Pre-turn: Notice we're real happy so I turn down lux to 0%. Start by checking the diplo and there's no deals with the Mongols and Egyptians. Hiawatha is willing to give quite a bit for physics and the others have nothing to offer. By adding a ROP and territory map I structure this deal.
I figure we'll need a factories in the core so switch a couple cav builds to factories. Do a little short rushing on the factories by rushing another build then switching back to the factory. This cuts off a few turns off the builds. Then decide it's time to disband some vet pikes and MI. Our unit support is huge and I'm comfortable with cavs and rails. The disbands reduce the build on the factory in the capital to 2 turns from 4 and Seville from 3 to 2. Change some taxmen to scientists which reduces science to 50% and it allows us to save 4g.
IT
1350 Japanese wouldn't trade physics for gems last turn because they just finished research. I contemplate offering mag for 56g and gems but decide we will let our peace deal expire and take it from them instead.
IT electricity comes in and start replaceable parts.
1355 Hire a couple scientists and turn research to 100% and will get replaceable parts in 4. Decide to wait a few turns before making a trade since we'll want to renegotiate when our lux deals expire. Factories finished in Seville and CHville. MM to get both in 4 turns. Birdjag and Puerto will finish their factories in 4 and 3 respectively
IT
1360 short rush, rail and irrigate
IT
1365 short rush, rail and water the specialist cities.
IT
1370 Lose our spices and furs so now it's time to deal. The Mongols and Egyptians haven't had much other than that to offer so I start with the Iroquois on Theory of Gravity. ToG because magnetism will give them boats and ToG doesn't really give much. Also notice they have navigation and they won't give any more than 8gpt plus the Japanese/Mongols and Egyptians don't have nav so I sell ToG for this deal.
Then move to the Egyptians and make this deal.
Then I dial up Genghis and throw in a map to complete this deal.
With Toku I can get 19gpt for navigation but I don't want to tie us down to 20 turns on a deal with him so I take his bank.
We've now got everyone's gold, 8gpt from the Iroquois, a couple new luxs and only had to give ToG to the Iroquios. Not a bad day's work.
Take 5 turns off a uni build in Dog Town by short rushing. We have 25 scientists and if we had 1 less we'd add another turn to replaceable parts. Since both of our coal plants finish next turn our timing is good. Short rush a market in Hastings by rushing a cav and then back to the market and take off two turns to get it in 3. Our main island is railed outside of the tundra.
IT Replaceable parts come in and start corporation. The coal plants finish in Chukchi Huskyville and Seville plus a factory in Birgjaguar. Start the ToE in the capital, Univ Sufferage in Seville and a coal plant in Birdjaguar.
1375 Faster workers are nice. I'm replacing irrigation by watering all the grasslands in all the corrupt cities for more growth and specialists. Upgrade 3 muskets to infantryfor 45g apiece and 3 cannons to artillery pieces for 65g apiece at Aarhus since it has barracks for upgrades. I'm able to get corporation in 4 turns at 70% science. This will give us more upgrades next turn since we'll run +253gpt. However I notice the Iroquois researched economics so I trade magnetism for it.
This improves our gold to +260gpt. Convert a couple of scientists to taxmen and we get gpt to 270gpt.
Summary
These turns took awhile because of all the railing. If you want to take 5 turns from here it will be less onerous.
ToE is due in 11 turns so getting corporation in 4 and refining in 6 would make sense. Then set research at 0% on atomic power. ToE will give us atomic power and then get electronics for free.
Puerto de Lobos has +7fpt so some of the plains tiles can be converted from irrigation to mines. It only needs 24. After this is done you could probably put these workers on auto pollution.