Turn 200 diplomatic victory. In the openings thread I described how I feared my science would stall in the mid-game, but those fears proved unfounded. My two late settles still developed fine, and the conquered capitals did ok too (although I don't think they contributed a great scientist) - very likely this was the Siam bonus at work with 7 maritime city state allies.
Very early on I decided on the plan of killing the AI to bring forward the vote to the Atomic era, but having finished the game I realize there was actually no need. Getting the vote one era earlier might open up the possibility to finish the game with one world congress cycle, but I did not attempt that, and with two voting cycles I actually made the information era easily enough. In the end I continued to attack the AI. It seems you can leave two AI alive (at least on a standard map) to trigger the atomic era vote, although I did notice that the required votes to win world leader was reduced by one after I finished off the Netherlands (with only Polynesia left).
My tech was pretty decent - I managed not only globalization, but also made it up to satellites, despite generating both a merchant and an engineer. When I discovered satellites, I actually noticed there was one city state I had not met - Singapore on an island. Somewhat embarrassing, but I did not need it to win the vote.
In this game I forsook my beloved Freedom in favor of Order. Normally I like to go Industrialization first, to get factories online and get the production going for a busy period (factories, public schools, hydro plants and stock exchanges), but now I had to get to Radio in a hurry to be able to propose World Ideology. Hence, I had the ideology already, and since all my cities except for the capital would struggle to build factories, this seemed like a good time to pick factory science.
In the end game, when it was clear that I would be in time for the vote, all that remained was to try and bump up my score a little by growing more population and building some wonders.