I'm starting to get pretty decent idea what I think we should be doing. Here is yet another wall of text.
So basically Kremlin decreases whip costs 33%. This means ~50% more hammers/whip (Not this simple since also other multipliers affect to this). So typical 1 pop whips are (Civ does trunc to all these, but decimals are needed to evaluate slaving with more than 1 pop involved):
* Normal 30 (yeah I know
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)
* Forge or Police state 42.5
* Kremlin 44.77 (i.e. 30/0.67)
* Kremlin + either Forge or Police state 55.97
* Kremlin + both Forge and Police state 67.16
Kremlin magnifies also the effect of Forge and Police state. This means we've a quite hard time keeping things 2-pop whippable. I also tested what happens to trebs and they're automatically upgraded to Cannons.
Civic switches: T180 (State Property - Free Religion) - T188 Golden age (Theocracy - Nationhood) - T193 (Vassalage - Slavery - Police state) -T199 (Some useful "terminal civics")
Tech path: Gunpowder - Replaceable parts - Rifling (~T188) - MilTra - Chemistry - Steel (We should be here ~T196-197 - No guarantees though. Some of the civics are not that useful for our economy so we might need to do some optimization pre T193 when we've Representation still running)
As a reference here are hammer costs of key units:
Treb 80
Cannon 100 (upgrade from Treb->Cannon is the cheapest we can get so finishing few trebs is not bad idea)
Knight 90
Cavalry 120
Musketman 80
Rifle 110
Frigate 90
I suggest these as the potential tasks of a typical city:
T180-T189 Main alternatives:
* Build Knight up to 89 hammers
* Build treb up to 12 (Forge) or 24 (no Forge) hammers or alternatively build treb up to 79 hammers or finish it (Cannons are coming last so cities furthest away are best of finishing them so that they can be upgraded on T199 near the frontlines). Finishing should be done post T188
* Build Musket up to 42 (Forge) or 54 hammes (Rifle whip later)
* Draft sparingly so that there are still room for 2 pop whips later.
T190->
* Finish Knight as Cavalry
* Focus on getting 2 max overflow whips available in the era T193->
* Knights and trebs/Cannons should be highest in priority on in land cities
* In coastal cities queue Frigates after Chemistry, 22 hammers is enough for cities with Forge and 34 for cities without to enable good 2-pop whips
* Draft up to T193 - Not nescessary to Draft full round every turn. Kremlin whips are very effective also