Thanks all for your kind comments. It's great to receive so many fresh ideas.

It used to happen... but a patch got rid of that "feature".
When you are planning to win by blitzkrieg, you lose 7 turns moving and then some more in the build of the first worker... you have to feel like giving up either the game or your plans.

You are partly right. I had two reasons to play like that:
- I was desperate and needed to regain some of the lost time back (compared to "the prefect domination player")
- I had double the units of the enemy. This rule of thumb is ok for chariots attacking archers in plain cities. The third archer was severely wounded, almost enough as not to count. And I had 2 HA, which should be at least as good as 3 chariots.
Now it can really save hours of real time in a map like this one!
Hmmmm, should this rabbit here feel offended?
Moving the settler away form a mere 2 cows settling site is not taking a big risk, but a logical thing to do. In this kind of map it's very easy to find 3 cows sites.
Moving away from the 1S2E site was different... I admit it was taking a big risk... and probably foolish too.
After losing 7 turns and settling in the worst possible site, both rabbits and turtles are eager to take huge risks to make up for the lost time.
Now, please find me a turtle that has a better average performance than this crazy rabbit here!
And as for the "jaws of defeat", even after all those misshappenings, my game is still clearly winnable. 
Please, rest assured it's only a pose and I'm not really offended. It's just that I feel it is unfair, I am more of the turtle type of player, really. I used to make extravagant openings when I started playing GOTM, in the hopes of getting an advantage that compensated my lack of skill. After the first Award or two I gained confidence and I stopped doing so.
I wholeheartedly agree that top players should submit their loses and share a write-up about them. Everybody can learn a lot more easily from a blunder than from a perfect game.
Food for thought! Thank you!
I always build barracks in my rushes, just because I am the builder type.
I tell to myself, "if I am to build 10 chariots, I'd better get a barracks before".
Now, chariots promotions are probably always going to be CombatX. A 10% extra strength per chariot and double speed barracks makes it even once you've built some 8 or 9 chariots... which is really slow and can be the cause of a rush failure.
Hmm, you are right, if you settle near the starting position the mining resources can keep you afloat far beyond 10 cities. If you decie to go and settle on the other end oof the map, though...loads of mining resources available are enough to fund the 10 cities mentioned.

Automatic Conquest Loss?
It used to happen... but a patch got rid of that "feature".
Oh well, the fact is that I didn't settle in a more centered position at all, I ended up close to the "South pole". Also I wasn't really close to any AI. And my chosen settling site was horrible, unhelthyness at sze 3, nothing on the inner ring...A Major Goal of Moving the Settler was Achieved
It is weird that you felt like giving up. Certainly, you couldn't have rebuilt and moved your Palace in less than 6 turns. One would also think that a lot of turns Conquesting AIs would be saved if your capital location was closer to them. According to your goal of wanting to be in a more centralized location with your Palace, it seems that you more than made up for a the turns invested in moving.
When you are planning to win by blitzkrieg, you lose 7 turns moving and then some more in the build of the first worker... you have to feel like giving up either the game or your plans.
Sufficient Attackers
Not enough units, my friend, not enough units. Without siege, you should plan to bring along AT LEAST double the number of defenders in your attack. I actually like to bring 1 unit more than double, so that you'll, in most cases, have a full-health defender for the City, and can also stand a chance of winning in those times when "double" the number of defenders is just short of having "enough" units.
Besides, had you won the last fight with, say, 0.3 Health left, then lost the City to an AI Archer or a Barb Unit within a couple of turns, would you have been any happier? Probably not.

You are partly right. I had two reasons to play like that:
- I was desperate and needed to regain some of the lost time back (compared to "the prefect domination player")
- I had double the units of the enemy. This rule of thumb is ok for chariots attacking archers in plain cities. The third archer was severely wounded, almost enough as not to count. And I had 2 HA, which should be at least as good as 3 chariots.
If you plan to take them by force, you have units enough not to need the GW. Also it is a very expensive WW.Expanding Across the Map
I'm not quite sure how to accomplish what you want to do, myself.
At 1AD, I only had 4 Cities, of Sizes 7, 6, 6, and 6. I suppose that if I'd pumped out more Settlers, I could have had more Cities, but I'm not sure if I could have managed 10 while avoiding the loss of some of those Cities to the Barbs, as I did not prioritize The Great Wall until after having Stone connected.
Now it can really save hours of real time in a map like this one!
Risk Tolerance
Still, it sounds like you set for yourself some extremely lofty goals, and when you saw yourself potentially falling short of said goals, you took on several risks to try and help you to catch up. Of the risks that you mentioned, they were are leaving a City undefended on a map with a lot of Barbs and Aggressive AIs and attacking an AI City with too small of an attacker-to-defender ratio. There might be other risks that you took which may have paid off, but when you play such a risky game, you have to be willing to lose more often than when you accept less risk.
So be it. The speedy rabbit may race into the arms of great victory or just as easily race into the jaws of defeat. The patient turtle will achieve neither but will more consistently perform better than the average performance of the rabbit.
It's just that some "rabbit-like" players are too embarassed to submit their losses, so the results tables often hide the fact that they lost or abandoned their games. Thus, the results tables are skewed more towards showing the great victories instead of also showing a lot of the great defeats.
Hmmmm, should this rabbit here feel offended?

Moving the settler away form a mere 2 cows settling site is not taking a big risk, but a logical thing to do. In this kind of map it's very easy to find 3 cows sites.
Moving away from the 1S2E site was different... I admit it was taking a big risk... and probably foolish too.

After losing 7 turns and settling in the worst possible site, both rabbits and turtles are eager to take huge risks to make up for the lost time.

Now, please find me a turtle that has a better average performance than this crazy rabbit here!


Please, rest assured it's only a pose and I'm not really offended. It's just that I feel it is unfair, I am more of the turtle type of player, really. I used to make extravagant openings when I started playing GOTM, in the hopes of getting an advantage that compensated my lack of skill. After the first Award or two I gained confidence and I stopped doing so.
I wholeheartedly agree that top players should submit their loses and share a write-up about them. Everybody can learn a lot more easily from a blunder than from a perfect game.
In this game, early on you did not need the Rax to get the promotions going. I used Barbs to get my chariots promoted to 3 stars.
Food for thought! Thank you!
I always build barracks in my rushes, just because I am the builder type.
I tell to myself, "if I am to build 10 chariots, I'd better get a barracks before".
Now, chariots promotions are probably always going to be CombatX. A 10% extra strength per chariot and double speed barracks makes it even once you've built some 8 or 9 chariots... which is really slow and can be the cause of a rush failure.