@Kevin J
Currently, the AI only launches it's units at your front line if it expects to do enough total damage in one turn to kill your unit (aka odds of killing it >50%). All the way to artillery, this can prove as playing in your favor because if you hold your line tight, you can slowly push their melee units backwards and then fire them slowly with range once they're cornered (obviously that's granted you make sure your units are always on their favored terrain so that their strength, in the calculation of odds to kill, is to it's best potential.
Once your opponent picks artillery up, you should avoid getting into their territory for so long as you are not absolutely sure you will survive range:3 mass bombardment. A good way to tell is to send a worker out to scout their artillery position. If you move in such a way that only one of them can hit your unit, it won't be able to kill it and you should be able to move your own artillery accordingly to blow theirs one by one slowly pushing.
It's a much bigger strain and slows domination game pace significantly if you don't win before range:3 units but ultimately it's a serious improvement to the game.
Other than that, they have done changes to tactical AI and operational AI to increase chances of "sneaky" DoWs. The exact 2-3 lines of interest, I believe, were posted previously in this thread but basically whenever your total military strength is lower than that of an opponent AI, there are chances it will DoW and launch an attack on you, regardless of current relationship (although it is very, very not likely to break a declaration of friendship, it will very often break RAs/trades and go from friend status to war and back to friend status if the war didn't involve "too much" city swaps).
Many players have been switching their total dom attempts into diplomatic victory attempts because the changes make it much more challenging to go for total dom as you basically need to pause your wars from as soon as an opponent gets artillery...all the way up until you get BOTH artillery and infantry (so that your front line doesn't get killed the very turn it moves one hex forward to scout their lands so you can shoot from range:3 as well)
In this particular setup, the relative value of powered-up classical/medieval siege weapons with the +1 range promotion becomes a huge advantage. Enough to the point of allowing you to keep pushing with rifleman front line and range:4 artillery upgraded. Obviously the better way is to always be first on the next important military tech but that's pretty hard to achieve, especially on higher difficulty levels. It thus becomes important to attempt to avoid hurting your diplomatic relations with the civs you plan on attacking later in the game. This way, chances are they won't DoW and tear you up right as soon as they get a slight tech lead(aka not what I did in the game I'm mentionning below).
My current deity game I took 14 cities without any casualties on an ottoman janissary->rifle upgrade rush only to catch up to the Iroquois and England with about 25 turns of research ahead of me (the first had artillery, the later had infantry) Iawatha DoWed me and slowly mowed through my very very promoted front line (each had 3 terrain special, march & blitz atop the janissary baseline promotions) with his 10 artillery..."game over" (I can still win as diplomatic quite easily but the total war is pretty much done, as by the time I recover, tech and units wise, nukes & aircrafts will be out and doing about the same those artillery did to me.