OK, let us see how all those techs that were given to us (Fascism, Scientific Method, Physics, Medicine, Flight, Machinery, Replaceable Parts and Superconductors) will influence our game.
1. Early access to units: crossbowmen & airships. Crossbows will be available as soon as we (or AI) get archery & iron. This is going to make wars significantly more difficult if we let the AI hook up iron. As for the airships, I don't know what to expect, I have 0 experience with air combat.
2. Early access to improvements: windmills, watermill, forest preserves, lumber mills. Tile output for forest preserves is mediocre (2/1/2), but they give happiness, which is HUGE in the early game. Windmills are better then hills in this game (2/2/3 for green hills & 1/3/3 for plains hills). Watermills are not that good, but not bad either (2/2/1, 1/3/1). Lumber mills require forest, and seem to be useless compared to forest preserves.
3. Obsolete wonders & buildings: Great Library, Parthenon, Temple or Artemis, monastery - all these won't be available.
4. Revealed resources: oil, uranium. We'll see these resources, but won't be able too hook them up.
5. Access to other late game techs: Electricity & Genetics. We can get one of these techs via an Oracle slingshot. Electricity boosts windmills & watermills, genetics is more expensive, but doesn't boost our developement.
6. Access to civics: Enviromentalism & Police state. Enviromentalism boosts forest preserves & windmills, we should switch to ASAP. Don't know about police state, but I think it might also be usefull for the 25% military unit production bonus.
7. Access to buildings: airports, hospitals, labs. All these are too expensive to be of any use.