Fallowing the last two deity challenges I've realized in the curent state of the game (air unit per city/limit nerf) it is possible to win domination games without ever reaching modern era even on continent maps (win with artilery / cavalry / lancers / frigate / privateer / rifle / units)
This has some massive implications: (severly reduced science requirements - past the cut off point)
- you save hammers/gold/faith by never building public schools , and gpt by not paying maintenence for those public schools (can even get some money by selling captured public schools in annexed cities). Same goes for universities past the science cut off point ..
- this means you no longer need growth (blasphemy!) - you can stagnate cities for maximum production/gold output
- no longer need great scientist (will need very few all game long) - you can then get a few awesome great merchants instead (science specialists converted to merchant specialists or hammer/gold tiles). Puppets can also produce great mearchants unhindered .
- food caravans - can be switched to gold/production
- since you won't need too many great generals to link up oil - you can waste more of them on offensive/defensive citadels
(by cutting science you gain a huge gold/hammer spike that translates in huge military power boom that quickly snowballs out of control ..)
All of this rests on top of Mercantilism/Big Ben/Mobilization combo (getting massive discounts for gold rushing (ridiculously well promoted) units) ... With gold power - this makes honor finisher even stronger (ability to buy units of the gold collected by killing units in the same turn - a form of unit leech that can really snowball out of control past a certain point in the game) ..
Even if the AI's on the other continents manage to reach flight and somehow have great wall (no artillery) in some city far from the coast - you can still out spam them and win (I have the video LP to prove it - did have observatory in capital and played america, strong warmongering civ so I'll try another LP without observatory) ..
Another advantage - in the fun department - is because you tech education first (delay contruction, machinery , knights, metal casting) - you will have the time to build and play with any of the ancient/classical unique units even on normal speed setting.. You get to play with things like chariot archers/companion cavalry/immortals/hoplites/pictish warriors/kriss swords/forest elephants/cataphracts/mohack warriors/ etc ...It is not the bland crossbow spam win (maybe not as efficent - but you also need to add some fun factor) ..(honor upgrade discounts allows you to carry a lot of low hammer ancient era units trough the ages - that is why you need 3 cites - not to go over the unit limit cap too early) .
Early honor tip - having a military unit in a new city mirrors the free monument from tradition for tile grabs ( yes honor doesn't get tradition tile discount still). After you get the monument you get up to 4 cpt for tile grabs (with unit) which again can save gold for early tile grabs when not playing shoshone/america ...
There is a bit of vulnerability to DOW in the early game - you will have a few units close training against the closest city state so you won't be completly naked against attack .. Chances for DOW should not be that high because you only settle 3 cities and build 2 early caravans that have good diplomatic modifiers to send to your neighbours ..
Workers steal related - you can steal 3 - 2 DOWs steal from AIs and 1 from nerest city state you will keep at perma war and farm XP and later gold of (pillage and then honor finisher) .. War with AIs should start by T110 with 6+ Xbows (after education - rush brough university in capital)... Then depending on the unique units you can upgrade horses/longswords/muschets/trebuchets with the gold from the war (pillaging/hornor finisher and city captures)..
The big bottleneck on this strategy after science cutoff will be culture - you will need to finish honor/commerce and get 1 to 5 policies in autocracy in a reasonable amount of time.. On a continets game you will need 1-2 in exploration tree. Getting a cultured city state allied would be highly advised (scout for it - a thing I always fail at
)- otherwise don't neglect the writter/artist guild for too long ..Capturing sixtine chappel early - big help ..
Getting industrialization fast after oxfording artillery and saving ~2.5k gold to rush buy 3 factories is ideal getting 2 free autocracy policies and easing up on the culture bottleneck..
continents america example LP (should be fully uploaded/processed in the next 24 hours) will try add more LPs using this later .
This has some massive implications: (severly reduced science requirements - past the cut off point)
- you save hammers/gold/faith by never building public schools , and gpt by not paying maintenence for those public schools (can even get some money by selling captured public schools in annexed cities). Same goes for universities past the science cut off point ..
- this means you no longer need growth (blasphemy!) - you can stagnate cities for maximum production/gold output
- no longer need great scientist (will need very few all game long) - you can then get a few awesome great merchants instead (science specialists converted to merchant specialists or hammer/gold tiles). Puppets can also produce great mearchants unhindered .
- food caravans - can be switched to gold/production
- since you won't need too many great generals to link up oil - you can waste more of them on offensive/defensive citadels
(by cutting science you gain a huge gold/hammer spike that translates in huge military power boom that quickly snowballs out of control ..)
All of this rests on top of Mercantilism/Big Ben/Mobilization combo (getting massive discounts for gold rushing (ridiculously well promoted) units) ... With gold power - this makes honor finisher even stronger (ability to buy units of the gold collected by killing units in the same turn - a form of unit leech that can really snowball out of control past a certain point in the game) ..
Even if the AI's on the other continents manage to reach flight and somehow have great wall (no artillery) in some city far from the coast - you can still out spam them and win (I have the video LP to prove it - did have observatory in capital and played america, strong warmongering civ so I'll try another LP without observatory) ..
Another advantage - in the fun department - is because you tech education first (delay contruction, machinery , knights, metal casting) - you will have the time to build and play with any of the ancient/classical unique units even on normal speed setting.. You get to play with things like chariot archers/companion cavalry/immortals/hoplites/pictish warriors/kriss swords/forest elephants/cataphracts/mohack warriors/ etc ...It is not the bland crossbow spam win (maybe not as efficent - but you also need to add some fun factor) ..(honor upgrade discounts allows you to carry a lot of low hammer ancient era units trough the ages - that is why you need 3 cites - not to go over the unit limit cap too early) .
Early honor tip - having a military unit in a new city mirrors the free monument from tradition for tile grabs ( yes honor doesn't get tradition tile discount still). After you get the monument you get up to 4 cpt for tile grabs (with unit) which again can save gold for early tile grabs when not playing shoshone/america ...
There is a bit of vulnerability to DOW in the early game - you will have a few units close training against the closest city state so you won't be completly naked against attack .. Chances for DOW should not be that high because you only settle 3 cities and build 2 early caravans that have good diplomatic modifiers to send to your neighbours ..
Workers steal related - you can steal 3 - 2 DOWs steal from AIs and 1 from nerest city state you will keep at perma war and farm XP and later gold of (pillage and then honor finisher) .. War with AIs should start by T110 with 6+ Xbows (after education - rush brough university in capital)... Then depending on the unique units you can upgrade horses/longswords/muschets/trebuchets with the gold from the war (pillaging/hornor finisher and city captures)..
The big bottleneck on this strategy after science cutoff will be culture - you will need to finish honor/commerce and get 1 to 5 policies in autocracy in a reasonable amount of time.. On a continets game you will need 1-2 in exploration tree. Getting a cultured city state allied would be highly advised (scout for it - a thing I always fail at

Getting industrialization fast after oxfording artillery and saving ~2.5k gold to rush buy 3 factories is ideal getting 2 free autocracy policies and easing up on the culture bottleneck..
continents america example LP (should be fully uploaded/processed in the next 24 hours) will try add more LPs using this later .