OK, so I'm playing the Romans on Emporer normal map and it appears that using your military is actually quite useful early game with the following build queue:
warrior
barracks
archer x 5
spearmen x 2
temple
Then you go out and raise a little hell.
As I was playing with this queue, and I kept having to raze enemy cities, it occured to me that there is a variant that is the perfect antidote (the yang) to expansionist civs. Why establish a capital city quickly at all when you have good reason to believe that there are civs near you, and nobody is belligerent early game? It turns out that you really don't have to or want to when playing a militaristic civ.
Start your civ, but instead of establishing a city, use your settler and worker to find the nearest civilization and plant your capital right next to his so that no resources overlap. Use your worker to attach to his road grid. By the time that you have the means to conquer his civ, he'll have three or four cities on the grid. Use the following build queue:
barracks
archer x 5
spearmen x 1
Then attack his capital. Take it out. You now have a sister 4 or 5 pop capital city with 2 or 3 workers for free. Most of the surrounding area will have been developed for you. You'll get a leader about 1/2 the time. A couple of your archers will become elite. You should be able to take over a couple more cities or even destroy his entire civ, using his expansionist policies for your ultimate benefit.
Then expand backward to the areas where your original starting place was located. This is sort of like a "hole" into which you can now expand.
This will work 90% of the time against the Egyptians and Chinese and normally the take of cities is quite nice. It's toughest to do against the Greeks. I've done it successfully against the Germans, oddly.
warrior
barracks
archer x 5
spearmen x 2
temple
Then you go out and raise a little hell.
As I was playing with this queue, and I kept having to raze enemy cities, it occured to me that there is a variant that is the perfect antidote (the yang) to expansionist civs. Why establish a capital city quickly at all when you have good reason to believe that there are civs near you, and nobody is belligerent early game? It turns out that you really don't have to or want to when playing a militaristic civ.
Start your civ, but instead of establishing a city, use your settler and worker to find the nearest civilization and plant your capital right next to his so that no resources overlap. Use your worker to attach to his road grid. By the time that you have the means to conquer his civ, he'll have three or four cities on the grid. Use the following build queue:
barracks
archer x 5
spearmen x 1
Then attack his capital. Take it out. You now have a sister 4 or 5 pop capital city with 2 or 3 workers for free. Most of the surrounding area will have been developed for you. You'll get a leader about 1/2 the time. A couple of your archers will become elite. You should be able to take over a couple more cities or even destroy his entire civ, using his expansionist policies for your ultimate benefit.
Then expand backward to the areas where your original starting place was located. This is sort of like a "hole" into which you can now expand.
This will work 90% of the time against the Egyptians and Chinese and normally the take of cities is quite nice. It's toughest to do against the Greeks. I've done it successfully against the Germans, oddly.
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