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Rhye's of Civilization Expanded - Mongolian strategy - Rhye's Mods Wiki

Rhye's of Civilization Expanded - Mongolian strategy

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So you think you have what it takes to be Attila the Hun? Or maybe Genghis Khan? How about Kublai Khan? Let’s find out!

The Mongols have what looks to be the worst starting location in the game, besides that of the Inca... but appearances are deceptive! There are enough bonuses and resources to give you the military machine you need to conquer the world right from your backyard. But just in case, send your crafty little scout through the impassable (except for him and his ilk) Himalayas. He will easily be able to meet most of the important early civs in the Middle East, and may even make it all the way to Europe. Another advantage of your starting point is the lack of barbarians… because, after all, you ARE the barbarians.

Get three or four cities around the small lake you start next to, and be sure to do the usual minimalist improvement tricks (one worker, one temple, and one barracks per city). Meanwhile, tech to Mounted Combat and trade for Theocratic Monarchy because its Mangudai time! Were your workers building roads? They should have been! Right now, just get a simple network together (resources, city, and one to target civ China). Once you have achieved this minimum, pump out archers and Mangudai. War!

Meet your unique unit: Mr. Mangudai. He ignores the movement costs of mountains, deserts, and hills (China’s natural defenses). He moves three squares in a single turn. He blitzes. Even better, he does not cost a lot of money! Beware of his weak defense; he should not be left motionless near an enemy, because the risk of death is too great. Make sure that you always have a small complement of defenders for them to hide behind, or your conquests will evaporate like mist in a Chinese dawn.

Now you need a war. Once the network is complete, attack! Do not foolishly waste your men in an attack on the enemy capital! You play Go, not Tic-Tac-Toe! Let the enemy come to you. His troops will be wearied by crossing the Gobi; strike them then! Try and attack twice (or even three times!) with your Mangudai; you are doing this to get a leader, not to amuse yourself! Once you do have one, fill it with your best soldiers: Elite Mangudai. The advantage of being able to attack four times in a single turn with a 21 HP army should not be… “misunderestimated”. Now that you have a fist, smash your foe. China will fall if you keep up a steady stream of Mangudai... and archers. NEVER underestimate the importance of these steady defenders. The enemy will impale himself on their strength, wasting soldier after soldier in countless fruitless attacks. NOTE: A good policy is to wait for mainland China to be fully colonized. This allows you to feast on rice you did not sow!

Now you need to move your capital from the barren homeland. Build a new Palace in Beijing (the best way being to farm another leader off the Koreans) and administer your domain from it. You have gained the Mandate of Heaven!

Korea will fall with barely a push. You may even be able to wipe them out of the game entirely in a single putsch. Japan will be your only real threat. The Samurai is a deadly foe, more than capable of trashing even your hardened soldiers when he is defending his homeland. There is no real reason to invade this tiny, poor island, as even your best mounted troops will be at a disadvantage (5A Keshik vs. 4D Samurai, and 3A Samurai vs. 2D Keshik… and they get a +1 bonus to hp), and it will provide nothing of value.

Instead, look to the west. The Europeans will have already begun filling Siberia with tiny colonies. Obliterate them, and move toward their centers of power. Or, alternatively, move south against the Indians and the Middle Eastern countries, many of whom will be just as ripe for the picking. With the powerhouse of China pumping out workers, wonders, and Keshiks, an invasion of any power in Eurasia is possible and probable. The world is yours; bring peace from horizon to horizon.

Author: Aeon221