Round 0: The Arid Steppe (4000 B.C.)
Round 1: The Long Rush (4000 B.C. - 1050 B.C.)
Round 2: Staking Our Claim (1050 B.C. - 750 B.C.)
Round 3: Crash and Rebirth (750 B.C. B.C. - 220 A.D.)
Round 4: The Divine Wind (220 A.D. - 565 A.D.)
Round 5: The Battle of... Sparta!? (565 A.D. - 1010 A.D.)
Round 6: Island Hopping (1010 A.D. - 1150 A.D.)
Round 7: What is it good for? (1150 A.D. - 1420 A.D.)
Round 8: More Than We Could Chew (1420 A.D. - 1585 A.D.)
Round 9: Back in the Saddle (1585 A.D. - 1660 A.D.)
Round 10: Minions! (1660 A.D. - 1740 A.D.)
Round 11: Taking out the Eurotrash (1740 A.D. - 1780 A.D.)
Round 12: The Grand Finale (1780 A.D. - 1812 A.D.)
And we're back! The King of the World series takes place exclusively on the Earth maps. In this, the ninth installment, we return to the 18 Civ map to wrestle with the challenges presented to everyone's favorite blood-drinking warlord, Genghis Khan:
I'm a little worried about playing as Mongolia on Emperor, but, hey, if we crash and burn that should be fun, too, right?
Anyway, old Temujin is Aggressive and Imperialistic, two of the arguably weaker traits on the board. If our goal is unchecked total warfare, though (and it is), we should get at least some use out of them.
It's too bad that Aggressive doesn't really do anything for mounted troops, because Mongolia's Unique Unit (the Keshik, a Horse Archer that ignores terrain) and Unique Building (the Ger, a 4 XP Stable) are both designed to make old Genghis the Master of the Golden Horde.
It's just too bad that his starting terrain isn't so accomodating:
Three desert, two desert hills and two peaks in the BFC, along with three unlighthousable lake tiles. And the remaining tiles are almost all plains! Ack! My inclination is to go 1E or 1 NE to snag that second sheep. NE would be the better long-term solution, but it would sacrifice a turn as the Settler trudged up that imposing hill. And time is of the essence when you're dealing with Keshiks.
So once we settle on a homeland, what should our master plan be? Beelining the UU seems kind of dangerous with our limited ability to generate commerce, especially considering what a bear of a tech Horseback Riding is to research. But, then, what alternatives do we really have? And what should our build order be? Is it worth founding a second city before building up to take Beijing? I mean, the Settler bonus is half the power of Imperialistic.
I just don't see how we're going to be able to "get the jump" on China with its difficulty bonuses and better starting position. But, then, if we don't, we're doomed to the Siberian hell that Genghis Khan usually ends up in on this map. Maybe a bizarre loop to take Persia and India...
In terms of Victory Conditions, I dunno. Domination and Conquest always get enthusiastic responses. Maybe, since Genghis Khan is always painted as a disagreeable bum, a genuine UN Diplomatic victory might be fun?
Anyway, I'll let those questions percolate among the audience for a bit. Meanwhile, here's a look at the changes I made to the map:
Isabella was punted to the coast, as was Huayna. I also tamped down a peak to give him access to South America. This time it's a little closer than it was in the Saladin game. I also turned the peak separating Monty from Brazil with water. Making North and South America separate landmasses might help the computer work around the "same continent" bug. I dunno, we'll see.
NOTE: KotW #9 Saves have been taken down to make space. If you want one, please PM me. Thanks.
Here's the save with the changes made, for anyone interested in playing a shadow:
Round 1: The Long Rush (4000 B.C. - 1050 B.C.)
Round 2: Staking Our Claim (1050 B.C. - 750 B.C.)
Round 3: Crash and Rebirth (750 B.C. B.C. - 220 A.D.)
Round 4: The Divine Wind (220 A.D. - 565 A.D.)
Round 5: The Battle of... Sparta!? (565 A.D. - 1010 A.D.)
Round 6: Island Hopping (1010 A.D. - 1150 A.D.)
Round 7: What is it good for? (1150 A.D. - 1420 A.D.)
Round 8: More Than We Could Chew (1420 A.D. - 1585 A.D.)
Round 9: Back in the Saddle (1585 A.D. - 1660 A.D.)
Round 10: Minions! (1660 A.D. - 1740 A.D.)
Round 11: Taking out the Eurotrash (1740 A.D. - 1780 A.D.)
Round 12: The Grand Finale (1780 A.D. - 1812 A.D.)
And we're back! The King of the World series takes place exclusively on the Earth maps. In this, the ninth installment, we return to the 18 Civ map to wrestle with the challenges presented to everyone's favorite blood-drinking warlord, Genghis Khan:
I'm a little worried about playing as Mongolia on Emperor, but, hey, if we crash and burn that should be fun, too, right?
Anyway, old Temujin is Aggressive and Imperialistic, two of the arguably weaker traits on the board. If our goal is unchecked total warfare, though (and it is), we should get at least some use out of them.
It's too bad that Aggressive doesn't really do anything for mounted troops, because Mongolia's Unique Unit (the Keshik, a Horse Archer that ignores terrain) and Unique Building (the Ger, a 4 XP Stable) are both designed to make old Genghis the Master of the Golden Horde.
It's just too bad that his starting terrain isn't so accomodating:
Three desert, two desert hills and two peaks in the BFC, along with three unlighthousable lake tiles. And the remaining tiles are almost all plains! Ack! My inclination is to go 1E or 1 NE to snag that second sheep. NE would be the better long-term solution, but it would sacrifice a turn as the Settler trudged up that imposing hill. And time is of the essence when you're dealing with Keshiks.
So once we settle on a homeland, what should our master plan be? Beelining the UU seems kind of dangerous with our limited ability to generate commerce, especially considering what a bear of a tech Horseback Riding is to research. But, then, what alternatives do we really have? And what should our build order be? Is it worth founding a second city before building up to take Beijing? I mean, the Settler bonus is half the power of Imperialistic.
I just don't see how we're going to be able to "get the jump" on China with its difficulty bonuses and better starting position. But, then, if we don't, we're doomed to the Siberian hell that Genghis Khan usually ends up in on this map. Maybe a bizarre loop to take Persia and India...
In terms of Victory Conditions, I dunno. Domination and Conquest always get enthusiastic responses. Maybe, since Genghis Khan is always painted as a disagreeable bum, a genuine UN Diplomatic victory might be fun?
Anyway, I'll let those questions percolate among the audience for a bit. Meanwhile, here's a look at the changes I made to the map:
Isabella was punted to the coast, as was Huayna. I also tamped down a peak to give him access to South America. This time it's a little closer than it was in the Saladin game. I also turned the peak separating Monty from Brazil with water. Making North and South America separate landmasses might help the computer work around the "same continent" bug. I dunno, we'll see.
NOTE: KotW #9 Saves have been taken down to make space. If you want one, please PM me. Thanks.
Here's the save with the changes made, for anyone interested in playing a shadow: