Well, I'm done, inspired by The360MlgNoscoper's victory. I likewise played on Warlord+Long, didn't upgrade unless something needed fixed, produced gigabytes of saves. I don't know how many turns it took because midway through I realised enabling Domination victory was pretty stupid, and exported the game in Worldbuilder to reload it as a scenario, which resets the turn count. (I think you can change this, but... I didn't). This is also why my starting civs are gone from the scoreboard; I have one emerged barbarian civ, dead, and France who I am keeping around for someone to talk to.
I had to use WB a fair bit to fix up issues with the spacemap I used (one of snorri's duel-sized ones) - the most amusing was finding some chunks of Earth terrain on the edge of Mercury with penguins chilling out - but only to fix bugs, not to grant science etc.
I'm afraid the post-Solar phase of the game is a bit of a slog. Having finished this, I think the ideal C2C victory would be if the Spaceship victory came at a point in the tech tree where you could reasonably have expected to plant cities all the way out to Pluto. It is extremely odd in the later game when the bulk of your research comes from Earth (my best off-Earth city, on Pluto, gave about 2/3 the research of my worst fully developed on-Earth city) even though your Cosmic Workers are out there creating entire galaxies on demand; Civ is about cities and there comes a point where these things you are building are hard to imagine as cities; it's odd how we care about food when we've become beings of perfect energy; and of course the late tech tree is entirely speculation, clever as it is. (Also, we finish up with time travel and that does raise the question of why we don't just go back to a million BC and give our first city the secrets of Fire, the Wheel, and plasma rifles... and the ending isn't very secret but I found it a bit painful to end with the idea that it's all a simulation, like a play that is at pains to point out to the audience that it is a play).
Things eased off a bit once I learned (from 360, whose advice was invaluable) that large numbers of automated workers meant huge turn times (I think because they're constantly trying to get to parts of the map they can't path to at all?); they don't work so well in C2C so I ended up building all my own roads and improvements like it was Civ 1 again.