Karasu said:
"Scoutsouth"... Given our game-master, how could we avoid that...
Regarding the Great Library, I agree. Since we are the Mongols, we should also burn it, but we may want to wait until it obsoletes before we do so...
I see we have a literary giant in our midst
I also agree that launching our zero-research space ship would be very cool; as an alternative, a conquest victory would seem in line with our unorthodox R&D approach, as well as with a part of Mongol history. Yes, it would be against my natural playstyle, but I can force myself into playing an aggressive game for once.
I agree a miltary win has to be our target. Note that this is 'islands'. If we find we have too many one tile islands to acquire by negotiation, it may be better to go for domination. Amphibious war is rather high on the tech tree for a gang of hooligans without a test tube between us.
I really can't see how we could launch a spaceship, but it was interesting to speculate about it for a few nanoseconds
Does anyone feel strongly about making peace for techs and declaring war immediately? Ie do we want to play by RBCiv honourable rules, or shall we follow the Mongol destiny of all-out, no holds barred, rape and pillage?
That's assuming we win of course. If we suffer a Conquest defeat, well... that will be too in line with the spirit of the variant
It may be in the spirit of the variant, but it's not even an option as far as I'm concerned
Regarding the initial move and our tech path as the Mongols... ehm... I have forgotten everything.
When I come back from lunch I'll search for that information for those of us who missed GOTM25
I played and enjoyed GOTM 25 enormously. The Mongol hordes were really at home on the plains of that pangeia, with their fast movement. I'm not sure they are so well suited to an island world ... we'll see
Here's a quick rundown of our special units. Using these unit names you can get more details of A/D/M and so on from the Civilopedia:
We can already build Mangudai Bowmen and Nomad Warriors. Bowmen upgrade to Khorchin, one of our UUs, with horses and Invention. Warriors upgrade to Anda Swordsmen with Iron, and to Turghaut Cavalry, another UU, with Feudalism and Horses. Bowmen will be important if we share our starting island with anyone, including barbs. We'll be able to milk neighbours for techs by trade and force, and barbs for 25 gold per camp.
Our early horseman is the Gospodar, an upgrade from Chariot wth HBR, and he upgrades to the Ordu Archer, our third UU, at Invention. The fourth and final UU is the Bagatur Horde, which is basically unstoppable. It needs Chivalry, Horses and Iron, and if we can build these before there are too many muskets around we should be able to finish the game.
Some of these units have bombard capability, the Khorchin's bombard can even be lethal IIRC. These units lend themselves to combined arms operations, with some units providing effective defensive cover and others used as artillery, while the Hordes are the primary attackers.
Ordu Archers upgrade to Cavalry, the other three can retire as Steppe Settlers to settle conquered lands. Useful if you are looking for fast domination, and an incredibly cool unit animation as they dismount, unpack, and set up home.
GOTM 25 was pangeia. Islands changes things a bit. We'll need Alphabet/Writing/MapMaking as high priorities to be able to meet other civs and reduce the trade cost of techs. We'll need Bronze/Iron and Wheel/HBR in order to build our second teir attackers - Swords and Gospodar. We also need Monarchy, I suggest, as this will allow us to operate in the almost perpetual state of war that will be needed to conquer lots of islands. Then we need Chivalry, then Invention. If we can reach these two middle age techs without being too far behind we can win.
There was a special pre-game Halloween treat exercise created by Cracker before GOTM 25 started, giving a taste of how these units work together. The thread is in the GOTM Quick Gmes sub-forum
here. It may be a good idea for each of us to at least download the
start file for this game and load it to check that our mod installations are good to go. If you also play this file you'll get a really good ideal of what the units can do. The link I've given is the Open/Monarch-level one, and I've checked that it still works. There are also Regent and Deity files in Cracker's first post.