Math -> Sailing -> Calendar takes a long time; there wasn't going to be much time left on the clock, so I decided to push all the way through to T115.
Taking care of the suspense first:
The last few turns were a push to get from #2 in power to #1. In fact, according to the charts, all four of us on the island are pretty close in Power right now.
I've been running scouts around to get a sense for the map. Kublai Khan is in bad bad shape; his capital is on a peninsula with a desert between him and Chuck, and no room at all for a useful cities. He's got four now, but they aren't going to help him. He has managed to get some Kesheks up, so could potentially harass HRE a bit, but it won't save him.
Hannibal is a bit behind in cities, but us other wise doing reasonably - he flashed a catapult through my borders near the end of the game. But he's made been blocked by that southern city of mine, and probably won't be able to beat me to the other good lands there.
Red dot is my next target. The barbarians have archers on that hill, so I'm not in a hurry - if Hannibal beats me to it, so be it. That green river to the south east has sheep at the end of it, so there's a third city to place.
Charlemagne is the only real threat - he backwards, thanks to Imperialist expansion, but he hasn't been able to keep his GNP up. If he's given time to recover, he'll place second.
Here's a look at the capital, in now happier times
I replaced one of the two cottages on the dyes, and left the other because it was about 20 turns from promoting. There's already a team of workers at the second Spices.
Here's the overview for the rest
Here's a look at the builds thus far
The barracks is a bit weak - I'll want to have them when I run out of land to claim, but I've got at least four locations to try for right now, so my offensive war shouldn't be soon.
Still not enough workers, of course - I was doing fine until calendar hit, and then of course everything needed improving at once. Given where the happy cap is right now, it's not going to get better for a while.
Going forward, what next?
Code of Laws (due at T120) for a start. Primarily because it is on the way to Civil Service, but also because the religion is still available. Some courthouses would be nice, though they are still pretty expensive.
More settlers - two for the north, two for the south.
More workers - probably another 6. Ow.
More troops! Some spears, I think, although given that I'm in a commanding position it might make sense to get some insurance by researching for Archery.
Alphabet? Given the GNP of the other guys, there probably isn't much more than scraps to trade for right now, but it's another weapon to help control the diplomatic picture.