Isengard T119 will not be able to run a merchant. Karl should build a road 1S2W of Isengard, and definitely not 2W or 1S1W. Consider the likely movement patterns through this area. Then he should road Silver and the tundra forest hill 1W of silver, and then probably the ice marble, while waiting for the settler to plant so the sheep can be improved. This accelerates the settling date and access to improved sheep for city growth.
Gems City should get started on the forge before the AP, rather than a settler. If Isengard is building one for the hub marble site, we should not delay the AP in order to get out a marginal sheep city. Worker plan is good - follow up with sugar road, Gmine (since Karl is not helping) and moving one worker to the Phill to mine it.
GPfarm looks fine. Why fort the silk T115 only to replace it next turn? I don't think we will work this tile in a long long time. So I think we should finish the fort (though I'd prefer not to have started it!) and work on the plantation north of it with both workers, and then go and finish the slow desert incense plantation. This gets us resources for trading faster, I think.
Washington has some dead time before it can start a forge Since we will build it a monastery for the Bureaucratic bonus to AP hammers as well as the extra beakers multiplier, it makes sense to play for Washington to produce many missionaries in the long term. So that suggests not building a barracks. So I think two turns of central-tile-only hammers on wealth is the best approach, and once we have MC start a forge, planning to spread Taoism here first to whip the forge and overflow onto another missionary or two. I think Semiramus is better building a river farm 1S of corn for Marble City - working the Gmine is better than the pre-granary whip conversion, but I think earlier access to the 2-pop whip from the farm(s) is better still. Hoover should go to start Gworkshops north of Stone City. Multiple turns moving pairs of workers cross-country to do non-critical work should be avoided, IMO
CB does better to not work the Gmine (merchant instead) so that the lighthouse whip can be of two population rather than one. Then grow on coasts while building Courthouse?
Rather than another spy (we have five of them!) shouldn't Stone City build Wealth or start a Tao Monastery? I think Stone City should work the river Gmine in preference to a coast, unless coast gets growth one turn earlier. The difference between the two tiles is 11 against 3. The extra one food from the coast is worth about 2 base hammers, so Gmine is better at what we really want to produce here - hammers on missionaries. I think the first missionary should go for Washington and the second for Gems City.
Silver City builds a forge next? Our university sites look like being Washington, Stone, Gems, GPfarm, Isengard and one more... here looks best.
Phants city will whip a granary the turn after the forest chop, so we are not in a hurry to work a grassland farm. Eiffel should chop the jungle after the ivory camp, and Stevenson should spend one turn on the iron road before joining Eiffel to build the plantation after the jungle is chopped. Then judge how best to juggle roads and getting farms built.
Our missionary should spread Taoism T117 immediately before the espionage mission, just in case something good happens - like spontaneous Taoism spread.
Deny requests for Philo, not Pacifism
Ok, I will change Karl's work order.
Ok, I'll whip a missionary in Gems City, overflow into a lighthouse, whip a forge, finish the lighthouse, and get started on AP Palace.
The first was a boo-boo already finished in T115. I'm pretty sure it takes two worker turns to finish. I'll just complete it since that is what everyone wants.
I understand the urge to build monastaries and courthouses in every city, but I really must put my foot down in favor of some military. In my test game vs. paired AI two months ago, I lost that game going in a similiar direction as the one we are pursuing. Julius Caesar rolled up to my cities with a big stack, and his catapults attacked my city. His partner then attacked with catapults and his stack immediately after allowing no time for my troops to heal. My defensive stack of doom was destroyed, my main military city fell, and I was set back by many many centuries as they piled on. This can be prevented with a high enough power rating, which means strong troops, walls, and especially barracks. I don't feel getting to Mass Media 5% faster is worth the risk of relying on warriors and large distances to keep us safe.
I'll fix Culture Bridge so that it does a 2 pop whip.
I've decided that Stone City will work on some military before changing over to missionary.
I think Silver City should whip a settler, then a lighthouse, then a forge.
With Phants I was thinking to delay whipping the granary until 2 pop and half full food box, then whipping. So I think I need one farm before dye. Ill make sure not to waste a turn and put a road on dye and ghill as Bcool suggested I think.
I'll use the missionary to spread to Gems City as Bcool suggested.
Philo right