So what is the engine here? Open page (TF) and gear, take more gears and shanty towns until the champion arrives (as every other card is bad), then accumulate gains as quickly as possible to get all the gears, pathfinding on gears, and empty remaining provinces and duchies with the megaturn? The problem is really that the shanty towns seems to combine with gear really badly and might add very little cycling at the time it is needed.
The treasure deck just takes gears and treasure troves and no pathfinding. The treasure troves sustain a big money endgame, add resilience against giants and warrior, and might surprise a treasure hunter.
Treasure Hunter/Gear opening, pick up some gears, and cycle as aggressive as possible to Champion. Use traveling fair to activate a Shanty Town, when possible.
Post-Champion, build a bit with some combination of Gear/Traveling Fair/Stonemason. At this point there are a few options.
One option is to race down the Provinces one at a time, much like a money deck with Champion protection.
The second option is to build up to 4-5 horns and go for a megaturn.
The third option is the nuclear option. Pick up a few Pages while building towards champion and pathfinding page as soon as possible. Upgrade a page or two to Warrior and snipe opposing gears.
At this point the money deck is going to have provinces, and no gears and 4 is going to have trouble emptying provinces 6-8. Continue to ignore VP and pick up a few Horns, Giants, and stack duplicates on the mat (as needed), using overdraw with mid-turn stonemason tricks.
After a few turns, Giant the curses, Horn the Provinces, Duplicate the Duchies and buy/sg
Picking up a page opens up a lot of options with terminal draw, while protecting against opposing attacks. Gear/Treasure Trove is probably a bit faster to 4 Provinces (24 VP), but is going to struggle to get to half-VP (45 VP) under pressure from Warrior and Giant