yes 7 cities should be less micro.
We'll call it a team effort on the trade routes. I really never like going with the theory you should have a trade route or you should get 100% for this advisor. With Civ 4 nothing is certain. Especially where maths and equations are involved.
We nearly got caught out on a few things this game. Military advisor, trade routes, import/exports, colonies and the culture trick.
Culture trick - None of the online guides tell you the inner tile of the city must have culture from one of your other cities.
Military advisor - Forgetting about 7 barb cities. Knowing it was 7 rather than 1 city was also an unknown which we should of figured out early on.
Import Exports - Working out ToA and coastal AI city was key for this.
Trade routes with AI - Lucked out on the peace modifier here. Had we looked in Toku city each turn we would of worked this out sooner.
Colonies - AI with 3-4 cities on a seperate land mass will 100% create a colony unless at war in the right conditions. One city is fine.
War wise this game was the classic lesson that cheaper faster units always works best. Especially with bombers. Those chariots really offered great value. Albeit CR3 swords worked well for Tokyo.
Our only other weakness might of been lack of awareness of tricks that can be used to scout map with bomber and colony culture trick. The bomber gave no real advantage to HS as they were slower on the conquest. The colony trick was a big advantage but I am not sure it gained them that many turns? Were also one of few teams not to use spreadsheets. Albeit not sure that would help as Mylene is very good on micro and planning without these. We should of also seen 1600 land and thought where is all the land?
Biggest strengths were micro of cities and awareness of codes to help solve issues.Also an element of common sense.