When I left off in 1615AD, I'd eliminated Alex and was embroiled in a bloody war with Ragnar. I'd only taken two of his cities, but had already destroyed two massive SoDs - I was gaining the upper hand, but crippled by WW in most of my cities.
I decided that with Cathy being a monster and a whole era of techs ahead, the best course of action would be to whip units/buildings to get my cities small enough to avoid WW, eliminate Ragnar, (re)grow my population and go for a diplomatic victory. This was eminently possible through the AP, since Vicky had built it, but everyone hated her; Cathy was #1 in pop, but liked me so if I could get ahead of her I stood a good chance of bagging her vote.
Ideally, I wanted to eliminate Ragnar completely to avoid motherland unhappiness in my new acquisitions, but that didn't prove possible as I'd bribed Cathy into war with him (both for the help and the diplo boost) and didn't have anything to offer to call her off. I did get him down to one city though, before making peace in exchange for all of his tech; he capitulated to Cathy the following turn. I hadn't wanted to take him as a vassal myself in case that messed up a future diplo vote.
With the war over, this game finally showed Qin some love:
From then on, it was a question of beelining biology for the food boost. I'd never realised just how much of the tech tree you can skip when going for it until that point. Cathy had switched to FR, but I was able to bribe her back into Hinduism for the +7 boost that gave. Finally the AP vote came up. As anticipated it was Qin v Victoria:
No contest. Then a few turns later...
Thanks Cathy - couldn't have done it without you
This was one violent game:
But it turned out well in the end:
I already knew that CKN in large numbers are excellent units, especially if you're able to leverage them early enough (my main motivation for playing as Qin here). That's how I was able to roll-up a much larger Greece with a 3-city empire and still have most of the army left over to take on Ragnar at a significant tech and power disadvantage.
What I learned this game was how powerful a mixed stack of trebs, muskets and elephants can be. I've never used muskets much in the past (I've spammed Oromos as Zara, but upgraded them before they saw any action), preferring maces or grenadiers instead. However, they seem to be a highly versatile unit if you promote them up the combat line, and since it's only your siege that's CR-promoted you don't need as many units in total to perform all the necessary tasks.