Just some random feedback:
What is behind the gem trade, did you get a tech for it?
6 nations not met.
Could make one scientist and drop research to zero and take the same 48 turns.
why make MW units in towns with no barracks? Especially, if you are planning on going to Republic. The cost will kill you. One thing I would try to do is not fall very far below my allowed units. It cannot hurt to have as many workers and troops as you can get that have no unit support.
17 warriors and more being built? 9 workers, I think I would prefer to see that reversed.
1 cat?
1 galley, hard to explore with 1 boat. I would like to see one curragh still out there searching.
8 MW, can't say much as I do not know how long you have had the ability to make them.
3 spears. I would normally say 3 spears is good thinking, but above emperor and not isolated, I am liking spear a lot more. I am going to have to fight to expand here, that means I will need defenders to deal with all the incoming.
Did you put down Caughnawaga after the two towns were already up? That is going to be too aggressive for them and they will be looking to DoW soon. You do not want to plop down next to their borders, unless you want a fight. CxxC will be allowed, CxC will be a problem.
One of the problems will be that MW's have a defense of one and will stop nothing on defense.
You have almost no infrastructure and to a large extent that is good, but some is needed. Mauch Chunk, Niagra, Akwe, Caugh have flip risk and no culture. The last two are at the most risk.
I do not see any walls, by looking at the towns from the map, very brave. No walls and nealry no spears.
I would prefer to see some workers ganged to get tasks done in one turn or two. I also do not care for having them on the borders with nations I have already been at war with, especially at DG or better.
I would say that you should consider making a temple in any place that is going for a wonder, so it can have a larger pop and not need massive lux spending. You are ok, with a cheap wonder like Zeus and three lux, but a temple and more pop would be good.
I wonder why you never put a town on the hill west of Salamanca? That would seem like a good early spot to prevent crowding.
Tonawanda looks like a real problem for the capitol, why put it there?
Niagara I would prefer to have been on the hill west or north. Defending is no so easy on DG, so a little bonus is good. It also gives you back the plains tile.
One other thing I like to consider is the ability to get help from my nearest town. CxxxC makes that harder. Now you have MW, you can get some help, but you cannot get to more than the next town. IOW CxxC a two move unit could get two towns over. Often I can turn them by just arriving and not having any moves left.
Down 2 techs and things will soon get much harder as they get to Middle Ages and some will get a free tech and maybe traded to the others, not you though. So pikes, are very rough on AA units.
Keep an eye out for a war close by that you can join and get a leader. I would say it is critical to get a leader and stick in at least one AC. MW armies cannot be left in towns or they will get killed. AC armies can, maybe mix MW and AC to fill it quicker.
I think I would switch the warrior on the south coastal town to a scientist and switch to Poly and get Monarchy. I would have to fight my way to victory. If you had a shot at being first to Rep and knew more nations, that would be ok, but you really cannot afford to go to Republic anyway.
Switch a couple barrack towns to spears and get them to borders. Maybe sitch one or two non barracks to cats. start a wall in the places that are most likely to come under attack.
I would even consider abandoning the town stuck close to your neighbors, or even gift it to some far away to irritate them.