Inherited turn (1345 AD): A quick survey of the empire shows little happening, due to anarchy. 2 more turns to go on that. Trade our WM around for some gold and map updates. The price on imported luxuries is really prohibitive - that's what happens when you have 3 domestic luxes, markets, and a lot of cities. I also export a few more luxuries for gold, also Horses to the Netherlands, and re-negotiate some deals including RoP. Total of 87 extra gpt, and a pile of upfront cash.
I see 3 more city sites. 2 on the Iroquois peninsula, 1 on the 6-tile island offshore. Maybe a couple fishing villages to fill in tiny gaps. I'll try to get those taken care of.
We have 84 cities! Decent number of workers, but we could still use a few more. Luckily, they're in production.
Several entertainers added to hold off rioting.
1350 AD (1):

Lots of railroads going up.
Interturn: Lose our Incense. We just can't get ANY luxuries imported! That's the downside of having this many cities. Anarchy is over, I select Feudalism.
Yes, I really did.
You didn't expect me to do that?
Well, don't you think it's sensible?
Oh fine, I'll go with Communism. But only since everyone's yelling so much.
1355 AD (2): Now that's more like it! Corruption is down to 343 out of 1570 total. A lot lower than before. Entertainment has to go up to 20% to compensate for our loss of luxuries - that's just excessive. I can get the Incense back for Iron+Saltpeter+Furs+1gpt. Not happy about it, but we need the happiness. I didn't like it before, don't like it now... but it's necessary. The going rate on anything past that is 2 techs and a big pile of gpt. NOT gonna happen. Still, the one is enough to get us down to 10% again. Medicine in 4 at a profit.
More railroads. Many Courthouses swapped to Libraries, which are now more needed - let's close up our borders.
1360 AD (3): Newton is completed - CI now produces 75 beakers per turn at 80% science. Starts a Factory. All sorts of infrastructure ordered up across the empire.
1365 AD (4): Settlers built and dispatched to the good sites.
1370 AD (5): Blast, Spain beat us to the offshore island by a single turn.
1375 AD (6): Medicine->Electricity (in 5). Military Academy complete. Salamanca will finally get a marketplace. Next to last palace expansion.
1380 AD (7): Spain is also trying to snag a spot on Iroquois Peninsula! Not quite in time, though. We'll get it first, though in a suboptimal location - New Uxmal founded.
1385 AD (8): New Mayapan founded.
1390 AD (9): Nothing of note.
1395 AD (10): New Kabah founded.
Electricity is due in 1 - remember to crank science back up. Our treasury can no longer be spent on rushing (might have been good to spend it off before revolting), so go ahead and run a deficit. Lots of infrastructure, lots of railroads, mostly a quiet set of turns. There are some Spainards near New Uxmal, they're no threat.
Roster:
Beamup (just played)
dojoboy (up!)
Serkhon (on deck)
Blue Monkey
frunobulax
Aoxomoxoa