As with all Civ games, one makes decisions and prioritizes, one tries to play careful and considered moves, and then things happen. Some good, some bad. Lets review mine...
The bad:
-I made the decision not to try the Oracle. I did not expect to be able to get better than Math or Alpha on Deity, and that seems like too much of an opportunity (especially since SH, GLH and Moai are all on my wish list). In hindsight, it went late enough that Oracling MC would have been very nice.
-I cut a corner exploring, and did not spot the ocean tile 3-NE of the cow until later than I should have. As a result, my first off-shore city was founded in 100 BC, whereas in hindsight it would be nearly 500 years sooner.
-The Mausoleum was built by an unknown owner, which I assume means it is on the other continent. Would have liked to conquer that wonder; Great lib built by Germany, which means it will be obsolete by the time I can get to it. Chichen Itza and Zeus both built on MY continent. Why could those not be built overseas??
-I am still last in score for what its worth.
-My total military is 6 warriors (and a Galley).
The good:
-I managed to avoid war! I intentionally settled to make my border be on a narrow part of the isthmus so as to minimize boarder tiles with Justy. At one point he had a fist, and was hovering around with a stack-of-doom, but I think avoiding being a valid land target saved me.
-I did eventually notice the sea tile, so I have started to settle the island. One city down, another settler is in place, and a third will arrive in about 4 turns.
-Artemis was built on my continent shortly before I needed a target for a great trade mission.
-Hatty and Justy have been at war for eons.
-I lead the 3 known AI's in cities and technology.
-I was presented a worker steal on a platter around T15. I could nab one, with zero chance of getting caught before it got home. After thing about it for a while, I decided NOT to take it. I figured I would need to build up at least 6 or so axemen to have a chance at getting peace, and 6x35 = a very expensive worker. I am quite please with that decision.
The situation:
I have settled my peninsula peacefully, and should complete settling my island within 10 or so turns. Obviously, it is time to start planning the break-out. I am a poor warmonger, and to be honest, am still afraid of Diety unit-spam capabilities, so I likely will play it safe and breakout with cannons. Cannons, with a mix of Maceman and Musketeers should allow for efficient warring. Question is how many do I need??? I am thinking 12 cannons + 12 attackers in my primary stack, and 6+6 in a second division. Is that enough on Diety???
Cities and population: I have 11. Will settle #12 next turn, and #13 a few turns thereafter. Not much room left for anything beyond 14 or 15. Total pop is a bit low at 56, but that is in part because I recently "invested" 18 population units in Universities. Capital will be size 18 next turn.
Infrastructure: Buildings: 9 Granaries, 8 Forges, 7 Libraries, 6 Universities, 2 Courthouse, 2 Lighthouse, an aqueduct and a barracks. Land improvements: 9 Farms (including a chain to irrigate the double wheat city), 5 fishing nets, 8 mines, 5 pastures, a plantation, quarry and Winery; 8 villages and two Hamlets (that also will be villages in two turns.) I also have 9 workers.
Wonders: SH in 2640, Moai in 2049, GLH in 1640, Mids in 950, Colossus in 700, HG in 550, Oxford in 50BC.
Research: 718 bpt@ 100% (-95 gpt), ~510 at sustainable 65%. I expect this to jump to over 750@100% when I hit return (2nd city on island, capital growth, hamlet growth, etc.). With 1540 gc in the bank, and likely a trade or two coming, I should be able to stay at 100% for another 20 turns. I have 26 techs including education, printing press, and calendar. Construction is still missing, but should be available by trade soon. I decide to delay Liberalism a bit, as I am still eyeing Steal or Communism with it, but that may be too optimistic on Deity.
Great people: First was a prophet. Used him for a GA to switch into representation and caste system for 8 turns, and then on the last term, back into slavery. Second was a GS rush produced during this GA and used on an academy. Third was a Merchant which netted 1700 gc in a mission. Fourth is due in 3 turns, and is a real mutt (30% GE, 26% GM, 22% GS, 22% GP). I have not even tried to figure out what I will do with any of those.
Where I go from here is uncertain... I am thinking of picking up Gunpowder - Chemistry - Steel - Communism. This should take under 25 turns. Then whipping out a cannon army, and around turn 145, starting to push across the continent. It will be a long slog, as cannons need about 35 turns to get to Dortmund, NOT including the fighting they need to do on the way! I doubt I can take the continent by turns 200, but maybe turn 210 is realistic. That should give me a ~40 city empire is successful.