Mad Professor
Deity
I think we need to discuss how we are going to go to war. And, please MP, correct me if your experience was different.
The 4.5 turns per city was achieved through the use of Siege weapons.
I agree seige weapons are important. This is one thing Asoka will probably use badly, so if we can use a significant number of seige weapons well, then we can compensate for this. Ideally, we want Asoka approaching cities that are dead easy to take so he'll just go in and take rather than wander around in circles plundering the countryside to nothing instead of doing something constructive.
The groups I built were composed of three Grenadiers and 5 to 7 Cannons, later Artillery. It goes way faster with Artillery. The Siege weapons in vanilla will kill the units in the cities as effectively, or more so, than the foot units. The Grens and Rifles are there to protect the Siege weapons and do a little clean up once and a while.
I started with smaller stacks and this seemed to be OK, but more seige weapons might chop turns off the time it takes. When its canons, the other units (grens with CR promotions, and rifles) are more important because canons can still be a little fragile. Once Artillery came along the battle turned to slaughter. They really kick butt if you get them early! We really must keep the tech pace up until we have it. They really make a difference.
In our case, I think the fastest way to build an army would be to build one more CR2 Mace and a CBT1 and Medic1 Archer so the stack would have a CBT1/Medic1 Grenadier and two CR2 Grens and the rest would be Cannons. Thus we would need to build a stack of at least 5 Cats or Cannons. You cannot count on Asoka to do anything but take the city, imho. We should plan to have the city bombarded to zero culture and all but one weak unit eliminated when Asoka shows up.
The medic is absolutely essential. An absolute must or your stack which is preparing cities for your PA partner becomes depleted and too wounded, and you waste turns healing.
I agree that the best way is to leave nothing to Asoke except waltzing into the city and taking it from a battered and depleted defence. If Asoka takes cities without our help, that's a bonus, but it won't happen often early on in the war because he won't have the total military dominance the AI wants before it makes bold military moves. Without this dominance, he'll keep stacks back from the front and send out plundering parties. If you provide him with a dead easy target (ie a city with one battered defender) he's much more likely to just waltz in and take it.
Once we get going, we should be building almost entirely Siege units. And Globe is important because as we do most of the fighting, it doesn't take long for War Weariness to begin effecting our ability to produce replacement Siege units.
WW really hurts after a while. In SCT's test, I had to fight hard to keep Beijing from shrinking all the time without the globe because of it, and I was using Police State too because the pyramids were on our continent in that one. We don't need the globe straight away - that is, we could declare war and start the push without it, but we'd need it well before the end.
If we are going to count on Asoka to do some of the fighting, I believe that the turns per city will increase to more like 6 or 7 turns per city. We must also consider turns to heal units, especially with the Cats that Washington has.
We need the medic reight at the beginning. Turns count no matter when you waste them.