Preturn: I trad Monasticism for Athletics and 4 gold (polynesia) I trade Athletics for Horse Breeding and 128 gold, and then trade Monasticism and 243 gold for Mounted Archery (Siam) and then sell Mounted Archery to Polynesia for 483 gold. I make a few minor adjustments to our towns but they look good for the most part.
Our research path will be Dark ages followed by Naval Spirit. There are non-optional techs we will want (crop rotation) so we will want to keep up with the AI so we can trade for it when they get it.
I still think it is riot that all our elephants are building roads. Trampling through the under brush and stomping down a road I guess.
We need boats but don't have many strong coastal towns yet. I see we are building a shipyard. This is good.
Note: If you have a forge (and no worker housing) then you need at least 4 shields to gain an extra (your bonus is 25 percent). I do change some of the farther cities to courthouses which will give more benefit in corrupt cities than forges (which often give no benefit in these corrupt cities).
Early We can trade for Naval Spirit and Theology after researching the Dark Ages from Tibet. We can then trade for Theology from Polynesia.
We then trade Resources to Polynesia for Fundamentalism and Invention. Then finally I use our cash to buy milling and Vassalage
We have 29 gold and every known tech except for clock works. We are ahead of the Sioux and Tibet in tech.
For research the closest optional tech is now chivalry, so we start towards it by researching Warrior code in 4 turns.
Mali declares war on the Siamese.
Mid: Polynesia gets Warrior Code a turn before we do. No real suprise. I would have gone for another tech if I could have. At least it saves us a turn.
We start Feudalism next (and will probably lose that race too).
Late: Yep, Polynesia learned Feudalism in 3 turns unlike our 4. The AI is doing well this game.
Siam gets Feudalism too and we can buy it for 16 gold a turn early.
Well Siam has Crop rotation, Clockwork, and Scientific Method. I hope the rules allow us to buy Crop rotation as this is what I do (clockwork is far from any optional techs, and sci method is too expensive). One nice thing about feudalism is that it opens up more possibilities for research which means we may be able to get to a tech before the AI.
Well they also got Heraldry already. Actually the probably know other civs that are also researching. Part of the problem is that all these techs give a unit and the AI bee-lines for units first (that is why the have Bronze working and Iron Working quickly in normal games.
Notes:
Be careful about building Forges in towns with 3 or less shields. You get no benefit until you reach 4. (or build another +25% building which gives you a shield at 2 - the cheapest of which is 120 shields or so). Courthouses work better with higher corruption. You can gain a higher percentage of shields (forges give 25% of non-corrupted shields, while courthouses give maybe 10% of all shields (both corrupted and non-corrupted)).
I feel we should build some Eagle knights and then assault America. Assaulting them with only defense 1 units is bad, so we need the defense 4 to back them up. We just got Feudalism so we are building our first one.
We need to meet other civs. We have had bad luck with this: boats sinking, exploration leading to dead ends., etc and it is making it very hard to keep up in tech. We should send another galley past America I feel.
When Paramounga finishes its courthouse, I feel it should start the Forbidden Palace. We can build it now and that seems a decent town to do so. If we don't want to wait that long, then Cupisnique would also be a good choice.
I built two minor towns I forgot to note. Our home island looks full to me. We have one settler to send to American lands.
Gogf, Assuming you can play this weekend, then you are up

Gpod Luck.