I wanted to comment on this without hijacking the original thread...I recently hosted a LAN where I had a nice plan in mind: have a few AI players in the game so that if someone gets taken out early, they can take over an AI player instead, otherwise it sucks being at the LAN but not being in the game. Unfortunately the game wouldn't let people switch, so we have to play the more rush-proof archipelago map type for the time being.
I'm struggling to grasp the mindset that finds it preferable to hide out on an island that is likely going to be poorly generated to foster your expansion and will inhibit your meaningful interactions with the other players, than to simply build a few units to keep yourself. Given that a 'rush' player also loses time traveling across the map to get to you, you should be very close in army size even with expanding, plus you get a small bonus from your city shots when you get attacked. If you are really worried about it, you can pick up Oligarchy or the Great General from your early Social Policies to get more defensive bonuses.
It just can't be that hard to stay alive that you have to play special map types to toss up another roadblock. I'd also point out that Archipelago might give you a false sense of security. The islands frequently all connect to each other via coastal tiles and it isn't too much of an extra hoop to tech Optics if someone is desperate to get to you. And in this case you might even be in more danger since you might have spent even less time making troops as usual because you think you are safe.
In RTS games the early attack players seldom have any penalties since as long as they can handle the rapid multitasking, it is no problem building up troops, fighting you, and keeping track of a burgeoning economy. In Civ V aggressive players are limited in what it is possible to do. The opportunity cost for making an early army is far higher than in RTS games, so if you hold off that initial assault your economic advantage should tilt things to your side. In the last game I ran through to completion, I engaged three(!) players one after the other and took them all down. The last player to be finished off still had no army to speak of by the time I got there. If they had built troops and done nothing but turtle they could have kept me from winning. If they had built troops and come after my homeland they would have found it empty and ripe for the picking since my army was on the road.
I can understand the desire to build up and expand, but why then do you not find your achievements worth safeguarding


[Edit: I would recommend 'Small Islands' as a better map type for hiding, but from what I understand we can't play those extra map types in multi-player.]