Legal and Religion:
I think on the way to Domination, XP is too important to pass up. The difference between 4 or 6XP out of the gate, and 8 or 10XP, is actually pretty big. With 8XP you generally get the next promotion after a single victory, and the promotion allows you to heal up and keep going more quickly. 6XP will have to win a couple battles and heal inbetween. 4XP and you're losing way too many first battles, then needing the extra battles later on. Double whammy.
Getting to 10XP is even more important. That opens up some of the more useful promotions right off (Ambush, Amphibious, Barrage III, City Raider III, Formation, Medic II, Mobility, Sentry), and your West Point city can be at 14XP, basically one battle shy of the 4th promotion.
The Amphibious promotion is very important on many maps, especially for Tanks. It bascially doubles your Transport "capacity" because of blitz. Plus, you need a few Commando Cavalry (or Tanks) ASAP if you really want to fight efficiently. Every bit of XP helps get you there. I think the most effective mid-late game military combos are:
Water Maps: Bombers + Transports + Amphibious Tanks
Land Maps: Bombers + Gunships + Commando Cavalry/Tanks
That's the composition of the strike force, you of course need some support or special case units, like Sentry, Medic II, your fleet to cover the Carriers/Bomers, ect. Basically though, it all comes down to range.
Because of the importance of XP, I think Vassalage and Theocracy are generally the best choices. You'll win more battles right off the line, and/or be able to move on quicker due to the healing of Promotions.
Labor:
I don't think Emancipation is a must have, and it's kinda out of the way, especially if you have the Pyramids. It's +5 unhappy at the most, which is somewhat insignificant in comparison to the +20-30 unhappy a "fast" Domination can end up accumulating through War Weariness. If it comes down to a choice, I'd rather get to Tanks/Bombers a couple techs faster, and end the war faster. That will accumulate less War Weariness, covering the +5 unhappy.
I generally prefer Caste System anyways, even if Deomocracy falls in my lap. Then I run a few Artists per city when resistance ends and get the border expansions ASAP (usually the first turn out of resistance). Then at worst the city can pay for itself with Merchants. Going this route, you can even pillage towns along the way, and won't be screwed if the AI's you're taking out didn't develope very well, or were massively pillaged by your "friend(s)" either.
If it's post-Rails though, Serfdom is a decent choice too. Getting units to the front tends to be the only limiting factor on how fast you can move once the military machine gets rolling. Laying down Rails in newly conquered territory really helps if they aren't already there.
Economic:
With Caste System (and being at war, or soon to be at war, with everyone), Mercantilism works well. The free specialist helps cities pay for themselves, which is all they really need to do. The GP benefit isn't that important though. It will slightly impact GP generation dates, but should generally only be about 1/10th or less the GPP accumulation in the cities which will be generating any GP. Mercantilism is also the earliest available Economic civic. I'd generally run it until the switch to Police State, then go with State Property.
Free Market arrives a bit late. It also takes a hit due to the fact you should rather shortly be assimilating all the lucrative foreign trade routes.
State Property is even later. I might switch to it with SPI, but not if I have to research it myself. The machine should be rolling already, and it's just a matter of getting to the next set of unit techs to finish it off.
Governments:
The Pyramids really screw up the Government column IMO. With it, Police State is too good to pass up once you start fighting probably. The savings on War Weariness is worth it on it's own. It can mean 50% on the slider. Think about that. That means it can be worth up to half your Commerce economy. (If you aren't generating lots of War Weariness, you aren't going fast enough! ) The faster military production on top of it is all butter. Without the Pyramids, Police State is a bit out of the way and late. Probably have to get Fascism eventually (by trade at least), likely after Tanks. But it's mainly for avoiding bankruptcy while mopping up IMO.
Representation is pretty good in conjunction with Mercantilism/Caste System. It's the least out of the way. It's the best bet if you've gone with a Specialist economy of course. It can make Emancipation less necessary even, as the Culture rate you have to run to keep the biggest cities at full capacity will easily cover the smaller ones in most cases, and the extra happy faces in your biggest cities from Representation can compliment that well by "evening" the Happiness playing field.
Suffrage is ok if you want to run cash rushing, but I think if you're really going as fast as you can (militarily, and up the tech tree), you won't have much cash at all. If you do have cash, upgrading is often the best use. (Especially all those non-Commando Cavalry to Gunships.) The bonus to Towns is great if you have them, but you get tied down to terrain improvements in the lands you are conquering too. If the AI has been stupid with their terrain developement or inept at defending their improvements (they have a tendancy towards both these things), you can get screwed. Plus it's a bit out of the way.
So, generally I'd start out (or continue with) global domination with:
Representation or Police State (Pyramids)
Vassalage
Caste System
Mercantilism
Theocracy
I think on the way to Domination, XP is too important to pass up. The difference between 4 or 6XP out of the gate, and 8 or 10XP, is actually pretty big. With 8XP you generally get the next promotion after a single victory, and the promotion allows you to heal up and keep going more quickly. 6XP will have to win a couple battles and heal inbetween. 4XP and you're losing way too many first battles, then needing the extra battles later on. Double whammy.
Getting to 10XP is even more important. That opens up some of the more useful promotions right off (Ambush, Amphibious, Barrage III, City Raider III, Formation, Medic II, Mobility, Sentry), and your West Point city can be at 14XP, basically one battle shy of the 4th promotion.
The Amphibious promotion is very important on many maps, especially for Tanks. It bascially doubles your Transport "capacity" because of blitz. Plus, you need a few Commando Cavalry (or Tanks) ASAP if you really want to fight efficiently. Every bit of XP helps get you there. I think the most effective mid-late game military combos are:
Water Maps: Bombers + Transports + Amphibious Tanks
Land Maps: Bombers + Gunships + Commando Cavalry/Tanks
That's the composition of the strike force, you of course need some support or special case units, like Sentry, Medic II, your fleet to cover the Carriers/Bomers, ect. Basically though, it all comes down to range.
Because of the importance of XP, I think Vassalage and Theocracy are generally the best choices. You'll win more battles right off the line, and/or be able to move on quicker due to the healing of Promotions.
Labor:
I don't think Emancipation is a must have, and it's kinda out of the way, especially if you have the Pyramids. It's +5 unhappy at the most, which is somewhat insignificant in comparison to the +20-30 unhappy a "fast" Domination can end up accumulating through War Weariness. If it comes down to a choice, I'd rather get to Tanks/Bombers a couple techs faster, and end the war faster. That will accumulate less War Weariness, covering the +5 unhappy.
I generally prefer Caste System anyways, even if Deomocracy falls in my lap. Then I run a few Artists per city when resistance ends and get the border expansions ASAP (usually the first turn out of resistance). Then at worst the city can pay for itself with Merchants. Going this route, you can even pillage towns along the way, and won't be screwed if the AI's you're taking out didn't develope very well, or were massively pillaged by your "friend(s)" either.
If it's post-Rails though, Serfdom is a decent choice too. Getting units to the front tends to be the only limiting factor on how fast you can move once the military machine gets rolling. Laying down Rails in newly conquered territory really helps if they aren't already there.
Economic:
With Caste System (and being at war, or soon to be at war, with everyone), Mercantilism works well. The free specialist helps cities pay for themselves, which is all they really need to do. The GP benefit isn't that important though. It will slightly impact GP generation dates, but should generally only be about 1/10th or less the GPP accumulation in the cities which will be generating any GP. Mercantilism is also the earliest available Economic civic. I'd generally run it until the switch to Police State, then go with State Property.
Free Market arrives a bit late. It also takes a hit due to the fact you should rather shortly be assimilating all the lucrative foreign trade routes.
State Property is even later. I might switch to it with SPI, but not if I have to research it myself. The machine should be rolling already, and it's just a matter of getting to the next set of unit techs to finish it off.
Governments:
The Pyramids really screw up the Government column IMO. With it, Police State is too good to pass up once you start fighting probably. The savings on War Weariness is worth it on it's own. It can mean 50% on the slider. Think about that. That means it can be worth up to half your Commerce economy. (If you aren't generating lots of War Weariness, you aren't going fast enough! ) The faster military production on top of it is all butter. Without the Pyramids, Police State is a bit out of the way and late. Probably have to get Fascism eventually (by trade at least), likely after Tanks. But it's mainly for avoiding bankruptcy while mopping up IMO.
Representation is pretty good in conjunction with Mercantilism/Caste System. It's the least out of the way. It's the best bet if you've gone with a Specialist economy of course. It can make Emancipation less necessary even, as the Culture rate you have to run to keep the biggest cities at full capacity will easily cover the smaller ones in most cases, and the extra happy faces in your biggest cities from Representation can compliment that well by "evening" the Happiness playing field.
Suffrage is ok if you want to run cash rushing, but I think if you're really going as fast as you can (militarily, and up the tech tree), you won't have much cash at all. If you do have cash, upgrading is often the best use. (Especially all those non-Commando Cavalry to Gunships.) The bonus to Towns is great if you have them, but you get tied down to terrain improvements in the lands you are conquering too. If the AI has been stupid with their terrain developement or inept at defending their improvements (they have a tendancy towards both these things), you can get screwed. Plus it's a bit out of the way.
So, generally I'd start out (or continue with) global domination with:
Representation or Police State (Pyramids)
Vassalage
Caste System
Mercantilism
Theocracy
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