Yeah, so hard to stop. Sorry I played another 5 turns. Anyways, if you think I abused, ask me an earlier save. I set my autosaves to each turn (safeguard against woes of a game crashing).
Here are my recommendations:
WAR:
Get that Monty city north to end his colony in Roosy side. Then perhaps capture Roosy fur city for even higher happy cap. I am still uncertain what to do with Roosy now. Kill him means easier happy cap, but he's got Metal Casting. What's certain is to destroy that coastal hilll city next to fur city to stop the flow of triremes. It won't kill him as he whipped a settler and fled to settle elsewhere. We might MC, but that's gonna take aeons because we haven't invested much EP into americans. Once those cities fall (except that possible new and northern Roosy's city), almost all the army shall march down to pin down Monty (like recovering control of that deer tile for another precious

) until his last city. Then steal once Alpha is gotten (we'll need it anyways for the economical direction.
War will be finished then and we'll have to run the tech marathon so as to defend ourselves to the old world. Still, a ~860 AD GLib is sign of a pathetic AI (we have time I think).
ECONOMY:
A religion would be rather nice for OR and higher happy cap.
CoL->Alpha->Meditation is the path to go. The GScientist should arrive in 8 turns, so guys cross fingers.
We do not need an academy because Roosy built one for us in New York, which is the perfect bureaucratic capital for us.
Now, we have to spam those rivers of cute cottages.
Indeed, people here wanted to expand the jungles, but I opted for aggressive expansion towards the north because the gains are too high:
- Better lands and more food.
- Forests instead of jungles.
- Developed lands and matured cottages.
- Free infra
- Free workers
- GG
- Killing our neighbours before it grows too strong for the weak incan civ.
- Happy resources
EDIT: BTW, we are 5th in lands. Nice, isn't it? Land is power.