City in sight !
Of course I had dreadful luck here, getting only 1 hit on the wounded pike with my 2nd knight (I had >70% chance of winning). In the end I took the city with a chariot at 25% (I had 2 more in case it didn't work, plus a HA that I wanted to avoid using so it could scout ahead).
Here's the situation as I ended turn.
Next turn I should be able to use the cats to soften the defenders enough so the swords can attack, and for the knights to get reasonable odds. The capital will be conquered ! Unless Boak brings back his 2-movers of course.
I expect the conquest to continue at this rythm of a city taken every turn or two. So I have to think about the future. I'm getting literature for the epics (and because it's pretty cheap) but then I'm still considering my choices.
Techs that are more interesting to me than to other people :
Steel for cheap drydocks
Assembly line for cheap factories
~Constitution for mausoleums. They're not a great UB but they could be handy
Possible tech paths :
Beeline steel (gunpowder->chemistry->steel->mil science ?)
Advantages :
Would probably make me the first to cannons and drydocks. Chemistry gives a nice production boost.
Disadvantages :
Chemistry without astronomy isn't very efficient. Same for drydocks, I'm not going to build a thousand triremes. Ironworks without coal is also not amazing.
V2 : astro then steel (optics->astro->gunpowder->chemistry->steel->mil science ?)
Advantages :
Chemistry and steel are better, optics means I can meet Serdoa from Gav's land, building a caravel means I can meet everyone else.
Disadvantages :
Slower. Astro isn't going to do a whole lot right away.
V3-3.5 : Education before gunpowder (paper->edu->(optics->astro->)gunpowder->chemistry->steel->mil science ?)
Advantages :
Edu gets me Oxford and a prereq bonus to gunpowder. I can also divert anytime towards liberalism (for mercantilism), PP or banking+economics (I doubt I'd have a shot at the GM but you never know, plus FM and environmentalism should be worth it).
Disadvantages :
Even slower. Tempts me to not really beeline steel and take several good but not vital techs.
Go for the top of the tree (music->philo->nationalism->Mil Trad->constitution ?)
Advantages :
Gives me a shot at the Sistine Chapel, better 2 movers and representation. Can be followed by a beeline to democracy for the SoL but that seems less likely to happen.
Disadvantages :
Philo and nationalism give me nothing. Music too if I don't get Sistine.
straight to rifling (paper->(PP->)education->gunpowder->(PP->)banking->RP->rifling)
Advantages :
Good eco techs in there, with the possibility of doing a detour via lib or economics for even better eco.
Disadvantages :
Not using my strengths, I suspect some people will take this path quicker than me which gives me no relative advantage.
Conclusion
I'm leaning for version 3 or 3.5, before filling in the eco techs (one or two of banking->economics, lib and PP). My main issue with that being that I'd like to get into representation and this path delays it considerably.