Case study: Gunpowder beeline & Janissary rush

Whisker

Chieftain
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This was supposed to be my triumphant return to CIV4, but it seems I’m not going to get new computer anytime soon since car repairs are going to eat my income for foreseeable future. So I might as well share this. Especially since most recent Noble’s Club is with Suleiman who works best with this strategy, being philosophical and having unique musketman unit that is actually good, if you can just get it soon enough.



The basic idea is to pulp through paper and education and then partially pulp gunpowder. To be able do this one must avoid metal casting. There is two ways to do this, both requiring skipping of certain crucial early techs. First is to avoid lower branch of the tech tree altogether e.g. no mining. This is the shortest way to gunpowder requiring least beakers, but I’m yet to find a start that would warrant approach this extreme. The second option that I’m going to examine here, is to skip pottery and thus one of the more important buildings e.g. granary.



The basic tech path is as follows:

agriculture

Wheel

Animal Husbandry

writing

alphabet

mining

bronze working

myst

polytheism

masonry

monotheism

theology

iron working

math

paper

Aesthetics

education

gunpowder



Of these we are going to pulp paper, education (double pulp) and the gunpowder itself. In order not to open unwanted pulp paths we need to avoid pottery, meditation and fishing. To get the scientists we don’t even need dedicated GP farm just four cities with library and +4 food surplus.



New players are often advised to try and expand to four cities by 2000 BC or turn 50 on normal speed. We will use this as our baseline. Playing Suleiman who starts with first two tech of the list above we first beeline writing. We should easily be able to do this by the time we have our four cities up. Getting to writing early is important to get our libraries online as soon as possible and to open foreign trade routes, as we will be starving for commerce without any cottages. Then depending on hammer and commerce situation (can we slow build libraries or do we need whip?) we either continue to alphabet or first detour to mining and bronze working.



When we have the alphabet we trade for mysticism, polytheism, masonry, mining and bronze working, if we did not get them already. AI’s don’t usually like to trade monotheism so we probably have to self tech that or if we are lucky maybe steal it. We then dedicate our beakers to slow teching theology that we will use to trade for the last missing techs from our list, iron working, mathematics and aesthetics.



For philosophical leader getting the fourth GP is going to take 34 turn using only the two scientists from library. Let's say we have all four libraries ready by turn 70, enough time to slow build them and maybe also settle extra city or two if our commerce can support it. Now we can pulp gunpowder at turn 104, 250 BC. Then it’s just whip / build a bunch of Janissaries and go rampage through armies and cities of your technologically inferior neighbors. And if we require help from siege, construction can be researched next.



Providing we only have those four cities, during those 34 turn we wait our GP we produce ~1450 beakers from scientist and commerce. On deity and standard map size this is enough for alphabet and theology. Above supposes rather modest commerce of 20 for our 4 city empire, 8 from palace and 3 commerce per city from tiles and internal trade routes. We also estimate to be able to keep an average tax rate of 50% to account for city and unit upkeep. If we have luxury tiles or foreign trade routes we can produce quite bit more.



I will continue later with variations and discussion about pros and cons of this gambit / strategy.

Meantime it would be delightful if somebody could try this out and report how it went.

Cheers
 
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Variations:

1. Liberalism path

The commonly used lib path through civil service. This is a path I have used many times and quite often I have chosen either gunpowder or nationalism as my lib tech, but I have never used it for the purpose of getting gunpowder as early as possible. I think my best lib date has been around 700 AD. Let’s see what we can do if we really push it.


Instead of polytheism, research meditation, priesthood and then code of laws. As CoL requires writing let’s say we have single library that we have used to get our first scientist while we research, so we can pulp philosophy immediately when we reach CoL. While waiting for CoL, we have also settled two GP farms, one is size 7 and can support 5 specialist without starving, and the other is size 5 and can support 3 specialist. Unless we got lucky with religion spread or Taoism was founded in one of our GP farms we will use the missionary on our bigger farm. It will now take us 28 turns to produce our 5th GP. If we get lucky and both our GP farm have same religion, it will take us 23 turns for our 5th GP. To this we need to add 1-2 turns of revolt to change for correct civics and state religion.

If we really beeline it, would turn 75, 1000 BC be unreasonable date to get CoL? Now the bottle neck becomes research. Is that 23-28 turns enough to power our research through civil service, what’s remaining of liberalism after pulp and also trade for all the extra tech required for the pulps? Let’s say we somehow manage to do this and get our 5th GP on t99, 400 BC. That would be pretty sweet, although I remain skeptical about my changes to pull that through.


Need also math + alpha before we can pulp philo.



2. Caste detour

If you have the beaker output available to get here without delaying any of the other tech required for our pulps, or get lucky with trades, why not. Switching to caste will cost us a turn of revolt, but depending when we change, can shave off several turns from our final pulp date. You of course need to have extra food and population available to hire the extra scientists. Also in order to benefit our final pulp day, all cities that are yet to produce a great person need to hire the extra scientists. Otherwise one city will overtake the others, netting earlier 2nd or 3rd gp but not benefiting our final date. If we get caste right after our second gp and hire an extra scientist in our third and fourth cities 6-1 (revolt) turns can be shaved off our final date. This will gain us gunpowder pulp at t99, 400BC, putting us at equal footing with liberalism path timewise.


3. No mining

This one here simply for completeness sake. It’s too far out there for me to be able to calculate any dates. We gain pottery in our tech path and shave off mining, bronze- and iron workings. Our economy will be better with ability to build cottages, but we take huge hit in production department as we lose chops, whip and mines. What sort of start could possibly warrant even considering this sort of gambit? Maybe one with lots of flood plains and animal resources but very little hills or forest (Great Plains map script?).


Wonder strategies

1. Great library

Usually a great wonder to have, but bit tricky timing wise with this particular strategy. If we build it too early the city with the GL will overshoot the others for 3rd gp leaving fourth to be completed at unaltered speed. Actually, the best timing is to complete the library at fourth city right after the 3rd gp is born. Then it will speed the last gp by 5 turns again landing us at t99 gunpowder pulp. Combine with caste and further 3 turns can be shaved off from our final pulp date.

That being said if we have a realistic chance of getting this wonder (marble), we should probably try and get it anyway, even if timing is less than optimal. It will still speed up the generation of our further gp’s after our initial pulp sequence is ready.

2. National Epic

Like the Great Library affects one city only and thus has the same timing problems. Further it also pollutes our gpp pool risking generation of great artist that is completely useless for this particular pulp line. Not worth the risk in my opinion. Build it after the initial sequence is ready. If you are using one or two big gp farms, like in that liberalism variant NE is much more usefull.


3. Pyramids

Like National Epic risks pollution of our gpp pool, but comes much earlier and is very much worth it. Until our slingshot is ready most of our research will come from our scientist and libraries, Representation allowed by pyramids almost doubles it. This will greatly reduce our reliance on favorable trades and may allow us to pursue useful extra techs like CoL or maybe construction. Over the time it takes us to generate our four great persons those scientist will produce over 1000 extra beakers which is enough to pay for paper, should we get unlucky and generate an engineer as our first great person. And if we are lucky and generate scientist as intended, we have the option of manually researching paper anyway reducing time needed to reach gunpowder by up to nine turns. How does 600 BC Janissaries sound to you? Far less risk of running in nasty longbows then.
 
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Sounds like Pulp Fiction to me :D
 
I think a standard Steel rush and doing a Janissary/Cannons combo would work out better than a strategy that requires either no Mining or no Pottery until Gunpowder, those are both very critical techs. Also, if you're going to bulb Gunpowder for a breakout rush I'd suggest avoiding Paper/Education completely, they don't really do anything for you other than trade bait.

For bulbing your way to Steel I'd suggest you avoid Fishing, Civic Service and Theocracy, but get early(-ish) Meditation and Code of Laws, as well as Aesthetics, Construction and Alphabet, and work your way through the bottom of the tech tree to Guilds. Once at Guilds you can bulb Philosophy, Engineering, Gunpowder and Chemistry, although you'll likely want to bulb Philosophy early on to benefit from Pacifism. If you avoid Meditation you can avoid the Philosophy Bulb completely, if you think it's a waste of a GS. From there tech to Steel (a GE could help with a bulb, but that's probably a waste of a GE), and roll over the world with Janissaries backed by Cannons.
 
Depends on the level you're playing, but with 1-movers such as Janissaries I'd generally recommend combining them with siege as well.
Take a look at this detailed write-up, where Engineering is the first target and the war is started with Trebuchets and medieval attackers. Gunpowder is the next key tech, with drafted Janissaries continuing the attack with the promoted Trebs. Finally cannons are added (and upgraded from Trebs) which allow the Janissaries to beat even the remaining AI's Riflemen.
 
You can bulb Philo, Paper, 2x Edu and 1x Lib (for Gunpowder) if you want.
Lib bulb needs Compass thou.
With Caste, PHI and Paci 5 scientists should be easy (and you are not depending on libraries).
I think the only expensive tech on this path would be CS?
 
No pottery means no granaries. Granary is one of the most important early builds for cities.

Overall I don't rate this UU. It needs a good unit for bombardment. With cannons you can have fun but likely just as quick for rifles?

Pends if you can get the UU before feudalism and engineering.
 
What Gumbolt said. Jans don't work well without siege against Longbows. What difficulty level was this strategy intended for?
 
It's too extreme to skip pottery just so you can bulb gunpowder. Not to mention limiting yourself to just 4 cities. You're massively hurting your overall growth just so you can get them out a little bit earlier, and it's not worth it.

The main problem is, even though Janissaries ignore walls/castles, they don't ignore cultural defenses. So you still need siege to deal with longbows, and if all you have is a few catapults it takes forever to take down walls. Even if the stars align and you manage to get janissaries out before your neighbor has longbows, they're not an auto-win against archers, axes etc. With only 4 cities of production, they can stop you by just building enough archers or getting a few lucky combat rolls.

I've always thought there should be a siege unit available at gunpowder that ignores city walls but, c'est la vie.
 
It's too extreme to skip pottery just so you can bulb gunpowder. Not to mention limiting yourself to just 4 cities. You're massively hurting your overall growth just so you can get them out a little bit earlier, and it's not worth it.

The main problem is, even though Janissaries ignore walls/castles, they don't ignore cultural defenses. So you still need siege to deal with longbows, and if all you have is a few catapults it takes forever to take down walls. Even if the stars align and you manage to get janissaries out before your neighbor has longbows, they're not an auto-win against archers, axes etc. With only 4 cities of production, they can stop you by just building enough archers or getting a few lucky combat rolls.

I've always thought there should be a siege unit available at gunpowder that ignores city walls but, c'est la vie.

Good post but if the enemy doesn't have Feudalism, Jans will totally clean up. They do have +25% against Archery, Melee, and Mounted. Against Longbows though, cultural defenses will still make relying on Jans only very costly in terms of hammers. With 4 cities, production will be very much a limiting factor as you said. Longbows are very tough defensive units to take on without siege before Cuirassiers. Not impossible but costly.
 
Responding to raised points in reverse order:
@pi-r8 Why should we limit ourselves to 4 cities? That is simply the baseline, minimun needed to make this work within given time frame (before 0AD). If you have a proper GP farm or more cities that is just dandy.
@dankok I play at deity / immortal (only 1 deity victory so far)
@Gumbolt Why is granary so important early? Because we want to recover quickly from whipping down our cities. Here we shall not whip that much, at least not in our 4 core cities. Otherwise fair points.
@Fippy I will compare other paths to gunpowder in more detail when I have more time, but the idea here is to pulp gunpowder and save liberalism for further use.
@Qactus I will read through the write-up you linked, and this strategy does not exclude using siege. I was actually plannig to try if I could also pulp chemistry after trading for engineering and maybe lib steel. My skills are not probably high enough to pull that off.
@AcaMetis That is certainly valid tech path and among the ones I have compared this path against. I just wanted to highlight that it is possible to pulp gunpowder also through education. I guess others have simply considered the cost (pottery) too high.
 
It's certainly an interesting way to work the bulb mechanics, but I just cannot imagine any situation where skipping Pottery like that is worth it. Pottery doesn't just unlock Granaries, which is a problem in it's own right, but Cottages too. If you get Pottery so late you'll have no grown up cottages anywhere in your entire empire, so maintaining an economy after whipping an army out of your cities and taking someone else's land is going to be extremely hard. And I don't know what you'd do with an early Gunpowder other than try to take someone's land.

Following from my proposed path you can, after bulbing Chemistry, tech either Civil Service or Theology and bulb both Paper and Education. You can't bulb Lib, however, as that requires you to avoid Machinery to avoid bulbing Printing Press over Lib. Technically you can bulb Printing Press -> Scientific Method -> Biology to open up a Lib bulb, but...probably not going to get that many Great Scientists even with a PHI leader, I'm guessing.
 
Granaries halve city growth time. Also city regrowth times after whips. That is huge! Plus cottages which will help your economy.

In terms of this strategy. It leaves you on 4 cities. It leaves you 5 or so techs from cuirs. You could easily use lib for MT. It leaves you with zero economy as you have not built a single cottage. Unless you use specialists? Just how good will those 4 cities be? Any land you don't expand into the Ai will grab. Meaning you are fighting a war to claim land you gave away anyway. Which means the Ai will be much stronger.

On monarchy this would be quite viable. If your planning to do this pre 1ad then I would consider it an early break out strategy. The danger being on level like immortal how close the Ai is to feudalism. If your planning to whip them you would want granaries. If you want to draft them you need nationalism. Which ultimately leads you to cuirs anyway. Your strategy does not involve nationalism. Each UU whip is 2-3 pop?

I think they are a fun unit. I just think sitting on 4 cities will ultimately kill your game and economy. Why not HA/swords/mace instead?

Previous thread on gunpowder with some great players replying it.

https://forums.civfanatics.com/threads/bc-gunpowder-beeline.344327/
 
Granaries halve city growth time. Also city regrowth times after whips. That is huge! Plus cottages which will help your economy.

In terms of this strategy. It leaves you on 4 cities. It leaves you 5 or so techs from cuirs. You could easily use lib for MT. It leaves you with zero economy as you have not built a single cottage. Unless you use specialists? Just how good will those 4 cities be? Any land you don't expand into the Ai will grab. Meaning you are fighting a war to claim land you gave away anyway. Which means the Ai will be much stronger.

On monarchy this would be quite viable. If your planning to do this pre 1ad then I would consider it an early break out strategy. The danger being on level like immortal how close the Ai is to feudalism. If your planning to whip them you would want granaries. If you want to draft them you need nationalism. Which ultimately leads you to cuirs anyway. Your strategy does not involve nationalism. Each UU whip is 2-3 pop?

I think they are a fun unit. I just think sitting on 4 cities will ultimately kill your game and economy. Why not HA/swords/mace instead?

Previous thread on gunpowder with some great players replying it.

https://forums.civfanatics.com/threads/bc-gunpowder-beeline.344327/

Yep. Ottomans attacking with Cuirs might be better than Jans. Once you have Gunpowder + Nationalism for drafting, you can easily backfill trade for Music and are one tech away from Cuirs which hit harder, have FS immunity, and 2 move units so you can grab the core cities fast without using lumbering siege. On Immortal, it seems hard to get to Jans and still have a window to attack a neighbour before they get Longbows.
 
Good post but if the enemy doesn't have Feudalism, Jans will totally clean up. They do have +25% against Archery, Melee, and Mounted. Against Longbows though, cultural defenses will still make relying on Jans only very costly in terms of hammers. With 4 cities, production will be very much a limiting factor as you said. Longbows are very tough defensive units to take on without siege before Cuirassiers. Not impossible but costly.
What do you consider a "clean up"? To me that sounds like 95%+ odds, where you can win almost every battle and usually take little damage. But if you're fighting classical units in walled/hill cities (or just 40% culture), you'll probably have more like 75% odds, so you still lose 1/4 battles and take heavy damage when you win. Plus you're losing 90 :hammers: Jans to kill 25 :hammers: archers... not a good trade when you're so limited in production.

Of course you can make the odds better by using catapults, but in that case you might as well just a normal catapult attack with axes/spears/elephants/whatever.
 
What do you consider a "clean up"? To me that sounds like 95%+ odds, where you can win almost every battle and usually take little damage. But if you're fighting classical units in walled/hill cities (or just 40% culture), you'll probably have more like 75% odds, so you still lose 1/4 battles and take heavy damage when you win. Plus you're losing 90 :hammer: Jans to kill 25 :hammer: archers... not a good trade when you're so limited in production.

Of course you can make the odds better by using catapults, but in that case you might as well just a normal catapult attack with axes/spears/elephants/whatever.

I don't think it's 75%. Off of the top of my head Praets typically get those kind of 75% odds against Archers in cities and Jans have 9 strength instead of 8 plus a 25% bonus. I think you're definitely looking at 90+% odds. I can check in WB when I get home. I think pre-Feudalism you can get away with no siege. Losses shouldn't be bad if you bring a medic unit.

However, an attack before the AI gets Longbows is a tough proposition to begin with. I'm not sure I'd be able to pull this off on Immortal level. Players better than me maybe could.
 
I don't think it's 75%. Off of the top of my head Praets typically get those kind of 75% odds against Archers in cities and Jans have 9 strength instead of 8 plus a 25% bonus. I think you're definitely looking at 90+% odds. I can check in WB when I get home. I think pre-Feudalism you can get away with no siege. Losses shouldn't be bad if you bring a medic unit.

However, an attack before the AI gets Longbows is a tough proposition to begin with. I'm not sure I'd be able to pull this off on Immortal level. Players better than me maybe could.
I agree, getting them out before longbows on immortal/deity is really tough. I won't say it's impossible but... you really have to go all out with the bulbing to make it work, and get kinda lucky with the maps/opponent, and then your production is just so low. Maybe if you micro perfectly you could pull it off 1/10 games?
 
The key thing here is knights and longbowmen defending in cities will be their downfall. Albeit they are good counter units vs pikes/mace and HA. Not so good against knights. Cuirs would be a major issue for them.

If your looking for a cuirs replacement this is not it. It will certainly need a strong seige unit to make it work. Looking at odds here won't improve the unit.
 
To be fair Jans do ok vs. Knights. They get over 50% odds even on flat land and are cheaper to boot. Trouble is taking cities defended by Longbows without siege.
 
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