Okay. So, first...
You were very lucky to have gotten the pyramids. If you notice somewhere during the 44th minute, the pinkies (I propose we make them their official name, much easier than "Congolese") made the catacombs of Kom-something-or-another. This means that upon finishing masonry, they did not go for the pyramids, but rather, that. If they had gone for the pyramids, you would have lost them. Also, switching your religion gives anarchy, and that was the LAST thing you wanted when you were racing for the pyramids. If you had lost them by just a few turns just because of that foolish anarchy switch, well... I wouldn't have been happy. So, it is very lucky that they ignored them.
One of the biggest things you can do to improve your skill is to recognize the audio cues. Go to the 44th minute. When you see the grey text at the top of the screen saying that the catacombs have been built, you'll hear a sound. It is a vaguely religious-sounding "haah".
Train yourself to learn that whenever you hear this sound, to look at the top of the screen. After awhile, you'll be like me, and you'll find your eyes already there without you even telling them to. Sadly, however, this sound is also used for the birth of a great person, which is of a decidedly lesser importance.
It'd be great if the team could make it so the notification sound played when a great person was born was different than that played when a wonder is built. In fact, I'll go and put that into the suggestion thread.
More on sounds.
You...do know you are currently at war with the pinkies, right? When you refused their demand for poultry, they declared.
I was stunned that you didn't realize it as soon as that most dreaded sound in civ plays, that "dun-dun-da-da-da-dun-da-daaaa!" trumpets sound. Whenever you hear this immediately see who declared war on who.
Seriously, you are at war with the pinkies. Be careful.
The final sound you need to be aware of is that crunching, marching sound. It is indeed the march of an enemy unit near, or in, your borders. Several times now this game you've had improvements destroyed because you were not aware of this sound. It was only improvements this time. If you don't learn to recognize it quick, well...it could be something worse.
I was very surprised that you were unable to get trade with the free tech from the oracle... well, now you see that I am certainly no expert. In fact, having all that hubbub about my "perfect" path, only to see that what I proposed had a snag due to me not knowing the proper requirements for researching trade is humiliating. Please, at the start if the next game, go and see what techs it takes to get trade. Your tree must be different than mine. This can also be seen in the fact that my game does not require fungi culture for divination, but sacrificial cult, instead. Must be a SVN thing.
After you get stargazing, research trade, then use the two free techs you get to get writing and then alphabet. Oh, and I think the pinkies are trying to get the Great Lighthouse, so get the tech that gives that and beat them to it.
Regarding wonders, all I want you to do is make sure that the cheomseoungdae, the wonder you get at stargazing, is built AFTER you research trade, and that the valley is built AFTER the cheomseoungdae. And try to squeeze the great lighthouse in, too.
Oh, and wonders' effects only apply to the city they were built in, unless it says otherwise, like the free irrigation canals in every city from the pyramids.
You're being pretty hasty with your building choices. Your cities should only be producing research if there is a huge need to rush for a tech (who knows, maybe that one turn you shaved off of getting masonry made the difference in getting the pyramids?), or if all production, food, and science buildings are built, for the first check, and situational buildings, such as health and happiness, resource-giving buildings, culture, gold, wonders, and units, for the second check. You're good at sorting the buildings by production, checking that, then moving on to food, but after that, you tend to just say, "okay, research." Alot of your cities are, as your advisors point out, cesspools, and there are a ton of new buildings available now that you haven't moused over even once.
What I'd like, and what I think would be good for you, is to spend the first part of the next episode reviewing all the buildings available, and seeing what you like, and what you don't like.
Remember, production, food, science are always useful. Then you should look at "fixing up" any cities' problems, such as unhealthiness or unhappiness, or empire ones, such as lack of money, need for a specific resource just outside the cities' borders, or a stronger army, as well as wonders and new resources provided by a building (you could get furniture from a furniture maker). Missionaries, too. Make sure to spread all your religions to all your cities.
Only then, if all those checks are passed, should you go into research. It's actually a good sign if you do, because it means you have built everything else that is needed, which is a sign you are playing well.
The game is getting more complicated than just production, food, research, now.
Okay, now for trading.
I don't know why you are so opposed to trading a resource for a resource. Didn't you ever take macro, haha? Trade only benefits both nations. Civ-wise, if there's a resource you don't have, need, and will not be getting soon, look to see if it's for trade.
A resource for a resource is almost always a fair trade, as long as it's not you giving away your only source (only trade a resource if you have a surplus of it, as having more than one does you no good, and in fact, is only good for trading), or if it is a very important resource, like stone, iron, horses, oil, and the like, for just a happiness resource or something. I always try and trade with weak civs, because it really doesn't matter if they get a boost.
And finding out who wants to trade, and what's available is easy. Just go into the foreign advisor and go to the trade tab. On the right side, about in the middle column of the screen, it will show you what all the AI's have for trade.
Now, a little bit more on sentry. Using sentry on sea units is not a good idea. Why? They'll constantly be waking up after seeing each and every land animal that passes their sight. And they can't do anything about them. What you want, is to use the sea-sentry, so they only wake up if an enemy SEA unit is spotted.
"Argh! Now I have to go to all my war galleys and change their orders all over again!" you despair. Nope. Just go over one, hold the ALT button down, and click the sea sentry. This will make all units of the same type as that unit, all war galleys, follow that order given. You can use this technique to upgrade masses of units at once, too.
Finally, two quick things. Please kill all those animals south of Sydney. I don't know why Hatsheput isn't getting them, but if she doesn't want them, I'd say they're all yours. Also get that small stack south of Brisbane.
Make sure you have enough espionage to see the pinkies' tech research. I think you just fell under the accumulated EP threshold.