Preturn: Looks good
Early: Trade for Pesticides. Saves us 2 turns as we need Recycling for SS Storage. We pick up Sub Warfare too, silver and a small amount of gold for 2 techs.
Trade Plastics to India for 159 gpt and 1337 gold. They must be getting that from another civ. They have 1 town.
Mid: Finish up the High end techs. I just need Ecology and Recyling.
Late: Get final techs. Build last part in 1832 AD.
Notes:
Quiet turns. I automated the workers and just headed for the needed techs.
It was a good game all. I do like RaR.
DocT, you mentioned genetics do nothing. I was trying to think of something they could do. The best I could come up with is that it leads to cloning that lead to zero pop cost settlers and engineers (or pop 1 settlers if 0 is impossible). Essentially, you can create ppl by building engineers and adding them to towns.
Another idea was a really low shield mil unit (again from cloning).
The save is from the last turn before launch.