dima42
Prince
I looked at this some.
My feelings are as follows:
Tech: trade with Joao for guilds, research gunpowder, build musketeers. Pop probably replaceable parts, since we won't be in time for rifling. Some chance we'll need to pop chemistry and go that route. Turn off tech after rifling. I read through your suggestions to stop teching now, and I just don't see us winning with maces/trebs; we will need to take out a piece of either Willem or Joao and both have large armies.
Switch productions to spies and galleons on original cities after this round of units is done, then build musketeers there. Continue building primarily maces/trebs in viking/spanish lands.
Maces/trebs finish mainland spain, and make sue for peace with spain. They then proceed to go through dutch lands (not declaring on Willem) to capture Moscow. We then take out the rest of Russia.
Great general #2 leads whipped spy/musketeer army on Victoria. The army that destroyed Russia meets up with them, they all get upgraded to rifles, and we take out mainland portugal.
I plan on drafting and whipping like no tomorrow. I will be running free religion to please Willem. This lets us not worry about Willem running away in Tech, I think. I'm a little bit worried that taking out Joao will be difficult (he may well get grenadiers towards the end), but we should be able to draft/whip a metric ton of units by then. Of course if I can get Willem attacking Joao I will do that.
With mainland England, Portugal, and a bit of the Dutch-Russian continent, we should have enough land to win with simultaneous settlers in polar regions.
I'm guessing I'll play through about one third of the above.
Thoughts?
My feelings are as follows:
Tech: trade with Joao for guilds, research gunpowder, build musketeers. Pop probably replaceable parts, since we won't be in time for rifling. Some chance we'll need to pop chemistry and go that route. Turn off tech after rifling. I read through your suggestions to stop teching now, and I just don't see us winning with maces/trebs; we will need to take out a piece of either Willem or Joao and both have large armies.
Switch productions to spies and galleons on original cities after this round of units is done, then build musketeers there. Continue building primarily maces/trebs in viking/spanish lands.
Maces/trebs finish mainland spain, and make sue for peace with spain. They then proceed to go through dutch lands (not declaring on Willem) to capture Moscow. We then take out the rest of Russia.
Great general #2 leads whipped spy/musketeer army on Victoria. The army that destroyed Russia meets up with them, they all get upgraded to rifles, and we take out mainland portugal.
I plan on drafting and whipping like no tomorrow. I will be running free religion to please Willem. This lets us not worry about Willem running away in Tech, I think. I'm a little bit worried that taking out Joao will be difficult (he may well get grenadiers towards the end), but we should be able to draft/whip a metric ton of units by then. Of course if I can get Willem attacking Joao I will do that.
With mainland England, Portugal, and a bit of the Dutch-Russian continent, we should have enough land to win with simultaneous settlers in polar regions.
I'm guessing I'll play through about one third of the above.
Thoughts?