quant jock said:
... For some reason, war weariness was not a problem even though the war raged for the rest of the game. ...
Great write up and exciting game! Just being at war is not enough to cause war-weariness problems; you have to be losing units or cities, moving units through enemy territory, or have enemy units in your territory, to add to the war-weariness counter. There's also reverse war weariness that kicks in if they declare on you!
Ancient Age Report (4000 - 670 BC)
Middle Ages Report (670 BC - 470 AD)
I entered the Industrial Age in 470 AD; England was already eliminated; I was at war with the Iroqouis and had already taken Salamanca and knocked Hiawatha down to just 2 continental cities (along with his other island cities).
I'd brought Germany and Greece into the Industrial Age; they received Nationalism and Steam Power respectively. I started research on Medicine. I managed to kick off my Golden Age with a Musketeer attack in 490 AD; this also captured the last continental Iroq. city, so we signed a peace deal in which I picked up the lonely 2 hex island just East of the Aztec's continent. Over the next 20 turns or so I built a couple warriors and abandoned the city, denying the island to all until Marines (and nobody else was going to be able to build Marines!)
At the beginning of the IA, only Zulus and Carthage had a harbor. Gradually Greece and Germany also build harbors. As they did I made sure to trade a Technology for whatever Luxuries they had, and renewed the deal with another Tech every time it came up. The Aztecs never did build a harbor, so I never got access to their Gems! I'd also gift the AI civs one of my Luxuries, just to keep everybody happy. There was only one early on war (Ancient Age to early Middle Ages) between the Zulu and Carthage, which was pretty much a non-factor. Other than that, I was the only war starter! A very peaceful game.
So the research went on. I followed my typical fast research plan, which is to research up to Electricity, get it in the AI's hands so they can research Replaceable Parts for me; then research Industrialism and Corporation, again get it in the AI's hands so Refining has a chance to be AI researched; finish up with a race up the ScienMeth/AtomTheory/Elect/Radio path, over to Steel, and hopefully along the way I can get the two Techs out of the AI. Well, this wasn't a typical game!!

There were too many attractive Middle Age Techs yet to be researched (such as Economics, Democracy, Military Tradition) along with the usual Nationalism-Communism pull; this diluted the AI's research capability too much. Also, the AI were very poor researchers in this game; the lack of early harbors prevented them from trading luxuries and resources to each other, which would allow more commerce for research and redistributes gold more. In the end they did get me Replaceable Parts, but not Refining; in retrospect, I would have done slightly better to use more Golden Age turns researching up the Atomic Theory/ Electronics path then spending 4 of those turns on Corporation.
So, as I was nearly finished with Radio and about to be forced to research Refining myself, I had to make some decisions. SpaceShip or Diplomacy? Wasn't sure at the time, so I started some pre-builds in case I did go for Diplomacy; Chartres started on Theory of Evolution, Avignon (my FP) on Palace, and Strasbourg (my Palace) on Universal Suffrage. I did an Investigate City on Leipzig, which was building TofE - hmm, 21 turns. If I get help with Refining, I could delay TofE until after finishing the IndAge, build it, and get Computers and Miniaturization, use Palace pre-build to do the Internet, and I'd be set to cruise forward for SpaceShip. Without help on Refining, I'd have to finish TofE while Industrial, leaving me to research Miniaturization on my own, with all size 12 cities.
If the AI had researched Refining even 1 turn before me, I could proceed with the SpaceShip, but they actually finished it 2 turns after I' finished. Diplomacy it is, then. I had 4 more required Techs to go (Combustion, MassProduction, MotorizedTransp and Flight), so I adjusted workers to complete my pre-builds in 12 turns. Turn order of the cities is critical; I verified that Chartres goes before Avignon in build sequence. One more order of business - I could be pretty sure of not getting Hiawatha's vote!! Declared war in 960, and finished him off in 990.
In general, I was running between 80-100% Science. On the last turn of research for a Tech I'd drop the % down until I still finished it in 1 turn; this gave me enough cash to continue on. Then increase it for the next Tech to finish in the minimum # of turns. After finishing Refining, the AI couldn't provide me any more help, so I sold it a Tech (Atomic Theory, maybe) for whatever gold and gpt they were willing to pay. I ticked by Combustion, MassProd and (one more final check that all is well; it is), learned MotorTransp in 1060 AD, started on Flight. Finished TofE in Chartres in 1070, learned Flight, start on Fission, learned Fission, Show Me the Big Picture, F1, set research to 10%, F4 - Diplomacy, gift Everybody whatever Resource they're missing, gift them a couple Techs, gift them 200 gpt, F1, open Avignon, set build to UN (finish in 1 turn), exit, build UN in Avignon, also build UnivSuff in Strasbourg, hold UN Vote, Win 5-1 against Shaka!! Final Firaxis score - 6911.
Key things I learned to do better this game were using the Investigate City capability to determine how well the AI was doing in building certain wonders, and the precise timing of research and pre-builds to finish everything on the same turn. Also learned that it might be better to use GA enhanced research for the hardest to learn Techs, and reduce the expected AI contribution from 2 to 1 Tech, if they are researching very poorly. I was 8 turns over optimum research performance; using my GA better would have shaved another 3-4 turns off that.