One big thing that I've missed since starting on the HOF is the more casual, purposeless play of non optimized games. "Just win" sounds nice on paper, but when I know I'm submitting a game there's always pressure to optimize. I also wanted to step up to Deity, and trying to play optimally for time when leveling up is not always the best way to assure a win. So this isn't really so much about the HOF as how to up difficulty level, have fun, and get a win.
To address both these issues - increased chance to win and a sub optimal strategy that doesn't put pressure on time - I chose to do a zero research variant targeting space. That way I have an excuse for a crappy time, but can focus resources on survival. Set up 60% pangea huge map, a few expansionist opponents and all scientific tribes, then ran mapfinder for 3 cows.
What I got was a good capital and not much else. Dry to the north and east, wetlands to the south and west. 1000 BC.
At first I felt that personal flaws had caused that poor Rex, but looking back there simply weren't many good tiles to work with. Over the next 1000 ish years I was able to bring this land up to some semblance of usefulness and expand into the jungle a good bit while Sumeria expanded south into the good land between themselves and Russia. But for most of the game those towns were just as much a defensive liability as productive towns. Soon after this 07 in the north flipped to the Americans. Should have seen that coming. During this ~1000 year period there was one productive activity beyond worker improvements - stealing technology/gold through trade route cutting. Trade route cutting is kind of underhanded in my book, but when you've got a bad start on higher levels there's not a lot to be done.
At 30 AD the same area looked like this:
Allowing the Americans to land Cleveland was a big mistake that really complicated the first war. As you can see, we'd been collecting quite a bit of gold through trading, and were two techs away from Military Tradition, home to the Ottoman Siphai - a 100 shield, 8 attack beast. But at this time we only had trade routes to 4 civs, and resources were quite limited. America was our primary trading partner, and had iron available, but in the absence of horses such was not terribly valuable. Fortunately the fog on the other side of the jungle revealed a horse that was not in any nations cultural borders, and a rushed settler made it to position around 300 AD.
I can't get replay to work, but the power graph tells the story rather well. Around 400 AD we invaded America, but for at least 100 years leading up to that point they had either chosen or been tricked into was with every close neighbor and were on the verge of collapse. In fact, the biggest difficulty in that was wasn't the American troops but racing the Russian, Sumerian and Incan forces to their cities. Then we had to blockade their last city to prevent a rep hit from the "broken" alliances. That's the long tail on their power chart. This was also the first time I have ever used disconnect/reconnect expansively, so there was a lot of refinement along the way.
Next came a few wars to consolidate the former American holdings, which took about 10 turns, then another 10 turns to put factories into core towns. Then decision time. Because in pursuit of conquest gold I had killed most of the world economies by extracting all their GPT. The only GPT in the economy was tied to lux deals with me. That of course had slowed research down a lot, and it turned out conquest on deity is really fun. Checked the tables and found that both Conquest had an easily achievable date, so the decision was made - conquest it was.
Most of my wars came with artillery proper, as replaceable parts came in during the war with Greece and Germany, and all but two from that point were against hopelessly depleted or underpowered opponents with no infantry. The Horse-cav upgrade was incredibly powerful, especially combined with Siphia.
As can be seen on the minimap from 1000 AD, Russia and Sumeria were the strongest civs for most of the game and lasted until the very end. Sumeria had Calvary, a very long border with our core and... Leo's. Fortunately they did not have rubber, and never obtained Replaceable Parts. Russia on the other had did get RP, and had fat stacks of infantry to deal with. Sumeria came first, then Russia over the last 15 turns of real war. Both were softened up by 10 turns of infighting before I invaded, but sumeria took the brunt of the losses and was relatively easy to handle. If I had it to do over again, I would have used the difficulty of moving through the jungle between us to defend core towns and hit Sumeria far more aggressively as soon as adequate artillery and rails were available. It would have saved a lot of cash.
One really difficult spot came on an isolated island.
I don't think the tactic is widely described (though it's surely used). A boat with 2 infantry, a settler, and a leader to land on the spit of land between Russia and Persia. Immediately after settling the leader rushed a palace and the next turn I gifted a city full of artillery, workers, armies and Siphia to a neutral AI. This teleports all units (with full movement points!) to the capital, and by the end of the next turn the entire island was conquered. I then abandoned the capital and the palace returned to the core, and had I really needed to most of the units could have been returned to the mainland through another city gifting.
Unfortunately both Russia and Sumeria got settlers into boats, and after about 10 turns of spamming frigates and shooting at everything that moved the game started crashing regularly and war weariness was killing me. The number 1 slot of for domination was over a hundred years away, so I rushed settlers, filled in gaps and took the win in 1150. It probably could have been at least 200 years earlier if I hadn't been set on conquest.
This was the most fun game I've played in a while, and I highly recommend it if you enjoy more balanced gameplay with allowance for a slower buildup. I'll probably play another Deity war game like this before stepping up to try the same on SID. Maybe with a decent start extensive trade route breaking won't be a requirement.