Mongolian (Civ6)

The Mongolian people (or Mongols) represent a civilization in Civilization VI: Rise and Fall. They are led by Genghis Khan, under whom their default colors are dark red and orange; and (with New Frontier Pass) by Kublai Khan, under whom their default colors are reversed.
The Mongols' civilization ability is Örtöö, which causes their s to instantly create s in the destination city, as well as an extra level of Diplomatic Visibility for having a in another civilization's city and an additional +3 Combat Strength for each level of Diplomatic Visibility they have on an opponent. Their unique unit is the Keshig, and their unique building is the Ordu (which replaces the Stable).
== Strategy ==
Starting bias: Tier 2 towards 
Mongolia is fairly simple and one-dimensional. Focus completely on domination. There is little need for districts other than an Encampment early in the game. Focus on building 1-2 Encampments, set up s to your first targets, and start building Ordu and Horsemen as soon as possible. You will get plenty of the other stuff from your conquests later!
=== Örtöö ===
==== Extra Combat Strength for every level of Diplomatic Visibility difference ====
 Diplomatic Visibility is an obscure mechanic that most players don't care about, since in most situations, it doesn't matter too much, and there are quite a limited number of ways you can interact with it. However, when playing as Mongolia, Diplomatic Visibility should always be at the forefront of your mind, since this bonus is so powerful that it can single-handedly decide the outcome of the war in the right situation.
In short, Diplomatic Visibility is how much information you have on a civilization. There are five levels of Diplomatic Visibility: None (0), Limited (1), Open (2), Secret (3) and Top Secret (4). If there is a difference in Diplomatic Visibility levels between 2 civilizations (A has more intel on B than B has on A), that will result in 3 extra Combat Strength per level of difference when units of these civilizations fight. For example, the maximum Combat Strength can be gained from Diplomatic Visibility of any 2 normal civilizations is 12, when A has Top Secret intel on B but B has nothing on A, resulting in a difference of 4. For Mongolia, any more Diplomatic Visibility they have on their opponent will result in 6 Combat Strength, not 3, meaning in an ideal situation, this bonus can grant 24 Combat Strength to all Mongolian units when fighting a certain civilization, the largest Combat Strength bonus in the game by a long shot.
However, to be able to reach 24 in any given game is extremely rare, if it happens in a game, it must be against civilizations who lost a lot of cities early on and is currently lagged behind in technologies and civics severely (in which case, you don't need 24 extra Combat Strength to put them out of their misery). While there are quite a few ways to improve your Diplomatic Visibility on a civilization, only a selected few can be applied in war:
* Having a in that civilization (a normally does not provide Diplomatic Visibility, but thanks to this ability, it now does)
* Researching Printing
* Sending a Spy on a Listening Post mission to increase Diplomatic Visibility by 1 (a Secret Agent (twice-promoted) or above will increase Diplomatic Visibility by 2)
* Activate Great Merchant Mary Katherine Goddard
Other methods of increasing Diplomatic Visibility, such as delegates, embassies, friendship, alliance, s, do not work during a war, so keep that in mind when you check your level of Diplomatic Visibility before declaring war. As you can see, you have 4 ways to increase of your Diplomatic Visibility, but the maximum Diplomatic Visibility will always be capped at 4, any extra level of Diplomatic Visibility will not be taken into account. For example, if you have all 4 methods active in a civilization, and the Spy you are using is a Master Spy, the level of Diplomatic Visibility you have on that civilization is still 4, not 5. That also means that any level of Diplomatic Visibility the opponent has on you will weaken the Combat Strength bonus. The moment your opponent unlocks Printing, the maximum possible Combat Strength now drops to 18. If you play against Catherine de Medici (Black Queen) and she has unlocked Printing, the maximum Combat Strength is now 12, etc.
Since there are multiple ways your opponent can counteract this ability by increasing their Diplomatic Visibility and there is nothing you can do about it since Diplomatic Visibility doesn't go higher than Top Secret, striking immediately when you have an advantage in Diplomatic Visibility is crucial as Mongolia. At the beginning of the game, right before declaring war, remember to send a to your opponent, as your will be instantly created and give you the first level of Diplomatic Visibility, and this is pretty much everything you can do. If you check the Diplomatic Visibility screen now, it will show that you have a level 2 Diplomatic Visibility over you opponent (Open). Don't be fooled by this, however, since all s between 2 nations will be terminated, meaning the only possible way to raise Diplomatic Visibility during early wars is through your special . For that reason, don't bother sending delegates, as well as don't be afraid to take in delegates, after all, why refuse a free 25 Gold, you know delegates, and later, embassies will be ejected after war declaration anyway.
Feudalism is likely to be your next civic tree target after researching Political Philosophy (for the Stirrups Eureka), and then Divine Right. Since Mongolia has no religious tendency and most likely doesn't found a religion, researching Theology and Divine Right will cost quite a bit of time, but Chivalry is a crucial policy card for Mongolia. It should go without saying that you should get your Government Plaza up as soon as possible and build the Warlord's Throne. For your level 2 Government Plaza building, always go for Intelligence Agency. This building will give you your first Spy, giving you another option to increase Diplomatic Visibility, without having to go all the way to Diplomatic Service.
On the tech tree, after Stirrups, go for Printing. There are no civilizations having uniques unlocked with Printing, and nobody cares about Diplomatic Visibility besides Mongolia, and to a lesser extent, Catherine de Medici, so rarely does anyone want to beeline this tech unless they are shooting for the Forbidden City, a really powerful wonder. Try to take advantage of the time gap from when you get Printing and your opponent has not. The good thing about this is Diplomatic Visibility is such an elusive mechanic that no one even thinks about this to counter you; if they are not aiming for Forbidden City, they will neglect this tech for quite a while.
Beyond Encampments, Commercial Hubs and Entertainment Complexes are important districts for Mongolia. Commercial Hubs will give you more s, thus making Örtöö easier to activate and will help with paying for your massive horde (though this is unnecessary if you become Suzerain of Carthage/Ngazargamu). Entertainment Complexes will help provide your sprawling empire with Amenities and assist with Loyalty. As far as wonders go, the Colosseum is the most important. The rest you can pretty much ignore, although the era score from a wonder can be very helpful in achieving your next Golden Age, and thus, maintaining loyalty throughout your empire.
==== Other uses of Trading Posts ====
Mongolian s are mostly used for their Diplomatic Visibility, but not always. The fact that Mongolian s instantly establish a at the destination opens up possibilities that are not feasible otherwise. Normally, each grants 1 extra to s that pass through, and refreshes the distance of s, allowing them to reach cities farther away. The fact that Mongolia can have a immediately when the starts without having to wait allows their other s sent in that direction to reach much further and grant even more , and of course, helps you establish a in civilizations across the map. This ability is somewhat reminiscent of the Roman ability, where all cities founded or conquered by Rome will instantly have a to boost s sent through them. 
=== Mongol Horde (Genghis Khan) ===
Horsemen will be the backbone of your military. The Horseman unit is very powerful on its own, and the bonuses that Genghis Khan gets to cavalry units make them nearly unstoppable. Later, once you research Stirrups, you will gain access to your unique unit, the Keshig. Keshig in Civilization VI are not nearly as impressive as their counterparts in Civilization V, but they are still strong and are very helpful for transporting your non-combat units (like Great Generals and Battering Rams) across the map. Otherwise it would be difficult for these units to keep up with your horde of Horsemen. 
World domination has become slightly more difficult with the Rise and Fall expansion. The further away from your homeland you get, the more you will feel the pressure from the Loyalty mechanic. Try to achieve a Golden Age during the Classical Era, when you will do a large amount of conquering. Getting a Golden Age in the Medieval Era should be relatively easy - remember that completely wiping out a rival civ is worth +5 Era Score. Once you've conquered a city, make sure to start a Monument for that +1 Loyalty bonus. Finally, remember to use policy cards that provide additional Loyalty to prevent your recent conquests from revolting.
Although generally one of the weaker Governors, Victor can be particularly helpful for Mongolia in the Loyalty department. Victor provides few relevant bonuses other than Loyalty and he only takes 3 turns (rather than the usual 5) to establish himself in a recently conquered city.
When obtaining other unique ranged cavalry units (e.g., Saka Horse Archers) either by capturing an opponent's unique unit or purchasing one in the Barbarian Clans game mode, they won't be buffed because the ability is coded to apply specifically to light cavalry, heavy cavalry, and Keshig.
=== Gerege (Kublai Khan) ===
Kublai Khan's abilities fit in oddly with those of Mongolia as a whole. An extra Economic policy slot is certainly a strong bonus, but synergizes less intuitively with the picture of Mongolia as a pure Domination civilization (as opposed to his alternate civilization, China, whose preferred victory types he supplements very well). Like with his grandfather, you will want to focus on using cavalry if you can (the Ordu makes sure of it). Sweep across the map in early eras, and conquer as much as you can. Later on, it will be time to take stock of your situation. If you feel like Domination is your best option, go for it! An extra Economic slot can support policies like Liberalism that become available around this time to help you keep Loyalty and productivity high. But if that seems like a lesser option, the way to go is Science Victory, since conquering reduces your sources of . The wide Mongolian empire can have impressive output, especially if your extra policy is a card that boosts it such as Natural Philosophy, and the Eurekas produced from your s will hurry you along.
=== Ordu ===
The Ordu is indispensable for helping Mongolia raise a strong and dominant cavalry force. All cavalry units, including the ranged cavalry Keshig, trained in a city with an Ordu receive extra XP and , allowing them to reach the front lines of the battlefield quickly and earn s that will make them deadlier with each skirmish.
=== Keshig ===
Although the Keshig is classified as a ranged cavalry unit, it uses the ranged units' promotion table. Depending on which promotions it's given, it can either be used as an anti-infantry weapon or a siege weapon, and its top-tier promotion will allow it to attack twice per turn. It also has Escort Mobility by default, so it's good at getting Great Generals, Battering Rams, and Siege Towers to the front lines of the battlefield in a hurry, especially when considering its can be further bolstered by the Ordu.
Be warned that anti-cavalry units will do extra damage to Keshig, so try to pick them off before they reach melee range or support your Keshig with melee units.
As the Keshig is a ranged cavalry unit, the -17 Ranged Strength penalty when attacking s and naval units still applies. It benefits from Genghis Khan's leader ability (+3 Combat Strength) only on defense, not on offense, and it can still capture enemy cavalry units.
=== Victory Types ===
Mongolia is almost completely focused on a Domination Victory. If, for some reason, a Domination Victory will be difficult to achieve (e.g. when playing on a Continents map), Mongolia can leverage their early conquests into a Cultural or Science Victory, as they should have a massive amount of territory and numerous cities by the end of the Medieval Era. As detailed above, this is easier with Kublai Khan, whereas Genghis Khan is more focused on pushing for Domination all the way to the end.
However, Mongolia has one very important and unorthodox edge towards a different victory type: Religious Victory, thanks to the Combat Strength bonus from Örtöö. The reason? It is much easier to attain high levels of Diplomatic Visibility in peacetime than in wartime, and the bonus also applies to theological combat. This allows Mongolian Apostles to achieve very high power, usually enough of an advantage to instantly defeat enemy Missionaries in home territory, and spread the good word with brute force. And if all else fails, be sure that you have selected the Crusade belief...as a backup, naturally.
=== Counter Strategy ===
Mongolia's entire toolkit, certainly under Genghis Khan, is so tightly focused that it's easy to anticipate what they're going to do - send as many cavalry units at you as possible. They'll even offer a warning of when they'll attack (or sacrifice 6 Combat Strength if they don't) - once they send a your way, that's the sign they're ready to attack. Anti-cavalry units will be your friend; they have the major disadvantage of being unable to keep up with the cavalry they're meant to counter, but that's not a problem if you're simply lining them up to defend your cities. If you can attack them before they send you a , even better - Greece are particularly good at this, thanks to the Hoplite.
Of course, that doesn't account for the extra Combat Strength they get from Diplomatic Visibility. If you see they're in the game but they're not going to hit you immediately, consider beelining Printing - if you get there before Mongolia attacks you, they lose a chunk of this advantage. Plus, you'll unlock Kilwa Kisiwani on the way and Forbidden City at Printing itself, and these are two of the most overpowered wonders in the game, so this is a justifiable beeline anyway.
== Civilopedia entry ==
== Cities ==
== Citizens ==
Males 	Females 	Modern males	Modern females
Arslan 	Atlani 	Arban 	Altansarnai
Batu 	Barghujin	Batbayar 	Chimeg
Erketu 	Chakha 	Chuluunbold 	Erdenechimeg
Jajiradai 	Chambui 	Erden 	Khulan
Khadan 	Ebegei 	Jochi 	Gerel
Mongge 	Jaliqai 	Monkhbat 	Narangerel
Nachin 	Maral 	Nergui 	Odtstseg
Sukehbaatar	Ogul 	Od 	Oyunchimeg
Tatatunga 	Sokhatai 	Sukh 	Sarnai
Udati 	Yesuntei 	Tomorbaatar 	Tsetseg
== Trivia ==
* When the Mongolians were first added to the game, their colors were chocolate brown and bright red. They were later changed to dark red and red in Gathering Storm, and then dark red and orange, the latter of which now applies to all rulesets.
* The Mongolian civilization's symbol is the flame from atop the Soyombo, a symbol that appears on the Mongolian flag.
* The Mongolian civilization ability is named after the Mongols' messaging route.
==Soundtrack==
== Gallery ==
File:Keshig in-game (Civ6).jpg|The Keshig, the Mongols' unique unit
File:Ordu in-game (Civ6).jpg|The Ordu, the Mongols' unique building
File:Mongolian capital.JPG|Mongolian capital in Medieval Era
== Videos ==
thumb|center|300px|First Look: Mongolia
== Related achievements ==
== See also ==
* Mongol(ian) in other games
== External links ==
* https://www.civilization.com/news/entries/civilization-vi-rise-and-fall-genghis-khan-leads-mongolia
ru:Монголия (Civ6)
Category:Mongol
Category:Civilization VI: Rise and Fall