Pre turn: We are researching economics which is an optional tech. We want to get out of the middle ages and move to the IA and steam power asap. Change the research to Mag at 80% and we'll get it in 4 turns. Raise lux from 10% to 20% and it stops starvation, shortens build times and now there's on one clown in the core. Then do some shifting of builds. I prefer not to have any buildings or units created in corrupt cities. 1. They can't be supported and 2. without rax reg units are reasonably useless. Happiness in these cities is a self limiting problem. If they're unhappy they can build settlers and workers. There are great benefits from more cities and workers. Cities can improve our unit support which is huge at 84gpt whereas a building will cost money. I hope to eliminate some of our unit support since swords are becoming less useful and can be disbanded in cities building settlers to accelerate the settler. We are sitting on a pile of galleys and I upgrade them to caravels. If we are going to move on the last continent we will want to bring more units and caravels are better defensively. The Mongols are in anarchy and we're trading 3 luxs for 1 lux to Japan for 17 more turns. It's best not to give so much lux to the AI since they operate much more efficiently and we'd like to conquer this continent at some point so I'd suggest no more deals with the Japanese.
IT
1
1060Siege at Bursa takes a musket and spear but we lose a cav vs. a reg musket. At Ankara we promote a cav taking the city. The Ottomans are down to two cities.
IT A LB jumps out and attacks our knight on a hill and loses. A Japanese galley approaches one of our cities. Oh boy.
2
1070 Try to get the Japanese to declare. No dice. Attack Bursa and take a reg. musket and vet spear but lose a MI attacking a vet spear. Take out Sinap
IT Edrine flips to the Ottomans.
3
1080 Take back Edrine. Then this...
IT Magnetism finishes and start Theory of Gravity
4
1090 Trade Printing press for silks and 24 g to Cleo now that we have magnetism. Trade Printing Press for 21gpt and 50g to Iroquois. Get furs for gunpowder and theology from Genghis.
IT
5
1100 through
1130 Mostly moving stuff back to the core and units towards Japan.
1140 ToG comes in and we move to a new age.
Change the military academy build in Chukchi Huskyville to Newton's university. This will double our science in the city which at 60% science is 105 beakers and will increase to 210 beakers! This will get us that much closer to blasting off a space ship. I then MM to get steam power down from 7 turns to 6 turns by hiring scientists and taxmen where scientists aren't needed.
1150 Move units towards Japan, and get rail crews set. Settlers in a boat are headed towards filling in the old Ottoman area.
Summary
Newton's will finish next turn so check to see if you can shorten the time steam power comes in or lower science. There's settlers being packed in on the old Viking and Ottoman continent. Try to fill in as many cities as you can since the citizens will help unit support costs and the capability to use either scientists or taxmen. Other corrupt cities are making workers so we can rail faster.
Try to rail the most important cities for production first.
On the Ottoman/Viking continent try to use the workers to rail towards the Japanese in case they get frisky.
When you hit the industrail age the turns are typically the slowest so if you're more comfortable playing 5 turns instead of 10 that would be fine.