Moving the warrior confirmed that there was no room at all (meeting AI korea before they put down their city was sure strange!), so settled in place.
Where I may have gained ground on the other players is that I went for HBR instead of iron after BW and finding no copper. At the time I really thought the non-forested tile 2W1N of the capital was iron, which it turned out not to be, but given the variant rules I figured horse archers would have a longer shelf life, and I thought that Stables for early 2-promo units may be key.
First victim in 1760BC:
Value of 2nd promo was pretty nice in this case, would have been ~35% odds without combat II. The 2 moves of horse archers were also invaluable, with this packed map you could use open borders to often be able to attack the capital the same turn as declaring. Besides not letting the AI whip defenders, frequently they would be doing weedy thing with their units:
Was lucky in these early fights, losing none against Wang and generally few. I always made sure I had two HA's per defender before pulling the trigger to make sure I would win, but of course the light casualties helped in that I didn't have to wait as long before moving on. After korea, order was Russia -> Spain -> Maya -> Babylon -> Byzantium -> France. The last two were on consecutive turns, taking advantage of the cultural borders delay in adjusting (I still can't believe that this hiccup still exists after 2 expansions and a dozen patches...):
This was in 825BC, now time to consolidate a bit. Until now I felt under pressure as many of my earlier acquistions were culturally crushed, and two cities had a first revolt. But this current layout was pretty good as Mutal was double-holy and quickly secured at least its first ring of tiles, and Madrid was offset a bit from Native America; for a while it would be not so useful with many tiles unworkable but at least not in flip danger. It was clear that the Celts were one of the "lucky" civs with room for a few cities, so I decided to leave them be. Focused on economy for a while, then at 350BC was ready for more one turn wars, first Monty:
You can see some Celts going to pile on Gandhi; Cyrus had just declared on him as well. They had a few cats but took them a while to bomb down Delhi's culture, giving me another easy mark (Thanks Gandhi for injuring that axe!):
You can see I had one Vulture at Cyrus's other city; this wasn't a one turn war but was able to end it before Cy could move his more-formidable stack back. Game was obviously already in the mopping up stage; economy isn't great but with Currency in some foward progress on tech is assured. It's clear by now that Astro is needed to end this, so that was the main goal; was researching to Lit to get TGL+National Epic up in Moscow for great scientists; completed in the early AD's. HE in Paris was also quite useful. But before that flood started I let Constantinople pop a Prophet (Oracle or something) for first golden age started in 1AD as I needed to manually tech to Optics to bulb Astro. Due to the tiny map tech discount, it really made sense to use only 1 GS on Astro. Sadly I could not get Moscow to produce anything but Scientists, so no 2nd golden age. Astro in 200AD, after which I backfilled CS (maces) and Engineering (road bonus).
Of course I was continuing home continent cleanup during this process. There was an amusing sequence where Persepolis flipped to Gandhi, followed by Boudica taking it immediately (her 2nd stack was going thru my land at the time and was in perfect position), followed by her liberating it to me a few turns later
Now that I was adding cats into the mix, killing off my remaining neighbors was easy, although on a tiny map WW still caused some problems with the 3-city empires of Bull and Boudica.
I began the other continent with more all-HA armies, catching Kublai with most of his army out of position in 400AD:
Don't know what was with that hill tile, Hannibal was also warring Mansa and had some units there the entire time I knew about the other continent...
I was also able to jump Ragnar with HA's but after that I was out of open borders to abuse (Sury wouldn't open his). But I had been whipping out a bunch of Galleons, so it was pretty easy to pick up the maces+cats from my Celtic campaign, land them next to a capital, then take it the next turn. During this closing phase I actually ran some Espionage slider to get research visibility on everyone, which paid off as I got Hannibal just before he reached Feudalism, and had plenty of time to do the same to Sury and Mansa to wrap things up for a 680/700AD conquest.
Thanks to Ruff, a pretty easy game but something different. However, the unit restriction didn't seem to matter as much as I feared - I correctly guessed HA's would have a long life (especially due to no iron anywhere, which was actually somewhat useful as I could still build archers to the end of the game for garrisons). I've previously written about how trebs aren't that great so it was easy to just stick with cats and I didn't need any ships before Galleons. The only thing that affected me really was melee units, scrapping a couple of early police warriors. I built 4 vultures, and delayed CS a bit to save cash to upgrade the CRIII ones and scrapped the other two.