I did not keep detail turn by turn log, but I did take notes of most inportant decisions.
After some deliberation I decided to go with agressive second town placement and early war strategy.
After some additional thinking I decided not to whipe any population and finish setles natyrally with a help of a chop.
My resoning was, Mongols just places there second town and a few turns would not make any difference.
Tech wize for war we needed:
Well (finishing in 1 turn), Pottery (for granary), fishing (for fis boat), Animal husbetry, Priesthood (For temple)+1 more happiness
So, I let barak finish naturally and setler to continue to build naturally and finish execly chop.
Setler run and settle bombey near copper on sugested spot.
From moment of settling Bombey our income become negative to -2GP.
From this moment I used follow trick:
Set sci rate to 0 for a few turns. This way I am getting max income and avoiding rounding errors.
At the same time even if you sci rate 0 you resieve 1 beaker/turn. Then tax rate switched back to 100%.
In save you will notice we have positive ballance of 22 gp, that where they come from.
I believe it is good idea to do early on when this 1-2 gp/turn rounding erros can have big inpact.
Late in game I do not bother with that, as one need to run all 3 slider and rounding errors become negligible.
Bombey set prodction to obelisk with idea to get some culture befor mongols to figth for mine.
Our worker start to farm Corn and after that did run to start to mine cooper.
When running worker I use follow trick to start to prepare the road between deli and bombey to build faster.
Worker run untill he use 2 movement point (Indian worker has 3 movement points) and then I give him command to build road and cancel this command stright away.
This way worker not only run to it destination, but still use this turns to build road.
At some point Bombey grow to size 2( he was working Floodplains) and or upkeep increased to -4gp/turn.
It seems because of rounding one more population in second town have this effect on upkeep.
There are no point to defelop Bombey, so I whiped it to finish Obelisk. Upkeep back to -2 gp.
And there I Stuff thinks a bit. I got distructed and switched it to barrack befor turn pass, putting whiped obelisk into stack.
I hope that would not effect as mach. I did not notice untill after barrack finished I got message Obelisk finished next turn.
When Mine finished I put population to work mine. Karokorum border expand and Bombey can not work floodplan any longer.
After that I produced 3 warriors and grow Deli to size 4 in mean time.
2 of this warrior went to defend Bombey in case of Mongols decided to send stack of doom of 4 archers of so, one settle in capital.
Production were switched to worker. I need second worker to speedup road and connect deli with Bombey.
In addition we had some other tiles to improve.
Worker finished and start to road to bombey and after first worker finish mining he start to connect this mine and road to Deli.
Production were switched to granary and next tunr is was whiped.
At that time I had not thing to build untill fishing finish so I think I put couple turns into stonehage (we will get money refund).
When fishing finished I produced a fish boat.
At the same time road were finished and cooped begin to be avalible in capital.
So, I start whipping axes. Secret to that is to do 2 population whipes, which let one to produce 2 axes every 3 turns.
Axe cost 35 hammers. Whiping 1 pop give 30 hammers. Whipping thinks the same turn as starting carry penalty, so you should not do that.
So turn one, produce 4 hammers to Axe (manipulate working ties not to produce any more).
Turn 2, do double whipe, giving you additional 60 hammers + 2 hummers from city) 4+60+2 = 66.
Deli drop to size 2, with population work only food ties.
When turn 2 finsihed, 35 of this went to produce Axe, 31 left in overflow.
Turn 3, Use 31 overflow + 4 natural hammers, turn finished - 1 more Axe.
Depends, this or next turn Deli will grow to size 4.
That let as to produce 2 axes every 3 turns untill deli would not have 4 productive person (suplus happiness fall below 4)
That where temple come in. Temple cost 80 hammers, but we have cheap temple, only 40 hummers.
By producing more hammers on all stages we can get Axe after temple out.
At end of my turns Our military consist of:
3 Axes, 4 warriors, 2 workers.
2 Axes will be finished next turn.
If my calculations right and 1 unit of unhappiness will dissaper at that time in 8 tunrs after my turn set we can have
11-12 Axes, probably enogth to take his capital.
I advice to start the war when you have 4-5 axes in Bombei and go raise his second city, probably getting some
needed promotions for Axes and getting time to heal axes back befor we finish producing enoght axes to take his capital.
I advice to use warriors as defender bite, but in condition when warrior 2 ties form capital on road and covered by axe, or next to capital after road pillaged.
As future research after Prieshood we have 1 compalsory tech on this map, Sailing.
After it I would advice not to go by standart writing/Alphavit direction, but beeline to Monarchy.
Reasoning. We will have excess trops after war finished. We probably should have disband some warriors, but even so.
And we will have borrower lot of happiness form our capital. By using monarchy we can use our army to grow our capital and
we have whines.