Strategy and Tactics
In two turns we can strike into the heart of the Inca empire, taking a route Vilcas --> Vilcabamba --> (possibly the city NW of Vilcabamba) --> Cuzco. All our attack units won’t be on the border at that point, but they’ll catch up quickly. Our big stack of fast units now most useful for suppressing resistance on the safe interturn—slavers, mullahs, elite knights, etc.—will be able to reach Vilcas in two turns, provided it’s been taken.
For our strike at Vilcas we’ll need to build a road as indicated on the screenshot, which our one-turn roading team (now a little W of Nantes) can’t do next turn, but can do as our first action on the turn of the attack (1776 AD). We’ll also need a garrison as indicated; there are plenty of foreign workers and slaves in the area. Apart from the main stack we’ll need a few cav in Tatung to take out the pikeman manning Vilcas’s garrison.
We have a reserve of cav and hussars positioned just outside Napata, intended as recapture forces in case any of our Nubian towns flip again. We could also use them for a quick strike against (Inca) Delphi and Piraeus if the next player would like to try that, but they shouldn’t leave the area entirely.
We have units stationed just outside Kerma, and between Ballana and Dongola, so they can’t be lost in flips. They can move into cities as necessary once we’re at war with the Incas.
We’ll need to make sure our cav unit making a reconnaissance of the Inca lands is back across our borders when we strike, so that it doesn’t count as a sneak attack.
Bear in mind that we’re also at war with the Germans and Austro-Hungarians, wherever they are.
Tech, Trade, and Our Golden Age
We’re caught up in known-world techs that are also tradeable/visible, meaning that no other civ has Corporation or Industrialization yet. We know that the Israelites have at least two invisible techs, and other advanced civs might have them.
We’ll discover Corporation (meaning double-speed workers) in five turns, and if we’re lucky we’ll be able to exchange it for Industrialization, the last tech-for-tech trade we can make. Selling it to the rich civs would also be good.
Our Battlefield Medicine pre-build in Nineveh represents an attempt to trigger our GA by building Blue Riband, which can only be constructed in a coastal city. The idea is that after we discover Corporation we’ll research Marine Engineering, which will probably take eight or even seven turns at that point, and then build BR the moment we discover ME. This isn’t guaranteed to work, particularly if the Israelites have taken ME as one of their free techs from Arms Race, but the reward/risk ratio is so good—a Golden Age we can’t otherwise see how to get, versus a few hundred wasted shields—that I think we should try it.
If the pre-build in Nineveh looks as though it’s getting ahead of our research on ME, we can reassign some engineers there.
In two turns (1776 AD) moderate payments we’re receiving from Greece and Mongolia will run out, so we should be certain to sell them more techs then.
We shouldn’t take any of the deals available for our resources and luxuries from the tech leaders, unless it’s necessary to complete a tech trade. The benefit to our enemies would be too great relative to the modest amounts they’re offering.
Miscellaneous
We’re building one-turn hussars in Ellipi, because the city can reach 70 spt but not 80. We don’t want to make a lot of attacks with hussars now, but they can replace infantry types as second garrison units in cities, and then upgrade to armoured cars when that becomes possible.
Except on a small scale at Babylon, we haven’t started work on our rail net. Building rails very slowly before double-speed and buildable workers is of limited value, IMO.
We have the Small Wonder Capitol available, but the problem is that it does the same thing as Great Palace, and we know that Great Palace doesn’t work. Even if we choose to be optimistic and build Capitol, it should go in a city more distant than any we hold yet, perhaps the Incas’ size-27 capital.
Please add two foreign workers from the tile W of Aniba to the roading stack on an oasis two tiles NE of Kerma first thing next turn, to avoid inefficiency.
Shanghai will probably need a happiness adjustment after it grows this interturn.
We should micromanage Umi strictly for +5 food and quick growth, since it has a hospital. We should develop Hangchow for +5 food, even if this means cutting down a forest, for the same reason.