First, I want to say thanks to Cracker and the rest of the staff for all the effort this obviously takes. This QSC concept is excellent, and really a great chance to analyze your opening moves and learn from the best. After looking at all the results, I decided to try and determine what trends/key decisions were made by those who had done better than me to see where I could improve. Unfortunately, Bremp didn't submit a timeline, nor did Cartouche Bee, who otherwise would have come in 7th. So I looked at the top 12 scores that did submit one. (I was going to do top ten, but by going to 12, I could include my results, to better compare what I did or didn't do right).
Anyway, rather than focusing on the results chart, I tried to look at their initial decisions and key events that would have the most impact on their game, and pull those from the timelines. There are obviously many other factors to consider, particularily trading, but it would be harder to compare. Anyway, here are some of the factors I found, and some comments.
First Tech Researched
Iron Working (5): Adel, Aeson, Civ_Steve, Justus_II, Moonsinger (all at 40 turns)
Alphabet (3): DaveMcW, Frankenchrist, Zenga (2 of 3 at 100% science)
Wheel (2): Bamspeedy, Yndy (Both at 100%)
Warrior Code (2): Lkendter, SirPleb (at 0%)
>>Obviously I wasn't alone in thinking about an early swords upgrade. I was curious why SirPleb selected Warrior code for 0%, unless it was to block it from coming from a hut.
First Build at Moscow
All Scouts (most 2 scouts, actually) but Adel, who built Barracks.
>> Everyone built one or 2 scouts to get a better idea of the land, except Adel, who apparently knew from the start he was going on a rampage!
Second Build (after scouts) (as mentioned, some built multiple scouts, also several slipped 1 warrior in)
Granary (6): Aeson, Bamspeedy, DaveMcW, Justus, Lkendter, Moonsinger
Settler (4): Adel, Frankenchrist, SirPleb, Zenga
Warriors (1): Civ_Steve (multiple) *(Bamspeedy, Zenga built one before switching)
Worker (1): Yndy
>>More people went for the granary first than the settler first. All then built a settler immediately thereafter. In fact, almost all of the 12 built granaries, as we will see in the next section. Yndy was the only one to build a 2nd worker early. Civ_Steve built several warriors before getting a settler.
Year Granary Completed (10 of 12 built one)
3150 Moonsinger
3050 Aeson, Bamspeedy, DaveMcW
3000 Justus, Lkendter? (approximate, did not specify when completed)
2850 Yndy
2510 Frankenchrist
2390 Civ_Steve
2190 - Zenga
Year First Settler Completed
3450 SirPleb*
3150 Frankenchrist*, Zenga
3050 Adel*
3000 Moonsinger*
2850 Aeson, Bamspeedy
2800 Justus*
2750 DaveMcW, Lkendter
2630 Yndy
* = Not counting free settler from hut.
>>Obviously, those building granaries first were delayed in getting their first settler. However, this delay was offset in some cases by a free settler from a hut. Since you can't get a settler from a hut if you are building one, building a granary should improve your odds of getting one from a hut, but only 2 of the 6 free settlers were to people buiding settlers. One person (I think it was Yndy) was using barracks to prebuild for settlers, and switching at the last turn, just to avoid blocking them from huts.
Free Settlers (6 got them from huts)
3750 Adel, Civ_Steve, Frankenchrist
3700 SirPleb
3200 Justus_II, Moonsinger
>>Most got their settler from the south hut, which allowed them to build St. Petersburg near the capital. Moonsinger and I both got one from the hut 5-6 squares NE of the capital, which was not as productive (middle of all that forest), and had to be moved a couple of squares before settling. It is also interesting that only half of the players got one, since that is often cited as a reason for high QSC scores, is lucky events. Half the top scores did NOT get a free settler.
First Worker Task
Irrigate Cattle (9): Aeson, Bamspeedy, Civ_Steve, DaveMcW, Lkendter, Moonsinger, SirPleb, Yndy, Zenga
Mine Cattle (2): Frankenchrist, Justus_II
Road to Incense (1): Adel
>>I thought this was the most interesting strategic decision, and the first one that I realize I missed out on. Most players immediately recognized the premium on food and irrigated the cattle, whereas I (probably more out of reflex) mined it. Given the terrain, there were plenty of tiles to get good shield production from, and the advantage of a 4-food producer this early (especially combined with a granary and the game tile, see below), was worth way more than an extra shield. I also thought Adel's choice was interesting, going straight for a luxury, rather than improving production, interesting choice for a warmonger. I guess it would reduce the need for MPs and luxuries, allowing more gold for upgrades?
Cleared Forest from Game (4 did)
Irrigated: Yndy (3200), Civ_Steve (3000)
Mined: DaveMcW (2390), Bamspeedy (1950)
>>Another strategic oversight, it honestly never dawned on me to clear the game until I was well past this point, reading the first spoiler thread, then I went "doh!". My intention was to make Moscow a settler factory, but was happy to get one per 8 turns. When I saw what some of these players accomplished (1/4 turns!), I was amazed. Irrigated cattle plus game (even mined) gives a +5 food/turn, or pop increases every other turn with a granary. With all the other forest/hill/bonus tiles, coming up with shields was easy enough. I noticed two irrigated the game, giving +6 food, which at first I wondered about, but looking back, they were two of the later ones to build a granary, so probably needed the extra food production.
Free Techs from huts
Adel (1): CBurial
Aeson (4): Wheel, Horse, Alphabet, Writing
Bamspeedy (2): CBurial, Mysticism
Civ_Steve (1): Alphabet, Polytheism
DaveMcW: (4): CBurial, Wheel, Masonry, Horse
Frankenchrist (2): CBurial, IronWork
Justus_II (2): CBurial, Masonry
Lkendter (3): CBurial, Masonry, Mysticism
Moonsinger (1): Cburial
SirPleb (0)
Yndy (2): Alphabet, Horse
Zenga (1): Mysticism
>>Another area often attributed to luck, it was interesting that even with an expansionist civ, and multiple scouts, several players only got one free tech. Adel, who didn't build extra scouts, only got one free (well, except for all the ones he beat out of his enemies with swords!). SirPleb didn't get any, unless I missed it in his timeline, and had at least 2 scouts out. DaveMcW got the most, obviously helping his push for tech, but again it is hard to classify as luck, he planned for it with extra scouts. Also, they were mostly beginning techs. Aeson also got 4. Naturally most were first-tier techs, Ceremonial Burial came up the most, not sure if that is a function of the RNG or low cost or just what. Civ_Steve was fortunate to get Polytheism, an advanced tech, shows you should not stop looking. I actually got Mathmatics from a hut (after the QSC timeframe, about 700 BC).
First War
Germany (3): Aeson, DaveMcW, Adel*
China (1): Adel* (looks like Adel attacked them both at the same time)
All others had no early war
>>I started to track this, to see who people would regard as the easiest target/biggest threat, but it turns out the trend was to remain peaceful and trade techs for most. Even Aeson and DaveMcW were attacked (never trust Bismark - DaveMcW had GIVEN him at least 3 techs before this point). And of course Adel sent early stacks out against Beijing AND Berlin simultaneously, and basically doubled his empire in one stroke. After taking the two capitals, he was able to get peace and an extra city or two from each, ended up plus 5 cities IIRC.
Wonders
Pyramids: Adel, DaveMcW (Both completed with Great Leaders).
>>No one had really put any effort into building wonders (although DaveMcW was within a couple of turns of finishing the Forbidden Palace manually at the end). The two players who got Leaders used them to quickly build the Pyramids, which was worth 600-800 points (750-1000 after the timeline bonus). Again, there might be some luck involved, but it also obviously takes some planning, I think Adel was specifically planning on getting a leader. And the odds of getting a leader while at peace are . . .
Anyway, I know there is a lot more that can be gleaned from these timelines, and I'm sure I have missed some important points, but it is cool to look over how other players, faced with the same situation, made different decisions and how it affected their score. I have also been reviewing the results, and one thing that jumped out at me is I did not have nearly enough workers, a little less than half my cities (5/11), like second lowest of the other twelve. Even Adel had more when you count his slaves! I definitely need to make a point of working on that (unfortunately, QSC16 is done, but I did make more this time).

Also got a better idea of how to do a timeline, need to brush mine up a bit!