Seeing as how I have recently decided (on a whim) to play a couple more games as Vikings, here are some assorted comments in the way of fine tuning. Edit, ignore, and/or integrate as you see fit, aelf. I'll probably be rambling.
aelf said:
Vikings: Berserk (Maceman)
Founding cities on the coast (or islands) obviously will make the most of your strengths. Most comments pertain to this case. If landlocked, then obviously the only real idiosyncratic benefits of the Vikings are the UU 10% vs cities and Amphib used for river assaults.
Obviously the UB is a priority for all coastal cities. Next, it is good to go for Masonry and then Metal Casting. Pick a good city with high production (such as your capitol) to build first the UB, then the Greal Lighthouse, and then the Colossus. It shouldn't be difficult to get these even on high skill level.
These wonders grant coast tiles with 2 food and 4 commerce. This is huge. You can quickly found cities, whip the UB, and totally ignore land tiles (and workers) for most of the game. These cities will quickly pay for themselves as well as the rest of your empire. Don't whip there until they start to reach health/happy limits, when you can selectively whip assorted buildings such as Library and Market. Meanwhile, your core cities will work the land tiles and are needed to churn out galleys, melee units for garrisons, and -- when available -- Berserks.
A good route to Berserks is through first Metal Casting (as described) and then Math, Currency, and Code of Laws. Many civs prioritize the religion path, but the alternative has some pretty attractive features such as better cash flow, easy access to Catapults, etc. Besides, an opportunistic Viking player can often get a shrine later because religions are usually founded in border, weak cities.
Before the Berserk becomes obsolete, be sure and mass upgrade all melee units to Berserks. The GL and Colossus easily give the funds to do this and it's fairly inexpensive in any case. Make sure it is done as you want as many units with the free Amphibious as possible. It's well worth the expense. Later on, you may or may not upgrade them -- to Grenadiers, Rifles, or Infantry -- but if you need them they are there.
When Berserks first become available, you should already have a number of galleys. Either quickly build or upgrade a number of Berserks, and choose your target. The neighbor who is lowest on score probably has lagged behind in research. Behind on research means weak defending units and easy pickings on those coastal cities. Get these cities while you can, as all too soon there will be fortified Longbows there, which will be tough if not impossible to take from the sea.
Early on, it might be a very good option to refuse Open Borders. Keeping the AIs isolated and unable to tech trade will give you a good target selection by the time you get Berserks. The slight negative to relations isn't a problem. You plan on warring most of the game anyway. All you really want is to keep your enemies properly "queued up", so that they don't gang up and fight you all together. In addition, your tech research path should give some really good opportunities to tech trade. Just don't trade critical techs away for techs which aren't necessary (such as most of those on the religious path).
Berserks can be upgraded down the Combat promotions, giving strong defensive units. These can be landed anywhere and probably can wander around as single units, pillaging at will. The AI doesn't compute very well the tactic of attacking with stronger unit purely to die and wound the defender, followed by a second unit to kill it. So, the AI will leave your single CIII Berserks alone despite that they're pillaging at will.
City Raider Berserks, however, are needed to take cities, especially those defended by Longbows. Build up their experience taking weak cities, then go for the tough nuts, but expect to take losses. Alternately, leave the tough cities for later when you have Amphibious Grenadiers and Rifles. There's nothing wrong with taking the weak cities now, and pillaging left and right. This will hamstring the AI and boost your empire at the same time. However, know when to stop and declare peace. It's important to preserve your Berserks and leave them alive to be upgraded.
Wodan