So just launched at turn 231 as France. With micro (The only micro was loading up specialists and leaving them there) would have been close to 200 I'm sure.
Some things I learned from this as compared to other games: as France taking meritocracy is the superior choice to trying to nab democracy later. (My democracy finishes were turn 250 and 261)The faster setup gets you better results than the 50% (Though I got the 33% from hagia sophia).
*This is opinion until we get more data though.*
Taking secularism and freedom remains the same, and with a cultural cs or two you should be able to do that on the turn you hit renaissance.
Here's where I really disagree with your setup: 6 production cities is pure nonsense. 3 is sufficient and even then most often one of them builds a booster and that's it.
Here's why:
Your capital will 80% of the time be your best production city even without the railroad bonus (which I find annoying).
Even the most paltry capital will have ~8 4 hammer tiles available (during golden age) which gives us 2+2+8*4=36 hammers base
standard multiplier set *1.15*1.5= 62.1 which is pretty damn weak, but I'm demonstrating a worst case scenario.
now if you HAVE 6 cities that can match that (which have to have ~9 tiles at 4 hammers to match AND be able to run them all since your capital has more food by definition) then more power to you, ignore everything I said, and proceed to have 6 production cities.
The moment the hammer spread gets past a certain point, however, you're better off ignoring the weaker ones.
You obviously get more by putting the multiplier on a bigger number, BUT there's another factor at play. By chain building you're getting the multiplier on TWO parts. So the weaker city has to produce more hammers on a single part than are gained on the two parts in a better city. This means the weaker city has to be 2/3 as powerful or better. (Once you put in the 1.5, they even out).
Now for the final piece: Should you be short on scientists or golden age, then the numbers stagger in favor of less production cities something FIERCE. Because in that case the better city already put some turns into parts that were available earlier, thus the new city has to somehow produce more than 2/3 main hammers + the hammers already put in.
Now for the other thing (which I realized too late to improve my game up there, but will certainly apply in my next game) When you start apollo do a quick calculation as to what happens first. Finishing apollo or getting to robotics. If apollo finishes faster or you're already in golden age the whole way (has never happened to me yet) then save em for bulbs. However if you're NOT finishing apollo before robotics, then MUCH more time is saved by throwing away those scientists to golden ages than on techs.
Having techs whose parts you can't build yet is stupid.
TL

R:
1. Any city with less than 2/3 production of your main should immediately be discarded.
2. Golden age before bulb after apollo. (Possibly even saving a scientist or two on the bulb chain for immediate GA after you hit it.)
3. Multipliers in main city first take out loans to make sure every hammer has been squeezed in that physically can.