I got lucky.
This is my first time playing (and posting) a GOTM. Playing Contender Level.
Kublai Khan & The Rise of The Cultured (but still Vulgar) Warrirors
Above all else, from the looks of the initial map itself and from the pre-game discussions, information seemed to be important and at a premium. No resources to settle with.
The opening map revealed 22 tiles.
First thoughts where how I could maximize my available info about where to found the city so I knew I needed to move the Scout first. I debated moving the Scout onto the hill for a look. I thought some more, and then hatched a riskier, bit I hoped, better (?!) plan.
The first move was to send the scout one tile due N, then NW one tile, and not onto the hill at all!
The goal was to see as many tiles as possible. I needed both moves revealing maximum tiles and to set the next scout moves to do likewise. Still, a combination effort was needed becase now in not getting on the hilltop, the tile on the W front of the hill is still unknown.
Solution: The settler is used as scout by moving toward the hill (which would take 2 turns), first W, to get another move (this turn) (!) and then one tile NW. With this elaborate plan the same effect as getting the scout on the hill (tile exposures) is acheived with the bonus of getting the scout a tile rank further N and a settler moving through visible path to a hilltop.
35 Tiles Revealed After Turn One !
At the very worst, if I settled this spot, there are two hills in the city radius for production, a decent view at the bend of the river and some corn to get working on!
On the 2nd scout turn (and before making a firm settler/city decision), I went NW one move and I saw STONE and the N Coast. It was within reach with the settler but I would have to give up the corn. I decided to keep it outside the Fatcross and was aimeing at the hill for the city. I then moved the Settler one move W (onto the corn ) and then the SCOUT one more move SW and the W desert was revealed. I still had not moved Settler a 2nd time (this turn). I had moved the setter once W (when I decided to settle the W hill) and revealed a batch more tiles and now I moved it directly N onto the hill, where it would settle next move.
Turn Two: 47 Tiles
Principle: Why take one move to get somewhere in a single turn when two moves could do the same thing and potentially accomplish more?
On the third turn I moved the Scout again before I decided to push the settle button and in so doing, got realy lucky because the next move to the NW revealed the Mountain, and not the edge of the continent (island?), and hinted perhap at a greater land mass beyond. At this point I decided absolutely to plop down on the western hill I was sitting on and then used the remaining Scout move to reconnoiter West some more.
Karakorum is Founded
The opening Ulaanbaatar gambit expanded the potential kingdom of 22 bleak tiles to an known 55 tiles. 33 more tiles in 3 turns, and all at the same time it took to drop down the first city. While the risk was also the potential negatives of wasting two or three moves (or worse, getting the settler chopped!), and instead of just hoping to get something good in the fatcross by settling in situ with the initial placement, I ended up somewhat rewarded (was on a plains hill--which is usually worth a move or two in Noble) and created a decent menu:
~ Corn (S)
~ Sheep (SW)
~ Stone in the N (workable)
~ Copper to the NW (workable)
~ Wine (Longterm) NW
No doubt luck was a part on the 3rd Scout turn when a move NW exposed the Mountain and the subsequent luring exploration a bit further found the exit from the (soon to be realized) pennisula. Until that point I was fearing I may have been on some type of Island because I could see water on three sides.
One of the initial reasons I preferred the west hill over its eastern counterpart (aside form resource allocations) was that with the second Culture Bump from being CREATIVE, Karakorum could build an effective border block on the subcontinent (at thhis early time it is impossible to know where hardly any other Civs are but I realized that the land mass held a potentially strategic bottleneck at that NW mountain location). The proper combination of luck and counting when I made the decision on move two, seemed to have worked at a bit at this point. I felt I had time to develop a few cities without someone sneaking in and outflanking my plans and plum city location with an efficient army and their second city placement.
Border Blockage Worker is building the road over a soon-to-be quarry while waiting for techs to chop those woods into a 2nd worker.
Beshbalik was founded 5 tiles directly east of Karakorum in the thin part of the woods where I had previously scouted some pigs and rice, and was finally able to chop a few cords of lumber.
I built Stonehenge in my capital city (thought about Pyramids --could have built them, but did not). Fully developed and linked the avalialble resources (horses) for Keshiks by building the third Mongol third city to the NE of Beshabalik on the coast where I found HORSES and Cows.
One problem was becoming evident from continually scounting/exploration: distances were vast. The prospect of no immediate bumrushing was both good and bad. I wasn't going to be able to do it but also wasn't going to get razed prematutely myself. Good thing too, because I was going to need the time to get those horses linked up.
Mongolia's 4th city was founded at the NW Bottleneck of the subcontinent, is coastal, and provides a staging area into the meat of the continent proper. The fifth city is a captured Barbarian city that had spawned S of Karakorum. I waited until it hit Pop2 and plucked it. It has sent many Beaver pelts upstream for Kublai Khan to trade.
Keshik Pipeline Under Construction
Starting pumping out Keshiks and Axemen. Iron was soon to be discovered inside the Karakorum FatCross (N of the E Hill in the plains) so a healthy mix of Swords was added to the mix. The Iron ended up being located in a spot that would not have fallen inside the city radius with the intitial settler point. The toughest part was travelling the distances (like the actual Hordes had to do, I guess) to meet the enemies. A lot of warm up with barbarians helped with some key promotions (plus barracks in all cities with the agressive trait).
Karakorum City Map
With several Keshik/Sword Brigades I was able to take out Germany in two stages. To my surpirse (and great luck, again) the Germans had constructed The Pryamids in Berlin!! I captured three of their six cities (razed the lessors) and have their previous capital set to be the major contributer and west coast anchor to the Burgeoning Mongol Empire in its next phase.
First stage of the German War was raid and pillage. Sneaking in to take workers, hitting their iron mines and other strategic miltary resources. Razing two small cities. Heavy Seige of the large cities. PILLAGE!! Send that money all the way back home to Karakorum to Boss Man kublai happy (its a long way). Then I tactically posed a nice tech bribe for peace.
Second stage was the all out beat down after weakening their civ, eyeing up their better cities and getting the needed catapults at the front lines. (Needed to wait a while for the catapults and lessen war wearniness anyway!)
Capturing the Pryamids was the major coup. Now I can jump Civics and grow those homeland cities. I had been stagnating on the home penninsula because of happiness issues. With the gold from Berlin and the civics change I should be able to keep up with China and Mansa? Keeping the supply lines between E and W fiefdoms proved tricky and taxing. A couple of succesful barb raids took out the Silk Highway/desert road and required garrison positioning to keep things open and free between the bifurcated Mongol Kingdom of the early AD era.
Recently, the Japanese have become more a nuisance from the North and I have had to start hammering away at them for several decades now, in between bouts with some barbarian cities that pop up in the jungle buffer zone between us.
Mansa Musa has been most generous in his trading but now I must keep a leary eye on him and will propbably need to do some sabre rattling soon....
China is becomming a Red Dragon...
England looms, but has been friendly so far.
Alexander has been accomodating with tech trades.
I switched to Taoism to keep China happy (at their urging) and I am hoping to play them against Mansa since I sit in between them. China also has a satellite city to the North of my German Vassal State, so I need be careful with them because their attack (or counter!) could come from multiple fronts.
Build order in Karakorum: /worker/barracks/worker/warrior/settler/granary/stonehenge
Techs: Agriculture>>Mining>>BW>>pottery>>Animal Husbandry>>Masonry>>Mysticism>>Archery
No amazing victory tales. Just a marginal (?) lead (score wise). Not finished yet at 500 AD. Not anywhere near finished....hehe
Especially helpful were some of the tips in the pregame discussion about how to use the Keshiks. I found them much more powerful and useful than I thought they would have been and they lasted a bit longer as well. I think shepherding them with axes/swords (and even some archers) makes them pretty tough with that movement factor they have. I pillaged a lot of enemy tiles and stole a bunch of workers more than a lot of battle action with them. Once I could upgrade to knights I had a lot that were very powerful (lots of promotions) and ran amok.
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Great game!! Thanks to those that designed/engineered/created it!!
I am really enjoying it and learning a lot. I really liked it being at a level I can play. Seems like it would be hard to win a quick victory (even with a lot of luck), so CONGRATS! on finding a nice balance. I know you have to keep a certain segment of people happy, but games like this one should have a little somethin-somethin for mostly everyone?
Thanks!
~drkodos
Edited 7x to correct mistakes, and story line, add to build order and add some screenchots.