I can be a bit of a yapper, but feel free to ask away.
Truth be told, that wasn't my fastest ever attempt at the map, I've attached another file which could have very easily done a lot better, as you can see from the 151 victory file attached I had an entire extra tech researched. But that isn't all, it actually should have an extra GS as well from Liberty finisher which I couldn't take due to Brazil stealing Globe Theatre from me, but that is a story too long to tell and the short is I got salty over something (these runs take a long time) and couldn't be bothered putting in the work to fix it all when I saw the min-max I was doing wasn't even necessary to begin with.
My 147 is sloppy in a few departments, I didn't really attempt to bribe everyone else to war and could have exploited war profiteering a bit more, but I wanted to just make sure I got the run done in under 149 this time. My policy misplays were that I didn't take the happiness policies when they were available which meant that I couldn't peace deal cities earlier on/ missed out on some, it does cost me a bit in the end but it wasn't really necessary and gold peace deals are still good.
You'll notice I got 2 extra policies in the 151, my city states were a lot more conducive early and as a result I allied 4-5 culture CSs early which actually really helps get some early policies. In the 147 I could have RNG checked a few thing like CS quests, my first WLTKD in capital was wines, which I could have tried to force into something else, as they don't come online until the turn 90+ or something. In the 151 save I didn't realise until way late into the run how overpowered Landsknects were - the stealing gold from damaging cities is nice but they have no cost on pillaging so they work really well for bullying CSs. I also didn't realise until after the run that I never actually allied Melbourne and so I could have also been bullying them during the run.
I didn't peace deal Byzantine and The Netherlands for a long time as I had a scout or 2 plundering all their trade routes, I am unsure of how this affects future wars (keep this in mind), this map has an issue where the AI's produce quite a low amount of GPT apart from Arabia (Brazil comes online a bit later too) so the constant 100 gold far outweigh a small amount of GPT or getting a lux and golden aging too early.
Due to the rampant warring on CS I employ it quickly becomes impossible to form any friendships as I have a maxed out warmonger penalty all game. An issue I often run into is the AI simply refuse to negotiate a peace deal, Gandhi only offered one at the end during the t147 save after like 40 turns. Sometimes warring them first seems to help, but due to the high warmongering score the AIs just launch an endless war, even with no army and an entire army sitting at a 0 hp capital. I would really like to know more on how to better approach this as sometimes like the attached save file here I somehow countered this well enough. I have tried looking into this and I have seen some talk about pertaining to Vox Populi about how they handle wars and it looks like the longest length of a war has an impact on how AIs view peace negotiations but have no clue if that is something that also exists in the base game. Being able to peace towards the end would be amazing.
Capturing cities though peace deals is a must, try to avoid a direct capture unless it's necessary, don't settle unless it's necessary. You start off with free population, which continues to grow while in resistance, any GP keeps generating, this can be useful for a quick Great Artist as many civs build the guild quite early on. There seems to be a set list of buildings that are removed on handover but otherwise you keep the vast majority of the useful ones. Puppeted cities don't have a cultural penalty and the science penalty really doesn't matter. The only real 'cut-off' is getting new cities to generate science basically a bit before research labs, provided you can afford it as they will pay off their science debt through GSs anyway.
The map has a bit of backstory but, really, it's just a random really lucky generation and not something I hunted. Lakes would naturally be better. For a 'conventional' strategy, Highlands (I think it's HoF) would be the best map for an ideal theoretical finish. I do have an outlandish strat that is far superior, but I want to get an actual HoF run with it.
The strategy of taking Liberty to farm pillage CS for gold was an idea I came up with on your map, it just didn't have the cultural CS to fully support it. I was just camping 2 CSs (was at war and it got allied) to level up units and kept stealing workers as more is
always better (if you are under unit cap) and I thought what would happen if took the policy + Pyramids. Lo & behold 1 turn repairs and this map of mine certainly had the culture and the convenient placement CS to support such a strategy. To give some quick maths if I were to pillage 2500 tiles. If we assume a uniform distribution with a max gold of 35 we get a total of 43750 gold. Quite the score.
You can check and guess pretty well with the save analyser tool (when I buy the relevant buildings) as I have absolutely no idea what my timing on milestones are, the timings aren't really relevant outside of trying to line things up like keep culture in check so you can get a policy into Rationalism. As cheesy as it sounds you just want to be hitting each milestone as quick as you can, that includes usiing GSs earlier rather than later. Less GSs later just means you need more cities to generate more science to overcome that obstacle
All that being said there is 1 milestone that does have some relevancy and that is unlocking your ideology. In my 151 I did it through beelining radio, in the 147 however I did it earlier by grabbing factories before scientific theory. In my head it makes sense that unlocking industrial era earlier and getting that tiny amount of growth is better but generally my runs 'feel' better going radio first - I took the early ideology due to a desperate need of happiness.