Hello and welcome to Lonely Hearts Club number 66! Here we will explore isolated strategy with Suleiman of the Ottomans.
As Fleme suggested in the bullpen thread his IMP/PHI trait combo could be very useful in isolated situations where you're probably looking for wonders and
The UU:
The janissary is, I think, not the best musket UU but at least its not the musketeer. In an isolated game for these to be useful you would probably need an earlyish astro to get the best use to make sure the AI is still defending themselves with lbows, knights and maces.
The UB:
The Hammam is an excellent boost to early happiness, great for isolated games where early happiness is often an issue.
Here is your start, the map is fractal/standard:
Without initial warrior move looks a lot like SIP. Many of you will have noticed the goody hut on the sheep hopefully that will only be there if you take a save with the huts with the hutless option available too. Events are on on all saves so to remove them open it in a custom scenario and turn them off. I tried to make saves without them but it wouldn't let me make a WB save with them off :/
A small non-mandatory request:
Checkpoint 1 - when we have explored the island and are aware of what resources it has. Its not so important when this is, but this is a time to discuss city sites etc. Don't look into a checkpoint 1 spoiler until you have reached this point yourself.
Checkpoint 2 - first contact - when we have met all the other AIs. At this point we can discuss our strategy to get to this point and our plans for dealing with them.
Checkpoint 3 - when we are committed to a victory condition (or at least think we are).
Checkpoint 4 - Victory (or defeat).
Finally, a thankyou to r_rolo1 and all those that came before him in this series' initial run, to TheMeInTeam for the map creation guides and to stevoh for co-hosting this series. Enjoy!
Spoiler :

As Fleme suggested in the bullpen thread his IMP/PHI trait combo could be very useful in isolated situations where you're probably looking for wonders and
is not your primary concern. Phi meanwhile is often a great trait and GPs can be crucial in not being irreparably behind when you meet the AI.landgrabbery
The UU:
Spoiler :

The janissary is, I think, not the best musket UU but at least its not the musketeer. In an isolated game for these to be useful you would probably need an earlyish astro to get the best use to make sure the AI is still defending themselves with lbows, knights and maces.
The UB:
Spoiler :

The Hammam is an excellent boost to early happiness, great for isolated games where early happiness is often an issue.
Here is your start, the map is fractal/standard:
Spoiler :

Without initial warrior move looks a lot like SIP. Many of you will have noticed the goody hut on the sheep hopefully that will only be there if you take a save with the huts with the hutless option available too. Events are on on all saves so to remove them open it in a custom scenario and turn them off. I tried to make saves without them but it wouldn't let me make a WB save with them off :/
A small non-mandatory request:
Checkpoint 1 - when we have explored the island and are aware of what resources it has. Its not so important when this is, but this is a time to discuss city sites etc. Don't look into a checkpoint 1 spoiler until you have reached this point yourself.
Checkpoint 2 - first contact - when we have met all the other AIs. At this point we can discuss our strategy to get to this point and our plans for dealing with them.
Checkpoint 3 - when we are committed to a victory condition (or at least think we are).
Checkpoint 4 - Victory (or defeat).
Finally, a thankyou to r_rolo1 and all those that came before him in this series' initial run, to TheMeInTeam for the map creation guides and to stevoh for co-hosting this series. Enjoy!