mediocre wonder for other civs, but for Korea it is extremely strong.
The problem, this is an extremely awful start for building wonders, and I mean godawful. Even more so with Egypt in the game. Look at the map, and tell me where any production is in my first or second ring that I don't have to chop a jungle to get at:
A little hard to tell from that screenshot, but the nearest hills that aren't buried in jungle are in my third ring.
Also, note I finally found some ancient ruins! I'm going to skip over that peninsula to the south for now, because it would take far too much time out of my warrior's scouting to check it out. I'm pretty sure from fog reading that there is no land past those too hills.
Anyway, back to how to play this start.
The one thing this start does having going for it is lots of gold from all those riverside tiles and camp resources. If this was SP, I would love playing out this start. I could leave all those jungles up, build a university, get the SP that adds 1 science to Trading posts, build trading posts in all those jungles, and each of those tiles would be worth: 2 food, 1 gold, 3 science, 1 culture. That is an absurdly good tile. And given that this is the capital, where NC will eventually go, that means a citizen working one of those tiles is significantly better than running a scientist (which is even buffed for me as Korea! [+2 science per specialist]). However, the lack of production and food is going to make for a very hard early game, which is ultimately more important here in MP.
So, my priorities here are many:
1. I need a shrine ASAP to leverage into Sacred Paths so I can redeem some of that jungle.
2. I need a granary ASAP because there is no food at this start.
3. I need a worker to chop and mine for the GL.
4. I could use an additional scout.
I'm definitely building a shrine the moment pottery comes in. My shrine will complete on turn 10, and provided Serdoa gets his pantheon on Turn 13 as I expect him to (courtesy of his Pyramid UB), I can land mine on t20. The question is what to in the interval between now and then. Do I:
A. Build a scout?
B. Sink some hammers into a monument?
C. Sink some hammers into a worker?
At the moment I'm leaning towards a scout. A scout would give me greater probability of popping ancient ruins (the culture one would be amazing as always. It would also mean I rake in the 135-270 gold from meeting city-states faster and find natural wonders faster. The downside is that it would push me past my free unit support threshold and cost me an extra gpt.
As for what I build after the shrine, it's going to depend almost entirely on what my scouts pop from huts. Hell, I could get faith next turn from those ruins and a shrine would be unnecessary.
As for SPs, I'm leaning towards Tradition at the moment. The opener is good no matter what game you intend to play. Aristocracy will shave a turn or two off the Great Library, and landed elite will be really awesome for this food poor start. I might do a hybrid tradition/liberty approach though. provided I get Sacred paths, I'll have plenty of culture to mess around with. Again though, it will come down in large part to my pulls from ancient ruins. Tech path will be mining -> writing next.
In order to build GL, I think I'm going to have to buy a couple of those hills into my culture and have my worker chop/mine them.
We'll see what I can end up working out. I'm going to withhold further attempts to strategize until I get my ancient ruin pulls in though.
End Turn.