I submitted over the weekend, so here's a quick summary:
We built a 4-turn settler pump in Carthage, which quickly filled the starting islands with cities. The ring of cities around Carthage was also specialized: a worker pump, a galley producer, a veteran warrior producer, the Lighthouse city, the FP city.
After meeting Egypt and exchanging techs, we switched off research hoping to get some more techs from them before eliminating them. They got Construction and we saved enough cash to upgrade several Warriors to Swordsmen. In hindsight, I see that I left research at zero too long, which cost me several turns from the finish date.
The war with Egypt triggered our GA (in Republic) and gave us a leader. The FP was already finished in Plebis Magna, so the Palace relocation to Heliopolis along with the GA started giving us a new technology every 4 turns. This 4-turn pace continued comfortably until the end of the game.
We left Egypt alive for a while, in hope of them doing some research for us, but they didn't. We attempted no suicide galley contacts, but in the Middle ages we beelined for Navigation. After Navigation we went for Banking and then Economics, in hope of meeting some more advanced nations that could teach us Feudalism or Monotheism, but that didn't happen. Optional Economics did allow us to get Smith's very early, but in the end it was probably a waste of another 4 turns from the finish date.
We met all other civilizations, but we didn't try to speed up their research so that they remain backwards and out of contact with each other as long as possible. That way we could 1) roll over their ancient units easily and 2) keep them from learning about the attrocities we were about to perform on other continents. The second point was essential for our continued trade for luxuries and a Diplomatic victory.
Our few barracks cities started producing horsemen, and after getting Leo's Workshop we upgraded 37 of them to Cavalry. America/Germany/Russia was the first target, and the entire continent, which was still in the Ancient Age, fell to our Cavalry charge within a few turns. The next target was Zululand/Babylon (the Iroquois were destroyed by the Zulu), and they were just as easy a target, despite just having discovered Feudalism. Finally, we took out China/Aztecs, who were the least advanced of them all.
Our surviving Cavalry (21 out of the initial 37) were not enough to take out another civ, especially since the remaining 4 civs all had Gunpowder by now, so we decided to bring them home and just milk the score for about 20 turns until the UN was built.
As we were finishing off our conquest of China, the Persians discovered Navigation and showed up in former Egypt with a Caravel. Although most of our lands were undefended, we luckily had two swordsmen on that particular island to fend off the Persian sneak-attack of a single Immortal. We of course dragged England into the war, which distracted Xerxes, and we saw no more Persian units until after they agreed to peace.
When we entered the Modern Times, we gifted all our techs to Greece and Persia, the only remaining scientific civs, in hope of them getting Fission as their bonus tech. It didn't happen, so we had to delay another 4 turns while we researched Fission ourselves. A GL from the previous wars was used to rush the UN, and we won the vote with a 4-1 margin over Caesar.
Since we got Ecology and Rocketry from the two scientific civs, we could have launched just 28 turns after we built the UN, which would have certainly resulted in a higher score. Unfortunately, this wasn't enough motivation to keep me playing a won game for several more hours.
