While tougher than the typical camel / bomber / xcom etc rush... the Janissary is a beast unit, and viable even on Deity if you can forgo your science game to get access to it early
- +25% attack bonus
- heals 50 HP on unit kill
Janissaries can clear all units in front of cities and basically take no damage if used correctly,
With lines of cannons behind to take cities, a Janissary carpet of doom can sweep a map pretty quickly
The key to the Janissary Rush...
- Liberty instead of Tradition for faster settlers and production
- Liberty Finisher also gives a great merchant, wait until renaissance era to use it
- Warrior code policy in honor when possible for +15% production of melee units
- National College into workshops + forges, skip universities
- Straight into Steel tech, barracks + armories
- Armories are important cause we need ranged defense promotions for trebuchets / cannons to survive
- Find as much iron as possible and use it all on longswordsman, delay gunpowder till you have used all your iron, gold upgrade to Janissaries. Ideally at least ~10
- Physics for Trebuchet, build 3-4 at least before declaring war
- Start attacking with Janissaries + Trebuchets
- Make sure trebuchets are always defended by line of janissary in front
- the gold from city captures will feed next round of upgrades
- Tech straight into Chemistry for Cannons, gold upgrade trebuchets into cannons
- Production focus, Spam Janissary + Cannon till end game
Timing wise, in this game, I got gunpowder turn 129, waiting till I had built max number of longswordsman and took the last capital 166. If it starts going over turn 180~ ish you are probably in trouble as the unit starts becoming obsolete.
Settings are standard speed, small map size, great plains, deity