Deadstarre
Expert
Not sure what the current consensus on this practice is (cheese?) but worker stealing is also something that should be done liberally IMO.
Taking 1 from a CS and making peace on the same turn is a no brainer, but you can also cripple your neighbors by taking theirs, and taking theirs again. AI is extremely forgiving in the early game and also very quick to make peace since they have a perceived low "war score" without any units in your territory, but since you have one in theirs when you take it- youre "ahead". Even if they get you surrounded and are just about to kill your scout/warrior (pillage wisely) they'll almost always make peace in 3 turns (epic speed). As the Aztecs you'll even occasionally get golden ages from their UA as an added bonus for having taken a free worker
With cities having 1 range, plus AI connecting their cities with roads very early its easy to grab 4 workers or so - just keep DOWing fearlessly early on. But then cut that out heh...
Oh another thing, if you have no need of the workers when you steal them, you can even use them to scout a little bit with impunity- i wouldn't go too far but its worth noting that barb camps don't move off their site to steal civilians anymore (they did in vanilla as i recall) - so theres a fairly low risk of being caught with your worker out in the wild. They can even cash in on ruins =) depends how early in the game you stole it whether its worth ruin hunting with them
About ruins, there another thread currently which was discussing how unfair it is on deity to get almost no ruins, because a lone starting warrior can't traverse terrain quickly enough to find them before theyre gobbled up. I agree with those posters, however there are at least 3 civs circumventing this, and letting you play any start that didn't include settling directly on forest for a turn 2 scout- Aztec, Iroquois and Shoshone. Unless youre really unlucky that woodsman promotion is usually good enough to get 2 moves per turn with your starting unit. and Pathfinders? a godsend! plus with defense promotions/medic (not to mention encampments and UA bonus) they can be useful in war for a loooong time
the way this game works with early benefits snowballing in your favor, its hard for me to pick a civ that gets late bonuses (you can have your musketeers Napoleon) - so if youre lookin for a crutch to take on harder difficulties now, i'd say try one of those civs as well. Aztec + Authority is a freakin blast
Taking 1 from a CS and making peace on the same turn is a no brainer, but you can also cripple your neighbors by taking theirs, and taking theirs again. AI is extremely forgiving in the early game and also very quick to make peace since they have a perceived low "war score" without any units in your territory, but since you have one in theirs when you take it- youre "ahead". Even if they get you surrounded and are just about to kill your scout/warrior (pillage wisely) they'll almost always make peace in 3 turns (epic speed). As the Aztecs you'll even occasionally get golden ages from their UA as an added bonus for having taken a free worker

With cities having 1 range, plus AI connecting their cities with roads very early its easy to grab 4 workers or so - just keep DOWing fearlessly early on. But then cut that out heh...
Oh another thing, if you have no need of the workers when you steal them, you can even use them to scout a little bit with impunity- i wouldn't go too far but its worth noting that barb camps don't move off their site to steal civilians anymore (they did in vanilla as i recall) - so theres a fairly low risk of being caught with your worker out in the wild. They can even cash in on ruins =) depends how early in the game you stole it whether its worth ruin hunting with them
About ruins, there another thread currently which was discussing how unfair it is on deity to get almost no ruins, because a lone starting warrior can't traverse terrain quickly enough to find them before theyre gobbled up. I agree with those posters, however there are at least 3 civs circumventing this, and letting you play any start that didn't include settling directly on forest for a turn 2 scout- Aztec, Iroquois and Shoshone. Unless youre really unlucky that woodsman promotion is usually good enough to get 2 moves per turn with your starting unit. and Pathfinders? a godsend! plus with defense promotions/medic (not to mention encampments and UA bonus) they can be useful in war for a loooong time
the way this game works with early benefits snowballing in your favor, its hard for me to pick a civ that gets late bonuses (you can have your musketeers Napoleon) - so if youre lookin for a crutch to take on harder difficulties now, i'd say try one of those civs as well. Aztec + Authority is a freakin blast