CE vs SE space race:
http://forums.civfanatics.com/showthread.php?t=196783
All the strongest SE supporters gave up before ever launching a spaceship. The best CE beat the best SE by 120 years
Dave had the GL, ran Caste System/Pyramids/Representation for maximizing specialist, and adopted Pacifism in order to maximize GPP and light bulbing prior to switching to a CE. There was already much discussion in the thread posted above if Dave actually ran CE instead of SE at points in the game due to civic choices and beaker research.
If you are making a CE vs SE/FE comparison game to see which is better that is good! Using a dedicated GPF for the CE during the contest is good too! Even getting the GL for scientist which will be used to create Academies for your largest CE cities is good!
Running Early Representation with Pyramids/Caste System/Pacifism and Light Bulbing techs is to clearly be in a SE/FE state. It's apparent in the above thread that a HE (hybrid economy) was the winner.
Also, here is the link to a walk through I recently did using a SE/FE Economy
http://forums.civfanatics.com/showthread.php?t=208993
The strengths of SE/FE comes in the source of early tech lead and production gained from the whip. Early tech lead = superior units to fight with. Greater production comes from having mass farms and ability to whip an incredible amount of units from ALL cities. Simply let your cities grow into an unhappy state some time before you plan to Whip units then Use the culture slider to adjust happiness while your unhappiness due to the whip slowly deminishes. Six size 10 cities who have 5 unhappy citizens each for a total of Fifteen population can Whip 18 Musketmen in FIVE turns (wait 1 turn to accrue hammers on each musketman per city, 2nd turn Whip for 3 population points, 3rd turn wait 1 turn to acrrue again, Fourth turn whip for 2 population(whip overflow), Fifth Turn whip straight away for 4 population points). A typical farmed city would grow back one population point in Five turns which means you would lose a total of 8 population points. Subtract that from 15 and you now have 6 size 7 cities(which would grow back very very fast) with 30(normal speed) turns of unhappiness with 18 musketman(at around 800 AD). That's alot of production in Five turns at this stage of the game imo.
A Pure CE, something not shown in Daves link won't get truly rolling till universal suffrage and Rush Buy, the great equalizer. Until that point, at least IMO, SE/FE is superior. However, I am slowly beginning to favor HE as I am working on a Hybrid style myself. One which uses lightbulbing techs suchs as Paper/Education in conjunction with mass cottages to achieve a much much faster liberalism time (faster than normal CE).
IMO, SE/FE is superior on duel/tiny/small maps. Quicker tech/greater units/more production in combination with a small map allows SE/FE to leverage their full advantage and gives the CE a much much more difficult chance to even survive.
Standard(perhaps!)/Large/Huge maps IMO favor a CE base due to greater land mass and distance from potential civilizations. By the time your early SE/FE war machine reaches the other side of the world that CE would have enough time to outresearch you and leverage Universal suffrage and Rush Buy + kremlin combo to get you!
I have also begun work on a game style which incorporates fast cottages/fast big cities/fast lightbulbing techs/and a Few all Farm cities to maximize the whip. It seems like an impossible hybrid but it's something I plan to make work!
That is why I oppose attempts to play down either FE or CE.
AGREED! Love them both actually! Poping techs is sexy! So is rush buying 12 units a turn!