Eul_bofo: the game you are referring to was a pretty special case. I'd like to go into more specifics, but I'm not sure it's appropriate for a currently running BOTM.
In general, a "hammer economy" is nice, but by itself it isn't the best. The key is to have many cities and unless you're planning on using Corporations the State Property civic is a must. But even though you have many cities, they shouldn't all be production cities.
The goal is to still have excellent cottage cities (developed from early on in the game) that efficiently convert
into
(ie, libraries, some academies, Oxford in one of them of course). The problem there is maintaining the slider at 100% to get best use out of the multiplier buildings - this is where the production cities come in. They require only a granary, forge, factory, power plant so are quite fast to set up in the mid-to-late game, especially with guilds/chemistry boosted workshops and biology farms - and then once set up they produce Wealth to cover the bills.
The truly remarkable space race games have victory pre 1500 AD - I've never achieved that myself. Still, my advice is to target key techs:
Early Game
It's all about the cottages here and claiming land. Key techs:
Worker techs obviously - Agriculture, Fishing, Pottery, Mining, BW (slavery is very poweful no matter whta play style you use).
Alphabet - use it to trade the other techs you've missed so far - pref. including Monarchy. On higher levels I've read of players researching Aesthetics instead and then trading Alphabet from someone else.
Currency - so many good reasons, the most important IMO is the ability to build wealth. If the only options your city has to build are temples, aqueducts or units think hard about what you really need. Do you really need a temple or an aqueduct this early in the game? If not, build wealth!
Mid Game
Hopefully still expanding. Hopefully you're in a race for Liberalism that you are hopefully winning. Key techs:
Code of Laws - Slavery is great, but one day you'll want Caste System. Courthouses are pretty essential for a large empire.
Civil Service - Bureaucracy is an excellent civic since chances are your capital is your best, most developed city. In many games I'll also have cottaged around my capital and it will become my Super Science City. Also, chain irrigating farms is an essential tool for making use of marginal land.
Philosophy - Paired with Caste System, Pacifism is a great way to get a bunch of great scientists for either bulbing, building academies, or settling in the super science city.
Education - Universities and Oxford Uni. Plus it's on the way to Liberalism, and you can part bulb it with a Great Scientist.
Liberalism - if you know where the other players are at, you could just research this to within 1 turn and then go off looking for something else. If it's a real close race, then Nationalism is available. Otherwise I like to try to get Chemistry or Astronomy depending on the map, or even further if the AI is really backward.
Guilds - Its not a top priority, but it makes workshops worth building at this point, so you can start setting up your production cities. With Caste System, your workshops are now as good as mined hills.
Mid-to-late Game
Expansion, expansion. By the proverbial sword if necessary, although you're probably better off using Rifles, Cannon, Cavalry or some combination thereof. If you're not planning on playing with a massive empire, then you shouldn't really be thinking about a hammer economy. By the end of this phase, if not already, you should be comfortably keeping the science slider at 100%. key techs:
Military tech - Eg, Rifling, Steel or Military Tradition - unless you can expand peacefully of course, in which case skip this one. But that situation is quite rare.
Chemistry - Better workshops is always nice. It's also required for...
Biology - +1
to farms is huge.
Communism - State Property is also excellent. If you're first to it you'll get a free Great Spy who might help launch a golden age for a free revolution (assuming BtS). Under State Property, not only are your maintenance expenses much less, you also get +1
from workshops, which means they now pretty much pay for themselves in terms of food. Consider getting this tech before Biology actually.
Assembly Line - Hopefully you are doing well and have many cities, half of which are production oriented. This tech alone can boost that production by 75% with Factories and Coal Plants. Coal Plants =
... pfff. Maybe now you can consider aqueducts or grocers since they are cheap. Or, if your cities aren't that big anyway it's not really an issue.
Late Game
The hard work has already been done. I'm still not sure of the best way to tech through here myself, but in general you want to focus more on teching and less on SS part building. If say you have 12+ excellent production cities it is more efficient to build all parts in all cities towards the end rather than one at a time in only a couple of cities. This is pretty much the opposite if you have a small empire with not many production cities though. Key Techs:
Industrialism - Reveals Aluminium. If you don't have it, seriously consider going to war for it. Conveniently, it also unlocks Marines and Tanks.
Superconductors - Lets you build Laboratories. If a city plans to build a SS part, put a lab there. Plus, your super science city might like one too.
Fusion - If you get there first you'll get a free Great Engineer. This might be just the thing you need for a final golden age, save until the last turns when many cities are producing SS parts. Also unlocks the SS Engines, which are quite expensive.
Rocketry - you'll need to build Apollo at some point of course, you just don't need it straight away is all I'm saying.
All the rest - Ignore Robotics unless you just happen to have a spare Great Engineer lying around for the Space Elevator, even then I'm not sure adding the extra Robotics tech is worth it. Unless you've traded for it of course. I usually save Ecology for last, since the SS Life Support is the cheapest part there is and you might be able to build it out of wood (ie, chop it out) in some tundra city or the National Park city.