Okay, I think that you're right, bbp, in that Asoka's capital looks like it is SW of the PRiv Wine:
In particular, note that landing on any of:
On the PRiv Wine
1S of the PRiv Wine
1W of the PRiv Wine
ALL look like they will be over-the-River attacks.
The map was probably designed that way intentionally.
It does sort of look that if we land on the PFor that is 1S of the PRiv Wine, we could then move 1S or 1SW and possibly not have to attack across a River. Of course, it might also be possible that Asoka's capital was surrounded by Rivers. That said, the screenshot DOES make it look like if we move 1S or 1SW of the PFor, we can avoid the River-crossing penalty.
Of course, if his capital is the first City that we attack, we can potentially hit him from across the River before he is ready.
In particular, if we do aim to land on top of the PRiv Wine, while we will lose 1 turn getting our Galleons into place before the war (going NE + NE of Asoka's northern City), we could then land units on the first turn of war and attack on the second turn of war across of that River.
If Asoka still has Archers and if we were to catch him unprepared (due to us landing units so quickly on his shores), he might have a small amount of units so the River-crossing bonus won't help him that much. On the other hand, if he has Longbowmen, the first 2 or 3 units that we land will see that fact and we can just aim to drop off the remainder of our stack on the following turn either in a location that hopefully doesn't have a River-bonus (perhaps if we are lucky enough to be able to land somewhere to the north-west of his City) or can just land on the PFor square 1 turn later and then march the units for 1 turn.
So, the idea is that we could aim to land a few units on the PRiv Wine and if Asoka's City looks capturable, we can just land the rest of our stack on the same turn and capture his capital from across of the River on the second turn of the war.
As for Optics... well, LC, it was your plan to have us Lightbulbing Optics in the first place:
Optics (1 GS) 936 AVOID: Meditation and/or Code of Laws
Galleys aren't going to cut it. By the time that we can reach Asoka's capital, he'll have been able to whip several units.
Besides, the extra movement from Galleons (+2 movement) = 2 times the movement of our navy plus also allowing us to "cut corners" by not having to sail on Coast squares sure beats +1 movement on land = 1.5 times the movement of our land units.
While I see what you're getting at, we won't actually be marching stacks of War Elephants by land for quite some time... as you say, we want to set up a Galleon chain.
Yes, we started our warring relatively late due to going for Astronomy... now's not the time to change gears and start trying to go to war with Galleys. We need to make up for lost (aka invested) time by:
a) Attacking by surprise, i.e. landing as soon as possible after war
AND
b) Attacking the key Cities (like Asoka's capital) first, so that less population points will be whipped
AND
c) Attacking in sufficient force to be able to capture a City with 0 or 1 turns of Bombarding, so that much of our stack can reboard our Galleons and move on to the next City, possibly after a bit of healing
With the current map layout, we don't have access to Asoka's capital with Galleys.
In fact, we can completely ignore attacking Asoka's northern City and still arrive at his capital at the same time as if we owned his capital, due to Galleons being able to move diagonally SE to the east of his northern City and then diagonally SW when passing his northern City.
I see absolutely no gain in capturing his northern City other than possibly luring other units. However, the "trick" usually requires you to station a unit there. The AIs are "suspicious" of undefended Cities... if you want them to try and recapture a City, leave a unit like a Warrior or a badly wounded unit there and the AI will swarm that City... leave it empty and the AI will suspect a trap and generally avoid it. Besides, we want to capture his capital ASAP so that it stops producing Flasks for him (maybe we can delay Feudalism) as to take away population points from him (so that we can whip those population points instead of him).
I'm not really a fan of keeping tiny Cities, since they will take a while to get set up. Usually the biggest advantage of capturing AI Cities is getting their population base for free... captured Buildings help, too, but it's the population (under Slavery) that really makes keeping (instead of razing) Cities very worthwhile.
Keeping the northern City would give us 6 extra land squares... not a very huge margin... and yet could likely be a drain on our economy. The saving grace is the fact that we would have 3 Domestic Trade Routes instead of 1 Domestic Trade Route, so we'll probably keep that northern City, but it can totally be captured at a later time. Besides, Asoka might just feel inclined to try and reinforce that City what with so many of our units "threatening it" by sailing near it as we actually sail past it to attack other Cities... which would serve the purpose of luring AI units into the open.
Since we are almost certainly not going to get our 8 Experience Point unit from Madurai, I'd say Asoka's capital has to remain our first target.
It's nice to have more units (ala Heroic Epic) and it's nice to attack early, but these things can quickly be outdone by an AI spamming units... i.e. striking as quickly after declaring war as possible tends to be a far more powerful move than taking a couple of weak Cities and then allowing the AI to build up/whip from its larger Cities. Go for the throat and leave the limbs for later.
I wouldn't even make Madurai the 2nd or 3rd City to be captured, but maybe the 4th.
As for how long it will take us... I have no clue. That's a weak point of my game--figuring out when the game will end.
What I do know is that we want to start soon, but when we do start, we want to start in force, so that our wars end quickly and Cities are captured in a small amount of time. To that end, we want to attack with Galleons and we want those Galleons as soon as possible.
We also want our units as soon as possible, which to me means switching into Police State immediately, which won't speed up the first round of whipped units but will speed up all future rounds of units.
Warpath would be Asoka and possibly a key City or two of Ragnar's, especially, as you say, if we can get a spoke City. We might then make peace with him in order to reduce Ragnar's focus on units and we might leave Asoka with a City or two just to not have to worry about cleaning him up immediately. Then we'd want to focus our southern stack on the eastern AI of the two AIs from the south, who will have easier-to-capture Cities than Ragnar will due to not having spammed units for a while.
At the same time, we'll open up a front on the AIs from the north, who will be trickier to deal with since we'll have to get to the west side of Elizabeth's hub before we can do much damage.
From there, our southern army will probably push on to the western of the two AIs of the south while reinforcements trickle in and form a new stack to take on Ragnar, whom we will redeclare war on.
We might not even need to take on both AIs from the north in this manner, as that'll be 5 AIs already.
Is the plan to spam Settlers and colonize the middle of the map at the end of the game or are we looking to get almost all of our additional Cities via conquest (plus the possibility of building the odd canal City along the way)? That part I'm not too certain about.
Due to captured Cities experiencing turns of revolt, it might be just as fast or faster to send Settlers down a Road and/or Galleon chain and then hire an Artist Specialist + build Culture in newly-founded Cities than it will be to wait for newly-captured Cities (captured at the end of the game, I mean) to come out of revolt and have their borders expand.
When the AIs get Feudalism, we'll just land larger stacks. It sounds like bbp is going to try and get somewhere between 12 and 15 units for our initial assault on Asoka's capital, which should just about do it if he has, say, 4 Longbowmen and an Axeman defending there.
Eventually, after we learn Engineering, we'll build Trebs instead of Cats (Cats can still be built in low-production Cities or whipped in new Cities). Other than that, we'll probably mostly have War Elephants and Axemen for quite some time, optionally switching to War Elephants and Longbowmen once all of the AIs have Feudalism and we get it in trade ourselves.
I see what you're saying about the Explorer, but I don't really feel comfortable giving the AIs from the north a chance to come at us.
There will be a small window where the Explorer can explore a bit to the south-west, since we have a bit of knowledge thanks to our Work Boat lure that no Galley force has been sent out from the AIs of the north toward us yet:
Lightbulbing Optics should give us even a bit more visibility, but we'll have to assume that whatever coastal square to the west of our Work Boat we cannot see is a square that contains a stack of boats from Genghis. Then we just need to count how many turns' worth of 2 movement points that the Galleys could make it to the east, and then figure out how many turns we have available to us to send our Explorer to the south-west and then back north-east in time to spot any such potential fleet.
Assuming that we don't Lightbulb Optics, then Genghis could have a stack of boats NW + W of our Work Boat lure (or if we Lightbulb Optics, 1W of there). That gives us about 6 turns of movement with the Explorer, so the Explorer could follow some Roads toward the south-west for 3 turns before heading back to the north-east.
The idea is that we are leaving our Cities empty... yes, knowledge of Asoka's area would be nice, but having our Heroic Epic City razed would be a game-wrecking event, since you can't rebuild a National Wonder once it has been lost. We're already pushing the envelope just by leaving out Cities defenceless... let's at least allow ourselves some advance warning of a possible attack so that we won't lose any Cities unnecessarily.
If you really want to argue it, then I would counter that by not having Military Police units, we have extra land units, so a stack of two of these units could feasibly be landed on Asoka's spoke to both explore it and to potentially Pillage any key Resources that they come across, due to the fact that we have more units to spare by being able to keep our core Cities defenceless thanks to our Explorer.
We might not get declared upon by the AIs from the north but they "know" (at least Elizabeth does--I don't think that they share map knowledge) that many of our Cities are defenceless, thanks to her Scout. The AIs do take this fact into account when deciding where to attack. I doubt that they'll take it into account in terms of deciding WHEN to attack, but once they have decided WHEN, you can count on them coming in and razing our undefended City at the worst possible moment (think of the fact that the game deadline is looming and we'll start to get careless with these kinds of details). On that note, the Explorer should not get Fortified or Sentried or anything and after it does it's little detour to the south-west then back north-east, we should end its turn manually each turn, so that the screen will actually jump to showing us the nearby area... no point in having a scouting unit if we aren't going to monitor what it reveals.
Another random thought: Are we building a Work Boat for Bridge City's Crab anywhere? Note that Police State speeds up the construction of Work Boats, so if not, we can always build one after our initial rush with a bit of a cost savings (as long as the City that produces it makes 4 or more Hammers per turn).