Judging from the comments, it appears that we are all leaning towards the idea of 1 Super-SOD to push out of our territory and start taking the battle to the AI. As Colony noted, our SOD will need some defensive units. I think we will need at least 13 units for stack defense.
2 Longbowmen (Drill II)
2 Crossbowmen (Shock)
2 Crossbowmen (Cover)
2 Macemen (Cover)
2 Pikemen (Combat II -> Formation)
1 Explorer (Medic)
2 Knights (Combat II)
The Crossbowmen will provide the bulk of the defense, with the Longbowmen and Macemen providing support. Bombay has pretty much become useless as a production center. We should probably consider Woobi's suggestion of capturing a city as a buffer. I think St Petersburg, which was built on a hill, is the best choice. If we can take the heat off of Bombay, it would be a good source of hammers for future troop training. To that end, I would rather not chop any more forests around Bombay.
A look at the demographics and power graph show some disturbing news. If it wasn't for Peter, we would be dead last in troops. I guess it is good to know that he has not recovered from our earlier suppression efforts. Unfortunately, we really do not have an
edge in any of the stats. The manufacturing number is at least average. That number would definitely change if we could get Bombay back on-line.
Munterpipe started work on building us a navy. However, it is not yet large enough to risk leaving the safety of the ports. For the time being, I am going to leave Bangalore and Jute on Caravel construction. If we can create a SOD of boats, we may be able to take control of our waters once again.
Objectives: Start building us a Super-SOD.
Turn 0 - 1750AD: I'm tempted to start this off by revolting to Theocracy. This would give our SOD an extra 2xp. Unfortunately, it is not enough for an extra promotion, but it would put most of them just one battle from a 3
rd promotion. In the end, I really don't want to lose the 1 turn to anarchy ...
IBT: The cultural defense of Bombay is smashed to 0% by Capac. Mansa suicides a couple of cats against our Longbowmen. Mansa then suicides a couple of Macemen against our Longbowmen.
Turn 1 - 1755AD: Delhi trains a Maceman and starts on a Crossbowman. Jute constructs a Caravel and starts on another one.
The collateral damage from the 2 cats is taken care of by our Medic in Bombay. All 3 Knights in Bombay are still wounded from prior engagements. And, our Level 5 Longbowman is wounded from the 2 mace attacks; he needs 1 turn to heal, but has earned another promotion. This guy is absolutely amazing. He has City Garrison III and Guerilla I promtions already; which means that with the 170% bonus he could hold off a Grenadier! I decide to keep up the theme and give him Guerilla II.
Tokugawa has a couple of Knights in the open. I attack one of them with our Pikeman. He is now eligible for his 3
rd promotion, Formation, and will be added to our SOD.
IBT: Tokugawa sends his remaining Knight past Bombay after our Worker. Fortunately, he cannot reach the Worker in 1 turn.
Then, the battle over Bombay gets ugly! First up, a Japanese Catapult suicides against our super LB. Then, a Japanese Knight gets 3 good licks in on our Super LB before dying. Then, Bizmark suicides a Catapult against another of our Longbowman, before sending in his Maceman to die.
Next up is Capac. His suicide Catapult does some damage to one of our City Garrison II Longbowman before being taken out. He then sends a City Raider II Catapult up against one of our Guerilla II Longbowmen. Then, he sends in a couple of Crossbowmen to die, but not before drawing some blood.
Mansa Musa's suicide Catapult is able to withdraw from combat before dying. But, at this point, all of our Longbowmen are wounded. Mansa's Crossbowman has a 20% chance of winning, but our Longbowman holds the city. Julius Caesar's suicide Catapult is going up against one of our Macemen. Then, Caesar's two Macemen inflict some damage to our wounded Maceman and Crossbowman. Caesar's Crossbowman has almost even odds against our defending wounded Knight. The Knight manages to prevail.
We killed 13 units without a single loss. But, a lot of damage was inflicted, especially to our Longbowmen. One of our Longbowmen is eligible for a promotion and gets a City Garrison III. Our wounded Knight is also eligible for his 4
th promotion, so I give him Charge; hopefully he can start taking the heat from the suicide Catapults, thus freeing up our Longbowmen. (I would later realize that this was a wasted promotion. The longbows would continue to defend against the cats.)
Turn 2 - 1760AD: Madras completes a Forge and starts on a Crossbowman.
If the AI had committed
all of their combined forces, Bombay probably would have fallen. Our only healthy defenders in Bombay are some Macemen. If JC and Bizmark attack next turn, they will be doing so with Crossbowmen.
I attack Tokugawa's Knight that is threatening our Worker. Our Pikeman is barely alive as a result. Next, I decide to do something about the AI stack sitting on the forest north of Bombay. This stack is being defended by a lone Pikeman. Our Maceman will have a 65% chance of defeating that pike. Then, our Woodsman II stack can move forward to claim this tile, hopefully for good.
A Shock promoted Maceman in Bombay has a 90% chance of taking out the Pikeman. Unfortunately, it took almost all of his health (0.3/8) to do it. It may have been a mistake to use one of Bombay's defenders, but it is too late now. Capac's 2 wounded cats easily fall to our woodsmen maces. And, we have now reclaimed one more of Bombay's tiles.
IBT: Bizmark did not notice what happened to Tokugawa's Knight that threatened our Worker. He sends his Knight around Bombay to do the same thing. Meanwhile, his Crossbowman attacks our wounded super Level 6 Longbowman. Our LB starts the battle with 72/100HP, but only has 7HP left before finally killing Bizmark's Crossbowman. We came close to losing that Longbowman!
Next, Mansa Musa suicides a Maceman against one of our Macemen. It was no contest, as we win without even a scratch. Lastly, Caesar sends in a City Raider II Catapult that gets a few licks in on our City Garrison III Longbowman before withdrawing from combat.
Turn 3 - 1765AD: Delhi completes a Crossbowman and starts a Maceman. Bangalore completes a Caravel and starts another one. Calcutta completes a Worker and starts a Pikeman.
Well, we managed to keep Bombay for one more turn! Unfortunately, our 2 best longbows are now wounded. We do, however, have 4 other healthy longbows and most of our Macemen are back to full health.
I use our last healthy Pikeman in Bombay to take out Bizmark's wandering Knight. Like the last one, he is severly wounded. Then, one of our Knights takes out a lonely, wandering and wounded Catapult.
Lastly, we are looking at 15 healthy units sitting on the hill overlooking Bombay. I decide to suicide one of our 2 Catapults that are in Bombay against this stack. The cat only does slight damage, but 4 of the damaged units are Crossbowmen. That will help if our maces have to do any of the fighting.
IBT: First up is Tokugawa who suicides a City Raider II Catapult. Then, our City Garrison II Longbowman defeats his Maceman. Huayna Capac then suicides a City Raider I Catapult against our wounded City Garrison III Longbowman. The cat is able to withdraw, unfortunately. Capac's other Catapult isn't so lucky, though.
Our Guerilla II Longbowmen finally see some action, as Julius Caesar steps up to the plate. We kill 3 of JC's Crossbowman in that action. For a last hoorah, Caesar suicides a City Raider II Pikeman against our Maceman.
In other news, 2 Crossbowmen and a Pikeman are trying to sneak around Bombay.
Turn 4 - 1770AD: Delhi completes a Maceman and starts on a Crossbowman. Madras completes a Crossbowman and starts on another one.
Meanwhile, 2 of our Workers begin construction of a fort on the recently captured forest tile north of Bombay. A Woodsman II Maceman fortified in a forest with a fort should be pretty well safe. I'm not sure who is responsible for the woodsmen promotions, but good job!
IBT: A lone Pikeman, under command of Huayna Capac, attacks this turn.
Turn 5 - 1775AD: Things were going so well, and then the unthinkable happens. We lose a Knight. We had 2 Crossbowmen sneaking around Bombay, if you recall. They also had a Pikeman with them, but he committed suicide on the IBT. I send our Level 5, Shock and Charge promoted Knight to attack. He loses even though he has a 96% chance of winning.

That is just not right. Our next Knight has a 97% chance against a wounded Crossbowman. Fortunately, he does the right thing and wins. Lastly, a Crossbowman finishes the job started by our first Knight.
In other news, Tokugawa has left a lone Knight exposed in the open. I would prefer to attack the Knight with a Pikeman, but then our pike would be sitting defenseless in the open. Fortunately, we have a Formation-promoted Knight (with 75% odds) available for the job.
IBT: Mansa starts us off by suiciding a Catapult against our now-healthy Level 6 super-LB. He then suicides a Maceman against super-LB. Finally, his Crossbowman is able to get a couple of licks in before dying at the feet of super-LB.
Next, Caesar sends in a City Raider II Catapult. It has no chance of winning against our City Garrison III Longbowman, but does manage to scratch up the bow before dying. It's nothing that our Medic can't handle, though.
Turn 6 - 1780AD: Delhi completes a Crossbowman and begins a Maceman. Jute completes a Caravel and begins a Catapult.
Meanwhile, Bizmark has planted a couple of Knights on top of the horse tile south of Bombay. A bit of a sticky wicket is encountered as JC has left a healthy Combat II Maceman to protect the Knights from our Pikemen. I am going to have to risk leaving them for now.
IBT: Turns out the risk was a bad idea. Bizmark's 2 Knights pillage the road into Bombay and are still being protected by JC's Maceman.
Bizmark decides to suicide a City Raider II Catapult against our Super-LB. Then, Capac suicides 2 Catapults against our City Garrison III Longbowmen. He then sends in a lone Crossbowman to die. Last up is Caesar's City Raider II Catapult. It manages to withdraw rather than dying.
Turn 7 - 1785AD: Delhi completes a Maceman and starts a Longbowman. Madras completes a Crossbowman and starts a Maceman. Bangalore completes a Caravel and starts a Work Boat. Bombay completes a Pikeman and starts on a Forge.
We now have 4 Caravels in Bangalore. They each get a Combat I promotion and sail south towards Jute, hugging the coast line. Mansa has 3 Combat I Caravels, as well. Will he take the bait? Everybody's Caravels have the exact same strength, but the defender gets a 10% coastal defense.
First order of business is to get rid of Bizmark's 2 Knights and JC's Maceman. A Combat III (w/Formation) Knight is the only unit that will draw the Maceman as defender and still have odds (79%) of winning. It looked iffy for a moment, but our Knight won (3.2/10) in the end. This allowed our Pikemen to finish off Bizmark's two Knights. Unfortunately, it also left one of our pike's exposed in the open, since the road was pillaged.
Next, our Knights kill one of Capac's Macemen and one of Mansa's Crossbowmen.
IBT: Mansa takes the bait with 2 of his 3 Caravels. They do considerable damage, but our boats prevail.
Bombay's cultural defenses had grown to 30%, but Caesar bombs them back down to nothing. Then, our Level 6 super Longbowman earns his 6
th promotion (Drill I) taking out Caesar's Crossbowman.
Turn 8 - 1790AD: Delhi completes a Longbowman and starts a Maceman. Calcutta completes a Pikeman and starts a Catapult.
Unfortunately, Mansa has the around-the-world movement bonus on his boats. This forces me to sail our boats back into Bangalore for healing, as Mansa has reinforcements arriving next turn.
IBT: Nobody attacks?
Turn 9 - 1795AD: Jute completes a Catapult and starts on another one.
Mansa makes a mistake! He sailed two of his Caravels around the horn towards Jute. He left one of his Caravels outside of Bangalore. I sail our 2 healthy Caravels out of Bangalore to bait his lone Caravel. We have 2 more Caravels at Jute, which will join the fray next turn.
I should also note that the defensive portion of our super-SOD is all but complete, except for our Medic. All that remains are the CR Macemen and the Catapults. Oh, and a couple of Knights; but I figured that we can pick up the Knights from Bombay as our SOD is passing by ...
IBT: Bizmark starts us off with a suicide Catapult. His Knight and Pikeman then charge screaming to their deaths. Mansa then suicides a City Raider II Catapult.
Peter has decided to join the party! He has 5 Catapults enroute to Bombay. All of them are Combat I, which probably means that he has not built a Barracks, yet.
Turn 10 - 1800AD: Delhi completes a Maceman and starts another one. Madras completes a Maceman and starts on our Medic Explorer. Bangalore completes the [pre-maturely built] Work Boat and resumes Caravel construction.
Unfortunately, Mansa did not take the bait this time. I sail our boats back into Bangalore to wait for the other two to heal. If we can get all of our boats together into a single SOD, they should be able to withstand any attack in a coastal tile. Once they have Combat II promotions, we can think about holding ocean tiles ...
I notice that Tokugawa has left a lone Knight in the field. I decide to teach him a lesson about why this is a bad idea. Unfortunately, the lesson did not go over well, as his Knight killed out Combat III Formation promoted Knight.

We had 80% odds, which usually means a win ... One of our other Knights finishes the job and returns to the safety of Bombay.
Notes: Wow! What an intense set of turns! If I counted correctly (and I'm sure I missed some!), we had 59 kills versus 3 losses. Incredible! The AI managed only one coordinated attack. After that, there were not enough troops in and around Bombay to do any serious damage. The next person may not be so lucky. I count 38 units bearing down on Bombay. This is the most that I have seen during my turns. All of the longbows and maces are healthy, though, so that should help.
The defenders of Bombay!

Especially our Medic!
As for our own Super-SOD, it is forming up nicely. As I noted earlier, the stack defense is mostly in place. Only the Medic and Knights remain. Now we just need to churn out the Macemen and Catapults! My best guess is that we will need another 10 turns of SOD building before it is ready to hit the road.
I did a break-down of the number of units that I killed during my turns. Of the 59 units that were taken out, over 30% were Catapults and 25% were Crossbowmen. I'm wondering if we shouldn't add a couple of Charge promoted Macemen plus another Cover promoted Crossbowman to our stack defense mix? Or maybe we should give the longbows Charge promotions rather than Drill?
On the demographics screen, we are still trailing the AI in troops. A look at the power graph is rather interesting. A few minor blips on the graph, but our opponents are not taking any serious hits.
And the save ...