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  1. #1
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Mongols vs the world redux

    Wrath of the Khan 2 is coming in June. I'm going to play the Mongols.

    At this stage I'm thinking it will be in SS6.4 and we'll roll the game forward on autopilot to the Mongol invasion then allocate the other factions by lot. It's all up for discussion though.

    In the first WotK game we set custom victory conditions and I think we'll do that again.

    EDIT: here's the link to the game thread for Wrath of the Khan. In the first post is a summary of the game with links to the diplomacy and story threads, for your reading pleasure! There is also the Anti-Mongol League group which I believe is open for anyone to view. That's where the non-Mongol factions plotted and schemed their defence.
    Last edited by phonicsmonkey; 05-13-2011 at 03:01.
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  2. #2
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Mongols vs the world redux

    Nice!

    First, on SS 6.4 you have Early and Late campaigns. Early starts at 1100, late starts at 1250 (i think). 1 turn = 1 year. So skipping an early campaign until the time the Mongols arrive will greatly benefit the powerful factions early game. The ERE in particular is so friggin powerful that in 200 years it will probably have 1/3 of the map.

    If we play with Real Recruitment on the game will be much harder for those who don't get free units (read: non-mongols). With RR on and manually led battles nations like France and HRE will have the best chance of winnig due to their awesome cav. Especially France, those Lancers are absurdly powerful. Though with RR English Longbowmen no longer have AP they do get huge recruitment pools so depending on how the AI plays England this nation can be huge vs. the mongols.

    You also have three kinds of AI - a pathetic one, a medium one and a completely berzerk one. If you select the agressive AI the timeskip will mean there is a higher chance some nation disappears and another one grows huge. Not to mention that the AI has huge money scripts so it can basically never get bankrupt.

    Anyway I'm game for WOTK2!

    BTW have you considered including the Timurids? They do arrive shortly after the Mongols.
    Last edited by Myth; 05-13-2011 at 09:40.
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  3. #3
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Mongols vs the world redux

    Yeah everything you say is true. I was thinking I might skip I ahead a few times and let people pick the best one.
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  4. #4
    Member Member slysnake's Avatar
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    Default Re: Mongols vs the world redux

    Sounds good to me, count me in! :D

  5. #5
    Mmmm, Antares is tasty! Senior Member Alien Attack Champion Nightbringer's Avatar
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    Default Re: Mongols vs the world redux

    Count me in as well!
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  6. #6
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Mongols vs the world redux

    I'm so hoping I get England in the draw, foot archer spam has been reported to work against the Mongols in lead battles.

    Or maybe Venice, they are very powerful lategame and have very spammable x-bow troops.
    Last edited by Myth; 05-16-2011 at 14:35.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
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  7. #7
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Mongols vs the world redux

    Phonicsmonkey, it seems that in one of the recent versions of SS the Mongols were beefed up by a great margin. IN ss 6.4 they get around 50 (!) stacks. I suggest you fast-forward M2TW vanilla, KGCM and SS 6.4 to compare the relative strength of the Mongols in all three. I don't mind playing against beefed up Mongols mind you, but the victory conditions for them might have to be reworked.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

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