Made some tests without finishing a full game. Did some scout rushes but they lack of power after the first civ down.
Focused on Germany and his UA. It's as fast at going scouts right of the bat, but with 6 strengh melee units instead, which is a lot better. Best i did is killed a civ before turn 35 and had 2 groups of warriors/brutes going in each direction for turn 40-45, but got unlucky so far with recruitment. If i can manage to have 2 groups of 4 of them before turn 45(instead of 3 in my tests, got under 50% overall from all my games) i can extrapolate like this :
turn 35 --- 1 civ killed
turn 55 --- 2 civs killed
capital build settler for IW discovery around turn 65?
turn 70 --- 2 civs killed, got IW, upgrade
turn 85-90 2 civs killed for a total of 7
It's theorically possible to get 3 warriors/brutes before turn 20 close to another civ, making a bit more time to get a 4th one if needed. First civ can be down before turn 25 with some luck.
If barb camps are on the way, i can recruit more brutes but it can slow down rush if it fails too much times.
Focused on Germany and his UA. It's as fast at going scouts right of the bat, but with 6 strengh melee units instead, which is a lot better. Best i did is killed a civ before turn 35 and had 2 groups of warriors/brutes going in each direction for turn 40-45, but got unlucky so far with recruitment. If i can manage to have 2 groups of 4 of them before turn 45(instead of 3 in my tests, got under 50% overall from all my games) i can extrapolate like this :
turn 35 --- 1 civ killed
turn 55 --- 2 civs killed
capital build settler for IW discovery around turn 65?
turn 70 --- 2 civs killed, got IW, upgrade
turn 85-90 2 civs killed for a total of 7
It's theorically possible to get 3 warriors/brutes before turn 20 close to another civ, making a bit more time to get a 4th one if needed. First civ can be down before turn 25 with some luck.
If barb camps are on the way, i can recruit more brutes but it can slow down rush if it fails too much times.