Inspired by this, I just played finished off a domination win on a level that normally gives me trouble [playing Saladin (Spi/Phi)]. My thoughts, with that game fresh in my mind.
mabellino said:
1. Pick an agressive civ (second trait not as essential)
Not essential, but a good idea in this situation. (1) because barracks are cheap, so building them is cool

(2) Free combat one opens up some important defensive promotions.
4. Repeat the mantra "Attack the neighbours, attack the neighbours" to remind yourself that your early focus is on pointy stick expansion.
The best city sites are enemy capitals.
5. Build at least 3 units for every improvement you want to build.
Of course, units are expensive. How do you build so many units and keep costs down? You USE them.
The goal here is to acquire and exploit an elite military, which means promotions, which means lots of combat.
Important lesson: there is more to life than City Raider! City Raider III swords are great for attacking cities, but aren't so great defending against attacks from cities. You want other units in the stack taking over the defense - units with Cover, Shock, Woodsman/Guerilla. Part of the implication here is that your stacks should be larger than you think - you want your 2:1 ratio when you are attacking AND you want enough defenders to keep them safe.
Accuracy catapults are a big big time saver. So splash those cheap cats and keep the ones that withdraw. When you have enough catapults that the defenses come down in one turn, consider other promotion lines as well (though my gut feeling is that you should really be creating more accuracy cats for the next stack). Combat is a lot more interesting when you aren't waiting for the walls to come down.
Medics are good - a unit not likely to be defending, so you don't lose it inadvertantly. Chariots are a nice choice here - it's an advantage that they move so quickly.
Unit Healing Strategy Guide has details on healing rates. Park the stack in the city you just captured for an extra boost of healing (because you are pressing the attack with your other stack, right?)
Promoting your attacking units is easy - you attack. Promoting your defensive units is harder, because you can't defend at will. So seek out opportunities to promote your defensive units.
Example: city is defended by longbows. Sacrifice a catapult - the top longbow is unscratched, the others are beset with collateral damage. Sacrifice a second catapult - the top unit is still unscratched, the others get more collateral damage. Elite sword takes out the top defender. Mopping up is free XP for your defensive units/medics/catapults.
The science slider is going to be lower than you are used to, which is FINE - pointy stick research. You need the gold to pay for the cities you are capturing and unit upgrades. Elite units plus intelligent management can hold their own against the next tech level and AI management. (Given this, a specialist/super specialist science city is probably a good idea - those extra academies are worthless when the commerce is going to gold and culture).
Remember that you can only demand the techs you can currently research - if the AI will pay Philosophy for peace, don't settle for Meditation.
No state religion means that all religions deliver culture; captured cities pop to the fat cross that much sooner. In the mean time, Slavery means the starving citizens can be put to good use.
Wonders are very important - they tell you where to attack. Those hammers expended on the pyramids weren't used to build defenders. So go take it. The benefits of most world wonders transfer with ownership (Oracle, Taj Mahal being obvious exceptions).
Demand Tribute! Put those cities you haven't captured yet to work for you.