Bumping this thread after a long hiatus from Civ4...
I had the chance to use this strategy in a recent game, and it was great! Very effective, very fun, and very different from typical games. I highly recommend trying this at least once, if you're looking for something new to do with Civ4. I did it on a medium and small (with continents) map, but I think it would work on basically any map except Pangaea. I did standard size, standard speed, immortal difficulty, but I don't think those settings would affect it much.
In a nutshell, here's what I did:
-Ragnar of the Vikings
-Little early expansion, very fast early tech
-Tech Path after early stuff was Construction, Civil Service, Machinery, then I went directly for Astronomy, then Chemistry (going the south path through guilds, skipping paper/education). Manually teched astronomy (took forever), bulbed Chemistry.
-Regular land war with capapults/berzerkers against my neighbor. This gave me something to do while teching astronomy, more cities, and upgraded a lot of my berzerkers to city raider 2 or 3
-After Chemistry, it was one amphibious war after another. First with berzerkers, then upgraded them all to grenadiers after getting military science. I took their outer islands and best coastal cities, then capitulated the rest. Eventually won by conquest, some time in the early 1700s.
Miscellaneous thoughts:
-With an amphibious force, you can choose any war target you want, and I always aimed for the tech leader. Getting far away cities and vassal states doesn't help your economy much, it just hurts theirs. My own tech pace was pretty slow, but the AI's was even slower because I kept kneecapping the tech leader. So I always had an edge in military technology, and I generously shared it with all my vassals so they could help out a little too.
-I liberated all cities on the other continent, even the really good ones. This created 2 free units for defense each time, and saved me all the upkeep costs. So I didn't have to build any stack defenders and hardly any city defenders, mostly just city raiders and naval units
-Aggressive City Raider 3/amphibious grenadiers are amazing. They almost don't care whether they're fighting longbows, musketmen, or rifles, they get 90%+ odds against any of those! Eventually most of them got pinch, too. Even though I wasn't using siege, my losses were extremely low. But you really need that third level of City Raider- against gunpowder units it's a whopping 40% bonus! With everything together, my grenadiers had a 95% bonus against gunpowder, 145% against rifles, or 170% with pinch!!! Effective strength 32.4- That's better than marines! But if you don't have all those promos then protective civs with hill cities can be tough to crack.
-Defending cities is much harder than taking them. Sometimes I held off on taking a city, just leaving one unit there, hoping the AI would move in more units to defend it. Especially their swarms of knights were an issue.
-I never got too many cities of my own (maybe 15 in the end?). I just vassalized everyone and won a conquest victory.
-My overall production was quite low because I had so many coastal cities, so most of my units just came from one heroic epic city, plus some occasional rounds of whipping. But I hardly ever lost units, and liberating cities gives free units, so it almost didn't matter.
-Despite constant whipping, I never had an issue with happiness, because of the extra vassal happiness.
-I didn't get the Great Lighthouse, and that was a mistake. The Great Lighthouse would have been amazing with this strategy.
-It feels wrong to manually tech Astronomy. It's an expensive tech with no "arrows", so the research is slow. But you can't bulb it without skipping Civil Service, and I wanted to get both bureaucracy and berzerkers ASAP. I still think it's the right choice for this strategy, but I'd like to compare against bulbing Astronomy.
-I stayed in Mercantilism all the time, since you can still get trade routes with your vassals, and it helps slow down the AIs even more. Conquering the pyramids to get representation would have helped.
-I never got many towns except in my capital, so Free Speech seemed pointless. Not sure if Bureaucracy or Nationalism would be better. I put off researching liberalism a long time, but if I could have gotten the Kremlin earlier it would have been extremely useful.
-I sent a few privateers out early, and they really messed up one AI, who built a ton of caravels but never attacked. It might be worth delaying frigates and just building a bunch of privateers at first. Even if you're not planning an amphibious invasion, getting privateers when no one else has astronomy is powerful.
-After I got Military Science, I backfilled for all the medieval/renaissance techs that I'd skipped. I think that was a mistake. I should have just pushed straight on forward for airships or rifles, trading with vassals for missing economic techs. I was building things like Oxford University, observatories, the Statue of Liberty, and Ironworks because I didn't realize how quickly the game was going to end.
-Nice side effect of Military Science- military academies! With a military academy in my HE city, I could one-turn most units there.
-CR3 grenadiers can kill almost anything, but airships and rifles also help a lot, and I'm not sure which is more useful. Ships of the Line were surprisingly useful too, doing more bombardment damage and easily beating frigates.
-The title of this thread should be renaissance, not medieval. You do need renaissance military tech, at least for frigates.
-Gotta love the Viking navigation bonus plus circumnavigation. My ships were all moving at a speed of 6! So even though I was fighting across the ocean, it didn't really feel all that far away.
Sorry for the wall of text. TLDR: get frigates and City Raider3 amphibious grenadiers, kill everything, capitulate everyone.