Finally managed my first-ever Domination victory (Prince difficulty). Since last time I disabled all of my mods, enabled just a few, and started as the Golden Horde (mod-civ) with 10 players on a 8-player map.
Unique Ability (The Tatar Yoke): Gain a portion of the Culture generated by City-States from which you could demand tribute. Cities trading with City-States passively produce mounted units.
This was a fairly good ability for a domination victory. The stronger you grow and the more military units you have the more city-states give you Gold. And unlike when you demand tribute, the Golden Horde's ability does not adversely affect your relations with city-states. The passive production of mounted units was good too, I guess.
Unique Unit (Noyon): Strengthens nearby units by 15% Yields Gold from kills. May pillage City-States' tile improvements without declaring war
Also fairly good, though I didn't make enough use of it to determine just how useful it was.
Unique Building (Yam Station): Provides a source of Horses to its city. While a Trade Route originates in a city with a Yam Station, units trained there have +1 Movement
This was really, really helpful. The +1 movement may seem trite, but it makes a world of difference, especially with siege units, because their usual movement points are 2, they eat up 1 to get into position and 1 to set up to fire. So when you bring your siege units within range, at least one of them gets badly damaged. But with the additional +1 movement they can strike the city while at full-health before the city or enemy ranged units can target them, which greatly increases the speed at which you capture cities.
So I started with the Huns and the Kassites as my immediate neighbours. Forgetting that the Yam Station gives me free horses, I settled a city to the south right next to Attila's Court to snag some rides. I was mentally prepared for a Hunnic attack in the future, but didn't expect them to have such overwhelming numbers, as my Military Advisor told me in a quivering whisper. Bad news, because the Huns are a handful eneough with their Horse Archers. Turns out my Military Advisor was an idiot and most of the Hunnic army was made up of Battering Rams, dangerous when attacking a city, but completely toothless otherwise. I made short work of the invading Huns. Attila for some reason forbore to train more Horse Archers, so I was easily able to take the two Hunnic cities in a counterattack.
The capture of the Hunnic lands
Then a pause to get my Happiness up to manageable levels. By the time I had unlocked the Noyon I was ready for a good war. I descended on Korea like a swooping hawk. They were completely overwhelmed in no time at all, thanks to the +1 movement bonus. Barely had the last Korean city surrendered when I declared war on Polynesia. and easily overran them as well.
It's over for Polynesia
As I was taking the last Polynesian cities I noticed the Kassites massing forces on our border. I drew away my army, leaving just enough to wipe the Polynesians out. Too late. The technologically advanced Kassites were making strong process, despite a gallant defence. The war was fought firecley on two adjacent fronts, as I had to switch units from one city to another to fend them off. Eventually I learnt that Attila's Court was doomed to fall. Rather than sacrficing my units in a heroic but futile defense, I drew them away to the north away from the southern offensive. The Kassites took Attila's Court, then Jeonju, but by Jeonju they had lost almost all their units. Now it was my time to strike. With only a few isolated Kassite units in the recently lost territories I had no problem taking them out, but taking back the cities was a different matter, as the hills that had eaten up the Kassites now forced me to manage some very thoughtful manoeuvring. At last I took back my cities. I regrouped at the Kassite border and started a grand offensive, made easier thanks to the now-weakened Kassites. Still the horrible terrain meant I had to carefully watch my step, until the Kassites had been kicked out of the continent, and my empire now extended to the Russian borders.
The counter-attack is on!
Russia had no army to speak of, but they did have the Great Wall, which reduces enemy units' movement to 0. Taking Moscow and St. Petersburg was tough, but I managed it. Now I had my sights on the second continent of the world, divided between Denmark, Austria (already dead, killed by Denmark), Egypt, Venice and Polynesia, who had at some point in their early history settled a city in the other continent that had now grown to dwarf even mine own.
I had managed to conquer my home continent in previous games, but invading another one was new to me. One thing I determined was that I needed a strong navy, to cover my embarked and vulnerable land army, and to quickly take coastal cities so as to establish a base. I had already begun building up a navy, a Grand Armada, during the Russo-Tatar War, because I knew I had to mount a naval invasion quick before my enemies researched Flight and started bombing my defenceless units. (I still remember how, despite having a much more powerful army, I was completely destroyed by an inferior opponent with a competent airforce.) The Golden Armada saw its first action right after the war against Russia, taking out the enclave colonies of Polynesia and the Kassites in the northern islands, partly to test out whether the ships were strong enough to take cities on their own, and partly because the Khan felt slighted by his victims' determination to keep existing. The naval operation was a resounding success, and the Khan, well-pleased, devoted more resources to building up the Armada, and giving gifts to city-states to increase the flow of luxury goods to help alleviate the eventual blowback from taking cities.
Now the time was come. The frigates and privateers set out in front, the Army of the Horde behind. The storm first struck Denmark, as Aarhus, Copenhagen and Kaupang all fell before the Tatar onslaught. While the land soldiers grouped in the former Danish lands, the navy set out further afield to take Vienna as well. The navy then went further south to strike at Venice, but ended up in a diabolically perfect network of Venetian-controlled islands and peninsulae. The navy did manage to reach Venice, but Venice proved too powerful to take through sea alone.
The invasion begins
Now the land units were ready to attack Egypt. The jungles and hill forced the army to tread carefully through a narrow passage, thanks to the unfriendly Polynesians not allowing access to their territory. Finally reaching the outskirts of Thebes, the Horde found stiff resistance from the technologically on-par Egyptians. After some tough fighting the Tatars managed to secure important positions for their cannon, but the city walls were incredibly tough, and cannon shot made barely any impact.
The Siege of Thebes
Now if Egypt had decided to target my two cannons (my third had been destroyed, and there was no position from where the fourth could fire from) the invasion would've halted there and then. Instead Rameses focused on trying to eliminate my injured Infantry unit, whom I tried to keep alive by pillaging improvement after improvement. Finally, after a nerve-wrackingly long time, the miracle was complete. Thebes had finally fallen, and the Infantry unit, the Hero of Thebes, was still intact (and probably given medals personally by the Khan in recognition of their bravery in drawing enemy fire to help their comrades take the city). By this time the researchers of the Horde had discovered Dynamite, which allowed the Cannons to be upgraded into modern Artillery.
Artillery is a game-changing weapon. Most ranged units, including siege units such as the Trebuchet and the Cannon have a range of 2 tiles, which is the same as the range of cities, which means any siege unit that can fire at a city can be fired back at too. Not so the Artillery. With a range of 3 tiles the Artillery is bound to level city walls so long as they have other units to cover them from enemy units (and the city doesn't have a garrisoned Artillery).
With these powerful new siege units Heliopolis fell with ease. Now the Horde marched into Venice, and in almost no time had levelled the walls. However, instead of the Infantry sweeping into the city to take it, the honour of taking the city was given to a Privateer from the navy that had bravely sailed through the treacherous Venetian waters, and had been lying in wait for further orders since the assault on Venice had been called off.
The last days of Venice
And that was it. My first ever Domination Victory!
Some notes:
1) Razing cities may hurt short-term, but long-term it doesn't eat up Happiness like puppeted cities do. I should try razing cities next time.
2) I suffered a lot from Unhappiness, having to take down rebels several times. Founding a Religion with Happiness modifiers would really make life easier. I should also try to build the Notre Dame in future games. That +10 Happiness is to die for.
3) I should be more merciful towards foreign enclaves that have lost their capitals. Trade routes to major civs give more Gold than to friendly city-states. I managed in this run due to the Golden Horde's passive gold-generating ability, but next time I won't be so lucky.
4) Frigates are powerful and can easily take cities from previous Eras on their own.
5) Artillery is
so good