The numbers from my half-baked spreadsheet (it's good for nothing without Mitchum's spreadsheet)
Sounds good, if you can get all that then that will be more than enough. Mitchum's spreadsheet makes it very easy to play around with variables relating to golden ages and pacifism.
Hopefully, the data that emailed to you guys will help. If it's confusing or missing things, please let me know.
I won't be playing until my tomorrow evening time, as my schedule won't allow me to play before then, so you have some time.
Health Cap
Speaking of Dehli's health cap, we've been trading away health resources like mad (note: (mad = figure of speech) again, don't take it too literally), are there any that we've traded all of which we can afford to take back?
The Health cap that I referred to in the spreadsheet already accounts for the Crab that we got back from Saladin and the fact that we're going to get the Pig back from Zara, even though we'll have to wait 3 more turns before we can get it. Since we shouldn't grow into unhealthiness anywhere within those 3 turns, I simply treated us as "having" the Pig back in terms of what I called the "Health cap" in the spreadsheet.
I did not account for possibly getting the Deer back by, say, being able to capture and trade for a Wheat, as we have no idea how long it will take for the Revolt in the Barb City to be put down, such that we can own that Resource, and whether or not it'll actually be eligible for trading.
So, I tried not to rely on this possibility and we'll just treat any such excess Health that we can get beyond getting our Crab and Pig back to be "Health that lets us grow for extra Diplo Votes," instead of "Health that lets us grow to generate more GPP."
Zara's Resource Trading
The wheat for instance though would give +2health if we took it back off Zara, although there's no need anyway if we're capturing a new one.
Okay, well we got the Wheat back during BLubz' turnset and gave Zara a Pig instead.
In 3 turns, we'll get the Pig back, because I was able to scam an extra Gold out of Saladin that I am trading to Zara.
To be clear, we have cultural control of 3 of 4 of Saladin's Golds, while Saladin is trading us the 4th one (his only remaining source of it).

Yes, I am a jerk, at least to the AI.
GPP from Wonders
I'd have thought that was the easiest of all to work out?
It's so easy to work out that I assumed it was in Mitchum's spreadsheet. Looking closer at his spreadsheet, it appears to be missing. So, I guess, since you probably don't have the game with you, I can look up and type out that info quickly enough:
Delhi = 15 from Wonders' buildings + 6 from the 2 Scientists that come with The Great Library. Let's say that we have 4 turns' worth of use out of The Great Library, so on the 5th turn, you'll just get the base 15 GPP from the Wonders.
Grt Person Farm = 1 from the National Epic. Don't forget to include the National Epic's +100% bonus GPP, which Mitchum's spreadsheet may or may not already account for (I haven't looked at his spreadsheet in detail yet).
Risaia, Crabs, and Three Clams don't have Wonders.
Hmmm, that was easy!
Obsoleting Wonders
In which case though don't worry about it, I can figure it out for myself anyway. Just to double-check, the only wonders we're going to obsolete on our tech line are the Parthenon and Great Library, right?
Recall that you'll still get the Wonder buildings' GPP for an obsoleted Wonder. So, this question only really applies to the 2 Free Scientists from The Great Library and the +50% bonus GPP from The Parthenon; you'll still get +2 base GPP from each Wonder per turn after they are obsolete.
As I said, consider getting the bonuses for these Wonders for 4 turns, while on the 5th turn, consider that the bonus has disappeared.
Number of Great People Generated
Sorry, I wasn't clear what I was after here. I realise that's what we're working out with all this, but what I need to know is the number of great people we've generated already, so that I know what the first target is.
We need 1500 GPP to generate the next Great Person. Mitchum's spreadsheet tells me that this means that we have generated 9 Great People and are working on our 10th one, but it's the 1500 GPP number that you're probably truly after and 1500 GPP is what the saved game tells us.
Base Values
That's what's preferred anyway, the base values.
If you want the actual base GPP values, it should just be a matter of taking the number of Scientists and multiplying by 3 for the base GPP values, adding in any Wonder GPP, as appropriate. It might be worth trying to input the GPP formulaically, kind of like how Mitchum has abstracted out the "Pacifism?" and "Parthenon?" values outside of the formula, so that instead of trying to ensure that the base GPP value is correct, you can simply change a value in a column from "6" to "7" in terms of the number of Scientists and have the GPP value update automatically by multiplying that number by 3 in the base GPP formula.
The GPP from Wonders will remain constant.
The GPP from The Great Library can probably use the "Parthenon?" variable... where you simply multiply the "Parthenon?" value by 6 and add that number to Delhi's base GPP.
So, we'd basically be adding in another column for each City that says Scientists. Then, the Base values would turn into formulas instead of constant values. Then, there should be no need to update the Total column's values, although copying and pasting columns might be a pain if you do not first use dollar signs to anchor the formula values... actually, it looks like Mitchum already thought of this possibility and has put in dollar sign anchors for the variables... you'll just have to remember to do so when you come up with the formulas for the Base column, so that copying and pasting doesn't grab the wrong numbers.
Merchants?
Just another thought I've had; once we no longer care about which sort of great person we generate (for the final four particularly), we should work out whether it's better to run merchants instead of scientists in some cities.
We may indeed have to run Merchants for a time, after capturing some Cities.
The same could be said of switching into Mercantilism, where we'll have to run a ton of Merchants everywhere just to avoid Strikes.
* (science multipler / gold mutliplier) for that city
The only problem here is that we only have 1 Market, and it's in Delhi, the City that has by far the largest Science multiplier.
So, really, we're just looking at first hiring Merchants in Cities with the LOWEST Science Multiplier, since, for all intents and purposes, all Cities besides Delhi do not have a Gold Multiplier and thus the only way to compare them is how big or small their Science Multiplier is.
* (global empire-wide commerce science multiplier / global empire-wide commerce gold multiplier)
Well, since we have so many Cities that have Science Multipliers, we can easily (even now) justify hiring Merchants in our auxilliary Cities so that we can run more turns of 100% Science.