Not my most enjoyable GOTM either; I don't find much to like in the PtW Indians, and I made a cheap mistake right at the end. But first...
The Ancient Era
I settle 1NW, so as to open the southern peninsula for RCP3. Research is Writing, and as I don't have access to Pots, the first build is a settler, which founds Bombay at the source of the river (NE of Delhi). In the meantime, Delhi's borders pop a hut for an axe, who wanders NW, meeting the Greeks in 3000bc. After the settler, Delhi builds an axe to explore NW; I meet the Chinese in 2470bc, and get to trade for Wheel, which in turn gets War Code and Bronze from the Greeks. The remaining contacts come in trade, when I hit Writing in 2150bc. I also pick up Pots, Burial, Mysticism, Ironwork, and plenty of cash. Delhi and Bombay both start granaries, as the 3 bonus food resources can potentially be shared to get both towns to an average of +5fpt.
Third twon Madras is founded in 1830bc, at RCP6 NW of Delhi; I want to make sure to get the dyes ahead of the Greeks, and try to block them out of my jungly homeland a bit. By this point, the Chinese are up to 7 towns! Once the granaries up, I start producing both settlers to claim the lowlands, and workers to clear the jungles off them. Research proceeds at a fair pace thanks to the commerce-rich starting area. I hit Maths in 1625bc and trade it around, hoping to get some Construction or Currency out of the AI later. My next target is the push through to Republic. Arabia tries to distract me with a demand in 1125bc, but I gladly take war happiness instead.
QSC Era
I forgot to submit QSC, but the stats should be something like...
9 towns, 96 tiles, about 20 citizens
2 granaries, at least 1 barracks (going woefully underutilised)
A couple of archers, a handful of axes, a small army of workers
All ancient techs except Construction, Currency, Polytheism and the 3 optionals
All contacts, no embassies, everyone's cash and maps
Republic is complete in 750bc and I immediately go to anarchy. By this point the AI have managed to come up with Construction, but rather than head directly for the medieval, I detour to Literature, and start using courthouses to prebuild libraries. The first library is complete in 530bc, and the next turn I complete research of Polytheism to enter the medieval.
The Medieval Era
I bring Alex and Cath into the medieval, and they get Monotheism and Engineering, so I head straight for Feudalism. Handily, they swap their techs next turn, so I can buy both for Republic. Normally, I would next concentrate on going up the top branch of the tech tree while hoping for some AI progress on the road to Gunpowder. But this time I wanted to try something different, so I started off down the bottom branch of the tech tree myself, while hoping the AI would research Chivalry so I could start my golden age. No such luck by the time I reach Metallurgy in 170ad, so I start along the top branch.
My plans for expanding into a second core involve displacing the Chinese, but I'm not really ready to hit them hard by the time I notice them hooking their iron. Not wanting to face pikes, I dow in 230ad, and take both their towns near the iron sources. But my small army runs out of steam pretty soon, so when the Arabians (remember the happiness-war?) buy the Greeks against me in 360ad, I have to give China peace and turn my attention to the west. In the Chinese peace deal I get a junk town over in the west, which I immediately give to Arabia for peace. To compound Alex's misery, I buy the Mongols agsint him.
The AI research Chivalry in 430ad, so I trade for it, and start producing elephants. I start my GA in 490ad by taking Athens with an elephant. The extra commerce helps me reach 4 turns per tech at the end of the era, despite still having no second core. I hit Gravity in 560ad and go industrial. By this time, the Greeks have been booted from the mainland, but got a town out to the large island in the southern hemisphere; handy, as I would have had to give Alex peace and a junk town otherwise, to stop the Mongols from eliminating the Greeks.
The Industrial Era
After a turn of gathering cash, I give Alex peace and bring up for Medicine. I bring Cath up too, and she gets Steam. Well, that's about as good as it could be, but how do I get these techs out of them efficiently? Of course I could use gpt and then break the deal, but I don't want to spoil my rep here. I could stock up cash until I could buy one of the techs; possibly the Greeks and Russians would swap techs in the meantime, reducing my buy-in cost, but making it harder for me to get both techs. A similar strategy would be to research one (i.e. Rails) until they swap, and then immediately buy the rest of my research at a relatively small price. After much agonising, I choose to use gpt to get both techs in a twofer, and then use more gpt each turn to buy cash from Greece and Russia, so I can keep up max research until I can sell the next tech to get my gpt back. Electricity takes me 7 turns.
Meanwhile, Mao comes to renew our peace deal, but I want to claim that second core, so no deal. We are back to war. It goes slowly again, as the Chinese have a lot of foot units that need taking care of before I move on to their cities, but in 800ad I reach Beijing. I also have a leader in hand, who immediately rushes palace there. On the same turn I get another leader who rushes Darwin, just as Industry completes; I take the usual Atomic and Electronics as my free techs. The Chinese campaign ends with their destruction in 860ad. I start developing an RCP5 core around the new palace.
The Modern Era
I dow the Mongols in 880ad, just for the sake of picking up more territory. Their low-def keshiks also make easy leader-fishing targets, so I get to rush several mildly useful wonders. I progress through their territory fairly smoothly, finishing them off in 1050ad. I want to end the warring at this point, but Cath has other ideas. She dows in 1110ad and captures undefended wonder city Karakorum. That is really frustrating, as I want to keep her alive into the modern era in case she gets Fission free, and therefore I want to be able to count on her vote. It won't be guaranteed if we have recently been at war (Alex, on the other hand, has had time to get over his beating, and quite likes me again). Well it can't be helped; I knock the Russians down to 1 city, and give them peace in 1160ad, the turn before I finally complete Radio and hit the modern era.
I bring Cath and Alex into the modern era during the interturn, but get no luck. They get Rockets and Computers, so what do I do now? I need to resarch Fission myself, but how fast can I do it? I switch to Democracy (being REL it costs me no turns of commerce provided I flip during the interturn) in case the miniscule boost in beakers is enough to buy me an extra turn. I also buy Computers from Alex using gpt, allowing me to build SETI and research labs - I have some prebuilds for labs in my core towns. As for my UN Prebuild, I cut that down to size using 800-shield Suffrage. When the interturn is over, I find that Fission will take 5 turns, and 4 turns is probably out of reach.
So I am looking at a 1220ad win, with Arabia as my opponent. I dow Abu in 1170ad, and sign MPPs with the other guys. Amusingly, an Arabian spear has been trekking across my territory for centuries, so Abu really can't get out of trigerring those MPPs. Trouble is, even after her MPP kicks in, Cath is still in a bad mood with me. Idiotically I decide to gamble on getting her vote, in case breaking my deals with her upsets my relations with Alex. No luck; the first vote is held in 1220ad, and Cath abstains. I make my disappoinment known to her in 1230ad, taking the last Russian city. Alex agrees peace with Arabia, but is happy to rejoin the war for gpt. The second vote is held in 1290ad, and I win 2-1.