Lurker commenting: The title of the game reads "Brits in space." Yet, in the middle ages you guys went Monotheism (that sounds good)-Feudalism (looks quizzically)-Invention (throws up hands). Then I read Overseer (sorry Overseer, you're a good guy, I just don't get your *comment*) talking about cavalry as a "gamebreaker". Sure, they break the game open when you want to crush the AI to a bloody pulp. But, for a space race game? Then I also read Overseer saying that invention leads to techs which you can trade. I guess Overseer means Gunpowder. Maybe, if you can get there first, but you guys have already gotten behind. So, how will you trade Gunpowder around? Chemistry you might trade around, because the AI tends to ignore it. But, if the AIs already have Gunpowder, why not go for Education or even Theology or *gasp* Printing Press (as a trading technology... hmmmm... possibly even to fish for an SGL, but that's too unreliable really) trade for Gunpowder and pick up the tech pace? Remember, the AIs tend to die in the tech race in the industrial age (with some exceptions).
On top of this the AIs usually tend to go Feudalism-Engineering-Invention-Gunpowder with Monotheism and Theology thrown in there somewhere. Hmmm... four techs on the bottom part of the tree vs. two on the top part of the tree. On top of this, Education comes after Theology and that enables universities which enables your empire to research faster. On top of this Astronomy comes after Education whereby you *might* just snag Cope's for faster research (and it's not an optional tech)... if you have a pre-build going and/or good luck. On top of this, Banking lies at the top of the tree. Seriously, if you haven't done so already, circle that tech for a diplo. or space game where you want a good tech pace. Why? Well, if you hadn't managed some decent trading in the early middle ages, a few turns after the AIs have Banking, especially on Demi-God and Deity, the AIs will have plenty of gpt that you can run 100% research and make a profit, or come close to doing so, as long as you can manage a tech lead. But, how will you do that if you don't have universities and other basic infrastructure up (markets, courts as needed, maybe even a temple or cathedral on some maps where you lack luxuries)?
Also, it seems you all plan on plenty of war. Well, remember it's a space game (or have you guys changed your mind?). In other words tread carefully with war... it's only a means to an end (specialist farms, more native luxuries/resources). So, if/when you war, you'd preferably pick a weaker opponent so you can leech money off of the stronger AIs. Also, that way you can minimize losses and thus minimize war weariness which if not kept in check, can cause all sorts of happiness problems which consequently can cause production/commerce problems... especially with larger AI armies. Warring while hand-building Cope's or Newton's (both good for a space game, maybe Smith's also) doesn't sound all that great of an idea. If you get both or even one, your empire has more research power, while the AIs have less research power.
Sorry if I sound harsh. I just don't get the decisions of some veterans in this game. Oh... it says SGFN... but it's game 6, so I think you guys vets.