A third approach is to identify the characteristics of the current game that differ from a general game, and try to leverage those. Here, the key elements are your leader (traits - both the effect and the buildings related to them, unique building, unique unit) and the local terrain.
The identity of your neighbours is also worth considering; if you've got Monty next door, then you'll NEED to get some military techs early on; if Gandi's your only neighbour, then you CAN leave them 'til later (although you might still want them early...).
As the game develops, your tech choices should be weighed against each other on the basis of both their immediate value (eg. Iron Working for cutting down jungles; Drama for happiness/culture) and their place in your medium-to-long-term tech-strategy (eg. Iron Working, because it's on the way to Optics; Drama, because it's on the way to Philosophy).
Imo, this is the crux of the matter: evaluate your present needs and your future goals and use your judgement to make the choice. Dreven, you say you're an out-and-out warmonger. Hence, in each game you'll want to develop a tech strategy that keeps you warring in the present, but also keeps you in the tech-race and keeps your economy building up for future stompings.
It's well worth planning a tech path to get you each era's key military techs as early as possible, but you'll also need to carefully choose some additional techs for research, growth and production. If you find that you're suffering in one area, then you'll have to decide whether it's worth diverging from the pre-planned path to address the problem.
Finally, make sure you USE the techs you research. It's no good researching Drama and building theatres for happiness and then leaving the culture slider at 0% whilst your citizens riot, or researching Iron Working to cut the jungles down and then not working the grassland cottages you build on the dejungled tiles. Choose your plan and then carry it out. If it fails, go back to the drawingboard...