Sorry I've left it a couple of days. I had a look at the savegame in CivAssist (on Monday) and then Conquests itself (today), and my plan basically stands, apart from building ResLabs, which we've already done.
Regarding the Japs:
Since Choxorn has done such a sterling job of grabbing most of their mainland cities in Mongindapan, and since our armies are poised to take the last 3 within the next 1-2T, I'm inclined to simply finish the job -- but to leave them with Matsuyama, and not bother signing a PT with them. Since they were the ones who DoW'd us, keeping a phony war going for as long as possible should also keep our WH going (right?), possibly for the remainder of the game (unless the Indians kill them)...
I would suggest garrisoning our Japanese conquests with minimal troops: maybe 1 (Mech?)Inf in the town, with the rest of our guys fortified just outside, and/or on high-def.-bonus tiles (e.g. that nice mountain range north of Satsuma), and/or chokepoints (e.g. by Kagoshima). Don't want to lose Armies to flips, do we, especially since we lost our MilAc...?
(BTW: shall I rebuild the MilAc in Trondheim -- once the FP is done -- or somewhere else? Neu-Osloh could build it -- and Armies -- in 6T...)
Regarding Science:
Rocketry is due in 1T (with Sci% dropped to 40%), so I'll go for Ecology next. It's the last 1st-tier Mod-age tech, we'll need it anyway to get to SynFib, and it's cheaper than both SpaceFlight and Nuke-Power (the other two possibilities). Plus it will get us SolPlants to use as Ship-part prebuilds
, and also allow us to build MassTransit. (In solo games, I usually build MassTransits in my major polluters -- OK to do that here?) Space-Flight will be the next target after that. By the time we've got Ecology (5T, I hope?), Internet will be online (due in 4T -- barring pollution!), so that should then make Space (and later Nuke etc.) a little easier. I don't expect to be able to start research on more than two techs during my set.
EDIT:
Just read an old thread with lots of argument (tRicky vs. Cyc) about global warming/ pollution, and it reminded me that MassTrans doesn't affect city-improvement-pollution-points, it only reduces Pop-pollution-points. Our cities are limited to Pop12, so that's irrelevant, making MassTrans also irrelevant.
(I was actually looking for a thread/post listing the individual Ship-part costs [Search string: "Civ3, spaceship, costs"], because I don't have that info listed in any of my cheat-sheets, but no luck there [half of the front-page hits were actually for C-IV and C-V] -- can anyone point me in the right direction, or list the costs here?)
Regarding Town management:
What will also help to speed up research will be optimising the farms -- Choxorn, I guess you were having too much fun Samurai-smashing

to worry about what was going on in the meantime, back at the ranch...?
I only looked closely at a relatively small number of farms, but nearly all of those seemed to be running out of control, either working useless shield-tiles, or producing useless food excesses (e.g. 20+FPT in Pop6ers!) with no Specialists in evidence. My first job before hitting Enter will therefore be to look at each farm in detail, massage it to ~12 or ~24 FPT, turn any excess Pop into Scientists (or CivEngs if it needs a 'Duct or Harbour), and set them (all?) building Settlers/Workers rather than wealth or mil-units.
Micromanagement, how do I love thee? Let me count the ways- OK done...
And rather than waste turns building the Airport in Bath, I'd rather just build an Airfield using one of those Slaves.
Regarding Trade/ Treasury:
We have >1800g in the bank.
The dropped Sci% on this last turn to Rockets will bring in 400+GPT, and I would like to use some of that windfall to immediately rush some Settlers in the Pop2-3 cities to be abandoned (e.g. Cambridge, Ipswich, Berwick, Bristol). Do I have team-approval to do that?
AND if I can get that deficit closer to zero, or even back in the black (after fiddling with the farms, and/or after Internet increases our BPT-output across the board), can I rush some more later? I'd use those Settlers to carry on filling in the holes in the (mainland) farm dotmap, and also on Badinsel (= Bath-island!).
Or would you all rather use extra cash to upgrade Inf --> MechInf (30g per unit)?
Or rather hold onto it to fund deficit-spending on more expensive techs? Ecology (~7800b) can only be researched in 5-6T if I use 100% Sci, at -140 GPT. Even if fiddling with the farms gets us to 0 income, 0 expense, we will not be able to acquire significantly more gold soon, unless we sell something (Oil and/or SciMeth to India? Gandhi currently has >400g in the bank, Temujin is broke -- again). I've no major objection to selling off obsolete (Wonder-)techs for GPT -- how about the rest of you?
Prebuilds:
I need to choose a place to (pre)build Apollo (probably using UN or Manhattan) -- at 500s, any of our high-shield core cities will be able to do it in 10T or less, so I'll need to start soon, to finish simultaneously with the acquisition of SpaceFlight. I'll also start some prebuilds for the SpaceFlight-enabled ship parts -- Engines now, Cockpit and DockingBay when Ecology comes in -- ready to be switched when we get Space.
I'll start playing tomorrow evening.