Case study: Gunpowder beeline & Janissary rush

@Fippy
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?

Having pottery also opens MC before we can pulp liberalism, but that we can probably trade for CS. What worries me is, how quickly can we get to philo. To be able to pulp it we need not only CoL, but also math and alpha. Let's say we have willing trade partners and even math will be available, what would you consider a realistic date to get them all?

The real problem though lies in exponential cost of producing GPs. Let's say we have build single library and produced our first scientist while researching CoL. Let's also say that we have meawhile settled two GP farms, one size 7 that can support 5 specialist and another size 6 that can support 4 specialist. It will now take us 23 turns + 1-2 turn of revolt to generate our 5th gp. If we can get Col, math + alpha by t75 we could pulp liberalism at t99 400 BC. That would be sweet, but can we really get size 7 city + required happy resources online by 1000 BC and is 23 turns enough to power through CS and what will remain of liberalism after the pulp?

I have often used this tech path myself in normal games, but with far less pulps and even my best lib date has so far been something like 700 AD.
 
Edited the original post to count for turn length change at 1000 BC, this will change the dates a little. For some reason I remembered this to occur at 0 AD.
 
Decided to give this a try in the Nobles Club game: Nobles' Club 216: Suleiman of Ottomans

Instead of theology, I oracled Civil Service (probably only viable on low difficulties, but gives a way better economy for the long term). And I researched fishing, because I forgot that I'd have to research up to Compass, so that slowed me down. Still got gunpowder in 150BC. Could have gotten there faster if I'd expanded less, or if the AIs had more techs to trade.
 
Instead of beelining for Gunpowder, what about Guilds? Doesn't have to be the ottomans of course, you could do this with any philosophical leader. Not quite as good in most early game fights, but the 2 moves would help a lot.
first option:
avoid math
oracle->metal casting (or tech it normally)
very quickly, build a forge and run an engineer there. You want that to be your first great person, before the prophet from the oracle
bulb machinery with the great engineer
tech or trade for code of laws and monarchy, convert to caste
run two merchants, that should make your second great person. I guess it's ok if it's your third.
tech or trade for feudalism
bulb guilds with the great merchant.

second option:
Still avoid math
build the pyramids
tech or trade for metal casting normally, build a forge in your pyramids city
it'll generate two engineers: one for machinery, one for feudalism (avoid construction)
Research code of laws, run merchants, bulb guilds

Third option:
Build the pyramids, but tech normally (including math)
Pyramids city builds a forge, plus one other city also.
Pyramids city gets a great engineer, then the other city, then pyramids again. Takes 30 turns all together
bulb machinery, research or trade for construction and feudalism.
Bulb engineering, bulb guilds.
 
Pulp fiction continues. Second post now has some thoughts about variations and what wonders to pursue.
 
I've played the more standard Janissary/Cannon rush with Ottomans any number of times, it works quite well. Janissaries are quite strong against everything that comes before them.
 
Does it really matter what other unit it is when it's combined with a stack of cannons? ;)
 
Does it really matter what other unit it is when it's combined with a stack of cannons? ;)

It can, Janissaries for example will dispatch Knight attacks in a way that regular Muskets have trouble doing. IIRC I was able to use much smaller stacks than I normally use for invasions too.
 
won't the cannons defend against the knights anyway.
 
Let me do a quick test...without any promotions or defensive terrain in play, yes, Knights will target Cannons over Janissaries. A Combat 1 Jen will defend over a Cannon unless the Knight has Pinch (which requires the Gunpowder tech, mind), but a Jen with Formation or in a Forest (or better defensive terrain) will defend over a Cannon regardless. Alternatively a Drill IV Jen will defend over a cannon against a Knight without Pinch, or with Pinch if standing on a hill or better defensive terrain.
 
Drill IV cannons :lol:
 
Yeah, that was assuming the cannons would all be promoted along the City Raider or Barrage lines ;).
 
I don't really think so. A Jen is only 80:hammers:, a Mace is 70:hammers: and a Pike is 60:hammers:. So for the cost of 6 Maces and 1 Pike you could have 6 Jens, which have one higher :strength: than a Mace, get +25% against Melee/Archers/Mounted, aren't bothered by anti-melee units or Shock promotions, and ignore Walls/Castles. Technically Jens also don't need a resource, but if you have Cannons you naturally should have Iron anyway.

Maces can get City Raider promotions, though, so an army of them can later upgraded into City Raider Rifles. An army of Jens can be upgraded with Guerilla and Drill, two lines not available to Melee units, which is...a point in favor of Maces, I think.
 
No mention of the oracle, for wonder strategies?
Short answer: I don’t really consider any strategy that relies getting the Oracle a strategy at all. Getting it at higher levels is so iffy. Also what tech would you choose from it that would really benefit this particular pulping path?

Slightly longer answer: Gpp pollution + priesthood is not really in the tech path. Here your priority is to get writing first, then alphabet and only when your libraries are ready fill in the religious techs on your way to theocracy. I doubt oracle would remain not build that long. Of course, if you stumble your way to priesthood without having teched pottery and oracle not build you could always choose CoL and go for the caste variant of the beeline.
 
I don't really think so. A Jen is only 80:hammers:, a Mace is 70:hammers: and a Pike is 60:hammers:. So for the cost of 6 Maces and 1 Pike you could have 6 Jens, which have one higher :strength: than a Mace, get +25% against Melee/Archers/Mounted, aren't bothered by anti-melee units or Shock promotions, and ignore Walls/Castles. Technically Jens also don't need a resource, but if you have Cannons you naturally should have Iron anyway.

Maces can get City Raider promotions, though, so an army of them can later upgraded into City Raider Rifles. An army of Jens can be upgraded with Guerilla and Drill, two lines not available to Melee units, which is...a point in favor of Maces, I think.
The math is different when you have cannons early, though. Walls/Castles certainly won't matter, and the cannons will do most of the work in attacking the defenders. You mostly just need to defend the cannons while they get to the cities, and then finish off the (badly weakened) defenders. As long as the units are "good enough", you just want more units, especially more units that can defend from knights. So maybe 6 pikes and 2 maces for almost the same price as 6 Jans. I guess it's not a huge difference either way, though.
 
Short answer: I don’t really consider any strategy that relies getting the Oracle a strategy at all. Getting it at higher levels is so iffy. Also what tech would you choose from it that would really benefit this particular pulping path?

Slightly longer answer: Gpp pollution + priesthood is not really in the tech path. Here your priority is to get writing first, then alphabet and only when your libraries are ready fill in the religious techs on your way to theocracy. I doubt oracle would remain not build that long. Of course, if you stumble your way to priesthood without having teched pottery and oracle not build you could always choose CoL and go for the caste variant of the beeline.
You were talking about teching priesthood and then code of laws. So, you could at least oracle code of laws. I agree that using Oracle for a more advanced tech won't work on higher levels but I'm not sure this strategy does anyway, and oracling CoL should work most of the time. Oracling alphabet might be worthwhile too.
 
The math is different when you have cannons early, though. Walls/Castles certainly won't matter, and the cannons will do most of the work in attacking the defenders. You mostly just need to defend the cannons while they get to the cities, and then finish off the (badly weakened) defenders. As long as the units are "good enough", you just want more units, especially more units that can defend from knights. So maybe 6 pikes and 2 maces for almost the same price as 6 Jans. I guess it's not a huge difference either way, though.
Hmm...did another quick test, and with Combat 1 promos (which Jens need to defend cannons themselves anyway) Pikes will defend cannons against Knights. Maces, however, will not defend cannons against other maces unless they've got Combat III and Shock over their opponent, and against Crossbows you need a non-melee unit if you want to defend your cannons because a Combat VI Cover Mace won't take that fight over a cannon. Of course this all does assume no defensive terrain, but you can't very well expect an unbroken path of forests, random forts and hills to connect every city.

Pikes can certainly defend cannons against Knights, and cannons can definitely weaken city defenders enough that pikes are enough to finish them off, but that leaves your stack with two rather big vulnerabilities, namely Maces and Crossbows. I don't know how many of them AIs build and are willing to use offensively, especially when they don't have Horses to build Knights, but either way I think I'd take fewer Jens over more Pikes. Depending on the situation, of course.
 
Hmm...did another quick test, and with Combat 1 promos (which Jens need to defend cannons themselves anyway) Pikes will defend cannons against Knights. Maces, however, will not defend cannons against other maces unless they've got Combat III and Shock over their opponent, and against Crossbows you need a non-melee unit if you want to defend your cannons because a Combat VI Cover Mace won't take that fight over a cannon. Of course this all does assume no defensive terrain, but you can't very well expect an unbroken path of forests, random forts and hills to connect every city.

Pikes can certainly defend cannons against Knights, and cannons can definitely weaken city defenders enough that pikes are enough to finish them off, but that leaves your stack with two rather big vulnerabilities, namely Maces and Crossbows. I don't know how many of them AIs build and are willing to use offensively, especially when they don't have Horses to build Knights, but either way I think I'd take fewer Jens over more Pikes. Depending on the situation, of course.
Do you actually need to "defend" cannons against maces and crossbows? The cannons themselves will win the fight at high odds. It's been a while since I've done the cannon rush, but I don't think I remember the AI even trying to attack them with maces and crossbows, they just see the odds as too low and don't try. Knights are the only serious threat.
 
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