Civilization VI: Rise and Fall - Let's Play as Mongolia #5 (Deity)

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Civilization VI
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Let's Play
Duration: 37:53
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Today we’re going to start a new let’s play as Mongolia in the Rise and fall expansion.

I’m choosing mongolia because frankly they seem to be the most powerful warmonger in the expansion. Some may argue that Shaka of the Zulu is more powerful with his early corps and armies. While those are very very powerful, Shaka’s strengths start in the medieval age and he really gets going in the Renaissance making him a early mid game warmonger.

Mongolia on the other hand is strong almost right out of the gate. They are all about stacking bonuses and they can take full advantage of their unique abilities with the foreign trade civic and the wheel tech (for heavy chariots). So Mongolia starts out strong in the Ancient Era and while his strengths peak at in the medieval era when the Keshig becomes available, he continues to benefit from his unique abilities and unique improvement right up until the information age with + 3 modern armor and helicopters.

Mongolia is made even stronger by using “offensive Trade routes”. Think of your traders as spys. When they establish a trading post you will usually have higher diplomatic visibility over your potential rival. In rise and fall this normally gives you + 3 combat strength in a fight with their units. Mongolia doubles that to + 6 combat straight. This more than counters the Deity handicap (+4 combat strength to AI players against you) and with mongol horde if you are using cavalry you will get a maximum of + 9 combat strength bonus against your opponents, this will almost cover the gap of an era (horsemen will hold their own against knights). But be careful with your trade post placement. If you put a tradepost in the first city you plan to conquer then you will lose that tradepost when you take the city and with it your combat strength advantage.

Mongolia’s Unique Abilities, Unit and Building

Mongolia’s unique ability:
Ortoo - Mongolia’s trade routes instantly create trading posts. Mongolia gets an extra level of diplomatic visibility than normal for having a trade post. Double the usual combat bonus for having higher diplomatic visibility over your opponent (normally +3 combat strength, + 6 with mongolia).

Genghis Khan’s Unique Ability:
Mongol Horde - All cavalry class units receive + 3 combat strength (both light and heavy cavalry benefit from this).

Mongolia’s Unique Unit:
Keshig - Medieval cavalry archer unit unlocked with Stirips tech. 4 base movement, 30 combat strength, 40 ranged combat strength, 2 range and 3 gold per turn maintenance. Units escorted by the Keshig (such as settlers or battering rams) move at the Keshig’s higher movement speed. Mechanically speaking this unit is a mounted crossbow, however it benefits from mongol horde so it will always have + 3 combat strength.

Mongolia’s Unique Building:
Ordo - Stable Replacement, in addition to the normal 25% bonus experience this building also provides + 1 movement to every light or heavy cavalry unit built in this city. (apart from that identical to the normal stable)

Playlist for the entire series:
http://bit.ly/2ENHkRj

Mods Used: CQUI (Weekly)
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Tags:
Civilization VI
Civ 6
Let's Play
Turn Based Strategy
Deity Difficulty
Mongolia
Rise and Fall
Civilization VI: Rise and Fall
Khan



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