OK finally ended this, all of this took long time as I did a replay afterwards to check out another strategy.
1. try ended turn 199 and I think I did kind of optimal approach.
BO in Cap:
worker - (switch to granny once available - finish after
granny
gl
(buy warri to defend barbs)
start NC (wait pyra tech)
pyramids
finish NC
scout to defend barbs
HG
start oracle - finish with timing ren era
CI
market
more wonders ...
in end I had 7 buildings "free" in cap - they come nowadays together with wonders
Well teching to get the techs for the wonders I wanted and as soon as I could fit in sailing and optics (after masonary)
Sailed around world and send starting units (with hut up to UU) and moe uus around world to clear all those barb camps
I was nasty and dowed all ais to get gold for settlers ....
Settled 5 citties all on starting isle (1 in every direction) - other citites build grows building mainly (granny lighthouse and then lib uni and so on)
Went into ren era around turn 100 (had money to buy 2 universities right after edu)
After ren I got me 3 of those nasty shot ships and took sweden and maya cap - anaxed swedish cap (in retro I should anex both and also carth cap)
sp:
all trad
3 left of rati
2 Order (hint hint) 2nd came right before factories been available
finish rati (eco starter as filler)
I made sure to get me all CS and got all but 1 in end - spies lvl up with catching spies in cap 1. and then going to CS rigging
Endgame is really all about getting plastics asap - get public shools up - peek as high as possible (fill aout EVERY building in EVERY city and switch prod to science) - do this for 8 turns and bulb - profit
I just had to make sure to start bulbing early enough as every tech needs a turn ...
So i used w scientist every turn or 2nd and finished another tech with overflow.
after bulbing plasics I got the techs for louvre and built it and timed finishing it after last great scientist I planed and got it and PT the turn after - 24 turns of ga in end seems nice and u can use this free ga wonder to time with public schools getting up
religion:
faith rocks!
buying great people with faith adds another lvl to mirco to the game - I got myself 2 engies and 3 scientists
the relgionsp I took been:
hunting thing (obvious on this map) It seems really map dependent what to take
2 gold per city
2 faith per wonder (alowed me get a missionar and 2nd prophet very soon
prod per dude (just the best)
50 faith per used guy - at end of game u ll have used about 3 prphets and 2-3 engiess and about 10 scientists - so this nets 500-800 faith - what CAN be 1 more great dude in end
I think you should target to have 100 faith per turn in end to get enough great dudes - it seems kind of design problem that there is no way to "fight" prohet and missionar apart following them with inq every turn
spreading few missionar around map to fullfill the give me religion quest seems a good idea - it comes constantly
I did a replay afterwards using a turn 50 save and stayed friendly with every1 - but the time I lost to to less money to buy settlers and universities was just not made up by few RAs in end - RAs seems totally worthless if not playing deity after this patch - they are just way to weak if other civs tech suckz - the money is better invested in buying settlers, unis or public schools right when available
I could get all CS aswell in this replay but ended in turn 217 only - when final 2 RAs came in I was kind of shooked how slim the gain was compared to the gain from bulbing
I also had to use oracle for patronage starter as it was too risky to wait longer and I didnt have enough money to keep the CS (I just needed them for happyness and other purpose
edit: I peeked science at 1500 bakkers/t so - I think a bulb is 8xthe science easy said (folmula ..) so they bulb even more then 1 tech now ....