consentient
Domination!
- Joined
- Jul 7, 2014
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- 3,379
[Please note this guide is still under construction, so while I value input, it might also be a good idea to wait and see if I add the thing that you think is missing ]
Disclaimers:-
1. I am not the best warmonger on these forums. But I am someone who made a switch from mostly peaceful victories on Emperor and below, to mostly conquest-assisted victories on Immortal and Deity.
2. I achieved this by studying the play of some really great players, especially Moriarte, Acken, Peddroelm and Maddjinn. I watched their LPs, and in the case of Moriarte and Peddroelm, read their guides. All of them are superb warmongers.
3. So the guide that you are reading now is more of a bringing together of information than a unique strategy in its own right. Very little of what I say here is stuff I’ve learned on my own. One exception is what I have to say about CS alliances, which are IMO the most underrated element of Domination, as I shall later explain.
4. This guide is for Domination noobs, meaning people who would like to learn how to conquer on Immortal and Deity. Either they’ve played mostly peaceful and want to learn some war chops, or they’ve played Domination on Prince and don’t understand why their strategy doesn’t translate to victories on higher difficulties, or they’re plain new to the game and want to jump straight into the deep end.
TLDR: In the past few months, I've seen a slew of posts asking for Domination advice, like this one, this one and this one, and I thought that maybe if a lot of information was brought together in one place, it would be useful and save threads!
Step #1 – Why Domination?
The main reason is that it’s actually the easiest victory condition when you know how to do it. You can know how to do a decent CV but still be frustrated sometimes. Likewise, Science and Diplomatic don’t always work out. But Domination is the victory condition least dependent on what the AI does. So if you know how to war, you can almost always win, and almost always win before other VCs were possible. I have a T188 Domination win on Deity and a T155 win on Immortal, and I’m nothing special. Other players have won Deity before T100.
It’s also fun, IMO. If you don’t like moving troops and engaging in combat, it’s obviously not for you, but for a lot of players their reluctance to go Domination is based on fear of failure. I hope I can at least assist you to win at Domination if you read this guide. There is no AI that you should be scared of, and if you want to try something besides a turtling science victory, I encourage you to experience the full range of the game.
To conclude this part, I will again post the screenshot I took from a recent Deity game with Russia, which I had previously posted in my Deity Tier List thread.
and the accompanying text:
Step #2 – Should I always try to Dominate?
It has to be said that although a Domination victory is generally possible, not all maps are what you would call ‘Domination-friendly’, especially for noobs. There can be many obstacles thrown up by a combination of the civ you’re playing, the map type, the map script, and the neighbours. This is not something that can be adequately described in full, but it will come from experience, and some trial and error. However, I offer you the following tips in advance to help you make this decision, and to try to help you avoid making Domination attempts that fail and cause you to give up Domination entirely.
Basically, I play almost entirely on Pangaea and Continents, with some Fractal play here and there. P and C each have their own formulaic strategies, meaning that 9 times out of 10, if you do X, you can win. Other map types have different strategies and complications, many of which I truly don’t know. So this guide is written with Pangaea and Continents in mind.
Once you’ve learned how to do it on Pangaea and Continents, then you can try it on other maps, if you want. I’ve generally not bothered, because they don’t hold any appeal for me.
Step #3 – Which policy tree do I open? When do I go to war? (The two most important questions)
These decisions can’t really be taken independently. You should start with a decision about when you want to go to war, and an assessment of how quickly you think you can win (perhaps assisted by turns 1-15), but it can work the other way around, and you might decide that you want to open a certain tree, and then that will dictate your play.
I advise you to take the first approach in general, as your play will be more optimized to the map. Sometimes Honor is not the best choice and you’ll struggle a lot more than if you’d gone Tradition, for example. The problem is that you only have a few turns before you have to choose which tree to open. Despite it being my least favourite of the 3 Domination-friendly trees, I would have to say, grudgingly, that if you are really unsure about which tree to open, Tradition is probably the most forgiving.
So anyway, onto the decision about when to go to war...
First let’s talk about the structure of the game, as far as Domination is concerned:
There are basically five periods in the game, troops-wise, and a number of key units that will help you with Domination. A typical game will involve at least 3 of these, and possibly all.
OK, so with that brief overview of periods out of the way, let’s return to the policy trees:
Step 4 - Stop building buildings!
One reason that people struggle with Domination is that they inadvertently slow down the training of their army by building buildings instead and thinking they can still hit the benchmarks for the above windows of operation. It's impossible. With the Liberty finisher you can grab (if you choose GE) one important building or wonder and still have an army. That is one of the best things above Liberty. I recommend NC, as you will see in the Liberty specific section below, but in general, stop building wonders. Capture them instead.
Here are all the buildings you can build and my opinion on building them:-
Trust me, you won't end up with a piecemeal empire and a savage army. You will have a glorious, dominant empire. You will just have conquered it rather than build it. The AI gets hammer and food bonuses. Let them do the hard work. Just come in and turf them out and spade them under.
Step 5 - What am I doing if I'm not building buildings?! (Spoiler: Your army)
The secret to successful domination is having units that can slaughter the AI's troops and seize their capitals. In other words, having the edge. In order to get this edge you need promoted troops and you need to beeline key military techs. So by building mainly units early on, you will have a lot of troops to train and promote, that will last through the ages (unless you want to turtle to later eras). With Liberty these troops will go to war relatively quickly, with a Honor a bit later and a bit better promoted (hopefully). But the army is the most important thing. If you've got great BPT and CPT but a weak army, you will not dominate.
And if you find that you reach one of the Periods numbered above but you don't have an edge (in numbers, promotions, etc) and are finding the war hard-going, you are best off making peace and concentrating on reaching the next tech before you continue. It is largely pointless to fight with obsolete units unless you have a REALLY large number of them.
Step 6 - We have the technology
As mentioned before, your aim is to reach the Technologies you need to upgrade the troops you need to win the game. On some maps, XBs are enough and you can add Canons at the end to speed things along. Sometimes the AI techs faster and you could be forced to go up against Modern units.
Putting yourself in the best position technologically without compromising your army is priority #1. Let's talk about the tech tree and different paths to the key technologies, so you have a better idea of when to take detours...
- - -
Tech Tree, Part 1 - The Early Game
- - -
Tech Tree, Part 2 - The Midgame
Disclaimers:-
1. I am not the best warmonger on these forums. But I am someone who made a switch from mostly peaceful victories on Emperor and below, to mostly conquest-assisted victories on Immortal and Deity.
2. I achieved this by studying the play of some really great players, especially Moriarte, Acken, Peddroelm and Maddjinn. I watched their LPs, and in the case of Moriarte and Peddroelm, read their guides. All of them are superb warmongers.
3. So the guide that you are reading now is more of a bringing together of information than a unique strategy in its own right. Very little of what I say here is stuff I’ve learned on my own. One exception is what I have to say about CS alliances, which are IMO the most underrated element of Domination, as I shall later explain.
4. This guide is for Domination noobs, meaning people who would like to learn how to conquer on Immortal and Deity. Either they’ve played mostly peaceful and want to learn some war chops, or they’ve played Domination on Prince and don’t understand why their strategy doesn’t translate to victories on higher difficulties, or they’re plain new to the game and want to jump straight into the deep end.
TLDR: In the past few months, I've seen a slew of posts asking for Domination advice, like this one, this one and this one, and I thought that maybe if a lot of information was brought together in one place, it would be useful and save threads!
Step #1 – Why Domination?
The main reason is that it’s actually the easiest victory condition when you know how to do it. You can know how to do a decent CV but still be frustrated sometimes. Likewise, Science and Diplomatic don’t always work out. But Domination is the victory condition least dependent on what the AI does. So if you know how to war, you can almost always win, and almost always win before other VCs were possible. I have a T188 Domination win on Deity and a T155 win on Immortal, and I’m nothing special. Other players have won Deity before T100.
It’s also fun, IMO. If you don’t like moving troops and engaging in combat, it’s obviously not for you, but for a lot of players their reluctance to go Domination is based on fear of failure. I hope I can at least assist you to win at Domination if you read this guide. There is no AI that you should be scared of, and if you want to try something besides a turtling science victory, I encourage you to experience the full range of the game.
To conclude this part, I will again post the screenshot I took from a recent Deity game with Russia, which I had previously posted in my Deity Tier List thread.
and the accompanying text:
Without having to give any consideration to growth in my 3 self-founded cities, without premium dirt, without founding my own religion, without food caravans, without trying overly hard to make CS alliances, without building any wonders myself, etc., etc., by T150 I usually become the dominant force in the game purely through conquest, taking the hard work the other civs have done in establishing religion, building nice cities and wonders inside them, and just using it for my purposes; just like most empires IRL.
Step #2 – Should I always try to Dominate?
It has to be said that although a Domination victory is generally possible, not all maps are what you would call ‘Domination-friendly’, especially for noobs. There can be many obstacles thrown up by a combination of the civ you’re playing, the map type, the map script, and the neighbours. This is not something that can be adequately described in full, but it will come from experience, and some trial and error. However, I offer you the following tips in advance to help you make this decision, and to try to help you avoid making Domination attempts that fail and cause you to give up Domination entirely.
Basically, I play almost entirely on Pangaea and Continents, with some Fractal play here and there. P and C each have their own formulaic strategies, meaning that 9 times out of 10, if you do X, you can win. Other map types have different strategies and complications, many of which I truly don’t know. So this guide is written with Pangaea and Continents in mind.
Once you’ve learned how to do it on Pangaea and Continents, then you can try it on other maps, if you want. I’ve generally not bothered, because they don’t hold any appeal for me.
Step #3 – Which policy tree do I open? When do I go to war? (The two most important questions)
These decisions can’t really be taken independently. You should start with a decision about when you want to go to war, and an assessment of how quickly you think you can win (perhaps assisted by turns 1-15), but it can work the other way around, and you might decide that you want to open a certain tree, and then that will dictate your play.
I advise you to take the first approach in general, as your play will be more optimized to the map. Sometimes Honor is not the best choice and you’ll struggle a lot more than if you’d gone Tradition, for example. The problem is that you only have a few turns before you have to choose which tree to open. Despite it being my least favourite of the 3 Domination-friendly trees, I would have to say, grudgingly, that if you are really unsure about which tree to open, Tradition is probably the most forgiving.
So anyway, onto the decision about when to go to war...
First let’s talk about the structure of the game, as far as Domination is concerned:
There are basically five periods in the game, troops-wise, and a number of key units that will help you with Domination. A typical game will involve at least 3 of these, and possibly all.
Period 1 – Ancient/Classical – Key unit = Composite Bowman (CB)
CBs will take down other units of the era, and cities very quickly. For example, 2 or 3 promoted CBs can take down a Hoplite in 1 turn. They can also absorb more damage than an Archer. But you don’t want to let Pikes anyway near your CBs. Use your own melee units to shield them. The best CBs are upgraded Archers who’ve spent 20-30 turns collecting Promotions from barbs, CS or the AI.
If you can get 6-8 CBs by T65, this will be a decent-enough army to take a capital or two. If you watch Acken’s LP of the DCL #16 China, you will see he takes 2 capitals with a Liberty domination very early.
CBs are great provided you get to them early enough. On Immortal, they’re good up to T100, on Deity T85 or sometimes even earlier (sadly).
Period 2 – Medieval/Renaissance – Key unit = Crossbowman (XB)
XBs are broken, really. Most of my domination sweeps owe most of their success to making the most of XBs. They chew up AI troops when used in groups, and they can take down most cities in a few turns. Long sieges are rarely necessary. With Logistics and Range, XBs stay good until T200 on Immortal, and on Deity maybe T150ish. In this time, it’s very easy to get another 3 or 4 capitals.
Period 3 – Late Renaissance – Key unit = Cannons, Frigates
Cannons may not be as effective as their successor, the Artillery, but they are still really, really good. As Moriarte says in his Korea LP “with cannons, you can” (which I think is a play on a British TV advertisement!). Essentially these come along at just the time your XBs are beginning to be less effective. You can then use the XBs as expendable shooters, or put them back in the cities and use them just for defence. Once you have cannons, you should use them in combination with knights/cavalry to take 1 or 2 more capitals.
Frigates can be really useful if there are 1 or more coastal capitals on a landmass that is not the one you started on, or if you wish to capture a city in order to use it as a landing point for your land-based embarked troops. This guide will not go into too much detail about naval warfare, as it's not a big feature of my games.
Basically, if you have the available iron, and you want an accompaniment to or alternative to Cannons, then Frigates can be really effective.
If anyone wants to write a detailed piece on Frigates, I'll happily insert it here. Otherwise, see my section on the Tech tree below for more information about Frigates.
Period 4 – Industrial/Modern – Key units = Artillery, Tanks
Artillery are really broken. Not just because of the punch that each shot delivers onto a city, but because they have indirect fire, so they can shoot from outside the city attack range, and don’t have to have line of sight (although you MAY need another unit to be able to get line of sight and act as forward observation). If you get to Artillery in good time, you can usually win the game with them if you haven’t done so already.
As proof, I recently completed a Deity challenge game where the object was to conquer all the capitals and win Domination-only, on a Standard-sized map with 22 civs. I finished the final 9 or 10 capitals in less than 50 turns with Artillery.
Tanks are really for fun. There are seldom games where you will have to use tanks, because Artillery and Cavalry is almost always enough. But you might decide you want to upgrade those Cavalry all the way, and if you do, you will find that tanks are just unstoppable.
Period 5 – Late game – Key unit = XCOMs, Stealth Bombers
These are generally reserved for when you want to turtle to a late game Domination. This might be because you’ve never tried this form of Domination, or because trying to win before the late game would be much more difficult. I did it for both these reasons on the DCL #27, which was a Deity+ game. I used the AIs advantages to help my science and when I reached Nanotech, I just spammed these and Stealth Bombers and won in a few turns. If you use this strategy, you’re playing a straightforward science game until this point. But these units might also be used if you ran into difficulty and had to finish the game off later than expected.
OK, so with that brief overview of periods out of the way, let’s return to the policy trees:
Liberty – This is best when you want to war from Period 1 onwards. You use the tree to quickly expand and produce an army, and then attack your first victim. You will get one free settler, and I advise generally only building 1 or 2 more of your own cities. 3 city NC is such a fast strategy that you can have a decent army AND the NC by T85. You can generally always get the Pyramids, and the Oracle goes really well with Liberty too, and helps with the Culture bottleneck that comes when you are building units and not Culture buildings. The Pyramids will allow you to repair tiles in 1 turn, which makes for a broken mechanic that I will discuss later in this guide. Suggested path = Republic -> Collective Rule -> Citizenship -> Representation -> Meritocracy.
The best strategy guide for Liberty Domination, to my mind, is Moriarte’s on this forum. He has many videos on his YouTube site where you can see this in action, and the aforementioned Acken China LP is a shining example.
Honor – This is best when you want to delay your main warpath until you hit Machinery. The three main advantages of doing so are: that you can concentrate more on growth, which helps with science; that you can train your army better before using it; and that you can reap more rewards from trading with and befriending the AI before they all decide you are scum and hate you forever more. 3 city NC is also advised. Don’t worry too much about Statue of Zeus in your build order. It’s better to capture it than build it. If you have a really nice production capital where it can be built in less than 10 turns, maybe consider it.
The big decision about Honor is whether to go left or right side first. In most cases, right side first is best because it gives you culture faster. If you feel confident that you can ally with 1 or 2 cultural CS, or if you are in a situation where you want to train your Archers, Warriors, Spearmen and Horsemen from a very early stage, or if you can think of a REALLY good use for a citadel bomb, then you could go left-side first, but it’s generally suboptimal.
Tradition – This is best when you want to delay war quite a lot. If you don’t go to war before Artillery, it’s possible to reach that technology very early and make it even more devastating. But you also run the risk that by excluding early war you make the job you have to do thereafter more difficult. This is again something you will only be able to learn through experience. Personally, I rarely turtle for Artillery because it’s less fun. As mentioned before, you can also turtle to XCOMs and Stealth Bombers. And as also mentioned, Tradition is pretty good when you’re not sure about what you’ll do, as it doesn’t really have any policies that are a waste. If you have 3 or 4 nice cities that are growing and producing science, you can’t go far wrong. I think most experienced players acknowledge that Tradition is generally strong, and maybe boringly so. I would still argue that on most maps Liberty is much better for Domination, and Honor more fun, but Tradition still holds its own.
Step 4 - Stop building buildings!
One reason that people struggle with Domination is that they inadvertently slow down the training of their army by building buildings instead and thinking they can still hit the benchmarks for the above windows of operation. It's impossible. With the Liberty finisher you can grab (if you choose GE) one important building or wonder and still have an army. That is one of the best things above Liberty. I recommend NC, as you will see in the Liberty specific section below, but in general, stop building wonders. Capture them instead.
Here are all the buildings you can build and my opinion on building them:-
Barracks: In general, I say build it. When is a bit complicated, and depends on other strategy decisions you've made. Generally I like to build them before I train the Trebuchets I will turn into Canons, so that they start with at least one promotion. You could build them earlier if you have enough troops for the moment and it won't take too many turns. The biggest bonus they give is if you get to ideologies and choose Autocracy.
Circus: All happiness buildings should be built when you need them. Since Circus requires the least hammers, I usually build these pretty early. Depends entirely on how much happiness you have.
Granary: A key building for all cities to build. When it gets built depends on your social policy tree. See the specific strategies below for more information on build order. But you will want them, so that you can grow your cities a bit to reach the military techs you need a bit faster. I've played games where I didn't build them at all and it made up to 20 turns difference on reaching Dynamite. Whether that is inevitable I'm not sure, perhaps other factors were involved. But these are inarguably important buildings.
Library: You want these as soon as you can. For most of my games, I set my expos to build: Monument, Archer, Library. I'm not a fan of rush-buying Libraries like the peace mongers advise. I'd prefer to prioritise workers on forest chops to get them faster. You should be stealing as many workers as you can anyway. If you don't like stealing workers, don't place Domination. It is pointless to throw away potential advantages because you think worker stealing is an exploit when what you aim to do (militarily defeat the AI) amounts to being an exploit when judged on the same criteria.
Monument: If you go Tradition, you will get these for free. If not, build them after a scout in your capital, and as the first thing in your expos. Pretty obvious why. I can win Domination games without granaries but its not so easy without Monuments. They will probably be the only culture buildings you build, so you need them, to reduce the bottleneck you will experience before you capture a couple of culture-heavy capitals.
Shrine: There is no consensus on this, but I'm personally of the opinion that it's not worth founding your own religion when going Domination. When you play peaceful, not emphasising religion means your FPT will be low throughout the game. However, when you've captured a few AI cities, your FPT will be high. The only times I ever build a shrine is when I have a decent food pantheon and I'm in a position where the pantheon is NOT gonna get knocked out before T150. That's my view, and although I'm sure this could be endlessly debated, it doesn't really matter so much. I don't like to waste the hammers unless I'm getting food (=growth). If someone can make a conclusive case for bothering with shrines in a DomV on Immortal/Deity, then I'd love to hear it.
Stone Works: Only if you have 2 or more sources of stone, and/or need the happiness.
Walls: Only later in the game to get happiness from Autocracy. You are the aggressor. You don't need defence.
Water Mill: Only after the 1st army has departed on its warpath and only if there is nothing better to do. You don't need the small boost to growth or production early.
Ampitheater: A waste of hammers in most cases. Again, like the shrine, if someone has a case to make, make it.
Aqueduct: Build these as soon as you can. More growth = faster military techs.
Caravansary: Generally a waste of time.
Colosseum: When you need it.
Lighthouse: In a coastal city if you have sea resources and/or are food starved.
Market: Very important for Domination. Keep your economy in good shape. I usually build these ASAP in expos, after Monument, Library and a couple of units.
This takes us up to the Medieval era. Since your army should be built and abroad by now, you can build more buildings hereafter, but just remember the golden rule:
For Domination victories, only build a building if you NEED TO. Otherwise, you could be building more units to subjugate the barbarian hordes.
Trust me, you won't end up with a piecemeal empire and a savage army. You will have a glorious, dominant empire. You will just have conquered it rather than build it. The AI gets hammer and food bonuses. Let them do the hard work. Just come in and turf them out and spade them under.
Step 5 - What am I doing if I'm not building buildings?! (Spoiler: Your army)
The secret to successful domination is having units that can slaughter the AI's troops and seize their capitals. In other words, having the edge. In order to get this edge you need promoted troops and you need to beeline key military techs. So by building mainly units early on, you will have a lot of troops to train and promote, that will last through the ages (unless you want to turtle to later eras). With Liberty these troops will go to war relatively quickly, with a Honor a bit later and a bit better promoted (hopefully). But the army is the most important thing. If you've got great BPT and CPT but a weak army, you will not dominate.
And if you find that you reach one of the Periods numbered above but you don't have an edge (in numbers, promotions, etc) and are finding the war hard-going, you are best off making peace and concentrating on reaching the next tech before you continue. It is largely pointless to fight with obsolete units unless you have a REALLY large number of them.
Step 6 - We have the technology
As mentioned before, your aim is to reach the Technologies you need to upgrade the troops you need to win the game. On some maps, XBs are enough and you can add Canons at the end to speed things along. Sometimes the AI techs faster and you could be forced to go up against Modern units.
Putting yourself in the best position technologically without compromising your army is priority #1. Let's talk about the tech tree and different paths to the key technologies, so you have a better idea of when to take detours...
- - -
Tech Tree, Part 1 - The Early Game
In the right situations and with good planning, Composite Bows can be effective, even on Deity, if you get them early enough. As you can see from the picture, Construction comes so early. If you only need Mining and 1 of Masonry, Calendar or Trapping, you can get to Construction really early. If you don't intend to beeline Construction, you should beeline Philosophy, since there is no other military tech that you will need so early. You will never be able to get Machinery earlier than you would have been able to complete NC, in a flat-out race, so if you aren't doing a CB rush, then go to Philosophy instead.
The next tech you will need ASAP, regardless of what path you've taken, is Currency. You will want Markets up to boost your gold output so you can buy stuff like units, unit upgrades (most important), CS alliances (also very important).
After Currency, you have three choices: either into Civil Service (for growth boosts), and then to Education for Universities and science boosts, or Chivalry (for powerful UUs like Keshiks, Camel Archers, and for upgrading bog-standard horsemen). Or, as is often better, going straight into Machinery for early access to the midgame's most effective units: Crossbows.
The central questions to be asking yourself if you're not sure which path to take at this stage are:-
Are my cities a bit too tiny? Do I have farmland I need to be producing more food, so I can grow my cities and improve my BPT? If so, go to Civil Service. It won't set you back too much. It's on the path to many other things.
Am I going to try and capture 1-4 capitals in the next 60 turns? You will be facing this question around about T75-90, so it basically means 'how much conquest am I aiming to do in the midgame? (which will be looked at next) If the mid game is going to be your most violent period, then getting Machinery and/or Chivalry should take priority over Education, unless you've gone Honor and decided to deliberately delay Construction and Machinery so your units could be as promoted as possible and to take advantage of the cheaper upgrades. If you're gonna be doing most of your conquest as part of a late Renaissance or even Industrial era endgame, with Canons and then Artillery; and/or Frigates then Battleships, then maybe you're better off going to Education.
Experience and practice will make this decision easier and more intuitive.
- - -
Tech Tree, Part 2 - The Midgame
Winning ASAP
Let's start by making one thing really clear. Since Domination relies on capture rather than building, the earlier you get it done, the better. This is not just because it's nice and impressive to win really quickly, but the quicker you can capture 7 capitals, the less time the hateful psychopaths who own those capitals will have to build defences and spam hordes of units, and to research techs that make your troops outdated and lose the edge. So really, a good Domination game is one which is won in the Midgame - i.e. the Midgame is your Endgame.
Sometimes you will be able to win just with Crossbows. Again, look at Acken in the DCL #16 as China. Sometimes Cannons are enough. Most times though, you will not be so lucky (or so on form) and you will need Artillery. So Beeline it. Don't go for Public Schools and then beeline it. You want Dynamite to be the last relevant tech you have to research. If you need to go further than that, then you can go to Industrialisation, find the coal, mine it, and get 3 factories up ASAP and leverage the powers of Autocracy to speed up your win.
Beyond the Midgame
Using the same key as before (Blue=Science, Red=Conquest), I've added two special 'glazes' in this Midgame image: Pink for Industrialisation and White for Banking. The reason for this is that if you work out at some point that Artillery will need a bit of help, then getting Big Ben and Mobilisation (and later, Clausewitz) can really help you snowball your economy and spam units to win. So after Dynamite, getting to Industrialisation ASAP is essential. For Banking, there are some games where it is worth the detour so you can have a chance at Forbidden Palace, not just for the happiness, but to control the WF. This is not most games, but there are situations where it is worth it and there is no one in the game with enough hammers to stop you. Some leaders love this wonder so much that if they are in the game, it will be tricky. But if you've had a decent early game and have a nice production city (probably your capital), it can be worth it.
Science-wise, the later you will win, the more you might need Astronomy and Scientific Theory. But in 90%+ of games I don't need them.
One more thing about the Midgame tech-tree. If your civ has mid game UUs that are good, beeline them. And you will want to have built units in previous eras that can be upgraded. So build Warriors and upgrade them into Minutemen, or Mehal Safari, etc.
And one last thing. Though I play mainly Pangaea domination, and mixed conquest-culture on Continents, you will sometimes need to get to Navigation for Frigates/SotL/Sea Beggars. If there are enough coastal capitals or cities that can be used as war disembarkation points for a swimming army, then beeline this maybe even before Dynamite. Watch some LPs and see the kind of situations where people go for this early. If you have all coastal capitals, you should make this your priority. A few players did this with success in DCL #23 (The Huns).
I hope this tech tree analysis is enough. If you want more detail, please don't hesitate to ask