Thanks for the comments!
Yes, in fact, I find that it's a good way to get something out from an AI who is far away and untouchable, and also from an AI that is strong (he can even be runaway). I would say that this is the main strenght of this strat, the ability to get something where normally there would be nothing to be gained. Keeping crippled civs around as "vassals" in order to get something out of them is always something I'd do. Sometimes I take them out just to nullify their voting rights to the World Congress, the less civs there are, the easier it is for you to pass your own stuff.
A more aggressive approach could lead to even better results, but I noticed that I tend to become tech leader much faster when I try to go along with smaller army. The point from which I usually start a serious army is after rushing Radio for Freedom (voluntary army). For this it can be worthwhile to save a Writer for bulbing into the policy after the first 2 policies are taken, to ensure I can get the army as soon as possible, but a better way is to try to "time" the Policy just to be taken at least 1 turn later after Radio.
Of course many things depend on the particular conditions in that game. But in any conditions, I find that offfensively, pre-Modern Era units tend to be too vulnerable to City Attacks, particularly from the Tradition (Oligarchy) ones. For this reason, if there are 2 neighbours and only one has Tradition, I try to attack the one without it. Later units don't suffer as much from this problem because by then they have enough bonuses (promotions, great general, and better ratio of strenght with the cities). Defensively however, pre-Modern Era units tend to be highly effective, with even Scouts with Survivalism 2 easily defending from pikemen and being able to take 1 shot from muskets while in forts. All this means that Defense is super cheap while offense requires investment (upgrades costs gold, army costs hammers). Not to be misunderstood, I am sure and aware that one could just pump crossbowmen and clear the whole map, especially with China or England on a non-huge size pangaea map, but it's not really my style, because I play mostly Huge size games and on Huge, an AI from far away will get Bombers in time to nullify the crossbowmen. And upgrading to gatling guns costs too much gold, and loses 1 range...
Hopefully I will be able to make a video with a full game, by this summer.
This is very important to know since you obviously don't need to wipe out an AI to benefit the most. Most likely you will take their cap and sue for peace.
Yes, in fact, I find that it's a good way to get something out from an AI who is far away and untouchable, and also from an AI that is strong (he can even be runaway). I would say that this is the main strenght of this strat, the ability to get something where normally there would be nothing to be gained. Keeping crippled civs around as "vassals" in order to get something out of them is always something I'd do. Sometimes I take them out just to nullify their voting rights to the World Congress, the less civs there are, the easier it is for you to pass your own stuff.
I'm talking here about a more aggressive approach then the guide here does. I like this guide a lot. I would like to see you upload some videos with this guide in mind.
A more aggressive approach could lead to even better results, but I noticed that I tend to become tech leader much faster when I try to go along with smaller army. The point from which I usually start a serious army is after rushing Radio for Freedom (voluntary army). For this it can be worthwhile to save a Writer for bulbing into the policy after the first 2 policies are taken, to ensure I can get the army as soon as possible, but a better way is to try to "time" the Policy just to be taken at least 1 turn later after Radio.
Of course many things depend on the particular conditions in that game. But in any conditions, I find that offfensively, pre-Modern Era units tend to be too vulnerable to City Attacks, particularly from the Tradition (Oligarchy) ones. For this reason, if there are 2 neighbours and only one has Tradition, I try to attack the one without it. Later units don't suffer as much from this problem because by then they have enough bonuses (promotions, great general, and better ratio of strenght with the cities). Defensively however, pre-Modern Era units tend to be highly effective, with even Scouts with Survivalism 2 easily defending from pikemen and being able to take 1 shot from muskets while in forts. All this means that Defense is super cheap while offense requires investment (upgrades costs gold, army costs hammers). Not to be misunderstood, I am sure and aware that one could just pump crossbowmen and clear the whole map, especially with China or England on a non-huge size pangaea map, but it's not really my style, because I play mostly Huge size games and on Huge, an AI from far away will get Bombers in time to nullify the crossbowmen. And upgrading to gatling guns costs too much gold, and loses 1 range...
Hopefully I will be able to make a video with a full game, by this summer.