before and right after the first war declaration. In the first 100 turns. First step is to get the cities (4 in this case) up and contributing as fast as you can. Improve food, get granaries up as fast as you can and start growing on cottages. Monuments for
are a nice bonus, so you can just slow build them or put a chop in. I wouldn't whip them because it's costing you
. If you whip something other than a granary, it should be a worker/settler (minimize the amount of turns you slow build for max efficiency).
Border pops are even more irrelevant here than usual, just place your cities well. Land is awesome for cottages, CHA is good for cottages also since you have higher
-cap. Next you can go barracks-axes. The moment construction is in you should focus on whipping enough of cats asap. Now
is suddenly not so important, you've reached your tech goal and declaring asap is the next goal.
I declared T98 with 8 axes and 5 cats, with 4 cats ready to be whipped or nearly done next turn and many of the units still in transit towards front lines. I would say this army is easily big enough here. Emperor AI is totally helpless if you can produce such numbers pre-T100. Just stole 4th worker on the turn of declaration.
Tech screen. Nothing surprising I suppose, well except that I banked too much
so I breezed through alpha already (got AH for writing via trade also). With better play you could probably attack 5T earlier. Sailing is pretty useless here. I've noticed many players overvaluing lighthouses! It's 60
and turns weak tiles into decent tiles, but the main use is +1
per seafood. So here it's pretty much +1
per turn for 60
, it takes a lot of time to pay back. No way you should even consider it since it slows down your main goal. Also, here you have lots of green river grass so lighthouses go even more down in value.
Biggest use for sailing would be to be able to fight against barb "galleons". I failed to fog bust north, so lost the seafood. It's not as bad as it might seem at first glance as the sea food cities have grown already and are suffering whip anger anyway. Anyway, two wb:s cost 60
which is not nothing, even post-war.
War planning. First of all, it's important to reach the first city as fast as you can. Thus the attack should start either 2NE or 2NW of Texcoco. I chose NE because it needed less roading. I just deleted my scout (no need for it anymore) but I knew that Texcoco was currently extremely lightly defended (one jaguar). I don't think it changes much, though of course facing 4 archers on a hill I'd lose some cats, so probably couldn't declare with what I had in the front line. Then just proceed towards enemy capital and let the reinforcements roll in. I healed for one or two turns after taking capital, then towards Mids-city, after which the first phase of war is over and I sued peace for some techs. Also nicely currency in on the same turn so got 40
on top of it.
It's also quite clear you should simply ignore weak spots like Tlacopan here. Just let him improve it a bit and grow some cottages or something before you take it, some 25T later.