Turn 19 on non-FOW map and I am going to win easily. I've known I am going to win for at least 8+ turns now. The rest of the game is just the time spent to occupy 100% of the cities as the AI can't come close to breaking into my 2 guarded gates and I am picking off and razing cities with flying stacks.
In non-FOW games, the cheese of the Crow is off the charts. I've used them to raze 20 EMPTY cities already.
My initial builds were 2 spiders (N and S gate cities), 1 Red Dragon, 2 Demons (inner 3), 1 Dwarf, 1 Orc (left gate for Dwarf, left inner for Orc), 2 Crows (near the bless site), 3 Elves. Yeah, no Hv Infantry, imagine that
On turn 1 you take your hero and group with the upcoming Dwarf/Orc and rush the swamp player along with a few Hv Inf you start with. You will easily kill the AI Valk hero on turn 3 and give yourself a point city into the Swamp. The Swamp player is the weakest by far so you can easily hold that city with no fear of flying units going past the hero into your homeland so you can leave the gate city empty behind you. Build Hv inf there and keep sending Dwarf/Orc each turn to add 3 units there per turn. The Swamp player can never seriously threaten you.
You MUST guard the East gate as that is where all the strong AI units will come (from Red flight and Black ground units). N is the 2nd important gate to guard. With luck you get some serious allies on turn 2 or 3 (I got 3 reds on turn 4). But really you won't have much to do until at least turn 10 in either of those gates.
That's because of the crows! Just send them with abandon at the AI empty cities. Lurk on all the handy water/mountains to avoid being killed. Especially concentrate on the desert player and you can easily raze 2/3 of his cities before he knows what hit him because the AI spends its early turns getting the gold sites. Later you will continue to take the gold sites with a bat every turn AND THE AI WILL NEVER EVER COME NORTH TO ATTACK. Thus you can leave the south gate very lightly guarded with only a couple of men. So that's 2 gates you have under control for next to nothing.
Its important to get crows to the East into yellow/black/dk blue and raze too because plenty will be left empty there in turns 1-10. Whenever possible get the AI stacks to chase you because they will happily chase a crow with 3-4 stacks and leave your center area. Eventually they will get you but by then it's turn 10+ and you gates have 3-4 spiders, Red, heroes, +15 walls etc and you just let the AI crash into you over and over again on the East/North gates.
Eventually you will get a spared Red (or two) from building/ally offers (I only took Red or Demon) and send it + blessed crows + a spare Demon and raze a bunch more cities that end up having only 1-2 defenders in them (there will be lots of those).
KGB
P.S. An early Wizard build might work really well too since you will always take down the Swamp player on turn 3 and with a Dwarf/Orc to get over the terrain the Wizard can then run wild on empty cities. But it's 1000 gold and I prefer 100 for crows so I can get early big group of Reds/Demons.