mice said:
Eggman, would it be too much to ask you to write a step by step for dummies to this strat. For example to the point of drafting Redcoats, or Cossacks, with some round-about dates so we know when things should be happening (Noble/Prince, whatever you used)
I realise all the info is contained in the posts above but it's pretty confusing for a brain my size.
One thing I've been discovering is that this is far less amenable to an easy step-by-step than other openings. I'll see what I can do, though. This is going to be a combo of things I've been finding out myself and the advice Elledge has been giving here.
I'll start with the easy route, going for Cossacks with Peter. Then I can go over how things are going to be different if you want to gamble on Rifles.
As Elledge points out, the capital is going to be very important. You'll be trying to have it grow to size 14 or so. So you need to have a good early food surplus for growth that will slowly decrease as you work more and more cottages and lose food from being unhealthy. You may also be getting Iron Working rather late so you have to make sure that Bronze Working is enough to clear out the space to erect 12-14 cottages. Peter scores an advantage here with the health bonus from Expansive. A start with a lot of floodplains is going to hurt more than it helps since you'll be chopping down any nearby forests. Heavy floodplains is also going to be a detriment to your Great Person farm from the health hit.
We'll be relying on Oracle so your opening moves are going to have to deal with building that quickly. I'd definitely start a second city before beginning Oracle. Use forests to help chop out the Settler. Chopping a 2nd Worker is debatable. If you have lots of trees, it's worth it, if you have few trees, you may want to save them all for Oracle. If you haven't chopped a 2nd Worker then the second city should probably start one right away. There's no exact guideline on getting done, but preferably you're in a decent window like 1800-1600 BC. But you really can't do much about it since it relies on how fast you get to Priesthood and what production you have available to your capital.
The tech tree is complicated since we need to produce Oracle quickly plus make sure we keep the Workers busy. If you get Bronze Working first, you can chop or pre-chop trees and build mines while you wait for the next tech, which will be Agriculture or Animal Husbandry depending on what you got for food bonuses. Agriculture is prefered since you'll be building far more farms than pastures. I'd then go for Mysticism so that you can get an Obelisk going in city #2, and then maybe the Wheel to make sure your Workers don't run out of things to do. Then Meditation->Priesthood to start Oracle and Pottery->Writing to set up for Code of Laws. Then get Code of Laws as your Oracle bonus. Next I would start up Monarchy while growing the capital to the happiness limit and building cottages for the capital. Any time the capital is below the happiness limit work tiles to maximize food/growth then stagnate on cottages/mines.
After Monarchy is done you'll need to use hereditary rule. Unfortunately this plan requires a lot of civics changes which leads to lots of Anarchy. So I'd hold off on hereditary rule until you can change to caste system at the same time. If things are going well this should be very soon. What you've been doing with city #2 is pretty open, but you need to get a Great Person farm very quickly. If city #2 doesn't have enough food to support 6 specialists then you need to quickly settle a city that will. But time is of the essence so if the city you have available now can handle at least 3 specialists then I would switch to hr + caste now. Run nothing but Artists- you only need GAs from this point, aside from the GP you'll get from the Oracle. Run specialists as heavily as you can but be careful not to pop a GA until you've gotten the GP from Oracle. After Oracle is built (and aside from the specialists issue) you're pretty open on what you have your cities doing. I'd suggest getting one of your first 2 cities past the capital going as a decent production city. You need to keep your power rating up to avoid being attacked (or to start a war yourself, if you want) and you need to help provide extra troops to the captial. After Monarchy the capital should be in a continual state of growth until bogged down by unhealthiness.
The GP from Oracle you'll burn on Civil Service. The GAs you accumulate will be used on Philosophy, Nationalism, Education, and Liberalism. Military Tradition you pick up for free from Liberalism. I can't give you a hard end date since it depends entirely on how fast your Great Person farm can create 3 GAs (you'll get one from Music).
Now for the post-Monarchy tech path. You need Polytheism and Alphabet. Check the progress of the Great Prophet, if he will be out in less time than it takes to research both, start with Polytheism. You need this researched to make sure you get Civil Service from the GP as soon as he appears.
After Alphabet you can start making tech trades. Good things to pick up are Iron Working, Calendar, Animal Husbandry, and Horseback Riding. After a GA has been burned on Philosophy you need to get Horseback Riding before you can use them on the rest of the techs you need, better to trade for it if you can. Depending on how things are going though in the AI kingdoms they may not have time to research a lot of things you'd like to get. Hold out as long as you can to get decent deals, or try to finagle lesser trades like giving away the pre-CoL religious techs. Make sure you do NOT accept Masonry in a trade. Masonry is going to divert your GP and GA down the path towards Divine Right.
After Alphabet you need Literature and then Mathematics. If you're lucky you can trade for Mathematics from an AI who is trying to beat you to Music. If you can be assured of being first to Music, then divert to Drama, since it will reduce the costs of researching Music and you need Lit, Music, and Drama anyways before the GA can be used on Philosophy. At this point you should be close to producing a GA yourself, burn the first on Philosophy and the second (provided you have Horseback Riding) on Nationalism. You're then researching Paper and finishing off Nationalism so the next GA offers Education. Then the next GA starts you on Liberalism, you will most likely be doing Gunpowder while you wait for him to pop out. Finish Liberalism and collect Military Tradition, and you've got your Cossacks.
Getting Philosophy opens up another quandry. You need to switch to bureaucracy, switch to pacificsm, and pick a state religion so that the GA farm gets the pacificsm bonus. This is 3 turns of Anarchy that you can minimize by waiting to take bureaucracy & pacificsm at the same time. I think Spiritual civs have a huge advantage here because of all the Anarchy you end up with otherwise. Aside from that, as long as you managed the capital correctly and have a decent GA farm going you can pretty much do what you like with your empire. The capital needs a Granary, Library, and University, but don't make these at the expense of city growth. Only focus on production when you've reached a happiness limit. I'd recommend making sure you've gotten Granaries out by the whip if need be in the capital and GA farm before you leave slavery for caste system.
Now Rifles are not for the faint of heart and I'm not convinced I have all the kinks worked out yet. For Cavalry you need capital, GA farm, and production city. For Rifles you need capital, production city, GM farm, and GS farm. Having access to 2 cities that can each support 6 specialists and are close by is going to be a challenge on most maps. Early scouting is going to be key, if it looks like you can't manage 2 such cities then you'll have to give up and settle for Cavalry.
One of the things that makes this troublesome to work out is that there are multiple tech lines you want to progress down simultaneously. I'll make note of them, but bear in mind that these should not be interpreted as literal lines of research:
Myst-> Med-> Poly-> Priest-> Mon-> Philo-> Feud-> Guilds-> Gunpowder
Wheel-> Pot-> Writing-> CoL-> Civil-> Paper-> Edu-> Lib
Math-> Curr-> Bank-> Rep Parts-> Rifle
Bronze-> Metal Cast-> Machinery-> Printing Press
This is obviously quite a lot. As a consequence, we need 2 Great Person farms running in parallel. The cities take turns on being allowed to make a Great Person. The city who is currently not allowed to make a Great Person spends its time running a minimum of specialists to allow the city to grow. The other city maximizes specialists and runs a food deficit as much as it can. Both cities will need to share a religion so they get equal benefit from pacificsm. When each city is running maximum specialists they should be about the same amount, 6 or more ideally. Otherwise one city will be too slow when its turn comes and you'll have lopsided production.
You're going to need far more GMs than GSs, after the first few come out you'll want to have both cities going on GMs. The GSs will bulb you for Philosophy, Printing Press, and Education. GMs give you Banking, Civil Service, Machinery, Guilds, and Printing Press. Lots of useful things, but to get them you need to delay the availability of Banking as long as you can. This means wait on Feudalism until the last possible moment. Your goal is hold off on completing Liberalism until you can get Replaceable Parts as the free tech. Then research Rifling yourself, by the time you finish Rifling you should have produced a GA from one of your farms. Pop him for Nationalism after (hopefully) trading for Lit, Drama, and Music. Or, if you've got your Great Person farms switched to making GAs at just the right time, bulb GAs for these too. Trading is going to be very helpful in this strategy as well. In addition to what I mentioned in the Cavalry plan you might also be able to pick up Construction and other useful things.
Your opening is very similar to pursuing Cavalry, except you're getting Metal Casting via Oracle. Use the GP from Oracle on Code of Laws, you'll now use a GM on Civil Service. The tech research path after Alphabet is tricky. Pick things that are going to be cheapest to research at the time. You need to get Mathematics before you can use the GS, and you need Math + Currency before you can use GMs. If you started with Fishing (which Elizabeth does) then you also need Sailing to use the GM, I suggest you trade for it (you're pretty much guaranteed to be able to trade for it). Some of the techs that you could theoretically bulb for you may end up getting yourself because you see they are now cheap and you don't have time to wait for a Great Person to pop out. Education, Liberalism, and Gunpowder will all likely be self-researched. When the research time on Liberalism gets down to < 15 turns you may want to start it, then stop when 1 turn is left if you're not ready for grabbing Replaceable Parts.
While certainly not short enough to be a 'slingshot' by any means, you can still get things done fairly quickly. Once you're done with Rifling you can switch back to making GSs to help with Chemistry, Scientific Method, Physics (get a free GS) and then Artillery. Making a big push for Artillery will certainly be a game-clincher if nothing else at this point has. You'll also be finding it quite cheap to bulb a GA for Military Tradition (or just do it yourself) to get Cavalry backup for your Rifles.
While obviously a very long-haul plan, there are some pros. You'll have early access to Watermills, Workshops, Crossbows, and Macemen. During the time you are working on making GMs you are earning good money to put towards upgrades and to keep your research rate up.