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Edward
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GP,
Can't remember the thread where DaveV first spelled out his ICS strategy, but the Great Library led me to this webpage:
[url="http://www.cms.livjm.ac.uk/wittgenstein/davev's_ics_strategy.htm"]http://www.cms.livjm.ac.uk/wittgenstein/davev's_ics_strategy.htm[/url]
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VetLegion
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GP, my advice is probably outdated (dont have much time for civing now) but some thruths are universal.
1. your AI
You adapt to your AI, not to the game. Half the tech, units and buildings dont get used in early conquest. Find AI early (lots of triremes) and tease them with ocassional city near them and few units on chokepoints. Extract some money if you can. This will hamper their growth a bit. See what they have - if cities are walled build diplomats, if not dont.
2. the geography and the sea
You will need ships in most games, so get adapted to use them. Early settler or trireme dillema - go for trireme sometimes. Settler is not always your best investment. Lots of ships = lots of information gathered. Always try to load something to an exploring ship. Nothing more sad than an empty trireme.
3. how many AI?
If the map is small or medium you can always just kill AI and kill its reincarnation when you find it (and due to map size that should be soon). It adds some micromanagment and almost no fun - when you do eventually find them, they are too weak to be a challenge.
There is another way, at year 1500 the civs stop restarting. Even on largest of maps, you can by then have chopped everyone down to one city (the starting civs, dont eliminate nobody). Next turn - kill.
I dont know if it is a mechanical process or not to play a certain way, but here is an attempt:
1. Tech - go for monotheism for crusaders. Adapt tech exclusively to map size. If large map you may want seafaring, but on small you dont. Dont strand away - iron working, warrior code, feudalism - not needed. Forget Trade (we are speaking early conquest here, not AC, right ).
2. Cities - no improvements, no wonders except lighthouse (if a lot of sea) and happiness wonders. But unlike ICS, keep a decent number of them 
3. Units - warriors for pacifying, crusaders for attacking the trireme for transport. Few exploring horsemen loaded to triremes do wonders for huts, but warriors are as good.
Observe what defense tech your enemy has. If possible to build, Sun Tzu wont hurt 
Attack strategy behaviour: adapt your target to the most advanced civs (so they dont AC while you are busy with the small ones ). Adapt number of attackers to number of enemy cities. Plan approx 3 attackers per city - minus those you will build in conquered cities. Add 50% of that to unpredicted field losses. Strategically build roads to connect bad AI roads - units travel faster on ground! use road network if possible.
Attack tactical behaviour: attack from sea, take city (usually three crusaders per city), hop to another, again from sea if possible. Avoid open field battles - AI is in advantage because of fog of war. Always attack cities, not units - units die with their city.
there, I know you know most of that and perhaps think I talk rubbish, but it makes sense to me 
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