Ok, well, I tried it out a few times and I believe I have found Saladin's synergy.
However, I just couldn't get it to execute. A couple of times, I made stupid mistakes. A couple of times I got super bad luck like getting a pair of great artists in a row at super low odds or a prophet instead of a scientist at low odds, things like that. Then I had one game going really well but Kublai ended up declaring on me and screwing everything up (I had guilds ca. 400-500AD and was just about to start massing camel archers).
Anyways, I will share the strat I dreamed up. Let me know how it goes.
Tech:
Poly (Hindu)-Mining-Bronze (Copper)-Masonry-Monoth (Judaism in 2nd/copper city, adopt early org rel)-Priesthood (Oracle)-Writing-CoL (Free from Oracle)-Ag-Alpha (Trade back for skipped worker techs)-Lit (Great Library)-Theology (Lightbulbed with 1st GP)-Philosophy (Lightbulbed with 1st GS)-Metal Casting-Machinery-Feudalism (Trade for it with Machinery)-Guilds
Even though you will have low base beakers (run complete FE empire-wide...ahem, that is 3 cities total), you will be fine tech-wise because you can trade around Theology, met cast, etc.
Settle copper city for barb defense and production. If you don't have copper, you need to pump warriors non-stop out of 2nd city to have enough fogbusters. You can't afford a deviation to hunt-arch or ag-ah early on. Copper, fog-bust, or die! Settle your 3rd city once you are able, no rush. You just need another whipping factory for camel archers.
Get madrassas, temples, shrines in your 3 cities. After initial builds specified above are done, get angkor wat for enhanced priest production. With your shrines, angkor itself, lots of temples, madrassas, you can run many priests. Get your shrines built (you can spread them far and wide later for lots of $), lightbulb divine right, settle them.
Once guilds comes online, spam camel archers. The goal is to eliminate one rival completely with them in a short period of time before they get engineering. If you happen to have horses you can prebuild some chariots for upgrading to help out, but the synergy of camel archers here is not needing horses and iron, and in a 3-city empire you may be missing one or both.
After you take out a neighbour, hopefully all is well on the diplomatic front, and you have 9 (adjusted for map size) cities.
Settle down and go for cultural victory utilizing protective trait to ward off early attacks and diplomacy to ward off late attacks.
The synergy of the strat is lots of religions and lots of priests (spiritual = cheap temples, mysticism = religion path, madrass = extra priests, shrines = extra priests, angkor wat = stronger and extra priests). It's also starting slow early allowing for an unusual opening tech path, but using a no-resource UU to explode out afterwards.
Thoughts?