Round 7, revisited
As promised, I revisited round 7 where the army was whipped in 9 turns.
I didn't play the same way as I did a few days ago, simply because I couldn't remember every detail I did... and the RNG acted differently of course. I didn't try optimizing anything, just whipped about every 2~3 turns. There was also about 0 micro whatsoever so you may notice weird tiles assignments!
Anyway...
Fast-forward 16 turns, we're now ready to whip the army.
We start off with the F1 screens. Before and after.
The research is similar, albeit a little bit lower.
Now on to the cities... before and after again.
Clearly the whipping was pretty hard and the cities are less good now... but that's nothing that can't be fixed in 20~30 turns of re-growth. After growing is done, you can either go hammer economy or just cottage spam.
A sample of a whipping turn... 1060AD, 1 turn after starting Cavalry.
The following turn, we take a look at 2 low production cities.
When whipping an army, taking away: plains tiles and specialists doesn't really hurt you. Anything under 2-food is free to go. For farms/cottages.. it's up to personal preference. More farms will let you whip more while more cottages will let you tech more. On Deity I prefer to whip more to get more units out but on a lower difficulty you can get away with a lesser army (20 Cavalry is often more than enough on Immortal whereas ~30 is often needed to start on Deity).
And, being a bit more free with the whip this turn.... we end up with 28 Cavalry on t175.
I have included the save from where Cavalry production starts if anyone cares to try their hand at the whip fest.