I tried to do a much more thorough micromanaging job this time around.
1525 BC (0) - Decide to go for Philosophy in 5. I see
IBT: Persia completes the Pyramids.
1500 BC (1) - Persia now has Map Making.

Philosophy in 4, and no way they will get it in 4 as well. We're in good shape.
Worker #2 1N.
Workers #4 and #6 3N.
Worker #7 starts mine.
Worker #8 starts mine.
Luxuries -> 30%.
IBT: Germans building Oracle. Russians building Oracle, Temple of Artemis.
1475 BC (2) - 001: Cultural influence expands, filling some gaps.
Germany now also has Polytheism. We can't quite buy Map Making from Xerves; Code of Laws + our 43 gold is only "close".
003: Settler -> Courthouse.
Settle 013.
Worker #2 starts road.
Workers #4 and 6 move to E of 006.
Worker #5 finishes road, move to E of 013.
1450 BC (3) - 001: Settler -> Settler.
002: Settler -> Settler.
006: Worker (#9) -> Courthouse.
Worker #1 starts road.
Workers #4 and #6 start and finish road.
Worker #5 starts road.
Worker #9 -> forest 2NE of 006.
Since several cities just got smaller, I make a scientist in 008 (makes no difference other than slowing growth by 1 turn) to get Philosophy back to 2 turns.
IBT: Germans complete the Oracle. Persia is building the ToA and Lighthouse.
1425 BC (4) - Russia has a worker for sale. We're hoping for Mathematics, so I pass it up since it will take Writing to buy it.
Worker #2 finishes road, moves 1E.
Worker #3 finishes mine, begins road.
Workers #4 and #6 1N -> forest.
Worker #9 begins chop.
1400 BC (5) - We get Philosophy. No SGL. I choose Republic. SGL.

This is becoming a trend for me; I think it's the third game this month I got a Republic slingshot SGL on either Philosophy or Republic.
In any case, we obviously can't get the Pyramids anymore so I assume we will save it for...something.

I'm inclined to say Leonardo's Workshop to help us with unit upgrades, or if not that, the Hanging Gardens or Bach's, both decent happiness wonders. We may also be able to get the Lighthouse or Artemis, though only Lighthouse holds any appeal whatsoever to me.
It still remains the case that no one has Mathematics. I set research on Literature and turn science down to minimum. Turn luxuries from 30% to 40%. We are now at +23 GPT (30 percent luxuries are +25 GPT so 40 percent seemed good). However, this won't really matter as we're about to revolt. I vaguely think at this point that we should obtain Mathematics somehow from whoever researches it and then max on Currency.
There's no point withholding Code of Laws or Philosophy from Persia anymore, since they'll only end up researching them. It would be foolish to hope Persia gets Mathematics as well. I get everything I can, but elect Warrior Code over Iron Working or Polytheism since Warrior Code allows me to see who has HBR. And everyone does has HBR.
We are now down HBR, IW, Polytheism versus all AI
Germany & Russia: UP Writing, Philosophy, Code of Laws, Map Making
Persia: UP The Republic
Revolt to Anarchy.
We draw a punishing 8 turn anarchy that is effectively a 7 turn one since I revolted in the IBT, apparently (oops, if I had thought that through for two seconds, I wouldn't have traded in the IBT).
I MM all the cities so that there are 0 scientists altogether to maximize growth. Literature is "-- turns" but I do not think at all that we will pursue Literature so I don't care what it is right now.
I also fix three disorders that popped up from switching into Anarchy during the IBT.
Worker #2 starts road.
Workers #4 and 6 start chopping.
Worker #5 starts mine.
Worker #7 -> grassland 1W of 006.
Worker #8 starts road.
I fortify Ah Cacao, our SGL, in 001.
1375 BC (6) -
Republic in 6 turns.
All disorders resolved.
Found 014, start on worker.
I actually delay building a city to prevent an untimely chop intended for 006.
I think once we're out of Anarchy, we want to switch one, if not two, of the west coast Temples to Galleys. I am not quite sure where Persia is yet, but I suspect a decent distance from the "Horse Peninsula". We may actually be able to snag both the horses & gems, as well as a good few fertile cities on this peninsula if we have a pair of galleys and continue to run our settler pumps, even though I realize we will want to grow our cities at the same time. The conflict of interest between expansion and infrastructure is my only issue with a pre-QSC Republic slingshot; it makes it very difficult to decide what to do.
1350 BC (7) -
Republic in 5 turns.
Chop finishes next to 006, contributing to Courthouse there. Reveals river BG.
Found 015 and 016, start on workers. We will need these post-Anarchy. At the moment we can't exactly get more workers, but 16 cities / 9 workers ratio is very bad. Luckily we will have a little time to catch up with Workers since most of our initial area is now filled and it will take a few turns to get to an appropriate point to continue making new cities to the north and also on the peninsula across the western channel. Truly though, to continue making meaningful improvements such as irrigation for Republic and improving our road network, we will need at least twice as many workers. 008 will still take awhile to get online as a worker pump, so 001 and 002 are going to have to work hard to find time for workers, as well as most any new city that we build.
I wanted to finish the Settlers in 001 and 002 pre-Anarchy rather than build more workers, though I suppose in hindsight one of those would have been better off as a worker, since I can at least use a worker a little bit during Anarchy. I won't lose sleep over it...(though I will lose sleep over how late I'm playing this turnset

) Especially since a single worker can do so little during Anarchy, even as an Industrious civilization, I think the difference is minimal.
1325 BC (8) -
Republic in 4 turns.
Worker #3 -> river grassland 1SW of 001.
Workers #4, #6, #9 start road.
Continue to MM to prevent riots and maintain some growth.
1300 BC (9) -
Republic in 3 turns.
Our Writing for Mathematics gambit does not pay off. Germany now has Writing and will undoubtedly trade it to Russia next turn. Therefore, I trade for the little I can get:
I don't think it was a bad idea but ...

Life moves on. We may end up buying Mathematics off of Persia at some point, here.
I continue to trade:
Unbelievably, Map Making @ 3rd was not enough to buy Polytheism @ 3rd, so I had to add in Philosophy as well.
Off-hand, I really wonder whether I made the right trades but this seems fairly standard to me. Get the techs you can, don't withhold anything purposely. We'll gift Germany + Russia into the MA at some point, regardless.
Worker #3 starts irrigation.
Worker #9 1N -> forest game 1NW of 015.
1275 BC (10) -
Republic in 2 turns.
Workers #4 and #6 1N -> forest game 1NW of 015.
Decide to switch 015 from Worker to Galley so we can have an east coast galley as well, as needed. Chose Galley over Harbor, since I doubt the Harbor will do us anything until we have more sea lanes explored. In particular, there is nothing close to a sea route to Persia. I'm hoping we don't need Astronomy.
Curragh #3, going up the west coast of our island, finds a Babylonian bowman exploring. Babylon is about as large as any of the other civilizations, but just as advanced as Persia, that is, only down The Republic. Since neither Russia nor Germany has Code of Laws, either they know Persia somehow and obtained technologies from them, or they self-researched a number of technologies -- the latter seems impossible to me -- I tend to think that it's more likely they know Persia because I just can't fathom how else this is possible.
My exploring warrior also spots Babylonian borders perhaps 10N,2NW from 014. It seems that our borders may end up clashing with Babylon before Russia. There is definitely far more room to expand by sailing and establishing colonies than by trying to push north, though I do think we should try to put a few cities up north just to claim a bit more land. Alternatively, we could leave the north alone entirely and just focus on sending Settlers to the landmasses to our east/west (though these may end up being the same island, who knows?)
Curragh #2 finds spices along the opposite coast to the east.
Thus concludes a long log and an interesting turnset. What do you think? Where will we go from here? What could have I done better?
I'm very tired right now, but my main thought is to not get too ahead of yourself with infrastructure. We have a lot of work to do still on getting more workers and putting in the proper irrigation, and especially continuing to grow at a fast pace with all this room in every direction to grow. Certainly we need to move towards a fully functioning Republic state, but we also have huge opportunities to gain land. Don't give up our settler pumps too readily to focus on other things, because we still need them.
Our civilization: