Neither am I.
I need to explore more. I need to restrain myself when attempting to steal workers if it's going to mean I can't get a peace deal, or I'll need to dedicate a scout to escort it back (which didn't work anyway, as it ended up killed by barbs). I need to figure out better build/tech order at the start. I need to pick better city locations. Founding an isolated city to grab a lux may seem good, but when it's not on a hill, and a deity AI decides it's too close to you, shows up with 6 warriors & a couple of catapults/CBs, it's going to end in tears.
Have just made 2 attempts, first one I was about to get free settler, had great location for it, Pyramids set to complete on t40, and ragequit when the AI built them on t40 too. Instead of 2 free workers, I got 184 gold, enough for 60% of a worker.
2nd attempt looked good to start. Moved warrior, and saw Mt Fuji. So ended up settling next to it on t3 or so. Explored, and just the other side of a CS was Kilimanjaro. 2nd city went up there. Even managed to found a religion. But lack of luxes made growth slow, stealing a worker from Greece turned out to be a bad idea, made even worse when Persia, my northern neighbour, decided to sneak attack. I was treated to a strange sight, as after Persia got my 3rd city, a CS took my 2nd, which actually gave me 100 gold as the drop in size meant it adopted my religion.
Yeah, city location (and timing) is everything, and so, as a result, scouting is everything. I like to have the area around my city explored in a 10-tile radius by the time I spawn my first settler. Which isn't hard, but it limits your ability to explore across the map. Especially if you're killing barb camps, or stealing workers, etc.
NWs are particularly tricky. You often have to sacrifice a luxury to get them, or delay getting the lux because it'll be third-tier at best. My favorite way to get NW is to use a great general to steal them from a CS after planting my city nearby. Gotta do something with all the generals I get with Honor!
But that doesn't help you get a pantheon/religion, because it comes too late. So if I see a nearby Mt Sinai, it's really hard to resist the urge to settle a 1-pop stagnated city next to it for the immediate faith. But really, if it isn't a good city site, you just gotta walk on by. It's all about the fast start and the snowball effect, and you can't afford a dead city like that.
I might have to change up my opponents. I *never* get DoW'd, but everyone's a Wonder whore, and Pyramids is always gone by t40. Because of the great distance between unique luxes and other civs in highlands, I gave up on Liberty for a while, and I've been doing Honor instead, but it's such a frustrating tree.
The requirement that you keep a unit in a city for the culture is real problem. Unlike with Liberty or Tradition, there's no immediate local culture, so cities don't acquire ANY tiles until you finish building a monument unless there's a unit in that city. Which means you *gotta* have a unit in that city. You need it to burn through Honor, and you need it to claim tiles.
Shaka's reduced cost for maintenance is all well and good, but that doesn't increase the "supported # of units" that you get from population. (Which I believe is 3/city + population size)
This has been my biggest dilemma. I need two scouts out exploring the world because the AIs are so far apart on highlands. I need a minimum of two archers to deal with barbarians because, again, you start so far from the AIs that barbs are everywhere, and well, with Honor, you need the culture from constantly killing barbs.
And on top of that I need units in my cities for culture! This is a big reason Honor is gimped. With 3 cities, culture w/o garrisons = 7cpt. With garrisons = 13cpt. You just can't afford not to have garrisons if you want to get the barracks discount early enough to get benefit from it. (T50 max IMHO, so that I'm done building barracks by t55 and have spearmen by t60 for my CB rush..)
But, this means I quickly hit the unit cap if I only build 1 city... with workers, and especially caravans and great generals, I hit the cap before I get construction, so I can't just attack to get my second city. I think they didn't take caravans or GG into account for unit limits, and the recent boost to # of GG they give in Honor shows they didn't think this through very well. Honor is already unit-cap limited early.
Even if I build the second city by t40, I'm at the cap, especially if I build caravans or have anywhere near the workers I need. Also, I'm frequently having to sit on my hands with a full health unit in a city despite there being a nearby barb camp to kill, because 2cpt is better than the time investment of one barb kill.
It's the unit cap that's the issue. I can build a big army fast. But Liberty ends up being superior because 4 cities supports 12 units + population. Sigh.
Here's my current build order: scout, monument, granary|worker (granary first if I have wheat/deer/bananas, worker first otherwise), archer, settler, settler, caravan.
You'll note I don't build a shrine. It's too much of a gamble... the benefit comes late (usually t40) and it's 1gpt. I try to get my pantheon from scouting. If not, oh well.
This assumes I can steal 1 worker and buy/steal a second. Usually I can get one from a barb camp. If not, I'm forced to DoW both a civ AND a CS. Not ideal, but honestly, with everyone so spread out and the passive civs I chose, it hasn't been a problem.
This also assumes I rush-buy one archer EARLY to get culture. In order for the math to work out on rush-buying an archer, a worker, and CB upgrades, I just re-roll if I can't start my city on a hill lux mine. (2gt much sooner than I could work that tile otherwise, + 7gpt when you meet a rich AI, usually sooner than I could have worked that tile, gets your monument out on turn 10-11 instead of turn 15-17, it ends up being at least +150g)
I try to plant my second and third city ASAP after I get Military Caste, so I go from 3 culture/turn + barbs to 9 culture/turn + barbs, and have 13 once my monuments are done. So, two settlers built and planted by t40 ideally, which requires forest to chop. This gets me to Professional Army in time to build Ikanda on t45... usually.
One of those cities exists for the sole purpose of generating trade routes with someone I won't attack, so that I can forego libraries/NC until later. So it's animal husbandry, luxes, archery, the wheel, bronze-working, construction, writing, civil service, philosophy, machinery, and squeeze in sailing if there's an opportunity for a second trade route. I'm not building libraries until after Ikandas/spearmen, and I'm not building NC until after I have Impi.
I haven't decided whether this is the way to go yet though. If I rushed Philosophy before any of this, and built NC before Ikandas, I might hit Machinery faster... but I'd be delaying getting my caravans out, and caravans > libraries, so I don't think so.
Basically, success with my build is entirely predicated on getting 12bpt from trade routes. If I can get that from external trade routes, one or both of my caravans goes to food, and just hope one of my first city captures has a happiness wonder, otherwise the growth is a problem. Last time, I captured Thebes right after he built Notre Dame. I made a tactical error after that, or I would have had Petra and the Pyramids too by tt10... sigh. Had to retire that game after some poor unit tactics. :-(
So, that means one expo near a "friend", preferably Venice, and one expo in between to avoid having my cities super far apart. Still too far for roads, but not indefensible... entirely.
Still not nearly as effective as Liberty or Tradition... I can feel the palpable difference.
But Shaka is the perfect Honor Civ damn it!!! Reduced XP cost combines so well with +50% XP. The total effect is 2x faster upgrades. Example base cost: 120. Shaka's cost is reduced 25%, so it's 90. With Honor, you get 90 in the same amount of time you'd normally get 60 XP, so 120 > 60, or 2x faster! Combine that with the +15% bonus to adjacent melee units, +15% production of melee units, +50% production of Ikanda, 33% cheaper upgrades to Impi... reduced maintenance cost of units... it's just an ultimate synergy... Until you hit the wall of slowth growth limiting your unit counts and tech... :-(