First thoughts.
The Good: Not much need for beakers; so trade bonuses are only half as important. You can choose any unit or govt from the start.
For a pure early-conquer, beakers=not of paramount importance. However, on this map, for GOTM play, trade is overwhelmingly important. The key unit I use, is not available: the Veteran Stealth Fighter. A small number of these can control all threats, if one has subdued the AI with haste. SF=ideal democracy combat unit! Get it with freight. However, gold remains the primary mover -- the the map itself is the "built-in" commodity-eliminator(yeah!!) -- for this GOTM, and the VSF will arrive only after most AI are extinct.
GENERAL PLAN
A quick glance reveals that this map has a profoundly powerful trade potential, as well as early conquer strategy. All civs and all stacks of units can be located early in the game, irrigation squares or not (see methods posted the the sticky thread).
ICS: I think Peaster has the right idea, IMHO -- similar to what I did anyway. However, I used ICS spacing, roads,
very few RRs. To control happiness, military forces constructed in a Democracy and launched near-simultaneously in Fundamentalism. From the outset (after study and thinking, that is), I knew where my cities would be built since I could see the map -- including the sleaze cities (in my log I call them the x-cities, since they are ultimately destined for destruction in mid-game).
I considered building a Police Station, and using Republic (no unhappiness) during the voyage. However, there would be no post-size 3 cities yet -- and no infrastructure to boot. Plus, Republic limits the max slider to 80%. Ultimately, this set the conservative route of Fundamentalism, partly to avoid yet another mid-early game government switch, and partly to use gunboat diplomacy. Further, Fundy allows easy use of the gold factory with the tremendously powerful Fundamentalism small-city staged IPRB construction method amortized with precisely (well, nearly) timed completions, to maximize gold. This almost completely offsets the disadvantages of coming from sub-size 3 early game Democratic cities (note: this is a very unusual situation, which would not happen in a random map game).
The primary weapon of choice is the magnificent, overpowering Howitzer! The howies have no equal in this situation, and formed the military means to exert my will on the enemy. The plan was to make 4 task groups, to be sent out in certain timings based on mission. If shields were available (e.g., delay the launch, likely), an imbedded spy would make peace upon first contact, if necessary. Necessary means if unable to offload my howies, and blast offensive units. After peace, they would be expected to have 2 attacks apiece in a treaty-breaking surprise attack, thus annhilating the enemy.
AI & BARBARIANS
Since the Demographics said we began equally, then the AI would be in no position to begin a Wonder in very early turns. The AI would be no possible threat in first 2 years.
With the map revealed, barb threads would have warning... and being post-Mobile Warfare, no sea barbs. Empty undefended cities in early game, when the enemy is known to be a long way away is safe. Due to the pennusilar nature of the Human starting location, no barbarian threat can emerge with a ICS start, except from the very defensible East... in mid 2021 at the earliest.
However... a surprise was coming very early that would change things slightly. There was a lot of naval activity by the AI in the first few turns... destroyers, transports, and blasting. Really cool eye-candy! Fortunately, the transports seemed to be empty. The AI could
not have
built them, based on AI location and standard build times. But the human (at least me that is) started with no navy whatsoever. This set a consideration on task group composition: a spy would most assuredly accompany the howies, and sabotage/bribe any ship of threat en-route.
WONDERS
Wonder-wise, the plan was to avoid all wonders, and stay small, with 100% tax rate, until the main task groups are launched. No wonder is essential to conquer these civs, given the scenario and tech level.
Note: in practice, I decided to build the Pyramids along the way, which delayed TG 3 & 4 a few turns.
MILITARY
Task Group #1: Plan 3 howies, 1 spy. Travel East, expecting ~13 days from attack. Examine enemy units & locations with spy, look for new cities via diplomacy, then coastal direct assault on known city. After attack, load up and continue east to attack the next civilization ~7 days further. Heal enroute; build more if necessary.
Task Group #2: Plan 3 howies, 1 spy. Travel East, expecting ~9 days from attack. Examine enemy units & locations with spy, look for new cities via diplomacy, then coastal direct assault on known city. After attack, load up and continue east to attack the next civilization ~9 days further. Heal enroute; build more if necessary.
Task Group #3: Plan 3 howies, 1 spy, 1 engineer, 1 defense unit (MechInf). Travel East, expecting 9 days voyage and one day march from attack. Examine enemy units & locations with spy, look for new cities via diplomacy, then assault on spied city. Road & found nearby city, then sabotage, etc. if necessary, & make replacements as necessary.
Task Group #4: Plan 3 howies, 1 spy, 1 engineer, 1 defense unit (MechInf). Travel East, expecting 4 days voyage and 3 days march from attack. Examine enemy units & locations with spy, look for new cities via diplomacy, then assault on spied city. Road & found nearby city, then sabotage, etc. if necessary, & make replacements as necessary.
Note: In practice, TG#3 &4 had howies reduced by 1, based on ease of other TGs in annhilating the AI.
TRADE
After conquer, examine map state and gold reserve, and initiate trade with 2 Airported cities. The map itself is a massive trade engine. Pay attention to continents. Early on, attempt to max trade via demand of items like Gems and Copper to ignite the explosion. Micromanage raw arrows for max bonuses; watch the trade cap, and order the trade delivery so as to choreograph science requirement with trade beaker bonus. Keep science slider set to zero, and get one advance per turn. Do not forget the Scientist trigger man.
THE START
In the first Oedo turn (Turn 3), I declare revolution, and enter Democracy. To accelerate the start, sacrifice the Rifleman to get 20 shields, and produce an Engineer while Capital still size 1. Since the food box was almost full and you cannot disband your first and only city, population points were doubled for a mere 7 turns and 40 shields. After a single road segment, establish a new city with Whale, and a size 1 and a size 2 city now both make engineers. Since it is Emperor level, that is like having a temple already (compared to diety happiness control).
Conquer first, then expand. Remove enemy swiftly -- except the purple -- then switch back to Democracy, and build. Due to tech availability and map revelation, don't build big first, then wait fight a modern AI army. The AI is expected to build defensively at first, and possibly juicy late-game improvements -- either way, the AI will be building modern things with ancient shield output, and especially since its not diety, it will likely take eons before they are in shape to attack or build Wonders. If they do start wonder, it will likely be a modern one... again taking eons, and doing no real damage in terms of impeding Human conquering.
LOG NOTES:
1. All my sleeze (extra ICS) cities start with "x"; they will be killed later.
2. No rehoming of trade units.
3. No Recycling... but Environmentalism!?
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