I have worked my way up to Prince with Culture and Science Victories. I never played Domination in Civ5, but figured I should finally learn how to do it in Civ6. I also always play Tall, so this would be my first experience of Wide too. I thought I would make notes as I went along (and exported the timeline, but could not attach it to this thread). I hope I could get some advice on how to improve in future. Partly I want to learn how to play Domination better next time (I think I will try Macedon at Prince difficulty on a Small map next), and partly learn how to use this knowledge to take-out a troublesome neighbour in my Culture/Science games. I created a Tiny, Pangaea map at Standard speed with Tomyris on Warlord Difficulty. I founded my city on Grasslands by a river. In one-tile radius, I had: Grasslands/Cattle, Plains/Hill/Rainforest/Truffles, Grasslands/Hill/Forest, and Grasslands/Marsh. I would later learn that I had an enormous amount of free space near me with no civilisations or city states (I could have easily built 7-8 cities in a peaceful game). Turn 1: I set my citizen to work the Truffles. Began to research Animal Husbandry. Capital began to produce a Scout. Used my Warrior to scout my immediate surrounds for Barbarians or Goodie Huts. Turn 7: Capital completed Scout, sent to seek City States/Civilisations/Goodie Huts/Natural Wonders; began producing Slinger. Turn 8: Capital reached two population: set new citizen to the Hill/Forest. Scout spotted a Barbarian Scout; began moving Warriors in this direction Turn 11: Animal Husbandry complete; began researching Mining (my first border expansion picked-up a Grasslands/Stone tile). Scout found the Barbarian Camp and Giant's Causeway (Astrology boost) and a Goody Hut. Turn 12: Capital completed Slinger, left as garrison; began producing a Builder. Warrior moved towards Barbarian Camp; Scout moved towards Goodie Hut (picking up Giant's Causeway buff). Turn 13: Goodie Hut provided Gold; Scout level-up. Warriors reached Barbarian Camp. Turn 14: Warriors attacked Barbarian Spearmen. Turn 15: A second Barbarian Scout found my Capital. Completed Code of Laws (picked Discipline and Urban Planning); began researching Craftsmanship. Slingers attacked Scout; Warriors healed. Turn 17: A third Barbarian Scout found my Capital. Second Scout evaded Slingers, so repositioned to intercept third. Warriors attacked first Barbarian Camp. Turn 18: Warriors cleared first camp; level-up. Turn 19: Capital reached three population; set new citizen to Cattle. Capital completed Builder and moved to Slinger space (Stone); began producing Warriors. Mining complete; began researching Pottery. Slingers engaged third Barbarian Scout. Warriors went to Giant's Causeway for buff. Scout found Auckland (free Envoy). Turn 20: Builders created Quarry (Masonry Boost), moved citizen from Cattle to Stone Quarry. Slingers moved ahead to protect next improvement location. Began moving Warriors back. Scout found second Barbarian Scout and Camp --- attacked wounded Barbarian Scout. Turn 22: Scout found Kandy (free Envoy). Turn 23: Capital completed Warriors; began producing Settler. Builders created Camp on Truffles. Repositioned Slingers at next improvable tile. Repositioned second Warriors for third Barbarian Scout. Turn 25: Slingers killed third Barbarian Scout (Archery boost). Builders created Pasture on Cattle (Horseback Riding, Craftsmanship boosts). Turn 26: Second Barbarian camp destroyed by Auckland before my first Warriors could reach it. Pottery complete; began researching Archery. Repositioned second Warriors and spotted incoming Barbarian rush; moved Slingers nearby to assist. Turn 28: Craftsmanship complete; began researching Foreign Trade. Slingers attacked Barbarian Slingers; Warriors finished them off (Bronze Working boost). Only now switched policies to Agoge and Urban Planning. Turn 29: Second Warriors killed Barbarian Warriors (level-up). Turn 31: Capital completed Settler; began producing Monument. Began moving one unit of Warriors and the Settlers towards an appealing-looking spot near many 2 food/2 production tiles and a Gypsum Luxury. Turn 32: Met Japanese Scout (Writing boost); no idea where capital is (later turned out on opposite side of map to where I found them). Sent a Delegation to Hojo Tokimune. Turn 33: Scout discovered a bunch of Barbarian units not too far from Capital; prepared Warriors and Slingers to intercept. Turn 35: Warriors received Barbarian attack. Archery complete; began researching Bronze Working. Promoted Slingers to Archers. Pantheon available: with many Sheep/Cattle resources nearby, and hoping to find Horses, I founded God of the Open Sky (Mysticism boost). Turn 36: Archers (level-up) and Warriors finish-off Barbarians. Second city founded on Plains/Hill by River. Set first citizen to work a Plains/Hill/Rainforest tile. Monument complete in Capital; began producing Archers. Began producing Archers in second city. Turn 37: Scout finally found Horses, albeit in a rubbish location, and a Goodie Hut. Turn 38: Scout found a second continent (Foreign Trade boost), Goodie Hut provided XP boost. Foreign Trade complete (left policies untouched); began researching Early Empire. Only now remembered to switch Capital Citizen from Stone Quarry to Cattle Pasture (d'oh!). Turn 40: Capital's Archer complete; began producing Trader. Warriors discovered Kongo's Capital: planned to make this my first target! Turn 41: Scout found Barbarian Camp with many Barbarian Warriors milling about nearby. Sent Delegation to Mvemba a Nzinga. Turn 43: Both cities gained Population (Early Empire boost). Barbarian Warriors began moving towards my cities, so I had to use my troops to intercept. Turn 44: Capital completed Trader; set to produce Warriors. Second city completed Archers (Machinery boost); set to produce Archers. New Archers moved towards Kongo (too far from Barbarians). Trader begins route from Capital to second city (Currency boost). One unit of Warriors and one of Archers continues to engage Barbarians. Turn 46: Bronze Working complete (no Iron in my borders; some between my second city and Auckland); began researching Masonry. Early Empire complete (no change to policies); began researching State Workforce. Capital finished Warriors (moved towards Barbarian hoard); began producing Warriors. Turn 47: Japan requested Open Borders for Open Borders; instead granted Open Borders for 1 Gold per Turn. Turn 48: Capital completed Warriors (Mercenaries boost) and sent towards Kongo; began producing Archers. Turn 49: Archers lured Barbarian Spearman out of Camp; Scout moved-in top clear it. Troops began cleaning-up stragglers. Archers complete in second city and sent towards Kongo; began producing Archers. Turn 52: Capital Completed Archers and all non-garrison troops sent towards Kongo; began producing Builder (two potential Pastures waiting). Turn 54: Scout discovered a Japanese city on other side of Kongo capital; troops almost in position. Turn 55: Masonry complete; began researching Writing. Capital finished Builders (would go on to construct two Pastures and a Quarry); began producing Ancient Walls (I had no idea what to do at this point!). Second city finished Archers; began producing Monument. Turn 56: Kongo complains about my troops, so I Declare War. Only one Archer can attack on this turn. Turn 57: State Workforce complete (set Policies to Conscription and Urban Planning); began researching Political Philosophy. Governor Unlocked (seem to have forgotten this last time; I do not remember the prompt popping up): no idea what the correct strategy here is (with the plan to use minimal Builders, so no need for Magnus or Liang), so picked Pingala for a small boost to Science and Culture) in the Capital and Victor in the second city (his quick relocation time will be useful on captured cities for Loyalty). No tiles to pillage, so attacked Kongo's capital taking out about half health. Turn 58: Captured Kongo capital (Irrigation boost); began repairing Monument for Loyalty boost. Turn 59: Left one unit as garrison in new city while moving other troops towards second Kongo city. Turn 60: Writing complete; began researching Horseback Riding. Began attacking second Kongo city with Archers as Warriors got into position. Scout found Aztec Scout; sent Delegation to Montezuma. Turn 61: Began Classical Era (Normal Age Dedication: Free Inquiry). Capital completed Ancient Walls (Engineering boost); began producing Campus, buying a tile for a +2 adjacency. Second city completed Monument; began producing a Battering Ram for future wars. Turn 62: Captured second Kongo city, removing them from the game. Scout found Valletta (Political Philosophy boost). Turn 63: Kongo Capital finished Monument; began producing Settlers. Victor reassigned to Kongo Capital for Loyalty boost. Scout found Babylon. Turn 65: Political Philosophy complete; began researching Military Tradition. Uncertain which Government, so picked Autocracy for two Military Cards. Set Policies to Conscription, Agoge, Urban Planning, and Colonisation. Began moving some troops to Barbarian camp near Kongo cities; others staying near old Kongo/Japanese border. Turn 66: Military Tradition complete (Policies changed to Conscription, Manoeuvre, Urban Planning, and Colonisation); began researching Games and Recreation. Took out Barbarians near Kongo cities. Turn 67: Capital completed Campus; began producing Encampment (bought a tile to get a decent location). Turn 68: Second city completed Battering Ram (began moving towards Warriors); began producing Builder. Trade Route complete: relocated Trader to Kongo capital for better start location. Turn 69: Horseback Riding complete; began researching Irrigation (meant to pick up Silk luxury in Kongo area, but would go on to forget this). Began Trade Route between two Kongo cities. Turn 70: Irrigation complete; began researching Wheel. Turn 73: Games and Recreation complete; began researching Defensive Tactics. Turn 75: Wheel complete; began researching Currency. Capital completed Encampment (Military Training boost) and bought Stable with Gold; began producing Saka Horse Archers. Second city completed Builders (who made a Gypsum Quarry); began producing Water Mill. Kongo Capital completed Settler (sent with Warrior escort to area between Kongo start and my start); began producing Builder. Turn 76: Second Kongo city completed Monument; began producing Settlers. Turn 77: Gained first Envoy: sent to Valletta. Turn 78: While exploring Japanese border, they build a third city that pushed my Scout into the middle of Barbarians(!) --- run away! Turn 80: Currency complete; began researching Construction. Capital completed Saka Horse Archers; began producing Government Plaza (adjacent Campus). Created third city; began producing Monument. Turn 81: Bought tile with Iron so Builders could make Iron Mine (Iron Working boost). Turn 82: Completed Defensive Tactics (policies unchanged); began researching Feudalism. Second city completed Water Mill (Construction boost); began producing Entertainment Complex. Governor Tile: appointed Magnus to second city. Turn 83: Kongo Capital completed Builder; began producing Commercial Hub. Saka Horse Archers engaged Barbarian Scouts near my third city. Turn 84: Granted Montezuma Open Borders for 1 Gold per Turn. Bought a tile and built a Horse Pasture. Capital completed Government Plaza (Mathematics boost); began producing Horsemen. Governor Tile: appointed Amani to Valletta. Turn 87: Capital completed Horsemen; began producing Horsemen. Turn 88: Construction completed; began researching Iron Working. Turn 90: Capital completed Horsemen; began producing Horsemen. Saka Horse Archers and Horsemen continuing to clear Barbarians between Japanese Capital and my borders. Second Kongo city completed Settler (moved into gap between my cities and Kongo cities); began producing Commercial Hub. Turn 92: Japan complains about my troops dealing with the Barbarians. Not yet ready for war, so apologise. Iron Working complete; began researching Engineering. Capital completed Horsemen; began producing Library. Turn 93: Second city completed Entertainment Complex; began producing Arena. Trade Route completed; began connecting Kongo capital to my third city. Turn 95: Created fourth city (this would turn out to be a rubbish location and contributes nothing over the game); began producing Monument. Turn 96: Feudalism completed (Policies unchanged; Stirrups boost); began researching Military Training. Capital completed Library; began producing Warlord's Throne. Turn 97: Hojo Tokimune wanted Open Borders and offered it in exchange for Open Borders and 1 Gold per Turn; accepted! Upgraded some Warriors to Swordmen. Turn 98: Masses of Barbarians approached my Capital; never saw the Scout. Engineering completed; began researching Machinery. Kongo Capital completed Commercial Hub; began producing Market. My third city completed Monument; began producing Builder. Turn 99: Military Training complete (Policies unchanged); began researching Mercenaries. Envoy unlocked: sent to Valetta, becoming Suzerain and thus discovering Zanzibar. Horsemen and Saka Horse Archers continue to deal with masses of Barbarians near Japanese border. Turn 101: Declared Surprise War on Japan. Began moving Swordsmen, Archers, Horsemen, and Saka Horse Archers on Japanese Capital and second city (at same time). Turn 102: Horsemen pillaged Japanese Districts and Improvements. Capital completed Warlord's Throne; began producing Water Mill. Governor unlocked: appointed Reyna to my third city (perhaps expand borders a little faster?). Turn 104: Captured Japanese Capital (Recorded History, Civil Engineering, Drama and Poetry boosts); began producing Monument and left a Garrison. Turn 105: Completed Machinery; began researching Stirrups. Recruited Great General Boudica. Second city completed Arena; began producing Builder. Turn 106: Mercenaries completed (set Policies to Conscription, Professional Army, Urban Planning, and Surfdom); began Medieval Faires. Capital completed Water Mill; began producing Builder. Captured third Japanese city (with a Builder); began producing Monument. Turn 107: Japan's City State ally began to assault my second city. Captured last Japanese city; began producing Monument. Used non-garrison military units to begin clearing Barbarians on border. Fourth city completed Monument; began producing Ancient Walls. Used Japanese Builder to create Mercury Mine (Apprenticeship boosted). Relocated Victor to Japanese Capital and Reyna to Kongo Capital. Turn 108: Capital completed Builder; began producing Heavy Chariot. Kongo capital completed Market; began producing Campus. Turn 109: Captured a Barbarian Settler (had been Japanese, fled my troops into Barbarians). Second city completed Builder; began producing Colosseum (buying necessary tile). Second Kongo city completed Commercial Hub; began producing Campus. Builder created Lumber Mill (Mass Production boost). Turn 110: Capital finished Heavy Chariot (Boudica attached before it left); began producing Heavy Chariot. Began chopping-in Colosseum (Magnus city). Turn 111: Earned Envoys: one to Valletta (now six, including Amani) and one to Babylon (first). Turn 112: Capital completed Heavy Chariot; began producing Granary. Turn 113: My fourth city completed Builders (would create Pastures and a Kurgan); began producing Trader. Turn 114: Completed Stirrups; began researching Printing. Created fifth city (adjacent new luxury near Japanese Capital, but city would never develop enough to be relevant); began producing Monument. Japanese Capital completed Monument; began repairing Campus. Second Japanese city completed Monument; began repairing Campus. Turn 115: Capital completed Granary; began producing Aqueduct (I had no idea what to do: this proved to be a bad choice). Turn 117: My fourth city completed Ancient Walls; began producing Commercial Hub. Trade Route complete: began connecting Kongo Capital with Japanese cities. Turn 118: Began Medieval Era (Golden Age Dedication: Free Inquiry). Medieval Faires completed (no Policy changes); began researching Exploration. Governor Unlocked: Assigned Moksha to Japanese Capital (it has a Holy Site, I guess); moved Victor to my fifth city (vulnerable location). Used Boudica to convert a Barbarian Swordsman about to attack my Heavy Chariots. Turn 119: Capital completed Aqueduct (Military Engineering boost); began Encampment Training (need Gold!!). Turn 120: Barbarians approaching my fifth city; bought Ancient Walls with Faith. Turn 121: Montezuma complained about my troops; not ready again, so apologised (not a lot of room to move them back, however). My second city completed Colosseum; began producing Commercial Hub. Second Japanese city completed Campus; began producing Library. Turn 122: Third Japanese city completed Monument; began producing Campus. Turn 123: Montezuma wants to trade for Luxuries; I deny him (I do not need him doing more damage against me!). Kongo Capital completed Campus; begin producing Library. Japanese capital completes Campus; begin repairing Holy Site. Turn 124: Capital's population reaches 10 (Civil Service boost). Recruited Great General Hannibal (sent to where my Heavy Chariots await Gold for upgrade). Capital completed project; began producing Commercial Hub. Second Kongo city completed Campus; began producing Market. Turn 125: Recruit Great Merchant Marcus Crassus (Mercantilism, The Enlightenment boosts). Turn 126: Exploration complete; began researching Drama and Poetry. Changed Government to Merchant Republic (Policies set to Conscription, Serfdom, Caravansaries, Merchant Confederation, Professional Army, and Autocratic Legacy) --- Castles boost. Turn 127: Completed Drama and Poetry; began researching Recorded History. My fourth city completed Trader (began route connecting to my Capital); began producing Commercial Hub. Japanese Capital completed Holy Site; began repairing Theatre Square. Finally finished clearing Barbarian Camps from old Japanese borders; still some Barbarians to mop-up. Turn 128: Printing complete; began researching Military Engineering. Recorded History complete (no Policy change); began researching Civil Service. My fifth city completed Monument; began producing Water Mill. Finally upgraded Heavy Chariots to Knights. Turn 129: Capital completed Commercial Hub; began producing Market (meant to do Forbidden City, but forgot to leave a spot for it --- the Aqueduct was a stupid move). Garrison began engaging Barbarians at Capital. Began moving Knights (with Hannibal) towards rest of troops. Turn 130: Civil Service complete (no Policy change); began researching Guilds. Took out Barbarian Scout in old Japanese area. Turn 131: My second city completed Commercial Hub; began producing Market. Second Japanese city completed Library; began producing Commercial Hub. Started upgrading Archers to Crossbowmen (Metal Casting boost). Moved my troops up to Aztec border. Turn 132: Completed Military Engineering (no Nitre near any of my cities --- could found another, but plan to finish game before then); began researching Astrology. Declared Surprise War on Montezuma; began moving troops through natural choke-point into his border city. Using a garrison to deal with one of his Missionaries. Turn 133: Kandy declared war on me. Completed Astrology; began researching Apprenticeship. Kongo capital completed Library; began producing Ancient Walls. Continued to move troops through natural choke; cannot attack yet. Turn 134: Guilds, Banking boosts. Guilds completed (no Policy change); began researching Diplomatic Service. Barbarians spotted near my fourth city; Faith-bought Ancient Walls and upgraded garrison to Swordsmen. Capital completed Market; began producing Trader. Began Pillaging with Horsemen and Scout. Turn 135: Apprenticeship completed; began researching Mathematics. Recruited Great Scientist Abu Al-Zahrawi; immediately used him (Education, Cartography boosts). Captured an Aztec city; began repairing Monument. Governor Tile: gave Amani Prestige promotion (nearest Aztec cites close to her, so newly captured cities will benefit). Turn 136: Continued to pillage tiles and captured an Aztec Builder; began attacking another Aztec city. Faith-build Ancient Walls in my second city (Kandy approaching). Capital completed Trader; began producing Intelligence Agency. My fourth city completed Commercial Hub; began producing Market. Second Kongo city completed Market; began producing Ancient Walls. Turn 137: Completed Mathematics; began researching Education. Captured my second Aztec city; began repairing Monument. Military Science boost from Knight killing a troop. My second city completed Market; began producing Trader. Japanese capital completed Theatre Square; began repairing Granary. Governor Tile: no idea, so just gave Moksha Divine Architect. Moved Swordsmen escorting Battering Ram up and used Swordsmen and Knights to assault Aztec Capital. Turn 138: Knights finished off Aztec capital, securing Domination Victory. I feel like I got off to a slow start (compared to what I am used to), but was able to use my conquests to catch-up and, eventually, slingshot well ahead in Techs/Civics. I guess that is how Domination works? I suspect I took took long too win, but that is probably to be expected for a first time. After defeating Japan, I got worried that Aztecs, lacking a religious rival, would effortlessly score a Religious Victory before I could do anything about it. That did not eventuate, but I had no idea how to counter this possibility. I feel like buying the Stables was a bad investment, and I suspect I made too many Horsemen. I could have had Knights and Crossbowmen out sooner had I done this differently. I had absolutely no idea what to do with Governors in a Wide empire and when running conquests. I am uncertain if I made the right choice around my Techs/Civics/Policies/Governments. How did I do in my first Domination game? What mistakes did I make? What should I do differently in future, in both Domination and fighting neighbours in other victory conditions?