This is not a good UT, because it snowballs too hard. To put it more bluntly, this is ridiculously broken at high elos. To understand why, you need to know that if you lose vils, it’s almost always better to take down your opponent’s vils than to wall up and defend. Unless you have a really strong civ bonus, you will never keep up with a vil lead. This is so strong in the early game that chinese, with their 3 extra vil start has remained S-tier even lacking a lot of late game upgrades.
Now, consider what happens if you castle drop, get the tech, and 1 tc push them. Each vil lost is around 90-100 resources in the short term (50 food for the villager, and extra for the time it takes to produce another, and the resources a villager can gather in the next 2 minutes). With this tech though, each vil lost is over 170, considering your opponent will get that vil. The optimum play with this civ will always be a 1 tc push, unless you make the tech too expensive, and then it becomes useless for castle age, and moves to imperial. But even in imperial age, where raids are how you end a game, this tech is ridiculous.
There are other issues with the civ, but this alone is so extremely broken that everything else is secondary.