Have really enjoyed using this strategy playing on the Noble level. It keeps the game short and straighforward (usually only about 100 turns long finishing in BC or sometimes a bit longer in early AD). Have improved by sending out the first few chariots to as many civs as possible to bash and dash, stealing workers and pillaging improvements. They will create another worker so you get two workers per civ and that accelerates the snowball effect of this approach. Once the war machine starts rolling Ive also been successful making demands for technology
I can usually get at least one per civ. Of coarse Im not popular but I am surprised to usually find that after declaring a war, stealing a worker, destorying a couple of mines, a pasture and some roads then disappearing within 10-15 turns weve made peace
then a few turns later I demand a tech and after all of that they are sometimes just Annoyed with me. Another thing that I found to be really helpful is the Creative trait as conquered cities quickly expand to 10 and 100 with the free 2 culture points providing more lumber, better hammer production tiles and not to mention, score. Its hard to replicate this expansion benefit without seriously getting off the pure military track with building an Oblisk (which is OK for the 10 milestone but wont get you to the 100 threshold before the game is over) or maybe a Monistary if religon is present but it usually isnt this early.
My question is...without the Creative trait and assuming you want to stay in a mad military rush mode as much as possible...what is the best strategy to give conquered cities enough culture growth to expand, preferably to the 100 mark in a reasonable timeframe (i.e., before the game is over in 100-150 turns)?
I've also toyed with a couple of other ideas but havent tried them yet such as (1) chop rush graneries in cities with 4 or more growth potential (to their pop ceiling). With Expansive and only 30 granery cost the granery seems to generate a significantly positive hammer return as long as there is 4 or more growth potential. A granery would also make pop rushing fairly lucurative. Also (2) I wonder if it would be possible to get a great artist early enough and without slowing down the war machine for a culture bomb. Getting to Drama may be possible without too much pain but money is tight with this strategy. Maybe one library and one theater can hash out one great scientist and one artist, then use the scientist to pop Music. Two well placed culture bombs could lead to a very early domination win without having to conquer the last civ would be a big score boost too.
My question is...without the Creative trait and assuming you want to stay in a mad military rush mode as much as possible...what is the best strategy to give conquered cities enough culture growth to expand, preferably to the 100 mark in a reasonable timeframe (i.e., before the game is over in 100-150 turns)?
I've also toyed with a couple of other ideas but havent tried them yet such as (1) chop rush graneries in cities with 4 or more growth potential (to their pop ceiling). With Expansive and only 30 granery cost the granery seems to generate a significantly positive hammer return as long as there is 4 or more growth potential. A granery would also make pop rushing fairly lucurative. Also (2) I wonder if it would be possible to get a great artist early enough and without slowing down the war machine for a culture bomb. Getting to Drama may be possible without too much pain but money is tight with this strategy. Maybe one library and one theater can hash out one great scientist and one artist, then use the scientist to pop Music. Two well placed culture bombs could lead to a very early domination win without having to conquer the last civ would be a big score boost too.