Pre-turn:
No mm required; Athens build switched to CP.
1) Workers can no longer RR so I set them to irrigatation of ex-Babylon; one to colonize Coal but it's a fair walk.
2) A few deals are ended, and since they are paying peanuts I do not renew them; besides I may yet need some leverage for alliances soon.
3) Learn RP's, begin Scientific Method; Athens > CP > MilAcad (pre-build for Hoover's); move half our Rifles to Rax city for upgrading; upgrade 14 Cannon;
4) Begin HE in Argos - 25spt will give it in 8 with no waste; upgrade remaining Rifles; Sparta grows, and a little mm gives a factory in 5 instead of 7;
5) Sell Salt and Horses to Egypt for 26gpt, 70g, WM.
6) Upgrade 12 Maces to Guerrilla.
7) Egypt DOW Arabia; renew peace with Hiawatha.
8) Zulu DOW Arabia; Hiawatha DOW Arabia.
Irrigate a mine at Delphi; it doesn't affect it's ability to make 2-turn Arty, and it gets it growing again;
Learn SciMeth, drop Science to zero (ToE in 2).
9) Dutch DOW Ottomans; Iroquois/Ottoman MPP; Iroquois DOW Dutch.
10) ToE completed - learn AT & Electronics as freebies; begin Corporation (4)
Coal colonized.
Epilogue:
I neglected to note individual city builds but I built nothing contraversial; I finished a number of factories, and then set them to military builds (Arty usually, one on Infantry). another ten or so turns should see all infastructure builds complete, at which time we can accellerate our military build up.
There are a couple of tempting deals on the table for Electricity, and it might be a good time to cash in (Willie will give circa 210gpt, Communism, and his youngest daughter).
As mentioned before, we are pulling 4 turn research now, and with Coal back on line our farms will grow more specialists so we should be able to keep it that way from now on. Hopefully, by the time tech costs rise, Shaka will have donated some turf for more farms.
We really are cruising to victory here.