Early Medieval era
By now you are a Monarchy who has Marco (or met most of your rivals) and Colossus plus several units keeping order in your city. You have exchanged techs and maps with most if not all your rivals.
Your next production goals are 3 caravans for trade (plus possibly a boat to carry them), Copernicus, Shakespeare, Library, Marketplace, and Aqueduct (not necessarily in that order). Your number one tech goal is philosophy not just because it enables so many other techs but because it gets you a free tech. Your number two tech goal is Republic. You want to switch to Republic as soon as possible. After that your tech goals are what you need to make the aforementioned production goals possible.
Order of production/research depends on your circumstances. Wonders should take priority simply because you can lose out on them. Caravan delivery should wait for Republic when delivery bonuses will be higher.
If you have achieved Mysticism, build a temple when Shakespeare is far away. Cathedral and Coliseum should not be considered. Focus your efforts on Shakespeare instead. If you do build a temple, remember to sell it the turn before Shakespeare is completed.
Once you achieve Republic increase luxuries to allow you to celebrate. Increase the luxuries to the max if you need to keep the celebration going. Growing through celebrations is very powerful. Build a temple if necessary. Delivery of caravans also help in this process. Once you reach a barrier (typically size 8 before aqueduct is ready or size 12 before sewer is ready), lower the rate to the point that you can just keep the order in your city.
Another thing to do when achieving Republic is to disband some of your supported units. You should only need one unit for defense at this point and hopefully you got an unsupported one (None) from a hut already. You probably want to keep units exploring in distant lands. Once their exploration is done, however, you are better off disbanding them than bringing them home. They often use more support along the way than they are worth. Finally, build a diplomat if you have not already. You never know when a good bribery situation may come by.
Late Medieval era
By now you are a Republic who has Marco, Colossus, Copernicus, and Shakespeare wonders plus a library, marketplace, and an aqueduct. You are at peace with most if not all your rivals. You have established 1-3 trade routes.
Your first goal is to have 3 trade routes if you do not already. Next goal is a sewer to allow you to celebrate up to size 21. Following those you want a University and a Bank. Your tech goals are what makes the above possible. Once you have all those, you want Theory of Gravity (for Newton) and techs that get you closer to magnetism (to upgrade your boat to a Galleon that does not cause unhappiness), refrigeration (building farmlands), explosives (if you are behind in terrain improvement or you need to transform terrain which only engineers can do). Democracy is your final tech goal in this era. You need to switch to it to celebrate to sizes above 21, but it is only useful if you have no units away from home and no triremes/caravels.
Throughout the mid part of the game, whenever your treasury falls below 50 contact any rival that you are at war with. In order to gain a cease-fire, they will not ask for gold if you have less than 50, they will ask for some of your technology instead.
If you have a lot of gold, you can buy a warrior from zero for 50 gold and then incrementally rush buy to your production goal. For example, with 125 gold you can build a caravan in one turn.
Normally you would want to deliver the caravans as soon as possible to get the advantage of the continuing trade bonus, but there are circumstances where it may be wiser to delay the delivery of the caravan by one or two turns. For example, if you have almost discovered your next science advance the one-time science bonus of the caravan will be mostly wasted so you could park your caravan next to the destination city (assuming it is safe to do so) until you discover that advance and apply the full science bonus to the next advance.
Industrial era
By now you are a Democracy who has Marco, Colossus, Copernicus, Shakespeare, and Newton wonders plus a library, marketplace, aqueduct, bank, university, and a sewer. You are at peace with most if not all your rivals. You have established 3 trade routes.
If you have already achieved refrigeration, build a supermarket. Your settler/engineer should be busy creating farmland on all irrigated tiles. If there is a lot of work to be done, you may want to bring in extra help by building an engineer or bribing one away from your rivals. If you bribe one closer to their homeland than yours, it will be unsupported and does not cost you a citizen. However, such bribery tends to be very expensive. When you are completely done with all transformation, irrigation, farmland creation it is time for the final round of celebrations to max size. Depending on the amount of land on hand this may be pretty late in the game. I have had cases when this happened when I was building space ship parts. Regardless, once you reach the maximum size, there is no need to keep your aqueduct or your sewer system, so go ahead and sell those off.
Your number one tech goal in this era is automobile to allow the building of superhighways. Factories can wait and in fact should wait if you are behind in terrain improvement and your settlers/engineers are backed up already (cleaning pollution would make matters worse). Build a stock exchange and then food caravans. If you have enough food caravans on hand for your eventual victory, and expect hostilities near the end build some defensive infra structure such as city walls, barracks, seaport, and coastal fortress.
Around this time you should start paying even more attention to micromanaging your science output. In Civ2 the science output of one city can only contribute to the research for one scientific advance; any excess beakers from the city making the discovery are wasted. Since you have only one city in an OCC game, this means that you should carefully adjust the science rate and the number of scientists in your city to minimize that waste. The way I do this is as follows: first I will set all surplus citizens to scientists and then I will maximize the science rate. You will now see that you will make your next discovery in for example two turns. Now you will lower your science rate to the lowest percentage that will still allow you to make a discovery in that many turns. After that you may be able to change scientists to tax collectors until you have just enough scientists to keep your discovery rate at two turns. When you make your next discovery you will usually have to change one more tax collector to a scientist to keep your discovery rate or you may have to raise your science rate by 10%. In the latter case you can of course change some scientists back to tax collectors.
You can find the total number of beakers needed for the next advance by having no scientists and setting your science rate to zero. The number of turns for the next discovery that is now displayed is the same as the number of beakers you need. Upon a delivery subtract from this the one-time science bonus from the caravan (which is the same as the gold bonus) and you will have the number of beakers you still need to discover the next advance.
Around this time you should be a little careful about what techs you give away to your rivals. For example, avoid sharing combustion which is a prerequisite for flight. You do not want flight discovered before you are ready to discover it yourself, because a premature flight discovery will obsolete the Colossus and slow your science progress.
Once your rivals achieve Industrialization, almost certainly at least one of them will go after Communism. This will obsolete Marco and stops you from monitoring your rivals closely. If you need to keep on monitoring them, consider researching Espionage and building a spy (or two) for establishing embassies. This is also a reason to refrain from gifting Industrialization.
Modern Era
Build modern infrastructure (mass transit, offshore platform, manufacturing plant,
) while going after Computers. Meanwhile avoid Flight. Plan ahead to finish building a research lab the turn after you get Computers. This will give you an immediate 33% boost in science which is very much needed.
Nuclear power is your other goal in this era. It allows you to build a nuclear power plant which reduces the chances of pollution while increasing the shield output of your city by half of your base shield output. It also adds one to the movement points of your boats.
Of all the choices you have for a power plant, Nuclear is by far the best. Regular power plant costs as much in shields (160) but increases rather than decrease pollution. Hydro plant costs 240 shields instead of 160 and is as clean as Nuclear. Solar plant costs 320 shields and reduces pollution the most, but it comes so late in the game (in terms of enabling technology) that for OCC it is just out of the question.
Flight
You want to delay Flight as much as possible because it makes Colossus obsolete. Once you achieve Flight, you should zoom to Space flight. After that the goals are the remaining techs needed for a space ship: Plastics, Superconductor, and Fusion Power.
After fusion power, go after Stealth. You may not need it, but if you do you cannot afford to wait to get it. After stealth you really do not need to discover anything else. If funds are short set your research rate to 0%, your tax rate to 100%, and convert all the extra citizens into tax collectors. You may also sell off your research lab, your university, and your library if needed to help build your space ship parts.
Meanwhile avoid contact with your rivals. They are likely to cancel alliances at this point in the game or start wars if you do not share what they want with them. You should avoid giving them Flight and Advanced Flight because it will significantly increase the reach of their attack units. You should also avoid giving them space race techs since they can build a space ship faster than you can. The designers of the game programmed a fairly decent AI when it comes to the space race, it is certainly superior in intelligence compared to other aspects of the game.
If you have to share, share space flight first, then superconductors, and finally fusion power. Do not share Plastics unless you are assured a win in the race. When the rivals get space flight they tend to build more structurals than they need. This works to your advantage by both keeping them occupied longer and slowing down their eventual space ship. The AI is programmed to never build more than one set of modules. It will however try to build a faster ship than yours.
It is best to be ready defensively before you build Apollo and start the space race. If there are rivals on your land piece conflict is all but certain. At a minimum build city walls, SAM, and barracks. If you are surrounded by multiple rivals also add an airport, seaport, and coastal fortress. Disband all your ancient supported units and replace them with modern vet units. Keep your None units. Build fortresses in your city perimeter and put at least one unit in each even if it is a van. If you have an idle settler/engineer build rail road to your fortresses. If your rivals have Flight or Advanced Flight one of your defensive units should be a fighter plane (stealth fighter if you have the tech).