At the end of the last we round we had come so far as the capturing of Istanbul and razing of Bursa and Edirne. The Ottoman empire was on its heels, and had one city left: Ankara. At the beginning of this round, my first short-term plan is (obviously) finishing off the Ottomans.
900 BC: Receive Classical Literature Quest, which I decide is infeasible given my current violent preoccupations.
Making the Jump Tip: I'm not sure if this is really "tip" material, but I know it's something I had to learn; not every quest is worth pursuing. I think it's perfectly legitimate to check
this thread by ori and decide, based on the possible outcomes, whether it's worth investing the resources to complete the quest. Most of the time, unless the quest requirements are already a part of my strategy, I just ignore them.
725 BC: Jewish Shrine is built by HC (making him an even juicier target after the Ottomans are done in).
650 BC: DoW on Ottomans.
575 BC: Realize that Monty has made me Worst Enemy for DoWing Sury. Receive a GG during Ankara fighting. Capture Ankara:
and decide to keep it:
485 BC: Monty demands Math, which I deny.
455 BC: Attach the GG to a CRIII, Combat I Dog Soldier. Give him promotions Cover (+50% vs Archers) and Leadership (Double XP).
Making the Jump Tip: Use your GGs wisely. Like other Great People, the Great General can be an extremely potent boon to your civ. In the early game, I think it's usually wise to attach a GG to a unit either as a medic (generally use any leftover Warrior who has gained Woodsman II from their scouting, or a current stack's medic unit esp. if it has already received Medic II) or a city raider (generally use your most advanced city-raiding unit).
380 BC: Monty converts to Hinduism, lowering his relations with me again.
260 BC: Found Mound City where Edime had been (I know, I know...)
In hindsight, this was actually not the optimal placement, as I should have moved North, at least for the horses.
140 BC: Confucianism founded by Incans (another shrine??)
65 BC: Convert to Hinduism (from Buddhism) to appease my neighbors (Augusts, Ragnar, and Monty are also Hindu; HC is Buddhist).
70 AD: Monty demands Construction. I want to get on with the Incan war without worrying about him, so I appease his demand.
145 AD: Event to spread Hinduism to 4 of my cities (great timing; the +1 happy face is definitely helpful with all the whipping that's going on).
310 AD: CoL researched.
355 AD: Monty DoWs me (so much for appeasement) and attacks with a fairly pitiful stack. The worst to come of it is that I can't start moving my own stack toward the Incan border quite yet.
565 AD: Apostolic Palace votes to end the war (thanks Augustus).
670 AD: Finally able to get my stack over to the Incans; DoW on HC.
700 AD: Machu Pichu is captured.
790 AD: Event to give all Dog Soldiers Shock
850 AD: Rome requests CoL, I accept. Augustus's power rating and close border both scare me right now.
860 AD: Cuzco (housing Buddhist & Jewish Shrine, plus Stonehenge) is captured.
870 AD: Sign a PT with HC for Metal Casting (very helpful since I was teching toward Machinery to start producing Macemen).
930 AD: Meet Khmer; Suly already has me for his worst enemy.
940 AD: Monty demands 80 gold. Again I accept in hopes of being able to focus on the Incans.
970 AD: DoW on HC; Sury DoW on me. Since Sury has no chance of getting to me (Augustus is a wonderful cushion atm), I ignore his war and focus on the Incans.
1010 AD: Destroy Tiwanaku
and PT for the final time with HC, this time for Monotheism (I believe)
1070 AD: AP Vote brings peace with Sury and an extended ten turn peace with HC

1080 AD: Defensive Pact with Ragnar.
1100 AD: Great Prophet born in Cuzco; settle him in Poverty Point.
1120 AD: DoW HC (At some point, I attached a GG to one of the swordsman and brought him up to CRIII, Combat II, Shock, and Leadership. No screens since these battles were all cake-walks and no cities were captured.
1130 AD: Destroy Corihuayrachinca
1140 AD: Destroy Ollantaytambo
1160 AD: Destroy Huamanga & the rest of the Incan civilization. Completed research on Guilds and begin HBR
1170 AD: Islam founded in distant land
Okay, here are some screens of my current empire:
Former Ottoman Lands:
Former Incan Lands (note all of the Calendar resources

):
Original Capital-area:
Here's Domestic Advisor and current tech-tree:
A bit of analysis for this round:
This was a pretty significant round. I finished off two civilizations, and have continued to ramp-up my military technology (at this point, I can produce Macemen, cats, war elephants, and knights [except for the lack of horses

]). The war with the Incans was the first one fought with siege weapons, and made the victory come quite easily.
Making the Jump Tip: Siege weapons are your friends! Use cats not only to bombard-away city defenses, but give them CR promotions and send them in as a first wave against the city's defenders. I tend to think of cats as almost completely expendable, so I have no problem killing five of them off to soften up the defense for my melee units. This has a couple of positive consequences:
- Since my melee units fight with much better odds, they stay around a lot longer and start raking in the XP.
- Micro-management is reduced, since my cities can usually focus on simply replenishing siege weapons, rather than varying military units. Plus, catapults tend to be cheaper than most military units of their era.
Current situation and looking ahead:
At this point in the game, new buildings are becoming available which can really boost commerce, health, and happiness (e.g., temples, monasteries, libraries, aqueduct, etc.), and I could choose to sit still for a bit while I build up my infrastructure.
However, Ragnar is far ahead of me in tech, and a pause now will make a war with him far less appetizing. My other neighbor, Augustus, has about twice my strength in the power indicator (Ragnar and I are about even) so war with him is pretty much out of the question atm. Furthermore, Ragnar controls the powerful Hindu holy city, and since that religion is so widespread, it's definitely worth going for.
Thus, my strategy ahead seems clear:
- Buy upgrades for all of my Dog Soldiers and Swordsmen. Macemen are currently en vogue, and should provide me with enough power to take out Ragnar without drawing the war out forever.
- Keep whipping out the siege. Ragnar has gundpowder, so I'm going to need a lot of softening-up to take out musketman-fortified cities.
- Get horses! Knights are essential to a war effort in the renaissance era. Although their promotions aren't as instantly-powerful as melee units, their added strength and movement bonuses are a great boon. The ability to capture workers, pillage, and take out non-pike units is very nice.
- Buddy up to Augustus. I still need his cushion at this point, and taking him on doesn't seem like a viable option for the foreseeable future. Additionally, I don't want the impending "You declared war on my friend" diplo hit to raise tensions.