This is only a partial turnset, but I thought I would give you an update. I still have 3 turns to go
I had more time than usual so I put a bit more into the turn log making it a bit long and lots of pictures. The short form is we took the parts of the middle east and Siberia to minimize our front line, and then romped across Africa.
When I have time to go into more detail it doesn't mean I will list kills and builds. I can forget to note when we get a leader, or the name of the town I just razed, much less our individual wins and losses. Instead it will be more about the strategy and tactics used. Also note that I don't claim they are the best strategies - rather they are the ones I enjoy the most.
Preturn:
I use the non-moved infantry to cover units - specifically workers that could be captured out of the fog
Looking at the military situation, we could own the east of Siberia as there is only one city of a civ we are not at war with - a single Russian one of Chita. It would help make the front shorter to do so, so I will dedicate a few armies to it.
There is also a Babylon owned peninsula (I think Qatar or Saudi Arabia is on it in RL) and the Egyptian core. I would like to break Egypt if I can on my turns.
I also check out how hard each civ is to kill off to stop flips and each civ will be major work to eliminate. They all have islands in hard to get to locations. We have started the campaign against the islands and I will continue it. May take a long time though.
For tech I could probably get Mass Production down to 16 turns or so and I think the AI will get it first so I keep us on track with the stealing. (Research times are so long compared to other games because of the numerous islands actually - we can't kill civs and get big cities filled with scientists [Edit: We are also missing science buildings like universities]
One final note: I really want to boost our culture. A smaller gain by us in culture can reduce the culture multiplier and lessen flips everywhere. For the top civ Egypt, once we take their cities we can start catching up a bit as they slow down. Right now we are a bit worse than 4x for them (4x may be the worst penalty - I never have been able to figure out if this is true)
Initial picture of Siberia
Initial picture of Islands
Initial picture of the Middle East
IBT: One Babylon Cavalry comes out from the frozen north and dies. A German unit attack our west-most city. An infantry is attacked by Egyptian Cavalry, plus more appear. Keep the builds on mostly military. Got a square of pollution.
1445 AD:
Start in Siberia by taking Bayonne to connect with Mycenae in the north. We capture a Treb and Cannon that I upgrade.
Islands next capturing Tanis and New Bangalore. We are now 6 armies short of maximum with only 19 out of 25 (after I capture one more city). For this reason I go leader fishing and net 3 Leaders for 3 more Cavalry armies. I also switched the capitol to Army and rushed one - a one time extravagance(I did it first before getting the leaders). Note that I woke up some elites including elite Infantry and on islands. I used 1 hp Egyptian Cavalry for the kills. After the elites I started using conscript Infantry to bring to regular. 3 towns were at maximum size so I drafted in each of them as well.
Next I sent our Cavalry Armies after cities in the south-west. On the Qatar peninsula using our Cavalry Armies, I captured Eridu (Babylon) and Alexandria (Egypt near African choke), Ellipi, Eulbar, Shuruppak and finally Nippur which is a bit of a stretch (11 hp army vs Rifle in small city which almost always wins) but I wanted to clear the peninsula. Note that 13 hp Cav Army vs Rifleman and its very rare you will lose unless city is over size 12 or on hill (where its still rare to lose but there is some risk).
To handle the fairly complex 'front' I cut off access to our lands. I mostly use unit placement to do this. In Siberia we are not going to get attacked by lots of units so even single Infantry are enough The other technique I will use is to cut roads with pillaging (sword army is good for this with its free pillage) and infantry defended artillery bombardment of roads to limit access, but that technique is best for enemy territory. Here we don't want to cut our roads and can't cut the Russian ones.
The downside of this technique is that it takes time to find every single access point (unseen square) a speed 3 unit can use to get in and to cover them all. Also bombarded squares need to be repaired and blocking units can be attacked. However, the AI will usually go around a well defended square rather than attack. Armies outside of towns are only attacked in extremely rare cases so even the sword army is a pretty much guaranteed blocker until tanks appear.
I always have at least one defender in towns near the border in case I miscalculate or an AI kills a blocking unit - at least 2 if larger number of units can show up.
I will cover coastal cities if I can find free units. I don't know that its necessary though because the AI will land first giving a round to react. The danger here is if you miss a landing your town is taken.
Some pics of said defense:
IBT: Babylon & India sign peace. A single Cavalry attacks a tundra town and loses.
1450 AD: Before I go after Egypt I want to take a tundra turn to fix our front lines which are chaotic.
Capture Tundra towns of Kandahar (Persia), Merv (Egyptian), Herakleia, New Lehore is destroyed, Capture Strasburg(French) near rubber, and Bampur(Persian). Stuttgart is a tough nut to crack as it has 2 forests in every direction. I need to use a combat settler (settling one closer) to bring it in range
I attack the German city of Bayanhongor but don't have enough to capture it. It is still the only one with Infantry.
We capture the island city New Karachi (India)
Many towns are fully developed so I use some Workers to chop down forests and 'plant and chop' to get libraries.
Current Siberia:
IBT: Ashur deposes us and Shuruppak. We lost no units in Ashur and at most a Infantry in Shurappak.
We lose an infantry in Uruk near the choke to a Cavalry. Slower Egyptian units show up - rifles and such.
1455 AD: For islands we capture Hyderabad from India, and Tureng Tepe from Persia. Looks like we may be sharing the Tureng Tepe city with Australia as they landed troops that block off access to their city. Only if Australia loses will we be able to get next to the city.
Capture Bayanhongor which will be one of the last cities to the north I will take. Our front is as good as it gets with us at peace with Russia.
For killing units, we get a leader and army number 25 (I may have missed one in the log? rushed once so 5 leader wins.)
Count cities again...114 so need 3 more armies to reach the limit... and get another leader on the next attack for 26 and 2 short.
Recapture Ashur and Shuruppak.
We finally use our Armies vs Thebes capturing 5 Artillery. Thebes has pyramids.
For Trading, Venezuela and Russia combined will give us about 4k and 900gpt for electronics. I take it as the AI will get Electronic soon. This puts us at 11789 gold and 2657 gpt. I then spend a good bit (down to 2.8k) rushing units and libraries. For libraries I would really like to lessen flips - the number of flips is high this game. It also expands the borders and makes it harder for enemy troops to get into the inner cities if a mistake is made in defense.
The next Egyptian cities are large 12 and 27 and 2 squares to get to them so Artillery moving into their territory this turn will bombard the next. Given that there is also a lot less units needing bombardment, I can do this with a goodly number of Artillery which is good timing with the size 27 city.
Also notice a Siberian rubber not now in any border so I build Ningpo on top of it.
The sword pillaged so it can leave the square and Egypt still can't get to Uruk no matter what.
IBT: Egypt and India aren't fighting anymore. India and France sign peace treaty. Egypt shows up with more Cavalry this turn with a stack of 14 as well as Babylon Cavalry from Africa as well. Taking Thebes has made Egypt react.
1460 AD: Red-line and capture Heliopolis and Memphis (with 23 resisters = replaced by Rapid River), El-Armana is captured the regular way requiring 3 healthy armies to kill 4 units as the first two are damaged upon attack. Pi-Ramseese has 6 units requiring 4 armies. Avaris only has 3 and is captured with just 2 armies. We attack Tadmekket and kill a few Rifles. Set up small bombard on Elephantine.
For these attacks we often pick up Artillery and Workers. I didn't record numbers, but it was at least 10 artillery and 20 workers.
I do not try to limit access to the Egyptian lands - Instead everything is covered. Infantry in enemy lands was Worker captures with 2 infantry. The sword pillage would stop attacks in the middle east. I think I also covered the exposed Elite unit in picture with an Infantry on a later check.
To help with resistance suppression, I go and wake up all our units on our continent for (I use ctrl-shift-n choosing 'units' for this as below (and ctrl-shift-m to restore normal view after in case you don't remember))
The purpose of this is redistribution of units. Often some units are fortified in not-so-useful spots, so this maximizes unit usage. With more time to play, so its a good time to do this. I was also planning on drafting more units but hit return by accident too soon and went to the next turn.
IBT: France and India vs Russia. Thebes deposes us. The only good bit is that it shrinks the city 6 size points after we take it back to size 5.
1465 AD: Retake and Thebes and regain the Pyramids. Attack and capture size 16 Tadmekket. Bombard and capture Elephantine. Lost an Elite cav vs an injured Cav.
We have another very tricky defense situation again where everything is railed and there are many squares to deal with. I use the following strategy this time:
If I can draw a line through squares that are:
1) water (endpoints are sea) or
2) in our territory or
3) roadless or
4) Occupied by a strong force
then it takes 2 movement points to get past, one to move in and one to move out. This gives a cavalry one movement point left which cannot take a non-front line city. For a second blocking line it can only move in. [Edit: I forgot to mention that if the two lines are adjacent you can move out the second blocking square ( 1) move in first, 2) move in second and out of first, 3) move out of second) ]
So in the picture below the light blue line is the first line taking 2 to get through. Any square behind the darker blue line is safe as well as towns not on the borders. Anything in the middle area or on the edge of our territory can be attacked and has to be well defended. This greatly simplifies knowing what to defend and frees up the towns behind the line from needing heavy defense. For the picture I used the delete key to remove the UI elements to get the full screen for the picture and made it less cluttered using the ctrl-shift-n - its easier to find the paths. Fortunately, the AI moves before a flip so a flipped city doesn't allow the AI in further. A captured city IS a risk allowing the AI through.
For the picture it is before I added defenders to Artillery and Worker.
Armies are mostly healing or heading to a city to heal. I send the Artillery forward for next turn splitting between several city
Work on suppression and do some drafting.
IBT: Landing of a single Aztec in Japan Egypt is starting to use Destroyers to bombard us. We lose a conscript Infantry that I mis-clicked with. Also a single attack on our city.
We have to renegotiate for Ivory and its expensive for us. We have no tech to trade, so I thrown in 55 gtp with wines to get it.
No units show up otherwise to kill Maybe our cities are too well guarded. I would like work on more leaders.
1470 AD: Starting with the islands we use ship bombardment and then capture Herat from Persia. Going for Wagga Wagga we get a leader and capture the city. Infantry army take out Kiwinana on the same island. There are some logistic issues (no unit but can't rush due to resistance) with Hyderabad so I need a transport to deal with it. There are Egyptians all over the island but no Egyptian towns and one more Indian city. So the forces will be passifying the island in the meantime
Kill off the Aztec unit on the island. No need to get anything from mainland.
We also got a leader which we have to bring back to the mainland...
For the main battle against Egypt:
Red-line Giza with Artillery. Use an Army and Elite Cavalry gaining us another leader (leader luck has been VERY good this turnset) Giza has Leonardo's Workshop but we don't have much in the way of upgrades.
Bombard and capture Buto using more Elite Cav.
Red-line Sokoto and attack it with the Remaining Elite and some Veteran Cavalry losing one Veteran one. Can also attack a Babylon town of Awlil. I notice that some of the next cities have 0 or 1 border expansions which is great as it allows us to use the Artillery. I lose another Vet Cav on awlil, Final town we sent Artillery against is Edfu which we bombard and capture with Cavalry without loss.
Timbuktu (Egypt) is now reachable by artillery so I bombard and capture it. I do the same thing for Gao - size 12 Babylon capital with no border expansion. I follow with Tendirma which is similar. I even use the sword army for the first time on attack since it can reach. Katsina is next and easily falls to a Cavalry Army. Kano uses the first full hit point army and we have reached the West Coast of Africa, Egyptian town of Abydos is next. It has culture so it takes 2 armies but it frees up unused Artillery. I can bombard and Capture Kukiya and finally Busa. Hombori (Bablyon) is range 2 and takes 2 armies
I use a Combat Settler to get closer to Byblos the last big city in North Africa. Byblos gets us Copernicus and it takes us 3 Armies to capture kill their 4 units. Finally I capture Segu to the Southwest. This leaves one final Cavalry army for cutting roads and setting up defense plus a few others with low movement to block access.
First I isolate Zanqum the only remaining northern city.
Then I work on the southern lines. The picture method actually worked pretty well at seeing where the issues are so I did it again. Orange is where the two lines touch and you can actually pass over the second line. Also units allow both lines to go through the square. (this is before moving the infantry to defend cities and such)
I also do try to protect the vulnerable units in case the enemy breaks through the lines. My hope though is that our stacks won't get attacked at all.
I also place a few outposts. to bring squares into visibility - especially coastal ones. If units land there it can wreak havoc. Drafted a few towns that looked good for units.
I will show a before and after picture because rarely do I have the opportunity to utilize the units so well. If you look at the 1465 you can see the AI does not have border expansions in the west which allowed for this progress they must have recently switched civs.
I could tell I was getting a bit tired because this picture shows 3 (fairly obvious) mistakes I made. Sadly, this picture is the final one befire hitting return. I stopped after this for the night.
I also use the forest chop to rush resisting workers in a few towns and rushed a few universities as our cash reserves are good.
IBT: There are some attacks by Egypt. Some Cavalry I think I forgot to move and an infantry with Cav underneath and one town. We lose an infantry and 3 Cav and kill several Egyptian Cavalry (6?). Well next line will be a good bit shorter and easier to deal with. A single Cavalry lands on our main island.
1475 AD: Islands I kill a Rifle on the Indian island. All but one army are healing or being transported.
For Egypt, I capture Koumbi Saleh first which allows us to Bombard and Capture the two towns to the west, Diara and Agadez. Zariqum the town still to the North only has 2 defenders so we are able to capture it with the Army that moved towards it last turn. That is the last town on Africa itself that is Babylon, though there are 4 African islands that are Babalonian. Next we capture Gwandu using our Armies and now own the horn of Africa and can start attacking south.
An attack settler is called for next as it will allow us to reach 2 more towns with Artillery. We disband Buto and build Banana farm. We then Bombard and Capture New Elephantine which allows us to Bombard and Capture El-Ashmunein and then Umfolozi
The second town we got closer to is Nioro which we Bombard and Capture, which in turn allows us to bombard and capture New Ulundi and then Kangaba.
I really wanted to conguer Asyut for a better front but we were already stetched getting this.
Kill the Landing and the rest of the red-lined enemies but no leader from our elite victories.
The following picture has zero to do with the game so I'll hide it. I accidentally loaded it and it was (sorta) on topic. The defense displayed caused several vastly superior civs to leave us alone for a vital period of time. I think we opened the lines to lure units and then closed again.
IBT: Attacks on an Infantry fail with 3 Cavalry (by Egypt) Sokoto deposes us to Egypt. It costs an Elite* Cavalry that was healing/suppressing resistance. El-Amama, Abydos also deposes us losing nothing (the suppressor units were pretending to be a wall I think. Kwinana deposes us to Australia who never owned the town. They have several blocks bordering us. I am glad I moved out the army. I was tempted to let it heal faster in the town. We lose no units, but can't take the town back.