I've had a couple of shots at Vel's Genghis methodology, and good fun it was too. 
The first time I turned out alone on a small continent, which was a good example of a PBBR (Plan B Bail-out Requirement). Obviously the sooner the solitude is determined, the better, as a Library is probably a higher priority than anything on such a start. Yes it's nice to have four axemen early on to deal with barbs ahead, but probably not optimal when non-raging.
A possible rule-of-thumb might be that if you get to pop a third hut, and you're some distance from home, there's probably no AI out there, as they seem to hoover them up so quickly.
The second time was more suitable - two near neighbours and copper half way between me and Ragnor. The copper site even had a plains hill next to it. Perfect, in fact. I usually send the defender off in advance of the settler anyway, but as this time there were convenient hills every two tiles between the border and the city site to park the archers on, it felt like a ready-made tutorial for Vel's 'recipe'.
I'd like to try it again with warriors instead of archers, as I think it was a well-made point by Dom about AGG warriors, and I feel a lot happier with medic warriors and scouts than medic axemen. What I did do in this game is what I always do and never promote a unit before I have too. Unless I anticipate an attack on that unit I like to promote it at the moment it is used. Even fortified units don't lose their footing and fort' bonus if promoted. The exception is healing, of course, and in this game promotions turned out as a valuable alternative to having a medic.
As my first Axe was snuffling round the enemy borders looking for a worker it found a Settler+Spear on flat ground, on their way to build Ragnor's third city. Next turn I was able to strike, but a warrior joined the group. I hit the archer anyway, as it was an easy win + promo, and the second city was just to the north and guarded by only one warrior.
Normally when I rush I like to arrive unnanounced with six axes, but Vel's method suggested four axes, arriving one-by-one to choke, after an initial worker-grab. I didn't get a worker with the DoW, but I was able to remove the archer-escort to a settler, and then take their second city which was only guarded by a single warrior (and a worker). The settler-warrior escaped to found a very-well sited city just north of my capital with horses.
So my first Axe was guarding the small city I took, and by the time four could close on their capital, there were three Archers in there. By the time I got six Axes on site they had four Archers, and when my eighth Axe arrived on-site, defender number five was born. Meanwhile I was choking their Cow & Stone, plus several of their forests, but I would have needed over 10 units to choke all their viable tiles, and that wouldn't be 10 units able to hit the city in one turn.
I was about to call my attempt a failure, as I clearly couldn't deliver the 2:1 without having over a dozen axes there (and I should be able to do this with four, right?) when I thought I'd give it a shot anyway, just for the experience. Of the five defending archers, one had Garrison, two had Combat 1, and two had nothing. Most had five turns of fort'.
If I hadn't had the AGG trait, it would really have been hopeless, but those little Combat 1 stars open up Shock and Cover. Assuming two thumps per defender are needed, it occurred to me at that point that as a general principle against Archers, the first, sacrificial unit should get Cover, and the second, decisive unit should get City Raider. Previously, I had gone with Cover for all attackers, as the bonus is higher, but long-term, having too many Axes/Maces/Grens with Cover is a bit of a downer as more Melee, then GPowder units appear and eventually Bows fade from the scene.
Anyway, my first Cover Axe died without even inflicting 0.01% of a scratch on the defender. 7 Axes vs 5 Archers. The second Cover Axe then killed the Unscratchable One outright. The next six battles went as expected, ending with 3 injured Axes vs 2 injured Archers. Next turn, and its City Raider II promos to the rescue for (partial) insta-healing, giving my three Axes enough oomph to finish off the two damaged defenders.
btw - I couldn't use a medic as first I needed the battle-promos, and second my units were all round the city choking it, so the survivors were dispersed.
Great fun, but not what it said in the recipe book. So where did I go wrong? How can I get only two defenders in the AI capital so that the four Axes is enough? Sometimes they'll come out to chase a worker, but this is a tricky lure if I've got my hands round the city's throat to deny tile access. Even if they get the chance, I don't know if they always come out to play.
I did a bit of pop+chop on the early Axes, though when you have three mined hills in the capital, and a 5h hammer on the copper it seems best to make use of these, and after some initial pop-rushing I wanted to start working those cottages. Gotta think ahead, right? Also, heavy pop-rushing before granaries are up is not too great, imo. What I'm saying is that I got the Axes out in good-ish time, and had a road all the way to the front, but going via Archery and declaring war in advance of the arrival of the main force will always give them time to have at least two archers in their capital, and as soon as you cross their borders they'll pop a third. Any more delay, and they'll have a fourth.
This is why I might try again on the same map with warriors and no Hunting to see if catching the AI any earlier will help, at the risk of having weak units holding the fort, buit with the chance of a medic warrior. I might also try some tests of the slow build-up & choke before striking versus the kick-the-doors-in approach of the unnanounced stack.

The first time I turned out alone on a small continent, which was a good example of a PBBR (Plan B Bail-out Requirement). Obviously the sooner the solitude is determined, the better, as a Library is probably a higher priority than anything on such a start. Yes it's nice to have four axemen early on to deal with barbs ahead, but probably not optimal when non-raging.

The second time was more suitable - two near neighbours and copper half way between me and Ragnor. The copper site even had a plains hill next to it. Perfect, in fact. I usually send the defender off in advance of the settler anyway, but as this time there were convenient hills every two tiles between the border and the city site to park the archers on, it felt like a ready-made tutorial for Vel's 'recipe'.
I'd like to try it again with warriors instead of archers, as I think it was a well-made point by Dom about AGG warriors, and I feel a lot happier with medic warriors and scouts than medic axemen. What I did do in this game is what I always do and never promote a unit before I have too. Unless I anticipate an attack on that unit I like to promote it at the moment it is used. Even fortified units don't lose their footing and fort' bonus if promoted. The exception is healing, of course, and in this game promotions turned out as a valuable alternative to having a medic.
As my first Axe was snuffling round the enemy borders looking for a worker it found a Settler+Spear on flat ground, on their way to build Ragnor's third city. Next turn I was able to strike, but a warrior joined the group. I hit the archer anyway, as it was an easy win + promo, and the second city was just to the north and guarded by only one warrior.
Normally when I rush I like to arrive unnanounced with six axes, but Vel's method suggested four axes, arriving one-by-one to choke, after an initial worker-grab. I didn't get a worker with the DoW, but I was able to remove the archer-escort to a settler, and then take their second city which was only guarded by a single warrior (and a worker). The settler-warrior escaped to found a very-well sited city just north of my capital with horses.
So my first Axe was guarding the small city I took, and by the time four could close on their capital, there were three Archers in there. By the time I got six Axes on site they had four Archers, and when my eighth Axe arrived on-site, defender number five was born. Meanwhile I was choking their Cow & Stone, plus several of their forests, but I would have needed over 10 units to choke all their viable tiles, and that wouldn't be 10 units able to hit the city in one turn.
I was about to call my attempt a failure, as I clearly couldn't deliver the 2:1 without having over a dozen axes there (and I should be able to do this with four, right?) when I thought I'd give it a shot anyway, just for the experience. Of the five defending archers, one had Garrison, two had Combat 1, and two had nothing. Most had five turns of fort'.
If I hadn't had the AGG trait, it would really have been hopeless, but those little Combat 1 stars open up Shock and Cover. Assuming two thumps per defender are needed, it occurred to me at that point that as a general principle against Archers, the first, sacrificial unit should get Cover, and the second, decisive unit should get City Raider. Previously, I had gone with Cover for all attackers, as the bonus is higher, but long-term, having too many Axes/Maces/Grens with Cover is a bit of a downer as more Melee, then GPowder units appear and eventually Bows fade from the scene.
Anyway, my first Cover Axe died without even inflicting 0.01% of a scratch on the defender. 7 Axes vs 5 Archers. The second Cover Axe then killed the Unscratchable One outright. The next six battles went as expected, ending with 3 injured Axes vs 2 injured Archers. Next turn, and its City Raider II promos to the rescue for (partial) insta-healing, giving my three Axes enough oomph to finish off the two damaged defenders.
btw - I couldn't use a medic as first I needed the battle-promos, and second my units were all round the city choking it, so the survivors were dispersed.
Great fun, but not what it said in the recipe book. So where did I go wrong? How can I get only two defenders in the AI capital so that the four Axes is enough? Sometimes they'll come out to chase a worker, but this is a tricky lure if I've got my hands round the city's throat to deny tile access. Even if they get the chance, I don't know if they always come out to play.
I did a bit of pop+chop on the early Axes, though when you have three mined hills in the capital, and a 5h hammer on the copper it seems best to make use of these, and after some initial pop-rushing I wanted to start working those cottages. Gotta think ahead, right? Also, heavy pop-rushing before granaries are up is not too great, imo. What I'm saying is that I got the Axes out in good-ish time, and had a road all the way to the front, but going via Archery and declaring war in advance of the arrival of the main force will always give them time to have at least two archers in their capital, and as soon as you cross their borders they'll pop a third. Any more delay, and they'll have a fourth.
This is why I might try again on the same map with warriors and no Hunting to see if catching the AI any earlier will help, at the risk of having weak units holding the fort, buit with the chance of a medic warrior. I might also try some tests of the slow build-up & choke before striking versus the kick-the-doors-in approach of the unnanounced stack.
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