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- Jan 24, 2003
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COTM106 Mongols - Pre-game discussion
Well, the Mongols are warlike after all - so all tribes will be quite prickly towards Ghengis in this game. My favourite story about the Mongols is to do with the Great Wall of China. China spent years and vast sums of money to construct this wonder through the deepest valleys and over the highest mountains. They sought to build an impregnable barrier against the marauding Mongols. However, when the Mongols came knocking, offering the Chinese guards a few coins and a skin full of alcohol, the guards flung the doors open and let them through. (It appears I can't spell "alcohol" in the official announcement page
)
The Mongols are militaristic and expansionistic and therefore start the game with the knowledge of Warrior Code and Pottery - and a scout of course. The Mongols unique unit is the Keshik which replaces the knight, but costs a mere 60 shields to build instead of 70. However the Keshik is weaker in defence than the knight. Keshiks can also cross hills and mountains as if they were grassland, with no movement penalty, and only require connected horses to build - No iron is required.
This game continues to use a modified form of the standard Conquests scenario, and although no bugs have been reported in some time, it is possible that play testing has not been exhaustive. Any in-game event or behaviour that a player feels is unintended should be reported to the GOTM staff immediately.
Below is a picture of your start location and game parameters.
Scope of the Game:
Civilization: Mongols
Difficulty: Regent
Map size: 80(X) X 80(Y) - Small
Map topology: Pangea
Rivals: 7 pre-selected very aggressive opponents
Barbarians: Raging
Victory conditions: All enabled
Your save will be available from <here> from 14th June.
Enjoy!

Well, the Mongols are warlike after all - so all tribes will be quite prickly towards Ghengis in this game. My favourite story about the Mongols is to do with the Great Wall of China. China spent years and vast sums of money to construct this wonder through the deepest valleys and over the highest mountains. They sought to build an impregnable barrier against the marauding Mongols. However, when the Mongols came knocking, offering the Chinese guards a few coins and a skin full of alcohol, the guards flung the doors open and let them through. (It appears I can't spell "alcohol" in the official announcement page

The Mongols are militaristic and expansionistic and therefore start the game with the knowledge of Warrior Code and Pottery - and a scout of course. The Mongols unique unit is the Keshik which replaces the knight, but costs a mere 60 shields to build instead of 70. However the Keshik is weaker in defence than the knight. Keshiks can also cross hills and mountains as if they were grassland, with no movement penalty, and only require connected horses to build - No iron is required.
This game continues to use a modified form of the standard Conquests scenario, and although no bugs have been reported in some time, it is possible that play testing has not been exhaustive. Any in-game event or behaviour that a player feels is unintended should be reported to the GOTM staff immediately.
Below is a picture of your start location and game parameters.
Scope of the Game:
Civilization: Mongols
Difficulty: Regent
Map size: 80(X) X 80(Y) - Small
Map topology: Pangea
Rivals: 7 pre-selected very aggressive opponents
Barbarians: Raging
Victory conditions: All enabled

Your save will be available from <here> from 14th June.
Enjoy!