I think sylvanllewelyn might have seen some videos on Bilibili, but as I mentioned before, those are just the tip of the iceberg. Even the 'Catapult Rush' strategy is like a prototype—yes, you probably understand what I mean by 'prototype.' The core idea of this strategy is to leverage early development: by around Turn 95, you trade for niche techs like Horseback Riding or Aesthetics from the AI to secure Alphabet and Mathematics, then research Construction by around Turn 100. At this point, all cities switch from high-population growth to Slavery-driven production, churning out Catapults while using overflow hammers to build supplementary units like Swordsmen, Axemen, or Spearmen. Meanwhile, all Workers start chopping forests. Within about 10 turns, you can assemble an army of 30–35 units, which is enough to take down one or two AI players on Deity difficulty, allowing you to extort techs and gold, and then snowball into a full conquest. In short, it’s about hitting a critical timing around Turn 110, much like in competitive games. The later 'Horse Archer Rush' strategy is even more refined, embodying the essence of The Art of War. It requires more attention to detail and scouting, focusing on how to use localized superior forces to divide the battlefield and achieve a 'snake swallowing an elephant' effect. Additionally, we play with no Tribal Villages, no Random Events, and no World Builder—these three settings have been standard in our group for at least 15 years, as far as I can remember.
The Liberalism-Cuirassier strategy you mentioned has also been discussed in our community. We concluded that the latest viable timing for a successful push is the 'Trebuchet Rush.' Even then, it can still spiral out of control—for example, if certain AI players declare war or vassalize others, leading to unpredictable outcomes. Generally, the later the timing of your strategy, the greater the risk, though early strategies also come with their own risks. That’s why we believe the 'Catapult Rush' strikes the perfect balance. It might not be the fastest way to achieve victory in terms of turn count, but for any strategy that aims to win after Turn 120, the 'Catapult Rush' can achieve the same result. As I’ve said before, it’s a prototype—whether it can break open the game depends entirely on how well you’ve developed within the first 100 turns