I don't play anything higher than Emperor, because when the game just becomes a bunch of calculations and lose any semblance of likeliness to the actual management of a civilization, it loses it's appeal to me. So keep that in mind; these comments apply to Emperor.
Probably given the attitude presented above, I oppose 10% research as a longterm policy on principle. I haven't done it, but I can't say I'm missing out. The AE is somewhat tough, as the comp easily outpaces you, but a few things help:
-pouring all your research into those CPU neglected techs, especially Literacy
-building libraries (helps to be scientific)
-and building the Great Library
In my opinion, getting to Literacy ASAP is a top priority in the AE, second only to rapid expansion. I don't war with people this early unless I have a UU/resource advantage, and it's basically impossible to get any of the other wonders, save the Great Library.
Once you get Literacy, start building the Great Library ASAP, but DON't trade Literacy right away. Odds are the CPU will beat you to the wonder if you share the tech right away. Let yourself get halfway done-- or more-- and then trade that tech around all on one turn. Use it to catch up on the techs needed for Republic.
Time the research of Republic to coincide with the completion of the Great Library. When you get Republic, make sure the Great Library is finished and revolt. Even though you're out of commission for 8 turns, the discoveries should start pouring in, thanks to the Great Library. You can put your science low at this point, and start accumulating some gold.
When you get to the ME, aim your research efforts toward Military Tradition. I generally save off huge military campaigns until I get Cavalry, unless I have a good offensive ME UU (any Knight replacement, the H'Wacha in my version [it replaces the Longbowman and is not artillery, just a 5.1.1 melee). Avoid researching Education as long as possible, as it renders the Great Library obsolete. You'll be getting the techs everyone else is getting, and when you no longer have the GL available, you'll be able to trade the techs everyone else neglected to research. At this point, you should be keeping pace with the top tier of CPU players.
My strategy in the IE is really bent on getting the Theory of Evolution. Similar to Literacy, no one goes for Scientific Method. Bring a similar approach: devote yourself to the tech, but don't trade it until you're close to done with the ToE.
Getting ToE is huge. You get the two base techs, obviously, but if you play your cards right, it can easily turn into 5 or 6 techs total. Here's what I mean. Rather than use the ToE techs to go back and get techs you've neglected, like Nationalism or Industrialization, use it go further down the line the CPU neglects. Research Atomic Theory and Electronics. Start building the Hoover Dam, another great wonder. You can trade Atomic Theory now--it is a super high value technology, and, by going around to each CPU player separately you can usually get caught up on all the first and second tier IE techs. Do the same with Electronics once you're about done with the dam. Huge.
This strategy is great for keeping pace, and sometimes being a tech or two ahead of, the elite CPU players in each game. If can help you get to Motorized Transport first, which is huge. For whatever reason, the CPU begins to pull away a bit in the transition to the Modern Era, but oh well. By that point your army of Tanks should be imposing your will on the opponent.
I should probably change my strategy up, but for me, this is basically a foolproof way to not be technologically impaired for most of the game. Of course, I haven't really ever seen what would happen if I failed to get GL. That would kind of ruin things.