You finished up quite quicky, what was the end-game total time?
MapStat says 208 hours and 31 minutes. I know I left it running during the day when I would make meals, go on walks, and do other things. In my experience, the last turns are just pollution cleaning and resetting citizens to tiles, and maybe a small military cleanup here and there. Since this was a standard map, I suppose, pollution cleaning was much lesser than a huge map. I definitely had turns at the end where no pollution happened.
As some final notes:
The 10 AD save will reveal that we imported horses, iron, and saltpeter. We didn't have our own supply of saltpeter until we had gone deep into German territory. We did pillage that source of saltpeter out fairly regularly to train horseman. I think I mentioned before that Korea had extra iron early, but we couldn't afford it. Then it disappeared to some other AI apparently. Later, we did mange to trade for iron from Persia, probably slightly before 10 AD, as I recall it was mid medieval era.
The 10 AD save also has horseman build. Basically we would pillage the road. Trade for horses or luxuries and technology also when applicable. Then we would change builds to horseman. After that, then we would trade for iron and saltpeter. Pillaging almost every turn thus made sense, as soon as we trained horsemen regularly, even though it probably wasn't economically optional... I've found that occasionally one can sell a technology for iron or saltpeter and then it only makes sense to pillage if there's enough new gpt to cover the cost of paying for iron or saltpeter.
For sure, I think I ordered some cities abandonded at too high of a population to maximize score, as I hastened to get cities to their optimal spot. It also made the cultural expansion phase a bit easier to handle in my mind at least, since it didn't last as many turns. The domination limit of this map was not especially high for a standard map. If I had figured out the final positions of cities also earlier, perhaps on a similar map a higher score could get attained.
In the 10 AD save there exist two cities 013 and 015 which got abandoned, but then some turns later replaced as they both looked like they would work well for score since they were corner cities having 4 and 5 unique sea squares.
Also, though we had a 1 turn worker pump in my original capital, as soon as we relocated the capital to the new spot, it just stayed a big city. I had an MGL. The new Foribben Palace city stayed big. I did purchase some workers and had some 2 turn worker pumps. But, two better ideas than what I did with the palace and forbidden palace city would have been:
1. Use the MGL to rush the new palace without joining in workers. Then transform it into a 1 turn worker pump, which almost was surely possible even without a food bonus, since we had some bonus grassland and rails.
2. Try to setup a 1 turn worker pump in the new Foribben Palace city.
Possibly even getting workers out of the new palace city would have made enough sense for a bit faster growth in other cities and consequently a bit higher score.
And since that's the end for this game, here's where we began: