I actually would have finished 20-25 turns earlier if I had been paying attention - I thought I needed more population to trip the dom limit, not more land - spent a bunch of time growing tons of massive cities, and not settling the last little bit of ice at the bottom. I was at 60% of the land (64% needed) for like 10-15 turns thinking I needed pop, not land. How stupid. Once I sent a few settlers out to finish claiming land, I won. Oh well, nice to get the W anyway.
The first key to this game in my mind was getting this site settled - here's a late shot of the city:
York was such a key location. Once I got two archers and a settler down there, and settled it, i was able to get two cities improved - my capital and the east site with pig/seafood. I then fogbusted W/SW enough to get three more cities out that way, two of them easily improved. Cottages and scientists started to pay off.
Other keys:
1. After worker techs, i beelined alphabet, so I could build research to currency/COL. A couple spies came in handy to allow me to scout the land. While doing that, i aggressively fogbusted SW so the barbs couldn't get any cities over that way.
2. Next beeline was to feudalism - longbows allowed me to be safe as well as attack the occasional sword/axe who decided to pillage instead of attack cities.
3. I then headed straight to gunpowder via education - muskets were extremely helpful in defending my two flanking cities from there. I settled the ridiculous gems SW with a couple muskets defending - this was key, because the rifles/grens started to appear shortly thereafter, but promoted muskets are pretty tough defenders. This gem city site was awesome:
4. Now the emancipation
was coming in, so I headed straight to democracy. Every scientist went to London, which fueled my research to get there. It got a little close here, as a fair number of rifles/grens came after my gem city, but I had a lot of fortified muskets there. Oh, and the barbs whipped their cities down to size 1 to send rifles at me - very frustrating as it took awhile for me to build their cities back up.
5. After democracy, pretty simple - beeline rifling, beeline steel, beeline bio, pretty much turn off tech (got drama/music to be able to quickly pop borders). Cannons/rifles took out the barb cities, and then I massed settlers to settle the southern land. I'm such an idiot though - I built this massive number of cities, but didn't fill my landmass completely until the very end.
Now I want to replay it to see how much I can beat this finish - think I realistically could shave 25 turns off this minimum. See how much pop I had:
Here were my builds and kills:
Notice what else is missing from my builds? Walls - I forgot to tech masonry for a long long time. Amazing I didn't need them - the PRO archers are pretty tough though. They would have come in handy defending my gem site - that's where I lost all my muskets and a few redcoats against the onslaught. Didn't need them for my early cities though - a couple PRO Drill IV archers can stand up to about anything.
I may give this another go to see if I can shave some turns off that time. I think a little more focused play and I could pull this off in 350 turns. One thing I'm wondering is if getting several spies out to fogbust could really help - in theory, they could stop barbs from spawning, yet you'd never have to worry about them dying.