Section 13. The end game - Artillery and hopefully not beyond
Now we have Artillery, and we are again invincible for a short while! AIs usually get their own artllery between Turn 160 and 180, depending on how uninterrupted they are in their development, and how many RAs they managed to sign (which is related to how uninterrupted they are).
So you have anywhere between 10 to 30 turns to become the only Artillery user. Since your tanks are still Rifleman, you have to play a little more conservatively, especially when you start seeing Artilleries garrison in the city.
Artillery is awesome because you get indirect firing and 3 tiles of range. By now, your more experience Artilleries should have the Range + 1 promotion (promotion path: terrain x 3, range + 1, double attack). So you can really easily find enough spots for your artillery to rain hell on the city and its defenders.
And you can use your Great General (Khan) to scout thanks their 5 movement points! Just don't let them cross rivers or they won't come back.
I declared war on India without my Artillery (still upgrading in the back), but with my superior healing ability, I managed to use 4 Rifleman (one new recruit from the capital) to clean out all of Ghandi's intercepting defenders anyway, and brought down Mumbai (defense = 50) without any Artillery shell dropped on the city. That just shows how tough the Mongolian melees are.
Ghandi was really weak in terms of military, and he had very few cities, which are spaced wide apart. So it is really easy to bring down his capital. One last capital to be razed!
As I was saving money to sign RAs in early game, I didn't bother buying an Open Border from Harun, and now I have to guess where the Arabia capital Mecca is. But since Medina is the #2 city of Arabia, I know Mecca must be about 3 tiles away from Medina. So if I keep advancing north, I shouldn't miss it by far.
In order to weaken Arabia a bit, I bribed two of Arabia's City State allies, Copenhagen and Oslo, with 1000 gold each before declaring war on him to provide some distraction and to remove some resistance. Copenhagen is located on our advance path, so bribing it to our side is a must. Poor Harun, he had been feeding Copenhagen for thousands of years, only to see Copenhagen's bullets flying towards them on the final mement.
After buying over Copenhagen, I saw its own Artillery! Even the city states have it now, and that is only Turn 170.
I was quite scared to see Harun to become both the military leader and the tech leader. That means he not only has Artillery for sure, but he might have Infantry (requires Replacable Parts) as well. So my Rifleman need to be really tough to survive. And they are as tough as they can be as Riflemans.
First Arabia city down. I don't see much of Arabia soldiers as the most fierce fighting happens around Copenhagen.
Before I move on, I noticed something novel - a City State had conquered another City State and completed its mission at the same time! Kudos to Geneva and thumbs down for Kuala Lumpur. I built an Artillery at home just in case the AIs decide to declare war on me to block my domination victory. I don't think the AI is this good, though. They allow completely defenseless human player to win cultural victory, so why would they dare to challenge the demon who wipes out everyone's capital in a breeze?
And when I scrolled down a bit, I noticed that Alexander has again occupied the burned lands to the south, even taking the space of Persian's former capital! Kudos for Alexander and thumbs down for Darius I. I think if we randomly throw AIs into games and let it run on its own, Alexander will probably win 9 times out of 10 whenever he is involved. This AI is just so effective. But it is so easily manipulated by human players, too.
Took Medina with ease with some helps from the City State friends.

One Great Scientist burnt along with the city! And emerging from the cloud is an Arabian Infantry. We are officially out-teched! That's scary.
But I quickly found Mecca and bid farewell to it. Since the Infantry won't attack me unless he knows he can kill me, I played ultraconservatively and let Artillery do all the work. 6 Artilleries and 7 fires per turn- nothing remains standing after 2 turns, really.
You can see that I started trailing in tech at around Turn 170. And due to our miserable research rate in the capital, it will be really difficult for us to get Infantry before Turn 180 as there are so many navy techs standing in the way.
The game really becomes difficult to win if we cannot finish it during the Artillery Era. And when the AIs are having airplanes hoovering above our head and we don't have any anti-aircraft gun (or they are half a world away), our days are numbered!
The score is really low. I don't think there is any bonus for OCC in the current version (.1.221).
After taking the Arabian capital, people were blinded by the 3 tiles of gold on the mountain! That's an insane starting location... but even with that, all Arabia had left was a dying Infantry hopelessly looking at the human player, who quickly learns about their every move. Keep thinking, AI.
That's the end of the strategy/brief walkthrough. I hope you had some fun with it, and I look forward to discuss your ideas and thoughts.
Currently, I am contemplating about the possibility of a 1 vs. 7 (7 AI teaming together as one) game on Standard Standard Deity (not OCC, of course). I have tried a 2 vs. 4 game, and found lots of "exploitable" AI behavioral patterns. I suspect it really can be done...
