10/10 map. Would* play again. 
*
Great scenario, design, and lovingly crafted details. I do think it asked an awful lot of the players, though, so the next one should be a little less intense.
In terms of constructive critique: the map worked well for me because it constantly afforded and rewarded a variety of approaches. This was not, I think, true at the very start, where there were five obvious city sites. I would imagine that every team settled the capital 2S of the Wheat, that every team settled Cows/Gems and Gems/Gems for cities #2 and #3 (the order could be flipped), and that every team had claimed the Fur island as their fourth or fifth city site.
The tasks were well designed too. Perhaps I am biased, but I do think a genuine early game task should have been put in place to offset the cost of purchasing early hints.
Cathy #1 was far slower than its placement suggests. With abundant land Oil, it might baaarrely win out over the second objective. This would have made for an interesting optimization challenge, where a team that had conquered the map could utilize late game GS bulbs to 1-turn Fission while simultaneously hooking up Aluminum. As it was, the disparate location of Uranium and Oil coupled with the need for offshore platforms made it totally unfeasible. I would have also left a few generous hints on the map about the approximate placement of Aluminum. Or you could have purchased these as direction hints... but that would have meant more work for you guys. After seeing the location of Aluminum and Oil (everywhere but our island) there was no way I'd gamble that I could gather 4 groups of 3-5 Workers to mine 4 Aluminum in Spain/Japan/Russia/China/random ice islands in 2/3 turns (the time needed to research Railroad + Combustion).
I hope this was constructive.
I realize my comments about the hints are too specific to help with future maps. I had great fun, in any case. Thanks for your efforts.
As suggestions for the next map: if you want to increase the difficulty, try using the Toroidal wrap setting and give the AI enough commercial resources to stay afloat. Or create some Deity-lite scenarios: Deity, but remove the AI's free Settler and/or turn off barbs. Barbarian RNG is the number 1 problem with Deity in competitions like this.
I do think Deity restricts the number of potential strategies that can be utilized to win, though. SGOTM is a competition against other teams and players, not the AI.
If you want some suggestions for variation: remove tech trading (this will make things harder and slower). Or give some choices about the start, e.g., to steal a scenario from a multiplayer map:
@WastinTime
0 turns, yeah right.
1–3 turns would be fair, depending on how the Silver was leveraged. I agree that it is not decisive.
The game is a beaker race, and the Silver provides an additional 4CPT in the capital from whenever it is popped. So, to perform a dingding type analysis, you could say that the Silver provided an additional 4C*145 turns, and this 580C, boosted by Bureau plus a Library/University/Observatory/Oxford/whatever, is going to save about a turn across the course of the game. This assumes that the gains afforded by earlier access to certain economic/tile boosting techs exceeds what would be gained by receiving these techs in a trade with the AI.
However, a more accurate analysis would note that this particular start is starved of hammer or happy resources, while there is an over-abundance of sea food. In the early game, the Silver: (1) solves the numerous happy problems that arise from producing ~1 WB per city; (2) eliminates the need to build early Odeons (the capital/Fish Island excepted); (3) halves the opportunity cost of Forges, which are typically too expensive to build before T110 unless they provide a +2/+3 happy boost.
In short, it provides happiness and hammers via the whip and Forges, which was the limiting factor in most games given the absence of a zealot land neighbor willing to spread their religion, or a close AI willing to trade their excess Silver or Gold.
I haven't read the TSR thread beyond the first few pages, but it would be interesting to compare your tech situation at ~T62/3 to our own, which was when we had bulbed Mathematics and Oracled Currency (misplays both). In terms of hammers, I would also be interested to know how many Odeons you had built by ~T95, and, finally, whether you beelined Metal Casting more aggressively than the other teams.

*
Spoiler :
n't. Not enough time.

Great scenario, design, and lovingly crafted details. I do think it asked an awful lot of the players, though, so the next one should be a little less intense.
In terms of constructive critique: the map worked well for me because it constantly afforded and rewarded a variety of approaches. This was not, I think, true at the very start, where there were five obvious city sites. I would imagine that every team settled the capital 2S of the Wheat, that every team settled Cows/Gems and Gems/Gems for cities #2 and #3 (the order could be flipped), and that every team had claimed the Fur island as their fourth or fifth city site.
The tasks were well designed too. Perhaps I am biased, but I do think a genuine early game task should have been put in place to offset the cost of purchasing early hints.
Cathy #1 was far slower than its placement suggests. With abundant land Oil, it might baaarrely win out over the second objective. This would have made for an interesting optimization challenge, where a team that had conquered the map could utilize late game GS bulbs to 1-turn Fission while simultaneously hooking up Aluminum. As it was, the disparate location of Uranium and Oil coupled with the need for offshore platforms made it totally unfeasible. I would have also left a few generous hints on the map about the approximate placement of Aluminum. Or you could have purchased these as direction hints... but that would have meant more work for you guys. After seeing the location of Aluminum and Oil (everywhere but our island) there was no way I'd gamble that I could gather 4 groups of 3-5 Workers to mine 4 Aluminum in Spain/Japan/Russia/China/random ice islands in 2/3 turns (the time needed to research Railroad + Combustion).
I hope this was constructive.

As suggestions for the next map: if you want to increase the difficulty, try using the Toroidal wrap setting and give the AI enough commercial resources to stay afloat. Or create some Deity-lite scenarios: Deity, but remove the AI's free Settler and/or turn off barbs. Barbarian RNG is the number 1 problem with Deity in competitions like this.
I do think Deity restricts the number of potential strategies that can be utilized to win, though. SGOTM is a competition against other teams and players, not the AI.
If you want some suggestions for variation: remove tech trading (this will make things harder and slower). Or give some choices about the start, e.g., to steal a scenario from a multiplayer map:
Spoiler :
Leaders and civs are unrestricted, but there can only be one of each leader and one of each civ in the game.
The map is a 40x40 mirror, but the level is Prince. You have a pre-placed city with 5 culture; a Scout; and a Worker. Note the Railroad at A, the Forest Preserve on the tile west of A, the netted Whales at B, and the Town at D.

In picking your civilization:
Additionally there are some civilizations with effects should you choose them:
The capital will also receive a free building, depending upon your leader's traits:
----
Or you could (e.g.) use the advanced start option and let teams pick their own freebies. I can't remember how points are allocated, since I've never used it seriously.
The map is a 40x40 mirror, but the level is Prince. You have a pre-placed city with 5 culture; a Scout; and a Worker. Note the Railroad at A, the Forest Preserve on the tile west of A, the netted Whales at B, and the Town at D.

In picking your civilization:
Fishing: City has 0 culture.
Mining: Tile A becomes flatland.
Agriculture: Tile B loses Whale Boat.
Hunting: Tile C loses Forest.
The Wheel: Tile D, Town becomes Hamlet.
Mysticism: Tile E becomes Plains.
Mining: Tile A becomes flatland.
Agriculture: Tile B loses Whale Boat.
Hunting: Tile C loses Forest.
The Wheel: Tile D, Town becomes Hamlet.
Mysticism: Tile E becomes Plains.
Additionally there are some civilizations with effects should you choose them:
If you are India, you start without a Worker.
If you are Inca, you start without a Scout.
If you are Aggressive France, you start without Rice.
If you are Charismatic Russia, you start without Rice or Pigs.
If you are Inca, you start without a Scout.
If you are Aggressive France, you start without Rice.
If you are Charismatic Russia, you start without Rice or Pigs.
The capital will also receive a free building, depending upon your leader's traits:
Aggressive: Observatory
Charismatic: Laboratory
Creative: Barracks
Expansive: Harbor
Financial: Customs House
Imperialistic: Lighthouse
Industrious: Stables
Organized: Supermarket
Philosophical: Colosseum
Protective: Levee
Spiritual: Islamic Temple
Charismatic: Laboratory
Creative: Barracks
Expansive: Harbor
Financial: Customs House
Imperialistic: Lighthouse
Industrious: Stables
Organized: Supermarket
Philosophical: Colosseum
Protective: Levee
Spiritual: Islamic Temple
----
Or you could (e.g.) use the advanced start option and let teams pick their own freebies. I can't remember how points are allocated, since I've never used it seriously.
@WastinTime
Spoiler :
Just like popping a free tech from a hut...
It's a myth that this has any major impact on the game.
Don't forget, you lose 1 hammer in that silver mine.
And more often than not, an early tech boost (from silver or from a free tech) just means you end up researching something you should have gotten for free. Perfect example was this game. We burned up any commerce advantage that silver gave us by researching Sailing instead of getting it free.
So the commerce was a wash, and the hammer loss set us back. It was all evened out by the extra happy....which was nice
With a little luck meeting the AI, maybe we would not have squandered our extra commerce on Sailing. Somehow, thankfully, the luck always evens out, and the game comes down to skill -- Kinda like poker.
On paper, I'm sure it seems like the silver must have had an effect, but in reality, it probably affected the game by 0 turns.
0 turns, yeah right.

The game is a beaker race, and the Silver provides an additional 4CPT in the capital from whenever it is popped. So, to perform a dingding type analysis, you could say that the Silver provided an additional 4C*145 turns, and this 580C, boosted by Bureau plus a Library/University/Observatory/Oxford/whatever, is going to save about a turn across the course of the game. This assumes that the gains afforded by earlier access to certain economic/tile boosting techs exceeds what would be gained by receiving these techs in a trade with the AI.
However, a more accurate analysis would note that this particular start is starved of hammer or happy resources, while there is an over-abundance of sea food. In the early game, the Silver: (1) solves the numerous happy problems that arise from producing ~1 WB per city; (2) eliminates the need to build early Odeons (the capital/Fish Island excepted); (3) halves the opportunity cost of Forges, which are typically too expensive to build before T110 unless they provide a +2/+3 happy boost.
In short, it provides happiness and hammers via the whip and Forges, which was the limiting factor in most games given the absence of a zealot land neighbor willing to spread their religion, or a close AI willing to trade their excess Silver or Gold.
I haven't read the TSR thread beyond the first few pages, but it would be interesting to compare your tech situation at ~T62/3 to our own, which was when we had bulbed Mathematics and Oracled Currency (misplays both). In terms of hammers, I would also be interested to know how many Odeons you had built by ~T95, and, finally, whether you beelined Metal Casting more aggressively than the other teams.