So I finished my babylon run, but it ended up not that great. Turn 114, with 11 turns travel time for the rocket. I realized too late that I was going to miss chops, so I knew I would not break 100, but some lessons were:
You need both Reyna and Moksha
You need many spaceports- At least 5
Hardest bottleneck is not science, but chops for spaceparts as you have no boosts from civics or workers
Be carefull about techs that makes cheap units obsolete, as you need to buy a lot of units
City strength of self founded cities can be kept quite low - usefull when used as flipping cities
Culture is a pain - no good solutions found
Flip cities can be combined and optimal is having them flip every other turn. Some tiles will then be pillaged every turn, giving max benefit per tile/worker/unit
Two flip cities is probably not enough
Apadana for envoys was usefull- Chopping some early wonders in the capital
Short recap of the map and game:
I think this map is more or less perfect. It has a perfect tech tree, early meet on a culture CS, close neighbours for early war. I went for early war with Shaka, then went south to Australia to capture what would become my 2 flip cities. After they were up, it was mostly expanding to get to satellites as soon as possible. I used leonardo to boost Radio and Chemestry. Basically with Leonardo you can skip 6 out of 8 techs in the modern era. (If you play a game with saving and loading) In a normal game this strategy would probably not work, because Electricity and Combustion requires too strong culture to be realistic to boost, so that reduces the chance to 50%.
In this game I had satellites turn 90, and after that there are only 4 techs to research (I had nano). So tech tree completed by turn 95, then 5 turns of travel should not be totally out of reach. But it becomes quite hard to squeeze everything down into so few turns, so Im no longer 100% sure Im able to do it below 100 turns. 105ish Im sure I can do with this map.