Not going to lie, but even my newbie brain can see that this is just gargled rubbish.
Military is not the key. Sure the game is geared more towards militaristic aspects, but it also heavily focuses on other things like culture and economics. And rushing ASAP could well be a bad idea. So instead of spamming out 10 warriors and finding the closest sucker and capturing his 2 pop capital which could well be in excess of 20 tiles away, why don't I wait 70 more turns and get construction? Then I could take a higher pop city with most of the surrounding tiles improved and perhaps even a shrine and a few wonders in there as well. It sounds completely logical does it not?
You can't make armies without workers. End. Workers = improvements = mines = hammers = faster production = more units. Can it be any more clearer?
Sure you can win, but focusing on economy more would mean you would crush your opponent more.
Not ASAP. But early. During the comp's development phase. I tend to ele-pult around 200 BC or so: earlier if I see a neighbor approaching Feudalism too fast. It's late, but I like getting the Pyramids. Have to remember, though, to turn to Police State if I'm Spiritual.
My worker count is low because I won't be able to use most of the tiles around my cities. Workers = improvements = mines = hammers = faster production = more units IS TRUE ONLY IF YOUR CITIES HAVE THE HAPPY CAP TO MAKE USE OF THE TILES YOU'RE WORKING. DUH!!!! If you're running Slavery, planning to war, and is playing Immortal+, then too many workers=waste. I got a lot of workers in the recent Immortal: Rammeses game, but that's because I captured a bunch from the Barbarians, and there were a lot of happiness resources nearby and I got a religion from G- early.
Heck, on the Pericles game, I just built axes from the capital the entire game, after the initial workboats, barracks and worker (single). No settlers. Wanted to see how it worked, and it worked reasonably well.
Military is key. The econ is secondary. As long as you're not going on strike, and can recover fast enough to tech towards Curraisers, you'll win. The idea is you keep up with techs by forcing your newly conquered suckers to give you their techs. This is why Feudalism and Vassal States are useful.
EDIT: My economic planning mid-game generally consists of cottage-spamming. My GP farms tend to not create GP. I'm always surprised when my GP farms actually WORK. City-Specialization? What's that? After all, if I get all these cottages, I should build marketplaces and libraries there, right?
What? Build settlers? What's a settler? I stop settler production after the first two. Need a wonder? I whip it. Build a galley to defend your workboats? What? I don't understand.
This strategy seems to work fine on Immortal. I just crush everyone militarily (as long as I don't get dog-piled). The computer is much better at economic-planning than I am. That's why I use their nice and productive cities to win. They do the planning and the econ development. I reap the rewards!
Easy-as-pie.