bengalryan9
Emperor
- Joined
- Nov 13, 2018
- Messages
- 1,109
Our next civ is Mongolia as we continue our march through the Exploration Age. The Mongolians are an expansionist and militaristic civilization with a starting bias towards horses. Their associated wonder is Erdene Zuu, which gives a base +4 culture as well as 25% of any cavalry unit you train’s cost in culture. They can be unlocked by playing as Han, Persia, Genghis Khan, Confucious, Xerxes, or Catherine, or by improving 3 horses or having 3 siege units. They automatically unlock Qing and Russia in the modern age.
Their unique ability is Bokh, which gives you a free cavalry unit anytime you capture a settlement but -50% production towards settlers. It also gives extra points towards the military legacy path for capture settlements in the homeland.
Their unique military unit is the Keshig, a heavy archer replacement with +1 movement that heals 15HP after defeating an enemy unit. It both exerts a zone of control and counts as a cavalry unit.
Their unique civilian unit is the Noyan, an army commander that grants +50% flanking to cavalry units in the command radius.
Their unique infrastructure is the Ortoo, which gives a base +5 gold and restores the movement of units that move on to the tile.
Mongolian civics:
Ulus – unlocks the Ortoo, the Gerege tradition, and at mastery gives +1 settlement limit and makes it so that captured settlements don’t cost 2x as much to convert to cities
Four Hounds – grants a free Noyan in the capital and gives +1 settlement limit, and at mastery unlocks the Baghatur tradition, gives +1 movement to cavalry, and gives another +1 settlement limit
Yassa – unlocks the Jarlig tradition, gives the Ortoo +4 gold in settlements not founded by you, and at mastery unlocks the Erdene Zuu and gives another +1 settlement limit
Mongolian traditions:
Gerege – gives +4 happiness in settlements not founded by you for each resource assigned to them
Baghatur - +5 CS on cavalry units
Jarlig – gives +25% production in cities not founded by you
Thoughts on the Mongols? Are they strong, weak, or just right? Anything you’d like to see changed? Do they have the best music in the game for the second time in a row (yes)? Have you ever gone for a cultural or scientific victory as them for fun? What do you think?
Their unique ability is Bokh, which gives you a free cavalry unit anytime you capture a settlement but -50% production towards settlers. It also gives extra points towards the military legacy path for capture settlements in the homeland.
Their unique military unit is the Keshig, a heavy archer replacement with +1 movement that heals 15HP after defeating an enemy unit. It both exerts a zone of control and counts as a cavalry unit.
Their unique civilian unit is the Noyan, an army commander that grants +50% flanking to cavalry units in the command radius.
Their unique infrastructure is the Ortoo, which gives a base +5 gold and restores the movement of units that move on to the tile.
Mongolian civics:
Ulus – unlocks the Ortoo, the Gerege tradition, and at mastery gives +1 settlement limit and makes it so that captured settlements don’t cost 2x as much to convert to cities
Four Hounds – grants a free Noyan in the capital and gives +1 settlement limit, and at mastery unlocks the Baghatur tradition, gives +1 movement to cavalry, and gives another +1 settlement limit
Yassa – unlocks the Jarlig tradition, gives the Ortoo +4 gold in settlements not founded by you, and at mastery unlocks the Erdene Zuu and gives another +1 settlement limit
Mongolian traditions:
Gerege – gives +4 happiness in settlements not founded by you for each resource assigned to them
Baghatur - +5 CS on cavalry units
Jarlig – gives +25% production in cities not founded by you
Thoughts on the Mongols? Are they strong, weak, or just right? Anything you’d like to see changed? Do they have the best music in the game for the second time in a row (yes)? Have you ever gone for a cultural or scientific victory as them for fun? What do you think?