Sisiutil
All Leader Challenger
All Leaders Challenge Game 14:
Mongolia/Kublai Khan
Mongolia/Kublai Khan

Pre-Game Thread
Starting Position (this post, below)
Round 1: 4000 BC to 3970 BC
Round 2: 3970 BC to 3940 BC
Round 3: 3940 BC to 3280 BC
Round 4: 3280 BC to 2080 BC
Round 5: 2080 BC to 685 BC
Round 6: 685 BC to 205 BC
Round 7: 205 BC to 605 AD
Round 8: 605 AD to 1316 AD
Round 9: 1316 AD to 1574 AD
Round 10: 1574 AD to 1628 AD
Post Mortem
The idea of the All Leaders Challenge is that I'm going to play a game with each of the Civ IV leaders--mostly the less popular ones--that I haven't tried before. With the help of all the posters who participate, I will attempt to make the most of the leader's unique characteristics: traits, starting techs, unit, and building. Aside from the leader, the other game settings are kept constant, at their defaults, for the sake of comparison--although I'm introducing a couple of variations starting with this game (see below). I will post the saved game files, screenshots, and status reports here as the game progresses. Everyone then has a chance to chime in with their strategy ideas, or voice their frustration (or glee) when I make a mistake.

Everyone is invited to offer opinions and advice, and to make your own attempt at playing the same game. But if you do play a "shadow game", I kindly request that you refrain from posting spoilers--i.e. any facts or even hints about the map, opponents, and so on--before I'm there myself. I'm trying to play the game as authentically as possible.
In this ALC game, I'll be playing as Kublai Khan, leader of Mongolia. I'm playing the game using the Warlords expansion pack (complete with the 2.08 patch). The difficulty level is Monarch, the map is Fractal , and the speed is Epic .
Here are all of the game settings:

And here's a look at the start:

Well, that's a start that suits Mongolia well, doesn't it? I've got a camp resource (fur) that allows us to utilize one of the starting techs (Hunting); not only that, there's two fur tiles (the Settler is standing on one), so we have something we can trade early on. I also have an Agriculture and and Animal Husbandry resource, so I think that should be our initial tech path--especially since there are no hills visible for mines.
That could be the only trouble with this starting location for the capital: a lack of production, especially as the forests get chopped. We'd need a combination of Metal Casting, Guilds, and Replaceable Parts for decent workshops to compensate for the lack of hills. I'm thinking of sending the Scout N and then NW to reveal that NE tile, though I doubt it's a hill. From that final resting place, what other tiles will he reveal? Should we consider moving the Settler if, on this turn or the next, we can get a hill or two?
On the other hand, I'm usually inclined to settle in place. I don't mind founding on top of furs, as I rarely work those tiles. If the capital's production is lacklustre, we can use all that food to run specialists and focus the city on that purpose instead while other cities pick up the slack.
Other things to note: we're obviously at the southern end of our land mass, indicated by the snow-dusted trees on that grassland tile to the west. There's some sort of land mass--peninsula, island--to the east. And if we settle in place, this is one of the few starts I've seen where the capital would NOT have a fresh water bonus. Finally, though we have fish available, we don't start with Fishing and it's not on our early list of techs to snag. So I wouldn't mind giving up the fish for now, though I'd have to move the Settler quite a distance to leave them for another city later on. I'd prefer to not waste them by leaving them in the city's 3rd or 4th ring, if possible.
So let's discuss where to move the Scout, and if we should settle in place or look for and move to a location with better production. I will move the Scout soon, post the results, and we'll make a final decision about the Settler, then I'll get on with the first round. The save is below.