... Now, I just go for early Republic and have discovered that this tactic has several advantages:"
Sounds like you're doing great with it. Welcome aboard.
"2. I rarely need to build more than one useless Warrior to maintain order in any cities before Republic. With proper micro-management (i.e. finishing settlers just in time before growing to size 3) I never pay shield support for my warriors or Settlers."
I like this aspect too. Sounds like your micro management techniques are formidible.
"3. Even if I have to go to 40% Luxuries in early Republic, I end up with just as much trade to dump into tax/science as I would in monarchy, even using Martial Law to maintain order. "
Yes, i find the same to be true. I think at about the 10th city u have to go to 40% or a size one will not be content in the grass.
"4. My early, mostly Domestic, trading pays off way, way better than in Monarchy. The resulting trade routes are better, too. I usually try to get my SSC 'vans out to demanding foreigners if I can possibly manage it. The payoffs there can be superb, well worth pumping out a disposable Trireme."
This is one area where it seems we may play differently Terrapin. What kind of domestic bonuses are we talking about here? I make a point of avoiding domestic trade in the "very early going", hoping rather to find some foreign nations i can reach. As well i'm not sure how early you mean, but i really wouldn't want to build a caravan instead of another settler to do a size 3 to size 3 self-trade, even if it's on a separate land. I'd rather first focus on expansion... and once the cities begin to celebrate to 5's and above, i begin to think about a fast transition into a super trade game, preferably foreign. For me if a trade is only bringing say 75 or less, i'd much rather have another settler instead. When i start trading, i rarely see anything under 200. And before long, it's a tech per turn for the remainder of the game.
"5. Once each city has a domestic trade route or two, I can lower Lux and my science/tax jumps even further ahead."
I won't say this is a bad idea, but in my opinion it's not worth it. Again, i would opt for more settlers until i am ready to trade foreign. Did you know, by the way, that there is a pendulum for the lux rate that is necessary? i believe at about the 10th city, you need 40% which takes you to about 15 cities at which point for a short while, 60% might work better. Once you reach about 24 cities, you can thrive with 40% again. And as i mentioned in other posts, once you reach about 36 cities, almost every size 3 can celebrate at 40% with an elvis. i think when u reach about 48, you are less easily placated again (like you were at 24 cities) and so it goes throughout the remainder of the game, fluctuating in i believe 12 city increments. Reason i say this is that you might be able to lower your lux rate at certain points because of this as opposed to it being because of the trade routes. Of course the routes would help too, but just keep the lux pendulum in mind too.
"6. As Wildpony noted, the cities limit makes fast expansion in Monarchy a real trial."
Since it's me you quoted, you already know i agree with you whole heartedly.
To offer an analogy, when i'm in Republic everything is smooth and comfortable.. i feel like i'm flying in first class. Monarchy is somewhere between coach and sitting down with the luggage. In despotism, you're on the wing.
"With Republic, you are committed to using Lux for domestic tranquility anyway."
Yes, stick lux at 40% and enjoy the peaceful ride.
"In late Monarchy, I sometimes have to start using Lux to support expansion..."
Late monarchy means about how many cities for you? For me at 15 or 20 in Monarchy, i'm at 60% lux with several size one riots and wishing to God i had Republic instead.
"then I am in the worst or both worlds: Spending trade arrows on Lux, but not getting the Rep/Dem trade bonus."
Again we agree wholeheartedly. Lux in Monarchy is so ineffective compared to that in Republic. Cranking it up to 60% and either rioting to grow a size one faster, or sticking it on a really weak ocean square to have contentment. Off the subject, but this is where i like irrigation a lot.. i'll riot in size one to quickly get to size two where 60% lux in monarchy actually accomplishes something good.
"Of course, the best laid plans of mice, men and Terrapins have their downsides. The only ones I have found are:"
"1. With a bunch of size 2 cities in Republic, totally dependent as they are on producing trade, shield support costs are almost totally unsupportable. I typically have to disband the single warrior each pre-Republic city gets as soon as I change over."
Unless i am using them for a little bit of short term exploration, i disband all warriors upon Republic too. I think of Rep as an opportunity with moderate shield production to go full gold for a while and rush settlers typically to 30 shields then allow them to build themselves in 3 turns. Here's a bit of micro management for you. Usually with the 40% lux rate i'll be on two grass/shield squares giving me 3 total shields per turn. Upon 36 shields i will switch to a forest. The city looks unhappy but won't be by the time the settler is built. The zero science rate and the efficient micro management makes for some very speedy expansion. Typically i'm racing to "critical mass" which is about 36 cities. That's another reason i don't want to build vans for self trading in the early going. Of course caravans for wonder races are another story.
"2. To compensate for (1), I have to take time before settling my first city to pop a hut or two and hope I get lucky and get "friendly mercenaries" so I have some NONE units to defend/chase barbs."
Interesting concept... Since multi player games are usually "villages only", this idea never occurred to me. In any case, should you find yourself in Republic and in need of some homeland defense, i'm sure you wouldn't be the least bit shy about building as many units as you felt necessary for your safety.... which i would expect to be a fairly small number. Assuming it's a bribe game, i am assuming you would have a few diplomats as well... and that's another way to pick up some "none" units... or is it? I rarely play bribes, so i don't remember if bribed barbs get homed
. I guess as u know, a big difference between Monarchy and Republic is that in the former you would likely have a truckload of warriors and in Republic, because each one costs a shield to maintain, you would want a very small number of premium units instead.
"3. Because I cannot have defenders in each city (without spending for shield support, which seriously slows production) I need to make a bigger push to get my cities connected by roads so that my NONE defenders can rush to "Hot Spots."
Excellent strategy. A small number of horses can cover a lot of ground if your civ is connected.
"The settlers making those roads are both not making cities AND eating as much as a citizen who actually gets out in the city square and earns!"
Yeah i like to hurry up and build new cities with them too, but roads on grass/shields and on plains are both crucial for motility and for making your 40% lux rate work for you.
"If anyone has any suggestions to limit the downsides, I would love to hear them."
Otherwise my only suggestion is to weigh these downsides against the Monarchy alternative and see which feels heavier.
You wouldn't happen to play multi, would you?