Cabert - why don't you replay the round if you felt your micro-management was poor?
because hindsight is 20/20

some hints for you guys out there :
*) cam gave us a bunch of great people.
Among those are a few engineers.
A golden age during the final rush for space is certainly the single most powerful move available.
Another good use for engineers is to rush the space elevator(we need satellites to build this damn thing).
Another good use for engineers is to be settled in the IW city.
I believe choosing wisely in this area is a key for a fast win.
*) we don't have aluminium.
cyrus has some, and he is ready to trade it.
I believe getting aluminium for fast building the apollo program is another key. note that you don't need aluminium for every space part. Some use copper as bonus resource.
*) we're jewish in a globally non jewish world.
diplomacy is probably a non issue at this stage, but getting attacked could be bad

*) using spies to check your neighbours is certainly wise.
sabotaging is only useful if you fear you're going to lose something (a wonder or the space race). Risking diplomatic hits for no reason certainly isn't wise.
*) Micromanagement is indeed required for this final part.
workers can give you the little push you need to finish one turn earlier (or more than that).
short list of MM tricks I can think of:
- chopping (not much forest left, but still not 0). You cannot $rush or poprush projects, but you can chop them.
- starvation production. You don't need to grow (except if you want a better score) to finish faster. A workshop over a farm for 10 turns can make you lose 1 pop point and win 2/3 turns for the final part (or for a wonder/project).
- storaged overflow. This can be used for one or 2 "hightech" parts. You start a few buildings, don't finish them, then you $rush them all in row (=1 /turn) to accumulate overflow hammers. Doing this well can be like starting to build a late part 4 turns before having the tech.