Hey Gang,
Sorry about the delay in posting my thoughts.
The Purpose of this SG -- Original
All succession games essentially try to create a hive mind: victory is achieved by all participants working together toward a goal. However, the hive mind in a typical SG I would consider "lower order": between the variant rules, the leader's directions, the

and the

, each player's actions are essentially limited. A hive mind is created, but each player is not
actualized by the process--what I would consider "higher order", i.e. players working together but with independent thought arriving at a goal for the betterment of the group (in this case, victory). I wanted to see if we could create a higher order hive mind in an SG.
Unfortunately, this game was not a great test case for that. I'll explain below.
The Purpose of this SG -- Expanded
I'm not going to lie and say I thought of this right away, but it became obvious to me over the course of the game that there's another purpose to this SG: giving game leaders suggestions as to which areas of the game might require more communication. Certain aspects of C-IV seemed neglected due to the lack of direct communication, and by playing it through I was able to see where in my own games I need to place an emphasis.
Did it work?
In terms of the higher order hive mind? No. Or, more appropriately, there's not enough evidence that it was successful. Two reasons for this:
1) We lost 40% of our roster. That was a tough blow for the experiment, but not a damning blow.
2) Our starting position. I really, really wish we had started on the other continent. As it turned out, we were packed tight (which would require fighting in order to expand) and there was enough landmass to acquire a domination win. The domination ended up being a given--without specific instructions against it, the tendency is going to be to head towards the quickest, easiest way of victory. In this case, domination seemed laughably easy. Yes, we were fortunate to defeat England quickly, but I think everyone would've recognized the need to go to war early to make the situation livable.
In retrospect, if I were to do a game like this again (I won't before C-V), I would probably try to make sure it was smaller landmasses--maybe even archipelago--to make sure one style of victory wasn't obvious.
Where it did work, or, that is to say, where did we have issues?
I did learn a lot on the communications side. This is already long, so I'm going to sum up:
1) Non-obvious things require mucho explanation. Early in the game I started a road from Sparta to Athens because Sparta relied on British territory in order to connect resources. My screenshot was designed to show this reliance, and since war was imminent, my goal was for the road to be completed before war started. It wasn't, and while it didn't hurt us, it could have. It was probably obvious that our connection was via Britain, but the road being built wasn't obvious likely. I also really wanted a city on that coast blocked off by mountain chain, but I never got a chance to express that.
2) Civics. Probably because this is a new feature with C-IV. We went from Paganism to Free Religion. Directly. Despite being mostly Buddhist. Obviously some changes were made throughout the game, but either through lack of communication or lack of courage (didn't want to revolt if not sure we should) Civics seemed to be the most neglected. I'd be curious to know what the result would've been if we were Spiritual.
3) Religion. See Civics.
4) Diplomacy. Scowler already mentioned this, but this was also impeded by the fact that we were fighting most people. I've found in my other games, though, that Diplomacy requires a lot of discussion (with all the positive/negative factors).
Well, I think that's all that needs to be said at this time. I'd be curious to hear any thoughts from any lurkers.