@
ben-jammin
1. Infiltrate with a second Great Spy. I've found that once you hit Constitution, the espionage economy mostly takes care of itself, provided that you have a good trap city. Subsequent Great Spies should build Scotland Yard in high commerce cities (beginning with your capital, since you should have settled the first GSpy there).
I think an argument can also be made for infiltrating with the first GSpy, but I don't usually do this.
2. It depends... I'm not sure there is a right answer. However, I've found that settling the first GG and attaching the second works well. Settling one GG lets you get CGI, Drill III Archers out of the gate (or CGIII, Drill I). These will hold off any attack before Macemen.
Remember that, for the most part, any AI attack on a Walled hill city is a source of free experience for your Archers (massed CR Swords pose the only real threat). This experience will let you promote several of your defenders to respectable levels, so they are more than ready to cope with Catapults once they arrive.
3. Pikes, Elephants, or multiple super-defenders. Just make sure that you have enough units to soak up any collateral (i.e. Drill promoted LBs, or siege units).
Incidentally, the Ballista Elephant is freaking amazing at this point in the game.
4. Yes. HA Rushes still work, but you need to fix your economy afterwards (which is already difficult on Immortal when you are at peace with the other AI).
5. The Music GA is more achievable, but understand that Music offers next to nothing other than the GA (no trade bait, no immediate military units, no important wonders or buildings).
In my trial run (same settings, different map/opponents), Lizzie took Lib. in 740 AD when my continent had only just reached Alphabet.
6. Steal big, expensive techs and self-tech the smaller ones yourself (Polytheism, Lit, Paper, etc.).
@
Revent
Looking good. My only suggestion: settle flat-land cities at your own risk.
@
shlugi
Looks like Bismark already beat you to the Great Wall, in 2200 BC. Now you'll have to take it.
I'm not sure that the two-pop Settler whip was worth it, since you can no longer work the improved Stone and Gold. At present, it will take four turns to grow back to size three. In this time, the Quarry would have provided you with +4

, +4

+16

and the Gold +12

, +32

. At size three, you still need to grow onto the Gold.
Woodsmen III Axes are awesome. You might want to withdraw one of your Warriors and upgrade him, after hooking the Copper up.
@
GKey
Yes to both.
@
rfcfanatic
War weariness is halved, and only accumulates when combat occurs in territory in which you are not culturally dominant. So your WW is virtually non-existent before you go on the offensive. After that, it begins to stack up but isn't as bad as normal.