Acknowledgement:
Many of my Team Mates are responsible for pointing out many of the suggestions that follows; in many cases, I simply paraphrased them enough to intentionally disguise the true source of these brilliant ideas; only the true author can (with some difficulty) identify them now.
Primary Goals: Attempt to be first to Physics, Improve Research rate
Churchill, Gandhi and Roosevelt can also research Physics and any one of them could beat us. Since Churchill and Gandhi are at War, they will likely slow their Research in favor of a Military build-up. All three are running Mercantilism which can slow Research via elimination of Foreign trade routes. (Of course this hurts our Research as well, since we are also forced to have Domestic trade routes as well.)
With State Property, we should easily achieve 50% Research slider with a small deficit that can be financed through sale of older Technologies for moderate amounts of Wealth.
Plan to build Libraries in all Cities that can reasonably support at least one Scientist and also in Cities under some Culture pressure forming a cheap means of an extra +2 Culture per turn.
Plan to build Harbors in all Coastal Cities, since the +50% trade route boost will provide an extra 2 Commerce per turn with 2 Domestic trade routes now when Foreign trade is not possible, but the gain will go to an extra 6+ Commerce per turn with Free Market and an extra 8+ Commerce per turn with Free Market (world-wide) and Corporation (extra trade route). The extra Health a Harbor provides is just "free" bonus.
Plan to consider building Custom Houses in all Coastal Cities. Although there is no benefit at all for Domestic trade routes which is all we have now. The +100% Commerce for Foreign trade routes is a huge 12+ Commerce per turn bonus with Free Market (world-wide) and 16+ Commerce per turn bonus with Free Market and Corporation (extra trade route).
Plan to resume building Courthouses in all Cities that do not yet have them, since even in State Property a Courthouse reduces city maintenance from 8 Wpt down to 4 Wpt. Also, when we switch to Free Market for our Corporate expansions of Sid's Sushi and Mining, Inc., we will need each Courthouse's -50% city maintenance even more plus the bonus of -25% Corporation expenses.
Banks will be built in all Cities with a Base Commerce of least 12. When our trading partners get Economics, they will switch to Free Market and all our Domestic trade route will become Foreign trade routes, boosting our Cities with Base Commerce of 12 to 16-20, especially when we switch to Free market ourselves. Even at a Wealth slider of 50%, 12 Commerce per turn generates 6 Wealth per turn and a Bank will multiple that by +50%, providing 9 Wealth per turn. When World Economies switch to Free Market, such Cities will provide 20+ Commerce per turn. Still at 50% Wealth slider, that becomes 10 Base Wealth per turn and the Bank will add 5 Wealth per turn.
The Bank will multiply by +50% any Wealth source in the City like a Shrine or more likely Merchants, so Base Commerce isn't always the only consideration of whether a Bank should be built in a City or not.
Grocers will be built in any Inland City that needs more Health or in any City with a Base Commerce of at least 20. (Coastal Cities should build Harbors for Health.) Currently, a Grocer will provide +3 Health, since we have 3 of the 4 bonus Health Resources.
A small amount of building Wealth may be used in Cities where nothing else needs to be built.
Military production:
Will hold off until we acquire Rifling. Will build Riflemen in Heroic Epic City thereafter, when nothing else is more important to build.
Settler production:
A few Cities that have no critical Infrastructure pending will build Settlers for overseas sites (grabbing Corporation Resources and keeping Gandhi from expanding too much toward us) and in our Northwest (FishTwinFur).
Worker production:
Several Cities (2-4) that have no critical Infrastructure pending will build Worker for Fallout Cleanup and general BFC improvements as needed. At least 4 more Workers should be built for this turn set.
Citizen hiring Priorities/Conventions/Practices:
Maximum Scientists will be hired in all Cities, sometimes even at -1 to -2 Fpt negative growth when such negative growth does not impact the City's future productiveness.
When there is still more Population needing work than there are useful Tiles to work (better than 1F2C), they shall be employed as Citizen Specialists. With Representation, they will generate 1H3B per turn each. When a Courthouse is present and hammers are not particularly helpful, said Citizen shall be employed as a Spy Specialist, generating 4B4E per turn. (Since such Citizens directly produce Beakers they will contribute far more to our race to Physics than in any other way.)
Cities that need growth to increase their Population to work all useful Tiles and fill all useful Specialist positions will in general work enough Food tiles to generate a Growth rate that matches the usefulness of the unworked Tiles.
Technology trading:
Plan to sell Education to Gandhi and Roosevelt for their Wealth this turn.
Will try to get Rifling plus some Wealth for Economics and Liberalism from Roosevelt or Gandhi (whoever provides the better deal) next turn.
Resource trading:
Will renegotiate any Resource trade for Wealth per turn, when the potential gain is at least +2 Wealth per turn.
Will enter into new Resource trades for Wealth when the opportunity arises.
Civics changes:
We will switch to State Property in the current turn.
Other Civics changes might be useful, but they would cause a second turn of Anarchy and all the other Civics we have are very useful. Even Organized Religion is very useful in building Infrastructure, despite its 15 Wealth per turn cost over Free Religion for example.
Lack of more Detailed Plans:
I was planning to detail exactly what I planned to do in each City, but that now seems to be not that beneficial. Its hard to plan out what will be done and where, especially just prior to a major Civics change to State Property.
Tile Improvement Priorities:
1) Tiles that a City is reasonably able to work now will be improved first.
2) Tiles that a City will soon be able to work after it grows a bit will be improved next.
3) Tiles that a City will never reasonably ever be able to work will not be improved.
4) All Tiles shall have Fallout Cleared, but shall not be otherwise improved; this simply needs to be done before the end of the Game, thus it is lowest priority right now.
Tile Improvement Selection Criteria:
1) Tile Improve Selection is overridden by what the City currently or soon will need next.
2) In general, preference will be made for Tile Improvements with synergy with State Property: Thus maximum no. of Waterwheels and Workshops shall be made by Workers. Even after a switch to Free Market, these improvements will still be viable with the spread of Sid's Sushi in the City.
3) In general, Cottages will be avoided, unless they are in a City with both many Research and Wealth multiplying Buildings.
Please let me know of any critical through petty, academic omissions.
Sun Tzu Wu