I am finding
@whacker GOTM posts of great interest and have been playing around because what he does clearly makes a difference.
Scouts are an interesting opener he uses. They are more flexible than people may appreciate. Beyond the standard reasons of goodie huts and finding CS's the early intelligence for planning is a benefit of efficiency, every extra tile visible is an extra chance of finding that all so important iron which most of a decent early aggressive game hinges upon. And scouts Do move faster. If its a single clear tile and a wood tile the scout will do that in 1 move while a slinger will do it in 2 turns. All of this movement roughly evens out to 1.5 times as fast as a slinger... or 3 movement points instead of 2, and that's without promotion. Much more importantly people have discovered the AI targets scouts hard, scouts will misdirect an attacking force (as will a great general) and archers will target a fresh scout over a badly damaged archer. An enemy swordsmen will happily chase an archer around a city while the archer within will shoot it to bits.
The mention of wonders above is interesting. Most wonders have some use but are not super useful but the pyramids and great zimbabwe are both very useful. Great zim is a super gold producer you should always keep in mind when looking at cattle tiles and the placement is irrelevant, a badly placed commercial with no adjacency pays off far greater when great Zim kicks in later. The plus one charge pyramids does not seem like a lot but the cost of builders increases and if we are talking about being efficient and only using charges where they are needed you can keep builder costs down a lot. Chopping is very powerful, especially if held off until you have a lot of techs and civics in place as they are based on the number of these. Not using many builders until later means the power of each increases. So what do we need builders for? Eurekas, every one you can get, they are quite important. As many mines as your city is going to work and as many luxuries as you are going to use... do not have 5 salt mines if you are only ever going to trade 1 salt resource. Do you build farms?... well not really, the feudalism civic is important and if you cannot get 6 farms by conquest you certainly will need to consider building these to get to knights (their eureka is the feudalism civic).
How large should your cities be?... well no larger than you need for your victory. I have started placing cities anywhere, I really do not care about fresh water and sometimes avoid it as I do not want my cities larger than 7 normally... a city of 2 can house a campus or a theater and have 2 plains hills for the workers to run projects against the district for the rest of the game... do you need more pop in that city?... why? Amenities requirements mean you then end up have to build many costly entertainment districts... to what end?... because you grew your cities too large. You some commercial districts but just how many? MOAR? why? great Zim will get you a lot of gold, sure you need some and you need them for eureka s but one in every city is just greedy and slows you down. Industrial is great? well you need 3 factories for eurekas so 3 industrial... do the rest really pay off? unlikely.
What is most efficient to build early? Settlers and troops to get cities. An early settler will give you a good kick start and an early builder for the early eurekas. If you can get away without building slingers until Agoge... why not? That's one of the benefits in a scout... I am surrounded by city states or mountains so I will not be attacked by barbs or civs. In this case a settler may be best first but of course you do need to think about how the hell do you clear a camp and kill 3 barbs for eurekas. Every Eureka is important. A eureka not gained is speed lost.
The best Army?... well no doubt knights with a great general and a ram can take lots of cities very very quickly while an army of archers is just so slow and cumbersome. You can start with bows and hope for iron and that's the best approach IMO. As soon as you know you have iron (bronze working is important to get early) then its how do I get to knights quickly?... and thats by getting to Feudalism quickly and thats a culture push. Monuments... you need them. lots of monuments or any other way you can get culture. getting a T60 Feudalism is great... if you do not push it you will likely get it T100 and your knights will be useless. Of course you can ignore Feudalism and just push knights but thats a big eureka. its a huge monus to get in a goody hut (goody huts are times to give better rewards after T30 so if you can hold off opening them you may get lucky)
If you get horses then horsemen are a good option also and also affected by a great general so make a good early knight army. The +2 GG point card comes with Military tradition as does flanking, support and cheap horsemen/chariots.
Swordsmen with a ram are also very powerful and fast but at 12 less than a knight and slower they run out of steam earlier in the game and cannot take cities as fast. Speed of conquest is rather important.
Gold is a bit issue with an early army and your conscription card is also one to consider early. It allows for a larger army if need be and preparation building of chariots for knights (do not do too early)
Its a hard choice whether to go military tradition route or early empire route, those cheap settlers have good value and if you have no-one nearby you you should go early empire, but of you want to strike early with military then you need to go the other way.
Eary pushing tachs and civics are these, Political Philosophy for the government, Feudalism/knights, bronze working, Machinery if you have no iron as the very least and you also cannot forget apprenticeship for industrial districts but more importantly +1 on mines. On the way you get writing and currency and placing districts early is important. Every tech researched add roughly +8 production to the cost of a district... or if you have a larger push on civics.. they are around +10 each.
I am in no way and expert player in these areas and just finally getting to grips with it all and see how it all fits in... its quite hard to juggle it all... to stop a non eureka'd tech at 50% rather that 65%. We just want to rush through the turns. Gold seems to be the early limiter so an early gold CS or settling on a luxury you can sell on can make a bigg difference. Make peace with a civ for good cash if there is an alternative for 10 turns.
So much more I could type. I love this game, its a lot more complex to get 'right' that civ V. I am more of a relaxed player by nature which is why I struggle in this area but I also love understanding so being able to get at least withing 10 -20 turns of a whacker victory is nice to have.