At 1 AD, we're preparing for war against Ramesses. This is the focus of this update.
Ramesses has 13 cities and room for some more.
At least 6 of his cities are size 8+ and, thus, highly productive ones.
We don't have vision over his demographics but it is safe to assume that his military is much larger than our (almost non-existant) one: 4 Jaguars, 3 Axemen, 2 Catapults...
We're getting Machinery (Macemen) next turn.
Clearview of Egyptian lands:
The good news is that Ramesses is one of the two backwards AIs on our landmass: he has neither Metal Casting, Feudalism, nor Civil Service.
Once again, it is safe to assume, however, that he will get those techs in short order.
Longbows aren't much of a problem against AGG Macemen, especially considering most of his cities are on flatland. Macemen shouldn't be troublesome either against City Raider units. However, Crossbows could be a pain.
So, first thing, before declaring war, we need to reach some kind of critical mass of units, so as to be able to capture cities and keep marching within Ramesses' territory.
If we're forced to stop our advance, Ramesses' cities will produce an endless stream of units that will force us to invest a lot more heavily in our military.
On the opposite, if our force is such that we can conquer swiftly, then it will deny Ramesses the ability to reinforce.
Reaching a critical mass of units,
Has to be weighted against declaring war sooner.
The sooner the war is declared, the more backwards Ramesses will be, and the easier it will be to clear a large number of his units.
So we probably won't be able to reach said critical mass before DoWing.
What we can do, howver, is assemble an operational stack of units, start capturing a few cities and keep up the military building until we reach that critical mass.
Fortunately, it's a sure thing that we can bribe Stalin against Ramesses, so we will have at least one war ally.
There are some other things we want to do during these next few turns.
A/ We're producing 4 espionage per turn. Asoka is now investing 7 points per turn on us and Churchill 12. So we can't afford to split the points anymore. It would be nice to raise our espionage output, so as to keep some information over those rivals.
B/ Teching up. We don't want to fall completely backwards, just because we'd have started a war. So we need to preserve our population count and commerce output. At some points, popping Great Scientists to bulb into Education/Printing Press/Astronomy is also very appealing.
C/ Exploration. Optics is only one tech away. We need that one soon. The upside is much higher than that of any other tech (even Paper), because it will let us meet the other AIs. From that point on, we'll be able to trade techs with 4 additional partners and, very important, to know how secure any Liberalism play is. It's possible a rival already is researching Liberalism, right? Such knowledge should affect our research plans.
Conveniently enough, we have a spare Scout within Churchill's territory. That one will be able to board a Caravel when we have one. Since we have Jaguars (and can promote them against barbarian cities), the Scout medic isn't very appealing.
D/ Finally, infrastructure. We're doing fine regarding our Granary count (9), Library (6), and even Barracks (4) but we could use some additional Forges, having only 5 at the moment.
Typically, it's better to get the Forge first and then the units. That is, if the city is going to produce enough hammers to justify the Forge in the first place.
Regarding Barracks: we'll get a mix of Macemen and Catapults in the cities where we have one.
In cities without Barracks, we'll mostly get Catapults.
Catapults are the epitome of sacrificial units, so having some not promoted isn't a problem. Which is more, the first promotion only unlocks City Raider, whereas Accuracy is the nice promo to have (double bombardment speed).
The extra 3xp is nice to have on Macemen, however. Those are very durable units and the additional survivability is most welcome. Essentially, once we're deep into the war, we're aiming to have a horde of CR3 Macemen, which would make it unnecessary to build any more.
If we can successfully get to that point, we will be able to focus only on Siege and Counter-units, which will make it that much easier to keep research up and compete with the other AIs.
Short notice about military production.
In the abstract, to maximize production, we need to combine city management and worker use.
--> Workers farm, chop and eventually mine.
--> Cities whip at maximum population // maximum food surplus.
Both aspects go hand in hand, since a worker that completes a farm allows a city to grow 1 more size and get 1 more food surplus.
Here, we have to accept that some cities are more productive than others.
It would be foolish to 2pop whip every city down to size 2: they would lose all natural production they have AND would lose a lot of food surplus. That would be a sure way to go broke, on top of being inefficient = losing commerce and production.
If you're in doubt, it's a good practice to compare the hammer output of a size 4 city with 4 food surplus with that of a size 6 city with 6 food surplus.
Growing on grassland farms increases production.
That was a long intro.
25 AD, we get Machinery and start to combine Macemen production with Catapults.
Research is directed to Optics.
Here's a clearview of our core:
Our two northern cities stop producing GPP and contribute non-promoted catapults.
Tenochtitlan completes some infrastructure before starting on Macemen. It has another Monastery to build before then.
Tlacopan completes its Forge before starting on non-promoted catapults.
Calixtlahuaca is a dedicated commerce city and won't contribute much.
Tlatelolco, Tlaxcala and Xochicalco are set (Barracks, Forge) and go full on Macemen, with the odd Catapult here and there.
50 AD, we break the 300 bpt threshold.
75 AD is the turn we capture the last Barbarian city:
We now have 2 6xp Jaguars. Our western troops head for the Egyptian front, except for a lone unit that will explore Stalin's lands.
So, on 100 AD, we get Optics. We immediately insert 2 Caravels in our build queues.
One will depart from the north-eastern coast and another from the west coast.
At that point, research is set to Paper. Astronomy bulb is hopeless, at that point, but we can still Liberalism --> something.
Units start streaming down:
At this point, some workers are tasked with roading.
This isn't too important for the first units we train but it is crucial that reinforcements can stream quickly down the map.
With the northern lands mostly developped, the bulk of our workforce has moved south, where we have a lot of jungle clearing to do.
Naturally, the riverside is cleared first, and farms are the first improvements (after resource specials).
Jungle cities have only a limited number of tiles to work.
That means they're prime locations for whipping. A city like Xochicalco is actually a powerhouse, even from its 4 tiles. It can whip 6 --> 4 every 4 turns...
150 AD, our first Caravel sails away, and will greet the scout aboard in a few turns :
We make some preparations in our southern enclave, so it can hold its own. A few units, a Sac Altar :
We're now getting Paper. Unfortunately, our gold count has reduced drastically. So we will have to bank gold for a while (into Education).
The second Caravel is whipped in the West in 175 AD.
By 225 AD, the Peace Treaty with Ramesses expires. We've produced 10 Macemen and 9 Catapults.
This is a functional number but they're still in transit, of course.
We'll declare war on the next turn, 250 AD, with 2 more Macemen produced.
We can bribe Stalin and Churchill (!) into the war. Churchill neighbouring Ramesses is very nice, here, since it will make the war a whole lot easier for us :
Here's what the front looks like :
We're sort of rewarded for Ramesses being so backwards. At least the first city capture will be an easy one. We're going for the culture bombed city first, so as to get control over our tiles again.
We have two scouts in the west, to check the walled city of Alexandria, a potential 2nd target, unless we head straight south, towards Thebes and Memphis. That would have the benefit of some additional speed. And war ally Stalin can ensure Alexandria's units don't bother us, messing with Ramesses' reinforcement route.
Situation in the north :
With the first wave of units produced, Xochicalco is now getting its Sacrifical Altar, to soak up whip anger.
We'll keep reinforcing as much as possible and try to double our army count (roughly).
Finally, the western Caravel makes a nice discovery : a cluster of islands :