Wow! Every freakin' civ has different units. I can't keep track of who has what exactly. We generally have powerful, expensive units vs. the horde of smaller units from our foes. If/when we go to war with someone, we should find out what their units are. I right-clicked a lot to get enemy unit stats.
We can build:
Worker - 10 shields and 1 pop -- just like normal workers
Cannon - 40 shields - 0(8)/1/1 -- just like normal cannons
Imperial Cavalry - 140 shields - 8/4/2
Voltigeur - 90 shields - 6/5/1
With Advanced Tactics, we will get an 8/8/1 for 130 shields. We have some 2/4/1 musketmen still around, too.
Troop transport - 60 shields - 1/2/3 - holds 4 (full army!)
Frigate - 60 shields - 2/2/4 with defensive bombard
Privateer - 60 shields - 2/1/5 with enslave to privateer possibility
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Our starting units look impressive, as we have a fair few, but they're almost all regulars. Our navy is pathetic, comprising a few regulars and some conscripts. Britain's navy (which I saw later) is vets and elites with an extra hp. Oy! I pretty much kept them in port, except for an occasional run to the English Channel and one successful exit and sink.
We have two workers. That needs to change. Our lands are semi-improved, but we're missing out on a TON of value from not having them better improved.
We have a Nationalism monopoly. There's quite a bit of gold to be had, though, so we're going to sell, at some point.
We start with 400 gold, losing ~237 gpt at 50% science. Ummm...that needs to change. We're a Republic with max war weariness. Been there before, but it ain't fun.
We're locked in war with the powerful nation of Britain and the semi-nations of the Kingdom of Naples, Portugal, and the Netherlands. We'll see about that. We have an ally in the Baltic States.
OK, bunch of diplomacy deals need to be made. I want all the cash that exists in the world. I want allies. I don't want to abuse the system.
Selling Nationalism.
to Prussia for 13 gpt and 300 gold
to Austria for Furs and 300 gold
to Spain for 4 gpt and 300 gold
to Russia for 200 gold and worker
to Ottoman Empire for Dyes and 200 gold
to Sweden for 200 gold
to Denmark for 200 gold
That helps the cash situation and the lux tax, which I can set at 20% (as I recall) with minimal specialists needed.
Allies. Everybody vs. Britain and those that can help vs. the others....
Spain vs. Brits, Neapolitans, Portuegese (in independent deals, although I just realized it doesn't matter)
Austria vs. Neapolitans, Brits
Prussia vs. Neapolitans, Brits
Ottomans vs. Neapolitans, Brits
Russia vs. Brits
Sweden vs. Brits
No cash or anything else was accepted in these deals. Straight-up alliances only.
What else? Oh, we have a TON of libraries and universities. Are we going to research anything ourselves? Not bloody likely. There are some semi-valuable techs out there, but our method of acquisition will be steals and/or pointy stick. Sell libraries and universities all over. We don't even need the culture. Courthouse in Paris is sold, too.
Corruption? It's fairly high in some places. Two good options. Use a MGL to rush the FP in Marseilles or build it by hand somehwere. I almost waited for input on this one, but I wanted the game going. Our best benefit is early, so I went with an army from the MGL and started the FP in Orleans, due in 19 initially but that should drop a bit. We don't really have a lot of time to waste/spare. 96 turns is NOT a lot and I think we'll probably win around turn 60 or so.
Nearly every other city is set on military...some to be revisited when the time is appropriate (e.g. next player's turn?). The exception is Limoges, which is designated a two-turn worker factory. Its location should get workers to needed locations in acceptable time and it has the food and semi-appropriate shields. It needs watching to get enough food, but it should be able to provide the necessary workers for the nation.
OK, I'm getting close to ready to move units. We're up to 2730 gold and 151 gpt now, so things are looking a bit better than the initial starting situation. Time to look at units and move them.
General plan:
- Form a 3 ICav army in the north (with Napoleon in Paris) and take Amsterdam with little support.
- Everybody else goes south to deal with Naples and maybe Portugal.
- Navy will cower until cannon support arrives.
- Southern army will be filled with volts. I would like a second ICav army, but I think getting a second army out in the field ASAP is more important.
OK, I follow that idea. Napoleon's army gets loaded with 2 regular ICav. A third is rushed for ridiculous amounts of gold to join in turn one. It's January of 1800 and the world is about to feel the force of the French army.
In the interturn, a Dutch cav (5/2/2) rides out and dies to a volt. We enter our GA! Whoa. That was fast. A frigate I'd sent to the English Channel meets Davy Jones, courtesy of a Brit privateer.
That was a LONG zeroth turn.
Turn 1 in March of 1800 sees the first French attack, but it's not in the north. We had a few cannons and some volts in the south and Milan is just so close. An ICav only takes 2 hps from a musket (3/4) before dying. Volt army loses 4 hps to kill a musket. Volt dies to 2/3 musket, doing 1 damage. Volt dies to 1/3 musket, promoting it to 2/4. Volt dies to 2/4 musket, making it 3/5 (Bad PRNG...BAD!). Volt kills 3/5 musket. Volt kills 1/4 musket and we capture Milan, the first of many cities, I hope.
Our ICav army in the north kills a musket in Amsterdam and is out of movement.
Our gpt is up to 250. A 500 gpt increase is pretty nice!

OK, OK, so I removed science spending, but at least our citizens are out working the fields instead of trying to entertain themselves.
By May of 1800, our ICav army is rested and ready to go again. It drops to 4 hps killing the last of the three muskets in Amsterdam, but we gain 87 gold as we capture the Dutch city. That means....