Sorry for the wait! First off, the votes are in and, in a tight race between mice's and calavente's game, the voters have decided the "trash" game is calavente's! But it's not "trash" at all, and don't take any offense! The game's still easily in a winning position.
My Analysis
What were the differences between the games? The way I analyzed the game was in terms of which one was closest to victory. Since we're going for Domination, winning quickly requires two things:
1. Getting Astronomy - we'll probably need land from a 5th civ to win this one.
2. Getting a dominant military tech - either Cavalry (Military Tradition) or Grenadiers (Chemistry.)
It's probably possible to win with just Maces & Cats before the AI gets Riflemen, but I'm not sure how much of a pain it would be or if it would be efficient. This was a big assumption, but one I think most folks held. It hurt Calavente's game the most.
I chose Chemistry (instead of Military Tradition) as it requires less beakers, most of the games have lots of maces than can be made CR and upgraded to Grenadiers, Grenadiers can safely win even if Rifles appear, and the main advantage of Cavalry - speed - is nullified because most of their movement will be overseas on galleons anyway.
So, I figured out how long -
at the tech rate closest to break-even - which games were closer to getting those two technologies. This was flawed, since I forgot to check on who was closer to Great People to help the research, and I did not factor in MM'ing for commerce/research or potential future trades (though I did consider
currently available trades.) Finally, one purely

flaw was I forgot to take a lack of Philosophy into account for Liberalism slingshots. So, don't qoute these as gospel.
I also looked at the army: the size of the current standing army and it's ability to clear off the current continent, whether there is sufficient forces now to quickly upgrade for an overseas journey, and whether the army is in position to fight right away.
Finally, I looked at the strength of the overall economy in terms of GPT at 0% gold and research at 100% research. This shows the ability of the economy to pay for new cities as they come online and the overall (research) strength of the empire.
Here's the data I came up with:
Research to Astronomy and Chemistry
Some of the columns might need explanation, but the important one I looked at was Sum Res. (sum of research left before getting both Astronomy and Chemistry.) A few things stand out:
1. All of the ME games are closer to this goal than any of the NP games. I think this suggests the ME players are showing more focus in the tech path. Interestingly enough, VuDu (whose economy is one of the weakest, in large part due to the decision to build river mills instead of cottages in the barbarian city

) is actually closer to the ME players than to the NP. This is because she chose a strong research path - setting herself up with both Paper and Optics.
2. One of the significant problems with Calavente's game (according to this analysis) was that he researched both Feudalism and Paper -> Education. Because of this, it made the Education -> Liberalism path to Chemistry & Astronomy longer than the Guilds path. However, it meant he either wasted beakers researching Feudalism, or wasted them on Paper -> (part of) Education. Since this is a fast conquest we only need to go down one of the paths. If we're planning on winning with just Maces & Cats, his game rates significantly better on this metric.
3. Petrucci's game deserves a comment as well, as he has 700

eek

gold on hand, which is enough to significanty speed up his research. His game is closer to mice's when that is taken into consideration.
Standing Army Size
I really didn't focus on this too much. Everyone had enough army to clear the continent (or at least enough to get started.)
1. pigswill's game deserves a note. With only 3 macers (but plenty of cats!) he's going to be a bit slow to dominate the world. That - combined with his speedy research, might mean he missed a "sweet spot" for fast conquest. I think his game would have been stronger if he hadn't turtled up as much early on.
Economy
This is somewhat interesting. I mainly looked at both beakers per turn at 100% research, and gold per turn at 100% gold rather than beakers per turn, which I think can be misleading (at least in this situation.)
1. I think many people underrated mice's game on this point. While his economy is looking rough even at 40%, he actually is producing the third most beakers at 100% - he just simply has too many units and not enough infrastructure. But too many units is one of the easiest problems to solve - just capture some cities! War means you'll lose some units, and more cities let you support a larger army.
2. The ME players tend to have stronger economies. I don't know how much of that is better MM, or a stronger focus on it, but it's there.
A Final Thoughts
1. How many turns do you think we should play for the next set?