Ok, I can't get an accurate read right now on the happiness situation that we had, since "motherland" anger just disappeared by killing Pericles, and WW will disappear when I hit end turn.
Anyway, our biggest problem right now is city sizes. This issue often crops up in succession games - each player wants to finish some buildings or units or techs during their turn set, and optimizes cities for that, while growth gets left on the back burner. As a Financial civ, we should be growing as much as possible and working all those 2-0-3 coastal tiles. I'll do the best I can to fix that.
BTW, here's how I manage city growth in the later game. First click all of the "emphasize food", "emphasize production", and "emphasize commerce" buttons, which makes the game put new citizens on workable tiles and not hire specialists. When a city has filled up its workable tiles (minus true junk like ocean and tundra), switch it to "emphasize production" only, which will make new citizens become engineers or Angkor priests. Also keep an eye on cities starting to hire specialists and convert their farms to better terrain improvements.
Using farms at a city like Vilcabamba to support engineers is wrong. That converts 2 food to 2 hammers. Better is to simply workshop the grass tiles instead; each such laborer converts 1 food to 3 hammers, much better.
Spy report: On the inherited turn, I pull the two non-embedded spies out of Hannibal's city into Joao's city. Really want to steal Rocketry while the brokering iron is hot. And send espionage to Joao as planned.
Diplo report: Cancel the stone/marble export to Joao, we need them for CreateCon now. Replace the happy with a deal of Rice to Vicky for Silk.
And I do some other MM tweaking, like building Culture for a turn in Eretria and Pergamon to pop the border for two food resources each.
End of turn reveals Joao's research. It's Composites.
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Artillery brokered for Communism. Ordered up Intelligence Agencies right away, even ahead of factories. They're just THAT good. To pick an average city like Corihuayrachina, it sends the math from 45+6 x 1.75 = 90 EP to 45+14 x 2.25 = 132 EP. 40 EP gained for the 180 hammer investment.
Artillery + Communism brokered for Electricity. I threw Adopt Nationhood in there because it was free just to inflict the anarchy. And it might work to our favor. We aren't spying on Cathy, so perhaps if she puts extra EP on her neighbors, her neighbors may respond by putting more EP on her instead of us.
Communism sold to Hannibal for $1350. It's not full price, but it's enough to be worthwhile. And I was hoping some "fair and forthright" might tip him back to Cautious and tech trading.
Next steal wasn't Rocketry, it was Radio. Traded Radio for Medicine.
Then I stole Rocketry from Joao. Also stole Military Science (it's cheap, with a not fully embedded spy) for brokerage value. Traded Rocketry + Mil Science to Mansa for Industrialism.
Stole Plastics straight up, no brokerage.
And on my last turn, when a batch of spies reached full 50% discount, stole both Satellites and Composites from Joao.
That makes ELEVEN techs acquired on my turn.
We are now at 100% FULL TECHNOLOGY PARITY for spaceship techs.
Foreign news:
Vicky declared war on Hannibal!
Mansa made peace with both Catherine and Hannibal thanks to a "diplomatic envoy" random event.
Joao completed the 3 Gorges Dam.
Hannibal is 2 turns away from Hollywood.
Catherine demanded Rocketry and I paid. She is not our space competitor and I don't mind having some peace locked in.
Hannibal built the UN and won the election. We were the second candidate, by a margin of 12 population over Joao. Hannibal is not currently a threat to win a diplo victory. Vicky and Mansa both hate him and Joao is neutral at +2.
I used spies to bonk Hannibal into Uni Suffrage and Hinduism. Both of those moves avoid Hannibal getting a UN vote from Cathy, since now they don't share Cathy's fave civic (HR) or religion (Taoism). We no longer need the religious discount for stealing from Hannibal. And it might be useful to have Hannibal less angry in the same religion as us.
Joao is one turn from Computers; we have both the EP and the embedded spy to grab it right away. Don't think we need the Internet.
AI culture news:
England is trying culture but is not a threat; the third city added barely over 1000 culture during my 10 turns. It's at only 12k.
Carthage just started a belated culture try. His culture slider went to 100% in just the last couple turns. He will not succeed, even his capital still says 60 turns to legendary, and I can't even figure out what other cities he intends to use.
Can't tell if Mansa is trying culture, but if he is, he's behind even England. Joao is not, he is still researching at full speed. Catherine is not, she has only one religion in her core cities.
Domestic news:
I started CreateCon by sending the first executive over to Corinth. Corinth then built a handful of executives to spread to our high-hammer cities in that area. CreateCon is out to 7 cities presently.
Cuzco finished Wall Street.
Cuzco must run Merchants as its specialists now - both because it's the Wall Street city, and because we need something other than a Prophet for the 2-man Golden Age later.
Corinth got its factory and hydro plant cash rushed, and started Apollo. That is due in 8 turns, probably 7 after growth.
Our answer to creating high production cities is going to be
cash rushing factories and power plants. We are 100% caught up in spaceship techs, and easily have the espionage to remain so. That means that lots of economy can go into cash rushing buildings and CreateCon execs. Generally, right now we have hammer cities on factories and coastal cities on Intelligence Agencies. But feel free to veto any of my current builds.