"Air Combat
New stacking limits on air units in cities. Starts at 6; increased to 10 when you add an Airport. Game Concept text updated to match this change."
Civilization-V-Brave-New-World-Fall-Patch
And thus the balance of power in the modern era shifted from air units to mechanized ones ... (AI lost its air unit stack of doom capability leaving it incapable of stopping landship/tank spam ..) It is now possible to switch off tech after Combined Arms(tank) (sometimes even after Combustion (landship)) - sell the science buildings and recycle the science specialists into production/gold output and drown the map into a sea of armored units ..
Here is a link to the Stories & Lets Plays section of the forum to my proof of concept LP illustrating how this could be achieved with practically any civ (some are much better at this than others obviously) ( VidLP Civilization V BNW - Dutch Deity Domination - Honor - Commerce - Tanks )
In not too many words the recipe :
2 city Honor Opening Machinery "Rush" (with NC & caravan science leech) - Industrialization - Scientific Theory - Dynamite - Combustion - Combined Arms beelines
Policy wise (Full honor / Full Commerce / Ideology) (a few drops of rationalism are a luxury that is probably going to skipped unless extra sources of culture (Ex Siam/Polynesia, 2+ culture CS allies )) ... A few more points about culture importance in a domination game - it opens so many bonuses (science//happy//combat) that you can never have enough allied cultured city state allies .. Scout for them - ally them - try to keep them alive when the entire world DOWs you ...
Why Honor instead of the better perceived Tradition/Liberty openers ? Fun ! A more serious answer comes again from "Civilization-V-Brave-New-World-Fall-Patch" changes .. Warmonger hate ... Honor economy is fueled by war ... At war with every surviving civilization on the map ? (next to no trade potential) .. Cool ! can trasmute gold from all their and their CS allies military units ... Honor economy thrives when you are at war killing enemy units (the more the merrier) and starves to military upkeep costs during peace time ... Honor (by design if maybe not by effectivity) is the policy best suited for foreverwar state competent warmongers will find themselves in ...
In the proposed proof of concept video my lack of military competency [slow to conquer - not so much by will but by lack of tactical ability] caused the world not to turn against me completely until very late - allowing me to keep an ally virtually till the end of the game (uncharacteristic for the current setting of warmonger settings). Don't mistake for diplomatic ability what was in fact lack of tactical competency ... The really good tactical players get punished for conquering too fast .. The latest design changes try to force a bit slower conquest and adding a serious dose of diplomacy in the mix for success ... Which is fine by me but like I said it punishes the really good aggresive players and forces them to alter their play style ...
Why war from medieval and not turtle science overload to Combined arms ? Would get there much faster that way ... No doubt you can reach tank tech much faster by peacefull turtling - but (unless you play a desert civ) you will (probably) lack the oil quantity required in your (relatively) limited borders and will lack the multiple great generals that can be used to connect oil that is outside your borders (even as Nr1 land owner oil might be 2-10 tiles out of range - not a problem when you have 6-7 honor generated great generals) ...
Why commerce ?
- Mercantilism + BigBen (+ ideology rushbuy discount policy) = win .. The money you make by killing units/ pillaging , save on upgrades via proffesional army get "stronger" .. Again - less dependency on city hammer output - tactical competency brings ability to buy new units regardless of owned city hammer output ..
- Tons of happiness potential as long as you secure mutiple luxuries from conquest (hint you should .. also use spare GGs to steal new luxuries without the attached extra city/puppet cost)
- Helps gold generation (finisher) and scales very well with wide (puppet empire) ... Great Merchant extra gold - with rush buy discount almost makes Great Merchants worth building (they will definitely be worth it as faith dumps)
- Railroads - I tend railroad most cities - in the final stages of the game most cities get annexed (don't care about social policies anymore) .. Railroads add estra production for tank production and ability to quickly deploy new tanks to the fronline from any corner of your "empire" .. Also helps responding to remote threats .. The maintainance discount on railroad maintance is a nice bonus ...
Might expand this later if there is interest ..
New stacking limits on air units in cities. Starts at 6; increased to 10 when you add an Airport. Game Concept text updated to match this change."
Civilization-V-Brave-New-World-Fall-Patch
And thus the balance of power in the modern era shifted from air units to mechanized ones ... (AI lost its air unit stack of doom capability leaving it incapable of stopping landship/tank spam ..) It is now possible to switch off tech after Combined Arms(tank) (sometimes even after Combustion (landship)) - sell the science buildings and recycle the science specialists into production/gold output and drown the map into a sea of armored units ..
Here is a link to the Stories & Lets Plays section of the forum to my proof of concept LP illustrating how this could be achieved with practically any civ (some are much better at this than others obviously) ( VidLP Civilization V BNW - Dutch Deity Domination - Honor - Commerce - Tanks )
In not too many words the recipe :
2 city Honor Opening Machinery "Rush" (with NC & caravan science leech) - Industrialization - Scientific Theory - Dynamite - Combustion - Combined Arms beelines
Policy wise (Full honor / Full Commerce / Ideology) (a few drops of rationalism are a luxury that is probably going to skipped unless extra sources of culture (Ex Siam/Polynesia, 2+ culture CS allies )) ... A few more points about culture importance in a domination game - it opens so many bonuses (science//happy//combat) that you can never have enough allied cultured city state allies .. Scout for them - ally them - try to keep them alive when the entire world DOWs you ...
Why Honor instead of the better perceived Tradition/Liberty openers ? Fun ! A more serious answer comes again from "Civilization-V-Brave-New-World-Fall-Patch" changes .. Warmonger hate ... Honor economy is fueled by war ... At war with every surviving civilization on the map ? (next to no trade potential) .. Cool ! can trasmute gold from all their and their CS allies military units ... Honor economy thrives when you are at war killing enemy units (the more the merrier) and starves to military upkeep costs during peace time ... Honor (by design if maybe not by effectivity) is the policy best suited for foreverwar state competent warmongers will find themselves in ...
In the proposed proof of concept video my lack of military competency [slow to conquer - not so much by will but by lack of tactical ability] caused the world not to turn against me completely until very late - allowing me to keep an ally virtually till the end of the game (uncharacteristic for the current setting of warmonger settings). Don't mistake for diplomatic ability what was in fact lack of tactical competency ... The really good tactical players get punished for conquering too fast .. The latest design changes try to force a bit slower conquest and adding a serious dose of diplomacy in the mix for success ... Which is fine by me but like I said it punishes the really good aggresive players and forces them to alter their play style ...
Why war from medieval and not turtle science overload to Combined arms ? Would get there much faster that way ... No doubt you can reach tank tech much faster by peacefull turtling - but (unless you play a desert civ) you will (probably) lack the oil quantity required in your (relatively) limited borders and will lack the multiple great generals that can be used to connect oil that is outside your borders (even as Nr1 land owner oil might be 2-10 tiles out of range - not a problem when you have 6-7 honor generated great generals) ...
Why commerce ?
- Mercantilism + BigBen (+ ideology rushbuy discount policy) = win .. The money you make by killing units/ pillaging , save on upgrades via proffesional army get "stronger" .. Again - less dependency on city hammer output - tactical competency brings ability to buy new units regardless of owned city hammer output ..
- Tons of happiness potential as long as you secure mutiple luxuries from conquest (hint you should .. also use spare GGs to steal new luxuries without the attached extra city/puppet cost)
- Helps gold generation (finisher) and scales very well with wide (puppet empire) ... Great Merchant extra gold - with rush buy discount almost makes Great Merchants worth building (they will definitely be worth it as faith dumps)
- Railroads - I tend railroad most cities - in the final stages of the game most cities get annexed (don't care about social policies anymore) .. Railroads add estra production for tank production and ability to quickly deploy new tanks to the fronline from any corner of your "empire" .. Also helps responding to remote threats .. The maintainance discount on railroad maintance is a nice bonus ...
Might expand this later if there is interest ..