Bezhukov said:
I like to fight as many >95% battles as I can, in order to need less units, and so that the units I do build stick around long enough to gain interesting promotions. So I tend to promote before, then rely on medics, march, and patience in advancing to retain health.
In most early domination games, I shoot for a high survivability rate as well--or at least I do with my early assault forces. Production is usually very limited in the early game, and to build units that die quickly then have to be replaced is usually a poor strategy. Generally, it would be better to build infrastructure to gain a tech edge than it would be to build troops that constantly have to be replaced. An exception would be a game where the dom limit can be reached by sheer number of troops, and the AIs do not threaten to technologically acquire a military unit that is essentially an "army killer." Like say a longbow if your best unit is a horse archer. (For a perfect example of a game that can be won through sheer numbers, see deluche's game save file for GoTM3

)
We have done a good job of building a durable initial assault force in this game: our macemen are overpowered vs. the Aztecs, and our grenadiers will be overpowered vs. everybody. As the game goes on and domination nears, however, I think speed becomes more valuable than survival rate. So in most games, I will start building mounted units once my "durable" assault force has acquired about half the land needed for domination. By the end game, I usually am building nothing but fast units.
That might be a good strategy for us to use in this game. We will need at least one "durable" force (grenadiers and catapults) on either shore of the big continent. But the closer we get to the domination limit, the more knights we may want to build. We will have to keep a close eye on the tech of Mao and Nappy though. If they are able to build/upgrade to muskets in significant numbers, then we will have to keep building our grenadiers.
I tend to not value the March promotion as much as others: there always seems to be an attack/defense promotion I want more. I pile on the City Raider, Combat, and Shock/Cover/Formation promotions.
Bezhukov said:
As far as I am aware, the victory condition called for by the game is "domination", sans fast. If you need the added challenge of speed, I'd just as soon up the difficulty level. Picking on someone one's own size and all that.
I'm all for upping the difficulty in the next game! Like you mentioned, Emperor (and Immortal) AIs are quite a bit more challenging than Monarch ones. Unless I draw a very strong start on Emperor level, my warfare tends to be fought with successively more powerful units. Game plans also have to be more flexible at high difficulties, because the AIs are more likely to do things that demand an alteration of strategy. As I recall, using successively more powerful units and strategy flexibility are both concepts you advocated we use in this game. I think that means you and I will have fewer conflicts regarding gameplan at higher difficulties.
I think I understand where you are coming from now regarding the early dom strategy I wanted to go with in this game. From a philosophical standpoint, I agree with youand that is my standard response to anyone with enough intellectual taste to quote Auden, BTW. So, like Leif, I also think you have style.

To my great dismay however, I have never suffered from instant gratificationquite the opposite, which might be why I like to grind things to pulp beneath my heel.
The only time I consider the "I am the steward of my children's future" factor in Civ is when I play a "Utopia" type variant where I attempt to keep the world as peaceful and advanced as possible while reaching Alpha Centauri ASAP as well. That means taking care of the advancement of my civ as well as all the AIs. I do like playing that type of game sometimes, especially with all the new options we have in civ4. In fact, I suggested that we start an award for this type of win in the GoTM, but nothing seemed to come of it. I think it would be the untimate "builder" game. Maybe someone will be able to design a Utopia award (as well as a better scoring system), once the SDK comes out.
Bezhukov said:
Finally, with a new game on offer, one that offers an untold variety of new strategic options even for achieving the narrow aims of the warmonger, it is tiresome to be constrained to the same old same old, instead of making a concerted attempt to explore the new. I still suspect that there may even be earlier dates (gasp!) available to strategies that make use of continuing to exploit a commerce advantage, than those available to the "cashing in commerce" one we inherited from CivIII.
I want to pursue variety and "the new" just as you do. I would consider turning off research and attacking at the same point in every game to be excruciatingly boringbut I feel the same way about leaving research on in every game. Hopefully, we can come up with something completely original and brilliant for the next game.
