Summary of the Parkinstani Preparations for War
Our preparations for war actually began prior to T180, although at the time we weren't fully aware of what form that war would take. Originally the plan was to attack Luddite with Mackoti, rushing him with our shiny new Cavalry and Rifles before he had them (or the draft), and taking as many cities as possible before he could fight back. Of course, a few turns down the line it became very apparent that we wouldn't be able to attack Luddite without at least Nakor and Plako getting involved, so the plan had to change. But that was the original idea that began the preparations.
On T181 we had just researched Rifling, switched to Nationalism and drafted our first 5 Rifles, and were about to 1-turn Military Tradition. As you can see, a large number of our cities had been prebuilding Knights precisely for this moment. Many had them 1 turn from completion and ready to switch into Cavalry on T182 - and most of them already had Stables. We were also building Galleons in our western cities for a coastal attack which never happened. (These Galleons actually ended up being upgraded to Transports and helping to defeat the Plako-Nakor fleet later on.)
Also note that I was even going as far as to build Culture in a border city with Luddite to ensure a critical tile wouldn't flip and give him advance visibility on our fleet. I really was committed to working with Mackoti at this time.
Here's how our capital was looking on T182. Essentially the aim was to rush for and complete the Statue of Liberty before anyone else got Democracy. I was aware that Moogle had a Great Engineer which could potentially have been traded to anyone (in fact still could, as far as I know)... so I was expecting that as soon as anyone else got Democracy the wonder would be out of reach. Hence the focus on getting it ASAP.
On T183, we completed Wall Street in Evermore. This was a critical investment for us at a critical time, and is the main reason why Corporation was worth it for us despite everyone closing borders (as I anticipated might happen before it did). Wall Street yielded us ~1000 free gold by T200, and is continuing to pay dividends into the present.
You can see that by T183 we were pretty much building Cavalry all around.
On T184, we extended our Golden Age for another 12 turns. Normally I'd prefer to avoid using Golden Ages up relatively early in the game (the ideal time for them is usually just before or during the space race), but I was fairly sure at this point that I'd have to fight on multiple fronts by T200, so it was pretty much a case of "use it or lose it".
We'd been focussing our espionage mainly on Luddite for some time, and by T190 we had visibility inside several of his cities. This was only made possible by the fact that we'd whipped out a whole bunch of Jails pre-T180.
I should probably make a special emphasis on this here, because I believe that Jails are actually an underutilized building by most players. The huge espionage benefit they give at a critical point in the game cannot be underestimated, especially if you can manage to get to Constitution a little before everyone else. Being able to see into your opponents' cities - and more importantly, having them unable to see inside your cities - is a vital part of military success. If anyone had been able to see into Pardus or Leo, for instance, they would have seen my large naval stack in advance. I would have relocated it before that happened of course, but it at least would forced me to a less convenient location. Information - or rather, information denial - is power.
Here's what the capital was looking like on T191.
By T192, with the exception of a few cities building Frigates, the empire had pretty much totally been converted over to a massive Cannon pump. Cannons are obviously a huge step up from Catapults and Trebuchets, and you can never have too many of them when you're expecting a big dogpile.
In the last few turns before the war, micromanagement was getting incredibly intense. My entire empire was littered with signs reminding me exactly when to draft, whip and adjust cities, as well as where to rail - all to ensure I'd have the absolute maximum number of units possible in place to strike on T200. You can see some of the sign clutter in the image below from T196. Imagine this but over the whole empire.
Four turns before the war, we were still pumping out Cannons. But we were also churning out Transports and Destroyers from all our (11) cities with Drydocks - which we'd built in advance during the early 190's.
Note that I was also building Culture in Silvestris at this point, to ensure that I'd capture a key border tile down south from Plako by T200. Losing production for a couple of units in that city while building Culture instead would be more than made up for if I could capture that tile, as it would delay any advance from Plako by a turn. So essentially I was trading off ~2 units at the southern front when the war began in return for gaining an extra turn's striking advantage. Not to mention the added security of making it impossible for Plako's mounted units to walk into Silvestris in 1 turn. Well worth it, IMHO.
And that about brings us up to date. Hope that was useful to some of you... or at least not too boring.
One final thought: Nakor/Gaspar really lost out by not researching Steel much earlier (in fact they still don't have it). If they were really set on being the boat-builder for the alliance against us - which it seems was the case, given that no-one else has Astronomy even now - then they should have gone for Steel immediately after Chemistry, instead of the complete waste of time on Constitution/Democracy.
Steel not only would have given them access to Cannons in their inland cities, but more importantly the Drydocks would have allowed them to produce a greater - or at least similar - number of ships by T200. Ship whips going up in value from 37.5 hammers to 52.5 hammers per pop is rather significant, after all. Plus of course, there's the all-important extra promotion they could have got for their ships from Drydocks. That promotion could have given access to Sentry - which might have given them an early sneak peek at my fleet, or at least would have forced me to shift my ships back to keep out of sight. It also would have given access to Navigation II, which is useful for obvious reasons.
Perhaps it wouldn't have made much difference in the end, but it still might have helped - especially if I hadn't got to Combustion in time. Maybe getting to Rifling and drafting more units would have helped more than going for Steel, it would have depended on a few factors. Either way though, IMHO ignoring both Steel and Rifling while shooting for Constitution and Democracy was definitely a big mistake.