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Ideal doesn't always exist, sometimes there are tradeoffs.
The six militia rush is another surprisingly weird thing. There is a 6 unit soft cap, but having 6 militia lets you still train the extra retinues automatically every time a manor is built. This is more an oversight of how things work then an exploit: Your unit cap is supposed to be dynamic with your lord level from what I've seen discussed elsewhere, and this trick lets you break the current bandaid the game uses to work to give you.... A dynamic unit cap based on how many regions you have...
One thing worth thinking about in higher difficulties is the six militia rush, and taking extra regions.
Many developments speed up your ability to hit development 5-6 by years, but are not too useful down in a fully developed settlement.
Raw resource based developments like deep mines can have 30 year payoff times.
How do you balance this? Get your first settlement up as fast as possible and have secondary regions take the raw resource devs. Since, secondary settlements have less of a need for trade developments and other rapid growth developments: Trading for goods your main settlement produces has no tarrifs when there are enough goods from your main settlement for them to buy things via the shorter trade route.
So a no money starts interesting, because you skip the first burgage for the church.
Then you rush five burgages and probably pick up a foraging development to keep happiness high temporarily, rush development 3 and pick up better deals, then finally get fasting from your manor.
Then you can finally start building up your provinces specialty skills.
The reasons why I do things this way still holds up when you have fewer logs to start with, but you need to rebuild the order as we fall below 8, then 4 logs.