I can't see how treaty is so difficult or complicated. Maybe I'm just talented at no rush games, but I find them SO EASY AND STRAIGHTFORWARD.
The last time I played no rush was like a year ago, when Ottomans still had a chance (there was no "treaty" back then)
Discovery Age: play discovery like a normal game, all settlers on food, make a trading post, ship 3 settlers.
Colonial: Ship silk road, construct another TP, ship 700 gold.
Fortress: Ship 1000 wood, build 2 more TC's and a mosque, ship 1000 gold, then age up. Start creating mills and plantations.
Industrial: You should be here by the 20th minute, if not the 18th. Ship both factories, then ship Acemi Olglan School. Start building military buildings and upgrading troops (DO NOT create troops yet unless you REALLY need xp). During the transition from Indu to Imp, WALL UP. You need 3, preferably 5, layers of OUTER walls to stall Gendarmes or Oprichniks. Max out towers (don't bother to ship that card that increases the tower limit, focus on resource rate boosting shipments). Make a double wall layer surrounding the factories, mills, and plantations. The walling is MEANT to confuse the enemy and mess up his plans.
Imperial: You should be here by minute 25, preferably earlier. Ship cards that increase production like refridgeration. Ship advanced arsenal if you can, and upgrade the arsenal completely. Start making an army (my favorite combo is 60 jans + bombards + a bit of anything else I feel like). Your forward base needs 5-8 barracks, 3-5 stables, and 4-6 artillery foundries, plus the fort. The basic idea is to be able to rebuild your army without having to queue up more than 5 units at any one building.
Units that should be FU by the 30th minute:
1. janissary
3. falconet
4. hussar
5. great bombard
Units that you would do well to also upgrade by the 30th minute:
1. abus gun
2. culverin
Other units like cavalry archers and mortars don't really need to be upgraded. Instead, focus on stockpiling resources (especially food). Janissaries are as amazing as strelets if you mass them. I have never seen an opponent push back a full janissary spam. 100 jans push 100 skirms back. Test it yourself (you'll lose the economic game and of course it won't work if you run out of resources).
Possible eventualities:
1. Ruyters/Halbs/Skirms/Falcs - if you already have 6+ great bombards, you should win this one if your janissaries support your army well.
2. Cuirs/skirms - toughest combo to fight. Mass janissaries. Try to defend your bombards, but don't despair if they die. Set factories to coin and create falconets or abus guns. Keep janissaries coming to strike at his base. If luck is on your side, you should be able to push through to his TC. That complicated wall system really helps here defending against raiding cuirs!
3. Cassadores/dragoons/organ guns - If you have like 40,000 food stockpiled, then just MASS JANS after your initial army dies. Have 70 settlers gathering food + factories. You WILL push the ports back. Your points will go down relative to his, but once you get to his economic center, it's over. The ports can't raid your well-protected vills. If you have less than 40,000 food stockpiled, fight a conventional war. You will still win.
4. Muskets/rockets/longbows - Use jans and great bombards. This should not be hard as long as you don't get bogged down; the brit economy is slightly better than yours.
5. Strelet spam - TBH I have never beat this because the oprichniks ALWAYS tear my walls down and kill my vills while the strelets slowly ground me down.
ESO Nickname: Eisenhower
Favorite Age 3 character: Sahin the Falcon
Unban James Lock!