The whole you want 2-5 territories by turn 10 was a mistatement, you want more like 5-10 territories by that time.
You want your capitol to be advanced before turn 10 (hence why you need to take more territories, as you get gold for taking over those local leaders) about turn 7 is good.
castle is a waste of money and turns, build population or build troops, either way you typically do more damage. Unless you have nothing else to do, don't bother with castles.
Don't worry about developping before conquering new ones, expand far as you can while holding solid defenses, then use all that gold to buy culture.
Don't need to be careful about if you have gold or not if you properly obtained land, you can set whatever amount of territory on troops, then an ammount on gold and you will be perfectly fine.
I thought it was very good though, there are a few small things that aren't up there but they'll learn as they go. I suggest posting the fact that the harder players they play, and the more they play real players, the better they will become and the more tricks they will learn.
Good tutorial for people who are very new. However, once they are better they might need to read a more detailed tutorial/strategy, or learn by themselves and watching others play. But still, nice job gzav.
Love the name ZeroKills.
But what happens when you get good at a game do you have to then change your name ?
To answer your questions, you advance your capital as soon as possible.
The basic thumb rule is or used to be .....
1st turn - Make and buy as many troops as you can.
2nd turn - Build farm.
3rd turn - Troops again.
4th turn - Start advancing Capital.
But since team games now dominate the question of when to advance your capital becomes a much more complex judgement. Sometimes it's a luxury you can never afford. But team game strategy is above my pay grade.