The best egypt strategy is to leverage professional army with mass slingers (0 maintenance). Avoid getting archery and spam slingers, then get commercial hubs in all cities (build on rivers for reduced cost) and external trade routes with bonus egypt money. Save up the $$ and "double your money" when you pro army upgrade all the slingers on the cheap. Mass ranged units are already overpowered, and this is one of the best civs to leverage it. The roads to their doorstep also allow you to transport your army to position faster - nice perk. Can usually destroy multiple civs at once with this tactic, as you will have such an enormous army.
Time getting feudalism at the same time you want to start getting markets in cities, for additional efficiency, since it will remove the ability to produce slingers +50% rate.
archers have a maintenance cost
Note that one of the military policies unlocked by an early civic has the effect of eliminating the maintenance cost of Archers (along with the other units that normally cost 1 maintenance per turn)
Sometimes using this is fine, but generally classic republic is far better than alternatives, and the wildcard slot is in high demand. It's much easier to just avoid archery. Also, it advantages egypt with cash economy more to build units of the minumum production value.
Archers are what you need for defense against the AI and for killing troops with focused fire. Slingers with their one range are quite bad at this and their really low melee strength leads to them getting one shot by anything stronger than classical units. How do you survive until Modern age to upgrade to field cannons?
Also field cannons do not do very well against equivalent era walls. Sure they'll kill units but you win by taking cities and they are not good at that.
Specifically to Egypt how are they better at a cash economy than anyone else? Trade routes from the AI? Any civ that gets an additional government card (Greece and Germany) or who can build a wonder that gives said card is going to be inherently better at generating cash than Egypt.
Egypt is actually worse than a 'vanilla' civ in that by getting the overpriced chariot archers instead of heavy chariots they can't pre-build and upgrade to knights as their chariot archers turn into crossbows. So their sub par war making in the early game extends into the medieval era by making knights cost prohibitive to use.
Like it or not they are down with Norway in the basement, even Spain gets to the average level if you can manage to get a religion.
I'd honestly rather buy a monument than use a worker charge on a sphinx....lol. sphinx output is just way too weak and needs a buff. But sometimes buying a monument and waiting isn't optimal either....putting in an investment to buy the good tiles can produce enough immediate influx of food and production to more than make up the cost of the tiles.Another handy little detail I enjoyed taking advantage of in my last game was using Sphinxes to boost new cities instead of building monuments. Make sure you get a builder out with every settler to put down at least one sphinx and you can start working on something useful as soon as you put the city down. A military unit, walls, or a nice district, whatever. You also start gaining territory immediately (quadruples tile growth from 0.3 culture growth to 1.3 culture growth per turn) which is a very valuable in terms of turns saved. It's a way to outsourced the production for that necessary initial culture to your capital or other high production cities.
It's like a weaker version of Rome's ability. Much more valuable of course if you've built the Pyramids, reducing the opportunity cost of a builder's charge.
I imagine Sumeria could do this too.
Like I said, it depends on tech levels. I can easily hit field cannons by about 1ad-200ad with an average game. If tech is lagging, or you get antsy, get machinery and upgrade to crossbows.
Ranged units are amazing at taking down walls. Not sure what you are talking about. If you really feel like you need it, bring a bombard/catapult, but field cannons completely roll walls. Their power is very high. You do need a general though. I also complete the terracotta army.
You need archery to defend against AI? Cmon now. Lol. If the AI rushes you, swords are just fine with the slingers. I would avoid getting the UU - its cost is prohibitive. The AI is terrible in this game, so I don't understand your struggle.
I'd honestly rather buy a monument than use a worker charge on a sphinx....lol. sphinx output is just way too weak and needs a buff.
You say you'd rather buy a monument... why not just buy a worker, build a sphinx, and still have at least a couple charges left over to build other things? Your value analysis seems biased.
You'd prefer an upgrade that gives you a single food, single gold, or single production? I mean, a single faith and culture is not mind blowingly powerful, but it's not useless like you imply. if only for the fact that it gives you more adaptability and gives you more options for expansion. Nevermind the fact that secondary yeilds are more powerful than primary ones (primary yeilds are the means to the ends, secondary yields and military units), and this gives you two secondary yields instead of a single primary. The only change I'd like to see is to get rid of faith for something else, but that's not because I think it's weak so much as I'm personally not a big fan of faith, and haven't figured out a good use for it.
The culture though is worth it in my opinion. This allows you to only use a single culture to grow if you'd like (1 culture for 0.3 to 1.3 is the most significant increase you'll ever get out of a single culture, every additional culture sees vastly diminished returns) Putting that first tile at about 9 turns from almost never, at the cost of a third of a standard builder, the total cost of which should only be slightly higher than a monument at this point. Add on to this the ways of increasing the production value of a builder (pyramids adding a charge and policy lowering their production by 30%) and the cost for me to get my cities growing this way is about a 4th or 5th that of buying a monument, either with cash or production -and I can put that cost in a city that can actually afford it in the case of production.
What's appropriate is often situational as well, but that's the ultimate advantage here. This gives more configurability to tune exactly how efficiently you grow by fine tuning how you distribute your resources. Specifically in this case by creating the means with pyramids and Ilkum to maximize the ability to package and mobilize production and shipping it out via builders using sphinxes as a conversion. At the end of the day it's not about the faith or the culture, those are just the substitutes that make this possible. This practice is about freeing up production which can ultimately be leveraged into whatever you need.
At what point in a cities development can you afford to work a tile that does not produce any food and hammers
Archers are what you need for defense against the AI and for killing troops with focused fire. Slingers with their one range are quite bad at this and their really low melee strength leads to them getting one shot by anything stronger than classical units. How do you survive until Modern age to upgrade to field cannons?
Also field cannons do not do very well against equivalent era walls. Sure they'll kill units but you win by taking cities and they are not good at that.
.
And then there is the simple but maybe crucial caveat that this competition with a farm doesn't really exist either, since Egypt has an inherent bias to start near flood planes (often with wheat on them), meaning it's very rare you'll find yourself valuing food for all its abundance with Egypt.