I have played through to 1900 and I found it extraordinarily difficult. I am still 17 techs away from being able to build the Apollo Programme, and only producing 213 per turn. There are also vast areas of the continent on which I have not built cities and to which my culture does not extend. Apart from my usual quota of "ordinary" mistakes I didn't appreciate quickly enough that the conditions change priorities dramatically. For example, without a religion, Pacifism becomes pointless. Also, with no overseas AI trading partners, Mercantilism is much more beneficial than free trade. Also, it took me too long to appreciate how not being able to build a World Wonder or trade techs with the AI changes tech priorities. It is interesting and I might have another try, but I wonder how useful this is as a learning experience.