Science victory turn 256.
Browsing the older GotM games, I had noticed this one before, but hadn't really tried it yet. Aztec is my favorite civ, but no fresh water anywhere near the capital felt painful to me (and moving off-coast and away from my regional luxury felt bad). No Temple of Artemis, too, one of my favorite wonders and especially nice to combine with Aztec growth (I noticed some games don't have ToA or Mausoleum, why is that?). On the other hand, it can be refreshing to 'have to' play a start as it is, instead of re-rolling endless for a salt and wheat start, and afterwards to compare notes with other players.
I had previously loaded the start save and had played a couple of turns, so I knew I was on an island with Siam and India. Armed with this map knowledge, I set about blocking Siam from getting any expands, while getting three expands of my own out. I lost one Jaguar in the early skirmishes with Siam, but soon he had only an archer in the cap left, so I could camp his capital and steal any workers or settlers that would venture out. Occasionally I peaced him and took some gold in exchange for some horses. I did plan to try a tactic one player had mentioned in GotM #236: if you are top military, the AI will give you sweet peace deals. However, I had overlooked one thing: the AI will not give you a dime in case they are only on one city, no matter how overwhelming the odds (but they might still trade resources and luxuries for gold).
I eventually took Sukhothai with comp bows, and then upgraded these to crossbows to take Delhi. After an initial worker steal, I had left Ghandi mostly alone (he even befriended me despite my shenanigans with Siam), but he had built some decent wonders in the cap, including Petra, so now I had both trade route wonders (Colossus in the capital, which thankfully also managed to build Hanging Gardens). Going into the renaissance, I was now on six cities, but the game still felt slow. One problem was the capital. Apart from a couple of resource tiles, there was not much to work, certainly not to grow with (working 3-food, 0-hammer tiles, yuck), so my capital was slow to grow, and even if I had wanted to grow, I did not have the happiness for it. In fact, I did not get a golden age until I picked Freedom, around turn 200.
After all my cities got their factories up, the snowball finally started to roll, so I still looked set for a decent victory turn. Often in the end game though, I find some way to mess up. My most common failing is to massively overshoot in science, in the sense of having multiple scientists and Oxford left. Occasionally, I fall short in culture to either not finish rationalism, or not being able to purchase space ship parts with gold. Also common is for me to be short of gold (and I hate ruining my cities by selling labs). For this game, I found a completely new way to mess up: look at the screenshot and ask yourself: how I am going to get the space ship parts into the capital?
I had saved on road maintenance by building some harbors, but not until I had finished Apollo (which was actually a little late) did it hit me that I could not get my parts to the capital. Should I embark them? Walk them over? In the end I bought one airport in Sukhothai, and built one in the capital, but even that was a sub-optimal solution: you can only airlift one unit per turn (to the destination airport), and that also makes it impossible to purchase a part in the capital. In the end,
@fiddlesticks Turn 248 was out of reach anyway, but with better preparation 3-4 turns less should have been possible.