(The arguments that follow don't apply as much when distances between starting civs are very large, since rapid settler expansion can often work in that case)
I've recently managed to polish up my Monarch level game so that I'm winning consistently enough to start doing emperor. However, one thing that bugs me is the apparently absolute necessity of doing an early(ish) war-driven expansion. It has become the cornerstone of my gaming style (on prince I was a dedicated builder)
As far as I can see there are three possibilities for such expansions (without considering civilizations with fantastic UUs such as Inca, Rome or Persia etc.):
1) Chariot rush. Strike early, strike fast. Useless when AIs become entrenched enough to start throwing up spears in most cities.
2) The axeman rush. Simplicity itself. Perhaps put a few spears and chariots in the horde for good measure, but pretty much axes do the trick. Works like a charm up until ca 500 BC-1 AD (Longbows..). Swords can be added after IW but the basic formula remains.
3) The post-construction catapult rush. Axes, swords etc. are backup. Works up until the appearance of crossbows, maces (ca 500-800 AD). However, if Ivory is available then this becomes a perfectly viable strategy up until engineering.
I mostly use 2) and 3) and almost all my games become an early rampaging spree while I beeline to currency/CoL in order to get my finances in order (more often than not there are stretches of 0-20% research with scientists helping out).
While this loses me the tech lead, it doesnt really matter, since I always have a high power graph and end up with lots and lots of land. Currency/CoL then shapes up finances in no time and the game is often in the bag after that... Most of the time I still get Liberalism first by growing Great Scientists for the Phil/Paper/Education slingshot (IMHO a somewhat overpowered trio of bulbable techs since the AI chokes on education for ages...).
Then again, when I don't do an early Attila, I can still often win, but it takes much longer and almost always involves a protracted series of late (post rifling or even assembly line) wars, since I have less land and need post-medieval tech to win. Given the bonuses to the Monarch+ AI any tech lead one gets from turtling vanishes around engineering/chemistry due to rapid AI research (from their huge chunks of land) and ridiculosly frivolous trading between AIs...
I'd take 5-10 extra cities over liberalism any day.
As a final note, I'm not against warmongering at all, I find it fun, but its more balanced in the later game when one controls a lot of land and really can choose between really fast teching or a possibly costly war (due to WW and large AI stacks) of expansion. In the early game the AI is such a pathetic pushover (2-3 archers per city, perhaps 5+2 melee in capital) that war seems like such a given conclusion...
The arguments apply to any victory conditions, since dead AIs dont launch or vote in the UN..
I've recently managed to polish up my Monarch level game so that I'm winning consistently enough to start doing emperor. However, one thing that bugs me is the apparently absolute necessity of doing an early(ish) war-driven expansion. It has become the cornerstone of my gaming style (on prince I was a dedicated builder)
As far as I can see there are three possibilities for such expansions (without considering civilizations with fantastic UUs such as Inca, Rome or Persia etc.):
1) Chariot rush. Strike early, strike fast. Useless when AIs become entrenched enough to start throwing up spears in most cities.
2) The axeman rush. Simplicity itself. Perhaps put a few spears and chariots in the horde for good measure, but pretty much axes do the trick. Works like a charm up until ca 500 BC-1 AD (Longbows..). Swords can be added after IW but the basic formula remains.
3) The post-construction catapult rush. Axes, swords etc. are backup. Works up until the appearance of crossbows, maces (ca 500-800 AD). However, if Ivory is available then this becomes a perfectly viable strategy up until engineering.
I mostly use 2) and 3) and almost all my games become an early rampaging spree while I beeline to currency/CoL in order to get my finances in order (more often than not there are stretches of 0-20% research with scientists helping out).
While this loses me the tech lead, it doesnt really matter, since I always have a high power graph and end up with lots and lots of land. Currency/CoL then shapes up finances in no time and the game is often in the bag after that... Most of the time I still get Liberalism first by growing Great Scientists for the Phil/Paper/Education slingshot (IMHO a somewhat overpowered trio of bulbable techs since the AI chokes on education for ages...).
Then again, when I don't do an early Attila, I can still often win, but it takes much longer and almost always involves a protracted series of late (post rifling or even assembly line) wars, since I have less land and need post-medieval tech to win. Given the bonuses to the Monarch+ AI any tech lead one gets from turtling vanishes around engineering/chemistry due to rapid AI research (from their huge chunks of land) and ridiculosly frivolous trading between AIs...
I'd take 5-10 extra cities over liberalism any day.
As a final note, I'm not against warmongering at all, I find it fun, but its more balanced in the later game when one controls a lot of land and really can choose between really fast teching or a possibly costly war (due to WW and large AI stacks) of expansion. In the early game the AI is such a pathetic pushover (2-3 archers per city, perhaps 5+2 melee in capital) that war seems like such a given conclusion...
The arguments apply to any victory conditions, since dead AIs dont launch or vote in the UN..