Khamag Mongol

Khamag Mongol have the Power of the Horde.
Formerly one among many obscure nomadic tribes far to the north of civilized Asia known to the Chinese as the Shiwei, the Mongols in recent centuries have usually been the subsidiary of this or that greater power dwelling further south, be it the Gökturk, the Üyghurs, or the latest newcomers to the Central Asian Great Game - the Khitans of Liao and their supplanters, the Jurchens, who have not just managed to unite or subdue the many different tribes of northern Asia, but have even come to overrun the northern half of China - by far the world's greatest nation - and founded themselves the kingdom of Dajin, "Great Jin". Such is the power of Dajin that the Jurchens hold sway from the treacherous icelands of the north, all the way to the shores of China's Yangtze and east toward the mountains of Goryeo.
Yesügei, a kinsman and supporter of Toghrul, the khan of Khamag Mongol, the Mongol Confederacy, is painfully aware of all of this black history. Not only must the Mongols still contend with one another and with outsiders for basic survival, they do this too to keep the attentions of greedy khans and the malevolence of the Jin and the Khitans - now refounded as Qara Khitai following their defeat by the former - off their backs. And when this or that tribe or household is bled dry of the things they need by the powerful - their menfolk and their horses and livestock - they in turn are forced to launch more raids against their kin - each one more audacious than the last - to enslave and rustle and loot more (or die trying).
This life of continuous herding, and raiding and rustling, has made the Mongols and their neighbours, notably the Tatar and the Mergéd, hardy warriors, capable of being mustered at moment's notice, and also being hardy enough to live off the land wherever they go unlike other peoples in this world. Sure, there are no weaklings - something the Mongols and their enemies often take pride in - nevertheless for Yesügei this brings no comfort. Looking to the south, and back to his hearth where his wife Hoelun nurses his recently born son Temüjin with the aid of slaves, Yesügei's heart must be heavy, contemplating this extortion imposed upon his people by the so-called civilized south. It is like pouring molten fat upon a fire whenever the spiteful Khitans or the greedy Jurchens demand tribute and levies of men, beasts and horses from the Mongols and their neighbours for their endless wars - the deprivations imposed by the strong upon the weak only make this holocaust burn fiercer and wider.
For the Mongols there are only two prospects the future will hold: fear and brutality on one end, and extinction on the other. Tengri has indeed blessed Yesügei and Hoelun with many sons - Temüjin is now his third son, and his first with Hoelun. But who or what may guarantee that Yesügei can enjoy the security from having so many sons and that they will not be taken away from him either by the Jin or the Qara Khitai, either as a hostage, a slave or a conscript?
Is there an end to this cycle of continued feuding and attrition?
Is there a solution to the dilemma of weakening one's neighbours whilst strengthening the power of an even greater foe?
And, what will this cost the Mongols?
I suppose it is now up to you to find out.

Cultural bonuses
- Cavalry Tradition: Mounted units created 10% cheaper and 20% faster. Newly built Corrals spawn free ranged cavalry
- Chinese Client: Receive +1x (1/2 the number of nations in play) Food for each 1% of world controlled
- Nomadic Origins: Attrition to your units reduced by 50%. Free Logistics research at Foundry
Strengths
Strong cavalry tradition owing to cheaper production costs enables Khamag Mongol the ability to swarm opponents with overwhelming numbers, while free Logistics upgrades speed up the process and protect against Attrition. Very useful against defensive civs dependent on point defence buildings for leverage.
Weaknesses
Vulnerable early game: the best units of Khamag Mongol can't be obtained until some serious teching up is completed. Very predictable gameplay and totally useless on water maps: Khamag Mongol early on has good units to do a rush with, but no elite units that can reinforce one, or protect against being rushed.
Khamag Mongol is defined by its mastery of the steppe, emphasizing rapid mobilization, logistical self-sufficiency, and relentless expansion, but having very few good early game units often leaves Khamag Mongol at the mercies of more sophisticated enemies in the early game. Their primary strength lies in an exceptional cavalry tradition; by producing mounted units at a reduced cost and accelerated speed, the Mongols can field overwhelming numbers far more efficiently than anyone else. But while this offensive capability is bolstered by their free Logistics research at the Foundry and increased Food output as you expand your control over the game world, you have one glaring problem - Mongol units early on aren't the best. It is not wrong to say that the Mongols are heavily optimised for early- to mid-game momentum, but unlike the more sophisticated Qara Khitai or more expansive Polovetsians, Khamag Mongol is often faced with a long and difficult technological slog just to be able to raise anything beyond Bek Cavalry and Steppe Nomads where others may train Spear Sergeants and knightly cavalry early on. And with regard to water maps, the less said of Khamag Mongol, the better.
Thus, for a human player, success with the Khamag Mongol relies entirely on establishing and maintaining early-game pressure - and to some extent, diplomacy. Players should prioritise the mass construction of Corrals to leverage the free ranged cavalry spawns, creating a mobile army highly ideal for infiltration and raiding - if the enemy is too strong, you can just run away and live to fight another day - or attack elsewhere undefended. By effectively spamming low-cost cavalry to seize key choke points early, you can starve out neighboring factions and secure the necessary territorial control to solidify your power before your opponents have the chance to invest in late-game technologies that might mitigate your initial advantage, or if they have them, bring out their best units early on into the game to fend off yours.
Regardless, do not allow your forces or research queues to stay idle; the Mongol bonus structure requires you to be constantly raiding and expanding your borders to maximize your resource intake. In addition, while you have some of the best siege weapons along with Nansong, you have to perform your own research in order to obtain access to your best units, such as the Keshig Guard or the Mercenary Huoqiang ("fire lance").
Unique units and structures gallery

Baatur
Toughened medium cavalry unit capable of knocking out other light cavalry units, and swarming heavy cavalry.

Kharuul
Toughened medium cavalry unit, shared with Qara Khitai.
Trebuchet
A taller frame compared to lesser sized weapons such as Mangonels and Springalds is the main reason for the success of the Trebuchet, allowing it to shoot further than the former. So successful has this design been that it has all but replaced Mangonels for most major factions, whether powered by counterweight mechanisms or human traction.
Mercenary Huoqiang
Huoqiang or fire-spears" are a rudimentary form of incendiary weapon, first developed by the Chinese a century ago. These weapons are neither accurate nor easy to obtain, but they can easily be calibrated for use against buildings and siege weapons - as well as cavalry (except those employed by Chinese nations, of course). While Nansong and Dajin can train these units early on, the Mongol Ulus however must develop her own understanding of how these weapons can be used and maintained before she can even think of recruiting mercenaries who use them.
Leader names
- Khabul Khan
- Yesugei Baatur
- Genghis Khan
- Shigi Qutuqu
- Belgutei
- Vice-Khan Temüge
- Habutu Hasar
Settlement names
- Yeke A'uruq
- Chinqai-Balgasun
- Khanbalit
- Khoshoo Tsaidam
- Tana
- Sibir
- Bayan Tümen
- Karamay
- Bogd Uul
- Sognogor
- Burgaltai
- Eeven Gol
- Jargalant
- Ikh Tamir
- Usan Seer
- Daagandel
- Altay
- Ulan Ereg
- Selbe
- Khui Mandal
- Ogoomor
- Udleg
- Khuntsal
- Khui Mandal
- Terelj
- Khujirtbulan
Other chapters:
Wolf Among Lions [Steam | XBOX/EE | Gold]
Rise of the Barbarians [Steam | XBOX/EE | Gold]
Imperivm Invictvm [Steam | XBOX/EE | Gold]
Hammurabi: [Steam | XBOX/EE | Gold]
Other mods:
Rise of Kings: Chronicles [Steam | XBOX/EE | Gold]
New World Empires: Swords of the Prophets [Steam | XBOX/EE | Gold]
Warbirth: The Crucible [Steam | XBOX/EE | Gold]
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