Eggman, good catch on Feudalism/Guilds--I misread the tech tree. Sometimes the Civ IV alternative paths to later techs get a little confusing. That certainly simplifies and streamlines things.
Voek, I don't know if I "rely" on the Oracle as much as I take advantage of the fact that I can usually build it. In the last game I didn't build it and did all right. As several people pointed out, my mistake in that game that delayed the eventual win was prioritizing Alphabet over Code of Laws. Oracle certainly makes CoL easier to obtain, but it's worthwhile even if I lose the Oracle race, which happens to me on occassion and I'm sure is bound to happen in one of the ALC games.
VoU, a very relevant point, but honestly no, I have never tried to streamline a tech path to a mid-game UU like this, not even playing as Elizabeth. I sympathized with your tech path in your Lessons on Epic game because I tend to wander around the tech tree myself until I get close to a worthwhile bee-line.
A key difference between this and a Liz game will be leveraging Mutineer's suggested tactic of whipping Expansive's cheap granaries, which in turn provide more pop for the whip for units and, later, forges. I actually tried the early part of this tech path in a few turns tonight playing as Elizabeth--a warm-up match, if you will--and while her Philosophical trait got me the GP I needed, it was much harder to use the whip since I'd need 4 pop in a city before I can whip a granary immediately. As Vicky, I can see that I won't be able to rely on as many GP for the required techs; there's a good chance I can research them on my own before the GP appear. Krikkitone's suggestion regarding popping a GS for Education may be what I do, since getting to Education takes longer. If Taoism isn't founded when I get my GS, though...
Pigswill, regarding what may take me out of my comfort zone in this game, it's this proposed tech path. Can I bypass all those techs I'm used to researching? If I decide to go this route, do I have the willpower to forgo a sweet tech trade for Masonry until after I get CoL and/or CS from a Great Prophet? Will I be able to bypass Feudalism and Theology while the AI civs are building Longbowmen and adopting Vassalage and Theocracy? And can I hold off my neighbours long enough to get those Redcoats available?
The tech path above will not lend itself to certain victory conditions--cultural in particular, since I'm not Creative and I'm looking at bypassing Theology and the very-useful-for-cultural Sistine Chapel. If I wind up bee-lining to a mid-game UU, I think we're talking about a domination win.
(On a side note--it will be interesting to revisit this when I play as Peter of Russia, since he has one each of the English girls' traits: Vicky's Expansive and Lizzie's Philosophical. Like them, he also has an awesome mid-game UU. The tech path to it is different, but it would be interesting to try the same overall approch with both cheap granaries AND more Great People.)
Another area where I'll be out of my comfort zone is expansion in the early game. Usually, as you've seen in the other ALC threads, I build 4 or 5 cities then start an early war. This time I'm aiming to build 8 or so. That's a lot of chopping and whipping. In the Liz game experiment, I only managed four cities before I had no choice but to expand through war; Expansive may help significantly with this. I think I'll need some guidance on the chopping and whipping; I don't use either as intensely as many others do.
I'm eager to hear more opinions on all this. I'll start the game and post the opening tomorrow night.