COTM 10 Pre-Game Discussion

ainwood

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COTM 10: Mongols

Civilization: Mongols.
Opponents: 7.
World Size: Standard, 3 billions
Characteristics: Continents, 60% ocean.
Climate: Cool, Arid.
Barbarians: Raging.
Difficulty: Monarch.
 

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Looks like an easy 4-turn settler factory :D
 
The river seems to go downstream to the west, so I guess that's the best place to find a wheat or a cow. So I'd start with settler west, and if that doesn't result in anything interesting, I'd send the worker east to check out the forest and the other non-hill tile(s) there. If still nothing interesting : settler south.
 
Yeah, could we please have level and minimap??
young world = lots of mountains = keshiks wil benefit here.
 
Mongols are Exp, Mil. Cheap barracks & a scout at the beginning. Also potentially more Miltary GL.

EDit:Keshik are a knight with trait of treating all terrain as grasslands? They only need iron and have only 2 defense. Still have 4 attack & 2 movement.
 
Reminder to those planning first moves: Mongols are expanionist, so you get a scout. Though the first move is only going to be a single tile, after that you'll get to travel 2 per turn.

I'm guessing this COTM won't feature the Ordu Archer, Korchin Horse Archer, Turghaut Cavalry & Bagatur Hordes we saw last time the Mongols were featured.

The good news about the UU is that these mountains won't bother him and you don't need iron to build it. Aside from that it stinks. A cheaper knight with less defense.

Without seeing the mini-map or knowing the level (I hoping it's monarch or below from the starting location), opening moves aren't really decide upon.

One more little tidbit about the Mongols, they start with two of the cheapest opening techs so you'll be in 2 for 1 trades (if at all) for a while.

For those who don't peruse the HOF very often, the Mongols are one of the least used tribes, which kind of highlights the weakness of the tribe unless a tailored situation appears.
 
The opposite is true.
Keshiks are 10gold cheaper, but they have only 2 defense value vs. 3 knights have
 
denyd said:
Reminder to those planning first moves: Mongols are expanionist, so you get a scout. Though the first move is only going to be a single tile, after that you'll get to travel 2 per turn.

I'm guessing you mean if the first scout move is to a hill right? If the scout goes N first it could move 2 spaces. I personally think Scout N and then E or W will be a good opening move.
 
Sorry - I stared at the post for a few minutes, trying to make sure I'd got all the info posted - difficulty is Monarch.

Sorry about the lack of minimap - I've lost FTP access for a few days (which is why this thread is a day or two late as well :blush: ).

Anyway, I've attached the Minimap here:
 

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I hope this isn't another trail of breadcrumbs start. If you really want to make life tricky why not make us all settle in the start position. I quite like that as a predator handicap.

The special units we had last time as the Mongols looked great (especially the settler) , but I was seriously fed up with reading "bombardment failed" hundreds of times, and wouldn't welcome their return.
 
Well the mini-map cancelled any thoughts of scout N (unless you favor a snow-blinded scout).

Opening moves are probably Scout W, Worker SE, then if nothing else pops up, Settler SW. I might settle on the hill to the SW if those are plains. My worker could irrigate them for quite a shield strong location. Of course a food bonus (wheat or sugar) would be nice.

Since GOTM40 is complete and this is at Monarch I'll probably be playing.
 
It looks like some flat ground to the SW and maybe out to the E. I think Wo-W & Sc-SE or E to start and then see if there is a good starting location (1SW?).

It will be a late start for me, we're going to Hokkaido for some skiing.
 
ainwood said:
COTM 10: Mongols

I did not know there are mountains in Mongolia ;)

IMHO the most reasonable first move is scout N . Other than that scout will loose his speed. Then maybe W or NW
 
I Just hope we are not a lost island. with a scout move of north then west you can see acrost the river. On the other hand just move him west should be as good or better. I will do scout west and worker south unless a fog gazer sees something I can't see.
 
Note that the climate is cool. There is probably much tundra up north. My settler is definitely going south.
 
solenoozerec said:
I did not know there are mountains in Mongolia ;)

IMHO the most reasonable first move is scout N . Other than that scout will loose his speed. Then maybe W or NW

Eastern part of Mongolia is quite mountainous (largest part of Altay is in Mongolia, not in Russia). Only central and southern parts are flat.
 
It is hard to me to even offer any suggestions. This start is incrediblely sadistic.

To have a chance better food must be found. The only thing for sure is exploring north will be a total waste.
 
denyd said:
The good news about the UU is that these mountains won't bother him and you don't need iron to build it. Aside from that it stinks. A cheaper knight with less defense.

For those who don't peruse the HOF very often, the Mongols are one of the least used tribes, which kind of highlights the weakness of the tribe unless a tailored situation appears.
I think the keshik is one of the most maligned units. 3 billion year old world = lots of mountains which play to its strengths of treating mountains as grassland. 3 billion years is no good for HOF fast finishes or high score milked games, so it is not surprising the Mongols don't feature much.

My Keshiks won't be defending much, and when they do it will be from the mountain ranges that they cruise along. If they are not defending, then the (2) defense strength is not an issue. On the other hand, for the same resources, you get 16% more attack 4, move two units. Sounds good to me!

Oh yeah, it is about time I did another GOTM/COTM.
 
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