A long initial round, but, then, the Mongols are kind of doomed to a slow start. Unless they Warrior rush, of course, and I'm not gonna do that again.
I ended up founding Karakorum 1NE, as many of you had suggested:
It's a better long-term site and I think we can sacrifice one turn for that. As you can also see, I'm going with the tried-and-true Worker first build and taking Animal Husbandry as my first tech. I don't think there's much controversy in either of those moves.
I sent my Scout to Korea, where I knew a goody hut awaited me:
Gold is always nice to fuel deficit research for a while. Shortly after making that little conquest, our intrepid explorer got et by a bear. Poor little guy.
In 3475, the RNG Gods smiled upon us in a minor way:
20 hammers or bonus health? Gee, golly! Again, not exactly gamebreaking, but I'll definitely take it.
Shortly thereafter, something abjectly terrifying occurred:

Thankfully, they didn't crush us. That would've made this the crappiest KotW ever. Or at least the shortest. As it was, they headed south, into China, and were never heard from again. Did they slaughter themselves in a fruitless assault on Beijing? Did they simply pass on through, founding a Barbarian Paradise in Malaysia? I have no clue. But if Qin suddenly has a boatload of Level 3 Archers because of that, it could put a serious cramp in our style.
The next turn, the RNG Gods proved that they were not completely benificent:
Well, fiddlesticks. See? See? Stuff like this is why quibbling about one turn is kind of meaningless.This set us back multiple turns.
I founded our second city in 2350 B.C.:
Something tells me there'll be Iron in them thar hills. Call it a hunch. Regardless, this'll make a fine Cottage City once we get our war machine up and running. Despite the peaks.
We also got my favoritest event in the whole game:
People died, but they can suck it. We're Mongols, people! Brutality is our way of life! And you're gonna be all mad that Uncle Tlingen died from eating a flower? Regardless, we lost three total population and suffered the equivalent of two whips to steal away a full third of Expansive's benefits. That's almost completely useless now, but it'll be huge in the late game. I'm stoked.
I settled the somewhat unimpressive Turfan to snag some Happiness Resources:
Actually, that'll be a fine city once Windmills become available. Until then, it's just a food-starved colony.
Who was it that said that letting Qin stew for a while would be a good idea? Give yourselves a pat on the back:
Woo hoo! All of a sudden, the nomads of the taiga have ceased to be our problem. Once we send our Keshiks screaming over the wall. We'll be Mongols storming the Great Wall of China! You've gotta love historical parallels like that!
In 1050 B.C., I finally figured I had enough in the way of Keshiks to put a hurtin' on our Chinese neighbors:
Five Keshiks, plus an Archer or two to act as garrisons. With two more Keshiks on the way. That should be enough to eliminate China from the map, right? I don't want to end up with another Chasing Hattie scenario, here.
We can also make our first tech trade:
Cyrus is willing to part with two of the three for Horseback Riding. I'm leaning Writing and Sailing, myself.
So there we stand. Did I take way too long? Maybe, but I now have the infrastructure to replace lost troops and, eventually, support my conquests economically. Karakorum is a Keshik pump with a Barracks and Ger already set up. The other two cities just have a Barracks, and are sending out horsemen sporadically.
We're good, right? Let slip the dogs of war? I can't imagine the Great Wall being anywhere but Beijing, so that is, obviously, priority one. And, hopefully, once that falls, the rest of the conquest will be a cakewalk. I just hope Qin didn't beef up his garrison with the help of those Barbarian Archers.
Here's the save: