In this round we cleared the last few real obstacles to victory. Now it's just a matter of building the spaceship.
The first event of note was Saladin saying that he has my back:
Not that Arabia's much of a military powerhouse, but it's no slouch, and the pact is one more thing to dissuade Monty from backstabbing us or China from deciding to launch an invasion.
I also made that trade for Electricity:
Gotta love having Mansa Musa a) on the map, and b) stuck in a little corner of Africa where he doesn't really pose a credible threat.
Meanwhile, Alexander's days in the sun came grinding to a halt:
It was bound to happen. I must say, though, Germany's becoming quite the power over there in Europe.
Monty apparently felt the same way:
Yeah! We hate the Germans, too! Boo on Freddy! Booooo!
The game has decided to mock me:
Great. Just put a Commerce booster on the one resource in all of South America that doesn't fall within a fat cross. Awesome. Oh, well. Two commerce at this point is kind of negligible.
So the good events aren't really good. The bad events, on the other hand:
Are really bad. Thank goodness I had the cash on hand to enact the quarantine!
Mansa Musa, meanwhile, continued to be my bestest friend:
I think we're done with tech trading for the game. We're a clear leader, and nobody has much to offer anymore.
Militarily? Not so much:
Needless to say, that triggered a rash of upgrades and unit building.
Oh, and we built this:
That didn't exactly stop Qin Shi Huang from trying to extort a chunk of change from us, but it did give me the necessary backbone to tell him to take a Long Walk off a Short Pier (Short Piers are available with Compass and give +1

for Crab, Fish, and Clams and +50% Trade Route yield. Long Walks are available with Engineering).
With the continent settled and most of our infrastructure in place, it was time to start making use of our Industrious trait:
With South America quickly becoming the "it" hangout for the world's movers and shakers, I figured it was time to call it a round. Technologically, I made a beeline for Genetics (for the +3

), and now I'm working towards Fission and its sweet free Engineer. The rest of the world doesn't have a heck of a lot to offer us, just Divine Right and the occasional instance of Artillery, neither of which is really useful anymore.
Great Person-wise, I don't have anyone at the moment (I never did end up setting up a Great Person Farm proper, and it's a little late for that now), but any that do show up will be stockpiled for a ship-building Golden Age (or maybe for Sid's Sushi or Mining Inc.).
Government-wise, I'm still on all of the "bottom" civics except for Free Market. We've got the Redentor, so changin' won't be a problem. State Property makes sense, but it's so trite! And, being on another continent than pretty much everyone else, I'd say that the Trade Routes are quite nice to have.
Anyway, here's the Continent:
Bogota has a slew of Health buildings it can start working on as soon as that Coal Plant is online.
Diplomacy:
The world is pretty much split into the German Bloc, the Chinese Bloc, and the American Bloc.
The Power Chart:
Hopefully that's at least close to enough, when combined with our diplomatic ties.
Oh, and Eurasia proper:
As you can see, Alexander is one city away from becoming Mongolia part II (Useless Tundra Boogaloo).
So the Apollo program hasn't been built yet, but there are Labs going up across the Empire. The game is pretty much won, and will finish up in Round 8, but I figured I'd let you all see where we stood and make one final call for advice.
Here's the save: