Play the After the War mod, which also has a lot of bug-fixes and balancing, with (now sub-mods) Artifacts and Expanded Factions. I have been starting with White Wizard, who starts with 2 Tech Knowledge per turn (not sure if this is right, whether it is meant to be 1 or 2). On the turn you found your Capital, buy and equip Traveller's Boots for your Sovereign, and start building the Tower of Dominion (or the Kingdom equivalent).
In After the War, the starting Farm only costs Gildar, so you can start building that on the turn you found your Capital, provided that it is within two squares of your Capital. There should be some artifacts (Weapon Cache or Armor Cache) and materials pickups around your starting position to get you started. Leave your pet if you have one at home for early protection, otherwise build a basic 4-man peasant group for your Capital which should be pretty cheap. Focus on Tech Knowledge for your Capital. That is, after you've built the Huts/Hovels that you need to level up your Capital, build Archivists/Studies and make your bonuses Tech Knowledge. However there are limits to the number of each type of repeatable building you can build in each town, so you will need further housing.
With your Tech Knowledge, you can get the first level of Conquest/Warfare (for Tools of War/Equipment tech), Sorcery/Magic (for the tech that enables building of Shrines) and some levels of Domination/Adventure. Because there is no level requirement to pick up Notable Locations now, you can quickly get Tier 2/3 Weapons and Armor with just 1 or 2 levels in for the Domination/Adventure techs that spawn notable locations.
You can take over enemy towns provided your Defense is high enough, with a decent Attack. In taken over towns, build a basic Peasant group or a soldier group that includes the first level of Weapons/Armor (Tools of War/Equipment) and from reasonably early on, make sure there is a 8 man group with relevant armor and weapons in towns for defense. The Conquest/Warfare techs are important for your general troops, but your Sovereign and Champions can use Armor and Weapons from caches found spawned from certain Domination/Adventure techs. Fairly early in the Imperium/Civilization tree, you can upgrade your housing for towns that are at least L3 (Empires have Shanties/Kingdoms have Houses instead of Hovels (Empires)/Huts (Kingdoms) which you start with).
That's just a few thoughts. The After the War mod and its two sub-mods, Artifacts and Expanded Factions are really fun and IMHO it's not really worth playing without them in WoM 1.4. If anyone wants to give some other tips, go ahead.
Best regards,
Steven.