SLOWING DOWN THE TECH RATE
My overall goal from the start was to win with the cataphract fighting spearmen as often as possible. This meant slowing down the AI tech pace by having them be at war as early and as often as possible. Between 950BC and 670BC, I allied with Spain against France, Persia against India, and Carthage and Zululand against Egypt. These alliances initially cost me nothing but old techs or maps, lasted until I was ready to attack my allies, and were positioned so that I never saw one enemy soldier from these civs. More importantly, it crippled the AI tech pace. The last tech I traded was the already-available polytheism, two turns before I researched feudalism. As a result, I faced only six pikemen the entire game.
EXPANDING WITH SETTLERS
My development in the ancient era was average 10 cities, 10 workers (no foreign ones available). However, I never ceased building settlers and peacefully filling in as much land as possible. The capital built settlers until almost the end of the game. The FP city switched to settlers as soon as the FP was completed. And my worker factory switched to settlers sometime after the halfway mark. In most cases, workers had already built roads for these settlers to travel on, but I could have been more efficient in building my road network.
SWORDS SOUTHEAST: FIRST THE OTTOMANS, THEN ROME
Polishing the same strategy I used in GOTM22 and 5-4, I decided to use about 20 swords with upgrades to Persian Mercs in conquering the Ottomans and then Rome. The reasoning was to not lose time sending mounted units so far east, only to have to cross the entire map to do battle elsewhere. As long as these ground units finished their job before I hit the domination mark, they would have accomplished their mission.
As it turned out, I invaded the Ottomans in 510BC with 17 swords only an average start for hostilities - and eliminated them in 170BC; Rome was invaded in 90AD with upgraded units, captured the Pyramids in 260AD, and finished off the survivors in 440AD eight turns before hitting domination. (I eventually used three locally-built cataphracts as well.)
THE ROAD TO INDIA LEADS TO THE PALACE
I didnt want to risk having India research chivalry and build war elephants without the need for resources, so they were next. While fighting the Ottomans, I built a road with towns on a straight line to India. In 110BC, 15 horsemen hit India and captured every flatland city by 150AD. At this point I negotiated a peace, and waited for chivalry to capture the high ground.
Despite being at war since 510BC, I didnt get a Leader until the fall of Delhi in 150AD. Rather than rush a palace on the Ottoman-Roman border as planned, I built it right there in Delhi. This saved a lot of time, and the benefits were very similar: widely spaced cities on grassland. At this point my productivity increased noticeably, even though the second core never contributed much to the overall effort.
170AD: the palace jumps to Delhi
THE GA AND THE UU
With no help from the AI and a late palace move 170AD I didnt research chivalry until 270AD. A cataphract launched my GA two turns later, and it ended only three turns before I reached domination.
290AD: start of the GA
I had already declared war on Persia in 150AD, and taken a few of their flatland cities with horsemen. In 280AD I attacked Egypt with horsemen. By 300AD I had upgraded my horsemen in Delhi, declared war on India, and knocked them out in three turns. Again, I never added to the original 15 horsemen who first rode NE, so there wasnt a big pace-killing shift of my troops to the next front. The survivors of the Indian campaign rode along the N to finish off Persia, and then on to Spain.
In 360AD my second Leader gave me Sun Tzu, which sped my healing and thus my pace somewhat. Persia and Egypt were knocked out in 400AD, at which point I kept heading west and attacked the Zulus. (My workers had been feverishly roading westward through these pitifully udeveloped lands, but could have done even better.) Two turns later I declared war on Spain. The turn after that, I finally attacked Carthage.
A pause to give praise to the cataphract: its the best unit Ive ever seen, and the most relatively useful next to the Rider. I wiped out lots of archers and even medieval infantry with nary a loss, because I could move in, attack, and retreat. It helped that against India I encountered only spears, archers, and a couple of swords. Against Persia, spears and arrows until the end, when five pikes and a MI appeared (courtesy of some deal for iron). Egypt, spears, archers, and chariots; Zuluand, spears, archers, and horses; Spain, spears, arrows, one pike and a couple of MI. This is why I saved nearby Carthage for last: their UU in hillside cities were no fun, and took their share of cataphracts. But by waiting for the end, I was able to finally mass enough units that it didnt matter. (A third and last Leader in 470AD became my only army of the game.) France had some pikes, and lots of MI - given their location, I think I was right in never taking them on directly.
520AD: domination
IN RETROSPECT
A mediocre start to hostilities (510BC), palace switch (170AD) and discovery of chivalry (270AD) all slowed me down, but encountering almost nothing but spearmen made up for it. What hurt me the most was not being able to jump the palace until so late.
What helped the most was the short distance all my troops had to move to reach the front in just about every case, thanks to my dividing of my fronts to different units. Given my fast date of finish 520AD there is something to be said for this approach.
Finally, crowding cities in the first core and using captured cities for a second core had the rough effect that Qitai researched, but a look at my map will show that the overall pattern is pretty similar to what occurs in most games. I dont think this approach had much effect.